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Comparing deliantra/server/common/map.C (file contents):
Revision 1.53 by root, Wed Dec 27 09:28:01 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 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37maptile *
38has_been_loaded (const char *name)
39{
40 if (!name || !*name)
41 return 0;
42
43 for_all_maps (map)
44 if (!strcmp (name, map->path))
45 return map;
46
47 return 0;
48}
49 32
50/* 33/*
51 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
52 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
53 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
54 * it really should be called create_mapname 37 * it really should be called create_mapname
55 */ 38 */
56
57const char * 39const char *
58create_pathname (const char *name) 40create_pathname (const char *name)
59{ 41{
60 static char buf[MAX_BUF]; 42 static char buf[8192];
61
62 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
63 * someplace else in the code? msw 2-17-97
64 */
65 if (*name == '/')
66 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
67 else
68 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
69 return (buf); 44 return buf;
70} 45}
71
72/*
73 * same as create_pathname, but for the overlay maps.
74 */
75
76const char *
77create_overlay_pathname (const char *name)
78{
79 static char buf[MAX_BUF];
80
81 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
82 * someplace else in the code? msw 2-17-97
83 */
84 if (*name == '/')
85 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
86 else
87 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
88 return (buf);
89}
90
91/*
92 * same as create_pathname, but for the template maps.
93 */
94
95const char *
96create_template_pathname (const char *name)
97{
98 static char buf[MAX_BUF];
99
100 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
101 * someplace else in the code? msw 2-17-97
102 */
103 if (*name == '/')
104 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
105 else
106 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
107 return (buf);
108}
109
110/*
111 * This makes absolute path to the itemfile where unique objects
112 * will be saved. Converts '/' to '@'. I think it's essier maintain
113 * files than full directory structure, but if this is problem it can
114 * be changed.
115 */
116static const char *
117create_items_path (const char *s)
118{
119 static char buf[MAX_BUF];
120 char *t;
121
122 if (*s == '/')
123 s++;
124
125 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
126
127 for (t = buf + strlen (buf); *s; s++, t++)
128 if (*s == '/')
129 *t = '@';
130 else
131 *t = *s;
132 *t = 0;
133 return (buf);
134}
135
136 46
137/* 47/*
138 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
139 * -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
140 * is returned. 50 * is returned.
147 * 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.
148 * 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
149 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
150 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
151 */ 61 */
152
153int 62int
154check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
155{ 64{
156 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
157 66
158 char *endbuf; 67 char *endbuf;
159 struct stat statbuf; 68 struct stat statbuf;
160 int mode = 0; 69 int mode = 0;
161 70
162 if (prepend_dir) 71 if (prepend_dir)
163 strcpy (buf, create_pathname (name)); 72 assign (buf, create_pathname (name));
164 else 73 else
165 strcpy (buf, name); 74 assign (buf, name);
166 75
167 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
168 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
169 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
170 * all the names. 79 * all the names.
183 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
184 (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))
185 mode |= 2; 94 mode |= 2;
186 95
187 return (mode); 96 return (mode);
188}
189
190/*
191 * Prints out debug-information about a map.
192 * Dumping these at llevError doesn't seem right, but is
193 * necessary to make sure the information is in fact logged.
194 */
195
196void
197dump_map (const maptile *m)
198{
199 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
200 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
201
202 if (m->msg != NULL)
203 LOG (llevError, "Message:\n%s", m->msg);
204
205 if (m->maplore != NULL)
206 LOG (llevError, "Lore:\n%s", m->maplore);
207
208 if (m->tmpname != NULL)
209 LOG (llevError, "Tmpname: %s\n", m->tmpname);
210
211 LOG (llevError, "Difficulty: %d\n", m->difficulty);
212 LOG (llevError, "Darkness: %d\n", m->darkness);
213}
214
215/*
216 * Prints out debug-information about all maps.
217 * This basically just goes through all the maps and calls
218 * dump_map on each one.
219 */
220
221void
222dump_all_maps (void)
223{
224 for_all_maps (m)
225 dump_map (m);
226} 97}
227 98
228/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
229 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
230 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
236 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
237 */ 108 */
238int 109int
239get_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)
240{ 111{
241 sint16 newx, newy;
242 int retval = 0;
243 maptile *mp;
244
245 newx = x; 112 sint16 newx = x;
246 newy = y; 113 sint16 newy = y;
247 114
248 mp = get_map_from_coord (oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
249 116
250 if (!mp) 117 if (!mp)
251 return P_OUT_OF_MAP; 118 return P_OUT_OF_MAP;
252
253 if (mp != oldmap)
254 retval |= P_NEW_MAP;
255 119
256 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
257 if (nx) *nx = newx; 121 if (nx) *nx = newx;
258 if (ny) *ny = newy; 122 if (ny) *ny = newy;
259 123
260 return retval | mp->at (newx, newy).flags (); 124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
261} 125}
262 126
263/* 127/*
264 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
265 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
309 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
310 */ 174 */
311 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
312 return 0; 176 return 0;
313 177
314 if (ob->head != NULL)
315 ob = ob->head; 178 ob = ob->head_ ();
316 179
317 /* 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
318 * 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
319 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
320 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
350 else 213 else
351 { 214 {
352 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
353 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
354 * movement, can't move here. 217 * movement, can't move here.
355 * 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
356 * hidden dm 219 * hidden dm
357 */ 220 */
358 if (OB_MOVE_BLOCK (ob, tmp)) 221 if (OB_MOVE_BLOCK (ob, tmp))
359 return 1; 222 return 1;
360 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223
361 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))
362 return 1; 229 return 1;
363 } 230 }
364 231
365 } 232 }
366 return 0; 233 return 0;
367} 234}
368
369 235
370/* 236/*
371 * 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.
372 * This is meant for multi space objects - for single space objecs, 238 * This is meant for multi space objects - for single space objecs,
373 * just calling get_map_blocked and checking that against movement type 239 * just calling get_map_blocked and checking that against movement type
399 archetype *tmp; 265 archetype *tmp;
400 int flag; 266 int flag;
401 maptile *m1; 267 maptile *m1;
402 sint16 sx, sy; 268 sint16 sx, sy;
403 269
404 if (ob == NULL) 270 if (!ob)
405 { 271 {
406 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 272 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
407 if (flag & P_OUT_OF_MAP) 273 if (flag & P_OUT_OF_MAP)
408 return P_OUT_OF_MAP; 274 return P_OUT_OF_MAP;
409 275
410 /* 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 */
411 return m1->at (sx, sy).move_block; 277 return m1->at (sx, sy).move_block;
412 } 278 }
413 279
414 for (tmp = ob->arch; tmp; tmp = tmp->more) 280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
415 { 281 {
416 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);
417 283
418 if (flag & P_OUT_OF_MAP) 284 if (flag & P_OUT_OF_MAP)
419 return P_OUT_OF_MAP; 285 return P_OUT_OF_MAP;
420 if (flag & P_IS_ALIVE) 286 if (flag & P_IS_ALIVE)
421 return P_IS_ALIVE; 287 return P_IS_ALIVE;
422 288
423 mapspace &ms = m1->at (sx, sy); 289 mapspace &ms = m1->at (sx, sy);
424
425 290
426 /* find_first_free_spot() calls this function. However, often 291 /* find_first_free_spot() calls this function. However, often
427 * 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)
428 * 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.
429 */ 294 */
445 * 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
446 * and insert them properly. 311 * and insert them properly.
447 * The object 'container' is the object that contains the inventory. 312 * The object 'container' is the object that contains the inventory.
448 * This is needed so that we can update the containers weight. 313 * This is needed so that we can update the containers weight.
449 */ 314 */
450
451void 315void
452fix_container (object *container) 316fix_container (object *container)
453{ 317{
454 object *tmp = container->inv, *next; 318 object *tmp = container->inv, *next;
455 319
456 container->inv = NULL; 320 container->inv = 0;
457 while (tmp != NULL) 321 while (tmp)
458 { 322 {
459 next = tmp->below; 323 next = tmp->below;
460 if (tmp->inv) 324 if (tmp->inv)
461 fix_container (tmp); 325 fix_container (tmp);
326
462 (void) insert_ob_in_ob (tmp, container); 327 insert_ob_in_ob (tmp, container);
463 tmp = next; 328 tmp = next;
464 } 329 }
330
465 /* 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
466 * carrying. 332 * carrying.
467 */ 333 */
468 sum_weight (container); 334 sum_weight (container);
469} 335}
470 336
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
471/* 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
472 * 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
473 * 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
474 * they are saved). We do have to look for the old maps that did save 351 * they are saved).
475 * the more sections and not re-add sections for them.
476 */ 352 */
477static void 353void
478link_multipart_objects (maptile *m) 354maptile::link_multipart_objects ()
479{ 355{
480 int x, y; 356 if (!spaces)
481 object *tmp, *op, *last, *above; 357 return;
482 archetype *at;
483 358
484 for (x = 0; x < m->width; x++) 359 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (y = 0; y < m->height; y++) 360 {
486 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 361 object *op = ms->bot;
362 while (op)
487 { 363 {
488 above = tmp->above;
489
490 /* already multipart - don't do anything more */ 364 /* already multipart - don't do anything more */
491 if (tmp->head || tmp->more) 365 if (op->head_ () == op && !op->more && op->arch->more)
492 continue;
493
494 /* If there is nothing more to this object, this for loop
495 * won't do anything.
496 */
497 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
498 { 366 {
499 op = arch_to_object (at); 367 op->remove ();
368 op->expand_tail ();
500 369
501 /* update x,y coordinates */ 370 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
502 op->x += tmp->x; 371 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
503 op->y += tmp->y; 372 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
504 op->head = tmp; 373 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
505 op->map = m; 374
506 last->more = op; 375 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
507 op->name = tmp->name; 376 // so we have to reset the iteration through the mapspace
508 op->title = tmp->title;
509 /* we could link all the parts onto tmp, and then just
510 * call insert_ob_in_map once, but the effect is the same,
511 * as insert_ob_in_map will call itself with each part, and
512 * the coding is simpler to just to it here with each part.
513 */ 377 }
514 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 378 else
515 } /* for at = tmp->arch->more */ 379 op = op->above;
516 } /* for objects on this space */ 380 }
381 }
517} 382}
518 383
519/* 384/*
520 * 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
521 * file pointer. 386 * file pointer.
522 * mapflags is the same as we get with load_original_map
523 */ 387 */
524void 388bool
525load_objects (maptile *m, object_thawer & fp, int mapflags) 389maptile::_load_objects (object_thawer &f)
526{ 390{
527 int i, j; 391 for (;;)
528 int unique;
529 object *op, *prev = NULL, *last_more = NULL, *otmp;
530
531 op = object::create ();
532 op->map = m; /* To handle buttons correctly */
533
534 while ((i = load_object (fp, op, mapflags)))
535 { 392 {
536 /* if the archetype for the object is null, means that we 393 coroapi::cede_to_tick_every (100); // cede once in a while
537 * got an invalid object. Don't do anything with it - the game 394
538 * or editor will not be able to do anything with it either. 395 switch (f.kw)
539 */
540 if (op->arch == NULL)
541 { 396 {
542 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 397 case KW_arch:
543 continue; 398 if (object *op = object::read (f, this))
544 }
545
546 switch (i)
547 {
548 case LL_NORMAL:
549 /* if we are loading an overlay, put the floors on the bottom */
550 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else 399 {
400 if (op->inv)
401 sum_weight (op);
402
553 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
404 }
554 405
555 if (op->inv) 406 continue;
556 sum_weight (op);
557 407
558 prev = op, last_more = op;
559 break;
560
561 case LL_MORE: 408 case KW_EOF:
562 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 409 return true;
563 op->head = prev, last_more->more = op, last_more = op; 410
411 default:
412 if (!f.parse_error ("map file"))
413 return false;
564 break; 414 break;
565 } 415 }
566 416
567 if (mapflags & MAP_STYLE) 417 f.next ();
568 remove_from_active_list (op);
569
570 op = object::create ();
571 op->map = m;
572 }
573
574 for (i = 0; i < m->width; i++)
575 { 418 }
576 for (j = 0; j < m->height; j++) 419
420 return true;
421}
422
423void
424maptile::activate ()
425{
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 {
458 int unique = 0;
459 for (object *op = spaces [i].bot; op; op = op->above)
577 { 460 {
461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
578 unique = 0; 462 unique = 1;
579 /* check for unique items, or unique squares */ 463
580 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 464 if (!op->can_map_save ())
465 continue;
466
467 if (unique || op->flag [FLAG_UNIQUE])
581 { 468 {
582 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 469 if (flags & IO_UNIQUES)
583 unique = 1; 470 op->write (f);
584
585 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
586 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
587 } 471 }
472 else if (flags & IO_OBJECTS)
473 op->write (f);
588 } 474 }
589 } 475 }
590 476
591 op->destroy (); 477 coroapi::cede_to_tick ();
592 link_multipart_objects (m);
593}
594 478
595/* This saves all the objects on the map in a non destructive fashion. 479 return true;
596 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 480}
597 * and we only save the head of multi part objects - this is needed
598 * in order to do map tiling properly.
599 */
600void
601save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
602{
603 int i, j = 0, unique = 0;
604 object *op;
605 481
606 /* first pass - save one-part objects */ 482bool
607 for (i = 0; i < m->width; i++) 483maptile::_load_objects (const char *path, bool skip_header)
608 for (j = 0; j < m->height; 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 (;;)
609 { 494 {
610 unique = 0; 495 keyword kw = f.kw;
611 496 f.skip ();
612 for (op = m->at (i, j).bot; op; op = op->above) 497 if (kw == KW_end)
613 { 498 break;
614 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
615 unique = 1;
616
617 if (op->type == PLAYER)
618 continue;
619
620 if (op->head || op->owner)
621 continue;
622
623 if (unique || op->flag [FLAG_UNIQUE])
624 save_object (fp2, op, 1);
625 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
626 save_object (fp, op, 1);
627 }
628 } 499 }
500
501 return _load_objects (f);
502}
503
504bool
505maptile::_save_objects (const char *path, int flags)
506{
507 object_freezer freezer;
508
509 if (!_save_objects (freezer, flags))
510 return false;
511
512 return freezer.save (path);
629} 513}
630 514
631maptile::maptile () 515maptile::maptile ()
632{ 516{
633 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
518
634 /* 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
635 * map archetype. Mimic that behaviour. 520 * map archetype. Mimic that behaviour.
636 */ 521 */
522 width = 16;
523 height = 16;
524 timeout = 300;
525 max_nrof = 1000; // 1000 items of anything
526 max_volume = 2000000; // 2m³
527}
528
529maptile::maptile (int w, int h)
530{
531 in_memory = MAP_SWAPPED;
532
637 width = 16; 533 width = w;
638 height = 16; 534 height = h;
639 reset_timeout = 0; 535 reset_timeout = 0;
640 timeout = 300; 536 timeout = 300;
641 enter_x = 0; 537 enter_x = 0;
642 enter_y = 0; 538 enter_y = 0;
643 /*set part to -1 indicating conversion to weather map not yet done */
644 worldpartx = -1;
645 worldparty = -1;
646}
647 539
648/* 540 alloc ();
649 * Allocates, initialises, and returns a pointer to a maptile.
650 * Modified to no longer take a path option which was not being
651 * used anyways. MSW 2001-07-01
652 */
653maptile *
654get_linked_map (void)
655{
656 maptile *map = new maptile;
657
658 map->next = first_map;
659 first_map = map;
660
661 return map;
662} 541}
663 542
664/* 543/*
665 * Allocates the arrays contained in a maptile. 544 * Allocates the arrays contained in a maptile.
666 * This basically allocates the dynamic array of spaces for the 545 * This basically allocates the dynamic array of spaces for the
667 * map. 546 * map.
668 */ 547 */
669void 548void
670maptile::allocate () 549maptile::alloc ()
671{ 550{
672 in_memory = MAP_IN_MEMORY;
673
674 /* Log this condition and free the storage. We could I suppose
675 * realloc, but if the caller is presuming the data will be intact,
676 * that is their poor assumption.
677 */
678 if (spaces) 551 if (spaces)
679 { 552 return;
680 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
681 sfree (spaces, size ());
682 }
683 553
684 spaces = salloc0<mapspace> (size ()); 554 spaces = salloc0<mapspace> (size ());
685}
686
687/* Create and returns a map of the specific size. Used
688 * in random map code and the editor.
689 */
690maptile *
691get_empty_map (int sizex, int sizey)
692{
693 maptile *m = get_linked_map ();
694
695 m->width = sizex;
696 m->height = sizey;
697 m->in_memory = MAP_SWAPPED;
698 m->allocate ();
699
700 return m;
701} 555}
702 556
703/* 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
704 * 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
705 * at a later date. 559 * at a later date.
706 * Called by parse_map_headers below. 560 * Called by parse_map_headers below.
707 */ 561 */
708
709static shopitems * 562static shopitems *
710parse_shop_string (const char *input_string) 563parse_shop_string (const char *input_string)
711{ 564{
712 char *shop_string, *p, *q, *next_semicolon, *next_colon; 565 char *shop_string, *p, *q, *next_semicolon, *next_colon;
713 shopitems *items = NULL; 566 shopitems *items = NULL;
722 p = strchr (p, ';'); 575 p = strchr (p, ';');
723 number_of_entries++; 576 number_of_entries++;
724 if (p) 577 if (p)
725 p++; 578 p++;
726 } 579 }
580
727 p = shop_string; 581 p = shop_string;
728 strip_endline (p); 582 strip_endline (p);
729 items = new shopitems[number_of_entries + 1]; 583 items = new shopitems[number_of_entries + 1];
730 for (i = 0; i < number_of_entries; i++) 584 for (i = 0; i < number_of_entries; i++)
731 { 585 {
732 if (!p) 586 if (!p)
733 { 587 {
734 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");
735 break; 589 break;
736 } 590 }
591
737 next_semicolon = strchr (p, ';'); 592 next_semicolon = strchr (p, ';');
738 next_colon = strchr (p, ':'); 593 next_colon = strchr (p, ':');
739 /* 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. */
740 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 595 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
741 items[i].strength = atoi (strchr (p, ':') + 1); 596 items[i].strength = atoi (strchr (p, ':') + 1);
768 * 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
769 */ 624 */
770 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);
771 } 626 }
772 } 627 }
628
773 items[i].index = number_of_entries; 629 items[i].index = number_of_entries;
774 if (next_semicolon) 630 if (next_semicolon)
775 p = ++next_semicolon; 631 p = ++next_semicolon;
776 else 632 else
777 p = NULL; 633 p = NULL;
778 } 634 }
635
779 free (shop_string); 636 free (shop_string);
780 return items; 637 return items;
781} 638}
782 639
783/* 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
792 for (i = 0; i < m->shopitems[0].index; i++) 649 for (i = 0; i < m->shopitems[0].index; i++)
793 { 650 {
794 if (m->shopitems[i].typenum) 651 if (m->shopitems[i].typenum)
795 { 652 {
796 if (m->shopitems[i].strength) 653 if (m->shopitems[i].strength)
797 {
798 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);
799 }
800 else 655 else
801 sprintf (tmp, "%s;", m->shopitems[i].name); 656 sprintf (tmp, "%s;", m->shopitems[i].name);
802 } 657 }
803 else 658 else
804 { 659 {
805 if (m->shopitems[i].strength) 660 if (m->shopitems[i].strength)
806 {
807 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 661 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
808 }
809 else 662 else
810 sprintf (tmp, "*"); 663 sprintf (tmp, "*");
811 } 664 }
665
812 strcat (output_string, tmp); 666 strcat (output_string, tmp);
813 } 667 }
814} 668}
815 669
816/* This loads the header information of the map. The header 670/* This loads the header information of the map. The header
821 * 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
822 * sense. 676 * sense.
823 * 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
824 * 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.
825 * MSW 2001-07-01 679 * MSW 2001-07-01
826 * return 0 on success, 1 on failure.
827 */ 680 */
828 681bool
829static int 682maptile::_load_header (object_thawer &thawer)
830load_map_header (object_thawer & fp, maptile *m)
831{ 683{
832 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 684 for (;;)
833 int msgpos = 0;
834 int maplorepos = 0;
835
836 while (fgets (buf, HUGE_BUF, fp) != NULL)
837 { 685 {
838 buf[HUGE_BUF - 1] = 0; 686 thawer.next ();
839 key = buf;
840 687
841 while (isspace (*key)) 688 switch (thawer.kw)
842 key++;
843
844 if (*key == 0)
845 continue; /* empty line */
846
847 value = strchr (key, ' ');
848
849 if (!value)
850 { 689 {
851 if ((end = strchr (key, '\n'))) 690 case KW_msg:
852 *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;
853 } 758 }
854 else
855 {
856 *value = 0;
857 value++;
858 end = strchr (value, '\n');
859
860 while (isspace (*value))
861 {
862 value++;
863
864 if (*value == '\0' || value == end)
865 {
866 /* Nothing but spaces. */
867 value = NULL;
868 break;
869 }
870 }
871 }
872
873 if (!end)
874 {
875 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
876 return 1;
877 }
878
879 /* key is the field name, value is what it should be set
880 * to. We've already done the work to null terminate key,
881 * and strip off any leading spaces for both of these.
882 * We have not touched the newline at the end of the line -
883 * these are needed for some values. the end pointer
884 * points to the first of the newlines.
885 * value could be NULL! It would be easy enough to just point
886 * this to "" to prevent cores, but that would let more errors slide
887 * through.
888 *
889 * First check for entries that do not use the value parameter, then
890 * validate that value is given and check for the remaining entries
891 * that use the parameter.
892 */
893
894 if (!strcmp (key, "msg"))
895 {
896 while (fgets (buf, HUGE_BUF, fp) != NULL)
897 {
898 if (!strcmp (buf, "endmsg\n"))
899 break;
900 else
901 {
902 /* slightly more efficient than strcat */
903 strcpy (msgbuf + msgpos, buf);
904 msgpos += strlen (buf);
905 }
906 }
907 /* There are lots of maps that have empty messages (eg, msg/endmsg
908 * with nothing between). There is no reason in those cases to
909 * keep the empty message. Also, msgbuf contains garbage data
910 * when msgpos is zero, so copying it results in crashes
911 */
912 if (msgpos != 0)
913 m->msg = strdup (msgbuf);
914 }
915 else if (!strcmp (key, "maplore"))
916 {
917 while (fgets (buf, HUGE_BUF, fp) != NULL)
918 {
919 if (!strcmp (buf, "endmaplore\n"))
920 break;
921 else
922 {
923 /* slightly more efficient than strcat */
924 strcpy (maplorebuf + maplorepos, buf);
925 maplorepos += strlen (buf);
926 }
927 }
928 if (maplorepos != 0)
929 m->maplore = strdup (maplorebuf);
930 }
931 else if (!strcmp (key, "end"))
932 {
933 break;
934 }
935 else if (value == NULL)
936 {
937 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
938 }
939 else if (!strcmp (key, "arch"))
940 {
941 /* This is an oddity, but not something we care about much. */
942 if (strcmp (value, "map\n"))
943 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
944 }
945 else if (!strcmp (key, "name"))
946 {
947 *end = 0;
948 m->name = strdup (value);
949 }
950 /* first strcmp value on these are old names supported
951 * for compatibility reasons. The new values (second) are
952 * what really should be used.
953 */
954 else if (!strcmp (key, "oid"))
955 fp.get (m, atoi (value));
956 else if (!strcmp (key, "attach"))
957 m->attach = value;
958 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
959 m->enter_x = atoi (value);
960 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
961 m->enter_y = atoi (value);
962 else if (!strcmp (key, "x") || !strcmp (key, "width"))
963 m->width = atoi (value);
964 else if (!strcmp (key, "y") || !strcmp (key, "height"))
965 m->height = atoi (value);
966 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
967 m->reset_timeout = atoi (value);
968 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
969 m->timeout = atoi (value);
970 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
971 m->difficulty = clamp (atoi (value), 1, settings.max_level);
972 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
973 m->darkness = atoi (value);
974 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
975 m->fixed_resettime = atoi (value);
976 else if (!strcmp (key, "unique"))
977 m->unique = atoi (value);
978 else if (!strcmp (key, "template"))
979 m->templatemap = atoi (value);
980 else if (!strcmp (key, "region"))
981 m->region = get_region_by_name (value);
982 else if (!strcmp (key, "shopitems"))
983 {
984 *end = 0;
985 m->shopitems = parse_shop_string (value);
986 }
987 else if (!strcmp (key, "shopgreed"))
988 m->shopgreed = atof (value);
989 else if (!strcmp (key, "shopmin"))
990 m->shopmin = atol (value);
991 else if (!strcmp (key, "shopmax"))
992 m->shopmax = atol (value);
993 else if (!strcmp (key, "shoprace"))
994 {
995 *end = 0;
996 m->shoprace = strdup (value);
997 }
998 else if (!strcmp (key, "outdoor"))
999 m->outdoor = atoi (value);
1000 else if (!strcmp (key, "temp"))
1001 m->temp = atoi (value);
1002 else if (!strcmp (key, "pressure"))
1003 m->pressure = atoi (value);
1004 else if (!strcmp (key, "humid"))
1005 m->humid = atoi (value);
1006 else if (!strcmp (key, "windspeed"))
1007 m->windspeed = atoi (value);
1008 else if (!strcmp (key, "winddir"))
1009 m->winddir = atoi (value);
1010 else if (!strcmp (key, "sky"))
1011 m->sky = atoi (value);
1012 else if (!strcmp (key, "nosmooth"))
1013 m->nosmooth = atoi (value);
1014 else if (!strncmp (key, "tile_path_", 10))
1015 {
1016 int tile = atoi (key + 10);
1017
1018 if (tile < 1 || tile > 4)
1019 {
1020 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1021 }
1022 else
1023 {
1024 char *path;
1025
1026 *end = 0;
1027
1028 if (m->tile_path[tile - 1])
1029 {
1030 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1031 free (m->tile_path[tile - 1]);
1032 m->tile_path[tile - 1] = NULL;
1033 }
1034
1035 if (check_path (value, 1) != -1)
1036 {
1037 /* The unadorned path works. */
1038 path = value;
1039 }
1040 else
1041 {
1042 /* Try again; it could be a relative exit. */
1043
1044 path = path_combine_and_normalize (m->path, value);
1045
1046 if (check_path (path, 1) == -1)
1047 {
1048 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1049 path = NULL;
1050 }
1051 }
1052
1053 if (editor)
1054 {
1055 /* Use the value as in the file. */
1056 m->tile_path[tile - 1] = strdup (value);
1057 }
1058 else if (path != NULL)
1059 {
1060 /* Use the normalized value. */
1061 m->tile_path[tile - 1] = strdup (path);
1062 }
1063 } /* end if tile direction (in)valid */
1064 }
1065 else
1066 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1067 }
1068
1069 if (!key || strcmp (key, "end"))
1070 { 759 }
1071 LOG (llevError, "Got premature eof on map header!\n");
1072 return 1;
1073 }
1074 760
1075 return 0; 761 abort ();
1076} 762}
1077 763
1078/* 764bool
1079 * Opens the file "filename" and reads information about the map 765maptile::_load_header (const char *path)
1080 * from the given file, and stores it in a newly allocated
1081 * maptile. A pointer to this structure is returned, or NULL on failure.
1082 * flags correspond to those in map.h. Main ones used are
1083 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1084 * MAP_BLOCK, in which case we block on this load. This happens in all
1085 * cases, no matter if this flag is set or not.
1086 * MAP_STYLE: style map - don't add active objects, don't add to server
1087 * managed map list.
1088 */
1089
1090maptile *
1091load_original_map (const char *filename, int flags)
1092{ 766{
1093 maptile *m;
1094 char pathname[MAX_BUF];
1095
1096 if (flags & MAP_PLAYER_UNIQUE)
1097 strcpy (pathname, filename);
1098 else if (flags & MAP_OVERLAY)
1099 strcpy (pathname, create_overlay_pathname (filename));
1100 else
1101 strcpy (pathname, create_pathname (filename));
1102
1103 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1104
1105 object_thawer thawer (pathname); 767 object_thawer thawer (path);
1106 768
1107 if (!thawer) 769 if (!thawer)
1108 return 0; 770 return false;
1109 771
1110 m = get_linked_map (); 772 return _load_header (thawer);
1111
1112 strcpy (m->path, filename);
1113 if (load_map_header (thawer, m))
1114 {
1115 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1116 delete_map (m);
1117 return 0;
1118 }
1119
1120 m->allocate ();
1121
1122 m->in_memory = MAP_LOADING;
1123 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1124
1125 m->in_memory = MAP_IN_MEMORY;
1126 if (!m->difficulty)
1127 m->difficulty = calculate_difficulty (m);
1128 set_map_reset_time (m);
1129 m->instantiate ();
1130 return (m);
1131}
1132
1133/*
1134 * Loads a map, which has been loaded earlier, from file.
1135 * Return the map object we load into (this can change from the passed
1136 * option if we can't find the original map)
1137 */
1138
1139static maptile *
1140load_temporary_map (maptile *m)
1141{
1142 char buf[MAX_BUF];
1143
1144 if (!m->tmpname)
1145 {
1146 LOG (llevError, "No temporary filename for map %s\n", m->path);
1147 strcpy (buf, m->path);
1148 delete_map (m);
1149 m = load_original_map (buf, 0);
1150 if (m == NULL)
1151 return NULL;
1152 fix_auto_apply (m); /* Chests which open as default */
1153 return m;
1154 }
1155
1156 object_thawer thawer (m->tmpname);
1157
1158 if (!thawer)
1159 {
1160 strcpy (buf, m->path);
1161 delete_map (m);
1162 m = load_original_map (buf, 0);
1163 if (!m)
1164 return NULL;
1165 fix_auto_apply (m); /* Chests which open as default */
1166 return m;
1167 }
1168
1169 if (load_map_header (thawer, m))
1170 {
1171 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1172 delete_map (m);
1173 m = load_original_map (m->path, 0);
1174 return NULL;
1175 }
1176
1177 m->allocate ();
1178
1179 m->in_memory = MAP_LOADING;
1180 load_objects (m, thawer, 0);
1181
1182 m->in_memory = MAP_IN_MEMORY;
1183 INVOKE_MAP (SWAPIN, m);
1184 return m;
1185}
1186
1187/*
1188 * Loads a map, which has been loaded earlier, from file.
1189 * Return the map object we load into (this can change from the passed
1190 * option if we can't find the original map)
1191 */
1192
1193maptile *
1194load_overlay_map (const char *filename, maptile *m)
1195{
1196 char pathname[MAX_BUF];
1197
1198 strcpy (pathname, create_overlay_pathname (filename));
1199
1200 object_thawer thawer (pathname);
1201
1202 if (!thawer)
1203 return m;
1204
1205 if (load_map_header (thawer, m))
1206 {
1207 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1208 delete_map (m);
1209 m = load_original_map (m->path, 0);
1210 return 0;
1211 }
1212 /*m->allocate ();*/
1213
1214 m->in_memory = MAP_LOADING;
1215 load_objects (m, thawer, MAP_OVERLAY);
1216
1217 m->in_memory = MAP_IN_MEMORY;
1218 return m;
1219} 773}
1220 774
1221/****************************************************************************** 775/******************************************************************************
1222 * This is the start of unique map handling code 776 * This is the start of unique map handling code
1223 *****************************************************************************/ 777 *****************************************************************************/
1224 778
1225/* 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. */
1226static void 780void
1227delete_unique_items (maptile *m) 781maptile::clear_unique_items ()
1228{ 782{
1229 int i, j, unique; 783 for (int i = 0; i < size (); ++i)
1230 object *op, *next;
1231
1232 for (i = 0; i < m->width; i++)
1233 for (j = 0; j < m->height; j++)
1234 { 784 {
1235 unique = 0; 785 int unique = 0;
1236 786 for (object *op = spaces [i].bot; op; )
1237 for (op = GET_MAP_OB (m, i, j); op; op = next)
1238 { 787 {
1239 next = op->above; 788 object *above = op->above;
1240 789
1241 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 790 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1242 unique = 1; 791 unique = 1;
1243 792
1244 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 793 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1245 { 794 {
1246 op->destroy_inv (false); 795 op->destroy_inv (false);
1247 op->destroy (); 796 op->destroy ();
1248 } 797 }
1249 }
1250 }
1251}
1252 798
1253/* 799 op = above;
1254 * Loads unique objects from file(s) into the map which is in memory
1255 * m is the map to load unique items into.
1256 */
1257static void
1258load_unique_objects (maptile *m)
1259{
1260 int count;
1261 char firstname[MAX_BUF];
1262
1263 for (count = 0; count < 10; count++)
1264 {
1265 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1266 if (!access (firstname, R_OK))
1267 break;
1268 }
1269 /* If we get here, we did not find any map */
1270 if (count == 10)
1271 return;
1272
1273 object_thawer thawer (firstname);
1274
1275 if (!thawer)
1276 return;
1277
1278 m->in_memory = MAP_LOADING;
1279 if (m->tmpname == NULL) /* if we have loaded unique items from */
1280 delete_unique_items (m); /* original map before, don't duplicate them */
1281
1282 load_objects (m, thawer, 0);
1283
1284 m->in_memory = MAP_IN_MEMORY;
1285}
1286
1287/*
1288 * Saves a map to file. If flag is set, it is saved into the same
1289 * file it was (originally) loaded from. Otherwise a temporary
1290 * filename will be genarated, and the file will be stored there.
1291 * The temporary filename will be stored in the maptileure.
1292 * If the map is unique, we also save to the filename in the map
1293 * (this should have been updated when first loaded)
1294 */
1295int
1296new_save_map (maptile *m, int flag)
1297{
1298 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1299 int i;
1300
1301 if (flag && !*m->path)
1302 {
1303 LOG (llevError, "Tried to save map without path.\n");
1304 return -1;
1305 }
1306
1307 if (flag || (m->unique) || (m->templatemap))
1308 {
1309 if (!m->unique && !m->templatemap)
1310 { /* flag is set */
1311 if (flag == 2)
1312 strcpy (filename, create_overlay_pathname (m->path));
1313 else
1314 strcpy (filename, create_pathname (m->path));
1315 } 800 }
1316 else
1317 strcpy (filename, m->path);
1318
1319 make_path_to_file (filename);
1320 }
1321 else
1322 { 801 }
1323 if (!m->tmpname) 802}
1324 m->tmpname = tempnam (settings.tmpdir, NULL);
1325 803
1326 strcpy (filename, m->tmpname); 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)
1327 } 823 {
824 char shop[MAX_BUF];
825 print_shop_string (this, shop);
826 MAP_OUT2 (shopitems, shop);
827 }
1328 828
1329 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 829 MAP_OUT (shopgreed);
1330 m->in_memory = MAP_SAVING; 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);
1331 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{
1332 object_freezer freezer; 867 object_freezer freezer;
1333 868
1334 /* legacy */ 869 if (!_save_header (freezer))
1335 fprintf (freezer, "arch map\n"); 870 return false;
1336 if (m->name)
1337 fprintf (freezer, "name %s\n", m->name);
1338 if (!flag)
1339 fprintf (freezer, "swap_time %d\n", m->swap_time);
1340 if (m->reset_timeout)
1341 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1342 if (m->fixed_resettime)
1343 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1344 /* we unfortunately have no idea if this is a value the creator set
1345 * or a difficulty value we generated when the map was first loaded
1346 */
1347 if (m->difficulty)
1348 fprintf (freezer, "difficulty %d\n", m->difficulty);
1349 if (m->region)
1350 fprintf (freezer, "region %s\n", m->region->name);
1351 if (m->shopitems)
1352 {
1353 print_shop_string (m, shop);
1354 fprintf (freezer, "shopitems %s\n", shop);
1355 }
1356 if (m->shopgreed)
1357 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1358 if (m->shopmin)
1359 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1360 if (m->shopmax)
1361 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1362 if (m->shoprace)
1363 fprintf (freezer, "shoprace %s\n", m->shoprace);
1364 if (m->darkness)
1365 fprintf (freezer, "darkness %d\n", m->darkness);
1366 if (m->width)
1367 fprintf (freezer, "width %d\n", m->width);
1368 if (m->height)
1369 fprintf (freezer, "height %d\n", m->height);
1370 if (m->enter_x)
1371 fprintf (freezer, "enter_x %d\n", m->enter_x);
1372 if (m->enter_y)
1373 fprintf (freezer, "enter_y %d\n", m->enter_y);
1374 if (m->msg)
1375 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1376 if (m->maplore)
1377 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1378 if (m->unique)
1379 fprintf (freezer, "unique %d\n", m->unique);
1380 if (m->templatemap)
1381 fprintf (freezer, "template %d\n", m->templatemap);
1382 if (m->outdoor)
1383 fprintf (freezer, "outdoor %d\n", m->outdoor);
1384 if (m->temp)
1385 fprintf (freezer, "temp %d\n", m->temp);
1386 if (m->pressure)
1387 fprintf (freezer, "pressure %d\n", m->pressure);
1388 if (m->humid)
1389 fprintf (freezer, "humid %d\n", m->humid);
1390 if (m->windspeed)
1391 fprintf (freezer, "windspeed %d\n", m->windspeed);
1392 if (m->winddir)
1393 fprintf (freezer, "winddir %d\n", m->winddir);
1394 if (m->sky)
1395 fprintf (freezer, "sky %d\n", m->sky);
1396 if (m->nosmooth)
1397 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1398 871
1399 /* Save any tiling information, except on overlays */ 872 return freezer.save (path);
1400 if (flag != 2)
1401 for (i = 0; i < 4; i++)
1402 if (m->tile_path[i])
1403 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1404
1405 freezer.put (m);
1406 fprintf (freezer, "end\n");
1407
1408 /* In the game save unique items in the different file, but
1409 * in the editor save them to the normal map file.
1410 * If unique map, save files in the proper destination (set by
1411 * player)
1412 */
1413 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1414 {
1415 object_freezer unique;
1416
1417 if (flag == 2)
1418 save_objects (m, freezer, unique, 2);
1419 else
1420 save_objects (m, freezer, unique, 0);
1421
1422 sprintf (buf, "%s.v00", create_items_path (m->path));
1423
1424 unique.save (buf);
1425 }
1426 else
1427 { /* save same file when not playing, like in editor */
1428 save_objects (m, freezer, freezer, 0);
1429 }
1430
1431 freezer.save (filename);
1432
1433 return 0;
1434} 873}
1435 874
1436/* 875/*
1437 * Remove and free all objects in the given map. 876 * Remove and free all objects in the given map.
1438 */ 877 */
1439void 878void
1440free_all_objects (maptile *m) 879maptile::clear ()
1441{ 880{
881 sfree (regions, size ()), regions = 0;
882 free (regionmap), regionmap = 0;
883
1442 if (!m->spaces) 884 if (spaces)
1443 return;
1444
1445 for (int i = 0; i < m->width; i++)
1446 for (int j = 0; j < m->height; j++)
1447 { 885 {
1448 mapspace &ms = m->at (i, j); 886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1449
1450 while (object *op = ms.bot) 887 while (object *op = ms->bot)
1451 { 888 {
1452 if (op->head)
1453 op = op->head; 889 op = op->head_ ();
1454
1455 op->destroy_inv (false); 890 op->destroy_inv (false);
1456 op->destroy (); 891 op->destroy ();
1457 } 892 }
893
894 sfree (spaces, size ()), spaces = 0;
1458 } 895 }
1459}
1460 896
1461/* 897 if (buttons)
1462 * Frees everything allocated by the given maptileure. 898 free_objectlinkpt (buttons), buttons = 0;
1463 * don't free tmpname - our caller is left to do that 899}
1464 */ 900
1465void 901void
1466free_map (maptile *m, int flag) 902maptile::clear_header ()
1467{ 903{
1468 if (!m->in_memory) //TODO: makes no sense to me? 904 name = 0;
1469 return; 905 msg = 0;
1470 906 maplore = 0;
1471 m->in_memory = MAP_SAVING; 907 shoprace = 0;
1472
1473 // TODO: use new/delete
1474
1475 if (flag && m->spaces)
1476 free_all_objects (m);
1477
1478 sfree (m->spaces, m->size ()), m->spaces = 0;
1479
1480 free (m->name), m->name = 0;
1481 free (m->msg), m->msg = 0;
1482 free (m->maplore), m->maplore = 0;
1483 free (m->shoprace), m->shoprace = 0;
1484 delete [] m->shopitems, m->shopitems = 0; 908 delete [] shopitems, shopitems = 0;
1485
1486 if (m->buttons)
1487 free_objectlinkpt (m->buttons), m->buttons = 0;
1488 909
1489 for (int i = 0; i < 4; i++) 910 for (int i = 0; i < 4; i++)
1490 free (m->tile_path[i]), m->tile_path[i] = 0; 911 tile_path [i] = 0;
1491
1492 m->in_memory = MAP_SWAPPED;
1493} 912}
1494 913
1495maptile::~maptile () 914maptile::~maptile ()
1496{ 915{
1497 assert (destroyed ()); 916 assert (destroyed ());
1498} 917}
1499 918
1500void 919void
1501maptile::do_destroy () 920maptile::clear_links_to (maptile *m)
1502{ 921{
1503 attachable::do_destroy ();
1504
1505 free_map (this, 1);
1506 free (tmpname), tmpname = 0;
1507
1508 /* We need to look through all the maps and see if any maps 922 /* We need to look through all the maps and see if any maps
1509 * are pointing at this one for tiling information. Since 923 * are pointing at this one for tiling information. Since
1510 * tiling can be asymetric, we just can not look to see which 924 * tiling can be asymetric, we just can not look to see which
1511 * maps this map tiles with and clears those. 925 * maps this map tiles with and clears those.
1512 */ 926 */
1513 //TODO: non-euclidean-tiling MUST GO
1514 for_all_maps (m)
1515 for (int i = 0; i < 4; i++) 927 for (int i = 0; i < 4; i++)
1516 if (m->tile_map[i] == this) 928 if (tile_map[i] == m)
1517 m->tile_map[i] = 0; 929 tile_map[i] = 0;
930}
1518 931
1519 if (first_map == this) 932void
1520 first_map = next; 933maptile::do_destroy ()
1521 else 934{
1522 for_all_maps (m) 935 attachable::do_destroy ();
1523 if (m->next = this) 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)
1524 { 949 {
1525 m->next = next; 950 above = op->above;
951
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))
1526 break; 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 ())
967 {
968 op->stats.dam--;
969 if (op->stats.dam < 0)
970 destroy = 1;
1527 } 971 }
1528} 972 else if (op->is_armor ())
973 {
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;
1529 987
1530//TODO: must go 988 if (mat & M_PAPER
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 }
1001
1002 /* adjust overall chance below */
1003 if (destroy && rndm (0, 1))
1004 op->destroy ();
1005 }
1006}
1007
1008/*
1009 * Updates every button on the map (by calling update_button() for them).
1010 */
1531void 1011void
1532delete_map (maptile *m) 1012maptile::update_buttons ()
1533{ 1013{
1534 if (m) 1014 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1535 m->destroy (); 1015 for (objectlink *ol = obp->link; ol; ol = ol->next)
1536}
1537
1538/*
1539 * Makes sure the given map is loaded and swapped in.
1540 * name is path name of the map.
1541 * flags meaning:
1542 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1543 * and don't do unique items or the like.
1544 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1545 * dont do any more name translation on it.
1546 *
1547 * Returns a pointer to the given map.
1548 */
1549maptile *
1550ready_map_name (const char *name, int flags)
1551{
1552 if (!name)
1553 return 0;
1554
1555 /* Have we been at this level before? */
1556 maptile *m = has_been_loaded (name);
1557
1558 /* Map is good to go, so just return it */
1559 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1560 return m;
1561
1562 /* unique maps always get loaded from their original location, and never
1563 * a temp location. Likewise, if map_flush is set, or we have never loaded
1564 * this map, load it now. I removed the reset checking from here -
1565 * it seems the probability of a player trying to enter a map that should
1566 * reset but hasn't yet is quite low, and removing that makes this function
1567 * a bit cleaner (and players probably shouldn't rely on exact timing for
1568 * resets in any case - if they really care, they should use the 'maps command.
1569 */
1570 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1571 { 1016 {
1572 /* first visit or time to reset */ 1017 if (!ol->ob)
1573 if (m)
1574 { 1018 {
1575 clean_tmp_map (m); /* Doesn't make much difference */ 1019 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1576 delete_map (m); 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;
1577 } 1022 }
1578 1023
1579 /* create and load a map */ 1024 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1580 if (flags & MAP_PLAYER_UNIQUE)
1581 LOG (llevDebug, "Trying to load map %s.\n", name);
1582 else
1583 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1584
1585 //eval_pv ("$x = Event::time", 1);//D
1586 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1587 return (NULL);
1588 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1589
1590 fix_auto_apply (m); /* Chests which open as default */
1591
1592 /* If a player unique map, no extra unique object file to load.
1593 * if from the editor, likewise.
1594 */
1595 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1596 load_unique_objects (m);
1597
1598 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1599 { 1025 {
1600 m = load_overlay_map (name, m); 1026 update_button (ol->ob);
1601 if (m == NULL) 1027 break;
1602 return NULL;
1603 } 1028 }
1604
1605 if (flags & MAP_PLAYER_UNIQUE)
1606 INVOKE_MAP (SWAPIN, m);
1607
1608 } 1029 }
1609 else
1610 {
1611 /* If in this loop, we found a temporary map, so load it up. */
1612
1613 m = load_temporary_map (m);
1614 if (m == NULL)
1615 return NULL;
1616 load_unique_objects (m);
1617
1618 clean_tmp_map (m);
1619 m->in_memory = MAP_IN_MEMORY;
1620 /* tempnam() on sun systems (probably others) uses malloc
1621 * to allocated space for the string. Free it here.
1622 * In some cases, load_temporary_map above won't find the
1623 * temporary map, and so has reloaded a new map. If that
1624 * is the case, tmpname is now null
1625 */
1626 if (m->tmpname)
1627 free (m->tmpname);
1628 m->tmpname = NULL;
1629 /* It's going to be saved anew anyway */
1630 }
1631
1632 /* Below here is stuff common to both first time loaded maps and
1633 * temp maps.
1634 */
1635
1636 decay_objects (m); /* start the decay */
1637 /* In case other objects press some buttons down */
1638 update_buttons (m);
1639 if (m->outdoor)
1640 set_darkness_map (m);
1641 /* run the weather over this map */
1642 weather_effect (name);
1643 return m;
1644} 1030}
1645
1646 1031
1647/* 1032/*
1648 * 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.
1649 * difficulty does not have a lot to do with character level, 1034 * difficulty does not have a lot to do with character level,
1650 * 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.
1652 * 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
1653 * 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
1654 * have a difficulty set than using this function - human calculation 1039 * have a difficulty set than using this function - human calculation
1655 * is much better than this functions guesswork. 1040 * is much better than this functions guesswork.
1656 */ 1041 */
1657
1658int 1042int
1659calculate_difficulty (maptile *m) 1043maptile::estimate_difficulty () const
1660{ 1044{
1661 object *op;
1662 archetype *at;
1663 int x, y, i;
1664 long monster_cnt = 0; 1045 long monster_cnt = 0;
1665 double avgexp = 0; 1046 double avgexp = 0;
1666 sint64 total_exp = 0; 1047 sint64 total_exp = 0;
1667 1048
1668 if (m->difficulty) 1049 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1669 { 1050 for (object *op = ms->bot; op; op = op->above)
1670 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1671 return m->difficulty;
1672 }
1673
1674 for (x = 0; x < m->width; x++)
1675 for (y = 0; y < m->height; y++)
1676 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1677 { 1051 {
1678 if (QUERY_FLAG (op, FLAG_MONSTER)) 1052 if (QUERY_FLAG (op, FLAG_MONSTER))
1679 { 1053 {
1680 total_exp += op->stats.exp; 1054 total_exp += op->stats.exp;
1681 monster_cnt++; 1055 monster_cnt++;
1682 } 1056 }
1683 1057
1684 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1058 if (QUERY_FLAG (op, FLAG_GENERATOR))
1685 { 1059 {
1686 total_exp += op->stats.exp; 1060 total_exp += op->stats.exp;
1061
1687 at = type_to_archetype (GENERATE_TYPE (op)); 1062 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1688
1689 if (at != NULL)
1690 total_exp += at->clone.stats.exp * 8; 1063 total_exp += at->stats.exp * 8;
1691 1064
1692 monster_cnt++; 1065 monster_cnt++;
1693 } 1066 }
1694 } 1067 }
1695 1068
1696 avgexp = (double) total_exp / monster_cnt; 1069 avgexp = (double) total_exp / monster_cnt;
1697 1070
1698 for (i = 1; i <= settings.max_level; i++) 1071 for (int i = 1; i <= settings.max_level; i++)
1699 {
1700 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))
1701 {
1702 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1703 return i; 1073 return i;
1704 }
1705 }
1706 1074
1707 return 1; 1075 return 1;
1708}
1709
1710void
1711clean_tmp_map (maptile *m)
1712{
1713 if (m->tmpname == NULL)
1714 return;
1715 INVOKE_MAP (CLEAN, m);
1716 (void) unlink (m->tmpname);
1717}
1718
1719void
1720free_all_maps (void)
1721{
1722 int real_maps = 0;
1723
1724 while (first_map)
1725 {
1726 /* I think some of the callers above before it gets here set this to be
1727 * saving, but we still want to free this data
1728 */
1729 if (first_map->in_memory == MAP_SAVING)
1730 first_map->in_memory = MAP_IN_MEMORY;
1731 delete_map (first_map);
1732 real_maps++;
1733 }
1734
1735 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1736} 1076}
1737 1077
1738/* change_map_light() - used to change map light level (darkness) 1078/* change_map_light() - used to change map light level (darkness)
1739 * up or down. Returns true if successful. It should now be 1079 * up or down. Returns true if successful. It should now be
1740 * possible to change a value by more than 1. 1080 * possible to change a value by more than 1.
1741 * 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
1742 * to maps than los. 1082 * to maps than los.
1743 * postive values make it darker, negative make it brighter 1083 * postive values make it darker, negative make it brighter
1744 */ 1084 */
1745
1746int 1085int
1747change_map_light (maptile *m, int change) 1086maptile::change_map_light (int change)
1748{ 1087{
1749 int new_level = m->darkness + change; 1088 int new_level = darkness + change;
1750 1089
1751 /* Nothing to do */ 1090 /* Nothing to do */
1752 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))
1753 {
1754 return 0; 1092 return 0;
1755 }
1756 1093
1757 /* inform all players on the map */ 1094 /* inform all players on the map */
1758 if (change > 0) 1095 if (change > 0)
1759 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1096 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1760 else 1097 else
1761 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1098 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1762 1099
1763 /* Do extra checking. since m->darkness is a unsigned value, 1100 /* Do extra checking. since darkness is a unsigned value,
1764 * we need to be extra careful about negative values. 1101 * we need to be extra careful about negative values.
1765 * In general, the checks below are only needed if change 1102 * In general, the checks below are only needed if change
1766 * is not +/-1 1103 * is not +/-1
1767 */ 1104 */
1768 if (new_level < 0) 1105 if (new_level < 0)
1769 m->darkness = 0; 1106 darkness = 0;
1770 else if (new_level >= MAX_DARKNESS) 1107 else if (new_level >= MAX_DARKNESS)
1771 m->darkness = MAX_DARKNESS; 1108 darkness = MAX_DARKNESS;
1772 else 1109 else
1773 m->darkness = new_level; 1110 darkness = new_level;
1774 1111
1775 /* All clients need to get re-updated for the change */ 1112 /* All clients need to get re-updated for the change */
1776 update_all_map_los (m); 1113 update_all_map_los (this);
1777 return 1; 1114 return 1;
1778} 1115}
1779 1116
1780/* 1117/*
1781 * This function updates various attributes about a specific space 1118 * This function updates various attributes about a specific space
1785 */ 1122 */
1786void 1123void
1787mapspace::update_ () 1124mapspace::update_ ()
1788{ 1125{
1789 object *tmp, *last = 0; 1126 object *tmp, *last = 0;
1790 uint8 flags = 0, light = 0, anywhere = 0; 1127 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1791 New_Face *top, *floor, *middle;
1792 object *top_obj, *floor_obj, *middle_obj;
1793 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;
1794 1129
1795 middle = blank_face; 1130 //object *middle = 0;
1796 top = blank_face; 1131 //object *top = 0;
1797 floor = blank_face; 1132 //object *floor = 0;
1798 1133 // this seems to generate better code than using locals, above
1799 middle_obj = 0; 1134 object *&top = faces_obj[0] = 0;
1800 top_obj = 0; 1135 object *&middle = faces_obj[1] = 0;
1801 floor_obj = 0; 1136 object *&floor = faces_obj[2] = 0;
1802 1137
1803 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1138 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1804 { 1139 {
1805 /* This could be made additive I guess (two lights better than 1140 /* This could be made additive I guess (two lights better than
1806 * 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
1819 * Always put the player down for drawing. 1154 * Always put the player down for drawing.
1820 */ 1155 */
1821 if (!tmp->invisible) 1156 if (!tmp->invisible)
1822 { 1157 {
1823 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1158 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1824 {
1825 top = tmp->face;
1826 top_obj = tmp; 1159 top = tmp;
1827 }
1828 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1829 { 1161 {
1830 /* 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,
1831 * so should not be visible, so we clear them. 1163 * so should not be visible, so we clear them.
1832 */ 1164 */
1833 middle = blank_face; 1165 middle = 0;
1834 top = blank_face; 1166 top = 0;
1835 floor = tmp->face;
1836 floor_obj = tmp; 1167 floor = tmp;
1837 } 1168 }
1838 /* Flag anywhere have high priority */ 1169 /* Flag anywhere have high priority */
1839 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1170 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1840 { 1171 {
1841 middle = tmp->face;
1842
1843 middle_obj = tmp; 1172 middle = tmp;
1844 anywhere = 1; 1173 anywhere = 1;
1845 } 1174 }
1846 /* Find the highest visible face around. If equal 1175 /* Find the highest visible face around. If equal
1847 * visibilities, we still want the one nearer to the 1176 * visibilities, we still want the one nearer to the
1848 * top 1177 * top
1849 */ 1178 */
1850 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1179 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1851 {
1852 middle = tmp->face;
1853 middle_obj = tmp; 1180 middle = tmp;
1854 }
1855 } 1181 }
1856 1182
1857 if (tmp == tmp->above) 1183 if (tmp == tmp->above)
1858 { 1184 {
1859 LOG (llevError, "Error in structure of map\n"); 1185 LOG (llevError, "Error in structure of map\n");
1894 * middle face. This should not happen, as we already have the 1220 * middle face. This should not happen, as we already have the
1895 * else statement above so middle should not get set. OTOH, it 1221 * else statement above so middle should not get set. OTOH, it
1896 * 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.
1897 */ 1223 */
1898 if (top == middle) 1224 if (top == middle)
1899 middle = blank_face; 1225 middle = 0;
1900 1226
1901 /* There are three posibilities at this point: 1227 /* There are three posibilities at this point:
1902 * 1) top face is set, need middle to be set. 1228 * 1) top face is set, need middle to be set.
1903 * 2) middle is set, need to set top. 1229 * 2) middle is set, need to set top.
1904 * 3) neither middle or top is set - need to set both. 1230 * 3) neither middle or top is set - need to set both.
1909 /* 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 */
1910 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1911 break; 1237 break;
1912 1238
1913 /* If two top faces are already set, quit processing */ 1239 /* If two top faces are already set, quit processing */
1914 if ((top != blank_face) && (middle != blank_face)) 1240 if (top && middle)
1915 break; 1241 break;
1916 1242
1917 /* Only show visible faces, unless its the editor - show all */ 1243 /* Only show visible faces */
1918 if (!tmp->invisible || editor) 1244 if (!tmp->invisible)
1919 { 1245 {
1920 /* Fill in top if needed */ 1246 /* Fill in top if needed */
1921 if (top == blank_face) 1247 if (!top)
1922 { 1248 {
1923 top = tmp->face;
1924 top_obj = tmp; 1249 top = tmp;
1925 if (top == middle) 1250 if (top == middle)
1926 middle = blank_face; 1251 middle = 0;
1927 } 1252 }
1928 else 1253 else
1929 { 1254 {
1930 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1931 * middle is not set 1256 * middle is not set
1932 * 1257 *
1933 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1934 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1935 * 1260 *
1936 */ 1261 */
1937 if (tmp->face != top) 1262 if (tmp != top)
1938 { 1263 {
1939 middle = tmp->face;
1940 middle_obj = tmp; 1264 middle = tmp;
1941 break; 1265 break;
1942 } 1266 }
1943 } 1267 }
1944 } 1268 }
1945 } 1269 }
1946 1270
1947 if (middle == floor) 1271 if (middle == floor)
1948 middle = blank_face; 1272 middle = 0;
1949 1273
1950 if (top == middle) 1274 if (top == middle)
1951 middle = blank_face; 1275 middle = 0;
1952 1276
1953 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1277#if 0
1954 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1278 faces_obj [0] = top;
1955 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1279 faces_obj [1] = middle;
1280 faces_obj [2] = floor;
1281#endif
1956} 1282}
1957 1283
1958void 1284uint64
1959set_map_reset_time (maptile *map) 1285mapspace::volume () const
1960{ 1286{
1961 int timeout; 1287 uint64 vol = 0;
1962 1288
1963 timeout = map->reset_timeout; 1289 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1964 if (timeout <= 0) 1290 vol += op->volume ();
1965 timeout = MAP_DEFAULTRESET;
1966 if (timeout >= MAP_MAXRESET)
1967 timeout = MAP_MAXRESET;
1968 map->reset_time = time (0) + timeout;
1969}
1970 1291
1292 return vol;
1293}
1294
1971/* 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
1972 * 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
1973 * 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
1974 * the value of orig_map->tile_map[tile_num]. It really only does this 1298 * the value of orig_map->tile_map[tile_num].
1975 * so that it is easier for calling functions to verify success.
1976 */ 1299 */
1977
1978static maptile * 1300static inline maptile *
1979load_and_link_tiled_map (maptile *orig_map, int tile_num) 1301find_and_link (maptile *orig_map, int tile_num)
1980{ 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
1981 int dest_tile = (tile_num + 2) % 4; 1320 int dest_tile = (tile_num + 2) % 4;
1982 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1983 1321
1984 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1322 orig_map->tile_map [tile_num] = mp;
1985 1323
1986 /* 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
1987 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)
1988 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;
1989 1328
1990 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 ();
1991} 1336}
1992 1337
1993/* this returns TRUE if the coordinates (x,y) are out of 1338/* this returns TRUE if the coordinates (x,y) are out of
1994 * map m. This function also takes into account any 1339 * map m. This function also takes into account any
1995 * tiling considerations, loading adjacant maps as needed. 1340 * tiling considerations, loading adjacant maps as needed.
1996 * This is the function should always be used when it 1341 * This is the function should always be used when it
1997 * necessary to check for valid coordinates. 1342 * necessary to check for valid coordinates.
1998 * This function will recursively call itself for the 1343 * This function will recursively call itself for the
1999 * tiled maps. 1344 * tiled maps.
2000 *
2001 *
2002 */ 1345 */
2003int 1346int
2004out_of_map (maptile *m, int x, int y) 1347out_of_map (maptile *m, int x, int y)
2005{ 1348{
2006 /* If we get passed a null map, this is obviously the 1349 /* If we get passed a null map, this is obviously the
2014 { 1357 {
2015 if (!m->tile_path[3]) 1358 if (!m->tile_path[3])
2016 return 1; 1359 return 1;
2017 1360
2018 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)
2019 load_and_link_tiled_map (m, 3); 1362 find_and_link (m, 3);
2020 1363
2021 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1364 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2022 } 1365 }
2023 1366
2024 if (x >= m->width) 1367 if (x >= m->width)
2025 { 1368 {
2026 if (!m->tile_path[1]) 1369 if (!m->tile_path[1])
2027 return 1; 1370 return 1;
2028 1371
2029 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)
2030 load_and_link_tiled_map (m, 1); 1373 find_and_link (m, 1);
2031 1374
2032 return (out_of_map (m->tile_map[1], x - m->width, y)); 1375 return out_of_map (m->tile_map[1], x - m->width, y);
2033 } 1376 }
2034 1377
2035 if (y < 0) 1378 if (y < 0)
2036 { 1379 {
2037 if (!m->tile_path[0]) 1380 if (!m->tile_path[0])
2038 return 1; 1381 return 1;
2039 1382
2040 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)
2041 load_and_link_tiled_map (m, 0); 1384 find_and_link (m, 0);
2042 1385
2043 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1386 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2044 } 1387 }
2045 1388
2046 if (y >= m->height) 1389 if (y >= m->height)
2047 { 1390 {
2048 if (!m->tile_path[2]) 1391 if (!m->tile_path[2])
2049 return 1; 1392 return 1;
2050 1393
2051 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)
2052 load_and_link_tiled_map (m, 2); 1395 find_and_link (m, 2);
2053 1396
2054 return (out_of_map (m->tile_map[2], x, y - m->height)); 1397 return out_of_map (m->tile_map[2], x, y - m->height);
2055 } 1398 }
2056 1399
2057 /* Simple case - coordinates are within this local 1400 /* Simple case - coordinates are within this local
2058 * map. 1401 * map.
2059 */ 1402 */
2062 1405
2063/* This is basically the same as out_of_map above, but 1406/* This is basically the same as out_of_map above, but
2064 * instead we return NULL if no map is valid (coordinates 1407 * instead we return NULL if no map is valid (coordinates
2065 * out of bounds and no tiled map), otherwise it returns 1408 * out of bounds and no tiled map), otherwise it returns
2066 * the map as that the coordinates are really on, and 1409 * the map as that the coordinates are really on, and
2067 * updates x and y to be the localized coordinates. 1410 * updates x and y to be the localised coordinates.
2068 * Using this is more efficient of calling out_of_map 1411 * Using this is more efficient of calling out_of_map
2069 * and then figuring out what the real map is 1412 * and then figuring out what the real map is
2070 */ 1413 */
2071maptile * 1414maptile *
2072get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1415maptile::xy_find (sint16 &x, sint16 &y)
2073{ 1416{
2074
2075 if (*x < 0) 1417 if (x < 0)
2076 { 1418 {
2077 if (!m->tile_path[3]) 1419 if (!tile_path[3])
2078 return 0; 1420 return 0;
2079 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2080 load_and_link_tiled_map (m, 3);
2081 1421
1422 find_and_link (this, 3);
2082 *x += m->tile_map[3]->width; 1423 x += tile_map[3]->width;
2083 return (get_map_from_coord (m->tile_map[3], x, y)); 1424 return tile_map[3]->xy_find (x, y);
2084 } 1425 }
2085 1426
2086 if (*x >= m->width) 1427 if (x >= width)
2087 { 1428 {
2088 if (!m->tile_path[1]) 1429 if (!tile_path[1])
2089 return 0; 1430 return 0;
2090 1431
2091 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1432 find_and_link (this, 1);
2092 load_and_link_tiled_map (m, 1);
2093
2094 *x -= m->width; 1433 x -= width;
2095 return (get_map_from_coord (m->tile_map[1], x, y)); 1434 return tile_map[1]->xy_find (x, y);
2096 } 1435 }
2097 1436
2098 if (*y < 0) 1437 if (y < 0)
2099 { 1438 {
2100 if (!m->tile_path[0]) 1439 if (!tile_path[0])
2101 return 0; 1440 return 0;
2102 1441
2103 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1442 find_and_link (this, 0);
2104 load_and_link_tiled_map (m, 0);
2105
2106 *y += m->tile_map[0]->height; 1443 y += tile_map[0]->height;
2107 return (get_map_from_coord (m->tile_map[0], x, y)); 1444 return tile_map[0]->xy_find (x, y);
2108 } 1445 }
2109 1446
2110 if (*y >= m->height) 1447 if (y >= height)
2111 { 1448 {
2112 if (!m->tile_path[2]) 1449 if (!tile_path[2])
2113 return 0; 1450 return 0;
2114 1451
2115 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1452 find_and_link (this, 2);
2116 load_and_link_tiled_map (m, 2);
2117
2118 *y -= m->height; 1453 y -= height;
2119 return (get_map_from_coord (m->tile_map[2], x, y)); 1454 return tile_map[2]->xy_find (x, y);
2120 } 1455 }
2121 1456
2122 /* Simple case - coordinates are within this local 1457 /* Simple case - coordinates are within this local
2123 * map. 1458 * map.
2124 */ 1459 */
2125
2126 return m; 1460 return this;
2127} 1461}
2128 1462
2129/** 1463/**
2130 * 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
2131 * map1 to map2 in dx/dy. 1465 * map1 to map2 in dx/dy.
2132 */ 1466 */
2133static int 1467int
2134adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1468adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2135{ 1469{
2136 if (!map1 || !map2) 1470 if (!map1 || !map2)
2137 return 0; 1471 return 0;
2138 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!)
2139 if (map1 == map2) 1475 if (map1 == map2)
2140 { 1476 {
2141 *dx = 0; 1477 *dx = 0;
2142 *dy = 0; 1478 *dy = 0;
2143
2144 } 1479 }
2145 else if (map1->tile_map[0] == map2) 1480 else if (map1->tile_map[0] == map2)
2146 { /* up */ 1481 { /* up */
2147 *dx = 0; 1482 *dx = 0;
2148 *dy = -map2->height; 1483 *dy = -map2->height;
2159 } 1494 }
2160 else if (map1->tile_map[3] == map2) 1495 else if (map1->tile_map[3] == map2)
2161 { /* left */ 1496 { /* left */
2162 *dx = -map2->width; 1497 *dx = -map2->width;
2163 *dy = 0; 1498 *dy = 0;
2164
2165 } 1499 }
2166 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)
2167 { /* up right */ 1501 { /* up right */
2168 *dx = map1->tile_map[0]->width; 1502 *dx = map1->tile_map[0]->width;
2169 *dy = -map1->tile_map[0]->height; 1503 *dy = -map1->tile_map[0]->height;
2200 } 1534 }
2201 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)
2202 { /* left down */ 1536 { /* left down */
2203 *dx = -map1->tile_map[3]->width; 1537 *dx = -map1->tile_map[3]->width;
2204 *dy = map1->tile_map[3]->height; 1538 *dy = map1->tile_map[3]->height;
2205
2206 } 1539 }
2207 else 1540 else
2208 { /* not "adjacent" enough */
2209 return 0; 1541 return 0;
2210 }
2211 1542
2212 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);
2213} 1561}
2214 1562
2215/* From map.c 1563/* From map.c
2216 * This is used by get_player to determine where the other 1564 * This is used by get_player to determine where the other
2217 * creature is. get_rangevector takes into account map tiling, 1565 * creature is. get_rangevector takes into account map tiling,
2218 * 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
2219 * righte value. distance_x/y are distance away, which 1567 * righte value. distance_x/y are distance away, which
2220 * can be negativbe. direction is the crossfire direction scheme 1568 * can be negative. direction is the crossfire direction scheme
2221 * that the creature should head. part is the part of the 1569 * that the creature should head. part is the part of the
2222 * monster that is closest. 1570 * monster that is closest.
2223 * 1571 *
2224 * get_rangevector looks at op1 and op2, and fills in the 1572 * get_rangevector looks at op1 and op2, and fills in the
2225 * structure for op1 to get to op2. 1573 * structure for op1 to get to op2.
2230 * be unexpected 1578 * be unexpected
2231 * 1579 *
2232 * currently, the only flag supported (0x1) is don't translate for 1580 * currently, the only flag supported (0x1) is don't translate for
2233 * closest body part of 'op1' 1581 * closest body part of 'op1'
2234 */ 1582 */
2235
2236void 1583void
2237get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1584get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2238{ 1585{
2239 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))
2240 { 1587 {
2241 /* be conservative and fill in _some_ data */ 1588 /* be conservative and fill in _some_ data */
2242 retval->distance = 100000; 1589 retval->distance = 10000;
2243 retval->distance_x = 32767; 1590 retval->distance_x = 10000;
2244 retval->distance_y = 32767; 1591 retval->distance_y = 10000;
2245 retval->direction = 0; 1592 retval->direction = 0;
2246 retval->part = 0; 1593 retval->part = 0;
2247 } 1594 }
2248 else 1595 else
2249 { 1596 {
2254 1601
2255 best = op1; 1602 best = op1;
2256 /* If this is multipart, find the closest part now */ 1603 /* If this is multipart, find the closest part now */
2257 if (!(flags & 0x1) && op1->more) 1604 if (!(flags & 0x1) && op1->more)
2258 { 1605 {
2259 object *tmp;
2260 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;
2261 1607
2262 /* 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
2263 * distance instead of doing all that work above again 1609 * distance instead of doing all that work above again
2264 * since the distance fields we set above are positive in the 1610 * since the distance fields we set above are positive in the
2265 * same axis as is used for multipart objects, the simply arithmetic 1611 * same axis as is used for multipart objects, the simply arithmetic
2266 * below works. 1612 * below works.
2267 */ 1613 */
2268 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1614 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2269 { 1615 {
2270 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) +
2271 (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);
2272 if (tmpi < best_distance) 1618 if (tmpi < best_distance)
2273 { 1619 {
2274 best_distance = tmpi; 1620 best_distance = tmpi;
2275 best = tmp; 1621 best = tmp;
2276 } 1622 }
2277 } 1623 }
1624
2278 if (best != op1) 1625 if (best != op1)
2279 { 1626 {
2280 retval->distance_x += op1->x - best->x; 1627 retval->distance_x += op1->x - best->x;
2281 retval->distance_y += op1->y - best->y; 1628 retval->distance_y += op1->y - best->y;
2282 } 1629 }
2283 } 1630 }
1631
2284 retval->part = best; 1632 retval->part = best;
2285 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));
2286 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2287 } 1635 }
2288} 1636}
2289 1637
2290/* 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
2295 * 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
2296 * 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
2297 * 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
2298 * field of the rv_vector is set to NULL. 1646 * field of the rv_vector is set to NULL.
2299 */ 1647 */
2300
2301void 1648void
2302get_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)
2303{ 1650{
2304 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))
2305 { 1652 {
2306 /* be conservative and fill in _some_ data */ 1653 /* be conservative and fill in _some_ data */
2307 retval->distance = 100000; 1654 retval->distance = 100000;
2314 { 1661 {
2315 retval->distance_x += op2->x - x; 1662 retval->distance_x += op2->x - x;
2316 retval->distance_y += op2->y - y; 1663 retval->distance_y += op2->y - y;
2317 1664
2318 retval->part = NULL; 1665 retval->part = NULL;
2319 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);
2320 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1667 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2321 } 1668 }
2322} 1669}
2323 1670
2324/* 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
2325 * (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
2326 * 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
2327 * to op1, this will still return false. 1674 * to op1, this will still return false.
2328 * 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
2329 * and efficient. This could probably be a macro. 1676 * and efficient. This could probably be a macro.
2330 * MSW 2001-08-05 1677 * MSW 2001-08-05
2331 */ 1678 */
2344 op->remove (); 1691 op->remove ();
2345 1692
2346 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1693 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2347} 1694}
2348 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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