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Comparing deliantra/server/common/map.C (file contents):
Revision 1.48 by root, Mon Dec 25 14:43:22 2006 UTC vs.
Revision 1.211 by root, Sat May 7 14:13:48 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
33/* 30//+GPL
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37 31
38maptile * 32sint8 maptile::outdoor_darkness;
39has_been_loaded (const char *name)
40{
41 maptile *map;
42
43 if (!name || !*name)
44 return 0;
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48 return (map);
49}
50
51/*
52 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname
56 */
57
58const char *
59create_pathname (const char *name)
60{
61 static char buf[MAX_BUF];
62
63 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64 * someplace else in the code? msw 2-17-97
65 */
66 if (*name == '/')
67 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68 else
69 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf);
71}
72
73/*
74 * same as create_pathname, but for the overlay maps.
75 */
76
77const char *
78create_overlay_pathname (const char *name)
79{
80 static char buf[MAX_BUF];
81
82 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83 * someplace else in the code? msw 2-17-97
84 */
85 if (*name == '/')
86 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87 else
88 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89 return (buf);
90}
91
92/*
93 * same as create_pathname, but for the template maps.
94 */
95
96const char *
97create_template_pathname (const char *name)
98{
99 static char buf[MAX_BUF];
100
101 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102 * someplace else in the code? msw 2-17-97
103 */
104 if (*name == '/')
105 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106 else
107 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108 return (buf);
109}
110
111/*
112 * This makes absolute path to the itemfile where unique objects
113 * will be saved. Converts '/' to '@'. I think it's essier maintain
114 * files than full directory structure, but if this is problem it can
115 * be changed.
116 */
117static const char *
118create_items_path (const char *s)
119{
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t = buf + strlen (buf); *s; s++, t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int
155check_path (const char *name, int prepend_dir)
156{
157 char buf[MAX_BUF];
158
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0;
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname (name));
165 else
166 strcpy (buf, name);
167
168 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through
171 * all the names.
172 */
173 endbuf = buf + strlen (buf);
174
175 if (stat (buf, &statbuf))
176 return -1;
177 if (!S_ISREG (statbuf.st_mode))
178 return (-1);
179
180 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182 mode |= 4;
183
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2;
187
188 return (mode);
189}
190
191/*
192 * Prints out debug-information about a map.
193 * Dumping these at llevError doesn't seem right, but is
194 * necessary to make sure the information is in fact logged.
195 */
196
197void
198dump_map (const maptile *m)
199{
200 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, MAP_ENTER_X (m), MAP_ENTER_Y (m));
202
203 if (m->msg != NULL)
204 LOG (llevError, "Message:\n%s", m->msg);
205
206 if (m->maplore != NULL)
207 LOG (llevError, "Lore:\n%s", m->maplore);
208
209 if (m->tmpname != NULL)
210 LOG (llevError, "Tmpname: %s\n", m->tmpname);
211
212 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213 LOG (llevError, "Darkness: %d\n", m->darkness);
214}
215
216/*
217 * Prints out debug-information about all maps.
218 * This basically just goes through all the maps and calls
219 * dump_map on each one.
220 */
221
222void
223dump_all_maps (void)
224{
225 maptile *m;
226
227 for (m = first_map; m; m = m->next)
228 dump_map (m);
229}
230 33
231/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
232 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
233 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
234 * 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
239 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
240 */ 43 */
241int 44int
242get_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)
243{ 46{
244 sint16 newx, newy;
245 int retval = 0;
246 maptile *mp;
247
248 newx = x; 47 sint16 newx = x;
249 newy = y; 48 sint16 newy = y;
250 49
251 mp = get_map_from_coord (oldmap, &newx, &newy); 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
252 51
253 if (!mp) 52 if (!mp)
254 return P_OUT_OF_MAP; 53 return P_OUT_OF_MAP;
255
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 54
259 if (newmap) *newmap = mp; 55 if (newmap) *newmap = mp;
260 if (nx) *nx = newx; 56 if (nx) *nx = newx;
261 if (ny) *ny = newy; 57 if (ny) *ny = newy;
262 58
263 return retval | mp->at (newx, newy).flags (); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
264} 60}
265 61
266/* 62/*
267 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
268 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
276 * by the caller. 72 * by the caller.
277 */ 73 */
278int 74int
279blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
280{ 76{
281 object *tmp;
282 int mflags, blocked;
283
284 /* 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
285 * have already checked this. 78 * have already checked this.
286 */ 79 */
287 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
288 { 81 {
289 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");
290 return 1; 83 return 1;
291 } 84 }
292 85
293 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
294 * directly.
295 */
296 mflags = m->at (sx, sy).flags ();
297 87
298 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
299 90
300 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
301 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
302 * things we need to do for players. 93 * things we need to do for players.
303 */ 94 */
304 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
305 return 0; 96 return 0;
306 97
307 /* 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
308 * 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
309 * 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
310 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
313 */ 104 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
315 return 0; 106 return 0;
316 107
317 if (ob->head != NULL)
318 ob = ob->head; 108 ob = ob->head_ ();
319 109
320 /* 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
321 * 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
322 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
323 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
324 */ 114 */
325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
326 { 116 {
327 117 if (OB_MOVE_BLOCK (ob, tmp))
328 /* This must be before the checks below. Code for inventory checkers. */
329 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
330 { 118 {
331 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
332 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
333 * pass through this space. 121 return 1;
334 */ 122 else
335 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
336 { 126 {
337 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))
338 return 1; 131 return 1;
339 else 132 }
340 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;
341 } 142 }
342 else 143 else
343 { 144 return 1; // unconditional block
344 /* In this case, the player must not have the object - 145
345 * if they do, they can't pass through.
346 */
347 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
348 return 1;
349 else
350 continue;
351 }
352 } /* if check_inv */
353 else 146 } else {
354 { 147 // space does not block the ob, directly, but
355 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
356 * this more readable. first check - if the space blocks 149 // blocks anything
357 * movement, can't move here. 150
358 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
359 * hidden dm 152 && tmp->type != DOOR
360 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
361 if (OB_MOVE_BLOCK (ob, tmp))
362 return 1;
363 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
365 return 1; 154 return 1;
366 } 155 }
367
368 } 156 }
157
369 return 0; 158 return 0;
370} 159}
371 160
372
373/* 161/*
374 * 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
375 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
378 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
379 * 167 *
380 * 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.
381 * 169 *
382 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
394 * 182 *
395 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
396 * 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
397 * against the move_block values. 185 * against the move_block values.
398 */ 186 */
399int 187bool
400ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
401{ 189{
402 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
403 int flag;
404 maptile *m1;
405 sint16 sx, sy;
406
407 if (ob == NULL)
408 {
409 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
410 if (flag & P_OUT_OF_MAP)
411 return P_OUT_OF_MAP;
412
413 /* don't have object, so don't know what types would block */
414 return m1->at (sx, sy).move_block;
415 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
416 193
417 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
418 { 195 return 1;
419 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420 196
421 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
422 return P_OUT_OF_MAP; 198
423 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
424 return P_IS_ALIVE; 200 return 1;
425 201
426 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
427 203 * (signifying non-moving objects)
428
429 /* find_first_free_spot() calls this function. However, often
430 * ob doesn't have any move type (when used to place exits)
431 * 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.
432 */ 205 */
433
434 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
435 continue; 207 continue;
436 208
437 /* 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
438 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
439 */ 211 */
440 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
441 return P_NO_PASS; 213 return 1;
442 } 214 }
443 215
444 return 0; 216 return 0;
445} 217}
446 218
447/* When the map is loaded, load_object does not actually insert objects 219//-GPL
448 * into inventory, but just links them. What this does is go through
449 * and insert them properly.
450 * The object 'container' is the object that contains the inventory.
451 * This is needed so that we can update the containers weight.
452 */
453 220
454void 221void
455fix_container (object *container) 222maptile::set_object_flag (int flag, int value)
456{ 223{
457 object *tmp = container->inv, *next; 224 if (!spaces)
225 return;
458 226
459 container->inv = NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
460 while (tmp != NULL) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
461 { 229 tmp->flag [flag] = value;
462 next = tmp->below;
463 if (tmp->inv)
464 fix_container (tmp);
465 (void) insert_ob_in_ob (tmp, container);
466 tmp = next;
467 }
468 /* sum_weight will go through and calculate what all the containers are
469 * carrying.
470 */
471 sum_weight (container);
472} 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
473 259
474/* 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
475 * 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
476 * 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
477 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
478 * the more sections and not re-add sections for them.
479 */ 264 */
480 265void
481static void 266maptile::link_multipart_objects ()
482link_multipart_objects (maptile *m)
483{ 267{
484 int x, y; 268 if (!spaces)
485 object *tmp, *op, *last, *above; 269 return;
486 archetype *at;
487 270
488 for (x = 0; x < m->width; x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
489 for (y = 0; y < m->height; y++) 272 {
490 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 273 object *op = ms->bot;
274 while (op)
491 { 275 {
492 above = tmp->above;
493
494 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
495 if (tmp->head || tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
496 continue;
497
498 /* If there is nothing more to this object, this for loop
499 * won't do anything.
500 */
501 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
502 { 278 {
503 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
504 281
505 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
506 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
507 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
508 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
509 op->map = m; 286
510 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
511 op->name = tmp->name; 288 // so we have to reset the iteration through the mapspace
512 op->title = tmp->title;
513 /* we could link all the parts onto tmp, and then just
514 * call insert_ob_in_map once, but the effect is the same,
515 * as insert_ob_in_map will call itself with each part, and
516 * the coding is simpler to just to it here with each part.
517 */ 289 }
518 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 else
519 } /* for at = tmp->arch->more */ 291 op = op->above;
520 } /* for objects on this space */ 292 }
293 }
521} 294}
295
296//-GPL
522 297
523/* 298/*
524 * 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
525 * file pointer. 300 * file pointer.
526 * mapflags is the same as we get with load_original_map
527 */ 301 */
528void 302bool
529load_objects (maptile *m, object_thawer & fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
530{ 304{
531 int i, j; 305 for (;;)
532 int unique;
533 object *op, *prev = NULL, *last_more = NULL, *otmp;
534
535 op = object::create ();
536 op->map = m; /* To handle buttons correctly */
537
538 while ((i = load_object (fp, op, mapflags)))
539 { 306 {
540 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
541 * got an invalid object. Don't do anything with it - the game 308
542 * or editor will not be able to do anything with it either. 309 switch (f.kw)
543 */
544 if (op->arch == NULL)
545 { 310 {
546 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
547 continue; 346 continue;
548 }
549 347
550 switch (i)
551 {
552 case LL_NORMAL:
553 /* if we are loading an overlay, put the floors on the bottom */
554 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558
559 if (op->inv)
560 sum_weight (op);
561
562 prev = op, last_more = op;
563 break;
564
565 case LL_MORE: 348 case KW_EOF:
566 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
567 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
568 break; 354 break;
569 } 355 }
570 356
571 if (mapflags & MAP_STYLE) 357 f.next ();
572 remove_from_active_list (op);
573
574 op = object::create ();
575 op->map = m;
576 }
577
578 for (i = 0; i < m->width; i++)
579 { 358 }
580 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)
581 { 407 {
582 unique = 0; 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
583 /* check for unique items, or unique squares */ 409
584 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]))
585 { 414 {
586 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 415 if (flags & IO_UNIQUES)
587 unique = 1; 416 op->write (f);
588
589 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
590 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
591 } 417 }
418 else if (expect_true (flags & IO_OBJECTS))
419 op->write (f);
592 } 420 }
593 } 421 }
594 422
595 op->destroy (); 423 coroapi::cede_to_tick ();
596 link_multipart_objects (m);
597}
598 424
599/* This saves all the objects on the map in a non destructive fashion. 425 return true;
600 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 426}
601 * and we only save the head of multi part objects - this is needed 427
602 * 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.
603 */ 446 */
604void 447 width = 16;
605save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag) 448 height = 16;
606{ 449 timeout = 300;
607 int i, j = 0, unique = 0; 450 max_items = MAX_ITEM_PER_ACTION;
608 object *op; 451 max_volume = 2000000; // 2m³
609 452 reset_timeout = 0;
610 /* first pass - save one-part objects */ 453 enter_x = 0;
611 for (i = 0; i < m->width; i++) 454 enter_y = 0;
612 for (j = 0; j < m->height; j++)
613 {
614 unique = 0;
615 for (op = m->at (i, j).bottom; op; op = op->above)
616 {
617 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
618 unique = 1;
619
620 if (op->type == PLAYER)
621 continue;
622
623 if (op->head || op->owner)
624 continue;
625
626 if (unique || op->flag [FLAG_UNIQUE])
627 save_object (fp2, op, 3);
628 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
629 save_object (fp, op, 3);
630 }
631 }
632} 455}
633 456
634maptile::maptile () 457maptile::maptile ()
635{ 458{
636 in_memory = MAP_SWAPPED; 459 init ();
637 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour.
639 */
640 this->width = 16;
641 this->height = 16;
642 MAP_RESET_TIMEOUT (this) = 0;
643 MAP_TIMEOUT (this) = 300;
644 MAP_ENTER_X (this) = 0;
645 MAP_ENTER_Y (this) = 0;
646 /*set part to -1 indicating conversion to weather map not yet done */
647 MAP_WORLDPARTX (this) = -1;
648 MAP_WORLDPARTY (this) = -1;
649} 460}
650 461
651/* 462maptile::maptile (int w, int h)
652 * Allocates, initialises, and returns a pointer to a maptile.
653 * Modified to no longer take a path option which was not being
654 * used anyways. MSW 2001-07-01
655 */
656maptile *
657get_linked_map (void)
658{ 463{
659 maptile *mp, *map = new maptile; 464 init ();
660 465
661 for (mp = first_map; mp && mp->next; mp = mp->next); 466 width = w;
467 height = h;
662 468
663 if (mp == NULL) 469 alloc ();
664 first_map = map;
665 else
666 mp->next = map;
667
668 return map;
669} 470}
670 471
671/* 472/*
672 * Allocates the arrays contained in a maptile. 473 * Allocates the arrays contained in a maptile.
673 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
674 * map. 475 * map.
675 */ 476 */
676void 477void
677maptile::allocate () 478maptile::alloc ()
678{ 479{
679 in_memory = MAP_IN_MEMORY;
680
681 /* Log this condition and free the storage. We could I suppose
682 * realloc, but if the caller is presuming the data will be intact,
683 * that is their poor assumption.
684 */
685 if (spaces) 480 if (spaces)
686 {
687 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
688 free (spaces);
689 }
690
691 spaces = (mapspace *)
692 calloc (1, width * height * sizeof (mapspace));
693
694 if (!spaces)
695 fatal (OUT_OF_MEMORY);
696}
697
698/* Create and returns a map of the specific size. Used
699 * in random map code and the editor.
700 */
701maptile *
702get_empty_map (int sizex, int sizey)
703{
704 maptile *m = get_linked_map ();
705
706 m->width = sizex;
707 m->height = sizey;
708 m->in_memory = MAP_SWAPPED;
709 m->allocate ();
710
711 return m; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
712} 484}
485
486//+GPL
713 487
714/* 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
715 * 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
716 * at a later date. 490 * at a later date.
717 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
718 */ 492 */
719
720static shopitems * 493static shopitems *
721parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
722{ 495{
723 char *shop_string, *p, *q, *next_semicolon, *next_colon; 496 char *shop_string, *p, *q, *next_semicolon, *next_colon;
724 shopitems *items = NULL; 497 shopitems *items = NULL;
733 p = strchr (p, ';'); 506 p = strchr (p, ';');
734 number_of_entries++; 507 number_of_entries++;
735 if (p) 508 if (p)
736 p++; 509 p++;
737 } 510 }
511
738 p = shop_string; 512 p = shop_string;
739 strip_endline (p); 513 strip_endline (p);
740 items = new shopitems[number_of_entries + 1]; 514 items = new shopitems[number_of_entries + 1];
741 for (i = 0; i < number_of_entries; i++) 515 for (i = 0; i < number_of_entries; i++)
742 { 516 {
743 if (!p) 517 if (!p)
744 { 518 {
745 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");
746 break; 520 break;
747 } 521 }
522
748 next_semicolon = strchr (p, ';'); 523 next_semicolon = strchr (p, ';');
749 next_colon = strchr (p, ':'); 524 next_colon = strchr (p, ':');
750 /* 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. */
751 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 526 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
752 items[i].strength = atoi (strchr (p, ':') + 1); 527 items[i].strength = atoi (strchr (p, ':') + 1);
779 * 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
780 */ 555 */
781 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);
782 } 557 }
783 } 558 }
559
784 items[i].index = number_of_entries; 560 items[i].index = number_of_entries;
785 if (next_semicolon) 561 if (next_semicolon)
786 p = ++next_semicolon; 562 p = ++next_semicolon;
787 else 563 else
788 p = NULL; 564 p = NULL;
789 } 565 }
566
790 free (shop_string); 567 free (shop_string);
791 return items; 568 return items;
792} 569}
793 570
794/* 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
795 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
796static void 573static const char *
797print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
798{ 575{
799 int i; 576 static dynbuf_text buf; buf.clear ();
800 char tmp[MAX_BUF]; 577 bool first = true;
801 578
802 strcpy (output_string, "");
803 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
804 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
805 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
806 { 587 {
807 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
808 {
809 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);
810 }
811 else 590 else
812 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
813 } 592 }
814 else 593 else
815 { 594 {
816 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
817 {
818 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
819 }
820 else 597 else
821 sprintf (tmp, "*"); 598 buf.printf ("*");
822 } 599 }
823 strcat (output_string, tmp);
824 } 600 }
601
602 return buf;
825} 603}
604
605//-GPL
826 606
827/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
828 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
829 * 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
830 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
832 * 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
833 * sense. 613 * sense.
834 * 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
835 * 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.
836 * MSW 2001-07-01 616 * MSW 2001-07-01
837 * return 0 on success, 1 on failure.
838 */ 617 */
839 618bool
840static int 619maptile::_load_header (object_thawer &thawer)
841load_map_header (object_thawer & fp, maptile *m)
842{ 620{
843 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 621 for (;;)
844 int msgpos = 0;
845 int maplorepos = 0;
846
847 while (fgets (buf, HUGE_BUF, fp) != NULL)
848 { 622 {
849 buf[HUGE_BUF - 1] = 0; 623 switch (thawer.kw)
850 key = buf;
851
852 while (isspace (*key))
853 key++;
854
855 if (*key == 0)
856 continue; /* empty line */
857
858 value = strchr (key, ' ');
859
860 if (!value)
861 { 624 {
862 if ((end = strchr (key, '\n'))) 625 case KW_msg:
863 *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 [0]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); 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;
864 } 695 }
865 else
866 {
867 *value = 0;
868 value++;
869 end = strchr (value, '\n');
870 696
871 while (isspace (*value)) 697 thawer.next ();
872 {
873 value++;
874
875 if (*value == '\0' || value == end)
876 {
877 /* Nothing but spaces. */
878 value = NULL;
879 break;
880 }
881 }
882 }
883
884 if (!end)
885 {
886 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
887 return 1;
888 }
889
890 /* key is the field name, value is what it should be set
891 * to. We've already done the work to null terminate key,
892 * and strip off any leading spaces for both of these.
893 * We have not touched the newline at the end of the line -
894 * these are needed for some values. the end pointer
895 * points to the first of the newlines.
896 * value could be NULL! It would be easy enough to just point
897 * this to "" to prevent cores, but that would let more errors slide
898 * through.
899 *
900 * First check for entries that do not use the value parameter, then
901 * validate that value is given and check for the remaining entries
902 * that use the parameter.
903 */
904
905 if (!strcmp (key, "msg"))
906 {
907 while (fgets (buf, HUGE_BUF, fp) != NULL)
908 {
909 if (!strcmp (buf, "endmsg\n"))
910 break;
911 else
912 {
913 /* slightly more efficient than strcat */
914 strcpy (msgbuf + msgpos, buf);
915 msgpos += strlen (buf);
916 }
917 }
918 /* There are lots of maps that have empty messages (eg, msg/endmsg
919 * with nothing between). There is no reason in those cases to
920 * keep the empty message. Also, msgbuf contains garbage data
921 * when msgpos is zero, so copying it results in crashes
922 */
923 if (msgpos != 0)
924 m->msg = strdup (msgbuf);
925 }
926 else if (!strcmp (key, "maplore"))
927 {
928 while (fgets (buf, HUGE_BUF, fp) != NULL)
929 {
930 if (!strcmp (buf, "endmaplore\n"))
931 break;
932 else
933 {
934 /* slightly more efficient than strcat */
935 strcpy (maplorebuf + maplorepos, buf);
936 maplorepos += strlen (buf);
937 }
938 }
939 if (maplorepos != 0)
940 m->maplore = strdup (maplorebuf);
941 }
942 else if (!strcmp (key, "end"))
943 {
944 break;
945 }
946 else if (value == NULL)
947 {
948 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
949 }
950 else if (!strcmp (key, "arch"))
951 {
952 /* This is an oddity, but not something we care about much. */
953 if (strcmp (value, "map\n"))
954 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
955 }
956 else if (!strcmp (key, "name"))
957 {
958 *end = 0;
959 m->name = strdup (value);
960 }
961 /* first strcmp value on these are old names supported
962 * for compatibility reasons. The new values (second) are
963 * what really should be used.
964 */
965 else if (!strcmp (key, "oid"))
966 fp.get (m, atoi (value));
967 else if (!strcmp (key, "attach"))
968 m->attach = value;
969 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
970 m->enter_x = atoi (value);
971 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
972 m->enter_y = atoi (value);
973 else if (!strcmp (key, "x") || !strcmp (key, "width"))
974 m->width = atoi (value);
975 else if (!strcmp (key, "y") || !strcmp (key, "height"))
976 m->height = atoi (value);
977 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
978 m->reset_timeout = atoi (value);
979 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
980 m->timeout = atoi (value);
981 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
982 m->difficulty = clamp (atoi (value), 1, settings.max_level);
983 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
984 m->darkness = atoi (value);
985 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
986 m->fixed_resettime = atoi (value);
987 else if (!strcmp (key, "unique"))
988 m->unique = atoi (value);
989 else if (!strcmp (key, "template"))
990 m->templatemap = atoi (value);
991 else if (!strcmp (key, "region"))
992 m->region = get_region_by_name (value);
993 else if (!strcmp (key, "shopitems"))
994 {
995 *end = 0;
996 m->shopitems = parse_shop_string (value);
997 }
998 else if (!strcmp (key, "shopgreed"))
999 m->shopgreed = atof (value);
1000 else if (!strcmp (key, "shopmin"))
1001 m->shopmin = atol (value);
1002 else if (!strcmp (key, "shopmax"))
1003 m->shopmax = atol (value);
1004 else if (!strcmp (key, "shoprace"))
1005 {
1006 *end = 0;
1007 m->shoprace = strdup (value);
1008 }
1009 else if (!strcmp (key, "outdoor"))
1010 m->outdoor = atoi (value);
1011 else if (!strcmp (key, "temp"))
1012 m->temp = atoi (value);
1013 else if (!strcmp (key, "pressure"))
1014 m->pressure = atoi (value);
1015 else if (!strcmp (key, "humid"))
1016 m->humid = atoi (value);
1017 else if (!strcmp (key, "windspeed"))
1018 m->windspeed = atoi (value);
1019 else if (!strcmp (key, "winddir"))
1020 m->winddir = atoi (value);
1021 else if (!strcmp (key, "sky"))
1022 m->sky = atoi (value);
1023 else if (!strcmp (key, "nosmooth"))
1024 m->nosmooth = atoi (value);
1025 else if (!strncmp (key, "tile_path_", 10))
1026 {
1027 int tile = atoi (key + 10);
1028
1029 if (tile < 1 || tile > 4)
1030 {
1031 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1032 }
1033 else
1034 {
1035 char *path;
1036
1037 *end = 0;
1038
1039 if (m->tile_path[tile - 1])
1040 {
1041 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1042 free (m->tile_path[tile - 1]);
1043 m->tile_path[tile - 1] = NULL;
1044 }
1045
1046 if (check_path (value, 1) != -1)
1047 {
1048 /* The unadorned path works. */
1049 path = value;
1050 }
1051 else
1052 {
1053 /* Try again; it could be a relative exit. */
1054
1055 path = path_combine_and_normalize (m->path, value);
1056
1057 if (check_path (path, 1) == -1)
1058 {
1059 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1060 path = NULL;
1061 }
1062 }
1063
1064 if (editor)
1065 {
1066 /* Use the value as in the file. */
1067 m->tile_path[tile - 1] = strdup (value);
1068 }
1069 else if (path != NULL)
1070 {
1071 /* Use the normalized value. */
1072 m->tile_path[tile - 1] = strdup (path);
1073 }
1074 } /* end if tile direction (in)valid */
1075 }
1076 else
1077 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1078 }
1079
1080 if (!key || strcmp (key, "end"))
1081 { 698 }
1082 LOG (llevError, "Got premature eof on map header!\n");
1083 return 1;
1084 }
1085 699
1086 return 0; 700 abort ();
1087} 701}
1088 702
1089/* 703//+GPL
1090 * Opens the file "filename" and reads information about the map
1091 * from the given file, and stores it in a newly allocated
1092 * maptile. A pointer to this structure is returned, or NULL on failure.
1093 * flags correspond to those in map.h. Main ones used are
1094 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1095 * MAP_BLOCK, in which case we block on this load. This happens in all
1096 * cases, no matter if this flag is set or not.
1097 * MAP_STYLE: style map - don't add active objects, don't add to server
1098 * managed map list.
1099 */
1100
1101maptile *
1102load_original_map (const char *filename, int flags)
1103{
1104 maptile *m;
1105 char pathname[MAX_BUF];
1106
1107 if (flags & MAP_PLAYER_UNIQUE)
1108 strcpy (pathname, filename);
1109 else if (flags & MAP_OVERLAY)
1110 strcpy (pathname, create_overlay_pathname (filename));
1111 else
1112 strcpy (pathname, create_pathname (filename));
1113
1114 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1115
1116 object_thawer thawer (pathname);
1117
1118 if (!thawer)
1119 return 0;
1120
1121 m = get_linked_map ();
1122
1123 strcpy (m->path, filename);
1124 if (load_map_header (thawer, m))
1125 {
1126 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1127 delete_map (m);
1128 return 0;
1129 }
1130
1131 m->allocate ();
1132
1133 m->in_memory = MAP_LOADING;
1134 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1135
1136 m->in_memory = MAP_IN_MEMORY;
1137 if (!MAP_DIFFICULTY (m))
1138 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1139 set_map_reset_time (m);
1140 m->instantiate ();
1141 return (m);
1142}
1143
1144/*
1145 * Loads a map, which has been loaded earlier, from file.
1146 * Return the map object we load into (this can change from the passed
1147 * option if we can't find the original map)
1148 */
1149
1150static maptile *
1151load_temporary_map (maptile *m)
1152{
1153 char buf[MAX_BUF];
1154
1155 if (!m->tmpname)
1156 {
1157 LOG (llevError, "No temporary filename for map %s\n", m->path);
1158 strcpy (buf, m->path);
1159 delete_map (m);
1160 m = load_original_map (buf, 0);
1161 if (m == NULL)
1162 return NULL;
1163 fix_auto_apply (m); /* Chests which open as default */
1164 return m;
1165 }
1166
1167 object_thawer thawer (m->tmpname);
1168
1169 if (!thawer)
1170 {
1171 strcpy (buf, m->path);
1172 delete_map (m);
1173 m = load_original_map (buf, 0);
1174 if (!m)
1175 return NULL;
1176 fix_auto_apply (m); /* Chests which open as default */
1177 return m;
1178 }
1179
1180 if (load_map_header (thawer, m))
1181 {
1182 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1183 delete_map (m);
1184 m = load_original_map (m->path, 0);
1185 return NULL;
1186 }
1187
1188 m->allocate ();
1189
1190 m->in_memory = MAP_LOADING;
1191 load_objects (m, thawer, 0);
1192
1193 m->in_memory = MAP_IN_MEMORY;
1194 INVOKE_MAP (SWAPIN, m);
1195 return m;
1196}
1197
1198/*
1199 * Loads a map, which has been loaded earlier, from file.
1200 * Return the map object we load into (this can change from the passed
1201 * option if we can't find the original map)
1202 */
1203
1204maptile *
1205load_overlay_map (const char *filename, maptile *m)
1206{
1207 char pathname[MAX_BUF];
1208
1209 strcpy (pathname, create_overlay_pathname (filename));
1210
1211 object_thawer thawer (pathname);
1212
1213 if (!thawer)
1214 return m;
1215
1216 if (load_map_header (thawer, m))
1217 {
1218 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1219 delete_map (m);
1220 m = load_original_map (m->path, 0);
1221 return 0;
1222 }
1223 /*m->allocate ();*/
1224
1225 m->in_memory = MAP_LOADING;
1226 load_objects (m, thawer, MAP_OVERLAY);
1227
1228 m->in_memory = MAP_IN_MEMORY;
1229 return m;
1230}
1231 704
1232/****************************************************************************** 705/******************************************************************************
1233 * This is the start of unique map handling code 706 * This is the start of unique map handling code
1234 *****************************************************************************/ 707 *****************************************************************************/
1235 708
1236/* 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. */
1237static void 710void
1238delete_unique_items (maptile *m) 711maptile::clear_unique_items ()
1239{ 712{
1240 int i, j, unique; 713 for (int i = 0; i < size (); ++i)
1241 object *op, *next;
1242
1243 for (i = 0; i < m->width; i++)
1244 for (j = 0; j < m->height; j++)
1245 { 714 {
1246 unique = 0; 715 int unique = 0;
716 for (object *op = spaces [i].bot; op; )
717 {
718 object *above = op->above;
1247 719
1248 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 [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
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)
1249 { 806 {
807 // manually remove, as to not trigger anything
1250 next = op->above; 808 if (ms->bot = op->above)
809 ms->bot->below = 0;
1251 810
1252 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 811 op->flag [FLAG_REMOVED] = true;
1253 unique = 1;
1254 812
1255 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)
1256 { 817 {
1257 op->destroy_inv (false); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1258 op->destroy (); 819 head->destroy ();
1259 } 820 }
1260 } 821 }
822
823 sfree0 (spaces, size ());
1261 } 824 }
1262}
1263 825
1264
1265/*
1266 * Loads unique objects from file(s) into the map which is in memory
1267 * m is the map to load unique items into.
1268 */
1269static void
1270load_unique_objects (maptile *m)
1271{
1272 int count;
1273 char firstname[MAX_BUF];
1274
1275 for (count = 0; count < 10; count++)
1276 {
1277 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1278 if (!access (firstname, R_OK))
1279 break;
1280 }
1281 /* If we get here, we did not find any map */
1282 if (count == 10)
1283 return;
1284
1285 object_thawer thawer (firstname);
1286
1287 if (!thawer)
1288 return;
1289
1290 m->in_memory = MAP_LOADING;
1291 if (m->tmpname == NULL) /* if we have loaded unique items from */
1292 delete_unique_items (m); /* original map before, don't duplicate them */
1293 load_objects (m, thawer, 0);
1294
1295 m->in_memory = MAP_IN_MEMORY;
1296}
1297
1298
1299/*
1300 * Saves a map to file. If flag is set, it is saved into the same
1301 * file it was (originally) loaded from. Otherwise a temporary
1302 * filename will be genarated, and the file will be stored there.
1303 * The temporary filename will be stored in the maptileure.
1304 * If the map is unique, we also save to the filename in the map
1305 * (this should have been updated when first loaded)
1306 */
1307
1308int
1309new_save_map (maptile *m, int flag)
1310{
1311 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1312 int i;
1313
1314 if (flag && !*m->path)
1315 {
1316 LOG (llevError, "Tried to save map without path.\n");
1317 return -1;
1318 }
1319
1320 if (flag || (m->unique) || (m->templatemap))
1321 {
1322 if (!m->unique && !m->templatemap)
1323 { /* flag is set */
1324 if (flag == 2)
1325 strcpy (filename, create_overlay_pathname (m->path));
1326 else
1327 strcpy (filename, create_pathname (m->path));
1328 }
1329 else
1330 strcpy (filename, m->path);
1331
1332 make_path_to_file (filename);
1333 }
1334 else
1335 {
1336 if (!m->tmpname)
1337 m->tmpname = tempnam (settings.tmpdir, NULL);
1338
1339 strcpy (filename, m->tmpname);
1340 }
1341
1342 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1343 m->in_memory = MAP_SAVING;
1344
1345 object_freezer freezer;
1346
1347 /* legacy */
1348 fprintf (freezer, "arch map\n");
1349 if (m->name)
1350 fprintf (freezer, "name %s\n", m->name);
1351 if (!flag)
1352 fprintf (freezer, "swap_time %d\n", m->swap_time);
1353 if (m->reset_timeout)
1354 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1355 if (m->fixed_resettime)
1356 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1357 /* we unfortunately have no idea if this is a value the creator set
1358 * or a difficulty value we generated when the map was first loaded
1359 */
1360 if (m->difficulty)
1361 fprintf (freezer, "difficulty %d\n", m->difficulty);
1362 if (m->region)
1363 fprintf (freezer, "region %s\n", m->region->name);
1364 if (m->shopitems)
1365 {
1366 print_shop_string (m, shop);
1367 fprintf (freezer, "shopitems %s\n", shop);
1368 }
1369 if (m->shopgreed)
1370 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1371 if (m->shopmin)
1372 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1373 if (m->shopmax)
1374 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1375 if (m->shoprace)
1376 fprintf (freezer, "shoprace %s\n", m->shoprace);
1377 if (m->darkness)
1378 fprintf (freezer, "darkness %d\n", m->darkness);
1379 if (m->width)
1380 fprintf (freezer, "width %d\n", m->width);
1381 if (m->height)
1382 fprintf (freezer, "height %d\n", m->height);
1383 if (m->enter_x)
1384 fprintf (freezer, "enter_x %d\n", m->enter_x);
1385 if (m->enter_y)
1386 fprintf (freezer, "enter_y %d\n", m->enter_y);
1387 if (m->msg)
1388 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1389 if (m->maplore)
1390 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1391 if (m->unique)
1392 fprintf (freezer, "unique %d\n", m->unique);
1393 if (m->templatemap)
1394 fprintf (freezer, "template %d\n", m->templatemap);
1395 if (m->outdoor)
1396 fprintf (freezer, "outdoor %d\n", m->outdoor);
1397 if (m->temp)
1398 fprintf (freezer, "temp %d\n", m->temp);
1399 if (m->pressure)
1400 fprintf (freezer, "pressure %d\n", m->pressure);
1401 if (m->humid)
1402 fprintf (freezer, "humid %d\n", m->humid);
1403 if (m->windspeed)
1404 fprintf (freezer, "windspeed %d\n", m->windspeed);
1405 if (m->winddir)
1406 fprintf (freezer, "winddir %d\n", m->winddir);
1407 if (m->sky)
1408 fprintf (freezer, "sky %d\n", m->sky);
1409 if (m->nosmooth)
1410 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1411
1412 /* Save any tiling information, except on overlays */
1413 if (flag != 2)
1414 for (i = 0; i < 4; i++)
1415 if (m->tile_path[i])
1416 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1417
1418 freezer.put (m);
1419 fprintf (freezer, "end\n");
1420
1421 /* In the game save unique items in the different file, but
1422 * in the editor save them to the normal map file.
1423 * If unique map, save files in the proper destination (set by
1424 * player)
1425 */
1426 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1427 {
1428 object_freezer unique;
1429
1430 if (flag == 2)
1431 save_objects (m, freezer, unique, 2);
1432 else
1433 save_objects (m, freezer, unique, 0);
1434
1435 sprintf (buf, "%s.v00", create_items_path (m->path));
1436
1437 unique.save (buf);
1438 }
1439 else
1440 { /* save same file when not playing, like in editor */
1441 save_objects (m, freezer, freezer, 0);
1442 }
1443
1444 freezer.save (filename);
1445
1446 return 0;
1447}
1448
1449/*
1450 * Remove and free all objects in the given map.
1451 */
1452void
1453free_all_objects (maptile *m)
1454{
1455 if (!m->spaces)
1456 return;
1457
1458 for (int i = 0; i < m->width; i++)
1459 for (int j = 0; j < m->height; j++)
1460 {
1461 mapspace &ms = m->at (i, j);
1462
1463 while (object *op = ms.bottom)
1464 {
1465 if (op->head)
1466 op = op->head;
1467
1468 op->destroy_inv (false);
1469 op->destroy ();
1470 }
1471 }
1472}
1473
1474/*
1475 * Frees everything allocated by the given maptileure.
1476 * don't free tmpname - our caller is left to do that
1477 */
1478void
1479free_map (maptile *m, int flag)
1480{
1481 if (m->in_memory != MAP_IN_MEMORY)
1482 return;
1483
1484 m->in_memory = MAP_SAVING;
1485
1486 // TODO: use new/delete
1487#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1488
1489 if (flag && m->spaces)
1490 free_all_objects (m);
1491 if (m->name)
1492 FREE_AND_CLEAR (m->name);
1493 if (m->spaces)
1494 FREE_AND_CLEAR (m->spaces);
1495 if (m->msg)
1496 FREE_AND_CLEAR (m->msg);
1497 if (m->maplore)
1498 FREE_AND_CLEAR (m->maplore);
1499
1500 delete [] m->shopitems;
1501 m->shopitems = 0;
1502
1503 if (m->shoprace)
1504 FREE_AND_CLEAR (m->shoprace);
1505
1506 if (m->buttons) 826 if (buttons)
1507 free_objectlinkpt (m->buttons); 827 free_objectlinkpt (buttons), buttons = 0;
1508 828
1509 m->buttons = NULL; 829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
831}
1510 832
1511 for (int i = 0; i < 4; i++) 833void
1512 { 834maptile::clear_header ()
1513 if (m->tile_path[i]) 835{
1514 FREE_AND_CLEAR (m->tile_path[i]); 836 name = 0;
837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
1515 841
842 for (int i = 0; i < array_length (tile_path); i++)
1516 m->tile_map[i] = 0; 843 tile_path [i] = 0;
1517 }
1518
1519 m->in_memory = MAP_SWAPPED;
1520
1521#undef FREE_AND_CLEAR
1522} 844}
1523 845
1524maptile::~maptile () 846maptile::~maptile ()
1525{ 847{
1526 free_map (this, 1); 848 assert (destroyed ());
1527 free (tmpname);
1528} 849}
1529 850
1530void 851void
1531maptile::do_destroy () 852maptile::clear_links_to (maptile *m)
1532{ 853{
1533 attachable::do_destroy ();
1534
1535 free_all_objects (this);
1536
1537 /* 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
1538 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
1539 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
1540 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
1541 */ 858 */
1542 //TODO: non-euclidean-tiling MUST GO 859 for (int i = 0; i < array_length (tile_path); i++)
1543 for (maptile *m = first_map; m; m = m->next)
1544 for (int i = 0; i < 4; i++)
1545 if (m->tile_map[i] == this) 860 if (tile_map[i] == m)
1546 m->tile_map[i] = 0; 861 tile_map[i] = 0;
862}
1547 863
1548 if (first_map == this) 864void
1549 first_map = next; 865maptile::do_destroy ()
1550 else 866{
1551 for (maptile *m = first_map; m; m = m->next) 867 attachable::do_destroy ();
1552 if (m->next = this) 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{
877 if (!spaces)
878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1553 { 882 {
1554 m->next = next; 883 above = op->above;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
1555 break; 887 break;
1556 }
1557}
1558 888
1559//TODO: must go 889 bool destroy = 0;
1560void
1561delete_map (maptile *m)
1562{
1563 if (m)
1564 m->destroy ();
1565}
1566 890
1567/* 891 if (op->flag [FLAG_IS_FLOOR]
1568 * Makes sure the given map is loaded and swapped in. 892 || op->flag [FLAG_OBJ_ORIGINAL]
1569 * name is path name of the map. 893 || op->flag [FLAG_UNIQUE]
1570 * flags meaning: 894 || op->flag [FLAG_OVERLAY_FLOOR]
1571 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 895 || op->flag [FLAG_UNPAID]
1572 * and don't do unique items or the like. 896 || op->is_alive ())
1573 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 897 ; // do not decay
1574 * dont do any more name translation on it. 898 else if (op->is_weapon ())
1575 *
1576 * Returns a pointer to the given map.
1577 */
1578maptile *
1579ready_map_name (const char *name, int flags)
1580{
1581 if (!name)
1582 return 0;
1583
1584 /* Have we been at this level before? */
1585 maptile *m = has_been_loaded (name);
1586
1587 /* Map is good to go, so just return it */
1588 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1589 return m;
1590
1591 /* unique maps always get loaded from their original location, and never
1592 * a temp location. Likewise, if map_flush is set, or we have never loaded
1593 * this map, load it now. I removed the reset checking from here -
1594 * it seems the probability of a player trying to enter a map that should
1595 * reset but hasn't yet is quite low, and removing that makes this function
1596 * a bit cleaner (and players probably shouldn't rely on exact timing for
1597 * resets in any case - if they really care, they should use the 'maps command.
1598 */
1599 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1600 {
1601 /* first visit or time to reset */
1602 if (m)
1603 { 899 {
1604 clean_tmp_map (m); /* Doesn't make much difference */ 900 op->stats.dam--;
1605 delete_map (m); 901 if (op->stats.dam < 0)
902 destroy = 1;
1606 } 903 }
1607 904 else if (op->is_armor ())
1608 /* create and load a map */ 905 {
1609 if (flags & MAP_PLAYER_UNIQUE) 906 op->stats.ac--;
1610 LOG (llevDebug, "Trying to load map %s.\n", name); 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 }
1611 else 916 else
1612 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1613
1614 //eval_pv ("$x = Event::time", 1);//D
1615 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1616 return (NULL);
1617 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1618
1619 fix_auto_apply (m); /* Chests which open as default */
1620
1621 /* If a player unique map, no extra unique object file to load.
1622 * if from the editor, likewise.
1623 */
1624 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1625 load_unique_objects (m);
1626
1627 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1628 { 917 {
1629 m = load_overlay_map (name, m); 918 int mat = op->materials;
1630 if (m == NULL) 919
1631 return NULL; 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;
1632 } 933 }
1633 934
1634 if (flags & MAP_PLAYER_UNIQUE) 935 /* adjust overall chance below */
1635 INVOKE_MAP (SWAPIN, m); 936 if (destroy && rndm (0, 1))
1636 937 op->destroy ();
1637 } 938 }
1638 else
1639 {
1640 /* If in this loop, we found a temporary map, so load it up. */
1641
1642 m = load_temporary_map (m);
1643 if (m == NULL)
1644 return NULL;
1645 load_unique_objects (m);
1646
1647 clean_tmp_map (m);
1648 m->in_memory = MAP_IN_MEMORY;
1649 /* tempnam() on sun systems (probably others) uses malloc
1650 * to allocated space for the string. Free it here.
1651 * In some cases, load_temporary_map above won't find the
1652 * temporary map, and so has reloaded a new map. If that
1653 * is the case, tmpname is now null
1654 */
1655 if (m->tmpname)
1656 free (m->tmpname);
1657 m->tmpname = NULL;
1658 /* It's going to be saved anew anyway */
1659 }
1660
1661 /* Below here is stuff common to both first time loaded maps and
1662 * temp maps.
1663 */
1664
1665 decay_objects (m); /* start the decay */
1666 /* In case other objects press some buttons down */
1667 update_buttons (m);
1668 if (m->outdoor)
1669 set_darkness_map (m);
1670 /* run the weather over this map */
1671 weather_effect (name);
1672 return m;
1673} 939}
1674
1675 940
1676/* 941/*
1677 * 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.
1678 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1679 * 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.
1680 * 945 *
1681 * 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
1682 * 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
1683 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1684 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1685 */ 950 */
1686
1687int 951int
1688calculate_difficulty (maptile *m) 952maptile::estimate_difficulty () const
1689{ 953{
1690 object *op;
1691 archetype *at;
1692 int x, y, i;
1693 long monster_cnt = 0; 954 long monster_cnt = 0;
1694 double avgexp = 0; 955 double avgexp = 0;
1695 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1696 957
1697 if (MAP_DIFFICULTY (m)) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1698 { 959 for (object *op = ms->bot; op; op = op->above)
1699 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1700 return MAP_DIFFICULTY (m);
1701 }
1702
1703 for (x = 0; x < m->width; x++)
1704 for (y = 0; y < m->height; y++)
1705 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1706 { 960 {
1707 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1708 { 962 {
1709 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1710 monster_cnt++; 964 monster_cnt++;
1711 } 965 }
1712 966
1713 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1714 { 968 {
1715 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1716 at = type_to_archetype (GENERATE_TYPE (op));
1717 970
1718 if (at != NULL) 971 if (archetype *at = op->other_arch)
972 {
1719 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1720
1721 monster_cnt++; 974 monster_cnt++;
1722 } 975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1723 } 982 }
983 }
1724 984
1725 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1726 986
1727 for (i = 1; i <= settings.max_level; i++) 987 for (int i = 1; i <= settings.max_level; i++)
1728 {
1729 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))
1730 {
1731 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1732 return i; 989 return i;
1733 }
1734 }
1735 990
1736 return 1; 991 return 1;
1737}
1738
1739void
1740clean_tmp_map (maptile *m)
1741{
1742 if (m->tmpname == NULL)
1743 return;
1744 INVOKE_MAP (CLEAN, m);
1745 (void) unlink (m->tmpname);
1746}
1747
1748void
1749free_all_maps (void)
1750{
1751 int real_maps = 0;
1752
1753 while (first_map)
1754 {
1755 /* I think some of the callers above before it gets here set this to be
1756 * saving, but we still want to free this data
1757 */
1758 if (first_map->in_memory == MAP_SAVING)
1759 first_map->in_memory = MAP_IN_MEMORY;
1760 delete_map (first_map);
1761 real_maps++;
1762 }
1763 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1764} 992}
1765 993
1766/* change_map_light() - used to change map light level (darkness) 994/* change_map_light() - used to change map light level (darkness)
1767 * up or down. Returns true if successful. It should now be 995 * up or down. Returns true if successful. It should now be
1768 * possible to change a value by more than 1. 996 * possible to change a value by more than 1.
1769 * 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
1770 * to maps than los. 998 * to maps than los.
1771 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1772 */ 1000 */
1773
1774int 1001int
1775change_map_light (maptile *m, int change) 1002maptile::change_map_light (int change)
1776{ 1003{
1777 int new_level = m->darkness + change;
1778
1779 /* Nothing to do */ 1004 /* Nothing to do */
1780 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1005 if (!change)
1781 {
1782 return 0; 1006 return 0;
1783 }
1784 1007
1785 /* inform all players on the map */ 1008 /* inform all players on the map */
1786 if (change > 0) 1009 if (change > 0)
1787 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1788 else 1011 else
1789 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1790 1013
1791 /* Do extra checking. since m->darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1792 * we need to be extra careful about negative values.
1793 * In general, the checks below are only needed if change
1794 * is not +/-1
1795 */
1796 if (new_level < 0)
1797 m->darkness = 0;
1798 else if (new_level >= MAX_DARKNESS)
1799 m->darkness = MAX_DARKNESS;
1800 else
1801 m->darkness = new_level;
1802 1015
1803 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1804 update_all_map_los (m); 1017 update_all_map_los (this);
1018
1805 return 1; 1019 return 1;
1806} 1020}
1807 1021
1808/* 1022/*
1809 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1812 * through, etc) 1026 * through, etc)
1813 */ 1027 */
1814void 1028void
1815mapspace::update_ () 1029mapspace::update_ ()
1816{ 1030{
1817 object *tmp, *last = 0; 1031 object *last = 0;
1818 uint8 flags = 0, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1819 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
1820 object *top_obj, *floor_obj, *middle_obj;
1821 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;
1822 1039
1823 middle = blank_face; 1040 //object *middle = 0;
1824 top = blank_face; 1041 //object *top = 0;
1825 floor = blank_face; 1042 //object *floor = 0;
1043 // this seems to generate better code than using locals, above
1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1826 1047
1827 middle_obj = 0; 1048 object::flags_t allflags; // all flags of all objects or'ed together
1828 top_obj = 0;
1829 floor_obj = 0;
1830 1049
1831 for (tmp = bottom; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1832 { 1051 {
1833 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1834 * one). But if so, it shouldn't be a simple additive - 2
1835 * light bulbs do not illuminate twice as far as once since
1836 * it is a dissapation factor that is cubed.
1837 */
1838 if (tmp->glow_radius > light)
1839 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1840 1054
1841 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1842 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1843 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1844 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1845 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1846 * 1060 *
1847 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1848 */ 1062 */
1849 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1850 { 1064 {
1851 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1852 {
1853 top = tmp->face;
1854 top_obj = tmp; 1066 top = tmp;
1855 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1856 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1857 { 1068 {
1858 /* 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,
1859 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1860 */ 1071 */
1861 middle = blank_face; 1072 middle = 0;
1862 top = blank_face; 1073 top = 0;
1863 floor = tmp->face;
1864 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1865 } 1077 }
1866 /* Flag anywhere have high priority */ 1078 else
1867 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1868 { 1079 {
1869 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1870 1085
1871 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1872 anywhere = 1; 1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp;
1098 }
1873 } 1099 }
1874 /* Find the highest visible face around. If equal
1875 * visibilities, we still want the one nearer to the
1876 * top
1877 */
1878 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1879 {
1880 middle = tmp->face;
1881 middle_obj = tmp;
1882 }
1883 }
1884
1885 if (tmp == tmp->above)
1886 {
1887 LOG (llevError, "Error in structure of map\n");
1888 exit (-1);
1889 } 1100 }
1890 1101
1891 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1892 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1893 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1894 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1895 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1896 1107
1897 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1898 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1899 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1900 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1901 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1902 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1903 } 1112 }
1904 1113
1905 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
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);
1906 this->flags_ = flags; 1125 this->flags_ = flags;
1907 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1908 this->move_on = move_on; 1127 this->move_on = move_on;
1909 this->move_off = move_off; 1128 this->move_off = move_off;
1910 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1911 1132
1912 /* 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),
1913 * 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
1914 * this point. 1135 * this point.
1915 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1922 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1923 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1924 * 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.
1925 */ 1146 */
1926 if (top == middle) 1147 if (top == middle)
1927 middle = blank_face; 1148 middle = 0;
1928 1149
1929 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1930 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1931 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1932 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1933 */ 1154 */
1934 1155
1935 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1936 { 1157 {
1937 /* 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 */
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1939 break; 1160 break;
1940 1161
1941 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1942 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
1943 break; 1164 break;
1944 1165
1945 /* Only show visible faces, unless its the editor - show all */ 1166 /* Only show visible faces */
1946 if (!tmp->invisible || editor) 1167 if (!tmp->invisible)
1947 { 1168 {
1948 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1949 if (top == blank_face) 1170 if (!top)
1950 { 1171 {
1951 top = tmp->face;
1952 top_obj = tmp; 1172 top = tmp;
1953 if (top == middle) 1173 if (top == middle)
1954 middle = blank_face; 1174 middle = 0;
1955 } 1175 }
1956 else 1176 else
1957 { 1177 {
1958 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1959 * middle is not set 1179 * middle is not set
1960 * 1180 *
1961 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1962 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1963 * 1183 *
1964 */ 1184 */
1965 if (tmp->face != top) 1185 if (tmp != top)
1966 { 1186 {
1967 middle = tmp->face;
1968 middle_obj = tmp; 1187 middle = tmp;
1969 break; 1188 break;
1970 } 1189 }
1971 } 1190 }
1972 } 1191 }
1973 } 1192 }
1974 1193
1975 if (middle == floor) 1194 if (middle == floor)
1976 middle = blank_face; 1195 middle = 0;
1977 1196
1978 if (top == middle) 1197 if (top == middle)
1979 middle = blank_face; 1198 middle = 0;
1980 1199
1981 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1200 // dire hack to handle "transparent" floors - currently only open_space
1982 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1983 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1202 {
1984} 1203 floor->set_anim_frame (0);
1985 1204
1986void 1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1987set_map_reset_time (maptile *map) 1206 {
1988{ 1207 // mirror the floor - very unreliable because usually outdated,
1989 int timeout; 1208 // but somewhta works because floors do not change often :/
1209 mapspace &ms = m->at (floor->x, floor->y);
1210 ms.update ();
1990 1211
1991 timeout = MAP_RESET_TIMEOUT (map); 1212 if (object *floor2 = ms.faces_obj [2])
1992 if (timeout <= 0) 1213 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1993 timeout = MAP_DEFAULTRESET; 1214 {
1994 if (timeout >= MAP_MAXRESET) 1215 floor->set_anim_frame (1);
1995 timeout = MAP_MAXRESET; 1216 middle = floor;
1996 MAP_WHEN_RESET (map) = time (0) + timeout; 1217 floor = floor2;
1997} 1218 }
1219 }
1220 }
1998 1221
1999/* this updates the orig_map->tile_map[tile_num] value after loading 1222#if 0
2000 * the map. It also takes care of linking back the freshly loaded 1223 faces_obj [0] = top;
2001 * maps tile_map values if it tiles back to this one. It returns 1224 faces_obj [1] = middle;
2002 * the value of orig_map->tile_map[tile_num]. It really only does this 1225 faces_obj [2] = floor;
2003 * so that it is easier for calling functions to verify success. 1226#endif
2004 */ 1227}
2005 1228
2006static maptile * 1229maptile *
2007load_and_link_tiled_map (maptile *orig_map, int tile_num) 1230maptile::tile_available (int dir, bool load)
2008{ 1231{
2009 int dest_tile = (tile_num + 2) % 4; 1232 if (tile_path[dir])
2010 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1233 {
1234 // map is there and we don't need to load it OR it's loaded => return what we have
1235 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1236 return tile_map[dir];
2011 1237
2012 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1238 // well, try to locate it then, if possible - maybe it's there already
1239 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1240 return tile_map[dir];
1241 }
2013 1242
2014 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1243 return 0;
2015 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))
2016 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2017
2018 return orig_map->tile_map[tile_num];
2019} 1244}
2020 1245
2021/* this returns TRUE if the coordinates (x,y) are out of 1246/* this returns TRUE if the coordinates (x,y) are out of
2022 * map m. This function also takes into account any 1247 * map m. This function also takes into account any
2023 * tiling considerations, loading adjacant maps as needed. 1248 * tiling considerations, loading adjacant maps as needed.
2024 * This is the function should always be used when it 1249 * This is the function should always be used when it
2025 * necessary to check for valid coordinates. 1250 * necessary to check for valid coordinates.
2026 * This function will recursively call itself for the 1251 * This function will recursively call itself for the
2027 * tiled maps. 1252 * tiled maps.
2028 *
2029 *
2030 */ 1253 */
2031int 1254int
2032out_of_map (maptile *m, int x, int y) 1255out_of_map (maptile *m, int x, int y)
2033{ 1256{
2034 /* If we get passed a null map, this is obviously the 1257 /* If we get passed a null map, this is obviously the
2038 if (!m) 1261 if (!m)
2039 return 0; 1262 return 0;
2040 1263
2041 if (x < 0) 1264 if (x < 0)
2042 { 1265 {
2043 if (!m->tile_path[3]) 1266 if (!m->tile_available (3))
2044 return 1; 1267 return 1;
2045 1268
2046 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2047 load_and_link_tiled_map (m, 3);
2048
2049 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1269 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2050 } 1270 }
2051 1271
2052 if (x >= m->width) 1272 if (x >= m->width)
2053 { 1273 {
2054 if (!m->tile_path[1]) 1274 if (!m->tile_available (1))
2055 return 1; 1275 return 1;
2056 1276
2057 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2058 load_and_link_tiled_map (m, 1);
2059
2060 return (out_of_map (m->tile_map[1], x - m->width, y)); 1277 return out_of_map (m->tile_map[1], x - m->width, y);
2061 } 1278 }
2062 1279
2063 if (y < 0) 1280 if (y < 0)
2064 { 1281 {
2065 if (!m->tile_path[0]) 1282 if (!m->tile_available (0))
2066 return 1; 1283 return 1;
2067 1284
2068 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2069 load_and_link_tiled_map (m, 0);
2070
2071 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1285 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2072 } 1286 }
2073 1287
2074 if (y >= m->height) 1288 if (y >= m->height)
2075 { 1289 {
2076 if (!m->tile_path[2]) 1290 if (!m->tile_available (2))
2077 return 1; 1291 return 1;
2078 1292
2079 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2080 load_and_link_tiled_map (m, 2);
2081
2082 return (out_of_map (m->tile_map[2], x, y - m->height)); 1293 return out_of_map (m->tile_map[2], x, y - m->height);
2083 } 1294 }
2084 1295
2085 /* Simple case - coordinates are within this local 1296 /* Simple case - coordinates are within this local
2086 * map. 1297 * map.
2087 */ 1298 */
2090 1301
2091/* This is basically the same as out_of_map above, but 1302/* This is basically the same as out_of_map above, but
2092 * instead we return NULL if no map is valid (coordinates 1303 * instead we return NULL if no map is valid (coordinates
2093 * out of bounds and no tiled map), otherwise it returns 1304 * out of bounds and no tiled map), otherwise it returns
2094 * the map as that the coordinates are really on, and 1305 * the map as that the coordinates are really on, and
2095 * updates x and y to be the localized coordinates. 1306 * updates x and y to be the localised coordinates.
2096 * Using this is more efficient of calling out_of_map 1307 * Using this is more efficient of calling out_of_map
2097 * and then figuring out what the real map is 1308 * and then figuring out what the real map is
2098 */ 1309 */
2099maptile * 1310maptile *
2100get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1311maptile::xy_find (sint16 &x, sint16 &y)
2101{ 1312{
2102
2103 if (*x < 0) 1313 if (x < 0)
2104 { 1314 {
2105 if (!m->tile_path[3]) 1315 if (!tile_available (3))
2106 return 0; 1316 return 0;
2107 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2108 load_and_link_tiled_map (m, 3);
2109 1317
2110 *x += m->tile_map[3]->width; 1318 x += tile_map[3]->width;
2111 return (get_map_from_coord (m->tile_map[3], x, y)); 1319 return tile_map[3]->xy_find (x, y);
2112 } 1320 }
2113 1321
2114 if (*x >= m->width) 1322 if (x >= width)
2115 { 1323 {
2116 if (!m->tile_path[1]) 1324 if (!tile_available (1))
2117 return 0; 1325 return 0;
2118 1326
2119 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2120 load_and_link_tiled_map (m, 1);
2121
2122 *x -= m->width; 1327 x -= width;
2123 return (get_map_from_coord (m->tile_map[1], x, y)); 1328 return tile_map[1]->xy_find (x, y);
2124 } 1329 }
2125 1330
2126 if (*y < 0) 1331 if (y < 0)
2127 { 1332 {
2128 if (!m->tile_path[0]) 1333 if (!tile_available (0))
2129 return 0; 1334 return 0;
2130 1335
2131 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2132 load_and_link_tiled_map (m, 0);
2133
2134 *y += m->tile_map[0]->height; 1336 y += tile_map[0]->height;
2135 return (get_map_from_coord (m->tile_map[0], x, y)); 1337 return tile_map[0]->xy_find (x, y);
2136 } 1338 }
2137 1339
2138 if (*y >= m->height) 1340 if (y >= height)
2139 { 1341 {
2140 if (!m->tile_path[2]) 1342 if (!tile_available (2))
2141 return 0; 1343 return 0;
2142 1344
2143 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2144 load_and_link_tiled_map (m, 2);
2145
2146 *y -= m->height; 1345 y -= height;
2147 return (get_map_from_coord (m->tile_map[2], x, y)); 1346 return tile_map[2]->xy_find (x, y);
2148 } 1347 }
2149 1348
2150 /* Simple case - coordinates are within this local 1349 /* Simple case - coordinates are within this local
2151 * map. 1350 * map.
2152 */ 1351 */
2153
2154 return m; 1352 return this;
2155} 1353}
2156 1354
2157/** 1355/**
2158 * Return whether map2 is adjacent to map1. If so, store the distance from 1356 * Return whether map2 is adjacent to map1. If so, store the distance from
2159 * map1 to map2 in dx/dy. 1357 * map1 to map2 in dx/dy.
2160 */ 1358 */
2161static int 1359int
2162adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1360adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2163{ 1361{
2164 if (!map1 || !map2) 1362 if (!map1 || !map2)
2165 return 0; 1363 return 0;
2166 1364
1365 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1366 //fix: compare paths instead (this is likely faster, too!)
2167 if (map1 == map2) 1367 if (map1 == map2)
2168 { 1368 {
2169 *dx = 0; 1369 *dx = 0;
2170 *dy = 0; 1370 *dy = 0;
2171 1371 }
1372 else if (map1->tile_available (TILE_NORTH, false) == map2)
2172 } 1373 {
2173 else if (map1->tile_map[0] == map2)
2174 { /* up */
2175 *dx = 0; 1374 *dx = 0;
2176 *dy = -map2->height; 1375 *dy = -map2->height;
2177 } 1376 }
2178 else if (map1->tile_map[1] == map2) 1377 else if (map1->tile_available (TILE_EAST , false) == map2)
2179 { /* right */ 1378 {
2180 *dx = map1->width; 1379 *dx = map1->width;
2181 *dy = 0; 1380 *dy = 0;
2182 } 1381 }
2183 else if (map1->tile_map[2] == map2) 1382 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2184 { /* down */ 1383 {
2185 *dx = 0; 1384 *dx = 0;
2186 *dy = map1->height; 1385 *dy = map1->height;
2187 } 1386 }
2188 else if (map1->tile_map[3] == map2) 1387 else if (map1->tile_available (TILE_WEST , false) == map2)
2189 { /* left */ 1388 {
2190 *dx = -map2->width; 1389 *dx = -map2->width;
2191 *dy = 0; 1390 *dy = 0;
2192
2193 } 1391 }
2194 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1392 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2195 { /* up right */ 1393 { /* up right */
2196 *dx = map1->tile_map[0]->width; 1394 *dx = +map1->tile_map[TILE_NORTH]->width;
2197 *dy = -map1->tile_map[0]->height; 1395 *dy = -map1->tile_map[TILE_NORTH]->height;
2198 } 1396 }
2199 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1397 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2200 { /* up left */ 1398 { /* up left */
2201 *dx = -map2->width; 1399 *dx = -map2->width;
2202 *dy = -map1->tile_map[0]->height; 1400 *dy = -map1->tile_map[TILE_NORTH]->height;
2203 } 1401 }
2204 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1402 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2205 { /* right up */ 1403 { /* right up */
2206 *dx = map1->width; 1404 *dx = +map1->width;
2207 *dy = -map2->height; 1405 *dy = -map2->height;
2208 } 1406 }
2209 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1407 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2210 { /* right down */ 1408 { /* right down */
2211 *dx = map1->width; 1409 *dx = +map1->width;
2212 *dy = map1->tile_map[1]->height; 1410 *dy = +map1->tile_map[TILE_EAST]->height;
2213 } 1411 }
2214 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1412 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2215 { /* down right */ 1413 { /* down right */
2216 *dx = map1->tile_map[2]->width; 1414 *dx = +map1->tile_map[TILE_SOUTH]->width;
2217 *dy = map1->height; 1415 *dy = +map1->height;
2218 } 1416 }
2219 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1417 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2220 { /* down left */ 1418 { /* down left */
2221 *dx = -map2->width; 1419 *dx = -map2->width;
2222 *dy = map1->height; 1420 *dy = +map1->height;
2223 } 1421 }
2224 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1422 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2225 { /* left up */ 1423 { /* left up */
2226 *dx = -map1->tile_map[3]->width; 1424 *dx = -map1->tile_map[TILE_WEST]->width;
2227 *dy = -map2->height; 1425 *dy = -map2->height;
2228 } 1426 }
2229 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1427 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2230 { /* left down */ 1428 { /* left down */
2231 *dx = -map1->tile_map[3]->width; 1429 *dx = -map1->tile_map[TILE_WEST]->width;
2232 *dy = map1->tile_map[3]->height; 1430 *dy = +map1->tile_map[TILE_WEST]->height;
2233
2234 } 1431 }
2235 else 1432 else
2236 { /* not "adjacent" enough */
2237 return 0; 1433 return 0;
2238 }
2239 1434
2240 return 1; 1435 return 1;
1436}
1437
1438maptile *
1439maptile::xy_load (sint16 &x, sint16 &y)
1440{
1441 maptile *map = xy_find (x, y);
1442
1443 if (map)
1444 map->load_sync ();
1445
1446 return map;
1447}
1448
1449maptile *
1450get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1451{
1452 return m->xy_load (*x, *y);
2241} 1453}
2242 1454
2243/* From map.c 1455/* From map.c
2244 * This is used by get_player to determine where the other 1456 * This is used by get_player to determine where the other
2245 * creature is. get_rangevector takes into account map tiling, 1457 * creature is. get_rangevector takes into account map tiling,
2246 * so you just can not look the the map coordinates and get the 1458 * so you just can not look the the map coordinates and get the
2247 * righte value. distance_x/y are distance away, which 1459 * righte value. distance_x/y are distance away, which
2248 * can be negativbe. direction is the crossfire direction scheme 1460 * can be negative. direction is the crossfire direction scheme
2249 * that the creature should head. part is the part of the 1461 * that the creature should head. part is the part of the
2250 * monster that is closest. 1462 * monster that is closest.
2251 * 1463 *
2252 * get_rangevector looks at op1 and op2, and fills in the 1464 * get_rangevector looks at op1 and op2, and fills in the
2253 * structure for op1 to get to op2. 1465 * structure for op1 to get to op2.
2258 * be unexpected 1470 * be unexpected
2259 * 1471 *
2260 * currently, the only flag supported (0x1) is don't translate for 1472 * currently, the only flag supported (0x1) is don't translate for
2261 * closest body part of 'op1' 1473 * closest body part of 'op1'
2262 */ 1474 */
2263
2264void 1475void
2265get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1476get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2266{ 1477{
2267 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1478 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2268 { 1479 {
2269 /* be conservative and fill in _some_ data */ 1480 /* be conservative and fill in _some_ data */
2270 retval->distance = 100000; 1481 retval->distance = 10000;
2271 retval->distance_x = 32767; 1482 retval->distance_x = 10000;
2272 retval->distance_y = 32767; 1483 retval->distance_y = 10000;
2273 retval->direction = 0; 1484 retval->direction = 0;
2274 retval->part = 0; 1485 retval->part = 0;
2275 } 1486 }
2276 else 1487 else
2277 { 1488 {
2278 object *best;
2279
2280 retval->distance_x += op2->x - op1->x; 1489 retval->distance_x += op2->x - op1->x;
2281 retval->distance_y += op2->y - op1->y; 1490 retval->distance_y += op2->y - op1->y;
2282 1491
2283 best = op1; 1492 object *best = op1;
1493
2284 /* If this is multipart, find the closest part now */ 1494 /* If this is multipart, find the closest part now */
2285 if (!(flags & 0x1) && op1->more) 1495 if (!(flags & 1) && op1->more)
2286 { 1496 {
2287 object *tmp; 1497 int best_distance = idistance (retval->distance_x, retval->distance_y);
2288 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2289 1498
2290 /* we just take the offset of the piece to head to figure 1499 /* we just take the offset of the piece to head to figure
2291 * distance instead of doing all that work above again 1500 * distance instead of doing all that work above again
2292 * since the distance fields we set above are positive in the 1501 * since the distance fields we set above are positive in the
2293 * same axis as is used for multipart objects, the simply arithmetic 1502 * same axis as is used for multipart objects, the simply arithmetic
2294 * below works. 1503 * below works.
2295 */ 1504 */
2296 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1505 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2297 { 1506 {
2298 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1507 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2299 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1508
2300 if (tmpi < best_distance) 1509 if (tmpi < best_distance)
2301 { 1510 {
2302 best_distance = tmpi; 1511 best_distance = tmpi;
2303 best = tmp; 1512 best = tmp;
2304 } 1513 }
2305 } 1514 }
1515
2306 if (best != op1) 1516 if (best != op1)
2307 { 1517 {
2308 retval->distance_x += op1->x - best->x; 1518 retval->distance_x += op1->x - best->x;
2309 retval->distance_y += op1->y - best->y; 1519 retval->distance_y += op1->y - best->y;
2310 } 1520 }
2311 } 1521 }
1522
2312 retval->part = best; 1523 retval->part = best;
2313 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2314 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2315 } 1526 }
2316} 1527}
2317 1528
2318/* this is basically the same as get_rangevector above, but instead of 1529/* this is basically the same as get_rangevector above, but instead of
2319 * the first parameter being an object, it instead is the map 1530 * the first parameter being an object, it instead is the map
2323 * flags has no meaning for this function at this time - I kept it in to 1534 * flags has no meaning for this function at this time - I kept it in to
2324 * be more consistant with the above function and also in case they are needed 1535 * be more consistant with the above function and also in case they are needed
2325 * for something in the future. Also, since no object is pasted, the best 1536 * for something in the future. Also, since no object is pasted, the best
2326 * field of the rv_vector is set to NULL. 1537 * field of the rv_vector is set to NULL.
2327 */ 1538 */
2328
2329void 1539void
2330get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1540get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2331{ 1541{
2332 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1542 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2333 { 1543 {
2334 /* be conservative and fill in _some_ data */ 1544 /* be conservative and fill in _some_ data */
2335 retval->distance = 100000; 1545 retval->distance = 100000;
2336 retval->distance_x = 32767; 1546 retval->distance_x = 32767;
2337 retval->distance_y = 32767; 1547 retval->distance_y = 32767;
2338 retval->direction = 0; 1548 retval->direction = 0;
2339 retval->part = 0; 1549 retval->part = 0;
2340 } 1550 }
2341 else 1551 else
2342 { 1552 {
2343 retval->distance_x += op2->x - x; 1553 retval->distance_x += op2->x - x;
2344 retval->distance_y += op2->y - y; 1554 retval->distance_y += op2->y - y;
2345 1555
2346 retval->part = NULL; 1556 retval->part = 0;
2347 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1557 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2348 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1558 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2349 } 1559 }
2350} 1560}
2351 1561
2352/* Returns true of op1 and op2 are effectively on the same map 1562/* Returns true of op1 and op2 are effectively on the same map
2353 * (as related to map tiling). Note that this looks for a path from 1563 * (as related to map tiling). Note that this looks for a path from
2354 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1564 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2355 * to op1, this will still return false. 1565 * to op1, this will still return false.
2356 * Note we only look one map out to keep the processing simple 1566 * Note we only look one map out to keep the processing simple
2357 * and efficient. This could probably be a macro. 1567 * and efficient. This could probably be a macro.
2358 * MSW 2001-08-05 1568 * MSW 2001-08-05
2359 */ 1569 */
2362{ 1572{
2363 int dx, dy; 1573 int dx, dy;
2364 1574
2365 return adjacent_map (op1->map, op2->map, &dx, &dy); 1575 return adjacent_map (op1->map, op2->map, &dx, &dy);
2366} 1576}
1577
1578//-GPL
1579
1580object *
1581maptile::insert (object *op, int x, int y, object *originator, int flags)
1582{
1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1584}
1585
1586region *
1587maptile::region (int x, int y) const
1588{
1589 if (regions
1590 && regionmap
1591 && !OUT_OF_REAL_MAP (this, x, y))
1592 if (struct region *reg = regionmap [regions [y * width + x]])
1593 return reg;
1594
1595 if (default_region)
1596 return default_region;
1597
1598 return ::region::default_region ();
1599}
1600
1601//+GPL
1602
1603/* picks a random object from a style map.
1604 */
1605object *
1606maptile::pick_random_object (rand_gen &gen) const
1607{
1608 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me.
1613 */
1614 for (int i = 1000; --i;)
1615 {
1616 object *pick = at (gen (width), gen (height)).bot;
1617
1618 // must be head: do not prefer big monsters just because they are big.
1619 if (pick && pick->is_head ())
1620 return pick;
1621 }
1622
1623 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return archetype::find (shstr_bug);
1625}
1626
1627//-GPL
1628
1629void
1630maptile::play_sound (faceidx sound, int x, int y) const
1631{
1632 if (!sound)
1633 return;
1634
1635 for_all_players_on_map (pl, this)
1636 if (client *ns = pl->ns)
1637 {
1638 int dx = x - pl->ob->x;
1639 int dy = y - pl->ob->y;
1640
1641 int distance = idistance (dx, dy);
1642
1643 if (distance <= MAX_SOUND_DISTANCE)
1644 ns->play_sound (sound, dx, dy);
1645 }
1646}
1647
1648void
1649maptile::say_msg (const char *msg, int x, int y) const
1650{
1651 for_all_players (pl)
1652 if (client *ns = pl->ns)
1653 {
1654 int dx = x - pl->ob->x;
1655 int dy = y - pl->ob->y;
1656
1657 int distance = idistance (dx, dy);
1658
1659 if (distance <= MAX_SOUND_DISTANCE)
1660 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1661 }
1662}
1663
1664dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1665
1666static void
1667split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1668{
1669 // clip to map to the left
1670 if (x0 < 0)
1671 {
1672 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1673 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1674
1675 if (x1 < 0) // entirely to the left
1676 return;
1677
1678 x0 = 0;
1679 }
1680
1681 // clip to map to the right
1682 if (x1 > m->width)
1683 {
1684 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1685 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1686
1687 if (x0 > m->width) // entirely to the right
1688 return;
1689
1690 x1 = m->width;
1691 }
1692
1693 // clip to map above
1694 if (y0 < 0)
1695 {
1696 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1697 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1698
1699 if (y1 < 0) // entirely above
1700 return;
1701
1702 y0 = 0;
1703 }
1704
1705 // clip to map below
1706 if (y1 > m->height)
1707 {
1708 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1709 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1710
1711 if (y0 > m->height) // entirely below
1712 return;
1713
1714 y1 = m->height;
1715 }
1716
1717 // if we get here, the rect is within the current map
1718 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1719
1720 r->m = m;
1721 r->x0 = x0;
1722 r->y0 = y0;
1723 r->x1 = x1;
1724 r->y1 = y1;
1725 r->dx = dx;
1726 r->dy = dy;
1727}
1728
1729maprect *
1730maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1731{
1732 buf.clear ();
1733
1734 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1735
1736 // add end marker
1737 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1738 r->m = 0;
1739
1740 return (maprect *)buf.linearise ();
1741}
1742

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