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Comparing deliantra/server/common/map.C (file contents):
Revision 1.45 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.115 by root, Wed Aug 1 01:53:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 31#include "path.h"
32
33/*
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37
38maptile *
39has_been_loaded (const char *name)
40{
41 maptile *map;
42
43 if (!name || !*name)
44 return 0;
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48 return (map);
49}
50
51/*
52 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname
56 */
57
58const char *
59create_pathname (const char *name)
60{
61 static char buf[MAX_BUF];
62
63 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64 * someplace else in the code? msw 2-17-97
65 */
66 if (*name == '/')
67 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68 else
69 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf);
71}
72
73/*
74 * same as create_pathname, but for the overlay maps.
75 */
76
77const char *
78create_overlay_pathname (const char *name)
79{
80 static char buf[MAX_BUF];
81
82 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83 * someplace else in the code? msw 2-17-97
84 */
85 if (*name == '/')
86 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87 else
88 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89 return (buf);
90}
91
92/*
93 * same as create_pathname, but for the template maps.
94 */
95
96const char *
97create_template_pathname (const char *name)
98{
99 static char buf[MAX_BUF];
100
101 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102 * someplace else in the code? msw 2-17-97
103 */
104 if (*name == '/')
105 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106 else
107 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108 return (buf);
109}
110
111/*
112 * This makes absolute path to the itemfile where unique objects
113 * will be saved. Converts '/' to '@'. I think it's essier maintain
114 * files than full directory structure, but if this is problem it can
115 * be changed.
116 */
117static const char *
118create_items_path (const char *s)
119{
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t = buf + strlen (buf); *s; s++, t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int
155check_path (const char *name, int prepend_dir)
156{
157 char buf[MAX_BUF];
158
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0;
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname (name));
165 else
166 strcpy (buf, name);
167
168 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through
171 * all the names.
172 */
173 endbuf = buf + strlen (buf);
174
175 if (stat (buf, &statbuf))
176 return -1;
177 if (!S_ISREG (statbuf.st_mode))
178 return (-1);
179
180 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182 mode |= 4;
183
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2;
187
188 return (mode);
189}
190
191/*
192 * Prints out debug-information about a map.
193 * Dumping these at llevError doesn't seem right, but is
194 * necessary to make sure the information is in fact logged.
195 */
196
197void
198dump_map (const maptile *m)
199{
200 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
202
203 if (m->msg != NULL)
204 LOG (llevError, "Message:\n%s", m->msg);
205
206 if (m->maplore != NULL)
207 LOG (llevError, "Lore:\n%s", m->maplore);
208
209 if (m->tmpname != NULL)
210 LOG (llevError, "Tmpname: %s\n", m->tmpname);
211
212 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213 LOG (llevError, "Darkness: %d\n", m->darkness);
214}
215
216/*
217 * Prints out debug-information about all maps.
218 * This basically just goes through all the maps and calls
219 * dump_map on each one.
220 */
221
222void
223dump_all_maps (void)
224{
225 maptile *m;
226
227 for (m = first_map; m != NULL; m = m->next)
228 {
229 dump_map (m);
230 }
231}
232 32
233/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
234 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
235 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
236 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
239 * 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
240 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
241 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
242 */ 42 */
243int 43int
244get_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)
245{ 45{
246 sint16 newx, newy; 46 sint16 newx = x;
247 int retval = 0; 47 sint16 newy = y;
248 maptile *mp;
249 48
250 if (out_of_map (oldmap, x, y)) 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50
51 if (!mp)
251 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
252 newx = x;
253 newy = y;
254 mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap)
256 retval |= P_NEW_MAP;
257 if (newmap)
258 *newmap = mp;
259 if (nx)
260 *nx = newx;
261 if (ny)
262 *ny = newy;
263 53
264 retval |= mp->spaces[newx + mp->width * newy].flags; 54 if (newmap) *newmap = mp;
55 if (nx) *nx = newx;
56 if (ny) *ny = newy;
265 57
266 return retval; 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
267} 59}
268 60
269/* 61/*
270 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
294 } 86 }
295 87
296 /* 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
297 * directly. 89 * directly.
298 */ 90 */
299 mflags = m->spaces[sx + m->width * sy].flags; 91 mflags = m->at (sx, sy).flags ();
300 92
301 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
302 94
303 /* If space is currently not blocked by anything, no need to 95 /* If space is currently not blocked by anything, no need to
304 * go further. Not true for players - all sorts of special 96 * go further. Not true for players - all sorts of special
315 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
316 */ 108 */
317 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
318 return 0; 110 return 0;
319 111
320 if (ob->head != NULL)
321 ob = ob->head; 112 ob = ob->head_ ();
322 113
323 /* 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
324 * 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
325 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
326 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
356 else 147 else
357 { 148 {
358 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
359 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
360 * movement, can't move here. 151 * movement, can't move here.
361 * 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
362 * hidden dm 153 * hidden dm
363 */ 154 */
364 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
365 return 1; 156 return 1;
366 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
367 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))
368 return 1; 163 return 1;
369 } 164 }
370 165
371 } 166 }
372 return 0; 167 return 0;
373} 168}
374
375 169
376/* 170/*
377 * 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.
378 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
379 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
405 archetype *tmp; 199 archetype *tmp;
406 int flag; 200 int flag;
407 maptile *m1; 201 maptile *m1;
408 sint16 sx, sy; 202 sint16 sx, sy;
409 203
410 if (ob == NULL) 204 if (!ob)
411 { 205 {
412 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
413 if (flag & P_OUT_OF_MAP) 207 if (flag & P_OUT_OF_MAP)
414 return P_OUT_OF_MAP; 208 return P_OUT_OF_MAP;
415 209
416 /* 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 */
417 return (GET_MAP_MOVE_BLOCK (m1, sx, sy)); 211 return m1->at (sx, sy).move_block;
418 } 212 }
419 213
420 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
421 { 215 {
422 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);
423 217
424 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
425 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
426 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
427 return P_IS_ALIVE; 221 return P_IS_ALIVE;
428 222
223 mapspace &ms = m1->at (sx, sy);
224
429 /* find_first_free_spot() calls this function. However, often 225 /* find_first_free_spot() calls this function. However, often
430 * 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)
431 * 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.
432 */ 228 */
433 229
434 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)
435 continue; 231 continue;
436 232
437 /* 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
438 * head of the object should correspond for the entire object. 234 * head of the object should correspond for the entire object.
439 */ 235 */
440 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
441 return P_NO_PASS; 237 return P_NO_PASS;
442 } 238 }
443 239
444 return 0; 240 return 0;
445} 241}
448 * 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
449 * and insert them properly. 245 * and insert them properly.
450 * The object 'container' is the object that contains the inventory. 246 * The object 'container' is the object that contains the inventory.
451 * This is needed so that we can update the containers weight. 247 * This is needed so that we can update the containers weight.
452 */ 248 */
453
454void 249void
455fix_container (object *container) 250fix_container (object *container)
456{ 251{
457 object *tmp = container->inv, *next; 252 object *tmp = container->inv, *next;
458 253
459 container->inv = NULL; 254 container->inv = 0;
460 while (tmp != NULL) 255 while (tmp)
461 { 256 {
462 next = tmp->below; 257 next = tmp->below;
463 if (tmp->inv) 258 if (tmp->inv)
464 fix_container (tmp); 259 fix_container (tmp);
260
465 (void) insert_ob_in_ob (tmp, container); 261 insert_ob_in_ob (tmp, container);
466 tmp = next; 262 tmp = next;
467 } 263 }
264
468 /* 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
469 * carrying. 266 * carrying.
470 */ 267 */
471 sum_weight (container); 268 sum_weight (container);
472} 269}
473 270
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
474/* 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
475 * 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
476 * 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
477 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
478 * the more sections and not re-add sections for them.
479 */ 286 */
480 287void
481static void 288maptile::link_multipart_objects ()
482link_multipart_objects (maptile *m)
483{ 289{
484 int x, y; 290 if (!spaces)
485 object *tmp, *op, *last, *above; 291 return;
486 archetype *at;
487 292
488 for (x = 0; x < MAP_WIDTH (m); x++) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
489 for (y = 0; y < MAP_HEIGHT (m); y++) 294 {
490 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 295 object *op = ms->bot;
296 while (op)
491 { 297 {
492 above = tmp->above;
493
494 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
495 if (tmp->head || tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
496 continue;
497
498 /* If there is nothing more to this object, this for loop
499 * won't do anything.
500 */
501 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
502 { 300 {
503 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
504 303
505 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
506 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
507 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
508 op->head = tmp; 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
509 op->map = m; 308
510 last->more = op; 309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
511 op->name = tmp->name; 310 // so we have to reset the iteration through the mapspace
512 op->title = tmp->title;
513 /* we could link all the parts onto tmp, and then just
514 * call insert_ob_in_map once, but the effect is the same,
515 * as insert_ob_in_map will call itself with each part, and
516 * the coding is simpler to just to it here with each part.
517 */ 311 }
518 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 312 else
519 } /* for at = tmp->arch->more */ 313 op = op->above;
520 } /* for objects on this space */ 314 }
315 }
521} 316}
522 317
523/* 318/*
524 * 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
525 * file pointer. 320 * file pointer.
526 * mapflags is the same as we get with load_original_map
527 */ 321 */
528void 322bool
529load_objects (maptile *m, object_thawer & fp, int mapflags) 323maptile::_load_objects (object_thawer &f)
530{ 324{
531 int i, j; 325 for (;;)
532 int unique;
533 object *op, *prev = NULL, *last_more = NULL, *otmp;
534
535 op = object::create ();
536 op->map = m; /* To handle buttons correctly */
537
538 while ((i = load_object (fp, op, mapflags)))
539 { 326 {
540 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
541 * got an invalid object. Don't do anything with it - the game 328
542 * or editor will not be able to do anything with it either. 329 switch (f.kw)
543 */
544 if (op->arch == NULL)
545 { 330 {
546 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
547 continue; 332 if (object *op = object::read (f, this))
548 }
549
550
551 switch (i)
552 {
553 case LL_NORMAL:
554 /* if we are loading an overlay, put the floors on the bottom */
555 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557 else 333 {
334 if (op->inv)
335 sum_weight (op);
336
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
559 339
560 if (op->inv) 340 continue;
561 sum_weight (op);
562 341
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE: 342 case KW_EOF:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
568 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
569 break; 348 break;
570 } 349 }
571 350
572 if (mapflags & MAP_STYLE) 351 f.next ();
573 remove_from_active_list (op);
574
575 op = object::create ();
576 op->map = m;
577 }
578
579 for (i = 0; i < m->width; i++)
580 { 352 }
581 for (j = 0; j < m->height; j++) 353
354 return true;
355}
356
357void
358maptile::activate ()
359{
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 {
392 int unique = 0;
393 for (object *op = spaces [i].bot; op; op = op->above)
582 { 394 {
395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
583 unique = 0; 396 unique = 1;
584 /* check for unique items, or unique squares */ 397
585 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 398 if (!op->can_map_save ())
399 continue;
400
401 if (unique || op->flag [FLAG_UNIQUE])
586 { 402 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 403 if (flags & IO_UNIQUES)
588 unique = 1; 404 op->write (f);
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 } 405 }
406 else if (flags & IO_OBJECTS)
407 op->write (f);
593 } 408 }
594 } 409 }
595 410
596 op->destroy (); 411 coroapi::cede_to_tick ();
597 link_multipart_objects (m);
598}
599 412
600/* This saves all the objects on the map in a non destructive fashion. 413 return true;
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 414}
602 * and we only save the head of multi part objects - this is needed
603 * in order to do map tiling properly.
604 */
605void
606save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
607{
608 int i, j = 0, unique = 0;
609 object *op;
610 415
611 /* first pass - save one-part objects */ 416bool
612 for (i = 0; i < MAP_WIDTH (m); i++) 417maptile::_load_objects (const char *path, bool skip_header)
613 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 (;;)
614 { 428 {
615 unique = 0; 429 keyword kw = f.kw;
616 for (op = GET_MAP_OB (m, i, j); op; op = op->above) 430 f.skip ();
617 { 431 if (kw == KW_end)
618 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 432 break;
619 unique = 1;
620
621 if (op->type == PLAYER)
622 continue;
623
624 if (op->head || op->owner)
625 continue;
626
627 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
628 save_object (fp2, op, 3);
629 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
630 save_object (fp, op, 3);
631 }
632 } 433 }
434
435 return _load_objects (f);
436}
437
438bool
439maptile::_save_objects (const char *path, int flags)
440{
441 object_freezer freezer;
442
443 if (!_save_objects (freezer, flags))
444 return false;
445
446 return freezer.save (path);
633} 447}
634 448
635maptile::maptile () 449maptile::maptile ()
636{ 450{
637 in_memory = MAP_SWAPPED; 451 in_memory = MAP_SWAPPED;
452
638 /* 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
639 * map archetype. Mimic that behaviour. 454 * map archetype. Mimic that behaviour.
640 */ 455 */
641 MAP_WIDTH (this) = 16; 456 width = 16;
642 MAP_HEIGHT (this) = 16; 457 height = 16;
643 MAP_RESET_TIMEOUT (this) = 0; 458 timeout = 300;
644 MAP_TIMEOUT (this) = 300; 459 max_nrof = 1000; // 1000 items of anything
645 MAP_ENTER_X (this) = 0; 460 max_volume = 2000000; // 2m³
646 MAP_ENTER_Y (this) = 0;
647 /*set part to -1 indicating conversion to weather map not yet done */
648 MAP_WORLDPARTX (this) = -1;
649 MAP_WORLDPARTY (this) = -1;
650} 461}
651 462
652/* 463maptile::maptile (int w, int h)
653 * Allocates, initialises, and returns a pointer to a maptile.
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657maptile *
658get_linked_map (void)
659{ 464{
660 maptile *mp, *map = new maptile; 465 in_memory = MAP_SWAPPED;
661 466
662 for (mp = first_map; mp && mp->next; mp = mp->next); 467 width = w;
468 height = h;
469 reset_timeout = 0;
470 timeout = 300;
471 enter_x = 0;
472 enter_y = 0;
663 473
664 if (mp == NULL) 474 alloc ();
665 first_map = map;
666 else
667 mp->next = map;
668
669 return map;
670} 475}
671 476
672/* 477/*
673 * Allocates the arrays contained in a maptile. 478 * Allocates the arrays contained in a maptile.
674 * This basically allocates the dynamic array of spaces for the 479 * This basically allocates the dynamic array of spaces for the
675 * map. 480 * map.
676 */ 481 */
677void 482void
678maptile::allocate () 483maptile::alloc ()
679{ 484{
680 in_memory = MAP_IN_MEMORY;
681
682 /* Log this condition and free the storage. We could I suppose
683 * realloc, but if the caller is presuming the data will be intact,
684 * that is their poor assumption.
685 */
686 if (spaces) 485 if (spaces)
687 {
688 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
689 free (spaces);
690 }
691
692 spaces = (mapspace *)
693 calloc (1, width * height * sizeof (mapspace));
694
695 if (!spaces)
696 fatal (OUT_OF_MEMORY);
697}
698
699/* Create and returns a map of the specific size. Used
700 * in random map code and the editor.
701 */
702maptile *
703get_empty_map (int sizex, int sizey)
704{
705 maptile *m = get_linked_map ();
706
707 m->width = sizex;
708 m->height = sizey;
709 m->in_memory = MAP_SWAPPED;
710 m->allocate ();
711
712 return m; 486 return;
487
488 spaces = salloc0<mapspace> (size ());
713} 489}
714 490
715/* 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
716 * 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
717 * at a later date. 493 * at a later date.
718 * Called by parse_map_headers below. 494 * Called by parse_map_headers below.
719 */ 495 */
720
721static shopitems * 496static shopitems *
722parse_shop_string (const char *input_string) 497parse_shop_string (const char *input_string)
723{ 498{
724 char *shop_string, *p, *q, *next_semicolon, *next_colon; 499 char *shop_string, *p, *q, *next_semicolon, *next_colon;
725 shopitems *items = NULL; 500 shopitems *items = NULL;
734 p = strchr (p, ';'); 509 p = strchr (p, ';');
735 number_of_entries++; 510 number_of_entries++;
736 if (p) 511 if (p)
737 p++; 512 p++;
738 } 513 }
514
739 p = shop_string; 515 p = shop_string;
740 strip_endline (p); 516 strip_endline (p);
741 items = new shopitems[number_of_entries + 1]; 517 items = new shopitems[number_of_entries + 1];
742 for (i = 0; i < number_of_entries; i++) 518 for (i = 0; i < number_of_entries; i++)
743 { 519 {
744 if (!p) 520 if (!p)
745 { 521 {
746 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");
747 break; 523 break;
748 } 524 }
525
749 next_semicolon = strchr (p, ';'); 526 next_semicolon = strchr (p, ';');
750 next_colon = strchr (p, ':'); 527 next_colon = strchr (p, ':');
751 /* 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. */
752 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 529 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753 items[i].strength = atoi (strchr (p, ':') + 1); 530 items[i].strength = atoi (strchr (p, ':') + 1);
780 * 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
781 */ 558 */
782 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);
783 } 560 }
784 } 561 }
562
785 items[i].index = number_of_entries; 563 items[i].index = number_of_entries;
786 if (next_semicolon) 564 if (next_semicolon)
787 p = ++next_semicolon; 565 p = ++next_semicolon;
788 else 566 else
789 p = NULL; 567 p = NULL;
790 } 568 }
569
791 free (shop_string); 570 free (shop_string);
792 return items; 571 return items;
793} 572}
794 573
795/* 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
804 for (i = 0; i < m->shopitems[0].index; i++) 583 for (i = 0; i < m->shopitems[0].index; i++)
805 { 584 {
806 if (m->shopitems[i].typenum) 585 if (m->shopitems[i].typenum)
807 { 586 {
808 if (m->shopitems[i].strength) 587 if (m->shopitems[i].strength)
809 {
810 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);
811 }
812 else 589 else
813 sprintf (tmp, "%s;", m->shopitems[i].name); 590 sprintf (tmp, "%s;", m->shopitems[i].name);
814 } 591 }
815 else 592 else
816 { 593 {
817 if (m->shopitems[i].strength) 594 if (m->shopitems[i].strength)
818 {
819 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 595 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
820 }
821 else 596 else
822 sprintf (tmp, "*"); 597 sprintf (tmp, "*");
823 } 598 }
599
824 strcat (output_string, tmp); 600 strcat (output_string, tmp);
825 } 601 }
826} 602}
827 603
828/* This loads the header information of the map. The header 604/* This loads the header information of the map. The header
833 * 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
834 * sense. 610 * sense.
835 * 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
836 * 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.
837 * MSW 2001-07-01 613 * MSW 2001-07-01
838 * return 0 on success, 1 on failure.
839 */ 614 */
840 615bool
841static int 616maptile::_load_header (object_thawer &thawer)
842load_map_header (object_thawer & fp, maptile *m)
843{ 617{
844 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 618 for (;;)
845 int msgpos = 0;
846 int maplorepos = 0;
847
848 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 { 619 {
850 buf[HUGE_BUF - 1] = 0; 620 thawer.next ();
851 key = buf;
852 621
853 while (isspace (*key)) 622 switch (thawer.kw)
854 key++;
855
856 if (*key == 0)
857 continue; /* empty line */
858
859 value = strchr (key, ' ');
860
861 if (!value)
862 { 623 {
863 if ((end = strchr (key, '\n'))) 624 case KW_msg:
864 *end = 0; 625 thawer.get_ml (KW_endmsg, msg);
626 break;
627
628 case KW_lore: // CF+ extension
629 thawer.get_ml (KW_endlore, maplore);
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;
865 } 696 }
866 else
867 {
868 *value = 0;
869 value++;
870 end = strchr (value, '\n');
871
872 while (isspace (*value))
873 {
874 value++;
875
876 if (*value == '\0' || value == end)
877 {
878 /* Nothing but spaces. */
879 value = NULL;
880 break;
881 }
882 }
883 }
884
885 if (!end)
886 {
887 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
888 return 1;
889 }
890
891 /* key is the field name, value is what it should be set
892 * to. We've already done the work to null terminate key,
893 * and strip off any leading spaces for both of these.
894 * We have not touched the newline at the end of the line -
895 * these are needed for some values. the end pointer
896 * points to the first of the newlines.
897 * value could be NULL! It would be easy enough to just point
898 * this to "" to prevent cores, but that would let more errors slide
899 * through.
900 *
901 * First check for entries that do not use the value parameter, then
902 * validate that value is given and check for the remaining entries
903 * that use the parameter.
904 */
905
906 if (!strcmp (key, "msg"))
907 {
908 while (fgets (buf, HUGE_BUF, fp) != NULL)
909 {
910 if (!strcmp (buf, "endmsg\n"))
911 break;
912 else
913 {
914 /* slightly more efficient than strcat */
915 strcpy (msgbuf + msgpos, buf);
916 msgpos += strlen (buf);
917 }
918 }
919 /* There are lots of maps that have empty messages (eg, msg/endmsg
920 * with nothing between). There is no reason in those cases to
921 * keep the empty message. Also, msgbuf contains garbage data
922 * when msgpos is zero, so copying it results in crashes
923 */
924 if (msgpos != 0)
925 m->msg = strdup (msgbuf);
926 }
927 else if (!strcmp (key, "maplore"))
928 {
929 while (fgets (buf, HUGE_BUF, fp) != NULL)
930 {
931 if (!strcmp (buf, "endmaplore\n"))
932 break;
933 else
934 {
935 /* slightly more efficient than strcat */
936 strcpy (maplorebuf + maplorepos, buf);
937 maplorepos += strlen (buf);
938 }
939 }
940 if (maplorepos != 0)
941 m->maplore = strdup (maplorebuf);
942 }
943 else if (!strcmp (key, "end"))
944 {
945 break;
946 }
947 else if (value == NULL)
948 {
949 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
950 }
951 else if (!strcmp (key, "arch"))
952 {
953 /* This is an oddity, but not something we care about much. */
954 if (strcmp (value, "map\n"))
955 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
956 }
957 else if (!strcmp (key, "name"))
958 {
959 *end = 0;
960 m->name = strdup (value);
961 }
962 /* first strcmp value on these are old names supported
963 * for compatibility reasons. The new values (second) are
964 * what really should be used.
965 */
966 else if (!strcmp (key, "oid"))
967 fp.get (m, atoi (value));
968 else if (!strcmp (key, "attach"))
969 m->attach = value;
970 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
971 m->enter_x = atoi (value);
972 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
973 m->enter_y = atoi (value);
974 else if (!strcmp (key, "x") || !strcmp (key, "width"))
975 m->width = atoi (value);
976 else if (!strcmp (key, "y") || !strcmp (key, "height"))
977 m->height = atoi (value);
978 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
979 m->reset_timeout = atoi (value);
980 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
981 m->timeout = atoi (value);
982 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
983 m->difficulty = clamp (atoi (value), 1, settings.max_level);
984 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
985 m->darkness = atoi (value);
986 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
987 m->fixed_resettime = atoi (value);
988 else if (!strcmp (key, "unique"))
989 m->unique = atoi (value);
990 else if (!strcmp (key, "template"))
991 m->templatemap = atoi (value);
992 else if (!strcmp (key, "region"))
993 m->region = get_region_by_name (value);
994 else if (!strcmp (key, "shopitems"))
995 {
996 *end = 0;
997 m->shopitems = parse_shop_string (value);
998 }
999 else if (!strcmp (key, "shopgreed"))
1000 m->shopgreed = atof (value);
1001 else if (!strcmp (key, "shopmin"))
1002 m->shopmin = atol (value);
1003 else if (!strcmp (key, "shopmax"))
1004 m->shopmax = atol (value);
1005 else if (!strcmp (key, "shoprace"))
1006 {
1007 *end = 0;
1008 m->shoprace = strdup (value);
1009 }
1010 else if (!strcmp (key, "outdoor"))
1011 m->outdoor = atoi (value);
1012 else if (!strcmp (key, "temp"))
1013 m->temp = atoi (value);
1014 else if (!strcmp (key, "pressure"))
1015 m->pressure = atoi (value);
1016 else if (!strcmp (key, "humid"))
1017 m->humid = atoi (value);
1018 else if (!strcmp (key, "windspeed"))
1019 m->windspeed = atoi (value);
1020 else if (!strcmp (key, "winddir"))
1021 m->winddir = atoi (value);
1022 else if (!strcmp (key, "sky"))
1023 m->sky = atoi (value);
1024 else if (!strcmp (key, "nosmooth"))
1025 m->nosmooth = atoi (value);
1026 else if (!strncmp (key, "tile_path_", 10))
1027 {
1028 int tile = atoi (key + 10);
1029
1030 if (tile < 1 || tile > 4)
1031 {
1032 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1033 }
1034 else
1035 {
1036 char *path;
1037
1038 *end = 0;
1039
1040 if (m->tile_path[tile - 1])
1041 {
1042 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1043 free (m->tile_path[tile - 1]);
1044 m->tile_path[tile - 1] = NULL;
1045 }
1046
1047 if (check_path (value, 1) != -1)
1048 {
1049 /* The unadorned path works. */
1050 path = value;
1051 }
1052 else
1053 {
1054 /* Try again; it could be a relative exit. */
1055
1056 path = path_combine_and_normalize (m->path, value);
1057
1058 if (check_path (path, 1) == -1)
1059 {
1060 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1061 path = NULL;
1062 }
1063 }
1064
1065 if (editor)
1066 {
1067 /* Use the value as in the file. */
1068 m->tile_path[tile - 1] = strdup (value);
1069 }
1070 else if (path != NULL)
1071 {
1072 /* Use the normalized value. */
1073 m->tile_path[tile - 1] = strdup (path);
1074 }
1075 } /* end if tile direction (in)valid */
1076 }
1077 else
1078 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1079 }
1080
1081 if (!key || strcmp (key, "end"))
1082 { 697 }
1083 LOG (llevError, "Got premature eof on map header!\n");
1084 return 1;
1085 }
1086 698
1087 return 0; 699 abort ();
1088} 700}
1089 701
1090/* 702bool
1091 * Opens the file "filename" and reads information about the map 703maptile::_load_header (const char *path)
1092 * from the given file, and stores it in a newly allocated
1093 * maptile. A pointer to this structure is returned, or NULL on failure.
1094 * flags correspond to those in map.h. Main ones used are
1095 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1096 * MAP_BLOCK, in which case we block on this load. This happens in all
1097 * cases, no matter if this flag is set or not.
1098 * MAP_STYLE: style map - don't add active objects, don't add to server
1099 * managed map list.
1100 */
1101
1102maptile *
1103load_original_map (const char *filename, int flags)
1104{ 704{
1105 maptile *m;
1106 char pathname[MAX_BUF];
1107
1108 if (flags & MAP_PLAYER_UNIQUE)
1109 strcpy (pathname, filename);
1110 else if (flags & MAP_OVERLAY)
1111 strcpy (pathname, create_overlay_pathname (filename));
1112 else
1113 strcpy (pathname, create_pathname (filename));
1114
1115 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1116
1117 object_thawer thawer (pathname); 705 object_thawer thawer (path);
1118 706
1119 if (!thawer) 707 if (!thawer)
1120 return 0; 708 return false;
1121 709
1122 m = get_linked_map (); 710 return _load_header (thawer);
1123
1124 strcpy (m->path, filename);
1125 if (load_map_header (thawer, m))
1126 {
1127 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1128 delete_map (m);
1129 return NULL;
1130 }
1131
1132 m->allocate ();
1133
1134 m->in_memory = MAP_LOADING;
1135 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1136
1137 m->in_memory = MAP_IN_MEMORY;
1138 if (!MAP_DIFFICULTY (m))
1139 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1140 set_map_reset_time (m);
1141 m->instantiate ();
1142 return (m);
1143}
1144
1145/*
1146 * Loads a map, which has been loaded earlier, from file.
1147 * Return the map object we load into (this can change from the passed
1148 * option if we can't find the original map)
1149 */
1150
1151static maptile *
1152load_temporary_map (maptile *m)
1153{
1154 char buf[MAX_BUF];
1155
1156 if (!m->tmpname)
1157 {
1158 LOG (llevError, "No temporary filename for map %s\n", m->path);
1159 strcpy (buf, m->path);
1160 delete_map (m);
1161 m = load_original_map (buf, 0);
1162 if (m == NULL)
1163 return NULL;
1164 fix_auto_apply (m); /* Chests which open as default */
1165 return m;
1166 }
1167
1168 object_thawer thawer (m->tmpname);
1169
1170 if (!thawer)
1171 {
1172 strcpy (buf, m->path);
1173 delete_map (m);
1174 m = load_original_map (buf, 0);
1175 if (!m)
1176 return NULL;
1177 fix_auto_apply (m); /* Chests which open as default */
1178 return m;
1179 }
1180
1181 if (load_map_header (thawer, m))
1182 {
1183 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1184 delete_map (m);
1185 m = load_original_map (m->path, 0);
1186 return NULL;
1187 }
1188
1189 m->allocate ();
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, 0);
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 INVOKE_MAP (SWAPIN, m);
1196 return m;
1197}
1198
1199/*
1200 * Loads a map, which has been loaded earlier, from file.
1201 * Return the map object we load into (this can change from the passed
1202 * option if we can't find the original map)
1203 */
1204
1205maptile *
1206load_overlay_map (const char *filename, maptile *m)
1207{
1208 char pathname[MAX_BUF];
1209
1210 strcpy (pathname, create_overlay_pathname (filename));
1211
1212 object_thawer thawer (pathname);
1213
1214 if (!thawer)
1215 return m;
1216
1217 if (load_map_header (thawer, m))
1218 {
1219 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1220 delete_map (m);
1221 m = load_original_map (m->path, 0);
1222 return NULL;
1223 }
1224 /*m->allocate ();*/
1225
1226 m->in_memory = MAP_LOADING;
1227 load_objects (m, thawer, MAP_OVERLAY);
1228
1229 m->in_memory = MAP_IN_MEMORY;
1230 return m;
1231} 711}
1232 712
1233/****************************************************************************** 713/******************************************************************************
1234 * This is the start of unique map handling code 714 * This is the start of unique map handling code
1235 *****************************************************************************/ 715 *****************************************************************************/
1236 716
1237/* 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. */
1238static void 718void
1239delete_unique_items (maptile *m) 719maptile::clear_unique_items ()
1240{ 720{
1241 int i, j, unique; 721 for (int i = 0; i < size (); ++i)
1242 object *op, *next; 722 {
723 int unique = 0;
724 for (object *op = spaces [i].bot; op; )
725 {
726 object *above = op->above;
1243 727
1244 for (i = 0; i < MAP_WIDTH (m); i++) 728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1245 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)
1246 { 887 {
1247 unique = 0; 888 above = op->above;
1248 889
1249 for (op = GET_MAP_OB (m, i, j); op; op = next) 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 ())
1250 { 905 {
1251 next = op->above; 906 op->stats.dam--;
1252 907 if (op->stats.dam < 0)
1253 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1254 unique = 1; 908 destroy = 1;
1255 909 }
1256 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 910 else if (op->is_armor ())
1257 { 911 {
1258 clean_object (op); 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;
1259 925
1260 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 926 if (mat & M_PAPER
1261 remove_button_link (op); 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 }
1262 939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
1263 op->destroy (); 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;
1264 } 960 }
961
962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
963 {
964 update_button (ol->ob);
965 break;
1265 } 966 }
1266 } 967 }
1267} 968}
1268
1269
1270/*
1271 * Loads unique objects from file(s) into the map which is in memory
1272 * m is the map to load unique items into.
1273 */
1274static void
1275load_unique_objects (maptile *m)
1276{
1277 int count;
1278 char firstname[MAX_BUF];
1279
1280 for (count = 0; count < 10; count++)
1281 {
1282 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1283 if (!access (firstname, R_OK))
1284 break;
1285 }
1286 /* If we get here, we did not find any map */
1287 if (count == 10)
1288 return;
1289
1290 object_thawer thawer (firstname);
1291
1292 if (!thawer)
1293 return;
1294
1295 m->in_memory = MAP_LOADING;
1296 if (m->tmpname == NULL) /* if we have loaded unique items from */
1297 delete_unique_items (m); /* original map before, don't duplicate them */
1298 load_objects (m, thawer, 0);
1299
1300 m->in_memory = MAP_IN_MEMORY;
1301}
1302
1303
1304/*
1305 * Saves a map to file. If flag is set, it is saved into the same
1306 * file it was (originally) loaded from. Otherwise a temporary
1307 * filename will be genarated, and the file will be stored there.
1308 * The temporary filename will be stored in the maptileure.
1309 * If the map is unique, we also save to the filename in the map
1310 * (this should have been updated when first loaded)
1311 */
1312
1313int
1314new_save_map (maptile *m, int flag)
1315{
1316 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1317 int i;
1318
1319 if (flag && !*m->path)
1320 {
1321 LOG (llevError, "Tried to save map without path.\n");
1322 return -1;
1323 }
1324
1325 if (flag || (m->unique) || (m->templatemap))
1326 {
1327 if (!m->unique && !m->templatemap)
1328 { /* flag is set */
1329 if (flag == 2)
1330 strcpy (filename, create_overlay_pathname (m->path));
1331 else
1332 strcpy (filename, create_pathname (m->path));
1333 }
1334 else
1335 strcpy (filename, m->path);
1336
1337 make_path_to_file (filename);
1338 }
1339 else
1340 {
1341 if (!m->tmpname)
1342 m->tmpname = tempnam (settings.tmpdir, NULL);
1343
1344 strcpy (filename, m->tmpname);
1345 }
1346
1347 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1348 m->in_memory = MAP_SAVING;
1349
1350 object_freezer freezer;
1351
1352 /* legacy */
1353 fprintf (freezer, "arch map\n");
1354 if (m->name)
1355 fprintf (freezer, "name %s\n", m->name);
1356 if (!flag)
1357 fprintf (freezer, "swap_time %d\n", m->swap_time);
1358 if (m->reset_timeout)
1359 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1360 if (m->fixed_resettime)
1361 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1362 /* we unfortunately have no idea if this is a value the creator set
1363 * or a difficulty value we generated when the map was first loaded
1364 */
1365 if (m->difficulty)
1366 fprintf (freezer, "difficulty %d\n", m->difficulty);
1367 if (m->region)
1368 fprintf (freezer, "region %s\n", m->region->name);
1369 if (m->shopitems)
1370 {
1371 print_shop_string (m, shop);
1372 fprintf (freezer, "shopitems %s\n", shop);
1373 }
1374 if (m->shopgreed)
1375 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1376 if (m->shopmin)
1377 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1378 if (m->shopmax)
1379 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1380 if (m->shoprace)
1381 fprintf (freezer, "shoprace %s\n", m->shoprace);
1382 if (m->darkness)
1383 fprintf (freezer, "darkness %d\n", m->darkness);
1384 if (m->width)
1385 fprintf (freezer, "width %d\n", m->width);
1386 if (m->height)
1387 fprintf (freezer, "height %d\n", m->height);
1388 if (m->enter_x)
1389 fprintf (freezer, "enter_x %d\n", m->enter_x);
1390 if (m->enter_y)
1391 fprintf (freezer, "enter_y %d\n", m->enter_y);
1392 if (m->msg)
1393 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1394 if (m->maplore)
1395 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1396 if (m->unique)
1397 fprintf (freezer, "unique %d\n", m->unique);
1398 if (m->templatemap)
1399 fprintf (freezer, "template %d\n", m->templatemap);
1400 if (m->outdoor)
1401 fprintf (freezer, "outdoor %d\n", m->outdoor);
1402 if (m->temp)
1403 fprintf (freezer, "temp %d\n", m->temp);
1404 if (m->pressure)
1405 fprintf (freezer, "pressure %d\n", m->pressure);
1406 if (m->humid)
1407 fprintf (freezer, "humid %d\n", m->humid);
1408 if (m->windspeed)
1409 fprintf (freezer, "windspeed %d\n", m->windspeed);
1410 if (m->winddir)
1411 fprintf (freezer, "winddir %d\n", m->winddir);
1412 if (m->sky)
1413 fprintf (freezer, "sky %d\n", m->sky);
1414 if (m->nosmooth)
1415 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1416
1417 /* Save any tiling information, except on overlays */
1418 if (flag != 2)
1419 for (i = 0; i < 4; i++)
1420 if (m->tile_path[i])
1421 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1422
1423 freezer.put (m);
1424 fprintf (freezer, "end\n");
1425
1426 /* In the game save unique items in the different file, but
1427 * in the editor save them to the normal map file.
1428 * If unique map, save files in the proper destination (set by
1429 * player)
1430 */
1431 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1432 {
1433 object_freezer unique;
1434
1435 if (flag == 2)
1436 save_objects (m, freezer, unique, 2);
1437 else
1438 save_objects (m, freezer, unique, 0);
1439
1440 sprintf (buf, "%s.v00", create_items_path (m->path));
1441
1442 unique.save (buf);
1443 }
1444 else
1445 { /* save same file when not playing, like in editor */
1446 save_objects (m, freezer, freezer, 0);
1447 }
1448
1449 freezer.save (filename);
1450
1451 return 0;
1452}
1453
1454
1455/*
1456 * Remove and free all objects in the inventory of the given object.
1457 * object.c ?
1458 */
1459
1460void
1461clean_object (object *op)
1462{
1463 object *tmp, *next;
1464
1465 for (tmp = op->inv; tmp; tmp = next)
1466 {
1467 next = tmp->below;
1468
1469 clean_object (tmp);
1470 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1471 remove_button_link (tmp);
1472
1473 tmp->destroy ();
1474 }
1475}
1476
1477/*
1478 * Remove and free all objects in the given map.
1479 */
1480
1481void
1482free_all_objects (maptile *m)
1483{
1484 int i, j;
1485 object *op;
1486
1487 for (i = 0; i < MAP_WIDTH (m); i++)
1488 for (j = 0; j < MAP_HEIGHT (m); j++)
1489 {
1490 object *previous_obj = NULL;
1491
1492 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1493 {
1494 if (op == previous_obj)
1495 {
1496 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1497 break;
1498 }
1499
1500 previous_obj = op;
1501
1502 if (op->head != NULL)
1503 op = op->head;
1504
1505 /* If the map isn't in memory, free_object will remove and
1506 * free objects in op's inventory. So let it do the job.
1507 */
1508 if (m->in_memory == MAP_IN_MEMORY)
1509 clean_object (op);
1510
1511 op->destroy ();
1512 }
1513 }
1514}
1515
1516/*
1517 * Frees everything allocated by the given maptileure.
1518 * don't free tmpname - our caller is left to do that
1519 */
1520
1521void
1522free_map (maptile *m, int flag)
1523{
1524 int i;
1525
1526 if (!m->in_memory)
1527 {
1528 LOG (llevError, "Trying to free freed map.\n");
1529 return;
1530 }
1531
1532 // TODO: use new/delete
1533#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1534
1535 if (flag && m->spaces)
1536 free_all_objects (m);
1537 if (m->name)
1538 FREE_AND_CLEAR (m->name);
1539 if (m->spaces)
1540 FREE_AND_CLEAR (m->spaces);
1541 if (m->msg)
1542 FREE_AND_CLEAR (m->msg);
1543 if (m->maplore)
1544 FREE_AND_CLEAR (m->maplore);
1545
1546 delete [] m->shopitems;
1547 m->shopitems = 0;
1548
1549 if (m->shoprace)
1550 FREE_AND_CLEAR (m->shoprace);
1551
1552 if (m->buttons)
1553 free_objectlinkpt (m->buttons);
1554
1555 m->buttons = NULL;
1556
1557 for (i = 0; i < 4; i++)
1558 {
1559 if (m->tile_path[i])
1560 FREE_AND_CLEAR (m->tile_path[i]);
1561 m->tile_map[i] = NULL;
1562 }
1563
1564 m->in_memory = MAP_SWAPPED;
1565
1566#undef FREE_AND_CLEAR
1567
1568}
1569
1570/*
1571 * function: vanish maptile
1572 * m : pointer to maptile, if NULL no action
1573 * this deletes all the data on the map (freeing pointers)
1574 * and then removes this map from the global linked list of maps.
1575 */
1576
1577void
1578delete_map (maptile *m)
1579{
1580 maptile *tmp, *last;
1581 int i;
1582
1583 if (!m)
1584 return;
1585
1586 m->clear ();
1587
1588 if (m->in_memory == MAP_IN_MEMORY)
1589 {
1590 /* change to MAP_SAVING, even though we are not,
1591 * so that remove_ob doesn't do as much work.
1592 */
1593 m->in_memory = MAP_SAVING;
1594 free_map (m, 1);
1595 }
1596 /* move this out of free_map, since tmpname can still be needed if
1597 * the map is swapped out.
1598 */
1599 if (m->tmpname)
1600 {
1601 free (m->tmpname);
1602 m->tmpname = NULL;
1603 }
1604 last = NULL;
1605 /* We need to look through all the maps and see if any maps
1606 * are pointing at this one for tiling information. Since
1607 * tiling can be assymetric, we just can not look to see which
1608 * maps this map tiles with and clears those.
1609 */
1610 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1611 {
1612 if (tmp->next == m)
1613 last = tmp;
1614
1615 /* This should hopefully get unrolled on a decent compiler */
1616 for (i = 0; i < 4; i++)
1617 if (tmp->tile_map[i] == m)
1618 tmp->tile_map[i] = NULL;
1619 }
1620
1621 /* If last is null, then this should be the first map in the list */
1622 if (!last)
1623 {
1624 if (m == first_map)
1625 first_map = m->next;
1626 else
1627 /* m->path is a static char, so should hopefully still have
1628 * some useful data in it.
1629 */
1630 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1631 }
1632 else
1633 last->next = m->next;
1634
1635 delete m;
1636}
1637
1638/*
1639 * Makes sure the given map is loaded and swapped in.
1640 * name is path name of the map.
1641 * flags meaning:
1642 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1643 * and don't do unique items or the like.
1644 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1645 * dont do any more name translation on it.
1646 *
1647 * Returns a pointer to the given map.
1648 */
1649maptile *
1650ready_map_name (const char *name, int flags)
1651{
1652 maptile *m;
1653
1654 if (!name)
1655 return (NULL);
1656
1657 /* Have we been at this level before? */
1658 m = has_been_loaded (name);
1659
1660 /* Map is good to go, so just return it */
1661 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1662 {
1663 return m;
1664 }
1665
1666 /* unique maps always get loaded from their original location, and never
1667 * a temp location. Likewise, if map_flush is set, or we have never loaded
1668 * this map, load it now. I removed the reset checking from here -
1669 * it seems the probability of a player trying to enter a map that should
1670 * reset but hasn't yet is quite low, and removing that makes this function
1671 * a bit cleaner (and players probably shouldn't rely on exact timing for
1672 * resets in any case - if they really care, they should use the 'maps command.
1673 */
1674 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1675 {
1676
1677 /* first visit or time to reset */
1678 if (m)
1679 {
1680 clean_tmp_map (m); /* Doesn't make much difference */
1681 delete_map (m);
1682 }
1683
1684 /* create and load a map */
1685 if (flags & MAP_PLAYER_UNIQUE)
1686 LOG (llevDebug, "Trying to load map %s.\n", name);
1687 else
1688 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1689
1690 //eval_pv ("$x = Event::time", 1);//D
1691 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1692 return (NULL);
1693 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1694
1695 fix_auto_apply (m); /* Chests which open as default */
1696
1697 /* If a player unique map, no extra unique object file to load.
1698 * if from the editor, likewise.
1699 */
1700 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1701 load_unique_objects (m);
1702
1703 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1704 {
1705 m = load_overlay_map (name, m);
1706 if (m == NULL)
1707 return NULL;
1708 }
1709
1710 if (flags & MAP_PLAYER_UNIQUE)
1711 INVOKE_MAP (SWAPIN, m);
1712
1713 }
1714 else
1715 {
1716 /* If in this loop, we found a temporary map, so load it up. */
1717
1718 m = load_temporary_map (m);
1719 if (m == NULL)
1720 return NULL;
1721 load_unique_objects (m);
1722
1723 clean_tmp_map (m);
1724 m->in_memory = MAP_IN_MEMORY;
1725 /* tempnam() on sun systems (probably others) uses malloc
1726 * to allocated space for the string. Free it here.
1727 * In some cases, load_temporary_map above won't find the
1728 * temporary map, and so has reloaded a new map. If that
1729 * is the case, tmpname is now null
1730 */
1731 if (m->tmpname)
1732 free (m->tmpname);
1733 m->tmpname = NULL;
1734 /* It's going to be saved anew anyway */
1735 }
1736
1737 /* Below here is stuff common to both first time loaded maps and
1738 * temp maps.
1739 */
1740
1741 decay_objects (m); /* start the decay */
1742 /* In case other objects press some buttons down */
1743 update_buttons (m);
1744 if (m->outdoor)
1745 set_darkness_map (m);
1746 /* run the weather over this map */
1747 weather_effect (name);
1748 return m;
1749}
1750
1751 969
1752/* 970/*
1753 * 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.
1754 * difficulty does not have a lot to do with character level, 972 * difficulty does not have a lot to do with character level,
1755 * 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.
1757 * 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
1758 * 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
1759 * have a difficulty set than using this function - human calculation 977 * have a difficulty set than using this function - human calculation
1760 * is much better than this functions guesswork. 978 * is much better than this functions guesswork.
1761 */ 979 */
1762
1763int 980int
1764calculate_difficulty (maptile *m) 981maptile::estimate_difficulty () const
1765{ 982{
1766 object *op;
1767 archetype *at;
1768 int x, y, i;
1769 long monster_cnt = 0; 983 long monster_cnt = 0;
1770 double avgexp = 0; 984 double avgexp = 0;
1771 sint64 total_exp = 0; 985 sint64 total_exp = 0;
1772 986
1773 if (MAP_DIFFICULTY (m)) 987 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1774 { 988 for (object *op = ms->bot; op; op = op->above)
1775 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1776 return MAP_DIFFICULTY (m);
1777 }
1778
1779 for (x = 0; x < MAP_WIDTH (m); x++)
1780 for (y = 0; y < MAP_HEIGHT (m); y++)
1781 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1782 { 989 {
1783 if (QUERY_FLAG (op, FLAG_MONSTER)) 990 if (QUERY_FLAG (op, FLAG_MONSTER))
1784 { 991 {
1785 total_exp += op->stats.exp; 992 total_exp += op->stats.exp;
1786 monster_cnt++; 993 monster_cnt++;
1787 } 994 }
1788 995
1789 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1790 { 997 {
1791 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
999
1792 at = type_to_archetype (GENERATE_TYPE (op)); 1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1793
1794 if (at != NULL)
1795 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1796 1002
1797 monster_cnt++; 1003 monster_cnt++;
1798 } 1004 }
1799 } 1005 }
1800 1006
1801 avgexp = (double) total_exp / monster_cnt; 1007 avgexp = (double) total_exp / monster_cnt;
1802 1008
1803 for (i = 1; i <= settings.max_level; i++) 1009 for (int i = 1; i <= settings.max_level; i++)
1804 {
1805 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))
1806 {
1807 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1808 return i; 1011 return i;
1809 }
1810 }
1811 1012
1812 return 1; 1013 return 1;
1813}
1814
1815void
1816clean_tmp_map (maptile *m)
1817{
1818 if (m->tmpname == NULL)
1819 return;
1820 INVOKE_MAP (CLEAN, m);
1821 (void) unlink (m->tmpname);
1822}
1823
1824void
1825free_all_maps (void)
1826{
1827 int real_maps = 0;
1828
1829 while (first_map)
1830 {
1831 /* I think some of the callers above before it gets here set this to be
1832 * saving, but we still want to free this data
1833 */
1834 if (first_map->in_memory == MAP_SAVING)
1835 first_map->in_memory = MAP_IN_MEMORY;
1836 delete_map (first_map);
1837 real_maps++;
1838 }
1839 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1840} 1014}
1841 1015
1842/* change_map_light() - used to change map light level (darkness) 1016/* change_map_light() - used to change map light level (darkness)
1843 * up or down. Returns true if successful. It should now be 1017 * up or down. Returns true if successful. It should now be
1844 * possible to change a value by more than 1. 1018 * possible to change a value by more than 1.
1845 * 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
1846 * to maps than los. 1020 * to maps than los.
1847 * postive values make it darker, negative make it brighter 1021 * postive values make it darker, negative make it brighter
1848 */ 1022 */
1849
1850int 1023int
1851change_map_light (maptile *m, int change) 1024maptile::change_map_light (int change)
1852{ 1025{
1853 int new_level = m->darkness + change; 1026 int new_level = darkness + change;
1854 1027
1855 /* Nothing to do */ 1028 /* Nothing to do */
1856 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))
1857 {
1858 return 0; 1030 return 0;
1859 }
1860 1031
1861 /* inform all players on the map */ 1032 /* inform all players on the map */
1862 if (change > 0) 1033 if (change > 0)
1863 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1864 else 1035 else
1865 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1866 1037
1867 /* Do extra checking. since m->darkness is a unsigned value, 1038 /* Do extra checking. since darkness is a unsigned value,
1868 * we need to be extra careful about negative values. 1039 * we need to be extra careful about negative values.
1869 * In general, the checks below are only needed if change 1040 * In general, the checks below are only needed if change
1870 * is not +/-1 1041 * is not +/-1
1871 */ 1042 */
1872 if (new_level < 0) 1043 if (new_level < 0)
1873 m->darkness = 0; 1044 darkness = 0;
1874 else if (new_level >= MAX_DARKNESS) 1045 else if (new_level >= MAX_DARKNESS)
1875 m->darkness = MAX_DARKNESS; 1046 darkness = MAX_DARKNESS;
1876 else 1047 else
1877 m->darkness = new_level; 1048 darkness = new_level;
1878 1049
1879 /* All clients need to get re-updated for the change */ 1050 /* All clients need to get re-updated for the change */
1880 update_all_map_los (m); 1051 update_all_map_los (this);
1881 return 1; 1052 return 1;
1882} 1053}
1883 1054
1884/* 1055/*
1885 * This function updates various attributes about a specific space 1056 * This function updates various attributes about a specific space
1886 * on the map (what it looks like, whether it blocks magic, 1057 * on the map (what it looks like, whether it blocks magic,
1887 * has a living creatures, prevents people from passing 1058 * has a living creatures, prevents people from passing
1888 * through, etc) 1059 * through, etc)
1889 */ 1060 */
1890void 1061void
1891update_position (maptile *m, int x, int y) 1062mapspace::update_ ()
1892{ 1063{
1893 object *tmp, *last = 0; 1064 object *tmp, *last = 0;
1894 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1065 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1895 New_Face *top, *floor, *middle;
1896 object *top_obj, *floor_obj, *middle_obj;
1897 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;
1898 1067
1899 oldflags = GET_MAP_FLAGS (m, x, y); 1068 //object *middle = 0;
1900 if (!(oldflags & P_NEED_UPDATE)) 1069 //object *top = 0;
1901 { 1070 //object *floor = 0;
1902 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
1903 return; 1072 object *&top = faces_obj[0] = 0;
1904 } 1073 object *&middle = faces_obj[1] = 0;
1074 object *&floor = faces_obj[2] = 0;
1905 1075
1906 middle = blank_face;
1907 top = blank_face;
1908 floor = blank_face;
1909
1910 middle_obj = 0;
1911 top_obj = 0;
1912 floor_obj = 0;
1913
1914 for (tmp = GET_MAP_OB (m, x, y); tmp; last = tmp, tmp = tmp->above) 1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1915 { 1077 {
1916 /* This could be made additive I guess (two lights better than 1078 /* This could be made additive I guess (two lights better than
1917 * 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
1918 * light bulbs do not illuminate twice as far as once since 1080 * light bulbs do not illuminate twice as far as once since
1919 * it is a dissapation factor that is cubed. 1081 * it is a dissapation factor that is cubed.
1930 * Always put the player down for drawing. 1092 * Always put the player down for drawing.
1931 */ 1093 */
1932 if (!tmp->invisible) 1094 if (!tmp->invisible)
1933 { 1095 {
1934 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1935 {
1936 top = tmp->face;
1937 top_obj = tmp; 1097 top = tmp;
1938 }
1939 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1940 { 1099 {
1941 /* 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,
1942 * so should not be visible, so we clear them. 1101 * so should not be visible, so we clear them.
1943 */ 1102 */
1944 middle = blank_face; 1103 middle = 0;
1945 top = blank_face; 1104 top = 0;
1946 floor = tmp->face;
1947 floor_obj = tmp; 1105 floor = tmp;
1948 } 1106 }
1949 /* Flag anywhere have high priority */ 1107 /* Flag anywhere have high priority */
1950 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1951 { 1109 {
1952 middle = tmp->face;
1953
1954 middle_obj = tmp; 1110 middle = tmp;
1955 anywhere = 1; 1111 anywhere = 1;
1956 } 1112 }
1957 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1958 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1959 * top 1115 * top
1960 */ 1116 */
1961 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1962 {
1963 middle = tmp->face;
1964 middle_obj = tmp; 1118 middle = tmp;
1965 }
1966 } 1119 }
1967 1120
1968 if (tmp == tmp->above) 1121 if (tmp == tmp->above)
1969 { 1122 {
1970 LOG (llevError, "Error in structure of map\n"); 1123 LOG (llevError, "Error in structure of map\n");
1983 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1984 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1985 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1986 } 1139 }
1987 1140
1988 /* we don't want to rely on this function to have accurate flags, but 1141 this->light = light;
1989 * since we're already doing the work, we calculate them here.
1990 * if they don't match, logic is broken someplace.
1991 */
1992 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
1993 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1994 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
1995
1996 mapspace &s = m->at (x, y);
1997
1998 s.flags = flags; 1142 this->flags_ = flags;
1999 s.move_block = move_block & ~move_allow; 1143 this->move_block = move_block & ~move_allow;
2000 s.move_on = move_on; 1144 this->move_on = move_on;
2001 s.move_off = move_off; 1145 this->move_off = move_off;
2002 s.move_slow = move_slow; 1146 this->move_slow = move_slow;
2003 1147
2004 /* 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),
2005 * 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
2006 * this point. 1150 * this point.
2007 * middle contains the highest visibility face. 1151 * middle contains the highest visibility face.
2014 * middle face. This should not happen, as we already have the 1158 * middle face. This should not happen, as we already have the
2015 * else statement above so middle should not get set. OTOH, it 1159 * else statement above so middle should not get set. OTOH, it
2016 * 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.
2017 */ 1161 */
2018 if (top == middle) 1162 if (top == middle)
2019 middle = blank_face; 1163 middle = 0;
2020 1164
2021 /* There are three posibilities at this point: 1165 /* There are three posibilities at this point:
2022 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
2023 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
2024 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
2029 /* 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 */
2030 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2031 break; 1175 break;
2032 1176
2033 /* If two top faces are already set, quit processing */ 1177 /* If two top faces are already set, quit processing */
2034 if ((top != blank_face) && (middle != blank_face)) 1178 if (top && middle)
2035 break; 1179 break;
2036 1180
2037 /* Only show visible faces, unless its the editor - show all */ 1181 /* Only show visible faces */
2038 if (!tmp->invisible || editor) 1182 if (!tmp->invisible)
2039 { 1183 {
2040 /* Fill in top if needed */ 1184 /* Fill in top if needed */
2041 if (top == blank_face) 1185 if (!top)
2042 { 1186 {
2043 top = tmp->face;
2044 top_obj = tmp; 1187 top = tmp;
2045 if (top == middle) 1188 if (top == middle)
2046 middle = blank_face; 1189 middle = 0;
2047 } 1190 }
2048 else 1191 else
2049 { 1192 {
2050 /* top is already set - we should only get here if 1193 /* top is already set - we should only get here if
2051 * middle is not set 1194 * middle is not set
2052 * 1195 *
2053 * Set the middle face and break out, since there is nothing 1196 * Set the middle face and break out, since there is nothing
2054 * more to fill in. We don't check visiblity here, since 1197 * more to fill in. We don't check visiblity here, since
2055 * 1198 *
2056 */ 1199 */
2057 if (tmp->face != top) 1200 if (tmp != top)
2058 { 1201 {
2059 middle = tmp->face;
2060 middle_obj = tmp; 1202 middle = tmp;
2061 break; 1203 break;
2062 } 1204 }
2063 } 1205 }
2064 } 1206 }
2065 } 1207 }
2066 1208
2067 if (middle == floor) 1209 if (middle == floor)
2068 middle = blank_face; 1210 middle = 0;
2069 1211
2070 if (top == middle) 1212 if (top == middle)
2071 middle = blank_face; 1213 middle = 0;
2072 1214
2073 SET_MAP_FACE (m, x, y, top, 0); 1215#if 0
2074 if (top != blank_face) 1216 faces_obj [0] = top;
2075 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0); 1217 faces_obj [1] = middle;
2076 else 1218 faces_obj [2] = floor;
2077 SET_MAP_FACE_OBJ (m, x, y, NULL, 0); 1219#endif
2078
2079 SET_MAP_FACE (m, x, y, middle, 1);
2080 if (middle != blank_face)
2081 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2082 else
2083 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2084
2085 SET_MAP_FACE (m, x, y, floor, 2);
2086 if (floor != blank_face)
2087 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2088 else
2089 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2090
2091 SET_MAP_LIGHT (m, x, y, light);
2092} 1220}
2093 1221
2094 1222uint64
2095void 1223mapspace::volume () const
2096set_map_reset_time (maptile *map)
2097{ 1224{
2098 int timeout; 1225 uint64 vol = 0;
2099 1226
2100 timeout = MAP_RESET_TIMEOUT (map); 1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
2101 if (timeout <= 0) 1228 vol += op->volume ();
2102 timeout = MAP_DEFAULTRESET;
2103 if (timeout >= MAP_MAXRESET)
2104 timeout = MAP_MAXRESET;
2105 MAP_WHEN_RESET (map) = time (0) + timeout;
2106}
2107 1229
1230 return vol;
1231}
1232
2108/* 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
2109 * 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
2110 * 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
2111 * the value of orig_map->tile_map[tile_num]. It really only does this 1236 * the value of orig_map->tile_map[tile_num].
2112 * so that it is easier for calling functions to verify success.
2113 */ 1237 */
2114
2115static maptile * 1238static inline maptile *
2116load_and_link_tiled_map (maptile *orig_map, int tile_num) 1239find_and_link (maptile *orig_map, int tile_num)
2117{ 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
2118 int dest_tile = (tile_num + 2) % 4; 1258 int dest_tile = (tile_num + 2) % 4;
2119 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2120 1259
2121 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1260 orig_map->tile_map [tile_num] = mp;
2122 1261
2123 /* 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
2124 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)
2125 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;
2126 1266
2127 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 ();
2128} 1274}
2129 1275
2130/* this returns TRUE if the coordinates (x,y) are out of 1276/* this returns TRUE if the coordinates (x,y) are out of
2131 * map m. This function also takes into account any 1277 * map m. This function also takes into account any
2132 * tiling considerations, loading adjacant maps as needed. 1278 * tiling considerations, loading adjacant maps as needed.
2133 * This is the function should always be used when it 1279 * This is the function should always be used when it
2134 * necessary to check for valid coordinates. 1280 * necessary to check for valid coordinates.
2135 * This function will recursively call itself for the 1281 * This function will recursively call itself for the
2136 * tiled maps. 1282 * tiled maps.
2137 *
2138 *
2139 */ 1283 */
2140int 1284int
2141out_of_map (maptile *m, int x, int y) 1285out_of_map (maptile *m, int x, int y)
2142{ 1286{
2143
2144 /* If we get passed a null map, this is obviously the 1287 /* If we get passed a null map, this is obviously the
2145 * case. This generally shouldn't happen, but if the 1288 * case. This generally shouldn't happen, but if the
2146 * map loads fail below, it could happen. 1289 * map loads fail below, it could happen.
2147 */ 1290 */
2148 if (!m) 1291 if (!m)
2150 1293
2151 if (x < 0) 1294 if (x < 0)
2152 { 1295 {
2153 if (!m->tile_path[3]) 1296 if (!m->tile_path[3])
2154 return 1; 1297 return 1;
1298
2155 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)
2156 { 1300 find_and_link (m, 3);
2157 load_and_link_tiled_map (m, 3); 1301
2158 }
2159 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);
2160 } 1303 }
2161 if (x >= MAP_WIDTH (m)) 1304
1305 if (x >= m->width)
2162 { 1306 {
2163 if (!m->tile_path[1]) 1307 if (!m->tile_path[1])
2164 return 1; 1308 return 1;
1309
2165 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)
2166 { 1311 find_and_link (m, 1);
2167 load_and_link_tiled_map (m, 1); 1312
2168 }
2169 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);
2170 } 1314 }
1315
2171 if (y < 0) 1316 if (y < 0)
2172 { 1317 {
2173 if (!m->tile_path[0]) 1318 if (!m->tile_path[0])
2174 return 1; 1319 return 1;
1320
2175 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)
2176 { 1322 find_and_link (m, 0);
2177 load_and_link_tiled_map (m, 0); 1323
2178 }
2179 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);
2180 } 1325 }
2181 if (y >= MAP_HEIGHT (m)) 1326
1327 if (y >= m->height)
2182 { 1328 {
2183 if (!m->tile_path[2]) 1329 if (!m->tile_path[2])
2184 return 1; 1330 return 1;
1331
2185 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)
2186 { 1333 find_and_link (m, 2);
2187 load_and_link_tiled_map (m, 2); 1334
2188 }
2189 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);
2190 } 1336 }
2191 1337
2192 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
2193 * map. 1339 * map.
2194 */ 1340 */
2197 1343
2198/* This is basically the same as out_of_map above, but 1344/* This is basically the same as out_of_map above, but
2199 * instead we return NULL if no map is valid (coordinates 1345 * instead we return NULL if no map is valid (coordinates
2200 * out of bounds and no tiled map), otherwise it returns 1346 * out of bounds and no tiled map), otherwise it returns
2201 * the map as that the coordinates are really on, and 1347 * the map as that the coordinates are really on, and
2202 * updates x and y to be the localized coordinates. 1348 * updates x and y to be the localised coordinates.
2203 * Using this is more efficient of calling out_of_map 1349 * Using this is more efficient of calling out_of_map
2204 * and then figuring out what the real map is 1350 * and then figuring out what the real map is
2205 */ 1351 */
2206maptile * 1352maptile *
2207get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1353maptile::xy_find (sint16 &x, sint16 &y)
2208{ 1354{
2209
2210 if (*x < 0) 1355 if (x < 0)
2211 { 1356 {
2212 if (!m->tile_path[3]) 1357 if (!tile_path[3])
2213 return NULL; 1358 return 0;
2214 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2215 load_and_link_tiled_map (m, 3);
2216 1359
2217 *x += MAP_WIDTH (m->tile_map[3]); 1360 find_and_link (this, 3);
2218 return (get_map_from_coord (m->tile_map[3], x, y)); 1361 x += tile_map[3]->width;
2219 } 1362 return tile_map[3]->xy_find (x, y);
2220 if (*x >= MAP_WIDTH (m))
2221 { 1363 }
1364
1365 if (x >= width)
1366 {
2222 if (!m->tile_path[1]) 1367 if (!tile_path[1])
2223 return NULL; 1368 return 0;
2224 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2225 load_and_link_tiled_map (m, 1);
2226 1369
2227 *x -= MAP_WIDTH (m); 1370 find_and_link (this, 1);
2228 return (get_map_from_coord (m->tile_map[1], x, y)); 1371 x -= width;
1372 return tile_map[1]->xy_find (x, y);
2229 } 1373 }
1374
2230 if (*y < 0) 1375 if (y < 0)
2231 { 1376 {
2232 if (!m->tile_path[0]) 1377 if (!tile_path[0])
2233 return NULL; 1378 return 0;
2234 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2235 load_and_link_tiled_map (m, 0);
2236 1379
2237 *y += MAP_HEIGHT (m->tile_map[0]); 1380 find_and_link (this, 0);
2238 return (get_map_from_coord (m->tile_map[0], x, y)); 1381 y += tile_map[0]->height;
2239 } 1382 return tile_map[0]->xy_find (x, y);
2240 if (*y >= MAP_HEIGHT (m))
2241 { 1383 }
1384
1385 if (y >= height)
1386 {
2242 if (!m->tile_path[2]) 1387 if (!tile_path[2])
2243 return NULL; 1388 return 0;
2244 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2245 load_and_link_tiled_map (m, 2);
2246 1389
2247 *y -= MAP_HEIGHT (m); 1390 find_and_link (this, 2);
2248 return (get_map_from_coord (m->tile_map[2], x, y)); 1391 y -= height;
1392 return tile_map[2]->xy_find (x, y);
2249 } 1393 }
2250 1394
2251 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
2252 * map. 1396 * map.
2253 */ 1397 */
2254
2255 return m; 1398 return this;
2256} 1399}
2257 1400
2258/** 1401/**
2259 * 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
2260 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
2261 */ 1404 */
2262static int 1405int
2263adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2264{ 1407{
2265 if (!map1 || !map2) 1408 if (!map1 || !map2)
2266 return 0; 1409 return 0;
2267 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!)
2268 if (map1 == map2) 1413 if (map1 == map2)
2269 { 1414 {
2270 *dx = 0; 1415 *dx = 0;
2271 *dy = 0; 1416 *dy = 0;
2272
2273 } 1417 }
2274 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_map[0] == map2)
2275 { /* up */ 1419 { /* up */
2276 *dx = 0; 1420 *dx = 0;
2277 *dy = -MAP_HEIGHT (map2); 1421 *dy = -map2->height;
2278 } 1422 }
2279 else if (map1->tile_map[1] == map2) 1423 else if (map1->tile_map[1] == map2)
2280 { /* right */ 1424 { /* right */
2281 *dx = MAP_WIDTH (map1); 1425 *dx = map1->width;
2282 *dy = 0; 1426 *dy = 0;
2283 } 1427 }
2284 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_map[2] == map2)
2285 { /* down */ 1429 { /* down */
2286 *dx = 0; 1430 *dx = 0;
2287 *dy = MAP_HEIGHT (map1); 1431 *dy = map1->height;
2288 } 1432 }
2289 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_map[3] == map2)
2290 { /* left */ 1434 { /* left */
2291 *dx = -MAP_WIDTH (map2); 1435 *dx = -map2->width;
2292 *dy = 0; 1436 *dy = 0;
2293
2294 } 1437 }
2295 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)
2296 { /* up right */ 1439 { /* up right */
2297 *dx = MAP_WIDTH (map1->tile_map[0]); 1440 *dx = map1->tile_map[0]->width;
2298 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1441 *dy = -map1->tile_map[0]->height;
2299 } 1442 }
2300 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)
2301 { /* up left */ 1444 { /* up left */
2302 *dx = -MAP_WIDTH (map2); 1445 *dx = -map2->width;
2303 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1446 *dy = -map1->tile_map[0]->height;
2304 } 1447 }
2305 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)
2306 { /* right up */ 1449 { /* right up */
2307 *dx = MAP_WIDTH (map1); 1450 *dx = map1->width;
2308 *dy = -MAP_HEIGHT (map2); 1451 *dy = -map2->height;
2309 } 1452 }
2310 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)
2311 { /* right down */ 1454 { /* right down */
2312 *dx = MAP_WIDTH (map1); 1455 *dx = map1->width;
2313 *dy = MAP_HEIGHT (map1->tile_map[1]); 1456 *dy = map1->tile_map[1]->height;
2314 } 1457 }
2315 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)
2316 { /* down right */ 1459 { /* down right */
2317 *dx = MAP_WIDTH (map1->tile_map[2]); 1460 *dx = map1->tile_map[2]->width;
2318 *dy = MAP_HEIGHT (map1); 1461 *dy = map1->height;
2319 } 1462 }
2320 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)
2321 { /* down left */ 1464 { /* down left */
2322 *dx = -MAP_WIDTH (map2); 1465 *dx = -map2->width;
2323 *dy = MAP_HEIGHT (map1); 1466 *dy = map1->height;
2324 } 1467 }
2325 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)
2326 { /* left up */ 1469 { /* left up */
2327 *dx = -MAP_WIDTH (map1->tile_map[3]); 1470 *dx = -map1->tile_map[3]->width;
2328 *dy = -MAP_HEIGHT (map2); 1471 *dy = -map2->height;
2329 } 1472 }
2330 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)
2331 { /* left down */ 1474 { /* left down */
2332 *dx = -MAP_WIDTH (map1->tile_map[3]); 1475 *dx = -map1->tile_map[3]->width;
2333 *dy = MAP_HEIGHT (map1->tile_map[3]); 1476 *dy = map1->tile_map[3]->height;
2334
2335 } 1477 }
2336 else 1478 else
2337 { /* not "adjacent" enough */
2338 return 0; 1479 return 0;
2339 }
2340 1480
2341 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);
2342} 1499}
2343 1500
2344/* From map.c 1501/* From map.c
2345 * This is used by get_player to determine where the other 1502 * This is used by get_player to determine where the other
2346 * creature is. get_rangevector takes into account map tiling, 1503 * creature is. get_rangevector takes into account map tiling,
2347 * 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
2348 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
2349 * can be negativbe. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
2350 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
2351 * monster that is closest. 1508 * monster that is closest.
2352 * 1509 *
2353 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
2354 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
2359 * be unexpected 1516 * be unexpected
2360 * 1517 *
2361 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
2362 * closest body part of 'op1' 1519 * closest body part of 'op1'
2363 */ 1520 */
2364
2365void 1521void
2366get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2367{ 1523{
2368 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))
2369 { 1525 {
2370 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
2371 retval->distance = 100000; 1527 retval->distance = 10000;
2372 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
2373 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
2374 retval->direction = 0; 1530 retval->direction = 0;
2375 retval->part = 0; 1531 retval->part = 0;
2376 } 1532 }
2377 else 1533 else
2378 { 1534 {
2383 1539
2384 best = op1; 1540 best = op1;
2385 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
2386 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 0x1) && op1->more)
2387 { 1543 {
2388 object *tmp;
2389 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;
2390 1545
2391 /* 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
2392 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
2393 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
2394 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
2395 * below works. 1550 * below works.
2396 */ 1551 */
2397 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2398 { 1553 {
2399 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) +
2400 (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);
2401 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
2402 { 1557 {
2403 best_distance = tmpi; 1558 best_distance = tmpi;
2404 best = tmp; 1559 best = tmp;
2405 } 1560 }
2406 } 1561 }
1562
2407 if (best != op1) 1563 if (best != op1)
2408 { 1564 {
2409 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
2410 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
2411 } 1567 }
2412 } 1568 }
1569
2413 retval->part = best; 1570 retval->part = best;
2414 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));
2415 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2416 } 1573 }
2417} 1574}
2418 1575
2419/* 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
2424 * 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
2425 * 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
2426 * 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
2427 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
2428 */ 1585 */
2429
2430void 1586void
2431get_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)
2432{ 1588{
2433 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))
2434 { 1590 {
2435 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
2436 retval->distance = 100000; 1592 retval->distance = 100000;
2443 { 1599 {
2444 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
2445 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
2446 1602
2447 retval->part = NULL; 1603 retval->part = NULL;
2448 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);
2449 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2450 } 1606 }
2451} 1607}
2452 1608
2453/* 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
2454 * (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
2455 * 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
2456 * to op1, this will still return false. 1612 * to op1, this will still return false.
2457 * 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
2458 * and efficient. This could probably be a macro. 1614 * and efficient. This could probably be a macro.
2459 * MSW 2001-08-05 1615 * MSW 2001-08-05
2460 */ 1616 */
2463{ 1619{
2464 int dx, dy; 1620 int dx, dy;
2465 1621
2466 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
2467} 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
1675void
1676maptile::play_sound (faceidx sound, int x, int y) const
1677{
1678 if (!sound)
1679 return;
1680
1681 for_all_players (pl)
1682 if (pl->ob->map == this)
1683 if (client *ns = pl->ns)
1684 {
1685 int dx = x - pl->ob->x;
1686 int dy = y - pl->ob->y;
1687
1688 int distance = idistance (dx, dy);
1689
1690 if (distance <= MAX_SOUND_DISTANCE)
1691 ns->play_sound (sound, dx, dy);
1692 }
1693}
1694

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