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Comparing deliantra/server/common/map.C (file contents):
Revision 1.43 by root, Thu Dec 14 22:45:40 2006 UTC vs.
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
33 31sint8 maptile::outdoor_darkness;
34/*
35 * Returns the maptile which has a name matching the given argument.
36 * return NULL if no match is found.
37 */
38
39maptile *
40has_been_loaded (const char *name)
41{
42 maptile *map;
43
44 if (!name || !*name)
45 return 0;
46 for (map = first_map; map; map = map->next)
47 if (!strcmp (name, map->path))
48 break;
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m != NULL; m = m->next)
229 {
230 dump_map (m);
231 }
232}
233 32
234/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
235 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
236 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
237 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
240 * is needed. The case of not passing values is if we're just 39 * is needed. The case of not passing values is if we're just
241 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
242 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
243 */ 42 */
244int 43int
245get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 45{
247 sint16 newx, newy; 46 sint16 newx = x;
248 int retval = 0; 47 sint16 newy = y;
249 maptile *mp;
250 48
251 if (out_of_map (oldmap, x, y)) 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50
51 if (!mp)
252 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
253 newx = x;
254 newy = y;
255 mp = get_map_from_coord (oldmap, &newx, &newy);
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 if (newmap)
259 *newmap = mp;
260 if (nx)
261 *nx = newx;
262 if (ny)
263 *ny = newy;
264 53
265 retval |= mp->spaces[newx + mp->width * newy].flags; 54 if (newmap) *newmap = mp;
55 if (nx) *nx = newx;
56 if (ny) *ny = newy;
266 57
267 return retval; 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
268} 59}
269 60
270/* 61/*
271 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
272 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
295 } 86 }
296 87
297 /* Save some cycles - instead of calling get_map_flags(), just get the value 88 /* Save some cycles - instead of calling get_map_flags(), just get the value
298 * directly. 89 * directly.
299 */ 90 */
300 mflags = m->spaces[sx + m->width * sy].flags; 91 mflags = m->at (sx, sy).flags ();
301 92
302 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
303 94
304 /* If space is currently not blocked by anything, no need to 95 /* If space is currently not blocked by anything, no need to
305 * go further. Not true for players - all sorts of special 96 * go further. Not true for players - all sorts of special
316 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
317 */ 108 */
318 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319 return 0; 110 return 0;
320 111
321 if (ob->head != NULL)
322 ob = ob->head; 112 ob = ob->head_ ();
323 113
324 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
325 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
326 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
328 */ 118 */
329 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
330 { 120 {
331 121
332 /* This must be before the checks below. Code for inventory checkers. */ 122 /* This must be before the checks below. Code for inventory checkers. */
333 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334 { 124 {
357 else 147 else
358 { 148 {
359 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
360 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
361 * movement, can't move here. 151 * movement, can't move here.
362 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
363 * hidden dm 153 * hidden dm
364 */ 154 */
365 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
366 return 1; 156 return 1;
367 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
368 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
369 return 1; 163 return 1;
370 } 164 }
371 165
372 } 166 }
373 return 0; 167 return 0;
374} 168}
375 169
376
377/* 170/*
378 * Returns true if the given object can't fit in the given spot. 171 * Returns qthe blocking object if the given object can't fit in the given
379 * This is meant for multi space objects - for single space objecs, 172 * spot. This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the 174 * of object. This function goes through all the parts of the multipart
382 * multipart object and makes sure they can be inserted. 175 * object and makes sure they can be inserted.
383 * 176 *
384 * While this doesn't call out of map, the get_map_flags does. 177 * While this doesn't call out of map, the get_map_flags does.
385 * 178 *
386 * This function has been used to deprecate arch_out_of_map - 179 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases, 180 * this function also does that check, and since in most cases,
398 * 191 *
399 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
401 * against the move_block values. 194 * against the move_block values.
402 */ 195 */
403 196bool
404int 197object::blocked (maptile *m, int x, int y) const
405ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406{ 198{
407 archetype *tmp; 199 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
408 int flag;
409 maptile *m1;
410 sint16 sx, sy;
411
412 if (ob == NULL)
413 {
414 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
415 if (flag & P_OUT_OF_MAP)
416 return P_OUT_OF_MAP;
417
418 /* don't have object, so don't know what types would block */
419 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
420 } 200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
421 202
422 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 203 if (!pos.normalise ())
423 { 204 return 1;
424 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
425 205
426 if (flag & P_OUT_OF_MAP) 206 mapspace &ms = *pos;
427 return P_OUT_OF_MAP; 207
428 if (flag & P_IS_ALIVE) 208 if (ms.flags () & P_IS_ALIVE)
429 return P_IS_ALIVE; 209 return 1;
430 210
431 /* find_first_free_spot() calls this function. However, often 211 /* However, often ob doesn't have any move type
432 * ob doesn't have any move type (when used to place exits) 212 * (signifying non-moving objects)
433 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
434 */ 214 */
435 215 if (!move_type && ms.move_block != MOVE_ALL)
436 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
437 continue; 216 continue;
438 217
439 /* Note it is intentional that we check ob - the movement type of the 218 /* Note it is intentional that we check ob - the movement type of the
440 * head of the object should correspond for the entire object. 219 * head of the object should correspond for the entire object.
441 */ 220 */
442 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 221 if (ms.blocks (move_type))
443 return AB_NO_PASS; 222 return 1;
444
445 } 223 }
224
446 return 0; 225 return 0;
447} 226}
448 227
449/* When the map is loaded, load_object does not actually insert objects 228/* When the map is loaded, load_object does not actually insert objects
450 * into inventory, but just links them. What this does is go through 229 * into inventory, but just links them. What this does is go through
451 * and insert them properly. 230 * and insert them properly.
452 * The object 'container' is the object that contains the inventory. 231 * The object 'container' is the object that contains the inventory.
453 * This is needed so that we can update the containers weight. 232 * This is needed so that we can update the containers weight.
454 */ 233 */
455
456void 234void
457fix_container (object *container) 235fix_container (object *container)
458{ 236{
459 object *tmp = container->inv, *next; 237 object *tmp = container->inv, *next;
460 238
461 container->inv = NULL; 239 container->inv = 0;
462 while (tmp != NULL) 240 while (tmp)
463 { 241 {
464 next = tmp->below; 242 next = tmp->below;
465 if (tmp->inv) 243 if (tmp->inv)
466 fix_container (tmp); 244 fix_container (tmp);
245
467 (void) insert_ob_in_ob (tmp, container); 246 insert_ob_in_ob (tmp, container);
468 tmp = next; 247 tmp = next;
469 } 248 }
249
470 /* sum_weight will go through and calculate what all the containers are 250 // go through and calculate what all the containers are carrying.
471 * carrying. 251 //TODO: remove
472 */ 252 container->update_weight ();
473 sum_weight (container); 253}
254
255void
256maptile::set_object_flag (int flag, int value)
257{
258 if (!spaces)
259 return;
260
261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
262 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
263 tmp->flag [flag] = value;
264}
265
266void
267maptile::post_load_original ()
268{
269 if (!spaces)
270 return;
271
272 set_object_flag (FLAG_OBJ_ORIGINAL);
273
274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp);
474} 277}
475 278
476/* link_multipart_objects go through all the objects on the map looking 279/* link_multipart_objects go through all the objects on the map looking
477 * for objects whose arch says they are multipart yet according to the 280 * for objects whose arch says they are multipart yet according to the
478 * info we have, they only have the head (as would be expected when 281 * info we have, they only have the head (as would be expected when
479 * they are saved). We do have to look for the old maps that did save 282 * they are saved).
480 * the more sections and not re-add sections for them.
481 */ 283 */
482 284void
483static void 285maptile::link_multipart_objects ()
484link_multipart_objects (maptile *m)
485{ 286{
486 int x, y; 287 if (!spaces)
487 object *tmp, *op, *last, *above; 288 return;
488 archetype *at;
489 289
490 for (x = 0; x < MAP_WIDTH (m); x++) 290 for (mapspace *ms = spaces + size (); ms-- > spaces; )
491 for (y = 0; y < MAP_HEIGHT (m); y++) 291 {
492 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 292 object *op = ms->bot;
293 while (op)
493 { 294 {
494 above = tmp->above;
495
496 /* already multipart - don't do anything more */ 295 /* already multipart - don't do anything more */
497 if (tmp->head || tmp->more) 296 if (op->head_ () == op && !op->more && op->arch->more)
498 continue;
499
500 /* If there is nothing more to this object, this for loop
501 * won't do anything.
502 */
503 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
504 { 297 {
505 op = arch_to_object (at); 298 op->remove ();
299 op->expand_tail ();
506 300
507 /* update x,y coordinates */ 301 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
508 op->x += tmp->x; 302 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
509 op->y += tmp->y; 303 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
510 op->head = tmp; 304 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
511 op->map = m; 305
512 last->more = op; 306 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
513 op->name = tmp->name; 307 // so we have to reset the iteration through the mapspace
514 op->title = tmp->title;
515 /* we could link all the parts onto tmp, and then just
516 * call insert_ob_in_map once, but the effect is the same,
517 * as insert_ob_in_map will call itself with each part, and
518 * the coding is simpler to just to it here with each part.
519 */ 308 }
520 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 309 else
521 } /* for at = tmp->arch->more */ 310 op = op->above;
522 } /* for objects on this space */ 311 }
312 }
523} 313}
524 314
525/* 315/*
526 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
527 * file pointer. 317 * file pointer.
528 * mapflags is the same as we get with load_original_map
529 */ 318 */
530void 319bool
531load_objects (maptile *m, object_thawer & fp, int mapflags) 320maptile::_load_objects (object_thawer &f)
532{ 321{
533 int i, j; 322 for (;;)
534 int unique;
535 object *op, *prev = NULL, *last_more = NULL, *otmp;
536
537 op = object::create ();
538 op->map = m; /* To handle buttons correctly */
539
540 while ((i = load_object (fp, op, mapflags)))
541 { 323 {
542 /* if the archetype for the object is null, means that we 324 coroapi::cede_to_tick (); // cede once in a while
543 * got an invalid object. Don't do anything with it - the game 325
544 * or editor will not be able to do anything with it either. 326 switch (f.kw)
545 */
546 if (op->arch == NULL)
547 { 327 {
548 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 328 case KW_arch:
329 if (object *op = object::read (f, this))
330 {
331 // TODO: why?
332 if (op->inv)
333 op->update_weight ();
334
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
549 continue; 360 continue;
550 }
551 361
552
553 switch (i)
554 {
555 case LL_NORMAL:
556 /* if we are loading an overlay, put the floors on the bottom */
557 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
559 else
560 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
561
562 if (op->inv)
563 sum_weight (op);
564
565 prev = op, last_more = op;
566 break;
567
568 case LL_MORE: 362 case KW_EOF:
569 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
570 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
571 break; 368 break;
572 } 369 }
573 370
574 if (mapflags & MAP_STYLE) 371 f.next ();
575 remove_from_active_list (op);
576
577 op = object::create ();
578 op->map = m;
579 }
580
581 for (i = 0; i < m->width; i++)
582 { 372 }
583 for (j = 0; j < m->height; j++) 373
374 return true;
375}
376
377void
378maptile::activate ()
379{
380 if (spaces)
381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive ();
384}
385
386void
387maptile::deactivate ()
388{
389 if (spaces)
390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive ();
393}
394
395bool
396maptile::_save_objects (object_freezer &f, int flags)
397{
398 coroapi::cede_to_tick ();
399
400 if (flags & IO_HEADER)
401 _save_header (f);
402
403 if (!spaces)
404 return false;
405
406 for (int i = 0; i < size (); ++i)
407 {
408 bool unique = 0;
409
410 for (object *op = spaces [i].bot; op; op = op->above)
584 { 411 {
585 unique = 0; 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
586 /* check for unique items, or unique squares */ 413
587 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 414 if (expect_false (!op->can_map_save ()))
415 continue;
416
417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
588 { 418 {
589 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 419 if (flags & IO_UNIQUES)
590 unique = 1; 420 op->write (f);
591
592 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
593 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
594 } 421 }
422 else if (expect_true (flags & IO_OBJECTS))
423 op->write (f);
595 } 424 }
596 } 425 }
597 426
598 op->destroy (); 427 coroapi::cede_to_tick ();
599 link_multipart_objects (m);
600}
601 428
602/* This saves all the objects on the map in a non destructive fashion. 429 return true;
603 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 430}
604 * and we only save the head of multi part objects - this is needed
605 * in order to do map tiling properly.
606 */
607void
608save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
609{
610 int i, j = 0, unique = 0;
611 object *op;
612 431
613 /* first pass - save one-part objects */ 432bool
614 for (i = 0; i < MAP_WIDTH (m); i++) 433maptile::_save_objects (const char *path, int flags)
615 for (j = 0; j < MAP_HEIGHT (m); j++) 434{
616 { 435 object_freezer freezer;
617 unique = 0;
618 for (op = get_map_ob (m, i, j); op; op = op->above)
619 {
620 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
621 unique = 1;
622 436
623 if (op->type == PLAYER) 437 if (!_save_objects (freezer, flags))
624 { 438 return false;
625 LOG (llevDebug, "Player on map that is being saved\n");
626 continue;
627 }
628 439
629 if (op->head || op->owner) 440 return freezer.save (path);
630 continue;
631
632 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
633 save_object (fp2, op, 3);
634 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
635 save_object (fp, op, 3);
636
637 } /* for this space */
638 } /* for this j */
639} 441}
640 442
641maptile::maptile () 443maptile::maptile ()
642{ 444{
643 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
446
644 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
646 */ 449 */
647 MAP_WIDTH (this) = 16; 450 width = 16;
648 MAP_HEIGHT (this) = 16; 451 height = 16;
649 MAP_RESET_TIMEOUT (this) = 0; 452 timeout = 300;
650 MAP_TIMEOUT (this) = 300; 453 max_nrof = 1000; // 1000 items of anything
651 MAP_ENTER_X (this) = 0; 454 max_volume = 2000000; // 2m³
652 MAP_ENTER_Y (this) = 0;
653 /*set part to -1 indicating conversion to weather map not yet done */
654 MAP_WORLDPARTX (this) = -1;
655 MAP_WORLDPARTY (this) = -1;
656} 455}
657 456
658/* 457maptile::maptile (int w, int h)
659 * Allocates, initialises, and returns a pointer to a maptile.
660 * Modified to no longer take a path option which was not being
661 * used anyways. MSW 2001-07-01
662 */
663maptile *
664get_linked_map (void)
665{ 458{
666 maptile *mp, *map = new maptile; 459 in_memory = MAP_SWAPPED;
667 460
668 for (mp = first_map; mp && mp->next; mp = mp->next); 461 width = w;
462 height = h;
463 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0;
466 enter_y = 0;
669 467
670 if (mp == NULL) 468 alloc ();
671 first_map = map;
672 else
673 mp->next = map;
674
675 return map;
676} 469}
677 470
678/* 471/*
679 * Allocates the arrays contained in a maptile. 472 * Allocates the arrays contained in a maptile.
680 * This basically allocates the dynamic array of spaces for the 473 * This basically allocates the dynamic array of spaces for the
681 * map. 474 * map.
682 */ 475 */
683void 476void
684maptile::allocate () 477maptile::alloc ()
685{ 478{
686 in_memory = MAP_IN_MEMORY;
687
688 /* Log this condition and free the storage. We could I suppose
689 * realloc, but if the caller is presuming the data will be intact,
690 * that is their poor assumption.
691 */
692 if (spaces) 479 if (spaces)
693 {
694 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
695 free (spaces);
696 }
697
698 spaces = (MapSpace *)
699 calloc (1, width * height * sizeof (MapSpace));
700
701 if (!spaces)
702 fatal (OUT_OF_MEMORY);
703}
704
705/* Create and returns a map of the specific size. Used
706 * in random map code and the editor.
707 */
708maptile *
709get_empty_map (int sizex, int sizey)
710{
711 maptile *m = get_linked_map ();
712
713 m->width = sizex;
714 m->height = sizey;
715 m->in_memory = MAP_SWAPPED;
716 m->allocate ();
717
718 return m; 480 return;
481
482 spaces = salloc0<mapspace> (size ());
719} 483}
720 484
721/* Takes a string from a map definition and outputs a pointer to the array of shopitems 485/* Takes a string from a map definition and outputs a pointer to the array of shopitems
722 * corresponding to that string. Memory is allocated for this, it must be freed 486 * corresponding to that string. Memory is allocated for this, it must be freed
723 * at a later date. 487 * at a later date.
724 * Called by parse_map_headers below. 488 * Called by parse_map_headers below.
725 */ 489 */
726
727static shopitems * 490static shopitems *
728parse_shop_string (const char *input_string) 491parse_shop_string (const char *input_string)
729{ 492{
730 char *shop_string, *p, *q, *next_semicolon, *next_colon; 493 char *shop_string, *p, *q, *next_semicolon, *next_colon;
731 shopitems *items = NULL; 494 shopitems *items = NULL;
740 p = strchr (p, ';'); 503 p = strchr (p, ';');
741 number_of_entries++; 504 number_of_entries++;
742 if (p) 505 if (p)
743 p++; 506 p++;
744 } 507 }
508
745 p = shop_string; 509 p = shop_string;
746 strip_endline (p); 510 strip_endline (p);
747 items = new shopitems[number_of_entries + 1]; 511 items = new shopitems[number_of_entries + 1];
748 for (i = 0; i < number_of_entries; i++) 512 for (i = 0; i < number_of_entries; i++)
749 { 513 {
750 if (!p) 514 if (!p)
751 { 515 {
752 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 516 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
753 break; 517 break;
754 } 518 }
519
755 next_semicolon = strchr (p, ';'); 520 next_semicolon = strchr (p, ';');
756 next_colon = strchr (p, ':'); 521 next_colon = strchr (p, ':');
757 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 522 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
758 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 523 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
759 items[i].strength = atoi (strchr (p, ':') + 1); 524 items[i].strength = atoi (strchr (p, ':') + 1);
786 * the next entry while we're at it, better print a warning 551 * the next entry while we're at it, better print a warning
787 */ 552 */
788 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 553 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
789 } 554 }
790 } 555 }
556
791 items[i].index = number_of_entries; 557 items[i].index = number_of_entries;
792 if (next_semicolon) 558 if (next_semicolon)
793 p = ++next_semicolon; 559 p = ++next_semicolon;
794 else 560 else
795 p = NULL; 561 p = NULL;
796 } 562 }
563
797 free (shop_string); 564 free (shop_string);
798 return items; 565 return items;
799} 566}
800 567
801/* opposite of parse string, this puts the string that was originally fed in to 568/* opposite of parse string, this puts the string that was originally fed in to
810 for (i = 0; i < m->shopitems[0].index; i++) 577 for (i = 0; i < m->shopitems[0].index; i++)
811 { 578 {
812 if (m->shopitems[i].typenum) 579 if (m->shopitems[i].typenum)
813 { 580 {
814 if (m->shopitems[i].strength) 581 if (m->shopitems[i].strength)
815 {
816 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
817 }
818 else 583 else
819 sprintf (tmp, "%s;", m->shopitems[i].name); 584 sprintf (tmp, "%s;", m->shopitems[i].name);
820 } 585 }
821 else 586 else
822 { 587 {
823 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
824 {
825 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 589 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
826 }
827 else 590 else
828 sprintf (tmp, "*"); 591 sprintf (tmp, "*");
829 } 592 }
593
830 strcat (output_string, tmp); 594 strcat (output_string, tmp);
831 } 595 }
832} 596}
833 597
834/* This loads the header information of the map. The header 598/* This loads the header information of the map. The header
839 * put all the stuff in the map object so that names actually make 603 * put all the stuff in the map object so that names actually make
840 * sense. 604 * sense.
841 * This could be done in lex (like the object loader), but I think 605 * This could be done in lex (like the object loader), but I think
842 * currently, there are few enough fields this is not a big deal. 606 * currently, there are few enough fields this is not a big deal.
843 * MSW 2001-07-01 607 * MSW 2001-07-01
844 * return 0 on success, 1 on failure.
845 */ 608 */
846 609bool
847static int 610maptile::_load_header (object_thawer &thawer)
848load_map_header (object_thawer & fp, maptile *m)
849{ 611{
850 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 612 for (;;)
851 int msgpos = 0;
852 int maplorepos = 0;
853
854 while (fgets (buf, HUGE_BUF, fp) != NULL)
855 { 613 {
856 buf[HUGE_BUF - 1] = 0; 614 switch (thawer.kw)
857 key = buf;
858
859 while (isspace (*key))
860 key++;
861
862 if (*key == 0)
863 continue; /* empty line */
864
865 value = strchr (key, ' ');
866
867 if (!value)
868 { 615 {
869 if ((end = strchr (key, '\n'))) 616 case KW_msg:
870 *end = 0; 617 thawer.get_ml (KW_endmsg, msg);
618 break;
619
620 case KW_lore: // CF+ extension
621 thawer.get_ml (KW_endlore, maplore);
622 break;
623
624 case KW_maplore:
625 thawer.get_ml (KW_endmaplore, maplore);
626 break;
627
628 case KW_arch:
629 if (strcmp (thawer.get_str (), "map"))
630 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
631 break;
632
633 case KW_oid:
634 thawer.get (this, thawer.get_sint32 ());
635 break;
636
637 case KW_file_format_version: break; // nop
638
639 case KW_name: thawer.get (name); break;
640 case KW_attach: thawer.get (attach); break;
641 case KW_reset_time: thawer.get (reset_time); break;
642 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653
654 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
658
659 case KW_region: default_region = region::find (thawer.get_str ()); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661
662 // old names new names
663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
664 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
665 case KW_x: case KW_width: thawer.get (width); break;
666 case KW_y: case KW_height: thawer.get (height); break;
667 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
668 case KW_value: case KW_swap_time: thawer.get (timeout); break;
669 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
670 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
671 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
672
673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
682 case KW_end:
683 thawer.next ();
684 return true;
685
686 default:
687 if (!thawer.parse_error ("map", 0))
688 return false;
689 break;
871 } 690 }
872 else
873 {
874 *value = 0;
875 value++;
876 end = strchr (value, '\n');
877 691
878 while (isspace (*value)) 692 thawer.next ();
879 {
880 value++;
881
882 if (*value == '\0' || value == end)
883 {
884 /* Nothing but spaces. */
885 value = NULL;
886 break;
887 }
888 }
889 }
890
891 if (!end)
892 {
893 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
894 return 1;
895 }
896
897 /* key is the field name, value is what it should be set
898 * to. We've already done the work to null terminate key,
899 * and strip off any leading spaces for both of these.
900 * We have not touched the newline at the end of the line -
901 * these are needed for some values. the end pointer
902 * points to the first of the newlines.
903 * value could be NULL! It would be easy enough to just point
904 * this to "" to prevent cores, but that would let more errors slide
905 * through.
906 *
907 * First check for entries that do not use the value parameter, then
908 * validate that value is given and check for the remaining entries
909 * that use the parameter.
910 */
911
912 if (!strcmp (key, "msg"))
913 {
914 while (fgets (buf, HUGE_BUF, fp) != NULL)
915 {
916 if (!strcmp (buf, "endmsg\n"))
917 break;
918 else
919 {
920 /* slightly more efficient than strcat */
921 strcpy (msgbuf + msgpos, buf);
922 msgpos += strlen (buf);
923 }
924 }
925 /* There are lots of maps that have empty messages (eg, msg/endmsg
926 * with nothing between). There is no reason in those cases to
927 * keep the empty message. Also, msgbuf contains garbage data
928 * when msgpos is zero, so copying it results in crashes
929 */
930 if (msgpos != 0)
931 m->msg = strdup (msgbuf);
932 }
933 else if (!strcmp (key, "maplore"))
934 {
935 while (fgets (buf, HUGE_BUF, fp) != NULL)
936 {
937 if (!strcmp (buf, "endmaplore\n"))
938 break;
939 else
940 {
941 /* slightly more efficient than strcat */
942 strcpy (maplorebuf + maplorepos, buf);
943 maplorepos += strlen (buf);
944 }
945 }
946 if (maplorepos != 0)
947 m->maplore = strdup (maplorebuf);
948 }
949 else if (!strcmp (key, "end"))
950 {
951 break;
952 }
953 else if (value == NULL)
954 {
955 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
956 }
957 else if (!strcmp (key, "arch"))
958 {
959 /* This is an oddity, but not something we care about much. */
960 if (strcmp (value, "map\n"))
961 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
962 }
963 else if (!strcmp (key, "name"))
964 {
965 *end = 0;
966 m->name = strdup (value);
967 }
968 /* first strcmp value on these are old names supported
969 * for compatibility reasons. The new values (second) are
970 * what really should be used.
971 */
972 else if (!strcmp (key, "oid"))
973 fp.get (m, atoi (value));
974 else if (!strcmp (key, "attach"))
975 m->attach = value;
976 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
977 m->enter_x = atoi (value);
978 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
979 m->enter_y = atoi (value);
980 else if (!strcmp (key, "x") || !strcmp (key, "width"))
981 m->width = atoi (value);
982 else if (!strcmp (key, "y") || !strcmp (key, "height"))
983 m->height = atoi (value);
984 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
985 m->reset_timeout = atoi (value);
986 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
987 m->timeout = atoi (value);
988 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
989 m->difficulty = clamp (atoi (value), 1, settings.max_level);
990 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
991 m->darkness = atoi (value);
992 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
993 m->fixed_resettime = atoi (value);
994 else if (!strcmp (key, "unique"))
995 m->unique = atoi (value);
996 else if (!strcmp (key, "template"))
997 m->templatemap = atoi (value);
998 else if (!strcmp (key, "region"))
999 m->region = get_region_by_name (value);
1000 else if (!strcmp (key, "shopitems"))
1001 {
1002 *end = 0;
1003 m->shopitems = parse_shop_string (value);
1004 }
1005 else if (!strcmp (key, "shopgreed"))
1006 m->shopgreed = atof (value);
1007 else if (!strcmp (key, "shopmin"))
1008 m->shopmin = atol (value);
1009 else if (!strcmp (key, "shopmax"))
1010 m->shopmax = atol (value);
1011 else if (!strcmp (key, "shoprace"))
1012 {
1013 *end = 0;
1014 m->shoprace = strdup (value);
1015 }
1016 else if (!strcmp (key, "outdoor"))
1017 m->outdoor = atoi (value);
1018 else if (!strcmp (key, "temp"))
1019 m->temp = atoi (value);
1020 else if (!strcmp (key, "pressure"))
1021 m->pressure = atoi (value);
1022 else if (!strcmp (key, "humid"))
1023 m->humid = atoi (value);
1024 else if (!strcmp (key, "windspeed"))
1025 m->windspeed = atoi (value);
1026 else if (!strcmp (key, "winddir"))
1027 m->winddir = atoi (value);
1028 else if (!strcmp (key, "sky"))
1029 m->sky = atoi (value);
1030 else if (!strcmp (key, "nosmooth"))
1031 m->nosmooth = atoi (value);
1032 else if (!strncmp (key, "tile_path_", 10))
1033 {
1034 int tile = atoi (key + 10);
1035
1036 if (tile < 1 || tile > 4)
1037 {
1038 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1039 }
1040 else
1041 {
1042 char *path;
1043
1044 *end = 0;
1045
1046 if (m->tile_path[tile - 1])
1047 {
1048 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1049 free (m->tile_path[tile - 1]);
1050 m->tile_path[tile - 1] = NULL;
1051 }
1052
1053 if (check_path (value, 1) != -1)
1054 {
1055 /* The unadorned path works. */
1056 path = value;
1057 }
1058 else
1059 {
1060 /* Try again; it could be a relative exit. */
1061
1062 path = path_combine_and_normalize (m->path, value);
1063
1064 if (check_path (path, 1) == -1)
1065 {
1066 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1067 path = NULL;
1068 }
1069 }
1070
1071 if (editor)
1072 {
1073 /* Use the value as in the file. */
1074 m->tile_path[tile - 1] = strdup (value);
1075 }
1076 else if (path != NULL)
1077 {
1078 /* Use the normalized value. */
1079 m->tile_path[tile - 1] = strdup (path);
1080 }
1081 } /* end if tile direction (in)valid */
1082 }
1083 else
1084 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1085 }
1086
1087 if (!key || strcmp (key, "end"))
1088 { 693 }
1089 LOG (llevError, "Got premature eof on map header!\n");
1090 return 1;
1091 }
1092 694
1093 return 0; 695 abort ();
1094}
1095
1096/*
1097 * Opens the file "filename" and reads information about the map
1098 * from the given file, and stores it in a newly allocated
1099 * maptile. A pointer to this structure is returned, or NULL on failure.
1100 * flags correspond to those in map.h. Main ones used are
1101 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1102 * MAP_BLOCK, in which case we block on this load. This happens in all
1103 * cases, no matter if this flag is set or not.
1104 * MAP_STYLE: style map - don't add active objects, don't add to server
1105 * managed map list.
1106 */
1107
1108maptile *
1109load_original_map (const char *filename, int flags)
1110{
1111 maptile *m;
1112 char pathname[MAX_BUF];
1113
1114 if (flags & MAP_PLAYER_UNIQUE)
1115 strcpy (pathname, filename);
1116 else if (flags & MAP_OVERLAY)
1117 strcpy (pathname, create_overlay_pathname (filename));
1118 else
1119 strcpy (pathname, create_pathname (filename));
1120
1121 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1122
1123 object_thawer thawer (pathname);
1124
1125 if (!thawer)
1126 return 0;
1127
1128 m = get_linked_map ();
1129
1130 strcpy (m->path, filename);
1131 if (load_map_header (thawer, m))
1132 {
1133 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1134 delete_map (m);
1135 return NULL;
1136 }
1137
1138 m->allocate ();
1139
1140 m->in_memory = MAP_LOADING;
1141 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1142
1143 m->in_memory = MAP_IN_MEMORY;
1144 if (!MAP_DIFFICULTY (m))
1145 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1146 set_map_reset_time (m);
1147 m->instantiate ();
1148 return (m);
1149}
1150
1151/*
1152 * Loads a map, which has been loaded earlier, from file.
1153 * Return the map object we load into (this can change from the passed
1154 * option if we can't find the original map)
1155 */
1156
1157static maptile *
1158load_temporary_map (maptile *m)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (!m->tmpname)
1163 {
1164 LOG (llevError, "No temporary filename for map %s\n", m->path);
1165 strcpy (buf, m->path);
1166 delete_map (m);
1167 m = load_original_map (buf, 0);
1168 if (m == NULL)
1169 return NULL;
1170 fix_auto_apply (m); /* Chests which open as default */
1171 return m;
1172 }
1173
1174 object_thawer thawer (m->tmpname);
1175
1176 if (!thawer)
1177 {
1178 strcpy (buf, m->path);
1179 delete_map (m);
1180 m = load_original_map (buf, 0);
1181 if (!m)
1182 return NULL;
1183 fix_auto_apply (m); /* Chests which open as default */
1184 return m;
1185 }
1186
1187 if (load_map_header (thawer, m))
1188 {
1189 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190 delete_map (m);
1191 m = load_original_map (m->path, 0);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, 0);
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 INVOKE_MAP (SWAPIN, m);
1202 return m;
1203}
1204
1205/*
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
1211maptile *
1212load_overlay_map (const char *filename, maptile *m)
1213{
1214 char pathname[MAX_BUF];
1215
1216 strcpy (pathname, create_overlay_pathname (filename));
1217
1218 object_thawer thawer (pathname);
1219
1220 if (!thawer)
1221 return m;
1222
1223 if (load_map_header (thawer, m))
1224 {
1225 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1226 delete_map (m);
1227 m = load_original_map (m->path, 0);
1228 return NULL;
1229 }
1230 /*m->allocate ();*/
1231
1232 m->in_memory = MAP_LOADING;
1233 load_objects (m, thawer, MAP_OVERLAY);
1234
1235 m->in_memory = MAP_IN_MEMORY;
1236 return m;
1237} 696}
1238 697
1239/****************************************************************************** 698/******************************************************************************
1240 * This is the start of unique map handling code 699 * This is the start of unique map handling code
1241 *****************************************************************************/ 700 *****************************************************************************/
1242 701
1243/* This goes through map 'm' and removed any unique items on the map. */ 702/* This goes through the maptile and removed any unique items on the map. */
1244static void 703void
1245delete_unique_items (maptile *m) 704maptile::clear_unique_items ()
1246{ 705{
1247 int i, j, unique; 706 for (int i = 0; i < size (); ++i)
1248 object *op, *next;
1249
1250 for (i = 0; i < MAP_WIDTH (m); i++)
1251 for (j = 0; j < MAP_HEIGHT (m); j++)
1252 { 707 {
1253 unique = 0; 708 int unique = 0;
709 for (object *op = spaces [i].bot; op; )
710 {
711 object *above = op->above;
1254 712
1255 for (op = get_map_ob (m, i, j); op; op = next) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714 unique = 1;
715
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 op->destroy ();
718
719 op = above;
720 }
721 }
722}
723
724bool
725maptile::_save_header (object_freezer &freezer)
726{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
729
730 MAP_OUT2 (arch, "map");
731
732 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time);
734 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
739 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name);
742
743 if (shopitems)
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness);
755 MAP_OUT (width);
756 MAP_OUT (height);
757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y);
759
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor);
764 MAP_OUT (temp);
765 MAP_OUT (pressure);
766 MAP_OUT (humid);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770
771 MAP_OUT (per_player);
772 MAP_OUT (per_party);
773
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778
779 freezer.put (this);
780 freezer.put (KW_end);
781
782 return true;
783}
784
785bool
786maptile::_save_header (const char *path)
787{
788 object_freezer freezer;
789
790 if (!_save_header (freezer))
791 return false;
792
793 return freezer.save (path);
794}
795
796/*
797 * Remove and free all objects in the given map.
798 */
799void
800maptile::clear ()
801{
802 if (spaces)
803 {
804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 while (object *op = ms->bot)
1256 { 806 {
807 // manually remove, as to not trigger anything
1257 next = op->above; 808 if (ms->bot = op->above)
809 ms->bot->below = 0;
1258 810
1259 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 811 op->flag [FLAG_REMOVED] = true;
1260 unique = 1;
1261 812
1262 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 813 object *head = op->head_ ();
814 if (op == head)
815 op->destroy ();
816 else if (head->map != op->map)
1263 { 817 {
1264 clean_object (op); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1265
1266 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1267 remove_button_link (op);
1268
1269 op->destroy (); 819 head->destroy ();
1270 } 820 }
1271 } 821 }
822
823 sfree0 (spaces, size ());
1272 } 824 }
1273}
1274 825
826 if (buttons)
827 free_objectlinkpt (buttons), buttons = 0;
1275 828
1276/* 829 sfree0 (regions, size ());
1277 * Loads unique objects from file(s) into the map which is in memory 830 delete [] regionmap; regionmap = 0;
1278 * m is the map to load unique items into.
1279 */
1280static void
1281load_unique_objects (maptile *m)
1282{
1283 int count;
1284 char firstname[MAX_BUF];
1285
1286 for (count = 0; count < 10; count++)
1287 {
1288 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1289 if (!access (firstname, R_OK))
1290 break;
1291 }
1292 /* If we get here, we did not find any map */
1293 if (count == 10)
1294 return;
1295
1296 object_thawer thawer (firstname);
1297
1298 if (!thawer)
1299 return;
1300
1301 m->in_memory = MAP_LOADING;
1302 if (m->tmpname == NULL) /* if we have loaded unique items from */
1303 delete_unique_items (m); /* original map before, don't duplicate them */
1304 load_objects (m, thawer, 0);
1305
1306 m->in_memory = MAP_IN_MEMORY;
1307} 831}
1308
1309
1310/*
1311 * Saves a map to file. If flag is set, it is saved into the same
1312 * file it was (originally) loaded from. Otherwise a temporary
1313 * filename will be genarated, and the file will be stored there.
1314 * The temporary filename will be stored in the maptileure.
1315 * If the map is unique, we also save to the filename in the map
1316 * (this should have been updated when first loaded)
1317 */
1318
1319int
1320new_save_map (maptile *m, int flag)
1321{
1322 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1323 int i;
1324
1325 if (flag && !*m->path)
1326 {
1327 LOG (llevError, "Tried to save map without path.\n");
1328 return -1;
1329 }
1330
1331 if (flag || (m->unique) || (m->templatemap))
1332 {
1333 if (!m->unique && !m->templatemap)
1334 { /* flag is set */
1335 if (flag == 2)
1336 strcpy (filename, create_overlay_pathname (m->path));
1337 else
1338 strcpy (filename, create_pathname (m->path));
1339 }
1340 else
1341 strcpy (filename, m->path);
1342
1343 make_path_to_file (filename);
1344 }
1345 else
1346 {
1347 if (!m->tmpname)
1348 m->tmpname = tempnam (settings.tmpdir, NULL);
1349
1350 strcpy (filename, m->tmpname);
1351 }
1352
1353 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1354 m->in_memory = MAP_SAVING;
1355
1356 object_freezer freezer;
1357
1358 /* legacy */
1359 fprintf (freezer, "arch map\n");
1360 if (m->name)
1361 fprintf (freezer, "name %s\n", m->name);
1362 if (!flag)
1363 fprintf (freezer, "swap_time %d\n", m->swap_time);
1364 if (m->reset_timeout)
1365 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1366 if (m->fixed_resettime)
1367 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1368 /* we unfortunately have no idea if this is a value the creator set
1369 * or a difficulty value we generated when the map was first loaded
1370 */
1371 if (m->difficulty)
1372 fprintf (freezer, "difficulty %d\n", m->difficulty);
1373 if (m->region)
1374 fprintf (freezer, "region %s\n", m->region->name);
1375 if (m->shopitems)
1376 {
1377 print_shop_string (m, shop);
1378 fprintf (freezer, "shopitems %s\n", shop);
1379 }
1380 if (m->shopgreed)
1381 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1382 if (m->shopmin)
1383 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1384 if (m->shopmax)
1385 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1386 if (m->shoprace)
1387 fprintf (freezer, "shoprace %s\n", m->shoprace);
1388 if (m->darkness)
1389 fprintf (freezer, "darkness %d\n", m->darkness);
1390 if (m->width)
1391 fprintf (freezer, "width %d\n", m->width);
1392 if (m->height)
1393 fprintf (freezer, "height %d\n", m->height);
1394 if (m->enter_x)
1395 fprintf (freezer, "enter_x %d\n", m->enter_x);
1396 if (m->enter_y)
1397 fprintf (freezer, "enter_y %d\n", m->enter_y);
1398 if (m->msg)
1399 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1400 if (m->maplore)
1401 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1402 if (m->unique)
1403 fprintf (freezer, "unique %d\n", m->unique);
1404 if (m->templatemap)
1405 fprintf (freezer, "template %d\n", m->templatemap);
1406 if (m->outdoor)
1407 fprintf (freezer, "outdoor %d\n", m->outdoor);
1408 if (m->temp)
1409 fprintf (freezer, "temp %d\n", m->temp);
1410 if (m->pressure)
1411 fprintf (freezer, "pressure %d\n", m->pressure);
1412 if (m->humid)
1413 fprintf (freezer, "humid %d\n", m->humid);
1414 if (m->windspeed)
1415 fprintf (freezer, "windspeed %d\n", m->windspeed);
1416 if (m->winddir)
1417 fprintf (freezer, "winddir %d\n", m->winddir);
1418 if (m->sky)
1419 fprintf (freezer, "sky %d\n", m->sky);
1420 if (m->nosmooth)
1421 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1422
1423 /* Save any tiling information, except on overlays */
1424 if (flag != 2)
1425 for (i = 0; i < 4; i++)
1426 if (m->tile_path[i])
1427 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1428
1429 freezer.put (m);
1430 fprintf (freezer, "end\n");
1431
1432 /* In the game save unique items in the different file, but
1433 * in the editor save them to the normal map file.
1434 * If unique map, save files in the proper destination (set by
1435 * player)
1436 */
1437 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1438 {
1439 object_freezer unique;
1440
1441 if (flag == 2)
1442 save_objects (m, freezer, unique, 2);
1443 else
1444 save_objects (m, freezer, unique, 0);
1445
1446 sprintf (buf, "%s.v00", create_items_path (m->path));
1447
1448 unique.save (buf);
1449 }
1450 else
1451 { /* save same file when not playing, like in editor */
1452 save_objects (m, freezer, freezer, 0);
1453 }
1454
1455 freezer.save (filename);
1456
1457 return 0;
1458}
1459
1460
1461/*
1462 * Remove and free all objects in the inventory of the given object.
1463 * object.c ?
1464 */
1465 832
1466void 833void
1467clean_object (object *op) 834maptile::clear_header ()
1468{ 835{
1469 object *tmp, *next; 836 name = 0;
837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
1470 841
1471 for (tmp = op->inv; tmp; tmp = next) 842 for (int i = 0; i < 4; i++)
1472 { 843 tile_path [i] = 0;
1473 next = tmp->below;
1474
1475 clean_object (tmp);
1476 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1477 remove_button_link (tmp);
1478
1479 tmp->destroy ();
1480 }
1481} 844}
1482 845
1483/* 846maptile::~maptile ()
1484 * Remove and free all objects in the given map. 847{
1485 */ 848 assert (destroyed ());
849}
1486 850
1487void 851void
1488free_all_objects (maptile *m) 852maptile::clear_links_to (maptile *m)
1489{ 853{
1490 int i, j;
1491 object *op;
1492
1493 for (i = 0; i < MAP_WIDTH (m); i++)
1494 for (j = 0; j < MAP_HEIGHT (m); j++)
1495 {
1496 object *previous_obj = NULL;
1497
1498 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1499 {
1500 if (op == previous_obj)
1501 {
1502 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1503 break;
1504 }
1505
1506 previous_obj = op;
1507
1508 if (op->head != NULL)
1509 op = op->head;
1510
1511 /* If the map isn't in memory, free_object will remove and
1512 * free objects in op's inventory. So let it do the job.
1513 */
1514 if (m->in_memory == MAP_IN_MEMORY)
1515 clean_object (op);
1516
1517 op->destroy ();
1518 }
1519 }
1520}
1521
1522/*
1523 * Frees everything allocated by the given maptileure.
1524 * don't free tmpname - our caller is left to do that
1525 */
1526
1527void
1528free_map (maptile *m, int flag)
1529{
1530 int i;
1531
1532 if (!m->in_memory)
1533 {
1534 LOG (llevError, "Trying to free freed map.\n");
1535 return;
1536 }
1537
1538 // TODO: use new/delete
1539#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1540
1541 if (flag && m->spaces)
1542 free_all_objects (m);
1543 if (m->name)
1544 FREE_AND_CLEAR (m->name);
1545 if (m->spaces)
1546 FREE_AND_CLEAR (m->spaces);
1547 if (m->msg)
1548 FREE_AND_CLEAR (m->msg);
1549 if (m->maplore)
1550 FREE_AND_CLEAR (m->maplore);
1551
1552 delete [] m->shopitems;
1553 m->shopitems = 0;
1554
1555 if (m->shoprace)
1556 FREE_AND_CLEAR (m->shoprace);
1557
1558 if (m->buttons)
1559 free_objectlinkpt (m->buttons);
1560
1561 m->buttons = NULL;
1562
1563 for (i = 0; i < 4; i++)
1564 {
1565 if (m->tile_path[i])
1566 FREE_AND_CLEAR (m->tile_path[i]);
1567 m->tile_map[i] = NULL;
1568 }
1569
1570 m->in_memory = MAP_SWAPPED;
1571
1572#undef FREE_AND_CLEAR
1573
1574}
1575
1576/*
1577 * function: vanish maptile
1578 * m : pointer to maptile, if NULL no action
1579 * this deletes all the data on the map (freeing pointers)
1580 * and then removes this map from the global linked list of maps.
1581 */
1582
1583void
1584delete_map (maptile *m)
1585{
1586 maptile *tmp, *last;
1587 int i;
1588
1589 if (!m)
1590 return;
1591
1592 m->clear ();
1593
1594 if (m->in_memory == MAP_IN_MEMORY)
1595 {
1596 /* change to MAP_SAVING, even though we are not,
1597 * so that remove_ob doesn't do as much work.
1598 */
1599 m->in_memory = MAP_SAVING;
1600 free_map (m, 1);
1601 }
1602 /* move this out of free_map, since tmpname can still be needed if
1603 * the map is swapped out.
1604 */
1605 if (m->tmpname)
1606 {
1607 free (m->tmpname);
1608 m->tmpname = NULL;
1609 }
1610 last = NULL;
1611 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
1612 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
1613 * tiling can be assymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
1614 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
1615 */ 858 */
1616 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1617 {
1618 if (tmp->next == m)
1619 last = tmp;
1620
1621 /* This should hopefully get unrolled on a decent compiler */
1622 for (i = 0; i < 4; i++) 859 for (int i = 0; i < 4; i++)
1623 if (tmp->tile_map[i] == m) 860 if (tile_map[i] == m)
1624 tmp->tile_map[i] = NULL; 861 tile_map[i] = 0;
1625 } 862}
1626 863
1627 /* If last is null, then this should be the first map in the list */ 864void
865maptile::do_destroy ()
866{
867 attachable::do_destroy ();
868
869 clear ();
870}
871
872/* decay and destroy perishable items in a map */
873void
874maptile::do_decay_objects ()
875{
1628 if (!last) 876 if (!spaces)
877 return;
878
879 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above)
1629 { 881 {
1630 if (m == first_map) 882 above = op->above;
1631 first_map = m->next; 883
884 bool destroy = 0;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
888 break;
889
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ())
896 ; // do not decay
897 else if (op->is_weapon ())
898 {
899 op->stats.dam--;
900 if (op->stats.dam < 0)
901 destroy = 1;
902 }
903 else if (op->is_armor ())
904 {
905 op->stats.ac--;
906 if (op->stats.ac < 0)
907 destroy = 1;
908 }
909 else if (op->type == FOOD)
910 {
911 op->stats.food -= rndm (5, 20);
912 if (op->stats.food < 0)
913 destroy = 1;
914 }
1632 else 915 else
1633 /* m->path is a static char, so should hopefully still have
1634 * some useful data in it.
1635 */
1636 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1637 }
1638 else
1639 last->next = m->next;
1640
1641 delete m;
1642}
1643
1644
1645
1646/*
1647 * Makes sure the given map is loaded and swapped in.
1648 * name is path name of the map.
1649 * flags meaning:
1650 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1651 * and don't do unique items or the like.
1652 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1653 * dont do any more name translation on it.
1654 *
1655 * Returns a pointer to the given map.
1656 */
1657
1658maptile *
1659ready_map_name (const char *name, int flags)
1660{
1661 maptile *m;
1662
1663 if (!name)
1664 return (NULL);
1665
1666 /* Have we been at this level before? */
1667 m = has_been_loaded (name);
1668
1669 /* Map is good to go, so just return it */
1670 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1671 {
1672 return m;
1673 }
1674
1675 /* unique maps always get loaded from their original location, and never
1676 * a temp location. Likewise, if map_flush is set, or we have never loaded
1677 * this map, load it now. I removed the reset checking from here -
1678 * it seems the probability of a player trying to enter a map that should
1679 * reset but hasn't yet is quite low, and removing that makes this function
1680 * a bit cleaner (and players probably shouldn't rely on exact timing for
1681 * resets in any case - if they really care, they should use the 'maps command.
1682 */
1683 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1684 {
1685
1686 /* first visit or time to reset */
1687 if (m)
1688 { 916 {
1689 clean_tmp_map (m); /* Doesn't make much difference */ 917 int mat = op->materials;
1690 delete_map (m); 918
919 if (mat & M_PAPER
920 || mat & M_LEATHER
921 || mat & M_WOOD
922 || mat & M_ORGANIC
923 || mat & M_CLOTH
924 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32))
930 destroy = 1;
1691 } 931 }
1692 932
1693 /* create and load a map */ 933 /* adjust overall chance below */
1694 if (flags & MAP_PLAYER_UNIQUE) 934 if (destroy && rndm (0, 1))
1695 LOG (llevDebug, "Trying to load map %s.\n", name); 935 op->destroy ();
1696 else
1697 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1698
1699 //eval_pv ("$x = Event::time", 1);//D
1700 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1701 return (NULL);
1702 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1703
1704 fix_auto_apply (m); /* Chests which open as default */
1705
1706 /* If a player unique map, no extra unique object file to load.
1707 * if from the editor, likewise.
1708 */
1709 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1710 load_unique_objects (m);
1711
1712 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1713 {
1714 m = load_overlay_map (name, m);
1715 if (m == NULL)
1716 return NULL;
1717 } 936 }
1718
1719 if (flags & MAP_PLAYER_UNIQUE)
1720 INVOKE_MAP (SWAPIN, m);
1721
1722 }
1723 else
1724 {
1725 /* If in this loop, we found a temporary map, so load it up. */
1726
1727 m = load_temporary_map (m);
1728 if (m == NULL)
1729 return NULL;
1730 load_unique_objects (m);
1731
1732 clean_tmp_map (m);
1733 m->in_memory = MAP_IN_MEMORY;
1734 /* tempnam() on sun systems (probably others) uses malloc
1735 * to allocated space for the string. Free it here.
1736 * In some cases, load_temporary_map above won't find the
1737 * temporary map, and so has reloaded a new map. If that
1738 * is the case, tmpname is now null
1739 */
1740 if (m->tmpname)
1741 free (m->tmpname);
1742 m->tmpname = NULL;
1743 /* It's going to be saved anew anyway */
1744 }
1745
1746 /* Below here is stuff common to both first time loaded maps and
1747 * temp maps.
1748 */
1749
1750 decay_objects (m); /* start the decay */
1751 /* In case other objects press some buttons down */
1752 update_buttons (m);
1753 if (m->outdoor)
1754 set_darkness_map (m);
1755 /* run the weather over this map */
1756 weather_effect (name);
1757 return m;
1758} 937}
1759
1760 938
1761/* 939/*
1762 * This routine is supposed to find out the difficulty of the map. 940 * This routine is supposed to find out the difficulty of the map.
1763 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
1764 * but does have a lot to do with treasure on the map. 942 * but does have a lot to do with treasure on the map.
1765 * 943 *
1766 * Difficulty can now be set by the map creature. If the value stored 944 * Difficulty can now be set by the map creator. If the value stored
1767 * in the map is zero, then use this routine. Maps should really 945 * in the map is zero, then use this routine. Maps should really
1768 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
1769 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
1770 */ 948 */
1771
1772int 949int
1773calculate_difficulty (maptile *m) 950maptile::estimate_difficulty () const
1774{ 951{
1775 object *op;
1776 archetype *at;
1777 int x, y, i;
1778 long monster_cnt = 0; 952 long monster_cnt = 0;
1779 double avgexp = 0; 953 double avgexp = 0;
1780 sint64 total_exp = 0; 954 sint64 total_exp = 0;
1781 955
1782 if (MAP_DIFFICULTY (m)) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1783 { 957 for (object *op = ms->bot; op; op = op->above)
1784 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1785 return MAP_DIFFICULTY (m);
1786 }
1787
1788 for (x = 0; x < MAP_WIDTH (m); x++)
1789 for (y = 0; y < MAP_HEIGHT (m); y++)
1790 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1791 { 958 {
1792 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (QUERY_FLAG (op, FLAG_MONSTER))
1793 { 960 {
1794 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1795 monster_cnt++; 962 monster_cnt++;
1796 } 963 }
1797 964
1798 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (QUERY_FLAG (op, FLAG_GENERATOR))
1799 { 966 {
1800 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
1801 at = type_to_archetype (GENERATE_TYPE (op));
1802 968
1803 if (at != NULL) 969 if (archetype *at = op->other_arch)
970 {
1804 total_exp += at->clone.stats.exp * 8; 971 total_exp += at->stats.exp * 8;
1805
1806 monster_cnt++; 972 monster_cnt++;
1807 } 973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
1808 } 980 }
981 }
1809 982
1810 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
1811 984
1812 for (i = 1; i <= settings.max_level; i++) 985 for (int i = 1; i <= settings.max_level; i++)
1813 {
1814 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 986 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1815 {
1816 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1817 return i; 987 return i;
1818 }
1819 }
1820 988
1821 return 1; 989 return 1;
1822}
1823
1824void
1825clean_tmp_map (maptile *m)
1826{
1827 if (m->tmpname == NULL)
1828 return;
1829 INVOKE_MAP (CLEAN, m);
1830 (void) unlink (m->tmpname);
1831}
1832
1833void
1834free_all_maps (void)
1835{
1836 int real_maps = 0;
1837
1838 while (first_map)
1839 {
1840 /* I think some of the callers above before it gets here set this to be
1841 * saving, but we still want to free this data
1842 */
1843 if (first_map->in_memory == MAP_SAVING)
1844 first_map->in_memory = MAP_IN_MEMORY;
1845 delete_map (first_map);
1846 real_maps++;
1847 }
1848 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1849} 990}
1850 991
1851/* change_map_light() - used to change map light level (darkness) 992/* change_map_light() - used to change map light level (darkness)
1852 * up or down. Returns true if successful. It should now be 993 * up or down. Returns true if successful. It should now be
1853 * possible to change a value by more than 1. 994 * possible to change a value by more than 1.
1854 * Move this from los.c to map.c since this is more related 995 * Move this from los.c to map.c since this is more related
1855 * to maps than los. 996 * to maps than los.
1856 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1857 */ 998 */
1858
1859int 999int
1860change_map_light (maptile *m, int change) 1000maptile::change_map_light (int change)
1861{ 1001{
1862 int new_level = m->darkness + change;
1863
1864 /* Nothing to do */ 1002 /* Nothing to do */
1865 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1003 if (!change)
1866 {
1867 return 0; 1004 return 0;
1868 }
1869 1005
1870 /* inform all players on the map */ 1006 /* inform all players on the map */
1871 if (change > 0) 1007 if (change > 0)
1872 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1873 else 1009 else
1874 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1875 1011
1876 /* Do extra checking. since m->darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1877 * we need to be extra careful about negative values.
1878 * In general, the checks below are only needed if change
1879 * is not +/-1
1880 */
1881 if (new_level < 0)
1882 m->darkness = 0;
1883 else if (new_level >= MAX_DARKNESS)
1884 m->darkness = MAX_DARKNESS;
1885 else
1886 m->darkness = new_level;
1887 1013
1888 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1889 update_all_map_los (m); 1015 update_all_map_los (this);
1016
1890 return 1; 1017 return 1;
1891} 1018}
1892
1893 1019
1894/* 1020/*
1895 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1896 * on the map (what it looks like, whether it blocks magic, 1022 * on the map (what it looks like, whether it blocks magic,
1897 * has a living creatures, prevents people from passing 1023 * has a living creatures, prevents people from passing
1898 * through, etc) 1024 * through, etc)
1899 */ 1025 */
1900void 1026void
1901update_position (maptile *m, int x, int y) 1027mapspace::update_ ()
1902{ 1028{
1903 object *tmp, *last = NULL; 1029 object *last = 0;
1904 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE, anywhere = 0;
1905 New_Face *top, *floor, *middle; 1031 sint8 light = 0;
1906 object *top_obj, *floor_obj, *middle_obj;
1907 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1908 1033
1909 oldflags = GET_MAP_FLAGS (m, x, y); 1034 //object *middle = 0;
1910 if (!(oldflags & P_NEED_UPDATE)) 1035 //object *top = 0;
1911 { 1036 //object *floor = 0;
1912 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1037 // this seems to generate better code than using locals, above
1913 return; 1038 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0;
1040 object *&floor = faces_obj[2] = 0;
1041
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1914 } 1043 {
1915 1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1916 middle = blank_face;
1917 top = blank_face;
1918 floor = blank_face;
1919
1920 middle_obj = NULL;
1921 top_obj = NULL;
1922 floor_obj = NULL;
1923
1924 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1925 {
1926
1927 /* This could be made additive I guess (two lights better than
1928 * one). But if so, it shouldn't be a simple additive - 2
1929 * light bulbs do not illuminate twice as far as once since
1930 * it is a disapation factor that is squared (or is it cubed?)
1931 */
1932 if (tmp->glow_radius > light)
1933 light = tmp->glow_radius; 1045 light += tmp->glow_radius;
1934 1046
1935 /* This call is needed in order to update objects the player 1047 /* This call is needed in order to update objects the player
1936 * is standing in that have animations (ie, grass, fire, etc). 1048 * is standing in that have animations (ie, grass, fire, etc).
1937 * However, it also causes the look window to be re-drawn 1049 * However, it also causes the look window to be re-drawn
1938 * 3 times each time the player moves, because many of the 1050 * 3 times each time the player moves, because many of the
1941 * Always put the player down for drawing. 1053 * Always put the player down for drawing.
1942 */ 1054 */
1943 if (!tmp->invisible) 1055 if (!tmp->invisible)
1944 { 1056 {
1945 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1946 {
1947 top = tmp->face;
1948 top_obj = tmp; 1058 top = tmp;
1949 }
1950 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1951 { 1060 {
1952 /* If we got a floor, that means middle and top were below it, 1061 /* If we got a floor, that means middle and top were below it,
1953 * so should not be visible, so we clear them. 1062 * so should not be visible, so we clear them.
1954 */ 1063 */
1955 middle = blank_face; 1064 middle = 0;
1956 top = blank_face; 1065 top = 0;
1957 floor = tmp->face;
1958 floor_obj = tmp; 1066 floor = tmp;
1959 } 1067 }
1960 /* Flag anywhere have high priority */ 1068 /* Flag anywhere have high priority */
1961 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1962 { 1070 {
1963 middle = tmp->face;
1964
1965 middle_obj = tmp; 1071 middle = tmp;
1966 anywhere = 1; 1072 anywhere = 1;
1967 } 1073 }
1074
1968 /* Find the highest visible face around. If equal 1075 /* Find the highest visible face around. If equal
1969 * visibilities, we still want the one nearer to the 1076 * visibilities, we still want the one nearer to the
1970 * top 1077 * top
1971 */ 1078 */
1972 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1973 {
1974 middle = tmp->face;
1975 middle_obj = tmp; 1080 middle = tmp;
1976 }
1977 } 1081 }
1082
1978 if (tmp == tmp->above) 1083 if (tmp == tmp->above)
1979 { 1084 {
1980 LOG (llevError, "Error in structure of map\n"); 1085 LOG (llevError, "Error in structure of map\n");
1981 exit (-1); 1086 exit (-1);
1982 } 1087 }
1983 1088
1984 move_slow |= tmp->move_slow; 1089 move_slow |= tmp->move_slow;
1985 move_block |= tmp->move_block; 1090 move_block |= tmp->move_block;
1986 move_on |= tmp->move_on; 1091 move_on |= tmp->move_on;
1987 move_off |= tmp->move_off; 1092 move_off |= tmp->move_off;
1988 move_allow |= tmp->move_allow; 1093 move_allow |= tmp->move_allow;
1989 1094
1990 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1991 flags |= P_IS_ALIVE;
1992 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
1993 flags |= P_NO_MAGIC;
1994 if (QUERY_FLAG (tmp, FLAG_DAMNED))
1995 flags |= P_NO_CLERIC;
1996 if (tmp->type == SAFE_GROUND)
1997 flags |= P_SAFE;
1998
1999 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
2000 flags |= P_BLOCKSVIEW; 1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
2001 } /* for stack of objects */ 1097 if (tmp->type == PLAYER) flags |= P_PLAYER;
2002 1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2003 /* we don't want to rely on this function to have accurate flags, but 1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
2004 * since we're already doing the work, we calculate them here. 1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
2005 * if they don't match, logic is broken someplace.
2006 */
2007 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2008 { 1101 }
2009 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1102
2010 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1103 this->light = min (light, MAX_LIGHT_RADIUS);
2011 } 1104 this->flags_ = flags;
2012 SET_MAP_FLAGS (m, x, y, flags); 1105 this->move_block = move_block & ~move_allow;
2013 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1106 this->move_on = move_on;
2014 SET_MAP_MOVE_ON (m, x, y, move_on); 1107 this->move_off = move_off;
2015 SET_MAP_MOVE_OFF (m, x, y, move_off); 1108 this->move_slow = move_slow;
2016 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2017 1109
2018 /* At this point, we have a floor face (if there is a floor), 1110 /* At this point, we have a floor face (if there is a floor),
2019 * and the floor is set - we are not going to touch it at 1111 * and the floor is set - we are not going to touch it at
2020 * this point. 1112 * this point.
2021 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
2028 * middle face. This should not happen, as we already have the 1120 * middle face. This should not happen, as we already have the
2029 * else statement above so middle should not get set. OTOH, it 1121 * else statement above so middle should not get set. OTOH, it
2030 * may be possible for the faces to match but be different objects. 1122 * may be possible for the faces to match but be different objects.
2031 */ 1123 */
2032 if (top == middle) 1124 if (top == middle)
2033 middle = blank_face; 1125 middle = 0;
2034 1126
2035 /* There are three posibilities at this point: 1127 /* There are three posibilities at this point:
2036 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
2037 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
2038 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
2039 */ 1131 */
2040 1132
2041 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
2042 { 1134 {
2043 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
2044 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2045 break; 1137 break;
2046 1138
2047 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
2048 if ((top != blank_face) && (middle != blank_face)) 1140 if (top && middle)
2049 break; 1141 break;
2050 1142
2051 /* Only show visible faces, unless its the editor - show all */ 1143 /* Only show visible faces */
2052 if (!tmp->invisible || editor) 1144 if (!tmp->invisible)
2053 { 1145 {
2054 /* Fill in top if needed */ 1146 /* Fill in top if needed */
2055 if (top == blank_face) 1147 if (!top)
2056 { 1148 {
2057 top = tmp->face;
2058 top_obj = tmp; 1149 top = tmp;
2059 if (top == middle) 1150 if (top == middle)
2060 middle = blank_face; 1151 middle = 0;
2061 } 1152 }
2062 else 1153 else
2063 { 1154 {
2064 /* top is already set - we should only get here if 1155 /* top is already set - we should only get here if
2065 * middle is not set 1156 * middle is not set
2066 * 1157 *
2067 * Set the middle face and break out, since there is nothing 1158 * Set the middle face and break out, since there is nothing
2068 * more to fill in. We don't check visiblity here, since 1159 * more to fill in. We don't check visiblity here, since
2069 * 1160 *
2070 */ 1161 */
2071 if (tmp->face != top) 1162 if (tmp != top)
2072 { 1163 {
2073 middle = tmp->face;
2074 middle_obj = tmp; 1164 middle = tmp;
2075 break; 1165 break;
2076 } 1166 }
2077 } 1167 }
2078 } 1168 }
2079 } 1169 }
1170
2080 if (middle == floor) 1171 if (middle == floor)
2081 middle = blank_face; 1172 middle = 0;
1173
2082 if (top == middle) 1174 if (top == middle)
2083 middle = blank_face; 1175 middle = 0;
2084 SET_MAP_FACE (m, x, y, top, 0);
2085 if (top != blank_face)
2086 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2087 else
2088 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2089 SET_MAP_FACE (m, x, y, middle, 1);
2090 if (middle != blank_face)
2091 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2092 else
2093 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2094 SET_MAP_FACE (m, x, y, floor, 2);
2095 if (floor != blank_face)
2096 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2097 else
2098 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2099 SET_MAP_LIGHT (m, x, y, light);
2100}
2101 1176
2102 1177#if 0
2103void 1178 faces_obj [0] = top;
2104set_map_reset_time (maptile *map) 1179 faces_obj [1] = middle;
2105{ 1180 faces_obj [2] = floor;
2106 int timeout; 1181#endif
2107
2108 timeout = MAP_RESET_TIMEOUT (map);
2109 if (timeout <= 0)
2110 timeout = MAP_DEFAULTRESET;
2111 if (timeout >= MAP_MAXRESET)
2112 timeout = MAP_MAXRESET;
2113 MAP_WHEN_RESET (map) = time (0) + timeout;
2114} 1182}
2115 1183
2116/* this updates the orig_map->tile_map[tile_num] value after loading 1184uint64
2117 * the map. It also takes care of linking back the freshly loaded 1185mapspace::volume () const
2118 * maps tile_map values if it tiles back to this one. It returns
2119 * the value of orig_map->tile_map[tile_num]. It really only does this
2120 * so that it is easier for calling functions to verify success.
2121 */
2122
2123static maptile *
2124load_and_link_tiled_map (maptile *orig_map, int tile_num)
2125{ 1186{
2126 int dest_tile = (tile_num + 2) % 4; 1187 uint64 vol = 0;
2127 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2128 1188
2129 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
2130 1191
2131 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1192 return vol;
2132 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)) 1193}
2133 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2134 1194
2135 return orig_map->tile_map[tile_num]; 1195maptile *
1196maptile::tile_available (int dir, bool load)
1197{
1198 if (tile_path[dir])
1199 {
1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1201 return tile_map[dir];
1202
1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1204 return tile_map[dir];
1205 }
1206
1207 return 0;
2136} 1208}
2137 1209
2138/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
2139 * map m. This function also takes into account any 1211 * map m. This function also takes into account any
2140 * tiling considerations, loading adjacant maps as needed. 1212 * tiling considerations, loading adjacant maps as needed.
2141 * This is the function should always be used when it 1213 * This is the function should always be used when it
2142 * necessary to check for valid coordinates. 1214 * necessary to check for valid coordinates.
2143 * This function will recursively call itself for the 1215 * This function will recursively call itself for the
2144 * tiled maps. 1216 * tiled maps.
2145 *
2146 *
2147 */ 1217 */
2148int 1218int
2149out_of_map (maptile *m, int x, int y) 1219out_of_map (maptile *m, int x, int y)
2150{ 1220{
2151
2152 /* If we get passed a null map, this is obviously the 1221 /* If we get passed a null map, this is obviously the
2153 * case. This generally shouldn't happen, but if the 1222 * case. This generally shouldn't happen, but if the
2154 * map loads fail below, it could happen. 1223 * map loads fail below, it could happen.
2155 */ 1224 */
2156 if (!m) 1225 if (!m)
2157 return 0; 1226 return 0;
2158 1227
2159 if (x < 0) 1228 if (x < 0)
2160 { 1229 {
2161 if (!m->tile_path[3]) 1230 if (!m->tile_available (3))
2162 return 1; 1231 return 1;
2163 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1232
2164 {
2165 load_and_link_tiled_map (m, 3);
2166 }
2167 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1233 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2168 }
2169 if (x >= MAP_WIDTH (m))
2170 { 1234 }
2171 if (!m->tile_path[1]) 1235
1236 if (x >= m->width)
1237 {
1238 if (!m->tile_available (1))
2172 return 1; 1239 return 1;
2173 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1240
2174 {
2175 load_and_link_tiled_map (m, 1);
2176 }
2177 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1241 return out_of_map (m->tile_map[1], x - m->width, y);
2178 } 1242 }
1243
2179 if (y < 0) 1244 if (y < 0)
2180 { 1245 {
2181 if (!m->tile_path[0]) 1246 if (!m->tile_available (0))
2182 return 1; 1247 return 1;
2183 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1248
2184 {
2185 load_and_link_tiled_map (m, 0);
2186 }
2187 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1249 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2188 }
2189 if (y >= MAP_HEIGHT (m))
2190 { 1250 }
2191 if (!m->tile_path[2]) 1251
1252 if (y >= m->height)
1253 {
1254 if (!m->tile_available (2))
2192 return 1; 1255 return 1;
2193 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1256
2194 {
2195 load_and_link_tiled_map (m, 2);
2196 }
2197 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1257 return out_of_map (m->tile_map[2], x, y - m->height);
2198 } 1258 }
2199 1259
2200 /* Simple case - coordinates are within this local 1260 /* Simple case - coordinates are within this local
2201 * map. 1261 * map.
2202 */ 1262 */
2205 1265
2206/* This is basically the same as out_of_map above, but 1266/* This is basically the same as out_of_map above, but
2207 * instead we return NULL if no map is valid (coordinates 1267 * instead we return NULL if no map is valid (coordinates
2208 * out of bounds and no tiled map), otherwise it returns 1268 * out of bounds and no tiled map), otherwise it returns
2209 * the map as that the coordinates are really on, and 1269 * the map as that the coordinates are really on, and
2210 * updates x and y to be the localized coordinates. 1270 * updates x and y to be the localised coordinates.
2211 * Using this is more efficient of calling out_of_map 1271 * Using this is more efficient of calling out_of_map
2212 * and then figuring out what the real map is 1272 * and then figuring out what the real map is
2213 */ 1273 */
2214maptile * 1274maptile *
2215get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1275maptile::xy_find (sint16 &x, sint16 &y)
2216{ 1276{
2217
2218 if (*x < 0) 1277 if (x < 0)
2219 { 1278 {
2220 if (!m->tile_path[3]) 1279 if (!tile_available (3))
2221 return NULL; 1280 return 0;
2222 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2223 load_and_link_tiled_map (m, 3);
2224 1281
2225 *x += MAP_WIDTH (m->tile_map[3]); 1282 x += tile_map[3]->width;
2226 return (get_map_from_coord (m->tile_map[3], x, y)); 1283 return tile_map[3]->xy_find (x, y);
2227 }
2228 if (*x >= MAP_WIDTH (m))
2229 { 1284 }
2230 if (!m->tile_path[1]) 1285
1286 if (x >= width)
1287 {
1288 if (!tile_available (1))
2231 return NULL; 1289 return 0;
2232 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2233 load_and_link_tiled_map (m, 1);
2234 1290
2235 *x -= MAP_WIDTH (m); 1291 x -= width;
2236 return (get_map_from_coord (m->tile_map[1], x, y)); 1292 return tile_map[1]->xy_find (x, y);
2237 } 1293 }
1294
2238 if (*y < 0) 1295 if (y < 0)
2239 { 1296 {
2240 if (!m->tile_path[0]) 1297 if (!tile_available (0))
2241 return NULL; 1298 return 0;
2242 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2243 load_and_link_tiled_map (m, 0);
2244 1299
2245 *y += MAP_HEIGHT (m->tile_map[0]); 1300 y += tile_map[0]->height;
2246 return (get_map_from_coord (m->tile_map[0], x, y)); 1301 return tile_map[0]->xy_find (x, y);
2247 }
2248 if (*y >= MAP_HEIGHT (m))
2249 { 1302 }
2250 if (!m->tile_path[2]) 1303
1304 if (y >= height)
1305 {
1306 if (!tile_available (2))
2251 return NULL; 1307 return 0;
2252 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2253 load_and_link_tiled_map (m, 2);
2254 1308
2255 *y -= MAP_HEIGHT (m); 1309 y -= height;
2256 return (get_map_from_coord (m->tile_map[2], x, y)); 1310 return tile_map[2]->xy_find (x, y);
2257 } 1311 }
2258 1312
2259 /* Simple case - coordinates are within this local 1313 /* Simple case - coordinates are within this local
2260 * map. 1314 * map.
2261 */ 1315 */
2262
2263 return m; 1316 return this;
2264} 1317}
2265 1318
2266/** 1319/**
2267 * Return whether map2 is adjacent to map1. If so, store the distance from 1320 * Return whether map2 is adjacent to map1. If so, store the distance from
2268 * map1 to map2 in dx/dy. 1321 * map1 to map2 in dx/dy.
2269 */ 1322 */
2270static int 1323int
2271adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2272{ 1325{
2273 if (!map1 || !map2) 1326 if (!map1 || !map2)
2274 return 0; 1327 return 0;
2275 1328
1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1330 //fix: compare paths instead (this is likely faster, too!)
2276 if (map1 == map2) 1331 if (map1 == map2)
2277 { 1332 {
2278 *dx = 0; 1333 *dx = 0;
2279 *dy = 0; 1334 *dy = 0;
2280
2281 } 1335 }
2282 else if (map1->tile_map[0] == map2) 1336 else if (map1->tile_map[0] == map2)
2283 { /* up */ 1337 { /* up */
2284 *dx = 0; 1338 *dx = 0;
2285 *dy = -MAP_HEIGHT (map2); 1339 *dy = -map2->height;
2286 } 1340 }
2287 else if (map1->tile_map[1] == map2) 1341 else if (map1->tile_map[1] == map2)
2288 { /* right */ 1342 { /* right */
2289 *dx = MAP_WIDTH (map1); 1343 *dx = map1->width;
2290 *dy = 0; 1344 *dy = 0;
2291 } 1345 }
2292 else if (map1->tile_map[2] == map2) 1346 else if (map1->tile_map[2] == map2)
2293 { /* down */ 1347 { /* down */
2294 *dx = 0; 1348 *dx = 0;
2295 *dy = MAP_HEIGHT (map1); 1349 *dy = map1->height;
2296 } 1350 }
2297 else if (map1->tile_map[3] == map2) 1351 else if (map1->tile_map[3] == map2)
2298 { /* left */ 1352 { /* left */
2299 *dx = -MAP_WIDTH (map2); 1353 *dx = -map2->width;
2300 *dy = 0; 1354 *dy = 0;
2301
2302 } 1355 }
2303 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2304 { /* up right */ 1357 { /* up right */
2305 *dx = MAP_WIDTH (map1->tile_map[0]); 1358 *dx = map1->tile_map[0]->width;
2306 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1359 *dy = -map1->tile_map[0]->height;
2307 } 1360 }
2308 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1361 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2309 { /* up left */ 1362 { /* up left */
2310 *dx = -MAP_WIDTH (map2); 1363 *dx = -map2->width;
2311 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1364 *dy = -map1->tile_map[0]->height;
2312 } 1365 }
2313 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2314 { /* right up */ 1367 { /* right up */
2315 *dx = MAP_WIDTH (map1); 1368 *dx = map1->width;
2316 *dy = -MAP_HEIGHT (map2); 1369 *dy = -map2->height;
2317 } 1370 }
2318 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1371 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2319 { /* right down */ 1372 { /* right down */
2320 *dx = MAP_WIDTH (map1); 1373 *dx = map1->width;
2321 *dy = MAP_HEIGHT (map1->tile_map[1]); 1374 *dy = map1->tile_map[1]->height;
2322 } 1375 }
2323 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2324 { /* down right */ 1377 { /* down right */
2325 *dx = MAP_WIDTH (map1->tile_map[2]); 1378 *dx = map1->tile_map[2]->width;
2326 *dy = MAP_HEIGHT (map1); 1379 *dy = map1->height;
2327 } 1380 }
2328 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1381 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2329 { /* down left */ 1382 { /* down left */
2330 *dx = -MAP_WIDTH (map2); 1383 *dx = -map2->width;
2331 *dy = MAP_HEIGHT (map1); 1384 *dy = map1->height;
2332 } 1385 }
2333 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2334 { /* left up */ 1387 { /* left up */
2335 *dx = -MAP_WIDTH (map1->tile_map[3]); 1388 *dx = -map1->tile_map[3]->width;
2336 *dy = -MAP_HEIGHT (map2); 1389 *dy = -map2->height;
2337 } 1390 }
2338 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1391 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2339 { /* left down */ 1392 { /* left down */
2340 *dx = -MAP_WIDTH (map1->tile_map[3]); 1393 *dx = -map1->tile_map[3]->width;
2341 *dy = MAP_HEIGHT (map1->tile_map[3]); 1394 *dy = map1->tile_map[3]->height;
2342
2343 } 1395 }
2344 else 1396 else
2345 { /* not "adjacent" enough */
2346 return 0; 1397 return 0;
2347 }
2348 1398
2349 return 1; 1399 return 1;
1400}
1401
1402maptile *
1403maptile::xy_load (sint16 &x, sint16 &y)
1404{
1405 maptile *map = xy_find (x, y);
1406
1407 if (map)
1408 map->load_sync ();
1409
1410 return map;
1411}
1412
1413maptile *
1414get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1415{
1416 return m->xy_load (*x, *y);
2350} 1417}
2351 1418
2352/* From map.c 1419/* From map.c
2353 * This is used by get_player to determine where the other 1420 * This is used by get_player to determine where the other
2354 * creature is. get_rangevector takes into account map tiling, 1421 * creature is. get_rangevector takes into account map tiling,
2355 * so you just can not look the the map coordinates and get the 1422 * so you just can not look the the map coordinates and get the
2356 * righte value. distance_x/y are distance away, which 1423 * righte value. distance_x/y are distance away, which
2357 * can be negativbe. direction is the crossfire direction scheme 1424 * can be negative. direction is the crossfire direction scheme
2358 * that the creature should head. part is the part of the 1425 * that the creature should head. part is the part of the
2359 * monster that is closest. 1426 * monster that is closest.
2360 * 1427 *
2361 * get_rangevector looks at op1 and op2, and fills in the 1428 * get_rangevector looks at op1 and op2, and fills in the
2362 * structure for op1 to get to op2. 1429 * structure for op1 to get to op2.
2367 * be unexpected 1434 * be unexpected
2368 * 1435 *
2369 * currently, the only flag supported (0x1) is don't translate for 1436 * currently, the only flag supported (0x1) is don't translate for
2370 * closest body part of 'op1' 1437 * closest body part of 'op1'
2371 */ 1438 */
2372
2373void 1439void
2374get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2375{ 1441{
2376 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2377 { 1443 {
2378 /* be conservative and fill in _some_ data */ 1444 /* be conservative and fill in _some_ data */
2379 retval->distance = 100000; 1445 retval->distance = 10000;
2380 retval->distance_x = 32767; 1446 retval->distance_x = 10000;
2381 retval->distance_y = 32767; 1447 retval->distance_y = 10000;
2382 retval->direction = 0; 1448 retval->direction = 0;
2383 retval->part = 0; 1449 retval->part = 0;
2384 } 1450 }
2385 else 1451 else
2386 { 1452 {
2391 1457
2392 best = op1; 1458 best = op1;
2393 /* If this is multipart, find the closest part now */ 1459 /* If this is multipart, find the closest part now */
2394 if (!(flags & 0x1) && op1->more) 1460 if (!(flags & 0x1) && op1->more)
2395 { 1461 {
2396 object *tmp;
2397 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2398 1463
2399 /* we just take the offset of the piece to head to figure 1464 /* we just take the offset of the piece to head to figure
2400 * distance instead of doing all that work above again 1465 * distance instead of doing all that work above again
2401 * since the distance fields we set above are positive in the 1466 * since the distance fields we set above are positive in the
2402 * same axis as is used for multipart objects, the simply arithmetic 1467 * same axis as is used for multipart objects, the simply arithmetic
2403 * below works. 1468 * below works.
2404 */ 1469 */
2405 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2406 { 1471 {
2407 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1472 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2408 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2409 if (tmpi < best_distance) 1474 if (tmpi < best_distance)
2410 { 1475 {
2411 best_distance = tmpi; 1476 best_distance = tmpi;
2412 best = tmp; 1477 best = tmp;
2413 } 1478 }
2414 } 1479 }
1480
2415 if (best != op1) 1481 if (best != op1)
2416 { 1482 {
2417 retval->distance_x += op1->x - best->x; 1483 retval->distance_x += op1->x - best->x;
2418 retval->distance_y += op1->y - best->y; 1484 retval->distance_y += op1->y - best->y;
2419 } 1485 }
2420 } 1486 }
1487
2421 retval->part = best; 1488 retval->part = best;
2422 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1489 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2423 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2424 } 1491 }
2425} 1492}
2426 1493
2427/* this is basically the same as get_rangevector above, but instead of 1494/* this is basically the same as get_rangevector above, but instead of
2432 * flags has no meaning for this function at this time - I kept it in to 1499 * flags has no meaning for this function at this time - I kept it in to
2433 * be more consistant with the above function and also in case they are needed 1500 * be more consistant with the above function and also in case they are needed
2434 * for something in the future. Also, since no object is pasted, the best 1501 * for something in the future. Also, since no object is pasted, the best
2435 * field of the rv_vector is set to NULL. 1502 * field of the rv_vector is set to NULL.
2436 */ 1503 */
2437
2438void 1504void
2439get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1505get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2440{ 1506{
2441 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1507 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2442 { 1508 {
2443 /* be conservative and fill in _some_ data */ 1509 /* be conservative and fill in _some_ data */
2444 retval->distance = 100000; 1510 retval->distance = 100000;
2450 else 1516 else
2451 { 1517 {
2452 retval->distance_x += op2->x - x; 1518 retval->distance_x += op2->x - x;
2453 retval->distance_y += op2->y - y; 1519 retval->distance_y += op2->y - y;
2454 1520
2455 retval->part = NULL; 1521 retval->part = 0;
2456 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2457 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2458 } 1524 }
2459} 1525}
2460 1526
2461/* Returns true of op1 and op2 are effectively on the same map 1527/* Returns true of op1 and op2 are effectively on the same map
2462 * (as related to map tiling). Note that this looks for a path from 1528 * (as related to map tiling). Note that this looks for a path from
2463 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1529 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2464 * to op1, this will still return false. 1530 * to op1, this will still return false.
2465 * Note we only look one map out to keep the processing simple 1531 * Note we only look one map out to keep the processing simple
2466 * and efficient. This could probably be a macro. 1532 * and efficient. This could probably be a macro.
2467 * MSW 2001-08-05 1533 * MSW 2001-08-05
2468 */ 1534 */
2471{ 1537{
2472 int dx, dy; 1538 int dx, dy;
2473 1539
2474 return adjacent_map (op1->map, op2->map, &dx, &dy); 1540 return adjacent_map (op1->map, op2->map, &dx, &dy);
2475} 1541}
1542
1543object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547}
1548
1549region *
1550maptile::region (int x, int y) const
1551{
1552 if (regions
1553 && regionmap
1554 && !OUT_OF_REAL_MAP (this, x, y))
1555 if (struct region *reg = regionmap [regions [y * width + x]])
1556 return reg;
1557
1558 if (default_region)
1559 return default_region;
1560
1561 return ::region::default_region ();
1562}
1563
1564/* picks a random object from a style map.
1565 */
1566object *
1567maptile::pick_random_object (rand_gen &gen) const
1568{
1569 /* while returning a null object will result in a crash, that
1570 * is actually preferable to an infinite loop. That is because
1571 * most servers will automatically restart in case of crash.
1572 * Change the logic on getting the random space - shouldn't make
1573 * any difference, but this seems clearer to me.
1574 */
1575 for (int i = 1000; --i;)
1576 {
1577 object *pick = at (gen (width), gen (height)).bot;
1578
1579 // do not prefer big monsters just because they are big.
1580 if (pick && pick->is_head ())
1581 return pick->head_ ();
1582 }
1583
1584 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug");
1586}
1587
1588void
1589maptile::play_sound (faceidx sound, int x, int y) const
1590{
1591 if (!sound)
1592 return;
1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1610 for_all_players (pl)
1611 if (client *ns = pl->ns)
1612 {
1613 int dx = x - pl->ob->x;
1614 int dy = y - pl->ob->y;
1615
1616 int distance = idistance (dx, dy);
1617
1618 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 }
1621}
1622
1623static void
1624split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625{
1626 // clip to map to the left
1627 if (x0 < 0)
1628 {
1629 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1630 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1631
1632 if (x1 < 0) // entirely to the left
1633 return;
1634
1635 x0 = 0;
1636 }
1637
1638 // clip to map to the right
1639 if (x1 > m->width)
1640 {
1641 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1642 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1643
1644 if (x0 > m->width) // entirely to the right
1645 return;
1646
1647 x1 = m->width;
1648 }
1649
1650 // clip to map above
1651 if (y0 < 0)
1652 {
1653 if (maptile *tile = m->tile_available (TILE_UP, 1))
1654 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1655
1656 if (y1 < 0) // entirely above
1657 return;
1658
1659 y0 = 0;
1660 }
1661
1662 // clip to map below
1663 if (y1 > m->height)
1664 {
1665 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1666 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1667
1668 if (y0 > m->height) // entirely below
1669 return;
1670
1671 y1 = m->height;
1672 }
1673
1674 // if we get here, the rect is within the current map
1675 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1676
1677 r->m = m;
1678 r->x0 = x0;
1679 r->y0 = y0;
1680 r->x1 = x1;
1681 r->y1 = y1;
1682 r->dx = dx;
1683 r->dy = dy;
1684}
1685
1686maprect *
1687maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1688{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear ();
1691
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693
1694 // add end marker
1695 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1696 r->m = 0;
1697
1698 return (maprect *)buf.linearise ();
1699}
1700

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