ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.49 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.177 by root, Wed Nov 11 23:27:56 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
33/* 31//+GPL
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37maptile *
38has_been_loaded (const char *name)
39{
40 maptile *map;
41 32
42 if (!name || !*name) 33sint8 maptile::outdoor_darkness;
43 return 0;
44
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m; m = m->next)
229 dump_map (m);
230}
231 34
232/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
233 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
234 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
235 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
240 * don't expect to insert/remove anything from those spaces. 43 * don't expect to insert/remove anything from those spaces.
241 */ 44 */
242int 45int
243get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 46get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
244{ 47{
245 sint16 newx, newy;
246 int retval = 0;
247 maptile *mp;
248
249 newx = x; 48 sint16 newx = x;
250 newy = y; 49 sint16 newy = y;
251 50
252 mp = get_map_from_coord (oldmap, &newx, &newy); 51 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
253 52
254 if (!mp) 53 if (!mp)
255 return P_OUT_OF_MAP; 54 return P_OUT_OF_MAP;
256
257 if (mp != oldmap)
258 retval |= P_NEW_MAP;
259 55
260 if (newmap) *newmap = mp; 56 if (newmap) *newmap = mp;
261 if (nx) *nx = newx; 57 if (nx) *nx = newx;
262 if (ny) *ny = newy; 58 if (ny) *ny = newy;
263 59
264 return retval | mp->at (newx, newy).flags (); 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
265} 61}
266 62
267/* 63/*
268 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
269 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
277 * by the caller. 73 * by the caller.
278 */ 74 */
279int 75int
280blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
281{ 77{
282 object *tmp;
283 int mflags, blocked;
284
285 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
286 * have already checked this. 79 * have already checked this.
287 */ 80 */
288 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
289 { 82 {
290 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 84 return 1;
292 } 85 }
293 86
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
295 * directly.
296 */
297 mflags = m->at (sx, sy).flags ();
298 88
299 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
300 91
301 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 94 * things we need to do for players.
304 */ 95 */
305 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
306 return 0; 97 return 0;
307 98
308 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
309 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
310 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
311 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
312 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
313 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
314 */ 105 */
315 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
316 return 0; 107 return 0;
317 108
318 if (ob->head != NULL)
319 ob = ob->head; 109 ob = ob->head_ ();
320 110
321 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
322 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
323 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
324 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
325 */ 115 */
326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
327 { 117 {
328 118 if (OB_MOVE_BLOCK (ob, tmp))
329 /* This must be before the checks below. Code for inventory checkers. */
330 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
331 { 119 {
332 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
333 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
334 * pass through this space. 122 return 1;
335 */ 123 else
336 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
337 { 127 {
338 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
339 return 1; 132 return 1;
340 else 133 }
341 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
342 } 143 }
343 else 144 else
344 { 145 return 1; // unconditional block
345 /* In this case, the player must not have the object - 146
346 * if they do, they can't pass through.
347 */
348 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
349 return 1;
350 else
351 continue;
352 }
353 } /* if check_inv */
354 else 147 } else {
355 { 148 // space does not block the ob, directly, but
356 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
357 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
358 * movement, can't move here. 151
359 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
360 * hidden dm 153 && tmp->head_ () != ob
361 */ 154 && tmp != ob
362 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
363 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
364 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
365 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
366 return 1; 157 return 1;
367 } 158 }
368
369 } 159 }
160
370 return 0; 161 return 0;
371} 162}
372 163
373
374/* 164/*
375 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
376 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
377 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
378 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
379 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
380 * 170 *
381 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
382 * 172 *
383 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
384 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
395 * 185 *
396 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
397 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
398 * against the move_block values. 188 * against the move_block values.
399 */ 189 */
400int 190bool
401ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
402{ 192{
403 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
404 int flag;
405 maptile *m1;
406 sint16 sx, sy;
407
408 if (ob == NULL)
409 {
410 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
411 if (flag & P_OUT_OF_MAP)
412 return P_OUT_OF_MAP;
413
414 /* don't have object, so don't know what types would block */
415 return m1->at (sx, sy).move_block;
416 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
417 196
418 for (tmp = ob->arch; tmp; tmp = tmp->more) 197 if (!pos.normalise ())
419 { 198 return 1;
420 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
421 199
422 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
423 return P_OUT_OF_MAP; 201
424 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
425 return P_IS_ALIVE; 203 return 1;
426 204
427 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
428 206 * (signifying non-moving objects)
429
430 /* find_first_free_spot() calls this function. However, often
431 * ob doesn't have any move type (when used to place exits)
432 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
433 */ 208 */
434
435 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
436 continue; 210 continue;
437 211
438 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
439 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
440 */ 214 */
441 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
442 return P_NO_PASS; 216 return 1;
443 } 217 }
444 218
445 return 0; 219 return 0;
446} 220}
447 221
448/* When the map is loaded, load_object does not actually insert objects 222//-GPL
449 * into inventory, but just links them. What this does is go through
450 * and insert them properly.
451 * The object 'container' is the object that contains the inventory.
452 * This is needed so that we can update the containers weight.
453 */
454 223
455void 224void
456fix_container (object *container) 225maptile::set_object_flag (int flag, int value)
457{ 226{
458 object *tmp = container->inv, *next; 227 if (!spaces)
228 return;
459 229
460 container->inv = NULL; 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
461 while (tmp != NULL) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
462 { 232 tmp->flag [flag] = value;
463 next = tmp->below;
464 if (tmp->inv)
465 fix_container (tmp);
466 (void) insert_ob_in_ob (tmp, container);
467 tmp = next;
468 }
469 /* sum_weight will go through and calculate what all the containers are
470 * carrying.
471 */
472 sum_weight (container);
473} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
474 262
475/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
476 * for objects whose arch says they are multipart yet according to the 264 * for objects whose arch says they are multipart yet according to the
477 * info we have, they only have the head (as would be expected when 265 * info we have, they only have the head (as would be expected when
478 * they are saved). We do have to look for the old maps that did save 266 * they are saved).
479 * the more sections and not re-add sections for them.
480 */ 267 */
481 268void
482static void 269maptile::link_multipart_objects ()
483link_multipart_objects (maptile *m)
484{ 270{
485 int x, y; 271 if (!spaces)
486 object *tmp, *op, *last, *above; 272 return;
487 archetype *at;
488 273
489 for (x = 0; x < m->width; x++) 274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
490 for (y = 0; y < m->height; y++) 275 {
491 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 276 object *op = ms->bot;
277 while (op)
492 { 278 {
493 above = tmp->above;
494
495 /* already multipart - don't do anything more */ 279 /* already multipart - don't do anything more */
496 if (tmp->head || tmp->more) 280 if (op->head_ () == op && !op->more && op->arch->more)
497 continue;
498
499 /* If there is nothing more to this object, this for loop
500 * won't do anything.
501 */
502 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503 { 281 {
504 op = arch_to_object (at); 282 op->remove ();
283 op->expand_tail ();
505 284
506 /* update x,y coordinates */ 285 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
507 op->x += tmp->x; 286 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
508 op->y += tmp->y; 287 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
509 op->head = tmp; 288 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
510 op->map = m; 289
511 last->more = op; 290 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
512 op->name = tmp->name; 291 // so we have to reset the iteration through the mapspace
513 op->title = tmp->title;
514 /* we could link all the parts onto tmp, and then just
515 * call insert_ob_in_map once, but the effect is the same,
516 * as insert_ob_in_map will call itself with each part, and
517 * the coding is simpler to just to it here with each part.
518 */ 292 }
519 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 293 else
520 } /* for at = tmp->arch->more */ 294 op = op->above;
521 } /* for objects on this space */ 295 }
296 }
522} 297}
298
299//-GPL
523 300
524/* 301/*
525 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
526 * file pointer. 303 * file pointer.
527 * mapflags is the same as we get with load_original_map
528 */ 304 */
529void 305bool
530load_objects (maptile *m, object_thawer & fp, int mapflags) 306maptile::_load_objects (object_thawer &f)
531{ 307{
532 int i, j; 308 for (;;)
533 int unique;
534 object *op, *prev = NULL, *last_more = NULL, *otmp;
535
536 op = object::create ();
537 op->map = m; /* To handle buttons correctly */
538
539 while ((i = load_object (fp, op, mapflags)))
540 { 309 {
541 /* if the archetype for the object is null, means that we 310 coroapi::cede_to_tick (); // cede once in a while
542 * got an invalid object. Don't do anything with it - the game 311
543 * or editor will not be able to do anything with it either. 312 switch (f.kw)
544 */
545 if (op->arch == NULL)
546 { 313 {
547 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
548 continue; 346 continue;
549 }
550 347
551 switch (i)
552 {
553 case LL_NORMAL:
554 /* if we are loading an overlay, put the floors on the bottom */
555 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557 else
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
559
560 if (op->inv)
561 sum_weight (op);
562
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE: 348 case KW_EOF:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
568 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
569 break; 354 break;
570 } 355 }
571 356
572 if (mapflags & MAP_STYLE) 357 f.next ();
573 remove_from_active_list (op);
574
575 op = object::create ();
576 op->map = m;
577 }
578
579 for (i = 0; i < m->width; i++)
580 { 358 }
581 for (j = 0; j < m->height; j++) 359
360 return true;
361}
362
363void
364maptile::activate ()
365{
366 if (spaces)
367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
368 for (object *op = ms->bot; op; op = op->above)
369 op->activate_recursive ();
370}
371
372void
373maptile::deactivate ()
374{
375 if (spaces)
376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above)
378 op->deactivate_recursive ();
379}
380
381bool
382maptile::_save_objects (object_freezer &f, int flags)
383{
384 coroapi::cede_to_tick ();
385
386 if (flags & IO_HEADER)
387 _save_header (f);
388
389 if (!spaces)
390 return false;
391
392 for (int i = 0; i < size (); ++i)
393 {
394 bool unique = 0;
395
396 for (object *op = spaces [i].bot; op; op = op->above)
582 { 397 {
583 unique = 0; 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
584 /* check for unique items, or unique squares */ 399
585 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 400 if (expect_false (!op->can_map_save ()))
401 continue;
402
403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
586 { 404 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 405 if (flags & IO_UNIQUES)
588 unique = 1; 406 op->write (f);
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 } 407 }
408 else if (expect_true (flags & IO_OBJECTS))
409 op->write (f);
593 } 410 }
594 } 411 }
595 412
596 op->destroy (); 413 coroapi::cede_to_tick ();
597 link_multipart_objects (m);
598}
599 414
600/* This saves all the objects on the map in a non destructive fashion. 415 return true;
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 416}
602 * and we only save the head of multi part objects - this is needed
603 * in order to do map tiling properly.
604 */
605void
606save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
607{
608 int i, j = 0, unique = 0;
609 object *op;
610 417
611 /* first pass - save one-part objects */ 418bool
612 for (i = 0; i < m->width; i++) 419maptile::_save_objects (const char *path, int flags)
613 for (j = 0; j < m->height; j++) 420{
614 { 421 object_freezer freezer;
615 unique = 0;
616 for (op = m->at (i, j).bot; op; op = op->above)
617 {
618 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
619 unique = 1;
620 422
621 if (op->type == PLAYER) 423 if (!_save_objects (freezer, flags))
622 continue; 424 return false;
623 425
624 if (op->head || op->owner) 426 return freezer.save (path);
625 continue;
626
627 if (unique || op->flag [FLAG_UNIQUE])
628 save_object (fp2, op, 3);
629 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
630 save_object (fp, op, 3);
631 }
632 }
633} 427}
634 428
635maptile::maptile () 429maptile::maptile ()
636{ 430{
637 in_memory = MAP_SWAPPED; 431 in_memory = MAP_SWAPPED;
432
638 /* The maps used to pick up default x and y values from the 433 /* The maps used to pick up default x and y values from the
639 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
640 */ 435 */
641 this->width = 16; 436 width = 16;
642 this->height = 16; 437 height = 16;
438 timeout = 300;
439 max_items = MAX_ITEM_PER_ACTION;
440 max_volume = 2000000; // 2m³
441}
442
443maptile::maptile (int w, int h)
444{
445 in_memory = MAP_SWAPPED;
446
447 width = w;
448 height = h;
643 this->reset_timeout = 0; 449 reset_timeout = 0;
644 this->timeout = 300; 450 timeout = 300;
645 this->enter_x = 0; 451 enter_x = 0;
646 this->enter_y = 0; 452 enter_y = 0;
647 /*set part to -1 indicating conversion to weather map not yet done */
648 this->worldpartx = -1;
649 this->worldparty = -1;
650}
651 453
652/* 454 alloc ();
653 * Allocates, initialises, and returns a pointer to a maptile.
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657maptile *
658get_linked_map (void)
659{
660 maptile *mp, *map = new maptile;
661
662 for (mp = first_map; mp && mp->next; mp = mp->next);
663
664 if (mp == NULL)
665 first_map = map;
666 else
667 mp->next = map;
668
669 return map;
670} 455}
671 456
672/* 457/*
673 * Allocates the arrays contained in a maptile. 458 * Allocates the arrays contained in a maptile.
674 * This basically allocates the dynamic array of spaces for the 459 * This basically allocates the dynamic array of spaces for the
675 * map. 460 * map.
676 */ 461 */
677void 462void
678maptile::allocate () 463maptile::alloc ()
679{ 464{
680 in_memory = MAP_IN_MEMORY;
681
682 /* Log this condition and free the storage. We could I suppose
683 * realloc, but if the caller is presuming the data will be intact,
684 * that is their poor assumption.
685 */
686 if (spaces) 465 if (spaces)
687 {
688 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
689 free (spaces);
690 }
691
692 spaces = (mapspace *)
693 calloc (1, width * height * sizeof (mapspace));
694
695 if (!spaces)
696 fatal (OUT_OF_MEMORY);
697}
698
699/* Create and returns a map of the specific size. Used
700 * in random map code and the editor.
701 */
702maptile *
703get_empty_map (int sizex, int sizey)
704{
705 maptile *m = get_linked_map ();
706
707 m->width = sizex;
708 m->height = sizey;
709 m->in_memory = MAP_SWAPPED;
710 m->allocate ();
711
712 return m; 466 return;
467
468 spaces = salloc0<mapspace> (size ());
713} 469}
470
471//+GPL
714 472
715/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* Takes a string from a map definition and outputs a pointer to the array of shopitems
716 * corresponding to that string. Memory is allocated for this, it must be freed 474 * corresponding to that string. Memory is allocated for this, it must be freed
717 * at a later date. 475 * at a later date.
718 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
719 */ 477 */
720
721static shopitems * 478static shopitems *
722parse_shop_string (const char *input_string) 479parse_shop_string (const char *input_string)
723{ 480{
724 char *shop_string, *p, *q, *next_semicolon, *next_colon; 481 char *shop_string, *p, *q, *next_semicolon, *next_colon;
725 shopitems *items = NULL; 482 shopitems *items = NULL;
734 p = strchr (p, ';'); 491 p = strchr (p, ';');
735 number_of_entries++; 492 number_of_entries++;
736 if (p) 493 if (p)
737 p++; 494 p++;
738 } 495 }
496
739 p = shop_string; 497 p = shop_string;
740 strip_endline (p); 498 strip_endline (p);
741 items = new shopitems[number_of_entries + 1]; 499 items = new shopitems[number_of_entries + 1];
742 for (i = 0; i < number_of_entries; i++) 500 for (i = 0; i < number_of_entries; i++)
743 { 501 {
744 if (!p) 502 if (!p)
745 { 503 {
746 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 504 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
747 break; 505 break;
748 } 506 }
507
749 next_semicolon = strchr (p, ';'); 508 next_semicolon = strchr (p, ';');
750 next_colon = strchr (p, ':'); 509 next_colon = strchr (p, ':');
751 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 510 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
752 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 511 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753 items[i].strength = atoi (strchr (p, ':') + 1); 512 items[i].strength = atoi (strchr (p, ':') + 1);
780 * the next entry while we're at it, better print a warning 539 * the next entry while we're at it, better print a warning
781 */ 540 */
782 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 541 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
783 } 542 }
784 } 543 }
544
785 items[i].index = number_of_entries; 545 items[i].index = number_of_entries;
786 if (next_semicolon) 546 if (next_semicolon)
787 p = ++next_semicolon; 547 p = ++next_semicolon;
788 else 548 else
789 p = NULL; 549 p = NULL;
790 } 550 }
551
791 free (shop_string); 552 free (shop_string);
792 return items; 553 return items;
793} 554}
794 555
795/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
796 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
797static void 558static const char *
798print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
799{ 560{
800 int i; 561 static dynbuf_text buf; buf.clear ();
801 char tmp[MAX_BUF];
802 562
803 strcpy (output_string, "");
804 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
805 { 564 {
806 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
807 { 566 {
808 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
809 {
810 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
811 }
812 else 569 else
813 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
814 } 571 }
815 else 572 else
816 { 573 {
817 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
818 {
819 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
820 }
821 else 576 else
822 sprintf (tmp, "*"); 577 buf.printf ("*");
823 } 578 }
824 strcat (output_string, tmp);
825 } 579 }
580
581 return buf;
826} 582}
583
584//-GPL
827 585
828/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
829 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
830 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
831 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
833 * put all the stuff in the map object so that names actually make 591 * put all the stuff in the map object so that names actually make
834 * sense. 592 * sense.
835 * This could be done in lex (like the object loader), but I think 593 * This could be done in lex (like the object loader), but I think
836 * currently, there are few enough fields this is not a big deal. 594 * currently, there are few enough fields this is not a big deal.
837 * MSW 2001-07-01 595 * MSW 2001-07-01
838 * return 0 on success, 1 on failure.
839 */ 596 */
840 597bool
841static int 598maptile::_load_header (object_thawer &thawer)
842load_map_header (object_thawer & fp, maptile *m)
843{ 599{
844 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 600 for (;;)
845 int msgpos = 0;
846 int maplorepos = 0;
847
848 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 { 601 {
850 buf[HUGE_BUF - 1] = 0; 602 switch (thawer.kw)
851 key = buf;
852
853 while (isspace (*key))
854 key++;
855
856 if (*key == 0)
857 continue; /* empty line */
858
859 value = strchr (key, ' ');
860
861 if (!value)
862 { 603 {
863 if ((end = strchr (key, '\n'))) 604 case KW_msg:
864 *end = 0; 605 thawer.get_ml (KW_endmsg, msg);
606 break;
607
608 case KW_lore: // CF+ extension
609 thawer.get_ml (KW_endlore, maplore);
610 break;
611
612 case KW_maplore:
613 thawer.get_ml (KW_endmaplore, maplore);
614 break;
615
616 case KW_arch:
617 if (strcmp (thawer.get_str (), "map"))
618 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
619 break;
620
621 case KW_oid:
622 thawer.get (this, thawer.get_sint32 ());
623 break;
624
625 case KW_file_format_version: break; // nop
626
627 case KW_name: thawer.get (name); break;
628 case KW_attach: thawer.get (attach); break;
629 case KW_reset_time: thawer.get (reset_time); break;
630 case KW_shopgreed: thawer.get (shopgreed); break;
631 case KW_shopmin: thawer.get (shopmin); break;
632 case KW_shopmax: thawer.get (shopmax); break;
633 case KW_shoprace: thawer.get (shoprace); break;
634 case KW_outdoor: thawer.get (outdoor); break;
635 case KW_temp: thawer.get (temp); break;
636 case KW_pressure: thawer.get (pressure); break;
637 case KW_humid: thawer.get (humid); break;
638 case KW_windspeed: thawer.get (windspeed); break;
639 case KW_winddir: thawer.get (winddir); break;
640 case KW_sky: thawer.get (sky); break;
641
642 case KW_per_player: thawer.get (per_player); break;
643 case KW_per_party: thawer.get (per_party); break;
644 case KW_no_reset: thawer.get (no_reset); break;
645 case KW_no_drop: thawer.get (no_drop); break;
646
647 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649
650 // old names new names
651 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
652 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
653 case KW_x: case KW_width: thawer.get (width); break;
654 case KW_y: case KW_height: thawer.get (height); break;
655 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
656 case KW_value: case KW_swap_time: thawer.get (timeout); break;
657 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
658 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
659 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
660
661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
670 case KW_end:
671 thawer.next ();
672 return true;
673
674 default:
675 if (!thawer.parse_error ("map", 0))
676 return false;
677 break;
865 } 678 }
866 else
867 {
868 *value = 0;
869 value++;
870 end = strchr (value, '\n');
871 679
872 while (isspace (*value)) 680 thawer.next ();
873 {
874 value++;
875
876 if (*value == '\0' || value == end)
877 {
878 /* Nothing but spaces. */
879 value = NULL;
880 break;
881 }
882 }
883 }
884
885 if (!end)
886 {
887 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
888 return 1;
889 }
890
891 /* key is the field name, value is what it should be set
892 * to. We've already done the work to null terminate key,
893 * and strip off any leading spaces for both of these.
894 * We have not touched the newline at the end of the line -
895 * these are needed for some values. the end pointer
896 * points to the first of the newlines.
897 * value could be NULL! It would be easy enough to just point
898 * this to "" to prevent cores, but that would let more errors slide
899 * through.
900 *
901 * First check for entries that do not use the value parameter, then
902 * validate that value is given and check for the remaining entries
903 * that use the parameter.
904 */
905
906 if (!strcmp (key, "msg"))
907 {
908 while (fgets (buf, HUGE_BUF, fp) != NULL)
909 {
910 if (!strcmp (buf, "endmsg\n"))
911 break;
912 else
913 {
914 /* slightly more efficient than strcat */
915 strcpy (msgbuf + msgpos, buf);
916 msgpos += strlen (buf);
917 }
918 }
919 /* There are lots of maps that have empty messages (eg, msg/endmsg
920 * with nothing between). There is no reason in those cases to
921 * keep the empty message. Also, msgbuf contains garbage data
922 * when msgpos is zero, so copying it results in crashes
923 */
924 if (msgpos != 0)
925 m->msg = strdup (msgbuf);
926 }
927 else if (!strcmp (key, "maplore"))
928 {
929 while (fgets (buf, HUGE_BUF, fp) != NULL)
930 {
931 if (!strcmp (buf, "endmaplore\n"))
932 break;
933 else
934 {
935 /* slightly more efficient than strcat */
936 strcpy (maplorebuf + maplorepos, buf);
937 maplorepos += strlen (buf);
938 }
939 }
940 if (maplorepos != 0)
941 m->maplore = strdup (maplorebuf);
942 }
943 else if (!strcmp (key, "end"))
944 {
945 break;
946 }
947 else if (value == NULL)
948 {
949 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
950 }
951 else if (!strcmp (key, "arch"))
952 {
953 /* This is an oddity, but not something we care about much. */
954 if (strcmp (value, "map\n"))
955 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
956 }
957 else if (!strcmp (key, "name"))
958 {
959 *end = 0;
960 m->name = strdup (value);
961 }
962 /* first strcmp value on these are old names supported
963 * for compatibility reasons. The new values (second) are
964 * what really should be used.
965 */
966 else if (!strcmp (key, "oid"))
967 fp.get (m, atoi (value));
968 else if (!strcmp (key, "attach"))
969 m->attach = value;
970 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
971 m->enter_x = atoi (value);
972 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
973 m->enter_y = atoi (value);
974 else if (!strcmp (key, "x") || !strcmp (key, "width"))
975 m->width = atoi (value);
976 else if (!strcmp (key, "y") || !strcmp (key, "height"))
977 m->height = atoi (value);
978 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
979 m->reset_timeout = atoi (value);
980 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
981 m->timeout = atoi (value);
982 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
983 m->difficulty = clamp (atoi (value), 1, settings.max_level);
984 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
985 m->darkness = atoi (value);
986 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
987 m->fixed_resettime = atoi (value);
988 else if (!strcmp (key, "unique"))
989 m->unique = atoi (value);
990 else if (!strcmp (key, "template"))
991 m->templatemap = atoi (value);
992 else if (!strcmp (key, "region"))
993 m->region = get_region_by_name (value);
994 else if (!strcmp (key, "shopitems"))
995 {
996 *end = 0;
997 m->shopitems = parse_shop_string (value);
998 }
999 else if (!strcmp (key, "shopgreed"))
1000 m->shopgreed = atof (value);
1001 else if (!strcmp (key, "shopmin"))
1002 m->shopmin = atol (value);
1003 else if (!strcmp (key, "shopmax"))
1004 m->shopmax = atol (value);
1005 else if (!strcmp (key, "shoprace"))
1006 {
1007 *end = 0;
1008 m->shoprace = strdup (value);
1009 }
1010 else if (!strcmp (key, "outdoor"))
1011 m->outdoor = atoi (value);
1012 else if (!strcmp (key, "temp"))
1013 m->temp = atoi (value);
1014 else if (!strcmp (key, "pressure"))
1015 m->pressure = atoi (value);
1016 else if (!strcmp (key, "humid"))
1017 m->humid = atoi (value);
1018 else if (!strcmp (key, "windspeed"))
1019 m->windspeed = atoi (value);
1020 else if (!strcmp (key, "winddir"))
1021 m->winddir = atoi (value);
1022 else if (!strcmp (key, "sky"))
1023 m->sky = atoi (value);
1024 else if (!strcmp (key, "nosmooth"))
1025 m->nosmooth = atoi (value);
1026 else if (!strncmp (key, "tile_path_", 10))
1027 {
1028 int tile = atoi (key + 10);
1029
1030 if (tile < 1 || tile > 4)
1031 {
1032 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1033 }
1034 else
1035 {
1036 char *path;
1037
1038 *end = 0;
1039
1040 if (m->tile_path[tile - 1])
1041 {
1042 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1043 free (m->tile_path[tile - 1]);
1044 m->tile_path[tile - 1] = NULL;
1045 }
1046
1047 if (check_path (value, 1) != -1)
1048 {
1049 /* The unadorned path works. */
1050 path = value;
1051 }
1052 else
1053 {
1054 /* Try again; it could be a relative exit. */
1055
1056 path = path_combine_and_normalize (m->path, value);
1057
1058 if (check_path (path, 1) == -1)
1059 {
1060 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1061 path = NULL;
1062 }
1063 }
1064
1065 if (editor)
1066 {
1067 /* Use the value as in the file. */
1068 m->tile_path[tile - 1] = strdup (value);
1069 }
1070 else if (path != NULL)
1071 {
1072 /* Use the normalized value. */
1073 m->tile_path[tile - 1] = strdup (path);
1074 }
1075 } /* end if tile direction (in)valid */
1076 }
1077 else
1078 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1079 }
1080
1081 if (!key || strcmp (key, "end"))
1082 { 681 }
1083 LOG (llevError, "Got premature eof on map header!\n");
1084 return 1;
1085 }
1086 682
1087 return 0; 683 abort ();
1088} 684}
1089 685
1090/* 686//+GPL
1091 * Opens the file "filename" and reads information about the map
1092 * from the given file, and stores it in a newly allocated
1093 * maptile. A pointer to this structure is returned, or NULL on failure.
1094 * flags correspond to those in map.h. Main ones used are
1095 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1096 * MAP_BLOCK, in which case we block on this load. This happens in all
1097 * cases, no matter if this flag is set or not.
1098 * MAP_STYLE: style map - don't add active objects, don't add to server
1099 * managed map list.
1100 */
1101
1102maptile *
1103load_original_map (const char *filename, int flags)
1104{
1105 maptile *m;
1106 char pathname[MAX_BUF];
1107
1108 if (flags & MAP_PLAYER_UNIQUE)
1109 strcpy (pathname, filename);
1110 else if (flags & MAP_OVERLAY)
1111 strcpy (pathname, create_overlay_pathname (filename));
1112 else
1113 strcpy (pathname, create_pathname (filename));
1114
1115 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1116
1117 object_thawer thawer (pathname);
1118
1119 if (!thawer)
1120 return 0;
1121
1122 m = get_linked_map ();
1123
1124 strcpy (m->path, filename);
1125 if (load_map_header (thawer, m))
1126 {
1127 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1128 delete_map (m);
1129 return 0;
1130 }
1131
1132 m->allocate ();
1133
1134 m->in_memory = MAP_LOADING;
1135 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1136
1137 m->in_memory = MAP_IN_MEMORY;
1138 if (!m->difficulty)
1139 m->difficulty = calculate_difficulty (m);
1140 set_map_reset_time (m);
1141 m->instantiate ();
1142 return (m);
1143}
1144
1145/*
1146 * Loads a map, which has been loaded earlier, from file.
1147 * Return the map object we load into (this can change from the passed
1148 * option if we can't find the original map)
1149 */
1150
1151static maptile *
1152load_temporary_map (maptile *m)
1153{
1154 char buf[MAX_BUF];
1155
1156 if (!m->tmpname)
1157 {
1158 LOG (llevError, "No temporary filename for map %s\n", m->path);
1159 strcpy (buf, m->path);
1160 delete_map (m);
1161 m = load_original_map (buf, 0);
1162 if (m == NULL)
1163 return NULL;
1164 fix_auto_apply (m); /* Chests which open as default */
1165 return m;
1166 }
1167
1168 object_thawer thawer (m->tmpname);
1169
1170 if (!thawer)
1171 {
1172 strcpy (buf, m->path);
1173 delete_map (m);
1174 m = load_original_map (buf, 0);
1175 if (!m)
1176 return NULL;
1177 fix_auto_apply (m); /* Chests which open as default */
1178 return m;
1179 }
1180
1181 if (load_map_header (thawer, m))
1182 {
1183 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1184 delete_map (m);
1185 m = load_original_map (m->path, 0);
1186 return NULL;
1187 }
1188
1189 m->allocate ();
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, 0);
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 INVOKE_MAP (SWAPIN, m);
1196 return m;
1197}
1198
1199/*
1200 * Loads a map, which has been loaded earlier, from file.
1201 * Return the map object we load into (this can change from the passed
1202 * option if we can't find the original map)
1203 */
1204
1205maptile *
1206load_overlay_map (const char *filename, maptile *m)
1207{
1208 char pathname[MAX_BUF];
1209
1210 strcpy (pathname, create_overlay_pathname (filename));
1211
1212 object_thawer thawer (pathname);
1213
1214 if (!thawer)
1215 return m;
1216
1217 if (load_map_header (thawer, m))
1218 {
1219 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1220 delete_map (m);
1221 m = load_original_map (m->path, 0);
1222 return 0;
1223 }
1224 /*m->allocate ();*/
1225
1226 m->in_memory = MAP_LOADING;
1227 load_objects (m, thawer, MAP_OVERLAY);
1228
1229 m->in_memory = MAP_IN_MEMORY;
1230 return m;
1231}
1232 687
1233/****************************************************************************** 688/******************************************************************************
1234 * This is the start of unique map handling code 689 * This is the start of unique map handling code
1235 *****************************************************************************/ 690 *****************************************************************************/
1236 691
1237/* This goes through map 'm' and removed any unique items on the map. */ 692/* This goes through the maptile and removed any unique items on the map. */
1238static void 693void
1239delete_unique_items (maptile *m) 694maptile::clear_unique_items ()
1240{ 695{
1241 int i, j, unique; 696 for (int i = 0; i < size (); ++i)
1242 object *op, *next;
1243
1244 for (i = 0; i < m->width; i++)
1245 for (j = 0; j < m->height; j++)
1246 { 697 {
1247 unique = 0; 698 int unique = 0;
699 for (object *op = spaces [i].bot; op; )
700 {
701 object *above = op->above;
1248 702
1249 for (op = GET_MAP_OB (m, i, j); op; op = next) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
704 unique = 1;
705
706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
707 op->destroy ();
708
709 op = above;
710 }
711 }
712}
713
714//-GPL
715
716bool
717maptile::_save_header (object_freezer &freezer)
718{
719#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721
722 MAP_OUT2 (arch, CS(map));
723
724 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time);
726 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
731 MAP_OUT (difficulty);
732 if (default_region) MAP_OUT2 (region, default_region->name);
733
734 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
735 MAP_OUT (shopgreed);
736 MAP_OUT (shopmin);
737 MAP_OUT (shopmax);
738 if (shoprace) MAP_OUT (shoprace);
739
740 MAP_OUT (darkness);
741 MAP_OUT (width);
742 MAP_OUT (height);
743 MAP_OUT (enter_x);
744 MAP_OUT (enter_y);
745
746 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748
749 MAP_OUT (outdoor);
750 MAP_OUT (temp);
751 MAP_OUT (pressure);
752 MAP_OUT (humid);
753 MAP_OUT (windspeed);
754 MAP_OUT (winddir);
755 MAP_OUT (sky);
756
757 MAP_OUT (per_player);
758 MAP_OUT (per_party);
759
760 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764
765 freezer.put (this);
766 freezer.put (KW(end));
767
768 return true;
769}
770
771bool
772maptile::_save_header (const char *path)
773{
774 object_freezer freezer;
775
776 if (!_save_header (freezer))
777 return false;
778
779 return freezer.save (path);
780}
781
782//+GPL
783
784/*
785 * Remove and free all objects in the given map.
786 */
787void
788maptile::clear ()
789{
790 if (spaces)
791 {
792 for (mapspace *ms = spaces + size (); ms-- > spaces; )
793 while (object *op = ms->bot)
1250 { 794 {
795 // manually remove, as to not trigger anything
1251 next = op->above; 796 if (ms->bot = op->above)
797 ms->bot->below = 0;
1252 798
1253 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 799 op->flag [FLAG_REMOVED] = true;
1254 unique = 1;
1255 800
1256 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 801 object *head = op->head_ ();
802 if (op == head)
803 op->destroy ();
804 else if (head->map != op->map)
1257 { 805 {
1258 op->destroy_inv (false); 806 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1259 op->destroy (); 807 head->destroy ();
1260 } 808 }
1261 } 809 }
810
811 sfree0 (spaces, size ());
1262 } 812 }
1263}
1264 813
814 if (buttons)
815 free_objectlinkpt (buttons), buttons = 0;
1265 816
1266/* 817 sfree0 (regions, size ());
1267 * Loads unique objects from file(s) into the map which is in memory 818 delete [] regionmap; regionmap = 0;
1268 * m is the map to load unique items into.
1269 */
1270static void
1271load_unique_objects (maptile *m)
1272{
1273 int count;
1274 char firstname[MAX_BUF];
1275
1276 for (count = 0; count < 10; count++)
1277 {
1278 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1279 if (!access (firstname, R_OK))
1280 break;
1281 }
1282 /* If we get here, we did not find any map */
1283 if (count == 10)
1284 return;
1285
1286 object_thawer thawer (firstname);
1287
1288 if (!thawer)
1289 return;
1290
1291 m->in_memory = MAP_LOADING;
1292 if (m->tmpname == NULL) /* if we have loaded unique items from */
1293 delete_unique_items (m); /* original map before, don't duplicate them */
1294 load_objects (m, thawer, 0);
1295
1296 m->in_memory = MAP_IN_MEMORY;
1297} 819}
1298 820
1299
1300/*
1301 * Saves a map to file. If flag is set, it is saved into the same
1302 * file it was (originally) loaded from. Otherwise a temporary
1303 * filename will be genarated, and the file will be stored there.
1304 * The temporary filename will be stored in the maptileure.
1305 * If the map is unique, we also save to the filename in the map
1306 * (this should have been updated when first loaded)
1307 */
1308
1309int
1310new_save_map (maptile *m, int flag)
1311{
1312 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1313 int i;
1314
1315 if (flag && !*m->path)
1316 {
1317 LOG (llevError, "Tried to save map without path.\n");
1318 return -1;
1319 }
1320
1321 if (flag || (m->unique) || (m->templatemap))
1322 {
1323 if (!m->unique && !m->templatemap)
1324 { /* flag is set */
1325 if (flag == 2)
1326 strcpy (filename, create_overlay_pathname (m->path));
1327 else
1328 strcpy (filename, create_pathname (m->path));
1329 }
1330 else
1331 strcpy (filename, m->path);
1332
1333 make_path_to_file (filename);
1334 }
1335 else
1336 {
1337 if (!m->tmpname)
1338 m->tmpname = tempnam (settings.tmpdir, NULL);
1339
1340 strcpy (filename, m->tmpname);
1341 }
1342
1343 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1344 m->in_memory = MAP_SAVING;
1345
1346 object_freezer freezer;
1347
1348 /* legacy */
1349 fprintf (freezer, "arch map\n");
1350 if (m->name)
1351 fprintf (freezer, "name %s\n", m->name);
1352 if (!flag)
1353 fprintf (freezer, "swap_time %d\n", m->swap_time);
1354 if (m->reset_timeout)
1355 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1356 if (m->fixed_resettime)
1357 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1358 /* we unfortunately have no idea if this is a value the creator set
1359 * or a difficulty value we generated when the map was first loaded
1360 */
1361 if (m->difficulty)
1362 fprintf (freezer, "difficulty %d\n", m->difficulty);
1363 if (m->region)
1364 fprintf (freezer, "region %s\n", m->region->name);
1365 if (m->shopitems)
1366 {
1367 print_shop_string (m, shop);
1368 fprintf (freezer, "shopitems %s\n", shop);
1369 }
1370 if (m->shopgreed)
1371 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1372 if (m->shopmin)
1373 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1374 if (m->shopmax)
1375 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1376 if (m->shoprace)
1377 fprintf (freezer, "shoprace %s\n", m->shoprace);
1378 if (m->darkness)
1379 fprintf (freezer, "darkness %d\n", m->darkness);
1380 if (m->width)
1381 fprintf (freezer, "width %d\n", m->width);
1382 if (m->height)
1383 fprintf (freezer, "height %d\n", m->height);
1384 if (m->enter_x)
1385 fprintf (freezer, "enter_x %d\n", m->enter_x);
1386 if (m->enter_y)
1387 fprintf (freezer, "enter_y %d\n", m->enter_y);
1388 if (m->msg)
1389 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1390 if (m->maplore)
1391 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1392 if (m->unique)
1393 fprintf (freezer, "unique %d\n", m->unique);
1394 if (m->templatemap)
1395 fprintf (freezer, "template %d\n", m->templatemap);
1396 if (m->outdoor)
1397 fprintf (freezer, "outdoor %d\n", m->outdoor);
1398 if (m->temp)
1399 fprintf (freezer, "temp %d\n", m->temp);
1400 if (m->pressure)
1401 fprintf (freezer, "pressure %d\n", m->pressure);
1402 if (m->humid)
1403 fprintf (freezer, "humid %d\n", m->humid);
1404 if (m->windspeed)
1405 fprintf (freezer, "windspeed %d\n", m->windspeed);
1406 if (m->winddir)
1407 fprintf (freezer, "winddir %d\n", m->winddir);
1408 if (m->sky)
1409 fprintf (freezer, "sky %d\n", m->sky);
1410 if (m->nosmooth)
1411 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1412
1413 /* Save any tiling information, except on overlays */
1414 if (flag != 2)
1415 for (i = 0; i < 4; i++)
1416 if (m->tile_path[i])
1417 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1418
1419 freezer.put (m);
1420 fprintf (freezer, "end\n");
1421
1422 /* In the game save unique items in the different file, but
1423 * in the editor save them to the normal map file.
1424 * If unique map, save files in the proper destination (set by
1425 * player)
1426 */
1427 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1428 {
1429 object_freezer unique;
1430
1431 if (flag == 2)
1432 save_objects (m, freezer, unique, 2);
1433 else
1434 save_objects (m, freezer, unique, 0);
1435
1436 sprintf (buf, "%s.v00", create_items_path (m->path));
1437
1438 unique.save (buf);
1439 }
1440 else
1441 { /* save same file when not playing, like in editor */
1442 save_objects (m, freezer, freezer, 0);
1443 }
1444
1445 freezer.save (filename);
1446
1447 return 0;
1448}
1449
1450/*
1451 * Remove and free all objects in the given map.
1452 */
1453void 821void
1454free_all_objects (maptile *m) 822maptile::clear_header ()
1455{ 823{
1456 if (!m->spaces) 824 name = 0;
1457 return; 825 msg = 0;
826 maplore = 0;
827 shoprace = 0;
828 delete [] shopitems, shopitems = 0;
1458 829
1459 for (int i = 0; i < m->width; i++) 830 for (int i = 0; i < 4; i++)
1460 for (int j = 0; j < m->height; j++) 831 tile_path [i] = 0;
1461 {
1462 mapspace &ms = m->at (i, j);
1463
1464 while (object *op = ms.bot)
1465 {
1466 if (op->head)
1467 op = op->head;
1468
1469 op->destroy_inv (false);
1470 op->destroy ();
1471 }
1472 }
1473} 832}
1474 833
1475/* 834maptile::~maptile ()
1476 * Frees everything allocated by the given maptileure. 835{
1477 * don't free tmpname - our caller is left to do that 836 assert (destroyed ());
1478 */ 837}
838
1479void 839void
1480free_map (maptile *m, int flag) 840maptile::clear_links_to (maptile *m)
1481{ 841{
1482 if (m->in_memory != MAP_IN_MEMORY)
1483 return;
1484
1485 m->in_memory = MAP_SAVING;
1486
1487 // TODO: use new/delete
1488#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1489
1490 if (flag && m->spaces)
1491 free_all_objects (m);
1492 if (m->name)
1493 FREE_AND_CLEAR (m->name);
1494 if (m->spaces)
1495 FREE_AND_CLEAR (m->spaces);
1496 if (m->msg)
1497 FREE_AND_CLEAR (m->msg);
1498 if (m->maplore)
1499 FREE_AND_CLEAR (m->maplore);
1500
1501 delete [] m->shopitems;
1502 m->shopitems = 0;
1503
1504 if (m->shoprace)
1505 FREE_AND_CLEAR (m->shoprace);
1506
1507 if (m->buttons)
1508 free_objectlinkpt (m->buttons);
1509
1510 m->buttons = NULL;
1511
1512 for (int i = 0; i < 4; i++)
1513 {
1514 if (m->tile_path[i])
1515 FREE_AND_CLEAR (m->tile_path[i]);
1516
1517 m->tile_map[i] = 0;
1518 }
1519
1520 m->in_memory = MAP_SWAPPED;
1521
1522#undef FREE_AND_CLEAR
1523}
1524
1525maptile::~maptile ()
1526{
1527 free_map (this, 1);
1528 free (tmpname);
1529}
1530
1531void
1532maptile::do_destroy ()
1533{
1534 attachable::do_destroy ();
1535
1536 free_all_objects (this);
1537
1538 /* We need to look through all the maps and see if any maps 842 /* We need to look through all the maps and see if any maps
1539 * are pointing at this one for tiling information. Since 843 * are pointing at this one for tiling information. Since
1540 * tiling can be asymetric, we just can not look to see which 844 * tiling can be asymetric, we just can not look to see which
1541 * maps this map tiles with and clears those. 845 * maps this map tiles with and clears those.
1542 */ 846 */
1543 //TODO: non-euclidean-tiling MUST GO
1544 for (maptile *m = first_map; m; m = m->next)
1545 for (int i = 0; i < 4; i++) 847 for (int i = 0; i < 4; i++)
1546 if (m->tile_map[i] == this) 848 if (tile_map[i] == m)
1547 m->tile_map[i] = 0; 849 tile_map[i] = 0;
850}
1548 851
1549 if (first_map == this) 852void
1550 first_map = next; 853maptile::do_destroy ()
1551 else 854{
1552 for (maptile *m = first_map; m; m = m->next) 855 attachable::do_destroy ();
1553 if (m->next = this) 856
857 clear ();
858}
859
860/* decay and destroy perishable items in a map */
861void
862maptile::do_decay_objects ()
863{
864 if (!spaces)
865 return;
866
867 for (mapspace *ms = spaces + size (); ms-- > spaces; )
868 for (object *above, *op = ms->bot; op; op = above)
1554 { 869 {
1555 m->next = next; 870 above = op->above;
871
872 bool destroy = 0;
873
874 // do not decay anything above unique floor tiles (yet :)
875 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1556 break; 876 break;
1557 }
1558}
1559 877
1560//TODO: must go 878 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
1561void 879 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
1562delete_map (maptile *m) 880 || QUERY_FLAG (op, FLAG_UNIQUE)
1563{ 881 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
1564 if (m) 882 || QUERY_FLAG (op, FLAG_UNPAID)
1565 m->destroy (); 883 || op->is_alive ())
1566} 884 ; // do not decay
1567 885 else if (op->is_weapon ())
1568/*
1569 * Makes sure the given map is loaded and swapped in.
1570 * name is path name of the map.
1571 * flags meaning:
1572 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1573 * and don't do unique items or the like.
1574 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1575 * dont do any more name translation on it.
1576 *
1577 * Returns a pointer to the given map.
1578 */
1579maptile *
1580ready_map_name (const char *name, int flags)
1581{
1582 if (!name)
1583 return 0;
1584
1585 /* Have we been at this level before? */
1586 maptile *m = has_been_loaded (name);
1587
1588 /* Map is good to go, so just return it */
1589 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1590 return m;
1591
1592 /* unique maps always get loaded from their original location, and never
1593 * a temp location. Likewise, if map_flush is set, or we have never loaded
1594 * this map, load it now. I removed the reset checking from here -
1595 * it seems the probability of a player trying to enter a map that should
1596 * reset but hasn't yet is quite low, and removing that makes this function
1597 * a bit cleaner (and players probably shouldn't rely on exact timing for
1598 * resets in any case - if they really care, they should use the 'maps command.
1599 */
1600 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1601 {
1602 /* first visit or time to reset */
1603 if (m)
1604 { 886 {
1605 clean_tmp_map (m); /* Doesn't make much difference */ 887 op->stats.dam--;
1606 delete_map (m); 888 if (op->stats.dam < 0)
889 destroy = 1;
1607 } 890 }
1608 891 else if (op->is_armor ())
1609 /* create and load a map */ 892 {
1610 if (flags & MAP_PLAYER_UNIQUE) 893 op->stats.ac--;
1611 LOG (llevDebug, "Trying to load map %s.\n", name); 894 if (op->stats.ac < 0)
895 destroy = 1;
896 }
897 else if (op->type == FOOD)
898 {
899 op->stats.food -= rndm (5, 20);
900 if (op->stats.food < 0)
901 destroy = 1;
902 }
1612 else 903 else
1613 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1614
1615 //eval_pv ("$x = Event::time", 1);//D
1616 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1617 return (NULL);
1618 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1619
1620 fix_auto_apply (m); /* Chests which open as default */
1621
1622 /* If a player unique map, no extra unique object file to load.
1623 * if from the editor, likewise.
1624 */
1625 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1626 load_unique_objects (m);
1627
1628 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1629 { 904 {
1630 m = load_overlay_map (name, m); 905 int mat = op->materials;
1631 if (m == NULL) 906
1632 return NULL; 907 if (mat & M_PAPER
908 || mat & M_LEATHER
909 || mat & M_WOOD
910 || mat & M_ORGANIC
911 || mat & M_CLOTH
912 || mat & M_LIQUID
913 || (mat & M_IRON && rndm (1, 5) == 1)
914 || (mat & M_GLASS && rndm (1, 2) == 1)
915 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
916 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
917 || (mat & M_ICE && temp > 32))
918 destroy = 1;
1633 } 919 }
1634 920
1635 if (flags & MAP_PLAYER_UNIQUE) 921 /* adjust overall chance below */
1636 INVOKE_MAP (SWAPIN, m); 922 if (destroy && rndm (0, 1))
1637 923 op->destroy ();
1638 } 924 }
1639 else
1640 {
1641 /* If in this loop, we found a temporary map, so load it up. */
1642
1643 m = load_temporary_map (m);
1644 if (m == NULL)
1645 return NULL;
1646 load_unique_objects (m);
1647
1648 clean_tmp_map (m);
1649 m->in_memory = MAP_IN_MEMORY;
1650 /* tempnam() on sun systems (probably others) uses malloc
1651 * to allocated space for the string. Free it here.
1652 * In some cases, load_temporary_map above won't find the
1653 * temporary map, and so has reloaded a new map. If that
1654 * is the case, tmpname is now null
1655 */
1656 if (m->tmpname)
1657 free (m->tmpname);
1658 m->tmpname = NULL;
1659 /* It's going to be saved anew anyway */
1660 }
1661
1662 /* Below here is stuff common to both first time loaded maps and
1663 * temp maps.
1664 */
1665
1666 decay_objects (m); /* start the decay */
1667 /* In case other objects press some buttons down */
1668 update_buttons (m);
1669 if (m->outdoor)
1670 set_darkness_map (m);
1671 /* run the weather over this map */
1672 weather_effect (name);
1673 return m;
1674} 925}
1675
1676 926
1677/* 927/*
1678 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
1679 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
1680 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
1681 * 931 *
1682 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
1683 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
1684 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
1685 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
1686 */ 936 */
1687
1688int 937int
1689calculate_difficulty (maptile *m) 938maptile::estimate_difficulty () const
1690{ 939{
1691 object *op;
1692 archetype *at;
1693 int x, y, i;
1694 long monster_cnt = 0; 940 long monster_cnt = 0;
1695 double avgexp = 0; 941 double avgexp = 0;
1696 sint64 total_exp = 0; 942 sint64 total_exp = 0;
1697 943
1698 if (m->difficulty) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1699 { 945 for (object *op = ms->bot; op; op = op->above)
1700 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1701 return m->difficulty;
1702 }
1703
1704 for (x = 0; x < m->width; x++)
1705 for (y = 0; y < m->height; y++)
1706 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1707 { 946 {
1708 if (QUERY_FLAG (op, FLAG_MONSTER)) 947 if (QUERY_FLAG (op, FLAG_MONSTER))
1709 { 948 {
1710 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
1711 monster_cnt++; 950 monster_cnt++;
1712 } 951 }
1713 952
1714 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (QUERY_FLAG (op, FLAG_GENERATOR))
1715 { 954 {
1716 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1717 at = type_to_archetype (GENERATE_TYPE (op));
1718 956
1719 if (at != NULL) 957 if (archetype *at = op->other_arch)
958 {
1720 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1721
1722 monster_cnt++; 960 monster_cnt++;
1723 } 961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
1724 } 968 }
969 }
1725 970
1726 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1727 972
1728 for (i = 1; i <= settings.max_level; i++) 973 for (int i = 1; i <= settings.max_level; i++)
1729 {
1730 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 974 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1731 {
1732 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1733 return i; 975 return i;
1734 }
1735 }
1736 976
1737 return 1; 977 return 1;
1738}
1739
1740void
1741clean_tmp_map (maptile *m)
1742{
1743 if (m->tmpname == NULL)
1744 return;
1745 INVOKE_MAP (CLEAN, m);
1746 (void) unlink (m->tmpname);
1747}
1748
1749void
1750free_all_maps (void)
1751{
1752 int real_maps = 0;
1753
1754 while (first_map)
1755 {
1756 /* I think some of the callers above before it gets here set this to be
1757 * saving, but we still want to free this data
1758 */
1759 if (first_map->in_memory == MAP_SAVING)
1760 first_map->in_memory = MAP_IN_MEMORY;
1761 delete_map (first_map);
1762 real_maps++;
1763 }
1764 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1765} 978}
1766 979
1767/* change_map_light() - used to change map light level (darkness) 980/* change_map_light() - used to change map light level (darkness)
1768 * up or down. Returns true if successful. It should now be 981 * up or down. Returns true if successful. It should now be
1769 * possible to change a value by more than 1. 982 * possible to change a value by more than 1.
1770 * Move this from los.c to map.c since this is more related 983 * Move this from los.c to map.c since this is more related
1771 * to maps than los. 984 * to maps than los.
1772 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1773 */ 986 */
1774
1775int 987int
1776change_map_light (maptile *m, int change) 988maptile::change_map_light (int change)
1777{ 989{
1778 int new_level = m->darkness + change;
1779
1780 /* Nothing to do */ 990 /* Nothing to do */
1781 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 991 if (!change)
1782 {
1783 return 0; 992 return 0;
1784 }
1785 993
1786 /* inform all players on the map */ 994 /* inform all players on the map */
1787 if (change > 0) 995 if (change > 0)
1788 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1789 else 997 else
1790 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1791 999
1792 /* Do extra checking. since m->darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1793 * we need to be extra careful about negative values.
1794 * In general, the checks below are only needed if change
1795 * is not +/-1
1796 */
1797 if (new_level < 0)
1798 m->darkness = 0;
1799 else if (new_level >= MAX_DARKNESS)
1800 m->darkness = MAX_DARKNESS;
1801 else
1802 m->darkness = new_level;
1803 1001
1804 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1805 update_all_map_los (m); 1003 update_all_map_los (this);
1004
1806 return 1; 1005 return 1;
1807} 1006}
1808 1007
1809/* 1008/*
1810 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1813 * through, etc) 1012 * through, etc)
1814 */ 1013 */
1815void 1014void
1816mapspace::update_ () 1015mapspace::update_ ()
1817{ 1016{
1818 object *tmp, *last = 0; 1017 object *last = 0;
1819 uint8 flags = 0, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1820 New_Face *top, *floor, *middle; 1019 sint8 light = 0;
1821 object *top_obj, *floor_obj, *middle_obj;
1822 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1823 1025
1824 middle = blank_face; 1026 //object *middle = 0;
1825 top = blank_face; 1027 //object *top = 0;
1826 floor = blank_face; 1028 //object *floor = 0;
1029 // this seems to generate better code than using locals, above
1030 object *&top = faces_obj[0] = 0;
1031 object *&middle = faces_obj[1] = 0;
1032 object *&floor = faces_obj[2] = 0;
1827 1033
1828 middle_obj = 0; 1034 object::flags_t allflags; // all flags of all objects or'ed together
1829 top_obj = 0;
1830 floor_obj = 0;
1831 1035
1832 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1833 { 1037 {
1834 /* This could be made additive I guess (two lights better than 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1835 * one). But if so, it shouldn't be a simple additive - 2
1836 * light bulbs do not illuminate twice as far as once since
1837 * it is a dissapation factor that is cubed.
1838 */
1839 if (tmp->glow_radius > light)
1840 light = tmp->glow_radius; 1039 light += tmp->glow_radius;
1841 1040
1842 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1843 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1844 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1845 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1846 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1847 * 1046 *
1848 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1849 */ 1048 */
1850 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1851 { 1050 {
1852 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1853 {
1854 top = tmp->face;
1855 top_obj = tmp; 1052 top = tmp;
1856 } 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1857 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1858 { 1054 {
1859 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1860 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1861 */ 1057 */
1862 middle = blank_face; 1058 middle = 0;
1863 top = blank_face; 1059 top = 0;
1864 floor = tmp->face;
1865 floor_obj = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1866 } 1063 }
1867 /* Flag anywhere have high priority */ 1064 else
1868 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1869 { 1065 {
1870 middle = tmp->face; 1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1871 1071
1872 middle_obj = tmp; 1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1873 anywhere = 1; 1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1083 middle = tmp;
1084 }
1874 } 1085 }
1875 /* Find the highest visible face around. If equal
1876 * visibilities, we still want the one nearer to the
1877 * top
1878 */
1879 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1880 {
1881 middle = tmp->face;
1882 middle_obj = tmp;
1883 }
1884 }
1885
1886 if (tmp == tmp->above)
1887 {
1888 LOG (llevError, "Error in structure of map\n");
1889 exit (-1);
1890 } 1086 }
1891 1087
1892 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1893 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1894 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1895 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1896 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1897 1093
1898 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1899 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1900 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1901 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1902 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1903 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1904 } 1098 }
1905 1099
1906 this->light = light; 1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1907 this->flags_ = flags; 1111 this->flags_ = flags;
1908 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1909 this->move_on = move_on; 1113 this->move_on = move_on;
1910 this->move_off = move_off; 1114 this->move_off = move_off;
1911 this->move_slow = move_slow; 1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1912 1118
1913 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
1914 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
1915 * this point. 1121 * this point.
1916 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1923 * middle face. This should not happen, as we already have the 1129 * middle face. This should not happen, as we already have the
1924 * else statement above so middle should not get set. OTOH, it 1130 * else statement above so middle should not get set. OTOH, it
1925 * may be possible for the faces to match but be different objects. 1131 * may be possible for the faces to match but be different objects.
1926 */ 1132 */
1927 if (top == middle) 1133 if (top == middle)
1928 middle = blank_face; 1134 middle = 0;
1929 1135
1930 /* There are three posibilities at this point: 1136 /* There are three posibilities at this point:
1931 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1932 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1933 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
1934 */ 1140 */
1935 1141
1936 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1937 { 1143 {
1938 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
1939 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1940 break; 1146 break;
1941 1147
1942 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1943 if ((top != blank_face) && (middle != blank_face)) 1149 if (top && middle)
1944 break; 1150 break;
1945 1151
1946 /* Only show visible faces, unless its the editor - show all */ 1152 /* Only show visible faces */
1947 if (!tmp->invisible || editor) 1153 if (!tmp->invisible)
1948 { 1154 {
1949 /* Fill in top if needed */ 1155 /* Fill in top if needed */
1950 if (top == blank_face) 1156 if (!top)
1951 { 1157 {
1952 top = tmp->face;
1953 top_obj = tmp; 1158 top = tmp;
1954 if (top == middle) 1159 if (top == middle)
1955 middle = blank_face; 1160 middle = 0;
1956 } 1161 }
1957 else 1162 else
1958 { 1163 {
1959 /* top is already set - we should only get here if 1164 /* top is already set - we should only get here if
1960 * middle is not set 1165 * middle is not set
1961 * 1166 *
1962 * Set the middle face and break out, since there is nothing 1167 * Set the middle face and break out, since there is nothing
1963 * more to fill in. We don't check visiblity here, since 1168 * more to fill in. We don't check visiblity here, since
1964 * 1169 *
1965 */ 1170 */
1966 if (tmp->face != top) 1171 if (tmp != top)
1967 { 1172 {
1968 middle = tmp->face;
1969 middle_obj = tmp; 1173 middle = tmp;
1970 break; 1174 break;
1971 } 1175 }
1972 } 1176 }
1973 } 1177 }
1974 } 1178 }
1975 1179
1976 if (middle == floor) 1180 if (middle == floor)
1977 middle = blank_face; 1181 middle = 0;
1978 1182
1979 if (top == middle) 1183 if (top == middle)
1980 middle = blank_face; 1184 middle = 0;
1981 1185
1982 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1186#if 0
1983 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1187 faces_obj [0] = top;
1984 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1188 faces_obj [1] = middle;
1189 faces_obj [2] = floor;
1190#endif
1985} 1191}
1986 1192
1987void 1193maptile *
1988set_map_reset_time (maptile *map) 1194maptile::tile_available (int dir, bool load)
1989{ 1195{
1990 int timeout; 1196 if (tile_path[dir])
1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1991 1200
1992 timeout = map->reset_timeout; 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1993 if (timeout <= 0) 1202 return tile_map[dir];
1994 timeout = MAP_DEFAULTRESET; 1203 }
1995 if (timeout >= MAP_MAXRESET)
1996 timeout = MAP_MAXRESET;
1997 map->reset_time = time (0) + timeout;
1998}
1999 1204
2000/* this updates the orig_map->tile_map[tile_num] value after loading 1205 return 0;
2001 * the map. It also takes care of linking back the freshly loaded
2002 * maps tile_map values if it tiles back to this one. It returns
2003 * the value of orig_map->tile_map[tile_num]. It really only does this
2004 * so that it is easier for calling functions to verify success.
2005 */
2006
2007static maptile *
2008load_and_link_tiled_map (maptile *orig_map, int tile_num)
2009{
2010 int dest_tile = (tile_num + 2) % 4;
2011 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2012
2013 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2014
2015 /* need to do a strcmp here as the orig_map->path is not a shared string */
2016 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))
2017 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2018
2019 return orig_map->tile_map[tile_num];
2020} 1206}
2021 1207
2022/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
2023 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
2024 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
2025 * This is the function should always be used when it 1211 * This is the function should always be used when it
2026 * necessary to check for valid coordinates. 1212 * necessary to check for valid coordinates.
2027 * This function will recursively call itself for the 1213 * This function will recursively call itself for the
2028 * tiled maps. 1214 * tiled maps.
2029 *
2030 *
2031 */ 1215 */
2032int 1216int
2033out_of_map (maptile *m, int x, int y) 1217out_of_map (maptile *m, int x, int y)
2034{ 1218{
2035 /* If we get passed a null map, this is obviously the 1219 /* If we get passed a null map, this is obviously the
2039 if (!m) 1223 if (!m)
2040 return 0; 1224 return 0;
2041 1225
2042 if (x < 0) 1226 if (x < 0)
2043 { 1227 {
2044 if (!m->tile_path[3]) 1228 if (!m->tile_available (3))
2045 return 1; 1229 return 1;
2046 1230
2047 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map (m, 3);
2049
2050 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2051 } 1232 }
2052 1233
2053 if (x >= m->width) 1234 if (x >= m->width)
2054 { 1235 {
2055 if (!m->tile_path[1]) 1236 if (!m->tile_available (1))
2056 return 1; 1237 return 1;
2057 1238
2058 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2059 load_and_link_tiled_map (m, 1);
2060
2061 return (out_of_map (m->tile_map[1], x - m->width, y)); 1239 return out_of_map (m->tile_map[1], x - m->width, y);
2062 } 1240 }
2063 1241
2064 if (y < 0) 1242 if (y < 0)
2065 { 1243 {
2066 if (!m->tile_path[0]) 1244 if (!m->tile_available (0))
2067 return 1; 1245 return 1;
2068 1246
2069 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2070 load_and_link_tiled_map (m, 0);
2071
2072 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2073 } 1248 }
2074 1249
2075 if (y >= m->height) 1250 if (y >= m->height)
2076 { 1251 {
2077 if (!m->tile_path[2]) 1252 if (!m->tile_available (2))
2078 return 1; 1253 return 1;
2079 1254
2080 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2081 load_and_link_tiled_map (m, 2);
2082
2083 return (out_of_map (m->tile_map[2], x, y - m->height)); 1255 return out_of_map (m->tile_map[2], x, y - m->height);
2084 } 1256 }
2085 1257
2086 /* Simple case - coordinates are within this local 1258 /* Simple case - coordinates are within this local
2087 * map. 1259 * map.
2088 */ 1260 */
2091 1263
2092/* This is basically the same as out_of_map above, but 1264/* This is basically the same as out_of_map above, but
2093 * instead we return NULL if no map is valid (coordinates 1265 * instead we return NULL if no map is valid (coordinates
2094 * out of bounds and no tiled map), otherwise it returns 1266 * out of bounds and no tiled map), otherwise it returns
2095 * the map as that the coordinates are really on, and 1267 * the map as that the coordinates are really on, and
2096 * updates x and y to be the localized coordinates. 1268 * updates x and y to be the localised coordinates.
2097 * Using this is more efficient of calling out_of_map 1269 * Using this is more efficient of calling out_of_map
2098 * and then figuring out what the real map is 1270 * and then figuring out what the real map is
2099 */ 1271 */
2100maptile * 1272maptile *
2101get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1273maptile::xy_find (sint16 &x, sint16 &y)
2102{ 1274{
2103
2104 if (*x < 0) 1275 if (x < 0)
2105 { 1276 {
2106 if (!m->tile_path[3]) 1277 if (!tile_available (3))
2107 return 0; 1278 return 0;
2108 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2109 load_and_link_tiled_map (m, 3);
2110 1279
2111 *x += m->tile_map[3]->width; 1280 x += tile_map[3]->width;
2112 return (get_map_from_coord (m->tile_map[3], x, y)); 1281 return tile_map[3]->xy_find (x, y);
2113 } 1282 }
2114 1283
2115 if (*x >= m->width) 1284 if (x >= width)
2116 { 1285 {
2117 if (!m->tile_path[1]) 1286 if (!tile_available (1))
2118 return 0; 1287 return 0;
2119 1288
2120 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2121 load_and_link_tiled_map (m, 1);
2122
2123 *x -= m->width; 1289 x -= width;
2124 return (get_map_from_coord (m->tile_map[1], x, y)); 1290 return tile_map[1]->xy_find (x, y);
2125 } 1291 }
2126 1292
2127 if (*y < 0) 1293 if (y < 0)
2128 { 1294 {
2129 if (!m->tile_path[0]) 1295 if (!tile_available (0))
2130 return 0; 1296 return 0;
2131 1297
2132 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2133 load_and_link_tiled_map (m, 0);
2134
2135 *y += m->tile_map[0]->height; 1298 y += tile_map[0]->height;
2136 return (get_map_from_coord (m->tile_map[0], x, y)); 1299 return tile_map[0]->xy_find (x, y);
2137 } 1300 }
2138 1301
2139 if (*y >= m->height) 1302 if (y >= height)
2140 { 1303 {
2141 if (!m->tile_path[2]) 1304 if (!tile_available (2))
2142 return 0; 1305 return 0;
2143 1306
2144 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2145 load_and_link_tiled_map (m, 2);
2146
2147 *y -= m->height; 1307 y -= height;
2148 return (get_map_from_coord (m->tile_map[2], x, y)); 1308 return tile_map[2]->xy_find (x, y);
2149 } 1309 }
2150 1310
2151 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
2152 * map. 1312 * map.
2153 */ 1313 */
2154
2155 return m; 1314 return this;
2156} 1315}
2157 1316
2158/** 1317/**
2159 * Return whether map2 is adjacent to map1. If so, store the distance from 1318 * Return whether map2 is adjacent to map1. If so, store the distance from
2160 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
2161 */ 1320 */
2162static int 1321int
2163adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2164{ 1323{
2165 if (!map1 || !map2) 1324 if (!map1 || !map2)
2166 return 0; 1325 return 0;
2167 1326
1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1328 //fix: compare paths instead (this is likely faster, too!)
2168 if (map1 == map2) 1329 if (map1 == map2)
2169 { 1330 {
2170 *dx = 0; 1331 *dx = 0;
2171 *dy = 0; 1332 *dy = 0;
2172
2173 } 1333 }
2174 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_map[0] == map2)
2175 { /* up */ 1335 { /* up */
2176 *dx = 0; 1336 *dx = 0;
2177 *dy = -map2->height; 1337 *dy = -map2->height;
2188 } 1348 }
2189 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_map[3] == map2)
2190 { /* left */ 1350 { /* left */
2191 *dx = -map2->width; 1351 *dx = -map2->width;
2192 *dy = 0; 1352 *dy = 0;
2193
2194 } 1353 }
2195 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2196 { /* up right */ 1355 { /* up right */
2197 *dx = map1->tile_map[0]->width; 1356 *dx = map1->tile_map[0]->width;
2198 *dy = -map1->tile_map[0]->height; 1357 *dy = -map1->tile_map[0]->height;
2229 } 1388 }
2230 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1389 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2231 { /* left down */ 1390 { /* left down */
2232 *dx = -map1->tile_map[3]->width; 1391 *dx = -map1->tile_map[3]->width;
2233 *dy = map1->tile_map[3]->height; 1392 *dy = map1->tile_map[3]->height;
2234
2235 } 1393 }
2236 else 1394 else
2237 { /* not "adjacent" enough */
2238 return 0; 1395 return 0;
2239 }
2240 1396
2241 return 1; 1397 return 1;
1398}
1399
1400maptile *
1401maptile::xy_load (sint16 &x, sint16 &y)
1402{
1403 maptile *map = xy_find (x, y);
1404
1405 if (map)
1406 map->load_sync ();
1407
1408 return map;
1409}
1410
1411maptile *
1412get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1413{
1414 return m->xy_load (*x, *y);
2242} 1415}
2243 1416
2244/* From map.c 1417/* From map.c
2245 * This is used by get_player to determine where the other 1418 * This is used by get_player to determine where the other
2246 * creature is. get_rangevector takes into account map tiling, 1419 * creature is. get_rangevector takes into account map tiling,
2247 * so you just can not look the the map coordinates and get the 1420 * so you just can not look the the map coordinates and get the
2248 * righte value. distance_x/y are distance away, which 1421 * righte value. distance_x/y are distance away, which
2249 * can be negativbe. direction is the crossfire direction scheme 1422 * can be negative. direction is the crossfire direction scheme
2250 * that the creature should head. part is the part of the 1423 * that the creature should head. part is the part of the
2251 * monster that is closest. 1424 * monster that is closest.
2252 * 1425 *
2253 * get_rangevector looks at op1 and op2, and fills in the 1426 * get_rangevector looks at op1 and op2, and fills in the
2254 * structure for op1 to get to op2. 1427 * structure for op1 to get to op2.
2259 * be unexpected 1432 * be unexpected
2260 * 1433 *
2261 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
2262 * closest body part of 'op1' 1435 * closest body part of 'op1'
2263 */ 1436 */
2264
2265void 1437void
2266get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2267{ 1439{
2268 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1440 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2269 { 1441 {
2270 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
2271 retval->distance = 100000; 1443 retval->distance = 10000;
2272 retval->distance_x = 32767; 1444 retval->distance_x = 10000;
2273 retval->distance_y = 32767; 1445 retval->distance_y = 10000;
2274 retval->direction = 0; 1446 retval->direction = 0;
2275 retval->part = 0; 1447 retval->part = 0;
2276 } 1448 }
2277 else 1449 else
2278 { 1450 {
2283 1455
2284 best = op1; 1456 best = op1;
2285 /* If this is multipart, find the closest part now */ 1457 /* If this is multipart, find the closest part now */
2286 if (!(flags & 0x1) && op1->more) 1458 if (!(flags & 0x1) && op1->more)
2287 { 1459 {
2288 object *tmp;
2289 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1460 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2290 1461
2291 /* we just take the offset of the piece to head to figure 1462 /* we just take the offset of the piece to head to figure
2292 * distance instead of doing all that work above again 1463 * distance instead of doing all that work above again
2293 * since the distance fields we set above are positive in the 1464 * since the distance fields we set above are positive in the
2294 * same axis as is used for multipart objects, the simply arithmetic 1465 * same axis as is used for multipart objects, the simply arithmetic
2295 * below works. 1466 * below works.
2296 */ 1467 */
2297 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2298 { 1469 {
2299 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1470 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2300 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1471 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2301 if (tmpi < best_distance) 1472 if (tmpi < best_distance)
2302 { 1473 {
2303 best_distance = tmpi; 1474 best_distance = tmpi;
2304 best = tmp; 1475 best = tmp;
2305 } 1476 }
2306 } 1477 }
1478
2307 if (best != op1) 1479 if (best != op1)
2308 { 1480 {
2309 retval->distance_x += op1->x - best->x; 1481 retval->distance_x += op1->x - best->x;
2310 retval->distance_y += op1->y - best->y; 1482 retval->distance_y += op1->y - best->y;
2311 } 1483 }
2312 } 1484 }
1485
2313 retval->part = best; 1486 retval->part = best;
2314 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1487 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2315 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1488 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2316 } 1489 }
2317} 1490}
2318 1491
2319/* this is basically the same as get_rangevector above, but instead of 1492/* this is basically the same as get_rangevector above, but instead of
2324 * flags has no meaning for this function at this time - I kept it in to 1497 * flags has no meaning for this function at this time - I kept it in to
2325 * be more consistant with the above function and also in case they are needed 1498 * be more consistant with the above function and also in case they are needed
2326 * for something in the future. Also, since no object is pasted, the best 1499 * for something in the future. Also, since no object is pasted, the best
2327 * field of the rv_vector is set to NULL. 1500 * field of the rv_vector is set to NULL.
2328 */ 1501 */
2329
2330void 1502void
2331get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1503get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2332{ 1504{
2333 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1505 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2334 { 1506 {
2335 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
2336 retval->distance = 100000; 1508 retval->distance = 100000;
2342 else 1514 else
2343 { 1515 {
2344 retval->distance_x += op2->x - x; 1516 retval->distance_x += op2->x - x;
2345 retval->distance_y += op2->y - y; 1517 retval->distance_y += op2->y - y;
2346 1518
2347 retval->part = NULL; 1519 retval->part = 0;
2348 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1520 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2349 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2350 } 1522 }
2351} 1523}
2352 1524
2353/* Returns true of op1 and op2 are effectively on the same map 1525/* Returns true of op1 and op2 are effectively on the same map
2354 * (as related to map tiling). Note that this looks for a path from 1526 * (as related to map tiling). Note that this looks for a path from
2355 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1527 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2356 * to op1, this will still return false. 1528 * to op1, this will still return false.
2357 * Note we only look one map out to keep the processing simple 1529 * Note we only look one map out to keep the processing simple
2358 * and efficient. This could probably be a macro. 1530 * and efficient. This could probably be a macro.
2359 * MSW 2001-08-05 1531 * MSW 2001-08-05
2360 */ 1532 */
2363{ 1535{
2364 int dx, dy; 1536 int dx, dy;
2365 1537
2366 return adjacent_map (op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
2367} 1539}
1540
1541//-GPL
1542
1543object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547}
1548
1549region *
1550maptile::region (int x, int y) const
1551{
1552 if (regions
1553 && regionmap
1554 && !OUT_OF_REAL_MAP (this, x, y))
1555 if (struct region *reg = regionmap [regions [y * width + x]])
1556 return reg;
1557
1558 if (default_region)
1559 return default_region;
1560
1561 return ::region::default_region ();
1562}
1563
1564//+GPL
1565
1566/* picks a random object from a style map.
1567 */
1568object *
1569maptile::pick_random_object (rand_gen &gen) const
1570{
1571 /* while returning a null object will result in a crash, that
1572 * is actually preferable to an infinite loop. That is because
1573 * most servers will automatically restart in case of crash.
1574 * Change the logic on getting the random space - shouldn't make
1575 * any difference, but this seems clearer to me.
1576 */
1577 for (int i = 1000; --i;)
1578 {
1579 object *pick = at (gen (width), gen (height)).bot;
1580
1581 // do not prefer big monsters just because they are big.
1582 if (pick && pick->is_head ())
1583 return pick->head_ ();
1584 }
1585
1586 // instead of crashing in the unlikely(?) case, try to return *something*
1587 return archetype::find (shstr_bug);
1588}
1589
1590//-GPL
1591
1592void
1593maptile::play_sound (faceidx sound, int x, int y) const
1594{
1595 if (!sound)
1596 return;
1597
1598 for_all_players_on_map (pl, this)
1599 if (client *ns = pl->ns)
1600 {
1601 int dx = x - pl->ob->x;
1602 int dy = y - pl->ob->y;
1603
1604 int distance = idistance (dx, dy);
1605
1606 if (distance <= MAX_SOUND_DISTANCE)
1607 ns->play_sound (sound, dx, dy);
1608 }
1609}
1610
1611void
1612maptile::say_msg (const char *msg, int x, int y) const
1613{
1614 for_all_players (pl)
1615 if (client *ns = pl->ns)
1616 {
1617 int dx = x - pl->ob->x;
1618 int dy = y - pl->ob->y;
1619
1620 int distance = idistance (dx, dy);
1621
1622 if (distance <= MAX_SOUND_DISTANCE)
1623 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1624 }
1625}
1626
1627static void
1628split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1629{
1630 // clip to map to the left
1631 if (x0 < 0)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1634 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1635
1636 if (x1 < 0) // entirely to the left
1637 return;
1638
1639 x0 = 0;
1640 }
1641
1642 // clip to map to the right
1643 if (x1 > m->width)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1646 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1647
1648 if (x0 > m->width) // entirely to the right
1649 return;
1650
1651 x1 = m->width;
1652 }
1653
1654 // clip to map above
1655 if (y0 < 0)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_UP, 1))
1658 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1659
1660 if (y1 < 0) // entirely above
1661 return;
1662
1663 y0 = 0;
1664 }
1665
1666 // clip to map below
1667 if (y1 > m->height)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1670 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1671
1672 if (y0 > m->height) // entirely below
1673 return;
1674
1675 y1 = m->height;
1676 }
1677
1678 // if we get here, the rect is within the current map
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680
1681 r->m = m;
1682 r->x0 = x0;
1683 r->y0 = y0;
1684 r->x1 = x1;
1685 r->y1 = y1;
1686 r->dx = dx;
1687 r->dy = dy;
1688}
1689
1690maprect *
1691maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1692{
1693 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines