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Comparing deliantra/server/common/map.C (file contents):
Revision 1.31 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.114 by root, Thu Jul 26 00:27:07 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#ifndef WIN32 /* ---win32 exclude header */
30# include <unistd.h> 24#include <unistd.h>
31#endif /* win32 */ 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
32 30
33#include "path.h" 31#include "path.h"
34
35
36extern int nrofallocobjects, nroffreeobjects;
37
38/*
39 * Returns the maptile which has a name matching the given argument.
40 * return NULL if no match is found.
41 */
42
43maptile *
44has_been_loaded (const char *name)
45{
46 maptile *map;
47
48 if (!name || !*name)
49 return 0;
50 for (map = first_map; map; map = map->next)
51 if (!strcmp (name, map->path))
52 break;
53 return (map);
54}
55
56/*
57 * This makes a path absolute outside the world of Crossfire.
58 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
59 * and returns the pointer to a static array containing the result.
60 * it really should be called create_mapname
61 */
62
63const char *
64create_pathname (const char *name)
65{
66 static char buf[MAX_BUF];
67
68 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
69 * someplace else in the code? msw 2-17-97
70 */
71 if (*name == '/')
72 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
73 else
74 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
75 return (buf);
76}
77
78/*
79 * same as create_pathname, but for the overlay maps.
80 */
81
82const char *
83create_overlay_pathname (const char *name)
84{
85 static char buf[MAX_BUF];
86
87 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
88 * someplace else in the code? msw 2-17-97
89 */
90 if (*name == '/')
91 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
92 else
93 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
94 return (buf);
95}
96
97/*
98 * same as create_pathname, but for the template maps.
99 */
100
101const char *
102create_template_pathname (const char *name)
103{
104 static char buf[MAX_BUF];
105
106 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
107 * someplace else in the code? msw 2-17-97
108 */
109 if (*name == '/')
110 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
111 else
112 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
113 return (buf);
114}
115
116/*
117 * This makes absolute path to the itemfile where unique objects
118 * will be saved. Converts '/' to '@'. I think it's essier maintain
119 * files than full directory structure, but if this is problem it can
120 * be changed.
121 */
122static const char *
123create_items_path (const char *s)
124{
125 static char buf[MAX_BUF];
126 char *t;
127
128 if (*s == '/')
129 s++;
130
131 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
132
133 for (t = buf + strlen (buf); *s; s++, t++)
134 if (*s == '/')
135 *t = '@';
136 else
137 *t = *s;
138 *t = 0;
139 return (buf);
140}
141
142
143/*
144 * This function checks if a file with the given path exists.
145 * -1 is returned if it fails, otherwise the mode of the file
146 * is returned.
147 * It tries out all the compression suffixes listed in the uncomp[] array.
148 *
149 * If prepend_dir is set, then we call create_pathname (which prepends
150 * libdir & mapdir). Otherwise, we assume the name given is fully
151 * complete.
152 * Only the editor actually cares about the writablity of this -
153 * the rest of the code only cares that the file is readable.
154 * when the editor goes away, the call to stat should probably be
155 * replaced by an access instead (similar to the windows one, but
156 * that seems to be missing the prepend_dir processing
157 */
158
159int
160check_path (const char *name, int prepend_dir)
161{
162 char buf[MAX_BUF];
163
164#ifndef WIN32
165 char *endbuf;
166 struct stat statbuf;
167 int mode = 0;
168#endif
169
170 if (prepend_dir)
171 strcpy (buf, create_pathname (name));
172 else
173 strcpy (buf, name);
174#ifdef WIN32 /* ***win32: check this sucker in windows style. */
175 return (_access (buf, 0));
176#else
177
178 /* old method (strchr(buf, '\0')) seemd very odd to me -
179 * this method should be equivalant and is clearer.
180 * Can not use strcat because we need to cycle through
181 * all the names.
182 */
183 endbuf = buf + strlen (buf);
184
185 if (stat (buf, &statbuf))
186 return -1;
187 if (!S_ISREG (statbuf.st_mode))
188 return (-1);
189
190 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
191 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
192 mode |= 4;
193
194 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
195 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
196 mode |= 2;
197
198 return (mode);
199#endif
200}
201
202/*
203 * Prints out debug-information about a map.
204 * Dumping these at llevError doesn't seem right, but is
205 * necessary to make sure the information is in fact logged.
206 */
207
208void
209dump_map (const maptile *m)
210{
211 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
212 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
213
214 if (m->msg != NULL)
215 LOG (llevError, "Message:\n%s", m->msg);
216
217 if (m->maplore != NULL)
218 LOG (llevError, "Lore:\n%s", m->maplore);
219
220 if (m->tmpname != NULL)
221 LOG (llevError, "Tmpname: %s\n", m->tmpname);
222
223 LOG (llevError, "Difficulty: %d\n", m->difficulty);
224 LOG (llevError, "Darkness: %d\n", m->darkness);
225}
226
227/*
228 * Prints out debug-information about all maps.
229 * This basically just goes through all the maps and calls
230 * dump_map on each one.
231 */
232
233void
234dump_all_maps (void)
235{
236 maptile *m;
237
238 for (m = first_map; m != NULL; m = m->next)
239 {
240 dump_map (m);
241 }
242}
243 32
244/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
245 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
246 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
247 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
250 * is needed. The case of not passing values is if we're just 39 * is needed. The case of not passing values is if we're just
251 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
252 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
253 */ 42 */
254int 43int
255get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
256{ 45{
257 sint16 newx, newy; 46 sint16 newx = x;
258 int retval = 0; 47 sint16 newy = y;
259 maptile *mp;
260 48
261 if (out_of_map (oldmap, x, y)) 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50
51 if (!mp)
262 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
263 newx = x;
264 newy = y;
265 mp = get_map_from_coord (oldmap, &newx, &newy);
266 if (mp != oldmap)
267 retval |= P_NEW_MAP;
268 if (newmap)
269 *newmap = mp;
270 if (nx)
271 *nx = newx;
272 if (ny)
273 *ny = newy;
274 53
275 retval |= mp->spaces[newx + mp->width * newy].flags; 54 if (newmap) *newmap = mp;
55 if (nx) *nx = newx;
56 if (ny) *ny = newy;
276 57
277 return retval; 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
278} 59}
279
280 60
281/* 61/*
282 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 64 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 68 * monster.
289 * m, x, y are the target map/coordinates - needed for map tiling. 69 * m, x, y are the target map/coordinates - needed for map tiling.
290 * the coordinates & map passed in should have been updated for tiling 70 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 71 * by the caller.
292 */ 72 */
293
294int 73int
295blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
296{ 75{
297 object *tmp; 76 object *tmp;
298 int mflags, blocked; 77 int mflags, blocked;
307 } 86 }
308 87
309 /* Save some cycles - instead of calling get_map_flags(), just get the value 88 /* Save some cycles - instead of calling get_map_flags(), just get the value
310 * directly. 89 * directly.
311 */ 90 */
312 mflags = m->spaces[sx + m->width * sy].flags; 91 mflags = m->at (sx, sy).flags ();
313 92
314 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
315 94
316 /* If space is currently not blocked by anything, no need to 95 /* If space is currently not blocked by anything, no need to
317 * go further. Not true for players - all sorts of special 96 * go further. Not true for players - all sorts of special
328 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
329 */ 108 */
330 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
331 return 0; 110 return 0;
332 111
333 if (ob->head != NULL)
334 ob = ob->head; 112 ob = ob->head_ ();
335 113
336 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
337 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
338 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
339 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
340 */ 118 */
341 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
342 { 120 {
343 121
344 /* This must be before the checks below. Code for inventory checkers. */ 122 /* This must be before the checks below. Code for inventory checkers. */
345 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
346 { 124 {
369 else 147 else
370 { 148 {
371 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
372 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
373 * movement, can't move here. 151 * movement, can't move here.
374 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
375 * hidden dm 153 * hidden dm
376 */ 154 */
377 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
378 return 1; 156 return 1;
379 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
380 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
381 return 1; 163 return 1;
382 } 164 }
383 165
384 } 166 }
385 return 0; 167 return 0;
386} 168}
387
388 169
389/* 170/*
390 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
391 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
392 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
410 * 191 *
411 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
412 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
413 * against the move_block values. 194 * against the move_block values.
414 */ 195 */
415
416int 196int
417ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
418{ 198{
419 archetype *tmp; 199 archetype *tmp;
420 int flag; 200 int flag;
421 maptile *m1; 201 maptile *m1;
422 sint16 sx, sy; 202 sint16 sx, sy;
423 203
424 if (ob == NULL) 204 if (!ob)
425 { 205 {
426 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
427 if (flag & P_OUT_OF_MAP) 207 if (flag & P_OUT_OF_MAP)
428 return P_OUT_OF_MAP; 208 return P_OUT_OF_MAP;
429 209
430 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
431 return (GET_MAP_MOVE_BLOCK (m1, sx, sy)); 211 return m1->at (sx, sy).move_block;
432 } 212 }
433 213
434 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
435 { 215 {
436 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
437 217
438 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
439 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
440 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
441 return P_IS_ALIVE; 221 return P_IS_ALIVE;
442 222
223 mapspace &ms = m1->at (sx, sy);
224
443 /* find_first_free_spot() calls this function. However, often 225 /* find_first_free_spot() calls this function. However, often
444 * ob doesn't have any move type (when used to place exits) 226 * ob doesn't have any move type (when used to place exits)
445 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
446 */ 228 */
447 229
448 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL) 230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
449 continue; 231 continue;
450 232
451 /* Note it is intentional that we check ob - the movement type of the 233 /* Note it is intentional that we check ob - the movement type of the
452 * head of the object should correspond for the entire object. 234 * head of the object should correspond for the entire object.
453 */ 235 */
454 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
455 return AB_NO_PASS; 237 return P_NO_PASS;
456
457 } 238 }
239
458 return 0; 240 return 0;
459} 241}
460 242
461/* When the map is loaded, load_object does not actually insert objects 243/* When the map is loaded, load_object does not actually insert objects
462 * into inventory, but just links them. What this does is go through 244 * into inventory, but just links them. What this does is go through
463 * and insert them properly. 245 * and insert them properly.
464 * The object 'container' is the object that contains the inventory. 246 * The object 'container' is the object that contains the inventory.
465 * This is needed so that we can update the containers weight. 247 * This is needed so that we can update the containers weight.
466 */ 248 */
467
468void 249void
469fix_container (object *container) 250fix_container (object *container)
470{ 251{
471 object *tmp = container->inv, *next; 252 object *tmp = container->inv, *next;
472 253
473 container->inv = NULL; 254 container->inv = 0;
474 while (tmp != NULL) 255 while (tmp)
475 { 256 {
476 next = tmp->below; 257 next = tmp->below;
477 if (tmp->inv) 258 if (tmp->inv)
478 fix_container (tmp); 259 fix_container (tmp);
260
479 (void) insert_ob_in_ob (tmp, container); 261 insert_ob_in_ob (tmp, container);
480 tmp = next; 262 tmp = next;
481 } 263 }
264
482 /* sum_weight will go through and calculate what all the containers are 265 /* sum_weight will go through and calculate what all the containers are
483 * carrying. 266 * carrying.
484 */ 267 */
485 sum_weight (container); 268 sum_weight (container);
486} 269}
487 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
488/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
489 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
490 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
491 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
492 * the more sections and not re-add sections for them.
493 */ 286 */
494 287void
495static void 288maptile::link_multipart_objects ()
496link_multipart_objects (maptile *m)
497{ 289{
498 int x, y; 290 if (!spaces)
499 object *tmp, *op, *last, *above; 291 return;
500 archetype *at;
501 292
502 for (x = 0; x < MAP_WIDTH (m); x++) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
503 for (y = 0; y < MAP_HEIGHT (m); y++) 294 {
504 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 295 object *op = ms->bot;
296 while (op)
505 { 297 {
506 above = tmp->above;
507
508 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
509 if (tmp->head || tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
510 continue;
511
512 /* If there is nothing more to this object, this for loop
513 * won't do anything.
514 */
515 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
516 { 300 {
517 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
518 303
519 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
520 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
521 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
522 op->head = tmp; 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
523 op->map = m; 308
524 last->more = op; 309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
525 op->name = tmp->name; 310 // so we have to reset the iteration through the mapspace
526 op->title = tmp->title;
527 /* we could link all the parts onto tmp, and then just
528 * call insert_ob_in_map once, but the effect is the same,
529 * as insert_ob_in_map will call itself with each part, and
530 * the coding is simpler to just to it here with each part.
531 */ 311 }
532 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 312 else
533 } /* for at = tmp->arch->more */ 313 op = op->above;
534 } /* for objects on this space */ 314 }
315 }
535} 316}
536 317
537/* 318/*
538 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
539 * file pointer. 320 * file pointer.
540 * mapflags is the same as we get with load_original_map
541 */ 321 */
322bool
323maptile::_load_objects (object_thawer &f)
324{
325 for (;;)
326 {
327 coroapi::cede_to_tick_every (100); // cede once in a while
328
329 switch (f.kw)
330 {
331 case KW_arch:
332 if (object *op = object::read (f, this))
333 {
334 if (op->inv)
335 sum_weight (op);
336
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
339
340 continue;
341
342 case KW_EOF:
343 return true;
344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
348 break;
349 }
350
351 f.next ();
352 }
353
354 return true;
355}
356
542void 357void
543load_objects (maptile *m, object_thawer & fp, int mapflags) 358maptile::activate ()
544{ 359{
545 int i, j; 360 active = true;
361
362 if (spaces)
363 for (mapspace *ms = spaces + size (); ms-- > spaces; )
364 for (object *op = ms->bot; op; op = op->above)
365 op->activate_recursive ();
366}
367
368void
369maptile::deactivate ()
370{
371 active = false;
372
373 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive ();
377}
378
379bool
380maptile::_save_objects (object_freezer &f, int flags)
381{
382 coroapi::cede_to_tick ();
383
384 if (flags & IO_HEADER)
385 _save_header (f);
386
387 if (!spaces)
388 return false;
389
390 for (int i = 0; i < size (); ++i)
391 {
546 int unique; 392 int unique = 0;
547 object *op, *prev = NULL, *last_more = NULL, *otmp; 393 for (object *op = spaces [i].bot; op; op = op->above)
548
549 op = get_object ();
550 op->map = m; /* To handle buttons correctly */
551
552 while ((i = load_object (fp, op, mapflags)))
553 {
554 /* if the archetype for the object is null, means that we
555 * got an invalid object. Don't do anything with it - the game
556 * or editor will not be able to do anything with it either.
557 */
558 if (op->arch == NULL)
559 { 394 {
560 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
396 unique = 1;
397
398 if (!op->can_map_save ())
561 continue; 399 continue;
400
401 if (unique || op->flag [FLAG_UNIQUE])
402 {
403 if (flags & IO_UNIQUES)
404 op->write (f);
405 }
406 else if (flags & IO_OBJECTS)
407 op->write (f);
562 } 408 }
563
564
565 switch (i)
566 {
567 case LL_NORMAL:
568 /* if we are loading an overlay, put the floors on the bottom */
569 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
570 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
571 else
572 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
573
574 if (op->inv)
575 sum_weight (op);
576
577 prev = op, last_more = op;
578 break;
579
580 case LL_MORE:
581 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
582 op->head = prev, last_more->more = op, last_more = op;
583 break;
584 }
585
586 if (mapflags & MAP_STYLE)
587 remove_from_active_list (op);
588
589 op = get_object ();
590 op->map = m;
591 }
592
593 for (i = 0; i < m->width; i++)
594 { 409 }
595 for (j = 0; j < m->height; j++)
596 {
597 unique = 0;
598 /* check for unique items, or unique squares */
599 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
600 {
601 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
602 unique = 1;
603 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
604 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
605 }
606 }
607 }
608 410
609 free_object (op); 411 coroapi::cede_to_tick ();
610 link_multipart_objects (m);
611}
612 412
613/* This saves all the objects on the map in a non destructive fashion. 413 return true;
614 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 414}
615 * and we only save the head of multi part objects - this is needed
616 * in order to do map tiling properly.
617 */
618void
619save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
620{
621 int i, j = 0, unique = 0;
622 object *op;
623 415
624 /* first pass - save one-part objects */ 416bool
625 for (i = 0; i < MAP_WIDTH (m); i++) 417maptile::_load_objects (const char *path, bool skip_header)
626 for (j = 0; j < MAP_HEIGHT (m); j++) 418{
419 object_thawer f (path);
420
421 if (!f)
422 return false;
423
424 f.next ();
425
426 if (skip_header)
427 for (;;)
627 { 428 {
628 unique = 0; 429 keyword kw = f.kw;
629 for (op = get_map_ob (m, i, j); op; op = op->above) 430 f.skip ();
630 { 431 if (kw == KW_end)
631 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 432 break;
632 unique = 1; 433 }
633 434
634 if (op->type == PLAYER) 435 return _load_objects (f);
635 {
636 LOG (llevDebug, "Player on map that is being saved\n");
637 continue;
638 }
639
640 if (op->head || op->owner)
641 continue;
642
643 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
644 save_object (fp2, op, 3);
645 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
646 save_object (fp, op, 3);
647
648 } /* for this space */
649 } /* for this j */
650} 436}
651 437
652/* 438bool
653 * Allocates, initialises, and returns a pointer to a maptile. 439maptile::_save_objects (const char *path, int flags)
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657
658maptile *
659get_linked_map (void)
660{ 440{
661 maptile *map = new maptile; 441 object_freezer freezer;
662 maptile *mp;
663 442
664 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next); 443 if (!_save_objects (freezer, flags))
665 if (mp == NULL) 444 return false;
666 first_map = map;
667 else
668 mp->next = map;
669 445
446 return freezer.save (path);
447}
448
449maptile::maptile ()
450{
670 map->in_memory = MAP_SWAPPED; 451 in_memory = MAP_SWAPPED;
452
671 /* The maps used to pick up default x and y values from the 453 /* The maps used to pick up default x and y values from the
672 * map archetype. Mimic that behaviour. 454 * map archetype. Mimic that behaviour.
673 */ 455 */
674 MAP_WIDTH (map) = 16; 456 width = 16;
675 MAP_HEIGHT (map) = 16; 457 height = 16;
676 MAP_RESET_TIMEOUT (map) = 0; 458 timeout = 300;
677 MAP_TIMEOUT (map) = 300; 459 max_nrof = 1000; // 1000 items of anything
678 MAP_ENTER_X (map) = 0; 460 max_volume = 2000000; // 2m³
679 MAP_ENTER_Y (map) = 0; 461}
680 /*set part to -1 indicating conversion to weather map not yet done */ 462
681 MAP_WORLDPARTX (map) = -1; 463maptile::maptile (int w, int h)
682 MAP_WORLDPARTY (map) = -1; 464{
683 return map; 465 in_memory = MAP_SWAPPED;
466
467 width = w;
468 height = h;
469 reset_timeout = 0;
470 timeout = 300;
471 enter_x = 0;
472 enter_y = 0;
473
474 alloc ();
684} 475}
685 476
686/* 477/*
687 * Allocates the arrays contained in a maptile. 478 * Allocates the arrays contained in a maptile.
688 * This basically allocates the dynamic array of spaces for the 479 * This basically allocates the dynamic array of spaces for the
689 * map. 480 * map.
690 */ 481 */
691
692void 482void
693allocate_map (maptile *m) 483maptile::alloc ()
694{ 484{
695 m->in_memory = MAP_IN_MEMORY;
696 /* Log this condition and free the storage. We could I suppose
697 * realloc, but if the caller is presuming the data will be intact,
698 * that is their poor assumption.
699 */
700 if (m->spaces) 485 if (spaces)
701 {
702 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
703 free (m->spaces);
704 }
705
706 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
707
708 if (m->spaces == NULL)
709 fatal (OUT_OF_MEMORY);
710}
711
712/* Create and returns a map of the specific size. Used
713 * in random map code and the editor.
714 */
715maptile *
716get_empty_map (int sizex, int sizey)
717{
718 maptile *m = get_linked_map ();
719
720 m->width = sizex;
721 m->height = sizey;
722 m->in_memory = MAP_SWAPPED;
723 allocate_map (m);
724 return m; 486 return;
487
488 spaces = salloc0<mapspace> (size ());
725} 489}
726 490
727/* Takes a string from a map definition and outputs a pointer to the array of shopitems 491/* Takes a string from a map definition and outputs a pointer to the array of shopitems
728 * corresponding to that string. Memory is allocated for this, it must be freed 492 * corresponding to that string. Memory is allocated for this, it must be freed
729 * at a later date. 493 * at a later date.
730 * Called by parse_map_headers below. 494 * Called by parse_map_headers below.
731 */ 495 */
732
733static shopitems * 496static shopitems *
734parse_shop_string (const char *input_string) 497parse_shop_string (const char *input_string)
735{ 498{
736 char *shop_string, *p, *q, *next_semicolon, *next_colon; 499 char *shop_string, *p, *q, *next_semicolon, *next_colon;
737 shopitems *items = NULL; 500 shopitems *items = NULL;
738 int i = 0, number_of_entries = 0; 501 int i = 0, number_of_entries = 0;
739 const typedata *current_type; 502 const typedata *current_type;
740 503
741 shop_string = strdup_local (input_string); 504 shop_string = strdup (input_string);
742 p = shop_string; 505 p = shop_string;
743 /* first we'll count the entries, we'll need that for allocating the array shortly */ 506 /* first we'll count the entries, we'll need that for allocating the array shortly */
744 while (p) 507 while (p)
745 { 508 {
746 p = strchr (p, ';'); 509 p = strchr (p, ';');
747 number_of_entries++; 510 number_of_entries++;
748 if (p) 511 if (p)
749 p++; 512 p++;
750 } 513 }
514
751 p = shop_string; 515 p = shop_string;
752 strip_endline (p); 516 strip_endline (p);
753 items = new shopitems[number_of_entries + 1]; 517 items = new shopitems[number_of_entries + 1];
754 for (i = 0; i < number_of_entries; i++) 518 for (i = 0; i < number_of_entries; i++)
755 { 519 {
756 if (!p) 520 if (!p)
757 { 521 {
758 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 522 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
759 break; 523 break;
760 } 524 }
525
761 next_semicolon = strchr (p, ';'); 526 next_semicolon = strchr (p, ';');
762 next_colon = strchr (p, ':'); 527 next_colon = strchr (p, ':');
763 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 528 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
764 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 529 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
765 items[i].strength = atoi (strchr (p, ':') + 1); 530 items[i].strength = atoi (strchr (p, ':') + 1);
792 * the next entry while we're at it, better print a warning 557 * the next entry while we're at it, better print a warning
793 */ 558 */
794 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 559 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
795 } 560 }
796 } 561 }
562
797 items[i].index = number_of_entries; 563 items[i].index = number_of_entries;
798 if (next_semicolon) 564 if (next_semicolon)
799 p = ++next_semicolon; 565 p = ++next_semicolon;
800 else 566 else
801 p = NULL; 567 p = NULL;
802 } 568 }
569
803 free (shop_string); 570 free (shop_string);
804 return items; 571 return items;
805} 572}
806 573
807/* opposite of parse string, this puts the string that was originally fed in to 574/* opposite of parse string, this puts the string that was originally fed in to
816 for (i = 0; i < m->shopitems[0].index; i++) 583 for (i = 0; i < m->shopitems[0].index; i++)
817 { 584 {
818 if (m->shopitems[i].typenum) 585 if (m->shopitems[i].typenum)
819 { 586 {
820 if (m->shopitems[i].strength) 587 if (m->shopitems[i].strength)
821 {
822 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 588 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
823 }
824 else 589 else
825 sprintf (tmp, "%s;", m->shopitems[i].name); 590 sprintf (tmp, "%s;", m->shopitems[i].name);
826 } 591 }
827 else 592 else
828 { 593 {
829 if (m->shopitems[i].strength) 594 if (m->shopitems[i].strength)
830 {
831 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 595 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
832 }
833 else 596 else
834 sprintf (tmp, "*"); 597 sprintf (tmp, "*");
835 } 598 }
599
836 strcat (output_string, tmp); 600 strcat (output_string, tmp);
837 } 601 }
838} 602}
839 603
840/* This loads the header information of the map. The header 604/* This loads the header information of the map. The header
845 * put all the stuff in the map object so that names actually make 609 * put all the stuff in the map object so that names actually make
846 * sense. 610 * sense.
847 * This could be done in lex (like the object loader), but I think 611 * This could be done in lex (like the object loader), but I think
848 * currently, there are few enough fields this is not a big deal. 612 * currently, there are few enough fields this is not a big deal.
849 * MSW 2001-07-01 613 * MSW 2001-07-01
850 * return 0 on success, 1 on failure.
851 */ 614 */
852 615bool
853static int 616maptile::_load_header (object_thawer &thawer)
854load_map_header (object_thawer & fp, maptile *m)
855{ 617{
856 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 618 for (;;)
857 int msgpos = 0;
858 int maplorepos = 0;
859
860 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
861 { 619 {
862 buf[HUGE_BUF - 1] = 0; 620 thawer.next ();
863 key = buf; 621
864 while (isspace (*key)) 622 switch (thawer.kw)
865 key++;
866 if (*key == 0)
867 continue; /* empty line */
868 value = strchr (key, ' ');
869 if (!value)
870 { 623 {
871 end = strchr (key, '\n'); 624 case KW_msg:
872 if (end != NULL) 625 thawer.get_ml (KW_endmsg, msg);
873 { 626 break;
874 *end = 0; 627
628 case KW_lore: // CF+ extension
629 thawer.get_ml (KW_endlore, maplore);
875 } 630 break;
631
632 case KW_maplore:
633 thawer.get_ml (KW_endmaplore, maplore);
634 break;
635
636 case KW_arch:
637 if (strcmp (thawer.get_str (), "map"))
638 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
639 break;
640
641 case KW_oid:
642 thawer.get (this, thawer.get_sint32 ());
643 break;
644
645 case KW_file_format_version: break; // nop
646
647 case KW_name: thawer.get (name); break;
648 case KW_attach: thawer.get (attach); break;
649 case KW_reset_time: thawer.get (reset_time); break;
650 case KW_shopgreed: thawer.get (shopgreed); break;
651 case KW_shopmin: thawer.get (shopmin); break;
652 case KW_shopmax: thawer.get (shopmax); break;
653 case KW_shoprace: thawer.get (shoprace); break;
654 case KW_outdoor: thawer.get (outdoor); break;
655 case KW_temp: thawer.get (temp); break;
656 case KW_pressure: thawer.get (pressure); break;
657 case KW_humid: thawer.get (humid); break;
658 case KW_windspeed: thawer.get (windspeed); break;
659 case KW_winddir: thawer.get (winddir); break;
660 case KW_sky: thawer.get (sky); break;
661
662 case KW_per_player: thawer.get (per_player); break;
663 case KW_per_party: thawer.get (per_party); break;
664 case KW_no_reset: thawer.get (no_reset); break;
665
666 case KW_region: default_region = region::find (thawer.get_str ()); break;
667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
668
669 // old names new names
670 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
671 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
672 case KW_x: case KW_width: thawer.get (width); break;
673 case KW_y: case KW_height: thawer.get (height); break;
674 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
675 case KW_value: case KW_swap_time: thawer.get (timeout); break;
676 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
677 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
678 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
679
680 case KW_tile_path_1: thawer.get (tile_path [0]); break;
681 case KW_tile_path_2: thawer.get (tile_path [1]); break;
682 case KW_tile_path_3: thawer.get (tile_path [2]); break;
683 case KW_tile_path_4: thawer.get (tile_path [3]); break;
684
685 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value);
687 break;
688
689 case KW_end:
690 return true;
691
692 default:
693 if (!thawer.parse_error ("map", 0))
694 return false;
695 break;
876 } 696 }
877 else
878 {
879 *value = 0;
880 value++;
881 end = strchr (value, '\n');
882 while (isspace (*value))
883 {
884 value++;
885 if (*value == '\0' || value == end)
886 {
887 /* Nothing but spaces. */
888 value = NULL;
889 break;
890 }
891 }
892 }
893
894 if (!end)
895 {
896 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
897 return 1;
898 }
899
900 /* key is the field name, value is what it should be set
901 * to. We've already done the work to null terminate key,
902 * and strip off any leading spaces for both of these.
903 * We have not touched the newline at the end of the line -
904 * these are needed for some values. the end pointer
905 * points to the first of the newlines.
906 * value could be NULL! It would be easy enough to just point
907 * this to "" to prevent cores, but that would let more errors slide
908 * through.
909 *
910 * First check for entries that do not use the value parameter, then
911 * validate that value is given and check for the remaining entries
912 * that use the parameter.
913 */
914
915 if (!strcmp (key, "msg"))
916 {
917 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
918 {
919 if (!strcmp (buf, "endmsg\n"))
920 break;
921 else
922 {
923 /* slightly more efficient than strcat */
924 strcpy (msgbuf + msgpos, buf);
925 msgpos += strlen (buf);
926 }
927 }
928 /* There are lots of maps that have empty messages (eg, msg/endmsg
929 * with nothing between). There is no reason in those cases to
930 * keep the empty message. Also, msgbuf contains garbage data
931 * when msgpos is zero, so copying it results in crashes
932 */
933 if (msgpos != 0)
934 m->msg = strdup_local (msgbuf);
935 }
936 else if (!strcmp (key, "maplore"))
937 {
938 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
939 {
940 if (!strcmp (buf, "endmaplore\n"))
941 break;
942 else
943 {
944 /* slightly more efficient than strcat */
945 strcpy (maplorebuf + maplorepos, buf);
946 maplorepos += strlen (buf);
947 }
948 }
949 if (maplorepos != 0)
950 m->maplore = strdup_local (maplorebuf);
951 }
952 else if (!strcmp (key, "end"))
953 {
954 break;
955 }
956 else if (value == NULL)
957 {
958 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
959 }
960 else if (!strcmp (key, "arch"))
961 {
962 /* This is an oddity, but not something we care about much. */
963 if (strcmp (value, "map\n"))
964 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
965 }
966 else if (!strcmp (key, "name"))
967 {
968 *end = 0;
969 m->name = strdup_local (value);
970 }
971 /* first strcmp value on these are old names supported
972 * for compatibility reasons. The new values (second) are
973 * what really should be used.
974 */
975 else if (!strcmp (key, "oid"))
976 {
977 fp.get (m, atoi (value));
978 }
979 else if (!strcmp (key, "attach"))
980 {
981 m->attach = value;
982 }
983 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
984 {
985 m->enter_x = atoi (value);
986 }
987 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
988 {
989 m->enter_y = atoi (value);
990 }
991 else if (!strcmp (key, "x") || !strcmp (key, "width"))
992 {
993 m->width = atoi (value);
994 }
995 else if (!strcmp (key, "y") || !strcmp (key, "height"))
996 {
997 m->height = atoi (value);
998 }
999 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1000 {
1001 m->reset_timeout = atoi (value);
1002 }
1003 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1004 {
1005 m->timeout = atoi (value);
1006 }
1007 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1008 {
1009 m->difficulty = atoi (value);
1010 }
1011 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1012 {
1013 m->darkness = atoi (value);
1014 }
1015 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1016 {
1017 m->fixed_resettime = atoi (value);
1018 }
1019 else if (!strcmp (key, "unique"))
1020 {
1021 m->unique = atoi (value);
1022 }
1023 else if (!strcmp (key, "template"))
1024 {
1025 m->templatemap = atoi (value);
1026 }
1027 else if (!strcmp (key, "region"))
1028 {
1029 m->region = get_region_by_name (value);
1030 }
1031 else if (!strcmp (key, "shopitems"))
1032 {
1033 *end = 0;
1034 m->shopitems = parse_shop_string (value);
1035 }
1036 else if (!strcmp (key, "shopgreed"))
1037 {
1038 m->shopgreed = atof (value);
1039 }
1040 else if (!strcmp (key, "shopmin"))
1041 {
1042 m->shopmin = atol (value);
1043 }
1044 else if (!strcmp (key, "shopmax"))
1045 {
1046 m->shopmax = atol (value);
1047 }
1048 else if (!strcmp (key, "shoprace"))
1049 {
1050 *end = 0;
1051 m->shoprace = strdup_local (value);
1052 }
1053 else if (!strcmp (key, "outdoor"))
1054 {
1055 m->outdoor = atoi (value);
1056 }
1057 else if (!strcmp (key, "temp"))
1058 {
1059 m->temp = atoi (value);
1060 }
1061 else if (!strcmp (key, "pressure"))
1062 {
1063 m->pressure = atoi (value);
1064 }
1065 else if (!strcmp (key, "humid"))
1066 {
1067 m->humid = atoi (value);
1068 }
1069 else if (!strcmp (key, "windspeed"))
1070 {
1071 m->windspeed = atoi (value);
1072 }
1073 else if (!strcmp (key, "winddir"))
1074 {
1075 m->winddir = atoi (value);
1076 }
1077 else if (!strcmp (key, "sky"))
1078 {
1079 m->sky = atoi (value);
1080 }
1081 else if (!strcmp (key, "nosmooth"))
1082 {
1083 m->nosmooth = atoi (value);
1084 }
1085 else if (!strncmp (key, "tile_path_", 10))
1086 {
1087 int tile = atoi (key + 10);
1088
1089 if (tile < 1 || tile > 4)
1090 {
1091 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1092 }
1093 else
1094 {
1095 char *path;
1096
1097 *end = 0;
1098
1099 if (m->tile_path[tile - 1])
1100 {
1101 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1102 free (m->tile_path[tile - 1]);
1103 m->tile_path[tile - 1] = NULL;
1104 }
1105
1106 if (check_path (value, 1) != -1)
1107 {
1108 /* The unadorned path works. */
1109 path = value;
1110 }
1111 else
1112 {
1113 /* Try again; it could be a relative exit. */
1114
1115 path = path_combine_and_normalize (m->path, value);
1116
1117 if (check_path (path, 1) == -1)
1118 {
1119 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1120 path = NULL;
1121 }
1122 }
1123
1124 if (editor)
1125 {
1126 /* Use the value as in the file. */
1127 m->tile_path[tile - 1] = strdup_local (value);
1128 }
1129 else if (path != NULL)
1130 {
1131 /* Use the normalized value. */
1132 m->tile_path[tile - 1] = strdup_local (path);
1133 }
1134 } /* end if tile direction (in)valid */
1135 }
1136 else
1137 {
1138 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1139 }
1140 }
1141 if (!key || strcmp (key, "end"))
1142 { 697 }
1143 LOG (llevError, "Got premature eof on map header!\n");
1144 return 1;
1145 }
1146 return 0;
1147}
1148 698
1149/* 699 abort ();
1150 * Opens the file "filename" and reads information about the map 700}
1151 * from the given file, and stores it in a newly allocated
1152 * maptile. A pointer to this structure is returned, or NULL on failure.
1153 * flags correspond to those in map.h. Main ones used are
1154 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1155 * MAP_BLOCK, in which case we block on this load. This happens in all
1156 * cases, no matter if this flag is set or not.
1157 * MAP_STYLE: style map - don't add active objects, don't add to server
1158 * managed map list.
1159 */
1160 701
1161maptile * 702bool
1162load_original_map (const char *filename, int flags) 703maptile::_load_header (const char *path)
1163{ 704{
1164 maptile *m;
1165 char pathname[MAX_BUF];
1166
1167 if (flags & MAP_PLAYER_UNIQUE)
1168 strcpy (pathname, filename);
1169 else if (flags & MAP_OVERLAY)
1170 strcpy (pathname, create_overlay_pathname (filename));
1171 else
1172 strcpy (pathname, create_pathname (filename));
1173
1174 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1175
1176 object_thawer thawer (pathname); 705 object_thawer thawer (path);
1177 706
1178 if (!thawer) 707 if (!thawer)
1179 return 0; 708 return false;
1180 709
1181 m = get_linked_map (); 710 return _load_header (thawer);
1182
1183 strcpy (m->path, filename);
1184 if (load_map_header (thawer, m))
1185 {
1186 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1187 delete_map (m);
1188 return NULL;
1189 }
1190
1191 allocate_map (m);
1192
1193 m->in_memory = MAP_LOADING;
1194 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1195
1196 m->in_memory = MAP_IN_MEMORY;
1197 if (!MAP_DIFFICULTY (m))
1198 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1199 set_map_reset_time (m);
1200 m->instantiate ();
1201 return (m);
1202}
1203
1204/*
1205 * Loads a map, which has been loaded earlier, from file.
1206 * Return the map object we load into (this can change from the passed
1207 * option if we can't find the original map)
1208 */
1209
1210static maptile *
1211load_temporary_map (maptile *m)
1212{
1213 char buf[MAX_BUF];
1214
1215 if (!m->tmpname)
1216 {
1217 LOG (llevError, "No temporary filename for map %s\n", m->path);
1218 strcpy (buf, m->path);
1219 delete_map (m);
1220 m = load_original_map (buf, 0);
1221 if (m == NULL)
1222 return NULL;
1223 fix_auto_apply (m); /* Chests which open as default */
1224 return m;
1225 }
1226
1227 object_thawer thawer (m->tmpname);
1228
1229 if (!thawer)
1230 {
1231 strcpy (buf, m->path);
1232 delete_map (m);
1233 m = load_original_map (buf, 0);
1234 if (!m)
1235 return NULL;
1236 fix_auto_apply (m); /* Chests which open as default */
1237 return m;
1238 }
1239
1240 if (load_map_header (thawer, m))
1241 {
1242 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1243 delete_map (m);
1244 m = load_original_map (m->path, 0);
1245 return NULL;
1246 }
1247 allocate_map (m);
1248
1249 m->in_memory = MAP_LOADING;
1250 load_objects (m, thawer, 0);
1251
1252 m->in_memory = MAP_IN_MEMORY;
1253 INVOKE_MAP (SWAPIN, m);
1254 return m;
1255}
1256
1257/*
1258 * Loads a map, which has been loaded earlier, from file.
1259 * Return the map object we load into (this can change from the passed
1260 * option if we can't find the original map)
1261 */
1262
1263maptile *
1264load_overlay_map (const char *filename, maptile *m)
1265{
1266 char pathname[MAX_BUF];
1267
1268 strcpy (pathname, create_overlay_pathname (filename));
1269
1270 object_thawer thawer (pathname);
1271
1272 if (!thawer)
1273 return m;
1274
1275 if (load_map_header (thawer, m))
1276 {
1277 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1278 delete_map (m);
1279 m = load_original_map (m->path, 0);
1280 return NULL;
1281 }
1282 /*allocate_map(m); */
1283
1284 m->in_memory = MAP_LOADING;
1285 load_objects (m, thawer, MAP_OVERLAY);
1286
1287 m->in_memory = MAP_IN_MEMORY;
1288 return m;
1289} 711}
1290 712
1291/****************************************************************************** 713/******************************************************************************
1292 * This is the start of unique map handling code 714 * This is the start of unique map handling code
1293 *****************************************************************************/ 715 *****************************************************************************/
1294 716
1295/* This goes through map 'm' and removed any unique items on the map. */ 717/* This goes through the maptile and removed any unique items on the map. */
1296static void 718void
1297delete_unique_items (maptile *m) 719maptile::clear_unique_items ()
1298{ 720{
1299 int i, j, unique; 721 for (int i = 0; i < size (); ++i)
1300 object *op, *next; 722 {
723 int unique = 0;
724 for (object *op = spaces [i].bot; op; )
725 {
726 object *above = op->above;
1301 727
1302 for (i = 0; i < MAP_WIDTH (m); i++) 728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1303 for (j = 0; j < MAP_HEIGHT (m); j++) 729 unique = 1;
730
731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
732 {
733 op->destroy_inv (false);
734 op->destroy ();
735 }
736
737 op = above;
738 }
739 }
740}
741
742bool
743maptile::_save_header (object_freezer &freezer)
744{
745#define MAP_OUT(k) freezer.put (KW_ ## k, k)
746#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
747
748 MAP_OUT2 (arch, "map");
749
750 if (name) MAP_OUT (name);
751 MAP_OUT (swap_time);
752 MAP_OUT (reset_time);
753 MAP_OUT (reset_timeout);
754 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset);
756 MAP_OUT (difficulty);
757
758 if (default_region) MAP_OUT2 (region, default_region->name);
759
760 if (shopitems)
761 {
762 char shop[MAX_BUF];
763 print_shop_string (this, shop);
764 MAP_OUT2 (shopitems, shop);
765 }
766
767 MAP_OUT (shopgreed);
768 MAP_OUT (shopmin);
769 MAP_OUT (shopmax);
770 if (shoprace) MAP_OUT (shoprace);
771 MAP_OUT (darkness);
772 MAP_OUT (width);
773 MAP_OUT (height);
774 MAP_OUT (enter_x);
775 MAP_OUT (enter_y);
776
777 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
778 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
779
780 MAP_OUT (outdoor);
781 MAP_OUT (temp);
782 MAP_OUT (pressure);
783 MAP_OUT (humid);
784 MAP_OUT (windspeed);
785 MAP_OUT (winddir);
786 MAP_OUT (sky);
787
788 MAP_OUT (per_player);
789 MAP_OUT (per_party);
790
791 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
792 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
793 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
794 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
795
796 freezer.put (this);
797 freezer.put (KW_end);
798
799 return true;
800}
801
802bool
803maptile::_save_header (const char *path)
804{
805 object_freezer freezer;
806
807 if (!_save_header (freezer))
808 return false;
809
810 return freezer.save (path);
811}
812
813/*
814 * Remove and free all objects in the given map.
815 */
816void
817maptile::clear ()
818{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
822 if (spaces)
823 {
824 for (mapspace *ms = spaces + size (); ms-- > spaces; )
825 while (object *op = ms->bot)
826 {
827 op = op->head_ ();
828 op->destroy_inv (false);
829 op->destroy ();
830 }
831
832 sfree (spaces, size ()), spaces = 0;
833 }
834
835 if (buttons)
836 free_objectlinkpt (buttons), buttons = 0;
837}
838
839void
840maptile::clear_header ()
841{
842 name = 0;
843 msg = 0;
844 maplore = 0;
845 shoprace = 0;
846 delete [] shopitems, shopitems = 0;
847
848 for (int i = 0; i < 4; i++)
849 tile_path [i] = 0;
850}
851
852maptile::~maptile ()
853{
854 assert (destroyed ());
855}
856
857void
858maptile::clear_links_to (maptile *m)
859{
860 /* We need to look through all the maps and see if any maps
861 * are pointing at this one for tiling information. Since
862 * tiling can be asymetric, we just can not look to see which
863 * maps this map tiles with and clears those.
864 */
865 for (int i = 0; i < 4; i++)
866 if (tile_map[i] == m)
867 tile_map[i] = 0;
868}
869
870void
871maptile::do_destroy ()
872{
873 attachable::do_destroy ();
874
875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
1304 { 887 {
1305 unique = 0; 888 above = op->above;
1306 for (op = get_map_ob (m, i, j); op; op = next) 889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ())
903 ; // do not decay
904 else if (op->is_weapon ())
1307 { 905 {
1308 next = op->above; 906 op->stats.dam--;
1309 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 907 if (op->stats.dam < 0)
1310 unique = 1; 908 destroy = 1;
1311 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1312 {
1313 clean_object (op);
1314 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1315 remove_button_link (op);
1316 remove_ob (op);
1317 free_object (op);
1318 } 909 }
910 else if (op->is_armor ())
911 {
912 op->stats.ac--;
913 if (op->stats.ac < 0)
914 destroy = 1;
915 }
916 else if (op->type == FOOD)
917 {
918 op->stats.food -= rndm (5, 20);
919 if (op->stats.food < 0)
920 destroy = 1;
921 }
922 else
923 {
924 int mat = op->materials;
925
926 if (mat & M_PAPER
927 || mat & M_LEATHER
928 || mat & M_WOOD
929 || mat & M_ORGANIC
930 || mat & M_CLOTH
931 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32))
937 destroy = 1;
938 }
939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
942 op->destroy ();
943 }
944}
945
946/*
947 * Updates every button on the map (by calling update_button() for them).
948 */
949void
950maptile::update_buttons ()
951{
952 for (oblinkpt *obp = buttons; obp; obp = obp->next)
953 for (objectlink *ol = obp->link; ol; ol = ol->next)
954 {
955 if (!ol->ob)
956 {
957 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
958 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959 continue;
960 }
961
962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
963 {
964 update_button (ol->ob);
965 break;
1319 } 966 }
1320 } 967 }
1321} 968}
1322
1323
1324/*
1325 * Loads unique objects from file(s) into the map which is in memory
1326 * m is the map to load unique items into.
1327 */
1328static void
1329load_unique_objects (maptile *m)
1330{
1331 int count;
1332 char firstname[MAX_BUF];
1333
1334 for (count = 0; count < 10; count++)
1335 {
1336 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1337 if (!access (firstname, R_OK))
1338 break;
1339 }
1340 /* If we get here, we did not find any map */
1341 if (count == 10)
1342 return;
1343
1344 object_thawer thawer (firstname);
1345
1346 if (!thawer)
1347 return;
1348
1349 m->in_memory = MAP_LOADING;
1350 if (m->tmpname == NULL) /* if we have loaded unique items from */
1351 delete_unique_items (m); /* original map before, don't duplicate them */
1352 load_objects (m, thawer, 0);
1353
1354 m->in_memory = MAP_IN_MEMORY;
1355}
1356
1357
1358/*
1359 * Saves a map to file. If flag is set, it is saved into the same
1360 * file it was (originally) loaded from. Otherwise a temporary
1361 * filename will be genarated, and the file will be stored there.
1362 * The temporary filename will be stored in the maptileure.
1363 * If the map is unique, we also save to the filename in the map
1364 * (this should have been updated when first loaded)
1365 */
1366
1367int
1368new_save_map (maptile *m, int flag)
1369{
1370 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1371 int i;
1372
1373 if (flag && !*m->path)
1374 {
1375 LOG (llevError, "Tried to save map without path.\n");
1376 return -1;
1377 }
1378
1379 if (flag || (m->unique) || (m->templatemap))
1380 {
1381 if (!m->unique && !m->templatemap)
1382 { /* flag is set */
1383 if (flag == 2)
1384 strcpy (filename, create_overlay_pathname (m->path));
1385 else
1386 strcpy (filename, create_pathname (m->path));
1387 }
1388 else
1389 strcpy (filename, m->path);
1390
1391 make_path_to_file (filename);
1392 }
1393 else
1394 {
1395 if (!m->tmpname)
1396 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1397
1398 strcpy (filename, m->tmpname);
1399 }
1400
1401 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1402 m->in_memory = MAP_SAVING;
1403
1404 object_freezer freezer;
1405
1406 /* legacy */
1407 fprintf (freezer, "arch map\n");
1408 if (m->name)
1409 fprintf (freezer, "name %s\n", m->name);
1410 if (!flag)
1411 fprintf (freezer, "swap_time %d\n", m->swap_time);
1412 if (m->reset_timeout)
1413 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1414 if (m->fixed_resettime)
1415 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1416 /* we unfortunately have no idea if this is a value the creator set
1417 * or a difficulty value we generated when the map was first loaded
1418 */
1419 if (m->difficulty)
1420 fprintf (freezer, "difficulty %d\n", m->difficulty);
1421 if (m->region)
1422 fprintf (freezer, "region %s\n", m->region->name);
1423 if (m->shopitems)
1424 {
1425 print_shop_string (m, shop);
1426 fprintf (freezer, "shopitems %s\n", shop);
1427 }
1428 if (m->shopgreed)
1429 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1430#ifndef WIN32
1431 if (m->shopmin)
1432 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1433 if (m->shopmax)
1434 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1435#else
1436 if (m->shopmin)
1437 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1438 if (m->shopmax)
1439 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1440#endif
1441 if (m->shoprace)
1442 fprintf (freezer, "shoprace %s\n", m->shoprace);
1443 if (m->darkness)
1444 fprintf (freezer, "darkness %d\n", m->darkness);
1445 if (m->width)
1446 fprintf (freezer, "width %d\n", m->width);
1447 if (m->height)
1448 fprintf (freezer, "height %d\n", m->height);
1449 if (m->enter_x)
1450 fprintf (freezer, "enter_x %d\n", m->enter_x);
1451 if (m->enter_y)
1452 fprintf (freezer, "enter_y %d\n", m->enter_y);
1453 if (m->msg)
1454 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1455 if (m->maplore)
1456 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1457 if (m->unique)
1458 fprintf (freezer, "unique %d\n", m->unique);
1459 if (m->templatemap)
1460 fprintf (freezer, "template %d\n", m->templatemap);
1461 if (m->outdoor)
1462 fprintf (freezer, "outdoor %d\n", m->outdoor);
1463 if (m->temp)
1464 fprintf (freezer, "temp %d\n", m->temp);
1465 if (m->pressure)
1466 fprintf (freezer, "pressure %d\n", m->pressure);
1467 if (m->humid)
1468 fprintf (freezer, "humid %d\n", m->humid);
1469 if (m->windspeed)
1470 fprintf (freezer, "windspeed %d\n", m->windspeed);
1471 if (m->winddir)
1472 fprintf (freezer, "winddir %d\n", m->winddir);
1473 if (m->sky)
1474 fprintf (freezer, "sky %d\n", m->sky);
1475 if (m->nosmooth)
1476 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1477
1478 /* Save any tiling information, except on overlays */
1479 if (flag != 2)
1480 for (i = 0; i < 4; i++)
1481 if (m->tile_path[i])
1482 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1483
1484 freezer.put (m);
1485 fprintf (freezer, "end\n");
1486
1487 /* In the game save unique items in the different file, but
1488 * in the editor save them to the normal map file.
1489 * If unique map, save files in the proper destination (set by
1490 * player)
1491 */
1492 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1493 {
1494 object_freezer unique;
1495
1496 if (flag == 2)
1497 save_objects (m, freezer, unique, 2);
1498 else
1499 save_objects (m, freezer, unique, 0);
1500
1501 sprintf (buf, "%s.v00", create_items_path (m->path));
1502
1503 unique.save (buf);
1504 }
1505 else
1506 { /* save same file when not playing, like in editor */
1507 save_objects (m, freezer, freezer, 0);
1508 }
1509
1510 freezer.save (filename);
1511
1512 return 0;
1513}
1514
1515
1516/*
1517 * Remove and free all objects in the inventory of the given object.
1518 * object.c ?
1519 */
1520
1521void
1522clean_object (object *op)
1523{
1524 object *tmp, *next;
1525
1526 for (tmp = op->inv; tmp; tmp = next)
1527 {
1528 next = tmp->below;
1529 clean_object (tmp);
1530 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1531 remove_button_link (tmp);
1532 remove_ob (tmp);
1533 free_object (tmp);
1534 }
1535}
1536
1537/*
1538 * Remove and free all objects in the given map.
1539 */
1540
1541void
1542free_all_objects (maptile *m)
1543{
1544 int i, j;
1545 object *op;
1546
1547 for (i = 0; i < MAP_WIDTH (m); i++)
1548 for (j = 0; j < MAP_HEIGHT (m); j++)
1549 {
1550 object *previous_obj = NULL;
1551
1552 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1553 {
1554 if (op == previous_obj)
1555 {
1556 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1557 break;
1558 }
1559 previous_obj = op;
1560 if (op->head != NULL)
1561 op = op->head;
1562
1563 /* If the map isn't in memory, free_object will remove and
1564 * free objects in op's inventory. So let it do the job.
1565 */
1566 if (m->in_memory == MAP_IN_MEMORY)
1567 clean_object (op);
1568 remove_ob (op);
1569 free_object (op);
1570 }
1571 }
1572}
1573
1574/*
1575 * Frees everything allocated by the given maptileure.
1576 * don't free tmpname - our caller is left to do that
1577 */
1578
1579void
1580free_map (maptile *m, int flag)
1581{
1582 int i;
1583
1584 if (!m->in_memory)
1585 {
1586 LOG (llevError, "Trying to free freed map.\n");
1587 return;
1588 }
1589 if (flag && m->spaces)
1590 free_all_objects (m);
1591 if (m->name)
1592 FREE_AND_CLEAR (m->name);
1593 if (m->spaces)
1594 FREE_AND_CLEAR (m->spaces);
1595 if (m->msg)
1596 FREE_AND_CLEAR (m->msg);
1597 if (m->maplore)
1598 FREE_AND_CLEAR (m->maplore);
1599 if (m->shopitems)
1600 delete[]m->shopitems;
1601 m->shopitems = 0;
1602 if (m->shoprace)
1603 FREE_AND_CLEAR (m->shoprace);
1604 if (m->buttons)
1605 free_objectlinkpt (m->buttons);
1606 m->buttons = NULL;
1607 for (i = 0; i < 4; i++)
1608 {
1609 if (m->tile_path[i])
1610 FREE_AND_CLEAR (m->tile_path[i]);
1611 m->tile_map[i] = NULL;
1612 }
1613 m->in_memory = MAP_SWAPPED;
1614}
1615
1616/*
1617 * function: vanish maptile
1618 * m : pointer to maptile, if NULL no action
1619 * this deletes all the data on the map (freeing pointers)
1620 * and then removes this map from the global linked list of maps.
1621 */
1622
1623void
1624delete_map (maptile *m)
1625{
1626 maptile *tmp, *last;
1627 int i;
1628
1629 if (!m)
1630 return;
1631
1632 m->clear ();
1633
1634 if (m->in_memory == MAP_IN_MEMORY)
1635 {
1636 /* change to MAP_SAVING, even though we are not,
1637 * so that remove_ob doesn't do as much work.
1638 */
1639 m->in_memory = MAP_SAVING;
1640 free_map (m, 1);
1641 }
1642 /* move this out of free_map, since tmpname can still be needed if
1643 * the map is swapped out.
1644 */
1645 if (m->tmpname)
1646 {
1647 free (m->tmpname);
1648 m->tmpname = NULL;
1649 }
1650 last = NULL;
1651 /* We need to look through all the maps and see if any maps
1652 * are pointing at this one for tiling information. Since
1653 * tiling can be assymetric, we just can not look to see which
1654 * maps this map tiles with and clears those.
1655 */
1656 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1657 {
1658 if (tmp->next == m)
1659 last = tmp;
1660
1661 /* This should hopefully get unrolled on a decent compiler */
1662 for (i = 0; i < 4; i++)
1663 if (tmp->tile_map[i] == m)
1664 tmp->tile_map[i] = NULL;
1665 }
1666
1667 /* If last is null, then this should be the first map in the list */
1668 if (!last)
1669 {
1670 if (m == first_map)
1671 first_map = m->next;
1672 else
1673 /* m->path is a static char, so should hopefully still have
1674 * some useful data in it.
1675 */
1676 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1677 }
1678 else
1679 last->next = m->next;
1680
1681 delete m;
1682}
1683
1684
1685
1686/*
1687 * Makes sure the given map is loaded and swapped in.
1688 * name is path name of the map.
1689 * flags meaning:
1690 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1691 * and don't do unique items or the like.
1692 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1693 * dont do any more name translation on it.
1694 *
1695 * Returns a pointer to the given map.
1696 */
1697
1698maptile *
1699ready_map_name (const char *name, int flags)
1700{
1701 maptile *m;
1702
1703 if (!name)
1704 return (NULL);
1705
1706 /* Have we been at this level before? */
1707 m = has_been_loaded (name);
1708
1709 /* Map is good to go, so just return it */
1710 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1711 {
1712 return m;
1713 }
1714
1715 /* unique maps always get loaded from their original location, and never
1716 * a temp location. Likewise, if map_flush is set, or we have never loaded
1717 * this map, load it now. I removed the reset checking from here -
1718 * it seems the probability of a player trying to enter a map that should
1719 * reset but hasn't yet is quite low, and removing that makes this function
1720 * a bit cleaner (and players probably shouldn't rely on exact timing for
1721 * resets in any case - if they really care, they should use the 'maps command.
1722 */
1723 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1724 {
1725
1726 /* first visit or time to reset */
1727 if (m)
1728 {
1729 clean_tmp_map (m); /* Doesn't make much difference */
1730 delete_map (m);
1731 }
1732
1733 /* create and load a map */
1734 if (flags & MAP_PLAYER_UNIQUE)
1735 LOG (llevDebug, "Trying to load map %s.\n", name);
1736 else
1737 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1738
1739 //eval_pv ("$x = Event::time", 1);//D
1740 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1741 return (NULL);
1742 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1743
1744 fix_auto_apply (m); /* Chests which open as default */
1745
1746 /* If a player unique map, no extra unique object file to load.
1747 * if from the editor, likewise.
1748 */
1749 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1750 load_unique_objects (m);
1751
1752 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1753 {
1754 m = load_overlay_map (name, m);
1755 if (m == NULL)
1756 return NULL;
1757 }
1758
1759 if (flags & MAP_PLAYER_UNIQUE)
1760 INVOKE_MAP (SWAPIN, m);
1761
1762 }
1763 else
1764 {
1765 /* If in this loop, we found a temporary map, so load it up. */
1766
1767 m = load_temporary_map (m);
1768 if (m == NULL)
1769 return NULL;
1770 load_unique_objects (m);
1771
1772 clean_tmp_map (m);
1773 m->in_memory = MAP_IN_MEMORY;
1774 /* tempnam() on sun systems (probably others) uses malloc
1775 * to allocated space for the string. Free it here.
1776 * In some cases, load_temporary_map above won't find the
1777 * temporary map, and so has reloaded a new map. If that
1778 * is the case, tmpname is now null
1779 */
1780 if (m->tmpname)
1781 free (m->tmpname);
1782 m->tmpname = NULL;
1783 /* It's going to be saved anew anyway */
1784 }
1785
1786 /* Below here is stuff common to both first time loaded maps and
1787 * temp maps.
1788 */
1789
1790 decay_objects (m); /* start the decay */
1791 /* In case other objects press some buttons down */
1792 update_buttons (m);
1793 if (m->outdoor)
1794 set_darkness_map (m);
1795 /* run the weather over this map */
1796 weather_effect (name);
1797 return m;
1798}
1799
1800 969
1801/* 970/*
1802 * This routine is supposed to find out the difficulty of the map. 971 * This routine is supposed to find out the difficulty of the map.
1803 * difficulty does not have a lot to do with character level, 972 * difficulty does not have a lot to do with character level,
1804 * but does have a lot to do with treasure on the map. 973 * but does have a lot to do with treasure on the map.
1806 * Difficulty can now be set by the map creature. If the value stored 975 * Difficulty can now be set by the map creature. If the value stored
1807 * in the map is zero, then use this routine. Maps should really 976 * in the map is zero, then use this routine. Maps should really
1808 * have a difficulty set than using this function - human calculation 977 * have a difficulty set than using this function - human calculation
1809 * is much better than this functions guesswork. 978 * is much better than this functions guesswork.
1810 */ 979 */
1811
1812int 980int
1813calculate_difficulty (maptile *m) 981maptile::estimate_difficulty () const
1814{ 982{
1815 object *op;
1816 archetype *at;
1817 int x, y, i;
1818 long monster_cnt = 0; 983 long monster_cnt = 0;
1819 double avgexp = 0; 984 double avgexp = 0;
1820 sint64 total_exp = 0; 985 sint64 total_exp = 0;
1821 986
1822 if (MAP_DIFFICULTY (m)) 987 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1823 { 988 for (object *op = ms->bot; op; op = op->above)
1824 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1825 return MAP_DIFFICULTY (m);
1826 }
1827
1828 for (x = 0; x < MAP_WIDTH (m); x++)
1829 for (y = 0; y < MAP_HEIGHT (m); y++)
1830 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1831 { 989 {
1832 if (QUERY_FLAG (op, FLAG_MONSTER)) 990 if (QUERY_FLAG (op, FLAG_MONSTER))
1833 { 991 {
1834 total_exp += op->stats.exp; 992 total_exp += op->stats.exp;
1835 monster_cnt++; 993 monster_cnt++;
1836 } 994 }
1837 995
1838 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1839 { 997 {
1840 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
999
1841 at = type_to_archetype (GENERATE_TYPE (op)); 1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1842
1843 if (at != NULL)
1844 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1845 1002
1846 monster_cnt++; 1003 monster_cnt++;
1847 } 1004 }
1848 } 1005 }
1849 1006
1850 avgexp = (double) total_exp / monster_cnt; 1007 avgexp = (double) total_exp / monster_cnt;
1851 1008
1852 for (i = 1; i <= settings.max_level; i++) 1009 for (int i = 1; i <= settings.max_level; i++)
1853 {
1854 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1010 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1855 {
1856 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1857 return i; 1011 return i;
1858 }
1859 }
1860 1012
1861 return 1; 1013 return 1;
1862}
1863
1864void
1865clean_tmp_map (maptile *m)
1866{
1867 if (m->tmpname == NULL)
1868 return;
1869 INVOKE_MAP (CLEAN, m);
1870 (void) unlink (m->tmpname);
1871}
1872
1873void
1874free_all_maps (void)
1875{
1876 int real_maps = 0;
1877
1878 while (first_map)
1879 {
1880 /* I think some of the callers above before it gets here set this to be
1881 * saving, but we still want to free this data
1882 */
1883 if (first_map->in_memory == MAP_SAVING)
1884 first_map->in_memory = MAP_IN_MEMORY;
1885 delete_map (first_map);
1886 real_maps++;
1887 }
1888 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1889} 1014}
1890 1015
1891/* change_map_light() - used to change map light level (darkness) 1016/* change_map_light() - used to change map light level (darkness)
1892 * up or down. Returns true if successful. It should now be 1017 * up or down. Returns true if successful. It should now be
1893 * possible to change a value by more than 1. 1018 * possible to change a value by more than 1.
1894 * Move this from los.c to map.c since this is more related 1019 * Move this from los.c to map.c since this is more related
1895 * to maps than los. 1020 * to maps than los.
1896 * postive values make it darker, negative make it brighter 1021 * postive values make it darker, negative make it brighter
1897 */ 1022 */
1898
1899int 1023int
1900change_map_light (maptile *m, int change) 1024maptile::change_map_light (int change)
1901{ 1025{
1902 int new_level = m->darkness + change; 1026 int new_level = darkness + change;
1903 1027
1904 /* Nothing to do */ 1028 /* Nothing to do */
1905 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1906 {
1907 return 0; 1030 return 0;
1908 }
1909 1031
1910 /* inform all players on the map */ 1032 /* inform all players on the map */
1911 if (change > 0) 1033 if (change > 0)
1912 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1913 else 1035 else
1914 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1915 1037
1916 /* Do extra checking. since m->darkness is a unsigned value, 1038 /* Do extra checking. since darkness is a unsigned value,
1917 * we need to be extra careful about negative values. 1039 * we need to be extra careful about negative values.
1918 * In general, the checks below are only needed if change 1040 * In general, the checks below are only needed if change
1919 * is not +/-1 1041 * is not +/-1
1920 */ 1042 */
1921 if (new_level < 0) 1043 if (new_level < 0)
1922 m->darkness = 0; 1044 darkness = 0;
1923 else if (new_level >= MAX_DARKNESS) 1045 else if (new_level >= MAX_DARKNESS)
1924 m->darkness = MAX_DARKNESS; 1046 darkness = MAX_DARKNESS;
1925 else 1047 else
1926 m->darkness = new_level; 1048 darkness = new_level;
1927 1049
1928 /* All clients need to get re-updated for the change */ 1050 /* All clients need to get re-updated for the change */
1929 update_all_map_los (m); 1051 update_all_map_los (this);
1930 return 1; 1052 return 1;
1931} 1053}
1932
1933 1054
1934/* 1055/*
1935 * This function updates various attributes about a specific space 1056 * This function updates various attributes about a specific space
1936 * on the map (what it looks like, whether it blocks magic, 1057 * on the map (what it looks like, whether it blocks magic,
1937 * has a living creatures, prevents people from passing 1058 * has a living creatures, prevents people from passing
1938 * through, etc) 1059 * through, etc)
1939 */ 1060 */
1940void 1061void
1941update_position (maptile *m, int x, int y) 1062mapspace::update_ ()
1942{ 1063{
1943 object *tmp, *last = NULL; 1064 object *tmp, *last = 0;
1944 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1065 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1945 New_Face *top, *floor, *middle;
1946 object *top_obj, *floor_obj, *middle_obj;
1947 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1948 1067
1949 oldflags = GET_MAP_FLAGS (m, x, y); 1068 //object *middle = 0;
1950 if (!(oldflags & P_NEED_UPDATE)) 1069 //object *top = 0;
1951 { 1070 //object *floor = 0;
1952 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1071 // this seems to generate better code than using locals, above
1953 return; 1072 object *&top = faces_obj[0] = 0;
1954 } 1073 object *&middle = faces_obj[1] = 0;
1074 object *&floor = faces_obj[2] = 0;
1955 1075
1956 middle = blank_face;
1957 top = blank_face;
1958 floor = blank_face;
1959
1960 middle_obj = NULL;
1961 top_obj = NULL;
1962 floor_obj = NULL;
1963
1964 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) 1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1965 { 1077 {
1966
1967 /* This could be made additive I guess (two lights better than 1078 /* This could be made additive I guess (two lights better than
1968 * one). But if so, it shouldn't be a simple additive - 2 1079 * one). But if so, it shouldn't be a simple additive - 2
1969 * light bulbs do not illuminate twice as far as once since 1080 * light bulbs do not illuminate twice as far as once since
1970 * it is a disapation factor that is squared (or is it cubed?) 1081 * it is a dissapation factor that is cubed.
1971 */ 1082 */
1972 if (tmp->glow_radius > light) 1083 if (tmp->glow_radius > light)
1973 light = tmp->glow_radius; 1084 light = tmp->glow_radius;
1974 1085
1975 /* This call is needed in order to update objects the player 1086 /* This call is needed in order to update objects the player
1981 * Always put the player down for drawing. 1092 * Always put the player down for drawing.
1982 */ 1093 */
1983 if (!tmp->invisible) 1094 if (!tmp->invisible)
1984 { 1095 {
1985 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1986 {
1987 top = tmp->face;
1988 top_obj = tmp; 1097 top = tmp;
1989 }
1990 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1991 { 1099 {
1992 /* If we got a floor, that means middle and top were below it, 1100 /* If we got a floor, that means middle and top were below it,
1993 * so should not be visible, so we clear them. 1101 * so should not be visible, so we clear them.
1994 */ 1102 */
1995 middle = blank_face; 1103 middle = 0;
1996 top = blank_face; 1104 top = 0;
1997 floor = tmp->face;
1998 floor_obj = tmp; 1105 floor = tmp;
1999 } 1106 }
2000 /* Flag anywhere have high priority */ 1107 /* Flag anywhere have high priority */
2001 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2002 { 1109 {
2003 middle = tmp->face;
2004
2005 middle_obj = tmp; 1110 middle = tmp;
2006 anywhere = 1; 1111 anywhere = 1;
2007 } 1112 }
2008 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
2009 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
2010 * top 1115 * top
2011 */ 1116 */
2012 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
2013 {
2014 middle = tmp->face;
2015 middle_obj = tmp; 1118 middle = tmp;
2016 }
2017 } 1119 }
1120
2018 if (tmp == tmp->above) 1121 if (tmp == tmp->above)
2019 { 1122 {
2020 LOG (llevError, "Error in structure of map\n"); 1123 LOG (llevError, "Error in structure of map\n");
2021 exit (-1); 1124 exit (-1);
2022 } 1125 }
2023 1126
2024 move_slow |= tmp->move_slow; 1127 move_slow |= tmp->move_slow;
2025 move_block |= tmp->move_block; 1128 move_block |= tmp->move_block;
2026 move_on |= tmp->move_on; 1129 move_on |= tmp->move_on;
2027 move_off |= tmp->move_off; 1130 move_off |= tmp->move_off;
2028 move_allow |= tmp->move_allow; 1131 move_allow |= tmp->move_allow;
2029 1132
2030 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2031 flags |= P_IS_ALIVE;
2032 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2033 flags |= P_NO_MAGIC;
2034 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2035 flags |= P_NO_CLERIC;
2036 if (tmp->type == SAFE_GROUND)
2037 flags |= P_SAFE;
2038
2039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 1133 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
2040 flags |= P_BLOCKSVIEW; 1134 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
2041 } /* for stack of objects */ 1135 if (tmp->type == PLAYER) flags |= P_PLAYER;
2042 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2043 /* we don't want to rely on this function to have accurate flags, but 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
2044 * since we're already doing the work, we calculate them here. 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
2045 * if they don't match, logic is broken someplace.
2046 */
2047 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2048 { 1139 }
2049 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1140
2050 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1141 this->light = light;
2051 } 1142 this->flags_ = flags;
2052 SET_MAP_FLAGS (m, x, y, flags); 1143 this->move_block = move_block & ~move_allow;
2053 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1144 this->move_on = move_on;
2054 SET_MAP_MOVE_ON (m, x, y, move_on); 1145 this->move_off = move_off;
2055 SET_MAP_MOVE_OFF (m, x, y, move_off); 1146 this->move_slow = move_slow;
2056 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2057 1147
2058 /* At this point, we have a floor face (if there is a floor), 1148 /* At this point, we have a floor face (if there is a floor),
2059 * and the floor is set - we are not going to touch it at 1149 * and the floor is set - we are not going to touch it at
2060 * this point. 1150 * this point.
2061 * middle contains the highest visibility face. 1151 * middle contains the highest visibility face.
2068 * middle face. This should not happen, as we already have the 1158 * middle face. This should not happen, as we already have the
2069 * else statement above so middle should not get set. OTOH, it 1159 * else statement above so middle should not get set. OTOH, it
2070 * may be possible for the faces to match but be different objects. 1160 * may be possible for the faces to match but be different objects.
2071 */ 1161 */
2072 if (top == middle) 1162 if (top == middle)
2073 middle = blank_face; 1163 middle = 0;
2074 1164
2075 /* There are three posibilities at this point: 1165 /* There are three posibilities at this point:
2076 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
2077 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
2078 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
2083 /* Once we get to a floor, stop, since we already have a floor object */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
2084 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2085 break; 1175 break;
2086 1176
2087 /* If two top faces are already set, quit processing */ 1177 /* If two top faces are already set, quit processing */
2088 if ((top != blank_face) && (middle != blank_face)) 1178 if (top && middle)
2089 break; 1179 break;
2090 1180
2091 /* Only show visible faces, unless its the editor - show all */ 1181 /* Only show visible faces */
2092 if (!tmp->invisible || editor) 1182 if (!tmp->invisible)
2093 { 1183 {
2094 /* Fill in top if needed */ 1184 /* Fill in top if needed */
2095 if (top == blank_face) 1185 if (!top)
2096 { 1186 {
2097 top = tmp->face;
2098 top_obj = tmp; 1187 top = tmp;
2099 if (top == middle) 1188 if (top == middle)
2100 middle = blank_face; 1189 middle = 0;
2101 } 1190 }
2102 else 1191 else
2103 { 1192 {
2104 /* top is already set - we should only get here if 1193 /* top is already set - we should only get here if
2105 * middle is not set 1194 * middle is not set
2106 * 1195 *
2107 * Set the middle face and break out, since there is nothing 1196 * Set the middle face and break out, since there is nothing
2108 * more to fill in. We don't check visiblity here, since 1197 * more to fill in. We don't check visiblity here, since
2109 * 1198 *
2110 */ 1199 */
2111 if (tmp->face != top) 1200 if (tmp != top)
2112 { 1201 {
2113 middle = tmp->face;
2114 middle_obj = tmp; 1202 middle = tmp;
2115 break; 1203 break;
2116 } 1204 }
2117 } 1205 }
2118 } 1206 }
2119 } 1207 }
1208
2120 if (middle == floor) 1209 if (middle == floor)
2121 middle = blank_face; 1210 middle = 0;
1211
2122 if (top == middle) 1212 if (top == middle)
2123 middle = blank_face; 1213 middle = 0;
2124 SET_MAP_FACE (m, x, y, top, 0);
2125 if (top != blank_face)
2126 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2127 else
2128 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2129 SET_MAP_FACE (m, x, y, middle, 1);
2130 if (middle != blank_face)
2131 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2132 else
2133 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2134 SET_MAP_FACE (m, x, y, floor, 2);
2135 if (floor != blank_face)
2136 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2137 else
2138 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2139 SET_MAP_LIGHT (m, x, y, light);
2140}
2141 1214
2142 1215#if 0
2143void 1216 faces_obj [0] = top;
2144set_map_reset_time (maptile *map) 1217 faces_obj [1] = middle;
2145{ 1218 faces_obj [2] = floor;
2146 int timeout; 1219#endif
2147
2148 timeout = MAP_RESET_TIMEOUT (map);
2149 if (timeout <= 0)
2150 timeout = MAP_DEFAULTRESET;
2151 if (timeout >= MAP_MAXRESET)
2152 timeout = MAP_MAXRESET;
2153 MAP_WHEN_RESET (map) = seconds () + timeout;
2154} 1220}
2155 1221
1222uint64
1223mapspace::volume () const
1224{
1225 uint64 vol = 0;
1226
1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228 vol += op->volume ();
1229
1230 return vol;
1231}
1232
2156/* this updates the orig_map->tile_map[tile_num] value after loading 1233/* this updates the orig_map->tile_map[tile_num] value after finding
2157 * the map. It also takes care of linking back the freshly loaded 1234 * the map. It also takes care of linking back the freshly found
2158 * maps tile_map values if it tiles back to this one. It returns 1235 * maps tile_map values if it tiles back to this one. It returns
2159 * the value of orig_map->tile_map[tile_num]. It really only does this 1236 * the value of orig_map->tile_map[tile_num].
2160 * so that it is easier for calling functions to verify success.
2161 */ 1237 */
2162
2163static maptile * 1238static inline maptile *
2164load_and_link_tiled_map (maptile *orig_map, int tile_num) 1239find_and_link (maptile *orig_map, int tile_num)
2165{ 1240{
1241 maptile *mp = orig_map->tile_map [tile_num];
1242
1243 if (!mp)
1244 {
1245 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1246
1247 if (!mp)
1248 {
1249 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1250 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1251 &orig_map->tile_path[tile_num], &orig_map->path);
1252 mp = new maptile (1, 1);
1253 mp->alloc ();
1254 mp->in_memory = MAP_IN_MEMORY;
1255 }
1256 }
1257
2166 int dest_tile = (tile_num + 2) % 4; 1258 int dest_tile = (tile_num + 2) % 4;
2167 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2168 1259
2169 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1260 orig_map->tile_map [tile_num] = mp;
2170 1261
2171 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1262 // optimisation: back-link map to origin map if euclidean
2172 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)) 1263 //TODO: non-euclidean maps MUST GO
1264 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
2173 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1265 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2174 1266
2175 return orig_map->tile_map[tile_num]; 1267 return mp;
1268}
1269
1270static inline void
1271load_and_link (maptile *orig_map, int tile_num)
1272{
1273 find_and_link (orig_map, tile_num)->load_sync ();
2176} 1274}
2177 1275
2178/* this returns TRUE if the coordinates (x,y) are out of 1276/* this returns TRUE if the coordinates (x,y) are out of
2179 * map m. This function also takes into account any 1277 * map m. This function also takes into account any
2180 * tiling considerations, loading adjacant maps as needed. 1278 * tiling considerations, loading adjacant maps as needed.
2181 * This is the function should always be used when it 1279 * This is the function should always be used when it
2182 * necessary to check for valid coordinates. 1280 * necessary to check for valid coordinates.
2183 * This function will recursively call itself for the 1281 * This function will recursively call itself for the
2184 * tiled maps. 1282 * tiled maps.
2185 *
2186 *
2187 */ 1283 */
2188int 1284int
2189out_of_map (maptile *m, int x, int y) 1285out_of_map (maptile *m, int x, int y)
2190{ 1286{
2191
2192 /* If we get passed a null map, this is obviously the 1287 /* If we get passed a null map, this is obviously the
2193 * case. This generally shouldn't happen, but if the 1288 * case. This generally shouldn't happen, but if the
2194 * map loads fail below, it could happen. 1289 * map loads fail below, it could happen.
2195 */ 1290 */
2196 if (!m) 1291 if (!m)
2198 1293
2199 if (x < 0) 1294 if (x < 0)
2200 { 1295 {
2201 if (!m->tile_path[3]) 1296 if (!m->tile_path[3])
2202 return 1; 1297 return 1;
1298
2203 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1299 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2204 { 1300 find_and_link (m, 3);
2205 load_and_link_tiled_map (m, 3); 1301
2206 }
2207 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1302 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2208 } 1303 }
2209 if (x >= MAP_WIDTH (m)) 1304
1305 if (x >= m->width)
2210 { 1306 {
2211 if (!m->tile_path[1]) 1307 if (!m->tile_path[1])
2212 return 1; 1308 return 1;
1309
2213 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1310 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2214 { 1311 find_and_link (m, 1);
2215 load_and_link_tiled_map (m, 1); 1312
2216 }
2217 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1313 return out_of_map (m->tile_map[1], x - m->width, y);
2218 } 1314 }
1315
2219 if (y < 0) 1316 if (y < 0)
2220 { 1317 {
2221 if (!m->tile_path[0]) 1318 if (!m->tile_path[0])
2222 return 1; 1319 return 1;
1320
2223 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1321 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2224 { 1322 find_and_link (m, 0);
2225 load_and_link_tiled_map (m, 0); 1323
2226 }
2227 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1324 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2228 } 1325 }
2229 if (y >= MAP_HEIGHT (m)) 1326
1327 if (y >= m->height)
2230 { 1328 {
2231 if (!m->tile_path[2]) 1329 if (!m->tile_path[2])
2232 return 1; 1330 return 1;
1331
2233 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1332 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2234 { 1333 find_and_link (m, 2);
2235 load_and_link_tiled_map (m, 2); 1334
2236 }
2237 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1335 return out_of_map (m->tile_map[2], x, y - m->height);
2238 } 1336 }
2239 1337
2240 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
2241 * map. 1339 * map.
2242 */ 1340 */
2245 1343
2246/* This is basically the same as out_of_map above, but 1344/* This is basically the same as out_of_map above, but
2247 * instead we return NULL if no map is valid (coordinates 1345 * instead we return NULL if no map is valid (coordinates
2248 * out of bounds and no tiled map), otherwise it returns 1346 * out of bounds and no tiled map), otherwise it returns
2249 * the map as that the coordinates are really on, and 1347 * the map as that the coordinates are really on, and
2250 * updates x and y to be the localized coordinates. 1348 * updates x and y to be the localised coordinates.
2251 * Using this is more efficient of calling out_of_map 1349 * Using this is more efficient of calling out_of_map
2252 * and then figuring out what the real map is 1350 * and then figuring out what the real map is
2253 */ 1351 */
2254maptile * 1352maptile *
2255get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1353maptile::xy_find (sint16 &x, sint16 &y)
2256{ 1354{
2257
2258 if (*x < 0) 1355 if (x < 0)
2259 { 1356 {
2260 if (!m->tile_path[3]) 1357 if (!tile_path[3])
2261 return NULL; 1358 return 0;
2262 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2263 load_and_link_tiled_map (m, 3);
2264 1359
2265 *x += MAP_WIDTH (m->tile_map[3]); 1360 find_and_link (this, 3);
2266 return (get_map_from_coord (m->tile_map[3], x, y)); 1361 x += tile_map[3]->width;
2267 } 1362 return tile_map[3]->xy_find (x, y);
2268 if (*x >= MAP_WIDTH (m))
2269 { 1363 }
1364
1365 if (x >= width)
1366 {
2270 if (!m->tile_path[1]) 1367 if (!tile_path[1])
2271 return NULL; 1368 return 0;
2272 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2273 load_and_link_tiled_map (m, 1);
2274 1369
2275 *x -= MAP_WIDTH (m); 1370 find_and_link (this, 1);
2276 return (get_map_from_coord (m->tile_map[1], x, y)); 1371 x -= width;
1372 return tile_map[1]->xy_find (x, y);
2277 } 1373 }
1374
2278 if (*y < 0) 1375 if (y < 0)
2279 { 1376 {
2280 if (!m->tile_path[0]) 1377 if (!tile_path[0])
2281 return NULL; 1378 return 0;
2282 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2283 load_and_link_tiled_map (m, 0);
2284 1379
2285 *y += MAP_HEIGHT (m->tile_map[0]); 1380 find_and_link (this, 0);
2286 return (get_map_from_coord (m->tile_map[0], x, y)); 1381 y += tile_map[0]->height;
2287 } 1382 return tile_map[0]->xy_find (x, y);
2288 if (*y >= MAP_HEIGHT (m))
2289 { 1383 }
1384
1385 if (y >= height)
1386 {
2290 if (!m->tile_path[2]) 1387 if (!tile_path[2])
2291 return NULL; 1388 return 0;
2292 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2293 load_and_link_tiled_map (m, 2);
2294 1389
2295 *y -= MAP_HEIGHT (m); 1390 find_and_link (this, 2);
2296 return (get_map_from_coord (m->tile_map[2], x, y)); 1391 y -= height;
1392 return tile_map[2]->xy_find (x, y);
2297 } 1393 }
2298 1394
2299 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
2300 * map. 1396 * map.
2301 */ 1397 */
2302
2303 return m; 1398 return this;
2304} 1399}
2305 1400
2306/** 1401/**
2307 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
2308 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
2309 */ 1404 */
2310static int 1405int
2311adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2312{ 1407{
2313 if (!map1 || !map2) 1408 if (!map1 || !map2)
2314 return 0; 1409 return 0;
2315 1410
1411 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!)
2316 if (map1 == map2) 1413 if (map1 == map2)
2317 { 1414 {
2318 *dx = 0; 1415 *dx = 0;
2319 *dy = 0; 1416 *dy = 0;
2320
2321 } 1417 }
2322 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_map[0] == map2)
2323 { /* up */ 1419 { /* up */
2324 *dx = 0; 1420 *dx = 0;
2325 *dy = -MAP_HEIGHT (map2); 1421 *dy = -map2->height;
2326 } 1422 }
2327 else if (map1->tile_map[1] == map2) 1423 else if (map1->tile_map[1] == map2)
2328 { /* right */ 1424 { /* right */
2329 *dx = MAP_WIDTH (map1); 1425 *dx = map1->width;
2330 *dy = 0; 1426 *dy = 0;
2331 } 1427 }
2332 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_map[2] == map2)
2333 { /* down */ 1429 { /* down */
2334 *dx = 0; 1430 *dx = 0;
2335 *dy = MAP_HEIGHT (map1); 1431 *dy = map1->height;
2336 } 1432 }
2337 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_map[3] == map2)
2338 { /* left */ 1434 { /* left */
2339 *dx = -MAP_WIDTH (map2); 1435 *dx = -map2->width;
2340 *dy = 0; 1436 *dy = 0;
2341
2342 } 1437 }
2343 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2344 { /* up right */ 1439 { /* up right */
2345 *dx = MAP_WIDTH (map1->tile_map[0]); 1440 *dx = map1->tile_map[0]->width;
2346 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1441 *dy = -map1->tile_map[0]->height;
2347 } 1442 }
2348 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1443 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2349 { /* up left */ 1444 { /* up left */
2350 *dx = -MAP_WIDTH (map2); 1445 *dx = -map2->width;
2351 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1446 *dy = -map1->tile_map[0]->height;
2352 } 1447 }
2353 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1448 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2354 { /* right up */ 1449 { /* right up */
2355 *dx = MAP_WIDTH (map1); 1450 *dx = map1->width;
2356 *dy = -MAP_HEIGHT (map2); 1451 *dy = -map2->height;
2357 } 1452 }
2358 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1453 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2359 { /* right down */ 1454 { /* right down */
2360 *dx = MAP_WIDTH (map1); 1455 *dx = map1->width;
2361 *dy = MAP_HEIGHT (map1->tile_map[1]); 1456 *dy = map1->tile_map[1]->height;
2362 } 1457 }
2363 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1458 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2364 { /* down right */ 1459 { /* down right */
2365 *dx = MAP_WIDTH (map1->tile_map[2]); 1460 *dx = map1->tile_map[2]->width;
2366 *dy = MAP_HEIGHT (map1); 1461 *dy = map1->height;
2367 } 1462 }
2368 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1463 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2369 { /* down left */ 1464 { /* down left */
2370 *dx = -MAP_WIDTH (map2); 1465 *dx = -map2->width;
2371 *dy = MAP_HEIGHT (map1); 1466 *dy = map1->height;
2372 } 1467 }
2373 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1468 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2374 { /* left up */ 1469 { /* left up */
2375 *dx = -MAP_WIDTH (map1->tile_map[3]); 1470 *dx = -map1->tile_map[3]->width;
2376 *dy = -MAP_HEIGHT (map2); 1471 *dy = -map2->height;
2377 } 1472 }
2378 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2379 { /* left down */ 1474 { /* left down */
2380 *dx = -MAP_WIDTH (map1->tile_map[3]); 1475 *dx = -map1->tile_map[3]->width;
2381 *dy = MAP_HEIGHT (map1->tile_map[3]); 1476 *dy = map1->tile_map[3]->height;
2382
2383 } 1477 }
2384 else 1478 else
2385 { /* not "adjacent" enough */
2386 return 0; 1479 return 0;
2387 }
2388 1480
2389 return 1; 1481 return 1;
1482}
1483
1484maptile *
1485maptile::xy_load (sint16 &x, sint16 &y)
1486{
1487 maptile *map = xy_find (x, y);
1488
1489 if (map)
1490 map->load_sync ();
1491
1492 return map;
1493}
1494
1495maptile *
1496get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1497{
1498 return m->xy_load (*x, *y);
2390} 1499}
2391 1500
2392/* From map.c 1501/* From map.c
2393 * This is used by get_player to determine where the other 1502 * This is used by get_player to determine where the other
2394 * creature is. get_rangevector takes into account map tiling, 1503 * creature is. get_rangevector takes into account map tiling,
2395 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
2396 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
2397 * can be negativbe. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
2398 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
2399 * monster that is closest. 1508 * monster that is closest.
2400 * 1509 *
2401 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
2402 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
2407 * be unexpected 1516 * be unexpected
2408 * 1517 *
2409 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
2410 * closest body part of 'op1' 1519 * closest body part of 'op1'
2411 */ 1520 */
2412
2413void 1521void
2414get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2415{ 1523{
2416 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2417 { 1525 {
2418 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
2419 retval->distance = 100000; 1527 retval->distance = 10000;
2420 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
2421 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
2422 retval->direction = 0; 1530 retval->direction = 0;
2423 retval->part = 0; 1531 retval->part = 0;
2424 } 1532 }
2425 else 1533 else
2426 { 1534 {
2431 1539
2432 best = op1; 1540 best = op1;
2433 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
2434 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 0x1) && op1->more)
2435 { 1543 {
2436 object *tmp;
2437 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2438 1545
2439 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
2440 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
2441 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
2442 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
2443 * below works. 1550 * below works.
2444 */ 1551 */
2445 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2446 { 1553 {
2447 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2448 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2449 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
2450 { 1557 {
2451 best_distance = tmpi; 1558 best_distance = tmpi;
2452 best = tmp; 1559 best = tmp;
2453 } 1560 }
2454 } 1561 }
1562
2455 if (best != op1) 1563 if (best != op1)
2456 { 1564 {
2457 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
2458 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
2459 } 1567 }
2460 } 1568 }
1569
2461 retval->part = best; 1570 retval->part = best;
2462 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2463 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2464 } 1573 }
2465} 1574}
2466 1575
2467/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
2472 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
2473 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
2474 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
2475 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
2476 */ 1585 */
2477
2478void 1586void
2479get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1587get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2480{ 1588{
2481 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2482 { 1590 {
2483 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
2484 retval->distance = 100000; 1592 retval->distance = 100000;
2491 { 1599 {
2492 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
2493 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
2494 1602
2495 retval->part = NULL; 1603 retval->part = NULL;
2496 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1604 retval->distance = idistance (retval->distance_x, retval->distance_y);
2497 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2498 } 1606 }
2499} 1607}
2500 1608
2501/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
2502 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
2503 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1611 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2504 * to op1, this will still return false. 1612 * to op1, this will still return false.
2505 * Note we only look one map out to keep the processing simple 1613 * Note we only look one map out to keep the processing simple
2506 * and efficient. This could probably be a macro. 1614 * and efficient. This could probably be a macro.
2507 * MSW 2001-08-05 1615 * MSW 2001-08-05
2508 */ 1616 */
2511{ 1619{
2512 int dx, dy; 1620 int dx, dy;
2513 1621
2514 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
2515} 1623}
1624
1625object *
1626maptile::insert (object *op, int x, int y, object *originator, int flags)
1627{
1628 if (!op->flag [FLAG_REMOVED])
1629 op->remove ();
1630
1631 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1632}
1633
1634region *
1635maptile::region (int x, int y) const
1636{
1637 if (regions
1638 && regionmap
1639 && !OUT_OF_REAL_MAP (this, x, y))
1640 if (struct region *reg = regionmap [regions [y * width + x]])
1641 return reg;
1642
1643 if (default_region)
1644 return default_region;
1645
1646 return ::region::default_region ();
1647}
1648
1649/* picks a random object from a style map.
1650 * Redone by MSW so it should be faster and not use static
1651 * variables to generate tables.
1652 */
1653object *
1654maptile::pick_random_object () const
1655{
1656 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me.
1661 */
1662 for (int i = 1000; --i;)
1663 {
1664 object *pick = at (rndm (width), rndm (height)).bot;
1665
1666 // do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick)
1668 return pick->head_ ();
1669 }
1670
1671 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked");
1673}
1674
1675/**
1676 * Maximum distance a player may hear a sound from.
1677 * This is only used for new client/server sound. If the sound source
1678 * on the map is farther away than this, we don't sent it to the client.
1679 */
1680#define MAX_SOUND_DISTANCE 10
1681
1682void
1683maptile::play_sound (faceidx sound, int x, int y) const
1684{
1685 if (!sound)
1686 return;
1687
1688 for_all_players (pl)
1689 if (pl->ob->map == this)
1690 if (client *ns = pl->ns)
1691 {
1692 int dx = x - pl->ob->x;
1693 int dy = y - pl->ob->y;
1694
1695 int distance = idistance (dx, dy);
1696
1697 if (distance <= MAX_SOUND_DISTANCE)
1698 ns->play_sound (sound, dx, dy);
1699 }
1700}
1701

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