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Comparing deliantra/server/common/map.C (file contents):
Revision 1.33 by root, Sun Oct 8 16:51:50 2006 UTC vs.
Revision 1.216 by root, Sun May 8 21:51:26 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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"
33#include "path.h" 28#include "path.h"
34 29
30//+GPL
35 31
36/* 32sint8 maptile::outdoor_darkness;
37 * Returns the maptile which has a name matching the given argument.
38 * return NULL if no match is found.
39 */
40
41maptile *
42has_been_loaded (const char *name)
43{
44 maptile *map;
45
46 if (!name || !*name)
47 return 0;
48 for (map = first_map; map; map = map->next)
49 if (!strcmp (name, map->path))
50 break;
51 return (map);
52}
53
54/*
55 * This makes a path absolute outside the world of Crossfire.
56 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
57 * and returns the pointer to a static array containing the result.
58 * it really should be called create_mapname
59 */
60
61const char *
62create_pathname (const char *name)
63{
64 static char buf[MAX_BUF];
65
66 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
67 * someplace else in the code? msw 2-17-97
68 */
69 if (*name == '/')
70 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
71 else
72 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
73 return (buf);
74}
75
76/*
77 * same as create_pathname, but for the overlay maps.
78 */
79
80const char *
81create_overlay_pathname (const char *name)
82{
83 static char buf[MAX_BUF];
84
85 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
86 * someplace else in the code? msw 2-17-97
87 */
88 if (*name == '/')
89 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
90 else
91 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
92 return (buf);
93}
94
95/*
96 * same as create_pathname, but for the template maps.
97 */
98
99const char *
100create_template_pathname (const char *name)
101{
102 static char buf[MAX_BUF];
103
104 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
105 * someplace else in the code? msw 2-17-97
106 */
107 if (*name == '/')
108 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
109 else
110 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
111 return (buf);
112}
113
114/*
115 * This makes absolute path to the itemfile where unique objects
116 * will be saved. Converts '/' to '@'. I think it's essier maintain
117 * files than full directory structure, but if this is problem it can
118 * be changed.
119 */
120static const char *
121create_items_path (const char *s)
122{
123 static char buf[MAX_BUF];
124 char *t;
125
126 if (*s == '/')
127 s++;
128
129 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
130
131 for (t = buf + strlen (buf); *s; s++, t++)
132 if (*s == '/')
133 *t = '@';
134 else
135 *t = *s;
136 *t = 0;
137 return (buf);
138}
139
140
141/*
142 * This function checks if a file with the given path exists.
143 * -1 is returned if it fails, otherwise the mode of the file
144 * is returned.
145 * It tries out all the compression suffixes listed in the uncomp[] array.
146 *
147 * If prepend_dir is set, then we call create_pathname (which prepends
148 * libdir & mapdir). Otherwise, we assume the name given is fully
149 * complete.
150 * Only the editor actually cares about the writablity of this -
151 * the rest of the code only cares that the file is readable.
152 * when the editor goes away, the call to stat should probably be
153 * replaced by an access instead (similar to the windows one, but
154 * that seems to be missing the prepend_dir processing
155 */
156
157int
158check_path (const char *name, int prepend_dir)
159{
160 char buf[MAX_BUF];
161
162#ifndef WIN32
163 char *endbuf;
164 struct stat statbuf;
165 int mode = 0;
166#endif
167
168 if (prepend_dir)
169 strcpy (buf, create_pathname (name));
170 else
171 strcpy (buf, name);
172#ifdef WIN32 /* ***win32: check this sucker in windows style. */
173 return (_access (buf, 0));
174#else
175
176 /* old method (strchr(buf, '\0')) seemd very odd to me -
177 * this method should be equivalant and is clearer.
178 * Can not use strcat because we need to cycle through
179 * all the names.
180 */
181 endbuf = buf + strlen (buf);
182
183 if (stat (buf, &statbuf))
184 return -1;
185 if (!S_ISREG (statbuf.st_mode))
186 return (-1);
187
188 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
189 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
190 mode |= 4;
191
192 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
193 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
194 mode |= 2;
195
196 return (mode);
197#endif
198}
199
200/*
201 * Prints out debug-information about a map.
202 * Dumping these at llevError doesn't seem right, but is
203 * necessary to make sure the information is in fact logged.
204 */
205
206void
207dump_map (const maptile *m)
208{
209 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
210 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
211
212 if (m->msg != NULL)
213 LOG (llevError, "Message:\n%s", m->msg);
214
215 if (m->maplore != NULL)
216 LOG (llevError, "Lore:\n%s", m->maplore);
217
218 if (m->tmpname != NULL)
219 LOG (llevError, "Tmpname: %s\n", m->tmpname);
220
221 LOG (llevError, "Difficulty: %d\n", m->difficulty);
222 LOG (llevError, "Darkness: %d\n", m->darkness);
223}
224
225/*
226 * Prints out debug-information about all maps.
227 * This basically just goes through all the maps and calls
228 * dump_map on each one.
229 */
230
231void
232dump_all_maps (void)
233{
234 maptile *m;
235
236 for (m = first_map; m != NULL; m = m->next)
237 {
238 dump_map (m);
239 }
240}
241 33
242/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
243 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
244 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
245 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
248 * is needed. The case of not passing values is if we're just 40 * is needed. The case of not passing values is if we're just
249 * checking for the existence of something on those spaces, but 41 * checking for the existence of something on those spaces, but
250 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
251 */ 43 */
252int 44int
253get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
254{ 46{
255 sint16 newx, newy; 47 sint16 newx = x;
256 int retval = 0; 48 sint16 newy = y;
257 maptile *mp;
258 49
259 if (out_of_map (oldmap, x, y)) 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
51
52 if (!mp)
260 return P_OUT_OF_MAP; 53 return P_OUT_OF_MAP;
261 newx = x;
262 newy = y;
263 mp = get_map_from_coord (oldmap, &newx, &newy);
264 if (mp != oldmap)
265 retval |= P_NEW_MAP;
266 if (newmap)
267 *newmap = mp;
268 if (nx)
269 *nx = newx;
270 if (ny)
271 *ny = newy;
272 54
273 retval |= mp->spaces[newx + mp->width * newy].flags; 55 if (newmap) *newmap = mp;
56 if (nx) *nx = newx;
57 if (ny) *ny = newy;
274 58
275 return retval; 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
276} 60}
277 61
278/* 62/*
279 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
280 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
288 * by the caller. 72 * by the caller.
289 */ 73 */
290int 74int
291blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
292{ 76{
293 object *tmp;
294 int mflags, blocked;
295
296 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
297 * have already checked this. 78 * have already checked this.
298 */ 79 */
299 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
300 { 81 {
301 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
302 return 1; 83 return 1;
303 } 84 }
304 85
305 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
306 * directly.
307 */
308 mflags = m->spaces[sx + m->width * sy].flags;
309 87
310 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
311 90
312 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
313 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
314 * things we need to do for players. 93 * things we need to do for players.
315 */ 94 */
316 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
317 return 0; 96 return 0;
318 97
319 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
320 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
321 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
322 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
323 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
324 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
325 */ 104 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
327 return 0; 106 return 0;
328 107
329 if (ob->head != NULL)
330 ob = ob->head; 108 ob = ob->head_ ();
331 109
332 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
333 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
334 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
335 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
336 */ 114 */
337 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
338 { 116 {
339 117 if (OB_MOVE_BLOCK (ob, tmp))
340 /* This must be before the checks below. Code for inventory checkers. */
341 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
342 { 118 {
343 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
344 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
345 * pass through this space. 121 return 1;
346 */ 122 else
347 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
348 { 126 {
349 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
350 return 1; 131 return 1;
351 else 132 }
352 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
353 } 142 }
354 else 143 else
355 { 144 return 1; // unconditional block
356 /* In this case, the player must not have the object - 145
357 * if they do, they can't pass through.
358 */
359 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
360 return 1;
361 else
362 continue;
363 }
364 } /* if check_inv */
365 else 146 } else {
366 { 147 // space does not block the ob, directly, but
367 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
368 * this more readable. first check - if the space blocks 149 // blocks anything
369 * movement, can't move here. 150
370 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
371 * hidden dm 152 && tmp->type != DOOR
372 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
373 if (OB_MOVE_BLOCK (ob, tmp))
374 return 1;
375 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
376 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
377 return 1; 154 return 1;
378 } 155 }
379
380 } 156 }
157
381 return 0; 158 return 0;
382} 159}
383 160
384
385/* 161/*
386 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
387 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
388 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
389 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
390 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
391 * 167 *
392 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
393 * 169 *
394 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
395 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
406 * 182 *
407 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
408 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
409 * against the move_block values. 185 * against the move_block values.
410 */ 186 */
411 187bool
412int 188object::blocked (maptile *m, int x, int y) const
413ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
414{ 189{
415 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
416 int flag;
417 maptile *m1;
418 sint16 sx, sy;
419
420 if (ob == NULL)
421 {
422 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
423 if (flag & P_OUT_OF_MAP)
424 return P_OUT_OF_MAP;
425
426 /* don't have object, so don't know what types would block */
427 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
428 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
429 193
430 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 194 if (!pos.normalise ())
431 { 195 return 1;
432 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
433 196
434 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
435 return P_OUT_OF_MAP; 198
436 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
437 return P_IS_ALIVE; 200 return 1;
438 201
439 /* find_first_free_spot() calls this function. However, often 202 /* However, often ob doesn't have any move type
440 * ob doesn't have any move type (when used to place exits) 203 * (signifying non-moving objects)
441 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
442 */ 205 */
443 206 if (!move_type && ms.move_block != MOVE_ALL)
444 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
445 continue; 207 continue;
446 208
447 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
448 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
449 */ 211 */
450 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 212 if (ms.blocks (move_type))
451 return AB_NO_PASS; 213 return 1;
452
453 } 214 }
215
454 return 0; 216 return 0;
455} 217}
456 218
457/* When the map is loaded, load_object does not actually insert objects 219//-GPL
458 * into inventory, but just links them. What this does is go through
459 * and insert them properly.
460 * The object 'container' is the object that contains the inventory.
461 * This is needed so that we can update the containers weight.
462 */
463 220
464void 221void
465fix_container (object *container) 222maptile::set_object_flag (int flag, int value)
466{ 223{
467 object *tmp = container->inv, *next; 224 if (!spaces)
225 return;
468 226
469 container->inv = NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
470 while (tmp != NULL) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
471 { 229 tmp->flag [flag] = value;
472 next = tmp->below;
473 if (tmp->inv)
474 fix_container (tmp);
475 (void) insert_ob_in_ob (tmp, container);
476 tmp = next;
477 }
478 /* sum_weight will go through and calculate what all the containers are
479 * carrying.
480 */
481 sum_weight (container);
482} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
483 259
484/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
485 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
486 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
487 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
488 * the more sections and not re-add sections for them.
489 */ 264 */
490 265void
491static void 266maptile::link_multipart_objects ()
492link_multipart_objects (maptile *m)
493{ 267{
494 int x, y; 268 if (!spaces)
495 object *tmp, *op, *last, *above; 269 return;
496 archetype *at;
497 270
498 for (x = 0; x < MAP_WIDTH (m); x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
499 for (y = 0; y < MAP_HEIGHT (m); y++) 272 {
500 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 273 object *op = ms->bot;
274 while (op)
501 { 275 {
502 above = tmp->above;
503
504 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
505 if (tmp->head || tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
506 continue;
507
508 /* If there is nothing more to this object, this for loop
509 * won't do anything.
510 */
511 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
512 { 278 {
513 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
514 281
515 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
516 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
517 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
518 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
519 op->map = m; 286
520 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
521 op->name = tmp->name; 288 // so we have to reset the iteration through the mapspace
522 op->title = tmp->title;
523 /* we could link all the parts onto tmp, and then just
524 * call insert_ob_in_map once, but the effect is the same,
525 * as insert_ob_in_map will call itself with each part, and
526 * the coding is simpler to just to it here with each part.
527 */ 289 }
528 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 else
529 } /* for at = tmp->arch->more */ 291 op = op->above;
530 } /* for objects on this space */ 292 }
293 }
531} 294}
295
296//-GPL
532 297
533/* 298/*
534 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
535 * file pointer. 300 * file pointer.
536 * mapflags is the same as we get with load_original_map
537 */ 301 */
538void 302bool
539load_objects (maptile *m, object_thawer & fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
540{ 304{
541 int i, j; 305 for (;;)
542 int unique;
543 object *op, *prev = NULL, *last_more = NULL, *otmp;
544
545 op = get_object ();
546 op->map = m; /* To handle buttons correctly */
547
548 while ((i = load_object (fp, op, mapflags)))
549 { 306 {
550 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
551 * got an invalid object. Don't do anything with it - the game 308
552 * or editor will not be able to do anything with it either. 309 switch (f.kw)
553 */
554 if (op->arch == NULL)
555 { 310 {
556 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
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
557 continue; 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;
558 } 355 }
559 356
357 f.next ();
358 }
560 359
561 switch (i) 360 return true;
361}
362
363void
364maptile::activate ()
365{
366 if (state != MAP_INACTIVE)
367 return;
368
369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
370 for (object *op = ms->bot; op; op = op->above)
371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
376}
377
378void
379maptile::deactivate ()
380{
381 if (state != MAP_ACTIVE)
382 return;
383
384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
385 for (object *op = ms->bot; op; op = op->above)
386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
389}
390
391bool
392maptile::_save_objects (object_freezer &f, int flags)
393{
394 coroapi::cede_to_tick ();
395
396 if (flags & IO_HEADER)
397 _save_header (f);
398
399 if (!spaces)
400 return false;
401
402 for (int i = 0; i < size (); ++i)
403 {
404 bool unique = 0;
405
406 for (object *op = spaces [i].bot; op; op = op->above)
562 { 407 {
563 case LL_NORMAL: 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
564 /* if we are loading an overlay, put the floors on the bottom */ 409
565 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) 410 if (expect_false (!op->can_map_save ()))
566 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); 411 continue;
412
413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
567 else 414 {
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 415 if (flags & IO_UNIQUES)
569 416 op->write (f);
570 if (op->inv) 417 }
571 sum_weight (op); 418 else if (expect_true (flags & IO_OBJECTS))
572 419 op->write (f);
573 prev = op, last_more = op;
574 break;
575
576 case LL_MORE:
577 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
578 op->head = prev, last_more->more = op, last_more = op;
579 break;
580 } 420 }
581
582 if (mapflags & MAP_STYLE)
583 remove_from_active_list (op);
584
585 op = get_object ();
586 op->map = m;
587 }
588
589 for (i = 0; i < m->width; i++)
590 { 421 }
591 for (j = 0; j < m->height; j++)
592 {
593 unique = 0;
594 /* check for unique items, or unique squares */
595 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
596 {
597 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
598 unique = 1;
599 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
600 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
601 }
602 }
603 }
604 422
605 free_object (op); 423 coroapi::cede_to_tick ();
606 link_multipart_objects (m);
607}
608 424
609/* This saves all the objects on the map in a non destructive fashion. 425 return true;
610 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
611 * and we only save the head of multi part objects - this is needed
612 * in order to do map tiling properly.
613 */
614void
615save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
616{
617 int i, j = 0, unique = 0;
618 object *op;
619
620 /* first pass - save one-part objects */
621 for (i = 0; i < MAP_WIDTH (m); i++)
622 for (j = 0; j < MAP_HEIGHT (m); j++)
623 {
624 unique = 0;
625 for (op = get_map_ob (m, i, j); op; op = op->above)
626 {
627 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
628 unique = 1;
629
630 if (op->type == PLAYER)
631 {
632 LOG (llevDebug, "Player on map that is being saved\n");
633 continue;
634 }
635
636 if (op->head || op->owner)
637 continue;
638
639 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
640 save_object (fp2, op, 3);
641 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
642 save_object (fp, op, 3);
643
644 } /* for this space */
645 } /* for this j */
646} 426}
647 427
648/* 428bool
649 * Allocates, initialises, and returns a pointer to a maptile. 429maptile::_save_objects (const char *path, int flags)
650 * Modified to no longer take a path option which was not being
651 * used anyways. MSW 2001-07-01
652 */
653
654maptile *
655get_linked_map (void)
656{ 430{
657 maptile *map = new maptile; 431 object_freezer freezer;
658 maptile *mp;
659 432
660 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next); 433 if (!_save_objects (freezer, flags))
661 if (mp == NULL) 434 return false;
662 first_map = map;
663 else
664 mp->next = map;
665 435
666 map->in_memory = MAP_SWAPPED; 436 return freezer.save (path);
437}
438
439void
440maptile::init ()
441{
442 state = MAP_SWAPPED;
443
667 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
668 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
669 */ 446 */
670 MAP_WIDTH (map) = 16; 447 width = 16;
671 MAP_HEIGHT (map) = 16; 448 height = 16;
672 MAP_RESET_TIMEOUT (map) = 0; 449 timeout = 300;
673 MAP_TIMEOUT (map) = 300; 450 max_items = MAX_ITEM_PER_ACTION;
674 MAP_ENTER_X (map) = 0; 451 max_volume = 2000000; // 2m³
675 MAP_ENTER_Y (map) = 0; 452 reset_timeout = 0;
676 /*set part to -1 indicating conversion to weather map not yet done */ 453 enter_x = 0;
677 MAP_WORLDPARTX (map) = -1; 454 enter_y = 0;
678 MAP_WORLDPARTY (map) = -1; 455}
679 return map; 456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
468
469 alloc ();
680} 470}
681 471
682/* 472/*
683 * Allocates the arrays contained in a maptile. 473 * Allocates the arrays contained in a maptile.
684 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
685 * map. 475 * map.
686 */ 476 */
687
688void 477void
689allocate_map (maptile *m) 478maptile::alloc ()
690{ 479{
691 m->in_memory = MAP_IN_MEMORY;
692 /* Log this condition and free the storage. We could I suppose
693 * realloc, but if the caller is presuming the data will be intact,
694 * that is their poor assumption.
695 */
696 if (m->spaces) 480 if (spaces)
697 {
698 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
699 free (m->spaces);
700 }
701
702 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
703
704 if (m->spaces == NULL)
705 fatal (OUT_OF_MEMORY);
706}
707
708/* Create and returns a map of the specific size. Used
709 * in random map code and the editor.
710 */
711maptile *
712get_empty_map (int sizex, int sizey)
713{
714 maptile *m = get_linked_map ();
715
716 m->width = sizex;
717 m->height = sizey;
718 m->in_memory = MAP_SWAPPED;
719 allocate_map (m);
720 return m; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
721} 484}
485
486//+GPL
722 487
723/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
724 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
725 * at a later date. 490 * at a later date.
726 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
727 */ 492 */
728
729static shopitems * 493static shopitems *
730parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
731{ 495{
732 char *shop_string, *p, *q, *next_semicolon, *next_colon; 496 char *shop_string, *p, *q, *next_semicolon, *next_colon;
733 shopitems *items = NULL; 497 shopitems *items = NULL;
734 int i = 0, number_of_entries = 0; 498 int i = 0, number_of_entries = 0;
735 const typedata *current_type; 499 const typedata *current_type;
736 500
737 shop_string = strdup_local (input_string); 501 shop_string = strdup (input_string);
738 p = shop_string; 502 p = shop_string;
739 /* first we'll count the entries, we'll need that for allocating the array shortly */ 503 /* first we'll count the entries, we'll need that for allocating the array shortly */
740 while (p) 504 while (p)
741 { 505 {
742 p = strchr (p, ';'); 506 p = strchr (p, ';');
743 number_of_entries++; 507 number_of_entries++;
744 if (p) 508 if (p)
745 p++; 509 p++;
746 } 510 }
511
747 p = shop_string; 512 p = shop_string;
748 strip_endline (p); 513 strip_endline (p);
749 items = new shopitems[number_of_entries + 1]; 514 items = new shopitems[number_of_entries + 1];
750 for (i = 0; i < number_of_entries; i++) 515 for (i = 0; i < number_of_entries; i++)
751 { 516 {
752 if (!p) 517 if (!p)
753 { 518 {
754 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 519 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
755 break; 520 break;
756 } 521 }
522
757 next_semicolon = strchr (p, ';'); 523 next_semicolon = strchr (p, ';');
758 next_colon = strchr (p, ':'); 524 next_colon = strchr (p, ':');
759 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 525 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
760 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 526 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
761 items[i].strength = atoi (strchr (p, ':') + 1); 527 items[i].strength = atoi (strchr (p, ':') + 1);
777 *q = '\0'; 543 *q = '\0';
778 544
779 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
780 if (current_type) 546 if (current_type)
781 { 547 {
782 items[i].name = current_type->name; 548 items[i].name = current_type->name;
783 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
784 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
785 } 551 }
786 else 552 else
787 { /* oh uh, something's wrong, let's free up this one, and try 553 { /* oh uh, something's wrong, let's free up this one, and try
788 * the next entry while we're at it, better print a warning 554 * the next entry while we're at it, better print a warning
789 */ 555 */
790 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
791 } 557 }
792 } 558 }
559
793 items[i].index = number_of_entries; 560 items[i].index = number_of_entries;
794 if (next_semicolon) 561 if (next_semicolon)
795 p = ++next_semicolon; 562 p = ++next_semicolon;
796 else 563 else
797 p = NULL; 564 p = NULL;
798 } 565 }
566
799 free (shop_string); 567 free (shop_string);
800 return items; 568 return items;
801} 569}
802 570
803/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
804 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
805static void 573static const char *
806print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
807{ 575{
808 int i; 576 static dynbuf_text buf; buf.clear ();
809 char tmp[MAX_BUF]; 577 bool first = true;
810 578
811 strcpy (output_string, "");
812 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
813 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
814 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
815 { 587 {
816 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
817 {
818 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
819 }
820 else 590 else
821 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
822 } 592 }
823 else 593 else
824 { 594 {
825 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
826 {
827 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
828 }
829 else 597 else
830 sprintf (tmp, "*"); 598 buf.printf ("*");
831 } 599 }
832 strcat (output_string, tmp);
833 } 600 }
601
602 return buf;
834} 603}
604
605//-GPL
835 606
836/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
837 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
838 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
839 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
841 * put all the stuff in the map object so that names actually make 612 * put all the stuff in the map object so that names actually make
842 * sense. 613 * sense.
843 * This could be done in lex (like the object loader), but I think 614 * This could be done in lex (like the object loader), but I think
844 * currently, there are few enough fields this is not a big deal. 615 * currently, there are few enough fields this is not a big deal.
845 * MSW 2001-07-01 616 * MSW 2001-07-01
846 * return 0 on success, 1 on failure.
847 */ 617 */
848 618bool
849static int 619maptile::_load_header (object_thawer &thawer)
850load_map_header (object_thawer & fp, maptile *m)
851{ 620{
852 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 621 for (;;)
853 int msgpos = 0;
854 int maplorepos = 0;
855
856 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
857 { 622 {
858 buf[HUGE_BUF - 1] = 0; 623 switch (thawer.kw)
859 key = buf;
860 while (isspace (*key))
861 key++;
862 if (*key == 0)
863 continue; /* empty line */
864 value = strchr (key, ' ');
865 if (!value)
866 { 624 {
867 end = strchr (key, '\n'); 625 case KW_msg:
868 if (end != NULL) 626 thawer.get_ml (KW_endmsg, msg);
869 { 627 break;
870 *end = 0; 628
629 case KW_lore: // deliantra extension
630 thawer.get_ml (KW_endlore, maplore);
871 } 631 break;
632
633 case KW_maplore:
634 thawer.get_ml (KW_endmaplore, maplore);
635 break;
636
637 case KW_arch:
638 if (strcmp (thawer.get_str (), "map"))
639 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
640 break;
641
642 case KW_oid:
643 thawer.get (this, thawer.get_sint32 ());
644 break;
645
646 case KW_file_format_version: break; // nop
647
648 case KW_name: thawer.get (name); break;
649 case KW_attach: thawer.get (attach); break;
650 case KW_reset_time: thawer.get (reset_time); break;
651 case KW_shopgreed: thawer.get (shopgreed); break;
652 case KW_shopmin: thawer.get (shopmin); break;
653 case KW_shopmax: thawer.get (shopmax); break;
654 case KW_shoprace: thawer.get (shoprace); break;
655 case KW_outdoor: thawer.get (outdoor); break;
656
657 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
661
662 case KW_region: thawer.get (default_region); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664
665 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668 case KW_x: case KW_width: thawer.get (width); break;
669 case KW_y: case KW_height: thawer.get (height); break;
670 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675
676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
686
687 case KW_end:
688 thawer.next ();
689 return true;
690
691 default:
692 if (!thawer.parse_error ("map"))
693 return false;
694 break;
872 } 695 }
873 else
874 {
875 *value = 0;
876 value++;
877 end = strchr (value, '\n');
878 while (isspace (*value))
879 {
880 value++;
881 if (*value == '\0' || value == end)
882 {
883 /* Nothing but spaces. */
884 value = NULL;
885 break;
886 }
887 }
888 }
889 696
890 if (!end) 697 thawer.next ();
891 {
892 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
893 return 1;
894 }
895
896 /* key is the field name, value is what it should be set
897 * to. We've already done the work to null terminate key,
898 * and strip off any leading spaces for both of these.
899 * We have not touched the newline at the end of the line -
900 * these are needed for some values. the end pointer
901 * points to the first of the newlines.
902 * value could be NULL! It would be easy enough to just point
903 * this to "" to prevent cores, but that would let more errors slide
904 * through.
905 *
906 * First check for entries that do not use the value parameter, then
907 * validate that value is given and check for the remaining entries
908 * that use the parameter.
909 */
910
911 if (!strcmp (key, "msg"))
912 {
913 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
914 {
915 if (!strcmp (buf, "endmsg\n"))
916 break;
917 else
918 {
919 /* slightly more efficient than strcat */
920 strcpy (msgbuf + msgpos, buf);
921 msgpos += strlen (buf);
922 }
923 }
924 /* There are lots of maps that have empty messages (eg, msg/endmsg
925 * with nothing between). There is no reason in those cases to
926 * keep the empty message. Also, msgbuf contains garbage data
927 * when msgpos is zero, so copying it results in crashes
928 */
929 if (msgpos != 0)
930 m->msg = strdup_local (msgbuf);
931 }
932 else if (!strcmp (key, "maplore"))
933 {
934 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
935 {
936 if (!strcmp (buf, "endmaplore\n"))
937 break;
938 else
939 {
940 /* slightly more efficient than strcat */
941 strcpy (maplorebuf + maplorepos, buf);
942 maplorepos += strlen (buf);
943 }
944 }
945 if (maplorepos != 0)
946 m->maplore = strdup_local (maplorebuf);
947 }
948 else if (!strcmp (key, "end"))
949 {
950 break;
951 }
952 else if (value == NULL)
953 {
954 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
955 }
956 else if (!strcmp (key, "arch"))
957 {
958 /* This is an oddity, but not something we care about much. */
959 if (strcmp (value, "map\n"))
960 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
961 }
962 else if (!strcmp (key, "name"))
963 {
964 *end = 0;
965 m->name = strdup_local (value);
966 }
967 /* first strcmp value on these are old names supported
968 * for compatibility reasons. The new values (second) are
969 * what really should be used.
970 */
971 else if (!strcmp (key, "oid"))
972 {
973 fp.get (m, atoi (value));
974 }
975 else if (!strcmp (key, "attach"))
976 {
977 m->attach = value;
978 }
979 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
980 {
981 m->enter_x = atoi (value);
982 }
983 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
984 {
985 m->enter_y = atoi (value);
986 }
987 else if (!strcmp (key, "x") || !strcmp (key, "width"))
988 {
989 m->width = atoi (value);
990 }
991 else if (!strcmp (key, "y") || !strcmp (key, "height"))
992 {
993 m->height = atoi (value);
994 }
995 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
996 {
997 m->reset_timeout = atoi (value);
998 }
999 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1000 {
1001 m->timeout = atoi (value);
1002 }
1003 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1004 {
1005 m->difficulty = atoi (value);
1006 }
1007 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1008 {
1009 m->darkness = atoi (value);
1010 }
1011 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1012 {
1013 m->fixed_resettime = atoi (value);
1014 }
1015 else if (!strcmp (key, "unique"))
1016 {
1017 m->unique = atoi (value);
1018 }
1019 else if (!strcmp (key, "template"))
1020 {
1021 m->templatemap = atoi (value);
1022 }
1023 else if (!strcmp (key, "region"))
1024 {
1025 m->region = get_region_by_name (value);
1026 }
1027 else if (!strcmp (key, "shopitems"))
1028 {
1029 *end = 0;
1030 m->shopitems = parse_shop_string (value);
1031 }
1032 else if (!strcmp (key, "shopgreed"))
1033 {
1034 m->shopgreed = atof (value);
1035 }
1036 else if (!strcmp (key, "shopmin"))
1037 {
1038 m->shopmin = atol (value);
1039 }
1040 else if (!strcmp (key, "shopmax"))
1041 {
1042 m->shopmax = atol (value);
1043 }
1044 else if (!strcmp (key, "shoprace"))
1045 {
1046 *end = 0;
1047 m->shoprace = strdup_local (value);
1048 }
1049 else if (!strcmp (key, "outdoor"))
1050 {
1051 m->outdoor = atoi (value);
1052 }
1053 else if (!strcmp (key, "temp"))
1054 {
1055 m->temp = atoi (value);
1056 }
1057 else if (!strcmp (key, "pressure"))
1058 {
1059 m->pressure = atoi (value);
1060 }
1061 else if (!strcmp (key, "humid"))
1062 {
1063 m->humid = atoi (value);
1064 }
1065 else if (!strcmp (key, "windspeed"))
1066 {
1067 m->windspeed = atoi (value);
1068 }
1069 else if (!strcmp (key, "winddir"))
1070 {
1071 m->winddir = atoi (value);
1072 }
1073 else if (!strcmp (key, "sky"))
1074 {
1075 m->sky = atoi (value);
1076 }
1077 else if (!strcmp (key, "nosmooth"))
1078 {
1079 m->nosmooth = atoi (value);
1080 }
1081 else if (!strncmp (key, "tile_path_", 10))
1082 {
1083 int tile = atoi (key + 10);
1084
1085 if (tile < 1 || tile > 4)
1086 {
1087 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1088 }
1089 else
1090 {
1091 char *path;
1092
1093 *end = 0;
1094
1095 if (m->tile_path[tile - 1])
1096 {
1097 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1098 free (m->tile_path[tile - 1]);
1099 m->tile_path[tile - 1] = NULL;
1100 }
1101
1102 if (check_path (value, 1) != -1)
1103 {
1104 /* The unadorned path works. */
1105 path = value;
1106 }
1107 else
1108 {
1109 /* Try again; it could be a relative exit. */
1110
1111 path = path_combine_and_normalize (m->path, value);
1112
1113 if (check_path (path, 1) == -1)
1114 {
1115 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1116 path = NULL;
1117 }
1118 }
1119
1120 if (editor)
1121 {
1122 /* Use the value as in the file. */
1123 m->tile_path[tile - 1] = strdup_local (value);
1124 }
1125 else if (path != NULL)
1126 {
1127 /* Use the normalized value. */
1128 m->tile_path[tile - 1] = strdup_local (path);
1129 }
1130 } /* end if tile direction (in)valid */
1131 }
1132 else
1133 {
1134 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1135 }
1136 }
1137 if (!key || strcmp (key, "end"))
1138 { 698 }
1139 LOG (llevError, "Got premature eof on map header!\n");
1140 return 1;
1141 }
1142 return 0;
1143}
1144 699
1145/* 700 abort ();
1146 * Opens the file "filename" and reads information about the map
1147 * from the given file, and stores it in a newly allocated
1148 * maptile. A pointer to this structure is returned, or NULL on failure.
1149 * flags correspond to those in map.h. Main ones used are
1150 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1151 * MAP_BLOCK, in which case we block on this load. This happens in all
1152 * cases, no matter if this flag is set or not.
1153 * MAP_STYLE: style map - don't add active objects, don't add to server
1154 * managed map list.
1155 */
1156
1157maptile *
1158load_original_map (const char *filename, int flags)
1159{
1160 maptile *m;
1161 char pathname[MAX_BUF];
1162
1163 if (flags & MAP_PLAYER_UNIQUE)
1164 strcpy (pathname, filename);
1165 else if (flags & MAP_OVERLAY)
1166 strcpy (pathname, create_overlay_pathname (filename));
1167 else
1168 strcpy (pathname, create_pathname (filename));
1169
1170 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1171
1172 object_thawer thawer (pathname);
1173
1174 if (!thawer)
1175 return 0;
1176
1177 m = get_linked_map ();
1178
1179 strcpy (m->path, filename);
1180 if (load_map_header (thawer, m))
1181 {
1182 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1183 delete_map (m);
1184 return NULL;
1185 }
1186
1187 allocate_map (m);
1188
1189 m->in_memory = MAP_LOADING;
1190 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1191
1192 m->in_memory = MAP_IN_MEMORY;
1193 if (!MAP_DIFFICULTY (m))
1194 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1195 set_map_reset_time (m);
1196 m->instantiate ();
1197 return (m);
1198} 701}
1199 702
1200/* 703//+GPL
1201 * Loads a map, which has been loaded earlier, from file.
1202 * Return the map object we load into (this can change from the passed
1203 * option if we can't find the original map)
1204 */
1205
1206static maptile *
1207load_temporary_map (maptile *m)
1208{
1209 char buf[MAX_BUF];
1210
1211 if (!m->tmpname)
1212 {
1213 LOG (llevError, "No temporary filename for map %s\n", m->path);
1214 strcpy (buf, m->path);
1215 delete_map (m);
1216 m = load_original_map (buf, 0);
1217 if (m == NULL)
1218 return NULL;
1219 fix_auto_apply (m); /* Chests which open as default */
1220 return m;
1221 }
1222
1223 object_thawer thawer (m->tmpname);
1224
1225 if (!thawer)
1226 {
1227 strcpy (buf, m->path);
1228 delete_map (m);
1229 m = load_original_map (buf, 0);
1230 if (!m)
1231 return NULL;
1232 fix_auto_apply (m); /* Chests which open as default */
1233 return m;
1234 }
1235
1236 if (load_map_header (thawer, m))
1237 {
1238 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1239 delete_map (m);
1240 m = load_original_map (m->path, 0);
1241 return NULL;
1242 }
1243 allocate_map (m);
1244
1245 m->in_memory = MAP_LOADING;
1246 load_objects (m, thawer, 0);
1247
1248 m->in_memory = MAP_IN_MEMORY;
1249 INVOKE_MAP (SWAPIN, m);
1250 return m;
1251}
1252
1253/*
1254 * Loads a map, which has been loaded earlier, from file.
1255 * Return the map object we load into (this can change from the passed
1256 * option if we can't find the original map)
1257 */
1258
1259maptile *
1260load_overlay_map (const char *filename, maptile *m)
1261{
1262 char pathname[MAX_BUF];
1263
1264 strcpy (pathname, create_overlay_pathname (filename));
1265
1266 object_thawer thawer (pathname);
1267
1268 if (!thawer)
1269 return m;
1270
1271 if (load_map_header (thawer, m))
1272 {
1273 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1274 delete_map (m);
1275 m = load_original_map (m->path, 0);
1276 return NULL;
1277 }
1278 /*allocate_map(m); */
1279
1280 m->in_memory = MAP_LOADING;
1281 load_objects (m, thawer, MAP_OVERLAY);
1282
1283 m->in_memory = MAP_IN_MEMORY;
1284 return m;
1285}
1286 704
1287/****************************************************************************** 705/******************************************************************************
1288 * This is the start of unique map handling code 706 * This is the start of unique map handling code
1289 *****************************************************************************/ 707 *****************************************************************************/
1290 708
1291/* This goes through map 'm' and removed any unique items on the map. */ 709/* This goes through the maptile and removed any unique items on the map. */
1292static void 710void
1293delete_unique_items (maptile *m) 711maptile::clear_unique_items ()
1294{ 712{
1295 int i, j, unique; 713 for (int i = 0; i < size (); ++i)
1296 object *op, *next;
1297
1298 for (i = 0; i < MAP_WIDTH (m); i++)
1299 for (j = 0; j < MAP_HEIGHT (m); j++)
1300 { 714 {
1301 unique = 0; 715 int unique = 0;
1302 for (op = get_map_ob (m, i, j); op; op = next) 716 for (object *op = spaces [i].bot; op; )
717 {
718 object *above = op->above;
719
720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
721 unique = 1;
722
723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
724 op->destroy ();
725
726 op = above;
727 }
728 }
729}
730
731//-GPL
732
733bool
734maptile::_save_header (object_freezer &freezer)
735{
736#define MAP_OUT(k) freezer.put (KW(k), k)
737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
738
739 MAP_OUT2 (arch, CS(map));
740
741 if (name) MAP_OUT (name);
742 MAP_OUT (swap_time);
743 MAP_OUT (reset_time);
744 MAP_OUT (reset_timeout);
745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
748 MAP_OUT (difficulty);
749 if (default_region) MAP_OUT2 (region, default_region->name);
750
751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
752 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin);
754 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace);
756
757 MAP_OUT (width);
758 MAP_OUT (height);
759 MAP_OUT (enter_x);
760 MAP_OUT (enter_y);
761 MAP_OUT (darkness);
762 MAP_OUT (outdoor);
763
764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766
767 MAP_OUT (per_player);
768 MAP_OUT (per_party);
769
770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
776
777 freezer.put (this);
778 freezer.put (KW(end));
779
780 return true;
781}
782
783bool
784maptile::_save_header (const char *path)
785{
786 object_freezer freezer;
787
788 if (!_save_header (freezer))
789 return false;
790
791 return freezer.save (path);
792}
793
794//+GPL
795
796/*
797 * Remove and free all objects in the given map.
798 */
799void
800maptile::clear ()
801{
802 if (spaces)
803 {
804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 while (object *op = ms->bot)
1303 { 806 {
807 // manually remove, as to not trigger anything
1304 next = op->above; 808 if (ms->bot = op->above)
1305 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 809 ms->bot->below = 0;
1306 unique = 1; 810
1307 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
814 if (op == head)
815 op->destroy ();
816 else if (head->map != op->map)
1308 { 817 {
1309 clean_object (op); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1310 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 819 head->destroy ();
1311 remove_button_link (op);
1312 remove_ob (op);
1313 free_object (op);
1314 } 820 }
1315 } 821 }
822
823 sfree0 (spaces, size ());
1316 } 824 }
1317}
1318 825
1319
1320/*
1321 * Loads unique objects from file(s) into the map which is in memory
1322 * m is the map to load unique items into.
1323 */
1324static void
1325load_unique_objects (maptile *m)
1326{
1327 int count;
1328 char firstname[MAX_BUF];
1329
1330 for (count = 0; count < 10; count++)
1331 {
1332 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1333 if (!access (firstname, R_OK))
1334 break;
1335 }
1336 /* If we get here, we did not find any map */
1337 if (count == 10)
1338 return;
1339
1340 object_thawer thawer (firstname);
1341
1342 if (!thawer)
1343 return;
1344
1345 m->in_memory = MAP_LOADING;
1346 if (m->tmpname == NULL) /* if we have loaded unique items from */
1347 delete_unique_items (m); /* original map before, don't duplicate them */
1348 load_objects (m, thawer, 0);
1349
1350 m->in_memory = MAP_IN_MEMORY;
1351}
1352
1353
1354/*
1355 * Saves a map to file. If flag is set, it is saved into the same
1356 * file it was (originally) loaded from. Otherwise a temporary
1357 * filename will be genarated, and the file will be stored there.
1358 * The temporary filename will be stored in the maptileure.
1359 * If the map is unique, we also save to the filename in the map
1360 * (this should have been updated when first loaded)
1361 */
1362
1363int
1364new_save_map (maptile *m, int flag)
1365{
1366 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1367 int i;
1368
1369 if (flag && !*m->path)
1370 {
1371 LOG (llevError, "Tried to save map without path.\n");
1372 return -1;
1373 }
1374
1375 if (flag || (m->unique) || (m->templatemap))
1376 {
1377 if (!m->unique && !m->templatemap)
1378 { /* flag is set */
1379 if (flag == 2)
1380 strcpy (filename, create_overlay_pathname (m->path));
1381 else
1382 strcpy (filename, create_pathname (m->path));
1383 }
1384 else
1385 strcpy (filename, m->path);
1386
1387 make_path_to_file (filename);
1388 }
1389 else
1390 {
1391 if (!m->tmpname)
1392 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1393
1394 strcpy (filename, m->tmpname);
1395 }
1396
1397 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1398 m->in_memory = MAP_SAVING;
1399
1400 object_freezer freezer;
1401
1402 /* legacy */
1403 fprintf (freezer, "arch map\n");
1404 if (m->name)
1405 fprintf (freezer, "name %s\n", m->name);
1406 if (!flag)
1407 fprintf (freezer, "swap_time %d\n", m->swap_time);
1408 if (m->reset_timeout)
1409 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1410 if (m->fixed_resettime)
1411 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1412 /* we unfortunately have no idea if this is a value the creator set
1413 * or a difficulty value we generated when the map was first loaded
1414 */
1415 if (m->difficulty)
1416 fprintf (freezer, "difficulty %d\n", m->difficulty);
1417 if (m->region)
1418 fprintf (freezer, "region %s\n", m->region->name);
1419 if (m->shopitems)
1420 {
1421 print_shop_string (m, shop);
1422 fprintf (freezer, "shopitems %s\n", shop);
1423 }
1424 if (m->shopgreed)
1425 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1426#ifndef WIN32
1427 if (m->shopmin)
1428 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1429 if (m->shopmax)
1430 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1431#else
1432 if (m->shopmin)
1433 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1434 if (m->shopmax)
1435 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1436#endif
1437 if (m->shoprace)
1438 fprintf (freezer, "shoprace %s\n", m->shoprace);
1439 if (m->darkness)
1440 fprintf (freezer, "darkness %d\n", m->darkness);
1441 if (m->width)
1442 fprintf (freezer, "width %d\n", m->width);
1443 if (m->height)
1444 fprintf (freezer, "height %d\n", m->height);
1445 if (m->enter_x)
1446 fprintf (freezer, "enter_x %d\n", m->enter_x);
1447 if (m->enter_y)
1448 fprintf (freezer, "enter_y %d\n", m->enter_y);
1449 if (m->msg)
1450 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1451 if (m->maplore)
1452 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1453 if (m->unique)
1454 fprintf (freezer, "unique %d\n", m->unique);
1455 if (m->templatemap)
1456 fprintf (freezer, "template %d\n", m->templatemap);
1457 if (m->outdoor)
1458 fprintf (freezer, "outdoor %d\n", m->outdoor);
1459 if (m->temp)
1460 fprintf (freezer, "temp %d\n", m->temp);
1461 if (m->pressure)
1462 fprintf (freezer, "pressure %d\n", m->pressure);
1463 if (m->humid)
1464 fprintf (freezer, "humid %d\n", m->humid);
1465 if (m->windspeed)
1466 fprintf (freezer, "windspeed %d\n", m->windspeed);
1467 if (m->winddir)
1468 fprintf (freezer, "winddir %d\n", m->winddir);
1469 if (m->sky)
1470 fprintf (freezer, "sky %d\n", m->sky);
1471 if (m->nosmooth)
1472 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1473
1474 /* Save any tiling information, except on overlays */
1475 if (flag != 2)
1476 for (i = 0; i < 4; i++)
1477 if (m->tile_path[i])
1478 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1479
1480 freezer.put (m);
1481 fprintf (freezer, "end\n");
1482
1483 /* In the game save unique items in the different file, but
1484 * in the editor save them to the normal map file.
1485 * If unique map, save files in the proper destination (set by
1486 * player)
1487 */
1488 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1489 {
1490 object_freezer unique;
1491
1492 if (flag == 2)
1493 save_objects (m, freezer, unique, 2);
1494 else
1495 save_objects (m, freezer, unique, 0);
1496
1497 sprintf (buf, "%s.v00", create_items_path (m->path));
1498
1499 unique.save (buf);
1500 }
1501 else
1502 { /* save same file when not playing, like in editor */
1503 save_objects (m, freezer, freezer, 0);
1504 }
1505
1506 freezer.save (filename);
1507
1508 return 0;
1509}
1510
1511
1512/*
1513 * Remove and free all objects in the inventory of the given object.
1514 * object.c ?
1515 */
1516
1517void
1518clean_object (object *op)
1519{
1520 object *tmp, *next;
1521
1522 for (tmp = op->inv; tmp; tmp = next)
1523 {
1524 next = tmp->below;
1525 clean_object (tmp);
1526 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1527 remove_button_link (tmp);
1528 remove_ob (tmp);
1529 free_object (tmp);
1530 }
1531}
1532
1533/*
1534 * Remove and free all objects in the given map.
1535 */
1536
1537void
1538free_all_objects (maptile *m)
1539{
1540 int i, j;
1541 object *op;
1542
1543 for (i = 0; i < MAP_WIDTH (m); i++)
1544 for (j = 0; j < MAP_HEIGHT (m); j++)
1545 {
1546 object *previous_obj = NULL;
1547
1548 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1549 {
1550 if (op == previous_obj)
1551 {
1552 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1553 break;
1554 }
1555 previous_obj = op;
1556 if (op->head != NULL)
1557 op = op->head;
1558
1559 /* If the map isn't in memory, free_object will remove and
1560 * free objects in op's inventory. So let it do the job.
1561 */
1562 if (m->in_memory == MAP_IN_MEMORY)
1563 clean_object (op);
1564 remove_ob (op);
1565 free_object (op);
1566 }
1567 }
1568}
1569
1570/*
1571 * Frees everything allocated by the given maptileure.
1572 * don't free tmpname - our caller is left to do that
1573 */
1574
1575void
1576free_map (maptile *m, int flag)
1577{
1578 int i;
1579
1580 if (!m->in_memory)
1581 {
1582 LOG (llevError, "Trying to free freed map.\n");
1583 return;
1584 }
1585 if (flag && m->spaces)
1586 free_all_objects (m);
1587 if (m->name)
1588 FREE_AND_CLEAR (m->name);
1589 if (m->spaces)
1590 FREE_AND_CLEAR (m->spaces);
1591 if (m->msg)
1592 FREE_AND_CLEAR (m->msg);
1593 if (m->maplore)
1594 FREE_AND_CLEAR (m->maplore);
1595 if (m->shopitems)
1596 delete[]m->shopitems;
1597 m->shopitems = 0;
1598 if (m->shoprace)
1599 FREE_AND_CLEAR (m->shoprace);
1600 if (m->buttons) 826 if (buttons)
1601 free_objectlinkpt (m->buttons); 827 free_objectlinkpt (buttons), buttons = 0;
1602 m->buttons = NULL;
1603 for (i = 0; i < 4; i++)
1604 {
1605 if (m->tile_path[i])
1606 FREE_AND_CLEAR (m->tile_path[i]);
1607 m->tile_map[i] = NULL;
1608 }
1609 m->in_memory = MAP_SWAPPED;
1610}
1611 828
1612/* 829 sfree0 (regions, size ());
1613 * function: vanish maptile 830 delete [] regionmap; regionmap = 0;
1614 * m : pointer to maptile, if NULL no action 831}
1615 * this deletes all the data on the map (freeing pointers)
1616 * and then removes this map from the global linked list of maps.
1617 */
1618 832
1619void 833void
1620delete_map (maptile *m) 834maptile::clear_header ()
1621{ 835{
1622 maptile *tmp, *last; 836 name = 0;
1623 int i; 837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
1624 841
1625 if (!m) 842 for (int i = 0; i < array_length (tile_path); i++)
1626 return; 843 tile_path [i] = 0;
844}
1627 845
1628 m->clear (); 846maptile::~maptile ()
847{
848 assert (destroyed ());
849}
1629 850
1630 if (m->in_memory == MAP_IN_MEMORY) 851void
1631 { 852maptile::clear_links_to (maptile *m)
1632 /* change to MAP_SAVING, even though we are not, 853{
1633 * so that remove_ob doesn't do as much work.
1634 */
1635 m->in_memory = MAP_SAVING;
1636 free_map (m, 1);
1637 }
1638 /* move this out of free_map, since tmpname can still be needed if
1639 * the map is swapped out.
1640 */
1641 if (m->tmpname)
1642 {
1643 free (m->tmpname);
1644 m->tmpname = NULL;
1645 }
1646 last = NULL;
1647 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
1648 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
1649 * tiling can be assymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
1650 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
1651 */ 858 */
1652 for (tmp = first_map; tmp != NULL; tmp = tmp->next) 859 for (int i = 0; i < array_length (tile_path); i++)
1653 {
1654 if (tmp->next == m)
1655 last = tmp;
1656
1657 /* This should hopefully get unrolled on a decent compiler */
1658 for (i = 0; i < 4; i++)
1659 if (tmp->tile_map[i] == m) 860 if (tile_map[i] == m)
1660 tmp->tile_map[i] = NULL; 861 tile_map[i] = 0;
1661 } 862}
1662 863
1663 /* If last is null, then this should be the first map in the list */ 864void
865maptile::do_destroy ()
866{
867 attachable::do_destroy ();
868
869 clear ();
870}
871
872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
874void
875maptile::do_decay_objects ()
876{
1664 if (!last) 877 if (!spaces)
878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1665 { 882 {
1666 if (m == first_map) 883 above = op->above;
1667 first_map = m->next; 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
899 {
900 op->stats.dam--;
901 if (op->stats.dam < 0)
902 destroy = 1;
903 }
904 else if (op->is_armor ())
905 {
906 op->stats.ac--;
907 if (op->stats.ac < 0)
908 destroy = 1;
909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
1668 else 916 else
1669 /* m->path is a static char, so should hopefully still have
1670 * some useful data in it.
1671 */
1672 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1673 }
1674 else
1675 last->next = m->next;
1676
1677 delete m;
1678}
1679
1680
1681
1682/*
1683 * Makes sure the given map is loaded and swapped in.
1684 * name is path name of the map.
1685 * flags meaning:
1686 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1687 * and don't do unique items or the like.
1688 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1689 * dont do any more name translation on it.
1690 *
1691 * Returns a pointer to the given map.
1692 */
1693
1694maptile *
1695ready_map_name (const char *name, int flags)
1696{
1697 maptile *m;
1698
1699 if (!name)
1700 return (NULL);
1701
1702 /* Have we been at this level before? */
1703 m = has_been_loaded (name);
1704
1705 /* Map is good to go, so just return it */
1706 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1707 {
1708 return m;
1709 }
1710
1711 /* unique maps always get loaded from their original location, and never
1712 * a temp location. Likewise, if map_flush is set, or we have never loaded
1713 * this map, load it now. I removed the reset checking from here -
1714 * it seems the probability of a player trying to enter a map that should
1715 * reset but hasn't yet is quite low, and removing that makes this function
1716 * a bit cleaner (and players probably shouldn't rely on exact timing for
1717 * resets in any case - if they really care, they should use the 'maps command.
1718 */
1719 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1720 {
1721
1722 /* first visit or time to reset */
1723 if (m)
1724 { 917 {
1725 clean_tmp_map (m); /* Doesn't make much difference */ 918 int mat = op->materials;
1726 delete_map (m); 919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1;
1727 } 933 }
1728 934
1729 /* create and load a map */ 935 /* adjust overall chance below */
1730 if (flags & MAP_PLAYER_UNIQUE) 936 if (destroy && rndm (0, 1))
1731 LOG (llevDebug, "Trying to load map %s.\n", name); 937 op->destroy ();
1732 else
1733 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1734
1735 //eval_pv ("$x = Event::time", 1);//D
1736 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1737 return (NULL);
1738 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1739
1740 fix_auto_apply (m); /* Chests which open as default */
1741
1742 /* If a player unique map, no extra unique object file to load.
1743 * if from the editor, likewise.
1744 */
1745 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1746 load_unique_objects (m);
1747
1748 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1749 {
1750 m = load_overlay_map (name, m);
1751 if (m == NULL)
1752 return NULL;
1753 } 938 }
1754
1755 if (flags & MAP_PLAYER_UNIQUE)
1756 INVOKE_MAP (SWAPIN, m);
1757
1758 }
1759 else
1760 {
1761 /* If in this loop, we found a temporary map, so load it up. */
1762
1763 m = load_temporary_map (m);
1764 if (m == NULL)
1765 return NULL;
1766 load_unique_objects (m);
1767
1768 clean_tmp_map (m);
1769 m->in_memory = MAP_IN_MEMORY;
1770 /* tempnam() on sun systems (probably others) uses malloc
1771 * to allocated space for the string. Free it here.
1772 * In some cases, load_temporary_map above won't find the
1773 * temporary map, and so has reloaded a new map. If that
1774 * is the case, tmpname is now null
1775 */
1776 if (m->tmpname)
1777 free (m->tmpname);
1778 m->tmpname = NULL;
1779 /* It's going to be saved anew anyway */
1780 }
1781
1782 /* Below here is stuff common to both first time loaded maps and
1783 * temp maps.
1784 */
1785
1786 decay_objects (m); /* start the decay */
1787 /* In case other objects press some buttons down */
1788 update_buttons (m);
1789 if (m->outdoor)
1790 set_darkness_map (m);
1791 /* run the weather over this map */
1792 weather_effect (name);
1793 return m;
1794} 939}
1795
1796 940
1797/* 941/*
1798 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1799 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1800 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1801 * 945 *
1802 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1803 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1804 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1805 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1806 */ 950 */
1807
1808int 951int
1809calculate_difficulty (maptile *m) 952maptile::estimate_difficulty () const
1810{ 953{
1811 object *op;
1812 archetype *at;
1813 int x, y, i;
1814 long monster_cnt = 0; 954 long monster_cnt = 0;
1815 double avgexp = 0; 955 double avgexp = 0;
1816 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1817 957
1818 if (MAP_DIFFICULTY (m)) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1819 { 959 for (object *op = ms->bot; op; op = op->above)
1820 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1821 return MAP_DIFFICULTY (m);
1822 }
1823
1824 for (x = 0; x < MAP_WIDTH (m); x++)
1825 for (y = 0; y < MAP_HEIGHT (m); y++)
1826 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1827 { 960 {
1828 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1829 { 962 {
1830 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1831 monster_cnt++; 964 monster_cnt++;
1832 } 965 }
1833 966
1834 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1835 { 968 {
1836 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1837 at = type_to_archetype (GENERATE_TYPE (op));
1838 970
1839 if (at != NULL) 971 if (archetype *at = op->other_arch)
972 {
1840 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1841
1842 monster_cnt++; 974 monster_cnt++;
1843 } 975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1844 } 982 }
983 }
1845 984
1846 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1847 986
1848 for (i = 1; i <= settings.max_level; i++) 987 for (int i = 1; i <= settings.max_level; i++)
1849 {
1850 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 988 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1851 {
1852 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1853 return i; 989 return i;
1854 }
1855 }
1856 990
1857 return 1; 991 return 1;
1858}
1859
1860void
1861clean_tmp_map (maptile *m)
1862{
1863 if (m->tmpname == NULL)
1864 return;
1865 INVOKE_MAP (CLEAN, m);
1866 (void) unlink (m->tmpname);
1867}
1868
1869void
1870free_all_maps (void)
1871{
1872 int real_maps = 0;
1873
1874 while (first_map)
1875 {
1876 /* I think some of the callers above before it gets here set this to be
1877 * saving, but we still want to free this data
1878 */
1879 if (first_map->in_memory == MAP_SAVING)
1880 first_map->in_memory = MAP_IN_MEMORY;
1881 delete_map (first_map);
1882 real_maps++;
1883 }
1884 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1885} 992}
1886 993
1887/* change_map_light() - used to change map light level (darkness) 994/* change_map_light() - used to change map light level (darkness)
1888 * up or down. Returns true if successful. It should now be 995 * up or down. Returns true if successful. It should now be
1889 * possible to change a value by more than 1. 996 * possible to change a value by more than 1.
1890 * Move this from los.c to map.c since this is more related 997 * Move this from los.c to map.c since this is more related
1891 * to maps than los. 998 * to maps than los.
1892 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1893 */ 1000 */
1894
1895int 1001int
1896change_map_light (maptile *m, int change) 1002maptile::change_map_light (int change)
1897{ 1003{
1898 int new_level = m->darkness + change;
1899
1900 /* Nothing to do */ 1004 /* Nothing to do */
1901 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1005 if (!change)
1902 {
1903 return 0; 1006 return 0;
1904 }
1905 1007
1906 /* inform all players on the map */ 1008 /* inform all players on the map */
1907 if (change > 0) 1009 if (change > 0)
1908 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1909 else 1011 else
1910 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1911 1013
1912 /* Do extra checking. since m->darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1913 * we need to be extra careful about negative values.
1914 * In general, the checks below are only needed if change
1915 * is not +/-1
1916 */
1917 if (new_level < 0)
1918 m->darkness = 0;
1919 else if (new_level >= MAX_DARKNESS)
1920 m->darkness = MAX_DARKNESS;
1921 else
1922 m->darkness = new_level;
1923 1015
1924 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1925 update_all_map_los (m); 1017 update_all_map_los (this);
1018
1926 return 1; 1019 return 1;
1927} 1020}
1928
1929 1021
1930/* 1022/*
1931 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1932 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1933 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1934 * through, etc) 1026 * through, etc)
1935 */ 1027 */
1936void 1028void
1937update_position (maptile *m, int x, int y) 1029mapspace::update_ ()
1938{ 1030{
1939 object *tmp, *last = NULL; 1031 object *last = 0;
1940 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1941 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
1942 object *top_obj, *floor_obj, *middle_obj;
1943 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1944 1039
1945 oldflags = GET_MAP_FLAGS (m, x, y); 1040 //object *middle = 0;
1946 if (!(oldflags & P_NEED_UPDATE)) 1041 //object *top = 0;
1947 { 1042 //object *floor = 0;
1948 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1043 // this seems to generate better code than using locals, above
1949 return; 1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1950 } 1051 {
1951 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1952 middle = blank_face;
1953 top = blank_face;
1954 floor = blank_face;
1955
1956 middle_obj = NULL;
1957 top_obj = NULL;
1958 floor_obj = NULL;
1959
1960 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1961 {
1962
1963 /* This could be made additive I guess (two lights better than
1964 * one). But if so, it shouldn't be a simple additive - 2
1965 * light bulbs do not illuminate twice as far as once since
1966 * it is a disapation factor that is squared (or is it cubed?)
1967 */
1968 if (tmp->glow_radius > light)
1969 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1970 1054
1971 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1972 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1973 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1974 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1975 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1976 * 1060 *
1977 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1978 */ 1062 */
1979 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1980 { 1064 {
1981 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1982 {
1983 top = tmp->face;
1984 top_obj = tmp; 1066 top = tmp;
1985 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1986 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1987 { 1068 {
1988 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1989 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1990 */ 1071 */
1991 middle = blank_face; 1072 middle = 0;
1992 top = blank_face; 1073 top = 0;
1993 floor = tmp->face;
1994 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1995 } 1077 }
1996 /* Flag anywhere have high priority */ 1078 else
1997 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1998 { 1079 {
1999 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
2000 1085
2001 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
2002 anywhere = 1; 1088 anywhere = tmp;
2003 } 1089
2004 /* Find the highest visible face around. If equal 1090 /* Find the highest visible face around. If equal
2005 * visibilities, we still want the one nearer to the 1091 * visibilities, we still want the one nearer to the
2006 * top 1092 * top
2007 */ 1093 */
2008 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
2009 { 1095 {
2010 middle = tmp->face; 1096 middle_visibility = ::faces [tmp->face].visibility;
2011 middle_obj = tmp; 1097 middle = tmp;
1098 }
2012 } 1099 }
2013 } 1100 }
2014 if (tmp == tmp->above)
2015 {
2016 LOG (llevError, "Error in structure of map\n");
2017 exit (-1);
2018 }
2019 1101
2020 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
2021 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
2022 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
2023 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
2024 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
2025 1107
2026 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1108 allflags |= tmp->flag;
2027 flags |= P_IS_ALIVE; 1109
2028 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
2029 flags |= P_NO_MAGIC;
2030 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2031 flags |= P_NO_CLERIC;
2032 if (tmp->type == SAFE_GROUND) 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2033 flags |= P_SAFE;
2034
2035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2036 flags |= P_BLOCKSVIEW;
2037 } /* for stack of objects */
2038
2039 /* we don't want to rely on this function to have accurate flags, but
2040 * since we're already doing the work, we calculate them here.
2041 * if they don't match, logic is broken someplace.
2042 */
2043 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2044 { 1112 }
2045 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1113
2046 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1114 // FLAG_SEE_ANYWHERE takes precedence
2047 } 1115 if (anywhere)
2048 SET_MAP_FLAGS (m, x, y, flags); 1116 middle = anywhere;
2049 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1117
2050 SET_MAP_MOVE_ON (m, x, y, move_on); 1118 // ORing all flags together and checking them here is much faster
2051 SET_MAP_MOVE_OFF (m, x, y, move_off); 1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2052 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1125 this->flags_ = flags;
1126 this->move_block = move_block & ~move_allow;
1127 this->move_on = move_on;
1128 this->move_off = move_off;
1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
2053 1132
2054 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
2055 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
2056 * this point. 1135 * this point.
2057 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
2064 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
2065 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
2066 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
2067 */ 1146 */
2068 if (top == middle) 1147 if (top == middle)
2069 middle = blank_face; 1148 middle = 0;
2070 1149
2071 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
2072 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
2073 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
2074 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
2075 */ 1154 */
2076 1155
2077 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
2078 { 1157 {
2079 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
2080 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
2081 break; 1160 break;
2082 1161
2083 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
2084 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
2085 break; 1164 break;
2086 1165
2087 /* Only show visible faces, unless its the editor - show all */ 1166 /* Only show visible faces */
2088 if (!tmp->invisible || editor) 1167 if (!tmp->invisible)
2089 { 1168 {
2090 /* Fill in top if needed */ 1169 /* Fill in top if needed */
2091 if (top == blank_face) 1170 if (!top)
2092 { 1171 {
2093 top = tmp->face;
2094 top_obj = tmp; 1172 top = tmp;
2095 if (top == middle) 1173 if (top == middle)
2096 middle = blank_face; 1174 middle = 0;
2097 } 1175 }
2098 else 1176 else
2099 { 1177 {
2100 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
2101 * middle is not set 1179 * middle is not set
2102 * 1180 *
2103 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
2104 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
2105 * 1183 *
2106 */ 1184 */
2107 if (tmp->face != top) 1185 if (tmp != top)
2108 { 1186 {
2109 middle = tmp->face;
2110 middle_obj = tmp; 1187 middle = tmp;
2111 break; 1188 break;
2112 } 1189 }
2113 } 1190 }
2114 } 1191 }
2115 } 1192 }
1193
2116 if (middle == floor) 1194 if (middle == floor)
2117 middle = blank_face; 1195 middle = 0;
1196
2118 if (top == middle) 1197 if (top == middle)
2119 middle = blank_face; 1198 middle = 0;
2120 SET_MAP_FACE (m, x, y, top, 0);
2121 if (top != blank_face)
2122 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2123 else
2124 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2125 SET_MAP_FACE (m, x, y, middle, 1);
2126 if (middle != blank_face)
2127 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2128 else
2129 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2130 SET_MAP_FACE (m, x, y, floor, 2);
2131 if (floor != blank_face)
2132 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2133 else
2134 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2135 SET_MAP_LIGHT (m, x, y, light);
2136}
2137 1199
1200 // set lower map transparent floor flag if applicable
1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1202 {
1203 floor->set_anim_frame (0);
2138 1204
2139void 1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
2140set_map_reset_time (maptile *map) 1206 {
2141{ 1207 mapspace &ms = m->at (floor->x, floor->y);
2142 int timeout; 1208 ms.update ();
2143 1209
2144 timeout = MAP_RESET_TIMEOUT (map); 1210 if (object *floor2 = ms.faces_obj [2])
2145 if (timeout <= 0) 1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
2146 timeout = MAP_DEFAULTRESET; 1212 {
2147 if (timeout >= MAP_MAXRESET) 1213 floor->set_anim_frame (1);
2148 timeout = MAP_MAXRESET; 1214 top = floor;
2149 MAP_WHEN_RESET (map) = seconds () + timeout; 1215 middle = ms.faces_obj [0];
2150} 1216 floor = floor2;
1217 }
2151 1218
2152/* this updates the orig_map->tile_map[tile_num] value after loading 1219 ms.pflags |= PF_VIS_UP;
2153 * the map. It also takes care of linking back the freshly loaded 1220 }
2154 * maps tile_map values if it tiles back to this one. It returns 1221 }
2155 * the value of orig_map->tile_map[tile_num]. It really only does this
2156 * so that it is easier for calling functions to verify success.
2157 */
2158 1222
2159static maptile * 1223#if 0
2160load_and_link_tiled_map (maptile *orig_map, int tile_num) 1224 faces_obj [0] = top;
2161{ 1225 faces_obj [1] = middle;
2162 int dest_tile = (tile_num + 2) % 4; 1226 faces_obj [2] = floor;
2163 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1227#endif
1228}
2164 1229
2165 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1230void
1231mapspace::update_up ()
1232{
1233 // invalidate up
1234 if (!(pflags & PF_VIS_UP))
1235 return;
2166 1236
2167 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1237 pflags &= ~PF_VIS_UP;
2168 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))
2169 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2170 1238
2171 return orig_map->tile_map[tile_num]; 1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1242}
1243
1244maptile *
1245maptile::tile_available (int dir, bool load)
1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1251 if (tile_path [dir])
1252 {
1253 // well, try to locate it then, if possible - maybe it's there already
1254 // this is the ONLY place in the server that links maps with each other,
1255 // so any kind of inter-map stuff has to be initiated here.
1256 if (maptile *m = find_async (tile_path [dir], this, load))
1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
1273 }
1274 else if (0)//D
1275 {
1276 // as an optimisation, link us against the other map if the other map
1277 // has us as neighbour, which is very common, but not guaranteed.
1278 int dir2 = REVERSE_TILE_DIR (dir);
1279
1280 if (m->tile_path [dir2] == path)
1281 m->tile_map [dir2] = this;
1282 }
1283
1284
1285 return tile_map [dir] = m;
1286 }
1287 }
1288
1289 return 0;
2172} 1290}
2173 1291
2174/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
2175 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
2176 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
2177 * This is the function should always be used when it 1295 * This is the function should always be used when it
2178 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
2179 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
2180 * tiled maps. 1298 * tiled maps.
2181 *
2182 *
2183 */ 1299 */
2184int 1300int
2185out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
2186{ 1302{
2187
2188 /* If we get passed a null map, this is obviously the 1303 /* If we get passed a null map, this is obviously the
2189 * case. This generally shouldn't happen, but if the 1304 * case. This generally shouldn't happen, but if the
2190 * map loads fail below, it could happen. 1305 * map loads fail below, it could happen.
2191 */ 1306 */
2192 if (!m) 1307 if (!m)
2193 return 0; 1308 return 0;
2194 1309
2195 if (x < 0) 1310 if (x < 0)
2196 { 1311 {
2197 if (!m->tile_path[3]) 1312 if (!m->tile_available (TILE_WEST))
2198 return 1; 1313 return 1;
2199 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1314
2200 { 1315 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
2201 load_and_link_tiled_map (m, 3);
2202 }
2203 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2204 }
2205 if (x >= MAP_WIDTH (m))
2206 { 1316 }
2207 if (!m->tile_path[1]) 1317
1318 if (x >= m->width)
1319 {
1320 if (!m->tile_available (TILE_EAST))
2208 return 1; 1321 return 1;
2209 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1322
2210 {
2211 load_and_link_tiled_map (m, 1);
2212 }
2213 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1323 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
2214 } 1324 }
1325
2215 if (y < 0) 1326 if (y < 0)
2216 { 1327 {
2217 if (!m->tile_path[0]) 1328 if (!m->tile_available (TILE_NORTH))
2218 return 1; 1329 return 1;
2219 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1330
2220 { 1331 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
2221 load_and_link_tiled_map (m, 0);
2222 }
2223 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2224 }
2225 if (y >= MAP_HEIGHT (m))
2226 { 1332 }
2227 if (!m->tile_path[2]) 1333
1334 if (y >= m->height)
1335 {
1336 if (!m->tile_available (TILE_SOUTH))
2228 return 1; 1337 return 1;
2229 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1338
2230 { 1339 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
2231 load_and_link_tiled_map (m, 2);
2232 }
2233 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2234 } 1340 }
2235 1341
2236 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
2237 * map. 1343 * map.
2238 */ 1344 */
2241 1347
2242/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
2243 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
2244 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
2245 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
2246 * updates x and y to be the localized coordinates. 1352 * updates x and y to be the localised coordinates.
2247 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
2248 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
2249 */ 1355 */
2250maptile * 1356maptile *
2251get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1357maptile::xy_find (sint16 &x, sint16 &y)
2252{ 1358{
2253
2254 if (*x < 0) 1359 if (x < 0)
2255 { 1360 {
2256 if (!m->tile_path[3]) 1361 if (!tile_available (TILE_WEST))
2257 return NULL; 1362 return 0;
2258 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2259 load_and_link_tiled_map (m, 3);
2260 1363
2261 *x += MAP_WIDTH (m->tile_map[3]); 1364 x += tile_map [TILE_WEST]->width;
2262 return (get_map_from_coord (m->tile_map[3], x, y)); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
2263 }
2264 if (*x >= MAP_WIDTH (m))
2265 { 1366 }
2266 if (!m->tile_path[1]) 1367
1368 if (x >= width)
1369 {
1370 if (!tile_available (TILE_EAST))
2267 return NULL; 1371 return 0;
2268 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2269 load_and_link_tiled_map (m, 1);
2270 1372
2271 *x -= MAP_WIDTH (m); 1373 x -= width;
2272 return (get_map_from_coord (m->tile_map[1], x, y)); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
2273 } 1375 }
1376
2274 if (*y < 0) 1377 if (y < 0)
2275 { 1378 {
2276 if (!m->tile_path[0]) 1379 if (!tile_available (TILE_NORTH))
2277 return NULL; 1380 return 0;
2278 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2279 load_and_link_tiled_map (m, 0);
2280 1381
2281 *y += MAP_HEIGHT (m->tile_map[0]); 1382 y += tile_map [TILE_NORTH]->height;
2282 return (get_map_from_coord (m->tile_map[0], x, y)); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
2283 }
2284 if (*y >= MAP_HEIGHT (m))
2285 { 1384 }
2286 if (!m->tile_path[2]) 1385
1386 if (y >= height)
1387 {
1388 if (!tile_available (TILE_SOUTH))
2287 return NULL; 1389 return 0;
2288 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2289 load_and_link_tiled_map (m, 2);
2290 1390
2291 *y -= MAP_HEIGHT (m); 1391 y -= height;
2292 return (get_map_from_coord (m->tile_map[2], x, y)); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
2293 } 1393 }
2294 1394
2295 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
2296 * map. 1396 * map.
2297 */ 1397 */
2298
2299 return m; 1398 return this;
2300} 1399}
2301 1400
2302/** 1401/**
2303 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
2304 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
2305 */ 1404 */
2306static int 1405int
2307adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2308{ 1407{
2309 if (!map1 || !map2) 1408 if (!map1 || !map2)
2310 return 0; 1409 return 0;
2311 1410
1411 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!)
2312 if (map1 == map2) 1413 if (map1 == map2)
2313 { 1414 {
2314 *dx = 0; 1415 *dx = 0;
2315 *dy = 0; 1416 *dy = 0;
2316 1417 }
1418 else if (map1->tile_available (TILE_NORTH, false) == map2)
2317 } 1419 {
2318 else if (map1->tile_map[0] == map2)
2319 { /* up */
2320 *dx = 0; 1420 *dx = 0;
2321 *dy = -MAP_HEIGHT (map2); 1421 *dy = -map2->height;
1422 }
1423 else if (map1->tile_available (TILE_EAST , false) == map2)
2322 } 1424 {
2323 else if (map1->tile_map[1] == map2) 1425 *dx = map1->width;
2324 { /* right */
2325 *dx = MAP_WIDTH (map1);
2326 *dy = 0; 1426 *dy = 0;
2327 } 1427 }
2328 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2329 { /* down */ 1429 {
2330 *dx = 0; 1430 *dx = 0;
2331 *dy = MAP_HEIGHT (map1); 1431 *dy = map1->height;
1432 }
1433 else if (map1->tile_available (TILE_WEST , false) == map2)
2332 } 1434 {
2333 else if (map1->tile_map[3] == map2) 1435 *dx = -map2->width;
2334 { /* left */
2335 *dx = -MAP_WIDTH (map2);
2336 *dy = 0; 1436 *dy = 0;
2337
2338 } 1437 }
2339 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2340 { /* up right */ 1439 { /* up right */
2341 *dx = MAP_WIDTH (map1->tile_map[0]); 1440 *dx = +map1->tile_map[TILE_NORTH]->width;
2342 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1441 *dy = -map1->tile_map[TILE_NORTH]->height;
2343 } 1442 }
2344 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1443 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2345 { /* up left */ 1444 { /* up left */
2346 *dx = -MAP_WIDTH (map2); 1445 *dx = -map2->width;
2347 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1446 *dy = -map1->tile_map[TILE_NORTH]->height;
2348 } 1447 }
2349 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1448 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2350 { /* right up */ 1449 { /* right up */
2351 *dx = MAP_WIDTH (map1); 1450 *dx = +map1->width;
2352 *dy = -MAP_HEIGHT (map2); 1451 *dy = -map2->height;
2353 } 1452 }
2354 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1453 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2355 { /* right down */ 1454 { /* right down */
2356 *dx = MAP_WIDTH (map1); 1455 *dx = +map1->width;
2357 *dy = MAP_HEIGHT (map1->tile_map[1]); 1456 *dy = +map1->tile_map[TILE_EAST]->height;
2358 } 1457 }
2359 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1458 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2360 { /* down right */ 1459 { /* down right */
2361 *dx = MAP_WIDTH (map1->tile_map[2]); 1460 *dx = +map1->tile_map[TILE_SOUTH]->width;
2362 *dy = MAP_HEIGHT (map1); 1461 *dy = +map1->height;
2363 } 1462 }
2364 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1463 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2365 { /* down left */ 1464 { /* down left */
2366 *dx = -MAP_WIDTH (map2); 1465 *dx = -map2->width;
2367 *dy = MAP_HEIGHT (map1); 1466 *dy = +map1->height;
2368 } 1467 }
2369 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1468 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2370 { /* left up */ 1469 { /* left up */
2371 *dx = -MAP_WIDTH (map1->tile_map[3]); 1470 *dx = -map1->tile_map[TILE_WEST]->width;
2372 *dy = -MAP_HEIGHT (map2); 1471 *dy = -map2->height;
2373 } 1472 }
2374 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2375 { /* left down */ 1474 { /* left down */
2376 *dx = -MAP_WIDTH (map1->tile_map[3]); 1475 *dx = -map1->tile_map[TILE_WEST]->width;
2377 *dy = MAP_HEIGHT (map1->tile_map[3]); 1476 *dy = +map1->tile_map[TILE_WEST]->height;
2378
2379 } 1477 }
2380 else 1478 else
2381 { /* not "adjacent" enough */
2382 return 0; 1479 return 0;
2383 }
2384 1480
2385 return 1; 1481 return 1;
1482}
1483
1484maptile *
1485maptile::xy_load (sint16 &x, sint16 &y)
1486{
1487 maptile *map = xy_find (x, y);
1488
1489 if (map)
1490 map->load_sync ();
1491
1492 return map;
1493}
1494
1495maptile *
1496get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1497{
1498 return m->xy_load (*x, *y);
2386} 1499}
2387 1500
2388/* From map.c 1501/* From map.c
2389 * This is used by get_player to determine where the other 1502 * This is used by get_player to determine where the other
2390 * creature is. get_rangevector takes into account map tiling, 1503 * creature is. get_rangevector takes into account map tiling,
2391 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
2392 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
2393 * can be negativbe. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
2394 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
2395 * monster that is closest. 1508 * monster that is closest.
2396 * 1509 *
2397 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
2398 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
2403 * be unexpected 1516 * be unexpected
2404 * 1517 *
2405 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
2406 * closest body part of 'op1' 1519 * closest body part of 'op1'
2407 */ 1520 */
2408
2409void 1521void
2410get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2411{ 1523{
2412 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2413 { 1525 {
2414 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
2415 retval->distance = 100000; 1527 retval->distance = 10000;
2416 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
2417 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
2418 retval->direction = 0; 1530 retval->direction = 0;
2419 retval->part = 0; 1531 retval->part = 0;
2420 } 1532 }
2421 else 1533 else
2422 { 1534 {
2423 object *best;
2424
2425 retval->distance_x += op2->x - op1->x; 1535 retval->distance_x += op2->x - op1->x;
2426 retval->distance_y += op2->y - op1->y; 1536 retval->distance_y += op2->y - op1->y;
2427 1537
2428 best = op1; 1538 object *best = op1;
1539
2429 /* If this is multipart, find the closest part now */ 1540 /* If this is multipart, find the closest part now */
2430 if (!(flags & 0x1) && op1->more) 1541 if (!(flags & 1) && op1->more)
2431 { 1542 {
2432 object *tmp; 1543 int best_distance = idistance (retval->distance_x, retval->distance_y);
2433 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2434 1544
2435 /* we just take the offset of the piece to head to figure 1545 /* we just take the offset of the piece to head to figure
2436 * distance instead of doing all that work above again 1546 * distance instead of doing all that work above again
2437 * since the distance fields we set above are positive in the 1547 * since the distance fields we set above are positive in the
2438 * same axis as is used for multipart objects, the simply arithmetic 1548 * same axis as is used for multipart objects, the simply arithmetic
2439 * below works. 1549 * below works.
2440 */ 1550 */
2441 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1551 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2442 { 1552 {
2443 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1553 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2444 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1554
2445 if (tmpi < best_distance) 1555 if (tmpi < best_distance)
2446 { 1556 {
2447 best_distance = tmpi; 1557 best_distance = tmpi;
2448 best = tmp; 1558 best = tmp;
2449 } 1559 }
2450 } 1560 }
1561
2451 if (best != op1) 1562 if (best != op1)
2452 { 1563 {
2453 retval->distance_x += op1->x - best->x; 1564 retval->distance_x += op1->x - best->x;
2454 retval->distance_y += op1->y - best->y; 1565 retval->distance_y += op1->y - best->y;
2455 } 1566 }
2456 } 1567 }
1568
2457 retval->part = best; 1569 retval->part = best;
2458 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1570 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2459 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2460 } 1572 }
2461} 1573}
2462 1574
2463/* this is basically the same as get_rangevector above, but instead of 1575/* this is basically the same as get_rangevector above, but instead of
2464 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
2468 * flags has no meaning for this function at this time - I kept it in to 1580 * flags has no meaning for this function at this time - I kept it in to
2469 * be more consistant with the above function and also in case they are needed 1581 * be more consistant with the above function and also in case they are needed
2470 * for something in the future. Also, since no object is pasted, the best 1582 * for something in the future. Also, since no object is pasted, the best
2471 * field of the rv_vector is set to NULL. 1583 * field of the rv_vector is set to NULL.
2472 */ 1584 */
2473
2474void 1585void
2475get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1586get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2476{ 1587{
2477 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1588 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2478 { 1589 {
2479 /* be conservative and fill in _some_ data */ 1590 /* be conservative and fill in _some_ data */
2480 retval->distance = 100000; 1591 retval->distance = 100000;
2481 retval->distance_x = 32767; 1592 retval->distance_x = 32767;
2482 retval->distance_y = 32767; 1593 retval->distance_y = 32767;
2483 retval->direction = 0; 1594 retval->direction = 0;
2484 retval->part = 0; 1595 retval->part = 0;
2485 } 1596 }
2486 else 1597 else
2487 { 1598 {
2488 retval->distance_x += op2->x - x; 1599 retval->distance_x += op2->x - x;
2489 retval->distance_y += op2->y - y; 1600 retval->distance_y += op2->y - y;
2490 1601
2491 retval->part = NULL; 1602 retval->part = 0;
2492 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1603 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2493 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1604 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2494 } 1605 }
2495} 1606}
2496 1607
2497/* Returns true of op1 and op2 are effectively on the same map 1608/* Returns true of op1 and op2 are effectively on the same map
2498 * (as related to map tiling). Note that this looks for a path from 1609 * (as related to map tiling). Note that this looks for a path from
2499 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1610 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2500 * to op1, this will still return false. 1611 * to op1, this will still return false.
2501 * Note we only look one map out to keep the processing simple 1612 * Note we only look one map out to keep the processing simple
2502 * and efficient. This could probably be a macro. 1613 * and efficient. This could probably be a macro.
2503 * MSW 2001-08-05 1614 * MSW 2001-08-05
2504 */ 1615 */
2507{ 1618{
2508 int dx, dy; 1619 int dx, dy;
2509 1620
2510 return adjacent_map (op1->map, op2->map, &dx, &dy); 1621 return adjacent_map (op1->map, op2->map, &dx, &dy);
2511} 1622}
1623
1624//-GPL
1625
1626object *
1627maptile::insert (object *op, int x, int y, object *originator, int flags)
1628{
1629 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1630}
1631
1632region *
1633maptile::region (int x, int y) const
1634{
1635 if (regions
1636 && regionmap
1637 && !OUT_OF_REAL_MAP (this, x, y))
1638 if (struct region *reg = regionmap [regions [y * width + x]])
1639 return reg;
1640
1641 if (default_region)
1642 return default_region;
1643
1644 return ::region::default_region ();
1645}
1646
1647//+GPL
1648
1649/* picks a random object from a style map.
1650 */
1651object *
1652maptile::pick_random_object (rand_gen &gen) const
1653{
1654 /* while returning a null object will result in a crash, that
1655 * is actually preferable to an infinite loop. That is because
1656 * most servers will automatically restart in case of crash.
1657 * Change the logic on getting the random space - shouldn't make
1658 * any difference, but this seems clearer to me.
1659 */
1660 for (int i = 1000; --i;)
1661 {
1662 object *pick = at (gen (width), gen (height)).bot;
1663
1664 // must be head: do not prefer big monsters just because they are big.
1665 if (pick && pick->is_head ())
1666 return pick;
1667 }
1668
1669 // instead of crashing in the unlikely(?) case, try to return *something*
1670 return archetype::find (shstr_bug);
1671}
1672
1673//-GPL
1674
1675void
1676maptile::play_sound (faceidx sound, int x, int y) const
1677{
1678 if (!sound)
1679 return;
1680
1681 for_all_players_on_map (pl, this)
1682 if (client *ns = pl->ns)
1683 {
1684 int dx = x - pl->ob->x;
1685 int dy = y - pl->ob->y;
1686
1687 int distance = idistance (dx, dy);
1688
1689 if (distance <= MAX_SOUND_DISTANCE)
1690 ns->play_sound (sound, dx, dy);
1691 }
1692}
1693
1694void
1695maptile::say_msg (const char *msg, int x, int y) const
1696{
1697 for_all_players (pl)
1698 if (client *ns = pl->ns)
1699 {
1700 int dx = x - pl->ob->x;
1701 int dy = y - pl->ob->y;
1702
1703 int distance = idistance (dx, dy);
1704
1705 if (distance <= MAX_SOUND_DISTANCE)
1706 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1707 }
1708}
1709
1710dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1711
1712static void
1713split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1714{
1715 // clip to map to the left
1716 if (x0 < 0)
1717 {
1718 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1719 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1720
1721 if (x1 < 0) // entirely to the left
1722 return;
1723
1724 x0 = 0;
1725 }
1726
1727 // clip to map to the right
1728 if (x1 > m->width)
1729 {
1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1731 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1732
1733 if (x0 >= m->width) // entirely to the right
1734 return;
1735
1736 x1 = m->width;
1737 }
1738
1739 // clip to map to the north
1740 if (y0 < 0)
1741 {
1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1743 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1744
1745 if (y1 < 0) // entirely to the north
1746 return;
1747
1748 y0 = 0;
1749 }
1750
1751 // clip to map to the south
1752 if (y1 > m->height)
1753 {
1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1755 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1756
1757 if (y0 >= m->height) // entirely to the south
1758 return;
1759
1760 y1 = m->height;
1761 }
1762
1763 // if we get here, the rect is within the current map
1764 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1765
1766 r->m = m;
1767 r->x0 = x0;
1768 r->y0 = y0;
1769 r->x1 = x1;
1770 r->y1 = y1;
1771 r->dx = dx;
1772 r->dy = dy;
1773}
1774
1775maprect *
1776maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1777{
1778 buf.clear ();
1779
1780 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1781
1782 // add end marker
1783 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1784 r->m = 0;
1785
1786 return (maprect *)buf.linearise ();
1787}
1788

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