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Comparing deliantra/server/common/map.C (file contents):
Revision 1.48 by root, Mon Dec 25 14:43:22 2006 UTC vs.
Revision 1.106 by root, Mon May 28 21:21:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
31#include "path.h" 32#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 33
51/* 34/*
52 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result. 37 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname 38 * it really should be called create_mapname
56 */ 39 */
57
58const char * 40const char *
59create_pathname (const char *name) 41create_pathname (const char *name)
60{ 42{
61 static char buf[MAX_BUF]; 43 static char buf[8192];
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); 44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf); 45 return buf;
71} 46}
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 47
138/* 48/*
139 * This function checks if a file with the given path exists. 49 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 50 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 51 * is returned.
148 * the rest of the code only cares that the file is readable. 58 * 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 59 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 60 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 61 * that seems to be missing the prepend_dir processing
152 */ 62 */
153
154int 63int
155check_path (const char *name, int prepend_dir) 64check_path (const char *name, int prepend_dir)
156{ 65{
157 char buf[MAX_BUF]; 66 char buf[MAX_BUF];
158 67
159 char *endbuf; 68 char *endbuf;
160 struct stat statbuf; 69 struct stat statbuf;
161 int mode = 0; 70 int mode = 0;
162 71
163 if (prepend_dir) 72 if (prepend_dir)
164 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
165 else 74 else
166 strcpy (buf, name); 75 assign (buf, name);
167 76
168 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
171 * all the names. 80 * all the names.
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || 93 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)) 94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2; 95 mode |= 2;
187 96
188 return (mode); 97 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", m->width, m->height, 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} 98}
230 99
231/* This rolls up wall, blocks_magic, blocks_view, etc, all into 100/* This rolls up wall, blocks_magic, blocks_view, etc, all into
232 * one function that just returns a P_.. value (see map.h) 101 * one function that just returns a P_.. value (see map.h)
233 * it will also do map translation for tiled maps, returning 102 * it will also do map translation for tiled maps, returning
239 * don't expect to insert/remove anything from those spaces. 108 * don't expect to insert/remove anything from those spaces.
240 */ 109 */
241int 110int
242get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 111get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
243{ 112{
244 sint16 newx, newy;
245 int retval = 0;
246 maptile *mp;
247
248 newx = x; 113 sint16 newx = x;
249 newy = y; 114 sint16 newy = y;
250 115
251 mp = get_map_from_coord (oldmap, &newx, &newy); 116 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
252 117
253 if (!mp) 118 if (!mp)
254 return P_OUT_OF_MAP; 119 return P_OUT_OF_MAP;
255
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 120
259 if (newmap) *newmap = mp; 121 if (newmap) *newmap = mp;
260 if (nx) *nx = newx; 122 if (nx) *nx = newx;
261 if (ny) *ny = newy; 123 if (ny) *ny = newy;
262 124
263 return retval | mp->at (newx, newy).flags (); 125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
264} 126}
265 127
266/* 128/*
267 * Returns true if the given coordinate is blocked except by the 129 * Returns true if the given coordinate is blocked except by the
268 * object passed is not blocking. This is used with 130 * object passed is not blocking. This is used with
312 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
313 */ 175 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
315 return 0; 177 return 0;
316 178
317 if (ob->head != NULL)
318 ob = ob->head; 179 ob = ob->head_ ();
319 180
320 /* We basically go through the stack of objects, and if there is 181 /* 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 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
322 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
323 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
353 else 214 else
354 { 215 {
355 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
356 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
357 * movement, can't move here. 218 * movement, can't move here.
358 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unless it is a
359 * hidden dm 220 * hidden dm
360 */ 221 */
361 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
362 return 1; 223 return 1;
363 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
364 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 225 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
365 return 1; 230 return 1;
366 } 231 }
367 232
368 } 233 }
369 return 0; 234 return 0;
370} 235}
371
372 236
373/* 237/*
374 * Returns true if the given object can't fit in the given spot. 238 * 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, 239 * This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 240 * just calling get_map_blocked and checking that against movement type
402 archetype *tmp; 266 archetype *tmp;
403 int flag; 267 int flag;
404 maptile *m1; 268 maptile *m1;
405 sint16 sx, sy; 269 sint16 sx, sy;
406 270
407 if (ob == NULL) 271 if (!ob)
408 { 272 {
409 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
410 if (flag & P_OUT_OF_MAP) 274 if (flag & P_OUT_OF_MAP)
411 return P_OUT_OF_MAP; 275 return P_OUT_OF_MAP;
412 276
422 return P_OUT_OF_MAP; 286 return P_OUT_OF_MAP;
423 if (flag & P_IS_ALIVE) 287 if (flag & P_IS_ALIVE)
424 return P_IS_ALIVE; 288 return P_IS_ALIVE;
425 289
426 mapspace &ms = m1->at (sx, sy); 290 mapspace &ms = m1->at (sx, sy);
427
428 291
429 /* find_first_free_spot() calls this function. However, often 292 /* find_first_free_spot() calls this function. However, often
430 * ob doesn't have any move type (when used to place exits) 293 * ob doesn't have any move type (when used to place exits)
431 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
432 */ 295 */
448 * into inventory, but just links them. What this does is go through 311 * into inventory, but just links them. What this does is go through
449 * and insert them properly. 312 * and insert them properly.
450 * The object 'container' is the object that contains the inventory. 313 * The object 'container' is the object that contains the inventory.
451 * This is needed so that we can update the containers weight. 314 * This is needed so that we can update the containers weight.
452 */ 315 */
453
454void 316void
455fix_container (object *container) 317fix_container (object *container)
456{ 318{
457 object *tmp = container->inv, *next; 319 object *tmp = container->inv, *next;
458 320
459 container->inv = NULL; 321 container->inv = 0;
460 while (tmp != NULL) 322 while (tmp)
461 { 323 {
462 next = tmp->below; 324 next = tmp->below;
463 if (tmp->inv) 325 if (tmp->inv)
464 fix_container (tmp); 326 fix_container (tmp);
327
465 (void) insert_ob_in_ob (tmp, container); 328 insert_ob_in_ob (tmp, container);
466 tmp = next; 329 tmp = next;
467 } 330 }
331
468 /* sum_weight will go through and calculate what all the containers are 332 /* sum_weight will go through and calculate what all the containers are
469 * carrying. 333 * carrying.
470 */ 334 */
471 sum_weight (container); 335 sum_weight (container);
472} 336}
473 337
338void
339maptile::set_object_flag (int flag, int value)
340{
341 if (!spaces)
342 return;
343
344 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value;
347}
348
474/* link_multipart_objects go through all the objects on the map looking 349/* link_multipart_objects go through all the objects on the map looking
475 * for objects whose arch says they are multipart yet according to the 350 * for objects whose arch says they are multipart yet according to the
476 * info we have, they only have the head (as would be expected when 351 * info we have, they only have the head (as would be expected when
477 * they are saved). We do have to look for the old maps that did save 352 * they are saved).
478 * the more sections and not re-add sections for them.
479 */ 353 */
480 354void
481static void 355maptile::link_multipart_objects ()
482link_multipart_objects (maptile *m)
483{ 356{
484 int x, y; 357 if (!spaces)
485 object *tmp, *op, *last, *above; 358 return;
486 archetype *at;
487 359
488 for (x = 0; x < m->width; x++) 360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
489 for (y = 0; y < m->height; y++) 361 for (object *op = ms->bot; op; op = op->above)
490 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
491 { 362 {
492 above = tmp->above;
493
494 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
495 if (tmp->head || tmp->more) 364 if (op->head_ () == op && !op->more && op->arch->more)
496 continue;
497
498 /* If there is nothing more to this object, this for loop
499 * won't do anything.
500 */
501 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
502 { 365 {
503 op = arch_to_object (at); 366 op->remove ();
504 367 op->expand_tail ();
505 /* update x,y coordinates */
506 op->x += tmp->x;
507 op->y += tmp->y;
508 op->head = tmp;
509 op->map = m;
510 last->more = op;
511 op->name = tmp->name;
512 op->title = tmp->title;
513 /* we could link all the parts onto tmp, and then just
514 * call insert_ob_in_map once, but the effect is the same,
515 * as insert_ob_in_map will call itself with each part, and
516 * the coding is simpler to just to it here with each part.
517 */
518 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
519 } /* for at = tmp->arch->more */ 369 }
520 } /* for objects on this space */ 370 }
521} 371}
522 372
523/* 373/*
524 * Loads (ands parses) the objects into a given map from the specified 374 * Loads (ands parses) the objects into a given map from the specified
525 * file pointer. 375 * file pointer.
526 * mapflags is the same as we get with load_original_map
527 */ 376 */
528void 377bool
529load_objects (maptile *m, object_thawer & fp, int mapflags) 378maptile::_load_objects (object_thawer &f)
530{ 379{
531 int i, j; 380 for (;;)
532 int unique;
533 object *op, *prev = NULL, *last_more = NULL, *otmp;
534
535 op = object::create ();
536 op->map = m; /* To handle buttons correctly */
537
538 while ((i = load_object (fp, op, mapflags)))
539 { 381 {
540 /* if the archetype for the object is null, means that we 382 coroapi::cede_to_tick_every (100); // cede once in a while
541 * got an invalid object. Don't do anything with it - the game 383
542 * or editor will not be able to do anything with it either. 384 switch (f.kw)
543 */
544 if (op->arch == NULL)
545 { 385 {
546 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 386 case KW_arch:
547 continue; 387 if (object *op = object::read (f, this))
548 }
549
550 switch (i)
551 {
552 case LL_NORMAL:
553 /* if we are loading an overlay, put the floors on the bottom */
554 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else 388 {
389 if (op->inv)
390 sum_weight (op);
391
557 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
558 394
559 if (op->inv) 395 continue;
560 sum_weight (op);
561 396
562 prev = op, last_more = op;
563 break;
564
565 case LL_MORE: 397 case KW_EOF:
566 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 398 return true;
567 op->head = prev, last_more->more = op, last_more = op; 399
400 default:
401 if (!f.parse_error ("map file"))
402 return false;
568 break; 403 break;
569 } 404 }
570 405
571 if (mapflags & MAP_STYLE) 406 f.next ();
572 remove_from_active_list (op);
573
574 op = object::create ();
575 op->map = m;
576 }
577
578 for (i = 0; i < m->width; i++)
579 { 407 }
580 for (j = 0; j < m->height; j++) 408
409 return true;
410}
411
412void
413maptile::activate ()
414{
415 active = true;
416
417 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive ();
421}
422
423void
424maptile::deactivate ()
425{
426 active = false;
427
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive ();
432}
433
434bool
435maptile::_save_objects (object_freezer &f, int flags)
436{
437 coroapi::cede_to_tick ();
438
439 if (flags & IO_HEADER)
440 _save_header (f);
441
442 if (!spaces)
443 return false;
444
445 for (int i = 0; i < size (); ++i)
446 {
447 int unique = 0;
448 for (object *op = spaces [i].bot; op; op = op->above)
581 { 449 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
582 unique = 0; 451 unique = 1;
583 /* check for unique items, or unique squares */ 452
584 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 453 if (!op->can_map_save ())
454 continue;
455
456 if (unique || op->flag [FLAG_UNIQUE])
585 { 457 {
586 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 458 if (flags & IO_UNIQUES)
587 unique = 1; 459 op->write (f);
588
589 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
590 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
591 } 460 }
461 else if (flags & IO_OBJECTS)
462 op->write (f);
592 } 463 }
593 } 464 }
594 465
595 op->destroy (); 466 coroapi::cede_to_tick ();
596 link_multipart_objects (m);
597}
598 467
599/* This saves all the objects on the map in a non destructive fashion. 468 return true;
600 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 469}
601 * and we only save the head of multi part objects - this is needed
602 * in order to do map tiling properly.
603 */
604void
605save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
606{
607 int i, j = 0, unique = 0;
608 object *op;
609 470
610 /* first pass - save one-part objects */ 471bool
611 for (i = 0; i < m->width; i++) 472maptile::_load_objects (const char *path, bool skip_header)
612 for (j = 0; j < m->height; j++) 473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
613 { 483 {
614 unique = 0; 484 keyword kw = f.kw;
615 for (op = m->at (i, j).bottom; op; op = op->above) 485 f.skip ();
616 { 486 if (kw == KW_end)
617 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) 487 break;
618 unique = 1;
619
620 if (op->type == PLAYER)
621 continue;
622
623 if (op->head || op->owner)
624 continue;
625
626 if (unique || op->flag [FLAG_UNIQUE])
627 save_object (fp2, op, 3);
628 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
629 save_object (fp, op, 3);
630 }
631 } 488 }
489
490 return _load_objects (f);
491}
492
493bool
494maptile::_save_objects (const char *path, int flags)
495{
496 object_freezer freezer;
497
498 if (!_save_objects (freezer, flags))
499 return false;
500
501 return freezer.save (path);
632} 502}
633 503
634maptile::maptile () 504maptile::maptile ()
635{ 505{
636 in_memory = MAP_SWAPPED; 506 in_memory = MAP_SWAPPED;
507
637 /* The maps used to pick up default x and y values from the 508 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour. 509 * map archetype. Mimic that behaviour.
639 */ 510 */
640 this->width = 16; 511 width = 16;
641 this->height = 16; 512 height = 16;
642 MAP_RESET_TIMEOUT (this) = 0; 513 timeout = 300;
643 MAP_TIMEOUT (this) = 300; 514 max_nrof = 1000; // 1000 items of anything
644 MAP_ENTER_X (this) = 0; 515 max_volume = 2000000; // 2m³
645 MAP_ENTER_Y (this) = 0;
646 /*set part to -1 indicating conversion to weather map not yet done */
647 MAP_WORLDPARTX (this) = -1;
648 MAP_WORLDPARTY (this) = -1;
649} 516}
650 517
651/* 518maptile::maptile (int w, int h)
652 * Allocates, initialises, and returns a pointer to a maptile.
653 * Modified to no longer take a path option which was not being
654 * used anyways. MSW 2001-07-01
655 */
656maptile *
657get_linked_map (void)
658{ 519{
659 maptile *mp, *map = new maptile; 520 in_memory = MAP_SWAPPED;
660 521
661 for (mp = first_map; mp && mp->next; mp = mp->next); 522 width = w;
523 height = h;
524 reset_timeout = 0;
525 timeout = 300;
526 enter_x = 0;
527 enter_y = 0;
662 528
663 if (mp == NULL) 529 alloc ();
664 first_map = map;
665 else
666 mp->next = map;
667
668 return map;
669} 530}
670 531
671/* 532/*
672 * Allocates the arrays contained in a maptile. 533 * Allocates the arrays contained in a maptile.
673 * This basically allocates the dynamic array of spaces for the 534 * This basically allocates the dynamic array of spaces for the
674 * map. 535 * map.
675 */ 536 */
676void 537void
677maptile::allocate () 538maptile::alloc ()
678{ 539{
679 in_memory = MAP_IN_MEMORY;
680
681 /* Log this condition and free the storage. We could I suppose
682 * realloc, but if the caller is presuming the data will be intact,
683 * that is their poor assumption.
684 */
685 if (spaces) 540 if (spaces)
686 {
687 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
688 free (spaces);
689 }
690
691 spaces = (mapspace *)
692 calloc (1, width * height * sizeof (mapspace));
693
694 if (!spaces)
695 fatal (OUT_OF_MEMORY);
696}
697
698/* Create and returns a map of the specific size. Used
699 * in random map code and the editor.
700 */
701maptile *
702get_empty_map (int sizex, int sizey)
703{
704 maptile *m = get_linked_map ();
705
706 m->width = sizex;
707 m->height = sizey;
708 m->in_memory = MAP_SWAPPED;
709 m->allocate ();
710
711 return m; 541 return;
542
543 spaces = salloc0<mapspace> (size ());
712} 544}
713 545
714/* Takes a string from a map definition and outputs a pointer to the array of shopitems 546/* Takes a string from a map definition and outputs a pointer to the array of shopitems
715 * corresponding to that string. Memory is allocated for this, it must be freed 547 * corresponding to that string. Memory is allocated for this, it must be freed
716 * at a later date. 548 * at a later date.
717 * Called by parse_map_headers below. 549 * Called by parse_map_headers below.
718 */ 550 */
719
720static shopitems * 551static shopitems *
721parse_shop_string (const char *input_string) 552parse_shop_string (const char *input_string)
722{ 553{
723 char *shop_string, *p, *q, *next_semicolon, *next_colon; 554 char *shop_string, *p, *q, *next_semicolon, *next_colon;
724 shopitems *items = NULL; 555 shopitems *items = NULL;
733 p = strchr (p, ';'); 564 p = strchr (p, ';');
734 number_of_entries++; 565 number_of_entries++;
735 if (p) 566 if (p)
736 p++; 567 p++;
737 } 568 }
569
738 p = shop_string; 570 p = shop_string;
739 strip_endline (p); 571 strip_endline (p);
740 items = new shopitems[number_of_entries + 1]; 572 items = new shopitems[number_of_entries + 1];
741 for (i = 0; i < number_of_entries; i++) 573 for (i = 0; i < number_of_entries; i++)
742 { 574 {
743 if (!p) 575 if (!p)
744 { 576 {
745 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 577 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
746 break; 578 break;
747 } 579 }
580
748 next_semicolon = strchr (p, ';'); 581 next_semicolon = strchr (p, ';');
749 next_colon = strchr (p, ':'); 582 next_colon = strchr (p, ':');
750 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 583 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
751 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 584 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
752 items[i].strength = atoi (strchr (p, ':') + 1); 585 items[i].strength = atoi (strchr (p, ':') + 1);
779 * the next entry while we're at it, better print a warning 612 * the next entry while we're at it, better print a warning
780 */ 613 */
781 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 614 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
782 } 615 }
783 } 616 }
617
784 items[i].index = number_of_entries; 618 items[i].index = number_of_entries;
785 if (next_semicolon) 619 if (next_semicolon)
786 p = ++next_semicolon; 620 p = ++next_semicolon;
787 else 621 else
788 p = NULL; 622 p = NULL;
789 } 623 }
624
790 free (shop_string); 625 free (shop_string);
791 return items; 626 return items;
792} 627}
793 628
794/* opposite of parse string, this puts the string that was originally fed in to 629/* opposite of parse string, this puts the string that was originally fed in to
803 for (i = 0; i < m->shopitems[0].index; i++) 638 for (i = 0; i < m->shopitems[0].index; i++)
804 { 639 {
805 if (m->shopitems[i].typenum) 640 if (m->shopitems[i].typenum)
806 { 641 {
807 if (m->shopitems[i].strength) 642 if (m->shopitems[i].strength)
808 {
809 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 643 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
810 }
811 else 644 else
812 sprintf (tmp, "%s;", m->shopitems[i].name); 645 sprintf (tmp, "%s;", m->shopitems[i].name);
813 } 646 }
814 else 647 else
815 { 648 {
816 if (m->shopitems[i].strength) 649 if (m->shopitems[i].strength)
817 {
818 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 650 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
819 }
820 else 651 else
821 sprintf (tmp, "*"); 652 sprintf (tmp, "*");
822 } 653 }
654
823 strcat (output_string, tmp); 655 strcat (output_string, tmp);
824 } 656 }
825} 657}
826 658
827/* This loads the header information of the map. The header 659/* This loads the header information of the map. The header
832 * put all the stuff in the map object so that names actually make 664 * put all the stuff in the map object so that names actually make
833 * sense. 665 * sense.
834 * This could be done in lex (like the object loader), but I think 666 * This could be done in lex (like the object loader), but I think
835 * currently, there are few enough fields this is not a big deal. 667 * currently, there are few enough fields this is not a big deal.
836 * MSW 2001-07-01 668 * MSW 2001-07-01
837 * return 0 on success, 1 on failure.
838 */ 669 */
839 670bool
840static int 671maptile::_load_header (object_thawer &thawer)
841load_map_header (object_thawer & fp, maptile *m)
842{ 672{
843 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 673 for (;;)
844 int msgpos = 0;
845 int maplorepos = 0;
846
847 while (fgets (buf, HUGE_BUF, fp) != NULL)
848 { 674 {
849 buf[HUGE_BUF - 1] = 0; 675 thawer.next ();
850 key = buf;
851 676
852 while (isspace (*key)) 677 switch (thawer.kw)
853 key++;
854
855 if (*key == 0)
856 continue; /* empty line */
857
858 value = strchr (key, ' ');
859
860 if (!value)
861 { 678 {
862 if ((end = strchr (key, '\n'))) 679 case KW_msg:
863 *end = 0; 680 thawer.get_ml (KW_endmsg, msg);
681 break;
682
683 case KW_lore: // CF+ extension
684 thawer.get_ml (KW_endlore, maplore);
685 break;
686
687 case KW_maplore:
688 thawer.get_ml (KW_endmaplore, maplore);
689 break;
690
691 case KW_arch:
692 if (strcmp (thawer.get_str (), "map"))
693 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
694 break;
695
696 case KW_oid:
697 thawer.get (this, thawer.get_sint32 ());
698 break;
699
700 case KW_file_format_version: break; // nop
701
702 case KW_name: thawer.get (name); break;
703 case KW_attach: thawer.get (attach); break;
704 case KW_reset_time: thawer.get (reset_time); break;
705 case KW_shopgreed: thawer.get (shopgreed); break;
706 case KW_shopmin: thawer.get (shopmin); break;
707 case KW_shopmax: thawer.get (shopmax); break;
708 case KW_shoprace: thawer.get (shoprace); break;
709 case KW_outdoor: thawer.get (outdoor); break;
710 case KW_temp: thawer.get (temp); break;
711 case KW_pressure: thawer.get (pressure); break;
712 case KW_humid: thawer.get (humid); break;
713 case KW_windspeed: thawer.get (windspeed); break;
714 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break;
716
717 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break;
719
720 case KW_region: default_region = region::find (thawer.get_str ()); break;
721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
722
723 // old names new names
724 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
725 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
726 case KW_x: case KW_width: thawer.get (width); break;
727 case KW_y: case KW_height: thawer.get (height); break;
728 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
729 case KW_value: case KW_swap_time: thawer.get (timeout); break;
730 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
731 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
732 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
733
734 case KW_tile_path_1: thawer.get (tile_path [0]); break;
735 case KW_tile_path_2: thawer.get (tile_path [1]); break;
736 case KW_tile_path_3: thawer.get (tile_path [2]); break;
737 case KW_tile_path_4: thawer.get (tile_path [3]); break;
738
739 case KW_end:
740 return true;
741
742 default:
743 if (!thawer.parse_error ("map", 0))
744 return false;
745 break;
864 } 746 }
865 else
866 {
867 *value = 0;
868 value++;
869 end = strchr (value, '\n');
870
871 while (isspace (*value))
872 {
873 value++;
874
875 if (*value == '\0' || value == end)
876 {
877 /* Nothing but spaces. */
878 value = NULL;
879 break;
880 }
881 }
882 }
883
884 if (!end)
885 {
886 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
887 return 1;
888 }
889
890 /* key is the field name, value is what it should be set
891 * to. We've already done the work to null terminate key,
892 * and strip off any leading spaces for both of these.
893 * We have not touched the newline at the end of the line -
894 * these are needed for some values. the end pointer
895 * points to the first of the newlines.
896 * value could be NULL! It would be easy enough to just point
897 * this to "" to prevent cores, but that would let more errors slide
898 * through.
899 *
900 * First check for entries that do not use the value parameter, then
901 * validate that value is given and check for the remaining entries
902 * that use the parameter.
903 */
904
905 if (!strcmp (key, "msg"))
906 {
907 while (fgets (buf, HUGE_BUF, fp) != NULL)
908 {
909 if (!strcmp (buf, "endmsg\n"))
910 break;
911 else
912 {
913 /* slightly more efficient than strcat */
914 strcpy (msgbuf + msgpos, buf);
915 msgpos += strlen (buf);
916 }
917 }
918 /* There are lots of maps that have empty messages (eg, msg/endmsg
919 * with nothing between). There is no reason in those cases to
920 * keep the empty message. Also, msgbuf contains garbage data
921 * when msgpos is zero, so copying it results in crashes
922 */
923 if (msgpos != 0)
924 m->msg = strdup (msgbuf);
925 }
926 else if (!strcmp (key, "maplore"))
927 {
928 while (fgets (buf, HUGE_BUF, fp) != NULL)
929 {
930 if (!strcmp (buf, "endmaplore\n"))
931 break;
932 else
933 {
934 /* slightly more efficient than strcat */
935 strcpy (maplorebuf + maplorepos, buf);
936 maplorepos += strlen (buf);
937 }
938 }
939 if (maplorepos != 0)
940 m->maplore = strdup (maplorebuf);
941 }
942 else if (!strcmp (key, "end"))
943 {
944 break;
945 }
946 else if (value == NULL)
947 {
948 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
949 }
950 else if (!strcmp (key, "arch"))
951 {
952 /* This is an oddity, but not something we care about much. */
953 if (strcmp (value, "map\n"))
954 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
955 }
956 else if (!strcmp (key, "name"))
957 {
958 *end = 0;
959 m->name = strdup (value);
960 }
961 /* first strcmp value on these are old names supported
962 * for compatibility reasons. The new values (second) are
963 * what really should be used.
964 */
965 else if (!strcmp (key, "oid"))
966 fp.get (m, atoi (value));
967 else if (!strcmp (key, "attach"))
968 m->attach = value;
969 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
970 m->enter_x = atoi (value);
971 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
972 m->enter_y = atoi (value);
973 else if (!strcmp (key, "x") || !strcmp (key, "width"))
974 m->width = atoi (value);
975 else if (!strcmp (key, "y") || !strcmp (key, "height"))
976 m->height = atoi (value);
977 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
978 m->reset_timeout = atoi (value);
979 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
980 m->timeout = atoi (value);
981 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
982 m->difficulty = clamp (atoi (value), 1, settings.max_level);
983 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
984 m->darkness = atoi (value);
985 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
986 m->fixed_resettime = atoi (value);
987 else if (!strcmp (key, "unique"))
988 m->unique = atoi (value);
989 else if (!strcmp (key, "template"))
990 m->templatemap = atoi (value);
991 else if (!strcmp (key, "region"))
992 m->region = get_region_by_name (value);
993 else if (!strcmp (key, "shopitems"))
994 {
995 *end = 0;
996 m->shopitems = parse_shop_string (value);
997 }
998 else if (!strcmp (key, "shopgreed"))
999 m->shopgreed = atof (value);
1000 else if (!strcmp (key, "shopmin"))
1001 m->shopmin = atol (value);
1002 else if (!strcmp (key, "shopmax"))
1003 m->shopmax = atol (value);
1004 else if (!strcmp (key, "shoprace"))
1005 {
1006 *end = 0;
1007 m->shoprace = strdup (value);
1008 }
1009 else if (!strcmp (key, "outdoor"))
1010 m->outdoor = atoi (value);
1011 else if (!strcmp (key, "temp"))
1012 m->temp = atoi (value);
1013 else if (!strcmp (key, "pressure"))
1014 m->pressure = atoi (value);
1015 else if (!strcmp (key, "humid"))
1016 m->humid = atoi (value);
1017 else if (!strcmp (key, "windspeed"))
1018 m->windspeed = atoi (value);
1019 else if (!strcmp (key, "winddir"))
1020 m->winddir = atoi (value);
1021 else if (!strcmp (key, "sky"))
1022 m->sky = atoi (value);
1023 else if (!strcmp (key, "nosmooth"))
1024 m->nosmooth = atoi (value);
1025 else if (!strncmp (key, "tile_path_", 10))
1026 {
1027 int tile = atoi (key + 10);
1028
1029 if (tile < 1 || tile > 4)
1030 {
1031 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1032 }
1033 else
1034 {
1035 char *path;
1036
1037 *end = 0;
1038
1039 if (m->tile_path[tile - 1])
1040 {
1041 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1042 free (m->tile_path[tile - 1]);
1043 m->tile_path[tile - 1] = NULL;
1044 }
1045
1046 if (check_path (value, 1) != -1)
1047 {
1048 /* The unadorned path works. */
1049 path = value;
1050 }
1051 else
1052 {
1053 /* Try again; it could be a relative exit. */
1054
1055 path = path_combine_and_normalize (m->path, value);
1056
1057 if (check_path (path, 1) == -1)
1058 {
1059 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1060 path = NULL;
1061 }
1062 }
1063
1064 if (editor)
1065 {
1066 /* Use the value as in the file. */
1067 m->tile_path[tile - 1] = strdup (value);
1068 }
1069 else if (path != NULL)
1070 {
1071 /* Use the normalized value. */
1072 m->tile_path[tile - 1] = strdup (path);
1073 }
1074 } /* end if tile direction (in)valid */
1075 }
1076 else
1077 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1078 }
1079
1080 if (!key || strcmp (key, "end"))
1081 { 747 }
1082 LOG (llevError, "Got premature eof on map header!\n");
1083 return 1;
1084 }
1085 748
1086 return 0; 749 abort ();
1087} 750}
1088 751
1089/* 752bool
1090 * Opens the file "filename" and reads information about the map 753maptile::_load_header (const char *path)
1091 * from the given file, and stores it in a newly allocated
1092 * maptile. A pointer to this structure is returned, or NULL on failure.
1093 * flags correspond to those in map.h. Main ones used are
1094 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1095 * MAP_BLOCK, in which case we block on this load. This happens in all
1096 * cases, no matter if this flag is set or not.
1097 * MAP_STYLE: style map - don't add active objects, don't add to server
1098 * managed map list.
1099 */
1100
1101maptile *
1102load_original_map (const char *filename, int flags)
1103{ 754{
1104 maptile *m;
1105 char pathname[MAX_BUF];
1106
1107 if (flags & MAP_PLAYER_UNIQUE)
1108 strcpy (pathname, filename);
1109 else if (flags & MAP_OVERLAY)
1110 strcpy (pathname, create_overlay_pathname (filename));
1111 else
1112 strcpy (pathname, create_pathname (filename));
1113
1114 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1115
1116 object_thawer thawer (pathname); 755 object_thawer thawer (path);
1117 756
1118 if (!thawer) 757 if (!thawer)
1119 return 0; 758 return false;
1120 759
1121 m = get_linked_map (); 760 return _load_header (thawer);
1122
1123 strcpy (m->path, filename);
1124 if (load_map_header (thawer, m))
1125 {
1126 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1127 delete_map (m);
1128 return 0;
1129 }
1130
1131 m->allocate ();
1132
1133 m->in_memory = MAP_LOADING;
1134 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1135
1136 m->in_memory = MAP_IN_MEMORY;
1137 if (!MAP_DIFFICULTY (m))
1138 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1139 set_map_reset_time (m);
1140 m->instantiate ();
1141 return (m);
1142}
1143
1144/*
1145 * Loads a map, which has been loaded earlier, from file.
1146 * Return the map object we load into (this can change from the passed
1147 * option if we can't find the original map)
1148 */
1149
1150static maptile *
1151load_temporary_map (maptile *m)
1152{
1153 char buf[MAX_BUF];
1154
1155 if (!m->tmpname)
1156 {
1157 LOG (llevError, "No temporary filename for map %s\n", m->path);
1158 strcpy (buf, m->path);
1159 delete_map (m);
1160 m = load_original_map (buf, 0);
1161 if (m == NULL)
1162 return NULL;
1163 fix_auto_apply (m); /* Chests which open as default */
1164 return m;
1165 }
1166
1167 object_thawer thawer (m->tmpname);
1168
1169 if (!thawer)
1170 {
1171 strcpy (buf, m->path);
1172 delete_map (m);
1173 m = load_original_map (buf, 0);
1174 if (!m)
1175 return NULL;
1176 fix_auto_apply (m); /* Chests which open as default */
1177 return m;
1178 }
1179
1180 if (load_map_header (thawer, m))
1181 {
1182 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1183 delete_map (m);
1184 m = load_original_map (m->path, 0);
1185 return NULL;
1186 }
1187
1188 m->allocate ();
1189
1190 m->in_memory = MAP_LOADING;
1191 load_objects (m, thawer, 0);
1192
1193 m->in_memory = MAP_IN_MEMORY;
1194 INVOKE_MAP (SWAPIN, m);
1195 return m;
1196}
1197
1198/*
1199 * Loads a map, which has been loaded earlier, from file.
1200 * Return the map object we load into (this can change from the passed
1201 * option if we can't find the original map)
1202 */
1203
1204maptile *
1205load_overlay_map (const char *filename, maptile *m)
1206{
1207 char pathname[MAX_BUF];
1208
1209 strcpy (pathname, create_overlay_pathname (filename));
1210
1211 object_thawer thawer (pathname);
1212
1213 if (!thawer)
1214 return m;
1215
1216 if (load_map_header (thawer, m))
1217 {
1218 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1219 delete_map (m);
1220 m = load_original_map (m->path, 0);
1221 return 0;
1222 }
1223 /*m->allocate ();*/
1224
1225 m->in_memory = MAP_LOADING;
1226 load_objects (m, thawer, MAP_OVERLAY);
1227
1228 m->in_memory = MAP_IN_MEMORY;
1229 return m;
1230} 761}
1231 762
1232/****************************************************************************** 763/******************************************************************************
1233 * This is the start of unique map handling code 764 * This is the start of unique map handling code
1234 *****************************************************************************/ 765 *****************************************************************************/
1235 766
1236/* This goes through map 'm' and removed any unique items on the map. */ 767/* This goes through the maptile and removed any unique items on the map. */
1237static void 768void
1238delete_unique_items (maptile *m) 769maptile::clear_unique_items ()
1239{ 770{
1240 int i, j, unique; 771 for (int i = 0; i < size (); ++i)
1241 object *op, *next;
1242
1243 for (i = 0; i < m->width; i++)
1244 for (j = 0; j < m->height; j++)
1245 { 772 {
1246 unique = 0; 773 int unique = 0;
1247 774 for (object *op = spaces [i].bot; op; )
1248 for (op = GET_MAP_OB (m, i, j); op; op = next)
1249 { 775 {
1250 next = op->above; 776 object *above = op->above;
1251 777
1252 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1253 unique = 1; 779 unique = 1;
1254 780
1255 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1256 { 782 {
1257 op->destroy_inv (false); 783 op->destroy_inv (false);
1258 op->destroy (); 784 op->destroy ();
1259 } 785 }
1260 }
1261 }
1262}
1263 786
1264 787 op = above;
1265/*
1266 * Loads unique objects from file(s) into the map which is in memory
1267 * m is the map to load unique items into.
1268 */
1269static void
1270load_unique_objects (maptile *m)
1271{
1272 int count;
1273 char firstname[MAX_BUF];
1274
1275 for (count = 0; count < 10; count++)
1276 {
1277 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1278 if (!access (firstname, R_OK))
1279 break;
1280 }
1281 /* If we get here, we did not find any map */
1282 if (count == 10)
1283 return;
1284
1285 object_thawer thawer (firstname);
1286
1287 if (!thawer)
1288 return;
1289
1290 m->in_memory = MAP_LOADING;
1291 if (m->tmpname == NULL) /* if we have loaded unique items from */
1292 delete_unique_items (m); /* original map before, don't duplicate them */
1293 load_objects (m, thawer, 0);
1294
1295 m->in_memory = MAP_IN_MEMORY;
1296}
1297
1298
1299/*
1300 * Saves a map to file. If flag is set, it is saved into the same
1301 * file it was (originally) loaded from. Otherwise a temporary
1302 * filename will be genarated, and the file will be stored there.
1303 * The temporary filename will be stored in the maptileure.
1304 * If the map is unique, we also save to the filename in the map
1305 * (this should have been updated when first loaded)
1306 */
1307
1308int
1309new_save_map (maptile *m, int flag)
1310{
1311 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1312 int i;
1313
1314 if (flag && !*m->path)
1315 {
1316 LOG (llevError, "Tried to save map without path.\n");
1317 return -1;
1318 }
1319
1320 if (flag || (m->unique) || (m->templatemap))
1321 {
1322 if (!m->unique && !m->templatemap)
1323 { /* flag is set */
1324 if (flag == 2)
1325 strcpy (filename, create_overlay_pathname (m->path));
1326 else
1327 strcpy (filename, create_pathname (m->path));
1328 } 788 }
1329 else
1330 strcpy (filename, m->path);
1331
1332 make_path_to_file (filename);
1333 }
1334 else
1335 { 789 }
1336 if (!m->tmpname) 790}
1337 m->tmpname = tempnam (settings.tmpdir, NULL);
1338 791
1339 strcpy (filename, m->tmpname); 792bool
793maptile::_save_header (object_freezer &freezer)
794{
795#define MAP_OUT(k) freezer.put (KW_ ## k, k)
796#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
797
798 MAP_OUT2 (arch, "map");
799
800 if (name) MAP_OUT (name);
801 MAP_OUT (swap_time);
802 MAP_OUT (reset_time);
803 MAP_OUT (reset_timeout);
804 MAP_OUT (fixed_resettime);
805 MAP_OUT (difficulty);
806
807 if (default_region) MAP_OUT2 (region, default_region->name);
808
809 if (shopitems)
1340 } 810 {
811 char shop[MAX_BUF];
812 print_shop_string (this, shop);
813 MAP_OUT2 (shopitems, shop);
814 }
1341 815
1342 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 816 MAP_OUT (shopgreed);
1343 m->in_memory = MAP_SAVING; 817 MAP_OUT (shopmin);
818 MAP_OUT (shopmax);
819 if (shoprace) MAP_OUT (shoprace);
820 MAP_OUT (darkness);
821 MAP_OUT (width);
822 MAP_OUT (height);
823 MAP_OUT (enter_x);
824 MAP_OUT (enter_y);
1344 825
826 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
827 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
828
829 MAP_OUT (outdoor);
830 MAP_OUT (temp);
831 MAP_OUT (pressure);
832 MAP_OUT (humid);
833 MAP_OUT (windspeed);
834 MAP_OUT (winddir);
835 MAP_OUT (sky);
836
837 MAP_OUT (per_player);
838 MAP_OUT (per_party);
839
840 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
841 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
842 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
843 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
844
845 freezer.put (this);
846 freezer.put (KW_end);
847
848 return true;
849}
850
851bool
852maptile::_save_header (const char *path)
853{
1345 object_freezer freezer; 854 object_freezer freezer;
1346 855
1347 /* legacy */ 856 if (!_save_header (freezer))
1348 fprintf (freezer, "arch map\n"); 857 return false;
1349 if (m->name)
1350 fprintf (freezer, "name %s\n", m->name);
1351 if (!flag)
1352 fprintf (freezer, "swap_time %d\n", m->swap_time);
1353 if (m->reset_timeout)
1354 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1355 if (m->fixed_resettime)
1356 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1357 /* we unfortunately have no idea if this is a value the creator set
1358 * or a difficulty value we generated when the map was first loaded
1359 */
1360 if (m->difficulty)
1361 fprintf (freezer, "difficulty %d\n", m->difficulty);
1362 if (m->region)
1363 fprintf (freezer, "region %s\n", m->region->name);
1364 if (m->shopitems)
1365 {
1366 print_shop_string (m, shop);
1367 fprintf (freezer, "shopitems %s\n", shop);
1368 }
1369 if (m->shopgreed)
1370 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1371 if (m->shopmin)
1372 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1373 if (m->shopmax)
1374 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1375 if (m->shoprace)
1376 fprintf (freezer, "shoprace %s\n", m->shoprace);
1377 if (m->darkness)
1378 fprintf (freezer, "darkness %d\n", m->darkness);
1379 if (m->width)
1380 fprintf (freezer, "width %d\n", m->width);
1381 if (m->height)
1382 fprintf (freezer, "height %d\n", m->height);
1383 if (m->enter_x)
1384 fprintf (freezer, "enter_x %d\n", m->enter_x);
1385 if (m->enter_y)
1386 fprintf (freezer, "enter_y %d\n", m->enter_y);
1387 if (m->msg)
1388 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1389 if (m->maplore)
1390 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1391 if (m->unique)
1392 fprintf (freezer, "unique %d\n", m->unique);
1393 if (m->templatemap)
1394 fprintf (freezer, "template %d\n", m->templatemap);
1395 if (m->outdoor)
1396 fprintf (freezer, "outdoor %d\n", m->outdoor);
1397 if (m->temp)
1398 fprintf (freezer, "temp %d\n", m->temp);
1399 if (m->pressure)
1400 fprintf (freezer, "pressure %d\n", m->pressure);
1401 if (m->humid)
1402 fprintf (freezer, "humid %d\n", m->humid);
1403 if (m->windspeed)
1404 fprintf (freezer, "windspeed %d\n", m->windspeed);
1405 if (m->winddir)
1406 fprintf (freezer, "winddir %d\n", m->winddir);
1407 if (m->sky)
1408 fprintf (freezer, "sky %d\n", m->sky);
1409 if (m->nosmooth)
1410 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1411 858
1412 /* Save any tiling information, except on overlays */ 859 return freezer.save (path);
1413 if (flag != 2)
1414 for (i = 0; i < 4; i++)
1415 if (m->tile_path[i])
1416 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1417
1418 freezer.put (m);
1419 fprintf (freezer, "end\n");
1420
1421 /* In the game save unique items in the different file, but
1422 * in the editor save them to the normal map file.
1423 * If unique map, save files in the proper destination (set by
1424 * player)
1425 */
1426 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1427 {
1428 object_freezer unique;
1429
1430 if (flag == 2)
1431 save_objects (m, freezer, unique, 2);
1432 else
1433 save_objects (m, freezer, unique, 0);
1434
1435 sprintf (buf, "%s.v00", create_items_path (m->path));
1436
1437 unique.save (buf);
1438 }
1439 else
1440 { /* save same file when not playing, like in editor */
1441 save_objects (m, freezer, freezer, 0);
1442 }
1443
1444 freezer.save (filename);
1445
1446 return 0;
1447} 860}
1448 861
1449/* 862/*
1450 * Remove and free all objects in the given map. 863 * Remove and free all objects in the given map.
1451 */ 864 */
1452void 865void
1453free_all_objects (maptile *m) 866maptile::clear ()
1454{ 867{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
1455 if (!m->spaces) 871 if (spaces)
1456 return;
1457
1458 for (int i = 0; i < m->width; i++)
1459 for (int j = 0; j < m->height; j++)
1460 { 872 {
1461 mapspace &ms = m->at (i, j); 873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1462
1463 while (object *op = ms.bottom) 874 while (object *op = ms->bot)
1464 { 875 {
1465 if (op->head)
1466 op = op->head; 876 op = op->head_ ();
1467
1468 op->destroy_inv (false); 877 op->destroy_inv (false);
1469 op->destroy (); 878 op->destroy ();
1470 } 879 }
880
881 sfree (spaces, size ()), spaces = 0;
1471 } 882 }
1472}
1473 883
1474/* 884 if (buttons)
1475 * Frees everything allocated by the given maptileure. 885 free_objectlinkpt (buttons), buttons = 0;
1476 * don't free tmpname - our caller is left to do that 886}
1477 */ 887
1478void 888void
1479free_map (maptile *m, int flag) 889maptile::clear_header ()
1480{ 890{
1481 if (m->in_memory != MAP_IN_MEMORY) 891 name = 0;
1482 return; 892 msg = 0;
1483 893 maplore = 0;
1484 m->in_memory = MAP_SAVING; 894 shoprace = 0;
1485 895 delete [] shopitems, shopitems = 0;
1486 // TODO: use new/delete
1487#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1488
1489 if (flag && m->spaces)
1490 free_all_objects (m);
1491 if (m->name)
1492 FREE_AND_CLEAR (m->name);
1493 if (m->spaces)
1494 FREE_AND_CLEAR (m->spaces);
1495 if (m->msg)
1496 FREE_AND_CLEAR (m->msg);
1497 if (m->maplore)
1498 FREE_AND_CLEAR (m->maplore);
1499
1500 delete [] m->shopitems;
1501 m->shopitems = 0;
1502
1503 if (m->shoprace)
1504 FREE_AND_CLEAR (m->shoprace);
1505
1506 if (m->buttons)
1507 free_objectlinkpt (m->buttons);
1508
1509 m->buttons = NULL;
1510 896
1511 for (int i = 0; i < 4; i++) 897 for (int i = 0; i < 4; i++)
1512 {
1513 if (m->tile_path[i])
1514 FREE_AND_CLEAR (m->tile_path[i]);
1515
1516 m->tile_map[i] = 0; 898 tile_path [i] = 0;
1517 }
1518
1519 m->in_memory = MAP_SWAPPED;
1520
1521#undef FREE_AND_CLEAR
1522} 899}
1523 900
1524maptile::~maptile () 901maptile::~maptile ()
1525{ 902{
1526 free_map (this, 1); 903 assert (destroyed ());
1527 free (tmpname);
1528} 904}
1529 905
1530void 906void
1531maptile::do_destroy () 907maptile::clear_links_to (maptile *m)
1532{ 908{
1533 attachable::do_destroy ();
1534
1535 free_all_objects (this);
1536
1537 /* We need to look through all the maps and see if any maps 909 /* We need to look through all the maps and see if any maps
1538 * are pointing at this one for tiling information. Since 910 * are pointing at this one for tiling information. Since
1539 * tiling can be asymetric, we just can not look to see which 911 * tiling can be asymetric, we just can not look to see which
1540 * maps this map tiles with and clears those. 912 * maps this map tiles with and clears those.
1541 */ 913 */
1542 //TODO: non-euclidean-tiling MUST GO
1543 for (maptile *m = first_map; m; m = m->next)
1544 for (int i = 0; i < 4; i++) 914 for (int i = 0; i < 4; i++)
1545 if (m->tile_map[i] == this) 915 if (tile_map[i] == m)
1546 m->tile_map[i] = 0; 916 tile_map[i] = 0;
1547
1548 if (first_map == this)
1549 first_map = next;
1550 else
1551 for (maptile *m = first_map; m; m = m->next)
1552 if (m->next = this)
1553 {
1554 m->next = next;
1555 break;
1556 }
1557} 917}
1558 918
1559//TODO: must go
1560void 919void
1561delete_map (maptile *m) 920maptile::do_destroy ()
1562{ 921{
1563 if (m) 922 attachable::do_destroy ();
1564 m->destroy (); 923
924 clear ();
1565} 925}
1566 926
1567/* 927/*
1568 * Makes sure the given map is loaded and swapped in. 928 * Updates every button on the map (by calling update_button() for them).
1569 * name is path name of the map.
1570 * flags meaning:
1571 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1572 * and don't do unique items or the like.
1573 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1574 * dont do any more name translation on it.
1575 * 929 */
1576 * Returns a pointer to the given map. 930void
1577 */ 931maptile::update_buttons ()
1578maptile *
1579ready_map_name (const char *name, int flags)
1580{ 932{
1581 if (!name) 933 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1582 return 0; 934 for (objectlink *ol = obp->link; ol; ol = ol->next)
1583
1584 /* Have we been at this level before? */
1585 maptile *m = has_been_loaded (name);
1586
1587 /* Map is good to go, so just return it */
1588 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1589 return m;
1590
1591 /* unique maps always get loaded from their original location, and never
1592 * a temp location. Likewise, if map_flush is set, or we have never loaded
1593 * this map, load it now. I removed the reset checking from here -
1594 * it seems the probability of a player trying to enter a map that should
1595 * reset but hasn't yet is quite low, and removing that makes this function
1596 * a bit cleaner (and players probably shouldn't rely on exact timing for
1597 * resets in any case - if they really care, they should use the 'maps command.
1598 */
1599 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1600 { 935 {
1601 /* first visit or time to reset */ 936 if (!ol->ob)
1602 if (m)
1603 { 937 {
1604 clean_tmp_map (m); /* Doesn't make much difference */ 938 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1605 delete_map (m); 939 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
940 continue;
1606 } 941 }
1607 942
1608 /* create and load a map */ 943 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1609 if (flags & MAP_PLAYER_UNIQUE)
1610 LOG (llevDebug, "Trying to load map %s.\n", name);
1611 else
1612 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1613
1614 //eval_pv ("$x = Event::time", 1);//D
1615 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1616 return (NULL);
1617 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1618
1619 fix_auto_apply (m); /* Chests which open as default */
1620
1621 /* If a player unique map, no extra unique object file to load.
1622 * if from the editor, likewise.
1623 */
1624 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1625 load_unique_objects (m);
1626
1627 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1628 { 944 {
1629 m = load_overlay_map (name, m); 945 update_button (ol->ob);
1630 if (m == NULL) 946 break;
1631 return NULL;
1632 } 947 }
1633
1634 if (flags & MAP_PLAYER_UNIQUE)
1635 INVOKE_MAP (SWAPIN, m);
1636
1637 } 948 }
1638 else
1639 {
1640 /* If in this loop, we found a temporary map, so load it up. */
1641
1642 m = load_temporary_map (m);
1643 if (m == NULL)
1644 return NULL;
1645 load_unique_objects (m);
1646
1647 clean_tmp_map (m);
1648 m->in_memory = MAP_IN_MEMORY;
1649 /* tempnam() on sun systems (probably others) uses malloc
1650 * to allocated space for the string. Free it here.
1651 * In some cases, load_temporary_map above won't find the
1652 * temporary map, and so has reloaded a new map. If that
1653 * is the case, tmpname is now null
1654 */
1655 if (m->tmpname)
1656 free (m->tmpname);
1657 m->tmpname = NULL;
1658 /* It's going to be saved anew anyway */
1659 }
1660
1661 /* Below here is stuff common to both first time loaded maps and
1662 * temp maps.
1663 */
1664
1665 decay_objects (m); /* start the decay */
1666 /* In case other objects press some buttons down */
1667 update_buttons (m);
1668 if (m->outdoor)
1669 set_darkness_map (m);
1670 /* run the weather over this map */
1671 weather_effect (name);
1672 return m;
1673} 949}
1674
1675 950
1676/* 951/*
1677 * This routine is supposed to find out the difficulty of the map. 952 * This routine is supposed to find out the difficulty of the map.
1678 * difficulty does not have a lot to do with character level, 953 * difficulty does not have a lot to do with character level,
1679 * but does have a lot to do with treasure on the map. 954 * but does have a lot to do with treasure on the map.
1681 * Difficulty can now be set by the map creature. If the value stored 956 * Difficulty can now be set by the map creature. If the value stored
1682 * in the map is zero, then use this routine. Maps should really 957 * in the map is zero, then use this routine. Maps should really
1683 * have a difficulty set than using this function - human calculation 958 * have a difficulty set than using this function - human calculation
1684 * is much better than this functions guesswork. 959 * is much better than this functions guesswork.
1685 */ 960 */
1686
1687int 961int
1688calculate_difficulty (maptile *m) 962maptile::estimate_difficulty () const
1689{ 963{
1690 object *op;
1691 archetype *at;
1692 int x, y, i;
1693 long monster_cnt = 0; 964 long monster_cnt = 0;
1694 double avgexp = 0; 965 double avgexp = 0;
1695 sint64 total_exp = 0; 966 sint64 total_exp = 0;
1696 967
1697 if (MAP_DIFFICULTY (m)) 968 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1698 { 969 for (object *op = ms->bot; op; op = op->above)
1699 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1700 return MAP_DIFFICULTY (m);
1701 }
1702
1703 for (x = 0; x < m->width; x++)
1704 for (y = 0; y < m->height; y++)
1705 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1706 { 970 {
1707 if (QUERY_FLAG (op, FLAG_MONSTER)) 971 if (QUERY_FLAG (op, FLAG_MONSTER))
1708 { 972 {
1709 total_exp += op->stats.exp; 973 total_exp += op->stats.exp;
1710 monster_cnt++; 974 monster_cnt++;
1711 } 975 }
1712 976
1713 if (QUERY_FLAG (op, FLAG_GENERATOR)) 977 if (QUERY_FLAG (op, FLAG_GENERATOR))
1714 { 978 {
1715 total_exp += op->stats.exp; 979 total_exp += op->stats.exp;
980
1716 at = type_to_archetype (GENERATE_TYPE (op)); 981 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1717
1718 if (at != NULL)
1719 total_exp += at->clone.stats.exp * 8; 982 total_exp += at->clone.stats.exp * 8;
1720 983
1721 monster_cnt++; 984 monster_cnt++;
1722 } 985 }
1723 } 986 }
1724 987
1725 avgexp = (double) total_exp / monster_cnt; 988 avgexp = (double) total_exp / monster_cnt;
1726 989
1727 for (i = 1; i <= settings.max_level; i++) 990 for (int i = 1; i <= settings.max_level; i++)
1728 {
1729 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 991 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1730 {
1731 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1732 return i; 992 return i;
1733 }
1734 }
1735 993
1736 return 1; 994 return 1;
1737}
1738
1739void
1740clean_tmp_map (maptile *m)
1741{
1742 if (m->tmpname == NULL)
1743 return;
1744 INVOKE_MAP (CLEAN, m);
1745 (void) unlink (m->tmpname);
1746}
1747
1748void
1749free_all_maps (void)
1750{
1751 int real_maps = 0;
1752
1753 while (first_map)
1754 {
1755 /* I think some of the callers above before it gets here set this to be
1756 * saving, but we still want to free this data
1757 */
1758 if (first_map->in_memory == MAP_SAVING)
1759 first_map->in_memory = MAP_IN_MEMORY;
1760 delete_map (first_map);
1761 real_maps++;
1762 }
1763 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1764} 995}
1765 996
1766/* change_map_light() - used to change map light level (darkness) 997/* change_map_light() - used to change map light level (darkness)
1767 * up or down. Returns true if successful. It should now be 998 * up or down. Returns true if successful. It should now be
1768 * possible to change a value by more than 1. 999 * possible to change a value by more than 1.
1769 * Move this from los.c to map.c since this is more related 1000 * Move this from los.c to map.c since this is more related
1770 * to maps than los. 1001 * to maps than los.
1771 * postive values make it darker, negative make it brighter 1002 * postive values make it darker, negative make it brighter
1772 */ 1003 */
1773
1774int 1004int
1775change_map_light (maptile *m, int change) 1005maptile::change_map_light (int change)
1776{ 1006{
1777 int new_level = m->darkness + change; 1007 int new_level = darkness + change;
1778 1008
1779 /* Nothing to do */ 1009 /* Nothing to do */
1780 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1010 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1781 {
1782 return 0; 1011 return 0;
1783 }
1784 1012
1785 /* inform all players on the map */ 1013 /* inform all players on the map */
1786 if (change > 0) 1014 if (change > 0)
1787 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1015 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1788 else 1016 else
1789 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1017 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1790 1018
1791 /* Do extra checking. since m->darkness is a unsigned value, 1019 /* Do extra checking. since darkness is a unsigned value,
1792 * we need to be extra careful about negative values. 1020 * we need to be extra careful about negative values.
1793 * In general, the checks below are only needed if change 1021 * In general, the checks below are only needed if change
1794 * is not +/-1 1022 * is not +/-1
1795 */ 1023 */
1796 if (new_level < 0) 1024 if (new_level < 0)
1797 m->darkness = 0; 1025 darkness = 0;
1798 else if (new_level >= MAX_DARKNESS) 1026 else if (new_level >= MAX_DARKNESS)
1799 m->darkness = MAX_DARKNESS; 1027 darkness = MAX_DARKNESS;
1800 else 1028 else
1801 m->darkness = new_level; 1029 darkness = new_level;
1802 1030
1803 /* All clients need to get re-updated for the change */ 1031 /* All clients need to get re-updated for the change */
1804 update_all_map_los (m); 1032 update_all_map_los (this);
1805 return 1; 1033 return 1;
1806} 1034}
1807 1035
1808/* 1036/*
1809 * This function updates various attributes about a specific space 1037 * This function updates various attributes about a specific space
1813 */ 1041 */
1814void 1042void
1815mapspace::update_ () 1043mapspace::update_ ()
1816{ 1044{
1817 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1818 uint8 flags = 0, light = 0, anywhere = 0; 1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1819 New_Face *top, *floor, *middle;
1820 object *top_obj, *floor_obj, *middle_obj;
1821 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1822 1048
1823 middle = blank_face; 1049 //object *middle = 0;
1824 top = blank_face; 1050 //object *top = 0;
1825 floor = blank_face; 1051 //object *floor = 0;
1052 // this seems to generate better code than using locals, above
1053 object *&top = faces_obj[0] = 0;
1054 object *&middle = faces_obj[1] = 0;
1055 object *&floor = faces_obj[2] = 0;
1826 1056
1827 middle_obj = 0;
1828 top_obj = 0;
1829 floor_obj = 0;
1830
1831 for (tmp = bottom; tmp; last = tmp, tmp = tmp->above) 1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1832 { 1058 {
1833 /* This could be made additive I guess (two lights better than 1059 /* This could be made additive I guess (two lights better than
1834 * one). But if so, it shouldn't be a simple additive - 2 1060 * one). But if so, it shouldn't be a simple additive - 2
1835 * light bulbs do not illuminate twice as far as once since 1061 * light bulbs do not illuminate twice as far as once since
1836 * it is a dissapation factor that is cubed. 1062 * it is a dissapation factor that is cubed.
1847 * Always put the player down for drawing. 1073 * Always put the player down for drawing.
1848 */ 1074 */
1849 if (!tmp->invisible) 1075 if (!tmp->invisible)
1850 { 1076 {
1851 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1852 {
1853 top = tmp->face;
1854 top_obj = tmp; 1078 top = tmp;
1855 }
1856 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1857 { 1080 {
1858 /* If we got a floor, that means middle and top were below it, 1081 /* If we got a floor, that means middle and top were below it,
1859 * so should not be visible, so we clear them. 1082 * so should not be visible, so we clear them.
1860 */ 1083 */
1861 middle = blank_face; 1084 middle = 0;
1862 top = blank_face; 1085 top = 0;
1863 floor = tmp->face;
1864 floor_obj = tmp; 1086 floor = tmp;
1865 } 1087 }
1866 /* Flag anywhere have high priority */ 1088 /* Flag anywhere have high priority */
1867 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1868 { 1090 {
1869 middle = tmp->face;
1870
1871 middle_obj = tmp; 1091 middle = tmp;
1872 anywhere = 1; 1092 anywhere = 1;
1873 } 1093 }
1874 /* Find the highest visible face around. If equal 1094 /* Find the highest visible face around. If equal
1875 * visibilities, we still want the one nearer to the 1095 * visibilities, we still want the one nearer to the
1876 * top 1096 * top
1877 */ 1097 */
1878 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1879 {
1880 middle = tmp->face;
1881 middle_obj = tmp; 1099 middle = tmp;
1882 }
1883 } 1100 }
1884 1101
1885 if (tmp == tmp->above) 1102 if (tmp == tmp->above)
1886 { 1103 {
1887 LOG (llevError, "Error in structure of map\n"); 1104 LOG (llevError, "Error in structure of map\n");
1922 * middle face. This should not happen, as we already have the 1139 * middle face. This should not happen, as we already have the
1923 * else statement above so middle should not get set. OTOH, it 1140 * else statement above so middle should not get set. OTOH, it
1924 * may be possible for the faces to match but be different objects. 1141 * may be possible for the faces to match but be different objects.
1925 */ 1142 */
1926 if (top == middle) 1143 if (top == middle)
1927 middle = blank_face; 1144 middle = 0;
1928 1145
1929 /* There are three posibilities at this point: 1146 /* There are three posibilities at this point:
1930 * 1) top face is set, need middle to be set. 1147 * 1) top face is set, need middle to be set.
1931 * 2) middle is set, need to set top. 1148 * 2) middle is set, need to set top.
1932 * 3) neither middle or top is set - need to set both. 1149 * 3) neither middle or top is set - need to set both.
1937 /* Once we get to a floor, stop, since we already have a floor object */ 1154 /* Once we get to a floor, stop, since we already have a floor object */
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 break; 1156 break;
1940 1157
1941 /* If two top faces are already set, quit processing */ 1158 /* If two top faces are already set, quit processing */
1942 if ((top != blank_face) && (middle != blank_face)) 1159 if (top && middle)
1943 break; 1160 break;
1944 1161
1945 /* Only show visible faces, unless its the editor - show all */ 1162 /* Only show visible faces */
1946 if (!tmp->invisible || editor) 1163 if (!tmp->invisible)
1947 { 1164 {
1948 /* Fill in top if needed */ 1165 /* Fill in top if needed */
1949 if (top == blank_face) 1166 if (!top)
1950 { 1167 {
1951 top = tmp->face;
1952 top_obj = tmp; 1168 top = tmp;
1953 if (top == middle) 1169 if (top == middle)
1954 middle = blank_face; 1170 middle = 0;
1955 } 1171 }
1956 else 1172 else
1957 { 1173 {
1958 /* top is already set - we should only get here if 1174 /* top is already set - we should only get here if
1959 * middle is not set 1175 * middle is not set
1960 * 1176 *
1961 * Set the middle face and break out, since there is nothing 1177 * Set the middle face and break out, since there is nothing
1962 * more to fill in. We don't check visiblity here, since 1178 * more to fill in. We don't check visiblity here, since
1963 * 1179 *
1964 */ 1180 */
1965 if (tmp->face != top) 1181 if (tmp != top)
1966 { 1182 {
1967 middle = tmp->face;
1968 middle_obj = tmp; 1183 middle = tmp;
1969 break; 1184 break;
1970 } 1185 }
1971 } 1186 }
1972 } 1187 }
1973 } 1188 }
1974 1189
1975 if (middle == floor) 1190 if (middle == floor)
1976 middle = blank_face; 1191 middle = 0;
1977 1192
1978 if (top == middle) 1193 if (top == middle)
1979 middle = blank_face; 1194 middle = 0;
1980 1195
1981 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1196#if 0
1982 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1197 faces_obj [0] = top;
1983 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1198 faces_obj [1] = middle;
1199 faces_obj [2] = floor;
1200#endif
1984} 1201}
1985 1202
1986void 1203uint64
1987set_map_reset_time (maptile *map) 1204mapspace::volume () const
1988{ 1205{
1989 int timeout; 1206 uint64 vol = 0;
1990 1207
1991 timeout = MAP_RESET_TIMEOUT (map); 1208 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1992 if (timeout <= 0) 1209 vol += op->volume ();
1993 timeout = MAP_DEFAULTRESET;
1994 if (timeout >= MAP_MAXRESET)
1995 timeout = MAP_MAXRESET;
1996 MAP_WHEN_RESET (map) = time (0) + timeout;
1997}
1998 1210
1211 return vol;
1212}
1213
1999/* this updates the orig_map->tile_map[tile_num] value after loading 1214/* this updates the orig_map->tile_map[tile_num] value after finding
2000 * the map. It also takes care of linking back the freshly loaded 1215 * the map. It also takes care of linking back the freshly found
2001 * maps tile_map values if it tiles back to this one. It returns 1216 * maps tile_map values if it tiles back to this one. It returns
2002 * the value of orig_map->tile_map[tile_num]. It really only does this 1217 * the value of orig_map->tile_map[tile_num].
2003 * so that it is easier for calling functions to verify success.
2004 */ 1218 */
2005
2006static maptile * 1219static inline maptile *
2007load_and_link_tiled_map (maptile *orig_map, int tile_num) 1220find_and_link (maptile *orig_map, int tile_num)
2008{ 1221{
1222 maptile *mp = orig_map->tile_map [tile_num];
1223
1224 if (!mp)
1225 {
1226 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1227
1228 if (!mp)
1229 {
1230 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1231 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1232 &orig_map->tile_path[tile_num], &orig_map->path);
1233 mp = new maptile (1, 1);
1234 mp->alloc ();
1235 mp->in_memory = MAP_IN_MEMORY;
1236 }
1237 }
1238
2009 int dest_tile = (tile_num + 2) % 4; 1239 int dest_tile = (tile_num + 2) % 4;
2010 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2011 1240
2012 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1241 orig_map->tile_map [tile_num] = mp;
2013 1242
2014 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1243 // optimisation: back-link map to origin map if euclidean
2015 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)) 1244 //TODO: non-euclidean maps MUST GO
1245 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
2016 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1246 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2017 1247
2018 return orig_map->tile_map[tile_num]; 1248 return mp;
1249}
1250
1251static inline void
1252load_and_link (maptile *orig_map, int tile_num)
1253{
1254 find_and_link (orig_map, tile_num)->load_sync ();
2019} 1255}
2020 1256
2021/* this returns TRUE if the coordinates (x,y) are out of 1257/* this returns TRUE if the coordinates (x,y) are out of
2022 * map m. This function also takes into account any 1258 * map m. This function also takes into account any
2023 * tiling considerations, loading adjacant maps as needed. 1259 * tiling considerations, loading adjacant maps as needed.
2024 * This is the function should always be used when it 1260 * This is the function should always be used when it
2025 * necessary to check for valid coordinates. 1261 * necessary to check for valid coordinates.
2026 * This function will recursively call itself for the 1262 * This function will recursively call itself for the
2027 * tiled maps. 1263 * tiled maps.
2028 *
2029 *
2030 */ 1264 */
2031int 1265int
2032out_of_map (maptile *m, int x, int y) 1266out_of_map (maptile *m, int x, int y)
2033{ 1267{
2034 /* If we get passed a null map, this is obviously the 1268 /* If we get passed a null map, this is obviously the
2042 { 1276 {
2043 if (!m->tile_path[3]) 1277 if (!m->tile_path[3])
2044 return 1; 1278 return 1;
2045 1279
2046 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1280 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2047 load_and_link_tiled_map (m, 3); 1281 find_and_link (m, 3);
2048 1282
2049 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1283 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2050 } 1284 }
2051 1285
2052 if (x >= m->width) 1286 if (x >= m->width)
2053 { 1287 {
2054 if (!m->tile_path[1]) 1288 if (!m->tile_path[1])
2055 return 1; 1289 return 1;
2056 1290
2057 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1291 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2058 load_and_link_tiled_map (m, 1); 1292 find_and_link (m, 1);
2059 1293
2060 return (out_of_map (m->tile_map[1], x - m->width, y)); 1294 return out_of_map (m->tile_map[1], x - m->width, y);
2061 } 1295 }
2062 1296
2063 if (y < 0) 1297 if (y < 0)
2064 { 1298 {
2065 if (!m->tile_path[0]) 1299 if (!m->tile_path[0])
2066 return 1; 1300 return 1;
2067 1301
2068 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1302 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2069 load_and_link_tiled_map (m, 0); 1303 find_and_link (m, 0);
2070 1304
2071 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1305 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2072 } 1306 }
2073 1307
2074 if (y >= m->height) 1308 if (y >= m->height)
2075 { 1309 {
2076 if (!m->tile_path[2]) 1310 if (!m->tile_path[2])
2077 return 1; 1311 return 1;
2078 1312
2079 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1313 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2080 load_and_link_tiled_map (m, 2); 1314 find_and_link (m, 2);
2081 1315
2082 return (out_of_map (m->tile_map[2], x, y - m->height)); 1316 return out_of_map (m->tile_map[2], x, y - m->height);
2083 } 1317 }
2084 1318
2085 /* Simple case - coordinates are within this local 1319 /* Simple case - coordinates are within this local
2086 * map. 1320 * map.
2087 */ 1321 */
2090 1324
2091/* This is basically the same as out_of_map above, but 1325/* This is basically the same as out_of_map above, but
2092 * instead we return NULL if no map is valid (coordinates 1326 * instead we return NULL if no map is valid (coordinates
2093 * out of bounds and no tiled map), otherwise it returns 1327 * out of bounds and no tiled map), otherwise it returns
2094 * the map as that the coordinates are really on, and 1328 * the map as that the coordinates are really on, and
2095 * updates x and y to be the localized coordinates. 1329 * updates x and y to be the localised coordinates.
2096 * Using this is more efficient of calling out_of_map 1330 * Using this is more efficient of calling out_of_map
2097 * and then figuring out what the real map is 1331 * and then figuring out what the real map is
2098 */ 1332 */
2099maptile * 1333maptile *
2100get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1334maptile::xy_find (sint16 &x, sint16 &y)
2101{ 1335{
2102
2103 if (*x < 0) 1336 if (x < 0)
2104 { 1337 {
2105 if (!m->tile_path[3]) 1338 if (!tile_path[3])
2106 return 0; 1339 return 0;
2107 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2108 load_and_link_tiled_map (m, 3);
2109 1340
1341 find_and_link (this, 3);
2110 *x += m->tile_map[3]->width; 1342 x += tile_map[3]->width;
2111 return (get_map_from_coord (m->tile_map[3], x, y)); 1343 return tile_map[3]->xy_find (x, y);
2112 } 1344 }
2113 1345
2114 if (*x >= m->width) 1346 if (x >= width)
2115 { 1347 {
2116 if (!m->tile_path[1]) 1348 if (!tile_path[1])
2117 return 0; 1349 return 0;
2118 1350
2119 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1351 find_and_link (this, 1);
2120 load_and_link_tiled_map (m, 1);
2121
2122 *x -= m->width; 1352 x -= width;
2123 return (get_map_from_coord (m->tile_map[1], x, y)); 1353 return tile_map[1]->xy_find (x, y);
2124 } 1354 }
2125 1355
2126 if (*y < 0) 1356 if (y < 0)
2127 { 1357 {
2128 if (!m->tile_path[0]) 1358 if (!tile_path[0])
2129 return 0; 1359 return 0;
2130 1360
2131 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1361 find_and_link (this, 0);
2132 load_and_link_tiled_map (m, 0);
2133
2134 *y += m->tile_map[0]->height; 1362 y += tile_map[0]->height;
2135 return (get_map_from_coord (m->tile_map[0], x, y)); 1363 return tile_map[0]->xy_find (x, y);
2136 } 1364 }
2137 1365
2138 if (*y >= m->height) 1366 if (y >= height)
2139 { 1367 {
2140 if (!m->tile_path[2]) 1368 if (!tile_path[2])
2141 return 0; 1369 return 0;
2142 1370
2143 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1371 find_and_link (this, 2);
2144 load_and_link_tiled_map (m, 2);
2145
2146 *y -= m->height; 1372 y -= height;
2147 return (get_map_from_coord (m->tile_map[2], x, y)); 1373 return tile_map[2]->xy_find (x, y);
2148 } 1374 }
2149 1375
2150 /* Simple case - coordinates are within this local 1376 /* Simple case - coordinates are within this local
2151 * map. 1377 * map.
2152 */ 1378 */
2153
2154 return m; 1379 return this;
2155} 1380}
2156 1381
2157/** 1382/**
2158 * Return whether map2 is adjacent to map1. If so, store the distance from 1383 * Return whether map2 is adjacent to map1. If so, store the distance from
2159 * map1 to map2 in dx/dy. 1384 * map1 to map2 in dx/dy.
2160 */ 1385 */
2161static int 1386int
2162adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2163{ 1388{
2164 if (!map1 || !map2) 1389 if (!map1 || !map2)
2165 return 0; 1390 return 0;
2166 1391
1392 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1393 //fix: compare paths instead (this is likely faster, too!)
2167 if (map1 == map2) 1394 if (map1 == map2)
2168 { 1395 {
2169 *dx = 0; 1396 *dx = 0;
2170 *dy = 0; 1397 *dy = 0;
2171
2172 } 1398 }
2173 else if (map1->tile_map[0] == map2) 1399 else if (map1->tile_map[0] == map2)
2174 { /* up */ 1400 { /* up */
2175 *dx = 0; 1401 *dx = 0;
2176 *dy = -map2->height; 1402 *dy = -map2->height;
2187 } 1413 }
2188 else if (map1->tile_map[3] == map2) 1414 else if (map1->tile_map[3] == map2)
2189 { /* left */ 1415 { /* left */
2190 *dx = -map2->width; 1416 *dx = -map2->width;
2191 *dy = 0; 1417 *dy = 0;
2192
2193 } 1418 }
2194 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1419 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2195 { /* up right */ 1420 { /* up right */
2196 *dx = map1->tile_map[0]->width; 1421 *dx = map1->tile_map[0]->width;
2197 *dy = -map1->tile_map[0]->height; 1422 *dy = -map1->tile_map[0]->height;
2228 } 1453 }
2229 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1454 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2230 { /* left down */ 1455 { /* left down */
2231 *dx = -map1->tile_map[3]->width; 1456 *dx = -map1->tile_map[3]->width;
2232 *dy = map1->tile_map[3]->height; 1457 *dy = map1->tile_map[3]->height;
2233
2234 } 1458 }
2235 else 1459 else
2236 { /* not "adjacent" enough */
2237 return 0; 1460 return 0;
2238 }
2239 1461
2240 return 1; 1462 return 1;
1463}
1464
1465maptile *
1466maptile::xy_load (sint16 &x, sint16 &y)
1467{
1468 maptile *map = xy_find (x, y);
1469
1470 if (map)
1471 map->load_sync ();
1472
1473 return map;
1474}
1475
1476maptile *
1477get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1478{
1479 return m->xy_load (*x, *y);
2241} 1480}
2242 1481
2243/* From map.c 1482/* From map.c
2244 * This is used by get_player to determine where the other 1483 * This is used by get_player to determine where the other
2245 * creature is. get_rangevector takes into account map tiling, 1484 * creature is. get_rangevector takes into account map tiling,
2246 * so you just can not look the the map coordinates and get the 1485 * so you just can not look the the map coordinates and get the
2247 * righte value. distance_x/y are distance away, which 1486 * righte value. distance_x/y are distance away, which
2248 * can be negativbe. direction is the crossfire direction scheme 1487 * can be negative. direction is the crossfire direction scheme
2249 * that the creature should head. part is the part of the 1488 * that the creature should head. part is the part of the
2250 * monster that is closest. 1489 * monster that is closest.
2251 * 1490 *
2252 * get_rangevector looks at op1 and op2, and fills in the 1491 * get_rangevector looks at op1 and op2, and fills in the
2253 * structure for op1 to get to op2. 1492 * structure for op1 to get to op2.
2258 * be unexpected 1497 * be unexpected
2259 * 1498 *
2260 * currently, the only flag supported (0x1) is don't translate for 1499 * currently, the only flag supported (0x1) is don't translate for
2261 * closest body part of 'op1' 1500 * closest body part of 'op1'
2262 */ 1501 */
2263
2264void 1502void
2265get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1503get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2266{ 1504{
2267 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1505 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2268 { 1506 {
2269 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
2270 retval->distance = 100000; 1508 retval->distance = 10000;
2271 retval->distance_x = 32767; 1509 retval->distance_x = 10000;
2272 retval->distance_y = 32767; 1510 retval->distance_y = 10000;
2273 retval->direction = 0; 1511 retval->direction = 0;
2274 retval->part = 0; 1512 retval->part = 0;
2275 } 1513 }
2276 else 1514 else
2277 { 1515 {
2282 1520
2283 best = op1; 1521 best = op1;
2284 /* If this is multipart, find the closest part now */ 1522 /* If this is multipart, find the closest part now */
2285 if (!(flags & 0x1) && op1->more) 1523 if (!(flags & 0x1) && op1->more)
2286 { 1524 {
2287 object *tmp;
2288 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1525 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2289 1526
2290 /* we just take the offset of the piece to head to figure 1527 /* we just take the offset of the piece to head to figure
2291 * distance instead of doing all that work above again 1528 * distance instead of doing all that work above again
2292 * since the distance fields we set above are positive in the 1529 * since the distance fields we set above are positive in the
2293 * same axis as is used for multipart objects, the simply arithmetic 1530 * same axis as is used for multipart objects, the simply arithmetic
2294 * below works. 1531 * below works.
2295 */ 1532 */
2296 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1533 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2297 { 1534 {
2298 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1535 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2299 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1536 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2300 if (tmpi < best_distance) 1537 if (tmpi < best_distance)
2301 { 1538 {
2302 best_distance = tmpi; 1539 best_distance = tmpi;
2303 best = tmp; 1540 best = tmp;
2304 } 1541 }
2305 } 1542 }
1543
2306 if (best != op1) 1544 if (best != op1)
2307 { 1545 {
2308 retval->distance_x += op1->x - best->x; 1546 retval->distance_x += op1->x - best->x;
2309 retval->distance_y += op1->y - best->y; 1547 retval->distance_y += op1->y - best->y;
2310 } 1548 }
2311 } 1549 }
1550
2312 retval->part = best; 1551 retval->part = best;
2313 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1552 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2314 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1553 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2315 } 1554 }
2316} 1555}
2317 1556
2318/* this is basically the same as get_rangevector above, but instead of 1557/* this is basically the same as get_rangevector above, but instead of
2323 * flags has no meaning for this function at this time - I kept it in to 1562 * flags has no meaning for this function at this time - I kept it in to
2324 * be more consistant with the above function and also in case they are needed 1563 * be more consistant with the above function and also in case they are needed
2325 * for something in the future. Also, since no object is pasted, the best 1564 * for something in the future. Also, since no object is pasted, the best
2326 * field of the rv_vector is set to NULL. 1565 * field of the rv_vector is set to NULL.
2327 */ 1566 */
2328
2329void 1567void
2330get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1568get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2331{ 1569{
2332 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1570 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2333 { 1571 {
2334 /* be conservative and fill in _some_ data */ 1572 /* be conservative and fill in _some_ data */
2335 retval->distance = 100000; 1573 retval->distance = 100000;
2342 { 1580 {
2343 retval->distance_x += op2->x - x; 1581 retval->distance_x += op2->x - x;
2344 retval->distance_y += op2->y - y; 1582 retval->distance_y += op2->y - y;
2345 1583
2346 retval->part = NULL; 1584 retval->part = NULL;
2347 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1585 retval->distance = idistance (retval->distance_x, retval->distance_y);
2348 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2349 } 1587 }
2350} 1588}
2351 1589
2352/* Returns true of op1 and op2 are effectively on the same map 1590/* Returns true of op1 and op2 are effectively on the same map
2353 * (as related to map tiling). Note that this looks for a path from 1591 * (as related to map tiling). Note that this looks for a path from
2354 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1592 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2355 * to op1, this will still return false. 1593 * to op1, this will still return false.
2356 * Note we only look one map out to keep the processing simple 1594 * Note we only look one map out to keep the processing simple
2357 * and efficient. This could probably be a macro. 1595 * and efficient. This could probably be a macro.
2358 * MSW 2001-08-05 1596 * MSW 2001-08-05
2359 */ 1597 */
2362{ 1600{
2363 int dx, dy; 1601 int dx, dy;
2364 1602
2365 return adjacent_map (op1->map, op2->map, &dx, &dy); 1603 return adjacent_map (op1->map, op2->map, &dx, &dy);
2366} 1604}
1605
1606object *
1607maptile::insert (object *op, int x, int y, object *originator, int flags)
1608{
1609 if (!op->flag [FLAG_REMOVED])
1610 op->remove ();
1611
1612 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1613}
1614
1615region *
1616maptile::region (int x, int y) const
1617{
1618 if (regions
1619 && regionmap
1620 && !OUT_OF_REAL_MAP (this, x, y))
1621 if (struct region *reg = regionmap [regions [y * width + x]])
1622 return reg;
1623
1624 if (default_region)
1625 return default_region;
1626
1627 return ::region::default_region ();
1628}
1629
1630/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */
1634object *
1635maptile::pick_random_object () const
1636{
1637 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me.
1642 */
1643 for (int i = 1000; --i;)
1644 {
1645 object *pick = at (rndm (width), rndm (height)).bot;
1646
1647 // do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick)
1649 return pick->head_ ();
1650 }
1651
1652 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked");
1654}
1655

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