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Comparing deliantra/server/common/map.C (file contents):
Revision 1.6 by elmex, Mon Aug 21 02:55:10 2006 UTC vs.
Revision 1.154 by root, Wed Dec 24 01:37:24 2008 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: map.C,v 1.6 2006/08/21 02:55:10 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 24#include <unistd.h>
36#endif /* win32 */
37 25
26#include "global.h"
27#include "loader.h"
38#include "path.h" 28#include "path.h"
39 29
40 30sint8 maptile::outdoor_darkness;
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62
63/*
64 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname
68 */
69
70const char *create_pathname (const char *name) {
71 static char buf[MAX_BUF];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf);
81}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141
142/*
143 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned.
146 * It tries out all the compression suffixes listed in the uncomp[] array.
147 *
148 * If prepend_dir is set, then we call create_pathname (which prepends
149 * libdir & mapdir). Otherwise, we assume the name given is fully
150 * complete.
151 * Only the editor actually cares about the writablity of this -
152 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing
156 */
157
158int check_path (const char *name, int prepend_dir)
159{
160 char buf[MAX_BUF];
161#ifndef WIN32
162 char *endbuf;
163 struct stat statbuf;
164 int mode = 0, i;
165#endif
166
167 if (prepend_dir)
168 strcpy (buf, create_pathname(name));
169 else
170 strcpy(buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174
175 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through
178 * all the names.
179 */
180 endbuf = buf + strlen(buf);
181
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1);
192 if (!S_ISREG (statbuf.st_mode))
193 return (-1);
194
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2;
204
205 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245}
246 31
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
250 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
252 * by a P_NEW_MAP value, another call to get_map_from_coord 37 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 38 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 39 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 40 * don't expect to insert/remove anything from those spaces.
256 */ 41 */
42int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 43get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 44{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 45 sint16 newx = x;
265 newy = y; 46 sint16 newy = y;
47
266 mp = get_map_from_coord(oldmap, &newx, &newy); 48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 49
268 retval |= P_NEW_MAP; 50 if (!mp)
51 return P_OUT_OF_MAP;
52
269 if (newmap) *newmap = mp; 53 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 54 if (nx) *nx = newx;
271 if (ny) *ny = newy; 55 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 56
274 if (retval & P_SAFE) 57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
275 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
276
277 return retval;
278} 58}
279
280 59
281/* 60/*
282 * Returns true if the given coordinate is blocked except by the 61 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 62 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 63 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 67 * monster.
289 * m, x, y are the target map/coordinates - needed for map tiling. 68 * m, x, y are the target map/coordinates - needed for map tiling.
290 * the coordinates & map passed in should have been updated for tiling 69 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 70 * by the caller.
292 */ 71 */
293 72int
294int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 73blocked_link (object *ob, maptile *m, int sx, int sy)
74{
295 object *tmp; 75 object *tmp;
296 int mflags, blocked; 76 int mflags, blocked;
297 77
298 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this. 79 * have already checked this.
300 */ 80 */
301 if (OUT_OF_REAL_MAP(m, sx, sy)) { 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 {
302 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
303 return 1; 84 return 1;
304 } 85 }
305 86
306 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 /* Save some cycles - instead of calling get_map_flags(), just get the value
307 * directly. 88 * directly.
308 */ 89 */
309 mflags = m->spaces[sx + m->width * sy].flags; 90 mflags = m->at (sx, sy).flags ();
310 91
311 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
312 93
313 /* If space is currently not blocked by anything, no need to 94 /* If space is currently not blocked by anything, no need to
314 * go further. Not true for players - all sorts of special 95 * go further. Not true for players - all sorts of special
315 * things we need to do for players. 96 * things we need to do for players.
316 */ 97 */
317 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
318
319 /* if there isn't anytyhing alive on this space, and this space isn't
320 * otherwise blocked, we can return now. Only if there is a living
321 * creature do we need to investigate if it is part of this creature
322 * or another. Likewise, only if something is blocking us do we
323 * need to investigate if there is a special circumstance that would
324 * let the player through (inventory checkers for example)
325 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
327
328 if(ob->head != NULL)
329 ob=ob->head;
330
331 /* We basically go through the stack of objects, and if there is
332 * some other object that has NO_PASS or FLAG_ALIVE set, return
333 * true. If we get through the entire stack, that must mean
334 * ob is blocking it, so return 0.
335 */
336 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
337
338 /* This must be before the checks below. Code for inventory checkers. */
339 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
340 /* If last_sp is set, the player/monster needs an object,
341 * so we check for it. If they don't have it, they can't
342 * pass through this space.
343 */
344 if (tmp->last_sp) {
345 if (check_inv_recursive(ob,tmp)==NULL)
346 return 1;
347 else
348 continue;
349 } else {
350 /* In this case, the player must not have the object -
351 * if they do, they can't pass through.
352 */
353 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
354 return 1;
355 else
356 continue;
357 }
358 } /* if check_inv */
359 else {
360 /* Broke apart a big nasty if into several here to make
361 * this more readable. first check - if the space blocks
362 * movement, can't move here.
363 * second - if a monster, can't move there, unles it is a
364 * hidden dm
365 */
366 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
367 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
369 return 1;
370 }
371
372 }
373 return 0; 99 return 0;
374}
375 100
101 /* if there isn't anytyhing alive on this space, and this space isn't
102 * otherwise blocked, we can return now. Only if there is a living
103 * creature do we need to investigate if it is part of this creature
104 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example)
107 */
108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
109 return 0;
110
111 ob = ob->head_ ();
112
113 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0.
117 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
119 {
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 {
124 /* If last_sp is set, the player/monster needs an object,
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */
128 if (tmp->last_sp)
129 {
130 if (check_inv_recursive (ob, tmp) == NULL)
131 return 1;
132 else
133 continue;
134 }
135 else
136 {
137 /* In this case, the player must not have the object -
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else
147 {
148 /* Broke apart a big nasty if into several here to make
149 * this more readable. first check - if the space blocks
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156
157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
162 return 1;
163 }
164
165 }
166 return 0;
167}
376 168
377/* 169/*
378 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
379 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
382 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
383 * 175 *
384 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
385 * 177 *
386 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
398 * 190 *
399 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
401 * against the move_block values. 193 * against the move_block values.
402 */ 194 */
403 195bool
404int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 196object::blocked (maptile *m, int x, int y) const
405 archetype *tmp; 197{
406 int flag; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
407 mapstruct *m1;
408 sint16 sx, sy;
409
410 if(ob==NULL) {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
413
414 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
416 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
417 201
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 202 if (!pos.normalise ())
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 203 return 1;
420 204
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 205 mapspace &ms = *pos;
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
423 206
424 /* find_first_free_spot() calls this function. However, often 207 if (ms.flags () & P_IS_ALIVE)
425 * ob doesn't have any move type (when used to place exits) 208 return 1;
209
210 /* However, often ob doesn't have any move type
211 * (signifying non-moving objects)
426 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427 */ 213 */
214 if (!move_type && ms.move_block != MOVE_ALL)
215 continue;
428 216
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
430
431 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
432 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
433 */ 219 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 220 if (ms.blocks (move_type))
435 return AB_NO_PASS; 221 return 1;
436
437 } 222 }
223
438 return 0; 224 return 0;
439} 225}
440 226
441/* When the map is loaded, load_object does not actually insert objects 227/* When the map is loaded, load_object does not actually insert objects
442 * into inventory, but just links them. What this does is go through 228 * into inventory, but just links them. What this does is go through
443 * and insert them properly. 229 * and insert them properly.
444 * The object 'container' is the object that contains the inventory. 230 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight. 231 * This is needed so that we can update the containers weight.
446 */ 232 */
447 233void
448void fix_container(object *container) 234fix_container (object *container)
449{ 235{
450 object *tmp=container->inv, *next; 236 object *tmp = container->inv, *next;
451 237
452 container->inv=NULL; 238 container->inv = 0;
453 while (tmp!=NULL) { 239 while (tmp)
240 {
454 next = tmp->below; 241 next = tmp->below;
455 if (tmp->inv) 242 if (tmp->inv)
456 fix_container(tmp); 243 fix_container (tmp);
244
457 (void) insert_ob_in_ob(tmp,container); 245 insert_ob_in_ob (tmp, container);
458 tmp = next; 246 tmp = next;
459 } 247 }
248
460 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
461 * carrying. 250 //TODO: remove
462 */ 251 container->update_weight ();
463 sum_weight(container); 252}
253
254void
255maptile::set_object_flag (int flag, int value)
256{
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
464} 276}
465 277
466/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
467 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
468 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
469 * they are saved). We do have to look for the old maps that did save 281 * they are saved).
470 * the more sections and not re-add sections for them.
471 */ 282 */
472 283void
473static void link_multipart_objects(mapstruct *m) 284maptile::link_multipart_objects ()
474{ 285{
475 int x,y; 286 if (!spaces)
476 object *tmp, *op, *last, *above; 287 return;
477 archetype *at;
478 288
479 for(x=0;x<MAP_WIDTH(m);x++) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 for(y=0;y<MAP_HEIGHT(m);y++) 290 {
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 291 object *op = ms->bot;
482 above=tmp->above; 292 while (op)
483 293 {
484 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue; 295 if (op->head_ () == op && !op->more && op->arch->more)
296 {
297 op->remove ();
298 op->expand_tail ();
486 299
487 /* If there is nothing more to this object, this for loop 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
488 * won't do anything. 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
489 */ 302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
491 op = arch_to_object(at);
492 304
493 /* update x,y coordinates */ 305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
494 op->x += tmp->x; 306 // so we have to reset the iteration through the mapspace
495 op->y += tmp->y; 307 }
496 op->head = tmp; 308 else
497 op->map = m; 309 op = op->above;
498 last->more = op; 310 }
499 if (tmp->name != op->name) {
500 if (op->name) free_string(op->name);
501 op->name = add_string(tmp->name);
502 } 311 }
503 if (tmp->title != op->title) {
504 if (op->title) free_string(op->title);
505 op->title = add_string(tmp->title);
506 }
507 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part.
511 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */
514 } /* for objects on this space */
515} 312}
516
517
518 313
519/* 314/*
520 * Loads (ands parses) the objects into a given map from the specified 315 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 316 * file pointer.
522 * mapflags is the same as we get with load_original_map
523 */
524
525void load_objects (mapstruct *m, FILE *fp, int mapflags) {
526 int i,j,bufstate=LO_NEWFILE;
527 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp;
529
530 op=get_object();
531 op->map = m; /* To handle buttons correctly */
532
533 while((i=load_object(fp,op,bufstate, mapflags))) {
534 /* Since the loading of the map header does not load an object
535 * anymore, we need to pass LO_NEWFILE for the first object loaded,
536 * and then switch to LO_REPEAT for faster loading.
537 */ 317 */
538 bufstate = LO_REPEAT; 318bool
539 319maptile::_load_objects (object_thawer &f)
540 /* if the archetype for the object is null, means that we 320{
541 * got an invalid object. Don't do anything with it - the game 321 for (;;)
542 * or editor will not be able to do anything with it either.
543 */
544 if (op->arch==NULL) {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
546 continue;
547 }
548
549
550 switch(i) {
551 case LL_NORMAL:
552 /* if we are loading an overlay, put the floors on the bottom */
553 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
554 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558
559 if (op->inv)
560 sum_weight(op);
561
562 prev=op,last_more=op;
563 break;
564
565 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op;
568 break;
569 }
570 if (mapflags & MAP_STYLE) {
571 remove_from_active_list(op);
572 }
573 op=get_object();
574 op->map = m;
575 } 322 {
576 for (i=0;i<m->width;i++){ 323 coroapi::cede_to_tick (); // cede once in a while
577 for (j=0;j<m->height;j++){ 324
325 switch (f.kw)
326 {
327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
333
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
360 }
361
578 unique =0; 362 continue;
579 /* check for unique items, or unique squares */ 363
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 364 case KW_EOF:
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 365 return true;
582 unique = 1; 366
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 367 default:
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 368 if (!f.parse_error ("map file"))
369 return false;
370 break;
371 }
372
373 f.next ();
585 } 374 }
586 } 375
376 return true;
377}
378
379void
380maptile::activate ()
381{
382 if (spaces)
383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
384 for (object *op = ms->bot; op; op = op->above)
385 op->activate_recursive ();
386}
387
388void
389maptile::deactivate ()
390{
391 if (spaces)
392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
393 for (object *op = ms->bot; op; op = op->above)
394 op->deactivate_recursive ();
395}
396
397bool
398maptile::_save_objects (object_freezer &f, int flags)
399{
400 coroapi::cede_to_tick ();
401
402 if (flags & IO_HEADER)
403 _save_header (f);
404
405 if (!spaces)
406 return false;
407
408 for (int i = 0; i < size (); ++i)
587 } 409 {
588 free_object(op); 410 bool unique = 0;
589 link_multipart_objects(m);
590}
591 411
592/* This saves all the objects on the map in a non destructive fashion. 412 for (object *op = spaces [i].bot; op; op = op->above)
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 413 {
594 * and we only save the head of multi part objects - this is needed 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
595 * in order to do map tiling properly. 415
416 if (expect_false (!op->can_map_save ()))
417 continue;
418
419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
420 {
421 if (flags & IO_UNIQUES)
422 op->write (f);
423 }
424 else if (expect_true (flags & IO_OBJECTS))
425 op->write (f);
426 }
427 }
428
429 coroapi::cede_to_tick ();
430
431 return true;
432}
433
434bool
435maptile::_save_objects (const char *path, int flags)
436{
437 object_freezer freezer;
438
439 if (!_save_objects (freezer, flags))
440 return false;
441
442 return freezer.save (path);
443}
444
445maptile::maptile ()
446{
447 in_memory = MAP_SWAPPED;
448
449 /* The maps used to pick up default x and y values from the
450 * map archetype. Mimic that behaviour.
596 */ 451 */
597void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 452 width = 16;
598 int i, j = 0,unique=0; 453 height = 16;
599 object *op; 454 timeout = 300;
600 /* first pass - save one-part objects */ 455 max_nrof = 1000; // 1000 items of anything
601 for(i = 0; i < MAP_WIDTH(m); i++) 456 max_volume = 2000000; // 2m³
602 for (j = 0; j < MAP_HEIGHT(m); j++) { 457}
603 unique=0;
604 for(op = get_map_ob (m, i, j); op; op = op->above) {
605 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
606 unique=1;
607 458
608 if(op->type == PLAYER) { 459maptile::maptile (int w, int h)
609 LOG(llevDebug, "Player on map that is being saved\n"); 460{
610 continue; 461 in_memory = MAP_SWAPPED;
611 }
612 462
613 if (op->head || op->owner) 463 width = w;
614 continue; 464 height = h;
465 reset_timeout = 0;
466 timeout = 300;
467 enter_x = 0;
468 enter_y = 0;
615 469
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 470 alloc ();
617 save_object( fp2 , op, 3);
618 else
619 if (flag == 0 ||
620 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
621 !QUERY_FLAG(op, FLAG_UNPAID))))
622 save_object(fp, op, 3);
623
624 } /* for this space */
625 } /* for this j */
626} 471}
627 472
628/* 473/*
629 * Allocates, initialises, and returns a pointer to a mapstruct.
630 * Modified to no longer take a path option which was not being
631 * used anyways. MSW 2001-07-01
632 */
633
634mapstruct *get_linked_map(void) {
635 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
636 mapstruct *mp;
637
638 if(map==NULL)
639 fatal(OUT_OF_MEMORY);
640
641 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
642 if(mp==NULL)
643 first_map=map;
644 else
645 mp->next=map;
646
647 map->in_memory=MAP_SWAPPED;
648 /* The maps used to pick up default x and y values from the
649 * map archetype. Mimic that behaviour.
650 */
651 MAP_WIDTH(map)=16;
652 MAP_HEIGHT(map)=16;
653 MAP_RESET_TIMEOUT(map)=0;
654 MAP_TIMEOUT(map)=300;
655 MAP_ENTER_X(map)=0;
656 MAP_ENTER_Y(map)=0;
657 /*set part to -1 indicating conversion to weather map not yet done*/
658 MAP_WORLDPARTX(map)=-1;
659 MAP_WORLDPARTY(map)=-1;
660 return map;
661}
662
663/*
664 * Allocates the arrays contained in a mapstruct. 474 * Allocates the arrays contained in a maptile.
665 * This basically allocates the dynamic array of spaces for the 475 * This basically allocates the dynamic array of spaces for the
666 * map. 476 * map.
667 */ 477 */
668 478void
669void allocate_map(mapstruct *m) { 479maptile::alloc ()
670 m->in_memory = MAP_IN_MEMORY; 480{
671 /* Log this condition and free the storage. We could I suppose
672 * realloc, but if the caller is presuming the data will be intact,
673 * that is their poor assumption.
674 */
675 if (m->spaces) { 481 if (spaces)
676 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
677 free(m->spaces);
678 }
679
680 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
681
682 if(m->spaces==NULL)
683 fatal(OUT_OF_MEMORY);
684}
685
686/* Create and returns a map of the specific size. Used
687 * in random map code and the editor.
688 */
689mapstruct *get_empty_map(int sizex, int sizey) {
690 mapstruct *m = get_linked_map();
691 m->width = sizex;
692 m->height = sizey;
693 m->in_memory = MAP_SWAPPED;
694 allocate_map(m);
695 return m; 482 return;
483
484 spaces = salloc0<mapspace> (size ());
696} 485}
697 486
698/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* Takes a string from a map definition and outputs a pointer to the array of shopitems
699 * corresponding to that string. Memory is allocated for this, it must be freed 488 * corresponding to that string. Memory is allocated for this, it must be freed
700 * at a later date. 489 * at a later date.
701 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
702 */ 491 */
703 492static shopitems *
704static shopitems *parse_shop_string (const char *input_string) { 493parse_shop_string (const char *input_string)
494{
705 char *shop_string, *p, *q, *next_semicolon, *next_colon; 495 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL; 496 shopitems *items = NULL;
707 int i=0, number_of_entries=0; 497 int i = 0, number_of_entries = 0;
708 const typedata *current_type; 498 const typedata *current_type;
709 499
710 shop_string=strdup_local(input_string); 500 shop_string = strdup (input_string);
711 p=shop_string; 501 p = shop_string;
712 /* first we'll count the entries, we'll need that for allocating the array shortly */ 502 /* first we'll count the entries, we'll need that for allocating the array shortly */
713 while (p) { 503 while (p)
504 {
714 p=strchr(p, ';'); 505 p = strchr (p, ';');
715 number_of_entries++; 506 number_of_entries++;
716 if (p) p++; 507 if (p)
508 p++;
717 } 509 }
510
718 p=shop_string; 511 p = shop_string;
719 strip_endline(p); 512 strip_endline (p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 513 items = new shopitems[number_of_entries + 1];
721 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
722 for (i=0; i<number_of_entries; i++) { 514 for (i = 0; i < number_of_entries; i++)
723 if (!p) { 515 {
516 if (!p)
517 {
724 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 518 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725 break; 519 break;
726 }
727 next_semicolon=strchr(p, ';');
728 next_colon=strchr(p, ':');
729 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
730 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
731 items[i].strength=atoi(strchr(p,':')+1);
732
733 if (isdigit(*p) || *p=='*') {
734 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
735 current_type=get_typedata(items[i].typenum);
736 if (current_type) {
737 items[i].name=current_type->name;
738 items[i].name_pl=current_type->name_pl;
739 }
740 }
741 else { /*we have a named type, let's figure out what it is */
742 q=strpbrk(p,";:");
743 if (q) *q='\0';
744
745 current_type=get_typedata_by_name(p);
746 if (current_type) {
747 items[i].name=current_type->name;
748 items[i].typenum=current_type->number;
749 items[i].name_pl=current_type->name_pl;
750 }
751 else { /* oh uh, something's wrong, let's free up this one, and try
752 * the next entry while we're at it, better print a warning
753 */
754 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
755 p, input_string);
756 }
757 } 520 }
521
522 next_semicolon = strchr (p, ';');
523 next_colon = strchr (p, ':');
524 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
525 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
526 items[i].strength = atoi (strchr (p, ':') + 1);
527
528 if (isdigit (*p) || *p == '*')
529 {
530 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
531 current_type = get_typedata (items[i].typenum);
532 if (current_type)
533 {
534 items[i].name = current_type->name;
535 items[i].name_pl = current_type->name_pl;
536 }
537 }
538 else
539 { /*we have a named type, let's figure out what it is */
540 q = strpbrk (p, ";:");
541 if (q)
542 *q = '\0';
543
544 current_type = get_typedata_by_name (p);
545 if (current_type)
546 {
547 items[i].name = current_type->name;
548 items[i].typenum = current_type->number;
549 items[i].name_pl = current_type->name_pl;
550 }
551 else
552 { /* oh uh, something's wrong, let's free up this one, and try
553 * the next entry while we're at it, better print a warning
554 */
555 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
556 }
557 }
558
758 items[i].index=number_of_entries; 559 items[i].index = number_of_entries;
759 if (next_semicolon) p=++next_semicolon; 560 if (next_semicolon)
760 else p=NULL; 561 p = ++next_semicolon;
562 else
563 p = NULL;
761 } 564 }
565
762 free(shop_string); 566 free (shop_string);
763 return items; 567 return items;
764} 568}
765 569
766/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
767 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
572static void
768static void print_shop_string(mapstruct *m, char *output_string) { 573print_shop_string (maptile *m, char *output_string)
574{
769 int i; 575 int i;
770 char tmp[MAX_BUF]; 576 char tmp[MAX_BUF];
577
771 strcpy(output_string, ""); 578 strcpy (output_string, "");
772 for (i=0; i< m->shopitems[0].index; i++) { 579 for (i = 0; i < m->shopitems[0].index; i++)
580 {
773 if (m->shopitems[i].typenum) { 581 if (m->shopitems[i].typenum)
582 {
774 if (m->shopitems[i].strength) { 583 if (m->shopitems[i].strength)
775 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
776 } 585 else
777 else sprintf(tmp, "%s;", m->shopitems[i].name); 586 sprintf (tmp, "%s;", m->shopitems[i].name);
778 } 587 }
779 else { 588 else
589 {
780 if (m->shopitems[i].strength) { 590 if (m->shopitems[i].strength)
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 591 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
782 } 592 else
783 else sprintf(tmp, "*"); 593 sprintf (tmp, "*");
784 } 594 }
595
785 strcat(output_string, tmp); 596 strcat (output_string, tmp);
786 } 597 }
787} 598}
788 599
789/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
794 * put all the stuff in the map object so that names actually make 605 * put all the stuff in the map object so that names actually make
795 * sense. 606 * sense.
796 * This could be done in lex (like the object loader), but I think 607 * This could be done in lex (like the object loader), but I think
797 * currently, there are few enough fields this is not a big deal. 608 * currently, there are few enough fields this is not a big deal.
798 * MSW 2001-07-01 609 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */ 610 */
801 611bool
802static int load_map_header(FILE *fp, mapstruct *m) 612maptile::_load_header (object_thawer &thawer)
803{ 613{
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 614 for (;;)
805 int msgpos=0; 615 {
806 int maplorepos=0; 616 switch (thawer.kw)
617 {
618 case KW_msg:
619 thawer.get_ml (KW_endmsg, msg);
620 break;
807 621
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 622 case KW_lore: // CF+ extension
809 buf[HUGE_BUF-1] = 0; 623 thawer.get_ml (KW_endlore, maplore);
810 key = buf; 624 break;
811 while (isspace(*key)) key++; 625
812 if (*key == 0) continue; /* empty line */ 626 case KW_maplore:
813 value = strchr(key, ' '); 627 thawer.get_ml (KW_endmaplore, maplore);
814 if (!value) { 628 break;
815 end = strchr(key, '\n'); 629
816 if (end != NULL) { 630 case KW_arch:
817 *end = 0; 631 if (strcmp (thawer.get_str (), "map"))
632 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
633 break;
634
635 case KW_oid:
636 thawer.get (this, thawer.get_sint32 ());
637 break;
638
639 case KW_file_format_version: break; // nop
640
641 case KW_name: thawer.get (name); break;
642 case KW_attach: thawer.get (attach); break;
643 case KW_reset_time: thawer.get (reset_time); break;
644 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break;
649 case KW_temp: thawer.get (temp); break;
650 case KW_pressure: thawer.get (pressure); break;
651 case KW_humid: thawer.get (humid); break;
652 case KW_windspeed: thawer.get (windspeed); break;
653 case KW_winddir: thawer.get (winddir); break;
654 case KW_sky: thawer.get (sky); break;
655
656 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
660
661 case KW_region: default_region = region::find (thawer.get_str ()); break;
662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663
664 // old names new names
665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
667 case KW_x: case KW_width: thawer.get (width); break;
668 case KW_y: case KW_height: thawer.get (height); break;
669 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
670 case KW_value: case KW_swap_time: thawer.get (timeout); break;
671 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
672 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
673 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
674
675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
684 case KW_end:
685 thawer.next ();
686 return true;
687
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
692 }
693
694 thawer.next ();
818 } 695 }
819 } else {
820 *value = 0;
821 value++;
822 end = strchr(value, '\n');
823 while (isspace(*value)) {
824 value++;
825 if (*value == '\0' || value == end) {
826 /* Nothing but spaces. */
827 value = NULL;
828 break;
829 }
830 }
831 }
832 if (!end) {
833 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
834 buf);
835 return 1;
836 }
837
838 696
839 /* key is the field name, value is what it should be set 697 abort ();
840 * to. We've already done the work to null terminate key,
841 * and strip off any leading spaces for both of these.
842 * We have not touched the newline at the end of the line -
843 * these are needed for some values. the end pointer
844 * points to the first of the newlines.
845 * value could be NULL! It would be easy enough to just point
846 * this to "" to prevent cores, but that would let more errors slide
847 * through.
848 *
849 * First check for entries that do not use the value parameter, then
850 * validate that value is given and check for the remaining entries
851 * that use the parameter.
852 */
853
854 if (!strcmp(key,"msg")) {
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
856 if (!strcmp(buf,"endmsg\n")) break;
857 else {
858 /* slightly more efficient than strcat */
859 strcpy(msgbuf+msgpos, buf);
860 msgpos += strlen(buf);
861 }
862 }
863 /* There are lots of maps that have empty messages (eg, msg/endmsg
864 * with nothing between). There is no reason in those cases to
865 * keep the empty message. Also, msgbuf contains garbage data
866 * when msgpos is zero, so copying it results in crashes
867 */
868 if (msgpos != 0)
869 m->msg = strdup_local(msgbuf);
870 }
871 else if (!strcmp(key,"maplore")) {
872 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
873 if (!strcmp(buf,"endmaplore\n")) break;
874 else {
875 /* slightly more efficient than strcat */
876 strcpy(maplorebuf+maplorepos, buf);
877 maplorepos += strlen(buf);
878 }
879 }
880 if (maplorepos != 0)
881 m->maplore = strdup_local(maplorebuf);
882 }
883 else if (!strcmp(key,"end")) {
884 break;
885 }
886 else if (value == NULL) {
887 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
888 }
889 else if (!strcmp(key, "arch")) {
890 /* This is an oddity, but not something we care about much. */
891 if (strcmp(value,"map\n"))
892 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
893 }
894 else if (!strcmp(key,"name")) {
895 *end=0;
896 m->name = strdup_local(value);
897 }
898 /* first strcmp value on these are old names supported
899 * for compatibility reasons. The new values (second) are
900 * what really should be used.
901 */
902 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 } else if (!strcmp(key, "safe_map")) {
955 m->safe_map = atoi(value);
956 }
957 else if (!strncmp(key,"tile_path_", 10)) {
958 int tile=atoi(key+10);
959
960 if (tile<1 || tile>4) {
961 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
962 tile, m->path);
963 } else {
964 char *path;
965
966 *end = 0;
967
968 if (m->tile_path[tile-1]) {
969 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
970 tile, m->path);
971 free(m->tile_path[tile-1]);
972 m->tile_path[tile-1] = NULL;
973 }
974
975 if (check_path(value, 1) != -1) {
976 /* The unadorned path works. */
977 path = value;
978 } else {
979 /* Try again; it could be a relative exit. */
980
981 path = path_combine_and_normalize(m->path, value);
982
983 if (check_path(path, 1) == -1) {
984 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
985 path = NULL;
986 }
987 }
988
989 if (editor) {
990 /* Use the value as in the file. */
991 m->tile_path[tile-1] = strdup_local(value);
992 } else if (path != NULL) {
993 /* Use the normalized value. */
994 m->tile_path[tile-1] = strdup_local(path);
995 }
996 } /* end if tile direction (in)valid */
997 }
998 else {
999 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
1000 }
1001 }
1002 if (!key || strcmp(key,"end")) {
1003 LOG(llevError,"Got premature eof on map header!\n");
1004 return 1;
1005 }
1006 return 0;
1007}
1008
1009/*
1010 * Opens the file "filename" and reads information about the map
1011 * from the given file, and stores it in a newly allocated
1012 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1013 * flags correspond to those in map.h. Main ones used are
1014 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1015 * MAP_BLOCK, in which case we block on this load. This happens in all
1016 * cases, no matter if this flag is set or not.
1017 * MAP_STYLE: style map - don't add active objects, don't add to server
1018 * managed map list.
1019 */
1020
1021mapstruct *load_original_map(const char *filename, int flags) {
1022 FILE *fp;
1023 mapstruct *m;
1024 int comp;
1025 char pathname[MAX_BUF];
1026
1027 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1028 if (flags & MAP_PLAYER_UNIQUE)
1029 strcpy(pathname, filename);
1030 else if (flags & MAP_OVERLAY)
1031 strcpy(pathname, create_overlay_pathname(filename));
1032 else
1033 strcpy(pathname, create_pathname(filename));
1034
1035 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1036 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1037 return (NULL);
1038 }
1039
1040 m = get_linked_map();
1041
1042 strcpy (m->path, filename);
1043 if (load_map_header(fp, m)) {
1044 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1045 filename, flags);
1046 delete_map(m);
1047 return NULL;
1048 }
1049
1050 allocate_map(m);
1051 m->compressed = comp;
1052
1053 m->in_memory=MAP_LOADING;
1054 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1055 close_and_delete(fp, comp);
1056 m->in_memory=MAP_IN_MEMORY;
1057 if (!MAP_DIFFICULTY(m))
1058 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1059 set_map_reset_time(m);
1060 if (load_original_map_callback)
1061 load_original_map_callback(m);
1062 return (m);
1063}
1064
1065/*
1066 * Loads a map, which has been loaded earlier, from file.
1067 * Return the map object we load into (this can change from the passed
1068 * option if we can't find the original map)
1069 */
1070
1071static mapstruct *load_temporary_map(mapstruct *m) {
1072 FILE *fp;
1073 int comp;
1074 char buf[MAX_BUF];
1075
1076 if (!m->tmpname) {
1077 LOG(llevError, "No temporary filename for map %s\n", m->path);
1078 strcpy(buf, m->path);
1079 delete_map(m);
1080 m = load_original_map(buf, 0);
1081 if(m==NULL) return NULL;
1082 fix_auto_apply(m); /* Chests which open as default */
1083 return m;
1084 }
1085
1086 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1087 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1088 strcpy(buf, m->path);
1089 delete_map(m);
1090 m = load_original_map(buf, 0);
1091 if(m==NULL) return NULL;
1092 fix_auto_apply(m); /* Chests which open as default */
1093 return m;
1094 }
1095
1096
1097 if (load_map_header(fp, m)) {
1098 LOG(llevError,"Error loading map header for %s (%s)\n",
1099 m->path, m->tmpname);
1100 delete_map(m);
1101 m = load_original_map(m->path, 0);
1102 return NULL;
1103 }
1104 m->compressed = comp;
1105 allocate_map(m);
1106
1107 m->in_memory=MAP_LOADING;
1108 load_objects (m, fp, 0);
1109 close_and_delete(fp, comp);
1110 m->in_memory=MAP_IN_MEMORY;
1111 if (load_temporary_map_callback)
1112 load_temporary_map_callback(m);
1113 return m;
1114}
1115
1116/*
1117 * Loads a map, which has been loaded earlier, from file.
1118 * Return the map object we load into (this can change from the passed
1119 * option if we can't find the original map)
1120 */
1121
1122mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1123 FILE *fp;
1124 int comp;
1125 char pathname[MAX_BUF];
1126
1127 strcpy(pathname, create_overlay_pathname(filename));
1128
1129 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1130/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1131 return m;
1132 }
1133
1134 if (load_map_header(fp, m)) {
1135 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1136 m->path, pathname);
1137 delete_map(m);
1138 m = load_original_map(m->path, 0);
1139 return NULL;
1140 }
1141 m->compressed = comp;
1142 /*allocate_map(m);*/
1143
1144 m->in_memory=MAP_LOADING;
1145 load_objects (m, fp, MAP_OVERLAY);
1146 close_and_delete(fp, comp);
1147 m->in_memory=MAP_IN_MEMORY;
1148 return m;
1149} 698}
1150 699
1151/****************************************************************************** 700/******************************************************************************
1152 * This is the start of unique map handling code 701 * This is the start of unique map handling code
1153 *****************************************************************************/ 702 *****************************************************************************/
1154 703
1155/* This goes through map 'm' and removed any unique items on the map. */ 704/* This goes through the maptile and removed any unique items on the map. */
1156static void delete_unique_items(mapstruct *m) 705void
706maptile::clear_unique_items ()
1157{ 707{
708 for (int i = 0; i < size (); ++i)
709 {
1158 int i,j,unique; 710 int unique = 0;
1159 object *op, *next; 711 for (object *op = spaces [i].bot; op; )
712 {
713 object *above = op->above;
1160 714
1161 for(i=0; i<MAP_WIDTH(m); i++)
1162 for(j=0; j<MAP_HEIGHT(m); j++) {
1163 unique=0;
1164 for (op=get_map_ob(m, i, j); op; op=next) {
1165 next = op->above;
1166 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1167 unique=1; 716 unique = 1;
717
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1169 clean_object(op); 719 op->destroy ();
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 720
1171 remove_button_link(op); 721 op = above;
1172 remove_ob(op); 722 }
1173 free_object(op);
1174 }
1175 } 723 }
1176 }
1177} 724}
1178 725
726bool
727maptile::_save_header (object_freezer &freezer)
728{
729#define MAP_OUT(k) freezer.put (KW_ ## k, k)
730#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1179 731
1180/* 732 MAP_OUT2 (arch, "map");
1181 * Loads unique objects from file(s) into the map which is in memory
1182 * m is the map to load unique items into.
1183 */
1184static void load_unique_objects(mapstruct *m) {
1185 FILE *fp;
1186 int comp,count;
1187 char firstname[MAX_BUF];
1188 733
1189 for (count=0; count<10; count++) { 734 if (name) MAP_OUT (name);
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 735 MAP_OUT (swap_time);
1191 if (!access(firstname, R_OK)) break; 736 MAP_OUT (reset_time);
1192 } 737 MAP_OUT (reset_timeout);
1193 /* If we get here, we did not find any map */ 738 MAP_OUT (fixed_resettime);
1194 if (count==10) return; 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
741 MAP_OUT (difficulty);
1195 742
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 743 if (default_region) MAP_OUT2 (region, default_region->name);
1197 /* There is no expectation that every map will have unique items, but this
1198 * is debug output, so leave it in.
1199 */
1200 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1201 return;
1202 }
1203 744
1204 m->in_memory=MAP_LOADING; 745 if (shopitems)
1205 if (m->tmpname == NULL) /* if we have loaded unique items from */
1206 delete_unique_items(m); /* original map before, don't duplicate them */
1207 load_object(fp, NULL, LO_NOREAD,0);
1208 load_objects (m, fp, 0);
1209 close_and_delete(fp, comp);
1210 m->in_memory=MAP_IN_MEMORY;
1211}
1212
1213
1214/*
1215 * Saves a map to file. If flag is set, it is saved into the same
1216 * file it was (originally) loaded from. Otherwise a temporary
1217 * filename will be genarated, and the file will be stored there.
1218 * The temporary filename will be stored in the mapstructure.
1219 * If the map is unique, we also save to the filename in the map
1220 * (this should have been updated when first loaded)
1221 */
1222
1223int new_save_map(mapstruct *m, int flag) {
1224 FILE *fp, *fp2;
1225 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1226 shop[MAX_BUF], filename_s[MAX_BUF];
1227 int i;
1228 746 {
1229 if (flag && !*m->path) { 747 char shop[MAX_BUF];
1230 LOG(llevError,"Tried to save map without path.\n");
1231 return -1;
1232 }
1233
1234 if (flag || (m->unique) || (m->templatemap)) {
1235 if (!m->unique && !m->templatemap) { /* flag is set */
1236 if (flag == 2)
1237 strcpy(filename, create_overlay_pathname(m->path));
1238 else
1239 strcpy (filename, create_pathname (m->path));
1240 } else
1241 strcpy (filename, m->path);
1242
1243 /* If the compression suffix already exists on the filename, don't
1244 * put it on again. This nasty looking strcmp checks to see if the
1245 * compression suffix is at the end of the filename already.
1246 */
1247 if (m->compressed &&
1248 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1249 uncomp[m->compressed][0]))
1250 strcat(filename, uncomp[m->compressed][0]);
1251 make_path_to_file(filename);
1252 } else {
1253 if (!m->tmpname)
1254 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1255 strcpy(filename, m->tmpname);
1256 }
1257 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1258 m->in_memory = MAP_SAVING;
1259
1260 sprintf (filename_s, "%s~", filename);
1261
1262 /* Compress if it isn't a temporary save. Do compress if unique */
1263 if (m->compressed && (m->unique || m->templatemap || flag)) {
1264 char buf[MAX_BUF];
1265 strcpy(buf, uncomp[m->compressed][2]);
1266 strcat(buf, " > ");
1267 strcat(buf, filename_s);
1268 fp = popen(buf, "w");
1269 } else
1270 fp = fopen(filename_s, "w");
1271
1272 if(fp == NULL) {
1273 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1274 return -1;
1275 }
1276
1277 /* legacy */
1278 fprintf(fp,"arch map\n");
1279 if (m->name) fprintf(fp,"name %s\n", m->name);
1280 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1281 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1282 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1283 /* we unfortunately have no idea if this is a value the creator set
1284 * or a difficulty value we generated when the map was first loaded
1285 */
1286 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1287 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1288 if (m->shopitems) {
1289 print_shop_string(m, shop); 748 print_shop_string (this, shop);
1290 fprintf(fp,"shopitems %s\n", shop); 749 MAP_OUT2 (shopitems, shop);
1291 }
1292 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1293#ifndef WIN32
1294 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1295 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1296#else
1297 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1298 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1299#endif
1300 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1301 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1302 if (m->width) fprintf(fp,"width %d\n", m->width);
1303 if (m->height) fprintf(fp,"height %d\n", m->height);
1304 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1305 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1306 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1307 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1308 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1309 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1310 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1311 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1312 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1313 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1314 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1315 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1316 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1317 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1318 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1319
1320 /* Save any tiling information, except on overlays */
1321 if (flag != 2)
1322 for (i=0; i<4; i++)
1323 if (m->tile_path[i])
1324 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1325
1326 fprintf(fp,"end\n");
1327
1328 /* In the game save unique items in the different file, but
1329 * in the editor save them to the normal map file.
1330 * If unique map, save files in the proper destination (set by
1331 * player)
1332 */
1333 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334 sprintf (buf,"%s.v00",create_items_path (m->path));
1335 LOG(llevDebug,"Saving unique items of map %s to %s\n", m->path, buf);
1336 sprintf (buf_s, "%s~", buf);
1337 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1338 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1339 }
1340 if (flag == 2)
1341 save_objects(m, fp, fp2, 2);
1342 else
1343 save_objects (m, fp, fp2, 0);
1344 if (fp2 != NULL) {
1345 if (ftell (fp2) == 0) {
1346 fclose (fp2);
1347 rename (buf_s, buf);
1348 unlink (buf);
1349 } else {
1350 fclose (fp2);
1351 rename (buf_s, buf);
1352 chmod (buf, SAVE_MODE);
1353 } 750 }
1354 }
1355 } else { /* save same file when not playing, like in editor */
1356 save_objects(m, fp, fp, 0);
1357 }
1358 751
1359 if (m->compressed && (m->unique || m->templatemap || flag)) 752 MAP_OUT (shopgreed);
1360 pclose(fp); 753 MAP_OUT (shopmin);
1361 else 754 MAP_OUT (shopmax);
1362 fclose(fp); 755 if (shoprace) MAP_OUT (shoprace);
756 MAP_OUT (darkness);
757 MAP_OUT (width);
758 MAP_OUT (height);
759 MAP_OUT (enter_x);
760 MAP_OUT (enter_y);
1363 761
1364 rename (filename_s, filename); 762 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
763 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1365 764
1366 chmod (filename, SAVE_MODE); 765 MAP_OUT (outdoor);
766 MAP_OUT (temp);
767 MAP_OUT (pressure);
768 MAP_OUT (humid);
769 MAP_OUT (windspeed);
770 MAP_OUT (winddir);
771 MAP_OUT (sky);
772
773 MAP_OUT (per_player);
774 MAP_OUT (per_party);
775
776 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
777 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
778 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
779 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
780
781 freezer.put (this);
782 freezer.put (KW_end);
783
784 return true;
785}
786
787bool
788maptile::_save_header (const char *path)
789{
790 object_freezer freezer;
791
792 if (!_save_header (freezer))
1367 return 0; 793 return false;
1368}
1369 794
1370 795 return freezer.save (path);
1371/*
1372 * Remove and free all objects in the inventory of the given object.
1373 * object.c ?
1374 */
1375
1376void clean_object(object *op)
1377{
1378 object *tmp, *next;
1379
1380 for(tmp = op->inv; tmp; tmp = next)
1381 {
1382 next = tmp->below;
1383 clean_object(tmp);
1384 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1385 remove_button_link(tmp);
1386 remove_ob(tmp);
1387 free_object(tmp);
1388 }
1389} 796}
1390 797
1391/* 798/*
1392 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
1393 */ 800 */
801void
802maptile::clear ()
803{
804 if (spaces)
805 {
806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
807 while (object *op = ms->bot)
808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
1394 812
1395void free_all_objects(mapstruct *m) { 813 op->flag [FLAG_REMOVED] = true;
1396 int i,j;
1397 object *op;
1398 814
1399 for(i=0;i<MAP_WIDTH(m);i++) 815 object *head = op->head_ ();
1400 for(j=0;j<MAP_HEIGHT(m);j++) { 816 if (op == head)
1401 object *previous_obj=NULL; 817 op->destroy ();
1402 while((op=GET_MAP_OB(m,i,j))!=NULL) { 818 else if (head->map != op->map)
1403 if (op==previous_obj) { 819 {
1404 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1405 break; 821 head->destroy ();
1406 } 822 }
1407 previous_obj=op; 823 }
1408 if(op->head!=NULL)
1409 op = op->head;
1410 824
1411 /* If the map isn't in memory, free_object will remove and 825 sfree0 (spaces, size ());
1412 * free objects in op's inventory. So let it do the job.
1413 */
1414 if (m->in_memory==MAP_IN_MEMORY)
1415 clean_object(op);
1416 remove_ob(op);
1417 free_object(op);
1418 } 826 }
1419 } 827
1420#ifdef MANY_CORES 828 if (buttons)
1421 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 829 free_objectlinkpt (buttons), buttons = 0;
1422 * an item on that map was not saved - look for that condition and die as appropriate - 830
1423 * this leaves more of the map data intact for better debugging. 831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
833}
834
835void
836maptile::clear_header ()
837{
838 name = 0;
839 msg = 0;
840 maplore = 0;
841 shoprace = 0;
842 delete [] shopitems, shopitems = 0;
843
844 for (int i = 0; i < 4; i++)
845 tile_path [i] = 0;
846}
847
848maptile::~maptile ()
849{
850 assert (destroyed ());
851}
852
853void
854maptile::clear_links_to (maptile *m)
855{
856 /* We need to look through all the maps and see if any maps
857 * are pointing at this one for tiling information. Since
858 * tiling can be asymetric, we just can not look to see which
859 * maps this map tiles with and clears those.
1424 */ 860 */
1425 for (op=objects; op!=NULL; op=op->next) { 861 for (int i = 0; i < 4; i++)
1426 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 862 if (tile_map[i] == m)
1427 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 863 tile_map[i] = 0;
1428 abort(); 864}
1429 } 865
866void
867maptile::do_destroy ()
868{
869 attachable::do_destroy ();
870
871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
883 {
884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
1430 } 938 }
1431#endif
1432} 939}
1433 940
1434/* 941/*
1435 * Frees everything allocated by the given mapstructure. 942 * Updates every button on the map (by calling update_button() for them).
1436 * don't free tmpname - our caller is left to do that
1437 */
1438
1439void free_map(mapstruct *m,int flag) {
1440 int i;
1441
1442 if (!m->in_memory) {
1443 LOG(llevError,"Trying to free freed map.\n");
1444 return;
1445 }
1446 if (flag && m->spaces) free_all_objects(m);
1447 if (m->name) FREE_AND_CLEAR(m->name);
1448 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1449 if (m->msg) FREE_AND_CLEAR(m->msg);
1450 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1451 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1452 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1453 if (m->buttons)
1454 free_objectlinkpt(m->buttons);
1455 m->buttons = NULL;
1456 for (i=0; i<4; i++) {
1457 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1458 m->tile_map[i] = NULL;
1459 }
1460 m->in_memory = MAP_SWAPPED;
1461}
1462
1463/*
1464 * function: vanish mapstruct
1465 * m : pointer to mapstruct, if NULL no action
1466 * this deletes all the data on the map (freeing pointers)
1467 * and then removes this map from the global linked list of maps.
1468 */
1469
1470void delete_map(mapstruct *m) {
1471 mapstruct *tmp, *last;
1472 int i;
1473
1474 if (!m)
1475 return;
1476 if (m->in_memory == MAP_IN_MEMORY) {
1477 /* change to MAP_SAVING, even though we are not,
1478 * so that remove_ob doesn't do as much work.
1479 */ 943 */
1480 m->in_memory = MAP_SAVING; 944void
1481 free_map (m, 1); 945maptile::update_buttons ()
946{
947 for (oblinkpt *obp = buttons; obp; obp = obp->next)
948 for (objectlink *ol = obp->link; ol; ol = ol->next)
949 {
950 if (!ol->ob)
951 {
952 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
953 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
954 continue;
955 }
956
957 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
958 {
959 update_button (ol->ob);
960 break;
961 }
1482 } 962 }
1483 /* move this out of free_map, since tmpname can still be needed if
1484 * the map is swapped out.
1485 */
1486 if (m->tmpname) {
1487 free(m->tmpname);
1488 m->tmpname=NULL;
1489 }
1490 last = NULL;
1491 /* We need to look through all the maps and see if any maps
1492 * are pointing at this one for tiling information. Since
1493 * tiling can be assymetric, we just can not look to see which
1494 * maps this map tiles with and clears those.
1495 */
1496 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1497 if (tmp->next == m) last = tmp;
1498
1499 /* This should hopefully get unrolled on a decent compiler */
1500 for (i=0; i<4; i++)
1501 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1502 }
1503
1504 /* If last is null, then this should be the first map in the list */
1505 if (!last) {
1506 if (m == first_map)
1507 first_map = m->next;
1508 else
1509 /* m->path is a static char, so should hopefully still have
1510 * some useful data in it.
1511 */
1512 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1513 m->path);
1514 }
1515 else
1516 last->next = m->next;
1517
1518 free (m);
1519} 963}
1520
1521
1522
1523/*
1524 * Makes sure the given map is loaded and swapped in.
1525 * name is path name of the map.
1526 * flags meaning:
1527 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1528 * and don't do unique items or the like.
1529 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1530 * dont do any more name translation on it.
1531 *
1532 * Returns a pointer to the given map.
1533 */
1534
1535mapstruct *ready_map_name(const char *name, int flags) {
1536 mapstruct *m;
1537
1538 if (!name)
1539 return (NULL);
1540
1541 /* Have we been at this level before? */
1542 m = has_been_loaded (name);
1543
1544 /* Map is good to go, so just return it */
1545 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1546 return m;
1547 }
1548
1549 /* unique maps always get loaded from their original location, and never
1550 * a temp location. Likewise, if map_flush is set, or we have never loaded
1551 * this map, load it now. I removed the reset checking from here -
1552 * it seems the probability of a player trying to enter a map that should
1553 * reset but hasn't yet is quite low, and removing that makes this function
1554 * a bit cleaner (and players probably shouldn't rely on exact timing for
1555 * resets in any case - if they really care, they should use the 'maps command.
1556 */
1557 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1558
1559 /* first visit or time to reset */
1560 if (m) {
1561 clean_tmp_map(m); /* Doesn't make much difference */
1562 delete_map(m);
1563 }
1564
1565 /* create and load a map */
1566 if (flags & MAP_PLAYER_UNIQUE)
1567 LOG(llevDebug, "Trying to load map %s.\n", name);
1568 else
1569 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1570
1571 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1572 return (NULL);
1573
1574 fix_auto_apply(m); /* Chests which open as default */
1575
1576 /* If a player unique map, no extra unique object file to load.
1577 * if from the editor, likewise.
1578 */
1579 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1580 load_unique_objects(m);
1581
1582 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1583 m=load_overlay_map(name, m);
1584 if (m==NULL)
1585 return NULL;
1586 }
1587
1588 } else {
1589 /* If in this loop, we found a temporary map, so load it up. */
1590
1591 m=load_temporary_map (m);
1592 if(m==NULL) return NULL;
1593 load_unique_objects(m);
1594
1595 clean_tmp_map(m);
1596 m->in_memory = MAP_IN_MEMORY;
1597 /* tempnam() on sun systems (probably others) uses malloc
1598 * to allocated space for the string. Free it here.
1599 * In some cases, load_temporary_map above won't find the
1600 * temporary map, and so has reloaded a new map. If that
1601 * is the case, tmpname is now null
1602 */
1603 if (m->tmpname) free(m->tmpname);
1604 m->tmpname = NULL;
1605 /* It's going to be saved anew anyway */
1606 }
1607
1608 /* Below here is stuff common to both first time loaded maps and
1609 * temp maps.
1610 */
1611
1612 decay_objects(m); /* start the decay */
1613 /* In case other objects press some buttons down */
1614 update_buttons(m);
1615 if (m->outdoor)
1616 set_darkness_map(m);
1617 /* run the weather over this map */
1618 weather_effect(name);
1619 return m;
1620}
1621
1622 964
1623/* 965/*
1624 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
1625 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
1626 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
1627 * 969 *
1628 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
1629 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
1630 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
1631 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
1632 */ 974 */
1633 975int
1634int calculate_difficulty(mapstruct *m) { 976maptile::estimate_difficulty () const
1635 object *op; 977{
1636 archetype *at;
1637 int x, y, i, diff;
1638 long monster_cnt = 0; 978 long monster_cnt = 0;
1639 double avgexp = 0; 979 double avgexp = 0;
1640 sint64 total_exp = 0; 980 sint64 total_exp = 0;
1641 981
1642 if (MAP_DIFFICULTY (m)) 982 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1643 { 983 for (object *op = ms->bot; op; op = op->above)
1644 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1645 return MAP_DIFFICULTY (m);
1646 }
1647
1648 for(x = 0; x < MAP_WIDTH(m); x++)
1649 for(y = 0; y < MAP_HEIGHT(m); y++)
1650 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1651 { 984 {
1652 if(QUERY_FLAG (op, FLAG_MONSTER)) 985 if (QUERY_FLAG (op, FLAG_MONSTER))
1653 { 986 {
1654 total_exp += op->stats.exp; 987 total_exp += op->stats.exp;
1655 monster_cnt++; 988 monster_cnt++;
1656 } 989 }
1657 990
1658 if(QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
1659 { 992 {
1660 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
1661 at = type_to_archetype(GENERATE_TYPE (op));
1662 994
1663 if(at != NULL) 995 if (archetype *at = op->other_arch)
996 {
1664 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1665
1666 monster_cnt++; 998 monster_cnt++;
1667 } 999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
1668 } 1006 }
1007 }
1669 1008
1670 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
1671 1010
1672 for (i = 1; i <= settings.max_level; i++) 1011 for (int i = 1; i <= settings.max_level; i++)
1673 {
1674 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1012 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1675 {
1676 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1677 return i; 1013 return i;
1678 }
1679 }
1680 1014
1681 return 1; 1015 return 1;
1682}
1683
1684void clean_tmp_map(mapstruct *m) {
1685 if(m->tmpname == NULL)
1686 return;
1687 if (clean_temporary_map_callback)
1688 clean_temporary_map_callback (m);
1689 (void) unlink(m->tmpname);
1690}
1691
1692void free_all_maps(void)
1693{
1694 int real_maps=0;
1695
1696 while (first_map) {
1697 /* I think some of the callers above before it gets here set this to be
1698 * saving, but we still want to free this data
1699 */
1700 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1701 delete_map(first_map);
1702 real_maps++;
1703 }
1704 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1705} 1016}
1706 1017
1707/* change_map_light() - used to change map light level (darkness) 1018/* change_map_light() - used to change map light level (darkness)
1708 * up or down. Returns true if successful. It should now be 1019 * up or down. Returns true if successful. It should now be
1709 * possible to change a value by more than 1. 1020 * possible to change a value by more than 1.
1710 * Move this from los.c to map.c since this is more related 1021 * Move this from los.c to map.c since this is more related
1711 * to maps than los. 1022 * to maps than los.
1712 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1713 */ 1024 */
1714 1025int
1715int change_map_light(mapstruct *m, int change) { 1026maptile::change_map_light (int change)
1716 int new_level = m->darkness + change; 1027{
1717
1718 /* Nothing to do */ 1028 /* Nothing to do */
1719 if(!change || (new_level <= 0 && m->darkness == 0) || 1029 if (!change)
1720 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1721 return 0; 1030 return 0;
1722 }
1723 1031
1724 /* inform all players on the map */ 1032 /* inform all players on the map */
1725 if (change>0) 1033 if (change > 0)
1726 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1727 else 1035 else
1728 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1729 1037
1730 /* Do extra checking. since m->darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1731 * we need to be extra careful about negative values.
1732 * In general, the checks below are only needed if change
1733 * is not +/-1
1734 */
1735 if (new_level < 0) m->darkness = 0;
1736 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1737 else m->darkness=new_level;
1738 1039
1739 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1740 update_all_map_los(m); 1041 update_all_map_los (this);
1042
1741 return 1; 1043 return 1;
1742} 1044}
1743
1744 1045
1745/* 1046/*
1746 * This function updates various attributes about a specific space 1047 * This function updates various attributes about a specific space
1747 * on the map (what it looks like, whether it blocks magic, 1048 * on the map (what it looks like, whether it blocks magic,
1748 * has a living creatures, prevents people from passing 1049 * has a living creatures, prevents people from passing
1749 * through, etc) 1050 * through, etc)
1750 */ 1051 */
1751void update_position (mapstruct *m, int x, int y) { 1052void
1752 object *tmp, *last = NULL; 1053mapspace::update_ ()
1753 uint8 flags = 0, oldflags, light=0, anywhere=0; 1054{
1754 New_Face *top,*floor, *middle; 1055 object *last = 0;
1755 object *top_obj, *floor_obj, *middle_obj; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1057 sint8 light = 0;
1756 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1757 1059
1758 oldflags = GET_MAP_FLAGS(m,x,y); 1060 //object *middle = 0;
1759 if (!(oldflags & P_NEED_UPDATE)) { 1061 //object *top = 0;
1760 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1062 //object *floor = 0;
1761 m->path, x, y); 1063 // this seems to generate better code than using locals, above
1762 return; 1064 object *&top = faces_obj[0] = 0;
1065 object *&middle = faces_obj[1] = 0;
1066 object *&floor = faces_obj[2] = 0;
1067
1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1763 } 1069 {
1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1071 light += tmp->glow_radius;
1764 1072
1765 middle=blank_face;
1766 top=blank_face;
1767 floor=blank_face;
1768
1769 middle_obj = NULL;
1770 top_obj = NULL;
1771 floor_obj = NULL;
1772
1773 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1774
1775 /* This could be made additive I guess (two lights better than
1776 * one). But if so, it shouldn't be a simple additive - 2
1777 * light bulbs do not illuminate twice as far as once since
1778 * it is a disapation factor that is squared (or is it cubed?)
1779 */
1780 if (tmp->glow_radius > light) light = tmp->glow_radius;
1781
1782 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1783 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1784 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1785 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1786 * functions the move_player calls eventualy call this. 1077 * functions the move_player calls eventualy call this.
1787 * 1078 *
1788 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1789 */ 1080 */
1790 if (!tmp->invisible) { 1081 if (!tmp->invisible)
1082 {
1791 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1792 top = tmp->face; 1084 top = tmp;
1793 top_obj = tmp;
1794 }
1795 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1086 {
1796 /* If we got a floor, that means middle and top were below it, 1087 /* If we got a floor, that means middle and top were below it,
1797 * so should not be visible, so we clear them. 1088 * so should not be visible, so we clear them.
1798 */ 1089 */
1799 middle=blank_face; 1090 middle = 0;
1800 top=blank_face; 1091 top = 0;
1801 floor = tmp->face; 1092 floor = tmp;
1802 floor_obj = tmp; 1093 }
1803 }
1804 /* Flag anywhere have high priority */ 1094 /* Flag anywhere have high priority */
1805 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1806 middle = tmp->face; 1096 {
1097 middle = tmp;
1098 anywhere = 1;
1099 }
1807 1100
1808 middle_obj = tmp;
1809 anywhere =1;
1810 }
1811 /* Find the highest visible face around. If equal 1101 /* Find the highest visible face around. If equal
1812 * visibilities, we still want the one nearer to the 1102 * visibilities, we still want the one nearer to the
1813 * top 1103 * top
1814 */ 1104 */
1815 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1105 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1816 middle = tmp->face; 1106 middle = tmp;
1817 middle_obj = tmp; 1107 }
1818 } 1108
1819 }
1820 if (tmp==tmp->above) { 1109 if (tmp == tmp->above)
1110 {
1821 LOG(llevError, "Error in structure of map\n"); 1111 LOG (llevError, "Error in structure of map\n");
1822 exit (-1); 1112 exit (-1);
1823 }
1824 1113 }
1114
1825 move_slow |= tmp->move_slow; 1115 move_slow |= tmp->move_slow;
1826 move_block |= tmp->move_block; 1116 move_block |= tmp->move_block;
1827 move_on |= tmp->move_on; 1117 move_on |= tmp->move_on;
1828 move_off |= tmp->move_off; 1118 move_off |= tmp->move_off;
1829 move_allow |= tmp->move_allow; 1119 move_allow |= tmp->move_allow;
1830 1120
1831 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1121 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1832 flags |= P_IS_ALIVE; 1122 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1833 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1123 if (tmp->type == PLAYER) flags |= P_PLAYER;
1834 flags |= P_NO_MAGIC; 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1835 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1836 flags |= P_NO_CLERIC; 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1837 if (tmp->type == SAFE_GROUND)
1838 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1839
1840 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1841 flags |= P_BLOCKSVIEW;
1842 } /* for stack of objects */
1843
1844 /* we don't want to rely on this function to have accurate flags, but
1845 * since we're already doing the work, we calculate them here.
1846 * if they don't match, logic is broken someplace.
1847 */
1848 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1849 (!(oldflags & P_NO_ERROR))) {
1850 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1851 m->path, x, y,
1852 (oldflags & ~P_NEED_UPDATE), flags);
1853 } 1127 }
1854 SET_MAP_FLAGS(m, x, y, flags);
1855 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1856 SET_MAP_MOVE_ON(m, x, y, move_on);
1857 SET_MAP_MOVE_OFF(m, x, y, move_off);
1858 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1859 1128
1129 this->light = min (light, MAX_LIGHT_RADIUS);
1130 this->flags_ = flags;
1131 this->move_block = move_block & ~move_allow;
1132 this->move_on = move_on;
1133 this->move_off = move_off;
1134 this->move_slow = move_slow;
1135
1860 /* At this point, we have a floor face (if there is a floor), 1136 /* At this point, we have a floor face (if there is a floor),
1861 * and the floor is set - we are not going to touch it at 1137 * and the floor is set - we are not going to touch it at
1862 * this point. 1138 * this point.
1863 * middle contains the highest visibility face. 1139 * middle contains the highest visibility face.
1864 * top contains a player/monster face, if there is one. 1140 * top contains a player/monster face, if there is one.
1865 * 1141 *
1866 * We now need to fill in top.face and/or middle.face. 1142 * We now need to fill in top.face and/or middle.face.
1867 */ 1143 */
1868 1144
1869 /* If the top face also happens to be high visibility, re-do our 1145 /* If the top face also happens to be high visibility, re-do our
1870 * middle face. This should not happen, as we already have the 1146 * middle face. This should not happen, as we already have the
1871 * else statement above so middle should not get set. OTOH, it 1147 * else statement above so middle should not get set. OTOH, it
1872 * may be possible for the faces to match but be different objects. 1148 * may be possible for the faces to match but be different objects.
1873 */ 1149 */
1874 if (top == middle) middle=blank_face; 1150 if (top == middle)
1151 middle = 0;
1875 1152
1876 /* There are three posibilities at this point: 1153 /* There are three posibilities at this point:
1877 * 1) top face is set, need middle to be set. 1154 * 1) top face is set, need middle to be set.
1878 * 2) middle is set, need to set top. 1155 * 2) middle is set, need to set top.
1879 * 3) neither middle or top is set - need to set both. 1156 * 3) neither middle or top is set - need to set both.
1880 */ 1157 */
1881 1158
1882 for (tmp=last; tmp; tmp=tmp->below) { 1159 for (object *tmp = last; tmp; tmp = tmp->below)
1160 {
1883 /* Once we get to a floor, stop, since we already have a floor object */ 1161 /* Once we get to a floor, stop, since we already have a floor object */
1884 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1162 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1163 break;
1885 1164
1886 /* If two top faces are already set, quit processing */ 1165 /* If two top faces are already set, quit processing */
1887 if ((top != blank_face) && (middle != blank_face)) break; 1166 if (top && middle)
1167 break;
1888 1168
1889 /* Only show visible faces, unless its the editor - show all */ 1169 /* Only show visible faces */
1890 if (!tmp->invisible || editor) { 1170 if (!tmp->invisible)
1171 {
1891 /* Fill in top if needed */ 1172 /* Fill in top if needed */
1892 if (top == blank_face) { 1173 if (!top)
1893 top = tmp->face; 1174 {
1894 top_obj = tmp; 1175 top = tmp;
1895 if (top == middle) middle=blank_face; 1176 if (top == middle)
1896 } else { 1177 middle = 0;
1178 }
1179 else
1180 {
1897 /* top is already set - we should only get here if 1181 /* top is already set - we should only get here if
1898 * middle is not set 1182 * middle is not set
1899 * 1183 *
1900 * Set the middle face and break out, since there is nothing 1184 * Set the middle face and break out, since there is nothing
1901 * more to fill in. We don't check visiblity here, since 1185 * more to fill in. We don't check visiblity here, since
1902 * 1186 *
1903 */ 1187 */
1904 if (tmp->face != top ) { 1188 if (tmp != top)
1905 middle = tmp->face; 1189 {
1906 middle_obj = tmp; 1190 middle = tmp;
1907 break; 1191 break;
1908 } 1192 }
1193 }
1194 }
1909 } 1195 }
1910 }
1911 }
1912 if (middle == floor) middle = blank_face;
1913 if (top == middle) middle = blank_face;
1914 SET_MAP_FACE(m,x,y,top,0);
1915 if(top != blank_face)
1916 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1917 else
1918 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1919 SET_MAP_FACE(m,x,y,middle,1);
1920 if(middle != blank_face)
1921 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1922 else
1923 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1924 SET_MAP_FACE(m,x,y,floor,2);
1925 if(floor != blank_face)
1926 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1927 else
1928 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1929 SET_MAP_LIGHT(m,x,y,light);
1930}
1931 1196
1197 if (middle == floor)
1198 middle = 0;
1932 1199
1933void set_map_reset_time(mapstruct *map) { 1200 if (top == middle)
1934 int timeout; 1201 middle = 0;
1935 1202
1936 timeout = MAP_RESET_TIMEOUT(map); 1203#if 0
1937 if (timeout <= 0) 1204 faces_obj [0] = top;
1938 timeout = MAP_DEFAULTRESET; 1205 faces_obj [1] = middle;
1939 if (timeout >= MAP_MAXRESET) 1206 faces_obj [2] = floor;
1940 timeout = MAP_MAXRESET; 1207#endif
1941 MAP_WHEN_RESET(map) = seconds()+timeout;
1942} 1208}
1943 1209
1944/* this updates the orig_map->tile_map[tile_num] value after loading 1210uint64
1945 * the map. It also takes care of linking back the freshly loaded 1211mapspace::volume () const
1946 * maps tile_map values if it tiles back to this one. It returns
1947 * the value of orig_map->tile_map[tile_num]. It really only does this
1948 * so that it is easier for calling functions to verify success.
1949 */
1950
1951static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1952{ 1212{
1953 int dest_tile = (tile_num +2) % 4; 1213 uint64 vol = 0;
1954 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1955 1214
1956 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1215 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1216 vol += op->volume ();
1957 1217
1958 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1218 return vol;
1959 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1219}
1960 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1961 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1962 1220
1963 return orig_map->tile_map[tile_num]; 1221bool
1222maptile::tile_available (int dir, bool load)
1223{
1224 if (!tile_path[dir])
1225 return 0;
1226
1227 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1228 return 1;
1229
1230 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1231 return 1;
1232
1233 return 0;
1964} 1234}
1965 1235
1966/* this returns TRUE if the coordinates (x,y) are out of 1236/* this returns TRUE if the coordinates (x,y) are out of
1967 * map m. This function also takes into account any 1237 * map m. This function also takes into account any
1968 * tiling considerations, loading adjacant maps as needed. 1238 * tiling considerations, loading adjacant maps as needed.
1969 * This is the function should always be used when it 1239 * This is the function should always be used when it
1970 * necessary to check for valid coordinates. 1240 * necessary to check for valid coordinates.
1971 * This function will recursively call itself for the 1241 * This function will recursively call itself for the
1972 * tiled maps. 1242 * tiled maps.
1973 * 1243 */
1974 * 1244int
1975 */
1976int out_of_map(mapstruct *m, int x, int y) 1245out_of_map (maptile *m, int x, int y)
1977{ 1246{
1978
1979 /* If we get passed a null map, this is obviously the 1247 /* If we get passed a null map, this is obviously the
1980 * case. This generally shouldn't happen, but if the 1248 * case. This generally shouldn't happen, but if the
1981 * map loads fail below, it could happen. 1249 * map loads fail below, it could happen.
1982 */ 1250 */
1983 if (!m) return 0; 1251 if (!m)
1984
1985 if (x<0) {
1986 if (!m->tile_path[3]) return 1;
1987 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1988 load_and_link_tiled_map(m, 3);
1989 }
1990 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1991 }
1992 if (x>=MAP_WIDTH(m)) {
1993 if (!m->tile_path[1]) return 1;
1994 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1995 load_and_link_tiled_map(m, 1);
1996 }
1997 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1998 }
1999 if (y<0) {
2000 if (!m->tile_path[0]) return 1;
2001 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
2002 load_and_link_tiled_map(m, 0);
2003 }
2004 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
2005 }
2006 if (y>=MAP_HEIGHT(m)) {
2007 if (!m->tile_path[2]) return 1;
2008 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2009 load_and_link_tiled_map(m, 2);
2010 }
2011 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2012 }
2013
2014 /* Simple case - coordinates are within this local
2015 * map.
2016 */
2017 return 0; 1252 return 0;
1253
1254 if (x < 0)
1255 {
1256 if (!m->tile_available (3))
1257 return 1;
1258
1259 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1260 }
1261
1262 if (x >= m->width)
1263 {
1264 if (!m->tile_available (1))
1265 return 1;
1266
1267 return out_of_map (m->tile_map[1], x - m->width, y);
1268 }
1269
1270 if (y < 0)
1271 {
1272 if (!m->tile_available (0))
1273 return 1;
1274
1275 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1276 }
1277
1278 if (y >= m->height)
1279 {
1280 if (!m->tile_available (2))
1281 return 1;
1282
1283 return out_of_map (m->tile_map[2], x, y - m->height);
1284 }
1285
1286 /* Simple case - coordinates are within this local
1287 * map.
1288 */
1289 return 0;
2018} 1290}
2019 1291
2020/* This is basically the same as out_of_map above, but 1292/* This is basically the same as out_of_map above, but
2021 * instead we return NULL if no map is valid (coordinates 1293 * instead we return NULL if no map is valid (coordinates
2022 * out of bounds and no tiled map), otherwise it returns 1294 * out of bounds and no tiled map), otherwise it returns
2023 * the map as that the coordinates are really on, and 1295 * the map as that the coordinates are really on, and
2024 * updates x and y to be the localized coordinates. 1296 * updates x and y to be the localised coordinates.
2025 * Using this is more efficient of calling out_of_map 1297 * Using this is more efficient of calling out_of_map
2026 * and then figuring out what the real map is 1298 * and then figuring out what the real map is
2027 */ 1299 */
2028mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1300maptile *
1301maptile::xy_find (sint16 &x, sint16 &y)
2029{ 1302{
2030 1303 if (x < 0)
2031 if (*x<0) {
2032 if (!m->tile_path[3]) return NULL;
2033 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2034 load_and_link_tiled_map(m, 3);
2035
2036 *x += MAP_WIDTH(m->tile_map[3]);
2037 return (get_map_from_coord(m->tile_map[3], x, y));
2038 } 1304 {
2039 if (*x>=MAP_WIDTH(m)) { 1305 if (!tile_available (3))
2040 if (!m->tile_path[1]) return NULL; 1306 return 0;
2041 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2042 load_and_link_tiled_map(m, 1);
2043 1307
2044 *x -= MAP_WIDTH(m); 1308 x += tile_map[3]->width;
2045 return (get_map_from_coord(m->tile_map[1], x, y)); 1309 return tile_map[3]->xy_find (x, y);
1310 }
1311
1312 if (x >= width)
2046 } 1313 {
2047 if (*y<0) { 1314 if (!tile_available (1))
2048 if (!m->tile_path[0]) return NULL; 1315 return 0;
2049 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2050 load_and_link_tiled_map(m, 0);
2051 1316
2052 *y += MAP_HEIGHT(m->tile_map[0]); 1317 x -= width;
2053 return (get_map_from_coord(m->tile_map[0], x, y)); 1318 return tile_map[1]->xy_find (x, y);
1319 }
1320
1321 if (y < 0)
2054 } 1322 {
2055 if (*y>=MAP_HEIGHT(m)) { 1323 if (!tile_available (0))
2056 if (!m->tile_path[2]) return NULL; 1324 return 0;
2057 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2058 load_and_link_tiled_map(m, 2);
2059 1325
2060 *y -= MAP_HEIGHT(m); 1326 y += tile_map[0]->height;
2061 return (get_map_from_coord(m->tile_map[2], x, y)); 1327 return tile_map[0]->xy_find (x, y);
1328 }
1329
1330 if (y >= height)
2062 } 1331 {
1332 if (!tile_available (2))
1333 return 0;
2063 1334
1335 y -= height;
1336 return tile_map[2]->xy_find (x, y);
1337 }
1338
2064 /* Simple case - coordinates are within this local 1339 /* Simple case - coordinates are within this local
2065 * map. 1340 * map.
2066 */ 1341 */
2067 1342 return this;
2068 return m;
2069} 1343}
2070 1344
2071/** 1345/**
2072 * Return whether map2 is adjacent to map1. If so, store the distance from 1346 * Return whether map2 is adjacent to map1. If so, store the distance from
2073 * map1 to map2 in dx/dy. 1347 * map1 to map2 in dx/dy.
2074 */ 1348 */
1349int
2075static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1350adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1351{
2076 if (!map1 || !map2) 1352 if (!map1 || !map2)
2077 return 0; 1353 return 0;
2078 1354
1355 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1356 //fix: compare paths instead (this is likely faster, too!)
2079 if (map1 == map2) { 1357 if (map1 == map2)
1358 {
2080 *dx = 0; 1359 *dx = 0;
2081 *dy = 0; 1360 *dy = 0;
2082 1361 }
2083 } else if (map1->tile_map[0] == map2) { /* up */ 1362 else if (map1->tile_map[0] == map2)
1363 { /* up */
2084 *dx = 0; 1364 *dx = 0;
2085 *dy = -MAP_HEIGHT(map2); 1365 *dy = -map2->height;
1366 }
2086 } else if (map1->tile_map[1] == map2) { /* right */ 1367 else if (map1->tile_map[1] == map2)
2087 *dx = MAP_WIDTH(map1); 1368 { /* right */
1369 *dx = map1->width;
2088 *dy = 0; 1370 *dy = 0;
1371 }
2089 } else if (map1->tile_map[2] == map2) { /* down */ 1372 else if (map1->tile_map[2] == map2)
1373 { /* down */
2090 *dx = 0; 1374 *dx = 0;
2091 *dy = MAP_HEIGHT(map1); 1375 *dy = map1->height;
1376 }
2092 } else if (map1->tile_map[3] == map2) { /* left */ 1377 else if (map1->tile_map[3] == map2)
2093 *dx = -MAP_WIDTH(map2); 1378 { /* left */
1379 *dx = -map2->width;
2094 *dy = 0; 1380 *dy = 0;
2095 1381 }
2096 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1382 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1383 { /* up right */
2097 *dx = MAP_WIDTH(map1->tile_map[0]); 1384 *dx = map1->tile_map[0]->width;
2098 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1385 *dy = -map1->tile_map[0]->height;
1386 }
2099 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1387 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2100 *dx = -MAP_WIDTH(map2); 1388 { /* up left */
2101 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1389 *dx = -map2->width;
1390 *dy = -map1->tile_map[0]->height;
1391 }
2102 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1392 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2103 *dx = MAP_WIDTH(map1); 1393 { /* right up */
2104 *dy = -MAP_HEIGHT(map2); 1394 *dx = map1->width;
1395 *dy = -map2->height;
1396 }
2105 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1397 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2106 *dx = MAP_WIDTH(map1); 1398 { /* right down */
2107 *dy = MAP_HEIGHT(map1->tile_map[1]); 1399 *dx = map1->width;
1400 *dy = map1->tile_map[1]->height;
1401 }
2108 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1402 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1403 { /* down right */
2109 *dx = MAP_WIDTH(map1->tile_map[2]); 1404 *dx = map1->tile_map[2]->width;
2110 *dy = MAP_HEIGHT(map1); 1405 *dy = map1->height;
1406 }
2111 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1407 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2112 *dx = -MAP_WIDTH(map2); 1408 { /* down left */
2113 *dy = MAP_HEIGHT(map1); 1409 *dx = -map2->width;
1410 *dy = map1->height;
1411 }
2114 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1412 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1413 { /* left up */
2115 *dx = -MAP_WIDTH(map1->tile_map[3]); 1414 *dx = -map1->tile_map[3]->width;
2116 *dy = -MAP_HEIGHT(map2); 1415 *dy = -map2->height;
1416 }
2117 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1417 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1418 { /* left down */
2118 *dx = -MAP_WIDTH(map1->tile_map[3]); 1419 *dx = -map1->tile_map[3]->width;
2119 *dy = MAP_HEIGHT(map1->tile_map[3]); 1420 *dy = map1->tile_map[3]->height;
2120
2121 } else { /* not "adjacent" enough */
2122 return 0;
2123 } 1421 }
2124 1422 else
2125 return 1; 1423 return 0;
1424
1425 return 1;
1426}
1427
1428maptile *
1429maptile::xy_load (sint16 &x, sint16 &y)
1430{
1431 maptile *map = xy_find (x, y);
1432
1433 if (map)
1434 map->load_sync ();
1435
1436 return map;
1437}
1438
1439maptile *
1440get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1441{
1442 return m->xy_load (*x, *y);
2126} 1443}
2127 1444
2128/* From map.c 1445/* From map.c
2129 * This is used by get_player to determine where the other 1446 * This is used by get_player to determine where the other
2130 * creature is. get_rangevector takes into account map tiling, 1447 * creature is. get_rangevector takes into account map tiling,
2131 * so you just can not look the the map coordinates and get the 1448 * so you just can not look the the map coordinates and get the
2132 * righte value. distance_x/y are distance away, which 1449 * righte value. distance_x/y are distance away, which
2133 * can be negativbe. direction is the crossfire direction scheme 1450 * can be negative. direction is the crossfire direction scheme
2134 * that the creature should head. part is the part of the 1451 * that the creature should head. part is the part of the
2135 * monster that is closest. 1452 * monster that is closest.
2136 * 1453 *
2137 * get_rangevector looks at op1 and op2, and fills in the 1454 * get_rangevector looks at op1 and op2, and fills in the
2138 * structure for op1 to get to op2. 1455 * structure for op1 to get to op2.
2143 * be unexpected 1460 * be unexpected
2144 * 1461 *
2145 * currently, the only flag supported (0x1) is don't translate for 1462 * currently, the only flag supported (0x1) is don't translate for
2146 * closest body part of 'op1' 1463 * closest body part of 'op1'
2147 */ 1464 */
2148 1465void
2149void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1466get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1467{
2150 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1468 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1469 {
2151 /* be conservative and fill in _some_ data */ 1470 /* be conservative and fill in _some_ data */
2152 retval->distance = 100000; 1471 retval->distance = 10000;
2153 retval->distance_x = 32767; 1472 retval->distance_x = 10000;
2154 retval->distance_y = 32767; 1473 retval->distance_y = 10000;
2155 retval->direction = 0; 1474 retval->direction = 0;
2156 retval->part = 0; 1475 retval->part = 0;
2157 } else { 1476 }
1477 else
1478 {
2158 object *best; 1479 object *best;
2159 1480
2160 retval->distance_x += op2->x-op1->x; 1481 retval->distance_x += op2->x - op1->x;
2161 retval->distance_y += op2->y-op1->y; 1482 retval->distance_y += op2->y - op1->y;
2162 1483
2163 best = op1; 1484 best = op1;
2164 /* If this is multipart, find the closest part now */ 1485 /* If this is multipart, find the closest part now */
2165 if (!(flags&0x1) && op1->more) { 1486 if (!(flags & 0x1) && op1->more)
2166 object *tmp; 1487 {
2167 int best_distance = retval->distance_x*retval->distance_x+ 1488 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2168 retval->distance_y*retval->distance_y, tmpi;
2169 1489
2170 /* we just take the offset of the piece to head to figure 1490 /* we just take the offset of the piece to head to figure
2171 * distance instead of doing all that work above again 1491 * distance instead of doing all that work above again
2172 * since the distance fields we set above are positive in the 1492 * since the distance fields we set above are positive in the
2173 * same axis as is used for multipart objects, the simply arithmetic 1493 * same axis as is used for multipart objects, the simply arithmetic
2174 * below works. 1494 * below works.
2175 */ 1495 */
2176 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1496 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1497 {
2177 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1498 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2178 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1499 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2179 if (tmpi < best_distance) { 1500 if (tmpi < best_distance)
1501 {
2180 best_distance = tmpi; 1502 best_distance = tmpi;
2181 best = tmp; 1503 best = tmp;
2182 } 1504 }
2183 } 1505 }
1506
2184 if (best != op1) { 1507 if (best != op1)
1508 {
2185 retval->distance_x += op1->x-best->x; 1509 retval->distance_x += op1->x - best->x;
2186 retval->distance_y += op1->y-best->y; 1510 retval->distance_y += op1->y - best->y;
2187 } 1511 }
2188 } 1512 }
1513
2189 retval->part = best; 1514 retval->part = best;
2190 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2191 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2192 } 1517 }
2193} 1518}
2194 1519
2195/* this is basically the same as get_rangevector above, but instead of 1520/* this is basically the same as get_rangevector above, but instead of
2196 * the first parameter being an object, it instead is the map 1521 * the first parameter being an object, it instead is the map
2200 * flags has no meaning for this function at this time - I kept it in to 1525 * flags has no meaning for this function at this time - I kept it in to
2201 * be more consistant with the above function and also in case they are needed 1526 * be more consistant with the above function and also in case they are needed
2202 * for something in the future. Also, since no object is pasted, the best 1527 * for something in the future. Also, since no object is pasted, the best
2203 * field of the rv_vector is set to NULL. 1528 * field of the rv_vector is set to NULL.
2204 */ 1529 */
2205 1530void
2206void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1531get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1532{
2207 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1533 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1534 {
2208 /* be conservative and fill in _some_ data */ 1535 /* be conservative and fill in _some_ data */
2209 retval->distance = 100000; 1536 retval->distance = 100000;
2210 retval->distance_x = 32767; 1537 retval->distance_x = 32767;
2211 retval->distance_y = 32767; 1538 retval->distance_y = 32767;
2212 retval->direction = 0; 1539 retval->direction = 0;
2213 retval->part = 0; 1540 retval->part = 0;
2214 } else { 1541 }
1542 else
1543 {
2215 retval->distance_x += op2->x-x; 1544 retval->distance_x += op2->x - x;
2216 retval->distance_y += op2->y-y; 1545 retval->distance_y += op2->y - y;
2217 1546
2218 retval->part = NULL; 1547 retval->part = NULL;
2219 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1548 retval->distance = idistance (retval->distance_x, retval->distance_y);
2220 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1549 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2221 } 1550 }
2222} 1551}
2223 1552
2224/* Returns true of op1 and op2 are effectively on the same map 1553/* Returns true of op1 and op2 are effectively on the same map
2225 * (as related to map tiling). Note that this looks for a path from 1554 * (as related to map tiling). Note that this looks for a path from
2226 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1555 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2227 * to op1, this will still return false. 1556 * to op1, this will still return false.
2228 * Note we only look one map out to keep the processing simple 1557 * Note we only look one map out to keep the processing simple
2229 * and efficient. This could probably be a macro. 1558 * and efficient. This could probably be a macro.
2230 * MSW 2001-08-05 1559 * MSW 2001-08-05
2231 */ 1560 */
1561int
2232int on_same_map(const object *op1, const object *op2) { 1562on_same_map (const object *op1, const object *op2)
1563{
2233 int dx, dy; 1564 int dx, dy;
2234 1565
2235 return adjacent_map(op1->map, op2->map, &dx, &dy); 1566 return adjacent_map (op1->map, op2->map, &dx, &dy);
2236} 1567}
1568
1569object *
1570maptile::insert (object *op, int x, int y, object *originator, int flags)
1571{
1572 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1573}
1574
1575region *
1576maptile::region (int x, int y) const
1577{
1578 if (regions
1579 && regionmap
1580 && !OUT_OF_REAL_MAP (this, x, y))
1581 if (struct region *reg = regionmap [regions [y * width + x]])
1582 return reg;
1583
1584 if (default_region)
1585 return default_region;
1586
1587 return ::region::default_region ();
1588}
1589
1590/* picks a random object from a style map.
1591 */
1592object *
1593maptile::pick_random_object (rand_gen &gen) const
1594{
1595 /* while returning a null object will result in a crash, that
1596 * is actually preferable to an infinite loop. That is because
1597 * most servers will automatically restart in case of crash.
1598 * Change the logic on getting the random space - shouldn't make
1599 * any difference, but this seems clearer to me.
1600 */
1601 for (int i = 1000; --i;)
1602 {
1603 object *pick = at (gen (width), gen (height)).bot;
1604
1605 // do not prefer big monsters just because they are big.
1606 if (pick && pick->is_head ())
1607 return pick->head_ ();
1608 }
1609
1610 // instead of crashing in the unlikely(?) case, try to return *something*
1611 return archetype::find ("bug");
1612}
1613
1614void
1615maptile::play_sound (faceidx sound, int x, int y) const
1616{
1617 if (!sound)
1618 return;
1619
1620 for_all_players_on_map (pl, this)
1621 if (client *ns = pl->ns)
1622 {
1623 int dx = x - pl->ob->x;
1624 int dy = y - pl->ob->y;
1625
1626 int distance = idistance (dx, dy);
1627
1628 if (distance <= MAX_SOUND_DISTANCE)
1629 ns->play_sound (sound, dx, dy);
1630 }
1631}
1632

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