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Comparing deliantra/server/common/map.C (file contents):
Revision 1.32 by root, Thu Oct 5 16:50:06 2006 UTC vs.
Revision 1.177 by root, Wed Nov 11 23:27:56 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
31//+GPL
35 32
36extern int nrofallocobjects, nroffreeobjects; 33sint8 maptile::outdoor_darkness;
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 34
244/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
245 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
246 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
247 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
250 * is needed. The case of not passing values is if we're just 41 * is needed. The case of not passing values is if we're just
251 * checking for the existence of something on those spaces, but 42 * checking for the existence of something on those spaces, but
252 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
253 */ 44 */
254int 45int
255get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 46get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
256{ 47{
257 sint16 newx, newy; 48 sint16 newx = x;
258 int retval = 0; 49 sint16 newy = y;
259 maptile *mp;
260 50
261 if (out_of_map (oldmap, x, y)) 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
52
53 if (!mp)
262 return P_OUT_OF_MAP; 54 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 55
275 retval |= mp->spaces[newx + mp->width * newy].flags; 56 if (newmap) *newmap = mp;
57 if (nx) *nx = newx;
58 if (ny) *ny = newy;
276 59
277 return retval; 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
278} 61}
279 62
280/* 63/*
281 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
282 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
290 * by the caller. 73 * by the caller.
291 */ 74 */
292int 75int
293blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
294{ 77{
295 object *tmp;
296 int mflags, blocked;
297
298 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this. 79 * have already checked this.
300 */ 80 */
301 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
302 { 82 {
303 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
304 return 1; 84 return 1;
305 } 85 }
306 86
307 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
308 * directly.
309 */
310 mflags = m->spaces[sx + m->width * sy].flags;
311 88
312 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
313 91
314 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
315 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
316 * things we need to do for players. 94 * things we need to do for players.
317 */ 95 */
318 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
319 return 0; 97 return 0;
320 98
321 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
322 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
323 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
324 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
325 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
326 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
327 */ 105 */
328 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
329 return 0; 107 return 0;
330 108
331 if (ob->head != NULL)
332 ob = ob->head; 109 ob = ob->head_ ();
333 110
334 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
335 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
336 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
337 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
338 */ 115 */
339 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
340 { 117 {
341 118 if (OB_MOVE_BLOCK (ob, tmp))
342 /* This must be before the checks below. Code for inventory checkers. */
343 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
344 { 119 {
345 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
346 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
347 * pass through this space. 122 return 1;
348 */ 123 else
349 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
350 { 127 {
351 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
352 return 1; 132 return 1;
353 else 133 }
354 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
355 } 143 }
356 else 144 else
357 { 145 return 1; // unconditional block
358 /* In this case, the player must not have the object - 146
359 * if they do, they can't pass through.
360 */
361 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
362 return 1;
363 else
364 continue;
365 }
366 } /* if check_inv */
367 else 147 } else {
368 { 148 // space does not block the ob, directly, but
369 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
370 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
371 * movement, can't move here. 151
372 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
373 * hidden dm 153 && tmp->head_ () != ob
374 */ 154 && tmp != ob
375 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
376 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
377 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
378 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
379 return 1; 157 return 1;
380 } 158 }
381
382 } 159 }
160
383 return 0; 161 return 0;
384} 162}
385 163
386
387/* 164/*
388 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
389 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
390 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
391 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
392 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
393 * 170 *
394 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
395 * 172 *
396 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
397 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
408 * 185 *
409 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
410 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
411 * against the move_block values. 188 * against the move_block values.
412 */ 189 */
413 190bool
414int 191object::blocked (maptile *m, int x, int y) const
415ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
416{ 192{
417 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
418 int flag;
419 maptile *m1;
420 sint16 sx, sy;
421
422 if (ob == NULL)
423 {
424 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
425 if (flag & P_OUT_OF_MAP)
426 return P_OUT_OF_MAP;
427
428 /* don't have object, so don't know what types would block */
429 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
430 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
431 196
432 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 197 if (!pos.normalise ())
433 { 198 return 1;
434 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
435 199
436 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
437 return P_OUT_OF_MAP; 201
438 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
439 return P_IS_ALIVE; 203 return 1;
440 204
441 /* find_first_free_spot() calls this function. However, often 205 /* However, often ob doesn't have any move type
442 * ob doesn't have any move type (when used to place exits) 206 * (signifying non-moving objects)
443 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
444 */ 208 */
445 209 if (!move_type && ms.move_block != MOVE_ALL)
446 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
447 continue; 210 continue;
448 211
449 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
450 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
451 */ 214 */
452 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 215 if (ms.blocks (move_type))
453 return AB_NO_PASS; 216 return 1;
454
455 } 217 }
218
456 return 0; 219 return 0;
457} 220}
458 221
459/* When the map is loaded, load_object does not actually insert objects 222//-GPL
460 * into inventory, but just links them. What this does is go through
461 * and insert them properly.
462 * The object 'container' is the object that contains the inventory.
463 * This is needed so that we can update the containers weight.
464 */
465 223
466void 224void
467fix_container (object *container) 225maptile::set_object_flag (int flag, int value)
468{ 226{
469 object *tmp = container->inv, *next; 227 if (!spaces)
228 return;
470 229
471 container->inv = NULL; 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
472 while (tmp != NULL) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
473 { 232 tmp->flag [flag] = value;
474 next = tmp->below;
475 if (tmp->inv)
476 fix_container (tmp);
477 (void) insert_ob_in_ob (tmp, container);
478 tmp = next;
479 }
480 /* sum_weight will go through and calculate what all the containers are
481 * carrying.
482 */
483 sum_weight (container);
484} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
485 262
486/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
487 * for objects whose arch says they are multipart yet according to the 264 * for objects whose arch says they are multipart yet according to the
488 * info we have, they only have the head (as would be expected when 265 * info we have, they only have the head (as would be expected when
489 * they are saved). We do have to look for the old maps that did save 266 * they are saved).
490 * the more sections and not re-add sections for them.
491 */ 267 */
492 268void
493static void 269maptile::link_multipart_objects ()
494link_multipart_objects (maptile *m)
495{ 270{
496 int x, y; 271 if (!spaces)
497 object *tmp, *op, *last, *above; 272 return;
498 archetype *at;
499 273
500 for (x = 0; x < MAP_WIDTH (m); x++) 274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
501 for (y = 0; y < MAP_HEIGHT (m); y++) 275 {
502 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 276 object *op = ms->bot;
277 while (op)
503 { 278 {
504 above = tmp->above;
505
506 /* already multipart - don't do anything more */ 279 /* already multipart - don't do anything more */
507 if (tmp->head || tmp->more) 280 if (op->head_ () == op && !op->more && op->arch->more)
508 continue;
509
510 /* If there is nothing more to this object, this for loop
511 * won't do anything.
512 */
513 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
514 { 281 {
515 op = arch_to_object (at); 282 op->remove ();
283 op->expand_tail ();
516 284
517 /* update x,y coordinates */ 285 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
518 op->x += tmp->x; 286 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
519 op->y += tmp->y; 287 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
520 op->head = tmp; 288 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
521 op->map = m; 289
522 last->more = op; 290 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
523 op->name = tmp->name; 291 // so we have to reset the iteration through the mapspace
524 op->title = tmp->title;
525 /* we could link all the parts onto tmp, and then just
526 * call insert_ob_in_map once, but the effect is the same,
527 * as insert_ob_in_map will call itself with each part, and
528 * the coding is simpler to just to it here with each part.
529 */ 292 }
530 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 293 else
531 } /* for at = tmp->arch->more */ 294 op = op->above;
532 } /* for objects on this space */ 295 }
296 }
533} 297}
298
299//-GPL
534 300
535/* 301/*
536 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
537 * file pointer. 303 * file pointer.
538 * mapflags is the same as we get with load_original_map
539 */ 304 */
305bool
306maptile::_load_objects (object_thawer &f)
307{
308 for (;;)
309 {
310 coroapi::cede_to_tick (); // cede once in a while
311
312 switch (f.kw)
313 {
314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
346 continue;
347
348 case KW_EOF:
349 return true;
350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
354 break;
355 }
356
357 f.next ();
358 }
359
360 return true;
361}
362
540void 363void
541load_objects (maptile *m, object_thawer & fp, int mapflags) 364maptile::activate ()
542{ 365{
543 int i, j; 366 if (spaces)
544 int unique; 367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
545 object *op, *prev = NULL, *last_more = NULL, *otmp; 368 for (object *op = ms->bot; op; op = op->above)
369 op->activate_recursive ();
370}
546 371
547 op = get_object (); 372void
548 op->map = m; /* To handle buttons correctly */ 373maptile::deactivate ()
374{
375 if (spaces)
376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above)
378 op->deactivate_recursive ();
379}
549 380
550 while ((i = load_object (fp, op, mapflags))) 381bool
382maptile::_save_objects (object_freezer &f, int flags)
383{
384 coroapi::cede_to_tick ();
385
386 if (flags & IO_HEADER)
387 _save_header (f);
388
389 if (!spaces)
390 return false;
391
392 for (int i = 0; i < size (); ++i)
551 { 393 {
552 /* if the archetype for the object is null, means that we 394 bool unique = 0;
553 * got an invalid object. Don't do anything with it - the game 395
554 * or editor will not be able to do anything with it either. 396 for (object *op = spaces [i].bot; op; op = op->above)
555 */
556 if (op->arch == NULL)
557 { 397 {
558 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
399
400 if (expect_false (!op->can_map_save ()))
559 continue; 401 continue;
402
403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
404 {
405 if (flags & IO_UNIQUES)
406 op->write (f);
407 }
408 else if (expect_true (flags & IO_OBJECTS))
409 op->write (f);
560 } 410 }
561
562
563 switch (i)
564 {
565 case LL_NORMAL:
566 /* if we are loading an overlay, put the floors on the bottom */
567 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
569 else
570 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
571
572 if (op->inv)
573 sum_weight (op);
574
575 prev = op, last_more = op;
576 break;
577
578 case LL_MORE:
579 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
580 op->head = prev, last_more->more = op, last_more = op;
581 break;
582 }
583
584 if (mapflags & MAP_STYLE)
585 remove_from_active_list (op);
586
587 op = get_object ();
588 op->map = m;
589 }
590
591 for (i = 0; i < m->width; i++)
592 { 411 }
593 for (j = 0; j < m->height; j++)
594 {
595 unique = 0;
596 /* check for unique items, or unique squares */
597 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
598 {
599 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
600 unique = 1;
601 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
602 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
603 }
604 }
605 }
606 412
607 free_object (op); 413 coroapi::cede_to_tick ();
608 link_multipart_objects (m);
609}
610 414
611/* This saves all the objects on the map in a non destructive fashion. 415 return true;
612 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
613 * and we only save the head of multi part objects - this is needed
614 * in order to do map tiling properly.
615 */
616void
617save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
618{
619 int i, j = 0, unique = 0;
620 object *op;
621
622 /* first pass - save one-part objects */
623 for (i = 0; i < MAP_WIDTH (m); i++)
624 for (j = 0; j < MAP_HEIGHT (m); j++)
625 {
626 unique = 0;
627 for (op = get_map_ob (m, i, j); op; op = op->above)
628 {
629 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
630 unique = 1;
631
632 if (op->type == PLAYER)
633 {
634 LOG (llevDebug, "Player on map that is being saved\n");
635 continue;
636 }
637
638 if (op->head || op->owner)
639 continue;
640
641 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
642 save_object (fp2, op, 3);
643 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
644 save_object (fp, op, 3);
645
646 } /* for this space */
647 } /* for this j */
648} 416}
649 417
650/* 418bool
651 * Allocates, initialises, and returns a pointer to a maptile. 419maptile::_save_objects (const char *path, int flags)
652 * Modified to no longer take a path option which was not being
653 * used anyways. MSW 2001-07-01
654 */
655
656maptile *
657get_linked_map (void)
658{ 420{
659 maptile *map = new maptile; 421 object_freezer freezer;
660 maptile *mp;
661 422
662 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next); 423 if (!_save_objects (freezer, flags))
663 if (mp == NULL) 424 return false;
664 first_map = map;
665 else
666 mp->next = map;
667 425
426 return freezer.save (path);
427}
428
429maptile::maptile ()
430{
668 map->in_memory = MAP_SWAPPED; 431 in_memory = MAP_SWAPPED;
432
669 /* The maps used to pick up default x and y values from the 433 /* The maps used to pick up default x and y values from the
670 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
671 */ 435 */
672 MAP_WIDTH (map) = 16; 436 width = 16;
673 MAP_HEIGHT (map) = 16; 437 height = 16;
674 MAP_RESET_TIMEOUT (map) = 0; 438 timeout = 300;
675 MAP_TIMEOUT (map) = 300; 439 max_items = MAX_ITEM_PER_ACTION;
676 MAP_ENTER_X (map) = 0; 440 max_volume = 2000000; // 2m³
677 MAP_ENTER_Y (map) = 0; 441}
678 /*set part to -1 indicating conversion to weather map not yet done */ 442
679 MAP_WORLDPARTX (map) = -1; 443maptile::maptile (int w, int h)
680 MAP_WORLDPARTY (map) = -1; 444{
681 return map; 445 in_memory = MAP_SWAPPED;
446
447 width = w;
448 height = h;
449 reset_timeout = 0;
450 timeout = 300;
451 enter_x = 0;
452 enter_y = 0;
453
454 alloc ();
682} 455}
683 456
684/* 457/*
685 * Allocates the arrays contained in a maptile. 458 * Allocates the arrays contained in a maptile.
686 * This basically allocates the dynamic array of spaces for the 459 * This basically allocates the dynamic array of spaces for the
687 * map. 460 * map.
688 */ 461 */
689
690void 462void
691allocate_map (maptile *m) 463maptile::alloc ()
692{ 464{
693 m->in_memory = MAP_IN_MEMORY;
694 /* Log this condition and free the storage. We could I suppose
695 * realloc, but if the caller is presuming the data will be intact,
696 * that is their poor assumption.
697 */
698 if (m->spaces) 465 if (spaces)
699 {
700 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
701 free (m->spaces);
702 }
703
704 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
705
706 if (m->spaces == NULL)
707 fatal (OUT_OF_MEMORY);
708}
709
710/* Create and returns a map of the specific size. Used
711 * in random map code and the editor.
712 */
713maptile *
714get_empty_map (int sizex, int sizey)
715{
716 maptile *m = get_linked_map ();
717
718 m->width = sizex;
719 m->height = sizey;
720 m->in_memory = MAP_SWAPPED;
721 allocate_map (m);
722 return m; 466 return;
467
468 spaces = salloc0<mapspace> (size ());
723} 469}
470
471//+GPL
724 472
725/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* Takes a string from a map definition and outputs a pointer to the array of shopitems
726 * corresponding to that string. Memory is allocated for this, it must be freed 474 * corresponding to that string. Memory is allocated for this, it must be freed
727 * at a later date. 475 * at a later date.
728 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
729 */ 477 */
730
731static shopitems * 478static shopitems *
732parse_shop_string (const char *input_string) 479parse_shop_string (const char *input_string)
733{ 480{
734 char *shop_string, *p, *q, *next_semicolon, *next_colon; 481 char *shop_string, *p, *q, *next_semicolon, *next_colon;
735 shopitems *items = NULL; 482 shopitems *items = NULL;
736 int i = 0, number_of_entries = 0; 483 int i = 0, number_of_entries = 0;
737 const typedata *current_type; 484 const typedata *current_type;
738 485
739 shop_string = strdup_local (input_string); 486 shop_string = strdup (input_string);
740 p = shop_string; 487 p = shop_string;
741 /* first we'll count the entries, we'll need that for allocating the array shortly */ 488 /* first we'll count the entries, we'll need that for allocating the array shortly */
742 while (p) 489 while (p)
743 { 490 {
744 p = strchr (p, ';'); 491 p = strchr (p, ';');
745 number_of_entries++; 492 number_of_entries++;
746 if (p) 493 if (p)
747 p++; 494 p++;
748 } 495 }
496
749 p = shop_string; 497 p = shop_string;
750 strip_endline (p); 498 strip_endline (p);
751 items = new shopitems[number_of_entries + 1]; 499 items = new shopitems[number_of_entries + 1];
752 for (i = 0; i < number_of_entries; i++) 500 for (i = 0; i < number_of_entries; i++)
753 { 501 {
754 if (!p) 502 if (!p)
755 { 503 {
756 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 504 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
757 break; 505 break;
758 } 506 }
507
759 next_semicolon = strchr (p, ';'); 508 next_semicolon = strchr (p, ';');
760 next_colon = strchr (p, ':'); 509 next_colon = strchr (p, ':');
761 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 510 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
762 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 511 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
763 items[i].strength = atoi (strchr (p, ':') + 1); 512 items[i].strength = atoi (strchr (p, ':') + 1);
790 * the next entry while we're at it, better print a warning 539 * the next entry while we're at it, better print a warning
791 */ 540 */
792 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 541 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
793 } 542 }
794 } 543 }
544
795 items[i].index = number_of_entries; 545 items[i].index = number_of_entries;
796 if (next_semicolon) 546 if (next_semicolon)
797 p = ++next_semicolon; 547 p = ++next_semicolon;
798 else 548 else
799 p = NULL; 549 p = NULL;
800 } 550 }
551
801 free (shop_string); 552 free (shop_string);
802 return items; 553 return items;
803} 554}
804 555
805/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
806 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
807static void 558static const char *
808print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
809{ 560{
810 int i; 561 static dynbuf_text buf; buf.clear ();
811 char tmp[MAX_BUF];
812 562
813 strcpy (output_string, "");
814 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
815 { 564 {
816 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
817 { 566 {
818 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
819 {
820 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
821 }
822 else 569 else
823 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
824 } 571 }
825 else 572 else
826 { 573 {
827 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
828 {
829 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
830 }
831 else 576 else
832 sprintf (tmp, "*"); 577 buf.printf ("*");
833 } 578 }
834 strcat (output_string, tmp);
835 } 579 }
580
581 return buf;
836} 582}
583
584//-GPL
837 585
838/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
839 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
840 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
841 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
843 * put all the stuff in the map object so that names actually make 591 * put all the stuff in the map object so that names actually make
844 * sense. 592 * sense.
845 * This could be done in lex (like the object loader), but I think 593 * This could be done in lex (like the object loader), but I think
846 * currently, there are few enough fields this is not a big deal. 594 * currently, there are few enough fields this is not a big deal.
847 * MSW 2001-07-01 595 * MSW 2001-07-01
848 * return 0 on success, 1 on failure.
849 */ 596 */
850 597bool
851static int 598maptile::_load_header (object_thawer &thawer)
852load_map_header (object_thawer & fp, maptile *m)
853{ 599{
854 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 600 for (;;)
855 int msgpos = 0;
856 int maplorepos = 0;
857
858 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
859 { 601 {
860 buf[HUGE_BUF - 1] = 0; 602 switch (thawer.kw)
861 key = buf;
862 while (isspace (*key))
863 key++;
864 if (*key == 0)
865 continue; /* empty line */
866 value = strchr (key, ' ');
867 if (!value)
868 { 603 {
869 end = strchr (key, '\n'); 604 case KW_msg:
870 if (end != NULL) 605 thawer.get_ml (KW_endmsg, msg);
871 { 606 break;
872 *end = 0; 607
608 case KW_lore: // CF+ extension
609 thawer.get_ml (KW_endlore, maplore);
873 } 610 break;
611
612 case KW_maplore:
613 thawer.get_ml (KW_endmaplore, maplore);
614 break;
615
616 case KW_arch:
617 if (strcmp (thawer.get_str (), "map"))
618 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
619 break;
620
621 case KW_oid:
622 thawer.get (this, thawer.get_sint32 ());
623 break;
624
625 case KW_file_format_version: break; // nop
626
627 case KW_name: thawer.get (name); break;
628 case KW_attach: thawer.get (attach); break;
629 case KW_reset_time: thawer.get (reset_time); break;
630 case KW_shopgreed: thawer.get (shopgreed); break;
631 case KW_shopmin: thawer.get (shopmin); break;
632 case KW_shopmax: thawer.get (shopmax); break;
633 case KW_shoprace: thawer.get (shoprace); break;
634 case KW_outdoor: thawer.get (outdoor); break;
635 case KW_temp: thawer.get (temp); break;
636 case KW_pressure: thawer.get (pressure); break;
637 case KW_humid: thawer.get (humid); break;
638 case KW_windspeed: thawer.get (windspeed); break;
639 case KW_winddir: thawer.get (winddir); break;
640 case KW_sky: thawer.get (sky); break;
641
642 case KW_per_player: thawer.get (per_player); break;
643 case KW_per_party: thawer.get (per_party); break;
644 case KW_no_reset: thawer.get (no_reset); break;
645 case KW_no_drop: thawer.get (no_drop); break;
646
647 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649
650 // old names new names
651 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
652 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
653 case KW_x: case KW_width: thawer.get (width); break;
654 case KW_y: case KW_height: thawer.get (height); break;
655 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
656 case KW_value: case KW_swap_time: thawer.get (timeout); break;
657 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
658 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
659 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
660
661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
670 case KW_end:
671 thawer.next ();
672 return true;
673
674 default:
675 if (!thawer.parse_error ("map", 0))
676 return false;
677 break;
874 } 678 }
875 else
876 {
877 *value = 0;
878 value++;
879 end = strchr (value, '\n');
880 while (isspace (*value))
881 {
882 value++;
883 if (*value == '\0' || value == end)
884 {
885 /* Nothing but spaces. */
886 value = NULL;
887 break;
888 }
889 }
890 }
891 679
892 if (!end) 680 thawer.next ();
893 {
894 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
895 return 1;
896 }
897
898 /* key is the field name, value is what it should be set
899 * to. We've already done the work to null terminate key,
900 * and strip off any leading spaces for both of these.
901 * We have not touched the newline at the end of the line -
902 * these are needed for some values. the end pointer
903 * points to the first of the newlines.
904 * value could be NULL! It would be easy enough to just point
905 * this to "" to prevent cores, but that would let more errors slide
906 * through.
907 *
908 * First check for entries that do not use the value parameter, then
909 * validate that value is given and check for the remaining entries
910 * that use the parameter.
911 */
912
913 if (!strcmp (key, "msg"))
914 {
915 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
916 {
917 if (!strcmp (buf, "endmsg\n"))
918 break;
919 else
920 {
921 /* slightly more efficient than strcat */
922 strcpy (msgbuf + msgpos, buf);
923 msgpos += strlen (buf);
924 }
925 }
926 /* There are lots of maps that have empty messages (eg, msg/endmsg
927 * with nothing between). There is no reason in those cases to
928 * keep the empty message. Also, msgbuf contains garbage data
929 * when msgpos is zero, so copying it results in crashes
930 */
931 if (msgpos != 0)
932 m->msg = strdup_local (msgbuf);
933 }
934 else if (!strcmp (key, "maplore"))
935 {
936 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
937 {
938 if (!strcmp (buf, "endmaplore\n"))
939 break;
940 else
941 {
942 /* slightly more efficient than strcat */
943 strcpy (maplorebuf + maplorepos, buf);
944 maplorepos += strlen (buf);
945 }
946 }
947 if (maplorepos != 0)
948 m->maplore = strdup_local (maplorebuf);
949 }
950 else if (!strcmp (key, "end"))
951 {
952 break;
953 }
954 else if (value == NULL)
955 {
956 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
957 }
958 else if (!strcmp (key, "arch"))
959 {
960 /* This is an oddity, but not something we care about much. */
961 if (strcmp (value, "map\n"))
962 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
963 }
964 else if (!strcmp (key, "name"))
965 {
966 *end = 0;
967 m->name = strdup_local (value);
968 }
969 /* first strcmp value on these are old names supported
970 * for compatibility reasons. The new values (second) are
971 * what really should be used.
972 */
973 else if (!strcmp (key, "oid"))
974 {
975 fp.get (m, atoi (value));
976 }
977 else if (!strcmp (key, "attach"))
978 {
979 m->attach = value;
980 }
981 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
982 {
983 m->enter_x = atoi (value);
984 }
985 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
986 {
987 m->enter_y = atoi (value);
988 }
989 else if (!strcmp (key, "x") || !strcmp (key, "width"))
990 {
991 m->width = atoi (value);
992 }
993 else if (!strcmp (key, "y") || !strcmp (key, "height"))
994 {
995 m->height = atoi (value);
996 }
997 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
998 {
999 m->reset_timeout = atoi (value);
1000 }
1001 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1002 {
1003 m->timeout = atoi (value);
1004 }
1005 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1006 {
1007 m->difficulty = atoi (value);
1008 }
1009 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1010 {
1011 m->darkness = atoi (value);
1012 }
1013 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1014 {
1015 m->fixed_resettime = atoi (value);
1016 }
1017 else if (!strcmp (key, "unique"))
1018 {
1019 m->unique = atoi (value);
1020 }
1021 else if (!strcmp (key, "template"))
1022 {
1023 m->templatemap = atoi (value);
1024 }
1025 else if (!strcmp (key, "region"))
1026 {
1027 m->region = get_region_by_name (value);
1028 }
1029 else if (!strcmp (key, "shopitems"))
1030 {
1031 *end = 0;
1032 m->shopitems = parse_shop_string (value);
1033 }
1034 else if (!strcmp (key, "shopgreed"))
1035 {
1036 m->shopgreed = atof (value);
1037 }
1038 else if (!strcmp (key, "shopmin"))
1039 {
1040 m->shopmin = atol (value);
1041 }
1042 else if (!strcmp (key, "shopmax"))
1043 {
1044 m->shopmax = atol (value);
1045 }
1046 else if (!strcmp (key, "shoprace"))
1047 {
1048 *end = 0;
1049 m->shoprace = strdup_local (value);
1050 }
1051 else if (!strcmp (key, "outdoor"))
1052 {
1053 m->outdoor = atoi (value);
1054 }
1055 else if (!strcmp (key, "temp"))
1056 {
1057 m->temp = atoi (value);
1058 }
1059 else if (!strcmp (key, "pressure"))
1060 {
1061 m->pressure = atoi (value);
1062 }
1063 else if (!strcmp (key, "humid"))
1064 {
1065 m->humid = atoi (value);
1066 }
1067 else if (!strcmp (key, "windspeed"))
1068 {
1069 m->windspeed = atoi (value);
1070 }
1071 else if (!strcmp (key, "winddir"))
1072 {
1073 m->winddir = atoi (value);
1074 }
1075 else if (!strcmp (key, "sky"))
1076 {
1077 m->sky = atoi (value);
1078 }
1079 else if (!strcmp (key, "nosmooth"))
1080 {
1081 m->nosmooth = atoi (value);
1082 }
1083 else if (!strncmp (key, "tile_path_", 10))
1084 {
1085 int tile = atoi (key + 10);
1086
1087 if (tile < 1 || tile > 4)
1088 {
1089 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1090 }
1091 else
1092 {
1093 char *path;
1094
1095 *end = 0;
1096
1097 if (m->tile_path[tile - 1])
1098 {
1099 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1100 free (m->tile_path[tile - 1]);
1101 m->tile_path[tile - 1] = NULL;
1102 }
1103
1104 if (check_path (value, 1) != -1)
1105 {
1106 /* The unadorned path works. */
1107 path = value;
1108 }
1109 else
1110 {
1111 /* Try again; it could be a relative exit. */
1112
1113 path = path_combine_and_normalize (m->path, value);
1114
1115 if (check_path (path, 1) == -1)
1116 {
1117 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1118 path = NULL;
1119 }
1120 }
1121
1122 if (editor)
1123 {
1124 /* Use the value as in the file. */
1125 m->tile_path[tile - 1] = strdup_local (value);
1126 }
1127 else if (path != NULL)
1128 {
1129 /* Use the normalized value. */
1130 m->tile_path[tile - 1] = strdup_local (path);
1131 }
1132 } /* end if tile direction (in)valid */
1133 }
1134 else
1135 {
1136 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1137 }
1138 }
1139 if (!key || strcmp (key, "end"))
1140 { 681 }
1141 LOG (llevError, "Got premature eof on map header!\n");
1142 return 1;
1143 }
1144 return 0;
1145}
1146 682
1147/* 683 abort ();
1148 * Opens the file "filename" and reads information about the map
1149 * from the given file, and stores it in a newly allocated
1150 * maptile. A pointer to this structure is returned, or NULL on failure.
1151 * flags correspond to those in map.h. Main ones used are
1152 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1153 * MAP_BLOCK, in which case we block on this load. This happens in all
1154 * cases, no matter if this flag is set or not.
1155 * MAP_STYLE: style map - don't add active objects, don't add to server
1156 * managed map list.
1157 */
1158
1159maptile *
1160load_original_map (const char *filename, int flags)
1161{
1162 maptile *m;
1163 char pathname[MAX_BUF];
1164
1165 if (flags & MAP_PLAYER_UNIQUE)
1166 strcpy (pathname, filename);
1167 else if (flags & MAP_OVERLAY)
1168 strcpy (pathname, create_overlay_pathname (filename));
1169 else
1170 strcpy (pathname, create_pathname (filename));
1171
1172 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1173
1174 object_thawer thawer (pathname);
1175
1176 if (!thawer)
1177 return 0;
1178
1179 m = get_linked_map ();
1180
1181 strcpy (m->path, filename);
1182 if (load_map_header (thawer, m))
1183 {
1184 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1185 delete_map (m);
1186 return NULL;
1187 }
1188
1189 allocate_map (m);
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 if (!MAP_DIFFICULTY (m))
1196 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1197 set_map_reset_time (m);
1198 m->instantiate ();
1199 return (m);
1200} 684}
1201 685
1202/* 686//+GPL
1203 * Loads a map, which has been loaded earlier, from file.
1204 * Return the map object we load into (this can change from the passed
1205 * option if we can't find the original map)
1206 */
1207
1208static maptile *
1209load_temporary_map (maptile *m)
1210{
1211 char buf[MAX_BUF];
1212
1213 if (!m->tmpname)
1214 {
1215 LOG (llevError, "No temporary filename for map %s\n", m->path);
1216 strcpy (buf, m->path);
1217 delete_map (m);
1218 m = load_original_map (buf, 0);
1219 if (m == NULL)
1220 return NULL;
1221 fix_auto_apply (m); /* Chests which open as default */
1222 return m;
1223 }
1224
1225 object_thawer thawer (m->tmpname);
1226
1227 if (!thawer)
1228 {
1229 strcpy (buf, m->path);
1230 delete_map (m);
1231 m = load_original_map (buf, 0);
1232 if (!m)
1233 return NULL;
1234 fix_auto_apply (m); /* Chests which open as default */
1235 return m;
1236 }
1237
1238 if (load_map_header (thawer, m))
1239 {
1240 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1241 delete_map (m);
1242 m = load_original_map (m->path, 0);
1243 return NULL;
1244 }
1245 allocate_map (m);
1246
1247 m->in_memory = MAP_LOADING;
1248 load_objects (m, thawer, 0);
1249
1250 m->in_memory = MAP_IN_MEMORY;
1251 INVOKE_MAP (SWAPIN, m);
1252 return m;
1253}
1254
1255/*
1256 * Loads a map, which has been loaded earlier, from file.
1257 * Return the map object we load into (this can change from the passed
1258 * option if we can't find the original map)
1259 */
1260
1261maptile *
1262load_overlay_map (const char *filename, maptile *m)
1263{
1264 char pathname[MAX_BUF];
1265
1266 strcpy (pathname, create_overlay_pathname (filename));
1267
1268 object_thawer thawer (pathname);
1269
1270 if (!thawer)
1271 return m;
1272
1273 if (load_map_header (thawer, m))
1274 {
1275 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1276 delete_map (m);
1277 m = load_original_map (m->path, 0);
1278 return NULL;
1279 }
1280 /*allocate_map(m); */
1281
1282 m->in_memory = MAP_LOADING;
1283 load_objects (m, thawer, MAP_OVERLAY);
1284
1285 m->in_memory = MAP_IN_MEMORY;
1286 return m;
1287}
1288 687
1289/****************************************************************************** 688/******************************************************************************
1290 * This is the start of unique map handling code 689 * This is the start of unique map handling code
1291 *****************************************************************************/ 690 *****************************************************************************/
1292 691
1293/* This goes through map 'm' and removed any unique items on the map. */ 692/* This goes through the maptile and removed any unique items on the map. */
1294static void 693void
1295delete_unique_items (maptile *m) 694maptile::clear_unique_items ()
1296{ 695{
1297 int i, j, unique; 696 for (int i = 0; i < size (); ++i)
1298 object *op, *next;
1299
1300 for (i = 0; i < MAP_WIDTH (m); i++)
1301 for (j = 0; j < MAP_HEIGHT (m); j++)
1302 { 697 {
1303 unique = 0; 698 int unique = 0;
1304 for (op = get_map_ob (m, i, j); op; op = next) 699 for (object *op = spaces [i].bot; op; )
700 {
701 object *above = op->above;
702
703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
704 unique = 1;
705
706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
707 op->destroy ();
708
709 op = above;
710 }
711 }
712}
713
714//-GPL
715
716bool
717maptile::_save_header (object_freezer &freezer)
718{
719#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721
722 MAP_OUT2 (arch, CS(map));
723
724 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time);
726 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
731 MAP_OUT (difficulty);
732 if (default_region) MAP_OUT2 (region, default_region->name);
733
734 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
735 MAP_OUT (shopgreed);
736 MAP_OUT (shopmin);
737 MAP_OUT (shopmax);
738 if (shoprace) MAP_OUT (shoprace);
739
740 MAP_OUT (darkness);
741 MAP_OUT (width);
742 MAP_OUT (height);
743 MAP_OUT (enter_x);
744 MAP_OUT (enter_y);
745
746 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748
749 MAP_OUT (outdoor);
750 MAP_OUT (temp);
751 MAP_OUT (pressure);
752 MAP_OUT (humid);
753 MAP_OUT (windspeed);
754 MAP_OUT (winddir);
755 MAP_OUT (sky);
756
757 MAP_OUT (per_player);
758 MAP_OUT (per_party);
759
760 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764
765 freezer.put (this);
766 freezer.put (KW(end));
767
768 return true;
769}
770
771bool
772maptile::_save_header (const char *path)
773{
774 object_freezer freezer;
775
776 if (!_save_header (freezer))
777 return false;
778
779 return freezer.save (path);
780}
781
782//+GPL
783
784/*
785 * Remove and free all objects in the given map.
786 */
787void
788maptile::clear ()
789{
790 if (spaces)
791 {
792 for (mapspace *ms = spaces + size (); ms-- > spaces; )
793 while (object *op = ms->bot)
1305 { 794 {
795 // manually remove, as to not trigger anything
1306 next = op->above; 796 if (ms->bot = op->above)
1307 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 797 ms->bot->below = 0;
1308 unique = 1; 798
1309 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 799 op->flag [FLAG_REMOVED] = true;
800
801 object *head = op->head_ ();
802 if (op == head)
803 op->destroy ();
804 else if (head->map != op->map)
1310 { 805 {
1311 clean_object (op); 806 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1312 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 807 head->destroy ();
1313 remove_button_link (op);
1314 remove_ob (op);
1315 free_object (op);
1316 } 808 }
1317 } 809 }
810
811 sfree0 (spaces, size ());
1318 } 812 }
1319}
1320 813
814 if (buttons)
815 free_objectlinkpt (buttons), buttons = 0;
1321 816
1322/* 817 sfree0 (regions, size ());
1323 * Loads unique objects from file(s) into the map which is in memory 818 delete [] regionmap; regionmap = 0;
1324 * m is the map to load unique items into.
1325 */
1326static void
1327load_unique_objects (maptile *m)
1328{
1329 int count;
1330 char firstname[MAX_BUF];
1331
1332 for (count = 0; count < 10; count++)
1333 {
1334 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1335 if (!access (firstname, R_OK))
1336 break;
1337 }
1338 /* If we get here, we did not find any map */
1339 if (count == 10)
1340 return;
1341
1342 object_thawer thawer (firstname);
1343
1344 if (!thawer)
1345 return;
1346
1347 m->in_memory = MAP_LOADING;
1348 if (m->tmpname == NULL) /* if we have loaded unique items from */
1349 delete_unique_items (m); /* original map before, don't duplicate them */
1350 load_objects (m, thawer, 0);
1351
1352 m->in_memory = MAP_IN_MEMORY;
1353} 819}
1354
1355
1356/*
1357 * Saves a map to file. If flag is set, it is saved into the same
1358 * file it was (originally) loaded from. Otherwise a temporary
1359 * filename will be genarated, and the file will be stored there.
1360 * The temporary filename will be stored in the maptileure.
1361 * If the map is unique, we also save to the filename in the map
1362 * (this should have been updated when first loaded)
1363 */
1364
1365int
1366new_save_map (maptile *m, int flag)
1367{
1368 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1369 int i;
1370
1371 if (flag && !*m->path)
1372 {
1373 LOG (llevError, "Tried to save map without path.\n");
1374 return -1;
1375 }
1376
1377 if (flag || (m->unique) || (m->templatemap))
1378 {
1379 if (!m->unique && !m->templatemap)
1380 { /* flag is set */
1381 if (flag == 2)
1382 strcpy (filename, create_overlay_pathname (m->path));
1383 else
1384 strcpy (filename, create_pathname (m->path));
1385 }
1386 else
1387 strcpy (filename, m->path);
1388
1389 make_path_to_file (filename);
1390 }
1391 else
1392 {
1393 if (!m->tmpname)
1394 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1395
1396 strcpy (filename, m->tmpname);
1397 }
1398
1399 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1400 m->in_memory = MAP_SAVING;
1401
1402 object_freezer freezer;
1403
1404 /* legacy */
1405 fprintf (freezer, "arch map\n");
1406 if (m->name)
1407 fprintf (freezer, "name %s\n", m->name);
1408 if (!flag)
1409 fprintf (freezer, "swap_time %d\n", m->swap_time);
1410 if (m->reset_timeout)
1411 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1412 if (m->fixed_resettime)
1413 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1414 /* we unfortunately have no idea if this is a value the creator set
1415 * or a difficulty value we generated when the map was first loaded
1416 */
1417 if (m->difficulty)
1418 fprintf (freezer, "difficulty %d\n", m->difficulty);
1419 if (m->region)
1420 fprintf (freezer, "region %s\n", m->region->name);
1421 if (m->shopitems)
1422 {
1423 print_shop_string (m, shop);
1424 fprintf (freezer, "shopitems %s\n", shop);
1425 }
1426 if (m->shopgreed)
1427 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1428#ifndef WIN32
1429 if (m->shopmin)
1430 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1431 if (m->shopmax)
1432 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1433#else
1434 if (m->shopmin)
1435 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1436 if (m->shopmax)
1437 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1438#endif
1439 if (m->shoprace)
1440 fprintf (freezer, "shoprace %s\n", m->shoprace);
1441 if (m->darkness)
1442 fprintf (freezer, "darkness %d\n", m->darkness);
1443 if (m->width)
1444 fprintf (freezer, "width %d\n", m->width);
1445 if (m->height)
1446 fprintf (freezer, "height %d\n", m->height);
1447 if (m->enter_x)
1448 fprintf (freezer, "enter_x %d\n", m->enter_x);
1449 if (m->enter_y)
1450 fprintf (freezer, "enter_y %d\n", m->enter_y);
1451 if (m->msg)
1452 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1453 if (m->maplore)
1454 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1455 if (m->unique)
1456 fprintf (freezer, "unique %d\n", m->unique);
1457 if (m->templatemap)
1458 fprintf (freezer, "template %d\n", m->templatemap);
1459 if (m->outdoor)
1460 fprintf (freezer, "outdoor %d\n", m->outdoor);
1461 if (m->temp)
1462 fprintf (freezer, "temp %d\n", m->temp);
1463 if (m->pressure)
1464 fprintf (freezer, "pressure %d\n", m->pressure);
1465 if (m->humid)
1466 fprintf (freezer, "humid %d\n", m->humid);
1467 if (m->windspeed)
1468 fprintf (freezer, "windspeed %d\n", m->windspeed);
1469 if (m->winddir)
1470 fprintf (freezer, "winddir %d\n", m->winddir);
1471 if (m->sky)
1472 fprintf (freezer, "sky %d\n", m->sky);
1473 if (m->nosmooth)
1474 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1475
1476 /* Save any tiling information, except on overlays */
1477 if (flag != 2)
1478 for (i = 0; i < 4; i++)
1479 if (m->tile_path[i])
1480 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1481
1482 freezer.put (m);
1483 fprintf (freezer, "end\n");
1484
1485 /* In the game save unique items in the different file, but
1486 * in the editor save them to the normal map file.
1487 * If unique map, save files in the proper destination (set by
1488 * player)
1489 */
1490 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1491 {
1492 object_freezer unique;
1493
1494 if (flag == 2)
1495 save_objects (m, freezer, unique, 2);
1496 else
1497 save_objects (m, freezer, unique, 0);
1498
1499 sprintf (buf, "%s.v00", create_items_path (m->path));
1500
1501 unique.save (buf);
1502 }
1503 else
1504 { /* save same file when not playing, like in editor */
1505 save_objects (m, freezer, freezer, 0);
1506 }
1507
1508 freezer.save (filename);
1509
1510 return 0;
1511}
1512
1513
1514/*
1515 * Remove and free all objects in the inventory of the given object.
1516 * object.c ?
1517 */
1518 820
1519void 821void
1520clean_object (object *op) 822maptile::clear_header ()
1521{ 823{
1522 object *tmp, *next; 824 name = 0;
825 msg = 0;
826 maplore = 0;
827 shoprace = 0;
828 delete [] shopitems, shopitems = 0;
1523 829
1524 for (tmp = op->inv; tmp; tmp = next) 830 for (int i = 0; i < 4; i++)
1525 { 831 tile_path [i] = 0;
1526 next = tmp->below;
1527 clean_object (tmp);
1528 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1529 remove_button_link (tmp);
1530 remove_ob (tmp);
1531 free_object (tmp);
1532 }
1533} 832}
1534 833
1535/* 834maptile::~maptile ()
1536 * Remove and free all objects in the given map. 835{
1537 */ 836 assert (destroyed ());
837}
1538 838
1539void 839void
1540free_all_objects (maptile *m) 840maptile::clear_links_to (maptile *m)
1541{ 841{
1542 int i, j;
1543 object *op;
1544
1545 for (i = 0; i < MAP_WIDTH (m); i++)
1546 for (j = 0; j < MAP_HEIGHT (m); j++)
1547 {
1548 object *previous_obj = NULL;
1549
1550 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1551 {
1552 if (op == previous_obj)
1553 {
1554 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1555 break;
1556 }
1557 previous_obj = op;
1558 if (op->head != NULL)
1559 op = op->head;
1560
1561 /* If the map isn't in memory, free_object will remove and
1562 * free objects in op's inventory. So let it do the job.
1563 */
1564 if (m->in_memory == MAP_IN_MEMORY)
1565 clean_object (op);
1566 remove_ob (op);
1567 free_object (op);
1568 }
1569 }
1570}
1571
1572/*
1573 * Frees everything allocated by the given maptileure.
1574 * don't free tmpname - our caller is left to do that
1575 */
1576
1577void
1578free_map (maptile *m, int flag)
1579{
1580 int i;
1581
1582 if (!m->in_memory)
1583 {
1584 LOG (llevError, "Trying to free freed map.\n");
1585 return;
1586 }
1587 if (flag && m->spaces)
1588 free_all_objects (m);
1589 if (m->name)
1590 FREE_AND_CLEAR (m->name);
1591 if (m->spaces)
1592 FREE_AND_CLEAR (m->spaces);
1593 if (m->msg)
1594 FREE_AND_CLEAR (m->msg);
1595 if (m->maplore)
1596 FREE_AND_CLEAR (m->maplore);
1597 if (m->shopitems)
1598 delete[]m->shopitems;
1599 m->shopitems = 0;
1600 if (m->shoprace)
1601 FREE_AND_CLEAR (m->shoprace);
1602 if (m->buttons)
1603 free_objectlinkpt (m->buttons);
1604 m->buttons = NULL;
1605 for (i = 0; i < 4; i++)
1606 {
1607 if (m->tile_path[i])
1608 FREE_AND_CLEAR (m->tile_path[i]);
1609 m->tile_map[i] = NULL;
1610 }
1611 m->in_memory = MAP_SWAPPED;
1612}
1613
1614/*
1615 * function: vanish maptile
1616 * m : pointer to maptile, if NULL no action
1617 * this deletes all the data on the map (freeing pointers)
1618 * and then removes this map from the global linked list of maps.
1619 */
1620
1621void
1622delete_map (maptile *m)
1623{
1624 maptile *tmp, *last;
1625 int i;
1626
1627 if (!m)
1628 return;
1629
1630 m->clear ();
1631
1632 if (m->in_memory == MAP_IN_MEMORY)
1633 {
1634 /* change to MAP_SAVING, even though we are not,
1635 * so that remove_ob doesn't do as much work.
1636 */
1637 m->in_memory = MAP_SAVING;
1638 free_map (m, 1);
1639 }
1640 /* move this out of free_map, since tmpname can still be needed if
1641 * the map is swapped out.
1642 */
1643 if (m->tmpname)
1644 {
1645 free (m->tmpname);
1646 m->tmpname = NULL;
1647 }
1648 last = NULL;
1649 /* We need to look through all the maps and see if any maps 842 /* We need to look through all the maps and see if any maps
1650 * are pointing at this one for tiling information. Since 843 * are pointing at this one for tiling information. Since
1651 * tiling can be assymetric, we just can not look to see which 844 * tiling can be asymetric, we just can not look to see which
1652 * maps this map tiles with and clears those. 845 * maps this map tiles with and clears those.
1653 */ 846 */
1654 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1655 {
1656 if (tmp->next == m)
1657 last = tmp;
1658
1659 /* This should hopefully get unrolled on a decent compiler */
1660 for (i = 0; i < 4; i++) 847 for (int i = 0; i < 4; i++)
1661 if (tmp->tile_map[i] == m) 848 if (tile_map[i] == m)
1662 tmp->tile_map[i] = NULL; 849 tile_map[i] = 0;
1663 } 850}
1664 851
1665 /* If last is null, then this should be the first map in the list */ 852void
853maptile::do_destroy ()
854{
855 attachable::do_destroy ();
856
857 clear ();
858}
859
860/* decay and destroy perishable items in a map */
861void
862maptile::do_decay_objects ()
863{
1666 if (!last) 864 if (!spaces)
865 return;
866
867 for (mapspace *ms = spaces + size (); ms-- > spaces; )
868 for (object *above, *op = ms->bot; op; op = above)
1667 { 869 {
1668 if (m == first_map) 870 above = op->above;
1669 first_map = m->next; 871
872 bool destroy = 0;
873
874 // do not decay anything above unique floor tiles (yet :)
875 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
876 break;
877
878 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
879 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
880 || QUERY_FLAG (op, FLAG_UNIQUE)
881 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
882 || QUERY_FLAG (op, FLAG_UNPAID)
883 || op->is_alive ())
884 ; // do not decay
885 else if (op->is_weapon ())
886 {
887 op->stats.dam--;
888 if (op->stats.dam < 0)
889 destroy = 1;
890 }
891 else if (op->is_armor ())
892 {
893 op->stats.ac--;
894 if (op->stats.ac < 0)
895 destroy = 1;
896 }
897 else if (op->type == FOOD)
898 {
899 op->stats.food -= rndm (5, 20);
900 if (op->stats.food < 0)
901 destroy = 1;
902 }
1670 else 903 else
1671 /* m->path is a static char, so should hopefully still have
1672 * some useful data in it.
1673 */
1674 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1675 }
1676 else
1677 last->next = m->next;
1678
1679 delete m;
1680}
1681
1682
1683
1684/*
1685 * Makes sure the given map is loaded and swapped in.
1686 * name is path name of the map.
1687 * flags meaning:
1688 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1689 * and don't do unique items or the like.
1690 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1691 * dont do any more name translation on it.
1692 *
1693 * Returns a pointer to the given map.
1694 */
1695
1696maptile *
1697ready_map_name (const char *name, int flags)
1698{
1699 maptile *m;
1700
1701 if (!name)
1702 return (NULL);
1703
1704 /* Have we been at this level before? */
1705 m = has_been_loaded (name);
1706
1707 /* Map is good to go, so just return it */
1708 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1709 {
1710 return m;
1711 }
1712
1713 /* unique maps always get loaded from their original location, and never
1714 * a temp location. Likewise, if map_flush is set, or we have never loaded
1715 * this map, load it now. I removed the reset checking from here -
1716 * it seems the probability of a player trying to enter a map that should
1717 * reset but hasn't yet is quite low, and removing that makes this function
1718 * a bit cleaner (and players probably shouldn't rely on exact timing for
1719 * resets in any case - if they really care, they should use the 'maps command.
1720 */
1721 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1722 {
1723
1724 /* first visit or time to reset */
1725 if (m)
1726 { 904 {
1727 clean_tmp_map (m); /* Doesn't make much difference */ 905 int mat = op->materials;
1728 delete_map (m); 906
907 if (mat & M_PAPER
908 || mat & M_LEATHER
909 || mat & M_WOOD
910 || mat & M_ORGANIC
911 || mat & M_CLOTH
912 || mat & M_LIQUID
913 || (mat & M_IRON && rndm (1, 5) == 1)
914 || (mat & M_GLASS && rndm (1, 2) == 1)
915 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
916 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
917 || (mat & M_ICE && temp > 32))
918 destroy = 1;
1729 } 919 }
1730 920
1731 /* create and load a map */ 921 /* adjust overall chance below */
1732 if (flags & MAP_PLAYER_UNIQUE) 922 if (destroy && rndm (0, 1))
1733 LOG (llevDebug, "Trying to load map %s.\n", name); 923 op->destroy ();
1734 else
1735 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1736
1737 //eval_pv ("$x = Event::time", 1);//D
1738 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1739 return (NULL);
1740 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1741
1742 fix_auto_apply (m); /* Chests which open as default */
1743
1744 /* If a player unique map, no extra unique object file to load.
1745 * if from the editor, likewise.
1746 */
1747 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1748 load_unique_objects (m);
1749
1750 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1751 {
1752 m = load_overlay_map (name, m);
1753 if (m == NULL)
1754 return NULL;
1755 } 924 }
1756
1757 if (flags & MAP_PLAYER_UNIQUE)
1758 INVOKE_MAP (SWAPIN, m);
1759
1760 }
1761 else
1762 {
1763 /* If in this loop, we found a temporary map, so load it up. */
1764
1765 m = load_temporary_map (m);
1766 if (m == NULL)
1767 return NULL;
1768 load_unique_objects (m);
1769
1770 clean_tmp_map (m);
1771 m->in_memory = MAP_IN_MEMORY;
1772 /* tempnam() on sun systems (probably others) uses malloc
1773 * to allocated space for the string. Free it here.
1774 * In some cases, load_temporary_map above won't find the
1775 * temporary map, and so has reloaded a new map. If that
1776 * is the case, tmpname is now null
1777 */
1778 if (m->tmpname)
1779 free (m->tmpname);
1780 m->tmpname = NULL;
1781 /* It's going to be saved anew anyway */
1782 }
1783
1784 /* Below here is stuff common to both first time loaded maps and
1785 * temp maps.
1786 */
1787
1788 decay_objects (m); /* start the decay */
1789 /* In case other objects press some buttons down */
1790 update_buttons (m);
1791 if (m->outdoor)
1792 set_darkness_map (m);
1793 /* run the weather over this map */
1794 weather_effect (name);
1795 return m;
1796} 925}
1797
1798 926
1799/* 927/*
1800 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
1801 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
1802 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
1803 * 931 *
1804 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
1805 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
1806 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
1807 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
1808 */ 936 */
1809
1810int 937int
1811calculate_difficulty (maptile *m) 938maptile::estimate_difficulty () const
1812{ 939{
1813 object *op;
1814 archetype *at;
1815 int x, y, i;
1816 long monster_cnt = 0; 940 long monster_cnt = 0;
1817 double avgexp = 0; 941 double avgexp = 0;
1818 sint64 total_exp = 0; 942 sint64 total_exp = 0;
1819 943
1820 if (MAP_DIFFICULTY (m)) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1821 { 945 for (object *op = ms->bot; op; op = op->above)
1822 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1823 return MAP_DIFFICULTY (m);
1824 }
1825
1826 for (x = 0; x < MAP_WIDTH (m); x++)
1827 for (y = 0; y < MAP_HEIGHT (m); y++)
1828 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1829 { 946 {
1830 if (QUERY_FLAG (op, FLAG_MONSTER)) 947 if (QUERY_FLAG (op, FLAG_MONSTER))
1831 { 948 {
1832 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
1833 monster_cnt++; 950 monster_cnt++;
1834 } 951 }
1835 952
1836 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (QUERY_FLAG (op, FLAG_GENERATOR))
1837 { 954 {
1838 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1839 at = type_to_archetype (GENERATE_TYPE (op));
1840 956
1841 if (at != NULL) 957 if (archetype *at = op->other_arch)
958 {
1842 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1843
1844 monster_cnt++; 960 monster_cnt++;
1845 } 961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
1846 } 968 }
969 }
1847 970
1848 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1849 972
1850 for (i = 1; i <= settings.max_level; i++) 973 for (int i = 1; i <= settings.max_level; i++)
1851 {
1852 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 974 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1853 {
1854 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1855 return i; 975 return i;
1856 }
1857 }
1858 976
1859 return 1; 977 return 1;
1860}
1861
1862void
1863clean_tmp_map (maptile *m)
1864{
1865 if (m->tmpname == NULL)
1866 return;
1867 INVOKE_MAP (CLEAN, m);
1868 (void) unlink (m->tmpname);
1869}
1870
1871void
1872free_all_maps (void)
1873{
1874 int real_maps = 0;
1875
1876 while (first_map)
1877 {
1878 /* I think some of the callers above before it gets here set this to be
1879 * saving, but we still want to free this data
1880 */
1881 if (first_map->in_memory == MAP_SAVING)
1882 first_map->in_memory = MAP_IN_MEMORY;
1883 delete_map (first_map);
1884 real_maps++;
1885 }
1886 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1887} 978}
1888 979
1889/* change_map_light() - used to change map light level (darkness) 980/* change_map_light() - used to change map light level (darkness)
1890 * up or down. Returns true if successful. It should now be 981 * up or down. Returns true if successful. It should now be
1891 * possible to change a value by more than 1. 982 * possible to change a value by more than 1.
1892 * Move this from los.c to map.c since this is more related 983 * Move this from los.c to map.c since this is more related
1893 * to maps than los. 984 * to maps than los.
1894 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1895 */ 986 */
1896
1897int 987int
1898change_map_light (maptile *m, int change) 988maptile::change_map_light (int change)
1899{ 989{
1900 int new_level = m->darkness + change;
1901
1902 /* Nothing to do */ 990 /* Nothing to do */
1903 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 991 if (!change)
1904 {
1905 return 0; 992 return 0;
1906 }
1907 993
1908 /* inform all players on the map */ 994 /* inform all players on the map */
1909 if (change > 0) 995 if (change > 0)
1910 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1911 else 997 else
1912 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1913 999
1914 /* Do extra checking. since m->darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1915 * we need to be extra careful about negative values.
1916 * In general, the checks below are only needed if change
1917 * is not +/-1
1918 */
1919 if (new_level < 0)
1920 m->darkness = 0;
1921 else if (new_level >= MAX_DARKNESS)
1922 m->darkness = MAX_DARKNESS;
1923 else
1924 m->darkness = new_level;
1925 1001
1926 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1927 update_all_map_los (m); 1003 update_all_map_los (this);
1004
1928 return 1; 1005 return 1;
1929} 1006}
1930
1931 1007
1932/* 1008/*
1933 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1934 * on the map (what it looks like, whether it blocks magic, 1010 * on the map (what it looks like, whether it blocks magic,
1935 * has a living creatures, prevents people from passing 1011 * has a living creatures, prevents people from passing
1936 * through, etc) 1012 * through, etc)
1937 */ 1013 */
1938void 1014void
1939update_position (maptile *m, int x, int y) 1015mapspace::update_ ()
1940{ 1016{
1941 object *tmp, *last = NULL; 1017 object *last = 0;
1942 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1943 New_Face *top, *floor, *middle; 1019 sint8 light = 0;
1944 object *top_obj, *floor_obj, *middle_obj;
1945 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1946 1025
1947 oldflags = GET_MAP_FLAGS (m, x, y); 1026 //object *middle = 0;
1948 if (!(oldflags & P_NEED_UPDATE)) 1027 //object *top = 0;
1949 { 1028 //object *floor = 0;
1950 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1029 // this seems to generate better code than using locals, above
1951 return; 1030 object *&top = faces_obj[0] = 0;
1031 object *&middle = faces_obj[1] = 0;
1032 object *&floor = faces_obj[2] = 0;
1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1952 } 1037 {
1953 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1954 middle = blank_face;
1955 top = blank_face;
1956 floor = blank_face;
1957
1958 middle_obj = NULL;
1959 top_obj = NULL;
1960 floor_obj = NULL;
1961
1962 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1963 {
1964
1965 /* This could be made additive I guess (two lights better than
1966 * one). But if so, it shouldn't be a simple additive - 2
1967 * light bulbs do not illuminate twice as far as once since
1968 * it is a disapation factor that is squared (or is it cubed?)
1969 */
1970 if (tmp->glow_radius > light)
1971 light = tmp->glow_radius; 1039 light += tmp->glow_radius;
1972 1040
1973 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1974 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1975 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1976 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1977 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1978 * 1046 *
1979 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1980 */ 1048 */
1981 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1982 { 1050 {
1983 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1984 {
1985 top = tmp->face;
1986 top_obj = tmp; 1052 top = tmp;
1987 } 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1988 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1989 { 1054 {
1990 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1991 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1992 */ 1057 */
1993 middle = blank_face; 1058 middle = 0;
1994 top = blank_face; 1059 top = 0;
1995 floor = tmp->face;
1996 floor_obj = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1997 } 1063 }
1998 /* Flag anywhere have high priority */ 1064 else
1999 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2000 { 1065 {
2001 middle = tmp->face; 1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
2002 1071
2003 middle_obj = tmp; 1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
2004 anywhere = 1; 1074 anywhere = tmp;
2005 } 1075
2006 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
2007 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
2008 * top 1078 * top
2009 */ 1079 */
2010 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
2011 { 1081 {
2012 middle = tmp->face; 1082 middle_visibility = ::faces [tmp->face].visibility;
2013 middle_obj = tmp; 1083 middle = tmp;
1084 }
2014 } 1085 }
2015 } 1086 }
2016 if (tmp == tmp->above)
2017 {
2018 LOG (llevError, "Error in structure of map\n");
2019 exit (-1);
2020 }
2021 1087
2022 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
2023 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
2024 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
2025 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
2026 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
2027 1093
2028 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1094 allflags |= tmp->flag;
2029 flags |= P_IS_ALIVE; 1095
2030 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
2031 flags |= P_NO_MAGIC;
2032 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2033 flags |= P_NO_CLERIC;
2034 if (tmp->type == SAFE_GROUND) 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2035 flags |= P_SAFE;
2036
2037 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2038 flags |= P_BLOCKSVIEW;
2039 } /* for stack of objects */
2040
2041 /* we don't want to rely on this function to have accurate flags, but
2042 * since we're already doing the work, we calculate them here.
2043 * if they don't match, logic is broken someplace.
2044 */
2045 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2046 { 1098 }
2047 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1099
2048 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1100 // FLAG_SEE_ANYWHERE takes precedence
2049 } 1101 if (anywhere)
2050 SET_MAP_FLAGS (m, x, y, flags); 1102 middle = anywhere;
2051 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1103
2052 SET_MAP_MOVE_ON (m, x, y, move_on); 1104 // ORing all flags together and checking them here is much faster
2053 SET_MAP_MOVE_OFF (m, x, y, move_off); 1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2054 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1111 this->flags_ = flags;
1112 this->move_block = move_block & ~move_allow;
1113 this->move_on = move_on;
1114 this->move_off = move_off;
1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
2055 1118
2056 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
2057 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
2058 * this point. 1121 * this point.
2059 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
2066 * middle face. This should not happen, as we already have the 1129 * middle face. This should not happen, as we already have the
2067 * else statement above so middle should not get set. OTOH, it 1130 * else statement above so middle should not get set. OTOH, it
2068 * may be possible for the faces to match but be different objects. 1131 * may be possible for the faces to match but be different objects.
2069 */ 1132 */
2070 if (top == middle) 1133 if (top == middle)
2071 middle = blank_face; 1134 middle = 0;
2072 1135
2073 /* There are three posibilities at this point: 1136 /* There are three posibilities at this point:
2074 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
2075 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
2076 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
2077 */ 1140 */
2078 1141
2079 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
2080 { 1143 {
2081 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
2082 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2083 break; 1146 break;
2084 1147
2085 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
2086 if ((top != blank_face) && (middle != blank_face)) 1149 if (top && middle)
2087 break; 1150 break;
2088 1151
2089 /* Only show visible faces, unless its the editor - show all */ 1152 /* Only show visible faces */
2090 if (!tmp->invisible || editor) 1153 if (!tmp->invisible)
2091 { 1154 {
2092 /* Fill in top if needed */ 1155 /* Fill in top if needed */
2093 if (top == blank_face) 1156 if (!top)
2094 { 1157 {
2095 top = tmp->face;
2096 top_obj = tmp; 1158 top = tmp;
2097 if (top == middle) 1159 if (top == middle)
2098 middle = blank_face; 1160 middle = 0;
2099 } 1161 }
2100 else 1162 else
2101 { 1163 {
2102 /* top is already set - we should only get here if 1164 /* top is already set - we should only get here if
2103 * middle is not set 1165 * middle is not set
2104 * 1166 *
2105 * Set the middle face and break out, since there is nothing 1167 * Set the middle face and break out, since there is nothing
2106 * more to fill in. We don't check visiblity here, since 1168 * more to fill in. We don't check visiblity here, since
2107 * 1169 *
2108 */ 1170 */
2109 if (tmp->face != top) 1171 if (tmp != top)
2110 { 1172 {
2111 middle = tmp->face;
2112 middle_obj = tmp; 1173 middle = tmp;
2113 break; 1174 break;
2114 } 1175 }
2115 } 1176 }
2116 } 1177 }
2117 } 1178 }
1179
2118 if (middle == floor) 1180 if (middle == floor)
2119 middle = blank_face; 1181 middle = 0;
1182
2120 if (top == middle) 1183 if (top == middle)
2121 middle = blank_face; 1184 middle = 0;
2122 SET_MAP_FACE (m, x, y, top, 0);
2123 if (top != blank_face)
2124 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2125 else
2126 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2127 SET_MAP_FACE (m, x, y, middle, 1);
2128 if (middle != blank_face)
2129 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2130 else
2131 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2132 SET_MAP_FACE (m, x, y, floor, 2);
2133 if (floor != blank_face)
2134 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2135 else
2136 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2137 SET_MAP_LIGHT (m, x, y, light);
2138}
2139 1185
2140 1186#if 0
2141void 1187 faces_obj [0] = top;
2142set_map_reset_time (maptile *map) 1188 faces_obj [1] = middle;
2143{ 1189 faces_obj [2] = floor;
2144 int timeout; 1190#endif
2145
2146 timeout = MAP_RESET_TIMEOUT (map);
2147 if (timeout <= 0)
2148 timeout = MAP_DEFAULTRESET;
2149 if (timeout >= MAP_MAXRESET)
2150 timeout = MAP_MAXRESET;
2151 MAP_WHEN_RESET (map) = seconds () + timeout;
2152} 1191}
2153 1192
2154/* this updates the orig_map->tile_map[tile_num] value after loading 1193maptile *
2155 * the map. It also takes care of linking back the freshly loaded 1194maptile::tile_available (int dir, bool load)
2156 * maps tile_map values if it tiles back to this one. It returns
2157 * the value of orig_map->tile_map[tile_num]. It really only does this
2158 * so that it is easier for calling functions to verify success.
2159 */
2160
2161static maptile *
2162load_and_link_tiled_map (maptile *orig_map, int tile_num)
2163{ 1195{
2164 int dest_tile = (tile_num + 2) % 4; 1196 if (tile_path[dir])
2165 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
2166 1200
2167 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1202 return tile_map[dir];
1203 }
2168 1204
2169 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1205 return 0;
2170 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))
2171 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2172
2173 return orig_map->tile_map[tile_num];
2174} 1206}
2175 1207
2176/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
2177 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
2178 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
2179 * This is the function should always be used when it 1211 * This is the function should always be used when it
2180 * necessary to check for valid coordinates. 1212 * necessary to check for valid coordinates.
2181 * This function will recursively call itself for the 1213 * This function will recursively call itself for the
2182 * tiled maps. 1214 * tiled maps.
2183 *
2184 *
2185 */ 1215 */
2186int 1216int
2187out_of_map (maptile *m, int x, int y) 1217out_of_map (maptile *m, int x, int y)
2188{ 1218{
2189
2190 /* If we get passed a null map, this is obviously the 1219 /* If we get passed a null map, this is obviously the
2191 * case. This generally shouldn't happen, but if the 1220 * case. This generally shouldn't happen, but if the
2192 * map loads fail below, it could happen. 1221 * map loads fail below, it could happen.
2193 */ 1222 */
2194 if (!m) 1223 if (!m)
2195 return 0; 1224 return 0;
2196 1225
2197 if (x < 0) 1226 if (x < 0)
2198 { 1227 {
2199 if (!m->tile_path[3]) 1228 if (!m->tile_available (3))
2200 return 1; 1229 return 1;
2201 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1230
2202 {
2203 load_and_link_tiled_map (m, 3);
2204 }
2205 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2206 }
2207 if (x >= MAP_WIDTH (m))
2208 { 1232 }
2209 if (!m->tile_path[1]) 1233
1234 if (x >= m->width)
1235 {
1236 if (!m->tile_available (1))
2210 return 1; 1237 return 1;
2211 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1238
2212 {
2213 load_and_link_tiled_map (m, 1);
2214 }
2215 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1239 return out_of_map (m->tile_map[1], x - m->width, y);
2216 } 1240 }
1241
2217 if (y < 0) 1242 if (y < 0)
2218 { 1243 {
2219 if (!m->tile_path[0]) 1244 if (!m->tile_available (0))
2220 return 1; 1245 return 1;
2221 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1246
2222 {
2223 load_and_link_tiled_map (m, 0);
2224 }
2225 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2226 }
2227 if (y >= MAP_HEIGHT (m))
2228 { 1248 }
2229 if (!m->tile_path[2]) 1249
1250 if (y >= m->height)
1251 {
1252 if (!m->tile_available (2))
2230 return 1; 1253 return 1;
2231 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1254
2232 {
2233 load_and_link_tiled_map (m, 2);
2234 }
2235 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1255 return out_of_map (m->tile_map[2], x, y - m->height);
2236 } 1256 }
2237 1257
2238 /* Simple case - coordinates are within this local 1258 /* Simple case - coordinates are within this local
2239 * map. 1259 * map.
2240 */ 1260 */
2243 1263
2244/* This is basically the same as out_of_map above, but 1264/* This is basically the same as out_of_map above, but
2245 * instead we return NULL if no map is valid (coordinates 1265 * instead we return NULL if no map is valid (coordinates
2246 * out of bounds and no tiled map), otherwise it returns 1266 * out of bounds and no tiled map), otherwise it returns
2247 * the map as that the coordinates are really on, and 1267 * the map as that the coordinates are really on, and
2248 * updates x and y to be the localized coordinates. 1268 * updates x and y to be the localised coordinates.
2249 * Using this is more efficient of calling out_of_map 1269 * Using this is more efficient of calling out_of_map
2250 * and then figuring out what the real map is 1270 * and then figuring out what the real map is
2251 */ 1271 */
2252maptile * 1272maptile *
2253get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1273maptile::xy_find (sint16 &x, sint16 &y)
2254{ 1274{
2255
2256 if (*x < 0) 1275 if (x < 0)
2257 { 1276 {
2258 if (!m->tile_path[3]) 1277 if (!tile_available (3))
2259 return NULL; 1278 return 0;
2260 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2261 load_and_link_tiled_map (m, 3);
2262 1279
2263 *x += MAP_WIDTH (m->tile_map[3]); 1280 x += tile_map[3]->width;
2264 return (get_map_from_coord (m->tile_map[3], x, y)); 1281 return tile_map[3]->xy_find (x, y);
2265 }
2266 if (*x >= MAP_WIDTH (m))
2267 { 1282 }
2268 if (!m->tile_path[1]) 1283
1284 if (x >= width)
1285 {
1286 if (!tile_available (1))
2269 return NULL; 1287 return 0;
2270 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2271 load_and_link_tiled_map (m, 1);
2272 1288
2273 *x -= MAP_WIDTH (m); 1289 x -= width;
2274 return (get_map_from_coord (m->tile_map[1], x, y)); 1290 return tile_map[1]->xy_find (x, y);
2275 } 1291 }
1292
2276 if (*y < 0) 1293 if (y < 0)
2277 { 1294 {
2278 if (!m->tile_path[0]) 1295 if (!tile_available (0))
2279 return NULL; 1296 return 0;
2280 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2281 load_and_link_tiled_map (m, 0);
2282 1297
2283 *y += MAP_HEIGHT (m->tile_map[0]); 1298 y += tile_map[0]->height;
2284 return (get_map_from_coord (m->tile_map[0], x, y)); 1299 return tile_map[0]->xy_find (x, y);
2285 }
2286 if (*y >= MAP_HEIGHT (m))
2287 { 1300 }
2288 if (!m->tile_path[2]) 1301
1302 if (y >= height)
1303 {
1304 if (!tile_available (2))
2289 return NULL; 1305 return 0;
2290 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2291 load_and_link_tiled_map (m, 2);
2292 1306
2293 *y -= MAP_HEIGHT (m); 1307 y -= height;
2294 return (get_map_from_coord (m->tile_map[2], x, y)); 1308 return tile_map[2]->xy_find (x, y);
2295 } 1309 }
2296 1310
2297 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
2298 * map. 1312 * map.
2299 */ 1313 */
2300
2301 return m; 1314 return this;
2302} 1315}
2303 1316
2304/** 1317/**
2305 * Return whether map2 is adjacent to map1. If so, store the distance from 1318 * Return whether map2 is adjacent to map1. If so, store the distance from
2306 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
2307 */ 1320 */
2308static int 1321int
2309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2310{ 1323{
2311 if (!map1 || !map2) 1324 if (!map1 || !map2)
2312 return 0; 1325 return 0;
2313 1326
1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1328 //fix: compare paths instead (this is likely faster, too!)
2314 if (map1 == map2) 1329 if (map1 == map2)
2315 { 1330 {
2316 *dx = 0; 1331 *dx = 0;
2317 *dy = 0; 1332 *dy = 0;
2318
2319 } 1333 }
2320 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_map[0] == map2)
2321 { /* up */ 1335 { /* up */
2322 *dx = 0; 1336 *dx = 0;
2323 *dy = -MAP_HEIGHT (map2); 1337 *dy = -map2->height;
2324 } 1338 }
2325 else if (map1->tile_map[1] == map2) 1339 else if (map1->tile_map[1] == map2)
2326 { /* right */ 1340 { /* right */
2327 *dx = MAP_WIDTH (map1); 1341 *dx = map1->width;
2328 *dy = 0; 1342 *dy = 0;
2329 } 1343 }
2330 else if (map1->tile_map[2] == map2) 1344 else if (map1->tile_map[2] == map2)
2331 { /* down */ 1345 { /* down */
2332 *dx = 0; 1346 *dx = 0;
2333 *dy = MAP_HEIGHT (map1); 1347 *dy = map1->height;
2334 } 1348 }
2335 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_map[3] == map2)
2336 { /* left */ 1350 { /* left */
2337 *dx = -MAP_WIDTH (map2); 1351 *dx = -map2->width;
2338 *dy = 0; 1352 *dy = 0;
2339
2340 } 1353 }
2341 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2342 { /* up right */ 1355 { /* up right */
2343 *dx = MAP_WIDTH (map1->tile_map[0]); 1356 *dx = map1->tile_map[0]->width;
2344 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1357 *dy = -map1->tile_map[0]->height;
2345 } 1358 }
2346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1359 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2347 { /* up left */ 1360 { /* up left */
2348 *dx = -MAP_WIDTH (map2); 1361 *dx = -map2->width;
2349 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1362 *dy = -map1->tile_map[0]->height;
2350 } 1363 }
2351 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2352 { /* right up */ 1365 { /* right up */
2353 *dx = MAP_WIDTH (map1); 1366 *dx = map1->width;
2354 *dy = -MAP_HEIGHT (map2); 1367 *dy = -map2->height;
2355 } 1368 }
2356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1369 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2357 { /* right down */ 1370 { /* right down */
2358 *dx = MAP_WIDTH (map1); 1371 *dx = map1->width;
2359 *dy = MAP_HEIGHT (map1->tile_map[1]); 1372 *dy = map1->tile_map[1]->height;
2360 } 1373 }
2361 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2362 { /* down right */ 1375 { /* down right */
2363 *dx = MAP_WIDTH (map1->tile_map[2]); 1376 *dx = map1->tile_map[2]->width;
2364 *dy = MAP_HEIGHT (map1); 1377 *dy = map1->height;
2365 } 1378 }
2366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1379 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2367 { /* down left */ 1380 { /* down left */
2368 *dx = -MAP_WIDTH (map2); 1381 *dx = -map2->width;
2369 *dy = MAP_HEIGHT (map1); 1382 *dy = map1->height;
2370 } 1383 }
2371 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2372 { /* left up */ 1385 { /* left up */
2373 *dx = -MAP_WIDTH (map1->tile_map[3]); 1386 *dx = -map1->tile_map[3]->width;
2374 *dy = -MAP_HEIGHT (map2); 1387 *dy = -map2->height;
2375 } 1388 }
2376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1389 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2377 { /* left down */ 1390 { /* left down */
2378 *dx = -MAP_WIDTH (map1->tile_map[3]); 1391 *dx = -map1->tile_map[3]->width;
2379 *dy = MAP_HEIGHT (map1->tile_map[3]); 1392 *dy = map1->tile_map[3]->height;
2380
2381 } 1393 }
2382 else 1394 else
2383 { /* not "adjacent" enough */
2384 return 0; 1395 return 0;
2385 }
2386 1396
2387 return 1; 1397 return 1;
1398}
1399
1400maptile *
1401maptile::xy_load (sint16 &x, sint16 &y)
1402{
1403 maptile *map = xy_find (x, y);
1404
1405 if (map)
1406 map->load_sync ();
1407
1408 return map;
1409}
1410
1411maptile *
1412get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1413{
1414 return m->xy_load (*x, *y);
2388} 1415}
2389 1416
2390/* From map.c 1417/* From map.c
2391 * This is used by get_player to determine where the other 1418 * This is used by get_player to determine where the other
2392 * creature is. get_rangevector takes into account map tiling, 1419 * creature is. get_rangevector takes into account map tiling,
2393 * so you just can not look the the map coordinates and get the 1420 * so you just can not look the the map coordinates and get the
2394 * righte value. distance_x/y are distance away, which 1421 * righte value. distance_x/y are distance away, which
2395 * can be negativbe. direction is the crossfire direction scheme 1422 * can be negative. direction is the crossfire direction scheme
2396 * that the creature should head. part is the part of the 1423 * that the creature should head. part is the part of the
2397 * monster that is closest. 1424 * monster that is closest.
2398 * 1425 *
2399 * get_rangevector looks at op1 and op2, and fills in the 1426 * get_rangevector looks at op1 and op2, and fills in the
2400 * structure for op1 to get to op2. 1427 * structure for op1 to get to op2.
2405 * be unexpected 1432 * be unexpected
2406 * 1433 *
2407 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
2408 * closest body part of 'op1' 1435 * closest body part of 'op1'
2409 */ 1436 */
2410
2411void 1437void
2412get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2413{ 1439{
2414 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1440 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2415 { 1441 {
2416 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
2417 retval->distance = 100000; 1443 retval->distance = 10000;
2418 retval->distance_x = 32767; 1444 retval->distance_x = 10000;
2419 retval->distance_y = 32767; 1445 retval->distance_y = 10000;
2420 retval->direction = 0; 1446 retval->direction = 0;
2421 retval->part = 0; 1447 retval->part = 0;
2422 } 1448 }
2423 else 1449 else
2424 { 1450 {
2429 1455
2430 best = op1; 1456 best = op1;
2431 /* If this is multipart, find the closest part now */ 1457 /* If this is multipart, find the closest part now */
2432 if (!(flags & 0x1) && op1->more) 1458 if (!(flags & 0x1) && op1->more)
2433 { 1459 {
2434 object *tmp;
2435 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1460 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2436 1461
2437 /* we just take the offset of the piece to head to figure 1462 /* we just take the offset of the piece to head to figure
2438 * distance instead of doing all that work above again 1463 * distance instead of doing all that work above again
2439 * since the distance fields we set above are positive in the 1464 * since the distance fields we set above are positive in the
2440 * same axis as is used for multipart objects, the simply arithmetic 1465 * same axis as is used for multipart objects, the simply arithmetic
2441 * below works. 1466 * below works.
2442 */ 1467 */
2443 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2444 { 1469 {
2445 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1470 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2446 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1471 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2447 if (tmpi < best_distance) 1472 if (tmpi < best_distance)
2448 { 1473 {
2449 best_distance = tmpi; 1474 best_distance = tmpi;
2450 best = tmp; 1475 best = tmp;
2451 } 1476 }
2452 } 1477 }
1478
2453 if (best != op1) 1479 if (best != op1)
2454 { 1480 {
2455 retval->distance_x += op1->x - best->x; 1481 retval->distance_x += op1->x - best->x;
2456 retval->distance_y += op1->y - best->y; 1482 retval->distance_y += op1->y - best->y;
2457 } 1483 }
2458 } 1484 }
1485
2459 retval->part = best; 1486 retval->part = best;
2460 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1487 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2461 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1488 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2462 } 1489 }
2463} 1490}
2464 1491
2465/* this is basically the same as get_rangevector above, but instead of 1492/* this is basically the same as get_rangevector above, but instead of
2470 * flags has no meaning for this function at this time - I kept it in to 1497 * flags has no meaning for this function at this time - I kept it in to
2471 * be more consistant with the above function and also in case they are needed 1498 * be more consistant with the above function and also in case they are needed
2472 * for something in the future. Also, since no object is pasted, the best 1499 * for something in the future. Also, since no object is pasted, the best
2473 * field of the rv_vector is set to NULL. 1500 * field of the rv_vector is set to NULL.
2474 */ 1501 */
2475
2476void 1502void
2477get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1503get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2478{ 1504{
2479 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1505 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2480 { 1506 {
2481 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
2482 retval->distance = 100000; 1508 retval->distance = 100000;
2488 else 1514 else
2489 { 1515 {
2490 retval->distance_x += op2->x - x; 1516 retval->distance_x += op2->x - x;
2491 retval->distance_y += op2->y - y; 1517 retval->distance_y += op2->y - y;
2492 1518
2493 retval->part = NULL; 1519 retval->part = 0;
2494 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1520 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2495 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2496 } 1522 }
2497} 1523}
2498 1524
2499/* Returns true of op1 and op2 are effectively on the same map 1525/* Returns true of op1 and op2 are effectively on the same map
2500 * (as related to map tiling). Note that this looks for a path from 1526 * (as related to map tiling). Note that this looks for a path from
2501 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1527 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2502 * to op1, this will still return false. 1528 * to op1, this will still return false.
2503 * Note we only look one map out to keep the processing simple 1529 * Note we only look one map out to keep the processing simple
2504 * and efficient. This could probably be a macro. 1530 * and efficient. This could probably be a macro.
2505 * MSW 2001-08-05 1531 * MSW 2001-08-05
2506 */ 1532 */
2509{ 1535{
2510 int dx, dy; 1536 int dx, dy;
2511 1537
2512 return adjacent_map (op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
2513} 1539}
1540
1541//-GPL
1542
1543object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547}
1548
1549region *
1550maptile::region (int x, int y) const
1551{
1552 if (regions
1553 && regionmap
1554 && !OUT_OF_REAL_MAP (this, x, y))
1555 if (struct region *reg = regionmap [regions [y * width + x]])
1556 return reg;
1557
1558 if (default_region)
1559 return default_region;
1560
1561 return ::region::default_region ();
1562}
1563
1564//+GPL
1565
1566/* picks a random object from a style map.
1567 */
1568object *
1569maptile::pick_random_object (rand_gen &gen) const
1570{
1571 /* while returning a null object will result in a crash, that
1572 * is actually preferable to an infinite loop. That is because
1573 * most servers will automatically restart in case of crash.
1574 * Change the logic on getting the random space - shouldn't make
1575 * any difference, but this seems clearer to me.
1576 */
1577 for (int i = 1000; --i;)
1578 {
1579 object *pick = at (gen (width), gen (height)).bot;
1580
1581 // do not prefer big monsters just because they are big.
1582 if (pick && pick->is_head ())
1583 return pick->head_ ();
1584 }
1585
1586 // instead of crashing in the unlikely(?) case, try to return *something*
1587 return archetype::find (shstr_bug);
1588}
1589
1590//-GPL
1591
1592void
1593maptile::play_sound (faceidx sound, int x, int y) const
1594{
1595 if (!sound)
1596 return;
1597
1598 for_all_players_on_map (pl, this)
1599 if (client *ns = pl->ns)
1600 {
1601 int dx = x - pl->ob->x;
1602 int dy = y - pl->ob->y;
1603
1604 int distance = idistance (dx, dy);
1605
1606 if (distance <= MAX_SOUND_DISTANCE)
1607 ns->play_sound (sound, dx, dy);
1608 }
1609}
1610
1611void
1612maptile::say_msg (const char *msg, int x, int y) const
1613{
1614 for_all_players (pl)
1615 if (client *ns = pl->ns)
1616 {
1617 int dx = x - pl->ob->x;
1618 int dy = y - pl->ob->y;
1619
1620 int distance = idistance (dx, dy);
1621
1622 if (distance <= MAX_SOUND_DISTANCE)
1623 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1624 }
1625}
1626
1627static void
1628split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1629{
1630 // clip to map to the left
1631 if (x0 < 0)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1634 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1635
1636 if (x1 < 0) // entirely to the left
1637 return;
1638
1639 x0 = 0;
1640 }
1641
1642 // clip to map to the right
1643 if (x1 > m->width)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1646 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1647
1648 if (x0 > m->width) // entirely to the right
1649 return;
1650
1651 x1 = m->width;
1652 }
1653
1654 // clip to map above
1655 if (y0 < 0)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_UP, 1))
1658 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1659
1660 if (y1 < 0) // entirely above
1661 return;
1662
1663 y0 = 0;
1664 }
1665
1666 // clip to map below
1667 if (y1 > m->height)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1670 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1671
1672 if (y0 > m->height) // entirely below
1673 return;
1674
1675 y1 = m->height;
1676 }
1677
1678 // if we get here, the rect is within the current map
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680
1681 r->m = m;
1682 r->x0 = x0;
1683 r->y0 = y0;
1684 r->x1 = x1;
1685 r->y1 = y1;
1686 r->dx = dx;
1687 r->dy = dy;
1688}
1689
1690maprect *
1691maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1692{
1693 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

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