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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 1.215 by root, Sun May 8 12:40:41 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
31#include "path.h" 28#include "path.h"
32 29
30//+GPL
33 31
34/* 32sint8 maptile::outdoor_darkness;
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 33
234/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
235 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
236 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
237 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
240 * is needed. The case of not passing values is if we're just 40 * is needed. The case of not passing values is if we're just
241 * checking for the existence of something on those spaces, but 41 * checking for the existence of something on those spaces, but
242 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
243 */ 43 */
244int 44int
245get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 46{
247 sint16 newx, newy; 47 sint16 newx = x;
248 int retval = 0; 48 sint16 newy = y;
249 maptile *mp;
250 49
251 if (out_of_map (oldmap, x, y)) 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
51
52 if (!mp)
252 return P_OUT_OF_MAP; 53 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 54
265 retval |= mp->spaces[newx + mp->width * newy].flags; 55 if (newmap) *newmap = mp;
56 if (nx) *nx = newx;
57 if (ny) *ny = newy;
266 58
267 return retval; 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
268} 60}
269 61
270/* 62/*
271 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
272 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
280 * by the caller. 72 * by the caller.
281 */ 73 */
282int 74int
283blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
284{ 76{
285 object *tmp;
286 int mflags, blocked;
287
288 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
289 * have already checked this. 78 * have already checked this.
290 */ 79 */
291 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
292 { 81 {
293 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
294 return 1; 83 return 1;
295 } 84 }
296 85
297 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
298 * directly.
299 */
300 mflags = m->spaces[sx + m->width * sy].flags;
301 87
302 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
303 90
304 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
305 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
306 * things we need to do for players. 93 * things we need to do for players.
307 */ 94 */
308 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
309 return 0; 96 return 0;
310 97
311 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
312 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
313 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
314 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
315 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
316 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
317 */ 104 */
318 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319 return 0; 106 return 0;
320 107
321 if (ob->head != NULL)
322 ob = ob->head; 108 ob = ob->head_ ();
323 109
324 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
325 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
326 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
328 */ 114 */
329 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
330 { 116 {
331 117 if (OB_MOVE_BLOCK (ob, tmp))
332 /* This must be before the checks below. Code for inventory checkers. */
333 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334 { 118 {
335 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
336 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
337 * pass through this space. 121 return 1;
338 */ 122 else
339 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
340 { 126 {
341 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
342 return 1; 131 return 1;
343 else 132 }
344 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
345 } 142 }
346 else 143 else
347 { 144 return 1; // unconditional block
348 /* In this case, the player must not have the object - 145
349 * if they do, they can't pass through.
350 */
351 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
352 return 1;
353 else
354 continue;
355 }
356 } /* if check_inv */
357 else 146 } else {
358 { 147 // space does not block the ob, directly, but
359 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
360 * this more readable. first check - if the space blocks 149 // blocks anything
361 * movement, can't move here. 150
362 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
363 * hidden dm 152 && tmp->type != DOOR
364 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
365 if (OB_MOVE_BLOCK (ob, tmp))
366 return 1;
367 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
369 return 1; 154 return 1;
370 } 155 }
371
372 } 156 }
157
373 return 0; 158 return 0;
374} 159}
375 160
376
377/* 161/*
378 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
379 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
382 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
383 * 167 *
384 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
385 * 169 *
386 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
398 * 182 *
399 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
401 * against the move_block values. 185 * against the move_block values.
402 */ 186 */
403 187bool
404int 188object::blocked (maptile *m, int x, int y) const
405ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406{ 189{
407 archetype *tmp; 190 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 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
421 193
422 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 194 if (!pos.normalise ())
423 { 195 return 1;
424 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
425 196
426 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
427 return P_OUT_OF_MAP; 198
428 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
429 return P_IS_ALIVE; 200 return 1;
430 201
431 /* find_first_free_spot() calls this function. However, often 202 /* However, often ob doesn't have any move type
432 * ob doesn't have any move type (when used to place exits) 203 * (signifying non-moving objects)
433 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
434 */ 205 */
435 206 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; 207 continue;
438 208
439 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
440 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
441 */ 211 */
442 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 212 if (ms.blocks (move_type))
443 return AB_NO_PASS; 213 return 1;
444
445 } 214 }
215
446 return 0; 216 return 0;
447} 217}
448 218
449/* When the map is loaded, load_object does not actually insert objects 219//-GPL
450 * into inventory, but just links them. What this does is go through
451 * and insert them properly.
452 * The object 'container' is the object that contains the inventory.
453 * This is needed so that we can update the containers weight.
454 */
455 220
456void 221void
457fix_container (object *container) 222maptile::set_object_flag (int flag, int value)
458{ 223{
459 object *tmp = container->inv, *next; 224 if (!spaces)
225 return;
460 226
461 container->inv = NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
462 while (tmp != NULL) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
463 { 229 tmp->flag [flag] = value;
464 next = tmp->below;
465 if (tmp->inv)
466 fix_container (tmp);
467 (void) insert_ob_in_ob (tmp, container);
468 tmp = next;
469 }
470 /* sum_weight will go through and calculate what all the containers are
471 * carrying.
472 */
473 sum_weight (container);
474} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
475 259
476/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
477 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
478 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
479 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
480 * the more sections and not re-add sections for them.
481 */ 264 */
482 265void
483static void 266maptile::link_multipart_objects ()
484link_multipart_objects (maptile *m)
485{ 267{
486 int x, y; 268 if (!spaces)
487 object *tmp, *op, *last, *above; 269 return;
488 archetype *at;
489 270
490 for (x = 0; x < MAP_WIDTH (m); x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
491 for (y = 0; y < MAP_HEIGHT (m); y++) 272 {
492 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 273 object *op = ms->bot;
274 while (op)
493 { 275 {
494 above = tmp->above;
495
496 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
497 if (tmp->head || tmp->more) 277 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 { 278 {
505 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
506 281
507 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
508 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
509 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
510 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
511 op->map = m; 286
512 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
513 op->name = tmp->name; 288 // 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 */ 289 }
520 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 else
521 } /* for at = tmp->arch->more */ 291 op = op->above;
522 } /* for objects on this space */ 292 }
293 }
523} 294}
295
296//-GPL
524 297
525/* 298/*
526 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
527 * file pointer. 300 * file pointer.
528 * mapflags is the same as we get with load_original_map
529 */ 301 */
530void 302bool
531load_objects (maptile *m, object_thawer & fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
532{ 304{
533 int i, j; 305 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 { 306 {
542 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
543 * got an invalid object. Don't do anything with it - the game 308
544 * or editor will not be able to do anything with it either. 309 switch (f.kw)
545 */
546 if (op->arch == NULL)
547 { 310 {
548 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
549 continue; 346 continue;
550 }
551 347
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: 348 case KW_EOF:
569 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
570 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
571 break; 354 break;
572 } 355 }
573 356
574 if (mapflags & MAP_STYLE) 357 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 { 358 }
583 for (j = 0; j < m->height; j++) 359
360 return true;
361}
362
363void
364maptile::activate ()
365{
366 if (state != MAP_INACTIVE)
367 return;
368
369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
370 for (object *op = ms->bot; op; op = op->above)
371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
376}
377
378void
379maptile::deactivate ()
380{
381 if (state != MAP_ACTIVE)
382 return;
383
384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
385 for (object *op = ms->bot; op; op = op->above)
386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
389}
390
391bool
392maptile::_save_objects (object_freezer &f, int flags)
393{
394 coroapi::cede_to_tick ();
395
396 if (flags & IO_HEADER)
397 _save_header (f);
398
399 if (!spaces)
400 return false;
401
402 for (int i = 0; i < size (); ++i)
403 {
404 bool unique = 0;
405
406 for (object *op = spaces [i].bot; op; op = op->above)
584 { 407 {
585 unique = 0; 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
586 /* check for unique items, or unique squares */ 409
587 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 410 if (expect_false (!op->can_map_save ()))
411 continue;
412
413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
588 { 414 {
589 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 415 if (flags & IO_UNIQUES)
590 unique = 1; 416 op->write (f);
591
592 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
593 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
594 } 417 }
418 else if (expect_true (flags & IO_OBJECTS))
419 op->write (f);
595 } 420 }
596 } 421 }
597 422
598 op->destroy (); 423 coroapi::cede_to_tick ();
599 link_multipart_objects (m);
600}
601 424
602/* This saves all the objects on the map in a non destructive fashion. 425 return true;
603 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 426}
604 * and we only save the head of multi part objects - this is needed 427
605 * in order to do map tiling properly. 428bool
429maptile::_save_objects (const char *path, int flags)
430{
431 object_freezer freezer;
432
433 if (!_save_objects (freezer, flags))
434 return false;
435
436 return freezer.save (path);
437}
438
439void
440maptile::init ()
441{
442 state = MAP_SWAPPED;
443
444 /* The maps used to pick up default x and y values from the
445 * map archetype. Mimic that behaviour.
606 */ 446 */
607void 447 width = 16;
608save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag) 448 height = 16;
609{ 449 timeout = 300;
610 int i, j = 0, unique = 0; 450 max_items = MAX_ITEM_PER_ACTION;
611 object *op; 451 max_volume = 2000000; // 2m³
612 452 reset_timeout = 0;
613 /* first pass - save one-part objects */ 453 enter_x = 0;
614 for (i = 0; i < MAP_WIDTH (m); i++) 454 enter_y = 0;
615 for (j = 0; j < MAP_HEIGHT (m); j++)
616 {
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
623 if (op->type == PLAYER)
624 {
625 LOG (llevDebug, "Player on map that is being saved\n");
626 continue;
627 }
628
629 if (op->head || op->owner)
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} 455}
640 456
641maptile::maptile () 457maptile::maptile ()
642{ 458{
643 in_memory = MAP_SWAPPED; 459 init ();
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH (this) = 16;
648 MAP_HEIGHT (this) = 16;
649 MAP_RESET_TIMEOUT (this) = 0;
650 MAP_TIMEOUT (this) = 300;
651 MAP_ENTER_X (this) = 0;
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} 460}
657 461
658/* 462maptile::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{ 463{
666 maptile *mp, *map = new maptile; 464 init ();
667 465
668 for (mp = first_map; mp && mp->next; mp = mp->next); 466 width = w;
467 height = h;
669 468
670 if (mp == NULL) 469 alloc ();
671 first_map = map;
672 else
673 mp->next = map;
674
675 return map;
676} 470}
677 471
678/* 472/*
679 * Allocates the arrays contained in a maptile. 473 * Allocates the arrays contained in a maptile.
680 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
681 * map. 475 * map.
682 */ 476 */
683void 477void
684maptile::allocate () 478maptile::alloc ()
685{ 479{
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) 480 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; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
719} 484}
485
486//+GPL
720 487
721/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
722 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
723 * at a later date. 490 * at a later date.
724 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
725 */ 492 */
726
727static shopitems * 493static shopitems *
728parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
729{ 495{
730 char *shop_string, *p, *q, *next_semicolon, *next_colon; 496 char *shop_string, *p, *q, *next_semicolon, *next_colon;
731 shopitems *items = NULL; 497 shopitems *items = NULL;
740 p = strchr (p, ';'); 506 p = strchr (p, ';');
741 number_of_entries++; 507 number_of_entries++;
742 if (p) 508 if (p)
743 p++; 509 p++;
744 } 510 }
511
745 p = shop_string; 512 p = shop_string;
746 strip_endline (p); 513 strip_endline (p);
747 items = new shopitems[number_of_entries + 1]; 514 items = new shopitems[number_of_entries + 1];
748 for (i = 0; i < number_of_entries; i++) 515 for (i = 0; i < number_of_entries; i++)
749 { 516 {
750 if (!p) 517 if (!p)
751 { 518 {
752 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 519 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
753 break; 520 break;
754 } 521 }
522
755 next_semicolon = strchr (p, ';'); 523 next_semicolon = strchr (p, ';');
756 next_colon = strchr (p, ':'); 524 next_colon = strchr (p, ':');
757 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 525 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
758 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 526 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
759 items[i].strength = atoi (strchr (p, ':') + 1); 527 items[i].strength = atoi (strchr (p, ':') + 1);
786 * the next entry while we're at it, better print a warning 554 * the next entry while we're at it, better print a warning
787 */ 555 */
788 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
789 } 557 }
790 } 558 }
559
791 items[i].index = number_of_entries; 560 items[i].index = number_of_entries;
792 if (next_semicolon) 561 if (next_semicolon)
793 p = ++next_semicolon; 562 p = ++next_semicolon;
794 else 563 else
795 p = NULL; 564 p = NULL;
796 } 565 }
566
797 free (shop_string); 567 free (shop_string);
798 return items; 568 return items;
799} 569}
800 570
801/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
802 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
803static void 573static const char *
804print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
805{ 575{
806 int i; 576 static dynbuf_text buf; buf.clear ();
807 char tmp[MAX_BUF]; 577 bool first = true;
808 578
809 strcpy (output_string, "");
810 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
811 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
812 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
813 { 587 {
814 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
815 {
816 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
817 }
818 else 590 else
819 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
820 } 592 }
821 else 593 else
822 { 594 {
823 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
824 {
825 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
826 }
827 else 597 else
828 sprintf (tmp, "*"); 598 buf.printf ("*");
829 } 599 }
830 strcat (output_string, tmp);
831 } 600 }
601
602 return buf;
832} 603}
604
605//-GPL
833 606
834/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
835 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
836 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
837 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
839 * put all the stuff in the map object so that names actually make 612 * put all the stuff in the map object so that names actually make
840 * sense. 613 * sense.
841 * This could be done in lex (like the object loader), but I think 614 * This could be done in lex (like the object loader), but I think
842 * currently, there are few enough fields this is not a big deal. 615 * currently, there are few enough fields this is not a big deal.
843 * MSW 2001-07-01 616 * MSW 2001-07-01
844 * return 0 on success, 1 on failure.
845 */ 617 */
846 618bool
847static int 619maptile::_load_header (object_thawer &thawer)
848load_map_header (object_thawer & fp, maptile *m)
849{ 620{
850 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 621 for (;;)
851 int msgpos = 0;
852 int maplorepos = 0;
853
854 while (fgets (buf, HUGE_BUF, fp) != NULL)
855 { 622 {
856 buf[HUGE_BUF - 1] = 0; 623 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 { 624 {
869 if ((end = strchr (key, '\n'))) 625 case KW_msg:
870 *end = 0; 626 thawer.get_ml (KW_endmsg, msg);
627 break;
628
629 case KW_lore: // deliantra extension
630 thawer.get_ml (KW_endlore, maplore);
631 break;
632
633 case KW_maplore:
634 thawer.get_ml (KW_endmaplore, maplore);
635 break;
636
637 case KW_arch:
638 if (strcmp (thawer.get_str (), "map"))
639 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
640 break;
641
642 case KW_oid:
643 thawer.get (this, thawer.get_sint32 ());
644 break;
645
646 case KW_file_format_version: break; // nop
647
648 case KW_name: thawer.get (name); break;
649 case KW_attach: thawer.get (attach); break;
650 case KW_reset_time: thawer.get (reset_time); break;
651 case KW_shopgreed: thawer.get (shopgreed); break;
652 case KW_shopmin: thawer.get (shopmin); break;
653 case KW_shopmax: thawer.get (shopmax); break;
654 case KW_shoprace: thawer.get (shoprace); break;
655 case KW_outdoor: thawer.get (outdoor); break;
656
657 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
661
662 case KW_region: thawer.get (default_region); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664
665 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668 case KW_x: case KW_width: thawer.get (width); break;
669 case KW_y: case KW_height: thawer.get (height); break;
670 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675
676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
686
687 case KW_end:
688 thawer.next ();
689 return true;
690
691 default:
692 if (!thawer.parse_error ("map"))
693 return false;
694 break;
871 } 695 }
872 else
873 {
874 *value = 0;
875 value++;
876 end = strchr (value, '\n');
877 696
878 while (isspace (*value)) 697 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 { 698 }
1089 LOG (llevError, "Got premature eof on map header!\n");
1090 return 1;
1091 }
1092 699
1093 return 0; 700 abort ();
1094} 701}
1095 702
1096/* 703//+GPL
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}
1238 704
1239/****************************************************************************** 705/******************************************************************************
1240 * This is the start of unique map handling code 706 * This is the start of unique map handling code
1241 *****************************************************************************/ 707 *****************************************************************************/
1242 708
1243/* This goes through map 'm' and removed any unique items on the map. */ 709/* This goes through the maptile and removed any unique items on the map. */
1244static void 710void
1245delete_unique_items (maptile *m) 711maptile::clear_unique_items ()
1246{ 712{
1247 int i, j, unique; 713 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 { 714 {
1253 unique = 0; 715 int unique = 0;
716 for (object *op = spaces [i].bot; op; )
717 {
718 object *above = op->above;
1254 719
1255 for (op = get_map_ob (m, i, j); op; op = next) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
721 unique = 1;
722
723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
724 op->destroy ();
725
726 op = above;
727 }
728 }
729}
730
731//-GPL
732
733bool
734maptile::_save_header (object_freezer &freezer)
735{
736#define MAP_OUT(k) freezer.put (KW(k), k)
737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
738
739 MAP_OUT2 (arch, CS(map));
740
741 if (name) MAP_OUT (name);
742 MAP_OUT (swap_time);
743 MAP_OUT (reset_time);
744 MAP_OUT (reset_timeout);
745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
748 MAP_OUT (difficulty);
749 if (default_region) MAP_OUT2 (region, default_region->name);
750
751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
752 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin);
754 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace);
756
757 MAP_OUT (width);
758 MAP_OUT (height);
759 MAP_OUT (enter_x);
760 MAP_OUT (enter_y);
761 MAP_OUT (darkness);
762 MAP_OUT (outdoor);
763
764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766
767 MAP_OUT (per_player);
768 MAP_OUT (per_party);
769
770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
776
777 freezer.put (this);
778 freezer.put (KW(end));
779
780 return true;
781}
782
783bool
784maptile::_save_header (const char *path)
785{
786 object_freezer freezer;
787
788 if (!_save_header (freezer))
789 return false;
790
791 return freezer.save (path);
792}
793
794//+GPL
795
796/*
797 * Remove and free all objects in the given map.
798 */
799void
800maptile::clear ()
801{
802 if (spaces)
803 {
804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 while (object *op = ms->bot)
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
1275
1276/*
1277 * Loads unique objects from file(s) into the map which is in memory
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}
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
1466void
1467clean_object (object *op)
1468{
1469 object *tmp, *next;
1470
1471 for (tmp = op->inv; tmp; tmp = next)
1472 {
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}
1482
1483/*
1484 * Remove and free all objects in the given map.
1485 */
1486
1487void
1488free_all_objects (maptile *m)
1489{
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) 826 if (buttons)
1559 free_objectlinkpt (m->buttons); 827 free_objectlinkpt (buttons), buttons = 0;
1560 828
1561 m->buttons = NULL; 829 sfree0 (regions, size ());
1562 830 delete [] regionmap; regionmap = 0;
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} 831}
1575 832
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 833void
1584delete_map (maptile *m) 834maptile::clear_header ()
1585{ 835{
1586 maptile *tmp, *last; 836 name = 0;
1587 int i; 837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
1588 841
1589 if (!m) 842 for (int i = 0; i < array_length (tile_path); i++)
1590 return; 843 tile_path [i] = 0;
844}
1591 845
1592 m->clear (); 846maptile::~maptile ()
847{
848 assert (destroyed ());
849}
1593 850
1594 if (m->in_memory == MAP_IN_MEMORY) 851void
1595 { 852maptile::clear_links_to (maptile *m)
1596 /* change to MAP_SAVING, even though we are not, 853{
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) 859 for (int i = 0; i < array_length (tile_path); i++)
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++)
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 */
873// TODO: should be done regularly, not on map load?
874void
875maptile::do_decay_objects ()
876{
1628 if (!last) 877 if (!spaces)
878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1629 { 882 {
1630 if (m == first_map) 883 above = op->above;
1631 first_map = m->next; 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
899 {
900 op->stats.dam--;
901 if (op->stats.dam < 0)
902 destroy = 1;
903 }
904 else if (op->is_armor ())
905 {
906 op->stats.ac--;
907 if (op->stats.ac < 0)
908 destroy = 1;
909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
1632 else 916 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 { 917 {
1689 clean_tmp_map (m); /* Doesn't make much difference */ 918 int mat = op->materials;
1690 delete_map (m); 919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1;
1691 } 933 }
1692 934
1693 /* create and load a map */ 935 /* adjust overall chance below */
1694 if (flags & MAP_PLAYER_UNIQUE) 936 if (destroy && rndm (0, 1))
1695 LOG (llevDebug, "Trying to load map %s.\n", name); 937 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 } 938 }
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} 939}
1759
1760 940
1761/* 941/*
1762 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1763 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1764 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1765 * 945 *
1766 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1767 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1768 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1769 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1770 */ 950 */
1771
1772int 951int
1773calculate_difficulty (maptile *m) 952maptile::estimate_difficulty () const
1774{ 953{
1775 object *op;
1776 archetype *at;
1777 int x, y, i;
1778 long monster_cnt = 0; 954 long monster_cnt = 0;
1779 double avgexp = 0; 955 double avgexp = 0;
1780 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1781 957
1782 if (MAP_DIFFICULTY (m)) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1783 { 959 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 { 960 {
1792 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1793 { 962 {
1794 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1795 monster_cnt++; 964 monster_cnt++;
1796 } 965 }
1797 966
1798 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1799 { 968 {
1800 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1801 at = type_to_archetype (GENERATE_TYPE (op));
1802 970
1803 if (at != NULL) 971 if (archetype *at = op->other_arch)
972 {
1804 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1805
1806 monster_cnt++; 974 monster_cnt++;
1807 } 975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1808 } 982 }
983 }
1809 984
1810 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1811 986
1812 for (i = 1; i <= settings.max_level; i++) 987 for (int i = 1; i <= settings.max_level; i++)
1813 {
1814 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 988 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1815 {
1816 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1817 return i; 989 return i;
1818 }
1819 }
1820 990
1821 return 1; 991 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} 992}
1850 993
1851/* change_map_light() - used to change map light level (darkness) 994/* change_map_light() - used to change map light level (darkness)
1852 * up or down. Returns true if successful. It should now be 995 * up or down. Returns true if successful. It should now be
1853 * possible to change a value by more than 1. 996 * possible to change a value by more than 1.
1854 * Move this from los.c to map.c since this is more related 997 * Move this from los.c to map.c since this is more related
1855 * to maps than los. 998 * to maps than los.
1856 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1857 */ 1000 */
1858
1859int 1001int
1860change_map_light (maptile *m, int change) 1002maptile::change_map_light (int change)
1861{ 1003{
1862 int new_level = m->darkness + change;
1863
1864 /* Nothing to do */ 1004 /* Nothing to do */
1865 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1005 if (!change)
1866 {
1867 return 0; 1006 return 0;
1868 }
1869 1007
1870 /* inform all players on the map */ 1008 /* inform all players on the map */
1871 if (change > 0) 1009 if (change > 0)
1872 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1873 else 1011 else
1874 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1875 1013
1876 /* Do extra checking. since m->darkness is a unsigned value, 1014 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 1015
1888 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1889 update_all_map_los (m); 1017 update_all_map_los (this);
1018
1890 return 1; 1019 return 1;
1891} 1020}
1892
1893 1021
1894/* 1022/*
1895 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1896 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1897 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1898 * through, etc) 1026 * through, etc)
1899 */ 1027 */
1900void 1028void
1901update_position (maptile *m, int x, int y) 1029mapspace::update_ ()
1902{ 1030{
1903 object *tmp, *last = NULL; 1031 object *last = 0;
1904 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1905 New_Face *top, *floor, *middle; 1033 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; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1908 1039
1909 oldflags = GET_MAP_FLAGS (m, x, y); 1040 //object *middle = 0;
1910 if (!(oldflags & P_NEED_UPDATE)) 1041 //object *top = 0;
1911 { 1042 //object *floor = 0;
1912 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1043 // this seems to generate better code than using locals, above
1913 return; 1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1914 } 1051 {
1915 1052 // 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; 1053 light += tmp->glow_radius;
1934 1054
1935 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1936 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1937 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1938 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1939 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1940 * 1060 *
1941 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1942 */ 1062 */
1943 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1944 { 1064 {
1945 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1946 {
1947 top = tmp->face;
1948 top_obj = tmp; 1066 top = tmp;
1949 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1950 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1951 { 1068 {
1952 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1953 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1954 */ 1071 */
1955 middle = blank_face; 1072 middle = 0;
1956 top = blank_face; 1073 top = 0;
1957 floor = tmp->face;
1958 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1959 } 1077 }
1960 /* Flag anywhere have high priority */ 1078 else
1961 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1962 { 1079 {
1963 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1964 1085
1965 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1966 anywhere = 1; 1088 anywhere = tmp;
1967 } 1089
1968 /* Find the highest visible face around. If equal 1090 /* Find the highest visible face around. If equal
1969 * visibilities, we still want the one nearer to the 1091 * visibilities, we still want the one nearer to the
1970 * top 1092 * top
1971 */ 1093 */
1972 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1973 { 1095 {
1974 middle = tmp->face; 1096 middle_visibility = ::faces [tmp->face].visibility;
1975 middle_obj = tmp; 1097 middle = tmp;
1098 }
1976 } 1099 }
1977 } 1100 }
1978 if (tmp == tmp->above)
1979 {
1980 LOG (llevError, "Error in structure of map\n");
1981 exit (-1);
1982 }
1983 1101
1984 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1985 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1986 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1987 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1988 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1989 1107
1990 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1108 allflags |= tmp->flag;
1991 flags |= P_IS_ALIVE; 1109
1992 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1993 flags |= P_NO_MAGIC;
1994 if (QUERY_FLAG (tmp, FLAG_DAMNED))
1995 flags |= P_NO_CLERIC;
1996 if (tmp->type == SAFE_GROUND) 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1997 flags |= P_SAFE;
1998
1999 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2000 flags |= P_BLOCKSVIEW;
2001 } /* for stack of objects */
2002
2003 /* we don't want to rely on this function to have accurate flags, but
2004 * since we're already doing the work, we calculate them here.
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 { 1112 }
2009 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1113
2010 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1114 // FLAG_SEE_ANYWHERE takes precedence
2011 } 1115 if (anywhere)
2012 SET_MAP_FLAGS (m, x, y, flags); 1116 middle = anywhere;
2013 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1117
2014 SET_MAP_MOVE_ON (m, x, y, move_on); 1118 // ORing all flags together and checking them here is much faster
2015 SET_MAP_MOVE_OFF (m, x, y, move_off); 1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
2016 SET_MAP_MOVE_SLOW (m, x, y, move_slow); 1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1125 this->flags_ = flags;
1126 this->move_block = move_block & ~move_allow;
1127 this->move_on = move_on;
1128 this->move_off = move_off;
1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
2017 1132
2018 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
2019 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
2020 * this point. 1135 * this point.
2021 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
2028 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
2029 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
2030 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
2031 */ 1146 */
2032 if (top == middle) 1147 if (top == middle)
2033 middle = blank_face; 1148 middle = 0;
2034 1149
2035 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
2036 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
2037 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
2038 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
2039 */ 1154 */
2040 1155
2041 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
2042 { 1157 {
2043 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
2044 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
2045 break; 1160 break;
2046 1161
2047 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
2048 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
2049 break; 1164 break;
2050 1165
2051 /* Only show visible faces, unless its the editor - show all */ 1166 /* Only show visible faces */
2052 if (!tmp->invisible || editor) 1167 if (!tmp->invisible)
2053 { 1168 {
2054 /* Fill in top if needed */ 1169 /* Fill in top if needed */
2055 if (top == blank_face) 1170 if (!top)
2056 { 1171 {
2057 top = tmp->face;
2058 top_obj = tmp; 1172 top = tmp;
2059 if (top == middle) 1173 if (top == middle)
2060 middle = blank_face; 1174 middle = 0;
2061 } 1175 }
2062 else 1176 else
2063 { 1177 {
2064 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
2065 * middle is not set 1179 * middle is not set
2066 * 1180 *
2067 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
2068 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
2069 * 1183 *
2070 */ 1184 */
2071 if (tmp->face != top) 1185 if (tmp != top)
2072 { 1186 {
2073 middle = tmp->face;
2074 middle_obj = tmp; 1187 middle = tmp;
2075 break; 1188 break;
2076 } 1189 }
2077 } 1190 }
2078 } 1191 }
2079 } 1192 }
1193
2080 if (middle == floor) 1194 if (middle == floor)
2081 middle = blank_face; 1195 middle = 0;
1196
2082 if (top == middle) 1197 if (top == middle)
2083 middle = blank_face; 1198 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 1199
1200 // set lower map transparent floor flag if applicable
1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1202 {
1203 floor->set_anim_frame (0);
2102 1204
2103void 1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
2104set_map_reset_time (maptile *map) 1206 {
2105{ 1207 mapspace &ms = m->at (floor->x, floor->y);
2106 int timeout; 1208 ms.update ();
2107 1209
2108 timeout = MAP_RESET_TIMEOUT (map); 1210 if (object *floor2 = ms.faces_obj [2])
2109 if (timeout <= 0) 1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
2110 timeout = MAP_DEFAULTRESET; 1212 {
2111 if (timeout >= MAP_MAXRESET) 1213 floor->set_anim_frame (1);
2112 timeout = MAP_MAXRESET; 1214 top = floor;
2113 MAP_WHEN_RESET (map) = time (0) + timeout; 1215 middle = ms.faces_obj [0];
2114} 1216 floor = floor2;
1217 }
2115 1218
2116/* this updates the orig_map->tile_map[tile_num] value after loading 1219 ms.pflags |= PF_VIS_UP;
2117 * the map. It also takes care of linking back the freshly loaded 1220 }
2118 * maps tile_map values if it tiles back to this one. It returns 1221 }
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 1222
2123static maptile * 1223#if 0
2124load_and_link_tiled_map (maptile *orig_map, int tile_num) 1224 faces_obj [0] = top;
2125{ 1225 faces_obj [1] = middle;
2126 int dest_tile = (tile_num + 2) % 4; 1226 faces_obj [2] = floor;
2127 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1227#endif
1228}
2128 1229
2129 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1230void
1231mapspace::update_up ()
1232{
1233 // invalidate up
1234 if (!(pflags & PF_VIS_UP))
1235 return;
2130 1236
2131 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1237 pflags &= ~PF_VIS_UP;
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))
2133 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2134 1238
2135 return orig_map->tile_map[tile_num]; 1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1242}
1243
1244maptile *
1245maptile::tile_available (int dir, bool load)
1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1251 if (tile_path [dir])
1252 {
1253 // well, try to locate it then, if possible - maybe it's there already
1254 // this is the ONLY place in the server that links maps with each other,
1255 // so any kind of inter-map stuff has to be initiated here.
1256 if (maptile *m = find_async (tile_path [dir], this, load))
1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
1273 }
1274
1275 // as an optimisation, link us against the other map if the other map
1276 // has us as neighbour, which is very common, but not guaranteed.
1277 int dir2 = REVERSE_TILE_DIR (dir);
1278
1279 if (m->tile_path [dir2] == path)
1280 m->tile_map [dir2] = this;
1281
1282 return tile_map [dir] = m;
1283 }
1284 }
1285
1286 return 0;
2136} 1287}
2137 1288
2138/* this returns TRUE if the coordinates (x,y) are out of 1289/* this returns TRUE if the coordinates (x,y) are out of
2139 * map m. This function also takes into account any 1290 * map m. This function also takes into account any
2140 * tiling considerations, loading adjacant maps as needed. 1291 * tiling considerations, loading adjacant maps as needed.
2141 * This is the function should always be used when it 1292 * This is the function should always be used when it
2142 * necessary to check for valid coordinates. 1293 * necessary to check for valid coordinates.
2143 * This function will recursively call itself for the 1294 * This function will recursively call itself for the
2144 * tiled maps. 1295 * tiled maps.
2145 *
2146 *
2147 */ 1296 */
2148int 1297int
2149out_of_map (maptile *m, int x, int y) 1298out_of_map (maptile *m, int x, int y)
2150{ 1299{
2151
2152 /* If we get passed a null map, this is obviously the 1300 /* If we get passed a null map, this is obviously the
2153 * case. This generally shouldn't happen, but if the 1301 * case. This generally shouldn't happen, but if the
2154 * map loads fail below, it could happen. 1302 * map loads fail below, it could happen.
2155 */ 1303 */
2156 if (!m) 1304 if (!m)
2157 return 0; 1305 return 0;
2158 1306
2159 if (x < 0) 1307 if (x < 0)
2160 { 1308 {
2161 if (!m->tile_path[3]) 1309 if (!m->tile_available (TILE_WEST))
2162 return 1; 1310 return 1;
2163 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1311
2164 { 1312 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
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));
2168 }
2169 if (x >= MAP_WIDTH (m))
2170 { 1313 }
2171 if (!m->tile_path[1]) 1314
1315 if (x >= m->width)
1316 {
1317 if (!m->tile_available (TILE_EAST))
2172 return 1; 1318 return 1;
2173 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1319
2174 {
2175 load_and_link_tiled_map (m, 1);
2176 }
2177 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1320 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
2178 } 1321 }
1322
2179 if (y < 0) 1323 if (y < 0)
2180 { 1324 {
2181 if (!m->tile_path[0]) 1325 if (!m->tile_available (TILE_NORTH))
2182 return 1; 1326 return 1;
2183 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1327
2184 { 1328 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
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])));
2188 }
2189 if (y >= MAP_HEIGHT (m))
2190 { 1329 }
2191 if (!m->tile_path[2]) 1330
1331 if (y >= m->height)
1332 {
1333 if (!m->tile_available (TILE_SOUTH))
2192 return 1; 1334 return 1;
2193 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1335
2194 { 1336 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
2195 load_and_link_tiled_map (m, 2);
2196 }
2197 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2198 } 1337 }
2199 1338
2200 /* Simple case - coordinates are within this local 1339 /* Simple case - coordinates are within this local
2201 * map. 1340 * map.
2202 */ 1341 */
2205 1344
2206/* This is basically the same as out_of_map above, but 1345/* This is basically the same as out_of_map above, but
2207 * instead we return NULL if no map is valid (coordinates 1346 * instead we return NULL if no map is valid (coordinates
2208 * out of bounds and no tiled map), otherwise it returns 1347 * out of bounds and no tiled map), otherwise it returns
2209 * the map as that the coordinates are really on, and 1348 * the map as that the coordinates are really on, and
2210 * updates x and y to be the localized coordinates. 1349 * updates x and y to be the localised coordinates.
2211 * Using this is more efficient of calling out_of_map 1350 * Using this is more efficient of calling out_of_map
2212 * and then figuring out what the real map is 1351 * and then figuring out what the real map is
2213 */ 1352 */
2214maptile * 1353maptile *
2215get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1354maptile::xy_find (sint16 &x, sint16 &y)
2216{ 1355{
2217
2218 if (*x < 0) 1356 if (x < 0)
2219 { 1357 {
2220 if (!m->tile_path[3]) 1358 if (!tile_available (TILE_WEST))
2221 return NULL; 1359 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 1360
2225 *x += MAP_WIDTH (m->tile_map[3]); 1361 x += tile_map [TILE_WEST]->width;
2226 return (get_map_from_coord (m->tile_map[3], x, y)); 1362 return tile_map [TILE_WEST]->xy_find (x, y);
2227 }
2228 if (*x >= MAP_WIDTH (m))
2229 { 1363 }
2230 if (!m->tile_path[1]) 1364
1365 if (x >= width)
1366 {
1367 if (!tile_available (TILE_EAST))
2231 return NULL; 1368 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 1369
2235 *x -= MAP_WIDTH (m); 1370 x -= width;
2236 return (get_map_from_coord (m->tile_map[1], x, y)); 1371 return tile_map [TILE_EAST]->xy_find (x, y);
2237 } 1372 }
1373
2238 if (*y < 0) 1374 if (y < 0)
2239 { 1375 {
2240 if (!m->tile_path[0]) 1376 if (!tile_available (TILE_NORTH))
2241 return NULL; 1377 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 1378
2245 *y += MAP_HEIGHT (m->tile_map[0]); 1379 y += tile_map [TILE_NORTH]->height;
2246 return (get_map_from_coord (m->tile_map[0], x, y)); 1380 return tile_map [TILE_NORTH]->xy_find (x, y);
2247 }
2248 if (*y >= MAP_HEIGHT (m))
2249 { 1381 }
2250 if (!m->tile_path[2]) 1382
1383 if (y >= height)
1384 {
1385 if (!tile_available (TILE_SOUTH))
2251 return NULL; 1386 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 1387
2255 *y -= MAP_HEIGHT (m); 1388 y -= height;
2256 return (get_map_from_coord (m->tile_map[2], x, y)); 1389 return tile_map [TILE_SOUTH]->xy_find (x, y);
2257 } 1390 }
2258 1391
2259 /* Simple case - coordinates are within this local 1392 /* Simple case - coordinates are within this local
2260 * map. 1393 * map.
2261 */ 1394 */
2262
2263 return m; 1395 return this;
2264} 1396}
2265 1397
2266/** 1398/**
2267 * Return whether map2 is adjacent to map1. If so, store the distance from 1399 * Return whether map2 is adjacent to map1. If so, store the distance from
2268 * map1 to map2 in dx/dy. 1400 * map1 to map2 in dx/dy.
2269 */ 1401 */
2270static int 1402int
2271adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1403adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2272{ 1404{
2273 if (!map1 || !map2) 1405 if (!map1 || !map2)
2274 return 0; 1406 return 0;
2275 1407
1408 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1409 //fix: compare paths instead (this is likely faster, too!)
2276 if (map1 == map2) 1410 if (map1 == map2)
2277 { 1411 {
2278 *dx = 0; 1412 *dx = 0;
2279 *dy = 0; 1413 *dy = 0;
2280 1414 }
1415 else if (map1->tile_available (TILE_NORTH, false) == map2)
2281 } 1416 {
2282 else if (map1->tile_map[0] == map2)
2283 { /* up */
2284 *dx = 0; 1417 *dx = 0;
2285 *dy = -MAP_HEIGHT (map2); 1418 *dy = -map2->height;
1419 }
1420 else if (map1->tile_available (TILE_EAST , false) == map2)
2286 } 1421 {
2287 else if (map1->tile_map[1] == map2) 1422 *dx = map1->width;
2288 { /* right */
2289 *dx = MAP_WIDTH (map1);
2290 *dy = 0; 1423 *dy = 0;
2291 } 1424 }
2292 else if (map1->tile_map[2] == map2) 1425 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2293 { /* down */ 1426 {
2294 *dx = 0; 1427 *dx = 0;
2295 *dy = MAP_HEIGHT (map1); 1428 *dy = map1->height;
1429 }
1430 else if (map1->tile_available (TILE_WEST , false) == map2)
2296 } 1431 {
2297 else if (map1->tile_map[3] == map2) 1432 *dx = -map2->width;
2298 { /* left */
2299 *dx = -MAP_WIDTH (map2);
2300 *dy = 0; 1433 *dy = 0;
2301
2302 } 1434 }
2303 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1435 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2304 { /* up right */ 1436 { /* up right */
2305 *dx = MAP_WIDTH (map1->tile_map[0]); 1437 *dx = +map1->tile_map[TILE_NORTH]->width;
2306 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1438 *dy = -map1->tile_map[TILE_NORTH]->height;
2307 } 1439 }
2308 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1440 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2309 { /* up left */ 1441 { /* up left */
2310 *dx = -MAP_WIDTH (map2); 1442 *dx = -map2->width;
2311 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1443 *dy = -map1->tile_map[TILE_NORTH]->height;
2312 } 1444 }
2313 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1445 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2314 { /* right up */ 1446 { /* right up */
2315 *dx = MAP_WIDTH (map1); 1447 *dx = +map1->width;
2316 *dy = -MAP_HEIGHT (map2); 1448 *dy = -map2->height;
2317 } 1449 }
2318 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1450 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2319 { /* right down */ 1451 { /* right down */
2320 *dx = MAP_WIDTH (map1); 1452 *dx = +map1->width;
2321 *dy = MAP_HEIGHT (map1->tile_map[1]); 1453 *dy = +map1->tile_map[TILE_EAST]->height;
2322 } 1454 }
2323 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1455 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2324 { /* down right */ 1456 { /* down right */
2325 *dx = MAP_WIDTH (map1->tile_map[2]); 1457 *dx = +map1->tile_map[TILE_SOUTH]->width;
2326 *dy = MAP_HEIGHT (map1); 1458 *dy = +map1->height;
2327 } 1459 }
2328 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1460 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2329 { /* down left */ 1461 { /* down left */
2330 *dx = -MAP_WIDTH (map2); 1462 *dx = -map2->width;
2331 *dy = MAP_HEIGHT (map1); 1463 *dy = +map1->height;
2332 } 1464 }
2333 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1465 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2334 { /* left up */ 1466 { /* left up */
2335 *dx = -MAP_WIDTH (map1->tile_map[3]); 1467 *dx = -map1->tile_map[TILE_WEST]->width;
2336 *dy = -MAP_HEIGHT (map2); 1468 *dy = -map2->height;
2337 } 1469 }
2338 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1470 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2339 { /* left down */ 1471 { /* left down */
2340 *dx = -MAP_WIDTH (map1->tile_map[3]); 1472 *dx = -map1->tile_map[TILE_WEST]->width;
2341 *dy = MAP_HEIGHT (map1->tile_map[3]); 1473 *dy = +map1->tile_map[TILE_WEST]->height;
2342
2343 } 1474 }
2344 else 1475 else
2345 { /* not "adjacent" enough */
2346 return 0; 1476 return 0;
2347 }
2348 1477
2349 return 1; 1478 return 1;
1479}
1480
1481maptile *
1482maptile::xy_load (sint16 &x, sint16 &y)
1483{
1484 maptile *map = xy_find (x, y);
1485
1486 if (map)
1487 map->load_sync ();
1488
1489 return map;
1490}
1491
1492maptile *
1493get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1494{
1495 return m->xy_load (*x, *y);
2350} 1496}
2351 1497
2352/* From map.c 1498/* From map.c
2353 * This is used by get_player to determine where the other 1499 * This is used by get_player to determine where the other
2354 * creature is. get_rangevector takes into account map tiling, 1500 * creature is. get_rangevector takes into account map tiling,
2355 * so you just can not look the the map coordinates and get the 1501 * so you just can not look the the map coordinates and get the
2356 * righte value. distance_x/y are distance away, which 1502 * righte value. distance_x/y are distance away, which
2357 * can be negativbe. direction is the crossfire direction scheme 1503 * can be negative. direction is the crossfire direction scheme
2358 * that the creature should head. part is the part of the 1504 * that the creature should head. part is the part of the
2359 * monster that is closest. 1505 * monster that is closest.
2360 * 1506 *
2361 * get_rangevector looks at op1 and op2, and fills in the 1507 * get_rangevector looks at op1 and op2, and fills in the
2362 * structure for op1 to get to op2. 1508 * structure for op1 to get to op2.
2367 * be unexpected 1513 * be unexpected
2368 * 1514 *
2369 * currently, the only flag supported (0x1) is don't translate for 1515 * currently, the only flag supported (0x1) is don't translate for
2370 * closest body part of 'op1' 1516 * closest body part of 'op1'
2371 */ 1517 */
2372
2373void 1518void
2374get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1519get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2375{ 1520{
2376 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1521 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2377 { 1522 {
2378 /* be conservative and fill in _some_ data */ 1523 /* be conservative and fill in _some_ data */
2379 retval->distance = 100000; 1524 retval->distance = 10000;
2380 retval->distance_x = 32767; 1525 retval->distance_x = 10000;
2381 retval->distance_y = 32767; 1526 retval->distance_y = 10000;
2382 retval->direction = 0; 1527 retval->direction = 0;
2383 retval->part = 0; 1528 retval->part = 0;
2384 } 1529 }
2385 else 1530 else
2386 { 1531 {
2387 object *best;
2388
2389 retval->distance_x += op2->x - op1->x; 1532 retval->distance_x += op2->x - op1->x;
2390 retval->distance_y += op2->y - op1->y; 1533 retval->distance_y += op2->y - op1->y;
2391 1534
2392 best = op1; 1535 object *best = op1;
1536
2393 /* If this is multipart, find the closest part now */ 1537 /* If this is multipart, find the closest part now */
2394 if (!(flags & 0x1) && op1->more) 1538 if (!(flags & 1) && op1->more)
2395 { 1539 {
2396 object *tmp; 1540 int best_distance = idistance (retval->distance_x, retval->distance_y);
2397 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2398 1541
2399 /* we just take the offset of the piece to head to figure 1542 /* we just take the offset of the piece to head to figure
2400 * distance instead of doing all that work above again 1543 * distance instead of doing all that work above again
2401 * since the distance fields we set above are positive in the 1544 * since the distance fields we set above are positive in the
2402 * same axis as is used for multipart objects, the simply arithmetic 1545 * same axis as is used for multipart objects, the simply arithmetic
2403 * below works. 1546 * below works.
2404 */ 1547 */
2405 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1548 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2406 { 1549 {
2407 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1550 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2408 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1551
2409 if (tmpi < best_distance) 1552 if (tmpi < best_distance)
2410 { 1553 {
2411 best_distance = tmpi; 1554 best_distance = tmpi;
2412 best = tmp; 1555 best = tmp;
2413 } 1556 }
2414 } 1557 }
1558
2415 if (best != op1) 1559 if (best != op1)
2416 { 1560 {
2417 retval->distance_x += op1->x - best->x; 1561 retval->distance_x += op1->x - best->x;
2418 retval->distance_y += op1->y - best->y; 1562 retval->distance_y += op1->y - best->y;
2419 } 1563 }
2420 } 1564 }
1565
2421 retval->part = best; 1566 retval->part = best;
2422 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1567 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2423 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1568 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2424 } 1569 }
2425} 1570}
2426 1571
2427/* this is basically the same as get_rangevector above, but instead of 1572/* this is basically the same as get_rangevector above, but instead of
2428 * the first parameter being an object, it instead is the map 1573 * the first parameter being an object, it instead is the map
2432 * flags has no meaning for this function at this time - I kept it in to 1577 * 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 1578 * 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 1579 * for something in the future. Also, since no object is pasted, the best
2435 * field of the rv_vector is set to NULL. 1580 * field of the rv_vector is set to NULL.
2436 */ 1581 */
2437
2438void 1582void
2439get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1583get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2440{ 1584{
2441 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1585 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2442 { 1586 {
2443 /* be conservative and fill in _some_ data */ 1587 /* be conservative and fill in _some_ data */
2444 retval->distance = 100000; 1588 retval->distance = 100000;
2445 retval->distance_x = 32767; 1589 retval->distance_x = 32767;
2446 retval->distance_y = 32767; 1590 retval->distance_y = 32767;
2447 retval->direction = 0; 1591 retval->direction = 0;
2448 retval->part = 0; 1592 retval->part = 0;
2449 } 1593 }
2450 else 1594 else
2451 { 1595 {
2452 retval->distance_x += op2->x - x; 1596 retval->distance_x += op2->x - x;
2453 retval->distance_y += op2->y - y; 1597 retval->distance_y += op2->y - y;
2454 1598
2455 retval->part = NULL; 1599 retval->part = 0;
2456 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1600 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2457 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1601 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2458 } 1602 }
2459} 1603}
2460 1604
2461/* Returns true of op1 and op2 are effectively on the same map 1605/* 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 1606 * (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 1607 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2464 * to op1, this will still return false. 1608 * to op1, this will still return false.
2465 * Note we only look one map out to keep the processing simple 1609 * Note we only look one map out to keep the processing simple
2466 * and efficient. This could probably be a macro. 1610 * and efficient. This could probably be a macro.
2467 * MSW 2001-08-05 1611 * MSW 2001-08-05
2468 */ 1612 */
2471{ 1615{
2472 int dx, dy; 1616 int dx, dy;
2473 1617
2474 return adjacent_map (op1->map, op2->map, &dx, &dy); 1618 return adjacent_map (op1->map, op2->map, &dx, &dy);
2475} 1619}
1620
1621//-GPL
1622
1623object *
1624maptile::insert (object *op, int x, int y, object *originator, int flags)
1625{
1626 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1627}
1628
1629region *
1630maptile::region (int x, int y) const
1631{
1632 if (regions
1633 && regionmap
1634 && !OUT_OF_REAL_MAP (this, x, y))
1635 if (struct region *reg = regionmap [regions [y * width + x]])
1636 return reg;
1637
1638 if (default_region)
1639 return default_region;
1640
1641 return ::region::default_region ();
1642}
1643
1644//+GPL
1645
1646/* picks a random object from a style map.
1647 */
1648object *
1649maptile::pick_random_object (rand_gen &gen) const
1650{
1651 /* while returning a null object will result in a crash, that
1652 * is actually preferable to an infinite loop. That is because
1653 * most servers will automatically restart in case of crash.
1654 * Change the logic on getting the random space - shouldn't make
1655 * any difference, but this seems clearer to me.
1656 */
1657 for (int i = 1000; --i;)
1658 {
1659 object *pick = at (gen (width), gen (height)).bot;
1660
1661 // must be head: do not prefer big monsters just because they are big.
1662 if (pick && pick->is_head ())
1663 return pick;
1664 }
1665
1666 // instead of crashing in the unlikely(?) case, try to return *something*
1667 return archetype::find (shstr_bug);
1668}
1669
1670//-GPL
1671
1672void
1673maptile::play_sound (faceidx sound, int x, int y) const
1674{
1675 if (!sound)
1676 return;
1677
1678 for_all_players_on_map (pl, this)
1679 if (client *ns = pl->ns)
1680 {
1681 int dx = x - pl->ob->x;
1682 int dy = y - pl->ob->y;
1683
1684 int distance = idistance (dx, dy);
1685
1686 if (distance <= MAX_SOUND_DISTANCE)
1687 ns->play_sound (sound, dx, dy);
1688 }
1689}
1690
1691void
1692maptile::say_msg (const char *msg, int x, int y) const
1693{
1694 for_all_players (pl)
1695 if (client *ns = pl->ns)
1696 {
1697 int dx = x - pl->ob->x;
1698 int dy = y - pl->ob->y;
1699
1700 int distance = idistance (dx, dy);
1701
1702 if (distance <= MAX_SOUND_DISTANCE)
1703 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1704 }
1705}
1706
1707dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1708
1709static void
1710split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1711{
1712 // clip to map to the left
1713 if (x0 < 0)
1714 {
1715 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1716 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1717
1718 if (x1 < 0) // entirely to the left
1719 return;
1720
1721 x0 = 0;
1722 }
1723
1724 // clip to map to the right
1725 if (x1 > m->width)
1726 {
1727 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1728 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1729
1730 if (x0 > m->width) // entirely to the right
1731 return;
1732
1733 x1 = m->width;
1734 }
1735
1736 // clip to map above
1737 if (y0 < 0)
1738 {
1739 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1740 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1741
1742 if (y1 < 0) // entirely above
1743 return;
1744
1745 y0 = 0;
1746 }
1747
1748 // clip to map below
1749 if (y1 > m->height)
1750 {
1751 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1752 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1753
1754 if (y0 > m->height) // entirely below
1755 return;
1756
1757 y1 = m->height;
1758 }
1759
1760 // if we get here, the rect is within the current map
1761 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1762
1763 r->m = m;
1764 r->x0 = x0;
1765 r->y0 = y0;
1766 r->x1 = x1;
1767 r->y1 = y1;
1768 r->dx = dx;
1769 r->dy = dy;
1770}
1771
1772maprect *
1773maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1774{
1775 buf.clear ();
1776
1777 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1778
1779 // add end marker
1780 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1781 r->m = 0;
1782
1783 return (maprect *)buf.linearise ();
1784}
1785

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