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Comparing deliantra/server/common/map.C (file contents):
Revision 1.34 by root, Sun Dec 3 02:04:57 2006 UTC vs.
Revision 1.187 by root, Thu Apr 15 21:49:15 2010 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 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, "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.bot; tmp; tmp = tmp->above)
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 but wizards.
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->head_ () != ob
372 */ 153 && tmp != ob
373 if (OB_MOVE_BLOCK (ob, tmp)) 154 && tmp->type != DOOR)
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; 155 return 1;
378 } 156 }
379
380 } 157 }
158
381 return 0; 159 return 0;
382} 160}
383 161
384
385/* 162/*
386 * Returns true if the given object can't fit in the given spot. 163 * Returns qthe blocking object if the given object can't fit in the given
387 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
388 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
389 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
390 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
391 * 168 *
392 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
393 * 170 *
394 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
395 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
406 * 183 *
407 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
408 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
409 * against the move_block values. 186 * against the move_block values.
410 */ 187 */
411 188bool
412int 189object::blocked (maptile *m, int x, int y) const
413ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
414{ 190{
415 archetype *tmp; 191 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 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
429 194
430 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 195 if (!pos.normalise ())
431 { 196 return 1;
432 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
433 197
434 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
435 return P_OUT_OF_MAP; 199
436 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
437 return P_IS_ALIVE; 201 return 1;
438 202
439 /* find_first_free_spot() calls this function. However, often 203 /* However, often ob doesn't have any move type
440 * ob doesn't have any move type (when used to place exits) 204 * (signifying non-moving objects)
441 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
442 */ 206 */
443 207 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; 208 continue;
446 209
447 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
448 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
449 */ 212 */
450 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 213 if (ms.blocks (move_type))
451 return AB_NO_PASS; 214 return 1;
452
453 } 215 }
216
454 return 0; 217 return 0;
455} 218}
456 219
457/* When the map is loaded, load_object does not actually insert objects 220//-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 */
463 221
464void 222void
465fix_container (object *container) 223maptile::set_object_flag (int flag, int value)
466{ 224{
467 object *tmp = container->inv, *next; 225 if (!spaces)
226 return;
468 227
469 container->inv = NULL; 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
470 while (tmp != NULL) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
471 { 230 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} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
483 260
484/* link_multipart_objects go through all the objects on the map looking 261/* 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 262 * 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 263 * 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 264 * they are saved).
488 * the more sections and not re-add sections for them.
489 */ 265 */
490 266void
491static void 267maptile::link_multipart_objects ()
492link_multipart_objects (maptile *m)
493{ 268{
494 int x, y; 269 if (!spaces)
495 object *tmp, *op, *last, *above; 270 return;
496 archetype *at;
497 271
498 for (x = 0; x < MAP_WIDTH (m); x++) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
499 for (y = 0; y < MAP_HEIGHT (m); y++) 273 {
500 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 274 object *op = ms->bot;
275 while (op)
501 { 276 {
502 above = tmp->above;
503
504 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
505 if (tmp->head || tmp->more) 278 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 { 279 {
513 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
514 282
515 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
516 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
517 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
518 op->head = tmp; 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
519 op->map = m; 287
520 last->more = op; 288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
521 op->name = tmp->name; 289 // 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 */ 290 }
528 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 291 else
529 } /* for at = tmp->arch->more */ 292 op = op->above;
530 } /* for objects on this space */ 293 }
294 }
531} 295}
296
297//-GPL
532 298
533/* 299/*
534 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
535 * file pointer. 301 * file pointer.
536 * mapflags is the same as we get with load_original_map
537 */ 302 */
538void 303bool
539load_objects (maptile *m, object_thawer & fp, int mapflags) 304maptile::_load_objects (object_thawer &f)
540{ 305{
541 int i, j; 306 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 { 307 {
550 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
551 * got an invalid object. Don't do anything with it - the game 309
552 * or editor will not be able to do anything with it either. 310 switch (f.kw)
553 */
554 if (op->arch == NULL)
555 { 311 {
556 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 op->update_weight ();
318
319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
342 }
343
557 continue; 344 continue;
345
346 case KW_EOF:
347 return true;
348
349 default:
350 if (!f.parse_error ("map file"))
351 return false;
352 break;
558 } 353 }
559 354
355 f.next ();
356 }
560 357
561 switch (i) 358 return true;
359}
360
361void
362maptile::activate ()
363{
364 if (spaces)
365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
366 for (object *op = ms->bot; op; op = op->above)
367 op->activate_recursive ();
368}
369
370void
371maptile::deactivate ()
372{
373 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive ();
377}
378
379bool
380maptile::_save_objects (object_freezer &f, int flags)
381{
382 coroapi::cede_to_tick ();
383
384 if (flags & IO_HEADER)
385 _save_header (f);
386
387 if (!spaces)
388 return false;
389
390 for (int i = 0; i < size (); ++i)
391 {
392 bool unique = 0;
393
394 for (object *op = spaces [i].bot; op; op = op->above)
562 { 395 {
563 case LL_NORMAL: 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
564 /* if we are loading an overlay, put the floors on the bottom */ 397
565 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) 398 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); 399 continue;
400
401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
567 else 402 {
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 403 if (flags & IO_UNIQUES)
569 404 op->write (f);
570 if (op->inv) 405 }
571 sum_weight (op); 406 else if (expect_true (flags & IO_OBJECTS))
572 407 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 } 408 }
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 { 409 }
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 }
604 410
605 free_object (op); 411 coroapi::cede_to_tick ();
606 link_multipart_objects (m);
607}
608 412
609/* This saves all the objects on the map in a non destructive fashion. 413 return true;
610 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 414}
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;
619 415
620 /* first pass - save one-part objects */ 416bool
621 for (i = 0; i < MAP_WIDTH (m); i++) 417maptile::_save_objects (const char *path, int flags)
622 for (j = 0; j < MAP_HEIGHT (m); j++) 418{
623 { 419 object_freezer freezer;
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;
629 420
630 if (op->type == PLAYER) 421 if (!_save_objects (freezer, flags))
631 { 422 return false;
632 LOG (llevDebug, "Player on map that is being saved\n");
633 continue;
634 }
635 423
636 if (op->head || op->owner) 424 return freezer.save (path);
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} 425}
647 426
648maptile::maptile () 427maptile::maptile ()
649{ 428{
650 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
430
651 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
652 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
653 */ 433 */
654 MAP_WIDTH (this) = 16; 434 width = 16;
655 MAP_HEIGHT (this) = 16; 435 height = 16;
656 MAP_RESET_TIMEOUT (this) = 0; 436 timeout = 300;
657 MAP_TIMEOUT (this) = 300; 437 max_items = MAX_ITEM_PER_ACTION;
658 MAP_ENTER_X (this) = 0; 438 max_volume = 2000000; // 2m³
659 MAP_ENTER_Y (this) = 0;
660 /*set part to -1 indicating conversion to weather map not yet done */
661 MAP_WORLDPARTX (this) = -1;
662 MAP_WORLDPARTY (this) = -1;
663} 439}
664 440
665/* 441maptile::maptile (int w, int h)
666 * Allocates, initialises, and returns a pointer to a maptile.
667 * Modified to no longer take a path option which was not being
668 * used anyways. MSW 2001-07-01
669 */
670maptile *
671get_linked_map (void)
672{ 442{
673 maptile *mp, *map = new maptile; 443 in_memory = MAP_SWAPPED;
674 444
675 for (mp = first_map; mp && mp->next; mp = mp->next); 445 width = w;
446 height = h;
447 reset_timeout = 0;
448 timeout = 300;
449 enter_x = 0;
450 enter_y = 0;
676 451
677 if (mp == NULL) 452 alloc ();
678 first_map = map;
679 else
680 mp->next = map;
681
682 return map;
683} 453}
684 454
685/* 455/*
686 * Allocates the arrays contained in a maptile. 456 * Allocates the arrays contained in a maptile.
687 * This basically allocates the dynamic array of spaces for the 457 * This basically allocates the dynamic array of spaces for the
688 * map. 458 * map.
689 */ 459 */
690void 460void
691maptile::allocate () 461maptile::alloc ()
692{ 462{
693 in_memory = MAP_IN_MEMORY;
694
695 /* Log this condition and free the storage. We could I suppose
696 * realloc, but if the caller is presuming the data will be intact,
697 * that is their poor assumption.
698 */
699 if (spaces) 463 if (spaces)
700 {
701 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
702 free (spaces);
703 }
704
705 spaces = (MapSpace *)
706 calloc (1, width * height * sizeof (MapSpace));
707
708 if (!spaces)
709 fatal (OUT_OF_MEMORY);
710}
711
712/* Create and returns a map of the specific size. Used
713 * in random map code and the editor.
714 */
715maptile *
716get_empty_map (int sizex, int sizey)
717{
718 maptile *m = get_linked_map ();
719
720 m->width = sizex;
721 m->height = sizey;
722 m->in_memory = MAP_SWAPPED;
723 m->allocate ();
724
725 return m; 464 return;
465
466 spaces = salloc0<mapspace> (size ());
726} 467}
468
469//+GPL
727 470
728/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
729 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
730 * at a later date. 473 * at a later date.
731 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
732 */ 475 */
733
734static shopitems * 476static shopitems *
735parse_shop_string (const char *input_string) 477parse_shop_string (const char *input_string)
736{ 478{
737 char *shop_string, *p, *q, *next_semicolon, *next_colon; 479 char *shop_string, *p, *q, *next_semicolon, *next_colon;
738 shopitems *items = NULL; 480 shopitems *items = NULL;
739 int i = 0, number_of_entries = 0; 481 int i = 0, number_of_entries = 0;
740 const typedata *current_type; 482 const typedata *current_type;
741 483
742 shop_string = strdup_local (input_string); 484 shop_string = strdup (input_string);
743 p = shop_string; 485 p = shop_string;
744 /* first we'll count the entries, we'll need that for allocating the array shortly */ 486 /* first we'll count the entries, we'll need that for allocating the array shortly */
745 while (p) 487 while (p)
746 { 488 {
747 p = strchr (p, ';'); 489 p = strchr (p, ';');
748 number_of_entries++; 490 number_of_entries++;
749 if (p) 491 if (p)
750 p++; 492 p++;
751 } 493 }
494
752 p = shop_string; 495 p = shop_string;
753 strip_endline (p); 496 strip_endline (p);
754 items = new shopitems[number_of_entries + 1]; 497 items = new shopitems[number_of_entries + 1];
755 for (i = 0; i < number_of_entries; i++) 498 for (i = 0; i < number_of_entries; i++)
756 { 499 {
757 if (!p) 500 if (!p)
758 { 501 {
759 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 502 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
760 break; 503 break;
761 } 504 }
505
762 next_semicolon = strchr (p, ';'); 506 next_semicolon = strchr (p, ';');
763 next_colon = strchr (p, ':'); 507 next_colon = strchr (p, ':');
764 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 508 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
765 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 509 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
766 items[i].strength = atoi (strchr (p, ':') + 1); 510 items[i].strength = atoi (strchr (p, ':') + 1);
793 * the next entry while we're at it, better print a warning 537 * the next entry while we're at it, better print a warning
794 */ 538 */
795 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 539 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
796 } 540 }
797 } 541 }
542
798 items[i].index = number_of_entries; 543 items[i].index = number_of_entries;
799 if (next_semicolon) 544 if (next_semicolon)
800 p = ++next_semicolon; 545 p = ++next_semicolon;
801 else 546 else
802 p = NULL; 547 p = NULL;
803 } 548 }
549
804 free (shop_string); 550 free (shop_string);
805 return items; 551 return items;
806} 552}
807 553
808/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
809 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
810static void 556static const char *
811print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
812{ 558{
813 int i; 559 static dynbuf_text buf; buf.clear ();
814 char tmp[MAX_BUF];
815 560
816 strcpy (output_string, "");
817 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
818 { 562 {
819 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
820 { 564 {
821 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
822 {
823 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
824 }
825 else 567 else
826 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
827 } 569 }
828 else 570 else
829 { 571 {
830 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
831 {
832 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
833 }
834 else 574 else
835 sprintf (tmp, "*"); 575 buf.printf ("*");
836 } 576 }
837 strcat (output_string, tmp);
838 } 577 }
578
579 return buf;
839} 580}
581
582//-GPL
840 583
841/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
842 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
843 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
844 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
846 * put all the stuff in the map object so that names actually make 589 * put all the stuff in the map object so that names actually make
847 * sense. 590 * sense.
848 * This could be done in lex (like the object loader), but I think 591 * This could be done in lex (like the object loader), but I think
849 * currently, there are few enough fields this is not a big deal. 592 * currently, there are few enough fields this is not a big deal.
850 * MSW 2001-07-01 593 * MSW 2001-07-01
851 * return 0 on success, 1 on failure.
852 */ 594 */
853 595bool
854static int 596maptile::_load_header (object_thawer &thawer)
855load_map_header (object_thawer & fp, maptile *m)
856{ 597{
857 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 598 for (;;)
858 int msgpos = 0;
859 int maplorepos = 0;
860
861 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
862 { 599 {
863 buf[HUGE_BUF - 1] = 0; 600 switch (thawer.kw)
864 key = buf;
865 while (isspace (*key))
866 key++;
867 if (*key == 0)
868 continue; /* empty line */
869 value = strchr (key, ' ');
870 if (!value)
871 { 601 {
872 end = strchr (key, '\n'); 602 case KW_msg:
873 if (end != NULL) 603 thawer.get_ml (KW_endmsg, msg);
874 { 604 break;
875 *end = 0; 605
606 case KW_lore: // CF+ extension
607 thawer.get_ml (KW_endlore, maplore);
876 } 608 break;
609
610 case KW_maplore:
611 thawer.get_ml (KW_endmaplore, maplore);
612 break;
613
614 case KW_arch:
615 if (strcmp (thawer.get_str (), "map"))
616 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
617 break;
618
619 case KW_oid:
620 thawer.get (this, thawer.get_sint32 ());
621 break;
622
623 case KW_file_format_version: break; // nop
624
625 case KW_name: thawer.get (name); break;
626 case KW_attach: thawer.get (attach); break;
627 case KW_reset_time: thawer.get (reset_time); break;
628 case KW_shopgreed: thawer.get (shopgreed); break;
629 case KW_shopmin: thawer.get (shopmin); break;
630 case KW_shopmax: thawer.get (shopmax); break;
631 case KW_shoprace: thawer.get (shoprace); break;
632 case KW_outdoor: thawer.get (outdoor); break;
633
634 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break;
638
639 case KW_region: default_region = region::find (thawer.get_str ()); break;
640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
641
642 // old names new names
643 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
644 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
645 case KW_x: case KW_width: thawer.get (width); break;
646 case KW_y: case KW_height: thawer.get (height); break;
647 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
648 case KW_value: case KW_swap_time: thawer.get (timeout); break;
649 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
650 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
651 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
652
653 case KW_tile_path_1: thawer.get (tile_path [0]); break;
654 case KW_tile_path_2: thawer.get (tile_path [1]); break;
655 case KW_tile_path_3: thawer.get (tile_path [2]); break;
656 case KW_tile_path_4: thawer.get (tile_path [3]); break;
657
658 case KW_ERROR:
659 set_key_text (thawer.kw_str, thawer.value);
660 break;
661
662 case KW_end:
663 thawer.next ();
664 return true;
665
666 default:
667 if (!thawer.parse_error ("map"))
668 return false;
669 break;
877 } 670 }
878 else
879 {
880 *value = 0;
881 value++;
882 end = strchr (value, '\n');
883 while (isspace (*value))
884 {
885 value++;
886 if (*value == '\0' || value == end)
887 {
888 /* Nothing but spaces. */
889 value = NULL;
890 break;
891 }
892 }
893 }
894 671
895 if (!end) 672 thawer.next ();
896 {
897 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
898 return 1;
899 }
900
901 /* key is the field name, value is what it should be set
902 * to. We've already done the work to null terminate key,
903 * and strip off any leading spaces for both of these.
904 * We have not touched the newline at the end of the line -
905 * these are needed for some values. the end pointer
906 * points to the first of the newlines.
907 * value could be NULL! It would be easy enough to just point
908 * this to "" to prevent cores, but that would let more errors slide
909 * through.
910 *
911 * First check for entries that do not use the value parameter, then
912 * validate that value is given and check for the remaining entries
913 * that use the parameter.
914 */
915
916 if (!strcmp (key, "msg"))
917 {
918 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
919 {
920 if (!strcmp (buf, "endmsg\n"))
921 break;
922 else
923 {
924 /* slightly more efficient than strcat */
925 strcpy (msgbuf + msgpos, buf);
926 msgpos += strlen (buf);
927 }
928 }
929 /* There are lots of maps that have empty messages (eg, msg/endmsg
930 * with nothing between). There is no reason in those cases to
931 * keep the empty message. Also, msgbuf contains garbage data
932 * when msgpos is zero, so copying it results in crashes
933 */
934 if (msgpos != 0)
935 m->msg = strdup_local (msgbuf);
936 }
937 else if (!strcmp (key, "maplore"))
938 {
939 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
940 {
941 if (!strcmp (buf, "endmaplore\n"))
942 break;
943 else
944 {
945 /* slightly more efficient than strcat */
946 strcpy (maplorebuf + maplorepos, buf);
947 maplorepos += strlen (buf);
948 }
949 }
950 if (maplorepos != 0)
951 m->maplore = strdup_local (maplorebuf);
952 }
953 else if (!strcmp (key, "end"))
954 {
955 break;
956 }
957 else if (value == NULL)
958 {
959 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
960 }
961 else if (!strcmp (key, "arch"))
962 {
963 /* This is an oddity, but not something we care about much. */
964 if (strcmp (value, "map\n"))
965 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
966 }
967 else if (!strcmp (key, "name"))
968 {
969 *end = 0;
970 m->name = strdup_local (value);
971 }
972 /* first strcmp value on these are old names supported
973 * for compatibility reasons. The new values (second) are
974 * what really should be used.
975 */
976 else if (!strcmp (key, "oid"))
977 {
978 fp.get (m, atoi (value));
979 }
980 else if (!strcmp (key, "attach"))
981 {
982 m->attach = value;
983 }
984 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
985 {
986 m->enter_x = atoi (value);
987 }
988 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
989 {
990 m->enter_y = atoi (value);
991 }
992 else if (!strcmp (key, "x") || !strcmp (key, "width"))
993 {
994 m->width = atoi (value);
995 }
996 else if (!strcmp (key, "y") || !strcmp (key, "height"))
997 {
998 m->height = atoi (value);
999 }
1000 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1001 {
1002 m->reset_timeout = atoi (value);
1003 }
1004 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1005 {
1006 m->timeout = atoi (value);
1007 }
1008 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1009 {
1010 m->difficulty = atoi (value);
1011 }
1012 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1013 {
1014 m->darkness = atoi (value);
1015 }
1016 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1017 {
1018 m->fixed_resettime = atoi (value);
1019 }
1020 else if (!strcmp (key, "unique"))
1021 {
1022 m->unique = atoi (value);
1023 }
1024 else if (!strcmp (key, "template"))
1025 {
1026 m->templatemap = atoi (value);
1027 }
1028 else if (!strcmp (key, "region"))
1029 {
1030 m->region = get_region_by_name (value);
1031 }
1032 else if (!strcmp (key, "shopitems"))
1033 {
1034 *end = 0;
1035 m->shopitems = parse_shop_string (value);
1036 }
1037 else if (!strcmp (key, "shopgreed"))
1038 {
1039 m->shopgreed = atof (value);
1040 }
1041 else if (!strcmp (key, "shopmin"))
1042 {
1043 m->shopmin = atol (value);
1044 }
1045 else if (!strcmp (key, "shopmax"))
1046 {
1047 m->shopmax = atol (value);
1048 }
1049 else if (!strcmp (key, "shoprace"))
1050 {
1051 *end = 0;
1052 m->shoprace = strdup_local (value);
1053 }
1054 else if (!strcmp (key, "outdoor"))
1055 {
1056 m->outdoor = atoi (value);
1057 }
1058 else if (!strcmp (key, "temp"))
1059 {
1060 m->temp = atoi (value);
1061 }
1062 else if (!strcmp (key, "pressure"))
1063 {
1064 m->pressure = atoi (value);
1065 }
1066 else if (!strcmp (key, "humid"))
1067 {
1068 m->humid = atoi (value);
1069 }
1070 else if (!strcmp (key, "windspeed"))
1071 {
1072 m->windspeed = atoi (value);
1073 }
1074 else if (!strcmp (key, "winddir"))
1075 {
1076 m->winddir = atoi (value);
1077 }
1078 else if (!strcmp (key, "sky"))
1079 {
1080 m->sky = atoi (value);
1081 }
1082 else if (!strcmp (key, "nosmooth"))
1083 {
1084 m->nosmooth = atoi (value);
1085 }
1086 else if (!strncmp (key, "tile_path_", 10))
1087 {
1088 int tile = atoi (key + 10);
1089
1090 if (tile < 1 || tile > 4)
1091 {
1092 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1093 }
1094 else
1095 {
1096 char *path;
1097
1098 *end = 0;
1099
1100 if (m->tile_path[tile - 1])
1101 {
1102 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1103 free (m->tile_path[tile - 1]);
1104 m->tile_path[tile - 1] = NULL;
1105 }
1106
1107 if (check_path (value, 1) != -1)
1108 {
1109 /* The unadorned path works. */
1110 path = value;
1111 }
1112 else
1113 {
1114 /* Try again; it could be a relative exit. */
1115
1116 path = path_combine_and_normalize (m->path, value);
1117
1118 if (check_path (path, 1) == -1)
1119 {
1120 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1121 path = NULL;
1122 }
1123 }
1124
1125 if (editor)
1126 {
1127 /* Use the value as in the file. */
1128 m->tile_path[tile - 1] = strdup_local (value);
1129 }
1130 else if (path != NULL)
1131 {
1132 /* Use the normalized value. */
1133 m->tile_path[tile - 1] = strdup_local (path);
1134 }
1135 } /* end if tile direction (in)valid */
1136 }
1137 else
1138 {
1139 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1140 }
1141 }
1142 if (!key || strcmp (key, "end"))
1143 { 673 }
1144 LOG (llevError, "Got premature eof on map header!\n");
1145 return 1;
1146 }
1147 return 0;
1148}
1149 674
1150/* 675 abort ();
1151 * Opens the file "filename" and reads information about the map
1152 * from the given file, and stores it in a newly allocated
1153 * maptile. A pointer to this structure is returned, or NULL on failure.
1154 * flags correspond to those in map.h. Main ones used are
1155 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1156 * MAP_BLOCK, in which case we block on this load. This happens in all
1157 * cases, no matter if this flag is set or not.
1158 * MAP_STYLE: style map - don't add active objects, don't add to server
1159 * managed map list.
1160 */
1161
1162maptile *
1163load_original_map (const char *filename, int flags)
1164{
1165 maptile *m;
1166 char pathname[MAX_BUF];
1167
1168 if (flags & MAP_PLAYER_UNIQUE)
1169 strcpy (pathname, filename);
1170 else if (flags & MAP_OVERLAY)
1171 strcpy (pathname, create_overlay_pathname (filename));
1172 else
1173 strcpy (pathname, create_pathname (filename));
1174
1175 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1176
1177 object_thawer thawer (pathname);
1178
1179 if (!thawer)
1180 return 0;
1181
1182 m = get_linked_map ();
1183
1184 strcpy (m->path, filename);
1185 if (load_map_header (thawer, m))
1186 {
1187 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1188 delete_map (m);
1189 return NULL;
1190 }
1191
1192 m->allocate ();
1193
1194 m->in_memory = MAP_LOADING;
1195 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1196
1197 m->in_memory = MAP_IN_MEMORY;
1198 if (!MAP_DIFFICULTY (m))
1199 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1200 set_map_reset_time (m);
1201 m->instantiate ();
1202 return (m);
1203} 676}
1204 677
1205/* 678//+GPL
1206 * Loads a map, which has been loaded earlier, from file.
1207 * Return the map object we load into (this can change from the passed
1208 * option if we can't find the original map)
1209 */
1210
1211static maptile *
1212load_temporary_map (maptile *m)
1213{
1214 char buf[MAX_BUF];
1215
1216 if (!m->tmpname)
1217 {
1218 LOG (llevError, "No temporary filename for map %s\n", m->path);
1219 strcpy (buf, m->path);
1220 delete_map (m);
1221 m = load_original_map (buf, 0);
1222 if (m == NULL)
1223 return NULL;
1224 fix_auto_apply (m); /* Chests which open as default */
1225 return m;
1226 }
1227
1228 object_thawer thawer (m->tmpname);
1229
1230 if (!thawer)
1231 {
1232 strcpy (buf, m->path);
1233 delete_map (m);
1234 m = load_original_map (buf, 0);
1235 if (!m)
1236 return NULL;
1237 fix_auto_apply (m); /* Chests which open as default */
1238 return m;
1239 }
1240
1241 if (load_map_header (thawer, m))
1242 {
1243 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1244 delete_map (m);
1245 m = load_original_map (m->path, 0);
1246 return NULL;
1247 }
1248
1249 m->allocate ();
1250
1251 m->in_memory = MAP_LOADING;
1252 load_objects (m, thawer, 0);
1253
1254 m->in_memory = MAP_IN_MEMORY;
1255 INVOKE_MAP (SWAPIN, m);
1256 return m;
1257}
1258
1259/*
1260 * Loads a map, which has been loaded earlier, from file.
1261 * Return the map object we load into (this can change from the passed
1262 * option if we can't find the original map)
1263 */
1264
1265maptile *
1266load_overlay_map (const char *filename, maptile *m)
1267{
1268 char pathname[MAX_BUF];
1269
1270 strcpy (pathname, create_overlay_pathname (filename));
1271
1272 object_thawer thawer (pathname);
1273
1274 if (!thawer)
1275 return m;
1276
1277 if (load_map_header (thawer, m))
1278 {
1279 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1280 delete_map (m);
1281 m = load_original_map (m->path, 0);
1282 return NULL;
1283 }
1284 /*m->allocate ();*/
1285
1286 m->in_memory = MAP_LOADING;
1287 load_objects (m, thawer, MAP_OVERLAY);
1288
1289 m->in_memory = MAP_IN_MEMORY;
1290 return m;
1291}
1292 679
1293/****************************************************************************** 680/******************************************************************************
1294 * This is the start of unique map handling code 681 * This is the start of unique map handling code
1295 *****************************************************************************/ 682 *****************************************************************************/
1296 683
1297/* This goes through map 'm' and removed any unique items on the map. */ 684/* This goes through the maptile and removed any unique items on the map. */
1298static void 685void
1299delete_unique_items (maptile *m) 686maptile::clear_unique_items ()
1300{ 687{
1301 int i, j, unique; 688 for (int i = 0; i < size (); ++i)
1302 object *op, *next;
1303
1304 for (i = 0; i < MAP_WIDTH (m); i++)
1305 for (j = 0; j < MAP_HEIGHT (m); j++)
1306 { 689 {
1307 unique = 0; 690 int unique = 0;
1308 for (op = get_map_ob (m, i, j); op; op = next) 691 for (object *op = spaces [i].bot; op; )
692 {
693 object *above = op->above;
694
695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
696 unique = 1;
697
698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
699 op->destroy ();
700
701 op = above;
702 }
703 }
704}
705
706//-GPL
707
708bool
709maptile::_save_header (object_freezer &freezer)
710{
711#define MAP_OUT(k) freezer.put (KW(k), k)
712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
713
714 MAP_OUT2 (arch, CS(map));
715
716 if (name) MAP_OUT (name);
717 MAP_OUT (swap_time);
718 MAP_OUT (reset_time);
719 MAP_OUT (reset_timeout);
720 MAP_OUT (fixed_resettime);
721 MAP_OUT (no_reset);
722 MAP_OUT (no_drop);
723 MAP_OUT (difficulty);
724 if (default_region) MAP_OUT2 (region, default_region->name);
725
726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
727 MAP_OUT (shopgreed);
728 MAP_OUT (shopmin);
729 MAP_OUT (shopmax);
730 if (shoprace) MAP_OUT (shoprace);
731
732 MAP_OUT (width);
733 MAP_OUT (height);
734 MAP_OUT (enter_x);
735 MAP_OUT (enter_y);
736 MAP_OUT (darkness);
737 MAP_OUT (outdoor);
738
739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
741
742 MAP_OUT (per_player);
743 MAP_OUT (per_party);
744
745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
749
750 freezer.put (this);
751 freezer.put (KW(end));
752
753 return true;
754}
755
756bool
757maptile::_save_header (const char *path)
758{
759 object_freezer freezer;
760
761 if (!_save_header (freezer))
762 return false;
763
764 return freezer.save (path);
765}
766
767//+GPL
768
769/*
770 * Remove and free all objects in the given map.
771 */
772void
773maptile::clear ()
774{
775 if (spaces)
776 {
777 for (mapspace *ms = spaces + size (); ms-- > spaces; )
778 while (object *op = ms->bot)
1309 { 779 {
780 // manually remove, as to not trigger anything
1310 next = op->above; 781 if (ms->bot = op->above)
1311 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 782 ms->bot->below = 0;
1312 unique = 1; 783
1313 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 784 op->flag [FLAG_REMOVED] = true;
785
786 object *head = op->head_ ();
787 if (op == head)
788 op->destroy ();
789 else if (head->map != op->map)
1314 { 790 {
1315 clean_object (op); 791 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1316 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 792 head->destroy ();
1317 remove_button_link (op);
1318 remove_ob (op);
1319 free_object (op);
1320 } 793 }
1321 } 794 }
795
796 sfree0 (spaces, size ());
1322 } 797 }
1323}
1324 798
1325
1326/*
1327 * Loads unique objects from file(s) into the map which is in memory
1328 * m is the map to load unique items into.
1329 */
1330static void
1331load_unique_objects (maptile *m)
1332{
1333 int count;
1334 char firstname[MAX_BUF];
1335
1336 for (count = 0; count < 10; count++)
1337 {
1338 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1339 if (!access (firstname, R_OK))
1340 break;
1341 }
1342 /* If we get here, we did not find any map */
1343 if (count == 10)
1344 return;
1345
1346 object_thawer thawer (firstname);
1347
1348 if (!thawer)
1349 return;
1350
1351 m->in_memory = MAP_LOADING;
1352 if (m->tmpname == NULL) /* if we have loaded unique items from */
1353 delete_unique_items (m); /* original map before, don't duplicate them */
1354 load_objects (m, thawer, 0);
1355
1356 m->in_memory = MAP_IN_MEMORY;
1357}
1358
1359
1360/*
1361 * Saves a map to file. If flag is set, it is saved into the same
1362 * file it was (originally) loaded from. Otherwise a temporary
1363 * filename will be genarated, and the file will be stored there.
1364 * The temporary filename will be stored in the maptileure.
1365 * If the map is unique, we also save to the filename in the map
1366 * (this should have been updated when first loaded)
1367 */
1368
1369int
1370new_save_map (maptile *m, int flag)
1371{
1372 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1373 int i;
1374
1375 if (flag && !*m->path)
1376 {
1377 LOG (llevError, "Tried to save map without path.\n");
1378 return -1;
1379 }
1380
1381 if (flag || (m->unique) || (m->templatemap))
1382 {
1383 if (!m->unique && !m->templatemap)
1384 { /* flag is set */
1385 if (flag == 2)
1386 strcpy (filename, create_overlay_pathname (m->path));
1387 else
1388 strcpy (filename, create_pathname (m->path));
1389 }
1390 else
1391 strcpy (filename, m->path);
1392
1393 make_path_to_file (filename);
1394 }
1395 else
1396 {
1397 if (!m->tmpname)
1398 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1399
1400 strcpy (filename, m->tmpname);
1401 }
1402
1403 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1404 m->in_memory = MAP_SAVING;
1405
1406 object_freezer freezer;
1407
1408 /* legacy */
1409 fprintf (freezer, "arch map\n");
1410 if (m->name)
1411 fprintf (freezer, "name %s\n", m->name);
1412 if (!flag)
1413 fprintf (freezer, "swap_time %d\n", m->swap_time);
1414 if (m->reset_timeout)
1415 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1416 if (m->fixed_resettime)
1417 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1418 /* we unfortunately have no idea if this is a value the creator set
1419 * or a difficulty value we generated when the map was first loaded
1420 */
1421 if (m->difficulty)
1422 fprintf (freezer, "difficulty %d\n", m->difficulty);
1423 if (m->region)
1424 fprintf (freezer, "region %s\n", m->region->name);
1425 if (m->shopitems)
1426 {
1427 print_shop_string (m, shop);
1428 fprintf (freezer, "shopitems %s\n", shop);
1429 }
1430 if (m->shopgreed)
1431 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1432#ifndef WIN32
1433 if (m->shopmin)
1434 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1435 if (m->shopmax)
1436 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1437#else
1438 if (m->shopmin)
1439 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1440 if (m->shopmax)
1441 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1442#endif
1443 if (m->shoprace)
1444 fprintf (freezer, "shoprace %s\n", m->shoprace);
1445 if (m->darkness)
1446 fprintf (freezer, "darkness %d\n", m->darkness);
1447 if (m->width)
1448 fprintf (freezer, "width %d\n", m->width);
1449 if (m->height)
1450 fprintf (freezer, "height %d\n", m->height);
1451 if (m->enter_x)
1452 fprintf (freezer, "enter_x %d\n", m->enter_x);
1453 if (m->enter_y)
1454 fprintf (freezer, "enter_y %d\n", m->enter_y);
1455 if (m->msg)
1456 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1457 if (m->maplore)
1458 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1459 if (m->unique)
1460 fprintf (freezer, "unique %d\n", m->unique);
1461 if (m->templatemap)
1462 fprintf (freezer, "template %d\n", m->templatemap);
1463 if (m->outdoor)
1464 fprintf (freezer, "outdoor %d\n", m->outdoor);
1465 if (m->temp)
1466 fprintf (freezer, "temp %d\n", m->temp);
1467 if (m->pressure)
1468 fprintf (freezer, "pressure %d\n", m->pressure);
1469 if (m->humid)
1470 fprintf (freezer, "humid %d\n", m->humid);
1471 if (m->windspeed)
1472 fprintf (freezer, "windspeed %d\n", m->windspeed);
1473 if (m->winddir)
1474 fprintf (freezer, "winddir %d\n", m->winddir);
1475 if (m->sky)
1476 fprintf (freezer, "sky %d\n", m->sky);
1477 if (m->nosmooth)
1478 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1479
1480 /* Save any tiling information, except on overlays */
1481 if (flag != 2)
1482 for (i = 0; i < 4; i++)
1483 if (m->tile_path[i])
1484 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1485
1486 freezer.put (m);
1487 fprintf (freezer, "end\n");
1488
1489 /* In the game save unique items in the different file, but
1490 * in the editor save them to the normal map file.
1491 * If unique map, save files in the proper destination (set by
1492 * player)
1493 */
1494 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1495 {
1496 object_freezer unique;
1497
1498 if (flag == 2)
1499 save_objects (m, freezer, unique, 2);
1500 else
1501 save_objects (m, freezer, unique, 0);
1502
1503 sprintf (buf, "%s.v00", create_items_path (m->path));
1504
1505 unique.save (buf);
1506 }
1507 else
1508 { /* save same file when not playing, like in editor */
1509 save_objects (m, freezer, freezer, 0);
1510 }
1511
1512 freezer.save (filename);
1513
1514 return 0;
1515}
1516
1517
1518/*
1519 * Remove and free all objects in the inventory of the given object.
1520 * object.c ?
1521 */
1522
1523void
1524clean_object (object *op)
1525{
1526 object *tmp, *next;
1527
1528 for (tmp = op->inv; tmp; tmp = next)
1529 {
1530 next = tmp->below;
1531 clean_object (tmp);
1532 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1533 remove_button_link (tmp);
1534 remove_ob (tmp);
1535 free_object (tmp);
1536 }
1537}
1538
1539/*
1540 * Remove and free all objects in the given map.
1541 */
1542
1543void
1544free_all_objects (maptile *m)
1545{
1546 int i, j;
1547 object *op;
1548
1549 for (i = 0; i < MAP_WIDTH (m); i++)
1550 for (j = 0; j < MAP_HEIGHT (m); j++)
1551 {
1552 object *previous_obj = NULL;
1553
1554 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1555 {
1556 if (op == previous_obj)
1557 {
1558 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1559 break;
1560 }
1561 previous_obj = op;
1562 if (op->head != NULL)
1563 op = op->head;
1564
1565 /* If the map isn't in memory, free_object will remove and
1566 * free objects in op's inventory. So let it do the job.
1567 */
1568 if (m->in_memory == MAP_IN_MEMORY)
1569 clean_object (op);
1570 remove_ob (op);
1571 free_object (op);
1572 }
1573 }
1574}
1575
1576/*
1577 * Frees everything allocated by the given maptileure.
1578 * don't free tmpname - our caller is left to do that
1579 */
1580
1581void
1582free_map (maptile *m, int flag)
1583{
1584 int i;
1585
1586 if (!m->in_memory)
1587 {
1588 LOG (llevError, "Trying to free freed map.\n");
1589 return;
1590 }
1591 if (flag && m->spaces)
1592 free_all_objects (m);
1593 if (m->name)
1594 FREE_AND_CLEAR (m->name);
1595 if (m->spaces)
1596 FREE_AND_CLEAR (m->spaces);
1597 if (m->msg)
1598 FREE_AND_CLEAR (m->msg);
1599 if (m->maplore)
1600 FREE_AND_CLEAR (m->maplore);
1601 if (m->shopitems)
1602 delete[]m->shopitems;
1603 m->shopitems = 0;
1604 if (m->shoprace)
1605 FREE_AND_CLEAR (m->shoprace);
1606 if (m->buttons) 799 if (buttons)
1607 free_objectlinkpt (m->buttons); 800 free_objectlinkpt (buttons), buttons = 0;
1608 m->buttons = NULL; 801
802 sfree0 (regions, size ());
803 delete [] regionmap; regionmap = 0;
804}
805
806void
807maptile::clear_header ()
808{
809 name = 0;
810 msg = 0;
811 maplore = 0;
812 shoprace = 0;
813 delete [] shopitems, shopitems = 0;
814
1609 for (i = 0; i < 4; i++) 815 for (int i = 0; i < 4; i++)
1610 { 816 tile_path [i] = 0;
1611 if (m->tile_path[i])
1612 FREE_AND_CLEAR (m->tile_path[i]);
1613 m->tile_map[i] = NULL;
1614 }
1615 m->in_memory = MAP_SWAPPED;
1616} 817}
1617 818
1618/* 819maptile::~maptile ()
1619 * function: vanish maptile
1620 * m : pointer to maptile, if NULL no action
1621 * this deletes all the data on the map (freeing pointers)
1622 * and then removes this map from the global linked list of maps.
1623 */
1624
1625void
1626delete_map (maptile *m)
1627{ 820{
1628 maptile *tmp, *last; 821 assert (destroyed ());
1629 int i; 822}
1630 823
1631 if (!m) 824void
1632 return; 825maptile::clear_links_to (maptile *m)
1633 826{
1634 m->clear ();
1635
1636 if (m->in_memory == MAP_IN_MEMORY)
1637 {
1638 /* change to MAP_SAVING, even though we are not,
1639 * so that remove_ob doesn't do as much work.
1640 */
1641 m->in_memory = MAP_SAVING;
1642 free_map (m, 1);
1643 }
1644 /* move this out of free_map, since tmpname can still be needed if
1645 * the map is swapped out.
1646 */
1647 if (m->tmpname)
1648 {
1649 free (m->tmpname);
1650 m->tmpname = NULL;
1651 }
1652 last = NULL;
1653 /* We need to look through all the maps and see if any maps 827 /* We need to look through all the maps and see if any maps
1654 * are pointing at this one for tiling information. Since 828 * are pointing at this one for tiling information. Since
1655 * tiling can be assymetric, we just can not look to see which 829 * tiling can be asymetric, we just can not look to see which
1656 * maps this map tiles with and clears those. 830 * maps this map tiles with and clears those.
1657 */ 831 */
1658 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1659 {
1660 if (tmp->next == m)
1661 last = tmp;
1662
1663 /* This should hopefully get unrolled on a decent compiler */
1664 for (i = 0; i < 4; i++) 832 for (int i = 0; i < 4; i++)
1665 if (tmp->tile_map[i] == m) 833 if (tile_map[i] == m)
1666 tmp->tile_map[i] = NULL; 834 tile_map[i] = 0;
1667 } 835}
1668 836
1669 /* If last is null, then this should be the first map in the list */ 837void
838maptile::do_destroy ()
839{
840 attachable::do_destroy ();
841
842 clear ();
843}
844
845/* decay and destroy perishable items in a map */
846// TODO: should be done regularly, not on map load?
847void
848maptile::do_decay_objects ()
849{
1670 if (!last) 850 if (!spaces)
851 return;
852
853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
854 for (object *above, *op = ms->bot; op; op = above)
1671 { 855 {
1672 if (m == first_map) 856 above = op->above;
1673 first_map = m->next; 857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
862 bool destroy = 0;
863
864 if (op->flag [FLAG_IS_FLOOR]
865 || op->flag [FLAG_OBJ_ORIGINAL]
866 || op->flag [FLAG_UNIQUE]
867 || op->flag [FLAG_OVERLAY_FLOOR]
868 || op->flag [FLAG_UNPAID]
869 || op->is_alive ())
870 ; // do not decay
871 else if (op->is_weapon ())
872 {
873 op->stats.dam--;
874 if (op->stats.dam < 0)
875 destroy = 1;
876 }
877 else if (op->is_armor ())
878 {
879 op->stats.ac--;
880 if (op->stats.ac < 0)
881 destroy = 1;
882 }
883 else if (op->type == FOOD)
884 {
885 op->stats.food -= rndm (5, 20);
886 if (op->stats.food < 0)
887 destroy = 1;
888 }
1674 else 889 else
1675 /* m->path is a static char, so should hopefully still have
1676 * some useful data in it.
1677 */
1678 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1679 }
1680 else
1681 last->next = m->next;
1682
1683 delete m;
1684}
1685
1686
1687
1688/*
1689 * Makes sure the given map is loaded and swapped in.
1690 * name is path name of the map.
1691 * flags meaning:
1692 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1693 * and don't do unique items or the like.
1694 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1695 * dont do any more name translation on it.
1696 *
1697 * Returns a pointer to the given map.
1698 */
1699
1700maptile *
1701ready_map_name (const char *name, int flags)
1702{
1703 maptile *m;
1704
1705 if (!name)
1706 return (NULL);
1707
1708 /* Have we been at this level before? */
1709 m = has_been_loaded (name);
1710
1711 /* Map is good to go, so just return it */
1712 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1713 {
1714 return m;
1715 }
1716
1717 /* unique maps always get loaded from their original location, and never
1718 * a temp location. Likewise, if map_flush is set, or we have never loaded
1719 * this map, load it now. I removed the reset checking from here -
1720 * it seems the probability of a player trying to enter a map that should
1721 * reset but hasn't yet is quite low, and removing that makes this function
1722 * a bit cleaner (and players probably shouldn't rely on exact timing for
1723 * resets in any case - if they really care, they should use the 'maps command.
1724 */
1725 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1726 {
1727
1728 /* first visit or time to reset */
1729 if (m)
1730 { 890 {
1731 clean_tmp_map (m); /* Doesn't make much difference */ 891 int mat = op->materials;
1732 delete_map (m); 892
893 if (mat & M_PAPER
894 || mat & M_LEATHER
895 || mat & M_WOOD
896 || mat & M_ORGANIC
897 || mat & M_CLOTH
898 || mat & M_LIQUID
899 || (mat & M_IRON && rndm (1, 5) == 1)
900 || (mat & M_GLASS && rndm (1, 2) == 1)
901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
903 //|| (mat & M_ICE && temp > 32)
904 )
905 destroy = 1;
1733 } 906 }
1734 907
1735 /* create and load a map */ 908 /* adjust overall chance below */
1736 if (flags & MAP_PLAYER_UNIQUE) 909 if (destroy && rndm (0, 1))
1737 LOG (llevDebug, "Trying to load map %s.\n", name); 910 op->destroy ();
1738 else
1739 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1740
1741 //eval_pv ("$x = Event::time", 1);//D
1742 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1743 return (NULL);
1744 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1745
1746 fix_auto_apply (m); /* Chests which open as default */
1747
1748 /* If a player unique map, no extra unique object file to load.
1749 * if from the editor, likewise.
1750 */
1751 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1752 load_unique_objects (m);
1753
1754 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1755 {
1756 m = load_overlay_map (name, m);
1757 if (m == NULL)
1758 return NULL;
1759 } 911 }
1760
1761 if (flags & MAP_PLAYER_UNIQUE)
1762 INVOKE_MAP (SWAPIN, m);
1763
1764 }
1765 else
1766 {
1767 /* If in this loop, we found a temporary map, so load it up. */
1768
1769 m = load_temporary_map (m);
1770 if (m == NULL)
1771 return NULL;
1772 load_unique_objects (m);
1773
1774 clean_tmp_map (m);
1775 m->in_memory = MAP_IN_MEMORY;
1776 /* tempnam() on sun systems (probably others) uses malloc
1777 * to allocated space for the string. Free it here.
1778 * In some cases, load_temporary_map above won't find the
1779 * temporary map, and so has reloaded a new map. If that
1780 * is the case, tmpname is now null
1781 */
1782 if (m->tmpname)
1783 free (m->tmpname);
1784 m->tmpname = NULL;
1785 /* It's going to be saved anew anyway */
1786 }
1787
1788 /* Below here is stuff common to both first time loaded maps and
1789 * temp maps.
1790 */
1791
1792 decay_objects (m); /* start the decay */
1793 /* In case other objects press some buttons down */
1794 update_buttons (m);
1795 if (m->outdoor)
1796 set_darkness_map (m);
1797 /* run the weather over this map */
1798 weather_effect (name);
1799 return m;
1800} 912}
1801
1802 913
1803/* 914/*
1804 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
1805 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
1806 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
1807 * 918 *
1808 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
1809 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
1810 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
1811 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
1812 */ 923 */
1813
1814int 924int
1815calculate_difficulty (maptile *m) 925maptile::estimate_difficulty () const
1816{ 926{
1817 object *op;
1818 archetype *at;
1819 int x, y, i;
1820 long monster_cnt = 0; 927 long monster_cnt = 0;
1821 double avgexp = 0; 928 double avgexp = 0;
1822 sint64 total_exp = 0; 929 sint64 total_exp = 0;
1823 930
1824 if (MAP_DIFFICULTY (m)) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1825 { 932 for (object *op = ms->bot; op; op = op->above)
1826 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1827 return MAP_DIFFICULTY (m);
1828 }
1829
1830 for (x = 0; x < MAP_WIDTH (m); x++)
1831 for (y = 0; y < MAP_HEIGHT (m); y++)
1832 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1833 { 933 {
1834 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
1835 { 935 {
1836 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
1837 monster_cnt++; 937 monster_cnt++;
1838 } 938 }
1839 939
1840 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
1841 { 941 {
1842 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
1843 at = type_to_archetype (GENERATE_TYPE (op));
1844 943
1845 if (at != NULL) 944 if (archetype *at = op->other_arch)
945 {
1846 total_exp += at->clone.stats.exp * 8; 946 total_exp += at->stats.exp * 8;
1847
1848 monster_cnt++; 947 monster_cnt++;
1849 } 948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
1850 } 955 }
956 }
1851 957
1852 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
1853 959
1854 for (i = 1; i <= settings.max_level; i++) 960 for (int i = 1; i <= settings.max_level; i++)
1855 {
1856 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 961 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1857 {
1858 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1859 return i; 962 return i;
1860 }
1861 }
1862 963
1863 return 1; 964 return 1;
1864}
1865
1866void
1867clean_tmp_map (maptile *m)
1868{
1869 if (m->tmpname == NULL)
1870 return;
1871 INVOKE_MAP (CLEAN, m);
1872 (void) unlink (m->tmpname);
1873}
1874
1875void
1876free_all_maps (void)
1877{
1878 int real_maps = 0;
1879
1880 while (first_map)
1881 {
1882 /* I think some of the callers above before it gets here set this to be
1883 * saving, but we still want to free this data
1884 */
1885 if (first_map->in_memory == MAP_SAVING)
1886 first_map->in_memory = MAP_IN_MEMORY;
1887 delete_map (first_map);
1888 real_maps++;
1889 }
1890 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1891} 965}
1892 966
1893/* change_map_light() - used to change map light level (darkness) 967/* change_map_light() - used to change map light level (darkness)
1894 * up or down. Returns true if successful. It should now be 968 * up or down. Returns true if successful. It should now be
1895 * possible to change a value by more than 1. 969 * possible to change a value by more than 1.
1896 * Move this from los.c to map.c since this is more related 970 * Move this from los.c to map.c since this is more related
1897 * to maps than los. 971 * to maps than los.
1898 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1899 */ 973 */
1900
1901int 974int
1902change_map_light (maptile *m, int change) 975maptile::change_map_light (int change)
1903{ 976{
1904 int new_level = m->darkness + change;
1905
1906 /* Nothing to do */ 977 /* Nothing to do */
1907 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 978 if (!change)
1908 {
1909 return 0; 979 return 0;
1910 }
1911 980
1912 /* inform all players on the map */ 981 /* inform all players on the map */
1913 if (change > 0) 982 if (change > 0)
1914 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1915 else 984 else
1916 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1917 986
1918 /* Do extra checking. since m->darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1919 * we need to be extra careful about negative values.
1920 * In general, the checks below are only needed if change
1921 * is not +/-1
1922 */
1923 if (new_level < 0)
1924 m->darkness = 0;
1925 else if (new_level >= MAX_DARKNESS)
1926 m->darkness = MAX_DARKNESS;
1927 else
1928 m->darkness = new_level;
1929 988
1930 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1931 update_all_map_los (m); 990 update_all_map_los (this);
991
1932 return 1; 992 return 1;
1933} 993}
1934
1935 994
1936/* 995/*
1937 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1938 * on the map (what it looks like, whether it blocks magic, 997 * on the map (what it looks like, whether it blocks magic,
1939 * has a living creatures, prevents people from passing 998 * has a living creatures, prevents people from passing
1940 * through, etc) 999 * through, etc)
1941 */ 1000 */
1942void 1001void
1943update_position (maptile *m, int x, int y) 1002mapspace::update_ ()
1944{ 1003{
1945 object *tmp, *last = NULL; 1004 object *last = 0;
1946 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1947 New_Face *top, *floor, *middle; 1006 sint8 light = 0;
1948 object *top_obj, *floor_obj, *middle_obj;
1949 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1950 1012
1951 oldflags = GET_MAP_FLAGS (m, x, y); 1013 //object *middle = 0;
1952 if (!(oldflags & P_NEED_UPDATE)) 1014 //object *top = 0;
1953 { 1015 //object *floor = 0;
1954 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1016 // this seems to generate better code than using locals, above
1955 return; 1017 object *&top = faces_obj[0] = 0;
1018 object *&middle = faces_obj[1] = 0;
1019 object *&floor = faces_obj[2] = 0;
1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1956 } 1024 {
1957 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1958 middle = blank_face;
1959 top = blank_face;
1960 floor = blank_face;
1961
1962 middle_obj = NULL;
1963 top_obj = NULL;
1964 floor_obj = NULL;
1965
1966 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1967 {
1968
1969 /* This could be made additive I guess (two lights better than
1970 * one). But if so, it shouldn't be a simple additive - 2
1971 * light bulbs do not illuminate twice as far as once since
1972 * it is a disapation factor that is squared (or is it cubed?)
1973 */
1974 if (tmp->glow_radius > light)
1975 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1976 1027
1977 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1978 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1979 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1980 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1981 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1982 * 1033 *
1983 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1984 */ 1035 */
1985 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1986 { 1037 {
1987 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1988 {
1989 top = tmp->face;
1990 top_obj = tmp; 1039 top = tmp;
1991 } 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1992 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1993 { 1041 {
1994 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1995 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1996 */ 1044 */
1997 middle = blank_face; 1045 middle = 0;
1998 top = blank_face; 1046 top = 0;
1999 floor = tmp->face;
2000 floor_obj = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
2001 } 1050 }
2002 /* Flag anywhere have high priority */ 1051 else
2003 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2004 { 1052 {
2005 middle = tmp->face; 1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
2006 1058
2007 middle_obj = tmp; 1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
2008 anywhere = 1; 1061 anywhere = tmp;
2009 } 1062
2010 /* Find the highest visible face around. If equal 1063 /* Find the highest visible face around. If equal
2011 * visibilities, we still want the one nearer to the 1064 * visibilities, we still want the one nearer to the
2012 * top 1065 * top
2013 */ 1066 */
2014 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
2015 { 1068 {
2016 middle = tmp->face; 1069 middle_visibility = ::faces [tmp->face].visibility;
2017 middle_obj = tmp; 1070 middle = tmp;
1071 }
2018 } 1072 }
2019 } 1073 }
2020 if (tmp == tmp->above)
2021 {
2022 LOG (llevError, "Error in structure of map\n");
2023 exit (-1);
2024 }
2025 1074
2026 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
2027 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
2028 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
2029 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
2030 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
2031 1080
2032 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1081 allflags |= tmp->flag;
2033 flags |= P_IS_ALIVE; 1082
2034 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
2035 flags |= P_NO_MAGIC;
2036 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2037 flags |= P_NO_CLERIC;
2038 if (tmp->type == SAFE_GROUND) 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2039 flags |= P_SAFE;
2040
2041 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2042 flags |= P_BLOCKSVIEW;
2043 } /* for stack of objects */
2044
2045 /* we don't want to rely on this function to have accurate flags, but
2046 * since we're already doing the work, we calculate them here.
2047 * if they don't match, logic is broken someplace.
2048 */
2049 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2050 { 1085 }
2051 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1086
2052 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1087 // FLAG_SEE_ANYWHERE takes precedence
2053 } 1088 if (anywhere)
2054 SET_MAP_FLAGS (m, x, y, flags); 1089 middle = anywhere;
2055 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1090
2056 SET_MAP_MOVE_ON (m, x, y, move_on); 1091 // ORing all flags together and checking them here is much faster
2057 SET_MAP_MOVE_OFF (m, x, y, move_off); 1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2058 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1098 this->flags_ = flags;
1099 this->move_block = move_block & ~move_allow;
1100 this->move_on = move_on;
1101 this->move_off = move_off;
1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
2059 1105
2060 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
2061 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
2062 * this point. 1108 * this point.
2063 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
2070 * middle face. This should not happen, as we already have the 1116 * middle face. This should not happen, as we already have the
2071 * else statement above so middle should not get set. OTOH, it 1117 * else statement above so middle should not get set. OTOH, it
2072 * may be possible for the faces to match but be different objects. 1118 * may be possible for the faces to match but be different objects.
2073 */ 1119 */
2074 if (top == middle) 1120 if (top == middle)
2075 middle = blank_face; 1121 middle = 0;
2076 1122
2077 /* There are three posibilities at this point: 1123 /* There are three posibilities at this point:
2078 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
2079 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
2080 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
2081 */ 1127 */
2082 1128
2083 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
2084 { 1130 {
2085 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
2086 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
2087 break; 1133 break;
2088 1134
2089 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
2090 if ((top != blank_face) && (middle != blank_face)) 1136 if (top && middle)
2091 break; 1137 break;
2092 1138
2093 /* Only show visible faces, unless its the editor - show all */ 1139 /* Only show visible faces */
2094 if (!tmp->invisible || editor) 1140 if (!tmp->invisible)
2095 { 1141 {
2096 /* Fill in top if needed */ 1142 /* Fill in top if needed */
2097 if (top == blank_face) 1143 if (!top)
2098 { 1144 {
2099 top = tmp->face;
2100 top_obj = tmp; 1145 top = tmp;
2101 if (top == middle) 1146 if (top == middle)
2102 middle = blank_face; 1147 middle = 0;
2103 } 1148 }
2104 else 1149 else
2105 { 1150 {
2106 /* top is already set - we should only get here if 1151 /* top is already set - we should only get here if
2107 * middle is not set 1152 * middle is not set
2108 * 1153 *
2109 * Set the middle face and break out, since there is nothing 1154 * Set the middle face and break out, since there is nothing
2110 * more to fill in. We don't check visiblity here, since 1155 * more to fill in. We don't check visiblity here, since
2111 * 1156 *
2112 */ 1157 */
2113 if (tmp->face != top) 1158 if (tmp != top)
2114 { 1159 {
2115 middle = tmp->face;
2116 middle_obj = tmp; 1160 middle = tmp;
2117 break; 1161 break;
2118 } 1162 }
2119 } 1163 }
2120 } 1164 }
2121 } 1165 }
1166
2122 if (middle == floor) 1167 if (middle == floor)
2123 middle = blank_face; 1168 middle = 0;
1169
2124 if (top == middle) 1170 if (top == middle)
2125 middle = blank_face; 1171 middle = 0;
2126 SET_MAP_FACE (m, x, y, top, 0);
2127 if (top != blank_face)
2128 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2129 else
2130 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2131 SET_MAP_FACE (m, x, y, middle, 1);
2132 if (middle != blank_face)
2133 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2134 else
2135 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2136 SET_MAP_FACE (m, x, y, floor, 2);
2137 if (floor != blank_face)
2138 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2139 else
2140 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2141 SET_MAP_LIGHT (m, x, y, light);
2142}
2143 1172
2144 1173#if 0
2145void 1174 faces_obj [0] = top;
2146set_map_reset_time (maptile *map) 1175 faces_obj [1] = middle;
2147{ 1176 faces_obj [2] = floor;
2148 int timeout; 1177#endif
2149
2150 timeout = MAP_RESET_TIMEOUT (map);
2151 if (timeout <= 0)
2152 timeout = MAP_DEFAULTRESET;
2153 if (timeout >= MAP_MAXRESET)
2154 timeout = MAP_MAXRESET;
2155 MAP_WHEN_RESET (map) = seconds () + timeout;
2156} 1178}
2157 1179
2158/* this updates the orig_map->tile_map[tile_num] value after loading 1180maptile *
2159 * the map. It also takes care of linking back the freshly loaded 1181maptile::tile_available (int dir, bool load)
2160 * maps tile_map values if it tiles back to this one. It returns
2161 * the value of orig_map->tile_map[tile_num]. It really only does this
2162 * so that it is easier for calling functions to verify success.
2163 */
2164
2165static maptile *
2166load_and_link_tiled_map (maptile *orig_map, int tile_num)
2167{ 1182{
2168 int dest_tile = (tile_num + 2) % 4; 1183 if (tile_path[dir])
2169 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
2170 1187
2171 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1189 return tile_map[dir];
1190 }
2172 1191
2173 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1192 return 0;
2174 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))
2175 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2176
2177 return orig_map->tile_map[tile_num];
2178} 1193}
2179 1194
2180/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
2181 * map m. This function also takes into account any 1196 * map m. This function also takes into account any
2182 * tiling considerations, loading adjacant maps as needed. 1197 * tiling considerations, loading adjacant maps as needed.
2183 * This is the function should always be used when it 1198 * This is the function should always be used when it
2184 * necessary to check for valid coordinates. 1199 * necessary to check for valid coordinates.
2185 * This function will recursively call itself for the 1200 * This function will recursively call itself for the
2186 * tiled maps. 1201 * tiled maps.
2187 *
2188 *
2189 */ 1202 */
2190int 1203int
2191out_of_map (maptile *m, int x, int y) 1204out_of_map (maptile *m, int x, int y)
2192{ 1205{
2193
2194 /* If we get passed a null map, this is obviously the 1206 /* If we get passed a null map, this is obviously the
2195 * case. This generally shouldn't happen, but if the 1207 * case. This generally shouldn't happen, but if the
2196 * map loads fail below, it could happen. 1208 * map loads fail below, it could happen.
2197 */ 1209 */
2198 if (!m) 1210 if (!m)
2199 return 0; 1211 return 0;
2200 1212
2201 if (x < 0) 1213 if (x < 0)
2202 { 1214 {
2203 if (!m->tile_path[3]) 1215 if (!m->tile_available (3))
2204 return 1; 1216 return 1;
2205 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1217
2206 {
2207 load_and_link_tiled_map (m, 3);
2208 }
2209 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2210 }
2211 if (x >= MAP_WIDTH (m))
2212 { 1219 }
2213 if (!m->tile_path[1]) 1220
1221 if (x >= m->width)
1222 {
1223 if (!m->tile_available (1))
2214 return 1; 1224 return 1;
2215 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1225
2216 {
2217 load_and_link_tiled_map (m, 1);
2218 }
2219 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1226 return out_of_map (m->tile_map[1], x - m->width, y);
2220 } 1227 }
1228
2221 if (y < 0) 1229 if (y < 0)
2222 { 1230 {
2223 if (!m->tile_path[0]) 1231 if (!m->tile_available (0))
2224 return 1; 1232 return 1;
2225 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1233
2226 {
2227 load_and_link_tiled_map (m, 0);
2228 }
2229 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2230 }
2231 if (y >= MAP_HEIGHT (m))
2232 { 1235 }
2233 if (!m->tile_path[2]) 1236
1237 if (y >= m->height)
1238 {
1239 if (!m->tile_available (2))
2234 return 1; 1240 return 1;
2235 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1241
2236 {
2237 load_and_link_tiled_map (m, 2);
2238 }
2239 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1242 return out_of_map (m->tile_map[2], x, y - m->height);
2240 } 1243 }
2241 1244
2242 /* Simple case - coordinates are within this local 1245 /* Simple case - coordinates are within this local
2243 * map. 1246 * map.
2244 */ 1247 */
2247 1250
2248/* This is basically the same as out_of_map above, but 1251/* This is basically the same as out_of_map above, but
2249 * instead we return NULL if no map is valid (coordinates 1252 * instead we return NULL if no map is valid (coordinates
2250 * out of bounds and no tiled map), otherwise it returns 1253 * out of bounds and no tiled map), otherwise it returns
2251 * the map as that the coordinates are really on, and 1254 * the map as that the coordinates are really on, and
2252 * updates x and y to be the localized coordinates. 1255 * updates x and y to be the localised coordinates.
2253 * Using this is more efficient of calling out_of_map 1256 * Using this is more efficient of calling out_of_map
2254 * and then figuring out what the real map is 1257 * and then figuring out what the real map is
2255 */ 1258 */
2256maptile * 1259maptile *
2257get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1260maptile::xy_find (sint16 &x, sint16 &y)
2258{ 1261{
2259
2260 if (*x < 0) 1262 if (x < 0)
2261 { 1263 {
2262 if (!m->tile_path[3]) 1264 if (!tile_available (3))
2263 return NULL; 1265 return 0;
2264 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2265 load_and_link_tiled_map (m, 3);
2266 1266
2267 *x += MAP_WIDTH (m->tile_map[3]); 1267 x += tile_map[3]->width;
2268 return (get_map_from_coord (m->tile_map[3], x, y)); 1268 return tile_map[3]->xy_find (x, y);
2269 }
2270 if (*x >= MAP_WIDTH (m))
2271 { 1269 }
2272 if (!m->tile_path[1]) 1270
1271 if (x >= width)
1272 {
1273 if (!tile_available (1))
2273 return NULL; 1274 return 0;
2274 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2275 load_and_link_tiled_map (m, 1);
2276 1275
2277 *x -= MAP_WIDTH (m); 1276 x -= width;
2278 return (get_map_from_coord (m->tile_map[1], x, y)); 1277 return tile_map[1]->xy_find (x, y);
2279 } 1278 }
1279
2280 if (*y < 0) 1280 if (y < 0)
2281 { 1281 {
2282 if (!m->tile_path[0]) 1282 if (!tile_available (0))
2283 return NULL; 1283 return 0;
2284 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2285 load_and_link_tiled_map (m, 0);
2286 1284
2287 *y += MAP_HEIGHT (m->tile_map[0]); 1285 y += tile_map[0]->height;
2288 return (get_map_from_coord (m->tile_map[0], x, y)); 1286 return tile_map[0]->xy_find (x, y);
2289 }
2290 if (*y >= MAP_HEIGHT (m))
2291 { 1287 }
2292 if (!m->tile_path[2]) 1288
1289 if (y >= height)
1290 {
1291 if (!tile_available (2))
2293 return NULL; 1292 return 0;
2294 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2295 load_and_link_tiled_map (m, 2);
2296 1293
2297 *y -= MAP_HEIGHT (m); 1294 y -= height;
2298 return (get_map_from_coord (m->tile_map[2], x, y)); 1295 return tile_map[2]->xy_find (x, y);
2299 } 1296 }
2300 1297
2301 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
2302 * map. 1299 * map.
2303 */ 1300 */
2304
2305 return m; 1301 return this;
2306} 1302}
2307 1303
2308/** 1304/**
2309 * Return whether map2 is adjacent to map1. If so, store the distance from 1305 * Return whether map2 is adjacent to map1. If so, store the distance from
2310 * map1 to map2 in dx/dy. 1306 * map1 to map2 in dx/dy.
2311 */ 1307 */
2312static int 1308int
2313adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2314{ 1310{
2315 if (!map1 || !map2) 1311 if (!map1 || !map2)
2316 return 0; 1312 return 0;
2317 1313
1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1315 //fix: compare paths instead (this is likely faster, too!)
2318 if (map1 == map2) 1316 if (map1 == map2)
2319 { 1317 {
2320 *dx = 0; 1318 *dx = 0;
2321 *dy = 0; 1319 *dy = 0;
2322
2323 } 1320 }
2324 else if (map1->tile_map[0] == map2) 1321 else if (map1->tile_map[0] == map2)
2325 { /* up */ 1322 { /* up */
2326 *dx = 0; 1323 *dx = 0;
2327 *dy = -MAP_HEIGHT (map2); 1324 *dy = -map2->height;
2328 } 1325 }
2329 else if (map1->tile_map[1] == map2) 1326 else if (map1->tile_map[1] == map2)
2330 { /* right */ 1327 { /* right */
2331 *dx = MAP_WIDTH (map1); 1328 *dx = map1->width;
2332 *dy = 0; 1329 *dy = 0;
2333 } 1330 }
2334 else if (map1->tile_map[2] == map2) 1331 else if (map1->tile_map[2] == map2)
2335 { /* down */ 1332 { /* down */
2336 *dx = 0; 1333 *dx = 0;
2337 *dy = MAP_HEIGHT (map1); 1334 *dy = map1->height;
2338 } 1335 }
2339 else if (map1->tile_map[3] == map2) 1336 else if (map1->tile_map[3] == map2)
2340 { /* left */ 1337 { /* left */
2341 *dx = -MAP_WIDTH (map2); 1338 *dx = -map2->width;
2342 *dy = 0; 1339 *dy = 0;
2343
2344 } 1340 }
2345 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1341 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2346 { /* up right */ 1342 { /* up right */
2347 *dx = MAP_WIDTH (map1->tile_map[0]); 1343 *dx = map1->tile_map[0]->width;
2348 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1344 *dy = -map1->tile_map[0]->height;
2349 } 1345 }
2350 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2351 { /* up left */ 1347 { /* up left */
2352 *dx = -MAP_WIDTH (map2); 1348 *dx = -map2->width;
2353 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1349 *dy = -map1->tile_map[0]->height;
2354 } 1350 }
2355 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1351 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2356 { /* right up */ 1352 { /* right up */
2357 *dx = MAP_WIDTH (map1); 1353 *dx = map1->width;
2358 *dy = -MAP_HEIGHT (map2); 1354 *dy = -map2->height;
2359 } 1355 }
2360 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2361 { /* right down */ 1357 { /* right down */
2362 *dx = MAP_WIDTH (map1); 1358 *dx = map1->width;
2363 *dy = MAP_HEIGHT (map1->tile_map[1]); 1359 *dy = map1->tile_map[1]->height;
2364 } 1360 }
2365 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1361 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2366 { /* down right */ 1362 { /* down right */
2367 *dx = MAP_WIDTH (map1->tile_map[2]); 1363 *dx = map1->tile_map[2]->width;
2368 *dy = MAP_HEIGHT (map1); 1364 *dy = map1->height;
2369 } 1365 }
2370 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2371 { /* down left */ 1367 { /* down left */
2372 *dx = -MAP_WIDTH (map2); 1368 *dx = -map2->width;
2373 *dy = MAP_HEIGHT (map1); 1369 *dy = map1->height;
2374 } 1370 }
2375 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1371 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2376 { /* left up */ 1372 { /* left up */
2377 *dx = -MAP_WIDTH (map1->tile_map[3]); 1373 *dx = -map1->tile_map[3]->width;
2378 *dy = -MAP_HEIGHT (map2); 1374 *dy = -map2->height;
2379 } 1375 }
2380 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2381 { /* left down */ 1377 { /* left down */
2382 *dx = -MAP_WIDTH (map1->tile_map[3]); 1378 *dx = -map1->tile_map[3]->width;
2383 *dy = MAP_HEIGHT (map1->tile_map[3]); 1379 *dy = map1->tile_map[3]->height;
2384
2385 } 1380 }
2386 else 1381 else
2387 { /* not "adjacent" enough */
2388 return 0; 1382 return 0;
2389 }
2390 1383
2391 return 1; 1384 return 1;
1385}
1386
1387maptile *
1388maptile::xy_load (sint16 &x, sint16 &y)
1389{
1390 maptile *map = xy_find (x, y);
1391
1392 if (map)
1393 map->load_sync ();
1394
1395 return map;
1396}
1397
1398maptile *
1399get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1400{
1401 return m->xy_load (*x, *y);
2392} 1402}
2393 1403
2394/* From map.c 1404/* From map.c
2395 * This is used by get_player to determine where the other 1405 * This is used by get_player to determine where the other
2396 * creature is. get_rangevector takes into account map tiling, 1406 * creature is. get_rangevector takes into account map tiling,
2397 * so you just can not look the the map coordinates and get the 1407 * so you just can not look the the map coordinates and get the
2398 * righte value. distance_x/y are distance away, which 1408 * righte value. distance_x/y are distance away, which
2399 * can be negativbe. direction is the crossfire direction scheme 1409 * can be negative. direction is the crossfire direction scheme
2400 * that the creature should head. part is the part of the 1410 * that the creature should head. part is the part of the
2401 * monster that is closest. 1411 * monster that is closest.
2402 * 1412 *
2403 * get_rangevector looks at op1 and op2, and fills in the 1413 * get_rangevector looks at op1 and op2, and fills in the
2404 * structure for op1 to get to op2. 1414 * structure for op1 to get to op2.
2409 * be unexpected 1419 * be unexpected
2410 * 1420 *
2411 * currently, the only flag supported (0x1) is don't translate for 1421 * currently, the only flag supported (0x1) is don't translate for
2412 * closest body part of 'op1' 1422 * closest body part of 'op1'
2413 */ 1423 */
2414
2415void 1424void
2416get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2417{ 1426{
2418 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2419 { 1428 {
2420 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
2421 retval->distance = 100000; 1430 retval->distance = 10000;
2422 retval->distance_x = 32767; 1431 retval->distance_x = 10000;
2423 retval->distance_y = 32767; 1432 retval->distance_y = 10000;
2424 retval->direction = 0; 1433 retval->direction = 0;
2425 retval->part = 0; 1434 retval->part = 0;
2426 } 1435 }
2427 else 1436 else
2428 { 1437 {
2429 object *best;
2430
2431 retval->distance_x += op2->x - op1->x; 1438 retval->distance_x += op2->x - op1->x;
2432 retval->distance_y += op2->y - op1->y; 1439 retval->distance_y += op2->y - op1->y;
2433 1440
2434 best = op1; 1441 object *best = op1;
1442
2435 /* If this is multipart, find the closest part now */ 1443 /* If this is multipart, find the closest part now */
2436 if (!(flags & 0x1) && op1->more) 1444 if (!(flags & 1) && op1->more)
2437 { 1445 {
2438 object *tmp;
2439 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2440 1447
2441 /* we just take the offset of the piece to head to figure 1448 /* we just take the offset of the piece to head to figure
2442 * distance instead of doing all that work above again 1449 * distance instead of doing all that work above again
2443 * since the distance fields we set above are positive in the 1450 * since the distance fields we set above are positive in the
2444 * same axis as is used for multipart objects, the simply arithmetic 1451 * same axis as is used for multipart objects, the simply arithmetic
2445 * below works. 1452 * below works.
2446 */ 1453 */
2447 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1454 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2448 { 1455 {
2449 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1456 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2450 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1457 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2451 if (tmpi < best_distance) 1458 if (tmpi < best_distance)
2452 { 1459 {
2453 best_distance = tmpi; 1460 best_distance = tmpi;
2454 best = tmp; 1461 best = tmp;
2455 } 1462 }
2456 } 1463 }
1464
2457 if (best != op1) 1465 if (best != op1)
2458 { 1466 {
2459 retval->distance_x += op1->x - best->x; 1467 retval->distance_x += op1->x - best->x;
2460 retval->distance_y += op1->y - best->y; 1468 retval->distance_y += op1->y - best->y;
2461 } 1469 }
2462 } 1470 }
1471
2463 retval->part = best; 1472 retval->part = best;
2464 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1473 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2465 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1474 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2466 } 1475 }
2467} 1476}
2468 1477
2469/* this is basically the same as get_rangevector above, but instead of 1478/* this is basically the same as get_rangevector above, but instead of
2474 * flags has no meaning for this function at this time - I kept it in to 1483 * flags has no meaning for this function at this time - I kept it in to
2475 * be more consistant with the above function and also in case they are needed 1484 * be more consistant with the above function and also in case they are needed
2476 * for something in the future. Also, since no object is pasted, the best 1485 * for something in the future. Also, since no object is pasted, the best
2477 * field of the rv_vector is set to NULL. 1486 * field of the rv_vector is set to NULL.
2478 */ 1487 */
2479
2480void 1488void
2481get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1489get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2482{ 1490{
2483 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1491 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2484 { 1492 {
2485 /* be conservative and fill in _some_ data */ 1493 /* be conservative and fill in _some_ data */
2486 retval->distance = 100000; 1494 retval->distance = 100000;
2492 else 1500 else
2493 { 1501 {
2494 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
2495 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
2496 1504
2497 retval->part = NULL; 1505 retval->part = 0;
2498 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2499 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2500 } 1508 }
2501} 1509}
2502 1510
2503/* Returns true of op1 and op2 are effectively on the same map 1511/* Returns true of op1 and op2 are effectively on the same map
2504 * (as related to map tiling). Note that this looks for a path from 1512 * (as related to map tiling). Note that this looks for a path from
2505 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1513 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2506 * to op1, this will still return false. 1514 * to op1, this will still return false.
2507 * Note we only look one map out to keep the processing simple 1515 * Note we only look one map out to keep the processing simple
2508 * and efficient. This could probably be a macro. 1516 * and efficient. This could probably be a macro.
2509 * MSW 2001-08-05 1517 * MSW 2001-08-05
2510 */ 1518 */
2513{ 1521{
2514 int dx, dy; 1522 int dx, dy;
2515 1523
2516 return adjacent_map (op1->map, op2->map, &dx, &dy); 1524 return adjacent_map (op1->map, op2->map, &dx, &dy);
2517} 1525}
1526
1527//-GPL
1528
1529object *
1530maptile::insert (object *op, int x, int y, object *originator, int flags)
1531{
1532 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1533}
1534
1535region *
1536maptile::region (int x, int y) const
1537{
1538 if (regions
1539 && regionmap
1540 && !OUT_OF_REAL_MAP (this, x, y))
1541 if (struct region *reg = regionmap [regions [y * width + x]])
1542 return reg;
1543
1544 if (default_region)
1545 return default_region;
1546
1547 return ::region::default_region ();
1548}
1549
1550//+GPL
1551
1552/* picks a random object from a style map.
1553 */
1554object *
1555maptile::pick_random_object (rand_gen &gen) const
1556{
1557 /* while returning a null object will result in a crash, that
1558 * is actually preferable to an infinite loop. That is because
1559 * most servers will automatically restart in case of crash.
1560 * Change the logic on getting the random space - shouldn't make
1561 * any difference, but this seems clearer to me.
1562 */
1563 for (int i = 1000; --i;)
1564 {
1565 object *pick = at (gen (width), gen (height)).bot;
1566
1567 // must be head: do not prefer big monsters just because they are big.
1568 if (pick && pick->is_head ())
1569 return pick;
1570 }
1571
1572 // instead of crashing in the unlikely(?) case, try to return *something*
1573 return archetype::find (shstr_bug);
1574}
1575
1576//-GPL
1577
1578void
1579maptile::play_sound (faceidx sound, int x, int y) const
1580{
1581 if (!sound)
1582 return;
1583
1584 for_all_players_on_map (pl, this)
1585 if (client *ns = pl->ns)
1586 {
1587 int dx = x - pl->ob->x;
1588 int dy = y - pl->ob->y;
1589
1590 int distance = idistance (dx, dy);
1591
1592 if (distance <= MAX_SOUND_DISTANCE)
1593 ns->play_sound (sound, dx, dy);
1594 }
1595}
1596
1597void
1598maptile::say_msg (const char *msg, int x, int y) const
1599{
1600 for_all_players (pl)
1601 if (client *ns = pl->ns)
1602 {
1603 int dx = x - pl->ob->x;
1604 int dy = y - pl->ob->y;
1605
1606 int distance = idistance (dx, dy);
1607
1608 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 }
1611}
1612
1613dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1614
1615static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676}
1677
1678maprect *
1679maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1680{
1681 buf.clear ();
1682
1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684
1685 // add end marker
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687 r->m = 0;
1688
1689 return (maprect *)buf.linearise ();
1690}
1691

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