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Comparing deliantra/server/common/map.C (file contents):
Revision 1.46 by root, Wed Dec 20 11:36:38 2006 UTC vs.
Revision 1.126 by root, Fri Sep 7 13:10:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 31#include "path.h"
32
33/*
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37
38maptile *
39has_been_loaded (const char *name)
40{
41 maptile *map;
42
43 if (!name || !*name)
44 return 0;
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48 return (map);
49}
50
51/*
52 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname
56 */
57
58const char *
59create_pathname (const char *name)
60{
61 static char buf[MAX_BUF];
62
63 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64 * someplace else in the code? msw 2-17-97
65 */
66 if (*name == '/')
67 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68 else
69 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf);
71}
72
73/*
74 * same as create_pathname, but for the overlay maps.
75 */
76
77const char *
78create_overlay_pathname (const char *name)
79{
80 static char buf[MAX_BUF];
81
82 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83 * someplace else in the code? msw 2-17-97
84 */
85 if (*name == '/')
86 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87 else
88 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89 return (buf);
90}
91
92/*
93 * same as create_pathname, but for the template maps.
94 */
95
96const char *
97create_template_pathname (const char *name)
98{
99 static char buf[MAX_BUF];
100
101 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102 * someplace else in the code? msw 2-17-97
103 */
104 if (*name == '/')
105 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106 else
107 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108 return (buf);
109}
110
111/*
112 * This makes absolute path to the itemfile where unique objects
113 * will be saved. Converts '/' to '@'. I think it's essier maintain
114 * files than full directory structure, but if this is problem it can
115 * be changed.
116 */
117static const char *
118create_items_path (const char *s)
119{
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t = buf + strlen (buf); *s; s++, t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int
155check_path (const char *name, int prepend_dir)
156{
157 char buf[MAX_BUF];
158
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0;
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname (name));
165 else
166 strcpy (buf, name);
167
168 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through
171 * all the names.
172 */
173 endbuf = buf + strlen (buf);
174
175 if (stat (buf, &statbuf))
176 return -1;
177 if (!S_ISREG (statbuf.st_mode))
178 return (-1);
179
180 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182 mode |= 4;
183
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2;
187
188 return (mode);
189}
190
191/*
192 * Prints out debug-information about a map.
193 * Dumping these at llevError doesn't seem right, but is
194 * necessary to make sure the information is in fact logged.
195 */
196
197void
198dump_map (const maptile *m)
199{
200 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
202
203 if (m->msg != NULL)
204 LOG (llevError, "Message:\n%s", m->msg);
205
206 if (m->maplore != NULL)
207 LOG (llevError, "Lore:\n%s", m->maplore);
208
209 if (m->tmpname != NULL)
210 LOG (llevError, "Tmpname: %s\n", m->tmpname);
211
212 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213 LOG (llevError, "Darkness: %d\n", m->darkness);
214}
215
216/*
217 * Prints out debug-information about all maps.
218 * This basically just goes through all the maps and calls
219 * dump_map on each one.
220 */
221
222void
223dump_all_maps (void)
224{
225 maptile *m;
226
227 for (m = first_map; m; m = m->next)
228 dump_map (m);
229}
230 32
231/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
232 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
233 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
234 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
239 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
240 */ 42 */
241int 43int
242get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
243{ 45{
244 sint16 newx, newy;
245 int retval = 0;
246 maptile *mp;
247
248 newx = x; 46 sint16 newx = x;
249 newy = y; 47 sint16 newy = y;
250 48
251 mp = get_map_from_coord (oldmap, &newx, &newy); 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
252 50
253 if (!mp) 51 if (!mp)
254 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
255
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 53
259 if (newmap) *newmap = mp; 54 if (newmap) *newmap = mp;
260 if (nx) *nx = newx; 55 if (nx) *nx = newx;
261 if (ny) *ny = newy; 56 if (ny) *ny = newy;
262 57
263 return retval | mp->at (newx, newy).flags (); 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
264} 59}
265 60
266/* 61/*
267 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
268 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
312 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
313 */ 108 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
315 return 0; 110 return 0;
316 111
317 if (ob->head != NULL)
318 ob = ob->head; 112 ob = ob->head_ ();
319 113
320 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
321 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
322 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
323 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
353 else 147 else
354 { 148 {
355 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
356 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
357 * movement, can't move here. 151 * movement, can't move here.
358 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
359 * hidden dm 153 * hidden dm
360 */ 154 */
361 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
362 return 1; 156 return 1;
363 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
364 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
365 return 1; 163 return 1;
366 } 164 }
367 165
368 } 166 }
369 return 0; 167 return 0;
370} 168}
371
372 169
373/* 170/*
374 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
375 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
402 archetype *tmp; 199 archetype *tmp;
403 int flag; 200 int flag;
404 maptile *m1; 201 maptile *m1;
405 sint16 sx, sy; 202 sint16 sx, sy;
406 203
407 if (ob == NULL) 204 if (!ob)
408 { 205 {
409 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
410 if (flag & P_OUT_OF_MAP) 207 if (flag & P_OUT_OF_MAP)
411 return P_OUT_OF_MAP; 208 return P_OUT_OF_MAP;
412 209
413 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
414 return (GET_MAP_MOVE_BLOCK (m1, sx, sy)); 211 return m1->at (sx, sy).move_block;
415 } 212 }
416 213
417 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
418 { 215 {
419 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
420 217
421 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
422 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
423 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
424 return P_IS_ALIVE; 221 return P_IS_ALIVE;
425 222
223 mapspace &ms = m1->at (sx, sy);
224
426 /* find_first_free_spot() calls this function. However, often 225 /* find_first_free_spot() calls this function. However, often
427 * ob doesn't have any move type (when used to place exits) 226 * ob doesn't have any move type (when used to place exits)
428 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
429 */ 228 */
430 229
431 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL) 230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
432 continue; 231 continue;
433 232
434 /* Note it is intentional that we check ob - the movement type of the 233 /* Note it is intentional that we check ob - the movement type of the
435 * head of the object should correspond for the entire object. 234 * head of the object should correspond for the entire object.
436 */ 235 */
437 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
438 return P_NO_PASS; 237 return P_NO_PASS;
439 } 238 }
440 239
441 return 0; 240 return 0;
442} 241}
445 * into inventory, but just links them. What this does is go through 244 * into inventory, but just links them. What this does is go through
446 * and insert them properly. 245 * and insert them properly.
447 * The object 'container' is the object that contains the inventory. 246 * The object 'container' is the object that contains the inventory.
448 * This is needed so that we can update the containers weight. 247 * This is needed so that we can update the containers weight.
449 */ 248 */
450
451void 249void
452fix_container (object *container) 250fix_container (object *container)
453{ 251{
454 object *tmp = container->inv, *next; 252 object *tmp = container->inv, *next;
455 253
456 container->inv = NULL; 254 container->inv = 0;
457 while (tmp != NULL) 255 while (tmp)
458 { 256 {
459 next = tmp->below; 257 next = tmp->below;
460 if (tmp->inv) 258 if (tmp->inv)
461 fix_container (tmp); 259 fix_container (tmp);
260
462 (void) insert_ob_in_ob (tmp, container); 261 insert_ob_in_ob (tmp, container);
463 tmp = next; 262 tmp = next;
464 } 263 }
264
465 /* sum_weight will go through and calculate what all the containers are 265 /* sum_weight will go through and calculate what all the containers are
466 * carrying. 266 * carrying.
467 */ 267 */
468 sum_weight (container); 268 sum_weight (container);
469} 269}
470 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
471/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
472 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
473 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
474 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
475 * the more sections and not re-add sections for them.
476 */ 286 */
477 287void
478static void 288maptile::link_multipart_objects ()
479link_multipart_objects (maptile *m)
480{ 289{
481 int x, y; 290 if (!spaces)
482 object *tmp, *op, *last, *above; 291 return;
483 archetype *at;
484 292
485 for (x = 0; x < MAP_WIDTH (m); x++) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (y = 0; y < MAP_HEIGHT (m); y++) 294 {
487 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 295 object *op = ms->bot;
296 while (op)
488 { 297 {
489 above = tmp->above;
490
491 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
492 if (tmp->head || tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
493 continue;
494
495 /* If there is nothing more to this object, this for loop
496 * won't do anything.
497 */
498 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
499 { 300 {
500 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
501 303
502 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
503 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
504 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
505 op->head = tmp; 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
506 op->map = m; 308
507 last->more = op; 309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
508 op->name = tmp->name; 310 // so we have to reset the iteration through the mapspace
509 op->title = tmp->title;
510 /* we could link all the parts onto tmp, and then just
511 * call insert_ob_in_map once, but the effect is the same,
512 * as insert_ob_in_map will call itself with each part, and
513 * the coding is simpler to just to it here with each part.
514 */ 311 }
515 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 312 else
516 } /* for at = tmp->arch->more */ 313 op = op->above;
517 } /* for objects on this space */ 314 }
315 }
518} 316}
519 317
520/* 318/*
521 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
522 * file pointer. 320 * file pointer.
523 * mapflags is the same as we get with load_original_map
524 */ 321 */
525void 322bool
526load_objects (maptile *m, object_thawer & fp, int mapflags) 323maptile::_load_objects (object_thawer &f)
527{ 324{
528 int i, j; 325 for (;;)
529 int unique;
530 object *op, *prev = NULL, *last_more = NULL, *otmp;
531
532 op = object::create ();
533 op->map = m; /* To handle buttons correctly */
534
535 while ((i = load_object (fp, op, mapflags)))
536 { 326 {
537 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
538 * got an invalid object. Don't do anything with it - the game 328
539 * or editor will not be able to do anything with it either. 329 switch (f.kw)
540 */
541 if (op->arch == NULL)
542 { 330 {
543 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
544 continue; 332 if (object *op = object::read (f, this))
545 }
546
547
548 switch (i)
549 {
550 case LL_NORMAL:
551 /* if we are loading an overlay, put the floors on the bottom */
552 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
553 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
554 else 333 {
334 if (op->inv)
335 sum_weight (op);
336
555 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
556 339
557 if (op->inv) 340 continue;
558 sum_weight (op);
559 341
560 prev = op, last_more = op;
561 break;
562
563 case LL_MORE: 342 case KW_EOF:
564 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
565 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
566 break; 348 break;
567 } 349 }
568 350
569 if (mapflags & MAP_STYLE) 351 f.next ();
570 remove_from_active_list (op);
571
572 op = object::create ();
573 op->map = m;
574 }
575
576 for (i = 0; i < m->width; i++)
577 { 352 }
578 for (j = 0; j < m->height; j++) 353
354 return true;
355}
356
357void
358maptile::activate ()
359{
360 if (spaces)
361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above)
363 op->activate_recursive ();
364}
365
366void
367maptile::deactivate ()
368{
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->deactivate_recursive ();
373}
374
375bool
376maptile::_save_objects (object_freezer &f, int flags)
377{
378 coroapi::cede_to_tick ();
379
380 if (flags & IO_HEADER)
381 _save_header (f);
382
383 if (!spaces)
384 return false;
385
386 for (int i = 0; i < size (); ++i)
387 {
388 bool unique = 0;
389
390 for (object *op = spaces [i].bot; op; op = op->above)
579 { 391 {
580 unique = 0; 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
581 /* check for unique items, or unique squares */ 393
582 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 394 if (expect_false (!op->can_map_save ()))
395 continue;
396
397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
583 { 398 {
584 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 399 if (flags & IO_UNIQUES)
585 unique = 1; 400 op->write (f);
586
587 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
588 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
589 } 401 }
402 else if (expect_true (flags & IO_OBJECTS))
403 op->write (f);
590 } 404 }
591 } 405 }
592 406
593 op->destroy (); 407 coroapi::cede_to_tick ();
594 link_multipart_objects (m);
595}
596 408
597/* This saves all the objects on the map in a non destructive fashion. 409 return true;
598 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 410}
599 * and we only save the head of multi part objects - this is needed
600 * in order to do map tiling properly.
601 */
602void
603save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
604{
605 int i, j = 0, unique = 0;
606 object *op;
607 411
608 /* first pass - save one-part objects */ 412bool
609 for (i = 0; i < MAP_WIDTH (m); i++) 413maptile::_save_objects (const char *path, int flags)
610 for (j = 0; j < MAP_HEIGHT (m); j++) 414{
611 { 415 object_freezer freezer;
612 unique = 0;
613 for (op = GET_MAP_OB (m, i, j); op; op = op->above)
614 {
615 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
616 unique = 1;
617 416
618 if (op->type == PLAYER) 417 if (!_save_objects (freezer, flags))
619 continue; 418 return false;
620 419
621 if (op->head || op->owner) 420 return freezer.save (path);
622 continue;
623
624 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
625 save_object (fp2, op, 3);
626 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
627 save_object (fp, op, 3);
628 }
629 }
630} 421}
631 422
632maptile::maptile () 423maptile::maptile ()
633{ 424{
634 in_memory = MAP_SWAPPED; 425 in_memory = MAP_SWAPPED;
426
635 /* The maps used to pick up default x and y values from the 427 /* The maps used to pick up default x and y values from the
636 * map archetype. Mimic that behaviour. 428 * map archetype. Mimic that behaviour.
637 */ 429 */
638 MAP_WIDTH (this) = 16; 430 width = 16;
639 MAP_HEIGHT (this) = 16; 431 height = 16;
640 MAP_RESET_TIMEOUT (this) = 0; 432 timeout = 300;
641 MAP_TIMEOUT (this) = 300; 433 max_nrof = 1000; // 1000 items of anything
642 MAP_ENTER_X (this) = 0; 434 max_volume = 2000000; // 2m³
643 MAP_ENTER_Y (this) = 0;
644 /*set part to -1 indicating conversion to weather map not yet done */
645 MAP_WORLDPARTX (this) = -1;
646 MAP_WORLDPARTY (this) = -1;
647} 435}
648 436
649/* 437maptile::maptile (int w, int h)
650 * Allocates, initialises, and returns a pointer to a maptile.
651 * Modified to no longer take a path option which was not being
652 * used anyways. MSW 2001-07-01
653 */
654maptile *
655get_linked_map (void)
656{ 438{
657 maptile *mp, *map = new maptile; 439 in_memory = MAP_SWAPPED;
658 440
659 for (mp = first_map; mp && mp->next; mp = mp->next); 441 width = w;
442 height = h;
443 reset_timeout = 0;
444 timeout = 300;
445 enter_x = 0;
446 enter_y = 0;
660 447
661 if (mp == NULL) 448 alloc ();
662 first_map = map;
663 else
664 mp->next = map;
665
666 return map;
667} 449}
668 450
669/* 451/*
670 * Allocates the arrays contained in a maptile. 452 * Allocates the arrays contained in a maptile.
671 * This basically allocates the dynamic array of spaces for the 453 * This basically allocates the dynamic array of spaces for the
672 * map. 454 * map.
673 */ 455 */
674void 456void
675maptile::allocate () 457maptile::alloc ()
676{ 458{
677 in_memory = MAP_IN_MEMORY;
678
679 /* Log this condition and free the storage. We could I suppose
680 * realloc, but if the caller is presuming the data will be intact,
681 * that is their poor assumption.
682 */
683 if (spaces) 459 if (spaces)
684 {
685 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
686 free (spaces);
687 }
688
689 spaces = (mapspace *)
690 calloc (1, width * height * sizeof (mapspace));
691
692 if (!spaces)
693 fatal (OUT_OF_MEMORY);
694}
695
696/* Create and returns a map of the specific size. Used
697 * in random map code and the editor.
698 */
699maptile *
700get_empty_map (int sizex, int sizey)
701{
702 maptile *m = get_linked_map ();
703
704 m->width = sizex;
705 m->height = sizey;
706 m->in_memory = MAP_SWAPPED;
707 m->allocate ();
708
709 return m; 460 return;
461
462 spaces = salloc0<mapspace> (size ());
710} 463}
711 464
712/* Takes a string from a map definition and outputs a pointer to the array of shopitems 465/* Takes a string from a map definition and outputs a pointer to the array of shopitems
713 * corresponding to that string. Memory is allocated for this, it must be freed 466 * corresponding to that string. Memory is allocated for this, it must be freed
714 * at a later date. 467 * at a later date.
715 * Called by parse_map_headers below. 468 * Called by parse_map_headers below.
716 */ 469 */
717
718static shopitems * 470static shopitems *
719parse_shop_string (const char *input_string) 471parse_shop_string (const char *input_string)
720{ 472{
721 char *shop_string, *p, *q, *next_semicolon, *next_colon; 473 char *shop_string, *p, *q, *next_semicolon, *next_colon;
722 shopitems *items = NULL; 474 shopitems *items = NULL;
731 p = strchr (p, ';'); 483 p = strchr (p, ';');
732 number_of_entries++; 484 number_of_entries++;
733 if (p) 485 if (p)
734 p++; 486 p++;
735 } 487 }
488
736 p = shop_string; 489 p = shop_string;
737 strip_endline (p); 490 strip_endline (p);
738 items = new shopitems[number_of_entries + 1]; 491 items = new shopitems[number_of_entries + 1];
739 for (i = 0; i < number_of_entries; i++) 492 for (i = 0; i < number_of_entries; i++)
740 { 493 {
741 if (!p) 494 if (!p)
742 { 495 {
743 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 496 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
744 break; 497 break;
745 } 498 }
499
746 next_semicolon = strchr (p, ';'); 500 next_semicolon = strchr (p, ';');
747 next_colon = strchr (p, ':'); 501 next_colon = strchr (p, ':');
748 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 502 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
749 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 503 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
750 items[i].strength = atoi (strchr (p, ':') + 1); 504 items[i].strength = atoi (strchr (p, ':') + 1);
777 * the next entry while we're at it, better print a warning 531 * the next entry while we're at it, better print a warning
778 */ 532 */
779 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 533 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
780 } 534 }
781 } 535 }
536
782 items[i].index = number_of_entries; 537 items[i].index = number_of_entries;
783 if (next_semicolon) 538 if (next_semicolon)
784 p = ++next_semicolon; 539 p = ++next_semicolon;
785 else 540 else
786 p = NULL; 541 p = NULL;
787 } 542 }
543
788 free (shop_string); 544 free (shop_string);
789 return items; 545 return items;
790} 546}
791 547
792/* opposite of parse string, this puts the string that was originally fed in to 548/* opposite of parse string, this puts the string that was originally fed in to
801 for (i = 0; i < m->shopitems[0].index; i++) 557 for (i = 0; i < m->shopitems[0].index; i++)
802 { 558 {
803 if (m->shopitems[i].typenum) 559 if (m->shopitems[i].typenum)
804 { 560 {
805 if (m->shopitems[i].strength) 561 if (m->shopitems[i].strength)
806 {
807 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
808 }
809 else 563 else
810 sprintf (tmp, "%s;", m->shopitems[i].name); 564 sprintf (tmp, "%s;", m->shopitems[i].name);
811 } 565 }
812 else 566 else
813 { 567 {
814 if (m->shopitems[i].strength) 568 if (m->shopitems[i].strength)
815 {
816 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 569 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
817 }
818 else 570 else
819 sprintf (tmp, "*"); 571 sprintf (tmp, "*");
820 } 572 }
573
821 strcat (output_string, tmp); 574 strcat (output_string, tmp);
822 } 575 }
823} 576}
824 577
825/* This loads the header information of the map. The header 578/* This loads the header information of the map. The header
830 * put all the stuff in the map object so that names actually make 583 * put all the stuff in the map object so that names actually make
831 * sense. 584 * sense.
832 * This could be done in lex (like the object loader), but I think 585 * This could be done in lex (like the object loader), but I think
833 * currently, there are few enough fields this is not a big deal. 586 * currently, there are few enough fields this is not a big deal.
834 * MSW 2001-07-01 587 * MSW 2001-07-01
835 * return 0 on success, 1 on failure.
836 */ 588 */
837 589bool
838static int 590maptile::_load_header (object_thawer &thawer)
839load_map_header (object_thawer & fp, maptile *m)
840{ 591{
841 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 592 for (;;)
842 int msgpos = 0;
843 int maplorepos = 0;
844
845 while (fgets (buf, HUGE_BUF, fp) != NULL)
846 { 593 {
847 buf[HUGE_BUF - 1] = 0; 594 switch (thawer.kw)
848 key = buf;
849
850 while (isspace (*key))
851 key++;
852
853 if (*key == 0)
854 continue; /* empty line */
855
856 value = strchr (key, ' ');
857
858 if (!value)
859 { 595 {
860 if ((end = strchr (key, '\n'))) 596 case KW_msg:
861 *end = 0; 597 thawer.get_ml (KW_endmsg, msg);
598 break;
599
600 case KW_lore: // CF+ extension
601 thawer.get_ml (KW_endlore, maplore);
602 break;
603
604 case KW_maplore:
605 thawer.get_ml (KW_endmaplore, maplore);
606 break;
607
608 case KW_arch:
609 if (strcmp (thawer.get_str (), "map"))
610 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
611 break;
612
613 case KW_oid:
614 thawer.get (this, thawer.get_sint32 ());
615 break;
616
617 case KW_file_format_version: break; // nop
618
619 case KW_name: thawer.get (name); break;
620 case KW_attach: thawer.get (attach); break;
621 case KW_reset_time: thawer.get (reset_time); break;
622 case KW_shopgreed: thawer.get (shopgreed); break;
623 case KW_shopmin: thawer.get (shopmin); break;
624 case KW_shopmax: thawer.get (shopmax); break;
625 case KW_shoprace: thawer.get (shoprace); break;
626 case KW_outdoor: thawer.get (outdoor); break;
627 case KW_temp: thawer.get (temp); break;
628 case KW_pressure: thawer.get (pressure); break;
629 case KW_humid: thawer.get (humid); break;
630 case KW_windspeed: thawer.get (windspeed); break;
631 case KW_winddir: thawer.get (winddir); break;
632 case KW_sky: thawer.get (sky); break;
633
634 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637
638 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640
641 // old names new names
642 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
644 case KW_x: case KW_width: thawer.get (width); break;
645 case KW_y: case KW_height: thawer.get (height); break;
646 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
647 case KW_value: case KW_swap_time: thawer.get (timeout); break;
648 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
649 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
650 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
651
652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
661 case KW_end:
662 thawer.next ();
663 return true;
664
665 default:
666 if (!thawer.parse_error ("map", 0))
667 return false;
668 break;
862 } 669 }
863 else
864 {
865 *value = 0;
866 value++;
867 end = strchr (value, '\n');
868 670
869 while (isspace (*value)) 671 thawer.next ();
870 {
871 value++;
872
873 if (*value == '\0' || value == end)
874 {
875 /* Nothing but spaces. */
876 value = NULL;
877 break;
878 }
879 }
880 }
881
882 if (!end)
883 {
884 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
885 return 1;
886 }
887
888 /* key is the field name, value is what it should be set
889 * to. We've already done the work to null terminate key,
890 * and strip off any leading spaces for both of these.
891 * We have not touched the newline at the end of the line -
892 * these are needed for some values. the end pointer
893 * points to the first of the newlines.
894 * value could be NULL! It would be easy enough to just point
895 * this to "" to prevent cores, but that would let more errors slide
896 * through.
897 *
898 * First check for entries that do not use the value parameter, then
899 * validate that value is given and check for the remaining entries
900 * that use the parameter.
901 */
902
903 if (!strcmp (key, "msg"))
904 {
905 while (fgets (buf, HUGE_BUF, fp) != NULL)
906 {
907 if (!strcmp (buf, "endmsg\n"))
908 break;
909 else
910 {
911 /* slightly more efficient than strcat */
912 strcpy (msgbuf + msgpos, buf);
913 msgpos += strlen (buf);
914 }
915 }
916 /* There are lots of maps that have empty messages (eg, msg/endmsg
917 * with nothing between). There is no reason in those cases to
918 * keep the empty message. Also, msgbuf contains garbage data
919 * when msgpos is zero, so copying it results in crashes
920 */
921 if (msgpos != 0)
922 m->msg = strdup (msgbuf);
923 }
924 else if (!strcmp (key, "maplore"))
925 {
926 while (fgets (buf, HUGE_BUF, fp) != NULL)
927 {
928 if (!strcmp (buf, "endmaplore\n"))
929 break;
930 else
931 {
932 /* slightly more efficient than strcat */
933 strcpy (maplorebuf + maplorepos, buf);
934 maplorepos += strlen (buf);
935 }
936 }
937 if (maplorepos != 0)
938 m->maplore = strdup (maplorebuf);
939 }
940 else if (!strcmp (key, "end"))
941 {
942 break;
943 }
944 else if (value == NULL)
945 {
946 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
947 }
948 else if (!strcmp (key, "arch"))
949 {
950 /* This is an oddity, but not something we care about much. */
951 if (strcmp (value, "map\n"))
952 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
953 }
954 else if (!strcmp (key, "name"))
955 {
956 *end = 0;
957 m->name = strdup (value);
958 }
959 /* first strcmp value on these are old names supported
960 * for compatibility reasons. The new values (second) are
961 * what really should be used.
962 */
963 else if (!strcmp (key, "oid"))
964 fp.get (m, atoi (value));
965 else if (!strcmp (key, "attach"))
966 m->attach = value;
967 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
968 m->enter_x = atoi (value);
969 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
970 m->enter_y = atoi (value);
971 else if (!strcmp (key, "x") || !strcmp (key, "width"))
972 m->width = atoi (value);
973 else if (!strcmp (key, "y") || !strcmp (key, "height"))
974 m->height = atoi (value);
975 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
976 m->reset_timeout = atoi (value);
977 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
978 m->timeout = atoi (value);
979 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
980 m->difficulty = clamp (atoi (value), 1, settings.max_level);
981 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
982 m->darkness = atoi (value);
983 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
984 m->fixed_resettime = atoi (value);
985 else if (!strcmp (key, "unique"))
986 m->unique = atoi (value);
987 else if (!strcmp (key, "template"))
988 m->templatemap = atoi (value);
989 else if (!strcmp (key, "region"))
990 m->region = get_region_by_name (value);
991 else if (!strcmp (key, "shopitems"))
992 {
993 *end = 0;
994 m->shopitems = parse_shop_string (value);
995 }
996 else if (!strcmp (key, "shopgreed"))
997 m->shopgreed = atof (value);
998 else if (!strcmp (key, "shopmin"))
999 m->shopmin = atol (value);
1000 else if (!strcmp (key, "shopmax"))
1001 m->shopmax = atol (value);
1002 else if (!strcmp (key, "shoprace"))
1003 {
1004 *end = 0;
1005 m->shoprace = strdup (value);
1006 }
1007 else if (!strcmp (key, "outdoor"))
1008 m->outdoor = atoi (value);
1009 else if (!strcmp (key, "temp"))
1010 m->temp = atoi (value);
1011 else if (!strcmp (key, "pressure"))
1012 m->pressure = atoi (value);
1013 else if (!strcmp (key, "humid"))
1014 m->humid = atoi (value);
1015 else if (!strcmp (key, "windspeed"))
1016 m->windspeed = atoi (value);
1017 else if (!strcmp (key, "winddir"))
1018 m->winddir = atoi (value);
1019 else if (!strcmp (key, "sky"))
1020 m->sky = atoi (value);
1021 else if (!strcmp (key, "nosmooth"))
1022 m->nosmooth = atoi (value);
1023 else if (!strncmp (key, "tile_path_", 10))
1024 {
1025 int tile = atoi (key + 10);
1026
1027 if (tile < 1 || tile > 4)
1028 {
1029 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1030 }
1031 else
1032 {
1033 char *path;
1034
1035 *end = 0;
1036
1037 if (m->tile_path[tile - 1])
1038 {
1039 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1040 free (m->tile_path[tile - 1]);
1041 m->tile_path[tile - 1] = NULL;
1042 }
1043
1044 if (check_path (value, 1) != -1)
1045 {
1046 /* The unadorned path works. */
1047 path = value;
1048 }
1049 else
1050 {
1051 /* Try again; it could be a relative exit. */
1052
1053 path = path_combine_and_normalize (m->path, value);
1054
1055 if (check_path (path, 1) == -1)
1056 {
1057 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1058 path = NULL;
1059 }
1060 }
1061
1062 if (editor)
1063 {
1064 /* Use the value as in the file. */
1065 m->tile_path[tile - 1] = strdup (value);
1066 }
1067 else if (path != NULL)
1068 {
1069 /* Use the normalized value. */
1070 m->tile_path[tile - 1] = strdup (path);
1071 }
1072 } /* end if tile direction (in)valid */
1073 }
1074 else
1075 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1076 }
1077
1078 if (!key || strcmp (key, "end"))
1079 { 672 }
1080 LOG (llevError, "Got premature eof on map header!\n");
1081 return 1;
1082 }
1083 673
1084 return 0; 674 abort ();
1085}
1086
1087/*
1088 * Opens the file "filename" and reads information about the map
1089 * from the given file, and stores it in a newly allocated
1090 * maptile. A pointer to this structure is returned, or NULL on failure.
1091 * flags correspond to those in map.h. Main ones used are
1092 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1093 * MAP_BLOCK, in which case we block on this load. This happens in all
1094 * cases, no matter if this flag is set or not.
1095 * MAP_STYLE: style map - don't add active objects, don't add to server
1096 * managed map list.
1097 */
1098
1099maptile *
1100load_original_map (const char *filename, int flags)
1101{
1102 maptile *m;
1103 char pathname[MAX_BUF];
1104
1105 if (flags & MAP_PLAYER_UNIQUE)
1106 strcpy (pathname, filename);
1107 else if (flags & MAP_OVERLAY)
1108 strcpy (pathname, create_overlay_pathname (filename));
1109 else
1110 strcpy (pathname, create_pathname (filename));
1111
1112 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1113
1114 object_thawer thawer (pathname);
1115
1116 if (!thawer)
1117 return 0;
1118
1119 m = get_linked_map ();
1120
1121 strcpy (m->path, filename);
1122 if (load_map_header (thawer, m))
1123 {
1124 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1125 delete_map (m);
1126 return NULL;
1127 }
1128
1129 m->allocate ();
1130
1131 m->in_memory = MAP_LOADING;
1132 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1133
1134 m->in_memory = MAP_IN_MEMORY;
1135 if (!MAP_DIFFICULTY (m))
1136 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1137 set_map_reset_time (m);
1138 m->instantiate ();
1139 return (m);
1140}
1141
1142/*
1143 * Loads a map, which has been loaded earlier, from file.
1144 * Return the map object we load into (this can change from the passed
1145 * option if we can't find the original map)
1146 */
1147
1148static maptile *
1149load_temporary_map (maptile *m)
1150{
1151 char buf[MAX_BUF];
1152
1153 if (!m->tmpname)
1154 {
1155 LOG (llevError, "No temporary filename for map %s\n", m->path);
1156 strcpy (buf, m->path);
1157 delete_map (m);
1158 m = load_original_map (buf, 0);
1159 if (m == NULL)
1160 return NULL;
1161 fix_auto_apply (m); /* Chests which open as default */
1162 return m;
1163 }
1164
1165 object_thawer thawer (m->tmpname);
1166
1167 if (!thawer)
1168 {
1169 strcpy (buf, m->path);
1170 delete_map (m);
1171 m = load_original_map (buf, 0);
1172 if (!m)
1173 return NULL;
1174 fix_auto_apply (m); /* Chests which open as default */
1175 return m;
1176 }
1177
1178 if (load_map_header (thawer, m))
1179 {
1180 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1181 delete_map (m);
1182 m = load_original_map (m->path, 0);
1183 return NULL;
1184 }
1185
1186 m->allocate ();
1187
1188 m->in_memory = MAP_LOADING;
1189 load_objects (m, thawer, 0);
1190
1191 m->in_memory = MAP_IN_MEMORY;
1192 INVOKE_MAP (SWAPIN, m);
1193 return m;
1194}
1195
1196/*
1197 * Loads a map, which has been loaded earlier, from file.
1198 * Return the map object we load into (this can change from the passed
1199 * option if we can't find the original map)
1200 */
1201
1202maptile *
1203load_overlay_map (const char *filename, maptile *m)
1204{
1205 char pathname[MAX_BUF];
1206
1207 strcpy (pathname, create_overlay_pathname (filename));
1208
1209 object_thawer thawer (pathname);
1210
1211 if (!thawer)
1212 return m;
1213
1214 if (load_map_header (thawer, m))
1215 {
1216 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1217 delete_map (m);
1218 m = load_original_map (m->path, 0);
1219 return NULL;
1220 }
1221 /*m->allocate ();*/
1222
1223 m->in_memory = MAP_LOADING;
1224 load_objects (m, thawer, MAP_OVERLAY);
1225
1226 m->in_memory = MAP_IN_MEMORY;
1227 return m;
1228} 675}
1229 676
1230/****************************************************************************** 677/******************************************************************************
1231 * This is the start of unique map handling code 678 * This is the start of unique map handling code
1232 *****************************************************************************/ 679 *****************************************************************************/
1233 680
1234/* This goes through map 'm' and removed any unique items on the map. */ 681/* This goes through the maptile and removed any unique items on the map. */
1235static void 682void
1236delete_unique_items (maptile *m) 683maptile::clear_unique_items ()
1237{ 684{
1238 int i, j, unique; 685 for (int i = 0; i < size (); ++i)
1239 object *op, *next; 686 {
687 int unique = 0;
688 for (object *op = spaces [i].bot; op; )
689 {
690 object *above = op->above;
1240 691
1241 for (i = 0; i < MAP_WIDTH (m); i++) 692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1242 for (j = 0; j < MAP_HEIGHT (m); j++) 693 unique = 1;
694
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy ();
699 }
700
701 op = above;
702 }
703 }
704}
705
706bool
707maptile::_save_header (object_freezer &freezer)
708{
709#define MAP_OUT(k) freezer.put (KW_ ## k, k)
710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
711
712 MAP_OUT2 (arch, "map");
713
714 if (name) MAP_OUT (name);
715 MAP_OUT (swap_time);
716 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
720 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name);
723
724 if (shopitems)
725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
730
731 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin);
733 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace);
735 MAP_OUT (darkness);
736 MAP_OUT (width);
737 MAP_OUT (height);
738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y);
740
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor);
745 MAP_OUT (temp);
746 MAP_OUT (pressure);
747 MAP_OUT (humid);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751
752 MAP_OUT (per_player);
753 MAP_OUT (per_party);
754
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759
760 freezer.put (this);
761 freezer.put (KW_end);
762
763 return true;
764}
765
766bool
767maptile::_save_header (const char *path)
768{
769 object_freezer freezer;
770
771 if (!_save_header (freezer))
772 return false;
773
774 return freezer.save (path);
775}
776
777/*
778 * Remove and free all objects in the given map.
779 */
780void
781maptile::clear ()
782{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
786 if (spaces)
787 {
788 for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 while (object *op = ms->bot)
790 {
791 op = op->head_ ();
792 op->destroy_inv (false);
793 op->destroy ();
794 }
795
796 sfree (spaces, size ()), spaces = 0;
797 }
798
799 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0;
801}
802
803void
804maptile::clear_header ()
805{
806 name = 0;
807 msg = 0;
808 maplore = 0;
809 shoprace = 0;
810 delete [] shopitems, shopitems = 0;
811
812 for (int i = 0; i < 4; i++)
813 tile_path [i] = 0;
814}
815
816maptile::~maptile ()
817{
818 assert (destroyed ());
819}
820
821void
822maptile::clear_links_to (maptile *m)
823{
824 /* We need to look through all the maps and see if any maps
825 * are pointing at this one for tiling information. Since
826 * tiling can be asymetric, we just can not look to see which
827 * maps this map tiles with and clears those.
828 */
829 for (int i = 0; i < 4; i++)
830 if (tile_map[i] == m)
831 tile_map[i] = 0;
832}
833
834void
835maptile::do_destroy ()
836{
837 attachable::do_destroy ();
838
839 clear ();
840}
841
842/* decay and destroy perishable items in a map */
843void
844maptile::do_decay_objects ()
845{
846 if (!spaces)
847 return;
848
849 for (mapspace *ms = spaces + size (); ms-- > spaces; )
850 for (object *above, *op = ms->bot; op; op = above)
1243 { 851 {
1244 unique = 0; 852 above = op->above;
1245 853
1246 for (op = GET_MAP_OB (m, i, j); op; op = next) 854 bool destroy = 0;
855
856 // do not decay anything above unique floor tiles (yet :)
857 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
858 break;
859
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
861 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862 || QUERY_FLAG (op, FLAG_UNIQUE)
863 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864 || QUERY_FLAG (op, FLAG_UNPAID)
865 || op->is_alive ())
866 ; // do not decay
867 else if (op->is_weapon ())
1247 { 868 {
1248 next = op->above; 869 op->stats.dam--;
1249 870 if (op->stats.dam < 0)
1250 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1251 unique = 1; 871 destroy = 1;
1252 872 }
1253 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 873 else if (op->is_armor ())
1254 { 874 {
1255 clean_object (op); 875 op->stats.ac--;
876 if (op->stats.ac < 0)
877 destroy = 1;
878 }
879 else if (op->type == FOOD)
880 {
881 op->stats.food -= rndm (5, 20);
882 if (op->stats.food < 0)
883 destroy = 1;
884 }
885 else
886 {
887 int mat = op->materials;
1256 888
1257 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 889 if (mat & M_PAPER
1258 remove_button_link (op); 890 || mat & M_LEATHER
891 || mat & M_WOOD
892 || mat & M_ORGANIC
893 || mat & M_CLOTH
894 || mat & M_LIQUID
895 || (mat & M_IRON && rndm (1, 5) == 1)
896 || (mat & M_GLASS && rndm (1, 2) == 1)
897 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899 || (mat & M_ICE && temp > 32))
900 destroy = 1;
901 }
1259 902
903 /* adjust overall chance below */
904 if (destroy && rndm (0, 1))
1260 op->destroy (); 905 op->destroy ();
906 }
907}
908
909/*
910 * Updates every button on the map (by calling update_button() for them).
911 */
912void
913maptile::update_buttons ()
914{
915 for (oblinkpt *obp = buttons; obp; obp = obp->next)
916 for (objectlink *ol = obp->link; ol; ol = ol->next)
917 {
918 if (!ol->ob)
919 {
920 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
921 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
922 continue;
1261 } 923 }
924
925 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
926 {
927 update_button (ol->ob);
928 break;
1262 } 929 }
1263 } 930 }
1264} 931}
1265
1266
1267/*
1268 * Loads unique objects from file(s) into the map which is in memory
1269 * m is the map to load unique items into.
1270 */
1271static void
1272load_unique_objects (maptile *m)
1273{
1274 int count;
1275 char firstname[MAX_BUF];
1276
1277 for (count = 0; count < 10; count++)
1278 {
1279 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1280 if (!access (firstname, R_OK))
1281 break;
1282 }
1283 /* If we get here, we did not find any map */
1284 if (count == 10)
1285 return;
1286
1287 object_thawer thawer (firstname);
1288
1289 if (!thawer)
1290 return;
1291
1292 m->in_memory = MAP_LOADING;
1293 if (m->tmpname == NULL) /* if we have loaded unique items from */
1294 delete_unique_items (m); /* original map before, don't duplicate them */
1295 load_objects (m, thawer, 0);
1296
1297 m->in_memory = MAP_IN_MEMORY;
1298}
1299
1300
1301/*
1302 * Saves a map to file. If flag is set, it is saved into the same
1303 * file it was (originally) loaded from. Otherwise a temporary
1304 * filename will be genarated, and the file will be stored there.
1305 * The temporary filename will be stored in the maptileure.
1306 * If the map is unique, we also save to the filename in the map
1307 * (this should have been updated when first loaded)
1308 */
1309
1310int
1311new_save_map (maptile *m, int flag)
1312{
1313 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1314 int i;
1315
1316 if (flag && !*m->path)
1317 {
1318 LOG (llevError, "Tried to save map without path.\n");
1319 return -1;
1320 }
1321
1322 if (flag || (m->unique) || (m->templatemap))
1323 {
1324 if (!m->unique && !m->templatemap)
1325 { /* flag is set */
1326 if (flag == 2)
1327 strcpy (filename, create_overlay_pathname (m->path));
1328 else
1329 strcpy (filename, create_pathname (m->path));
1330 }
1331 else
1332 strcpy (filename, m->path);
1333
1334 make_path_to_file (filename);
1335 }
1336 else
1337 {
1338 if (!m->tmpname)
1339 m->tmpname = tempnam (settings.tmpdir, NULL);
1340
1341 strcpy (filename, m->tmpname);
1342 }
1343
1344 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1345 m->in_memory = MAP_SAVING;
1346
1347 object_freezer freezer;
1348
1349 /* legacy */
1350 fprintf (freezer, "arch map\n");
1351 if (m->name)
1352 fprintf (freezer, "name %s\n", m->name);
1353 if (!flag)
1354 fprintf (freezer, "swap_time %d\n", m->swap_time);
1355 if (m->reset_timeout)
1356 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1357 if (m->fixed_resettime)
1358 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1359 /* we unfortunately have no idea if this is a value the creator set
1360 * or a difficulty value we generated when the map was first loaded
1361 */
1362 if (m->difficulty)
1363 fprintf (freezer, "difficulty %d\n", m->difficulty);
1364 if (m->region)
1365 fprintf (freezer, "region %s\n", m->region->name);
1366 if (m->shopitems)
1367 {
1368 print_shop_string (m, shop);
1369 fprintf (freezer, "shopitems %s\n", shop);
1370 }
1371 if (m->shopgreed)
1372 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1373 if (m->shopmin)
1374 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1375 if (m->shopmax)
1376 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1377 if (m->shoprace)
1378 fprintf (freezer, "shoprace %s\n", m->shoprace);
1379 if (m->darkness)
1380 fprintf (freezer, "darkness %d\n", m->darkness);
1381 if (m->width)
1382 fprintf (freezer, "width %d\n", m->width);
1383 if (m->height)
1384 fprintf (freezer, "height %d\n", m->height);
1385 if (m->enter_x)
1386 fprintf (freezer, "enter_x %d\n", m->enter_x);
1387 if (m->enter_y)
1388 fprintf (freezer, "enter_y %d\n", m->enter_y);
1389 if (m->msg)
1390 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1391 if (m->maplore)
1392 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1393 if (m->unique)
1394 fprintf (freezer, "unique %d\n", m->unique);
1395 if (m->templatemap)
1396 fprintf (freezer, "template %d\n", m->templatemap);
1397 if (m->outdoor)
1398 fprintf (freezer, "outdoor %d\n", m->outdoor);
1399 if (m->temp)
1400 fprintf (freezer, "temp %d\n", m->temp);
1401 if (m->pressure)
1402 fprintf (freezer, "pressure %d\n", m->pressure);
1403 if (m->humid)
1404 fprintf (freezer, "humid %d\n", m->humid);
1405 if (m->windspeed)
1406 fprintf (freezer, "windspeed %d\n", m->windspeed);
1407 if (m->winddir)
1408 fprintf (freezer, "winddir %d\n", m->winddir);
1409 if (m->sky)
1410 fprintf (freezer, "sky %d\n", m->sky);
1411 if (m->nosmooth)
1412 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1413
1414 /* Save any tiling information, except on overlays */
1415 if (flag != 2)
1416 for (i = 0; i < 4; i++)
1417 if (m->tile_path[i])
1418 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1419
1420 freezer.put (m);
1421 fprintf (freezer, "end\n");
1422
1423 /* In the game save unique items in the different file, but
1424 * in the editor save them to the normal map file.
1425 * If unique map, save files in the proper destination (set by
1426 * player)
1427 */
1428 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1429 {
1430 object_freezer unique;
1431
1432 if (flag == 2)
1433 save_objects (m, freezer, unique, 2);
1434 else
1435 save_objects (m, freezer, unique, 0);
1436
1437 sprintf (buf, "%s.v00", create_items_path (m->path));
1438
1439 unique.save (buf);
1440 }
1441 else
1442 { /* save same file when not playing, like in editor */
1443 save_objects (m, freezer, freezer, 0);
1444 }
1445
1446 freezer.save (filename);
1447
1448 return 0;
1449}
1450
1451
1452/*
1453 * Remove and free all objects in the inventory of the given object.
1454 * object.c ?
1455 */
1456
1457void
1458clean_object (object *op)
1459{
1460 object *tmp, *next;
1461
1462 for (tmp = op->inv; tmp; tmp = next)
1463 {
1464 next = tmp->below;
1465
1466 clean_object (tmp);
1467 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1468 remove_button_link (tmp);
1469
1470 tmp->destroy ();
1471 }
1472}
1473
1474/*
1475 * Remove and free all objects in the given map.
1476 */
1477
1478void
1479free_all_objects (maptile *m)
1480{
1481 int i, j;
1482 object *op;
1483
1484 for (i = 0; i < MAP_WIDTH (m); i++)
1485 for (j = 0; j < MAP_HEIGHT (m); j++)
1486 {
1487 object *previous_obj = NULL;
1488
1489 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1490 {
1491 if (op == previous_obj)
1492 {
1493 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1494 break;
1495 }
1496
1497 previous_obj = op;
1498
1499 if (op->head != NULL)
1500 op = op->head;
1501
1502 /* If the map isn't in memory, free_object will remove and
1503 * free objects in op's inventory. So let it do the job.
1504 */
1505 if (m->in_memory == MAP_IN_MEMORY)
1506 clean_object (op);
1507
1508 op->destroy ();
1509 }
1510 }
1511}
1512
1513/*
1514 * Frees everything allocated by the given maptileure.
1515 * don't free tmpname - our caller is left to do that
1516 */
1517
1518void
1519free_map (maptile *m, int flag)
1520{
1521 int i;
1522
1523 if (!m->in_memory)
1524 {
1525 LOG (llevError, "Trying to free freed map.\n");
1526 return;
1527 }
1528
1529 // TODO: use new/delete
1530#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1531
1532 if (flag && m->spaces)
1533 free_all_objects (m);
1534 if (m->name)
1535 FREE_AND_CLEAR (m->name);
1536 if (m->spaces)
1537 FREE_AND_CLEAR (m->spaces);
1538 if (m->msg)
1539 FREE_AND_CLEAR (m->msg);
1540 if (m->maplore)
1541 FREE_AND_CLEAR (m->maplore);
1542
1543 delete [] m->shopitems;
1544 m->shopitems = 0;
1545
1546 if (m->shoprace)
1547 FREE_AND_CLEAR (m->shoprace);
1548
1549 if (m->buttons)
1550 free_objectlinkpt (m->buttons);
1551
1552 m->buttons = NULL;
1553
1554 for (i = 0; i < 4; i++)
1555 {
1556 if (m->tile_path[i])
1557 FREE_AND_CLEAR (m->tile_path[i]);
1558 m->tile_map[i] = NULL;
1559 }
1560
1561 m->in_memory = MAP_SWAPPED;
1562
1563#undef FREE_AND_CLEAR
1564
1565}
1566
1567/*
1568 * function: vanish maptile
1569 * m : pointer to maptile, if NULL no action
1570 * this deletes all the data on the map (freeing pointers)
1571 * and then removes this map from the global linked list of maps.
1572 */
1573
1574void
1575delete_map (maptile *m)
1576{
1577 maptile *tmp, *last;
1578 int i;
1579
1580 if (!m)
1581 return;
1582
1583 m->clear ();
1584
1585 if (m->in_memory == MAP_IN_MEMORY)
1586 {
1587 /* change to MAP_SAVING, even though we are not,
1588 * so that remove_ob doesn't do as much work.
1589 */
1590 m->in_memory = MAP_SAVING;
1591 free_map (m, 1);
1592 }
1593 /* move this out of free_map, since tmpname can still be needed if
1594 * the map is swapped out.
1595 */
1596 if (m->tmpname)
1597 {
1598 free (m->tmpname);
1599 m->tmpname = NULL;
1600 }
1601 last = NULL;
1602 /* We need to look through all the maps and see if any maps
1603 * are pointing at this one for tiling information. Since
1604 * tiling can be assymetric, we just can not look to see which
1605 * maps this map tiles with and clears those.
1606 */
1607 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1608 {
1609 if (tmp->next == m)
1610 last = tmp;
1611
1612 /* This should hopefully get unrolled on a decent compiler */
1613 for (i = 0; i < 4; i++)
1614 if (tmp->tile_map[i] == m)
1615 tmp->tile_map[i] = NULL;
1616 }
1617
1618 /* If last is null, then this should be the first map in the list */
1619 if (!last)
1620 {
1621 if (m == first_map)
1622 first_map = m->next;
1623 else
1624 /* m->path is a static char, so should hopefully still have
1625 * some useful data in it.
1626 */
1627 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1628 }
1629 else
1630 last->next = m->next;
1631
1632 delete m;
1633}
1634
1635/*
1636 * Makes sure the given map is loaded and swapped in.
1637 * name is path name of the map.
1638 * flags meaning:
1639 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1640 * and don't do unique items or the like.
1641 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1642 * dont do any more name translation on it.
1643 *
1644 * Returns a pointer to the given map.
1645 */
1646maptile *
1647ready_map_name (const char *name, int flags)
1648{
1649 maptile *m;
1650
1651 if (!name)
1652 return (NULL);
1653
1654 /* Have we been at this level before? */
1655 m = has_been_loaded (name);
1656
1657 /* Map is good to go, so just return it */
1658 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1659 {
1660 return m;
1661 }
1662
1663 /* unique maps always get loaded from their original location, and never
1664 * a temp location. Likewise, if map_flush is set, or we have never loaded
1665 * this map, load it now. I removed the reset checking from here -
1666 * it seems the probability of a player trying to enter a map that should
1667 * reset but hasn't yet is quite low, and removing that makes this function
1668 * a bit cleaner (and players probably shouldn't rely on exact timing for
1669 * resets in any case - if they really care, they should use the 'maps command.
1670 */
1671 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1672 {
1673
1674 /* first visit or time to reset */
1675 if (m)
1676 {
1677 clean_tmp_map (m); /* Doesn't make much difference */
1678 delete_map (m);
1679 }
1680
1681 /* create and load a map */
1682 if (flags & MAP_PLAYER_UNIQUE)
1683 LOG (llevDebug, "Trying to load map %s.\n", name);
1684 else
1685 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1686
1687 //eval_pv ("$x = Event::time", 1);//D
1688 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1689 return (NULL);
1690 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1691
1692 fix_auto_apply (m); /* Chests which open as default */
1693
1694 /* If a player unique map, no extra unique object file to load.
1695 * if from the editor, likewise.
1696 */
1697 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1698 load_unique_objects (m);
1699
1700 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1701 {
1702 m = load_overlay_map (name, m);
1703 if (m == NULL)
1704 return NULL;
1705 }
1706
1707 if (flags & MAP_PLAYER_UNIQUE)
1708 INVOKE_MAP (SWAPIN, m);
1709
1710 }
1711 else
1712 {
1713 /* If in this loop, we found a temporary map, so load it up. */
1714
1715 m = load_temporary_map (m);
1716 if (m == NULL)
1717 return NULL;
1718 load_unique_objects (m);
1719
1720 clean_tmp_map (m);
1721 m->in_memory = MAP_IN_MEMORY;
1722 /* tempnam() on sun systems (probably others) uses malloc
1723 * to allocated space for the string. Free it here.
1724 * In some cases, load_temporary_map above won't find the
1725 * temporary map, and so has reloaded a new map. If that
1726 * is the case, tmpname is now null
1727 */
1728 if (m->tmpname)
1729 free (m->tmpname);
1730 m->tmpname = NULL;
1731 /* It's going to be saved anew anyway */
1732 }
1733
1734 /* Below here is stuff common to both first time loaded maps and
1735 * temp maps.
1736 */
1737
1738 decay_objects (m); /* start the decay */
1739 /* In case other objects press some buttons down */
1740 update_buttons (m);
1741 if (m->outdoor)
1742 set_darkness_map (m);
1743 /* run the weather over this map */
1744 weather_effect (name);
1745 return m;
1746}
1747
1748 932
1749/* 933/*
1750 * This routine is supposed to find out the difficulty of the map. 934 * This routine is supposed to find out the difficulty of the map.
1751 * difficulty does not have a lot to do with character level, 935 * difficulty does not have a lot to do with character level,
1752 * but does have a lot to do with treasure on the map. 936 * but does have a lot to do with treasure on the map.
1754 * Difficulty can now be set by the map creature. If the value stored 938 * Difficulty can now be set by the map creature. If the value stored
1755 * in the map is zero, then use this routine. Maps should really 939 * in the map is zero, then use this routine. Maps should really
1756 * have a difficulty set than using this function - human calculation 940 * have a difficulty set than using this function - human calculation
1757 * is much better than this functions guesswork. 941 * is much better than this functions guesswork.
1758 */ 942 */
1759
1760int 943int
1761calculate_difficulty (maptile *m) 944maptile::estimate_difficulty () const
1762{ 945{
1763 object *op;
1764 archetype *at;
1765 int x, y, i;
1766 long monster_cnt = 0; 946 long monster_cnt = 0;
1767 double avgexp = 0; 947 double avgexp = 0;
1768 sint64 total_exp = 0; 948 sint64 total_exp = 0;
1769 949
1770 if (MAP_DIFFICULTY (m)) 950 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1771 { 951 for (object *op = ms->bot; op; op = op->above)
1772 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1773 return MAP_DIFFICULTY (m);
1774 }
1775
1776 for (x = 0; x < MAP_WIDTH (m); x++)
1777 for (y = 0; y < MAP_HEIGHT (m); y++)
1778 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1779 { 952 {
1780 if (QUERY_FLAG (op, FLAG_MONSTER)) 953 if (QUERY_FLAG (op, FLAG_MONSTER))
1781 { 954 {
1782 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1783 monster_cnt++; 956 monster_cnt++;
1784 } 957 }
1785 958
1786 if (QUERY_FLAG (op, FLAG_GENERATOR)) 959 if (QUERY_FLAG (op, FLAG_GENERATOR))
1787 { 960 {
1788 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
962
1789 at = type_to_archetype (GENERATE_TYPE (op)); 963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1790
1791 if (at != NULL)
1792 total_exp += at->clone.stats.exp * 8; 964 total_exp += at->stats.exp * 8;
1793 965
1794 monster_cnt++; 966 monster_cnt++;
1795 } 967 }
1796 } 968 }
1797 969
1798 avgexp = (double) total_exp / monster_cnt; 970 avgexp = (double) total_exp / monster_cnt;
1799 971
1800 for (i = 1; i <= settings.max_level; i++) 972 for (int i = 1; i <= settings.max_level; i++)
1801 {
1802 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 973 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1803 {
1804 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1805 return i; 974 return i;
1806 }
1807 }
1808 975
1809 return 1; 976 return 1;
1810}
1811
1812void
1813clean_tmp_map (maptile *m)
1814{
1815 if (m->tmpname == NULL)
1816 return;
1817 INVOKE_MAP (CLEAN, m);
1818 (void) unlink (m->tmpname);
1819}
1820
1821void
1822free_all_maps (void)
1823{
1824 int real_maps = 0;
1825
1826 while (first_map)
1827 {
1828 /* I think some of the callers above before it gets here set this to be
1829 * saving, but we still want to free this data
1830 */
1831 if (first_map->in_memory == MAP_SAVING)
1832 first_map->in_memory = MAP_IN_MEMORY;
1833 delete_map (first_map);
1834 real_maps++;
1835 }
1836 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1837} 977}
1838 978
1839/* change_map_light() - used to change map light level (darkness) 979/* change_map_light() - used to change map light level (darkness)
1840 * up or down. Returns true if successful. It should now be 980 * up or down. Returns true if successful. It should now be
1841 * possible to change a value by more than 1. 981 * possible to change a value by more than 1.
1842 * Move this from los.c to map.c since this is more related 982 * Move this from los.c to map.c since this is more related
1843 * to maps than los. 983 * to maps than los.
1844 * postive values make it darker, negative make it brighter 984 * postive values make it darker, negative make it brighter
1845 */ 985 */
1846
1847int 986int
1848change_map_light (maptile *m, int change) 987maptile::change_map_light (int change)
1849{ 988{
1850 int new_level = m->darkness + change; 989 int new_level = darkness + change;
1851 990
1852 /* Nothing to do */ 991 /* Nothing to do */
1853 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 992 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1854 {
1855 return 0; 993 return 0;
1856 }
1857 994
1858 /* inform all players on the map */ 995 /* inform all players on the map */
1859 if (change > 0) 996 if (change > 0)
1860 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 997 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1861 else 998 else
1862 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 999 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1863 1000
1864 /* Do extra checking. since m->darkness is a unsigned value, 1001 /* Do extra checking. since darkness is a unsigned value,
1865 * we need to be extra careful about negative values. 1002 * we need to be extra careful about negative values.
1866 * In general, the checks below are only needed if change 1003 * In general, the checks below are only needed if change
1867 * is not +/-1 1004 * is not +/-1
1868 */ 1005 */
1869 if (new_level < 0) 1006 if (new_level < 0)
1870 m->darkness = 0; 1007 darkness = 0;
1871 else if (new_level >= MAX_DARKNESS) 1008 else if (new_level >= MAX_DARKNESS)
1872 m->darkness = MAX_DARKNESS; 1009 darkness = MAX_DARKNESS;
1873 else 1010 else
1874 m->darkness = new_level; 1011 darkness = new_level;
1875 1012
1876 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1877 update_all_map_los (m); 1014 update_all_map_los (this);
1878 return 1; 1015 return 1;
1879} 1016}
1880 1017
1881/* 1018/*
1882 * This function updates various attributes about a specific space 1019 * This function updates various attributes about a specific space
1886 */ 1023 */
1887void 1024void
1888mapspace::update_ () 1025mapspace::update_ ()
1889{ 1026{
1890 object *tmp, *last = 0; 1027 object *tmp, *last = 0;
1891 uint8 flags = 0, light = 0, anywhere = 0; 1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1892 New_Face *top, *floor, *middle;
1893 object *top_obj, *floor_obj, *middle_obj;
1894 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1895 1030
1896 middle = blank_face; 1031 //object *middle = 0;
1897 top = blank_face; 1032 //object *top = 0;
1898 floor = blank_face; 1033 //object *floor = 0;
1034 // this seems to generate better code than using locals, above
1035 object *&top = faces_obj[0] = 0;
1036 object *&middle = faces_obj[1] = 0;
1037 object *&floor = faces_obj[2] = 0;
1899 1038
1900 middle_obj = 0;
1901 top_obj = 0;
1902 floor_obj = 0;
1903
1904 for (tmp = bottom; tmp; last = tmp, tmp = tmp->above) 1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1905 { 1040 {
1906 /* This could be made additive I guess (two lights better than 1041 /* This could be made additive I guess (two lights better than
1907 * one). But if so, it shouldn't be a simple additive - 2 1042 * one). But if so, it shouldn't be a simple additive - 2
1908 * light bulbs do not illuminate twice as far as once since 1043 * light bulbs do not illuminate twice as far as once since
1909 * it is a dissapation factor that is cubed. 1044 * it is a dissapation factor that is cubed.
1920 * Always put the player down for drawing. 1055 * Always put the player down for drawing.
1921 */ 1056 */
1922 if (!tmp->invisible) 1057 if (!tmp->invisible)
1923 { 1058 {
1924 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1925 {
1926 top = tmp->face;
1927 top_obj = tmp; 1060 top = tmp;
1928 }
1929 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1930 { 1062 {
1931 /* If we got a floor, that means middle and top were below it, 1063 /* If we got a floor, that means middle and top were below it,
1932 * so should not be visible, so we clear them. 1064 * so should not be visible, so we clear them.
1933 */ 1065 */
1934 middle = blank_face; 1066 middle = 0;
1935 top = blank_face; 1067 top = 0;
1936 floor = tmp->face;
1937 floor_obj = tmp; 1068 floor = tmp;
1938 } 1069 }
1939 /* Flag anywhere have high priority */ 1070 /* Flag anywhere have high priority */
1940 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1941 { 1072 {
1942 middle = tmp->face;
1943
1944 middle_obj = tmp; 1073 middle = tmp;
1945 anywhere = 1; 1074 anywhere = 1;
1946 } 1075 }
1947 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1948 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1949 * top 1078 * top
1950 */ 1079 */
1951 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1952 {
1953 middle = tmp->face;
1954 middle_obj = tmp; 1081 middle = tmp;
1955 }
1956 } 1082 }
1957 1083
1958 if (tmp == tmp->above) 1084 if (tmp == tmp->above)
1959 { 1085 {
1960 LOG (llevError, "Error in structure of map\n"); 1086 LOG (llevError, "Error in structure of map\n");
1995 * middle face. This should not happen, as we already have the 1121 * middle face. This should not happen, as we already have the
1996 * else statement above so middle should not get set. OTOH, it 1122 * else statement above so middle should not get set. OTOH, it
1997 * may be possible for the faces to match but be different objects. 1123 * may be possible for the faces to match but be different objects.
1998 */ 1124 */
1999 if (top == middle) 1125 if (top == middle)
2000 middle = blank_face; 1126 middle = 0;
2001 1127
2002 /* There are three posibilities at this point: 1128 /* There are three posibilities at this point:
2003 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
2004 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
2005 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
2010 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
2011 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2012 break; 1138 break;
2013 1139
2014 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
2015 if ((top != blank_face) && (middle != blank_face)) 1141 if (top && middle)
2016 break; 1142 break;
2017 1143
2018 /* Only show visible faces, unless its the editor - show all */ 1144 /* Only show visible faces */
2019 if (!tmp->invisible || editor) 1145 if (!tmp->invisible)
2020 { 1146 {
2021 /* Fill in top if needed */ 1147 /* Fill in top if needed */
2022 if (top == blank_face) 1148 if (!top)
2023 { 1149 {
2024 top = tmp->face;
2025 top_obj = tmp; 1150 top = tmp;
2026 if (top == middle) 1151 if (top == middle)
2027 middle = blank_face; 1152 middle = 0;
2028 } 1153 }
2029 else 1154 else
2030 { 1155 {
2031 /* top is already set - we should only get here if 1156 /* top is already set - we should only get here if
2032 * middle is not set 1157 * middle is not set
2033 * 1158 *
2034 * Set the middle face and break out, since there is nothing 1159 * Set the middle face and break out, since there is nothing
2035 * more to fill in. We don't check visiblity here, since 1160 * more to fill in. We don't check visiblity here, since
2036 * 1161 *
2037 */ 1162 */
2038 if (tmp->face != top) 1163 if (tmp != top)
2039 { 1164 {
2040 middle = tmp->face;
2041 middle_obj = tmp; 1165 middle = tmp;
2042 break; 1166 break;
2043 } 1167 }
2044 } 1168 }
2045 } 1169 }
2046 } 1170 }
2047 1171
2048 if (middle == floor) 1172 if (middle == floor)
2049 middle = blank_face; 1173 middle = 0;
2050 1174
2051 if (top == middle) 1175 if (top == middle)
2052 middle = blank_face; 1176 middle = 0;
2053 1177
2054 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1178#if 0
2055 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1179 faces_obj [0] = top;
2056 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182#endif
2057} 1183}
2058 1184
2059void 1185uint64
2060set_map_reset_time (maptile *map) 1186mapspace::volume () const
2061{ 1187{
2062 int timeout; 1188 uint64 vol = 0;
2063 1189
2064 timeout = MAP_RESET_TIMEOUT (map); 1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
2065 if (timeout <= 0) 1191 vol += op->volume ();
2066 timeout = MAP_DEFAULTRESET;
2067 if (timeout >= MAP_MAXRESET)
2068 timeout = MAP_MAXRESET;
2069 MAP_WHEN_RESET (map) = time (0) + timeout;
2070}
2071 1192
2072/* this updates the orig_map->tile_map[tile_num] value after loading 1193 return vol;
2073 * the map. It also takes care of linking back the freshly loaded 1194}
2074 * maps tile_map values if it tiles back to this one. It returns
2075 * the value of orig_map->tile_map[tile_num]. It really only does this
2076 * so that it is easier for calling functions to verify success.
2077 */
2078 1195
2079static maptile * 1196bool
2080load_and_link_tiled_map (maptile *orig_map, int tile_num) 1197maptile::tile_available (int dir, bool load)
2081{ 1198{
2082 int dest_tile = (tile_num + 2) % 4; 1199 if (!tile_path[dir])
2083 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1200 return 0;
2084 1201
2085 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1203 return 1;
2086 1204
2087 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
2088 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1206 return 1;
2089 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2090 1207
2091 return orig_map->tile_map[tile_num]; 1208 return 0;
2092} 1209}
2093 1210
2094/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
2095 * map m. This function also takes into account any 1212 * map m. This function also takes into account any
2096 * tiling considerations, loading adjacant maps as needed. 1213 * tiling considerations, loading adjacant maps as needed.
2097 * This is the function should always be used when it 1214 * This is the function should always be used when it
2098 * necessary to check for valid coordinates. 1215 * necessary to check for valid coordinates.
2099 * This function will recursively call itself for the 1216 * This function will recursively call itself for the
2100 * tiled maps. 1217 * tiled maps.
2101 *
2102 *
2103 */ 1218 */
2104int 1219int
2105out_of_map (maptile *m, int x, int y) 1220out_of_map (maptile *m, int x, int y)
2106{ 1221{
2107 /* If we get passed a null map, this is obviously the 1222 /* If we get passed a null map, this is obviously the
2111 if (!m) 1226 if (!m)
2112 return 0; 1227 return 0;
2113 1228
2114 if (x < 0) 1229 if (x < 0)
2115 { 1230 {
2116 if (!m->tile_path[3]) 1231 if (!m->tile_available (3))
2117 return 1; 1232 return 1;
2118 1233
2119 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2120 load_and_link_tiled_map (m, 3);
2121
2122 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2123 }
2124
2125 if (x >= MAP_WIDTH (m))
2126 { 1235 }
2127 if (!m->tile_path[1]) 1236
1237 if (x >= m->width)
1238 {
1239 if (!m->tile_available (1))
2128 return 1; 1240 return 1;
2129 1241
2130 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2131 load_and_link_tiled_map (m, 1);
2132
2133 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1242 return out_of_map (m->tile_map[1], x - m->width, y);
2134 } 1243 }
2135 1244
2136 if (y < 0) 1245 if (y < 0)
2137 { 1246 {
2138 if (!m->tile_path[0]) 1247 if (!m->tile_available (0))
2139 return 1; 1248 return 1;
2140 1249
2141 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2142 load_and_link_tiled_map (m, 0);
2143
2144 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2145 }
2146
2147 if (y >= MAP_HEIGHT (m))
2148 { 1251 }
2149 if (!m->tile_path[2]) 1252
1253 if (y >= m->height)
1254 {
1255 if (!m->tile_available (2))
2150 return 1; 1256 return 1;
2151 1257
2152 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2153 load_and_link_tiled_map (m, 2);
2154
2155 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1258 return out_of_map (m->tile_map[2], x, y - m->height);
2156 } 1259 }
2157 1260
2158 /* Simple case - coordinates are within this local 1261 /* Simple case - coordinates are within this local
2159 * map. 1262 * map.
2160 */ 1263 */
2163 1266
2164/* This is basically the same as out_of_map above, but 1267/* This is basically the same as out_of_map above, but
2165 * instead we return NULL if no map is valid (coordinates 1268 * instead we return NULL if no map is valid (coordinates
2166 * out of bounds and no tiled map), otherwise it returns 1269 * out of bounds and no tiled map), otherwise it returns
2167 * the map as that the coordinates are really on, and 1270 * the map as that the coordinates are really on, and
2168 * updates x and y to be the localized coordinates. 1271 * updates x and y to be the localised coordinates.
2169 * Using this is more efficient of calling out_of_map 1272 * Using this is more efficient of calling out_of_map
2170 * and then figuring out what the real map is 1273 * and then figuring out what the real map is
2171 */ 1274 */
2172maptile * 1275maptile *
2173get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1276maptile::xy_find (sint16 &x, sint16 &y)
2174{ 1277{
2175
2176 if (*x < 0) 1278 if (x < 0)
2177 { 1279 {
2178 if (!m->tile_path[3]) 1280 if (!tile_available (3))
2179 return 0; 1281 return 0;
2180 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2181 load_and_link_tiled_map (m, 3);
2182 1282
2183 *x += MAP_WIDTH (m->tile_map[3]); 1283 x += tile_map[3]->width;
2184 return (get_map_from_coord (m->tile_map[3], x, y)); 1284 return tile_map[3]->xy_find (x, y);
2185 }
2186
2187 if (*x >= MAP_WIDTH (m))
2188 { 1285 }
2189 if (!m->tile_path[1]) 1286
1287 if (x >= width)
1288 {
1289 if (!tile_available (1))
2190 return 0; 1290 return 0;
2191 1291
2192 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1292 x -= width;
2193 load_and_link_tiled_map (m, 1); 1293 return tile_map[1]->xy_find (x, y);
2194
2195 *x -= MAP_WIDTH (m);
2196 return (get_map_from_coord (m->tile_map[1], x, y));
2197 } 1294 }
2198 1295
2199 if (*y < 0) 1296 if (y < 0)
2200 { 1297 {
2201 if (!m->tile_path[0]) 1298 if (!tile_available (0))
2202 return 0; 1299 return 0;
2203 1300
2204 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1301 y += tile_map[0]->height;
2205 load_and_link_tiled_map (m, 0); 1302 return tile_map[0]->xy_find (x, y);
2206
2207 *y += MAP_HEIGHT (m->tile_map[0]);
2208 return (get_map_from_coord (m->tile_map[0], x, y));
2209 }
2210
2211 if (*y >= MAP_HEIGHT (m))
2212 { 1303 }
2213 if (!m->tile_path[2]) 1304
1305 if (y >= height)
1306 {
1307 if (!tile_available (2))
2214 return 0; 1308 return 0;
2215 1309
2216 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1310 y -= height;
2217 load_and_link_tiled_map (m, 2); 1311 return tile_map[2]->xy_find (x, y);
2218
2219 *y -= MAP_HEIGHT (m);
2220 return (get_map_from_coord (m->tile_map[2], x, y));
2221 } 1312 }
2222 1313
2223 /* Simple case - coordinates are within this local 1314 /* Simple case - coordinates are within this local
2224 * map. 1315 * map.
2225 */ 1316 */
2226
2227 return m; 1317 return this;
2228} 1318}
2229 1319
2230/** 1320/**
2231 * Return whether map2 is adjacent to map1. If so, store the distance from 1321 * Return whether map2 is adjacent to map1. If so, store the distance from
2232 * map1 to map2 in dx/dy. 1322 * map1 to map2 in dx/dy.
2233 */ 1323 */
2234static int 1324int
2235adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2236{ 1326{
2237 if (!map1 || !map2) 1327 if (!map1 || !map2)
2238 return 0; 1328 return 0;
2239 1329
1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 //fix: compare paths instead (this is likely faster, too!)
2240 if (map1 == map2) 1332 if (map1 == map2)
2241 { 1333 {
2242 *dx = 0; 1334 *dx = 0;
2243 *dy = 0; 1335 *dy = 0;
2244
2245 } 1336 }
2246 else if (map1->tile_map[0] == map2) 1337 else if (map1->tile_map[0] == map2)
2247 { /* up */ 1338 { /* up */
2248 *dx = 0; 1339 *dx = 0;
2249 *dy = -MAP_HEIGHT (map2); 1340 *dy = -map2->height;
2250 } 1341 }
2251 else if (map1->tile_map[1] == map2) 1342 else if (map1->tile_map[1] == map2)
2252 { /* right */ 1343 { /* right */
2253 *dx = MAP_WIDTH (map1); 1344 *dx = map1->width;
2254 *dy = 0; 1345 *dy = 0;
2255 } 1346 }
2256 else if (map1->tile_map[2] == map2) 1347 else if (map1->tile_map[2] == map2)
2257 { /* down */ 1348 { /* down */
2258 *dx = 0; 1349 *dx = 0;
2259 *dy = MAP_HEIGHT (map1); 1350 *dy = map1->height;
2260 } 1351 }
2261 else if (map1->tile_map[3] == map2) 1352 else if (map1->tile_map[3] == map2)
2262 { /* left */ 1353 { /* left */
2263 *dx = -MAP_WIDTH (map2); 1354 *dx = -map2->width;
2264 *dy = 0; 1355 *dy = 0;
2265
2266 } 1356 }
2267 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1357 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2268 { /* up right */ 1358 { /* up right */
2269 *dx = MAP_WIDTH (map1->tile_map[0]); 1359 *dx = map1->tile_map[0]->width;
2270 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1360 *dy = -map1->tile_map[0]->height;
2271 } 1361 }
2272 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1362 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2273 { /* up left */ 1363 { /* up left */
2274 *dx = -MAP_WIDTH (map2); 1364 *dx = -map2->width;
2275 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1365 *dy = -map1->tile_map[0]->height;
2276 } 1366 }
2277 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1367 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2278 { /* right up */ 1368 { /* right up */
2279 *dx = MAP_WIDTH (map1); 1369 *dx = map1->width;
2280 *dy = -MAP_HEIGHT (map2); 1370 *dy = -map2->height;
2281 } 1371 }
2282 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1372 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2283 { /* right down */ 1373 { /* right down */
2284 *dx = MAP_WIDTH (map1); 1374 *dx = map1->width;
2285 *dy = MAP_HEIGHT (map1->tile_map[1]); 1375 *dy = map1->tile_map[1]->height;
2286 } 1376 }
2287 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1377 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2288 { /* down right */ 1378 { /* down right */
2289 *dx = MAP_WIDTH (map1->tile_map[2]); 1379 *dx = map1->tile_map[2]->width;
2290 *dy = MAP_HEIGHT (map1); 1380 *dy = map1->height;
2291 } 1381 }
2292 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1382 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2293 { /* down left */ 1383 { /* down left */
2294 *dx = -MAP_WIDTH (map2); 1384 *dx = -map2->width;
2295 *dy = MAP_HEIGHT (map1); 1385 *dy = map1->height;
2296 } 1386 }
2297 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1387 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2298 { /* left up */ 1388 { /* left up */
2299 *dx = -MAP_WIDTH (map1->tile_map[3]); 1389 *dx = -map1->tile_map[3]->width;
2300 *dy = -MAP_HEIGHT (map2); 1390 *dy = -map2->height;
2301 } 1391 }
2302 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1392 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2303 { /* left down */ 1393 { /* left down */
2304 *dx = -MAP_WIDTH (map1->tile_map[3]); 1394 *dx = -map1->tile_map[3]->width;
2305 *dy = MAP_HEIGHT (map1->tile_map[3]); 1395 *dy = map1->tile_map[3]->height;
2306
2307 } 1396 }
2308 else 1397 else
2309 { /* not "adjacent" enough */
2310 return 0; 1398 return 0;
2311 }
2312 1399
2313 return 1; 1400 return 1;
1401}
1402
1403maptile *
1404maptile::xy_load (sint16 &x, sint16 &y)
1405{
1406 maptile *map = xy_find (x, y);
1407
1408 if (map)
1409 map->load_sync ();
1410
1411 return map;
1412}
1413
1414maptile *
1415get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1416{
1417 return m->xy_load (*x, *y);
2314} 1418}
2315 1419
2316/* From map.c 1420/* From map.c
2317 * This is used by get_player to determine where the other 1421 * This is used by get_player to determine where the other
2318 * creature is. get_rangevector takes into account map tiling, 1422 * creature is. get_rangevector takes into account map tiling,
2319 * so you just can not look the the map coordinates and get the 1423 * so you just can not look the the map coordinates and get the
2320 * righte value. distance_x/y are distance away, which 1424 * righte value. distance_x/y are distance away, which
2321 * can be negativbe. direction is the crossfire direction scheme 1425 * can be negative. direction is the crossfire direction scheme
2322 * that the creature should head. part is the part of the 1426 * that the creature should head. part is the part of the
2323 * monster that is closest. 1427 * monster that is closest.
2324 * 1428 *
2325 * get_rangevector looks at op1 and op2, and fills in the 1429 * get_rangevector looks at op1 and op2, and fills in the
2326 * structure for op1 to get to op2. 1430 * structure for op1 to get to op2.
2331 * be unexpected 1435 * be unexpected
2332 * 1436 *
2333 * currently, the only flag supported (0x1) is don't translate for 1437 * currently, the only flag supported (0x1) is don't translate for
2334 * closest body part of 'op1' 1438 * closest body part of 'op1'
2335 */ 1439 */
2336
2337void 1440void
2338get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2339{ 1442{
2340 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2341 { 1444 {
2342 /* be conservative and fill in _some_ data */ 1445 /* be conservative and fill in _some_ data */
2343 retval->distance = 100000; 1446 retval->distance = 10000;
2344 retval->distance_x = 32767; 1447 retval->distance_x = 10000;
2345 retval->distance_y = 32767; 1448 retval->distance_y = 10000;
2346 retval->direction = 0; 1449 retval->direction = 0;
2347 retval->part = 0; 1450 retval->part = 0;
2348 } 1451 }
2349 else 1452 else
2350 { 1453 {
2355 1458
2356 best = op1; 1459 best = op1;
2357 /* If this is multipart, find the closest part now */ 1460 /* If this is multipart, find the closest part now */
2358 if (!(flags & 0x1) && op1->more) 1461 if (!(flags & 0x1) && op1->more)
2359 { 1462 {
2360 object *tmp;
2361 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2362 1464
2363 /* we just take the offset of the piece to head to figure 1465 /* we just take the offset of the piece to head to figure
2364 * distance instead of doing all that work above again 1466 * distance instead of doing all that work above again
2365 * since the distance fields we set above are positive in the 1467 * since the distance fields we set above are positive in the
2366 * same axis as is used for multipart objects, the simply arithmetic 1468 * same axis as is used for multipart objects, the simply arithmetic
2367 * below works. 1469 * below works.
2368 */ 1470 */
2369 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1471 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2370 { 1472 {
2371 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2372 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2373 if (tmpi < best_distance) 1475 if (tmpi < best_distance)
2374 { 1476 {
2375 best_distance = tmpi; 1477 best_distance = tmpi;
2376 best = tmp; 1478 best = tmp;
2377 } 1479 }
2378 } 1480 }
1481
2379 if (best != op1) 1482 if (best != op1)
2380 { 1483 {
2381 retval->distance_x += op1->x - best->x; 1484 retval->distance_x += op1->x - best->x;
2382 retval->distance_y += op1->y - best->y; 1485 retval->distance_y += op1->y - best->y;
2383 } 1486 }
2384 } 1487 }
1488
2385 retval->part = best; 1489 retval->part = best;
2386 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2387 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2388 } 1492 }
2389} 1493}
2390 1494
2391/* this is basically the same as get_rangevector above, but instead of 1495/* this is basically the same as get_rangevector above, but instead of
2396 * flags has no meaning for this function at this time - I kept it in to 1500 * flags has no meaning for this function at this time - I kept it in to
2397 * be more consistant with the above function and also in case they are needed 1501 * be more consistant with the above function and also in case they are needed
2398 * for something in the future. Also, since no object is pasted, the best 1502 * for something in the future. Also, since no object is pasted, the best
2399 * field of the rv_vector is set to NULL. 1503 * field of the rv_vector is set to NULL.
2400 */ 1504 */
2401
2402void 1505void
2403get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1506get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2404{ 1507{
2405 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2406 { 1509 {
2407 /* be conservative and fill in _some_ data */ 1510 /* be conservative and fill in _some_ data */
2408 retval->distance = 100000; 1511 retval->distance = 100000;
2415 { 1518 {
2416 retval->distance_x += op2->x - x; 1519 retval->distance_x += op2->x - x;
2417 retval->distance_y += op2->y - y; 1520 retval->distance_y += op2->y - y;
2418 1521
2419 retval->part = NULL; 1522 retval->part = NULL;
2420 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1523 retval->distance = idistance (retval->distance_x, retval->distance_y);
2421 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2422 } 1525 }
2423} 1526}
2424 1527
2425/* Returns true of op1 and op2 are effectively on the same map 1528/* Returns true of op1 and op2 are effectively on the same map
2426 * (as related to map tiling). Note that this looks for a path from 1529 * (as related to map tiling). Note that this looks for a path from
2427 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1530 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2428 * to op1, this will still return false. 1531 * to op1, this will still return false.
2429 * Note we only look one map out to keep the processing simple 1532 * Note we only look one map out to keep the processing simple
2430 * and efficient. This could probably be a macro. 1533 * and efficient. This could probably be a macro.
2431 * MSW 2001-08-05 1534 * MSW 2001-08-05
2432 */ 1535 */
2435{ 1538{
2436 int dx, dy; 1539 int dx, dy;
2437 1540
2438 return adjacent_map (op1->map, op2->map, &dx, &dy); 1541 return adjacent_map (op1->map, op2->map, &dx, &dy);
2439} 1542}
1543
1544object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{
1547 if (!op->flag [FLAG_REMOVED])
1548 op->remove ();
1549
1550 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551}
1552
1553region *
1554maptile::region (int x, int y) const
1555{
1556 if (regions
1557 && regionmap
1558 && !OUT_OF_REAL_MAP (this, x, y))
1559 if (struct region *reg = regionmap [regions [y * width + x]])
1560 return reg;
1561
1562 if (default_region)
1563 return default_region;
1564
1565 return ::region::default_region ();
1566}
1567
1568/* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */
1572object *
1573maptile::pick_random_object () const
1574{
1575 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me.
1580 */
1581 for (int i = 1000; --i;)
1582 {
1583 object *pick = at (rndm (width), rndm (height)).bot;
1584
1585 // do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick)
1587 return pick->head_ ();
1588 }
1589
1590 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked");
1592}
1593
1594void
1595maptile::play_sound (faceidx sound, int x, int y) const
1596{
1597 if (!sound)
1598 return;
1599
1600 for_all_players (pl)
1601 if (pl->observe->map == this)
1602 if (client *ns = pl->ns)
1603 {
1604 int dx = x - pl->observe->x;
1605 int dy = y - pl->observe->y;
1606
1607 int distance = idistance (dx, dy);
1608
1609 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy);
1611 }
1612}
1613

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