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Comparing deliantra/server/common/map.C (file contents):
Revision 1.55 by root, Wed Dec 27 18:09:48 2006 UTC vs.
Revision 1.184 by root, Sun Apr 11 00:34:05 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
30#include "path.h" 28#include "path.h"
31 29
32/* 30//+GPL
33 * Returns the maptile which has a name matching the given argument.
34 * return NULL if no match is found.
35 */
36maptile *
37has_been_loaded (const char *name)
38{
39 if (!name || !*name)
40 return 0;
41 31
42 for_all_maps (map) 32sint8 maptile::outdoor_darkness;
43 if (!strcmp (name, map->path))
44 return map;
45
46 return 0;
47}
48
49/*
50 * This makes a path absolute outside the world of Crossfire.
51 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
52 * and returns the pointer to a static array containing the result.
53 * it really should be called create_mapname
54 */
55
56const char *
57create_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the overlay maps.
73 */
74
75const char *
76create_overlay_pathname (const char *name)
77{
78 static char buf[MAX_BUF];
79
80 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
81 * someplace else in the code? msw 2-17-97
82 */
83 if (*name == '/')
84 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
85 else
86 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
87 return (buf);
88}
89
90/*
91 * same as create_pathname, but for the template maps.
92 */
93
94const char *
95create_template_pathname (const char *name)
96{
97 static char buf[MAX_BUF];
98
99 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
100 * someplace else in the code? msw 2-17-97
101 */
102 if (*name == '/')
103 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
104 else
105 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
106 return (buf);
107}
108
109/*
110 * This makes absolute path to the itemfile where unique objects
111 * will be saved. Converts '/' to '@'. I think it's essier maintain
112 * files than full directory structure, but if this is problem it can
113 * be changed.
114 */
115static const char *
116create_items_path (const char *s)
117{
118 static char buf[MAX_BUF];
119 char *t;
120
121 if (*s == '/')
122 s++;
123
124 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
125
126 for (t = buf + strlen (buf); *s; s++, t++)
127 if (*s == '/')
128 *t = '@';
129 else
130 *t = *s;
131 *t = 0;
132 return (buf);
133}
134
135
136/*
137 * This function checks if a file with the given path exists.
138 * -1 is returned if it fails, otherwise the mode of the file
139 * is returned.
140 * It tries out all the compression suffixes listed in the uncomp[] array.
141 *
142 * If prepend_dir is set, then we call create_pathname (which prepends
143 * libdir & mapdir). Otherwise, we assume the name given is fully
144 * complete.
145 * Only the editor actually cares about the writablity of this -
146 * the rest of the code only cares that the file is readable.
147 * when the editor goes away, the call to stat should probably be
148 * replaced by an access instead (similar to the windows one, but
149 * that seems to be missing the prepend_dir processing
150 */
151
152int
153check_path (const char *name, int prepend_dir)
154{
155 char buf[MAX_BUF];
156
157 char *endbuf;
158 struct stat statbuf;
159 int mode = 0;
160
161 if (prepend_dir)
162 strcpy (buf, create_pathname (name));
163 else
164 strcpy (buf, name);
165
166 /* old method (strchr(buf, '\0')) seemd very odd to me -
167 * this method should be equivalant and is clearer.
168 * Can not use strcat because we need to cycle through
169 * all the names.
170 */
171 endbuf = buf + strlen (buf);
172
173 if (stat (buf, &statbuf))
174 return -1;
175 if (!S_ISREG (statbuf.st_mode))
176 return (-1);
177
178 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
179 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
180 mode |= 4;
181
182 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
183 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
184 mode |= 2;
185
186 return (mode);
187}
188
189/*
190 * Prints out debug-information about a map.
191 * Dumping these at llevError doesn't seem right, but is
192 * necessary to make sure the information is in fact logged.
193 */
194
195void
196dump_map (const maptile *m)
197{
198 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
199 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
200
201 if (m->msg != NULL)
202 LOG (llevError, "Message:\n%s", m->msg);
203
204 if (m->maplore != NULL)
205 LOG (llevError, "Lore:\n%s", m->maplore);
206
207 if (m->tmpname != NULL)
208 LOG (llevError, "Tmpname: %s\n", m->tmpname);
209
210 LOG (llevError, "Difficulty: %d\n", m->difficulty);
211 LOG (llevError, "Darkness: %d\n", m->darkness);
212}
213
214/*
215 * Prints out debug-information about all maps.
216 * This basically just goes through all the maps and calls
217 * dump_map on each one.
218 */
219
220void
221dump_all_maps (void)
222{
223 for_all_maps (m)
224 dump_map (m);
225}
226 33
227/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
228 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
229 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
230 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
235 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
236 */ 43 */
237int 44int
238get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
239{ 46{
240 sint16 newx, newy;
241 int retval = 0;
242 maptile *mp;
243
244 newx = x; 47 sint16 newx = x;
245 newy = y; 48 sint16 newy = y;
246 49
247 mp = get_map_from_coord (oldmap, &newx, &newy); 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
248 51
249 if (!mp) 52 if (!mp)
250 return P_OUT_OF_MAP; 53 return P_OUT_OF_MAP;
251
252 if (mp != oldmap)
253 retval |= P_NEW_MAP;
254 54
255 if (newmap) *newmap = mp; 55 if (newmap) *newmap = mp;
256 if (nx) *nx = newx; 56 if (nx) *nx = newx;
257 if (ny) *ny = newy; 57 if (ny) *ny = newy;
258 58
259 return retval | mp->at (newx, newy).flags (); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
260} 60}
261 61
262/* 62/*
263 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
264 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
272 * by the caller. 72 * by the caller.
273 */ 73 */
274int 74int
275blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
276{ 76{
277 object *tmp;
278 int mflags, blocked;
279
280 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
281 * have already checked this. 78 * have already checked this.
282 */ 79 */
283 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
284 { 81 {
285 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
286 return 1; 83 return 1;
287 } 84 }
288 85
289 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
290 * directly.
291 */
292 mflags = m->at (sx, sy).flags ();
293 87
294 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
295 90
296 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
297 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
298 * things we need to do for players. 93 * things we need to do for players.
299 */ 94 */
300 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
301 return 0; 96 return 0;
302 97
303 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
304 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
305 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
306 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
307 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
308 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
309 */ 104 */
310 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
311 return 0; 106 return 0;
312 107
313 if (ob->head != NULL)
314 ob = ob->head; 108 ob = ob->head_ ();
315 109
316 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
317 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
318 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
319 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
320 */ 114 */
321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
322 { 116 {
323 117 if (OB_MOVE_BLOCK (ob, tmp))
324 /* This must be before the checks below. Code for inventory checkers. */
325 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
326 { 118 {
327 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
328 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
329 * pass through this space. 121 return 1;
330 */ 122 else
331 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
332 { 126 {
333 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
334 return 1; 131 return 1;
335 else 132 }
336 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
337 } 142 }
338 else 143 else
339 { 144 return 1; // unconditional block
340 /* In this case, the player must not have the object - 145
341 * if they do, they can't pass through.
342 */
343 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
344 return 1;
345 else
346 continue;
347 }
348 } /* if check_inv */
349 else 146 } else {
350 { 147 // space does not block the ob, directly, but
351 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
352 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
353 * movement, can't move here. 150
354 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
355 * hidden dm 152 && tmp->head_ () != ob
356 */ 153 && tmp != ob
357 if (OB_MOVE_BLOCK (ob, tmp)) 154 && tmp->type != DOOR)
358 return 1;
359 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
360 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
361 return 1; 155 return 1;
362 } 156 }
363
364 } 157 }
158
365 return 0; 159 return 0;
366} 160}
367 161
368
369/* 162/*
370 * Returns true if the given object can't fit in the given spot. 163 * Returns qthe blocking object if the given object can't fit in the given
371 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
372 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
373 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
374 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
375 * 168 *
376 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
377 * 170 *
378 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
379 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
390 * 183 *
391 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
392 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
393 * against the move_block values. 186 * against the move_block values.
394 */ 187 */
395int 188bool
396ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
397{ 190{
398 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
399 int flag;
400 maptile *m1;
401 sint16 sx, sy;
402
403 if (ob == NULL)
404 {
405 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
406 if (flag & P_OUT_OF_MAP)
407 return P_OUT_OF_MAP;
408
409 /* don't have object, so don't know what types would block */
410 return m1->at (sx, sy).move_block;
411 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
412 194
413 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
414 { 196 return 1;
415 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
416 197
417 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
418 return P_OUT_OF_MAP; 199
419 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
420 return P_IS_ALIVE; 201 return 1;
421 202
422 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
423 204 * (signifying non-moving objects)
424
425 /* find_first_free_spot() calls this function. However, often
426 * ob doesn't have any move type (when used to place exits)
427 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
428 */ 206 */
429
430 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
431 continue; 208 continue;
432 209
433 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
434 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
435 */ 212 */
436 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
437 return P_NO_PASS; 214 return 1;
438 } 215 }
439 216
440 return 0; 217 return 0;
441} 218}
442 219
443/* When the map is loaded, load_object does not actually insert objects 220//-GPL
444 * into inventory, but just links them. What this does is go through
445 * and insert them properly.
446 * The object 'container' is the object that contains the inventory.
447 * This is needed so that we can update the containers weight.
448 */
449 221
450void 222void
451fix_container (object *container) 223maptile::set_object_flag (int flag, int value)
452{ 224{
453 object *tmp = container->inv, *next; 225 if (!spaces)
226 return;
454 227
455 container->inv = NULL; 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 while (tmp != NULL) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
457 { 230 tmp->flag [flag] = value;
458 next = tmp->below;
459 if (tmp->inv)
460 fix_container (tmp);
461 (void) insert_ob_in_ob (tmp, container);
462 tmp = next;
463 }
464 /* sum_weight will go through and calculate what all the containers are
465 * carrying.
466 */
467 sum_weight (container);
468} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
469 260
470/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
471 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
472 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
473 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
474 * the more sections and not re-add sections for them.
475 */ 265 */
476static void 266void
477link_multipart_objects (maptile *m) 267maptile::link_multipart_objects ()
478{ 268{
479 int x, y; 269 if (!spaces)
480 object *tmp, *op, *last, *above; 270 return;
481 archetype *at;
482 271
483 for (x = 0; x < m->width; x++) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
484 for (y = 0; y < m->height; y++) 273 {
485 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 274 object *op = ms->bot;
275 while (op)
486 { 276 {
487 above = tmp->above;
488
489 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
490 if (tmp->head || tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
491 continue;
492
493 /* If there is nothing more to this object, this for loop
494 * won't do anything.
495 */
496 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
497 { 279 {
498 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
499 282
500 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
501 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
502 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
503 op->head = tmp; 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
504 op->map = m; 287
505 last->more = op; 288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
506 op->name = tmp->name; 289 // so we have to reset the iteration through the mapspace
507 op->title = tmp->title;
508 /* we could link all the parts onto tmp, and then just
509 * call insert_ob_in_map once, but the effect is the same,
510 * as insert_ob_in_map will call itself with each part, and
511 * the coding is simpler to just to it here with each part.
512 */ 290 }
513 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 291 else
514 } /* for at = tmp->arch->more */ 292 op = op->above;
515 } /* for objects on this space */ 293 }
294 }
516} 295}
296
297//-GPL
517 298
518/* 299/*
519 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
520 * file pointer. 301 * file pointer.
521 * mapflags is the same as we get with load_original_map
522 */ 302 */
523void 303bool
524load_objects (maptile *m, object_thawer & fp, int mapflags) 304maptile::_load_objects (object_thawer &f)
525{ 305{
526 int i, j; 306 for (;;)
527 int unique;
528 object *op, *prev = NULL, *last_more = NULL, *otmp;
529
530 op = object::create ();
531 op->map = m; /* To handle buttons correctly */
532
533 while ((i = load_object (fp, op, mapflags)))
534 { 307 {
535 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
536 * got an invalid object. Don't do anything with it - the game 309
537 * or editor will not be able to do anything with it either. 310 switch (f.kw)
538 */
539 if (op->arch == NULL)
540 { 311 {
541 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 op->update_weight ();
318
319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
342 }
343
542 continue; 344 continue;
543 }
544 345
545 switch (i)
546 {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
550 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
551 else
552 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
553
554 if (op->inv)
555 sum_weight (op);
556
557 prev = op, last_more = op;
558 break;
559
560 case LL_MORE: 346 case KW_EOF:
561 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 347 return true;
562 op->head = prev, last_more->more = op, last_more = op; 348
349 default:
350 if (!f.parse_error ("map file"))
351 return false;
563 break; 352 break;
564 } 353 }
565 354
566 if (mapflags & MAP_STYLE) 355 f.next ();
567 remove_from_active_list (op);
568
569 op = object::create ();
570 op->map = m;
571 }
572
573 for (i = 0; i < m->width; i++)
574 { 356 }
575 for (j = 0; j < m->height; j++) 357
358 return true;
359}
360
361void
362maptile::activate ()
363{
364 if (spaces)
365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
366 for (object *op = ms->bot; op; op = op->above)
367 op->activate_recursive ();
368}
369
370void
371maptile::deactivate ()
372{
373 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive ();
377}
378
379bool
380maptile::_save_objects (object_freezer &f, int flags)
381{
382 coroapi::cede_to_tick ();
383
384 if (flags & IO_HEADER)
385 _save_header (f);
386
387 if (!spaces)
388 return false;
389
390 for (int i = 0; i < size (); ++i)
391 {
392 bool unique = 0;
393
394 for (object *op = spaces [i].bot; op; op = op->above)
576 { 395 {
577 unique = 0; 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
578 /* check for unique items, or unique squares */ 397
579 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 398 if (expect_false (!op->can_map_save ()))
399 continue;
400
401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
580 { 402 {
581 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 403 if (flags & IO_UNIQUES)
582 unique = 1; 404 op->write (f);
583
584 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
585 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
586 } 405 }
406 else if (expect_true (flags & IO_OBJECTS))
407 op->write (f);
587 } 408 }
588 } 409 }
589 410
590 op->destroy (); 411 coroapi::cede_to_tick ();
591 link_multipart_objects (m);
592}
593 412
594/* This saves all the objects on the map in a non destructive fashion. 413 return true;
595 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 414}
596 * and we only save the head of multi part objects - this is needed
597 * in order to do map tiling properly.
598 */
599void
600save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
601{
602 int i, j = 0, unique = 0;
603 object *op;
604 415
605 /* first pass - save one-part objects */ 416bool
606 for (i = 0; i < m->width; i++) 417maptile::_save_objects (const char *path, int flags)
607 for (j = 0; j < m->height; j++) 418{
608 { 419 object_freezer freezer;
609 unique = 0;
610 420
611 for (op = m->at (i, j).bot; op; op = op->above) 421 if (!_save_objects (freezer, flags))
612 { 422 return false;
613 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
614 unique = 1;
615 423
616 if (!op->can_map_save ()) 424 return freezer.save (path);
617 continue;
618
619 if (unique || op->flag [FLAG_UNIQUE])
620 save_object (fp2, op, 1);
621 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
622 save_object (fp, op, 1);
623 }
624 }
625} 425}
626 426
627maptile::maptile () 427maptile::maptile ()
628{ 428{
629 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
630 430
631 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
632 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
633 */ 433 */
434 width = 16;
435 height = 16;
436 timeout = 300;
437 max_items = MAX_ITEM_PER_ACTION;
438 max_volume = 2000000; // 2m³
439}
440
441maptile::maptile (int w, int h)
442{
443 in_memory = MAP_SWAPPED;
444
634 width = 16; 445 width = w;
635 height = 16; 446 height = h;
636 reset_timeout = 0; 447 reset_timeout = 0;
637 timeout = 300; 448 timeout = 300;
638 enter_x = 0; 449 enter_x = 0;
639 enter_y = 0; 450 enter_y = 0;
640 /*set part to -1 indicating conversion to weather map not yet done */
641 worldpartx = -1;
642 worldparty = -1;
643}
644 451
645void 452 alloc ();
646maptile::link ()
647{
648 next = first_map;
649 first_map = this;
650}
651
652void
653maptile::unlink ()
654{
655 if (first_map == this)
656 first_map = next;
657 else
658 {
659 for_all_maps (m)
660 if (m->next = this)
661 {
662 m->next = next;
663 return;
664 }
665
666 LOG (llevError, "maptile::unlink() map not on list: %s\n", path);
667 }
668}
669
670/*
671 * Allocates, initialises, and returns a pointer to a maptile.
672 * Modified to no longer take a path option which was not being
673 * used anyways. MSW 2001-07-01
674 */
675maptile *
676get_linked_map (void)
677{
678 maptile *map = new maptile;
679 map->link ();
680 return map;
681} 453}
682 454
683/* 455/*
684 * Allocates the arrays contained in a maptile. 456 * Allocates the arrays contained in a maptile.
685 * This basically allocates the dynamic array of spaces for the 457 * This basically allocates the dynamic array of spaces for the
686 * map. 458 * map.
687 */ 459 */
688void 460void
689maptile::allocate () 461maptile::alloc ()
690{ 462{
691 in_memory = MAP_IN_MEMORY;
692
693 /* Log this condition and free the storage. We could I suppose
694 * realloc, but if the caller is presuming the data will be intact,
695 * that is their poor assumption.
696 */
697 if (spaces) 463 if (spaces)
698 { 464 return;
699 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
700 sfree (spaces, size ());
701 }
702 465
703 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
704} 467}
705 468
706/* Create and returns a map of the specific size. Used 469//+GPL
707 * in random map code and the editor.
708 */
709maptile *
710get_empty_map (int sizex, int sizey)
711{
712 maptile *m = get_linked_map ();
713
714 m->width = sizex;
715 m->height = sizey;
716 m->in_memory = MAP_SWAPPED;
717
718 m->allocate ();
719
720 return m;
721}
722 470
723/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
724 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
725 * at a later date. 473 * at a later date.
726 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
803 return items; 551 return items;
804} 552}
805 553
806/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
807 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
808static void 556static const char *
809print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
810{ 558{
811 int i; 559 static dynbuf_text buf; buf.clear ();
812 char tmp[MAX_BUF];
813 560
814 strcpy (output_string, "");
815 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
816 { 562 {
817 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
818 { 564 {
819 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
820 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
821 else 567 else
822 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
823 } 569 }
824 else 570 else
825 { 571 {
826 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
827 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
828 else 574 else
829 sprintf (tmp, "*"); 575 buf.printf ("*");
830 } 576 }
831
832 strcat (output_string, tmp);
833 } 577 }
578
579 return buf;
834} 580}
581
582//-GPL
835 583
836/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
837 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
838 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
839 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
841 * put all the stuff in the map object so that names actually make 589 * put all the stuff in the map object so that names actually make
842 * sense. 590 * sense.
843 * This could be done in lex (like the object loader), but I think 591 * This could be done in lex (like the object loader), but I think
844 * currently, there are few enough fields this is not a big deal. 592 * currently, there are few enough fields this is not a big deal.
845 * MSW 2001-07-01 593 * MSW 2001-07-01
846 * return 0 on success, 1 on failure.
847 */ 594 */
848 595bool
849static int 596maptile::_load_header (object_thawer &thawer)
850load_map_header (object_thawer & fp, maptile *m)
851{ 597{
852 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 598 for (;;)
853 int msgpos = 0;
854 int maplorepos = 0;
855
856 while (fgets (buf, HUGE_BUF, fp) != NULL)
857 { 599 {
858 buf[HUGE_BUF - 1] = 0; 600 switch (thawer.kw)
859 key = buf;
860
861 while (isspace (*key))
862 key++;
863
864 if (*key == 0)
865 continue; /* empty line */
866
867 value = strchr (key, ' ');
868
869 if (!value)
870 { 601 {
871 if ((end = strchr (key, '\n'))) 602 case KW_msg:
872 *end = 0; 603 thawer.get_ml (KW_endmsg, msg);
604 break;
605
606 case KW_lore: // CF+ extension
607 thawer.get_ml (KW_endlore, maplore);
608 break;
609
610 case KW_maplore:
611 thawer.get_ml (KW_endmaplore, maplore);
612 break;
613
614 case KW_arch:
615 if (strcmp (thawer.get_str (), "map"))
616 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
617 break;
618
619 case KW_oid:
620 thawer.get (this, thawer.get_sint32 ());
621 break;
622
623 case KW_file_format_version: break; // nop
624
625 case KW_name: thawer.get (name); break;
626 case KW_attach: thawer.get (attach); break;
627 case KW_reset_time: thawer.get (reset_time); break;
628 case KW_shopgreed: thawer.get (shopgreed); break;
629 case KW_shopmin: thawer.get (shopmin); break;
630 case KW_shopmax: thawer.get (shopmax); break;
631 case KW_shoprace: thawer.get (shoprace); break;
632 case KW_outdoor: thawer.get (outdoor); break;
633
634 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break;
638
639 case KW_region: default_region = region::find (thawer.get_str ()); break;
640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
641
642 // old names new names
643 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
644 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
645 case KW_x: case KW_width: thawer.get (width); break;
646 case KW_y: case KW_height: thawer.get (height); break;
647 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
648 case KW_value: case KW_swap_time: thawer.get (timeout); break;
649 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
650 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
651 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
652
653 case KW_tile_path_1: thawer.get (tile_path [0]); break;
654 case KW_tile_path_2: thawer.get (tile_path [1]); break;
655 case KW_tile_path_3: thawer.get (tile_path [2]); break;
656 case KW_tile_path_4: thawer.get (tile_path [3]); break;
657
658 case KW_ERROR:
659 set_key_text (thawer.kw_str, thawer.value);
660 break;
661
662 case KW_end:
663 thawer.next ();
664 return true;
665
666 default:
667 if (!thawer.parse_error ("map", 0))
668 return false;
669 break;
873 } 670 }
874 else
875 {
876 *value = 0;
877 value++;
878 end = strchr (value, '\n');
879 671
880 while (isspace (*value)) 672 thawer.next ();
881 {
882 value++;
883
884 if (*value == '\0' || value == end)
885 {
886 /* Nothing but spaces. */
887 value = NULL;
888 break;
889 }
890 }
891 }
892
893 if (!end)
894 {
895 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
896 return 1;
897 }
898
899 /* key is the field name, value is what it should be set
900 * to. We've already done the work to null terminate key,
901 * and strip off any leading spaces for both of these.
902 * We have not touched the newline at the end of the line -
903 * these are needed for some values. the end pointer
904 * points to the first of the newlines.
905 * value could be NULL! It would be easy enough to just point
906 * this to "" to prevent cores, but that would let more errors slide
907 * through.
908 *
909 * First check for entries that do not use the value parameter, then
910 * validate that value is given and check for the remaining entries
911 * that use the parameter.
912 */
913
914 if (!strcmp (key, "msg"))
915 {
916 while (fgets (buf, HUGE_BUF, fp) != NULL)
917 {
918 if (!strcmp (buf, "endmsg\n"))
919 break;
920 else
921 {
922 /* slightly more efficient than strcat */
923 strcpy (msgbuf + msgpos, buf);
924 msgpos += strlen (buf);
925 }
926 }
927 /* There are lots of maps that have empty messages (eg, msg/endmsg
928 * with nothing between). There is no reason in those cases to
929 * keep the empty message. Also, msgbuf contains garbage data
930 * when msgpos is zero, so copying it results in crashes
931 */
932 if (msgpos != 0)
933 m->msg = strdup (msgbuf);
934 }
935 else if (!strcmp (key, "maplore"))
936 {
937 while (fgets (buf, HUGE_BUF, fp) != NULL)
938 {
939 if (!strcmp (buf, "endmaplore\n"))
940 break;
941 else
942 {
943 /* slightly more efficient than strcat */
944 strcpy (maplorebuf + maplorepos, buf);
945 maplorepos += strlen (buf);
946 }
947 }
948 if (maplorepos != 0)
949 m->maplore = strdup (maplorebuf);
950 }
951 else if (!strcmp (key, "end"))
952 {
953 break;
954 }
955 else if (value == NULL)
956 {
957 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
958 }
959 else if (!strcmp (key, "arch"))
960 {
961 /* This is an oddity, but not something we care about much. */
962 if (strcmp (value, "map\n"))
963 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
964 }
965 else if (!strcmp (key, "name"))
966 {
967 *end = 0;
968 m->name = strdup (value);
969 }
970 /* first strcmp value on these are old names supported
971 * for compatibility reasons. The new values (second) are
972 * what really should be used.
973 */
974 else if (!strcmp (key, "oid"))
975 fp.get (m, atoi (value));
976 else if (!strcmp (key, "attach"))
977 m->attach = value;
978 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
979 m->enter_x = atoi (value);
980 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
981 m->enter_y = atoi (value);
982 else if (!strcmp (key, "x") || !strcmp (key, "width"))
983 m->width = atoi (value);
984 else if (!strcmp (key, "y") || !strcmp (key, "height"))
985 m->height = atoi (value);
986 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
987 m->reset_timeout = atoi (value);
988 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
989 m->timeout = atoi (value);
990 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
991 m->difficulty = clamp (atoi (value), 1, settings.max_level);
992 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
993 m->darkness = atoi (value);
994 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
995 m->fixed_resettime = atoi (value);
996 else if (!strcmp (key, "unique"))
997 m->unique = atoi (value);
998 else if (!strcmp (key, "template"))
999 m->templatemap = atoi (value);
1000 else if (!strcmp (key, "region"))
1001 m->region = get_region_by_name (value);
1002 else if (!strcmp (key, "shopitems"))
1003 {
1004 *end = 0;
1005 m->shopitems = parse_shop_string (value);
1006 }
1007 else if (!strcmp (key, "shopgreed"))
1008 m->shopgreed = atof (value);
1009 else if (!strcmp (key, "shopmin"))
1010 m->shopmin = atol (value);
1011 else if (!strcmp (key, "shopmax"))
1012 m->shopmax = atol (value);
1013 else if (!strcmp (key, "shoprace"))
1014 {
1015 *end = 0;
1016 m->shoprace = strdup (value);
1017 }
1018 else if (!strcmp (key, "outdoor"))
1019 m->outdoor = atoi (value);
1020 else if (!strcmp (key, "temp"))
1021 m->temp = atoi (value);
1022 else if (!strcmp (key, "pressure"))
1023 m->pressure = atoi (value);
1024 else if (!strcmp (key, "humid"))
1025 m->humid = atoi (value);
1026 else if (!strcmp (key, "windspeed"))
1027 m->windspeed = atoi (value);
1028 else if (!strcmp (key, "winddir"))
1029 m->winddir = atoi (value);
1030 else if (!strcmp (key, "sky"))
1031 m->sky = atoi (value);
1032 else if (!strcmp (key, "nosmooth"))
1033 m->nosmooth = atoi (value);
1034 else if (!strncmp (key, "tile_path_", 10))
1035 {
1036 int tile = atoi (key + 10);
1037
1038 if (tile < 1 || tile > 4)
1039 {
1040 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1041 }
1042 else
1043 {
1044 char *path;
1045
1046 *end = 0;
1047
1048 if (m->tile_path[tile - 1])
1049 {
1050 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1051 free (m->tile_path[tile - 1]);
1052 m->tile_path[tile - 1] = NULL;
1053 }
1054
1055 if (check_path (value, 1) != -1)
1056 {
1057 /* The unadorned path works. */
1058 path = value;
1059 }
1060 else
1061 {
1062 /* Try again; it could be a relative exit. */
1063
1064 path = path_combine_and_normalize (m->path, value);
1065
1066 if (check_path (path, 1) == -1)
1067 {
1068 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1069 path = NULL;
1070 }
1071 }
1072
1073 if (editor)
1074 {
1075 /* Use the value as in the file. */
1076 m->tile_path[tile - 1] = strdup (value);
1077 }
1078 else if (path != NULL)
1079 {
1080 /* Use the normalized value. */
1081 m->tile_path[tile - 1] = strdup (path);
1082 }
1083 } /* end if tile direction (in)valid */
1084 }
1085 else
1086 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1087 }
1088
1089 if (!key || strcmp (key, "end"))
1090 { 673 }
1091 LOG (llevError, "Got premature eof on map header!\n");
1092 return 1;
1093 }
1094 674
1095 return 0; 675 abort ();
1096} 676}
1097 677
1098/* 678//+GPL
1099 * Opens the file "filename" and reads information about the map
1100 * from the given file, and stores it in a newly allocated
1101 * maptile. A pointer to this structure is returned, or NULL on failure.
1102 * flags correspond to those in map.h. Main ones used are
1103 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1104 * MAP_BLOCK, in which case we block on this load. This happens in all
1105 * cases, no matter if this flag is set or not.
1106 * MAP_STYLE: style map - don't add active objects, don't add to server
1107 * managed map list.
1108 */
1109maptile *
1110load_original_map (const char *filename, int flags)
1111{
1112 maptile *m;
1113 char pathname[MAX_BUF];
1114
1115 if (flags & MAP_PLAYER_UNIQUE)
1116 strcpy (pathname, filename);
1117 else if (flags & MAP_OVERLAY)
1118 strcpy (pathname, create_overlay_pathname (filename));
1119 else
1120 strcpy (pathname, create_pathname (filename));
1121
1122 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1123
1124 object_thawer thawer (pathname);
1125
1126 if (!thawer)
1127 return 0;
1128
1129 m = get_linked_map ();
1130
1131 strcpy (m->path, filename);
1132 if (load_map_header (thawer, m))
1133 {
1134 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1135 delete_map (m);
1136 return 0;
1137 }
1138
1139 m->allocate ();
1140
1141 m->in_memory = MAP_LOADING;
1142 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1143
1144 m->in_memory = MAP_IN_MEMORY;
1145 if (!m->difficulty)
1146 m->difficulty = calculate_difficulty (m);
1147 set_map_reset_time (m);
1148 m->instantiate ();
1149 return (m);
1150}
1151
1152/*
1153 * Loads a map, which has been loaded earlier, from file.
1154 * Return the map object we load into (this can change from the passed
1155 * option if we can't find the original map)
1156 */
1157static maptile *
1158load_temporary_map (maptile *m)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (!m->tmpname)
1163 {
1164 LOG (llevError, "No temporary filename for map %s\n", m->path);
1165 strcpy (buf, m->path);
1166 delete_map (m);
1167 m = load_original_map (buf, 0);
1168 if (m == NULL)
1169 return NULL;
1170 fix_auto_apply (m); /* Chests which open as default */
1171 return m;
1172 }
1173
1174 object_thawer thawer (m->tmpname);
1175
1176 if (!thawer)
1177 {
1178 strcpy (buf, m->path);
1179 delete_map (m);
1180 m = load_original_map (buf, 0);
1181 if (!m)
1182 return NULL;
1183 fix_auto_apply (m); /* Chests which open as default */
1184 return m;
1185 }
1186
1187 if (load_map_header (thawer, m))
1188 {
1189 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190 delete_map (m);
1191 m = load_original_map (m->path, 0);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, 0);
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 INVOKE_MAP (SWAPIN, m);
1202 return m;
1203}
1204
1205/*
1206 * Loads a map, which has been loaded earlier, from file.
1207 * Return the map object we load into (this can change from the passed
1208 * option if we can't find the original map)
1209 */
1210maptile *
1211load_overlay_map (const char *filename, maptile *m)
1212{
1213 char pathname[MAX_BUF];
1214
1215 strcpy (pathname, create_overlay_pathname (filename));
1216
1217 object_thawer thawer (pathname);
1218
1219 if (!thawer)
1220 return m;
1221
1222 if (load_map_header (thawer, m))
1223 {
1224 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1225 delete_map (m);
1226 m = load_original_map (m->path, 0);
1227 return 0;
1228 }
1229 /*m->allocate ();*/
1230
1231 m->in_memory = MAP_LOADING;
1232 load_objects (m, thawer, MAP_OVERLAY);
1233
1234 m->in_memory = MAP_IN_MEMORY;
1235 return m;
1236}
1237 679
1238/****************************************************************************** 680/******************************************************************************
1239 * This is the start of unique map handling code 681 * This is the start of unique map handling code
1240 *****************************************************************************/ 682 *****************************************************************************/
1241 683
1242/* This goes through map 'm' and removed any unique items on the map. */ 684/* This goes through the maptile and removed any unique items on the map. */
1243static void 685void
1244delete_unique_items (maptile *m) 686maptile::clear_unique_items ()
1245{ 687{
1246 int i, j, unique; 688 for (int i = 0; i < size (); ++i)
1247 object *op, *next;
1248
1249 for (i = 0; i < m->width; i++)
1250 for (j = 0; j < m->height; j++)
1251 { 689 {
1252 unique = 0; 690 int unique = 0;
691 for (object *op = spaces [i].bot; op; )
692 {
693 object *above = op->above;
1253 694
1254 for (op = GET_MAP_OB (m, i, j); op; op = next) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
696 unique = 1;
697
698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
699 op->destroy ();
700
701 op = above;
702 }
703 }
704}
705
706//-GPL
707
708bool
709maptile::_save_header (object_freezer &freezer)
710{
711#define MAP_OUT(k) freezer.put (KW(k), k)
712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
713
714 MAP_OUT2 (arch, CS(map));
715
716 if (name) MAP_OUT (name);
717 MAP_OUT (swap_time);
718 MAP_OUT (reset_time);
719 MAP_OUT (reset_timeout);
720 MAP_OUT (fixed_resettime);
721 MAP_OUT (no_reset);
722 MAP_OUT (no_drop);
723 MAP_OUT (difficulty);
724 if (default_region) MAP_OUT2 (region, default_region->name);
725
726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
727 MAP_OUT (shopgreed);
728 MAP_OUT (shopmin);
729 MAP_OUT (shopmax);
730 if (shoprace) MAP_OUT (shoprace);
731
732 MAP_OUT (width);
733 MAP_OUT (height);
734 MAP_OUT (enter_x);
735 MAP_OUT (enter_y);
736 MAP_OUT (darkness);
737 MAP_OUT (outdoor);
738
739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
741
742 MAP_OUT (per_player);
743 MAP_OUT (per_party);
744
745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
749
750 freezer.put (this);
751 freezer.put (KW(end));
752
753 return true;
754}
755
756bool
757maptile::_save_header (const char *path)
758{
759 object_freezer freezer;
760
761 if (!_save_header (freezer))
762 return false;
763
764 return freezer.save (path);
765}
766
767//+GPL
768
769/*
770 * Remove and free all objects in the given map.
771 */
772void
773maptile::clear ()
774{
775 if (spaces)
776 {
777 for (mapspace *ms = spaces + size (); ms-- > spaces; )
778 while (object *op = ms->bot)
1255 { 779 {
780 // manually remove, as to not trigger anything
1256 next = op->above; 781 if (ms->bot = op->above)
782 ms->bot->below = 0;
1257 783
1258 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 784 op->flag [FLAG_REMOVED] = true;
1259 unique = 1;
1260 785
1261 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 786 object *head = op->head_ ();
787 if (op == head)
788 op->destroy ();
789 else if (head->map != op->map)
1262 { 790 {
1263 op->destroy_inv (false); 791 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1264 op->destroy (); 792 head->destroy ();
1265 } 793 }
1266 } 794 }
795
796 sfree0 (spaces, size ());
1267 } 797 }
1268}
1269 798
1270/*
1271 * Loads unique objects from file(s) into the map which is in memory
1272 * m is the map to load unique items into.
1273 */
1274static void
1275load_unique_objects (maptile *m)
1276{
1277 int count;
1278 char firstname[MAX_BUF];
1279
1280 for (count = 0; count < 10; count++)
1281 {
1282 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1283 if (!access (firstname, R_OK))
1284 break;
1285 }
1286 /* If we get here, we did not find any map */
1287 if (count == 10)
1288 return;
1289
1290 object_thawer thawer (firstname);
1291
1292 if (!thawer)
1293 return;
1294
1295 m->in_memory = MAP_LOADING;
1296 if (m->tmpname == NULL) /* if we have loaded unique items from */
1297 delete_unique_items (m); /* original map before, don't duplicate them */
1298
1299 load_objects (m, thawer, 0);
1300
1301 m->in_memory = MAP_IN_MEMORY;
1302}
1303
1304/*
1305 * Saves a map to file. If flag is set, it is saved into the same
1306 * file it was (originally) loaded from. Otherwise a temporary
1307 * filename will be genarated, and the file will be stored there.
1308 * The temporary filename will be stored in the maptileure.
1309 * If the map is unique, we also save to the filename in the map
1310 * (this should have been updated when first loaded)
1311 */
1312int
1313new_save_map (maptile *m, int flag)
1314{
1315 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1316 int i;
1317
1318 if (flag && !*m->path)
1319 {
1320 LOG (llevError, "Tried to save map without path.\n");
1321 return -1;
1322 }
1323
1324 if (flag || (m->unique) || (m->templatemap))
1325 {
1326 if (!m->unique && !m->templatemap)
1327 { /* flag is set */
1328 if (flag == 2)
1329 strcpy (filename, create_overlay_pathname (m->path));
1330 else
1331 strcpy (filename, create_pathname (m->path));
1332 }
1333 else
1334 strcpy (filename, m->path);
1335
1336 make_path_to_file (filename);
1337 }
1338 else
1339 {
1340 if (!m->tmpname)
1341 m->tmpname = tempnam (settings.tmpdir, NULL);
1342
1343 strcpy (filename, m->tmpname);
1344 }
1345
1346 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1347 m->in_memory = MAP_SAVING;
1348
1349 object_freezer freezer;
1350
1351 /* legacy */
1352 fprintf (freezer, "arch map\n");
1353 if (m->name)
1354 fprintf (freezer, "name %s\n", m->name);
1355 if (!flag)
1356 fprintf (freezer, "swap_time %d\n", m->swap_time);
1357 if (m->reset_timeout)
1358 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1359 if (m->fixed_resettime)
1360 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1361 /* we unfortunately have no idea if this is a value the creator set
1362 * or a difficulty value we generated when the map was first loaded
1363 */
1364 if (m->difficulty)
1365 fprintf (freezer, "difficulty %d\n", m->difficulty);
1366 if (m->region)
1367 fprintf (freezer, "region %s\n", m->region->name);
1368 if (m->shopitems)
1369 {
1370 print_shop_string (m, shop);
1371 fprintf (freezer, "shopitems %s\n", shop);
1372 }
1373 if (m->shopgreed)
1374 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1375 if (m->shopmin)
1376 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1377 if (m->shopmax)
1378 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1379 if (m->shoprace)
1380 fprintf (freezer, "shoprace %s\n", m->shoprace);
1381 if (m->darkness)
1382 fprintf (freezer, "darkness %d\n", m->darkness);
1383 if (m->width)
1384 fprintf (freezer, "width %d\n", m->width);
1385 if (m->height)
1386 fprintf (freezer, "height %d\n", m->height);
1387 if (m->enter_x)
1388 fprintf (freezer, "enter_x %d\n", m->enter_x);
1389 if (m->enter_y)
1390 fprintf (freezer, "enter_y %d\n", m->enter_y);
1391 if (m->msg)
1392 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1393 if (m->maplore)
1394 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1395 if (m->unique)
1396 fprintf (freezer, "unique %d\n", m->unique);
1397 if (m->templatemap)
1398 fprintf (freezer, "template %d\n", m->templatemap);
1399 if (m->outdoor)
1400 fprintf (freezer, "outdoor %d\n", m->outdoor);
1401 if (m->temp)
1402 fprintf (freezer, "temp %d\n", m->temp);
1403 if (m->pressure)
1404 fprintf (freezer, "pressure %d\n", m->pressure);
1405 if (m->humid)
1406 fprintf (freezer, "humid %d\n", m->humid);
1407 if (m->windspeed)
1408 fprintf (freezer, "windspeed %d\n", m->windspeed);
1409 if (m->winddir)
1410 fprintf (freezer, "winddir %d\n", m->winddir);
1411 if (m->sky)
1412 fprintf (freezer, "sky %d\n", m->sky);
1413 if (m->nosmooth)
1414 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1415
1416 /* Save any tiling information, except on overlays */
1417 if (flag != 2)
1418 for (i = 0; i < 4; i++)
1419 if (m->tile_path[i])
1420 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1421
1422 freezer.put (m);
1423 fprintf (freezer, "end\n");
1424
1425 /* In the game save unique items in the different file, but
1426 * in the editor save them to the normal map file.
1427 * If unique map, save files in the proper destination (set by
1428 * player)
1429 */
1430 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1431 {
1432 object_freezer unique;
1433
1434 if (flag == 2)
1435 save_objects (m, freezer, unique, 2);
1436 else
1437 save_objects (m, freezer, unique, 0);
1438
1439 sprintf (buf, "%s.v00", create_items_path (m->path));
1440
1441 unique.save (buf);
1442 }
1443 else
1444 { /* save same file when not playing, like in editor */
1445 save_objects (m, freezer, freezer, 0);
1446 }
1447
1448 freezer.save (filename);
1449
1450 return 0;
1451}
1452
1453/*
1454 * Remove and free all objects in the given map.
1455 */
1456void
1457free_all_objects (maptile *m)
1458{
1459 if (!m->spaces)
1460 return;
1461
1462 for (int i = 0; i < m->width; i++)
1463 for (int j = 0; j < m->height; j++)
1464 {
1465 mapspace &ms = m->at (i, j);
1466
1467 while (object *op = ms.bot)
1468 {
1469 if (op->head)
1470 op = op->head;
1471
1472 op->destroy_inv (false);
1473 op->destroy ();
1474 }
1475 }
1476}
1477
1478/*
1479 * Frees everything allocated by the given maptileure.
1480 * don't free tmpname - our caller is left to do that
1481 */
1482void
1483free_map (maptile *m, int flag)
1484{
1485 if (!m->in_memory) //TODO: makes no sense to me?
1486 return;
1487
1488 m->in_memory = MAP_SAVING;
1489
1490 // TODO: use new/delete
1491
1492 if (flag && m->spaces)
1493 free_all_objects (m);
1494
1495 sfree (m->spaces, m->size ()), m->spaces = 0;
1496
1497 free (m->name), m->name = 0;
1498 free (m->msg), m->msg = 0;
1499 free (m->maplore), m->maplore = 0;
1500 free (m->shoprace), m->shoprace = 0;
1501 delete [] m->shopitems, m->shopitems = 0;
1502
1503 if (m->buttons) 799 if (buttons)
1504 free_objectlinkpt (m->buttons), m->buttons = 0; 800 free_objectlinkpt (buttons), buttons = 0;
801
802 sfree0 (regions, size ());
803 delete [] regionmap; regionmap = 0;
804}
805
806void
807maptile::clear_header ()
808{
809 name = 0;
810 msg = 0;
811 maplore = 0;
812 shoprace = 0;
813 delete [] shopitems, shopitems = 0;
1505 814
1506 for (int i = 0; i < 4; i++) 815 for (int i = 0; i < 4; i++)
1507 free (m->tile_path[i]), m->tile_path[i] = 0; 816 tile_path [i] = 0;
1508
1509 m->in_memory = MAP_SWAPPED;
1510} 817}
1511 818
1512maptile::~maptile () 819maptile::~maptile ()
1513{ 820{
1514 assert (destroyed ()); 821 assert (destroyed ());
1515} 822}
1516 823
1517void 824void
1518maptile::do_destroy () 825maptile::clear_links_to (maptile *m)
1519{ 826{
1520 attachable::do_destroy ();
1521
1522 unlink ();
1523
1524 free_map (this, 1);
1525 free (tmpname), tmpname = 0;
1526
1527 /* We need to look through all the maps and see if any maps 827 /* We need to look through all the maps and see if any maps
1528 * are pointing at this one for tiling information. Since 828 * are pointing at this one for tiling information. Since
1529 * tiling can be asymetric, we just can not look to see which 829 * tiling can be asymetric, we just can not look to see which
1530 * maps this map tiles with and clears those. 830 * maps this map tiles with and clears those.
1531 */ 831 */
1532 //TODO: non-euclidean-tiling MUST GO
1533 for_all_maps (m)
1534 for (int i = 0; i < 4; i++) 832 for (int i = 0; i < 4; i++)
1535 if (m->tile_map[i] == this) 833 if (tile_map[i] == m)
1536 m->tile_map[i] = 0; 834 tile_map[i] = 0;
1537} 835}
1538 836
1539//TODO: must go
1540void 837void
1541delete_map (maptile *m) 838maptile::do_destroy ()
1542{ 839{
1543 if (m) 840 attachable::do_destroy ();
1544 m->destroy ();
1545}
1546 841
1547/* 842 clear ();
1548 * Makes sure the given map is loaded and swapped in. 843}
1549 * name is path name of the map. 844
1550 * flags meaning: 845/* decay and destroy perishable items in a map */
1551 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 846// TODO: should be done regularly, not on map load?
1552 * and don't do unique items or the like. 847void
1553 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 848maptile::do_decay_objects ()
1554 * dont do any more name translation on it.
1555 *
1556 * Returns a pointer to the given map.
1557 */
1558maptile *
1559ready_map_name (const char *name, int flags)
1560{ 849{
1561 if (!name) 850 if (!spaces)
1562 return 0; 851 return;
1563 852
1564 /* Have we been at this level before? */ 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1565 maptile *m = has_been_loaded (name); 854 for (object *above, *op = ms->bot; op; op = above)
1566
1567 /* Map is good to go, so just return it */
1568 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1569 return m;
1570
1571 /* unique maps always get loaded from their original location, and never
1572 * a temp location. Likewise, if map_flush is set, or we have never loaded
1573 * this map, load it now. I removed the reset checking from here -
1574 * it seems the probability of a player trying to enter a map that should
1575 * reset but hasn't yet is quite low, and removing that makes this function
1576 * a bit cleaner (and players probably shouldn't rely on exact timing for
1577 * resets in any case - if they really care, they should use the 'maps command.
1578 */
1579 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1580 { 855 {
1581 /* first visit or time to reset */ 856 above = op->above;
1582 if (m) 857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
862 bool destroy = 0;
863
864 if (op->flag [FLAG_IS_FLOOR]
865 || op->flag [FLAG_OBJ_ORIGINAL]
866 || op->flag [FLAG_UNIQUE]
867 || op->flag [FLAG_OVERLAY_FLOOR]
868 || op->flag [FLAG_UNPAID]
869 || op->is_alive ())
870 ; // do not decay
871 else if (op->is_weapon ())
1583 { 872 {
1584 clean_tmp_map (m); /* Doesn't make much difference */ 873 op->stats.dam--;
1585 delete_map (m); 874 if (op->stats.dam < 0)
875 destroy = 1;
1586 } 876 }
1587 877 else if (op->is_armor ())
1588 /* create and load a map */ 878 {
1589 if (flags & MAP_PLAYER_UNIQUE) 879 op->stats.ac--;
1590 LOG (llevDebug, "Trying to load map %s.\n", name); 880 if (op->stats.ac < 0)
881 destroy = 1;
882 }
883 else if (op->type == FOOD)
884 {
885 op->stats.food -= rndm (5, 20);
886 if (op->stats.food < 0)
887 destroy = 1;
888 }
1591 else 889 else
1592 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1593
1594 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1595 return (NULL);
1596
1597 fix_auto_apply (m); /* Chests which open as default */
1598
1599 /* If a player unique map, no extra unique object file to load.
1600 * if from the editor, likewise.
1601 */
1602 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1603 load_unique_objects (m);
1604
1605 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1606 { 890 {
1607 m = load_overlay_map (name, m); 891 int mat = op->materials;
1608 if (m == NULL) 892
1609 return NULL; 893 if (mat & M_PAPER
894 || mat & M_LEATHER
895 || mat & M_WOOD
896 || mat & M_ORGANIC
897 || mat & M_CLOTH
898 || mat & M_LIQUID
899 || (mat & M_IRON && rndm (1, 5) == 1)
900 || (mat & M_GLASS && rndm (1, 2) == 1)
901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
903 //|| (mat & M_ICE && temp > 32)
904 )
905 destroy = 1;
1610 } 906 }
1611 907
1612 if (flags & MAP_PLAYER_UNIQUE) 908 /* adjust overall chance below */
1613 INVOKE_MAP (SWAPIN, m); 909 if (destroy && rndm (0, 1))
1614 910 op->destroy ();
1615 } 911 }
1616 else
1617 {
1618 /* If in this loop, we found a temporary map, so load it up. */
1619
1620 m = load_temporary_map (m);
1621 if (m == NULL)
1622 return NULL;
1623 load_unique_objects (m);
1624
1625 clean_tmp_map (m);
1626 m->in_memory = MAP_IN_MEMORY;
1627 /* tempnam() on sun systems (probably others) uses malloc
1628 * to allocated space for the string. Free it here.
1629 * In some cases, load_temporary_map above won't find the
1630 * temporary map, and so has reloaded a new map. If that
1631 * is the case, tmpname is now null
1632 */
1633 if (m->tmpname)
1634 free (m->tmpname);
1635 m->tmpname = NULL;
1636 /* It's going to be saved anew anyway */
1637 }
1638
1639 /* Below here is stuff common to both first time loaded maps and
1640 * temp maps.
1641 */
1642
1643 decay_objects (m); /* start the decay */
1644 /* In case other objects press some buttons down */
1645 update_buttons (m);
1646 if (m->outdoor)
1647 set_darkness_map (m);
1648 /* run the weather over this map */
1649 weather_effect (name);
1650 return m;
1651} 912}
1652
1653 913
1654/* 914/*
1655 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
1656 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
1657 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
1658 * 918 *
1659 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
1660 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
1661 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
1662 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
1663 */ 923 */
1664
1665int 924int
1666calculate_difficulty (maptile *m) 925maptile::estimate_difficulty () const
1667{ 926{
1668 object *op;
1669 archetype *at;
1670 int x, y, i;
1671 long monster_cnt = 0; 927 long monster_cnt = 0;
1672 double avgexp = 0; 928 double avgexp = 0;
1673 sint64 total_exp = 0; 929 sint64 total_exp = 0;
1674 930
1675 if (m->difficulty) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1676 { 932 for (object *op = ms->bot; op; op = op->above)
1677 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1678 return m->difficulty;
1679 }
1680
1681 for (x = 0; x < m->width; x++)
1682 for (y = 0; y < m->height; y++)
1683 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1684 { 933 {
1685 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
1686 { 935 {
1687 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
1688 monster_cnt++; 937 monster_cnt++;
1689 } 938 }
1690 939
1691 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
1692 { 941 {
1693 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
1694 at = type_to_archetype (GENERATE_TYPE (op));
1695 943
1696 if (at != NULL) 944 if (archetype *at = op->other_arch)
945 {
1697 total_exp += at->clone.stats.exp * 8; 946 total_exp += at->stats.exp * 8;
1698
1699 monster_cnt++; 947 monster_cnt++;
1700 } 948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
1701 } 955 }
956 }
1702 957
1703 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
1704 959
1705 for (i = 1; i <= settings.max_level; i++) 960 for (int i = 1; i <= settings.max_level; i++)
1706 {
1707 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 961 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1708 {
1709 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1710 return i; 962 return i;
1711 }
1712 }
1713 963
1714 return 1; 964 return 1;
1715}
1716
1717void
1718clean_tmp_map (maptile *m)
1719{
1720 if (m->tmpname == NULL)
1721 return;
1722 INVOKE_MAP (CLEAN, m);
1723 (void) unlink (m->tmpname);
1724}
1725
1726void
1727free_all_maps (void)
1728{
1729 int real_maps = 0;
1730
1731 while (first_map)
1732 {
1733 /* I think some of the callers above before it gets here set this to be
1734 * saving, but we still want to free this data
1735 */
1736 if (first_map->in_memory == MAP_SAVING)
1737 first_map->in_memory = MAP_IN_MEMORY;
1738 delete_map (first_map);
1739 real_maps++;
1740 }
1741
1742 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1743} 965}
1744 966
1745/* change_map_light() - used to change map light level (darkness) 967/* change_map_light() - used to change map light level (darkness)
1746 * up or down. Returns true if successful. It should now be 968 * up or down. Returns true if successful. It should now be
1747 * possible to change a value by more than 1. 969 * possible to change a value by more than 1.
1748 * Move this from los.c to map.c since this is more related 970 * Move this from los.c to map.c since this is more related
1749 * to maps than los. 971 * to maps than los.
1750 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1751 */ 973 */
1752
1753int 974int
1754change_map_light (maptile *m, int change) 975maptile::change_map_light (int change)
1755{ 976{
1756 int new_level = m->darkness + change;
1757
1758 /* Nothing to do */ 977 /* Nothing to do */
1759 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 978 if (!change)
1760 {
1761 return 0; 979 return 0;
1762 }
1763 980
1764 /* inform all players on the map */ 981 /* inform all players on the map */
1765 if (change > 0) 982 if (change > 0)
1766 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1767 else 984 else
1768 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1769 986
1770 /* Do extra checking. since m->darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1771 * we need to be extra careful about negative values.
1772 * In general, the checks below are only needed if change
1773 * is not +/-1
1774 */
1775 if (new_level < 0)
1776 m->darkness = 0;
1777 else if (new_level >= MAX_DARKNESS)
1778 m->darkness = MAX_DARKNESS;
1779 else
1780 m->darkness = new_level;
1781 988
1782 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1783 update_all_map_los (m); 990 update_all_map_los (this);
991
1784 return 1; 992 return 1;
1785} 993}
1786 994
1787/* 995/*
1788 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1791 * through, etc) 999 * through, etc)
1792 */ 1000 */
1793void 1001void
1794mapspace::update_ () 1002mapspace::update_ ()
1795{ 1003{
1796 object *tmp, *last = 0; 1004 object *last = 0;
1797 uint8 flags = 0, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1798 New_Face *top, *floor, *middle; 1006 sint8 light = 0;
1799 object *top_obj, *floor_obj, *middle_obj;
1800 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1801 1012
1802 middle = blank_face; 1013 //object *middle = 0;
1803 top = blank_face; 1014 //object *top = 0;
1804 floor = blank_face; 1015 //object *floor = 0;
1016 // this seems to generate better code than using locals, above
1017 object *&top = faces_obj[0] = 0;
1018 object *&middle = faces_obj[1] = 0;
1019 object *&floor = faces_obj[2] = 0;
1805 1020
1806 middle_obj = 0; 1021 object::flags_t allflags; // all flags of all objects or'ed together
1807 top_obj = 0;
1808 floor_obj = 0;
1809 1022
1810 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1811 { 1024 {
1812 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1813 * one). But if so, it shouldn't be a simple additive - 2
1814 * light bulbs do not illuminate twice as far as once since
1815 * it is a dissapation factor that is cubed.
1816 */
1817 if (tmp->glow_radius > light)
1818 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1819 1027
1820 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1821 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1822 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1823 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1824 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1825 * 1033 *
1826 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1827 */ 1035 */
1828 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1829 { 1037 {
1830 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1831 {
1832 top = tmp->face;
1833 top_obj = tmp; 1039 top = tmp;
1834 } 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1835 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1836 { 1041 {
1837 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1838 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1839 */ 1044 */
1840 middle = blank_face; 1045 middle = 0;
1841 top = blank_face; 1046 top = 0;
1842 floor = tmp->face;
1843 floor_obj = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1844 } 1050 }
1845 /* Flag anywhere have high priority */ 1051 else
1846 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1847 { 1052 {
1848 middle = tmp->face; 1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1849 1058
1850 middle_obj = tmp; 1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1851 anywhere = 1; 1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1070 middle = tmp;
1071 }
1852 } 1072 }
1853 /* Find the highest visible face around. If equal
1854 * visibilities, we still want the one nearer to the
1855 * top
1856 */
1857 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1858 {
1859 middle = tmp->face;
1860 middle_obj = tmp;
1861 }
1862 }
1863
1864 if (tmp == tmp->above)
1865 {
1866 LOG (llevError, "Error in structure of map\n");
1867 exit (-1);
1868 } 1073 }
1869 1074
1870 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1871 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1872 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1873 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1874 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1875 1080
1876 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1877 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1878 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1879 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1880 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1881 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1882 } 1085 }
1883 1086
1884 this->light = light; 1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1885 this->flags_ = flags; 1098 this->flags_ = flags;
1886 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1887 this->move_on = move_on; 1100 this->move_on = move_on;
1888 this->move_off = move_off; 1101 this->move_off = move_off;
1889 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1890 1105
1891 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1892 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1893 * this point. 1108 * this point.
1894 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1901 * middle face. This should not happen, as we already have the 1116 * middle face. This should not happen, as we already have the
1902 * else statement above so middle should not get set. OTOH, it 1117 * else statement above so middle should not get set. OTOH, it
1903 * may be possible for the faces to match but be different objects. 1118 * may be possible for the faces to match but be different objects.
1904 */ 1119 */
1905 if (top == middle) 1120 if (top == middle)
1906 middle = blank_face; 1121 middle = 0;
1907 1122
1908 /* There are three posibilities at this point: 1123 /* There are three posibilities at this point:
1909 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1910 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1911 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1912 */ 1127 */
1913 1128
1914 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1915 { 1130 {
1916 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1918 break; 1133 break;
1919 1134
1920 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1921 if ((top != blank_face) && (middle != blank_face)) 1136 if (top && middle)
1922 break; 1137 break;
1923 1138
1924 /* Only show visible faces, unless its the editor - show all */ 1139 /* Only show visible faces */
1925 if (!tmp->invisible || editor) 1140 if (!tmp->invisible)
1926 { 1141 {
1927 /* Fill in top if needed */ 1142 /* Fill in top if needed */
1928 if (top == blank_face) 1143 if (!top)
1929 { 1144 {
1930 top = tmp->face;
1931 top_obj = tmp; 1145 top = tmp;
1932 if (top == middle) 1146 if (top == middle)
1933 middle = blank_face; 1147 middle = 0;
1934 } 1148 }
1935 else 1149 else
1936 { 1150 {
1937 /* top is already set - we should only get here if 1151 /* top is already set - we should only get here if
1938 * middle is not set 1152 * middle is not set
1939 * 1153 *
1940 * Set the middle face and break out, since there is nothing 1154 * Set the middle face and break out, since there is nothing
1941 * more to fill in. We don't check visiblity here, since 1155 * more to fill in. We don't check visiblity here, since
1942 * 1156 *
1943 */ 1157 */
1944 if (tmp->face != top) 1158 if (tmp != top)
1945 { 1159 {
1946 middle = tmp->face;
1947 middle_obj = tmp; 1160 middle = tmp;
1948 break; 1161 break;
1949 } 1162 }
1950 } 1163 }
1951 } 1164 }
1952 } 1165 }
1953 1166
1954 if (middle == floor) 1167 if (middle == floor)
1955 middle = blank_face; 1168 middle = 0;
1956 1169
1957 if (top == middle) 1170 if (top == middle)
1958 middle = blank_face; 1171 middle = 0;
1959 1172
1960 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1173#if 0
1961 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1174 faces_obj [0] = top;
1962 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1175 faces_obj [1] = middle;
1176 faces_obj [2] = floor;
1177#endif
1963} 1178}
1964 1179
1965void 1180maptile *
1966set_map_reset_time (maptile *map) 1181maptile::tile_available (int dir, bool load)
1967{ 1182{
1968 int timeout = map->reset_timeout; 1183 if (tile_path[dir])
1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
1969 1187
1970 if (timeout <= 0) 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1971 timeout = MAP_DEFAULTRESET; 1189 return tile_map[dir];
1972 if (timeout >= MAP_MAXRESET) 1190 }
1973 timeout = MAP_MAXRESET;
1974 1191
1975 map->reset_time = time (0) + timeout; 1192 return 0;
1976}
1977
1978/* this updates the orig_map->tile_map[tile_num] value after loading
1979 * the map. It also takes care of linking back the freshly loaded
1980 * maps tile_map values if it tiles back to this one. It returns
1981 * the value of orig_map->tile_map[tile_num]. It really only does this
1982 * so that it is easier for calling functions to verify success.
1983 */
1984
1985static maptile *
1986load_and_link_tiled_map (maptile *orig_map, int tile_num)
1987{
1988 int dest_tile = (tile_num + 2) % 4;
1989 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1990
1991 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
1992
1993 /* need to do a strcmp here as the orig_map->path is not a shared string */
1994 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))
1995 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1996
1997 return orig_map->tile_map[tile_num];
1998} 1193}
1999 1194
2000/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
2001 * map m. This function also takes into account any 1196 * map m. This function also takes into account any
2002 * tiling considerations, loading adjacant maps as needed. 1197 * tiling considerations, loading adjacant maps as needed.
2003 * This is the function should always be used when it 1198 * This is the function should always be used when it
2004 * necessary to check for valid coordinates. 1199 * necessary to check for valid coordinates.
2005 * This function will recursively call itself for the 1200 * This function will recursively call itself for the
2006 * tiled maps. 1201 * tiled maps.
2007 *
2008 *
2009 */ 1202 */
2010int 1203int
2011out_of_map (maptile *m, int x, int y) 1204out_of_map (maptile *m, int x, int y)
2012{ 1205{
2013 /* If we get passed a null map, this is obviously the 1206 /* If we get passed a null map, this is obviously the
2017 if (!m) 1210 if (!m)
2018 return 0; 1211 return 0;
2019 1212
2020 if (x < 0) 1213 if (x < 0)
2021 { 1214 {
2022 if (!m->tile_path[3]) 1215 if (!m->tile_available (3))
2023 return 1; 1216 return 1;
2024 1217
2025 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026 load_and_link_tiled_map (m, 3);
2027
2028 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2029 } 1219 }
2030 1220
2031 if (x >= m->width) 1221 if (x >= m->width)
2032 { 1222 {
2033 if (!m->tile_path[1]) 1223 if (!m->tile_available (1))
2034 return 1; 1224 return 1;
2035 1225
2036 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2037 load_and_link_tiled_map (m, 1);
2038
2039 return (out_of_map (m->tile_map[1], x - m->width, y)); 1226 return out_of_map (m->tile_map[1], x - m->width, y);
2040 } 1227 }
2041 1228
2042 if (y < 0) 1229 if (y < 0)
2043 { 1230 {
2044 if (!m->tile_path[0]) 1231 if (!m->tile_available (0))
2045 return 1; 1232 return 1;
2046 1233
2047 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map (m, 0);
2049
2050 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2051 } 1235 }
2052 1236
2053 if (y >= m->height) 1237 if (y >= m->height)
2054 { 1238 {
2055 if (!m->tile_path[2]) 1239 if (!m->tile_available (2))
2056 return 1; 1240 return 1;
2057 1241
2058 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2059 load_and_link_tiled_map (m, 2);
2060
2061 return (out_of_map (m->tile_map[2], x, y - m->height)); 1242 return out_of_map (m->tile_map[2], x, y - m->height);
2062 } 1243 }
2063 1244
2064 /* Simple case - coordinates are within this local 1245 /* Simple case - coordinates are within this local
2065 * map. 1246 * map.
2066 */ 1247 */
2069 1250
2070/* This is basically the same as out_of_map above, but 1251/* This is basically the same as out_of_map above, but
2071 * instead we return NULL if no map is valid (coordinates 1252 * instead we return NULL if no map is valid (coordinates
2072 * out of bounds and no tiled map), otherwise it returns 1253 * out of bounds and no tiled map), otherwise it returns
2073 * the map as that the coordinates are really on, and 1254 * the map as that the coordinates are really on, and
2074 * updates x and y to be the localized coordinates. 1255 * updates x and y to be the localised coordinates.
2075 * Using this is more efficient of calling out_of_map 1256 * Using this is more efficient of calling out_of_map
2076 * and then figuring out what the real map is 1257 * and then figuring out what the real map is
2077 */ 1258 */
2078maptile * 1259maptile *
2079get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1260maptile::xy_find (sint16 &x, sint16 &y)
2080{ 1261{
2081
2082 if (*x < 0) 1262 if (x < 0)
2083 { 1263 {
2084 if (!m->tile_path[3]) 1264 if (!tile_available (3))
2085 return 0; 1265 return 0;
2086 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2087 load_and_link_tiled_map (m, 3);
2088 1266
2089 *x += m->tile_map[3]->width; 1267 x += tile_map[3]->width;
2090 return (get_map_from_coord (m->tile_map[3], x, y)); 1268 return tile_map[3]->xy_find (x, y);
2091 } 1269 }
2092 1270
2093 if (*x >= m->width) 1271 if (x >= width)
2094 { 1272 {
2095 if (!m->tile_path[1]) 1273 if (!tile_available (1))
2096 return 0; 1274 return 0;
2097 1275
2098 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2099 load_and_link_tiled_map (m, 1);
2100
2101 *x -= m->width; 1276 x -= width;
2102 return (get_map_from_coord (m->tile_map[1], x, y)); 1277 return tile_map[1]->xy_find (x, y);
2103 } 1278 }
2104 1279
2105 if (*y < 0) 1280 if (y < 0)
2106 { 1281 {
2107 if (!m->tile_path[0]) 1282 if (!tile_available (0))
2108 return 0; 1283 return 0;
2109 1284
2110 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2111 load_and_link_tiled_map (m, 0);
2112
2113 *y += m->tile_map[0]->height; 1285 y += tile_map[0]->height;
2114 return (get_map_from_coord (m->tile_map[0], x, y)); 1286 return tile_map[0]->xy_find (x, y);
2115 } 1287 }
2116 1288
2117 if (*y >= m->height) 1289 if (y >= height)
2118 { 1290 {
2119 if (!m->tile_path[2]) 1291 if (!tile_available (2))
2120 return 0; 1292 return 0;
2121 1293
2122 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2123 load_and_link_tiled_map (m, 2);
2124
2125 *y -= m->height; 1294 y -= height;
2126 return (get_map_from_coord (m->tile_map[2], x, y)); 1295 return tile_map[2]->xy_find (x, y);
2127 } 1296 }
2128 1297
2129 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
2130 * map. 1299 * map.
2131 */ 1300 */
2132
2133 return m; 1301 return this;
2134} 1302}
2135 1303
2136/** 1304/**
2137 * Return whether map2 is adjacent to map1. If so, store the distance from 1305 * Return whether map2 is adjacent to map1. If so, store the distance from
2138 * map1 to map2 in dx/dy. 1306 * map1 to map2 in dx/dy.
2139 */ 1307 */
2140static int 1308int
2141adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2142{ 1310{
2143 if (!map1 || !map2) 1311 if (!map1 || !map2)
2144 return 0; 1312 return 0;
2145 1313
1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1315 //fix: compare paths instead (this is likely faster, too!)
2146 if (map1 == map2) 1316 if (map1 == map2)
2147 { 1317 {
2148 *dx = 0; 1318 *dx = 0;
2149 *dy = 0; 1319 *dy = 0;
2150
2151 } 1320 }
2152 else if (map1->tile_map[0] == map2) 1321 else if (map1->tile_map[0] == map2)
2153 { /* up */ 1322 { /* up */
2154 *dx = 0; 1323 *dx = 0;
2155 *dy = -map2->height; 1324 *dy = -map2->height;
2166 } 1335 }
2167 else if (map1->tile_map[3] == map2) 1336 else if (map1->tile_map[3] == map2)
2168 { /* left */ 1337 { /* left */
2169 *dx = -map2->width; 1338 *dx = -map2->width;
2170 *dy = 0; 1339 *dy = 0;
2171
2172 } 1340 }
2173 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1341 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2174 { /* up right */ 1342 { /* up right */
2175 *dx = map1->tile_map[0]->width; 1343 *dx = map1->tile_map[0]->width;
2176 *dy = -map1->tile_map[0]->height; 1344 *dy = -map1->tile_map[0]->height;
2207 } 1375 }
2208 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2209 { /* left down */ 1377 { /* left down */
2210 *dx = -map1->tile_map[3]->width; 1378 *dx = -map1->tile_map[3]->width;
2211 *dy = map1->tile_map[3]->height; 1379 *dy = map1->tile_map[3]->height;
2212
2213 } 1380 }
2214 else 1381 else
2215 { /* not "adjacent" enough */
2216 return 0; 1382 return 0;
2217 }
2218 1383
2219 return 1; 1384 return 1;
1385}
1386
1387maptile *
1388maptile::xy_load (sint16 &x, sint16 &y)
1389{
1390 maptile *map = xy_find (x, y);
1391
1392 if (map)
1393 map->load_sync ();
1394
1395 return map;
1396}
1397
1398maptile *
1399get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1400{
1401 return m->xy_load (*x, *y);
2220} 1402}
2221 1403
2222/* From map.c 1404/* From map.c
2223 * This is used by get_player to determine where the other 1405 * This is used by get_player to determine where the other
2224 * creature is. get_rangevector takes into account map tiling, 1406 * creature is. get_rangevector takes into account map tiling,
2225 * so you just can not look the the map coordinates and get the 1407 * so you just can not look the the map coordinates and get the
2226 * righte value. distance_x/y are distance away, which 1408 * righte value. distance_x/y are distance away, which
2227 * can be negativbe. direction is the crossfire direction scheme 1409 * can be negative. direction is the crossfire direction scheme
2228 * that the creature should head. part is the part of the 1410 * that the creature should head. part is the part of the
2229 * monster that is closest. 1411 * monster that is closest.
2230 * 1412 *
2231 * get_rangevector looks at op1 and op2, and fills in the 1413 * get_rangevector looks at op1 and op2, and fills in the
2232 * structure for op1 to get to op2. 1414 * structure for op1 to get to op2.
2237 * be unexpected 1419 * be unexpected
2238 * 1420 *
2239 * currently, the only flag supported (0x1) is don't translate for 1421 * currently, the only flag supported (0x1) is don't translate for
2240 * closest body part of 'op1' 1422 * closest body part of 'op1'
2241 */ 1423 */
2242
2243void 1424void
2244get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2245{ 1426{
2246 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2247 { 1428 {
2248 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
2249 retval->distance = 100000; 1430 retval->distance = 10000;
2250 retval->distance_x = 32767; 1431 retval->distance_x = 10000;
2251 retval->distance_y = 32767; 1432 retval->distance_y = 10000;
2252 retval->direction = 0; 1433 retval->direction = 0;
2253 retval->part = 0; 1434 retval->part = 0;
2254 } 1435 }
2255 else 1436 else
2256 { 1437 {
2261 1442
2262 best = op1; 1443 best = op1;
2263 /* If this is multipart, find the closest part now */ 1444 /* If this is multipart, find the closest part now */
2264 if (!(flags & 0x1) && op1->more) 1445 if (!(flags & 0x1) && op1->more)
2265 { 1446 {
2266 object *tmp;
2267 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1447 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2268 1448
2269 /* we just take the offset of the piece to head to figure 1449 /* we just take the offset of the piece to head to figure
2270 * distance instead of doing all that work above again 1450 * distance instead of doing all that work above again
2271 * since the distance fields we set above are positive in the 1451 * since the distance fields we set above are positive in the
2272 * same axis as is used for multipart objects, the simply arithmetic 1452 * same axis as is used for multipart objects, the simply arithmetic
2273 * below works. 1453 * below works.
2274 */ 1454 */
2275 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1455 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2276 { 1456 {
2277 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1457 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2278 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1458 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2279 if (tmpi < best_distance) 1459 if (tmpi < best_distance)
2280 { 1460 {
2281 best_distance = tmpi; 1461 best_distance = tmpi;
2282 best = tmp; 1462 best = tmp;
2283 } 1463 }
2284 } 1464 }
1465
2285 if (best != op1) 1466 if (best != op1)
2286 { 1467 {
2287 retval->distance_x += op1->x - best->x; 1468 retval->distance_x += op1->x - best->x;
2288 retval->distance_y += op1->y - best->y; 1469 retval->distance_y += op1->y - best->y;
2289 } 1470 }
2290 } 1471 }
1472
2291 retval->part = best; 1473 retval->part = best;
2292 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1474 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2293 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1475 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2294 } 1476 }
2295} 1477}
2296 1478
2297/* this is basically the same as get_rangevector above, but instead of 1479/* this is basically the same as get_rangevector above, but instead of
2302 * flags has no meaning for this function at this time - I kept it in to 1484 * flags has no meaning for this function at this time - I kept it in to
2303 * be more consistant with the above function and also in case they are needed 1485 * be more consistant with the above function and also in case they are needed
2304 * for something in the future. Also, since no object is pasted, the best 1486 * for something in the future. Also, since no object is pasted, the best
2305 * field of the rv_vector is set to NULL. 1487 * field of the rv_vector is set to NULL.
2306 */ 1488 */
2307
2308void 1489void
2309get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1490get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2310{ 1491{
2311 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1492 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2312 { 1493 {
2313 /* be conservative and fill in _some_ data */ 1494 /* be conservative and fill in _some_ data */
2314 retval->distance = 100000; 1495 retval->distance = 100000;
2320 else 1501 else
2321 { 1502 {
2322 retval->distance_x += op2->x - x; 1503 retval->distance_x += op2->x - x;
2323 retval->distance_y += op2->y - y; 1504 retval->distance_y += op2->y - y;
2324 1505
2325 retval->part = NULL; 1506 retval->part = 0;
2326 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2327 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2328 } 1509 }
2329} 1510}
2330 1511
2331/* Returns true of op1 and op2 are effectively on the same map 1512/* Returns true of op1 and op2 are effectively on the same map
2332 * (as related to map tiling). Note that this looks for a path from 1513 * (as related to map tiling). Note that this looks for a path from
2333 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1514 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2334 * to op1, this will still return false. 1515 * to op1, this will still return false.
2335 * Note we only look one map out to keep the processing simple 1516 * Note we only look one map out to keep the processing simple
2336 * and efficient. This could probably be a macro. 1517 * and efficient. This could probably be a macro.
2337 * MSW 2001-08-05 1518 * MSW 2001-08-05
2338 */ 1519 */
2342 int dx, dy; 1523 int dx, dy;
2343 1524
2344 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
2345} 1526}
2346 1527
1528//-GPL
1529
2347object * 1530object *
2348maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
2349{ 1532{
2350 if (!op->flag [FLAG_REMOVED])
2351 op->remove ();
2352
2353 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2354} 1534}
2355 1535
1536region *
1537maptile::region (int x, int y) const
1538{
1539 if (regions
1540 && regionmap
1541 && !OUT_OF_REAL_MAP (this, x, y))
1542 if (struct region *reg = regionmap [regions [y * width + x]])
1543 return reg;
1544
1545 if (default_region)
1546 return default_region;
1547
1548 return ::region::default_region ();
1549}
1550
1551//+GPL
1552
1553/* picks a random object from a style map.
1554 */
1555object *
1556maptile::pick_random_object (rand_gen &gen) const
1557{
1558 /* while returning a null object will result in a crash, that
1559 * is actually preferable to an infinite loop. That is because
1560 * most servers will automatically restart in case of crash.
1561 * Change the logic on getting the random space - shouldn't make
1562 * any difference, but this seems clearer to me.
1563 */
1564 for (int i = 1000; --i;)
1565 {
1566 object *pick = at (gen (width), gen (height)).bot;
1567
1568 // do not prefer big monsters just because they are big.
1569 if (pick && pick->is_head ())
1570 return pick->head_ ();
1571 }
1572
1573 // instead of crashing in the unlikely(?) case, try to return *something*
1574 return archetype::find (shstr_bug);
1575}
1576
1577//-GPL
1578
1579void
1580maptile::play_sound (faceidx sound, int x, int y) const
1581{
1582 if (!sound)
1583 return;
1584
1585 for_all_players_on_map (pl, this)
1586 if (client *ns = pl->ns)
1587 {
1588 int dx = x - pl->ob->x;
1589 int dy = y - pl->ob->y;
1590
1591 int distance = idistance (dx, dy);
1592
1593 if (distance <= MAX_SOUND_DISTANCE)
1594 ns->play_sound (sound, dx, dy);
1595 }
1596}
1597
1598void
1599maptile::say_msg (const char *msg, int x, int y) const
1600{
1601 for_all_players (pl)
1602 if (client *ns = pl->ns)
1603 {
1604 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y;
1606
1607 int distance = idistance (dx, dy);
1608
1609 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1611 }
1612}
1613
1614dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1681{
1682 buf.clear ();
1683
1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685
1686 // add end marker
1687 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1688 r->m = 0;
1689
1690 return (maprect *)buf.linearise ();
1691}
1692

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