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Comparing deliantra/server/common/map.C (file contents):
Revision 1.50 by root, Mon Dec 25 15:28:35 2006 UTC vs.
Revision 1.204 by root, Wed May 4 07:36:40 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 */
37maptile *
38has_been_loaded (const char *name)
39{
40 maptile *map;
41 31
42 if (!name || !*name) 32sint8 maptile::outdoor_darkness;
43 return 0;
44
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m; m = m->next)
229 dump_map (m);
230}
231 33
232/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
233 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
234 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
235 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
240 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
241 */ 43 */
242int 44int
243get_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)
244{ 46{
245 sint16 newx, newy;
246 int retval = 0;
247 maptile *mp;
248
249 newx = x; 47 sint16 newx = x;
250 newy = y; 48 sint16 newy = y;
251 49
252 mp = get_map_from_coord (oldmap, &newx, &newy); 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
253 51
254 if (!mp) 52 if (!mp)
255 return P_OUT_OF_MAP; 53 return P_OUT_OF_MAP;
256
257 if (mp != oldmap)
258 retval |= P_NEW_MAP;
259 54
260 if (newmap) *newmap = mp; 55 if (newmap) *newmap = mp;
261 if (nx) *nx = newx; 56 if (nx) *nx = newx;
262 if (ny) *ny = newy; 57 if (ny) *ny = newy;
263 58
264 return retval | mp->at (newx, newy).flags (); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
265} 60}
266 61
267/* 62/*
268 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
269 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
277 * by the caller. 72 * by the caller.
278 */ 73 */
279int 74int
280blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
281{ 76{
282 object *tmp;
283 int mflags, blocked;
284
285 /* 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
286 * have already checked this. 78 * have already checked this.
287 */ 79 */
288 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
289 { 81 {
290 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");
291 return 1; 83 return 1;
292 } 84 }
293 85
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
295 * directly.
296 */
297 mflags = m->at (sx, sy).flags ();
298 87
299 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
300 90
301 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 93 * things we need to do for players.
304 */ 94 */
305 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
306 return 0; 96 return 0;
307 97
308 /* 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
309 * 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
310 * 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
311 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
312 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
313 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
314 */ 104 */
315 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
316 return 0; 106 return 0;
317 107
318 if (ob->head != NULL)
319 ob = ob->head; 108 ob = ob->head_ ();
320 109
321 /* 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
322 * 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
323 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
324 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
325 */ 114 */
326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
327 { 116 {
328 117 if (OB_MOVE_BLOCK (ob, tmp))
329 /* This must be before the checks below. Code for inventory checkers. */
330 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
331 { 118 {
332 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
333 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
334 * pass through this space. 121 return 1;
335 */ 122 else
336 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
337 { 126 {
338 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))
339 return 1; 131 return 1;
340 else 132 }
341 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;
342 } 142 }
343 else 143 else
344 { 144 return 1; // unconditional block
345 /* In this case, the player must not have the object - 145
346 * if they do, they can't pass through.
347 */
348 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
349 return 1;
350 else
351 continue;
352 }
353 } /* if check_inv */
354 else 146 } else {
355 { 147 // space does not block the ob, directly, but
356 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
357 * this more readable. first check - if the space blocks 149 // blocks anything
358 * movement, can't move here. 150
359 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
360 * hidden dm 152 && tmp->type != DOOR
361 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
362 if (OB_MOVE_BLOCK (ob, tmp))
363 return 1;
364 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
365 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
366 return 1; 154 return 1;
367 } 155 }
368
369 } 156 }
157
370 return 0; 158 return 0;
371} 159}
372 160
373
374/* 161/*
375 * 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
376 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
377 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
378 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
379 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
380 * 167 *
381 * 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.
382 * 169 *
383 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
384 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
395 * 182 *
396 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
397 * 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
398 * against the move_block values. 185 * against the move_block values.
399 */ 186 */
400int 187bool
401ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
402{ 189{
403 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
404 int flag;
405 maptile *m1;
406 sint16 sx, sy;
407
408 if (ob == NULL)
409 {
410 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
411 if (flag & P_OUT_OF_MAP)
412 return P_OUT_OF_MAP;
413
414 /* don't have object, so don't know what types would block */
415 return m1->at (sx, sy).move_block;
416 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
417 193
418 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
419 { 195 return 1;
420 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
421 196
422 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
423 return P_OUT_OF_MAP; 198
424 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
425 return P_IS_ALIVE; 200 return 1;
426 201
427 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
428 203 * (signifying non-moving objects)
429
430 /* find_first_free_spot() calls this function. However, often
431 * ob doesn't have any move type (when used to place exits)
432 * 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.
433 */ 205 */
434
435 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
436 continue; 207 continue;
437 208
438 /* 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
439 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
440 */ 211 */
441 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
442 return P_NO_PASS; 213 return 1;
443 } 214 }
444 215
445 return 0; 216 return 0;
446} 217}
447 218
448/* When the map is loaded, load_object does not actually insert objects 219//-GPL
449 * into inventory, but just links them. What this does is go through
450 * and insert them properly.
451 * The object 'container' is the object that contains the inventory.
452 * This is needed so that we can update the containers weight.
453 */
454 220
455void 221void
456fix_container (object *container) 222maptile::set_object_flag (int flag, int value)
457{ 223{
458 object *tmp = container->inv, *next; 224 if (!spaces)
225 return;
459 226
460 container->inv = NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
461 while (tmp != NULL) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
462 { 229 tmp->flag [flag] = value;
463 next = tmp->below;
464 if (tmp->inv)
465 fix_container (tmp);
466 (void) insert_ob_in_ob (tmp, container);
467 tmp = next;
468 }
469 /* sum_weight will go through and calculate what all the containers are
470 * carrying.
471 */
472 sum_weight (container);
473} 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
474 259
475/* 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
476 * 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
477 * 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
478 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
479 * the more sections and not re-add sections for them.
480 */ 264 */
481 265void
482static void 266maptile::link_multipart_objects ()
483link_multipart_objects (maptile *m)
484{ 267{
485 int x, y; 268 if (!spaces)
486 object *tmp, *op, *last, *above; 269 return;
487 archetype *at;
488 270
489 for (x = 0; x < m->width; x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
490 for (y = 0; y < m->height; y++) 272 {
491 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 273 object *op = ms->bot;
274 while (op)
492 { 275 {
493 above = tmp->above;
494
495 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
496 if (tmp->head || tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
497 continue;
498
499 /* If there is nothing more to this object, this for loop
500 * won't do anything.
501 */
502 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503 { 278 {
504 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
505 281
506 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
507 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
508 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
509 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
510 op->map = m; 286
511 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
512 op->name = tmp->name; 288 // so we have to reset the iteration through the mapspace
513 op->title = tmp->title;
514 /* we could link all the parts onto tmp, and then just
515 * call insert_ob_in_map once, but the effect is the same,
516 * as insert_ob_in_map will call itself with each part, and
517 * the coding is simpler to just to it here with each part.
518 */ 289 }
519 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 else
520 } /* for at = tmp->arch->more */ 291 op = op->above;
521 } /* for objects on this space */ 292 }
293 }
522} 294}
295
296//-GPL
523 297
524/* 298/*
525 * 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
526 * file pointer. 300 * file pointer.
527 * mapflags is the same as we get with load_original_map
528 */ 301 */
529void 302bool
530load_objects (maptile *m, object_thawer & fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
531{ 304{
532 int i, j; 305 for (;;)
533 int unique;
534 object *op, *prev = NULL, *last_more = NULL, *otmp;
535
536 op = object::create ();
537 op->map = m; /* To handle buttons correctly */
538
539 while ((i = load_object (fp, op, mapflags)))
540 { 306 {
541 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
542 * got an invalid object. Don't do anything with it - the game 308
543 * or editor will not be able to do anything with it either. 309 switch (f.kw)
544 */
545 if (op->arch == NULL)
546 { 310 {
547 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
548 continue; 346 continue;
549 }
550 347
551 switch (i)
552 {
553 case LL_NORMAL:
554 /* if we are loading an overlay, put the floors on the bottom */
555 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557 else
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
559
560 if (op->inv)
561 sum_weight (op);
562
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE: 348 case KW_EOF:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
568 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
569 break; 354 break;
570 } 355 }
571 356
572 if (mapflags & MAP_STYLE) 357 f.next ();
573 remove_from_active_list (op);
574
575 op = object::create ();
576 op->map = m;
577 }
578
579 for (i = 0; i < m->width; i++)
580 { 358 }
581 for (j = 0; j < m->height; j++) 359
360 return true;
361}
362
363void
364maptile::activate ()
365{
366 if (in_memory != 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 in_memory = MAP_ACTIVE;
374}
375
376void
377maptile::deactivate ()
378{
379 if (in_memory != MAP_ACTIVE)
380 return;
381
382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
383 for (object *op = ms->bot; op; op = op->above)
384 op->deactivate_recursive ();
385
386 in_memory = MAP_INACTIVE;
387}
388
389bool
390maptile::_save_objects (object_freezer &f, int flags)
391{
392 coroapi::cede_to_tick ();
393
394 if (flags & IO_HEADER)
395 _save_header (f);
396
397 if (!spaces)
398 return false;
399
400 for (int i = 0; i < size (); ++i)
401 {
402 bool unique = 0;
403
404 for (object *op = spaces [i].bot; op; op = op->above)
582 { 405 {
583 unique = 0; 406 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
584 /* check for unique items, or unique squares */ 407
585 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 408 if (expect_false (!op->can_map_save ()))
409 continue;
410
411 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
586 { 412 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 413 if (flags & IO_UNIQUES)
588 unique = 1; 414 op->write (f);
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 } 415 }
416 else if (expect_true (flags & IO_OBJECTS))
417 op->write (f);
593 } 418 }
594 } 419 }
595 420
596 op->destroy (); 421 coroapi::cede_to_tick ();
597 link_multipart_objects (m);
598}
599 422
600/* This saves all the objects on the map in a non destructive fashion. 423 return true;
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 424}
602 * and we only save the head of multi part objects - this is needed 425
603 * in order to do map tiling properly. 426bool
427maptile::_save_objects (const char *path, int flags)
428{
429 object_freezer freezer;
430
431 if (!_save_objects (freezer, flags))
432 return false;
433
434 return freezer.save (path);
435}
436
437void
438maptile::init ()
439{
440 in_memory = MAP_SWAPPED;
441
442 /* The maps used to pick up default x and y values from the
443 * map archetype. Mimic that behaviour.
604 */ 444 */
605void 445 width = 16;
606save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag) 446 height = 16;
607{ 447 timeout = 300;
608 int i, j = 0, unique = 0; 448 max_items = MAX_ITEM_PER_ACTION;
609 object *op; 449 max_volume = 2000000; // 2m³
610 450 reset_timeout = 0;
611 /* first pass - save one-part objects */ 451 enter_x = 0;
612 for (i = 0; i < m->width; i++) 452 enter_y = 0;
613 for (j = 0; j < m->height; j++)
614 {
615 unique = 0;
616 for (op = m->at (i, j).bot; op; op = op->above)
617 {
618 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
619 unique = 1;
620
621 if (op->type == PLAYER)
622 continue;
623
624 if (op->head || op->owner)
625 continue;
626
627 if (unique || op->flag [FLAG_UNIQUE])
628 save_object (fp2, op, 3);
629 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
630 save_object (fp, op, 3);
631 }
632 }
633} 453}
634 454
635maptile::maptile () 455maptile::maptile ()
636{ 456{
637 in_memory = MAP_SWAPPED; 457 init ();
638 /* The maps used to pick up default x and y values from the
639 * map archetype. Mimic that behaviour.
640 */
641 this->width = 16;
642 this->height = 16;
643 this->reset_timeout = 0;
644 this->timeout = 300;
645 this->enter_x = 0;
646 this->enter_y = 0;
647 /*set part to -1 indicating conversion to weather map not yet done */
648 this->worldpartx = -1;
649 this->worldparty = -1;
650} 458}
651 459
652/* 460maptile::maptile (int w, int h)
653 * Allocates, initialises, and returns a pointer to a maptile.
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657maptile *
658get_linked_map (void)
659{ 461{
660 maptile *mp, *map = new maptile; 462 init ();
661 463
662 for (mp = first_map; mp && mp->next; mp = mp->next); 464 width = w;
465 height = h;
663 466
664 if (mp == NULL) 467 alloc ();
665 first_map = map;
666 else
667 mp->next = map;
668
669 return map;
670} 468}
671 469
672/* 470/*
673 * Allocates the arrays contained in a maptile. 471 * Allocates the arrays contained in a maptile.
674 * This basically allocates the dynamic array of spaces for the 472 * This basically allocates the dynamic array of spaces for the
675 * map. 473 * map.
676 */ 474 */
677void 475void
678maptile::allocate () 476maptile::alloc ()
679{ 477{
680 in_memory = MAP_IN_MEMORY;
681
682 /* Log this condition and free the storage. We could I suppose
683 * realloc, but if the caller is presuming the data will be intact,
684 * that is their poor assumption.
685 */
686 if (spaces) 478 if (spaces)
687 {
688 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
689 free (spaces);
690 }
691
692 spaces = (mapspace *)
693 calloc (1, width * height * sizeof (mapspace));
694
695 if (!spaces)
696 fatal (OUT_OF_MEMORY);
697}
698
699/* Create and returns a map of the specific size. Used
700 * in random map code and the editor.
701 */
702maptile *
703get_empty_map (int sizex, int sizey)
704{
705 maptile *m = get_linked_map ();
706
707 m->width = sizex;
708 m->height = sizey;
709 m->in_memory = MAP_SWAPPED;
710 m->allocate ();
711
712 return m; 479 return;
480
481 spaces = salloc0<mapspace> (size ());
713} 482}
483
484//+GPL
714 485
715/* Takes a string from a map definition and outputs a pointer to the array of shopitems 486/* Takes a string from a map definition and outputs a pointer to the array of shopitems
716 * corresponding to that string. Memory is allocated for this, it must be freed 487 * corresponding to that string. Memory is allocated for this, it must be freed
717 * at a later date. 488 * at a later date.
718 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
719 */ 490 */
720
721static shopitems * 491static shopitems *
722parse_shop_string (const char *input_string) 492parse_shop_string (const char *input_string)
723{ 493{
724 char *shop_string, *p, *q, *next_semicolon, *next_colon; 494 char *shop_string, *p, *q, *next_semicolon, *next_colon;
725 shopitems *items = NULL; 495 shopitems *items = NULL;
734 p = strchr (p, ';'); 504 p = strchr (p, ';');
735 number_of_entries++; 505 number_of_entries++;
736 if (p) 506 if (p)
737 p++; 507 p++;
738 } 508 }
509
739 p = shop_string; 510 p = shop_string;
740 strip_endline (p); 511 strip_endline (p);
741 items = new shopitems[number_of_entries + 1]; 512 items = new shopitems[number_of_entries + 1];
742 for (i = 0; i < number_of_entries; i++) 513 for (i = 0; i < number_of_entries; i++)
743 { 514 {
744 if (!p) 515 if (!p)
745 { 516 {
746 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 517 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
747 break; 518 break;
748 } 519 }
520
749 next_semicolon = strchr (p, ';'); 521 next_semicolon = strchr (p, ';');
750 next_colon = strchr (p, ':'); 522 next_colon = strchr (p, ':');
751 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 523 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
752 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 524 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753 items[i].strength = atoi (strchr (p, ':') + 1); 525 items[i].strength = atoi (strchr (p, ':') + 1);
780 * the next entry while we're at it, better print a warning 552 * the next entry while we're at it, better print a warning
781 */ 553 */
782 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 554 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
783 } 555 }
784 } 556 }
557
785 items[i].index = number_of_entries; 558 items[i].index = number_of_entries;
786 if (next_semicolon) 559 if (next_semicolon)
787 p = ++next_semicolon; 560 p = ++next_semicolon;
788 else 561 else
789 p = NULL; 562 p = NULL;
790 } 563 }
564
791 free (shop_string); 565 free (shop_string);
792 return items; 566 return items;
793} 567}
794 568
795/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
796 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
797static void 571static const char *
798print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
799{ 573{
800 int i; 574 static dynbuf_text buf; buf.clear ();
801 char tmp[MAX_BUF]; 575 bool first = true;
802 576
803 strcpy (output_string, "");
804 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
805 { 578 {
579 if (!first)
580 buf << ';';
581
582 first = false;
583
806 if (m->shopitems[i].typenum) 584 if (m->shopitems[i].typenum)
807 { 585 {
808 if (m->shopitems[i].strength) 586 if (m->shopitems[i].strength)
809 {
810 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 587 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
811 }
812 else 588 else
813 sprintf (tmp, "%s;", m->shopitems[i].name); 589 buf.printf ("%s", m->shopitems[i].name);
814 } 590 }
815 else 591 else
816 { 592 {
817 if (m->shopitems[i].strength) 593 if (m->shopitems[i].strength)
818 {
819 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 594 buf.printf ("*:%d", m->shopitems[i].strength);
820 }
821 else 595 else
822 sprintf (tmp, "*"); 596 buf.printf ("*");
823 } 597 }
824 strcat (output_string, tmp);
825 } 598 }
599
600 return buf;
826} 601}
602
603//-GPL
827 604
828/* This loads the header information of the map. The header 605/* This loads the header information of the map. The header
829 * contains things like difficulty, size, timeout, etc. 606 * contains things like difficulty, size, timeout, etc.
830 * this used to be stored in the map object, but with the 607 * this used to be stored in the map object, but with the
831 * addition of tiling, fields beyond that easily named in an 608 * addition of tiling, fields beyond that easily named in an
833 * put all the stuff in the map object so that names actually make 610 * put all the stuff in the map object so that names actually make
834 * sense. 611 * sense.
835 * This could be done in lex (like the object loader), but I think 612 * This could be done in lex (like the object loader), but I think
836 * currently, there are few enough fields this is not a big deal. 613 * currently, there are few enough fields this is not a big deal.
837 * MSW 2001-07-01 614 * MSW 2001-07-01
838 * return 0 on success, 1 on failure.
839 */ 615 */
840 616bool
841static int 617maptile::_load_header (object_thawer &thawer)
842load_map_header (object_thawer & fp, maptile *m)
843{ 618{
844 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 619 for (;;)
845 int msgpos = 0;
846 int maplorepos = 0;
847
848 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 { 620 {
850 buf[HUGE_BUF - 1] = 0; 621 switch (thawer.kw)
851 key = buf;
852
853 while (isspace (*key))
854 key++;
855
856 if (*key == 0)
857 continue; /* empty line */
858
859 value = strchr (key, ' ');
860
861 if (!value)
862 { 622 {
863 if ((end = strchr (key, '\n'))) 623 case KW_msg:
864 *end = 0; 624 thawer.get_ml (KW_endmsg, msg);
625 break;
626
627 case KW_lore: // deliantra extension
628 thawer.get_ml (KW_endlore, maplore);
629 break;
630
631 case KW_maplore:
632 thawer.get_ml (KW_endmaplore, maplore);
633 break;
634
635 case KW_arch:
636 if (strcmp (thawer.get_str (), "map"))
637 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
638 break;
639
640 case KW_oid:
641 thawer.get (this, thawer.get_sint32 ());
642 break;
643
644 case KW_file_format_version: break; // nop
645
646 case KW_name: thawer.get (name); break;
647 case KW_attach: thawer.get (attach); break;
648 case KW_reset_time: thawer.get (reset_time); break;
649 case KW_shopgreed: thawer.get (shopgreed); break;
650 case KW_shopmin: thawer.get (shopmin); break;
651 case KW_shopmax: thawer.get (shopmax); break;
652 case KW_shoprace: thawer.get (shoprace); break;
653 case KW_outdoor: thawer.get (outdoor); break;
654
655 case KW_per_player: thawer.get (per_player); break;
656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
659
660 case KW_region: thawer.get (default_region); break;
661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
662
663 // old names new names
664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
666 case KW_x: case KW_width: thawer.get (width); break;
667 case KW_y: case KW_height: thawer.get (height); break;
668 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
669 case KW_value: case KW_swap_time: thawer.get (timeout); break;
670 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
671 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
673
674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
678 case KW_tile_path_5: thawer.get (tile_path [4]); break;
679 case KW_tile_path_6: thawer.get (tile_path [5]); break;
680
681 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 thawer.next ();
687 return true;
688
689 default:
690 if (!thawer.parse_error ("map"))
691 return false;
692 break;
865 } 693 }
866 else
867 {
868 *value = 0;
869 value++;
870 end = strchr (value, '\n');
871 694
872 while (isspace (*value)) 695 thawer.next ();
873 {
874 value++;
875
876 if (*value == '\0' || value == end)
877 {
878 /* Nothing but spaces. */
879 value = NULL;
880 break;
881 }
882 }
883 }
884
885 if (!end)
886 {
887 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
888 return 1;
889 }
890
891 /* key is the field name, value is what it should be set
892 * to. We've already done the work to null terminate key,
893 * and strip off any leading spaces for both of these.
894 * We have not touched the newline at the end of the line -
895 * these are needed for some values. the end pointer
896 * points to the first of the newlines.
897 * value could be NULL! It would be easy enough to just point
898 * this to "" to prevent cores, but that would let more errors slide
899 * through.
900 *
901 * First check for entries that do not use the value parameter, then
902 * validate that value is given and check for the remaining entries
903 * that use the parameter.
904 */
905
906 if (!strcmp (key, "msg"))
907 {
908 while (fgets (buf, HUGE_BUF, fp) != NULL)
909 {
910 if (!strcmp (buf, "endmsg\n"))
911 break;
912 else
913 {
914 /* slightly more efficient than strcat */
915 strcpy (msgbuf + msgpos, buf);
916 msgpos += strlen (buf);
917 }
918 }
919 /* There are lots of maps that have empty messages (eg, msg/endmsg
920 * with nothing between). There is no reason in those cases to
921 * keep the empty message. Also, msgbuf contains garbage data
922 * when msgpos is zero, so copying it results in crashes
923 */
924 if (msgpos != 0)
925 m->msg = strdup (msgbuf);
926 }
927 else if (!strcmp (key, "maplore"))
928 {
929 while (fgets (buf, HUGE_BUF, fp) != NULL)
930 {
931 if (!strcmp (buf, "endmaplore\n"))
932 break;
933 else
934 {
935 /* slightly more efficient than strcat */
936 strcpy (maplorebuf + maplorepos, buf);
937 maplorepos += strlen (buf);
938 }
939 }
940 if (maplorepos != 0)
941 m->maplore = strdup (maplorebuf);
942 }
943 else if (!strcmp (key, "end"))
944 {
945 break;
946 }
947 else if (value == NULL)
948 {
949 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
950 }
951 else if (!strcmp (key, "arch"))
952 {
953 /* This is an oddity, but not something we care about much. */
954 if (strcmp (value, "map\n"))
955 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
956 }
957 else if (!strcmp (key, "name"))
958 {
959 *end = 0;
960 m->name = strdup (value);
961 }
962 /* first strcmp value on these are old names supported
963 * for compatibility reasons. The new values (second) are
964 * what really should be used.
965 */
966 else if (!strcmp (key, "oid"))
967 fp.get (m, atoi (value));
968 else if (!strcmp (key, "attach"))
969 m->attach = value;
970 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
971 m->enter_x = atoi (value);
972 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
973 m->enter_y = atoi (value);
974 else if (!strcmp (key, "x") || !strcmp (key, "width"))
975 m->width = atoi (value);
976 else if (!strcmp (key, "y") || !strcmp (key, "height"))
977 m->height = atoi (value);
978 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
979 m->reset_timeout = atoi (value);
980 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
981 m->timeout = atoi (value);
982 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
983 m->difficulty = clamp (atoi (value), 1, settings.max_level);
984 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
985 m->darkness = atoi (value);
986 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
987 m->fixed_resettime = atoi (value);
988 else if (!strcmp (key, "unique"))
989 m->unique = atoi (value);
990 else if (!strcmp (key, "template"))
991 m->templatemap = atoi (value);
992 else if (!strcmp (key, "region"))
993 m->region = get_region_by_name (value);
994 else if (!strcmp (key, "shopitems"))
995 {
996 *end = 0;
997 m->shopitems = parse_shop_string (value);
998 }
999 else if (!strcmp (key, "shopgreed"))
1000 m->shopgreed = atof (value);
1001 else if (!strcmp (key, "shopmin"))
1002 m->shopmin = atol (value);
1003 else if (!strcmp (key, "shopmax"))
1004 m->shopmax = atol (value);
1005 else if (!strcmp (key, "shoprace"))
1006 {
1007 *end = 0;
1008 m->shoprace = strdup (value);
1009 }
1010 else if (!strcmp (key, "outdoor"))
1011 m->outdoor = atoi (value);
1012 else if (!strcmp (key, "temp"))
1013 m->temp = atoi (value);
1014 else if (!strcmp (key, "pressure"))
1015 m->pressure = atoi (value);
1016 else if (!strcmp (key, "humid"))
1017 m->humid = atoi (value);
1018 else if (!strcmp (key, "windspeed"))
1019 m->windspeed = atoi (value);
1020 else if (!strcmp (key, "winddir"))
1021 m->winddir = atoi (value);
1022 else if (!strcmp (key, "sky"))
1023 m->sky = atoi (value);
1024 else if (!strcmp (key, "nosmooth"))
1025 m->nosmooth = atoi (value);
1026 else if (!strncmp (key, "tile_path_", 10))
1027 {
1028 int tile = atoi (key + 10);
1029
1030 if (tile < 1 || tile > 4)
1031 {
1032 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1033 }
1034 else
1035 {
1036 char *path;
1037
1038 *end = 0;
1039
1040 if (m->tile_path[tile - 1])
1041 {
1042 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1043 free (m->tile_path[tile - 1]);
1044 m->tile_path[tile - 1] = NULL;
1045 }
1046
1047 if (check_path (value, 1) != -1)
1048 {
1049 /* The unadorned path works. */
1050 path = value;
1051 }
1052 else
1053 {
1054 /* Try again; it could be a relative exit. */
1055
1056 path = path_combine_and_normalize (m->path, value);
1057
1058 if (check_path (path, 1) == -1)
1059 {
1060 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1061 path = NULL;
1062 }
1063 }
1064
1065 if (editor)
1066 {
1067 /* Use the value as in the file. */
1068 m->tile_path[tile - 1] = strdup (value);
1069 }
1070 else if (path != NULL)
1071 {
1072 /* Use the normalized value. */
1073 m->tile_path[tile - 1] = strdup (path);
1074 }
1075 } /* end if tile direction (in)valid */
1076 }
1077 else
1078 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1079 }
1080
1081 if (!key || strcmp (key, "end"))
1082 { 696 }
1083 LOG (llevError, "Got premature eof on map header!\n");
1084 return 1;
1085 }
1086 697
1087 return 0; 698 abort ();
1088} 699}
1089 700
1090/* 701//+GPL
1091 * Opens the file "filename" and reads information about the map
1092 * from the given file, and stores it in a newly allocated
1093 * maptile. A pointer to this structure is returned, or NULL on failure.
1094 * flags correspond to those in map.h. Main ones used are
1095 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1096 * MAP_BLOCK, in which case we block on this load. This happens in all
1097 * cases, no matter if this flag is set or not.
1098 * MAP_STYLE: style map - don't add active objects, don't add to server
1099 * managed map list.
1100 */
1101
1102maptile *
1103load_original_map (const char *filename, int flags)
1104{
1105 maptile *m;
1106 char pathname[MAX_BUF];
1107
1108 if (flags & MAP_PLAYER_UNIQUE)
1109 strcpy (pathname, filename);
1110 else if (flags & MAP_OVERLAY)
1111 strcpy (pathname, create_overlay_pathname (filename));
1112 else
1113 strcpy (pathname, create_pathname (filename));
1114
1115 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1116
1117 object_thawer thawer (pathname);
1118
1119 if (!thawer)
1120 return 0;
1121
1122 m = get_linked_map ();
1123
1124 strcpy (m->path, filename);
1125 if (load_map_header (thawer, m))
1126 {
1127 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1128 delete_map (m);
1129 return 0;
1130 }
1131
1132 m->allocate ();
1133
1134 m->in_memory = MAP_LOADING;
1135 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1136
1137 m->in_memory = MAP_IN_MEMORY;
1138 if (!m->difficulty)
1139 m->difficulty = calculate_difficulty (m);
1140 set_map_reset_time (m);
1141 m->instantiate ();
1142 return (m);
1143}
1144
1145/*
1146 * Loads a map, which has been loaded earlier, from file.
1147 * Return the map object we load into (this can change from the passed
1148 * option if we can't find the original map)
1149 */
1150
1151static maptile *
1152load_temporary_map (maptile *m)
1153{
1154 char buf[MAX_BUF];
1155
1156 if (!m->tmpname)
1157 {
1158 LOG (llevError, "No temporary filename for map %s\n", m->path);
1159 strcpy (buf, m->path);
1160 delete_map (m);
1161 m = load_original_map (buf, 0);
1162 if (m == NULL)
1163 return NULL;
1164 fix_auto_apply (m); /* Chests which open as default */
1165 return m;
1166 }
1167
1168 object_thawer thawer (m->tmpname);
1169
1170 if (!thawer)
1171 {
1172 strcpy (buf, m->path);
1173 delete_map (m);
1174 m = load_original_map (buf, 0);
1175 if (!m)
1176 return NULL;
1177 fix_auto_apply (m); /* Chests which open as default */
1178 return m;
1179 }
1180
1181 if (load_map_header (thawer, m))
1182 {
1183 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1184 delete_map (m);
1185 m = load_original_map (m->path, 0);
1186 return NULL;
1187 }
1188
1189 m->allocate ();
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, 0);
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 INVOKE_MAP (SWAPIN, m);
1196 return m;
1197}
1198
1199/*
1200 * Loads a map, which has been loaded earlier, from file.
1201 * Return the map object we load into (this can change from the passed
1202 * option if we can't find the original map)
1203 */
1204
1205maptile *
1206load_overlay_map (const char *filename, maptile *m)
1207{
1208 char pathname[MAX_BUF];
1209
1210 strcpy (pathname, create_overlay_pathname (filename));
1211
1212 object_thawer thawer (pathname);
1213
1214 if (!thawer)
1215 return m;
1216
1217 if (load_map_header (thawer, m))
1218 {
1219 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1220 delete_map (m);
1221 m = load_original_map (m->path, 0);
1222 return 0;
1223 }
1224 /*m->allocate ();*/
1225
1226 m->in_memory = MAP_LOADING;
1227 load_objects (m, thawer, MAP_OVERLAY);
1228
1229 m->in_memory = MAP_IN_MEMORY;
1230 return m;
1231}
1232 702
1233/****************************************************************************** 703/******************************************************************************
1234 * This is the start of unique map handling code 704 * This is the start of unique map handling code
1235 *****************************************************************************/ 705 *****************************************************************************/
1236 706
1237/* This goes through map 'm' and removed any unique items on the map. */ 707/* This goes through the maptile and removed any unique items on the map. */
1238static void 708void
1239delete_unique_items (maptile *m) 709maptile::clear_unique_items ()
1240{ 710{
1241 int i, j, unique; 711 for (int i = 0; i < size (); ++i)
1242 object *op, *next;
1243
1244 for (i = 0; i < m->width; i++)
1245 for (j = 0; j < m->height; j++)
1246 { 712 {
1247 unique = 0; 713 int unique = 0;
714 for (object *op = spaces [i].bot; op; )
715 {
716 object *above = op->above;
1248 717
1249 for (op = GET_MAP_OB (m, i, j); op; op = next) 718 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
719 unique = 1;
720
721 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
722 op->destroy ();
723
724 op = above;
725 }
726 }
727}
728
729//-GPL
730
731bool
732maptile::_save_header (object_freezer &freezer)
733{
734#define MAP_OUT(k) freezer.put (KW(k), k)
735#define MAP_OUT2(k,v) freezer.put (KW(k), v)
736
737 MAP_OUT2 (arch, CS(map));
738
739 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time);
741 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout);
743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
746 MAP_OUT (difficulty);
747 if (default_region) MAP_OUT2 (region, default_region->name);
748
749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace);
754
755 MAP_OUT (width);
756 MAP_OUT (height);
757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y);
759 MAP_OUT (darkness);
760 MAP_OUT (outdoor);
761
762 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
764
765 MAP_OUT (per_player);
766 MAP_OUT (per_party);
767
768 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
769 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
770 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
771 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
772 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
773 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
774
775 freezer.put (this);
776 freezer.put (KW(end));
777
778 return true;
779}
780
781bool
782maptile::_save_header (const char *path)
783{
784 object_freezer freezer;
785
786 if (!_save_header (freezer))
787 return false;
788
789 return freezer.save (path);
790}
791
792//+GPL
793
794/*
795 * Remove and free all objects in the given map.
796 */
797void
798maptile::clear ()
799{
800 if (spaces)
801 {
802 for (mapspace *ms = spaces + size (); ms-- > spaces; )
803 while (object *op = ms->bot)
1250 { 804 {
805 // manually remove, as to not trigger anything
1251 next = op->above; 806 if (ms->bot = op->above)
807 ms->bot->below = 0;
1252 808
1253 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 809 op->flag [FLAG_REMOVED] = true;
1254 unique = 1;
1255 810
1256 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 811 object *head = op->head_ ();
812 if (op == head)
813 op->destroy ();
814 else if (head->map != op->map)
1257 { 815 {
1258 op->destroy_inv (false); 816 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1259 op->destroy (); 817 head->destroy ();
1260 } 818 }
1261 } 819 }
820
821 sfree0 (spaces, size ());
1262 } 822 }
1263}
1264 823
1265
1266/*
1267 * Loads unique objects from file(s) into the map which is in memory
1268 * m is the map to load unique items into.
1269 */
1270static void
1271load_unique_objects (maptile *m)
1272{
1273 int count;
1274 char firstname[MAX_BUF];
1275
1276 for (count = 0; count < 10; count++)
1277 {
1278 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1279 if (!access (firstname, R_OK))
1280 break;
1281 }
1282 /* If we get here, we did not find any map */
1283 if (count == 10)
1284 return;
1285
1286 object_thawer thawer (firstname);
1287
1288 if (!thawer)
1289 return;
1290
1291 m->in_memory = MAP_LOADING;
1292 if (m->tmpname == NULL) /* if we have loaded unique items from */
1293 delete_unique_items (m); /* original map before, don't duplicate them */
1294
1295 load_objects (m, thawer, 0);
1296
1297 m->in_memory = MAP_IN_MEMORY;
1298}
1299
1300/*
1301 * Saves a map to file. If flag is set, it is saved into the same
1302 * file it was (originally) loaded from. Otherwise a temporary
1303 * filename will be genarated, and the file will be stored there.
1304 * The temporary filename will be stored in the maptileure.
1305 * If the map is unique, we also save to the filename in the map
1306 * (this should have been updated when first loaded)
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.bot)
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) //TODO: makes no sense to me?
1482 return;
1483
1484 m->in_memory = MAP_SAVING;
1485
1486 // TODO: use new/delete
1487
1488 if (flag && m->spaces)
1489 free_all_objects (m);
1490
1491 free (m->name), m->name = 0;
1492 free (m->spaces), m->spaces = 0;
1493 free (m->msg), m->msg = 0;
1494 free (m->maplore), m->maplore = 0;
1495 free (m->shoprace), m->shoprace = 0;
1496 delete [] m->shopitems, m->shopitems = 0;
1497
1498 if (m->buttons) 824 if (buttons)
1499 free_objectlinkpt (m->buttons), m->buttons = 0; 825 free_objectlinkpt (buttons), buttons = 0;
1500 826
827 sfree0 (regions, size ());
828 delete [] regionmap; regionmap = 0;
829}
830
831void
832maptile::clear_header ()
833{
834 name = 0;
835 msg = 0;
836 maplore = 0;
837 shoprace = 0;
838 delete [] shopitems, shopitems = 0;
839
1501 for (int i = 0; i < 4; i++) 840 for (int i = 0; i < TILE_NUM; i++)
1502 {
1503 if (m->tile_path[i])
1504 free (m->tile_path[i]), m->tile_path[i] = 0;
1505
1506 m->tile_map[i] = 0; 841 tile_path [i] = 0;
1507 }
1508
1509 m->in_memory = MAP_SWAPPED;
1510} 842}
1511 843
1512maptile::~maptile () 844maptile::~maptile ()
1513{ 845{
1514 free_map (this, 1); 846 assert (destroyed ());
1515 free (tmpname);
1516} 847}
1517 848
1518void 849void
1519maptile::do_destroy () 850maptile::clear_links_to (maptile *m)
1520{ 851{
1521 attachable::do_destroy ();
1522
1523 free_all_objects (this);
1524
1525 /* We need to look through all the maps and see if any maps 852 /* We need to look through all the maps and see if any maps
1526 * are pointing at this one for tiling information. Since 853 * are pointing at this one for tiling information. Since
1527 * tiling can be asymetric, we just can not look to see which 854 * tiling can be asymetric, we just can not look to see which
1528 * maps this map tiles with and clears those. 855 * maps this map tiles with and clears those.
1529 */ 856 */
1530 //TODO: non-euclidean-tiling MUST GO
1531 for (maptile *m = first_map; m; m = m->next)
1532 for (int i = 0; i < 4; i++) 857 for (int i = 0; i < 4; i++)
1533 if (m->tile_map[i] == this) 858 if (tile_map[i] == m)
1534 m->tile_map[i] = 0; 859 tile_map[i] = 0;
860}
1535 861
1536 if (first_map == this) 862void
1537 first_map = next; 863maptile::do_destroy ()
1538 else 864{
1539 for (maptile *m = first_map; m; m = m->next) 865 attachable::do_destroy ();
1540 if (m->next = this) 866
867 clear ();
868}
869
870/* decay and destroy perishable items in a map */
871// TODO: should be done regularly, not on map load?
872void
873maptile::do_decay_objects ()
874{
875 if (!spaces)
876 return;
877
878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above)
1541 { 880 {
1542 m->next = next; 881 above = op->above;
882
883 // do not decay anything above unique floor tiles (yet :)
884 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
1543 break; 885 break;
1544 }
1545}
1546 886
1547//TODO: must go 887 bool destroy = 0;
1548void
1549delete_map (maptile *m)
1550{
1551 if (m)
1552 m->destroy ();
1553}
1554 888
1555/* 889 if (op->flag [FLAG_IS_FLOOR]
1556 * Makes sure the given map is loaded and swapped in. 890 || op->flag [FLAG_OBJ_ORIGINAL]
1557 * name is path name of the map. 891 || op->flag [FLAG_UNIQUE]
1558 * flags meaning: 892 || op->flag [FLAG_OVERLAY_FLOOR]
1559 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 893 || op->flag [FLAG_UNPAID]
1560 * and don't do unique items or the like. 894 || op->is_alive ())
1561 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 895 ; // do not decay
1562 * dont do any more name translation on it. 896 else if (op->is_weapon ())
1563 *
1564 * Returns a pointer to the given map.
1565 */
1566maptile *
1567ready_map_name (const char *name, int flags)
1568{
1569 if (!name)
1570 return 0;
1571
1572 /* Have we been at this level before? */
1573 maptile *m = has_been_loaded (name);
1574
1575 /* Map is good to go, so just return it */
1576 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1577 return m;
1578
1579 /* unique maps always get loaded from their original location, and never
1580 * a temp location. Likewise, if map_flush is set, or we have never loaded
1581 * this map, load it now. I removed the reset checking from here -
1582 * it seems the probability of a player trying to enter a map that should
1583 * reset but hasn't yet is quite low, and removing that makes this function
1584 * a bit cleaner (and players probably shouldn't rely on exact timing for
1585 * resets in any case - if they really care, they should use the 'maps command.
1586 */
1587 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1588 {
1589 /* first visit or time to reset */
1590 if (m)
1591 { 897 {
1592 clean_tmp_map (m); /* Doesn't make much difference */ 898 op->stats.dam--;
1593 delete_map (m); 899 if (op->stats.dam < 0)
900 destroy = 1;
1594 } 901 }
1595 902 else if (op->is_armor ())
1596 /* create and load a map */ 903 {
1597 if (flags & MAP_PLAYER_UNIQUE) 904 op->stats.ac--;
1598 LOG (llevDebug, "Trying to load map %s.\n", name); 905 if (op->stats.ac < 0)
906 destroy = 1;
907 }
908 else if (op->type == FOOD)
909 {
910 op->stats.food -= rndm (5, 20);
911 if (op->stats.food < 0)
912 destroy = 1;
913 }
1599 else 914 else
1600 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1601
1602 //eval_pv ("$x = Event::time", 1);//D
1603 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1604 return (NULL);
1605 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1606
1607 fix_auto_apply (m); /* Chests which open as default */
1608
1609 /* If a player unique map, no extra unique object file to load.
1610 * if from the editor, likewise.
1611 */
1612 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1613 load_unique_objects (m);
1614
1615 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1616 { 915 {
1617 m = load_overlay_map (name, m); 916 int mat = op->materials;
1618 if (m == NULL) 917
1619 return NULL; 918 if (mat & M_PAPER
919 || mat & M_LEATHER
920 || mat & M_WOOD
921 || mat & M_ORGANIC
922 || mat & M_CLOTH
923 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 //|| (mat & M_ICE && temp > 32)
929 )
930 destroy = 1;
1620 } 931 }
1621 932
1622 if (flags & MAP_PLAYER_UNIQUE) 933 /* adjust overall chance below */
1623 INVOKE_MAP (SWAPIN, m); 934 if (destroy && rndm (0, 1))
1624 935 op->destroy ();
1625 } 936 }
1626 else
1627 {
1628 /* If in this loop, we found a temporary map, so load it up. */
1629
1630 m = load_temporary_map (m);
1631 if (m == NULL)
1632 return NULL;
1633 load_unique_objects (m);
1634
1635 clean_tmp_map (m);
1636 m->in_memory = MAP_IN_MEMORY;
1637 /* tempnam() on sun systems (probably others) uses malloc
1638 * to allocated space for the string. Free it here.
1639 * In some cases, load_temporary_map above won't find the
1640 * temporary map, and so has reloaded a new map. If that
1641 * is the case, tmpname is now null
1642 */
1643 if (m->tmpname)
1644 free (m->tmpname);
1645 m->tmpname = NULL;
1646 /* It's going to be saved anew anyway */
1647 }
1648
1649 /* Below here is stuff common to both first time loaded maps and
1650 * temp maps.
1651 */
1652
1653 decay_objects (m); /* start the decay */
1654 /* In case other objects press some buttons down */
1655 update_buttons (m);
1656 if (m->outdoor)
1657 set_darkness_map (m);
1658 /* run the weather over this map */
1659 weather_effect (name);
1660 return m;
1661} 937}
1662
1663 938
1664/* 939/*
1665 * This routine is supposed to find out the difficulty of the map. 940 * This routine is supposed to find out the difficulty of the map.
1666 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
1667 * but does have a lot to do with treasure on the map. 942 * but does have a lot to do with treasure on the map.
1668 * 943 *
1669 * Difficulty can now be set by the map creature. If the value stored 944 * Difficulty can now be set by the map creator. If the value stored
1670 * in the map is zero, then use this routine. Maps should really 945 * in the map is zero, then use this routine. Maps should really
1671 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
1672 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
1673 */ 948 */
1674
1675int 949int
1676calculate_difficulty (maptile *m) 950maptile::estimate_difficulty () const
1677{ 951{
1678 object *op;
1679 archetype *at;
1680 int x, y, i;
1681 long monster_cnt = 0; 952 long monster_cnt = 0;
1682 double avgexp = 0; 953 double avgexp = 0;
1683 sint64 total_exp = 0; 954 sint64 total_exp = 0;
1684 955
1685 if (m->difficulty) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1686 { 957 for (object *op = ms->bot; op; op = op->above)
1687 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1688 return m->difficulty;
1689 }
1690
1691 for (x = 0; x < m->width; x++)
1692 for (y = 0; y < m->height; y++)
1693 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1694 { 958 {
1695 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (op->flag [FLAG_MONSTER])
1696 { 960 {
1697 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1698 monster_cnt++; 962 monster_cnt++;
1699 } 963 }
1700 964
1701 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (op->flag [FLAG_GENERATOR])
1702 { 966 {
1703 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
1704 at = type_to_archetype (GENERATE_TYPE (op));
1705 968
1706 if (at != NULL) 969 if (archetype *at = op->other_arch)
970 {
1707 total_exp += at->clone.stats.exp * 8; 971 total_exp += at->stats.exp * 8;
1708
1709 monster_cnt++; 972 monster_cnt++;
1710 } 973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
1711 } 980 }
981 }
1712 982
1713 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
1714 984
1715 for (i = 1; i <= settings.max_level; i++) 985 for (int i = 1; i <= settings.max_level; i++)
1716 {
1717 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 986 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1718 {
1719 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1720 return i; 987 return i;
1721 }
1722 }
1723 988
1724 return 1; 989 return 1;
1725}
1726
1727void
1728clean_tmp_map (maptile *m)
1729{
1730 if (m->tmpname == NULL)
1731 return;
1732 INVOKE_MAP (CLEAN, m);
1733 (void) unlink (m->tmpname);
1734}
1735
1736void
1737free_all_maps (void)
1738{
1739 int real_maps = 0;
1740
1741 while (first_map)
1742 {
1743 /* I think some of the callers above before it gets here set this to be
1744 * saving, but we still want to free this data
1745 */
1746 if (first_map->in_memory == MAP_SAVING)
1747 first_map->in_memory = MAP_IN_MEMORY;
1748 delete_map (first_map);
1749 real_maps++;
1750 }
1751 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1752} 990}
1753 991
1754/* change_map_light() - used to change map light level (darkness) 992/* change_map_light() - used to change map light level (darkness)
1755 * up or down. Returns true if successful. It should now be 993 * up or down. Returns true if successful. It should now be
1756 * possible to change a value by more than 1. 994 * possible to change a value by more than 1.
1757 * Move this from los.c to map.c since this is more related 995 * Move this from los.c to map.c since this is more related
1758 * to maps than los. 996 * to maps than los.
1759 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1760 */ 998 */
1761
1762int 999int
1763change_map_light (maptile *m, int change) 1000maptile::change_map_light (int change)
1764{ 1001{
1765 int new_level = m->darkness + change;
1766
1767 /* Nothing to do */ 1002 /* Nothing to do */
1768 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1003 if (!change)
1769 {
1770 return 0; 1004 return 0;
1771 }
1772 1005
1773 /* inform all players on the map */ 1006 /* inform all players on the map */
1774 if (change > 0) 1007 if (change > 0)
1775 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1776 else 1009 else
1777 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1778 1011
1779 /* Do extra checking. since m->darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1780 * we need to be extra careful about negative values.
1781 * In general, the checks below are only needed if change
1782 * is not +/-1
1783 */
1784 if (new_level < 0)
1785 m->darkness = 0;
1786 else if (new_level >= MAX_DARKNESS)
1787 m->darkness = MAX_DARKNESS;
1788 else
1789 m->darkness = new_level;
1790 1013
1791 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1792 update_all_map_los (m); 1015 update_all_map_los (this);
1016
1793 return 1; 1017 return 1;
1794} 1018}
1795 1019
1796/* 1020/*
1797 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1800 * through, etc) 1024 * through, etc)
1801 */ 1025 */
1802void 1026void
1803mapspace::update_ () 1027mapspace::update_ ()
1804{ 1028{
1805 object *tmp, *last = 0; 1029 object *last = 0;
1806 uint8 flags = 0, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE;
1807 New_Face *top, *floor, *middle; 1031 sint8 light = 0;
1808 object *top_obj, *floor_obj, *middle_obj;
1809 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1033 uint64_t volume = 0;
1034 uint32_t items = 0;
1035 object *anywhere = 0;
1036 uint8_t middle_visibility = 0;
1810 1037
1811 middle = blank_face; 1038 //object *middle = 0;
1812 top = blank_face; 1039 //object *top = 0;
1813 floor = blank_face; 1040 //object *floor = 0;
1041 // this seems to generate better code than using locals, above
1042 object *&top = faces_obj[0] = 0;
1043 object *&middle = faces_obj[1] = 0;
1044 object *&floor = faces_obj[2] = 0;
1814 1045
1815 middle_obj = 0; 1046 object::flags_t allflags; // all flags of all objects or'ed together
1816 top_obj = 0;
1817 floor_obj = 0;
1818 1047
1819 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1048 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1820 { 1049 {
1821 /* This could be made additive I guess (two lights better than 1050 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1822 * one). But if so, it shouldn't be a simple additive - 2
1823 * light bulbs do not illuminate twice as far as once since
1824 * it is a dissapation factor that is cubed.
1825 */
1826 if (tmp->glow_radius > light)
1827 light = tmp->glow_radius; 1051 light += tmp->glow_radius;
1828 1052
1829 /* This call is needed in order to update objects the player 1053 /* This call is needed in order to update objects the player
1830 * is standing in that have animations (ie, grass, fire, etc). 1054 * is standing in that have animations (ie, grass, fire, etc).
1831 * However, it also causes the look window to be re-drawn 1055 * However, it also causes the look window to be re-drawn
1832 * 3 times each time the player moves, because many of the 1056 * 3 times each time the player moves, because many of the
1833 * functions the move_player calls eventualy call this. 1057 * functions the move_player calls eventualy call this.
1834 * 1058 *
1835 * Always put the player down for drawing. 1059 * Always put the player down for drawing.
1836 */ 1060 */
1837 if (!tmp->invisible) 1061 if (expect_true (!tmp->invisible))
1838 { 1062 {
1839 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1840 {
1841 top = tmp->face;
1842 top_obj = tmp; 1064 top = tmp;
1843 } 1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1844 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1845 { 1066 {
1846 /* If we got a floor, that means middle and top were below it, 1067 /* If we got a floor, that means middle and top were below it,
1847 * so should not be visible, so we clear them. 1068 * so should not be visible, so we clear them.
1848 */ 1069 */
1849 middle = blank_face; 1070 middle = 0;
1850 top = blank_face; 1071 top = 0;
1851 floor = tmp->face;
1852 floor_obj = tmp; 1072 floor = tmp;
1073 volume = 0;
1074 items = 0;
1853 } 1075 }
1854 /* Flag anywhere have high priority */ 1076 else
1855 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1856 { 1077 {
1857 middle = tmp->face; 1078 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1079 {
1080 ++items;
1081 volume += tmp->volume ();
1082 }
1858 1083
1859 middle_obj = tmp; 1084 /* Flag anywhere have high priority */
1085 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1860 anywhere = 1; 1086 anywhere = tmp;
1087
1088 /* Find the highest visible face around. If equal
1089 * visibilities, we still want the one nearer to the
1090 * top
1091 */
1092 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1093 {
1094 middle_visibility = ::faces [tmp->face].visibility;
1095 middle = tmp;
1096 }
1861 } 1097 }
1862 /* Find the highest visible face around. If equal
1863 * visibilities, we still want the one nearer to the
1864 * top
1865 */
1866 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1867 {
1868 middle = tmp->face;
1869 middle_obj = tmp;
1870 }
1871 }
1872
1873 if (tmp == tmp->above)
1874 {
1875 LOG (llevError, "Error in structure of map\n");
1876 exit (-1);
1877 } 1098 }
1878 1099
1879 move_slow |= tmp->move_slow; 1100 move_slow |= tmp->move_slow;
1880 move_block |= tmp->move_block; 1101 move_block |= tmp->move_block;
1881 move_on |= tmp->move_on; 1102 move_on |= tmp->move_on;
1882 move_off |= tmp->move_off; 1103 move_off |= tmp->move_off;
1883 move_allow |= tmp->move_allow; 1104 move_allow |= tmp->move_allow;
1884 1105
1885 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1106 allflags |= tmp->flag;
1886 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1107
1887 if (tmp->type == PLAYER) flags |= P_PLAYER; 1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1888 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1889 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1890 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1891 } 1110 }
1892 1111
1893 this->light = light; 1112 // FLAG_SEE_ANYWHERE takes precedence
1113 if (anywhere)
1114 middle = anywhere;
1115
1116 // ORing all flags together and checking them here is much faster
1117 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1118 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1119 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1120 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1121
1122 this->light = min (light, MAX_LIGHT_RADIUS);
1894 this->flags_ = flags; 1123 this->flags_ = flags;
1895 this->move_block = move_block & ~move_allow; 1124 this->move_block = move_block & ~move_allow;
1896 this->move_on = move_on; 1125 this->move_on = move_on;
1897 this->move_off = move_off; 1126 this->move_off = move_off;
1898 this->move_slow = move_slow; 1127 this->move_slow = move_slow;
1128 this->volume_ = (volume + 1023) / 1024;
1129 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1899 1130
1900 /* At this point, we have a floor face (if there is a floor), 1131 /* At this point, we have a floor face (if there is a floor),
1901 * and the floor is set - we are not going to touch it at 1132 * and the floor is set - we are not going to touch it at
1902 * this point. 1133 * this point.
1903 * middle contains the highest visibility face. 1134 * middle contains the highest visibility face.
1910 * middle face. This should not happen, as we already have the 1141 * middle face. This should not happen, as we already have the
1911 * else statement above so middle should not get set. OTOH, it 1142 * else statement above so middle should not get set. OTOH, it
1912 * may be possible for the faces to match but be different objects. 1143 * may be possible for the faces to match but be different objects.
1913 */ 1144 */
1914 if (top == middle) 1145 if (top == middle)
1915 middle = blank_face; 1146 middle = 0;
1916 1147
1917 /* There are three posibilities at this point: 1148 /* There are three posibilities at this point:
1918 * 1) top face is set, need middle to be set. 1149 * 1) top face is set, need middle to be set.
1919 * 2) middle is set, need to set top. 1150 * 2) middle is set, need to set top.
1920 * 3) neither middle or top is set - need to set both. 1151 * 3) neither middle or top is set - need to set both.
1921 */ 1152 */
1922 1153
1923 for (tmp = last; tmp; tmp = tmp->below) 1154 for (object *tmp = last; tmp; tmp = tmp->below)
1924 { 1155 {
1925 /* Once we get to a floor, stop, since we already have a floor object */ 1156 /* Once we get to a floor, stop, since we already have a floor object */
1926 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1157 if (tmp->flag [FLAG_IS_FLOOR])
1927 break; 1158 break;
1928 1159
1929 /* If two top faces are already set, quit processing */ 1160 /* If two top faces are already set, quit processing */
1930 if ((top != blank_face) && (middle != blank_face)) 1161 if (top && middle)
1931 break; 1162 break;
1932 1163
1933 /* Only show visible faces, unless its the editor - show all */ 1164 /* Only show visible faces */
1934 if (!tmp->invisible || editor) 1165 if (!tmp->invisible)
1935 { 1166 {
1936 /* Fill in top if needed */ 1167 /* Fill in top if needed */
1937 if (top == blank_face) 1168 if (!top)
1938 { 1169 {
1939 top = tmp->face;
1940 top_obj = tmp; 1170 top = tmp;
1941 if (top == middle) 1171 if (top == middle)
1942 middle = blank_face; 1172 middle = 0;
1943 } 1173 }
1944 else 1174 else
1945 { 1175 {
1946 /* top is already set - we should only get here if 1176 /* top is already set - we should only get here if
1947 * middle is not set 1177 * middle is not set
1948 * 1178 *
1949 * Set the middle face and break out, since there is nothing 1179 * Set the middle face and break out, since there is nothing
1950 * more to fill in. We don't check visiblity here, since 1180 * more to fill in. We don't check visiblity here, since
1951 * 1181 *
1952 */ 1182 */
1953 if (tmp->face != top) 1183 if (tmp != top)
1954 { 1184 {
1955 middle = tmp->face;
1956 middle_obj = tmp; 1185 middle = tmp;
1957 break; 1186 break;
1958 } 1187 }
1959 } 1188 }
1960 } 1189 }
1961 } 1190 }
1962 1191
1963 if (middle == floor) 1192 if (middle == floor)
1964 middle = blank_face; 1193 middle = 0;
1965 1194
1966 if (top == middle) 1195 if (top == middle)
1967 middle = blank_face; 1196 middle = 0;
1968 1197
1969 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1198#if 0
1970 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1199 faces_obj [0] = top;
1971 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1200 faces_obj [1] = middle;
1201 faces_obj [2] = floor;
1202#endif
1972} 1203}
1973 1204
1974void 1205maptile *
1975set_map_reset_time (maptile *map) 1206maptile::tile_available (int dir, bool load)
1976{ 1207{
1977 int timeout; 1208 if (tile_path[dir])
1209 {
1210 // map is there and we don't need to load it OR it's loaded => return what we have
1211 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1212 return tile_map[dir];
1978 1213
1979 timeout = map->reset_timeout; 1214 // well, try to locate it then, if possible - maybe it's there already
1980 if (timeout <= 0) 1215 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1981 timeout = MAP_DEFAULTRESET; 1216 return tile_map[dir];
1982 if (timeout >= MAP_MAXRESET) 1217 }
1983 timeout = MAP_MAXRESET;
1984 map->reset_time = time (0) + timeout;
1985}
1986 1218
1987/* this updates the orig_map->tile_map[tile_num] value after loading 1219 return 0;
1988 * the map. It also takes care of linking back the freshly loaded
1989 * maps tile_map values if it tiles back to this one. It returns
1990 * the value of orig_map->tile_map[tile_num]. It really only does this
1991 * so that it is easier for calling functions to verify success.
1992 */
1993
1994static maptile *
1995load_and_link_tiled_map (maptile *orig_map, int tile_num)
1996{
1997 int dest_tile = (tile_num + 2) % 4;
1998 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1999
2000 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2001
2002 /* need to do a strcmp here as the orig_map->path is not a shared string */
2003 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))
2004 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2005
2006 return orig_map->tile_map[tile_num];
2007} 1220}
2008 1221
2009/* this returns TRUE if the coordinates (x,y) are out of 1222/* this returns TRUE if the coordinates (x,y) are out of
2010 * map m. This function also takes into account any 1223 * map m. This function also takes into account any
2011 * tiling considerations, loading adjacant maps as needed. 1224 * tiling considerations, loading adjacant maps as needed.
2012 * This is the function should always be used when it 1225 * This is the function should always be used when it
2013 * necessary to check for valid coordinates. 1226 * necessary to check for valid coordinates.
2014 * This function will recursively call itself for the 1227 * This function will recursively call itself for the
2015 * tiled maps. 1228 * tiled maps.
2016 *
2017 *
2018 */ 1229 */
2019int 1230int
2020out_of_map (maptile *m, int x, int y) 1231out_of_map (maptile *m, int x, int y)
2021{ 1232{
2022 /* If we get passed a null map, this is obviously the 1233 /* If we get passed a null map, this is obviously the
2026 if (!m) 1237 if (!m)
2027 return 0; 1238 return 0;
2028 1239
2029 if (x < 0) 1240 if (x < 0)
2030 { 1241 {
2031 if (!m->tile_path[3]) 1242 if (!m->tile_available (3))
2032 return 1; 1243 return 1;
2033 1244
2034 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2035 load_and_link_tiled_map (m, 3);
2036
2037 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1245 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2038 } 1246 }
2039 1247
2040 if (x >= m->width) 1248 if (x >= m->width)
2041 { 1249 {
2042 if (!m->tile_path[1]) 1250 if (!m->tile_available (1))
2043 return 1; 1251 return 1;
2044 1252
2045 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2046 load_and_link_tiled_map (m, 1);
2047
2048 return (out_of_map (m->tile_map[1], x - m->width, y)); 1253 return out_of_map (m->tile_map[1], x - m->width, y);
2049 } 1254 }
2050 1255
2051 if (y < 0) 1256 if (y < 0)
2052 { 1257 {
2053 if (!m->tile_path[0]) 1258 if (!m->tile_available (0))
2054 return 1; 1259 return 1;
2055 1260
2056 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2057 load_and_link_tiled_map (m, 0);
2058
2059 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1261 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2060 } 1262 }
2061 1263
2062 if (y >= m->height) 1264 if (y >= m->height)
2063 { 1265 {
2064 if (!m->tile_path[2]) 1266 if (!m->tile_available (2))
2065 return 1; 1267 return 1;
2066 1268
2067 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2068 load_and_link_tiled_map (m, 2);
2069
2070 return (out_of_map (m->tile_map[2], x, y - m->height)); 1269 return out_of_map (m->tile_map[2], x, y - m->height);
2071 } 1270 }
2072 1271
2073 /* Simple case - coordinates are within this local 1272 /* Simple case - coordinates are within this local
2074 * map. 1273 * map.
2075 */ 1274 */
2078 1277
2079/* This is basically the same as out_of_map above, but 1278/* This is basically the same as out_of_map above, but
2080 * instead we return NULL if no map is valid (coordinates 1279 * instead we return NULL if no map is valid (coordinates
2081 * out of bounds and no tiled map), otherwise it returns 1280 * out of bounds and no tiled map), otherwise it returns
2082 * the map as that the coordinates are really on, and 1281 * the map as that the coordinates are really on, and
2083 * updates x and y to be the localized coordinates. 1282 * updates x and y to be the localised coordinates.
2084 * Using this is more efficient of calling out_of_map 1283 * Using this is more efficient of calling out_of_map
2085 * and then figuring out what the real map is 1284 * and then figuring out what the real map is
2086 */ 1285 */
2087maptile * 1286maptile *
2088get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1287maptile::xy_find (sint16 &x, sint16 &y)
2089{ 1288{
2090
2091 if (*x < 0) 1289 if (x < 0)
2092 { 1290 {
2093 if (!m->tile_path[3]) 1291 if (!tile_available (3))
2094 return 0; 1292 return 0;
2095 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2096 load_and_link_tiled_map (m, 3);
2097 1293
2098 *x += m->tile_map[3]->width; 1294 x += tile_map[3]->width;
2099 return (get_map_from_coord (m->tile_map[3], x, y)); 1295 return tile_map[3]->xy_find (x, y);
2100 } 1296 }
2101 1297
2102 if (*x >= m->width) 1298 if (x >= width)
2103 { 1299 {
2104 if (!m->tile_path[1]) 1300 if (!tile_available (1))
2105 return 0; 1301 return 0;
2106 1302
2107 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2108 load_and_link_tiled_map (m, 1);
2109
2110 *x -= m->width; 1303 x -= width;
2111 return (get_map_from_coord (m->tile_map[1], x, y)); 1304 return tile_map[1]->xy_find (x, y);
2112 } 1305 }
2113 1306
2114 if (*y < 0) 1307 if (y < 0)
2115 { 1308 {
2116 if (!m->tile_path[0]) 1309 if (!tile_available (0))
2117 return 0; 1310 return 0;
2118 1311
2119 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2120 load_and_link_tiled_map (m, 0);
2121
2122 *y += m->tile_map[0]->height; 1312 y += tile_map[0]->height;
2123 return (get_map_from_coord (m->tile_map[0], x, y)); 1313 return tile_map[0]->xy_find (x, y);
2124 } 1314 }
2125 1315
2126 if (*y >= m->height) 1316 if (y >= height)
2127 { 1317 {
2128 if (!m->tile_path[2]) 1318 if (!tile_available (2))
2129 return 0; 1319 return 0;
2130 1320
2131 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2132 load_and_link_tiled_map (m, 2);
2133
2134 *y -= m->height; 1321 y -= height;
2135 return (get_map_from_coord (m->tile_map[2], x, y)); 1322 return tile_map[2]->xy_find (x, y);
2136 } 1323 }
2137 1324
2138 /* Simple case - coordinates are within this local 1325 /* Simple case - coordinates are within this local
2139 * map. 1326 * map.
2140 */ 1327 */
2141
2142 return m; 1328 return this;
2143} 1329}
2144 1330
2145/** 1331/**
2146 * Return whether map2 is adjacent to map1. If so, store the distance from 1332 * Return whether map2 is adjacent to map1. If so, store the distance from
2147 * map1 to map2 in dx/dy. 1333 * map1 to map2 in dx/dy.
2148 */ 1334 */
2149static int 1335int
2150adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1336adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
2151{ 1337{
2152 if (!map1 || !map2) 1338 if (!map1 || !map2)
2153 return 0; 1339 return 0;
2154 1340
1341 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1342 //fix: compare paths instead (this is likely faster, too!)
2155 if (map1 == map2) 1343 if (map1 == map2)
2156 { 1344 {
2157 *dx = 0; 1345 *dx = 0;
2158 *dy = 0; 1346 *dy = 0;
2159 1347 }
1348 else if (map1->tile_available (TILE_NORTH, false) == map2)
2160 } 1349 {
2161 else if (map1->tile_map[0] == map2)
2162 { /* up */
2163 *dx = 0; 1350 *dx = 0;
2164 *dy = -map2->height; 1351 *dy = -map2->height;
2165 } 1352 }
2166 else if (map1->tile_map[1] == map2) 1353 else if (map1->tile_available (TILE_EAST , false) == map2)
2167 { /* right */ 1354 {
2168 *dx = map1->width; 1355 *dx = map1->width;
2169 *dy = 0; 1356 *dy = 0;
2170 } 1357 }
2171 else if (map1->tile_map[2] == map2) 1358 else if (map1->tile_available (TILE_SOUTH, false) == map2)
2172 { /* down */ 1359 {
2173 *dx = 0; 1360 *dx = 0;
2174 *dy = map1->height; 1361 *dy = map1->height;
2175 } 1362 }
2176 else if (map1->tile_map[3] == map2) 1363 else if (map1->tile_available (TILE_WEST , false) == map2)
2177 { /* left */ 1364 {
2178 *dx = -map2->width; 1365 *dx = -map2->width;
2179 *dy = 0; 1366 *dy = 0;
2180
2181 } 1367 }
2182 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1368 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
2183 { /* up right */ 1369 { /* up right */
2184 *dx = map1->tile_map[0]->width; 1370 *dx = +map1->tile_map[TILE_NORTH]->width;
2185 *dy = -map1->tile_map[0]->height; 1371 *dy = -map1->tile_map[TILE_NORTH]->height;
2186 } 1372 }
2187 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1373 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
2188 { /* up left */ 1374 { /* up left */
2189 *dx = -map2->width; 1375 *dx = -map2->width;
2190 *dy = -map1->tile_map[0]->height; 1376 *dy = -map1->tile_map[TILE_NORTH]->height;
2191 } 1377 }
2192 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1378 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
2193 { /* right up */ 1379 { /* right up */
2194 *dx = map1->width; 1380 *dx = +map1->width;
2195 *dy = -map2->height; 1381 *dy = -map2->height;
2196 } 1382 }
2197 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1383 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
2198 { /* right down */ 1384 { /* right down */
2199 *dx = map1->width; 1385 *dx = +map1->width;
2200 *dy = map1->tile_map[1]->height; 1386 *dy = +map1->tile_map[TILE_EAST]->height;
2201 } 1387 }
2202 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1388 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
2203 { /* down right */ 1389 { /* down right */
2204 *dx = map1->tile_map[2]->width; 1390 *dx = +map1->tile_map[TILE_SOUTH]->width;
2205 *dy = map1->height; 1391 *dy = +map1->height;
2206 } 1392 }
2207 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1393 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
2208 { /* down left */ 1394 { /* down left */
2209 *dx = -map2->width; 1395 *dx = -map2->width;
2210 *dy = map1->height; 1396 *dy = +map1->height;
2211 } 1397 }
2212 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1398 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
2213 { /* left up */ 1399 { /* left up */
2214 *dx = -map1->tile_map[3]->width; 1400 *dx = -map1->tile_map[TILE_WEST]->width;
2215 *dy = -map2->height; 1401 *dy = -map2->height;
2216 } 1402 }
2217 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1403 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
2218 { /* left down */ 1404 { /* left down */
2219 *dx = -map1->tile_map[3]->width; 1405 *dx = -map1->tile_map[TILE_WEST]->width;
2220 *dy = map1->tile_map[3]->height; 1406 *dy = +map1->tile_map[TILE_WEST]->height;
2221
2222 } 1407 }
2223 else 1408 else
2224 { /* not "adjacent" enough */
2225 return 0; 1409 return 0;
2226 }
2227 1410
2228 return 1; 1411 return 1;
1412}
1413
1414maptile *
1415maptile::xy_load (sint16 &x, sint16 &y)
1416{
1417 maptile *map = xy_find (x, y);
1418
1419 if (map)
1420 map->load_sync ();
1421
1422 return map;
1423}
1424
1425maptile *
1426get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1427{
1428 return m->xy_load (*x, *y);
2229} 1429}
2230 1430
2231/* From map.c 1431/* From map.c
2232 * This is used by get_player to determine where the other 1432 * This is used by get_player to determine where the other
2233 * creature is. get_rangevector takes into account map tiling, 1433 * creature is. get_rangevector takes into account map tiling,
2234 * so you just can not look the the map coordinates and get the 1434 * so you just can not look the the map coordinates and get the
2235 * righte value. distance_x/y are distance away, which 1435 * righte value. distance_x/y are distance away, which
2236 * can be negativbe. direction is the crossfire direction scheme 1436 * can be negative. direction is the crossfire direction scheme
2237 * that the creature should head. part is the part of the 1437 * that the creature should head. part is the part of the
2238 * monster that is closest. 1438 * monster that is closest.
2239 * 1439 *
2240 * get_rangevector looks at op1 and op2, and fills in the 1440 * get_rangevector looks at op1 and op2, and fills in the
2241 * structure for op1 to get to op2. 1441 * structure for op1 to get to op2.
2246 * be unexpected 1446 * be unexpected
2247 * 1447 *
2248 * currently, the only flag supported (0x1) is don't translate for 1448 * currently, the only flag supported (0x1) is don't translate for
2249 * closest body part of 'op1' 1449 * closest body part of 'op1'
2250 */ 1450 */
2251
2252void 1451void
2253get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1452get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2254{ 1453{
2255 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1454 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2256 { 1455 {
2257 /* be conservative and fill in _some_ data */ 1456 /* be conservative and fill in _some_ data */
2258 retval->distance = 100000; 1457 retval->distance = 10000;
2259 retval->distance_x = 32767; 1458 retval->distance_x = 10000;
2260 retval->distance_y = 32767; 1459 retval->distance_y = 10000;
2261 retval->direction = 0; 1460 retval->direction = 0;
2262 retval->part = 0; 1461 retval->part = 0;
2263 } 1462 }
2264 else 1463 else
2265 { 1464 {
2266 object *best;
2267
2268 retval->distance_x += op2->x - op1->x; 1465 retval->distance_x += op2->x - op1->x;
2269 retval->distance_y += op2->y - op1->y; 1466 retval->distance_y += op2->y - op1->y;
2270 1467
2271 best = op1; 1468 object *best = op1;
1469
2272 /* If this is multipart, find the closest part now */ 1470 /* If this is multipart, find the closest part now */
2273 if (!(flags & 0x1) && op1->more) 1471 if (!(flags & 1) && op1->more)
2274 { 1472 {
2275 object *tmp; 1473 int best_distance = idistance (retval->distance_x, retval->distance_y);
2276 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2277 1474
2278 /* we just take the offset of the piece to head to figure 1475 /* we just take the offset of the piece to head to figure
2279 * distance instead of doing all that work above again 1476 * distance instead of doing all that work above again
2280 * since the distance fields we set above are positive in the 1477 * since the distance fields we set above are positive in the
2281 * same axis as is used for multipart objects, the simply arithmetic 1478 * same axis as is used for multipart objects, the simply arithmetic
2282 * below works. 1479 * below works.
2283 */ 1480 */
2284 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2285 { 1482 {
2286 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1483 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
2287 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1484
2288 if (tmpi < best_distance) 1485 if (tmpi < best_distance)
2289 { 1486 {
2290 best_distance = tmpi; 1487 best_distance = tmpi;
2291 best = tmp; 1488 best = tmp;
2292 } 1489 }
2293 } 1490 }
1491
2294 if (best != op1) 1492 if (best != op1)
2295 { 1493 {
2296 retval->distance_x += op1->x - best->x; 1494 retval->distance_x += op1->x - best->x;
2297 retval->distance_y += op1->y - best->y; 1495 retval->distance_y += op1->y - best->y;
2298 } 1496 }
2299 } 1497 }
1498
2300 retval->part = best; 1499 retval->part = best;
2301 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2302 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2303 } 1502 }
2304} 1503}
2305 1504
2306/* this is basically the same as get_rangevector above, but instead of 1505/* this is basically the same as get_rangevector above, but instead of
2307 * the first parameter being an object, it instead is the map 1506 * the first parameter being an object, it instead is the map
2311 * flags has no meaning for this function at this time - I kept it in to 1510 * flags has no meaning for this function at this time - I kept it in to
2312 * be more consistant with the above function and also in case they are needed 1511 * be more consistant with the above function and also in case they are needed
2313 * for something in the future. Also, since no object is pasted, the best 1512 * for something in the future. Also, since no object is pasted, the best
2314 * field of the rv_vector is set to NULL. 1513 * field of the rv_vector is set to NULL.
2315 */ 1514 */
2316
2317void 1515void
2318get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1516get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2319{ 1517{
2320 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1518 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2321 { 1519 {
2322 /* be conservative and fill in _some_ data */ 1520 /* be conservative and fill in _some_ data */
2323 retval->distance = 100000; 1521 retval->distance = 100000;
2324 retval->distance_x = 32767; 1522 retval->distance_x = 32767;
2325 retval->distance_y = 32767; 1523 retval->distance_y = 32767;
2326 retval->direction = 0; 1524 retval->direction = 0;
2327 retval->part = 0; 1525 retval->part = 0;
2328 } 1526 }
2329 else 1527 else
2330 { 1528 {
2331 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
2332 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
2333 1531
2334 retval->part = NULL; 1532 retval->part = 0;
2335 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2336 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
2337 } 1535 }
2338} 1536}
2339 1537
2340/* Returns true of op1 and op2 are effectively on the same map 1538/* Returns true of op1 and op2 are effectively on the same map
2341 * (as related to map tiling). Note that this looks for a path from 1539 * (as related to map tiling). Note that this looks for a path from
2342 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1540 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2343 * to op1, this will still return false. 1541 * to op1, this will still return false.
2344 * Note we only look one map out to keep the processing simple 1542 * Note we only look one map out to keep the processing simple
2345 * and efficient. This could probably be a macro. 1543 * and efficient. This could probably be a macro.
2346 * MSW 2001-08-05 1544 * MSW 2001-08-05
2347 */ 1545 */
2350{ 1548{
2351 int dx, dy; 1549 int dx, dy;
2352 1550
2353 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
2354} 1552}
1553
1554//-GPL
1555
1556object *
1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1558{
1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1560}
1561
1562region *
1563maptile::region (int x, int y) const
1564{
1565 if (regions
1566 && regionmap
1567 && !OUT_OF_REAL_MAP (this, x, y))
1568 if (struct region *reg = regionmap [regions [y * width + x]])
1569 return reg;
1570
1571 if (default_region)
1572 return default_region;
1573
1574 return ::region::default_region ();
1575}
1576
1577//+GPL
1578
1579/* picks a random object from a style map.
1580 */
1581object *
1582maptile::pick_random_object (rand_gen &gen) const
1583{
1584 /* while returning a null object will result in a crash, that
1585 * is actually preferable to an infinite loop. That is because
1586 * most servers will automatically restart in case of crash.
1587 * Change the logic on getting the random space - shouldn't make
1588 * any difference, but this seems clearer to me.
1589 */
1590 for (int i = 1000; --i;)
1591 {
1592 object *pick = at (gen (width), gen (height)).bot;
1593
1594 // must be head: do not prefer big monsters just because they are big.
1595 if (pick && pick->is_head ())
1596 return pick;
1597 }
1598
1599 // instead of crashing in the unlikely(?) case, try to return *something*
1600 return archetype::find (shstr_bug);
1601}
1602
1603//-GPL
1604
1605void
1606maptile::play_sound (faceidx sound, int x, int y) const
1607{
1608 if (!sound)
1609 return;
1610
1611 for_all_players_on_map (pl, this)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->play_sound (sound, dx, dy);
1621 }
1622}
1623
1624void
1625maptile::say_msg (const char *msg, int x, int y) const
1626{
1627 for_all_players (pl)
1628 if (client *ns = pl->ns)
1629 {
1630 int dx = x - pl->ob->x;
1631 int dy = y - pl->ob->y;
1632
1633 int distance = idistance (dx, dy);
1634
1635 if (distance <= MAX_SOUND_DISTANCE)
1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637 }
1638}
1639
1640dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1641
1642static void
1643split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1644{
1645 // clip to map to the left
1646 if (x0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1649 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1650
1651 if (x1 < 0) // entirely to the left
1652 return;
1653
1654 x0 = 0;
1655 }
1656
1657 // clip to map to the right
1658 if (x1 > m->width)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1661 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1662
1663 if (x0 > m->width) // entirely to the right
1664 return;
1665
1666 x1 = m->width;
1667 }
1668
1669 // clip to map above
1670 if (y0 < 0)
1671 {
1672 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1673 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1674
1675 if (y1 < 0) // entirely above
1676 return;
1677
1678 y0 = 0;
1679 }
1680
1681 // clip to map below
1682 if (y1 > m->height)
1683 {
1684 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1685 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1686
1687 if (y0 > m->height) // entirely below
1688 return;
1689
1690 y1 = m->height;
1691 }
1692
1693 // if we get here, the rect is within the current map
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695
1696 r->m = m;
1697 r->x0 = x0;
1698 r->y0 = y0;
1699 r->x1 = x1;
1700 r->y1 = y1;
1701 r->dx = dx;
1702 r->dy = dy;
1703}
1704
1705maprect *
1706maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1707{
1708 buf.clear ();
1709
1710 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1711
1712 // add end marker
1713 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1714 r->m = 0;
1715
1716 return (maprect *)buf.linearise ();
1717}
1718

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