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Comparing deliantra/server/common/map.C (file contents):
Revision 1.53 by root, Wed Dec 27 09:28:01 2006 UTC vs.
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
33/* 31sint8 maptile::outdoor_darkness;
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37maptile *
38has_been_loaded (const char *name)
39{
40 if (!name || !*name)
41 return 0;
42
43 for_all_maps (map)
44 if (!strcmp (name, map->path))
45 return map;
46
47 return 0;
48}
49
50/*
51 * This makes a path absolute outside the world of Crossfire.
52 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
53 * and returns the pointer to a static array containing the result.
54 * it really should be called create_mapname
55 */
56
57const char *
58create_pathname (const char *name)
59{
60 static char buf[MAX_BUF];
61
62 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
63 * someplace else in the code? msw 2-17-97
64 */
65 if (*name == '/')
66 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
67 else
68 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
69 return (buf);
70}
71
72/*
73 * same as create_pathname, but for the overlay maps.
74 */
75
76const char *
77create_overlay_pathname (const char *name)
78{
79 static char buf[MAX_BUF];
80
81 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
82 * someplace else in the code? msw 2-17-97
83 */
84 if (*name == '/')
85 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
86 else
87 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
88 return (buf);
89}
90
91/*
92 * same as create_pathname, but for the template maps.
93 */
94
95const char *
96create_template_pathname (const char *name)
97{
98 static char buf[MAX_BUF];
99
100 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
101 * someplace else in the code? msw 2-17-97
102 */
103 if (*name == '/')
104 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
105 else
106 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
107 return (buf);
108}
109
110/*
111 * This makes absolute path to the itemfile where unique objects
112 * will be saved. Converts '/' to '@'. I think it's essier maintain
113 * files than full directory structure, but if this is problem it can
114 * be changed.
115 */
116static const char *
117create_items_path (const char *s)
118{
119 static char buf[MAX_BUF];
120 char *t;
121
122 if (*s == '/')
123 s++;
124
125 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
126
127 for (t = buf + strlen (buf); *s; s++, t++)
128 if (*s == '/')
129 *t = '@';
130 else
131 *t = *s;
132 *t = 0;
133 return (buf);
134}
135
136
137/*
138 * This function checks if a file with the given path exists.
139 * -1 is returned if it fails, otherwise the mode of the file
140 * is returned.
141 * It tries out all the compression suffixes listed in the uncomp[] array.
142 *
143 * If prepend_dir is set, then we call create_pathname (which prepends
144 * libdir & mapdir). Otherwise, we assume the name given is fully
145 * complete.
146 * Only the editor actually cares about the writablity of this -
147 * the rest of the code only cares that the file is readable.
148 * when the editor goes away, the call to stat should probably be
149 * replaced by an access instead (similar to the windows one, but
150 * that seems to be missing the prepend_dir processing
151 */
152
153int
154check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0;
161
162 if (prepend_dir)
163 strcpy (buf, create_pathname (name));
164 else
165 strcpy (buf, name);
166
167 /* old method (strchr(buf, '\0')) seemd very odd to me -
168 * this method should be equivalant and is clearer.
169 * Can not use strcat because we need to cycle through
170 * all the names.
171 */
172 endbuf = buf + strlen (buf);
173
174 if (stat (buf, &statbuf))
175 return -1;
176 if (!S_ISREG (statbuf.st_mode))
177 return (-1);
178
179 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
180 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
181 mode |= 4;
182
183 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
184 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
185 mode |= 2;
186
187 return (mode);
188}
189
190/*
191 * Prints out debug-information about a map.
192 * Dumping these at llevError doesn't seem right, but is
193 * necessary to make sure the information is in fact logged.
194 */
195
196void
197dump_map (const maptile *m)
198{
199 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
200 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
201
202 if (m->msg != NULL)
203 LOG (llevError, "Message:\n%s", m->msg);
204
205 if (m->maplore != NULL)
206 LOG (llevError, "Lore:\n%s", m->maplore);
207
208 if (m->tmpname != NULL)
209 LOG (llevError, "Tmpname: %s\n", m->tmpname);
210
211 LOG (llevError, "Difficulty: %d\n", m->difficulty);
212 LOG (llevError, "Darkness: %d\n", m->darkness);
213}
214
215/*
216 * Prints out debug-information about all maps.
217 * This basically just goes through all the maps and calls
218 * dump_map on each one.
219 */
220
221void
222dump_all_maps (void)
223{
224 for_all_maps (m)
225 dump_map (m);
226}
227 32
228/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
229 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
230 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
231 * 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
236 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
237 */ 42 */
238int 43int
239get_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)
240{ 45{
241 sint16 newx, newy;
242 int retval = 0;
243 maptile *mp;
244
245 newx = x; 46 sint16 newx = x;
246 newy = y; 47 sint16 newy = y;
247 48
248 mp = get_map_from_coord (oldmap, &newx, &newy); 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
249 50
250 if (!mp) 51 if (!mp)
251 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
252
253 if (mp != oldmap)
254 retval |= P_NEW_MAP;
255 53
256 if (newmap) *newmap = mp; 54 if (newmap) *newmap = mp;
257 if (nx) *nx = newx; 55 if (nx) *nx = newx;
258 if (ny) *ny = newy; 56 if (ny) *ny = newy;
259 57
260 return retval | mp->at (newx, newy).flags (); 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
261} 59}
262 60
263/* 61/*
264 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
265 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
309 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
310 */ 108 */
311 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
312 return 0; 110 return 0;
313 111
314 if (ob->head != NULL)
315 ob = ob->head; 112 ob = ob->head_ ();
316 113
317 /* 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
318 * 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
319 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
320 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
350 else 147 else
351 { 148 {
352 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
353 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
354 * movement, can't move here. 151 * movement, can't move here.
355 * 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
356 * hidden dm 153 * hidden dm
357 */ 154 */
358 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
359 return 1; 156 return 1;
360 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
361 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))
362 return 1; 163 return 1;
363 } 164 }
364 165
365 } 166 }
366 return 0; 167 return 0;
367} 168}
368 169
369
370/* 170/*
371 * Returns true if the given object can't fit in the given spot. 171 * Returns qthe blocking object if the given object can't fit in the given
372 * This is meant for multi space objects - for single space objecs, 172 * spot. This is meant for multi space objects - for single space objecs,
373 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
374 * of object. This function goes through all the parts of the 174 * of object. This function goes through all the parts of the multipart
375 * multipart object and makes sure they can be inserted. 175 * object and makes sure they can be inserted.
376 * 176 *
377 * While this doesn't call out of map, the get_map_flags does. 177 * While this doesn't call out of map, the get_map_flags does.
378 * 178 *
379 * This function has been used to deprecate arch_out_of_map - 179 * This function has been used to deprecate arch_out_of_map -
380 * this function also does that check, and since in most cases, 180 * this function also does that check, and since in most cases,
391 * 191 *
392 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
393 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
394 * against the move_block values. 194 * against the move_block values.
395 */ 195 */
396int 196bool
397ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 197object::blocked (maptile *m, int x, int y) const
398{ 198{
399 archetype *tmp; 199 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
400 int flag;
401 maptile *m1;
402 sint16 sx, sy;
403
404 if (ob == NULL)
405 {
406 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
407 if (flag & P_OUT_OF_MAP)
408 return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return m1->at (sx, sy).move_block;
412 } 200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
413 202
414 for (tmp = ob->arch; tmp; tmp = tmp->more) 203 if (!pos.normalise ())
415 { 204 return 1;
416 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
417 205
418 if (flag & P_OUT_OF_MAP) 206 mapspace &ms = *pos;
419 return P_OUT_OF_MAP; 207
420 if (flag & P_IS_ALIVE) 208 if (ms.flags () & P_IS_ALIVE)
421 return P_IS_ALIVE; 209 return 1;
422 210
423 mapspace &ms = m1->at (sx, sy); 211 /* However, often ob doesn't have any move type
424 212 * (signifying non-moving objects)
425
426 /* find_first_free_spot() calls this function. However, often
427 * ob doesn't have any move type (when used to place exits)
428 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
429 */ 214 */
430
431 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 215 if (!move_type && ms.move_block != MOVE_ALL)
432 continue; 216 continue;
433 217
434 /* Note it is intentional that we check ob - the movement type of the 218 /* Note it is intentional that we check ob - the movement type of the
435 * head of the object should correspond for the entire object. 219 * head of the object should correspond for the entire object.
436 */ 220 */
437 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 221 if (ms.blocks (move_type))
438 return P_NO_PASS; 222 return 1;
439 } 223 }
440 224
441 return 0; 225 return 0;
442} 226}
443 227
445 * into inventory, but just links them. What this does is go through 229 * into inventory, but just links them. What this does is go through
446 * and insert them properly. 230 * and insert them properly.
447 * The object 'container' is the object that contains the inventory. 231 * The object 'container' is the object that contains the inventory.
448 * This is needed so that we can update the containers weight. 232 * This is needed so that we can update the containers weight.
449 */ 233 */
450
451void 234void
452fix_container (object *container) 235fix_container (object *container)
453{ 236{
454 object *tmp = container->inv, *next; 237 object *tmp = container->inv, *next;
455 238
456 container->inv = NULL; 239 container->inv = 0;
457 while (tmp != NULL) 240 while (tmp)
458 { 241 {
459 next = tmp->below; 242 next = tmp->below;
460 if (tmp->inv) 243 if (tmp->inv)
461 fix_container (tmp); 244 fix_container (tmp);
245
462 (void) insert_ob_in_ob (tmp, container); 246 insert_ob_in_ob (tmp, container);
463 tmp = next; 247 tmp = next;
464 } 248 }
249
465 /* sum_weight will go through and calculate what all the containers are 250 // go through and calculate what all the containers are carrying.
466 * carrying. 251 //TODO: remove
467 */ 252 container->update_weight ();
468 sum_weight (container); 253}
254
255void
256maptile::set_object_flag (int flag, int value)
257{
258 if (!spaces)
259 return;
260
261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
262 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
263 tmp->flag [flag] = value;
264}
265
266void
267maptile::post_load_original ()
268{
269 if (!spaces)
270 return;
271
272 set_object_flag (FLAG_OBJ_ORIGINAL);
273
274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp);
469} 277}
470 278
471/* link_multipart_objects go through all the objects on the map looking 279/* link_multipart_objects go through all the objects on the map looking
472 * for objects whose arch says they are multipart yet according to the 280 * for objects whose arch says they are multipart yet according to the
473 * info we have, they only have the head (as would be expected when 281 * info we have, they only have the head (as would be expected when
474 * they are saved). We do have to look for the old maps that did save 282 * they are saved).
475 * the more sections and not re-add sections for them.
476 */ 283 */
477static void 284void
478link_multipart_objects (maptile *m) 285maptile::link_multipart_objects ()
479{ 286{
480 int x, y; 287 if (!spaces)
481 object *tmp, *op, *last, *above; 288 return;
482 archetype *at;
483 289
484 for (x = 0; x < m->width; x++) 290 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (y = 0; y < m->height; y++) 291 {
486 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 292 object *op = ms->bot;
293 while (op)
487 { 294 {
488 above = tmp->above;
489
490 /* already multipart - don't do anything more */ 295 /* already multipart - don't do anything more */
491 if (tmp->head || tmp->more) 296 if (op->head_ () == op && !op->more && op->arch->more)
492 continue;
493
494 /* If there is nothing more to this object, this for loop
495 * won't do anything.
496 */
497 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
498 { 297 {
499 op = arch_to_object (at); 298 op->remove ();
299 op->expand_tail ();
500 300
501 /* update x,y coordinates */ 301 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
502 op->x += tmp->x; 302 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
503 op->y += tmp->y; 303 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
504 op->head = tmp; 304 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
505 op->map = m; 305
506 last->more = op; 306 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
507 op->name = tmp->name; 307 // so we have to reset the iteration through the mapspace
508 op->title = tmp->title;
509 /* we could link all the parts onto tmp, and then just
510 * call insert_ob_in_map once, but the effect is the same,
511 * as insert_ob_in_map will call itself with each part, and
512 * the coding is simpler to just to it here with each part.
513 */ 308 }
514 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 309 else
515 } /* for at = tmp->arch->more */ 310 op = op->above;
516 } /* for objects on this space */ 311 }
312 }
517} 313}
518 314
519/* 315/*
520 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 317 * file pointer.
522 * mapflags is the same as we get with load_original_map
523 */ 318 */
524void 319bool
525load_objects (maptile *m, object_thawer & fp, int mapflags) 320maptile::_load_objects (object_thawer &f)
526{ 321{
527 int i, j; 322 for (;;)
528 int unique;
529 object *op, *prev = NULL, *last_more = NULL, *otmp;
530
531 op = object::create ();
532 op->map = m; /* To handle buttons correctly */
533
534 while ((i = load_object (fp, op, mapflags)))
535 { 323 {
536 /* if the archetype for the object is null, means that we 324 coroapi::cede_to_tick (); // cede once in a while
537 * got an invalid object. Don't do anything with it - the game 325
538 * or editor will not be able to do anything with it either. 326 switch (f.kw)
539 */
540 if (op->arch == NULL)
541 { 327 {
542 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 328 case KW_arch:
329 if (object *op = object::read (f, this))
330 {
331 // TODO: why?
332 if (op->inv)
333 op->update_weight ();
334
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
543 continue; 360 continue;
544 }
545 361
546 switch (i)
547 {
548 case LL_NORMAL:
549 /* if we are loading an overlay, put the floors on the bottom */
550 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight (op);
557
558 prev = op, last_more = op;
559 break;
560
561 case LL_MORE: 362 case KW_EOF:
562 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
563 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
564 break; 368 break;
565 } 369 }
566 370
567 if (mapflags & MAP_STYLE) 371 f.next ();
568 remove_from_active_list (op);
569
570 op = object::create ();
571 op->map = m;
572 }
573
574 for (i = 0; i < m->width; i++)
575 { 372 }
576 for (j = 0; j < m->height; j++) 373
374 return true;
375}
376
377void
378maptile::activate ()
379{
380 if (spaces)
381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
382 for (object *op = ms->bot; op; op = op->above)
383 op->activate_recursive ();
384}
385
386void
387maptile::deactivate ()
388{
389 if (spaces)
390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
391 for (object *op = ms->bot; op; op = op->above)
392 op->deactivate_recursive ();
393}
394
395bool
396maptile::_save_objects (object_freezer &f, int flags)
397{
398 coroapi::cede_to_tick ();
399
400 if (flags & IO_HEADER)
401 _save_header (f);
402
403 if (!spaces)
404 return false;
405
406 for (int i = 0; i < size (); ++i)
407 {
408 bool unique = 0;
409
410 for (object *op = spaces [i].bot; op; op = op->above)
577 { 411 {
578 unique = 0; 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
579 /* check for unique items, or unique squares */ 413
580 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 414 if (expect_false (!op->can_map_save ()))
415 continue;
416
417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
581 { 418 {
582 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 419 if (flags & IO_UNIQUES)
583 unique = 1; 420 op->write (f);
584
585 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
586 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
587 } 421 }
422 else if (expect_true (flags & IO_OBJECTS))
423 op->write (f);
588 } 424 }
589 } 425 }
590 426
591 op->destroy (); 427 coroapi::cede_to_tick ();
592 link_multipart_objects (m);
593}
594 428
595/* This saves all the objects on the map in a non destructive fashion. 429 return true;
596 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 430}
597 * and we only save the head of multi part objects - this is needed
598 * in order to do map tiling properly.
599 */
600void
601save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
602{
603 int i, j = 0, unique = 0;
604 object *op;
605 431
606 /* first pass - save one-part objects */ 432bool
607 for (i = 0; i < m->width; i++) 433maptile::_save_objects (const char *path, int flags)
608 for (j = 0; j < m->height; j++) 434{
609 { 435 object_freezer freezer;
610 unique = 0;
611 436
612 for (op = m->at (i, j).bot; op; op = op->above) 437 if (!_save_objects (freezer, flags))
613 { 438 return false;
614 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
615 unique = 1;
616 439
617 if (op->type == PLAYER) 440 return freezer.save (path);
618 continue;
619
620 if (op->head || op->owner)
621 continue;
622
623 if (unique || op->flag [FLAG_UNIQUE])
624 save_object (fp2, op, 1);
625 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
626 save_object (fp, op, 1);
627 }
628 }
629} 441}
630 442
631maptile::maptile () 443maptile::maptile ()
632{ 444{
633 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
446
634 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
635 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
636 */ 449 */
450 width = 16;
451 height = 16;
452 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything
454 max_volume = 2000000; // 2m³
455}
456
457maptile::maptile (int w, int h)
458{
459 in_memory = MAP_SWAPPED;
460
637 width = 16; 461 width = w;
638 height = 16; 462 height = h;
639 reset_timeout = 0; 463 reset_timeout = 0;
640 timeout = 300; 464 timeout = 300;
641 enter_x = 0; 465 enter_x = 0;
642 enter_y = 0; 466 enter_y = 0;
643 /*set part to -1 indicating conversion to weather map not yet done */
644 worldpartx = -1;
645 worldparty = -1;
646}
647 467
648/* 468 alloc ();
649 * Allocates, initialises, and returns a pointer to a maptile.
650 * Modified to no longer take a path option which was not being
651 * used anyways. MSW 2001-07-01
652 */
653maptile *
654get_linked_map (void)
655{
656 maptile *map = new maptile;
657
658 map->next = first_map;
659 first_map = map;
660
661 return map;
662} 469}
663 470
664/* 471/*
665 * Allocates the arrays contained in a maptile. 472 * Allocates the arrays contained in a maptile.
666 * This basically allocates the dynamic array of spaces for the 473 * This basically allocates the dynamic array of spaces for the
667 * map. 474 * map.
668 */ 475 */
669void 476void
670maptile::allocate () 477maptile::alloc ()
671{ 478{
672 in_memory = MAP_IN_MEMORY;
673
674 /* Log this condition and free the storage. We could I suppose
675 * realloc, but if the caller is presuming the data will be intact,
676 * that is their poor assumption.
677 */
678 if (spaces) 479 if (spaces)
679 { 480 return;
680 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
681 sfree (spaces, size ());
682 }
683 481
684 spaces = salloc0<mapspace> (size ()); 482 spaces = salloc0<mapspace> (size ());
685}
686
687/* Create and returns a map of the specific size. Used
688 * in random map code and the editor.
689 */
690maptile *
691get_empty_map (int sizex, int sizey)
692{
693 maptile *m = get_linked_map ();
694
695 m->width = sizex;
696 m->height = sizey;
697 m->in_memory = MAP_SWAPPED;
698 m->allocate ();
699
700 return m;
701} 483}
702 484
703/* Takes a string from a map definition and outputs a pointer to the array of shopitems 485/* Takes a string from a map definition and outputs a pointer to the array of shopitems
704 * corresponding to that string. Memory is allocated for this, it must be freed 486 * corresponding to that string. Memory is allocated for this, it must be freed
705 * at a later date. 487 * at a later date.
706 * Called by parse_map_headers below. 488 * Called by parse_map_headers below.
707 */ 489 */
708
709static shopitems * 490static shopitems *
710parse_shop_string (const char *input_string) 491parse_shop_string (const char *input_string)
711{ 492{
712 char *shop_string, *p, *q, *next_semicolon, *next_colon; 493 char *shop_string, *p, *q, *next_semicolon, *next_colon;
713 shopitems *items = NULL; 494 shopitems *items = NULL;
722 p = strchr (p, ';'); 503 p = strchr (p, ';');
723 number_of_entries++; 504 number_of_entries++;
724 if (p) 505 if (p)
725 p++; 506 p++;
726 } 507 }
508
727 p = shop_string; 509 p = shop_string;
728 strip_endline (p); 510 strip_endline (p);
729 items = new shopitems[number_of_entries + 1]; 511 items = new shopitems[number_of_entries + 1];
730 for (i = 0; i < number_of_entries; i++) 512 for (i = 0; i < number_of_entries; i++)
731 { 513 {
732 if (!p) 514 if (!p)
733 { 515 {
734 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 516 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
735 break; 517 break;
736 } 518 }
519
737 next_semicolon = strchr (p, ';'); 520 next_semicolon = strchr (p, ';');
738 next_colon = strchr (p, ':'); 521 next_colon = strchr (p, ':');
739 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 522 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
740 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 523 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
741 items[i].strength = atoi (strchr (p, ':') + 1); 524 items[i].strength = atoi (strchr (p, ':') + 1);
768 * the next entry while we're at it, better print a warning 551 * the next entry while we're at it, better print a warning
769 */ 552 */
770 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 553 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
771 } 554 }
772 } 555 }
556
773 items[i].index = number_of_entries; 557 items[i].index = number_of_entries;
774 if (next_semicolon) 558 if (next_semicolon)
775 p = ++next_semicolon; 559 p = ++next_semicolon;
776 else 560 else
777 p = NULL; 561 p = NULL;
778 } 562 }
563
779 free (shop_string); 564 free (shop_string);
780 return items; 565 return items;
781} 566}
782 567
783/* opposite of parse string, this puts the string that was originally fed in to 568/* opposite of parse string, this puts the string that was originally fed in to
792 for (i = 0; i < m->shopitems[0].index; i++) 577 for (i = 0; i < m->shopitems[0].index; i++)
793 { 578 {
794 if (m->shopitems[i].typenum) 579 if (m->shopitems[i].typenum)
795 { 580 {
796 if (m->shopitems[i].strength) 581 if (m->shopitems[i].strength)
797 {
798 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
799 }
800 else 583 else
801 sprintf (tmp, "%s;", m->shopitems[i].name); 584 sprintf (tmp, "%s;", m->shopitems[i].name);
802 } 585 }
803 else 586 else
804 { 587 {
805 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
806 {
807 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 589 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
808 }
809 else 590 else
810 sprintf (tmp, "*"); 591 sprintf (tmp, "*");
811 } 592 }
593
812 strcat (output_string, tmp); 594 strcat (output_string, tmp);
813 } 595 }
814} 596}
815 597
816/* This loads the header information of the map. The header 598/* This loads the header information of the map. The header
821 * put all the stuff in the map object so that names actually make 603 * put all the stuff in the map object so that names actually make
822 * sense. 604 * sense.
823 * This could be done in lex (like the object loader), but I think 605 * This could be done in lex (like the object loader), but I think
824 * currently, there are few enough fields this is not a big deal. 606 * currently, there are few enough fields this is not a big deal.
825 * MSW 2001-07-01 607 * MSW 2001-07-01
826 * return 0 on success, 1 on failure.
827 */ 608 */
828 609bool
829static int 610maptile::_load_header (object_thawer &thawer)
830load_map_header (object_thawer & fp, maptile *m)
831{ 611{
832 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 612 for (;;)
833 int msgpos = 0;
834 int maplorepos = 0;
835
836 while (fgets (buf, HUGE_BUF, fp) != NULL)
837 { 613 {
838 buf[HUGE_BUF - 1] = 0; 614 switch (thawer.kw)
839 key = buf;
840
841 while (isspace (*key))
842 key++;
843
844 if (*key == 0)
845 continue; /* empty line */
846
847 value = strchr (key, ' ');
848
849 if (!value)
850 { 615 {
851 if ((end = strchr (key, '\n'))) 616 case KW_msg:
852 *end = 0; 617 thawer.get_ml (KW_endmsg, msg);
618 break;
619
620 case KW_lore: // CF+ extension
621 thawer.get_ml (KW_endlore, maplore);
622 break;
623
624 case KW_maplore:
625 thawer.get_ml (KW_endmaplore, maplore);
626 break;
627
628 case KW_arch:
629 if (strcmp (thawer.get_str (), "map"))
630 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
631 break;
632
633 case KW_oid:
634 thawer.get (this, thawer.get_sint32 ());
635 break;
636
637 case KW_file_format_version: break; // nop
638
639 case KW_name: thawer.get (name); break;
640 case KW_attach: thawer.get (attach); break;
641 case KW_reset_time: thawer.get (reset_time); break;
642 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653
654 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
658
659 case KW_region: default_region = region::find (thawer.get_str ()); break;
660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
661
662 // old names new names
663 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
664 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
665 case KW_x: case KW_width: thawer.get (width); break;
666 case KW_y: case KW_height: thawer.get (height); break;
667 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
668 case KW_value: case KW_swap_time: thawer.get (timeout); break;
669 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
670 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
671 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
672
673 case KW_tile_path_1: thawer.get (tile_path [0]); break;
674 case KW_tile_path_2: thawer.get (tile_path [1]); break;
675 case KW_tile_path_3: thawer.get (tile_path [2]); break;
676 case KW_tile_path_4: thawer.get (tile_path [3]); break;
677
678 case KW_ERROR:
679 set_key_text (thawer.kw_str, thawer.value);
680 break;
681
682 case KW_end:
683 thawer.next ();
684 return true;
685
686 default:
687 if (!thawer.parse_error ("map", 0))
688 return false;
689 break;
853 } 690 }
854 else
855 {
856 *value = 0;
857 value++;
858 end = strchr (value, '\n');
859 691
860 while (isspace (*value)) 692 thawer.next ();
861 {
862 value++;
863
864 if (*value == '\0' || value == end)
865 {
866 /* Nothing but spaces. */
867 value = NULL;
868 break;
869 }
870 }
871 }
872
873 if (!end)
874 {
875 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
876 return 1;
877 }
878
879 /* key is the field name, value is what it should be set
880 * to. We've already done the work to null terminate key,
881 * and strip off any leading spaces for both of these.
882 * We have not touched the newline at the end of the line -
883 * these are needed for some values. the end pointer
884 * points to the first of the newlines.
885 * value could be NULL! It would be easy enough to just point
886 * this to "" to prevent cores, but that would let more errors slide
887 * through.
888 *
889 * First check for entries that do not use the value parameter, then
890 * validate that value is given and check for the remaining entries
891 * that use the parameter.
892 */
893
894 if (!strcmp (key, "msg"))
895 {
896 while (fgets (buf, HUGE_BUF, fp) != NULL)
897 {
898 if (!strcmp (buf, "endmsg\n"))
899 break;
900 else
901 {
902 /* slightly more efficient than strcat */
903 strcpy (msgbuf + msgpos, buf);
904 msgpos += strlen (buf);
905 }
906 }
907 /* There are lots of maps that have empty messages (eg, msg/endmsg
908 * with nothing between). There is no reason in those cases to
909 * keep the empty message. Also, msgbuf contains garbage data
910 * when msgpos is zero, so copying it results in crashes
911 */
912 if (msgpos != 0)
913 m->msg = strdup (msgbuf);
914 }
915 else if (!strcmp (key, "maplore"))
916 {
917 while (fgets (buf, HUGE_BUF, fp) != NULL)
918 {
919 if (!strcmp (buf, "endmaplore\n"))
920 break;
921 else
922 {
923 /* slightly more efficient than strcat */
924 strcpy (maplorebuf + maplorepos, buf);
925 maplorepos += strlen (buf);
926 }
927 }
928 if (maplorepos != 0)
929 m->maplore = strdup (maplorebuf);
930 }
931 else if (!strcmp (key, "end"))
932 {
933 break;
934 }
935 else if (value == NULL)
936 {
937 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
938 }
939 else if (!strcmp (key, "arch"))
940 {
941 /* This is an oddity, but not something we care about much. */
942 if (strcmp (value, "map\n"))
943 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
944 }
945 else if (!strcmp (key, "name"))
946 {
947 *end = 0;
948 m->name = strdup (value);
949 }
950 /* first strcmp value on these are old names supported
951 * for compatibility reasons. The new values (second) are
952 * what really should be used.
953 */
954 else if (!strcmp (key, "oid"))
955 fp.get (m, atoi (value));
956 else if (!strcmp (key, "attach"))
957 m->attach = value;
958 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
959 m->enter_x = atoi (value);
960 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
961 m->enter_y = atoi (value);
962 else if (!strcmp (key, "x") || !strcmp (key, "width"))
963 m->width = atoi (value);
964 else if (!strcmp (key, "y") || !strcmp (key, "height"))
965 m->height = atoi (value);
966 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
967 m->reset_timeout = atoi (value);
968 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
969 m->timeout = atoi (value);
970 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
971 m->difficulty = clamp (atoi (value), 1, settings.max_level);
972 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
973 m->darkness = atoi (value);
974 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
975 m->fixed_resettime = atoi (value);
976 else if (!strcmp (key, "unique"))
977 m->unique = atoi (value);
978 else if (!strcmp (key, "template"))
979 m->templatemap = atoi (value);
980 else if (!strcmp (key, "region"))
981 m->region = get_region_by_name (value);
982 else if (!strcmp (key, "shopitems"))
983 {
984 *end = 0;
985 m->shopitems = parse_shop_string (value);
986 }
987 else if (!strcmp (key, "shopgreed"))
988 m->shopgreed = atof (value);
989 else if (!strcmp (key, "shopmin"))
990 m->shopmin = atol (value);
991 else if (!strcmp (key, "shopmax"))
992 m->shopmax = atol (value);
993 else if (!strcmp (key, "shoprace"))
994 {
995 *end = 0;
996 m->shoprace = strdup (value);
997 }
998 else if (!strcmp (key, "outdoor"))
999 m->outdoor = atoi (value);
1000 else if (!strcmp (key, "temp"))
1001 m->temp = atoi (value);
1002 else if (!strcmp (key, "pressure"))
1003 m->pressure = atoi (value);
1004 else if (!strcmp (key, "humid"))
1005 m->humid = atoi (value);
1006 else if (!strcmp (key, "windspeed"))
1007 m->windspeed = atoi (value);
1008 else if (!strcmp (key, "winddir"))
1009 m->winddir = atoi (value);
1010 else if (!strcmp (key, "sky"))
1011 m->sky = atoi (value);
1012 else if (!strcmp (key, "nosmooth"))
1013 m->nosmooth = atoi (value);
1014 else if (!strncmp (key, "tile_path_", 10))
1015 {
1016 int tile = atoi (key + 10);
1017
1018 if (tile < 1 || tile > 4)
1019 {
1020 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1021 }
1022 else
1023 {
1024 char *path;
1025
1026 *end = 0;
1027
1028 if (m->tile_path[tile - 1])
1029 {
1030 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1031 free (m->tile_path[tile - 1]);
1032 m->tile_path[tile - 1] = NULL;
1033 }
1034
1035 if (check_path (value, 1) != -1)
1036 {
1037 /* The unadorned path works. */
1038 path = value;
1039 }
1040 else
1041 {
1042 /* Try again; it could be a relative exit. */
1043
1044 path = path_combine_and_normalize (m->path, value);
1045
1046 if (check_path (path, 1) == -1)
1047 {
1048 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1049 path = NULL;
1050 }
1051 }
1052
1053 if (editor)
1054 {
1055 /* Use the value as in the file. */
1056 m->tile_path[tile - 1] = strdup (value);
1057 }
1058 else if (path != NULL)
1059 {
1060 /* Use the normalized value. */
1061 m->tile_path[tile - 1] = strdup (path);
1062 }
1063 } /* end if tile direction (in)valid */
1064 }
1065 else
1066 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1067 }
1068
1069 if (!key || strcmp (key, "end"))
1070 { 693 }
1071 LOG (llevError, "Got premature eof on map header!\n");
1072 return 1;
1073 }
1074 694
1075 return 0; 695 abort ();
1076}
1077
1078/*
1079 * Opens the file "filename" and reads information about the map
1080 * from the given file, and stores it in a newly allocated
1081 * maptile. A pointer to this structure is returned, or NULL on failure.
1082 * flags correspond to those in map.h. Main ones used are
1083 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1084 * MAP_BLOCK, in which case we block on this load. This happens in all
1085 * cases, no matter if this flag is set or not.
1086 * MAP_STYLE: style map - don't add active objects, don't add to server
1087 * managed map list.
1088 */
1089
1090maptile *
1091load_original_map (const char *filename, int flags)
1092{
1093 maptile *m;
1094 char pathname[MAX_BUF];
1095
1096 if (flags & MAP_PLAYER_UNIQUE)
1097 strcpy (pathname, filename);
1098 else if (flags & MAP_OVERLAY)
1099 strcpy (pathname, create_overlay_pathname (filename));
1100 else
1101 strcpy (pathname, create_pathname (filename));
1102
1103 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1104
1105 object_thawer thawer (pathname);
1106
1107 if (!thawer)
1108 return 0;
1109
1110 m = get_linked_map ();
1111
1112 strcpy (m->path, filename);
1113 if (load_map_header (thawer, m))
1114 {
1115 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1116 delete_map (m);
1117 return 0;
1118 }
1119
1120 m->allocate ();
1121
1122 m->in_memory = MAP_LOADING;
1123 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1124
1125 m->in_memory = MAP_IN_MEMORY;
1126 if (!m->difficulty)
1127 m->difficulty = calculate_difficulty (m);
1128 set_map_reset_time (m);
1129 m->instantiate ();
1130 return (m);
1131}
1132
1133/*
1134 * Loads a map, which has been loaded earlier, from file.
1135 * Return the map object we load into (this can change from the passed
1136 * option if we can't find the original map)
1137 */
1138
1139static maptile *
1140load_temporary_map (maptile *m)
1141{
1142 char buf[MAX_BUF];
1143
1144 if (!m->tmpname)
1145 {
1146 LOG (llevError, "No temporary filename for map %s\n", m->path);
1147 strcpy (buf, m->path);
1148 delete_map (m);
1149 m = load_original_map (buf, 0);
1150 if (m == NULL)
1151 return NULL;
1152 fix_auto_apply (m); /* Chests which open as default */
1153 return m;
1154 }
1155
1156 object_thawer thawer (m->tmpname);
1157
1158 if (!thawer)
1159 {
1160 strcpy (buf, m->path);
1161 delete_map (m);
1162 m = load_original_map (buf, 0);
1163 if (!m)
1164 return NULL;
1165 fix_auto_apply (m); /* Chests which open as default */
1166 return m;
1167 }
1168
1169 if (load_map_header (thawer, m))
1170 {
1171 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1172 delete_map (m);
1173 m = load_original_map (m->path, 0);
1174 return NULL;
1175 }
1176
1177 m->allocate ();
1178
1179 m->in_memory = MAP_LOADING;
1180 load_objects (m, thawer, 0);
1181
1182 m->in_memory = MAP_IN_MEMORY;
1183 INVOKE_MAP (SWAPIN, m);
1184 return m;
1185}
1186
1187/*
1188 * Loads a map, which has been loaded earlier, from file.
1189 * Return the map object we load into (this can change from the passed
1190 * option if we can't find the original map)
1191 */
1192
1193maptile *
1194load_overlay_map (const char *filename, maptile *m)
1195{
1196 char pathname[MAX_BUF];
1197
1198 strcpy (pathname, create_overlay_pathname (filename));
1199
1200 object_thawer thawer (pathname);
1201
1202 if (!thawer)
1203 return m;
1204
1205 if (load_map_header (thawer, m))
1206 {
1207 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1208 delete_map (m);
1209 m = load_original_map (m->path, 0);
1210 return 0;
1211 }
1212 /*m->allocate ();*/
1213
1214 m->in_memory = MAP_LOADING;
1215 load_objects (m, thawer, MAP_OVERLAY);
1216
1217 m->in_memory = MAP_IN_MEMORY;
1218 return m;
1219} 696}
1220 697
1221/****************************************************************************** 698/******************************************************************************
1222 * This is the start of unique map handling code 699 * This is the start of unique map handling code
1223 *****************************************************************************/ 700 *****************************************************************************/
1224 701
1225/* This goes through map 'm' and removed any unique items on the map. */ 702/* This goes through the maptile and removed any unique items on the map. */
1226static void 703void
1227delete_unique_items (maptile *m) 704maptile::clear_unique_items ()
1228{ 705{
1229 int i, j, unique; 706 for (int i = 0; i < size (); ++i)
1230 object *op, *next;
1231
1232 for (i = 0; i < m->width; i++)
1233 for (j = 0; j < m->height; j++)
1234 { 707 {
1235 unique = 0; 708 int unique = 0;
709 for (object *op = spaces [i].bot; op; )
710 {
711 object *above = op->above;
1236 712
1237 for (op = GET_MAP_OB (m, i, j); op; op = next) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714 unique = 1;
715
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 op->destroy ();
718
719 op = above;
720 }
721 }
722}
723
724bool
725maptile::_save_header (object_freezer &freezer)
726{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
729
730 MAP_OUT2 (arch, "map");
731
732 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time);
734 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
739 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name);
742
743 if (shopitems)
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin);
752 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness);
755 MAP_OUT (width);
756 MAP_OUT (height);
757 MAP_OUT (enter_x);
758 MAP_OUT (enter_y);
759
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor);
764 MAP_OUT (temp);
765 MAP_OUT (pressure);
766 MAP_OUT (humid);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770
771 MAP_OUT (per_player);
772 MAP_OUT (per_party);
773
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778
779 freezer.put (this);
780 freezer.put (KW_end);
781
782 return true;
783}
784
785bool
786maptile::_save_header (const char *path)
787{
788 object_freezer freezer;
789
790 if (!_save_header (freezer))
791 return false;
792
793 return freezer.save (path);
794}
795
796/*
797 * Remove and free all objects in the given map.
798 */
799void
800maptile::clear ()
801{
802 if (spaces)
803 {
804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
805 while (object *op = ms->bot)
1238 { 806 {
807 // manually remove, as to not trigger anything
1239 next = op->above; 808 if (ms->bot = op->above)
809 ms->bot->below = 0;
1240 810
1241 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 811 op->flag [FLAG_REMOVED] = true;
1242 unique = 1;
1243 812
1244 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 813 object *head = op->head_ ();
814 if (op == head)
815 op->destroy ();
816 else if (head->map != op->map)
1245 { 817 {
1246 op->destroy_inv (false); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1247 op->destroy (); 819 head->destroy ();
1248 } 820 }
1249 } 821 }
822
823 sfree0 (spaces, size ());
1250 } 824 }
1251}
1252 825
1253/* 826 if (buttons)
1254 * Loads unique objects from file(s) into the map which is in memory 827 free_objectlinkpt (buttons), buttons = 0;
1255 * m is the map to load unique items into.
1256 */
1257static void
1258load_unique_objects (maptile *m)
1259{
1260 int count;
1261 char firstname[MAX_BUF];
1262 828
1263 for (count = 0; count < 10; count++) 829 sfree0 (regions, size ());
1264 { 830 delete [] regionmap; regionmap = 0;
1265 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1266 if (!access (firstname, R_OK))
1267 break;
1268 }
1269 /* If we get here, we did not find any map */
1270 if (count == 10)
1271 return;
1272
1273 object_thawer thawer (firstname);
1274
1275 if (!thawer)
1276 return;
1277
1278 m->in_memory = MAP_LOADING;
1279 if (m->tmpname == NULL) /* if we have loaded unique items from */
1280 delete_unique_items (m); /* original map before, don't duplicate them */
1281
1282 load_objects (m, thawer, 0);
1283
1284 m->in_memory = MAP_IN_MEMORY;
1285} 831}
1286 832
1287/*
1288 * Saves a map to file. If flag is set, it is saved into the same
1289 * file it was (originally) loaded from. Otherwise a temporary
1290 * filename will be genarated, and the file will be stored there.
1291 * The temporary filename will be stored in the maptileure.
1292 * If the map is unique, we also save to the filename in the map
1293 * (this should have been updated when first loaded)
1294 */
1295int
1296new_save_map (maptile *m, int flag)
1297{
1298 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1299 int i;
1300
1301 if (flag && !*m->path)
1302 {
1303 LOG (llevError, "Tried to save map without path.\n");
1304 return -1;
1305 }
1306
1307 if (flag || (m->unique) || (m->templatemap))
1308 {
1309 if (!m->unique && !m->templatemap)
1310 { /* flag is set */
1311 if (flag == 2)
1312 strcpy (filename, create_overlay_pathname (m->path));
1313 else
1314 strcpy (filename, create_pathname (m->path));
1315 }
1316 else
1317 strcpy (filename, m->path);
1318
1319 make_path_to_file (filename);
1320 }
1321 else
1322 {
1323 if (!m->tmpname)
1324 m->tmpname = tempnam (settings.tmpdir, NULL);
1325
1326 strcpy (filename, m->tmpname);
1327 }
1328
1329 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1330 m->in_memory = MAP_SAVING;
1331
1332 object_freezer freezer;
1333
1334 /* legacy */
1335 fprintf (freezer, "arch map\n");
1336 if (m->name)
1337 fprintf (freezer, "name %s\n", m->name);
1338 if (!flag)
1339 fprintf (freezer, "swap_time %d\n", m->swap_time);
1340 if (m->reset_timeout)
1341 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1342 if (m->fixed_resettime)
1343 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1344 /* we unfortunately have no idea if this is a value the creator set
1345 * or a difficulty value we generated when the map was first loaded
1346 */
1347 if (m->difficulty)
1348 fprintf (freezer, "difficulty %d\n", m->difficulty);
1349 if (m->region)
1350 fprintf (freezer, "region %s\n", m->region->name);
1351 if (m->shopitems)
1352 {
1353 print_shop_string (m, shop);
1354 fprintf (freezer, "shopitems %s\n", shop);
1355 }
1356 if (m->shopgreed)
1357 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1358 if (m->shopmin)
1359 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1360 if (m->shopmax)
1361 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1362 if (m->shoprace)
1363 fprintf (freezer, "shoprace %s\n", m->shoprace);
1364 if (m->darkness)
1365 fprintf (freezer, "darkness %d\n", m->darkness);
1366 if (m->width)
1367 fprintf (freezer, "width %d\n", m->width);
1368 if (m->height)
1369 fprintf (freezer, "height %d\n", m->height);
1370 if (m->enter_x)
1371 fprintf (freezer, "enter_x %d\n", m->enter_x);
1372 if (m->enter_y)
1373 fprintf (freezer, "enter_y %d\n", m->enter_y);
1374 if (m->msg)
1375 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1376 if (m->maplore)
1377 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1378 if (m->unique)
1379 fprintf (freezer, "unique %d\n", m->unique);
1380 if (m->templatemap)
1381 fprintf (freezer, "template %d\n", m->templatemap);
1382 if (m->outdoor)
1383 fprintf (freezer, "outdoor %d\n", m->outdoor);
1384 if (m->temp)
1385 fprintf (freezer, "temp %d\n", m->temp);
1386 if (m->pressure)
1387 fprintf (freezer, "pressure %d\n", m->pressure);
1388 if (m->humid)
1389 fprintf (freezer, "humid %d\n", m->humid);
1390 if (m->windspeed)
1391 fprintf (freezer, "windspeed %d\n", m->windspeed);
1392 if (m->winddir)
1393 fprintf (freezer, "winddir %d\n", m->winddir);
1394 if (m->sky)
1395 fprintf (freezer, "sky %d\n", m->sky);
1396 if (m->nosmooth)
1397 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1398
1399 /* Save any tiling information, except on overlays */
1400 if (flag != 2)
1401 for (i = 0; i < 4; i++)
1402 if (m->tile_path[i])
1403 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1404
1405 freezer.put (m);
1406 fprintf (freezer, "end\n");
1407
1408 /* In the game save unique items in the different file, but
1409 * in the editor save them to the normal map file.
1410 * If unique map, save files in the proper destination (set by
1411 * player)
1412 */
1413 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1414 {
1415 object_freezer unique;
1416
1417 if (flag == 2)
1418 save_objects (m, freezer, unique, 2);
1419 else
1420 save_objects (m, freezer, unique, 0);
1421
1422 sprintf (buf, "%s.v00", create_items_path (m->path));
1423
1424 unique.save (buf);
1425 }
1426 else
1427 { /* save same file when not playing, like in editor */
1428 save_objects (m, freezer, freezer, 0);
1429 }
1430
1431 freezer.save (filename);
1432
1433 return 0;
1434}
1435
1436/*
1437 * Remove and free all objects in the given map.
1438 */
1439void 833void
1440free_all_objects (maptile *m) 834maptile::clear_header ()
1441{ 835{
1442 if (!m->spaces) 836 name = 0;
1443 return; 837 msg = 0;
838 maplore = 0;
839 shoprace = 0;
840 delete [] shopitems, shopitems = 0;
1444 841
1445 for (int i = 0; i < m->width; i++) 842 for (int i = 0; i < 4; i++)
1446 for (int j = 0; j < m->height; j++) 843 tile_path [i] = 0;
1447 {
1448 mapspace &ms = m->at (i, j);
1449
1450 while (object *op = ms.bot)
1451 {
1452 if (op->head)
1453 op = op->head;
1454
1455 op->destroy_inv (false);
1456 op->destroy ();
1457 }
1458 }
1459} 844}
1460 845
1461/* 846maptile::~maptile ()
1462 * Frees everything allocated by the given maptileure. 847{
1463 * don't free tmpname - our caller is left to do that 848 assert (destroyed ());
1464 */ 849}
850
1465void 851void
1466free_map (maptile *m, int flag) 852maptile::clear_links_to (maptile *m)
1467{ 853{
1468 if (!m->in_memory) //TODO: makes no sense to me?
1469 return;
1470
1471 m->in_memory = MAP_SAVING;
1472
1473 // TODO: use new/delete
1474
1475 if (flag && m->spaces)
1476 free_all_objects (m);
1477
1478 sfree (m->spaces, m->size ()), m->spaces = 0;
1479
1480 free (m->name), m->name = 0;
1481 free (m->msg), m->msg = 0;
1482 free (m->maplore), m->maplore = 0;
1483 free (m->shoprace), m->shoprace = 0;
1484 delete [] m->shopitems, m->shopitems = 0;
1485
1486 if (m->buttons)
1487 free_objectlinkpt (m->buttons), m->buttons = 0;
1488
1489 for (int i = 0; i < 4; i++)
1490 free (m->tile_path[i]), m->tile_path[i] = 0;
1491
1492 m->in_memory = MAP_SWAPPED;
1493}
1494
1495maptile::~maptile ()
1496{
1497 assert (destroyed ());
1498}
1499
1500void
1501maptile::do_destroy ()
1502{
1503 attachable::do_destroy ();
1504
1505 free_map (this, 1);
1506 free (tmpname), tmpname = 0;
1507
1508 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
1509 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
1510 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
1511 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
1512 */ 858 */
1513 //TODO: non-euclidean-tiling MUST GO
1514 for_all_maps (m)
1515 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < 4; i++)
1516 if (m->tile_map[i] == this) 860 if (tile_map[i] == m)
1517 m->tile_map[i] = 0; 861 tile_map[i] = 0;
862}
1518 863
1519 if (first_map == this) 864void
1520 first_map = next; 865maptile::do_destroy ()
1521 else 866{
1522 for_all_maps (m) 867 attachable::do_destroy ();
1523 if (m->next = this) 868
869 clear ();
870}
871
872/* decay and destroy perishable items in a map */
873void
874maptile::do_decay_objects ()
875{
876 if (!spaces)
877 return;
878
879 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above)
1524 { 881 {
1525 m->next = next; 882 above = op->above;
883
884 bool destroy = 0;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1526 break; 888 break;
1527 }
1528}
1529 889
1530//TODO: must go 890 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
1531void 891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
1532delete_map (maptile *m) 892 || QUERY_FLAG (op, FLAG_UNIQUE)
1533{ 893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
1534 if (m) 894 || QUERY_FLAG (op, FLAG_UNPAID)
1535 m->destroy (); 895 || op->is_alive ())
1536} 896 ; // do not decay
1537 897 else if (op->is_weapon ())
1538/*
1539 * Makes sure the given map is loaded and swapped in.
1540 * name is path name of the map.
1541 * flags meaning:
1542 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1543 * and don't do unique items or the like.
1544 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1545 * dont do any more name translation on it.
1546 *
1547 * Returns a pointer to the given map.
1548 */
1549maptile *
1550ready_map_name (const char *name, int flags)
1551{
1552 if (!name)
1553 return 0;
1554
1555 /* Have we been at this level before? */
1556 maptile *m = has_been_loaded (name);
1557
1558 /* Map is good to go, so just return it */
1559 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1560 return m;
1561
1562 /* unique maps always get loaded from their original location, and never
1563 * a temp location. Likewise, if map_flush is set, or we have never loaded
1564 * this map, load it now. I removed the reset checking from here -
1565 * it seems the probability of a player trying to enter a map that should
1566 * reset but hasn't yet is quite low, and removing that makes this function
1567 * a bit cleaner (and players probably shouldn't rely on exact timing for
1568 * resets in any case - if they really care, they should use the 'maps command.
1569 */
1570 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1571 {
1572 /* first visit or time to reset */
1573 if (m)
1574 { 898 {
1575 clean_tmp_map (m); /* Doesn't make much difference */ 899 op->stats.dam--;
1576 delete_map (m); 900 if (op->stats.dam < 0)
901 destroy = 1;
1577 } 902 }
1578 903 else if (op->is_armor ())
1579 /* create and load a map */ 904 {
1580 if (flags & MAP_PLAYER_UNIQUE) 905 op->stats.ac--;
1581 LOG (llevDebug, "Trying to load map %s.\n", name); 906 if (op->stats.ac < 0)
907 destroy = 1;
908 }
909 else if (op->type == FOOD)
910 {
911 op->stats.food -= rndm (5, 20);
912 if (op->stats.food < 0)
913 destroy = 1;
914 }
1582 else 915 else
1583 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1584
1585 //eval_pv ("$x = Event::time", 1);//D
1586 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1587 return (NULL);
1588 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1589
1590 fix_auto_apply (m); /* Chests which open as default */
1591
1592 /* If a player unique map, no extra unique object file to load.
1593 * if from the editor, likewise.
1594 */
1595 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1596 load_unique_objects (m);
1597
1598 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1599 { 916 {
1600 m = load_overlay_map (name, m); 917 int mat = op->materials;
1601 if (m == NULL) 918
1602 return NULL; 919 if (mat & M_PAPER
920 || mat & M_LEATHER
921 || mat & M_WOOD
922 || mat & M_ORGANIC
923 || mat & M_CLOTH
924 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32))
930 destroy = 1;
1603 } 931 }
1604 932
1605 if (flags & MAP_PLAYER_UNIQUE) 933 /* adjust overall chance below */
1606 INVOKE_MAP (SWAPIN, m); 934 if (destroy && rndm (0, 1))
1607 935 op->destroy ();
1608 } 936 }
1609 else
1610 {
1611 /* If in this loop, we found a temporary map, so load it up. */
1612
1613 m = load_temporary_map (m);
1614 if (m == NULL)
1615 return NULL;
1616 load_unique_objects (m);
1617
1618 clean_tmp_map (m);
1619 m->in_memory = MAP_IN_MEMORY;
1620 /* tempnam() on sun systems (probably others) uses malloc
1621 * to allocated space for the string. Free it here.
1622 * In some cases, load_temporary_map above won't find the
1623 * temporary map, and so has reloaded a new map. If that
1624 * is the case, tmpname is now null
1625 */
1626 if (m->tmpname)
1627 free (m->tmpname);
1628 m->tmpname = NULL;
1629 /* It's going to be saved anew anyway */
1630 }
1631
1632 /* Below here is stuff common to both first time loaded maps and
1633 * temp maps.
1634 */
1635
1636 decay_objects (m); /* start the decay */
1637 /* In case other objects press some buttons down */
1638 update_buttons (m);
1639 if (m->outdoor)
1640 set_darkness_map (m);
1641 /* run the weather over this map */
1642 weather_effect (name);
1643 return m;
1644} 937}
1645
1646 938
1647/* 939/*
1648 * This routine is supposed to find out the difficulty of the map. 940 * This routine is supposed to find out the difficulty of the map.
1649 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
1650 * but does have a lot to do with treasure on the map. 942 * but does have a lot to do with treasure on the map.
1651 * 943 *
1652 * Difficulty can now be set by the map creature. If the value stored 944 * Difficulty can now be set by the map creator. If the value stored
1653 * in the map is zero, then use this routine. Maps should really 945 * in the map is zero, then use this routine. Maps should really
1654 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
1655 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
1656 */ 948 */
1657
1658int 949int
1659calculate_difficulty (maptile *m) 950maptile::estimate_difficulty () const
1660{ 951{
1661 object *op;
1662 archetype *at;
1663 int x, y, i;
1664 long monster_cnt = 0; 952 long monster_cnt = 0;
1665 double avgexp = 0; 953 double avgexp = 0;
1666 sint64 total_exp = 0; 954 sint64 total_exp = 0;
1667 955
1668 if (m->difficulty) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1669 { 957 for (object *op = ms->bot; op; op = op->above)
1670 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1671 return m->difficulty;
1672 }
1673
1674 for (x = 0; x < m->width; x++)
1675 for (y = 0; y < m->height; y++)
1676 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1677 { 958 {
1678 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (QUERY_FLAG (op, FLAG_MONSTER))
1679 { 960 {
1680 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1681 monster_cnt++; 962 monster_cnt++;
1682 } 963 }
1683 964
1684 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (QUERY_FLAG (op, FLAG_GENERATOR))
1685 { 966 {
1686 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
1687 at = type_to_archetype (GENERATE_TYPE (op));
1688 968
1689 if (at != NULL) 969 if (archetype *at = op->other_arch)
970 {
1690 total_exp += at->clone.stats.exp * 8; 971 total_exp += at->stats.exp * 8;
1691
1692 monster_cnt++; 972 monster_cnt++;
1693 } 973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
1694 } 980 }
981 }
1695 982
1696 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
1697 984
1698 for (i = 1; i <= settings.max_level; i++) 985 for (int i = 1; i <= settings.max_level; i++)
1699 {
1700 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 986 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1701 {
1702 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1703 return i; 987 return i;
1704 }
1705 }
1706 988
1707 return 1; 989 return 1;
1708}
1709
1710void
1711clean_tmp_map (maptile *m)
1712{
1713 if (m->tmpname == NULL)
1714 return;
1715 INVOKE_MAP (CLEAN, m);
1716 (void) unlink (m->tmpname);
1717}
1718
1719void
1720free_all_maps (void)
1721{
1722 int real_maps = 0;
1723
1724 while (first_map)
1725 {
1726 /* I think some of the callers above before it gets here set this to be
1727 * saving, but we still want to free this data
1728 */
1729 if (first_map->in_memory == MAP_SAVING)
1730 first_map->in_memory = MAP_IN_MEMORY;
1731 delete_map (first_map);
1732 real_maps++;
1733 }
1734
1735 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1736} 990}
1737 991
1738/* change_map_light() - used to change map light level (darkness) 992/* change_map_light() - used to change map light level (darkness)
1739 * up or down. Returns true if successful. It should now be 993 * up or down. Returns true if successful. It should now be
1740 * possible to change a value by more than 1. 994 * possible to change a value by more than 1.
1741 * Move this from los.c to map.c since this is more related 995 * Move this from los.c to map.c since this is more related
1742 * to maps than los. 996 * to maps than los.
1743 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1744 */ 998 */
1745
1746int 999int
1747change_map_light (maptile *m, int change) 1000maptile::change_map_light (int change)
1748{ 1001{
1749 int new_level = m->darkness + change;
1750
1751 /* Nothing to do */ 1002 /* Nothing to do */
1752 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1003 if (!change)
1753 {
1754 return 0; 1004 return 0;
1755 }
1756 1005
1757 /* inform all players on the map */ 1006 /* inform all players on the map */
1758 if (change > 0) 1007 if (change > 0)
1759 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1760 else 1009 else
1761 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1762 1011
1763 /* Do extra checking. since m->darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1764 * we need to be extra careful about negative values.
1765 * In general, the checks below are only needed if change
1766 * is not +/-1
1767 */
1768 if (new_level < 0)
1769 m->darkness = 0;
1770 else if (new_level >= MAX_DARKNESS)
1771 m->darkness = MAX_DARKNESS;
1772 else
1773 m->darkness = new_level;
1774 1013
1775 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1776 update_all_map_los (m); 1015 update_all_map_los (this);
1016
1777 return 1; 1017 return 1;
1778} 1018}
1779 1019
1780/* 1020/*
1781 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1784 * through, etc) 1024 * through, etc)
1785 */ 1025 */
1786void 1026void
1787mapspace::update_ () 1027mapspace::update_ ()
1788{ 1028{
1789 object *tmp, *last = 0; 1029 object *last = 0;
1790 uint8 flags = 0, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE, anywhere = 0;
1791 New_Face *top, *floor, *middle; 1031 sint8 light = 0;
1792 object *top_obj, *floor_obj, *middle_obj;
1793 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1794 1033
1795 middle = blank_face; 1034 //object *middle = 0;
1796 top = blank_face; 1035 //object *top = 0;
1797 floor = blank_face; 1036 //object *floor = 0;
1037 // this seems to generate better code than using locals, above
1038 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0;
1040 object *&floor = faces_obj[2] = 0;
1798 1041
1799 middle_obj = 0;
1800 top_obj = 0;
1801 floor_obj = 0;
1802
1803 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1804 { 1043 {
1805 /* This could be made additive I guess (two lights better than 1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1806 * one). But if so, it shouldn't be a simple additive - 2
1807 * light bulbs do not illuminate twice as far as once since
1808 * it is a dissapation factor that is cubed.
1809 */
1810 if (tmp->glow_radius > light)
1811 light = tmp->glow_radius; 1045 light += tmp->glow_radius;
1812 1046
1813 /* This call is needed in order to update objects the player 1047 /* This call is needed in order to update objects the player
1814 * is standing in that have animations (ie, grass, fire, etc). 1048 * is standing in that have animations (ie, grass, fire, etc).
1815 * However, it also causes the look window to be re-drawn 1049 * However, it also causes the look window to be re-drawn
1816 * 3 times each time the player moves, because many of the 1050 * 3 times each time the player moves, because many of the
1819 * Always put the player down for drawing. 1053 * Always put the player down for drawing.
1820 */ 1054 */
1821 if (!tmp->invisible) 1055 if (!tmp->invisible)
1822 { 1056 {
1823 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1824 {
1825 top = tmp->face;
1826 top_obj = tmp; 1058 top = tmp;
1827 }
1828 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1829 { 1060 {
1830 /* If we got a floor, that means middle and top were below it, 1061 /* If we got a floor, that means middle and top were below it,
1831 * so should not be visible, so we clear them. 1062 * so should not be visible, so we clear them.
1832 */ 1063 */
1833 middle = blank_face; 1064 middle = 0;
1834 top = blank_face; 1065 top = 0;
1835 floor = tmp->face;
1836 floor_obj = tmp; 1066 floor = tmp;
1837 } 1067 }
1838 /* Flag anywhere have high priority */ 1068 /* Flag anywhere have high priority */
1839 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1840 { 1070 {
1841 middle = tmp->face;
1842
1843 middle_obj = tmp; 1071 middle = tmp;
1844 anywhere = 1; 1072 anywhere = 1;
1845 } 1073 }
1074
1846 /* Find the highest visible face around. If equal 1075 /* Find the highest visible face around. If equal
1847 * visibilities, we still want the one nearer to the 1076 * visibilities, we still want the one nearer to the
1848 * top 1077 * top
1849 */ 1078 */
1850 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1851 {
1852 middle = tmp->face;
1853 middle_obj = tmp; 1080 middle = tmp;
1854 }
1855 } 1081 }
1856 1082
1857 if (tmp == tmp->above) 1083 if (tmp == tmp->above)
1858 { 1084 {
1859 LOG (llevError, "Error in structure of map\n"); 1085 LOG (llevError, "Error in structure of map\n");
1872 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1873 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1874 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1875 } 1101 }
1876 1102
1877 this->light = light; 1103 this->light = min (light, MAX_LIGHT_RADIUS);
1878 this->flags_ = flags; 1104 this->flags_ = flags;
1879 this->move_block = move_block & ~move_allow; 1105 this->move_block = move_block & ~move_allow;
1880 this->move_on = move_on; 1106 this->move_on = move_on;
1881 this->move_off = move_off; 1107 this->move_off = move_off;
1882 this->move_slow = move_slow; 1108 this->move_slow = move_slow;
1894 * middle face. This should not happen, as we already have the 1120 * middle face. This should not happen, as we already have the
1895 * else statement above so middle should not get set. OTOH, it 1121 * else statement above so middle should not get set. OTOH, it
1896 * may be possible for the faces to match but be different objects. 1122 * may be possible for the faces to match but be different objects.
1897 */ 1123 */
1898 if (top == middle) 1124 if (top == middle)
1899 middle = blank_face; 1125 middle = 0;
1900 1126
1901 /* There are three posibilities at this point: 1127 /* There are three posibilities at this point:
1902 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1903 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1904 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
1905 */ 1131 */
1906 1132
1907 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1908 { 1134 {
1909 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1910 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1911 break; 1137 break;
1912 1138
1913 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1914 if ((top != blank_face) && (middle != blank_face)) 1140 if (top && middle)
1915 break; 1141 break;
1916 1142
1917 /* Only show visible faces, unless its the editor - show all */ 1143 /* Only show visible faces */
1918 if (!tmp->invisible || editor) 1144 if (!tmp->invisible)
1919 { 1145 {
1920 /* Fill in top if needed */ 1146 /* Fill in top if needed */
1921 if (top == blank_face) 1147 if (!top)
1922 { 1148 {
1923 top = tmp->face;
1924 top_obj = tmp; 1149 top = tmp;
1925 if (top == middle) 1150 if (top == middle)
1926 middle = blank_face; 1151 middle = 0;
1927 } 1152 }
1928 else 1153 else
1929 { 1154 {
1930 /* top is already set - we should only get here if 1155 /* top is already set - we should only get here if
1931 * middle is not set 1156 * middle is not set
1932 * 1157 *
1933 * Set the middle face and break out, since there is nothing 1158 * Set the middle face and break out, since there is nothing
1934 * more to fill in. We don't check visiblity here, since 1159 * more to fill in. We don't check visiblity here, since
1935 * 1160 *
1936 */ 1161 */
1937 if (tmp->face != top) 1162 if (tmp != top)
1938 { 1163 {
1939 middle = tmp->face;
1940 middle_obj = tmp; 1164 middle = tmp;
1941 break; 1165 break;
1942 } 1166 }
1943 } 1167 }
1944 } 1168 }
1945 } 1169 }
1946 1170
1947 if (middle == floor) 1171 if (middle == floor)
1948 middle = blank_face; 1172 middle = 0;
1949 1173
1950 if (top == middle) 1174 if (top == middle)
1951 middle = blank_face; 1175 middle = 0;
1952 1176
1953 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1177#if 0
1954 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1178 faces_obj [0] = top;
1955 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1179 faces_obj [1] = middle;
1180 faces_obj [2] = floor;
1181#endif
1956} 1182}
1957 1183
1958void 1184uint64
1959set_map_reset_time (maptile *map) 1185mapspace::volume () const
1960{ 1186{
1961 int timeout; 1187 uint64 vol = 0;
1962 1188
1963 timeout = map->reset_timeout; 1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1964 if (timeout <= 0) 1190 vol += op->volume ();
1965 timeout = MAP_DEFAULTRESET;
1966 if (timeout >= MAP_MAXRESET)
1967 timeout = MAP_MAXRESET;
1968 map->reset_time = time (0) + timeout;
1969}
1970 1191
1971/* this updates the orig_map->tile_map[tile_num] value after loading 1192 return vol;
1972 * the map. It also takes care of linking back the freshly loaded 1193}
1973 * maps tile_map values if it tiles back to this one. It returns
1974 * the value of orig_map->tile_map[tile_num]. It really only does this
1975 * so that it is easier for calling functions to verify success.
1976 */
1977 1194
1978static maptile * 1195maptile *
1979load_and_link_tiled_map (maptile *orig_map, int tile_num) 1196maptile::tile_available (int dir, bool load)
1980{ 1197{
1981 int dest_tile = (tile_num + 2) % 4; 1198 if (tile_path[dir])
1982 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1199 {
1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1201 return tile_map[dir];
1983 1202
1984 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1204 return tile_map[dir];
1205 }
1985 1206
1986 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1207 return 0;
1987 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))
1988 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1989
1990 return orig_map->tile_map[tile_num];
1991} 1208}
1992 1209
1993/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
1994 * map m. This function also takes into account any 1211 * map m. This function also takes into account any
1995 * tiling considerations, loading adjacant maps as needed. 1212 * tiling considerations, loading adjacant maps as needed.
1996 * This is the function should always be used when it 1213 * This is the function should always be used when it
1997 * necessary to check for valid coordinates. 1214 * necessary to check for valid coordinates.
1998 * This function will recursively call itself for the 1215 * This function will recursively call itself for the
1999 * tiled maps. 1216 * tiled maps.
2000 *
2001 *
2002 */ 1217 */
2003int 1218int
2004out_of_map (maptile *m, int x, int y) 1219out_of_map (maptile *m, int x, int y)
2005{ 1220{
2006 /* If we get passed a null map, this is obviously the 1221 /* If we get passed a null map, this is obviously the
2010 if (!m) 1225 if (!m)
2011 return 0; 1226 return 0;
2012 1227
2013 if (x < 0) 1228 if (x < 0)
2014 { 1229 {
2015 if (!m->tile_path[3]) 1230 if (!m->tile_available (3))
2016 return 1; 1231 return 1;
2017 1232
2018 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map (m, 3);
2020
2021 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1233 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2022 } 1234 }
2023 1235
2024 if (x >= m->width) 1236 if (x >= m->width)
2025 { 1237 {
2026 if (!m->tile_path[1]) 1238 if (!m->tile_available (1))
2027 return 1; 1239 return 1;
2028 1240
2029 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2030 load_and_link_tiled_map (m, 1);
2031
2032 return (out_of_map (m->tile_map[1], x - m->width, y)); 1241 return out_of_map (m->tile_map[1], x - m->width, y);
2033 } 1242 }
2034 1243
2035 if (y < 0) 1244 if (y < 0)
2036 { 1245 {
2037 if (!m->tile_path[0]) 1246 if (!m->tile_available (0))
2038 return 1; 1247 return 1;
2039 1248
2040 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map (m, 0);
2042
2043 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1249 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2044 } 1250 }
2045 1251
2046 if (y >= m->height) 1252 if (y >= m->height)
2047 { 1253 {
2048 if (!m->tile_path[2]) 1254 if (!m->tile_available (2))
2049 return 1; 1255 return 1;
2050 1256
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map (m, 2);
2053
2054 return (out_of_map (m->tile_map[2], x, y - m->height)); 1257 return out_of_map (m->tile_map[2], x, y - m->height);
2055 } 1258 }
2056 1259
2057 /* Simple case - coordinates are within this local 1260 /* Simple case - coordinates are within this local
2058 * map. 1261 * map.
2059 */ 1262 */
2062 1265
2063/* This is basically the same as out_of_map above, but 1266/* This is basically the same as out_of_map above, but
2064 * instead we return NULL if no map is valid (coordinates 1267 * instead we return NULL if no map is valid (coordinates
2065 * out of bounds and no tiled map), otherwise it returns 1268 * out of bounds and no tiled map), otherwise it returns
2066 * the map as that the coordinates are really on, and 1269 * the map as that the coordinates are really on, and
2067 * updates x and y to be the localized coordinates. 1270 * updates x and y to be the localised coordinates.
2068 * Using this is more efficient of calling out_of_map 1271 * Using this is more efficient of calling out_of_map
2069 * and then figuring out what the real map is 1272 * and then figuring out what the real map is
2070 */ 1273 */
2071maptile * 1274maptile *
2072get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1275maptile::xy_find (sint16 &x, sint16 &y)
2073{ 1276{
2074
2075 if (*x < 0) 1277 if (x < 0)
2076 { 1278 {
2077 if (!m->tile_path[3]) 1279 if (!tile_available (3))
2078 return 0; 1280 return 0;
2079 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2080 load_and_link_tiled_map (m, 3);
2081 1281
2082 *x += m->tile_map[3]->width; 1282 x += tile_map[3]->width;
2083 return (get_map_from_coord (m->tile_map[3], x, y)); 1283 return tile_map[3]->xy_find (x, y);
2084 } 1284 }
2085 1285
2086 if (*x >= m->width) 1286 if (x >= width)
2087 { 1287 {
2088 if (!m->tile_path[1]) 1288 if (!tile_available (1))
2089 return 0; 1289 return 0;
2090 1290
2091 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2092 load_and_link_tiled_map (m, 1);
2093
2094 *x -= m->width; 1291 x -= width;
2095 return (get_map_from_coord (m->tile_map[1], x, y)); 1292 return tile_map[1]->xy_find (x, y);
2096 } 1293 }
2097 1294
2098 if (*y < 0) 1295 if (y < 0)
2099 { 1296 {
2100 if (!m->tile_path[0]) 1297 if (!tile_available (0))
2101 return 0; 1298 return 0;
2102 1299
2103 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2104 load_and_link_tiled_map (m, 0);
2105
2106 *y += m->tile_map[0]->height; 1300 y += tile_map[0]->height;
2107 return (get_map_from_coord (m->tile_map[0], x, y)); 1301 return tile_map[0]->xy_find (x, y);
2108 } 1302 }
2109 1303
2110 if (*y >= m->height) 1304 if (y >= height)
2111 { 1305 {
2112 if (!m->tile_path[2]) 1306 if (!tile_available (2))
2113 return 0; 1307 return 0;
2114 1308
2115 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2116 load_and_link_tiled_map (m, 2);
2117
2118 *y -= m->height; 1309 y -= height;
2119 return (get_map_from_coord (m->tile_map[2], x, y)); 1310 return tile_map[2]->xy_find (x, y);
2120 } 1311 }
2121 1312
2122 /* Simple case - coordinates are within this local 1313 /* Simple case - coordinates are within this local
2123 * map. 1314 * map.
2124 */ 1315 */
2125
2126 return m; 1316 return this;
2127} 1317}
2128 1318
2129/** 1319/**
2130 * Return whether map2 is adjacent to map1. If so, store the distance from 1320 * Return whether map2 is adjacent to map1. If so, store the distance from
2131 * map1 to map2 in dx/dy. 1321 * map1 to map2 in dx/dy.
2132 */ 1322 */
2133static int 1323int
2134adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2135{ 1325{
2136 if (!map1 || !map2) 1326 if (!map1 || !map2)
2137 return 0; 1327 return 0;
2138 1328
1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1330 //fix: compare paths instead (this is likely faster, too!)
2139 if (map1 == map2) 1331 if (map1 == map2)
2140 { 1332 {
2141 *dx = 0; 1333 *dx = 0;
2142 *dy = 0; 1334 *dy = 0;
2143
2144 } 1335 }
2145 else if (map1->tile_map[0] == map2) 1336 else if (map1->tile_map[0] == map2)
2146 { /* up */ 1337 { /* up */
2147 *dx = 0; 1338 *dx = 0;
2148 *dy = -map2->height; 1339 *dy = -map2->height;
2159 } 1350 }
2160 else if (map1->tile_map[3] == map2) 1351 else if (map1->tile_map[3] == map2)
2161 { /* left */ 1352 { /* left */
2162 *dx = -map2->width; 1353 *dx = -map2->width;
2163 *dy = 0; 1354 *dy = 0;
2164
2165 } 1355 }
2166 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2167 { /* up right */ 1357 { /* up right */
2168 *dx = map1->tile_map[0]->width; 1358 *dx = map1->tile_map[0]->width;
2169 *dy = -map1->tile_map[0]->height; 1359 *dy = -map1->tile_map[0]->height;
2200 } 1390 }
2201 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1391 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2202 { /* left down */ 1392 { /* left down */
2203 *dx = -map1->tile_map[3]->width; 1393 *dx = -map1->tile_map[3]->width;
2204 *dy = map1->tile_map[3]->height; 1394 *dy = map1->tile_map[3]->height;
2205
2206 } 1395 }
2207 else 1396 else
2208 { /* not "adjacent" enough */
2209 return 0; 1397 return 0;
2210 }
2211 1398
2212 return 1; 1399 return 1;
1400}
1401
1402maptile *
1403maptile::xy_load (sint16 &x, sint16 &y)
1404{
1405 maptile *map = xy_find (x, y);
1406
1407 if (map)
1408 map->load_sync ();
1409
1410 return map;
1411}
1412
1413maptile *
1414get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1415{
1416 return m->xy_load (*x, *y);
2213} 1417}
2214 1418
2215/* From map.c 1419/* From map.c
2216 * This is used by get_player to determine where the other 1420 * This is used by get_player to determine where the other
2217 * creature is. get_rangevector takes into account map tiling, 1421 * creature is. get_rangevector takes into account map tiling,
2218 * so you just can not look the the map coordinates and get the 1422 * so you just can not look the the map coordinates and get the
2219 * righte value. distance_x/y are distance away, which 1423 * righte value. distance_x/y are distance away, which
2220 * can be negativbe. direction is the crossfire direction scheme 1424 * can be negative. direction is the crossfire direction scheme
2221 * that the creature should head. part is the part of the 1425 * that the creature should head. part is the part of the
2222 * monster that is closest. 1426 * monster that is closest.
2223 * 1427 *
2224 * get_rangevector looks at op1 and op2, and fills in the 1428 * get_rangevector looks at op1 and op2, and fills in the
2225 * structure for op1 to get to op2. 1429 * structure for op1 to get to op2.
2230 * be unexpected 1434 * be unexpected
2231 * 1435 *
2232 * currently, the only flag supported (0x1) is don't translate for 1436 * currently, the only flag supported (0x1) is don't translate for
2233 * closest body part of 'op1' 1437 * closest body part of 'op1'
2234 */ 1438 */
2235
2236void 1439void
2237get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2238{ 1441{
2239 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2240 { 1443 {
2241 /* be conservative and fill in _some_ data */ 1444 /* be conservative and fill in _some_ data */
2242 retval->distance = 100000; 1445 retval->distance = 10000;
2243 retval->distance_x = 32767; 1446 retval->distance_x = 10000;
2244 retval->distance_y = 32767; 1447 retval->distance_y = 10000;
2245 retval->direction = 0; 1448 retval->direction = 0;
2246 retval->part = 0; 1449 retval->part = 0;
2247 } 1450 }
2248 else 1451 else
2249 { 1452 {
2254 1457
2255 best = op1; 1458 best = op1;
2256 /* If this is multipart, find the closest part now */ 1459 /* If this is multipart, find the closest part now */
2257 if (!(flags & 0x1) && op1->more) 1460 if (!(flags & 0x1) && op1->more)
2258 { 1461 {
2259 object *tmp;
2260 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2261 1463
2262 /* we just take the offset of the piece to head to figure 1464 /* we just take the offset of the piece to head to figure
2263 * distance instead of doing all that work above again 1465 * distance instead of doing all that work above again
2264 * since the distance fields we set above are positive in the 1466 * since the distance fields we set above are positive in the
2265 * same axis as is used for multipart objects, the simply arithmetic 1467 * same axis as is used for multipart objects, the simply arithmetic
2266 * below works. 1468 * below works.
2267 */ 1469 */
2268 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2269 { 1471 {
2270 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1472 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2271 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2272 if (tmpi < best_distance) 1474 if (tmpi < best_distance)
2273 { 1475 {
2274 best_distance = tmpi; 1476 best_distance = tmpi;
2275 best = tmp; 1477 best = tmp;
2276 } 1478 }
2277 } 1479 }
1480
2278 if (best != op1) 1481 if (best != op1)
2279 { 1482 {
2280 retval->distance_x += op1->x - best->x; 1483 retval->distance_x += op1->x - best->x;
2281 retval->distance_y += op1->y - best->y; 1484 retval->distance_y += op1->y - best->y;
2282 } 1485 }
2283 } 1486 }
1487
2284 retval->part = best; 1488 retval->part = best;
2285 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1489 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2286 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2287 } 1491 }
2288} 1492}
2289 1493
2290/* this is basically the same as get_rangevector above, but instead of 1494/* this is basically the same as get_rangevector above, but instead of
2295 * flags has no meaning for this function at this time - I kept it in to 1499 * flags has no meaning for this function at this time - I kept it in to
2296 * be more consistant with the above function and also in case they are needed 1500 * be more consistant with the above function and also in case they are needed
2297 * for something in the future. Also, since no object is pasted, the best 1501 * for something in the future. Also, since no object is pasted, the best
2298 * field of the rv_vector is set to NULL. 1502 * field of the rv_vector is set to NULL.
2299 */ 1503 */
2300
2301void 1504void
2302get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1505get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2303{ 1506{
2304 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1507 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2305 { 1508 {
2306 /* be conservative and fill in _some_ data */ 1509 /* be conservative and fill in _some_ data */
2307 retval->distance = 100000; 1510 retval->distance = 100000;
2313 else 1516 else
2314 { 1517 {
2315 retval->distance_x += op2->x - x; 1518 retval->distance_x += op2->x - x;
2316 retval->distance_y += op2->y - y; 1519 retval->distance_y += op2->y - y;
2317 1520
2318 retval->part = NULL; 1521 retval->part = 0;
2319 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2320 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2321 } 1524 }
2322} 1525}
2323 1526
2324/* Returns true of op1 and op2 are effectively on the same map 1527/* Returns true of op1 and op2 are effectively on the same map
2325 * (as related to map tiling). Note that this looks for a path from 1528 * (as related to map tiling). Note that this looks for a path from
2326 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1529 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2327 * to op1, this will still return false. 1530 * to op1, this will still return false.
2328 * Note we only look one map out to keep the processing simple 1531 * Note we only look one map out to keep the processing simple
2329 * and efficient. This could probably be a macro. 1532 * and efficient. This could probably be a macro.
2330 * MSW 2001-08-05 1533 * MSW 2001-08-05
2331 */ 1534 */
2338} 1541}
2339 1542
2340object * 1543object *
2341maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
2342{ 1545{
2343 if (!op->flag [FLAG_REMOVED])
2344 op->remove ();
2345
2346 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2347} 1547}
2348 1548
1549region *
1550maptile::region (int x, int y) const
1551{
1552 if (regions
1553 && regionmap
1554 && !OUT_OF_REAL_MAP (this, x, y))
1555 if (struct region *reg = regionmap [regions [y * width + x]])
1556 return reg;
1557
1558 if (default_region)
1559 return default_region;
1560
1561 return ::region::default_region ();
1562}
1563
1564/* picks a random object from a style map.
1565 */
1566object *
1567maptile::pick_random_object (rand_gen &gen) const
1568{
1569 /* while returning a null object will result in a crash, that
1570 * is actually preferable to an infinite loop. That is because
1571 * most servers will automatically restart in case of crash.
1572 * Change the logic on getting the random space - shouldn't make
1573 * any difference, but this seems clearer to me.
1574 */
1575 for (int i = 1000; --i;)
1576 {
1577 object *pick = at (gen (width), gen (height)).bot;
1578
1579 // do not prefer big monsters just because they are big.
1580 if (pick && pick->is_head ())
1581 return pick->head_ ();
1582 }
1583
1584 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug");
1586}
1587
1588void
1589maptile::play_sound (faceidx sound, int x, int y) const
1590{
1591 if (!sound)
1592 return;
1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1610 for_all_players (pl)
1611 if (client *ns = pl->ns)
1612 {
1613 int dx = x - pl->ob->x;
1614 int dy = y - pl->ob->y;
1615
1616 int distance = idistance (dx, dy);
1617
1618 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 }
1621}
1622
1623static void
1624split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625{
1626 // clip to map to the left
1627 if (x0 < 0)
1628 {
1629 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1630 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1631
1632 if (x1 < 0) // entirely to the left
1633 return;
1634
1635 x0 = 0;
1636 }
1637
1638 // clip to map to the right
1639 if (x1 > m->width)
1640 {
1641 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1642 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1643
1644 if (x0 > m->width) // entirely to the right
1645 return;
1646
1647 x1 = m->width;
1648 }
1649
1650 // clip to map above
1651 if (y0 < 0)
1652 {
1653 if (maptile *tile = m->tile_available (TILE_UP, 1))
1654 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1655
1656 if (y1 < 0) // entirely above
1657 return;
1658
1659 y0 = 0;
1660 }
1661
1662 // clip to map below
1663 if (y1 > m->height)
1664 {
1665 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1666 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1667
1668 if (y0 > m->height) // entirely below
1669 return;
1670
1671 y1 = m->height;
1672 }
1673
1674 // if we get here, the rect is within the current map
1675 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1676
1677 r->m = m;
1678 r->x0 = x0;
1679 r->y0 = y0;
1680 r->x1 = x1;
1681 r->y1 = y1;
1682 r->dx = dx;
1683 r->dy = dy;
1684}
1685
1686maprect *
1687maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1688{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear ();
1691
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693
1694 // add end marker
1695 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1696 r->m = 0;
1697
1698 return (maprect *)buf.linearise ();
1699}
1700

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