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Comparing deliantra/server/common/map.C (file contents):
Revision 1.40 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.111 by elmex, Thu Jul 12 18:28:09 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
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 31#include "path.h"
32
33
34/*
35 * Returns the maptile which has a name matching the given argument.
36 * return NULL if no match is found.
37 */
38
39maptile *
40has_been_loaded (const char *name)
41{
42 maptile *map;
43
44 if (!name || !*name)
45 return 0;
46 for (map = first_map; map; map = map->next)
47 if (!strcmp (name, map->path))
48 break;
49 return (map);
50}
51 32
52/* 33/*
53 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname 37 * it really should be called create_mapname
57 */ 38 */
58
59const char * 39const char *
60create_pathname (const char *name) 40create_pathname (const char *name)
61{ 41{
62 static char buf[MAX_BUF]; 42 static char buf[8192];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf); 44 return buf;
72} 45}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138 46
139/* 47/*
140 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned. 50 * is returned.
149 * the rest of the code only cares that the file is readable. 57 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be 58 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
153 */ 61 */
154
155int 62int
156check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
157{ 64{
158 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
159 66
160 char *endbuf; 67 char *endbuf;
161 struct stat statbuf; 68 struct stat statbuf;
162 int mode = 0; 69 int mode = 0;
163 70
164 if (prepend_dir) 71 if (prepend_dir)
165 strcpy (buf, create_pathname (name)); 72 assign (buf, create_pathname (name));
166 else 73 else
167 strcpy (buf, name); 74 assign (buf, name);
168 75
169 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
172 * all the names. 79 * all the names.
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2; 94 mode |= 2;
188 95
189 return (mode); 96 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m != NULL; m = m->next)
229 {
230 dump_map (m);
231 }
232} 97}
233 98
234/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
235 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
236 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
240 * is needed. The case of not passing values is if we're just 105 * is needed. The case of not passing values is if we're just
241 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
242 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
243 */ 108 */
244int 109int
245get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 111{
247 sint16 newx, newy; 112 sint16 newx = x;
248 int retval = 0; 113 sint16 newy = y;
249 maptile *mp;
250 114
251 if (out_of_map (oldmap, x, y)) 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
116
117 if (!mp)
252 return P_OUT_OF_MAP; 118 return P_OUT_OF_MAP;
253 newx = x;
254 newy = y;
255 mp = get_map_from_coord (oldmap, &newx, &newy);
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 if (newmap)
259 *newmap = mp;
260 if (nx)
261 *nx = newx;
262 if (ny)
263 *ny = newy;
264 119
265 retval |= mp->spaces[newx + mp->width * newy].flags; 120 if (newmap) *newmap = mp;
121 if (nx) *nx = newx;
122 if (ny) *ny = newy;
266 123
267 return retval; 124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
268} 125}
269 126
270/* 127/*
271 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
272 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
295 } 152 }
296 153
297 /* Save some cycles - instead of calling get_map_flags(), just get the value 154 /* Save some cycles - instead of calling get_map_flags(), just get the value
298 * directly. 155 * directly.
299 */ 156 */
300 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
301 158
302 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
303 160
304 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
305 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
316 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
317 */ 174 */
318 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319 return 0; 176 return 0;
320 177
321 if (ob->head != NULL)
322 ob = ob->head; 178 ob = ob->head_ ();
323 179
324 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
325 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
326 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
328 */ 184 */
329 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
330 { 186 {
331 187
332 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
333 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334 { 190 {
357 else 213 else
358 { 214 {
359 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
360 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
361 * movement, can't move here. 217 * movement, can't move here.
362 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unless it is a
363 * hidden dm 219 * hidden dm
364 */ 220 */
365 if (OB_MOVE_BLOCK (ob, tmp)) 221 if (OB_MOVE_BLOCK (ob, tmp))
366 return 1; 222 return 1;
367 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223
368 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 224 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
369 return 1; 229 return 1;
370 } 230 }
371 231
372 } 232 }
373 return 0; 233 return 0;
374} 234}
375
376 235
377/* 236/*
378 * Returns true if the given object can't fit in the given spot. 237 * Returns true if the given object can't fit in the given spot.
379 * This is meant for multi space objects - for single space objecs, 238 * This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 239 * just calling get_map_blocked and checking that against movement type
398 * 257 *
399 * Note this used to be arch_blocked, but with new movement 258 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 259 * code, we need to have actual object to check its move_type
401 * against the move_block values. 260 * against the move_block values.
402 */ 261 */
403
404int 262int
405ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 263ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406{ 264{
407 archetype *tmp; 265 archetype *tmp;
408 int flag; 266 int flag;
409 maptile *m1; 267 maptile *m1;
410 sint16 sx, sy; 268 sint16 sx, sy;
411 269
412 if (ob == NULL) 270 if (!ob)
413 { 271 {
414 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 272 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
415 if (flag & P_OUT_OF_MAP) 273 if (flag & P_OUT_OF_MAP)
416 return P_OUT_OF_MAP; 274 return P_OUT_OF_MAP;
417 275
418 /* don't have object, so don't know what types would block */ 276 /* don't have object, so don't know what types would block */
419 return (GET_MAP_MOVE_BLOCK (m1, sx, sy)); 277 return m1->at (sx, sy).move_block;
420 } 278 }
421 279
422 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
423 { 281 {
424 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
425 283
426 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
427 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
428 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
429 return P_IS_ALIVE; 287 return P_IS_ALIVE;
430 288
289 mapspace &ms = m1->at (sx, sy);
290
431 /* find_first_free_spot() calls this function. However, often 291 /* find_first_free_spot() calls this function. However, often
432 * ob doesn't have any move type (when used to place exits) 292 * ob doesn't have any move type (when used to place exits)
433 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 293 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
434 */ 294 */
435 295
436 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL) 296 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
437 continue; 297 continue;
438 298
439 /* Note it is intentional that we check ob - the movement type of the 299 /* Note it is intentional that we check ob - the movement type of the
440 * head of the object should correspond for the entire object. 300 * head of the object should correspond for the entire object.
441 */ 301 */
442 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 302 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
443 return AB_NO_PASS; 303 return P_NO_PASS;
444
445 } 304 }
305
446 return 0; 306 return 0;
447} 307}
448 308
449/* When the map is loaded, load_object does not actually insert objects 309/* When the map is loaded, load_object does not actually insert objects
450 * into inventory, but just links them. What this does is go through 310 * into inventory, but just links them. What this does is go through
451 * and insert them properly. 311 * and insert them properly.
452 * The object 'container' is the object that contains the inventory. 312 * The object 'container' is the object that contains the inventory.
453 * This is needed so that we can update the containers weight. 313 * This is needed so that we can update the containers weight.
454 */ 314 */
455
456void 315void
457fix_container (object *container) 316fix_container (object *container)
458{ 317{
459 object *tmp = container->inv, *next; 318 object *tmp = container->inv, *next;
460 319
461 container->inv = NULL; 320 container->inv = 0;
462 while (tmp != NULL) 321 while (tmp)
463 { 322 {
464 next = tmp->below; 323 next = tmp->below;
465 if (tmp->inv) 324 if (tmp->inv)
466 fix_container (tmp); 325 fix_container (tmp);
326
467 (void) insert_ob_in_ob (tmp, container); 327 insert_ob_in_ob (tmp, container);
468 tmp = next; 328 tmp = next;
469 } 329 }
330
470 /* sum_weight will go through and calculate what all the containers are 331 /* sum_weight will go through and calculate what all the containers are
471 * carrying. 332 * carrying.
472 */ 333 */
473 sum_weight (container); 334 sum_weight (container);
474} 335}
475 336
337void
338maptile::set_object_flag (int flag, int value)
339{
340 if (!spaces)
341 return;
342
343 for (mapspace *ms = spaces + size (); ms-- > spaces; )
344 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345 tmp->flag [flag] = value;
346}
347
476/* link_multipart_objects go through all the objects on the map looking 348/* link_multipart_objects go through all the objects on the map looking
477 * for objects whose arch says they are multipart yet according to the 349 * for objects whose arch says they are multipart yet according to the
478 * info we have, they only have the head (as would be expected when 350 * info we have, they only have the head (as would be expected when
479 * they are saved). We do have to look for the old maps that did save 351 * they are saved).
480 * the more sections and not re-add sections for them.
481 */ 352 */
482 353void
483static void 354maptile::link_multipart_objects ()
484link_multipart_objects (maptile *m)
485{ 355{
486 int x, y; 356 if (!spaces)
487 object *tmp, *op, *last, *above; 357 return;
488 archetype *at;
489 358
490 for (x = 0; x < MAP_WIDTH (m); x++) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
491 for (y = 0; y < MAP_HEIGHT (m); y++) 360 {
492 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 361 object *op = ms->bot;
362 while (op)
493 { 363 {
494 above = tmp->above;
495
496 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
497 if (tmp->head || tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
498 continue;
499
500 /* If there is nothing more to this object, this for loop
501 * won't do anything.
502 */
503 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
504 { 366 {
505 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
506 369
507 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
508 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
509 op->y += tmp->y; 372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
510 op->head = tmp; 373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
511 op->map = m; 374
512 last->more = op; 375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
513 op->name = tmp->name; 376 // so we have to reset the iteration through the mapspace
514 op->title = tmp->title;
515 /* we could link all the parts onto tmp, and then just
516 * call insert_ob_in_map once, but the effect is the same,
517 * as insert_ob_in_map will call itself with each part, and
518 * the coding is simpler to just to it here with each part.
519 */ 377 }
520 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 378 else
521 } /* for at = tmp->arch->more */ 379 op = op->above;
522 } /* for objects on this space */ 380 }
381 }
523} 382}
524 383
525/* 384/*
526 * Loads (ands parses) the objects into a given map from the specified 385 * Loads (ands parses) the objects into a given map from the specified
527 * file pointer. 386 * file pointer.
528 * mapflags is the same as we get with load_original_map
529 */ 387 */
388bool
389maptile::_load_objects (object_thawer &f)
390{
391 for (;;)
392 {
393 coroapi::cede_to_tick_every (100); // cede once in a while
394
395 switch (f.kw)
396 {
397 case KW_arch:
398 if (object *op = object::read (f, this))
399 {
400 if (op->inv)
401 sum_weight (op);
402
403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404 }
405
406 continue;
407
408 case KW_EOF:
409 return true;
410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
414 break;
415 }
416
417 f.next ();
418 }
419
420 return true;
421}
422
530void 423void
531load_objects (maptile *m, object_thawer & fp, int mapflags) 424maptile::activate ()
532{ 425{
533 int i, j; 426 active = true;
427
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above)
431 op->activate_recursive ();
432}
433
434void
435maptile::deactivate ()
436{
437 active = false;
438
439 if (spaces)
440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above)
442 op->deactivate_recursive ();
443}
444
445bool
446maptile::_save_objects (object_freezer &f, int flags)
447{
448 coroapi::cede_to_tick ();
449
450 if (flags & IO_HEADER)
451 _save_header (f);
452
453 if (!spaces)
454 return false;
455
456 for (int i = 0; i < size (); ++i)
457 {
534 int unique; 458 int unique = 0;
535 object *op, *prev = NULL, *last_more = NULL, *otmp; 459 for (object *op = spaces [i].bot; op; op = op->above)
536
537 op = object::create ();
538 op->map = m; /* To handle buttons correctly */
539
540 while ((i = load_object (fp, op, mapflags)))
541 {
542 /* if the archetype for the object is null, means that we
543 * got an invalid object. Don't do anything with it - the game
544 * or editor will not be able to do anything with it either.
545 */
546 if (op->arch == NULL)
547 { 460 {
548 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
462 unique = 1;
463
464 if (!op->can_map_save ())
549 continue; 465 continue;
466
467 if (unique || op->flag [FLAG_UNIQUE])
468 {
469 if (flags & IO_UNIQUES)
470 op->write (f);
471 }
472 else if (flags & IO_OBJECTS)
473 op->write (f);
550 } 474 }
551
552
553 switch (i)
554 {
555 case LL_NORMAL:
556 /* if we are loading an overlay, put the floors on the bottom */
557 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
559 else
560 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
561
562 if (op->inv)
563 sum_weight (op);
564
565 prev = op, last_more = op;
566 break;
567
568 case LL_MORE:
569 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
570 op->head = prev, last_more->more = op, last_more = op;
571 break;
572 }
573
574 if (mapflags & MAP_STYLE)
575 remove_from_active_list (op);
576
577 op = object::create ();
578 op->map = m;
579 }
580
581 for (i = 0; i < m->width; i++)
582 { 475 }
583 for (j = 0; j < m->height; j++)
584 {
585 unique = 0;
586 /* check for unique items, or unique squares */
587 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
588 {
589 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
590 unique = 1;
591 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
592 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
593 }
594 }
595 }
596 476
597 op->destroy (); 477 coroapi::cede_to_tick ();
598 link_multipart_objects (m);
599}
600 478
601/* This saves all the objects on the map in a non destructive fashion. 479 return true;
602 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 480}
603 * and we only save the head of multi part objects - this is needed
604 * in order to do map tiling properly.
605 */
606void
607save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
608{
609 int i, j = 0, unique = 0;
610 object *op;
611 481
612 /* first pass - save one-part objects */ 482bool
613 for (i = 0; i < MAP_WIDTH (m); i++) 483maptile::_load_objects (const char *path, bool skip_header)
614 for (j = 0; j < MAP_HEIGHT (m); j++) 484{
485 object_thawer f (path);
486
487 if (!f)
488 return false;
489
490 f.next ();
491
492 if (skip_header)
493 for (;;)
615 { 494 {
616 unique = 0; 495 keyword kw = f.kw;
617 for (op = get_map_ob (m, i, j); op; op = op->above) 496 f.skip ();
618 { 497 if (kw == KW_end)
619 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 498 break;
620 unique = 1; 499 }
621 500
622 if (op->type == PLAYER) 501 return _load_objects (f);
623 { 502}
624 LOG (llevDebug, "Player on map that is being saved\n");
625 continue;
626 }
627 503
628 if (op->head || op->owner) 504bool
629 continue; 505maptile::_save_objects (const char *path, int flags)
506{
507 object_freezer freezer;
630 508
631 if (unique || QUERY_FLAG (op, FLAG_UNIQUE)) 509 if (!_save_objects (freezer, flags))
632 save_object (fp2, op, 3); 510 return false;
633 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
634 save_object (fp, op, 3);
635 511
636 } /* for this space */ 512 return freezer.save (path);
637 } /* for this j */
638} 513}
639 514
640maptile::maptile () 515maptile::maptile ()
641{ 516{
642 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
518
643 /* The maps used to pick up default x and y values from the 519 /* The maps used to pick up default x and y values from the
644 * map archetype. Mimic that behaviour. 520 * map archetype. Mimic that behaviour.
645 */ 521 */
646 MAP_WIDTH (this) = 16; 522 width = 16;
647 MAP_HEIGHT (this) = 16; 523 height = 16;
648 MAP_RESET_TIMEOUT (this) = 0; 524 timeout = 300;
649 MAP_TIMEOUT (this) = 300; 525 max_nrof = 1000; // 1000 items of anything
650 MAP_ENTER_X (this) = 0; 526 max_volume = 2000000; // 2m³
651 MAP_ENTER_Y (this) = 0;
652 /*set part to -1 indicating conversion to weather map not yet done */
653 MAP_WORLDPARTX (this) = -1;
654 MAP_WORLDPARTY (this) = -1;
655} 527}
656 528
657/* 529maptile::maptile (int w, int h)
658 * Allocates, initialises, and returns a pointer to a maptile.
659 * Modified to no longer take a path option which was not being
660 * used anyways. MSW 2001-07-01
661 */
662maptile *
663get_linked_map (void)
664{ 530{
665 maptile *mp, *map = new maptile; 531 in_memory = MAP_SWAPPED;
666 532
667 for (mp = first_map; mp && mp->next; mp = mp->next); 533 width = w;
534 height = h;
535 reset_timeout = 0;
536 timeout = 300;
537 enter_x = 0;
538 enter_y = 0;
668 539
669 if (mp == NULL) 540 alloc ();
670 first_map = map;
671 else
672 mp->next = map;
673
674 return map;
675} 541}
676 542
677/* 543/*
678 * Allocates the arrays contained in a maptile. 544 * Allocates the arrays contained in a maptile.
679 * This basically allocates the dynamic array of spaces for the 545 * This basically allocates the dynamic array of spaces for the
680 * map. 546 * map.
681 */ 547 */
682void 548void
683maptile::allocate () 549maptile::alloc ()
684{ 550{
685 in_memory = MAP_IN_MEMORY;
686
687 /* Log this condition and free the storage. We could I suppose
688 * realloc, but if the caller is presuming the data will be intact,
689 * that is their poor assumption.
690 */
691 if (spaces) 551 if (spaces)
692 {
693 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
694 free (spaces);
695 }
696
697 spaces = (MapSpace *)
698 calloc (1, width * height * sizeof (MapSpace));
699
700 if (!spaces)
701 fatal (OUT_OF_MEMORY);
702}
703
704/* Create and returns a map of the specific size. Used
705 * in random map code and the editor.
706 */
707maptile *
708get_empty_map (int sizex, int sizey)
709{
710 maptile *m = get_linked_map ();
711
712 m->width = sizex;
713 m->height = sizey;
714 m->in_memory = MAP_SWAPPED;
715 m->allocate ();
716
717 return m; 552 return;
553
554 spaces = salloc0<mapspace> (size ());
718} 555}
719 556
720/* Takes a string from a map definition and outputs a pointer to the array of shopitems 557/* Takes a string from a map definition and outputs a pointer to the array of shopitems
721 * corresponding to that string. Memory is allocated for this, it must be freed 558 * corresponding to that string. Memory is allocated for this, it must be freed
722 * at a later date. 559 * at a later date.
723 * Called by parse_map_headers below. 560 * Called by parse_map_headers below.
724 */ 561 */
725
726static shopitems * 562static shopitems *
727parse_shop_string (const char *input_string) 563parse_shop_string (const char *input_string)
728{ 564{
729 char *shop_string, *p, *q, *next_semicolon, *next_colon; 565 char *shop_string, *p, *q, *next_semicolon, *next_colon;
730 shopitems *items = NULL; 566 shopitems *items = NULL;
731 int i = 0, number_of_entries = 0; 567 int i = 0, number_of_entries = 0;
732 const typedata *current_type; 568 const typedata *current_type;
733 569
734 shop_string = strdup_local (input_string); 570 shop_string = strdup (input_string);
735 p = shop_string; 571 p = shop_string;
736 /* first we'll count the entries, we'll need that for allocating the array shortly */ 572 /* first we'll count the entries, we'll need that for allocating the array shortly */
737 while (p) 573 while (p)
738 { 574 {
739 p = strchr (p, ';'); 575 p = strchr (p, ';');
740 number_of_entries++; 576 number_of_entries++;
741 if (p) 577 if (p)
742 p++; 578 p++;
743 } 579 }
580
744 p = shop_string; 581 p = shop_string;
745 strip_endline (p); 582 strip_endline (p);
746 items = new shopitems[number_of_entries + 1]; 583 items = new shopitems[number_of_entries + 1];
747 for (i = 0; i < number_of_entries; i++) 584 for (i = 0; i < number_of_entries; i++)
748 { 585 {
749 if (!p) 586 if (!p)
750 { 587 {
751 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 588 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
752 break; 589 break;
753 } 590 }
591
754 next_semicolon = strchr (p, ';'); 592 next_semicolon = strchr (p, ';');
755 next_colon = strchr (p, ':'); 593 next_colon = strchr (p, ':');
756 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 594 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
757 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 595 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
758 items[i].strength = atoi (strchr (p, ':') + 1); 596 items[i].strength = atoi (strchr (p, ':') + 1);
785 * the next entry while we're at it, better print a warning 623 * the next entry while we're at it, better print a warning
786 */ 624 */
787 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 625 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
788 } 626 }
789 } 627 }
628
790 items[i].index = number_of_entries; 629 items[i].index = number_of_entries;
791 if (next_semicolon) 630 if (next_semicolon)
792 p = ++next_semicolon; 631 p = ++next_semicolon;
793 else 632 else
794 p = NULL; 633 p = NULL;
795 } 634 }
635
796 free (shop_string); 636 free (shop_string);
797 return items; 637 return items;
798} 638}
799 639
800/* opposite of parse string, this puts the string that was originally fed in to 640/* opposite of parse string, this puts the string that was originally fed in to
809 for (i = 0; i < m->shopitems[0].index; i++) 649 for (i = 0; i < m->shopitems[0].index; i++)
810 { 650 {
811 if (m->shopitems[i].typenum) 651 if (m->shopitems[i].typenum)
812 { 652 {
813 if (m->shopitems[i].strength) 653 if (m->shopitems[i].strength)
814 {
815 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 654 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
816 }
817 else 655 else
818 sprintf (tmp, "%s;", m->shopitems[i].name); 656 sprintf (tmp, "%s;", m->shopitems[i].name);
819 } 657 }
820 else 658 else
821 { 659 {
822 if (m->shopitems[i].strength) 660 if (m->shopitems[i].strength)
823 {
824 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 661 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
825 }
826 else 662 else
827 sprintf (tmp, "*"); 663 sprintf (tmp, "*");
828 } 664 }
665
829 strcat (output_string, tmp); 666 strcat (output_string, tmp);
830 } 667 }
831} 668}
832 669
833/* This loads the header information of the map. The header 670/* This loads the header information of the map. The header
838 * put all the stuff in the map object so that names actually make 675 * put all the stuff in the map object so that names actually make
839 * sense. 676 * sense.
840 * This could be done in lex (like the object loader), but I think 677 * This could be done in lex (like the object loader), but I think
841 * currently, there are few enough fields this is not a big deal. 678 * currently, there are few enough fields this is not a big deal.
842 * MSW 2001-07-01 679 * MSW 2001-07-01
843 * return 0 on success, 1 on failure.
844 */ 680 */
845 681bool
846static int 682maptile::_load_header (object_thawer &thawer)
847load_map_header (object_thawer & fp, maptile *m)
848{ 683{
849 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 684 for (;;)
850 int msgpos = 0;
851 int maplorepos = 0;
852
853 while (fgets (buf, HUGE_BUF, fp) != NULL)
854 { 685 {
855 buf[HUGE_BUF - 1] = 0; 686 thawer.next ();
856 key = buf;
857 687
858 while (isspace (*key)) 688 switch (thawer.kw)
859 key++;
860
861 if (*key == 0)
862 continue; /* empty line */
863
864 value = strchr (key, ' ');
865
866 if (!value)
867 { 689 {
868 if ((end = strchr (key, '\n'))) 690 case KW_msg:
869 *end = 0; 691 thawer.get_ml (KW_endmsg, msg);
692 break;
693
694 case KW_lore: // CF+ extension
695 thawer.get_ml (KW_endlore, maplore);
696 break;
697
698 case KW_maplore:
699 thawer.get_ml (KW_endmaplore, maplore);
700 break;
701
702 case KW_arch:
703 if (strcmp (thawer.get_str (), "map"))
704 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
705 break;
706
707 case KW_oid:
708 thawer.get (this, thawer.get_sint32 ());
709 break;
710
711 case KW_file_format_version: break; // nop
712
713 case KW_name: thawer.get (name); break;
714 case KW_attach: thawer.get (attach); break;
715 case KW_reset_time: thawer.get (reset_time); break;
716 case KW_shopgreed: thawer.get (shopgreed); break;
717 case KW_shopmin: thawer.get (shopmin); break;
718 case KW_shopmax: thawer.get (shopmax); break;
719 case KW_shoprace: thawer.get (shoprace); break;
720 case KW_outdoor: thawer.get (outdoor); break;
721 case KW_temp: thawer.get (temp); break;
722 case KW_pressure: thawer.get (pressure); break;
723 case KW_humid: thawer.get (humid); break;
724 case KW_windspeed: thawer.get (windspeed); break;
725 case KW_winddir: thawer.get (winddir); break;
726 case KW_sky: thawer.get (sky); break;
727
728 case KW_per_player: thawer.get (per_player); break;
729 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break;
731
732 case KW_region: default_region = region::find (thawer.get_str ()); break;
733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
734
735 // old names new names
736 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
737 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
738 case KW_x: case KW_width: thawer.get (width); break;
739 case KW_y: case KW_height: thawer.get (height); break;
740 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
741 case KW_value: case KW_swap_time: thawer.get (timeout); break;
742 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
743 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
744 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
745
746 case KW_tile_path_1: thawer.get (tile_path [0]); break;
747 case KW_tile_path_2: thawer.get (tile_path [1]); break;
748 case KW_tile_path_3: thawer.get (tile_path [2]); break;
749 case KW_tile_path_4: thawer.get (tile_path [3]); break;
750
751 case KW_end:
752 return true;
753
754 default:
755 if (!thawer.parse_error ("map", 0))
756 return false;
757 break;
870 } 758 }
871 else
872 {
873 *value = 0;
874 value++;
875 end = strchr (value, '\n');
876
877 while (isspace (*value))
878 {
879 value++;
880
881 if (*value == '\0' || value == end)
882 {
883 /* Nothing but spaces. */
884 value = NULL;
885 break;
886 }
887 }
888 }
889
890 if (!end)
891 {
892 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
893 return 1;
894 }
895
896 /* key is the field name, value is what it should be set
897 * to. We've already done the work to null terminate key,
898 * and strip off any leading spaces for both of these.
899 * We have not touched the newline at the end of the line -
900 * these are needed for some values. the end pointer
901 * points to the first of the newlines.
902 * value could be NULL! It would be easy enough to just point
903 * this to "" to prevent cores, but that would let more errors slide
904 * through.
905 *
906 * First check for entries that do not use the value parameter, then
907 * validate that value is given and check for the remaining entries
908 * that use the parameter.
909 */
910
911 if (!strcmp (key, "msg"))
912 {
913 while (fgets (buf, HUGE_BUF, fp) != NULL)
914 {
915 if (!strcmp (buf, "endmsg\n"))
916 break;
917 else
918 {
919 /* slightly more efficient than strcat */
920 strcpy (msgbuf + msgpos, buf);
921 msgpos += strlen (buf);
922 }
923 }
924 /* There are lots of maps that have empty messages (eg, msg/endmsg
925 * with nothing between). There is no reason in those cases to
926 * keep the empty message. Also, msgbuf contains garbage data
927 * when msgpos is zero, so copying it results in crashes
928 */
929 if (msgpos != 0)
930 m->msg = strdup_local (msgbuf);
931 }
932 else if (!strcmp (key, "maplore"))
933 {
934 while (fgets (buf, HUGE_BUF, fp) != NULL)
935 {
936 if (!strcmp (buf, "endmaplore\n"))
937 break;
938 else
939 {
940 /* slightly more efficient than strcat */
941 strcpy (maplorebuf + maplorepos, buf);
942 maplorepos += strlen (buf);
943 }
944 }
945 if (maplorepos != 0)
946 m->maplore = strdup_local (maplorebuf);
947 }
948 else if (!strcmp (key, "end"))
949 {
950 break;
951 }
952 else if (value == NULL)
953 {
954 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
955 }
956 else if (!strcmp (key, "arch"))
957 {
958 /* This is an oddity, but not something we care about much. */
959 if (strcmp (value, "map\n"))
960 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
961 }
962 else if (!strcmp (key, "name"))
963 {
964 *end = 0;
965 m->name = strdup_local (value);
966 }
967 /* first strcmp value on these are old names supported
968 * for compatibility reasons. The new values (second) are
969 * what really should be used.
970 */
971 else if (!strcmp (key, "oid"))
972 {
973 fp.get (m, atoi (value));
974 }
975 else if (!strcmp (key, "attach"))
976 {
977 m->attach = value;
978 }
979 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
980 {
981 m->enter_x = atoi (value);
982 }
983 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
984 {
985 m->enter_y = atoi (value);
986 }
987 else if (!strcmp (key, "x") || !strcmp (key, "width"))
988 {
989 m->width = atoi (value);
990 }
991 else if (!strcmp (key, "y") || !strcmp (key, "height"))
992 {
993 m->height = atoi (value);
994 }
995 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
996 {
997 m->reset_timeout = atoi (value);
998 }
999 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1000 {
1001 m->timeout = atoi (value);
1002 }
1003 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1004 {
1005 m->difficulty = atoi (value);
1006 }
1007 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1008 {
1009 m->darkness = atoi (value);
1010 }
1011 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1012 {
1013 m->fixed_resettime = atoi (value);
1014 }
1015 else if (!strcmp (key, "unique"))
1016 {
1017 m->unique = atoi (value);
1018 }
1019 else if (!strcmp (key, "template"))
1020 {
1021 m->templatemap = atoi (value);
1022 }
1023 else if (!strcmp (key, "region"))
1024 {
1025 m->region = get_region_by_name (value);
1026 }
1027 else if (!strcmp (key, "shopitems"))
1028 {
1029 *end = 0;
1030 m->shopitems = parse_shop_string (value);
1031 }
1032 else if (!strcmp (key, "shopgreed"))
1033 {
1034 m->shopgreed = atof (value);
1035 }
1036 else if (!strcmp (key, "shopmin"))
1037 {
1038 m->shopmin = atol (value);
1039 }
1040 else if (!strcmp (key, "shopmax"))
1041 {
1042 m->shopmax = atol (value);
1043 }
1044 else if (!strcmp (key, "shoprace"))
1045 {
1046 *end = 0;
1047 m->shoprace = strdup_local (value);
1048 }
1049 else if (!strcmp (key, "outdoor"))
1050 {
1051 m->outdoor = atoi (value);
1052 }
1053 else if (!strcmp (key, "temp"))
1054 {
1055 m->temp = atoi (value);
1056 }
1057 else if (!strcmp (key, "pressure"))
1058 {
1059 m->pressure = atoi (value);
1060 }
1061 else if (!strcmp (key, "humid"))
1062 {
1063 m->humid = atoi (value);
1064 }
1065 else if (!strcmp (key, "windspeed"))
1066 {
1067 m->windspeed = atoi (value);
1068 }
1069 else if (!strcmp (key, "winddir"))
1070 {
1071 m->winddir = atoi (value);
1072 }
1073 else if (!strcmp (key, "sky"))
1074 {
1075 m->sky = atoi (value);
1076 }
1077 else if (!strcmp (key, "nosmooth"))
1078 {
1079 m->nosmooth = atoi (value);
1080 }
1081 else if (!strncmp (key, "tile_path_", 10))
1082 {
1083 int tile = atoi (key + 10);
1084
1085 if (tile < 1 || tile > 4)
1086 {
1087 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1088 }
1089 else
1090 {
1091 char *path;
1092
1093 *end = 0;
1094
1095 if (m->tile_path[tile - 1])
1096 {
1097 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1098 free (m->tile_path[tile - 1]);
1099 m->tile_path[tile - 1] = NULL;
1100 }
1101
1102 if (check_path (value, 1) != -1)
1103 {
1104 /* The unadorned path works. */
1105 path = value;
1106 }
1107 else
1108 {
1109 /* Try again; it could be a relative exit. */
1110
1111 path = path_combine_and_normalize (m->path, value);
1112
1113 if (check_path (path, 1) == -1)
1114 {
1115 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1116 path = NULL;
1117 }
1118 }
1119
1120 if (editor)
1121 {
1122 /* Use the value as in the file. */
1123 m->tile_path[tile - 1] = strdup_local (value);
1124 }
1125 else if (path != NULL)
1126 {
1127 /* Use the normalized value. */
1128 m->tile_path[tile - 1] = strdup_local (path);
1129 }
1130 } /* end if tile direction (in)valid */
1131 }
1132 else
1133 {
1134 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1135 }
1136 }
1137 if (!key || strcmp (key, "end"))
1138 { 759 }
1139 LOG (llevError, "Got premature eof on map header!\n");
1140 return 1;
1141 }
1142 return 0;
1143}
1144 760
1145/* 761 abort ();
1146 * Opens the file "filename" and reads information about the map 762}
1147 * from the given file, and stores it in a newly allocated
1148 * maptile. A pointer to this structure is returned, or NULL on failure.
1149 * flags correspond to those in map.h. Main ones used are
1150 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1151 * MAP_BLOCK, in which case we block on this load. This happens in all
1152 * cases, no matter if this flag is set or not.
1153 * MAP_STYLE: style map - don't add active objects, don't add to server
1154 * managed map list.
1155 */
1156 763
1157maptile * 764bool
1158load_original_map (const char *filename, int flags) 765maptile::_load_header (const char *path)
1159{ 766{
1160 maptile *m;
1161 char pathname[MAX_BUF];
1162
1163 if (flags & MAP_PLAYER_UNIQUE)
1164 strcpy (pathname, filename);
1165 else if (flags & MAP_OVERLAY)
1166 strcpy (pathname, create_overlay_pathname (filename));
1167 else
1168 strcpy (pathname, create_pathname (filename));
1169
1170 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1171
1172 object_thawer thawer (pathname); 767 object_thawer thawer (path);
1173 768
1174 if (!thawer) 769 if (!thawer)
1175 return 0; 770 return false;
1176 771
1177 m = get_linked_map (); 772 return _load_header (thawer);
1178
1179 strcpy (m->path, filename);
1180 if (load_map_header (thawer, m))
1181 {
1182 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1183 delete_map (m);
1184 return NULL;
1185 }
1186
1187 m->allocate ();
1188
1189 m->in_memory = MAP_LOADING;
1190 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1191
1192 m->in_memory = MAP_IN_MEMORY;
1193 if (!MAP_DIFFICULTY (m))
1194 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1195 set_map_reset_time (m);
1196 m->instantiate ();
1197 return (m);
1198}
1199
1200/*
1201 * Loads a map, which has been loaded earlier, from file.
1202 * Return the map object we load into (this can change from the passed
1203 * option if we can't find the original map)
1204 */
1205
1206static maptile *
1207load_temporary_map (maptile *m)
1208{
1209 char buf[MAX_BUF];
1210
1211 if (!m->tmpname)
1212 {
1213 LOG (llevError, "No temporary filename for map %s\n", m->path);
1214 strcpy (buf, m->path);
1215 delete_map (m);
1216 m = load_original_map (buf, 0);
1217 if (m == NULL)
1218 return NULL;
1219 fix_auto_apply (m); /* Chests which open as default */
1220 return m;
1221 }
1222
1223 object_thawer thawer (m->tmpname);
1224
1225 if (!thawer)
1226 {
1227 strcpy (buf, m->path);
1228 delete_map (m);
1229 m = load_original_map (buf, 0);
1230 if (!m)
1231 return NULL;
1232 fix_auto_apply (m); /* Chests which open as default */
1233 return m;
1234 }
1235
1236 if (load_map_header (thawer, m))
1237 {
1238 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1239 delete_map (m);
1240 m = load_original_map (m->path, 0);
1241 return NULL;
1242 }
1243
1244 m->allocate ();
1245
1246 m->in_memory = MAP_LOADING;
1247 load_objects (m, thawer, 0);
1248
1249 m->in_memory = MAP_IN_MEMORY;
1250 INVOKE_MAP (SWAPIN, m);
1251 return m;
1252}
1253
1254/*
1255 * Loads a map, which has been loaded earlier, from file.
1256 * Return the map object we load into (this can change from the passed
1257 * option if we can't find the original map)
1258 */
1259
1260maptile *
1261load_overlay_map (const char *filename, maptile *m)
1262{
1263 char pathname[MAX_BUF];
1264
1265 strcpy (pathname, create_overlay_pathname (filename));
1266
1267 object_thawer thawer (pathname);
1268
1269 if (!thawer)
1270 return m;
1271
1272 if (load_map_header (thawer, m))
1273 {
1274 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1275 delete_map (m);
1276 m = load_original_map (m->path, 0);
1277 return NULL;
1278 }
1279 /*m->allocate ();*/
1280
1281 m->in_memory = MAP_LOADING;
1282 load_objects (m, thawer, MAP_OVERLAY);
1283
1284 m->in_memory = MAP_IN_MEMORY;
1285 return m;
1286} 773}
1287 774
1288/****************************************************************************** 775/******************************************************************************
1289 * This is the start of unique map handling code 776 * This is the start of unique map handling code
1290 *****************************************************************************/ 777 *****************************************************************************/
1291 778
1292/* This goes through map 'm' and removed any unique items on the map. */ 779/* This goes through the maptile and removed any unique items on the map. */
1293static void 780void
1294delete_unique_items (maptile *m) 781maptile::clear_unique_items ()
1295{ 782{
1296 int i, j, unique; 783 for (int i = 0; i < size (); ++i)
1297 object *op, *next; 784 {
785 int unique = 0;
786 for (object *op = spaces [i].bot; op; )
787 {
788 object *above = op->above;
1298 789
1299 for (i = 0; i < MAP_WIDTH (m); i++) 790 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1300 for (j = 0; j < MAP_HEIGHT (m); j++) 791 unique = 1;
792
793 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
794 {
795 op->destroy_inv (false);
796 op->destroy ();
797 }
798
799 op = above;
800 }
801 }
802}
803
804bool
805maptile::_save_header (object_freezer &freezer)
806{
807#define MAP_OUT(k) freezer.put (KW_ ## k, k)
808#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
809
810 MAP_OUT2 (arch, "map");
811
812 if (name) MAP_OUT (name);
813 MAP_OUT (swap_time);
814 MAP_OUT (reset_time);
815 MAP_OUT (reset_timeout);
816 MAP_OUT (fixed_resettime);
817 MAP_OUT (no_reset);
818 MAP_OUT (difficulty);
819
820 if (default_region) MAP_OUT2 (region, default_region->name);
821
822 if (shopitems)
823 {
824 char shop[MAX_BUF];
825 print_shop_string (this, shop);
826 MAP_OUT2 (shopitems, shop);
827 }
828
829 MAP_OUT (shopgreed);
830 MAP_OUT (shopmin);
831 MAP_OUT (shopmax);
832 if (shoprace) MAP_OUT (shoprace);
833 MAP_OUT (darkness);
834 MAP_OUT (width);
835 MAP_OUT (height);
836 MAP_OUT (enter_x);
837 MAP_OUT (enter_y);
838
839 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
840 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
841
842 MAP_OUT (outdoor);
843 MAP_OUT (temp);
844 MAP_OUT (pressure);
845 MAP_OUT (humid);
846 MAP_OUT (windspeed);
847 MAP_OUT (winddir);
848 MAP_OUT (sky);
849
850 MAP_OUT (per_player);
851 MAP_OUT (per_party);
852
853 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
854 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
855 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
856 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
857
858 freezer.put (this);
859 freezer.put (KW_end);
860
861 return true;
862}
863
864bool
865maptile::_save_header (const char *path)
866{
867 object_freezer freezer;
868
869 if (!_save_header (freezer))
870 return false;
871
872 return freezer.save (path);
873}
874
875/*
876 * Remove and free all objects in the given map.
877 */
878void
879maptile::clear ()
880{
881 sfree (regions, size ()), regions = 0;
882 free (regionmap), regionmap = 0;
883
884 if (spaces)
885 {
886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
887 while (object *op = ms->bot)
888 {
889 op = op->head_ ();
890 op->destroy_inv (false);
891 op->destroy ();
892 }
893
894 sfree (spaces, size ()), spaces = 0;
895 }
896
897 if (buttons)
898 free_objectlinkpt (buttons), buttons = 0;
899}
900
901void
902maptile::clear_header ()
903{
904 name = 0;
905 msg = 0;
906 maplore = 0;
907 shoprace = 0;
908 delete [] shopitems, shopitems = 0;
909
910 for (int i = 0; i < 4; i++)
911 tile_path [i] = 0;
912}
913
914maptile::~maptile ()
915{
916 assert (destroyed ());
917}
918
919void
920maptile::clear_links_to (maptile *m)
921{
922 /* We need to look through all the maps and see if any maps
923 * are pointing at this one for tiling information. Since
924 * tiling can be asymetric, we just can not look to see which
925 * maps this map tiles with and clears those.
926 */
927 for (int i = 0; i < 4; i++)
928 if (tile_map[i] == m)
929 tile_map[i] = 0;
930}
931
932void
933maptile::do_destroy ()
934{
935 attachable::do_destroy ();
936
937 clear ();
938}
939
940/* decay and destroy perishable items in a map */
941void
942maptile::do_decay_objects ()
943{
944 if (!spaces)
945 return;
946
947 for (mapspace *ms = spaces + size (); ms-- > spaces; )
948 for (object *above, *op = ms->bot; op; op = above)
1301 { 949 {
1302 unique = 0; 950 above = op->above;
1303 951
1304 for (op = get_map_ob (m, i, j); op; op = next) 952 bool destroy = 0;
953
954 // do not decay anything above unique floor tiles (yet :)
955 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
956 break;
957
958 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
959 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
960 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
961 || QUERY_FLAG (op, FLAG_UNIQUE)
962 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
963 || QUERY_FLAG (op, FLAG_UNPAID)
964 || op->is_alive ())
965 ; // do not decay
966 else if (op->is_weapon ())
1305 { 967 {
1306 next = op->above; 968 op->stats.dam--;
1307 969 if (op->stats.dam < 0)
1308 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1309 unique = 1; 970 destroy = 1;
1310 971 }
1311 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 972 else if (op->is_armor ())
1312 { 973 {
1313 clean_object (op); 974 op->stats.ac--;
975 if (op->stats.ac < 0)
976 destroy = 1;
977 }
978 else if (op->type == FOOD)
979 {
980 op->stats.food -= rndm (5, 20);
981 if (op->stats.food < 0)
982 destroy = 1;
983 }
984 else
985 {
986 int mat = op->materials;
1314 987
1315 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 988 if (mat & M_PAPER
1316 remove_button_link (op); 989 || mat & M_LEATHER
990 || mat & M_WOOD
991 || mat & M_ORGANIC
992 || mat & M_CLOTH
993 || mat & M_LIQUID
994 || (mat & M_IRON && rndm (1, 5) == 1)
995 || (mat & M_GLASS && rndm (1, 2) == 1)
996 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
997 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
998 || (mat & M_ICE && temp > 32))
999 destroy = 1;
1000 }
1317 1001
1002 /* adjust overall chance below */
1003 if (destroy && rndm (0, 1))
1318 op->destroy (); 1004 op->destroy ();
1005 }
1006}
1007
1008/*
1009 * Updates every button on the map (by calling update_button() for them).
1010 */
1011void
1012maptile::update_buttons ()
1013{
1014 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1015 for (objectlink *ol = obp->link; ol; ol = ol->next)
1016 {
1017 if (!ol->ob)
1018 {
1019 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1020 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1021 continue;
1319 } 1022 }
1023
1024 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1025 {
1026 update_button (ol->ob);
1027 break;
1320 } 1028 }
1321 } 1029 }
1322} 1030}
1323
1324
1325/*
1326 * Loads unique objects from file(s) into the map which is in memory
1327 * m is the map to load unique items into.
1328 */
1329static void
1330load_unique_objects (maptile *m)
1331{
1332 int count;
1333 char firstname[MAX_BUF];
1334
1335 for (count = 0; count < 10; count++)
1336 {
1337 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1338 if (!access (firstname, R_OK))
1339 break;
1340 }
1341 /* If we get here, we did not find any map */
1342 if (count == 10)
1343 return;
1344
1345 object_thawer thawer (firstname);
1346
1347 if (!thawer)
1348 return;
1349
1350 m->in_memory = MAP_LOADING;
1351 if (m->tmpname == NULL) /* if we have loaded unique items from */
1352 delete_unique_items (m); /* original map before, don't duplicate them */
1353 load_objects (m, thawer, 0);
1354
1355 m->in_memory = MAP_IN_MEMORY;
1356}
1357
1358
1359/*
1360 * Saves a map to file. If flag is set, it is saved into the same
1361 * file it was (originally) loaded from. Otherwise a temporary
1362 * filename will be genarated, and the file will be stored there.
1363 * The temporary filename will be stored in the maptileure.
1364 * If the map is unique, we also save to the filename in the map
1365 * (this should have been updated when first loaded)
1366 */
1367
1368int
1369new_save_map (maptile *m, int flag)
1370{
1371 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1372 int i;
1373
1374 if (flag && !*m->path)
1375 {
1376 LOG (llevError, "Tried to save map without path.\n");
1377 return -1;
1378 }
1379
1380 if (flag || (m->unique) || (m->templatemap))
1381 {
1382 if (!m->unique && !m->templatemap)
1383 { /* flag is set */
1384 if (flag == 2)
1385 strcpy (filename, create_overlay_pathname (m->path));
1386 else
1387 strcpy (filename, create_pathname (m->path));
1388 }
1389 else
1390 strcpy (filename, m->path);
1391
1392 make_path_to_file (filename);
1393 }
1394 else
1395 {
1396 if (!m->tmpname)
1397 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1398
1399 strcpy (filename, m->tmpname);
1400 }
1401
1402 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1403 m->in_memory = MAP_SAVING;
1404
1405 object_freezer freezer;
1406
1407 /* legacy */
1408 fprintf (freezer, "arch map\n");
1409 if (m->name)
1410 fprintf (freezer, "name %s\n", m->name);
1411 if (!flag)
1412 fprintf (freezer, "swap_time %d\n", m->swap_time);
1413 if (m->reset_timeout)
1414 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1415 if (m->fixed_resettime)
1416 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1417 /* we unfortunately have no idea if this is a value the creator set
1418 * or a difficulty value we generated when the map was first loaded
1419 */
1420 if (m->difficulty)
1421 fprintf (freezer, "difficulty %d\n", m->difficulty);
1422 if (m->region)
1423 fprintf (freezer, "region %s\n", m->region->name);
1424 if (m->shopitems)
1425 {
1426 print_shop_string (m, shop);
1427 fprintf (freezer, "shopitems %s\n", shop);
1428 }
1429 if (m->shopgreed)
1430 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1431 if (m->shopmin)
1432 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1433 if (m->shopmax)
1434 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1435 if (m->shoprace)
1436 fprintf (freezer, "shoprace %s\n", m->shoprace);
1437 if (m->darkness)
1438 fprintf (freezer, "darkness %d\n", m->darkness);
1439 if (m->width)
1440 fprintf (freezer, "width %d\n", m->width);
1441 if (m->height)
1442 fprintf (freezer, "height %d\n", m->height);
1443 if (m->enter_x)
1444 fprintf (freezer, "enter_x %d\n", m->enter_x);
1445 if (m->enter_y)
1446 fprintf (freezer, "enter_y %d\n", m->enter_y);
1447 if (m->msg)
1448 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1449 if (m->maplore)
1450 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1451 if (m->unique)
1452 fprintf (freezer, "unique %d\n", m->unique);
1453 if (m->templatemap)
1454 fprintf (freezer, "template %d\n", m->templatemap);
1455 if (m->outdoor)
1456 fprintf (freezer, "outdoor %d\n", m->outdoor);
1457 if (m->temp)
1458 fprintf (freezer, "temp %d\n", m->temp);
1459 if (m->pressure)
1460 fprintf (freezer, "pressure %d\n", m->pressure);
1461 if (m->humid)
1462 fprintf (freezer, "humid %d\n", m->humid);
1463 if (m->windspeed)
1464 fprintf (freezer, "windspeed %d\n", m->windspeed);
1465 if (m->winddir)
1466 fprintf (freezer, "winddir %d\n", m->winddir);
1467 if (m->sky)
1468 fprintf (freezer, "sky %d\n", m->sky);
1469 if (m->nosmooth)
1470 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1471
1472 /* Save any tiling information, except on overlays */
1473 if (flag != 2)
1474 for (i = 0; i < 4; i++)
1475 if (m->tile_path[i])
1476 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1477
1478 freezer.put (m);
1479 fprintf (freezer, "end\n");
1480
1481 /* In the game save unique items in the different file, but
1482 * in the editor save them to the normal map file.
1483 * If unique map, save files in the proper destination (set by
1484 * player)
1485 */
1486 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1487 {
1488 object_freezer unique;
1489
1490 if (flag == 2)
1491 save_objects (m, freezer, unique, 2);
1492 else
1493 save_objects (m, freezer, unique, 0);
1494
1495 sprintf (buf, "%s.v00", create_items_path (m->path));
1496
1497 unique.save (buf);
1498 }
1499 else
1500 { /* save same file when not playing, like in editor */
1501 save_objects (m, freezer, freezer, 0);
1502 }
1503
1504 freezer.save (filename);
1505
1506 return 0;
1507}
1508
1509
1510/*
1511 * Remove and free all objects in the inventory of the given object.
1512 * object.c ?
1513 */
1514
1515void
1516clean_object (object *op)
1517{
1518 object *tmp, *next;
1519
1520 for (tmp = op->inv; tmp; tmp = next)
1521 {
1522 next = tmp->below;
1523
1524 clean_object (tmp);
1525 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1526 remove_button_link (tmp);
1527
1528 tmp->destroy ();
1529 }
1530}
1531
1532/*
1533 * Remove and free all objects in the given map.
1534 */
1535
1536void
1537free_all_objects (maptile *m)
1538{
1539 int i, j;
1540 object *op;
1541
1542 for (i = 0; i < MAP_WIDTH (m); i++)
1543 for (j = 0; j < MAP_HEIGHT (m); j++)
1544 {
1545 object *previous_obj = NULL;
1546
1547 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1548 {
1549 if (op == previous_obj)
1550 {
1551 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1552 break;
1553 }
1554
1555 previous_obj = op;
1556
1557 if (op->head != NULL)
1558 op = op->head;
1559
1560 /* If the map isn't in memory, free_object will remove and
1561 * free objects in op's inventory. So let it do the job.
1562 */
1563 if (m->in_memory == MAP_IN_MEMORY)
1564 clean_object (op);
1565
1566 op->destroy ();
1567 }
1568 }
1569}
1570
1571/*
1572 * Frees everything allocated by the given maptileure.
1573 * don't free tmpname - our caller is left to do that
1574 */
1575
1576void
1577free_map (maptile *m, int flag)
1578{
1579 int i;
1580
1581 if (!m->in_memory)
1582 {
1583 LOG (llevError, "Trying to free freed map.\n");
1584 return;
1585 }
1586 if (flag && m->spaces)
1587 free_all_objects (m);
1588 if (m->name)
1589 FREE_AND_CLEAR (m->name);
1590 if (m->spaces)
1591 FREE_AND_CLEAR (m->spaces);
1592 if (m->msg)
1593 FREE_AND_CLEAR (m->msg);
1594 if (m->maplore)
1595 FREE_AND_CLEAR (m->maplore);
1596 if (m->shopitems)
1597 delete[]m->shopitems;
1598 m->shopitems = 0;
1599 if (m->shoprace)
1600 FREE_AND_CLEAR (m->shoprace);
1601 if (m->buttons)
1602 free_objectlinkpt (m->buttons);
1603 m->buttons = NULL;
1604 for (i = 0; i < 4; i++)
1605 {
1606 if (m->tile_path[i])
1607 FREE_AND_CLEAR (m->tile_path[i]);
1608 m->tile_map[i] = NULL;
1609 }
1610 m->in_memory = MAP_SWAPPED;
1611}
1612
1613/*
1614 * function: vanish maptile
1615 * m : pointer to maptile, if NULL no action
1616 * this deletes all the data on the map (freeing pointers)
1617 * and then removes this map from the global linked list of maps.
1618 */
1619
1620void
1621delete_map (maptile *m)
1622{
1623 maptile *tmp, *last;
1624 int i;
1625
1626 if (!m)
1627 return;
1628
1629 m->clear ();
1630
1631 if (m->in_memory == MAP_IN_MEMORY)
1632 {
1633 /* change to MAP_SAVING, even though we are not,
1634 * so that remove_ob doesn't do as much work.
1635 */
1636 m->in_memory = MAP_SAVING;
1637 free_map (m, 1);
1638 }
1639 /* move this out of free_map, since tmpname can still be needed if
1640 * the map is swapped out.
1641 */
1642 if (m->tmpname)
1643 {
1644 free (m->tmpname);
1645 m->tmpname = NULL;
1646 }
1647 last = NULL;
1648 /* We need to look through all the maps and see if any maps
1649 * are pointing at this one for tiling information. Since
1650 * tiling can be assymetric, we just can not look to see which
1651 * maps this map tiles with and clears those.
1652 */
1653 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1654 {
1655 if (tmp->next == m)
1656 last = tmp;
1657
1658 /* This should hopefully get unrolled on a decent compiler */
1659 for (i = 0; i < 4; i++)
1660 if (tmp->tile_map[i] == m)
1661 tmp->tile_map[i] = NULL;
1662 }
1663
1664 /* If last is null, then this should be the first map in the list */
1665 if (!last)
1666 {
1667 if (m == first_map)
1668 first_map = m->next;
1669 else
1670 /* m->path is a static char, so should hopefully still have
1671 * some useful data in it.
1672 */
1673 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1674 }
1675 else
1676 last->next = m->next;
1677
1678 delete m;
1679}
1680
1681
1682
1683/*
1684 * Makes sure the given map is loaded and swapped in.
1685 * name is path name of the map.
1686 * flags meaning:
1687 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1688 * and don't do unique items or the like.
1689 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1690 * dont do any more name translation on it.
1691 *
1692 * Returns a pointer to the given map.
1693 */
1694
1695maptile *
1696ready_map_name (const char *name, int flags)
1697{
1698 maptile *m;
1699
1700 if (!name)
1701 return (NULL);
1702
1703 /* Have we been at this level before? */
1704 m = has_been_loaded (name);
1705
1706 /* Map is good to go, so just return it */
1707 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1708 {
1709 return m;
1710 }
1711
1712 /* unique maps always get loaded from their original location, and never
1713 * a temp location. Likewise, if map_flush is set, or we have never loaded
1714 * this map, load it now. I removed the reset checking from here -
1715 * it seems the probability of a player trying to enter a map that should
1716 * reset but hasn't yet is quite low, and removing that makes this function
1717 * a bit cleaner (and players probably shouldn't rely on exact timing for
1718 * resets in any case - if they really care, they should use the 'maps command.
1719 */
1720 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1721 {
1722
1723 /* first visit or time to reset */
1724 if (m)
1725 {
1726 clean_tmp_map (m); /* Doesn't make much difference */
1727 delete_map (m);
1728 }
1729
1730 /* create and load a map */
1731 if (flags & MAP_PLAYER_UNIQUE)
1732 LOG (llevDebug, "Trying to load map %s.\n", name);
1733 else
1734 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1735
1736 //eval_pv ("$x = Event::time", 1);//D
1737 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1738 return (NULL);
1739 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1740
1741 fix_auto_apply (m); /* Chests which open as default */
1742
1743 /* If a player unique map, no extra unique object file to load.
1744 * if from the editor, likewise.
1745 */
1746 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1747 load_unique_objects (m);
1748
1749 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1750 {
1751 m = load_overlay_map (name, m);
1752 if (m == NULL)
1753 return NULL;
1754 }
1755
1756 if (flags & MAP_PLAYER_UNIQUE)
1757 INVOKE_MAP (SWAPIN, m);
1758
1759 }
1760 else
1761 {
1762 /* If in this loop, we found a temporary map, so load it up. */
1763
1764 m = load_temporary_map (m);
1765 if (m == NULL)
1766 return NULL;
1767 load_unique_objects (m);
1768
1769 clean_tmp_map (m);
1770 m->in_memory = MAP_IN_MEMORY;
1771 /* tempnam() on sun systems (probably others) uses malloc
1772 * to allocated space for the string. Free it here.
1773 * In some cases, load_temporary_map above won't find the
1774 * temporary map, and so has reloaded a new map. If that
1775 * is the case, tmpname is now null
1776 */
1777 if (m->tmpname)
1778 free (m->tmpname);
1779 m->tmpname = NULL;
1780 /* It's going to be saved anew anyway */
1781 }
1782
1783 /* Below here is stuff common to both first time loaded maps and
1784 * temp maps.
1785 */
1786
1787 decay_objects (m); /* start the decay */
1788 /* In case other objects press some buttons down */
1789 update_buttons (m);
1790 if (m->outdoor)
1791 set_darkness_map (m);
1792 /* run the weather over this map */
1793 weather_effect (name);
1794 return m;
1795}
1796
1797 1031
1798/* 1032/*
1799 * This routine is supposed to find out the difficulty of the map. 1033 * This routine is supposed to find out the difficulty of the map.
1800 * difficulty does not have a lot to do with character level, 1034 * difficulty does not have a lot to do with character level,
1801 * but does have a lot to do with treasure on the map. 1035 * but does have a lot to do with treasure on the map.
1803 * Difficulty can now be set by the map creature. If the value stored 1037 * Difficulty can now be set by the map creature. If the value stored
1804 * in the map is zero, then use this routine. Maps should really 1038 * in the map is zero, then use this routine. Maps should really
1805 * have a difficulty set than using this function - human calculation 1039 * have a difficulty set than using this function - human calculation
1806 * is much better than this functions guesswork. 1040 * is much better than this functions guesswork.
1807 */ 1041 */
1808
1809int 1042int
1810calculate_difficulty (maptile *m) 1043maptile::estimate_difficulty () const
1811{ 1044{
1812 object *op;
1813 archetype *at;
1814 int x, y, i;
1815 long monster_cnt = 0; 1045 long monster_cnt = 0;
1816 double avgexp = 0; 1046 double avgexp = 0;
1817 sint64 total_exp = 0; 1047 sint64 total_exp = 0;
1818 1048
1819 if (MAP_DIFFICULTY (m)) 1049 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1820 { 1050 for (object *op = ms->bot; op; op = op->above)
1821 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1822 return MAP_DIFFICULTY (m);
1823 }
1824
1825 for (x = 0; x < MAP_WIDTH (m); x++)
1826 for (y = 0; y < MAP_HEIGHT (m); y++)
1827 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1828 { 1051 {
1829 if (QUERY_FLAG (op, FLAG_MONSTER)) 1052 if (QUERY_FLAG (op, FLAG_MONSTER))
1830 { 1053 {
1831 total_exp += op->stats.exp; 1054 total_exp += op->stats.exp;
1832 monster_cnt++; 1055 monster_cnt++;
1833 } 1056 }
1834 1057
1835 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1058 if (QUERY_FLAG (op, FLAG_GENERATOR))
1836 { 1059 {
1837 total_exp += op->stats.exp; 1060 total_exp += op->stats.exp;
1061
1838 at = type_to_archetype (GENERATE_TYPE (op)); 1062 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1839
1840 if (at != NULL)
1841 total_exp += at->clone.stats.exp * 8; 1063 total_exp += at->stats.exp * 8;
1842 1064
1843 monster_cnt++; 1065 monster_cnt++;
1844 } 1066 }
1845 } 1067 }
1846 1068
1847 avgexp = (double) total_exp / monster_cnt; 1069 avgexp = (double) total_exp / monster_cnt;
1848 1070
1849 for (i = 1; i <= settings.max_level; i++) 1071 for (int i = 1; i <= settings.max_level; i++)
1850 {
1851 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1072 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1852 {
1853 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1854 return i; 1073 return i;
1855 }
1856 }
1857 1074
1858 return 1; 1075 return 1;
1859}
1860
1861void
1862clean_tmp_map (maptile *m)
1863{
1864 if (m->tmpname == NULL)
1865 return;
1866 INVOKE_MAP (CLEAN, m);
1867 (void) unlink (m->tmpname);
1868}
1869
1870void
1871free_all_maps (void)
1872{
1873 int real_maps = 0;
1874
1875 while (first_map)
1876 {
1877 /* I think some of the callers above before it gets here set this to be
1878 * saving, but we still want to free this data
1879 */
1880 if (first_map->in_memory == MAP_SAVING)
1881 first_map->in_memory = MAP_IN_MEMORY;
1882 delete_map (first_map);
1883 real_maps++;
1884 }
1885 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1886} 1076}
1887 1077
1888/* change_map_light() - used to change map light level (darkness) 1078/* change_map_light() - used to change map light level (darkness)
1889 * up or down. Returns true if successful. It should now be 1079 * up or down. Returns true if successful. It should now be
1890 * possible to change a value by more than 1. 1080 * possible to change a value by more than 1.
1891 * Move this from los.c to map.c since this is more related 1081 * Move this from los.c to map.c since this is more related
1892 * to maps than los. 1082 * to maps than los.
1893 * postive values make it darker, negative make it brighter 1083 * postive values make it darker, negative make it brighter
1894 */ 1084 */
1895
1896int 1085int
1897change_map_light (maptile *m, int change) 1086maptile::change_map_light (int change)
1898{ 1087{
1899 int new_level = m->darkness + change; 1088 int new_level = darkness + change;
1900 1089
1901 /* Nothing to do */ 1090 /* Nothing to do */
1902 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1091 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1903 {
1904 return 0; 1092 return 0;
1905 }
1906 1093
1907 /* inform all players on the map */ 1094 /* inform all players on the map */
1908 if (change > 0) 1095 if (change > 0)
1909 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1096 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1910 else 1097 else
1911 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1098 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1912 1099
1913 /* Do extra checking. since m->darkness is a unsigned value, 1100 /* Do extra checking. since darkness is a unsigned value,
1914 * we need to be extra careful about negative values. 1101 * we need to be extra careful about negative values.
1915 * In general, the checks below are only needed if change 1102 * In general, the checks below are only needed if change
1916 * is not +/-1 1103 * is not +/-1
1917 */ 1104 */
1918 if (new_level < 0) 1105 if (new_level < 0)
1919 m->darkness = 0; 1106 darkness = 0;
1920 else if (new_level >= MAX_DARKNESS) 1107 else if (new_level >= MAX_DARKNESS)
1921 m->darkness = MAX_DARKNESS; 1108 darkness = MAX_DARKNESS;
1922 else 1109 else
1923 m->darkness = new_level; 1110 darkness = new_level;
1924 1111
1925 /* All clients need to get re-updated for the change */ 1112 /* All clients need to get re-updated for the change */
1926 update_all_map_los (m); 1113 update_all_map_los (this);
1927 return 1; 1114 return 1;
1928} 1115}
1929
1930 1116
1931/* 1117/*
1932 * This function updates various attributes about a specific space 1118 * This function updates various attributes about a specific space
1933 * on the map (what it looks like, whether it blocks magic, 1119 * on the map (what it looks like, whether it blocks magic,
1934 * has a living creatures, prevents people from passing 1120 * has a living creatures, prevents people from passing
1935 * through, etc) 1121 * through, etc)
1936 */ 1122 */
1937void 1123void
1938update_position (maptile *m, int x, int y) 1124mapspace::update_ ()
1939{ 1125{
1940 object *tmp, *last = NULL; 1126 object *tmp, *last = 0;
1941 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1127 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1942 New_Face *top, *floor, *middle;
1943 object *top_obj, *floor_obj, *middle_obj;
1944 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1128 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1945 1129
1946 oldflags = GET_MAP_FLAGS (m, x, y); 1130 //object *middle = 0;
1947 if (!(oldflags & P_NEED_UPDATE)) 1131 //object *top = 0;
1948 { 1132 //object *floor = 0;
1949 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1133 // this seems to generate better code than using locals, above
1950 return; 1134 object *&top = faces_obj[0] = 0;
1951 } 1135 object *&middle = faces_obj[1] = 0;
1136 object *&floor = faces_obj[2] = 0;
1952 1137
1953 middle = blank_face;
1954 top = blank_face;
1955 floor = blank_face;
1956
1957 middle_obj = NULL;
1958 top_obj = NULL;
1959 floor_obj = NULL;
1960
1961 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) 1138 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1962 { 1139 {
1963
1964 /* This could be made additive I guess (two lights better than 1140 /* This could be made additive I guess (two lights better than
1965 * one). But if so, it shouldn't be a simple additive - 2 1141 * one). But if so, it shouldn't be a simple additive - 2
1966 * light bulbs do not illuminate twice as far as once since 1142 * light bulbs do not illuminate twice as far as once since
1967 * it is a disapation factor that is squared (or is it cubed?) 1143 * it is a dissapation factor that is cubed.
1968 */ 1144 */
1969 if (tmp->glow_radius > light) 1145 if (tmp->glow_radius > light)
1970 light = tmp->glow_radius; 1146 light = tmp->glow_radius;
1971 1147
1972 /* This call is needed in order to update objects the player 1148 /* This call is needed in order to update objects the player
1978 * Always put the player down for drawing. 1154 * Always put the player down for drawing.
1979 */ 1155 */
1980 if (!tmp->invisible) 1156 if (!tmp->invisible)
1981 { 1157 {
1982 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1158 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1983 {
1984 top = tmp->face;
1985 top_obj = tmp; 1159 top = tmp;
1986 }
1987 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1988 { 1161 {
1989 /* If we got a floor, that means middle and top were below it, 1162 /* If we got a floor, that means middle and top were below it,
1990 * so should not be visible, so we clear them. 1163 * so should not be visible, so we clear them.
1991 */ 1164 */
1992 middle = blank_face; 1165 middle = 0;
1993 top = blank_face; 1166 top = 0;
1994 floor = tmp->face;
1995 floor_obj = tmp; 1167 floor = tmp;
1996 } 1168 }
1997 /* Flag anywhere have high priority */ 1169 /* Flag anywhere have high priority */
1998 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1170 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1999 { 1171 {
2000 middle = tmp->face;
2001
2002 middle_obj = tmp; 1172 middle = tmp;
2003 anywhere = 1; 1173 anywhere = 1;
2004 } 1174 }
2005 /* Find the highest visible face around. If equal 1175 /* Find the highest visible face around. If equal
2006 * visibilities, we still want the one nearer to the 1176 * visibilities, we still want the one nearer to the
2007 * top 1177 * top
2008 */ 1178 */
2009 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1179 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
2010 {
2011 middle = tmp->face;
2012 middle_obj = tmp; 1180 middle = tmp;
2013 }
2014 } 1181 }
1182
2015 if (tmp == tmp->above) 1183 if (tmp == tmp->above)
2016 { 1184 {
2017 LOG (llevError, "Error in structure of map\n"); 1185 LOG (llevError, "Error in structure of map\n");
2018 exit (-1); 1186 exit (-1);
2019 } 1187 }
2020 1188
2021 move_slow |= tmp->move_slow; 1189 move_slow |= tmp->move_slow;
2022 move_block |= tmp->move_block; 1190 move_block |= tmp->move_block;
2023 move_on |= tmp->move_on; 1191 move_on |= tmp->move_on;
2024 move_off |= tmp->move_off; 1192 move_off |= tmp->move_off;
2025 move_allow |= tmp->move_allow; 1193 move_allow |= tmp->move_allow;
2026 1194
2027 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2028 flags |= P_IS_ALIVE;
2029 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2030 flags |= P_NO_MAGIC;
2031 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2032 flags |= P_NO_CLERIC;
2033 if (tmp->type == SAFE_GROUND)
2034 flags |= P_SAFE;
2035
2036 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 1195 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
2037 flags |= P_BLOCKSVIEW; 1196 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
2038 } /* for stack of objects */ 1197 if (tmp->type == PLAYER) flags |= P_PLAYER;
2039 1198 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2040 /* we don't want to rely on this function to have accurate flags, but 1199 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
2041 * since we're already doing the work, we calculate them here. 1200 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
2042 * if they don't match, logic is broken someplace.
2043 */
2044 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2045 { 1201 }
2046 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1202
2047 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1203 this->light = light;
2048 } 1204 this->flags_ = flags;
2049 SET_MAP_FLAGS (m, x, y, flags); 1205 this->move_block = move_block & ~move_allow;
2050 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1206 this->move_on = move_on;
2051 SET_MAP_MOVE_ON (m, x, y, move_on); 1207 this->move_off = move_off;
2052 SET_MAP_MOVE_OFF (m, x, y, move_off); 1208 this->move_slow = move_slow;
2053 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2054 1209
2055 /* At this point, we have a floor face (if there is a floor), 1210 /* At this point, we have a floor face (if there is a floor),
2056 * and the floor is set - we are not going to touch it at 1211 * and the floor is set - we are not going to touch it at
2057 * this point. 1212 * this point.
2058 * middle contains the highest visibility face. 1213 * middle contains the highest visibility face.
2065 * middle face. This should not happen, as we already have the 1220 * middle face. This should not happen, as we already have the
2066 * else statement above so middle should not get set. OTOH, it 1221 * else statement above so middle should not get set. OTOH, it
2067 * may be possible for the faces to match but be different objects. 1222 * may be possible for the faces to match but be different objects.
2068 */ 1223 */
2069 if (top == middle) 1224 if (top == middle)
2070 middle = blank_face; 1225 middle = 0;
2071 1226
2072 /* There are three posibilities at this point: 1227 /* There are three posibilities at this point:
2073 * 1) top face is set, need middle to be set. 1228 * 1) top face is set, need middle to be set.
2074 * 2) middle is set, need to set top. 1229 * 2) middle is set, need to set top.
2075 * 3) neither middle or top is set - need to set both. 1230 * 3) neither middle or top is set - need to set both.
2080 /* Once we get to a floor, stop, since we already have a floor object */ 1235 /* Once we get to a floor, stop, since we already have a floor object */
2081 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2082 break; 1237 break;
2083 1238
2084 /* If two top faces are already set, quit processing */ 1239 /* If two top faces are already set, quit processing */
2085 if ((top != blank_face) && (middle != blank_face)) 1240 if (top && middle)
2086 break; 1241 break;
2087 1242
2088 /* Only show visible faces, unless its the editor - show all */ 1243 /* Only show visible faces */
2089 if (!tmp->invisible || editor) 1244 if (!tmp->invisible)
2090 { 1245 {
2091 /* Fill in top if needed */ 1246 /* Fill in top if needed */
2092 if (top == blank_face) 1247 if (!top)
2093 { 1248 {
2094 top = tmp->face;
2095 top_obj = tmp; 1249 top = tmp;
2096 if (top == middle) 1250 if (top == middle)
2097 middle = blank_face; 1251 middle = 0;
2098 } 1252 }
2099 else 1253 else
2100 { 1254 {
2101 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
2102 * middle is not set 1256 * middle is not set
2103 * 1257 *
2104 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
2105 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
2106 * 1260 *
2107 */ 1261 */
2108 if (tmp->face != top) 1262 if (tmp != top)
2109 { 1263 {
2110 middle = tmp->face;
2111 middle_obj = tmp; 1264 middle = tmp;
2112 break; 1265 break;
2113 } 1266 }
2114 } 1267 }
2115 } 1268 }
2116 } 1269 }
1270
2117 if (middle == floor) 1271 if (middle == floor)
2118 middle = blank_face; 1272 middle = 0;
1273
2119 if (top == middle) 1274 if (top == middle)
2120 middle = blank_face; 1275 middle = 0;
2121 SET_MAP_FACE (m, x, y, top, 0);
2122 if (top != blank_face)
2123 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2124 else
2125 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2126 SET_MAP_FACE (m, x, y, middle, 1);
2127 if (middle != blank_face)
2128 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2129 else
2130 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2131 SET_MAP_FACE (m, x, y, floor, 2);
2132 if (floor != blank_face)
2133 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2134 else
2135 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2136 SET_MAP_LIGHT (m, x, y, light);
2137}
2138 1276
2139 1277#if 0
2140void 1278 faces_obj [0] = top;
2141set_map_reset_time (maptile *map) 1279 faces_obj [1] = middle;
2142{ 1280 faces_obj [2] = floor;
2143 int timeout; 1281#endif
2144
2145 timeout = MAP_RESET_TIMEOUT (map);
2146 if (timeout <= 0)
2147 timeout = MAP_DEFAULTRESET;
2148 if (timeout >= MAP_MAXRESET)
2149 timeout = MAP_MAXRESET;
2150 MAP_WHEN_RESET (map) = seconds () + timeout;
2151} 1282}
2152 1283
1284uint64
1285mapspace::volume () const
1286{
1287 uint64 vol = 0;
1288
1289 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1290 vol += op->volume ();
1291
1292 return vol;
1293}
1294
2153/* this updates the orig_map->tile_map[tile_num] value after loading 1295/* this updates the orig_map->tile_map[tile_num] value after finding
2154 * the map. It also takes care of linking back the freshly loaded 1296 * the map. It also takes care of linking back the freshly found
2155 * maps tile_map values if it tiles back to this one. It returns 1297 * maps tile_map values if it tiles back to this one. It returns
2156 * the value of orig_map->tile_map[tile_num]. It really only does this 1298 * the value of orig_map->tile_map[tile_num].
2157 * so that it is easier for calling functions to verify success.
2158 */ 1299 */
2159
2160static maptile * 1300static inline maptile *
2161load_and_link_tiled_map (maptile *orig_map, int tile_num) 1301find_and_link (maptile *orig_map, int tile_num)
2162{ 1302{
1303 maptile *mp = orig_map->tile_map [tile_num];
1304
1305 if (!mp)
1306 {
1307 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1308
1309 if (!mp)
1310 {
1311 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1312 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1313 &orig_map->tile_path[tile_num], &orig_map->path);
1314 mp = new maptile (1, 1);
1315 mp->alloc ();
1316 mp->in_memory = MAP_IN_MEMORY;
1317 }
1318 }
1319
2163 int dest_tile = (tile_num + 2) % 4; 1320 int dest_tile = (tile_num + 2) % 4;
2164 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2165 1321
2166 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1322 orig_map->tile_map [tile_num] = mp;
2167 1323
2168 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1324 // optimisation: back-link map to origin map if euclidean
2169 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)) 1325 //TODO: non-euclidean maps MUST GO
1326 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
2170 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1327 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2171 1328
2172 return orig_map->tile_map[tile_num]; 1329 return mp;
1330}
1331
1332static inline void
1333load_and_link (maptile *orig_map, int tile_num)
1334{
1335 find_and_link (orig_map, tile_num)->load_sync ();
2173} 1336}
2174 1337
2175/* this returns TRUE if the coordinates (x,y) are out of 1338/* this returns TRUE if the coordinates (x,y) are out of
2176 * map m. This function also takes into account any 1339 * map m. This function also takes into account any
2177 * tiling considerations, loading adjacant maps as needed. 1340 * tiling considerations, loading adjacant maps as needed.
2178 * This is the function should always be used when it 1341 * This is the function should always be used when it
2179 * necessary to check for valid coordinates. 1342 * necessary to check for valid coordinates.
2180 * This function will recursively call itself for the 1343 * This function will recursively call itself for the
2181 * tiled maps. 1344 * tiled maps.
2182 *
2183 *
2184 */ 1345 */
2185int 1346int
2186out_of_map (maptile *m, int x, int y) 1347out_of_map (maptile *m, int x, int y)
2187{ 1348{
2188
2189 /* If we get passed a null map, this is obviously the 1349 /* If we get passed a null map, this is obviously the
2190 * case. This generally shouldn't happen, but if the 1350 * case. This generally shouldn't happen, but if the
2191 * map loads fail below, it could happen. 1351 * map loads fail below, it could happen.
2192 */ 1352 */
2193 if (!m) 1353 if (!m)
2195 1355
2196 if (x < 0) 1356 if (x < 0)
2197 { 1357 {
2198 if (!m->tile_path[3]) 1358 if (!m->tile_path[3])
2199 return 1; 1359 return 1;
1360
2200 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1361 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2201 { 1362 find_and_link (m, 3);
2202 load_and_link_tiled_map (m, 3); 1363
2203 }
2204 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1364 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2205 } 1365 }
2206 if (x >= MAP_WIDTH (m)) 1366
1367 if (x >= m->width)
2207 { 1368 {
2208 if (!m->tile_path[1]) 1369 if (!m->tile_path[1])
2209 return 1; 1370 return 1;
1371
2210 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1372 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2211 { 1373 find_and_link (m, 1);
2212 load_and_link_tiled_map (m, 1); 1374
2213 }
2214 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1375 return out_of_map (m->tile_map[1], x - m->width, y);
2215 } 1376 }
1377
2216 if (y < 0) 1378 if (y < 0)
2217 { 1379 {
2218 if (!m->tile_path[0]) 1380 if (!m->tile_path[0])
2219 return 1; 1381 return 1;
1382
2220 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1383 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2221 { 1384 find_and_link (m, 0);
2222 load_and_link_tiled_map (m, 0); 1385
2223 }
2224 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1386 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2225 } 1387 }
2226 if (y >= MAP_HEIGHT (m)) 1388
1389 if (y >= m->height)
2227 { 1390 {
2228 if (!m->tile_path[2]) 1391 if (!m->tile_path[2])
2229 return 1; 1392 return 1;
1393
2230 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1394 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2231 { 1395 find_and_link (m, 2);
2232 load_and_link_tiled_map (m, 2); 1396
2233 }
2234 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1397 return out_of_map (m->tile_map[2], x, y - m->height);
2235 } 1398 }
2236 1399
2237 /* Simple case - coordinates are within this local 1400 /* Simple case - coordinates are within this local
2238 * map. 1401 * map.
2239 */ 1402 */
2242 1405
2243/* This is basically the same as out_of_map above, but 1406/* This is basically the same as out_of_map above, but
2244 * instead we return NULL if no map is valid (coordinates 1407 * instead we return NULL if no map is valid (coordinates
2245 * out of bounds and no tiled map), otherwise it returns 1408 * out of bounds and no tiled map), otherwise it returns
2246 * the map as that the coordinates are really on, and 1409 * the map as that the coordinates are really on, and
2247 * updates x and y to be the localized coordinates. 1410 * updates x and y to be the localised coordinates.
2248 * Using this is more efficient of calling out_of_map 1411 * Using this is more efficient of calling out_of_map
2249 * and then figuring out what the real map is 1412 * and then figuring out what the real map is
2250 */ 1413 */
2251maptile * 1414maptile *
2252get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1415maptile::xy_find (sint16 &x, sint16 &y)
2253{ 1416{
2254
2255 if (*x < 0) 1417 if (x < 0)
2256 { 1418 {
2257 if (!m->tile_path[3]) 1419 if (!tile_path[3])
2258 return NULL; 1420 return 0;
2259 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2260 load_and_link_tiled_map (m, 3);
2261 1421
2262 *x += MAP_WIDTH (m->tile_map[3]); 1422 find_and_link (this, 3);
2263 return (get_map_from_coord (m->tile_map[3], x, y)); 1423 x += tile_map[3]->width;
2264 } 1424 return tile_map[3]->xy_find (x, y);
2265 if (*x >= MAP_WIDTH (m))
2266 { 1425 }
1426
1427 if (x >= width)
1428 {
2267 if (!m->tile_path[1]) 1429 if (!tile_path[1])
2268 return NULL; 1430 return 0;
2269 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2270 load_and_link_tiled_map (m, 1);
2271 1431
2272 *x -= MAP_WIDTH (m); 1432 find_and_link (this, 1);
2273 return (get_map_from_coord (m->tile_map[1], x, y)); 1433 x -= width;
1434 return tile_map[1]->xy_find (x, y);
2274 } 1435 }
1436
2275 if (*y < 0) 1437 if (y < 0)
2276 { 1438 {
2277 if (!m->tile_path[0]) 1439 if (!tile_path[0])
2278 return NULL; 1440 return 0;
2279 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2280 load_and_link_tiled_map (m, 0);
2281 1441
2282 *y += MAP_HEIGHT (m->tile_map[0]); 1442 find_and_link (this, 0);
2283 return (get_map_from_coord (m->tile_map[0], x, y)); 1443 y += tile_map[0]->height;
2284 } 1444 return tile_map[0]->xy_find (x, y);
2285 if (*y >= MAP_HEIGHT (m))
2286 { 1445 }
1446
1447 if (y >= height)
1448 {
2287 if (!m->tile_path[2]) 1449 if (!tile_path[2])
2288 return NULL; 1450 return 0;
2289 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2290 load_and_link_tiled_map (m, 2);
2291 1451
2292 *y -= MAP_HEIGHT (m); 1452 find_and_link (this, 2);
2293 return (get_map_from_coord (m->tile_map[2], x, y)); 1453 y -= height;
1454 return tile_map[2]->xy_find (x, y);
2294 } 1455 }
2295 1456
2296 /* Simple case - coordinates are within this local 1457 /* Simple case - coordinates are within this local
2297 * map. 1458 * map.
2298 */ 1459 */
2299
2300 return m; 1460 return this;
2301} 1461}
2302 1462
2303/** 1463/**
2304 * Return whether map2 is adjacent to map1. If so, store the distance from 1464 * Return whether map2 is adjacent to map1. If so, store the distance from
2305 * map1 to map2 in dx/dy. 1465 * map1 to map2 in dx/dy.
2306 */ 1466 */
2307static int 1467int
2308adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1468adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2309{ 1469{
2310 if (!map1 || !map2) 1470 if (!map1 || !map2)
2311 return 0; 1471 return 0;
2312 1472
1473 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1474 //fix: compare paths instead (this is likely faster, too!)
2313 if (map1 == map2) 1475 if (map1 == map2)
2314 { 1476 {
2315 *dx = 0; 1477 *dx = 0;
2316 *dy = 0; 1478 *dy = 0;
2317
2318 } 1479 }
2319 else if (map1->tile_map[0] == map2) 1480 else if (map1->tile_map[0] == map2)
2320 { /* up */ 1481 { /* up */
2321 *dx = 0; 1482 *dx = 0;
2322 *dy = -MAP_HEIGHT (map2); 1483 *dy = -map2->height;
2323 } 1484 }
2324 else if (map1->tile_map[1] == map2) 1485 else if (map1->tile_map[1] == map2)
2325 { /* right */ 1486 { /* right */
2326 *dx = MAP_WIDTH (map1); 1487 *dx = map1->width;
2327 *dy = 0; 1488 *dy = 0;
2328 } 1489 }
2329 else if (map1->tile_map[2] == map2) 1490 else if (map1->tile_map[2] == map2)
2330 { /* down */ 1491 { /* down */
2331 *dx = 0; 1492 *dx = 0;
2332 *dy = MAP_HEIGHT (map1); 1493 *dy = map1->height;
2333 } 1494 }
2334 else if (map1->tile_map[3] == map2) 1495 else if (map1->tile_map[3] == map2)
2335 { /* left */ 1496 { /* left */
2336 *dx = -MAP_WIDTH (map2); 1497 *dx = -map2->width;
2337 *dy = 0; 1498 *dy = 0;
2338
2339 } 1499 }
2340 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1500 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2341 { /* up right */ 1501 { /* up right */
2342 *dx = MAP_WIDTH (map1->tile_map[0]); 1502 *dx = map1->tile_map[0]->width;
2343 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1503 *dy = -map1->tile_map[0]->height;
2344 } 1504 }
2345 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1505 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2346 { /* up left */ 1506 { /* up left */
2347 *dx = -MAP_WIDTH (map2); 1507 *dx = -map2->width;
2348 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1508 *dy = -map1->tile_map[0]->height;
2349 } 1509 }
2350 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1510 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2351 { /* right up */ 1511 { /* right up */
2352 *dx = MAP_WIDTH (map1); 1512 *dx = map1->width;
2353 *dy = -MAP_HEIGHT (map2); 1513 *dy = -map2->height;
2354 } 1514 }
2355 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1515 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2356 { /* right down */ 1516 { /* right down */
2357 *dx = MAP_WIDTH (map1); 1517 *dx = map1->width;
2358 *dy = MAP_HEIGHT (map1->tile_map[1]); 1518 *dy = map1->tile_map[1]->height;
2359 } 1519 }
2360 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1520 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2361 { /* down right */ 1521 { /* down right */
2362 *dx = MAP_WIDTH (map1->tile_map[2]); 1522 *dx = map1->tile_map[2]->width;
2363 *dy = MAP_HEIGHT (map1); 1523 *dy = map1->height;
2364 } 1524 }
2365 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1525 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2366 { /* down left */ 1526 { /* down left */
2367 *dx = -MAP_WIDTH (map2); 1527 *dx = -map2->width;
2368 *dy = MAP_HEIGHT (map1); 1528 *dy = map1->height;
2369 } 1529 }
2370 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1530 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2371 { /* left up */ 1531 { /* left up */
2372 *dx = -MAP_WIDTH (map1->tile_map[3]); 1532 *dx = -map1->tile_map[3]->width;
2373 *dy = -MAP_HEIGHT (map2); 1533 *dy = -map2->height;
2374 } 1534 }
2375 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1535 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2376 { /* left down */ 1536 { /* left down */
2377 *dx = -MAP_WIDTH (map1->tile_map[3]); 1537 *dx = -map1->tile_map[3]->width;
2378 *dy = MAP_HEIGHT (map1->tile_map[3]); 1538 *dy = map1->tile_map[3]->height;
2379
2380 } 1539 }
2381 else 1540 else
2382 { /* not "adjacent" enough */
2383 return 0; 1541 return 0;
2384 }
2385 1542
2386 return 1; 1543 return 1;
1544}
1545
1546maptile *
1547maptile::xy_load (sint16 &x, sint16 &y)
1548{
1549 maptile *map = xy_find (x, y);
1550
1551 if (map)
1552 map->load_sync ();
1553
1554 return map;
1555}
1556
1557maptile *
1558get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1559{
1560 return m->xy_load (*x, *y);
2387} 1561}
2388 1562
2389/* From map.c 1563/* From map.c
2390 * This is used by get_player to determine where the other 1564 * This is used by get_player to determine where the other
2391 * creature is. get_rangevector takes into account map tiling, 1565 * creature is. get_rangevector takes into account map tiling,
2392 * so you just can not look the the map coordinates and get the 1566 * so you just can not look the the map coordinates and get the
2393 * righte value. distance_x/y are distance away, which 1567 * righte value. distance_x/y are distance away, which
2394 * can be negativbe. direction is the crossfire direction scheme 1568 * can be negative. direction is the crossfire direction scheme
2395 * that the creature should head. part is the part of the 1569 * that the creature should head. part is the part of the
2396 * monster that is closest. 1570 * monster that is closest.
2397 * 1571 *
2398 * get_rangevector looks at op1 and op2, and fills in the 1572 * get_rangevector looks at op1 and op2, and fills in the
2399 * structure for op1 to get to op2. 1573 * structure for op1 to get to op2.
2404 * be unexpected 1578 * be unexpected
2405 * 1579 *
2406 * currently, the only flag supported (0x1) is don't translate for 1580 * currently, the only flag supported (0x1) is don't translate for
2407 * closest body part of 'op1' 1581 * closest body part of 'op1'
2408 */ 1582 */
2409
2410void 1583void
2411get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1584get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2412{ 1585{
2413 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1586 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2414 { 1587 {
2415 /* be conservative and fill in _some_ data */ 1588 /* be conservative and fill in _some_ data */
2416 retval->distance = 100000; 1589 retval->distance = 10000;
2417 retval->distance_x = 32767; 1590 retval->distance_x = 10000;
2418 retval->distance_y = 32767; 1591 retval->distance_y = 10000;
2419 retval->direction = 0; 1592 retval->direction = 0;
2420 retval->part = 0; 1593 retval->part = 0;
2421 } 1594 }
2422 else 1595 else
2423 { 1596 {
2428 1601
2429 best = op1; 1602 best = op1;
2430 /* If this is multipart, find the closest part now */ 1603 /* If this is multipart, find the closest part now */
2431 if (!(flags & 0x1) && op1->more) 1604 if (!(flags & 0x1) && op1->more)
2432 { 1605 {
2433 object *tmp;
2434 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1606 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2435 1607
2436 /* we just take the offset of the piece to head to figure 1608 /* we just take the offset of the piece to head to figure
2437 * distance instead of doing all that work above again 1609 * distance instead of doing all that work above again
2438 * since the distance fields we set above are positive in the 1610 * since the distance fields we set above are positive in the
2439 * same axis as is used for multipart objects, the simply arithmetic 1611 * same axis as is used for multipart objects, the simply arithmetic
2440 * below works. 1612 * below works.
2441 */ 1613 */
2442 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1614 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2443 { 1615 {
2444 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1616 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2445 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1617 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2446 if (tmpi < best_distance) 1618 if (tmpi < best_distance)
2447 { 1619 {
2448 best_distance = tmpi; 1620 best_distance = tmpi;
2449 best = tmp; 1621 best = tmp;
2450 } 1622 }
2451 } 1623 }
1624
2452 if (best != op1) 1625 if (best != op1)
2453 { 1626 {
2454 retval->distance_x += op1->x - best->x; 1627 retval->distance_x += op1->x - best->x;
2455 retval->distance_y += op1->y - best->y; 1628 retval->distance_y += op1->y - best->y;
2456 } 1629 }
2457 } 1630 }
1631
2458 retval->part = best; 1632 retval->part = best;
2459 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1633 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2460 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2461 } 1635 }
2462} 1636}
2463 1637
2464/* this is basically the same as get_rangevector above, but instead of 1638/* this is basically the same as get_rangevector above, but instead of
2469 * flags has no meaning for this function at this time - I kept it in to 1643 * flags has no meaning for this function at this time - I kept it in to
2470 * be more consistant with the above function and also in case they are needed 1644 * be more consistant with the above function and also in case they are needed
2471 * for something in the future. Also, since no object is pasted, the best 1645 * for something in the future. Also, since no object is pasted, the best
2472 * field of the rv_vector is set to NULL. 1646 * field of the rv_vector is set to NULL.
2473 */ 1647 */
2474
2475void 1648void
2476get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1649get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2477{ 1650{
2478 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1651 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2479 { 1652 {
2480 /* be conservative and fill in _some_ data */ 1653 /* be conservative and fill in _some_ data */
2481 retval->distance = 100000; 1654 retval->distance = 100000;
2488 { 1661 {
2489 retval->distance_x += op2->x - x; 1662 retval->distance_x += op2->x - x;
2490 retval->distance_y += op2->y - y; 1663 retval->distance_y += op2->y - y;
2491 1664
2492 retval->part = NULL; 1665 retval->part = NULL;
2493 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1666 retval->distance = idistance (retval->distance_x, retval->distance_y);
2494 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1667 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2495 } 1668 }
2496} 1669}
2497 1670
2498/* Returns true of op1 and op2 are effectively on the same map 1671/* Returns true of op1 and op2 are effectively on the same map
2499 * (as related to map tiling). Note that this looks for a path from 1672 * (as related to map tiling). Note that this looks for a path from
2500 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1673 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2501 * to op1, this will still return false. 1674 * to op1, this will still return false.
2502 * Note we only look one map out to keep the processing simple 1675 * Note we only look one map out to keep the processing simple
2503 * and efficient. This could probably be a macro. 1676 * and efficient. This could probably be a macro.
2504 * MSW 2001-08-05 1677 * MSW 2001-08-05
2505 */ 1678 */
2508{ 1681{
2509 int dx, dy; 1682 int dx, dy;
2510 1683
2511 return adjacent_map (op1->map, op2->map, &dx, &dy); 1684 return adjacent_map (op1->map, op2->map, &dx, &dy);
2512} 1685}
1686
1687object *
1688maptile::insert (object *op, int x, int y, object *originator, int flags)
1689{
1690 if (!op->flag [FLAG_REMOVED])
1691 op->remove ();
1692
1693 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1694}
1695
1696region *
1697maptile::region (int x, int y) const
1698{
1699 if (regions
1700 && regionmap
1701 && !OUT_OF_REAL_MAP (this, x, y))
1702 if (struct region *reg = regionmap [regions [y * width + x]])
1703 return reg;
1704
1705 if (default_region)
1706 return default_region;
1707
1708 return ::region::default_region ();
1709}
1710
1711/* picks a random object from a style map.
1712 * Redone by MSW so it should be faster and not use static
1713 * variables to generate tables.
1714 */
1715object *
1716maptile::pick_random_object () const
1717{
1718 /* while returning a null object will result in a crash, that
1719 * is actually preferable to an infinite loop. That is because
1720 * most servers will automatically restart in case of crash.
1721 * Change the logic on getting the random space - shouldn't make
1722 * any difference, but this seems clearer to me.
1723 */
1724 for (int i = 1000; --i;)
1725 {
1726 object *pick = at (rndm (width), rndm (height)).bot;
1727
1728 // do not prefer big monsters just because they are big.
1729 if (pick && pick->head_ () == pick)
1730 return pick->head_ ();
1731 }
1732
1733 // instead of crashing in the unlikely(?) case, try to return *something*
1734 return get_archetype ("blocked");
1735}
1736

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