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Comparing deliantra/server/common/map.C (file contents):
Revision 1.55 by root, Wed Dec 27 18:09:48 2006 UTC vs.
Revision 1.125 by root, Thu Sep 6 06:53:05 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
30#include "path.h" 31#include "path.h"
31
32/*
33 * Returns the maptile which has a name matching the given argument.
34 * return NULL if no match is found.
35 */
36maptile *
37has_been_loaded (const char *name)
38{
39 if (!name || !*name)
40 return 0;
41
42 for_all_maps (map)
43 if (!strcmp (name, map->path))
44 return map;
45
46 return 0;
47}
48
49/*
50 * This makes a path absolute outside the world of Crossfire.
51 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
52 * and returns the pointer to a static array containing the result.
53 * it really should be called create_mapname
54 */
55
56const char *
57create_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the overlay maps.
73 */
74
75const char *
76create_overlay_pathname (const char *name)
77{
78 static char buf[MAX_BUF];
79
80 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
81 * someplace else in the code? msw 2-17-97
82 */
83 if (*name == '/')
84 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
85 else
86 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
87 return (buf);
88}
89
90/*
91 * same as create_pathname, but for the template maps.
92 */
93
94const char *
95create_template_pathname (const char *name)
96{
97 static char buf[MAX_BUF];
98
99 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
100 * someplace else in the code? msw 2-17-97
101 */
102 if (*name == '/')
103 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
104 else
105 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
106 return (buf);
107}
108
109/*
110 * This makes absolute path to the itemfile where unique objects
111 * will be saved. Converts '/' to '@'. I think it's essier maintain
112 * files than full directory structure, but if this is problem it can
113 * be changed.
114 */
115static const char *
116create_items_path (const char *s)
117{
118 static char buf[MAX_BUF];
119 char *t;
120
121 if (*s == '/')
122 s++;
123
124 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
125
126 for (t = buf + strlen (buf); *s; s++, t++)
127 if (*s == '/')
128 *t = '@';
129 else
130 *t = *s;
131 *t = 0;
132 return (buf);
133}
134
135
136/*
137 * This function checks if a file with the given path exists.
138 * -1 is returned if it fails, otherwise the mode of the file
139 * is returned.
140 * It tries out all the compression suffixes listed in the uncomp[] array.
141 *
142 * If prepend_dir is set, then we call create_pathname (which prepends
143 * libdir & mapdir). Otherwise, we assume the name given is fully
144 * complete.
145 * Only the editor actually cares about the writablity of this -
146 * the rest of the code only cares that the file is readable.
147 * when the editor goes away, the call to stat should probably be
148 * replaced by an access instead (similar to the windows one, but
149 * that seems to be missing the prepend_dir processing
150 */
151
152int
153check_path (const char *name, int prepend_dir)
154{
155 char buf[MAX_BUF];
156
157 char *endbuf;
158 struct stat statbuf;
159 int mode = 0;
160
161 if (prepend_dir)
162 strcpy (buf, create_pathname (name));
163 else
164 strcpy (buf, name);
165
166 /* old method (strchr(buf, '\0')) seemd very odd to me -
167 * this method should be equivalant and is clearer.
168 * Can not use strcat because we need to cycle through
169 * all the names.
170 */
171 endbuf = buf + strlen (buf);
172
173 if (stat (buf, &statbuf))
174 return -1;
175 if (!S_ISREG (statbuf.st_mode))
176 return (-1);
177
178 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
179 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
180 mode |= 4;
181
182 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
183 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
184 mode |= 2;
185
186 return (mode);
187}
188
189/*
190 * Prints out debug-information about a map.
191 * Dumping these at llevError doesn't seem right, but is
192 * necessary to make sure the information is in fact logged.
193 */
194
195void
196dump_map (const maptile *m)
197{
198 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
199 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
200
201 if (m->msg != NULL)
202 LOG (llevError, "Message:\n%s", m->msg);
203
204 if (m->maplore != NULL)
205 LOG (llevError, "Lore:\n%s", m->maplore);
206
207 if (m->tmpname != NULL)
208 LOG (llevError, "Tmpname: %s\n", m->tmpname);
209
210 LOG (llevError, "Difficulty: %d\n", m->difficulty);
211 LOG (llevError, "Darkness: %d\n", m->darkness);
212}
213
214/*
215 * Prints out debug-information about all maps.
216 * This basically just goes through all the maps and calls
217 * dump_map on each one.
218 */
219
220void
221dump_all_maps (void)
222{
223 for_all_maps (m)
224 dump_map (m);
225}
226 32
227/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
228 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
229 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
230 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
235 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
236 */ 42 */
237int 43int
238get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
239{ 45{
240 sint16 newx, newy;
241 int retval = 0;
242 maptile *mp;
243
244 newx = x; 46 sint16 newx = x;
245 newy = y; 47 sint16 newy = y;
246 48
247 mp = get_map_from_coord (oldmap, &newx, &newy); 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
248 50
249 if (!mp) 51 if (!mp)
250 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
251
252 if (mp != oldmap)
253 retval |= P_NEW_MAP;
254 53
255 if (newmap) *newmap = mp; 54 if (newmap) *newmap = mp;
256 if (nx) *nx = newx; 55 if (nx) *nx = newx;
257 if (ny) *ny = newy; 56 if (ny) *ny = newy;
258 57
259 return retval | mp->at (newx, newy).flags (); 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
260} 59}
261 60
262/* 61/*
263 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
264 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
308 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
309 */ 108 */
310 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
311 return 0; 110 return 0;
312 111
313 if (ob->head != NULL)
314 ob = ob->head; 112 ob = ob->head_ ();
315 113
316 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
317 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
318 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
319 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
349 else 147 else
350 { 148 {
351 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
352 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
353 * movement, can't move here. 151 * movement, can't move here.
354 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
355 * hidden dm 153 * hidden dm
356 */ 154 */
357 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
358 return 1; 156 return 1;
359 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
360 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
361 return 1; 163 return 1;
362 } 164 }
363 165
364 } 166 }
365 return 0; 167 return 0;
366} 168}
367
368 169
369/* 170/*
370 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
371 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
372 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
398 archetype *tmp; 199 archetype *tmp;
399 int flag; 200 int flag;
400 maptile *m1; 201 maptile *m1;
401 sint16 sx, sy; 202 sint16 sx, sy;
402 203
403 if (ob == NULL) 204 if (!ob)
404 { 205 {
405 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
406 if (flag & P_OUT_OF_MAP) 207 if (flag & P_OUT_OF_MAP)
407 return P_OUT_OF_MAP; 208 return P_OUT_OF_MAP;
408 209
409 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
410 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
411 } 212 }
412 213
413 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
414 { 215 {
415 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
416 217
417 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
418 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
419 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
420 return P_IS_ALIVE; 221 return P_IS_ALIVE;
421 222
422 mapspace &ms = m1->at (sx, sy); 223 mapspace &ms = m1->at (sx, sy);
423
424 224
425 /* find_first_free_spot() calls this function. However, often 225 /* find_first_free_spot() calls this function. However, often
426 * ob doesn't have any move type (when used to place exits) 226 * ob doesn't have any move type (when used to place exits)
427 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
428 */ 228 */
444 * into inventory, but just links them. What this does is go through 244 * into inventory, but just links them. What this does is go through
445 * and insert them properly. 245 * and insert them properly.
446 * The object 'container' is the object that contains the inventory. 246 * The object 'container' is the object that contains the inventory.
447 * This is needed so that we can update the containers weight. 247 * This is needed so that we can update the containers weight.
448 */ 248 */
449
450void 249void
451fix_container (object *container) 250fix_container (object *container)
452{ 251{
453 object *tmp = container->inv, *next; 252 object *tmp = container->inv, *next;
454 253
455 container->inv = NULL; 254 container->inv = 0;
456 while (tmp != NULL) 255 while (tmp)
457 { 256 {
458 next = tmp->below; 257 next = tmp->below;
459 if (tmp->inv) 258 if (tmp->inv)
460 fix_container (tmp); 259 fix_container (tmp);
260
461 (void) insert_ob_in_ob (tmp, container); 261 insert_ob_in_ob (tmp, container);
462 tmp = next; 262 tmp = next;
463 } 263 }
264
464 /* sum_weight will go through and calculate what all the containers are 265 /* sum_weight will go through and calculate what all the containers are
465 * carrying. 266 * carrying.
466 */ 267 */
467 sum_weight (container); 268 sum_weight (container);
468} 269}
469 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
470/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
471 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
472 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
473 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
474 * the more sections and not re-add sections for them.
475 */ 286 */
476static void 287void
477link_multipart_objects (maptile *m) 288maptile::link_multipart_objects ()
478{ 289{
479 int x, y; 290 if (!spaces)
480 object *tmp, *op, *last, *above; 291 return;
481 archetype *at;
482 292
483 for (x = 0; x < m->width; x++) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
484 for (y = 0; y < m->height; y++) 294 {
485 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 295 object *op = ms->bot;
296 while (op)
486 { 297 {
487 above = tmp->above;
488
489 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
490 if (tmp->head || tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
491 continue;
492
493 /* If there is nothing more to this object, this for loop
494 * won't do anything.
495 */
496 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
497 { 300 {
498 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
499 303
500 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
501 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
502 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
503 op->head = tmp; 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
504 op->map = m; 308
505 last->more = op; 309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
506 op->name = tmp->name; 310 // so we have to reset the iteration through the mapspace
507 op->title = tmp->title;
508 /* we could link all the parts onto tmp, and then just
509 * call insert_ob_in_map once, but the effect is the same,
510 * as insert_ob_in_map will call itself with each part, and
511 * the coding is simpler to just to it here with each part.
512 */ 311 }
513 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 312 else
514 } /* for at = tmp->arch->more */ 313 op = op->above;
515 } /* for objects on this space */ 314 }
315 }
516} 316}
517 317
518/* 318/*
519 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
520 * file pointer. 320 * file pointer.
521 * mapflags is the same as we get with load_original_map
522 */ 321 */
523void 322bool
524load_objects (maptile *m, object_thawer & fp, int mapflags) 323maptile::_load_objects (object_thawer &f)
525{ 324{
526 int i, j; 325 for (;;)
527 int unique;
528 object *op, *prev = NULL, *last_more = NULL, *otmp;
529
530 op = object::create ();
531 op->map = m; /* To handle buttons correctly */
532
533 while ((i = load_object (fp, op, mapflags)))
534 { 326 {
535 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
536 * got an invalid object. Don't do anything with it - the game 328
537 * or editor will not be able to do anything with it either. 329 switch (f.kw)
538 */
539 if (op->arch == NULL)
540 { 330 {
541 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
542 continue; 332 if (object *op = object::read (f, this))
543 }
544
545 switch (i)
546 {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
550 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
551 else 333 {
334 if (op->inv)
335 sum_weight (op);
336
552 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
553 339
554 if (op->inv) 340 continue;
555 sum_weight (op);
556 341
557 prev = op, last_more = op;
558 break;
559
560 case LL_MORE: 342 case KW_EOF:
561 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
562 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
563 break; 348 break;
564 } 349 }
565 350
566 if (mapflags & MAP_STYLE) 351 f.next ();
567 remove_from_active_list (op);
568
569 op = object::create ();
570 op->map = m;
571 }
572
573 for (i = 0; i < m->width; i++)
574 { 352 }
575 for (j = 0; j < m->height; j++) 353
354 return true;
355}
356
357void
358maptile::activate ()
359{
360 if (spaces)
361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above)
363 op->activate_recursive ();
364}
365
366void
367maptile::deactivate ()
368{
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->deactivate_recursive ();
373}
374
375bool
376maptile::_save_objects (object_freezer &f, int flags)
377{
378 coroapi::cede_to_tick ();
379
380 if (flags & IO_HEADER)
381 _save_header (f);
382
383 if (!spaces)
384 return false;
385
386 for (int i = 0; i < size (); ++i)
387 {
388 bool unique = 0;
389
390 for (object *op = spaces [i].bot; op; op = op->above)
576 { 391 {
577 unique = 0; 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
578 /* check for unique items, or unique squares */ 393
579 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 394 if (expect_false (!op->can_map_save ()))
395 continue;
396
397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
580 { 398 {
581 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 399 if (flags & IO_UNIQUES)
582 unique = 1; 400 op->write (f);
583
584 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
585 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
586 } 401 }
402 else if (expect_true (flags & IO_OBJECTS))
403 op->write (f);
587 } 404 }
588 } 405 }
589 406
590 op->destroy (); 407 coroapi::cede_to_tick ();
591 link_multipart_objects (m);
592}
593 408
594/* This saves all the objects on the map in a non destructive fashion. 409 return true;
595 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 410}
596 * and we only save the head of multi part objects - this is needed
597 * in order to do map tiling properly.
598 */
599void
600save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
601{
602 int i, j = 0, unique = 0;
603 object *op;
604 411
605 /* first pass - save one-part objects */ 412bool
606 for (i = 0; i < m->width; i++) 413maptile::_save_objects (const char *path, int flags)
607 for (j = 0; j < m->height; j++) 414{
608 { 415 object_freezer freezer;
609 unique = 0;
610 416
611 for (op = m->at (i, j).bot; op; op = op->above) 417 if (!_save_objects (freezer, flags))
612 { 418 return false;
613 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
614 unique = 1;
615 419
616 if (!op->can_map_save ()) 420 return freezer.save (path);
617 continue;
618
619 if (unique || op->flag [FLAG_UNIQUE])
620 save_object (fp2, op, 1);
621 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
622 save_object (fp, op, 1);
623 }
624 }
625} 421}
626 422
627maptile::maptile () 423maptile::maptile ()
628{ 424{
629 in_memory = MAP_SWAPPED; 425 in_memory = MAP_SWAPPED;
630 426
631 /* The maps used to pick up default x and y values from the 427 /* The maps used to pick up default x and y values from the
632 * map archetype. Mimic that behaviour. 428 * map archetype. Mimic that behaviour.
633 */ 429 */
430 width = 16;
431 height = 16;
432 timeout = 300;
433 max_nrof = 1000; // 1000 items of anything
434 max_volume = 2000000; // 2m³
435}
436
437maptile::maptile (int w, int h)
438{
439 in_memory = MAP_SWAPPED;
440
634 width = 16; 441 width = w;
635 height = 16; 442 height = h;
636 reset_timeout = 0; 443 reset_timeout = 0;
637 timeout = 300; 444 timeout = 300;
638 enter_x = 0; 445 enter_x = 0;
639 enter_y = 0; 446 enter_y = 0;
640 /*set part to -1 indicating conversion to weather map not yet done */
641 worldpartx = -1;
642 worldparty = -1;
643}
644 447
645void 448 alloc ();
646maptile::link ()
647{
648 next = first_map;
649 first_map = this;
650}
651
652void
653maptile::unlink ()
654{
655 if (first_map == this)
656 first_map = next;
657 else
658 {
659 for_all_maps (m)
660 if (m->next = this)
661 {
662 m->next = next;
663 return;
664 }
665
666 LOG (llevError, "maptile::unlink() map not on list: %s\n", path);
667 }
668}
669
670/*
671 * Allocates, initialises, and returns a pointer to a maptile.
672 * Modified to no longer take a path option which was not being
673 * used anyways. MSW 2001-07-01
674 */
675maptile *
676get_linked_map (void)
677{
678 maptile *map = new maptile;
679 map->link ();
680 return map;
681} 449}
682 450
683/* 451/*
684 * Allocates the arrays contained in a maptile. 452 * Allocates the arrays contained in a maptile.
685 * This basically allocates the dynamic array of spaces for the 453 * This basically allocates the dynamic array of spaces for the
686 * map. 454 * map.
687 */ 455 */
688void 456void
689maptile::allocate () 457maptile::alloc ()
690{ 458{
691 in_memory = MAP_IN_MEMORY;
692
693 /* Log this condition and free the storage. We could I suppose
694 * realloc, but if the caller is presuming the data will be intact,
695 * that is their poor assumption.
696 */
697 if (spaces) 459 if (spaces)
698 { 460 return;
699 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
700 sfree (spaces, size ());
701 }
702 461
703 spaces = salloc0<mapspace> (size ()); 462 spaces = salloc0<mapspace> (size ());
704}
705
706/* Create and returns a map of the specific size. Used
707 * in random map code and the editor.
708 */
709maptile *
710get_empty_map (int sizex, int sizey)
711{
712 maptile *m = get_linked_map ();
713
714 m->width = sizex;
715 m->height = sizey;
716 m->in_memory = MAP_SWAPPED;
717
718 m->allocate ();
719
720 return m;
721} 463}
722 464
723/* Takes a string from a map definition and outputs a pointer to the array of shopitems 465/* Takes a string from a map definition and outputs a pointer to the array of shopitems
724 * corresponding to that string. Memory is allocated for this, it must be freed 466 * corresponding to that string. Memory is allocated for this, it must be freed
725 * at a later date. 467 * at a later date.
841 * put all the stuff in the map object so that names actually make 583 * put all the stuff in the map object so that names actually make
842 * sense. 584 * sense.
843 * This could be done in lex (like the object loader), but I think 585 * This could be done in lex (like the object loader), but I think
844 * currently, there are few enough fields this is not a big deal. 586 * currently, there are few enough fields this is not a big deal.
845 * MSW 2001-07-01 587 * MSW 2001-07-01
846 * return 0 on success, 1 on failure.
847 */ 588 */
848 589bool
849static int 590maptile::_load_header (object_thawer &thawer)
850load_map_header (object_thawer & fp, maptile *m)
851{ 591{
852 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 592 for (;;)
853 int msgpos = 0;
854 int maplorepos = 0;
855
856 while (fgets (buf, HUGE_BUF, fp) != NULL)
857 { 593 {
858 buf[HUGE_BUF - 1] = 0; 594 switch (thawer.kw)
859 key = buf;
860
861 while (isspace (*key))
862 key++;
863
864 if (*key == 0)
865 continue; /* empty line */
866
867 value = strchr (key, ' ');
868
869 if (!value)
870 { 595 {
871 if ((end = strchr (key, '\n'))) 596 case KW_msg:
872 *end = 0; 597 thawer.get_ml (KW_endmsg, msg);
598 break;
599
600 case KW_lore: // CF+ extension
601 thawer.get_ml (KW_endlore, maplore);
602 break;
603
604 case KW_maplore:
605 thawer.get_ml (KW_endmaplore, maplore);
606 break;
607
608 case KW_arch:
609 if (strcmp (thawer.get_str (), "map"))
610 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
611 break;
612
613 case KW_oid:
614 thawer.get (this, thawer.get_sint32 ());
615 break;
616
617 case KW_file_format_version: break; // nop
618
619 case KW_name: thawer.get (name); break;
620 case KW_attach: thawer.get (attach); break;
621 case KW_reset_time: thawer.get (reset_time); break;
622 case KW_shopgreed: thawer.get (shopgreed); break;
623 case KW_shopmin: thawer.get (shopmin); break;
624 case KW_shopmax: thawer.get (shopmax); break;
625 case KW_shoprace: thawer.get (shoprace); break;
626 case KW_outdoor: thawer.get (outdoor); break;
627 case KW_temp: thawer.get (temp); break;
628 case KW_pressure: thawer.get (pressure); break;
629 case KW_humid: thawer.get (humid); break;
630 case KW_windspeed: thawer.get (windspeed); break;
631 case KW_winddir: thawer.get (winddir); break;
632 case KW_sky: thawer.get (sky); break;
633
634 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637
638 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640
641 // old names new names
642 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
644 case KW_x: case KW_width: thawer.get (width); break;
645 case KW_y: case KW_height: thawer.get (height); break;
646 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
647 case KW_value: case KW_swap_time: thawer.get (timeout); break;
648 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
649 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
650 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
651
652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
661 case KW_end:
662 thawer.next ();
663 return true;
664
665 default:
666 if (!thawer.parse_error ("map", 0))
667 return false;
668 break;
873 } 669 }
874 else
875 {
876 *value = 0;
877 value++;
878 end = strchr (value, '\n');
879 670
880 while (isspace (*value)) 671 thawer.next ();
881 {
882 value++;
883
884 if (*value == '\0' || value == end)
885 {
886 /* Nothing but spaces. */
887 value = NULL;
888 break;
889 }
890 }
891 }
892
893 if (!end)
894 {
895 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
896 return 1;
897 }
898
899 /* key is the field name, value is what it should be set
900 * to. We've already done the work to null terminate key,
901 * and strip off any leading spaces for both of these.
902 * We have not touched the newline at the end of the line -
903 * these are needed for some values. the end pointer
904 * points to the first of the newlines.
905 * value could be NULL! It would be easy enough to just point
906 * this to "" to prevent cores, but that would let more errors slide
907 * through.
908 *
909 * First check for entries that do not use the value parameter, then
910 * validate that value is given and check for the remaining entries
911 * that use the parameter.
912 */
913
914 if (!strcmp (key, "msg"))
915 {
916 while (fgets (buf, HUGE_BUF, fp) != NULL)
917 {
918 if (!strcmp (buf, "endmsg\n"))
919 break;
920 else
921 {
922 /* slightly more efficient than strcat */
923 strcpy (msgbuf + msgpos, buf);
924 msgpos += strlen (buf);
925 }
926 }
927 /* There are lots of maps that have empty messages (eg, msg/endmsg
928 * with nothing between). There is no reason in those cases to
929 * keep the empty message. Also, msgbuf contains garbage data
930 * when msgpos is zero, so copying it results in crashes
931 */
932 if (msgpos != 0)
933 m->msg = strdup (msgbuf);
934 }
935 else if (!strcmp (key, "maplore"))
936 {
937 while (fgets (buf, HUGE_BUF, fp) != NULL)
938 {
939 if (!strcmp (buf, "endmaplore\n"))
940 break;
941 else
942 {
943 /* slightly more efficient than strcat */
944 strcpy (maplorebuf + maplorepos, buf);
945 maplorepos += strlen (buf);
946 }
947 }
948 if (maplorepos != 0)
949 m->maplore = strdup (maplorebuf);
950 }
951 else if (!strcmp (key, "end"))
952 {
953 break;
954 }
955 else if (value == NULL)
956 {
957 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
958 }
959 else if (!strcmp (key, "arch"))
960 {
961 /* This is an oddity, but not something we care about much. */
962 if (strcmp (value, "map\n"))
963 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
964 }
965 else if (!strcmp (key, "name"))
966 {
967 *end = 0;
968 m->name = strdup (value);
969 }
970 /* first strcmp value on these are old names supported
971 * for compatibility reasons. The new values (second) are
972 * what really should be used.
973 */
974 else if (!strcmp (key, "oid"))
975 fp.get (m, atoi (value));
976 else if (!strcmp (key, "attach"))
977 m->attach = value;
978 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
979 m->enter_x = atoi (value);
980 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
981 m->enter_y = atoi (value);
982 else if (!strcmp (key, "x") || !strcmp (key, "width"))
983 m->width = atoi (value);
984 else if (!strcmp (key, "y") || !strcmp (key, "height"))
985 m->height = atoi (value);
986 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
987 m->reset_timeout = atoi (value);
988 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
989 m->timeout = atoi (value);
990 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
991 m->difficulty = clamp (atoi (value), 1, settings.max_level);
992 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
993 m->darkness = atoi (value);
994 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
995 m->fixed_resettime = atoi (value);
996 else if (!strcmp (key, "unique"))
997 m->unique = atoi (value);
998 else if (!strcmp (key, "template"))
999 m->templatemap = atoi (value);
1000 else if (!strcmp (key, "region"))
1001 m->region = get_region_by_name (value);
1002 else if (!strcmp (key, "shopitems"))
1003 {
1004 *end = 0;
1005 m->shopitems = parse_shop_string (value);
1006 }
1007 else if (!strcmp (key, "shopgreed"))
1008 m->shopgreed = atof (value);
1009 else if (!strcmp (key, "shopmin"))
1010 m->shopmin = atol (value);
1011 else if (!strcmp (key, "shopmax"))
1012 m->shopmax = atol (value);
1013 else if (!strcmp (key, "shoprace"))
1014 {
1015 *end = 0;
1016 m->shoprace = strdup (value);
1017 }
1018 else if (!strcmp (key, "outdoor"))
1019 m->outdoor = atoi (value);
1020 else if (!strcmp (key, "temp"))
1021 m->temp = atoi (value);
1022 else if (!strcmp (key, "pressure"))
1023 m->pressure = atoi (value);
1024 else if (!strcmp (key, "humid"))
1025 m->humid = atoi (value);
1026 else if (!strcmp (key, "windspeed"))
1027 m->windspeed = atoi (value);
1028 else if (!strcmp (key, "winddir"))
1029 m->winddir = atoi (value);
1030 else if (!strcmp (key, "sky"))
1031 m->sky = atoi (value);
1032 else if (!strcmp (key, "nosmooth"))
1033 m->nosmooth = atoi (value);
1034 else if (!strncmp (key, "tile_path_", 10))
1035 {
1036 int tile = atoi (key + 10);
1037
1038 if (tile < 1 || tile > 4)
1039 {
1040 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1041 }
1042 else
1043 {
1044 char *path;
1045
1046 *end = 0;
1047
1048 if (m->tile_path[tile - 1])
1049 {
1050 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1051 free (m->tile_path[tile - 1]);
1052 m->tile_path[tile - 1] = NULL;
1053 }
1054
1055 if (check_path (value, 1) != -1)
1056 {
1057 /* The unadorned path works. */
1058 path = value;
1059 }
1060 else
1061 {
1062 /* Try again; it could be a relative exit. */
1063
1064 path = path_combine_and_normalize (m->path, value);
1065
1066 if (check_path (path, 1) == -1)
1067 {
1068 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1069 path = NULL;
1070 }
1071 }
1072
1073 if (editor)
1074 {
1075 /* Use the value as in the file. */
1076 m->tile_path[tile - 1] = strdup (value);
1077 }
1078 else if (path != NULL)
1079 {
1080 /* Use the normalized value. */
1081 m->tile_path[tile - 1] = strdup (path);
1082 }
1083 } /* end if tile direction (in)valid */
1084 }
1085 else
1086 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1087 }
1088
1089 if (!key || strcmp (key, "end"))
1090 { 672 }
1091 LOG (llevError, "Got premature eof on map header!\n");
1092 return 1;
1093 }
1094 673
1095 return 0; 674 abort ();
1096}
1097
1098/*
1099 * Opens the file "filename" and reads information about the map
1100 * from the given file, and stores it in a newly allocated
1101 * maptile. A pointer to this structure is returned, or NULL on failure.
1102 * flags correspond to those in map.h. Main ones used are
1103 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1104 * MAP_BLOCK, in which case we block on this load. This happens in all
1105 * cases, no matter if this flag is set or not.
1106 * MAP_STYLE: style map - don't add active objects, don't add to server
1107 * managed map list.
1108 */
1109maptile *
1110load_original_map (const char *filename, int flags)
1111{
1112 maptile *m;
1113 char pathname[MAX_BUF];
1114
1115 if (flags & MAP_PLAYER_UNIQUE)
1116 strcpy (pathname, filename);
1117 else if (flags & MAP_OVERLAY)
1118 strcpy (pathname, create_overlay_pathname (filename));
1119 else
1120 strcpy (pathname, create_pathname (filename));
1121
1122 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1123
1124 object_thawer thawer (pathname);
1125
1126 if (!thawer)
1127 return 0;
1128
1129 m = get_linked_map ();
1130
1131 strcpy (m->path, filename);
1132 if (load_map_header (thawer, m))
1133 {
1134 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1135 delete_map (m);
1136 return 0;
1137 }
1138
1139 m->allocate ();
1140
1141 m->in_memory = MAP_LOADING;
1142 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1143
1144 m->in_memory = MAP_IN_MEMORY;
1145 if (!m->difficulty)
1146 m->difficulty = calculate_difficulty (m);
1147 set_map_reset_time (m);
1148 m->instantiate ();
1149 return (m);
1150}
1151
1152/*
1153 * Loads a map, which has been loaded earlier, from file.
1154 * Return the map object we load into (this can change from the passed
1155 * option if we can't find the original map)
1156 */
1157static maptile *
1158load_temporary_map (maptile *m)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (!m->tmpname)
1163 {
1164 LOG (llevError, "No temporary filename for map %s\n", m->path);
1165 strcpy (buf, m->path);
1166 delete_map (m);
1167 m = load_original_map (buf, 0);
1168 if (m == NULL)
1169 return NULL;
1170 fix_auto_apply (m); /* Chests which open as default */
1171 return m;
1172 }
1173
1174 object_thawer thawer (m->tmpname);
1175
1176 if (!thawer)
1177 {
1178 strcpy (buf, m->path);
1179 delete_map (m);
1180 m = load_original_map (buf, 0);
1181 if (!m)
1182 return NULL;
1183 fix_auto_apply (m); /* Chests which open as default */
1184 return m;
1185 }
1186
1187 if (load_map_header (thawer, m))
1188 {
1189 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190 delete_map (m);
1191 m = load_original_map (m->path, 0);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, 0);
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 INVOKE_MAP (SWAPIN, m);
1202 return m;
1203}
1204
1205/*
1206 * Loads a map, which has been loaded earlier, from file.
1207 * Return the map object we load into (this can change from the passed
1208 * option if we can't find the original map)
1209 */
1210maptile *
1211load_overlay_map (const char *filename, maptile *m)
1212{
1213 char pathname[MAX_BUF];
1214
1215 strcpy (pathname, create_overlay_pathname (filename));
1216
1217 object_thawer thawer (pathname);
1218
1219 if (!thawer)
1220 return m;
1221
1222 if (load_map_header (thawer, m))
1223 {
1224 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1225 delete_map (m);
1226 m = load_original_map (m->path, 0);
1227 return 0;
1228 }
1229 /*m->allocate ();*/
1230
1231 m->in_memory = MAP_LOADING;
1232 load_objects (m, thawer, MAP_OVERLAY);
1233
1234 m->in_memory = MAP_IN_MEMORY;
1235 return m;
1236} 675}
1237 676
1238/****************************************************************************** 677/******************************************************************************
1239 * This is the start of unique map handling code 678 * This is the start of unique map handling code
1240 *****************************************************************************/ 679 *****************************************************************************/
1241 680
1242/* This goes through map 'm' and removed any unique items on the map. */ 681/* This goes through the maptile and removed any unique items on the map. */
1243static void 682void
1244delete_unique_items (maptile *m) 683maptile::clear_unique_items ()
1245{ 684{
1246 int i, j, unique; 685 for (int i = 0; i < size (); ++i)
1247 object *op, *next;
1248
1249 for (i = 0; i < m->width; i++)
1250 for (j = 0; j < m->height; j++)
1251 { 686 {
1252 unique = 0; 687 int unique = 0;
1253 688 for (object *op = spaces [i].bot; op; )
1254 for (op = GET_MAP_OB (m, i, j); op; op = next)
1255 { 689 {
1256 next = op->above; 690 object *above = op->above;
1257 691
1258 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1259 unique = 1; 693 unique = 1;
1260 694
1261 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1262 { 696 {
1263 op->destroy_inv (false); 697 op->destroy_inv (false);
1264 op->destroy (); 698 op->destroy ();
1265 } 699 }
1266 }
1267 }
1268}
1269 700
1270/* 701 op = above;
1271 * Loads unique objects from file(s) into the map which is in memory
1272 * m is the map to load unique items into.
1273 */
1274static void
1275load_unique_objects (maptile *m)
1276{
1277 int count;
1278 char firstname[MAX_BUF];
1279
1280 for (count = 0; count < 10; count++)
1281 {
1282 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1283 if (!access (firstname, R_OK))
1284 break;
1285 }
1286 /* If we get here, we did not find any map */
1287 if (count == 10)
1288 return;
1289
1290 object_thawer thawer (firstname);
1291
1292 if (!thawer)
1293 return;
1294
1295 m->in_memory = MAP_LOADING;
1296 if (m->tmpname == NULL) /* if we have loaded unique items from */
1297 delete_unique_items (m); /* original map before, don't duplicate them */
1298
1299 load_objects (m, thawer, 0);
1300
1301 m->in_memory = MAP_IN_MEMORY;
1302}
1303
1304/*
1305 * Saves a map to file. If flag is set, it is saved into the same
1306 * file it was (originally) loaded from. Otherwise a temporary
1307 * filename will be genarated, and the file will be stored there.
1308 * The temporary filename will be stored in the maptileure.
1309 * If the map is unique, we also save to the filename in the map
1310 * (this should have been updated when first loaded)
1311 */
1312int
1313new_save_map (maptile *m, int flag)
1314{
1315 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1316 int i;
1317
1318 if (flag && !*m->path)
1319 {
1320 LOG (llevError, "Tried to save map without path.\n");
1321 return -1;
1322 }
1323
1324 if (flag || (m->unique) || (m->templatemap))
1325 {
1326 if (!m->unique && !m->templatemap)
1327 { /* flag is set */
1328 if (flag == 2)
1329 strcpy (filename, create_overlay_pathname (m->path));
1330 else
1331 strcpy (filename, create_pathname (m->path));
1332 } 702 }
1333 else
1334 strcpy (filename, m->path);
1335
1336 make_path_to_file (filename);
1337 }
1338 else
1339 { 703 }
1340 if (!m->tmpname) 704}
1341 m->tmpname = tempnam (settings.tmpdir, NULL);
1342 705
1343 strcpy (filename, m->tmpname); 706bool
707maptile::_save_header (object_freezer &freezer)
708{
709#define MAP_OUT(k) freezer.put (KW_ ## k, k)
710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
711
712 MAP_OUT2 (arch, "map");
713
714 if (name) MAP_OUT (name);
715 MAP_OUT (swap_time);
716 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
720 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name);
723
724 if (shopitems)
1344 } 725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
1345 730
1346 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 731 MAP_OUT (shopgreed);
1347 m->in_memory = MAP_SAVING; 732 MAP_OUT (shopmin);
733 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace);
735 MAP_OUT (darkness);
736 MAP_OUT (width);
737 MAP_OUT (height);
738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y);
1348 740
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor);
745 MAP_OUT (temp);
746 MAP_OUT (pressure);
747 MAP_OUT (humid);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751
752 MAP_OUT (per_player);
753 MAP_OUT (per_party);
754
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759
760 freezer.put (this);
761 freezer.put (KW_end);
762
763 return true;
764}
765
766bool
767maptile::_save_header (const char *path)
768{
1349 object_freezer freezer; 769 object_freezer freezer;
1350 770
1351 /* legacy */ 771 if (!_save_header (freezer))
1352 fprintf (freezer, "arch map\n"); 772 return false;
1353 if (m->name)
1354 fprintf (freezer, "name %s\n", m->name);
1355 if (!flag)
1356 fprintf (freezer, "swap_time %d\n", m->swap_time);
1357 if (m->reset_timeout)
1358 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1359 if (m->fixed_resettime)
1360 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1361 /* we unfortunately have no idea if this is a value the creator set
1362 * or a difficulty value we generated when the map was first loaded
1363 */
1364 if (m->difficulty)
1365 fprintf (freezer, "difficulty %d\n", m->difficulty);
1366 if (m->region)
1367 fprintf (freezer, "region %s\n", m->region->name);
1368 if (m->shopitems)
1369 {
1370 print_shop_string (m, shop);
1371 fprintf (freezer, "shopitems %s\n", shop);
1372 }
1373 if (m->shopgreed)
1374 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1375 if (m->shopmin)
1376 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1377 if (m->shopmax)
1378 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1379 if (m->shoprace)
1380 fprintf (freezer, "shoprace %s\n", m->shoprace);
1381 if (m->darkness)
1382 fprintf (freezer, "darkness %d\n", m->darkness);
1383 if (m->width)
1384 fprintf (freezer, "width %d\n", m->width);
1385 if (m->height)
1386 fprintf (freezer, "height %d\n", m->height);
1387 if (m->enter_x)
1388 fprintf (freezer, "enter_x %d\n", m->enter_x);
1389 if (m->enter_y)
1390 fprintf (freezer, "enter_y %d\n", m->enter_y);
1391 if (m->msg)
1392 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1393 if (m->maplore)
1394 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1395 if (m->unique)
1396 fprintf (freezer, "unique %d\n", m->unique);
1397 if (m->templatemap)
1398 fprintf (freezer, "template %d\n", m->templatemap);
1399 if (m->outdoor)
1400 fprintf (freezer, "outdoor %d\n", m->outdoor);
1401 if (m->temp)
1402 fprintf (freezer, "temp %d\n", m->temp);
1403 if (m->pressure)
1404 fprintf (freezer, "pressure %d\n", m->pressure);
1405 if (m->humid)
1406 fprintf (freezer, "humid %d\n", m->humid);
1407 if (m->windspeed)
1408 fprintf (freezer, "windspeed %d\n", m->windspeed);
1409 if (m->winddir)
1410 fprintf (freezer, "winddir %d\n", m->winddir);
1411 if (m->sky)
1412 fprintf (freezer, "sky %d\n", m->sky);
1413 if (m->nosmooth)
1414 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1415 773
1416 /* Save any tiling information, except on overlays */ 774 return freezer.save (path);
1417 if (flag != 2)
1418 for (i = 0; i < 4; i++)
1419 if (m->tile_path[i])
1420 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1421
1422 freezer.put (m);
1423 fprintf (freezer, "end\n");
1424
1425 /* In the game save unique items in the different file, but
1426 * in the editor save them to the normal map file.
1427 * If unique map, save files in the proper destination (set by
1428 * player)
1429 */
1430 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1431 {
1432 object_freezer unique;
1433
1434 if (flag == 2)
1435 save_objects (m, freezer, unique, 2);
1436 else
1437 save_objects (m, freezer, unique, 0);
1438
1439 sprintf (buf, "%s.v00", create_items_path (m->path));
1440
1441 unique.save (buf);
1442 }
1443 else
1444 { /* save same file when not playing, like in editor */
1445 save_objects (m, freezer, freezer, 0);
1446 }
1447
1448 freezer.save (filename);
1449
1450 return 0;
1451} 775}
1452 776
1453/* 777/*
1454 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
1455 */ 779 */
1456void 780void
1457free_all_objects (maptile *m) 781maptile::clear ()
1458{ 782{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
1459 if (!m->spaces) 786 if (spaces)
1460 return;
1461
1462 for (int i = 0; i < m->width; i++)
1463 for (int j = 0; j < m->height; j++)
1464 { 787 {
1465 mapspace &ms = m->at (i, j); 788 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1466
1467 while (object *op = ms.bot) 789 while (object *op = ms->bot)
1468 { 790 {
1469 if (op->head)
1470 op = op->head; 791 op = op->head_ ();
1471
1472 op->destroy_inv (false); 792 op->destroy_inv (false);
1473 op->destroy (); 793 op->destroy ();
1474 } 794 }
795
796 sfree (spaces, size ()), spaces = 0;
1475 } 797 }
1476}
1477 798
1478/* 799 if (buttons)
1479 * Frees everything allocated by the given maptileure. 800 free_objectlinkpt (buttons), buttons = 0;
1480 * don't free tmpname - our caller is left to do that 801}
1481 */ 802
1482void 803void
1483free_map (maptile *m, int flag) 804maptile::clear_header ()
1484{ 805{
1485 if (!m->in_memory) //TODO: makes no sense to me? 806 name = 0;
1486 return; 807 msg = 0;
1487 808 maplore = 0;
1488 m->in_memory = MAP_SAVING; 809 shoprace = 0;
1489
1490 // TODO: use new/delete
1491
1492 if (flag && m->spaces)
1493 free_all_objects (m);
1494
1495 sfree (m->spaces, m->size ()), m->spaces = 0;
1496
1497 free (m->name), m->name = 0;
1498 free (m->msg), m->msg = 0;
1499 free (m->maplore), m->maplore = 0;
1500 free (m->shoprace), m->shoprace = 0;
1501 delete [] m->shopitems, m->shopitems = 0; 810 delete [] shopitems, shopitems = 0;
1502
1503 if (m->buttons)
1504 free_objectlinkpt (m->buttons), m->buttons = 0;
1505 811
1506 for (int i = 0; i < 4; i++) 812 for (int i = 0; i < 4; i++)
1507 free (m->tile_path[i]), m->tile_path[i] = 0; 813 tile_path [i] = 0;
1508
1509 m->in_memory = MAP_SWAPPED;
1510} 814}
1511 815
1512maptile::~maptile () 816maptile::~maptile ()
1513{ 817{
1514 assert (destroyed ()); 818 assert (destroyed ());
1515} 819}
1516 820
1517void 821void
1518maptile::do_destroy () 822maptile::clear_links_to (maptile *m)
1519{ 823{
1520 attachable::do_destroy ();
1521
1522 unlink ();
1523
1524 free_map (this, 1);
1525 free (tmpname), tmpname = 0;
1526
1527 /* We need to look through all the maps and see if any maps 824 /* We need to look through all the maps and see if any maps
1528 * are pointing at this one for tiling information. Since 825 * are pointing at this one for tiling information. Since
1529 * tiling can be asymetric, we just can not look to see which 826 * tiling can be asymetric, we just can not look to see which
1530 * maps this map tiles with and clears those. 827 * maps this map tiles with and clears those.
1531 */ 828 */
1532 //TODO: non-euclidean-tiling MUST GO
1533 for_all_maps (m)
1534 for (int i = 0; i < 4; i++) 829 for (int i = 0; i < 4; i++)
1535 if (m->tile_map[i] == this) 830 if (tile_map[i] == m)
1536 m->tile_map[i] = 0; 831 tile_map[i] = 0;
1537} 832}
1538 833
1539//TODO: must go
1540void 834void
1541delete_map (maptile *m) 835maptile::do_destroy ()
1542{ 836{
1543 if (m) 837 attachable::do_destroy ();
838
839 clear ();
840}
841
842/* decay and destroy perishable items in a map */
843void
844maptile::do_decay_objects ()
845{
846 if (!spaces)
847 return;
848
849 for (mapspace *ms = spaces + size (); ms-- > spaces; )
850 for (object *above, *op = ms->bot; op; op = above)
851 {
852 above = op->above;
853
854 bool destroy = 0;
855
856 // do not decay anything above unique floor tiles (yet :)
857 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
858 break;
859
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
861 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862 || QUERY_FLAG (op, FLAG_UNIQUE)
863 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864 || QUERY_FLAG (op, FLAG_UNPAID)
865 || op->is_alive ())
866 ; // do not decay
867 else if (op->is_weapon ())
868 {
869 op->stats.dam--;
870 if (op->stats.dam < 0)
871 destroy = 1;
872 }
873 else if (op->is_armor ())
874 {
875 op->stats.ac--;
876 if (op->stats.ac < 0)
877 destroy = 1;
878 }
879 else if (op->type == FOOD)
880 {
881 op->stats.food -= rndm (5, 20);
882 if (op->stats.food < 0)
883 destroy = 1;
884 }
885 else
886 {
887 int mat = op->materials;
888
889 if (mat & M_PAPER
890 || mat & M_LEATHER
891 || mat & M_WOOD
892 || mat & M_ORGANIC
893 || mat & M_CLOTH
894 || mat & M_LIQUID
895 || (mat & M_IRON && rndm (1, 5) == 1)
896 || (mat & M_GLASS && rndm (1, 2) == 1)
897 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899 || (mat & M_ICE && temp > 32))
900 destroy = 1;
901 }
902
903 /* adjust overall chance below */
904 if (destroy && rndm (0, 1))
1544 m->destroy (); 905 op->destroy ();
906 }
1545} 907}
1546 908
1547/* 909/*
1548 * Makes sure the given map is loaded and swapped in. 910 * Updates every button on the map (by calling update_button() for them).
1549 * name is path name of the map.
1550 * flags meaning:
1551 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1552 * and don't do unique items or the like.
1553 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1554 * dont do any more name translation on it.
1555 * 911 */
1556 * Returns a pointer to the given map. 912void
1557 */ 913maptile::update_buttons ()
1558maptile *
1559ready_map_name (const char *name, int flags)
1560{ 914{
1561 if (!name) 915 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1562 return 0; 916 for (objectlink *ol = obp->link; ol; ol = ol->next)
1563
1564 /* Have we been at this level before? */
1565 maptile *m = has_been_loaded (name);
1566
1567 /* Map is good to go, so just return it */
1568 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1569 return m;
1570
1571 /* unique maps always get loaded from their original location, and never
1572 * a temp location. Likewise, if map_flush is set, or we have never loaded
1573 * this map, load it now. I removed the reset checking from here -
1574 * it seems the probability of a player trying to enter a map that should
1575 * reset but hasn't yet is quite low, and removing that makes this function
1576 * a bit cleaner (and players probably shouldn't rely on exact timing for
1577 * resets in any case - if they really care, they should use the 'maps command.
1578 */
1579 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1580 { 917 {
1581 /* first visit or time to reset */ 918 if (!ol->ob)
1582 if (m)
1583 { 919 {
1584 clean_tmp_map (m); /* Doesn't make much difference */ 920 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1585 delete_map (m); 921 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
922 continue;
1586 } 923 }
1587 924
1588 /* create and load a map */ 925 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1589 if (flags & MAP_PLAYER_UNIQUE)
1590 LOG (llevDebug, "Trying to load map %s.\n", name);
1591 else
1592 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1593
1594 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1595 return (NULL);
1596
1597 fix_auto_apply (m); /* Chests which open as default */
1598
1599 /* If a player unique map, no extra unique object file to load.
1600 * if from the editor, likewise.
1601 */
1602 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1603 load_unique_objects (m);
1604
1605 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1606 { 926 {
1607 m = load_overlay_map (name, m); 927 update_button (ol->ob);
1608 if (m == NULL) 928 break;
1609 return NULL;
1610 } 929 }
1611
1612 if (flags & MAP_PLAYER_UNIQUE)
1613 INVOKE_MAP (SWAPIN, m);
1614
1615 } 930 }
1616 else
1617 {
1618 /* If in this loop, we found a temporary map, so load it up. */
1619
1620 m = load_temporary_map (m);
1621 if (m == NULL)
1622 return NULL;
1623 load_unique_objects (m);
1624
1625 clean_tmp_map (m);
1626 m->in_memory = MAP_IN_MEMORY;
1627 /* tempnam() on sun systems (probably others) uses malloc
1628 * to allocated space for the string. Free it here.
1629 * In some cases, load_temporary_map above won't find the
1630 * temporary map, and so has reloaded a new map. If that
1631 * is the case, tmpname is now null
1632 */
1633 if (m->tmpname)
1634 free (m->tmpname);
1635 m->tmpname = NULL;
1636 /* It's going to be saved anew anyway */
1637 }
1638
1639 /* Below here is stuff common to both first time loaded maps and
1640 * temp maps.
1641 */
1642
1643 decay_objects (m); /* start the decay */
1644 /* In case other objects press some buttons down */
1645 update_buttons (m);
1646 if (m->outdoor)
1647 set_darkness_map (m);
1648 /* run the weather over this map */
1649 weather_effect (name);
1650 return m;
1651} 931}
1652
1653 932
1654/* 933/*
1655 * This routine is supposed to find out the difficulty of the map. 934 * This routine is supposed to find out the difficulty of the map.
1656 * difficulty does not have a lot to do with character level, 935 * difficulty does not have a lot to do with character level,
1657 * but does have a lot to do with treasure on the map. 936 * but does have a lot to do with treasure on the map.
1659 * Difficulty can now be set by the map creature. If the value stored 938 * Difficulty can now be set by the map creature. If the value stored
1660 * in the map is zero, then use this routine. Maps should really 939 * in the map is zero, then use this routine. Maps should really
1661 * have a difficulty set than using this function - human calculation 940 * have a difficulty set than using this function - human calculation
1662 * is much better than this functions guesswork. 941 * is much better than this functions guesswork.
1663 */ 942 */
1664
1665int 943int
1666calculate_difficulty (maptile *m) 944maptile::estimate_difficulty () const
1667{ 945{
1668 object *op;
1669 archetype *at;
1670 int x, y, i;
1671 long monster_cnt = 0; 946 long monster_cnt = 0;
1672 double avgexp = 0; 947 double avgexp = 0;
1673 sint64 total_exp = 0; 948 sint64 total_exp = 0;
1674 949
1675 if (m->difficulty) 950 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1676 { 951 for (object *op = ms->bot; op; op = op->above)
1677 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1678 return m->difficulty;
1679 }
1680
1681 for (x = 0; x < m->width; x++)
1682 for (y = 0; y < m->height; y++)
1683 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1684 { 952 {
1685 if (QUERY_FLAG (op, FLAG_MONSTER)) 953 if (QUERY_FLAG (op, FLAG_MONSTER))
1686 { 954 {
1687 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1688 monster_cnt++; 956 monster_cnt++;
1689 } 957 }
1690 958
1691 if (QUERY_FLAG (op, FLAG_GENERATOR)) 959 if (QUERY_FLAG (op, FLAG_GENERATOR))
1692 { 960 {
1693 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
962
1694 at = type_to_archetype (GENERATE_TYPE (op)); 963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1695
1696 if (at != NULL)
1697 total_exp += at->clone.stats.exp * 8; 964 total_exp += at->stats.exp * 8;
1698 965
1699 monster_cnt++; 966 monster_cnt++;
1700 } 967 }
1701 } 968 }
1702 969
1703 avgexp = (double) total_exp / monster_cnt; 970 avgexp = (double) total_exp / monster_cnt;
1704 971
1705 for (i = 1; i <= settings.max_level; i++) 972 for (int i = 1; i <= settings.max_level; i++)
1706 {
1707 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 973 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1708 {
1709 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1710 return i; 974 return i;
1711 }
1712 }
1713 975
1714 return 1; 976 return 1;
1715}
1716
1717void
1718clean_tmp_map (maptile *m)
1719{
1720 if (m->tmpname == NULL)
1721 return;
1722 INVOKE_MAP (CLEAN, m);
1723 (void) unlink (m->tmpname);
1724}
1725
1726void
1727free_all_maps (void)
1728{
1729 int real_maps = 0;
1730
1731 while (first_map)
1732 {
1733 /* I think some of the callers above before it gets here set this to be
1734 * saving, but we still want to free this data
1735 */
1736 if (first_map->in_memory == MAP_SAVING)
1737 first_map->in_memory = MAP_IN_MEMORY;
1738 delete_map (first_map);
1739 real_maps++;
1740 }
1741
1742 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1743} 977}
1744 978
1745/* change_map_light() - used to change map light level (darkness) 979/* change_map_light() - used to change map light level (darkness)
1746 * up or down. Returns true if successful. It should now be 980 * up or down. Returns true if successful. It should now be
1747 * possible to change a value by more than 1. 981 * possible to change a value by more than 1.
1748 * Move this from los.c to map.c since this is more related 982 * Move this from los.c to map.c since this is more related
1749 * to maps than los. 983 * to maps than los.
1750 * postive values make it darker, negative make it brighter 984 * postive values make it darker, negative make it brighter
1751 */ 985 */
1752
1753int 986int
1754change_map_light (maptile *m, int change) 987maptile::change_map_light (int change)
1755{ 988{
1756 int new_level = m->darkness + change; 989 int new_level = darkness + change;
1757 990
1758 /* Nothing to do */ 991 /* Nothing to do */
1759 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 992 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1760 {
1761 return 0; 993 return 0;
1762 }
1763 994
1764 /* inform all players on the map */ 995 /* inform all players on the map */
1765 if (change > 0) 996 if (change > 0)
1766 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 997 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1767 else 998 else
1768 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 999 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1769 1000
1770 /* Do extra checking. since m->darkness is a unsigned value, 1001 /* Do extra checking. since darkness is a unsigned value,
1771 * we need to be extra careful about negative values. 1002 * we need to be extra careful about negative values.
1772 * In general, the checks below are only needed if change 1003 * In general, the checks below are only needed if change
1773 * is not +/-1 1004 * is not +/-1
1774 */ 1005 */
1775 if (new_level < 0) 1006 if (new_level < 0)
1776 m->darkness = 0; 1007 darkness = 0;
1777 else if (new_level >= MAX_DARKNESS) 1008 else if (new_level >= MAX_DARKNESS)
1778 m->darkness = MAX_DARKNESS; 1009 darkness = MAX_DARKNESS;
1779 else 1010 else
1780 m->darkness = new_level; 1011 darkness = new_level;
1781 1012
1782 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1783 update_all_map_los (m); 1014 update_all_map_los (this);
1784 return 1; 1015 return 1;
1785} 1016}
1786 1017
1787/* 1018/*
1788 * This function updates various attributes about a specific space 1019 * This function updates various attributes about a specific space
1792 */ 1023 */
1793void 1024void
1794mapspace::update_ () 1025mapspace::update_ ()
1795{ 1026{
1796 object *tmp, *last = 0; 1027 object *tmp, *last = 0;
1797 uint8 flags = 0, light = 0, anywhere = 0; 1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1798 New_Face *top, *floor, *middle;
1799 object *top_obj, *floor_obj, *middle_obj;
1800 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1801 1030
1802 middle = blank_face; 1031 //object *middle = 0;
1803 top = blank_face; 1032 //object *top = 0;
1804 floor = blank_face; 1033 //object *floor = 0;
1805 1034 // this seems to generate better code than using locals, above
1806 middle_obj = 0; 1035 object *&top = faces_obj[0] = 0;
1807 top_obj = 0; 1036 object *&middle = faces_obj[1] = 0;
1808 floor_obj = 0; 1037 object *&floor = faces_obj[2] = 0;
1809 1038
1810 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1811 { 1040 {
1812 /* This could be made additive I guess (two lights better than 1041 /* This could be made additive I guess (two lights better than
1813 * one). But if so, it shouldn't be a simple additive - 2 1042 * one). But if so, it shouldn't be a simple additive - 2
1826 * Always put the player down for drawing. 1055 * Always put the player down for drawing.
1827 */ 1056 */
1828 if (!tmp->invisible) 1057 if (!tmp->invisible)
1829 { 1058 {
1830 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1831 {
1832 top = tmp->face;
1833 top_obj = tmp; 1060 top = tmp;
1834 }
1835 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1836 { 1062 {
1837 /* If we got a floor, that means middle and top were below it, 1063 /* If we got a floor, that means middle and top were below it,
1838 * so should not be visible, so we clear them. 1064 * so should not be visible, so we clear them.
1839 */ 1065 */
1840 middle = blank_face; 1066 middle = 0;
1841 top = blank_face; 1067 top = 0;
1842 floor = tmp->face;
1843 floor_obj = tmp; 1068 floor = tmp;
1844 } 1069 }
1845 /* Flag anywhere have high priority */ 1070 /* Flag anywhere have high priority */
1846 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1847 { 1072 {
1848 middle = tmp->face;
1849
1850 middle_obj = tmp; 1073 middle = tmp;
1851 anywhere = 1; 1074 anywhere = 1;
1852 } 1075 }
1853 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1854 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1855 * top 1078 * top
1856 */ 1079 */
1857 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1858 {
1859 middle = tmp->face;
1860 middle_obj = tmp; 1081 middle = tmp;
1861 }
1862 } 1082 }
1863 1083
1864 if (tmp == tmp->above) 1084 if (tmp == tmp->above)
1865 { 1085 {
1866 LOG (llevError, "Error in structure of map\n"); 1086 LOG (llevError, "Error in structure of map\n");
1901 * middle face. This should not happen, as we already have the 1121 * middle face. This should not happen, as we already have the
1902 * else statement above so middle should not get set. OTOH, it 1122 * else statement above so middle should not get set. OTOH, it
1903 * may be possible for the faces to match but be different objects. 1123 * may be possible for the faces to match but be different objects.
1904 */ 1124 */
1905 if (top == middle) 1125 if (top == middle)
1906 middle = blank_face; 1126 middle = 0;
1907 1127
1908 /* There are three posibilities at this point: 1128 /* There are three posibilities at this point:
1909 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1910 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1911 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1916 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 break; 1138 break;
1919 1139
1920 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1921 if ((top != blank_face) && (middle != blank_face)) 1141 if (top && middle)
1922 break; 1142 break;
1923 1143
1924 /* Only show visible faces, unless its the editor - show all */ 1144 /* Only show visible faces */
1925 if (!tmp->invisible || editor) 1145 if (!tmp->invisible)
1926 { 1146 {
1927 /* Fill in top if needed */ 1147 /* Fill in top if needed */
1928 if (top == blank_face) 1148 if (!top)
1929 { 1149 {
1930 top = tmp->face;
1931 top_obj = tmp; 1150 top = tmp;
1932 if (top == middle) 1151 if (top == middle)
1933 middle = blank_face; 1152 middle = 0;
1934 } 1153 }
1935 else 1154 else
1936 { 1155 {
1937 /* top is already set - we should only get here if 1156 /* top is already set - we should only get here if
1938 * middle is not set 1157 * middle is not set
1939 * 1158 *
1940 * Set the middle face and break out, since there is nothing 1159 * Set the middle face and break out, since there is nothing
1941 * more to fill in. We don't check visiblity here, since 1160 * more to fill in. We don't check visiblity here, since
1942 * 1161 *
1943 */ 1162 */
1944 if (tmp->face != top) 1163 if (tmp != top)
1945 { 1164 {
1946 middle = tmp->face;
1947 middle_obj = tmp; 1165 middle = tmp;
1948 break; 1166 break;
1949 } 1167 }
1950 } 1168 }
1951 } 1169 }
1952 } 1170 }
1953 1171
1954 if (middle == floor) 1172 if (middle == floor)
1955 middle = blank_face; 1173 middle = 0;
1956 1174
1957 if (top == middle) 1175 if (top == middle)
1958 middle = blank_face; 1176 middle = 0;
1959 1177
1960 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1178#if 0
1961 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1179 faces_obj [0] = top;
1962 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182#endif
1963} 1183}
1964 1184
1965void 1185uint64
1966set_map_reset_time (maptile *map) 1186mapspace::volume () const
1967{ 1187{
1968 int timeout = map->reset_timeout; 1188 uint64 vol = 0;
1969 1189
1970 if (timeout <= 0) 1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1971 timeout = MAP_DEFAULTRESET; 1191 vol += op->volume ();
1972 if (timeout >= MAP_MAXRESET)
1973 timeout = MAP_MAXRESET;
1974 1192
1975 map->reset_time = time (0) + timeout; 1193 return vol;
1976} 1194}
1977 1195
1978/* this updates the orig_map->tile_map[tile_num] value after loading 1196bool
1979 * the map. It also takes care of linking back the freshly loaded 1197maptile::tile_available (int dir, bool load)
1980 * maps tile_map values if it tiles back to this one. It returns
1981 * the value of orig_map->tile_map[tile_num]. It really only does this
1982 * so that it is easier for calling functions to verify success.
1983 */
1984
1985static maptile *
1986load_and_link_tiled_map (maptile *orig_map, int tile_num)
1987{ 1198{
1988 int dest_tile = (tile_num + 2) % 4; 1199 if (!tile_path[dir])
1989 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1200 return 0;
1990 1201
1991 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1203 return 1;
1992 1204
1993 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1994 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1206 return 1;
1995 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1996 1207
1997 return orig_map->tile_map[tile_num]; 1208 return 0;
1998} 1209}
1999 1210
2000/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
2001 * map m. This function also takes into account any 1212 * map m. This function also takes into account any
2002 * tiling considerations, loading adjacant maps as needed. 1213 * tiling considerations, loading adjacant maps as needed.
2003 * This is the function should always be used when it 1214 * This is the function should always be used when it
2004 * necessary to check for valid coordinates. 1215 * necessary to check for valid coordinates.
2005 * This function will recursively call itself for the 1216 * This function will recursively call itself for the
2006 * tiled maps. 1217 * tiled maps.
2007 *
2008 *
2009 */ 1218 */
2010int 1219int
2011out_of_map (maptile *m, int x, int y) 1220out_of_map (maptile *m, int x, int y)
2012{ 1221{
2013 /* If we get passed a null map, this is obviously the 1222 /* If we get passed a null map, this is obviously the
2017 if (!m) 1226 if (!m)
2018 return 0; 1227 return 0;
2019 1228
2020 if (x < 0) 1229 if (x < 0)
2021 { 1230 {
2022 if (!m->tile_path[3]) 1231 if (!m->tile_available (3))
2023 return 1; 1232 return 1;
2024 1233
2025 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026 load_and_link_tiled_map (m, 3);
2027
2028 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2029 } 1235 }
2030 1236
2031 if (x >= m->width) 1237 if (x >= m->width)
2032 { 1238 {
2033 if (!m->tile_path[1]) 1239 if (!m->tile_available (1))
2034 return 1; 1240 return 1;
2035 1241
2036 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2037 load_and_link_tiled_map (m, 1);
2038
2039 return (out_of_map (m->tile_map[1], x - m->width, y)); 1242 return out_of_map (m->tile_map[1], x - m->width, y);
2040 } 1243 }
2041 1244
2042 if (y < 0) 1245 if (y < 0)
2043 { 1246 {
2044 if (!m->tile_path[0]) 1247 if (!m->tile_available (0))
2045 return 1; 1248 return 1;
2046 1249
2047 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map (m, 0);
2049
2050 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2051 } 1251 }
2052 1252
2053 if (y >= m->height) 1253 if (y >= m->height)
2054 { 1254 {
2055 if (!m->tile_path[2]) 1255 if (!m->tile_available (2))
2056 return 1; 1256 return 1;
2057 1257
2058 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2059 load_and_link_tiled_map (m, 2);
2060
2061 return (out_of_map (m->tile_map[2], x, y - m->height)); 1258 return out_of_map (m->tile_map[2], x, y - m->height);
2062 } 1259 }
2063 1260
2064 /* Simple case - coordinates are within this local 1261 /* Simple case - coordinates are within this local
2065 * map. 1262 * map.
2066 */ 1263 */
2069 1266
2070/* This is basically the same as out_of_map above, but 1267/* This is basically the same as out_of_map above, but
2071 * instead we return NULL if no map is valid (coordinates 1268 * instead we return NULL if no map is valid (coordinates
2072 * out of bounds and no tiled map), otherwise it returns 1269 * out of bounds and no tiled map), otherwise it returns
2073 * the map as that the coordinates are really on, and 1270 * the map as that the coordinates are really on, and
2074 * updates x and y to be the localized coordinates. 1271 * updates x and y to be the localised coordinates.
2075 * Using this is more efficient of calling out_of_map 1272 * Using this is more efficient of calling out_of_map
2076 * and then figuring out what the real map is 1273 * and then figuring out what the real map is
2077 */ 1274 */
2078maptile * 1275maptile *
2079get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1276maptile::xy_find (sint16 &x, sint16 &y)
2080{ 1277{
2081
2082 if (*x < 0) 1278 if (x < 0)
2083 { 1279 {
2084 if (!m->tile_path[3]) 1280 if (!tile_available (3))
2085 return 0; 1281 return 0;
2086 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2087 load_and_link_tiled_map (m, 3);
2088 1282
2089 *x += m->tile_map[3]->width; 1283 x += tile_map[3]->width;
2090 return (get_map_from_coord (m->tile_map[3], x, y)); 1284 return tile_map[3]->xy_find (x, y);
2091 } 1285 }
2092 1286
2093 if (*x >= m->width) 1287 if (x >= width)
2094 { 1288 {
2095 if (!m->tile_path[1]) 1289 if (!tile_available (1))
2096 return 0; 1290 return 0;
2097 1291
2098 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2099 load_and_link_tiled_map (m, 1);
2100
2101 *x -= m->width; 1292 x -= width;
2102 return (get_map_from_coord (m->tile_map[1], x, y)); 1293 return tile_map[1]->xy_find (x, y);
2103 } 1294 }
2104 1295
2105 if (*y < 0) 1296 if (y < 0)
2106 { 1297 {
2107 if (!m->tile_path[0]) 1298 if (!tile_available (0))
2108 return 0; 1299 return 0;
2109 1300
2110 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2111 load_and_link_tiled_map (m, 0);
2112
2113 *y += m->tile_map[0]->height; 1301 y += tile_map[0]->height;
2114 return (get_map_from_coord (m->tile_map[0], x, y)); 1302 return tile_map[0]->xy_find (x, y);
2115 } 1303 }
2116 1304
2117 if (*y >= m->height) 1305 if (y >= height)
2118 { 1306 {
2119 if (!m->tile_path[2]) 1307 if (!tile_available (2))
2120 return 0; 1308 return 0;
2121 1309
2122 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2123 load_and_link_tiled_map (m, 2);
2124
2125 *y -= m->height; 1310 y -= height;
2126 return (get_map_from_coord (m->tile_map[2], x, y)); 1311 return tile_map[2]->xy_find (x, y);
2127 } 1312 }
2128 1313
2129 /* Simple case - coordinates are within this local 1314 /* Simple case - coordinates are within this local
2130 * map. 1315 * map.
2131 */ 1316 */
2132
2133 return m; 1317 return this;
2134} 1318}
2135 1319
2136/** 1320/**
2137 * Return whether map2 is adjacent to map1. If so, store the distance from 1321 * Return whether map2 is adjacent to map1. If so, store the distance from
2138 * map1 to map2 in dx/dy. 1322 * map1 to map2 in dx/dy.
2139 */ 1323 */
2140static int 1324int
2141adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2142{ 1326{
2143 if (!map1 || !map2) 1327 if (!map1 || !map2)
2144 return 0; 1328 return 0;
2145 1329
1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 //fix: compare paths instead (this is likely faster, too!)
2146 if (map1 == map2) 1332 if (map1 == map2)
2147 { 1333 {
2148 *dx = 0; 1334 *dx = 0;
2149 *dy = 0; 1335 *dy = 0;
2150
2151 } 1336 }
2152 else if (map1->tile_map[0] == map2) 1337 else if (map1->tile_map[0] == map2)
2153 { /* up */ 1338 { /* up */
2154 *dx = 0; 1339 *dx = 0;
2155 *dy = -map2->height; 1340 *dy = -map2->height;
2166 } 1351 }
2167 else if (map1->tile_map[3] == map2) 1352 else if (map1->tile_map[3] == map2)
2168 { /* left */ 1353 { /* left */
2169 *dx = -map2->width; 1354 *dx = -map2->width;
2170 *dy = 0; 1355 *dy = 0;
2171
2172 } 1356 }
2173 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1357 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2174 { /* up right */ 1358 { /* up right */
2175 *dx = map1->tile_map[0]->width; 1359 *dx = map1->tile_map[0]->width;
2176 *dy = -map1->tile_map[0]->height; 1360 *dy = -map1->tile_map[0]->height;
2207 } 1391 }
2208 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1392 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2209 { /* left down */ 1393 { /* left down */
2210 *dx = -map1->tile_map[3]->width; 1394 *dx = -map1->tile_map[3]->width;
2211 *dy = map1->tile_map[3]->height; 1395 *dy = map1->tile_map[3]->height;
2212
2213 } 1396 }
2214 else 1397 else
2215 { /* not "adjacent" enough */
2216 return 0; 1398 return 0;
2217 }
2218 1399
2219 return 1; 1400 return 1;
1401}
1402
1403maptile *
1404maptile::xy_load (sint16 &x, sint16 &y)
1405{
1406 maptile *map = xy_find (x, y);
1407
1408 if (map)
1409 map->load_sync ();
1410
1411 return map;
1412}
1413
1414maptile *
1415get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1416{
1417 return m->xy_load (*x, *y);
2220} 1418}
2221 1419
2222/* From map.c 1420/* From map.c
2223 * This is used by get_player to determine where the other 1421 * This is used by get_player to determine where the other
2224 * creature is. get_rangevector takes into account map tiling, 1422 * creature is. get_rangevector takes into account map tiling,
2225 * so you just can not look the the map coordinates and get the 1423 * so you just can not look the the map coordinates and get the
2226 * righte value. distance_x/y are distance away, which 1424 * righte value. distance_x/y are distance away, which
2227 * can be negativbe. direction is the crossfire direction scheme 1425 * can be negative. direction is the crossfire direction scheme
2228 * that the creature should head. part is the part of the 1426 * that the creature should head. part is the part of the
2229 * monster that is closest. 1427 * monster that is closest.
2230 * 1428 *
2231 * get_rangevector looks at op1 and op2, and fills in the 1429 * get_rangevector looks at op1 and op2, and fills in the
2232 * structure for op1 to get to op2. 1430 * structure for op1 to get to op2.
2237 * be unexpected 1435 * be unexpected
2238 * 1436 *
2239 * currently, the only flag supported (0x1) is don't translate for 1437 * currently, the only flag supported (0x1) is don't translate for
2240 * closest body part of 'op1' 1438 * closest body part of 'op1'
2241 */ 1439 */
2242
2243void 1440void
2244get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2245{ 1442{
2246 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2247 { 1444 {
2248 /* be conservative and fill in _some_ data */ 1445 /* be conservative and fill in _some_ data */
2249 retval->distance = 100000; 1446 retval->distance = 10000;
2250 retval->distance_x = 32767; 1447 retval->distance_x = 10000;
2251 retval->distance_y = 32767; 1448 retval->distance_y = 10000;
2252 retval->direction = 0; 1449 retval->direction = 0;
2253 retval->part = 0; 1450 retval->part = 0;
2254 } 1451 }
2255 else 1452 else
2256 { 1453 {
2261 1458
2262 best = op1; 1459 best = op1;
2263 /* If this is multipart, find the closest part now */ 1460 /* If this is multipart, find the closest part now */
2264 if (!(flags & 0x1) && op1->more) 1461 if (!(flags & 0x1) && op1->more)
2265 { 1462 {
2266 object *tmp;
2267 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2268 1464
2269 /* we just take the offset of the piece to head to figure 1465 /* we just take the offset of the piece to head to figure
2270 * distance instead of doing all that work above again 1466 * distance instead of doing all that work above again
2271 * since the distance fields we set above are positive in the 1467 * since the distance fields we set above are positive in the
2272 * same axis as is used for multipart objects, the simply arithmetic 1468 * same axis as is used for multipart objects, the simply arithmetic
2273 * below works. 1469 * below works.
2274 */ 1470 */
2275 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1471 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2276 { 1472 {
2277 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2278 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2279 if (tmpi < best_distance) 1475 if (tmpi < best_distance)
2280 { 1476 {
2281 best_distance = tmpi; 1477 best_distance = tmpi;
2282 best = tmp; 1478 best = tmp;
2283 } 1479 }
2284 } 1480 }
1481
2285 if (best != op1) 1482 if (best != op1)
2286 { 1483 {
2287 retval->distance_x += op1->x - best->x; 1484 retval->distance_x += op1->x - best->x;
2288 retval->distance_y += op1->y - best->y; 1485 retval->distance_y += op1->y - best->y;
2289 } 1486 }
2290 } 1487 }
1488
2291 retval->part = best; 1489 retval->part = best;
2292 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2293 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2294 } 1492 }
2295} 1493}
2296 1494
2297/* this is basically the same as get_rangevector above, but instead of 1495/* this is basically the same as get_rangevector above, but instead of
2302 * flags has no meaning for this function at this time - I kept it in to 1500 * flags has no meaning for this function at this time - I kept it in to
2303 * be more consistant with the above function and also in case they are needed 1501 * be more consistant with the above function and also in case they are needed
2304 * for something in the future. Also, since no object is pasted, the best 1502 * for something in the future. Also, since no object is pasted, the best
2305 * field of the rv_vector is set to NULL. 1503 * field of the rv_vector is set to NULL.
2306 */ 1504 */
2307
2308void 1505void
2309get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1506get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2310{ 1507{
2311 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2312 { 1509 {
2313 /* be conservative and fill in _some_ data */ 1510 /* be conservative and fill in _some_ data */
2314 retval->distance = 100000; 1511 retval->distance = 100000;
2321 { 1518 {
2322 retval->distance_x += op2->x - x; 1519 retval->distance_x += op2->x - x;
2323 retval->distance_y += op2->y - y; 1520 retval->distance_y += op2->y - y;
2324 1521
2325 retval->part = NULL; 1522 retval->part = NULL;
2326 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1523 retval->distance = idistance (retval->distance_x, retval->distance_y);
2327 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2328 } 1525 }
2329} 1526}
2330 1527
2331/* Returns true of op1 and op2 are effectively on the same map 1528/* Returns true of op1 and op2 are effectively on the same map
2332 * (as related to map tiling). Note that this looks for a path from 1529 * (as related to map tiling). Note that this looks for a path from
2333 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1530 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2334 * to op1, this will still return false. 1531 * to op1, this will still return false.
2335 * Note we only look one map out to keep the processing simple 1532 * Note we only look one map out to keep the processing simple
2336 * and efficient. This could probably be a macro. 1533 * and efficient. This could probably be a macro.
2337 * MSW 2001-08-05 1534 * MSW 2001-08-05
2338 */ 1535 */
2351 op->remove (); 1548 op->remove ();
2352 1549
2353 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1550 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2354} 1551}
2355 1552
1553region *
1554maptile::region (int x, int y) const
1555{
1556 if (regions
1557 && regionmap
1558 && !OUT_OF_REAL_MAP (this, x, y))
1559 if (struct region *reg = regionmap [regions [y * width + x]])
1560 return reg;
1561
1562 if (default_region)
1563 return default_region;
1564
1565 return ::region::default_region ();
1566}
1567
1568/* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */
1572object *
1573maptile::pick_random_object () const
1574{
1575 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me.
1580 */
1581 for (int i = 1000; --i;)
1582 {
1583 object *pick = at (rndm (width), rndm (height)).bot;
1584
1585 // do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick)
1587 return pick->head_ ();
1588 }
1589
1590 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked");
1592}
1593
1594void
1595maptile::play_sound (faceidx sound, int x, int y) const
1596{
1597 if (!sound)
1598 return;
1599
1600 for_all_players (pl)
1601 if (pl->observe->map == this)
1602 if (client *ns = pl->ns)
1603 {
1604 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y;
1606
1607 int distance = idistance (dx, dy);
1608
1609 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy);
1611 }
1612}
1613

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