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Comparing deliantra/server/common/map.C (file contents):
Revision 1.32 by root, Thu Oct 5 16:50:06 2006 UTC vs.
Revision 1.135 by root, Sun Apr 20 23:25:09 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#ifndef WIN32 /* ---win32 exclude header */
30# include <unistd.h> 24#include <unistd.h>
31#endif /* win32 */ 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
32 30
33#include "path.h" 31#include "path.h"
34
35
36extern int nrofallocobjects, nroffreeobjects;
37
38/*
39 * Returns the maptile which has a name matching the given argument.
40 * return NULL if no match is found.
41 */
42
43maptile *
44has_been_loaded (const char *name)
45{
46 maptile *map;
47
48 if (!name || !*name)
49 return 0;
50 for (map = first_map; map; map = map->next)
51 if (!strcmp (name, map->path))
52 break;
53 return (map);
54}
55
56/*
57 * This makes a path absolute outside the world of Crossfire.
58 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
59 * and returns the pointer to a static array containing the result.
60 * it really should be called create_mapname
61 */
62
63const char *
64create_pathname (const char *name)
65{
66 static char buf[MAX_BUF];
67
68 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
69 * someplace else in the code? msw 2-17-97
70 */
71 if (*name == '/')
72 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
73 else
74 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
75 return (buf);
76}
77
78/*
79 * same as create_pathname, but for the overlay maps.
80 */
81
82const char *
83create_overlay_pathname (const char *name)
84{
85 static char buf[MAX_BUF];
86
87 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
88 * someplace else in the code? msw 2-17-97
89 */
90 if (*name == '/')
91 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
92 else
93 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
94 return (buf);
95}
96
97/*
98 * same as create_pathname, but for the template maps.
99 */
100
101const char *
102create_template_pathname (const char *name)
103{
104 static char buf[MAX_BUF];
105
106 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
107 * someplace else in the code? msw 2-17-97
108 */
109 if (*name == '/')
110 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
111 else
112 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
113 return (buf);
114}
115
116/*
117 * This makes absolute path to the itemfile where unique objects
118 * will be saved. Converts '/' to '@'. I think it's essier maintain
119 * files than full directory structure, but if this is problem it can
120 * be changed.
121 */
122static const char *
123create_items_path (const char *s)
124{
125 static char buf[MAX_BUF];
126 char *t;
127
128 if (*s == '/')
129 s++;
130
131 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
132
133 for (t = buf + strlen (buf); *s; s++, t++)
134 if (*s == '/')
135 *t = '@';
136 else
137 *t = *s;
138 *t = 0;
139 return (buf);
140}
141
142
143/*
144 * This function checks if a file with the given path exists.
145 * -1 is returned if it fails, otherwise the mode of the file
146 * is returned.
147 * It tries out all the compression suffixes listed in the uncomp[] array.
148 *
149 * If prepend_dir is set, then we call create_pathname (which prepends
150 * libdir & mapdir). Otherwise, we assume the name given is fully
151 * complete.
152 * Only the editor actually cares about the writablity of this -
153 * the rest of the code only cares that the file is readable.
154 * when the editor goes away, the call to stat should probably be
155 * replaced by an access instead (similar to the windows one, but
156 * that seems to be missing the prepend_dir processing
157 */
158
159int
160check_path (const char *name, int prepend_dir)
161{
162 char buf[MAX_BUF];
163
164#ifndef WIN32
165 char *endbuf;
166 struct stat statbuf;
167 int mode = 0;
168#endif
169
170 if (prepend_dir)
171 strcpy (buf, create_pathname (name));
172 else
173 strcpy (buf, name);
174#ifdef WIN32 /* ***win32: check this sucker in windows style. */
175 return (_access (buf, 0));
176#else
177
178 /* old method (strchr(buf, '\0')) seemd very odd to me -
179 * this method should be equivalant and is clearer.
180 * Can not use strcat because we need to cycle through
181 * all the names.
182 */
183 endbuf = buf + strlen (buf);
184
185 if (stat (buf, &statbuf))
186 return -1;
187 if (!S_ISREG (statbuf.st_mode))
188 return (-1);
189
190 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
191 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
192 mode |= 4;
193
194 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
195 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
196 mode |= 2;
197
198 return (mode);
199#endif
200}
201
202/*
203 * Prints out debug-information about a map.
204 * Dumping these at llevError doesn't seem right, but is
205 * necessary to make sure the information is in fact logged.
206 */
207
208void
209dump_map (const maptile *m)
210{
211 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
212 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
213
214 if (m->msg != NULL)
215 LOG (llevError, "Message:\n%s", m->msg);
216
217 if (m->maplore != NULL)
218 LOG (llevError, "Lore:\n%s", m->maplore);
219
220 if (m->tmpname != NULL)
221 LOG (llevError, "Tmpname: %s\n", m->tmpname);
222
223 LOG (llevError, "Difficulty: %d\n", m->difficulty);
224 LOG (llevError, "Darkness: %d\n", m->darkness);
225}
226
227/*
228 * Prints out debug-information about all maps.
229 * This basically just goes through all the maps and calls
230 * dump_map on each one.
231 */
232
233void
234dump_all_maps (void)
235{
236 maptile *m;
237
238 for (m = first_map; m != NULL; m = m->next)
239 {
240 dump_map (m);
241 }
242}
243 32
244/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
245 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
246 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
247 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
250 * is needed. The case of not passing values is if we're just 39 * is needed. The case of not passing values is if we're just
251 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
252 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
253 */ 42 */
254int 43int
255get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
256{ 45{
257 sint16 newx, newy; 46 sint16 newx = x;
258 int retval = 0; 47 sint16 newy = y;
259 maptile *mp;
260 48
261 if (out_of_map (oldmap, x, y)) 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50
51 if (!mp)
262 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
263 newx = x;
264 newy = y;
265 mp = get_map_from_coord (oldmap, &newx, &newy);
266 if (mp != oldmap)
267 retval |= P_NEW_MAP;
268 if (newmap)
269 *newmap = mp;
270 if (nx)
271 *nx = newx;
272 if (ny)
273 *ny = newy;
274 53
275 retval |= mp->spaces[newx + mp->width * newy].flags; 54 if (newmap) *newmap = mp;
55 if (nx) *nx = newx;
56 if (ny) *ny = newy;
276 57
277 return retval; 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
278} 59}
279 60
280/* 61/*
281 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
282 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
305 } 86 }
306 87
307 /* Save some cycles - instead of calling get_map_flags(), just get the value 88 /* Save some cycles - instead of calling get_map_flags(), just get the value
308 * directly. 89 * directly.
309 */ 90 */
310 mflags = m->spaces[sx + m->width * sy].flags; 91 mflags = m->at (sx, sy).flags ();
311 92
312 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
313 94
314 /* If space is currently not blocked by anything, no need to 95 /* If space is currently not blocked by anything, no need to
315 * go further. Not true for players - all sorts of special 96 * go further. Not true for players - all sorts of special
326 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
327 */ 108 */
328 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
329 return 0; 110 return 0;
330 111
331 if (ob->head != NULL)
332 ob = ob->head; 112 ob = ob->head_ ();
333 113
334 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
335 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
336 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
337 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
338 */ 118 */
339 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
340 { 120 {
341 121
342 /* This must be before the checks below. Code for inventory checkers. */ 122 /* This must be before the checks below. Code for inventory checkers. */
343 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
344 { 124 {
367 else 147 else
368 { 148 {
369 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
370 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
371 * movement, can't move here. 151 * movement, can't move here.
372 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
373 * hidden dm 153 * hidden dm
374 */ 154 */
375 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
376 return 1; 156 return 1;
377 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
378 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
379 return 1; 163 return 1;
380 } 164 }
381 165
382 } 166 }
383 return 0; 167 return 0;
384} 168}
385 169
386
387/* 170/*
388 * Returns true if the given object can't fit in the given spot. 171 * Returns qthe blocking object if the given object can't fit in the given
389 * This is meant for multi space objects - for single space objecs, 172 * spot. This is meant for multi space objects - for single space objecs,
390 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
391 * of object. This function goes through all the parts of the 174 * of object. This function goes through all the parts of the multipart
392 * multipart object and makes sure they can be inserted. 175 * object and makes sure they can be inserted.
393 * 176 *
394 * While this doesn't call out of map, the get_map_flags does. 177 * While this doesn't call out of map, the get_map_flags does.
395 * 178 *
396 * This function has been used to deprecate arch_out_of_map - 179 * This function has been used to deprecate arch_out_of_map -
397 * this function also does that check, and since in most cases, 180 * this function also does that check, and since in most cases,
408 * 191 *
409 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
410 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
411 * against the move_block values. 194 * against the move_block values.
412 */ 195 */
413 196bool
414int 197object::blocked (maptile *m, int x, int y) const
415ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
416{ 198{
417 archetype *tmp; 199 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
418 int flag;
419 maptile *m1;
420 sint16 sx, sy;
421
422 if (ob == NULL)
423 {
424 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
425 if (flag & P_OUT_OF_MAP)
426 return P_OUT_OF_MAP;
427
428 /* don't have object, so don't know what types would block */
429 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
430 } 200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
431 202
432 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 203 if (!pos.normalise ())
433 { 204 return 1;
434 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
435 205
436 if (flag & P_OUT_OF_MAP) 206 mapspace &ms = *pos;
437 return P_OUT_OF_MAP; 207
438 if (flag & P_IS_ALIVE) 208 if (ms.flags () & P_IS_ALIVE)
439 return P_IS_ALIVE; 209 return 1;
440 210
441 /* find_first_free_spot() calls this function. However, often 211 /* However, often ob doesn't have any move type
442 * ob doesn't have any move type (when used to place exits) 212 * (signifying non-moving objects)
443 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
444 */ 214 */
445 215 if (!move_type && ms.move_block != MOVE_ALL)
446 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
447 continue; 216 continue;
448 217
449 /* Note it is intentional that we check ob - the movement type of the 218 /* Note it is intentional that we check ob - the movement type of the
450 * head of the object should correspond for the entire object. 219 * head of the object should correspond for the entire object.
451 */ 220 */
452 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 221 if (ms.blocks (move_type))
453 return AB_NO_PASS; 222 return 1;
454
455 } 223 }
224
456 return 0; 225 return 0;
457} 226}
458 227
459/* When the map is loaded, load_object does not actually insert objects 228/* When the map is loaded, load_object does not actually insert objects
460 * into inventory, but just links them. What this does is go through 229 * into inventory, but just links them. What this does is go through
461 * and insert them properly. 230 * and insert them properly.
462 * The object 'container' is the object that contains the inventory. 231 * The object 'container' is the object that contains the inventory.
463 * This is needed so that we can update the containers weight. 232 * This is needed so that we can update the containers weight.
464 */ 233 */
465
466void 234void
467fix_container (object *container) 235fix_container (object *container)
468{ 236{
469 object *tmp = container->inv, *next; 237 object *tmp = container->inv, *next;
470 238
471 container->inv = NULL; 239 container->inv = 0;
472 while (tmp != NULL) 240 while (tmp)
473 { 241 {
474 next = tmp->below; 242 next = tmp->below;
475 if (tmp->inv) 243 if (tmp->inv)
476 fix_container (tmp); 244 fix_container (tmp);
245
477 (void) insert_ob_in_ob (tmp, container); 246 insert_ob_in_ob (tmp, container);
478 tmp = next; 247 tmp = next;
479 } 248 }
249
480 /* sum_weight will go through and calculate what all the containers are 250 // go through and calculate what all the containers are carrying.
481 * carrying. 251 //TODO: remove
482 */ 252 container->update_weight ();
483 sum_weight (container); 253}
254
255void
256maptile::set_object_flag (int flag, int value)
257{
258 if (!spaces)
259 return;
260
261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
262 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
263 tmp->flag [flag] = value;
484} 264}
485 265
486/* link_multipart_objects go through all the objects on the map looking 266/* link_multipart_objects go through all the objects on the map looking
487 * for objects whose arch says they are multipart yet according to the 267 * for objects whose arch says they are multipart yet according to the
488 * info we have, they only have the head (as would be expected when 268 * info we have, they only have the head (as would be expected when
489 * they are saved). We do have to look for the old maps that did save 269 * they are saved).
490 * the more sections and not re-add sections for them.
491 */ 270 */
492 271void
493static void 272maptile::link_multipart_objects ()
494link_multipart_objects (maptile *m)
495{ 273{
496 int x, y; 274 if (!spaces)
497 object *tmp, *op, *last, *above; 275 return;
498 archetype *at;
499 276
500 for (x = 0; x < MAP_WIDTH (m); x++) 277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
501 for (y = 0; y < MAP_HEIGHT (m); y++) 278 {
502 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 279 object *op = ms->bot;
280 while (op)
503 { 281 {
504 above = tmp->above;
505
506 /* already multipart - don't do anything more */ 282 /* already multipart - don't do anything more */
507 if (tmp->head || tmp->more) 283 if (op->head_ () == op && !op->more && op->arch->more)
508 continue;
509
510 /* If there is nothing more to this object, this for loop
511 * won't do anything.
512 */
513 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
514 { 284 {
515 op = arch_to_object (at); 285 op->remove ();
286 op->expand_tail ();
516 287
517 /* update x,y coordinates */ 288 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
518 op->x += tmp->x; 289 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
519 op->y += tmp->y; 290 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
520 op->head = tmp; 291 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
521 op->map = m; 292
522 last->more = op; 293 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
523 op->name = tmp->name; 294 // so we have to reset the iteration through the mapspace
524 op->title = tmp->title;
525 /* we could link all the parts onto tmp, and then just
526 * call insert_ob_in_map once, but the effect is the same,
527 * as insert_ob_in_map will call itself with each part, and
528 * the coding is simpler to just to it here with each part.
529 */ 295 }
530 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 296 else
531 } /* for at = tmp->arch->more */ 297 op = op->above;
532 } /* for objects on this space */ 298 }
299 }
533} 300}
534 301
535/* 302/*
536 * Loads (ands parses) the objects into a given map from the specified 303 * Loads (ands parses) the objects into a given map from the specified
537 * file pointer. 304 * file pointer.
538 * mapflags is the same as we get with load_original_map
539 */ 305 */
306bool
307maptile::_load_objects (object_thawer &f)
308{
309 for (;;)
310 {
311 coroapi::cede_to_tick (); // cede once in a while
312
313 switch (f.kw)
314 {
315 case KW_arch:
316 if (object *op = object::read (f, this))
317 {
318 // TODO: why?
319 if (op->inv)
320 op->update_weight ();
321
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 if (ms.top)
336 ms.top->above = op;
337 else
338 ms.bot = op;
339
340 ms.top = op;
341 ms.flags_ = 0;
342 }
343 else
344 {
345 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
346 op->destroy ();
347 }
348 }
349
350 continue;
351
352 case KW_EOF:
353 return true;
354
355 default:
356 if (!f.parse_error ("map file"))
357 return false;
358 break;
359 }
360
361 f.next ();
362 }
363
364 return true;
365}
366
540void 367void
541load_objects (maptile *m, object_thawer & fp, int mapflags) 368maptile::activate ()
542{ 369{
543 int i, j; 370 if (spaces)
544 int unique; 371 for (mapspace *ms = spaces + size (); ms-- > spaces; )
545 object *op, *prev = NULL, *last_more = NULL, *otmp; 372 for (object *op = ms->bot; op; op = op->above)
373 op->activate_recursive ();
374}
546 375
547 op = get_object (); 376void
548 op->map = m; /* To handle buttons correctly */ 377maptile::deactivate ()
378{
379 if (spaces)
380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
381 for (object *op = ms->bot; op; op = op->above)
382 op->deactivate_recursive ();
383}
549 384
550 while ((i = load_object (fp, op, mapflags))) 385bool
386maptile::_save_objects (object_freezer &f, int flags)
387{
388 coroapi::cede_to_tick ();
389
390 if (flags & IO_HEADER)
391 _save_header (f);
392
393 if (!spaces)
394 return false;
395
396 for (int i = 0; i < size (); ++i)
551 { 397 {
552 /* if the archetype for the object is null, means that we 398 bool unique = 0;
553 * got an invalid object. Don't do anything with it - the game 399
554 * or editor will not be able to do anything with it either. 400 for (object *op = spaces [i].bot; op; op = op->above)
555 */
556 if (op->arch == NULL)
557 { 401 {
558 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 402 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
403
404 if (expect_false (!op->can_map_save ()))
559 continue; 405 continue;
406
407 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
408 {
409 if (flags & IO_UNIQUES)
410 op->write (f);
411 }
412 else if (expect_true (flags & IO_OBJECTS))
413 op->write (f);
560 } 414 }
561
562
563 switch (i)
564 {
565 case LL_NORMAL:
566 /* if we are loading an overlay, put the floors on the bottom */
567 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
569 else
570 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
571
572 if (op->inv)
573 sum_weight (op);
574
575 prev = op, last_more = op;
576 break;
577
578 case LL_MORE:
579 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
580 op->head = prev, last_more->more = op, last_more = op;
581 break;
582 }
583
584 if (mapflags & MAP_STYLE)
585 remove_from_active_list (op);
586
587 op = get_object ();
588 op->map = m;
589 }
590
591 for (i = 0; i < m->width; i++)
592 { 415 }
593 for (j = 0; j < m->height; j++)
594 {
595 unique = 0;
596 /* check for unique items, or unique squares */
597 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
598 {
599 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
600 unique = 1;
601 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
602 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
603 }
604 }
605 }
606 416
607 free_object (op); 417 coroapi::cede_to_tick ();
608 link_multipart_objects (m);
609}
610 418
611/* This saves all the objects on the map in a non destructive fashion. 419 return true;
612 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
613 * and we only save the head of multi part objects - this is needed
614 * in order to do map tiling properly.
615 */
616void
617save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
618{
619 int i, j = 0, unique = 0;
620 object *op;
621
622 /* first pass - save one-part objects */
623 for (i = 0; i < MAP_WIDTH (m); i++)
624 for (j = 0; j < MAP_HEIGHT (m); j++)
625 {
626 unique = 0;
627 for (op = get_map_ob (m, i, j); op; op = op->above)
628 {
629 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
630 unique = 1;
631
632 if (op->type == PLAYER)
633 {
634 LOG (llevDebug, "Player on map that is being saved\n");
635 continue;
636 }
637
638 if (op->head || op->owner)
639 continue;
640
641 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
642 save_object (fp2, op, 3);
643 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
644 save_object (fp, op, 3);
645
646 } /* for this space */
647 } /* for this j */
648} 420}
649 421
650/* 422bool
651 * Allocates, initialises, and returns a pointer to a maptile. 423maptile::_save_objects (const char *path, int flags)
652 * Modified to no longer take a path option which was not being
653 * used anyways. MSW 2001-07-01
654 */
655
656maptile *
657get_linked_map (void)
658{ 424{
659 maptile *map = new maptile; 425 object_freezer freezer;
660 maptile *mp;
661 426
662 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next); 427 if (!_save_objects (freezer, flags))
663 if (mp == NULL) 428 return false;
664 first_map = map;
665 else
666 mp->next = map;
667 429
430 return freezer.save (path);
431}
432
433maptile::maptile ()
434{
668 map->in_memory = MAP_SWAPPED; 435 in_memory = MAP_SWAPPED;
436
669 /* The maps used to pick up default x and y values from the 437 /* The maps used to pick up default x and y values from the
670 * map archetype. Mimic that behaviour. 438 * map archetype. Mimic that behaviour.
671 */ 439 */
672 MAP_WIDTH (map) = 16; 440 width = 16;
673 MAP_HEIGHT (map) = 16; 441 height = 16;
674 MAP_RESET_TIMEOUT (map) = 0; 442 timeout = 300;
675 MAP_TIMEOUT (map) = 300; 443 max_nrof = 1000; // 1000 items of anything
676 MAP_ENTER_X (map) = 0; 444 max_volume = 2000000; // 2m³
677 MAP_ENTER_Y (map) = 0; 445}
678 /*set part to -1 indicating conversion to weather map not yet done */ 446
679 MAP_WORLDPARTX (map) = -1; 447maptile::maptile (int w, int h)
680 MAP_WORLDPARTY (map) = -1; 448{
681 return map; 449 in_memory = MAP_SWAPPED;
450
451 width = w;
452 height = h;
453 reset_timeout = 0;
454 timeout = 300;
455 enter_x = 0;
456 enter_y = 0;
457
458 alloc ();
682} 459}
683 460
684/* 461/*
685 * Allocates the arrays contained in a maptile. 462 * Allocates the arrays contained in a maptile.
686 * This basically allocates the dynamic array of spaces for the 463 * This basically allocates the dynamic array of spaces for the
687 * map. 464 * map.
688 */ 465 */
689
690void 466void
691allocate_map (maptile *m) 467maptile::alloc ()
692{ 468{
693 m->in_memory = MAP_IN_MEMORY;
694 /* Log this condition and free the storage. We could I suppose
695 * realloc, but if the caller is presuming the data will be intact,
696 * that is their poor assumption.
697 */
698 if (m->spaces) 469 if (spaces)
699 {
700 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
701 free (m->spaces);
702 }
703
704 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
705
706 if (m->spaces == NULL)
707 fatal (OUT_OF_MEMORY);
708}
709
710/* Create and returns a map of the specific size. Used
711 * in random map code and the editor.
712 */
713maptile *
714get_empty_map (int sizex, int sizey)
715{
716 maptile *m = get_linked_map ();
717
718 m->width = sizex;
719 m->height = sizey;
720 m->in_memory = MAP_SWAPPED;
721 allocate_map (m);
722 return m; 470 return;
471
472 spaces = salloc0<mapspace> (size ());
723} 473}
724 474
725/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
726 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
727 * at a later date. 477 * at a later date.
728 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
729 */ 479 */
730
731static shopitems * 480static shopitems *
732parse_shop_string (const char *input_string) 481parse_shop_string (const char *input_string)
733{ 482{
734 char *shop_string, *p, *q, *next_semicolon, *next_colon; 483 char *shop_string, *p, *q, *next_semicolon, *next_colon;
735 shopitems *items = NULL; 484 shopitems *items = NULL;
736 int i = 0, number_of_entries = 0; 485 int i = 0, number_of_entries = 0;
737 const typedata *current_type; 486 const typedata *current_type;
738 487
739 shop_string = strdup_local (input_string); 488 shop_string = strdup (input_string);
740 p = shop_string; 489 p = shop_string;
741 /* first we'll count the entries, we'll need that for allocating the array shortly */ 490 /* first we'll count the entries, we'll need that for allocating the array shortly */
742 while (p) 491 while (p)
743 { 492 {
744 p = strchr (p, ';'); 493 p = strchr (p, ';');
745 number_of_entries++; 494 number_of_entries++;
746 if (p) 495 if (p)
747 p++; 496 p++;
748 } 497 }
498
749 p = shop_string; 499 p = shop_string;
750 strip_endline (p); 500 strip_endline (p);
751 items = new shopitems[number_of_entries + 1]; 501 items = new shopitems[number_of_entries + 1];
752 for (i = 0; i < number_of_entries; i++) 502 for (i = 0; i < number_of_entries; i++)
753 { 503 {
754 if (!p) 504 if (!p)
755 { 505 {
756 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 506 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
757 break; 507 break;
758 } 508 }
509
759 next_semicolon = strchr (p, ';'); 510 next_semicolon = strchr (p, ';');
760 next_colon = strchr (p, ':'); 511 next_colon = strchr (p, ':');
761 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 512 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
762 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 513 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
763 items[i].strength = atoi (strchr (p, ':') + 1); 514 items[i].strength = atoi (strchr (p, ':') + 1);
790 * the next entry while we're at it, better print a warning 541 * the next entry while we're at it, better print a warning
791 */ 542 */
792 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 543 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
793 } 544 }
794 } 545 }
546
795 items[i].index = number_of_entries; 547 items[i].index = number_of_entries;
796 if (next_semicolon) 548 if (next_semicolon)
797 p = ++next_semicolon; 549 p = ++next_semicolon;
798 else 550 else
799 p = NULL; 551 p = NULL;
800 } 552 }
553
801 free (shop_string); 554 free (shop_string);
802 return items; 555 return items;
803} 556}
804 557
805/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
814 for (i = 0; i < m->shopitems[0].index; i++) 567 for (i = 0; i < m->shopitems[0].index; i++)
815 { 568 {
816 if (m->shopitems[i].typenum) 569 if (m->shopitems[i].typenum)
817 { 570 {
818 if (m->shopitems[i].strength) 571 if (m->shopitems[i].strength)
819 {
820 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 572 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
821 }
822 else 573 else
823 sprintf (tmp, "%s;", m->shopitems[i].name); 574 sprintf (tmp, "%s;", m->shopitems[i].name);
824 } 575 }
825 else 576 else
826 { 577 {
827 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
828 {
829 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 579 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
830 }
831 else 580 else
832 sprintf (tmp, "*"); 581 sprintf (tmp, "*");
833 } 582 }
583
834 strcat (output_string, tmp); 584 strcat (output_string, tmp);
835 } 585 }
836} 586}
837 587
838/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
843 * put all the stuff in the map object so that names actually make 593 * put all the stuff in the map object so that names actually make
844 * sense. 594 * sense.
845 * This could be done in lex (like the object loader), but I think 595 * This could be done in lex (like the object loader), but I think
846 * currently, there are few enough fields this is not a big deal. 596 * currently, there are few enough fields this is not a big deal.
847 * MSW 2001-07-01 597 * MSW 2001-07-01
848 * return 0 on success, 1 on failure.
849 */ 598 */
850 599bool
851static int 600maptile::_load_header (object_thawer &thawer)
852load_map_header (object_thawer & fp, maptile *m)
853{ 601{
854 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 602 for (;;)
855 int msgpos = 0;
856 int maplorepos = 0;
857
858 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
859 { 603 {
860 buf[HUGE_BUF - 1] = 0; 604 switch (thawer.kw)
861 key = buf;
862 while (isspace (*key))
863 key++;
864 if (*key == 0)
865 continue; /* empty line */
866 value = strchr (key, ' ');
867 if (!value)
868 { 605 {
869 end = strchr (key, '\n'); 606 case KW_msg:
870 if (end != NULL) 607 thawer.get_ml (KW_endmsg, msg);
871 { 608 break;
872 *end = 0; 609
610 case KW_lore: // CF+ extension
611 thawer.get_ml (KW_endlore, maplore);
873 } 612 break;
613
614 case KW_maplore:
615 thawer.get_ml (KW_endmaplore, maplore);
616 break;
617
618 case KW_arch:
619 if (strcmp (thawer.get_str (), "map"))
620 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
621 break;
622
623 case KW_oid:
624 thawer.get (this, thawer.get_sint32 ());
625 break;
626
627 case KW_file_format_version: break; // nop
628
629 case KW_name: thawer.get (name); break;
630 case KW_attach: thawer.get (attach); break;
631 case KW_reset_time: thawer.get (reset_time); break;
632 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break;
637 case KW_temp: thawer.get (temp); break;
638 case KW_pressure: thawer.get (pressure); break;
639 case KW_humid: thawer.get (humid); break;
640 case KW_windspeed: thawer.get (windspeed); break;
641 case KW_winddir: thawer.get (winddir); break;
642 case KW_sky: thawer.get (sky); break;
643
644 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
647
648 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650
651 // old names new names
652 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
653 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
654 case KW_x: case KW_width: thawer.get (width); break;
655 case KW_y: case KW_height: thawer.get (height); break;
656 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
657 case KW_value: case KW_swap_time: thawer.get (timeout); break;
658 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
659 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
660 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
661
662 case KW_tile_path_1: thawer.get (tile_path [0]); break;
663 case KW_tile_path_2: thawer.get (tile_path [1]); break;
664 case KW_tile_path_3: thawer.get (tile_path [2]); break;
665 case KW_tile_path_4: thawer.get (tile_path [3]); break;
666
667 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value);
669 break;
670
671 case KW_end:
672 thawer.next ();
673 return true;
674
675 default:
676 if (!thawer.parse_error ("map", 0))
677 return false;
678 break;
874 } 679 }
875 else
876 {
877 *value = 0;
878 value++;
879 end = strchr (value, '\n');
880 while (isspace (*value))
881 {
882 value++;
883 if (*value == '\0' || value == end)
884 {
885 /* Nothing but spaces. */
886 value = NULL;
887 break;
888 }
889 }
890 }
891 680
892 if (!end) 681 thawer.next ();
893 {
894 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
895 return 1;
896 }
897
898 /* key is the field name, value is what it should be set
899 * to. We've already done the work to null terminate key,
900 * and strip off any leading spaces for both of these.
901 * We have not touched the newline at the end of the line -
902 * these are needed for some values. the end pointer
903 * points to the first of the newlines.
904 * value could be NULL! It would be easy enough to just point
905 * this to "" to prevent cores, but that would let more errors slide
906 * through.
907 *
908 * First check for entries that do not use the value parameter, then
909 * validate that value is given and check for the remaining entries
910 * that use the parameter.
911 */
912
913 if (!strcmp (key, "msg"))
914 {
915 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
916 {
917 if (!strcmp (buf, "endmsg\n"))
918 break;
919 else
920 {
921 /* slightly more efficient than strcat */
922 strcpy (msgbuf + msgpos, buf);
923 msgpos += strlen (buf);
924 }
925 }
926 /* There are lots of maps that have empty messages (eg, msg/endmsg
927 * with nothing between). There is no reason in those cases to
928 * keep the empty message. Also, msgbuf contains garbage data
929 * when msgpos is zero, so copying it results in crashes
930 */
931 if (msgpos != 0)
932 m->msg = strdup_local (msgbuf);
933 }
934 else if (!strcmp (key, "maplore"))
935 {
936 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
937 {
938 if (!strcmp (buf, "endmaplore\n"))
939 break;
940 else
941 {
942 /* slightly more efficient than strcat */
943 strcpy (maplorebuf + maplorepos, buf);
944 maplorepos += strlen (buf);
945 }
946 }
947 if (maplorepos != 0)
948 m->maplore = strdup_local (maplorebuf);
949 }
950 else if (!strcmp (key, "end"))
951 {
952 break;
953 }
954 else if (value == NULL)
955 {
956 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
957 }
958 else if (!strcmp (key, "arch"))
959 {
960 /* This is an oddity, but not something we care about much. */
961 if (strcmp (value, "map\n"))
962 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
963 }
964 else if (!strcmp (key, "name"))
965 {
966 *end = 0;
967 m->name = strdup_local (value);
968 }
969 /* first strcmp value on these are old names supported
970 * for compatibility reasons. The new values (second) are
971 * what really should be used.
972 */
973 else if (!strcmp (key, "oid"))
974 {
975 fp.get (m, atoi (value));
976 }
977 else if (!strcmp (key, "attach"))
978 {
979 m->attach = value;
980 }
981 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
982 {
983 m->enter_x = atoi (value);
984 }
985 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
986 {
987 m->enter_y = atoi (value);
988 }
989 else if (!strcmp (key, "x") || !strcmp (key, "width"))
990 {
991 m->width = atoi (value);
992 }
993 else if (!strcmp (key, "y") || !strcmp (key, "height"))
994 {
995 m->height = atoi (value);
996 }
997 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
998 {
999 m->reset_timeout = atoi (value);
1000 }
1001 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1002 {
1003 m->timeout = atoi (value);
1004 }
1005 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1006 {
1007 m->difficulty = atoi (value);
1008 }
1009 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1010 {
1011 m->darkness = atoi (value);
1012 }
1013 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1014 {
1015 m->fixed_resettime = atoi (value);
1016 }
1017 else if (!strcmp (key, "unique"))
1018 {
1019 m->unique = atoi (value);
1020 }
1021 else if (!strcmp (key, "template"))
1022 {
1023 m->templatemap = atoi (value);
1024 }
1025 else if (!strcmp (key, "region"))
1026 {
1027 m->region = get_region_by_name (value);
1028 }
1029 else if (!strcmp (key, "shopitems"))
1030 {
1031 *end = 0;
1032 m->shopitems = parse_shop_string (value);
1033 }
1034 else if (!strcmp (key, "shopgreed"))
1035 {
1036 m->shopgreed = atof (value);
1037 }
1038 else if (!strcmp (key, "shopmin"))
1039 {
1040 m->shopmin = atol (value);
1041 }
1042 else if (!strcmp (key, "shopmax"))
1043 {
1044 m->shopmax = atol (value);
1045 }
1046 else if (!strcmp (key, "shoprace"))
1047 {
1048 *end = 0;
1049 m->shoprace = strdup_local (value);
1050 }
1051 else if (!strcmp (key, "outdoor"))
1052 {
1053 m->outdoor = atoi (value);
1054 }
1055 else if (!strcmp (key, "temp"))
1056 {
1057 m->temp = atoi (value);
1058 }
1059 else if (!strcmp (key, "pressure"))
1060 {
1061 m->pressure = atoi (value);
1062 }
1063 else if (!strcmp (key, "humid"))
1064 {
1065 m->humid = atoi (value);
1066 }
1067 else if (!strcmp (key, "windspeed"))
1068 {
1069 m->windspeed = atoi (value);
1070 }
1071 else if (!strcmp (key, "winddir"))
1072 {
1073 m->winddir = atoi (value);
1074 }
1075 else if (!strcmp (key, "sky"))
1076 {
1077 m->sky = atoi (value);
1078 }
1079 else if (!strcmp (key, "nosmooth"))
1080 {
1081 m->nosmooth = atoi (value);
1082 }
1083 else if (!strncmp (key, "tile_path_", 10))
1084 {
1085 int tile = atoi (key + 10);
1086
1087 if (tile < 1 || tile > 4)
1088 {
1089 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1090 }
1091 else
1092 {
1093 char *path;
1094
1095 *end = 0;
1096
1097 if (m->tile_path[tile - 1])
1098 {
1099 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1100 free (m->tile_path[tile - 1]);
1101 m->tile_path[tile - 1] = NULL;
1102 }
1103
1104 if (check_path (value, 1) != -1)
1105 {
1106 /* The unadorned path works. */
1107 path = value;
1108 }
1109 else
1110 {
1111 /* Try again; it could be a relative exit. */
1112
1113 path = path_combine_and_normalize (m->path, value);
1114
1115 if (check_path (path, 1) == -1)
1116 {
1117 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1118 path = NULL;
1119 }
1120 }
1121
1122 if (editor)
1123 {
1124 /* Use the value as in the file. */
1125 m->tile_path[tile - 1] = strdup_local (value);
1126 }
1127 else if (path != NULL)
1128 {
1129 /* Use the normalized value. */
1130 m->tile_path[tile - 1] = strdup_local (path);
1131 }
1132 } /* end if tile direction (in)valid */
1133 }
1134 else
1135 {
1136 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1137 }
1138 }
1139 if (!key || strcmp (key, "end"))
1140 { 682 }
1141 LOG (llevError, "Got premature eof on map header!\n");
1142 return 1;
1143 }
1144 return 0;
1145}
1146 683
1147/* 684 abort ();
1148 * Opens the file "filename" and reads information about the map
1149 * from the given file, and stores it in a newly allocated
1150 * maptile. A pointer to this structure is returned, or NULL on failure.
1151 * flags correspond to those in map.h. Main ones used are
1152 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1153 * MAP_BLOCK, in which case we block on this load. This happens in all
1154 * cases, no matter if this flag is set or not.
1155 * MAP_STYLE: style map - don't add active objects, don't add to server
1156 * managed map list.
1157 */
1158
1159maptile *
1160load_original_map (const char *filename, int flags)
1161{
1162 maptile *m;
1163 char pathname[MAX_BUF];
1164
1165 if (flags & MAP_PLAYER_UNIQUE)
1166 strcpy (pathname, filename);
1167 else if (flags & MAP_OVERLAY)
1168 strcpy (pathname, create_overlay_pathname (filename));
1169 else
1170 strcpy (pathname, create_pathname (filename));
1171
1172 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1173
1174 object_thawer thawer (pathname);
1175
1176 if (!thawer)
1177 return 0;
1178
1179 m = get_linked_map ();
1180
1181 strcpy (m->path, filename);
1182 if (load_map_header (thawer, m))
1183 {
1184 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1185 delete_map (m);
1186 return NULL;
1187 }
1188
1189 allocate_map (m);
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 if (!MAP_DIFFICULTY (m))
1196 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1197 set_map_reset_time (m);
1198 m->instantiate ();
1199 return (m);
1200}
1201
1202/*
1203 * Loads a map, which has been loaded earlier, from file.
1204 * Return the map object we load into (this can change from the passed
1205 * option if we can't find the original map)
1206 */
1207
1208static maptile *
1209load_temporary_map (maptile *m)
1210{
1211 char buf[MAX_BUF];
1212
1213 if (!m->tmpname)
1214 {
1215 LOG (llevError, "No temporary filename for map %s\n", m->path);
1216 strcpy (buf, m->path);
1217 delete_map (m);
1218 m = load_original_map (buf, 0);
1219 if (m == NULL)
1220 return NULL;
1221 fix_auto_apply (m); /* Chests which open as default */
1222 return m;
1223 }
1224
1225 object_thawer thawer (m->tmpname);
1226
1227 if (!thawer)
1228 {
1229 strcpy (buf, m->path);
1230 delete_map (m);
1231 m = load_original_map (buf, 0);
1232 if (!m)
1233 return NULL;
1234 fix_auto_apply (m); /* Chests which open as default */
1235 return m;
1236 }
1237
1238 if (load_map_header (thawer, m))
1239 {
1240 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1241 delete_map (m);
1242 m = load_original_map (m->path, 0);
1243 return NULL;
1244 }
1245 allocate_map (m);
1246
1247 m->in_memory = MAP_LOADING;
1248 load_objects (m, thawer, 0);
1249
1250 m->in_memory = MAP_IN_MEMORY;
1251 INVOKE_MAP (SWAPIN, m);
1252 return m;
1253}
1254
1255/*
1256 * Loads a map, which has been loaded earlier, from file.
1257 * Return the map object we load into (this can change from the passed
1258 * option if we can't find the original map)
1259 */
1260
1261maptile *
1262load_overlay_map (const char *filename, maptile *m)
1263{
1264 char pathname[MAX_BUF];
1265
1266 strcpy (pathname, create_overlay_pathname (filename));
1267
1268 object_thawer thawer (pathname);
1269
1270 if (!thawer)
1271 return m;
1272
1273 if (load_map_header (thawer, m))
1274 {
1275 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1276 delete_map (m);
1277 m = load_original_map (m->path, 0);
1278 return NULL;
1279 }
1280 /*allocate_map(m); */
1281
1282 m->in_memory = MAP_LOADING;
1283 load_objects (m, thawer, MAP_OVERLAY);
1284
1285 m->in_memory = MAP_IN_MEMORY;
1286 return m;
1287} 685}
1288 686
1289/****************************************************************************** 687/******************************************************************************
1290 * This is the start of unique map handling code 688 * This is the start of unique map handling code
1291 *****************************************************************************/ 689 *****************************************************************************/
1292 690
1293/* This goes through map 'm' and removed any unique items on the map. */ 691/* This goes through the maptile and removed any unique items on the map. */
1294static void 692void
1295delete_unique_items (maptile *m) 693maptile::clear_unique_items ()
1296{ 694{
1297 int i, j, unique; 695 for (int i = 0; i < size (); ++i)
1298 object *op, *next;
1299
1300 for (i = 0; i < MAP_WIDTH (m); i++)
1301 for (j = 0; j < MAP_HEIGHT (m); j++)
1302 { 696 {
1303 unique = 0; 697 int unique = 0;
1304 for (op = get_map_ob (m, i, j); op; op = next) 698 for (object *op = spaces [i].bot; op; )
699 {
700 object *above = op->above;
701
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1;
704
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy ();
709 }
710
711 op = above;
712 }
713 }
714}
715
716bool
717maptile::_save_header (object_freezer &freezer)
718{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
721
722 MAP_OUT2 (arch, "map");
723
724 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time);
726 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (difficulty);
731
732 if (default_region) MAP_OUT2 (region, default_region->name);
733
734 if (shopitems)
735 {
736 char shop[MAX_BUF];
737 print_shop_string (this, shop);
738 MAP_OUT2 (shopitems, shop);
739 }
740
741 MAP_OUT (shopgreed);
742 MAP_OUT (shopmin);
743 MAP_OUT (shopmax);
744 if (shoprace) MAP_OUT (shoprace);
745 MAP_OUT (darkness);
746 MAP_OUT (width);
747 MAP_OUT (height);
748 MAP_OUT (enter_x);
749 MAP_OUT (enter_y);
750
751 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
752 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
753
754 MAP_OUT (outdoor);
755 MAP_OUT (temp);
756 MAP_OUT (pressure);
757 MAP_OUT (humid);
758 MAP_OUT (windspeed);
759 MAP_OUT (winddir);
760 MAP_OUT (sky);
761
762 MAP_OUT (per_player);
763 MAP_OUT (per_party);
764
765 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
766 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
767 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
768 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
769
770 freezer.put (this);
771 freezer.put (KW_end);
772
773 return true;
774}
775
776bool
777maptile::_save_header (const char *path)
778{
779 object_freezer freezer;
780
781 if (!_save_header (freezer))
782 return false;
783
784 return freezer.save (path);
785}
786
787/*
788 * Remove and free all objects in the given map.
789 */
790void
791maptile::clear ()
792{
793 if (spaces)
794 {
795 for (mapspace *ms = spaces + size (); ms-- > spaces; )
796 while (object *op = ms->bot)
1305 { 797 {
798 // manually remove, as to not trigger anything
1306 next = op->above; 799 if (ms->bot = op->above)
1307 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 800 ms->bot->below = 0;
1308 unique = 1; 801
1309 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 802 op->flag [FLAG_REMOVED] = true;
803
804 object *head = op->head_ ();
805 if (op == head)
1310 { 806 {
1311 clean_object (op); 807 op->destroy_inv (false);
1312 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 808 op->destroy ();
1313 remove_button_link (op); 809 }
1314 remove_ob (op); 810 else if (head->map != op->map)
1315 free_object (op); 811 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy ();
1316 } 814 }
1317 } 815 }
816
817 sfree (spaces, size ()), spaces = 0;
818 }
819
820 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0;
822
823 sfree (regions, size ()); regions = 0;
824 delete [] regionmap; regionmap = 0;
825}
826
827void
828maptile::clear_header ()
829{
830 name = 0;
831 msg = 0;
832 maplore = 0;
833 shoprace = 0;
834 delete [] shopitems, shopitems = 0;
835
836 for (int i = 0; i < 4; i++)
837 tile_path [i] = 0;
838}
839
840maptile::~maptile ()
841{
842 assert (destroyed ());
843}
844
845void
846maptile::clear_links_to (maptile *m)
847{
848 /* We need to look through all the maps and see if any maps
849 * are pointing at this one for tiling information. Since
850 * tiling can be asymetric, we just can not look to see which
851 * maps this map tiles with and clears those.
852 */
853 for (int i = 0; i < 4; i++)
854 if (tile_map[i] == m)
855 tile_map[i] = 0;
856}
857
858void
859maptile::do_destroy ()
860{
861 attachable::do_destroy ();
862
863 clear ();
864}
865
866/* decay and destroy perishable items in a map */
867void
868maptile::do_decay_objects ()
869{
870 if (!spaces)
871 return;
872
873 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 for (object *above, *op = ms->bot; op; op = above)
875 {
876 above = op->above;
877
878 bool destroy = 0;
879
880 // do not decay anything above unique floor tiles (yet :)
881 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
882 break;
883
884 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
885 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
886 || QUERY_FLAG (op, FLAG_UNIQUE)
887 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
888 || QUERY_FLAG (op, FLAG_UNPAID)
889 || op->is_alive ())
890 ; // do not decay
891 else if (op->is_weapon ())
892 {
893 op->stats.dam--;
894 if (op->stats.dam < 0)
895 destroy = 1;
896 }
897 else if (op->is_armor ())
898 {
899 op->stats.ac--;
900 if (op->stats.ac < 0)
901 destroy = 1;
902 }
903 else if (op->type == FOOD)
904 {
905 op->stats.food -= rndm (5, 20);
906 if (op->stats.food < 0)
907 destroy = 1;
908 }
909 else
910 {
911 int mat = op->materials;
912
913 if (mat & M_PAPER
914 || mat & M_LEATHER
915 || mat & M_WOOD
916 || mat & M_ORGANIC
917 || mat & M_CLOTH
918 || mat & M_LIQUID
919 || (mat & M_IRON && rndm (1, 5) == 1)
920 || (mat & M_GLASS && rndm (1, 2) == 1)
921 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923 || (mat & M_ICE && temp > 32))
924 destroy = 1;
925 }
926
927 /* adjust overall chance below */
928 if (destroy && rndm (0, 1))
929 op->destroy ();
1318 } 930 }
1319} 931}
1320 932
1321
1322/* 933/*
1323 * Loads unique objects from file(s) into the map which is in memory 934 * Updates every button on the map (by calling update_button() for them).
1324 * m is the map to load unique items into.
1325 */
1326static void
1327load_unique_objects (maptile *m)
1328{
1329 int count;
1330 char firstname[MAX_BUF];
1331
1332 for (count = 0; count < 10; count++)
1333 {
1334 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1335 if (!access (firstname, R_OK))
1336 break;
1337 }
1338 /* If we get here, we did not find any map */
1339 if (count == 10)
1340 return;
1341
1342 object_thawer thawer (firstname);
1343
1344 if (!thawer)
1345 return;
1346
1347 m->in_memory = MAP_LOADING;
1348 if (m->tmpname == NULL) /* if we have loaded unique items from */
1349 delete_unique_items (m); /* original map before, don't duplicate them */
1350 load_objects (m, thawer, 0);
1351
1352 m->in_memory = MAP_IN_MEMORY;
1353}
1354
1355
1356/*
1357 * Saves a map to file. If flag is set, it is saved into the same
1358 * file it was (originally) loaded from. Otherwise a temporary
1359 * filename will be genarated, and the file will be stored there.
1360 * The temporary filename will be stored in the maptileure.
1361 * If the map is unique, we also save to the filename in the map
1362 * (this should have been updated when first loaded)
1363 */
1364
1365int
1366new_save_map (maptile *m, int flag)
1367{
1368 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1369 int i;
1370
1371 if (flag && !*m->path)
1372 {
1373 LOG (llevError, "Tried to save map without path.\n");
1374 return -1;
1375 }
1376
1377 if (flag || (m->unique) || (m->templatemap))
1378 {
1379 if (!m->unique && !m->templatemap)
1380 { /* flag is set */
1381 if (flag == 2)
1382 strcpy (filename, create_overlay_pathname (m->path));
1383 else
1384 strcpy (filename, create_pathname (m->path));
1385 }
1386 else
1387 strcpy (filename, m->path);
1388
1389 make_path_to_file (filename);
1390 }
1391 else
1392 {
1393 if (!m->tmpname)
1394 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1395
1396 strcpy (filename, m->tmpname);
1397 }
1398
1399 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1400 m->in_memory = MAP_SAVING;
1401
1402 object_freezer freezer;
1403
1404 /* legacy */
1405 fprintf (freezer, "arch map\n");
1406 if (m->name)
1407 fprintf (freezer, "name %s\n", m->name);
1408 if (!flag)
1409 fprintf (freezer, "swap_time %d\n", m->swap_time);
1410 if (m->reset_timeout)
1411 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1412 if (m->fixed_resettime)
1413 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1414 /* we unfortunately have no idea if this is a value the creator set
1415 * or a difficulty value we generated when the map was first loaded
1416 */ 935 */
1417 if (m->difficulty)
1418 fprintf (freezer, "difficulty %d\n", m->difficulty);
1419 if (m->region)
1420 fprintf (freezer, "region %s\n", m->region->name);
1421 if (m->shopitems)
1422 {
1423 print_shop_string (m, shop);
1424 fprintf (freezer, "shopitems %s\n", shop);
1425 }
1426 if (m->shopgreed)
1427 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1428#ifndef WIN32
1429 if (m->shopmin)
1430 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1431 if (m->shopmax)
1432 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1433#else
1434 if (m->shopmin)
1435 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1436 if (m->shopmax)
1437 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1438#endif
1439 if (m->shoprace)
1440 fprintf (freezer, "shoprace %s\n", m->shoprace);
1441 if (m->darkness)
1442 fprintf (freezer, "darkness %d\n", m->darkness);
1443 if (m->width)
1444 fprintf (freezer, "width %d\n", m->width);
1445 if (m->height)
1446 fprintf (freezer, "height %d\n", m->height);
1447 if (m->enter_x)
1448 fprintf (freezer, "enter_x %d\n", m->enter_x);
1449 if (m->enter_y)
1450 fprintf (freezer, "enter_y %d\n", m->enter_y);
1451 if (m->msg)
1452 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1453 if (m->maplore)
1454 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1455 if (m->unique)
1456 fprintf (freezer, "unique %d\n", m->unique);
1457 if (m->templatemap)
1458 fprintf (freezer, "template %d\n", m->templatemap);
1459 if (m->outdoor)
1460 fprintf (freezer, "outdoor %d\n", m->outdoor);
1461 if (m->temp)
1462 fprintf (freezer, "temp %d\n", m->temp);
1463 if (m->pressure)
1464 fprintf (freezer, "pressure %d\n", m->pressure);
1465 if (m->humid)
1466 fprintf (freezer, "humid %d\n", m->humid);
1467 if (m->windspeed)
1468 fprintf (freezer, "windspeed %d\n", m->windspeed);
1469 if (m->winddir)
1470 fprintf (freezer, "winddir %d\n", m->winddir);
1471 if (m->sky)
1472 fprintf (freezer, "sky %d\n", m->sky);
1473 if (m->nosmooth)
1474 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1475
1476 /* Save any tiling information, except on overlays */
1477 if (flag != 2)
1478 for (i = 0; i < 4; i++)
1479 if (m->tile_path[i])
1480 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1481
1482 freezer.put (m);
1483 fprintf (freezer, "end\n");
1484
1485 /* In the game save unique items in the different file, but
1486 * in the editor save them to the normal map file.
1487 * If unique map, save files in the proper destination (set by
1488 * player)
1489 */
1490 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1491 {
1492 object_freezer unique;
1493
1494 if (flag == 2)
1495 save_objects (m, freezer, unique, 2);
1496 else
1497 save_objects (m, freezer, unique, 0);
1498
1499 sprintf (buf, "%s.v00", create_items_path (m->path));
1500
1501 unique.save (buf);
1502 }
1503 else
1504 { /* save same file when not playing, like in editor */
1505 save_objects (m, freezer, freezer, 0);
1506 }
1507
1508 freezer.save (filename);
1509
1510 return 0;
1511}
1512
1513
1514/*
1515 * Remove and free all objects in the inventory of the given object.
1516 * object.c ?
1517 */
1518
1519void 936void
1520clean_object (object *op) 937maptile::update_buttons ()
1521{ 938{
1522 object *tmp, *next; 939 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1523 940 for (objectlink *ol = obp->link; ol; ol = ol->next)
1524 for (tmp = op->inv; tmp; tmp = next)
1525 {
1526 next = tmp->below;
1527 clean_object (tmp);
1528 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1529 remove_button_link (tmp);
1530 remove_ob (tmp);
1531 free_object (tmp);
1532 }
1533}
1534
1535/*
1536 * Remove and free all objects in the given map.
1537 */
1538
1539void
1540free_all_objects (maptile *m)
1541{
1542 int i, j;
1543 object *op;
1544
1545 for (i = 0; i < MAP_WIDTH (m); i++)
1546 for (j = 0; j < MAP_HEIGHT (m); j++)
1547 { 941 {
1548 object *previous_obj = NULL; 942 if (!ol->ob)
1549
1550 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1551 { 943 {
1552 if (op == previous_obj) 944 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
945 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
946 continue;
947 }
948
949 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1553 { 950 {
1554 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n"); 951 update_button (ol->ob);
1555 break; 952 break;
1556 }
1557 previous_obj = op;
1558 if (op->head != NULL)
1559 op = op->head;
1560
1561 /* If the map isn't in memory, free_object will remove and
1562 * free objects in op's inventory. So let it do the job.
1563 */
1564 if (m->in_memory == MAP_IN_MEMORY)
1565 clean_object (op);
1566 remove_ob (op);
1567 free_object (op);
1568 } 953 }
1569 } 954 }
1570} 955}
1571
1572/*
1573 * Frees everything allocated by the given maptileure.
1574 * don't free tmpname - our caller is left to do that
1575 */
1576
1577void
1578free_map (maptile *m, int flag)
1579{
1580 int i;
1581
1582 if (!m->in_memory)
1583 {
1584 LOG (llevError, "Trying to free freed map.\n");
1585 return;
1586 }
1587 if (flag && m->spaces)
1588 free_all_objects (m);
1589 if (m->name)
1590 FREE_AND_CLEAR (m->name);
1591 if (m->spaces)
1592 FREE_AND_CLEAR (m->spaces);
1593 if (m->msg)
1594 FREE_AND_CLEAR (m->msg);
1595 if (m->maplore)
1596 FREE_AND_CLEAR (m->maplore);
1597 if (m->shopitems)
1598 delete[]m->shopitems;
1599 m->shopitems = 0;
1600 if (m->shoprace)
1601 FREE_AND_CLEAR (m->shoprace);
1602 if (m->buttons)
1603 free_objectlinkpt (m->buttons);
1604 m->buttons = NULL;
1605 for (i = 0; i < 4; i++)
1606 {
1607 if (m->tile_path[i])
1608 FREE_AND_CLEAR (m->tile_path[i]);
1609 m->tile_map[i] = NULL;
1610 }
1611 m->in_memory = MAP_SWAPPED;
1612}
1613
1614/*
1615 * function: vanish maptile
1616 * m : pointer to maptile, if NULL no action
1617 * this deletes all the data on the map (freeing pointers)
1618 * and then removes this map from the global linked list of maps.
1619 */
1620
1621void
1622delete_map (maptile *m)
1623{
1624 maptile *tmp, *last;
1625 int i;
1626
1627 if (!m)
1628 return;
1629
1630 m->clear ();
1631
1632 if (m->in_memory == MAP_IN_MEMORY)
1633 {
1634 /* change to MAP_SAVING, even though we are not,
1635 * so that remove_ob doesn't do as much work.
1636 */
1637 m->in_memory = MAP_SAVING;
1638 free_map (m, 1);
1639 }
1640 /* move this out of free_map, since tmpname can still be needed if
1641 * the map is swapped out.
1642 */
1643 if (m->tmpname)
1644 {
1645 free (m->tmpname);
1646 m->tmpname = NULL;
1647 }
1648 last = NULL;
1649 /* We need to look through all the maps and see if any maps
1650 * are pointing at this one for tiling information. Since
1651 * tiling can be assymetric, we just can not look to see which
1652 * maps this map tiles with and clears those.
1653 */
1654 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1655 {
1656 if (tmp->next == m)
1657 last = tmp;
1658
1659 /* This should hopefully get unrolled on a decent compiler */
1660 for (i = 0; i < 4; i++)
1661 if (tmp->tile_map[i] == m)
1662 tmp->tile_map[i] = NULL;
1663 }
1664
1665 /* If last is null, then this should be the first map in the list */
1666 if (!last)
1667 {
1668 if (m == first_map)
1669 first_map = m->next;
1670 else
1671 /* m->path is a static char, so should hopefully still have
1672 * some useful data in it.
1673 */
1674 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1675 }
1676 else
1677 last->next = m->next;
1678
1679 delete m;
1680}
1681
1682
1683
1684/*
1685 * Makes sure the given map is loaded and swapped in.
1686 * name is path name of the map.
1687 * flags meaning:
1688 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1689 * and don't do unique items or the like.
1690 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1691 * dont do any more name translation on it.
1692 *
1693 * Returns a pointer to the given map.
1694 */
1695
1696maptile *
1697ready_map_name (const char *name, int flags)
1698{
1699 maptile *m;
1700
1701 if (!name)
1702 return (NULL);
1703
1704 /* Have we been at this level before? */
1705 m = has_been_loaded (name);
1706
1707 /* Map is good to go, so just return it */
1708 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1709 {
1710 return m;
1711 }
1712
1713 /* unique maps always get loaded from their original location, and never
1714 * a temp location. Likewise, if map_flush is set, or we have never loaded
1715 * this map, load it now. I removed the reset checking from here -
1716 * it seems the probability of a player trying to enter a map that should
1717 * reset but hasn't yet is quite low, and removing that makes this function
1718 * a bit cleaner (and players probably shouldn't rely on exact timing for
1719 * resets in any case - if they really care, they should use the 'maps command.
1720 */
1721 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1722 {
1723
1724 /* first visit or time to reset */
1725 if (m)
1726 {
1727 clean_tmp_map (m); /* Doesn't make much difference */
1728 delete_map (m);
1729 }
1730
1731 /* create and load a map */
1732 if (flags & MAP_PLAYER_UNIQUE)
1733 LOG (llevDebug, "Trying to load map %s.\n", name);
1734 else
1735 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1736
1737 //eval_pv ("$x = Event::time", 1);//D
1738 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1739 return (NULL);
1740 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1741
1742 fix_auto_apply (m); /* Chests which open as default */
1743
1744 /* If a player unique map, no extra unique object file to load.
1745 * if from the editor, likewise.
1746 */
1747 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1748 load_unique_objects (m);
1749
1750 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1751 {
1752 m = load_overlay_map (name, m);
1753 if (m == NULL)
1754 return NULL;
1755 }
1756
1757 if (flags & MAP_PLAYER_UNIQUE)
1758 INVOKE_MAP (SWAPIN, m);
1759
1760 }
1761 else
1762 {
1763 /* If in this loop, we found a temporary map, so load it up. */
1764
1765 m = load_temporary_map (m);
1766 if (m == NULL)
1767 return NULL;
1768 load_unique_objects (m);
1769
1770 clean_tmp_map (m);
1771 m->in_memory = MAP_IN_MEMORY;
1772 /* tempnam() on sun systems (probably others) uses malloc
1773 * to allocated space for the string. Free it here.
1774 * In some cases, load_temporary_map above won't find the
1775 * temporary map, and so has reloaded a new map. If that
1776 * is the case, tmpname is now null
1777 */
1778 if (m->tmpname)
1779 free (m->tmpname);
1780 m->tmpname = NULL;
1781 /* It's going to be saved anew anyway */
1782 }
1783
1784 /* Below here is stuff common to both first time loaded maps and
1785 * temp maps.
1786 */
1787
1788 decay_objects (m); /* start the decay */
1789 /* In case other objects press some buttons down */
1790 update_buttons (m);
1791 if (m->outdoor)
1792 set_darkness_map (m);
1793 /* run the weather over this map */
1794 weather_effect (name);
1795 return m;
1796}
1797
1798 956
1799/* 957/*
1800 * This routine is supposed to find out the difficulty of the map. 958 * This routine is supposed to find out the difficulty of the map.
1801 * difficulty does not have a lot to do with character level, 959 * difficulty does not have a lot to do with character level,
1802 * but does have a lot to do with treasure on the map. 960 * but does have a lot to do with treasure on the map.
1804 * Difficulty can now be set by the map creature. If the value stored 962 * Difficulty can now be set by the map creature. If the value stored
1805 * in the map is zero, then use this routine. Maps should really 963 * in the map is zero, then use this routine. Maps should really
1806 * have a difficulty set than using this function - human calculation 964 * have a difficulty set than using this function - human calculation
1807 * is much better than this functions guesswork. 965 * is much better than this functions guesswork.
1808 */ 966 */
1809
1810int 967int
1811calculate_difficulty (maptile *m) 968maptile::estimate_difficulty () const
1812{ 969{
1813 object *op;
1814 archetype *at;
1815 int x, y, i;
1816 long monster_cnt = 0; 970 long monster_cnt = 0;
1817 double avgexp = 0; 971 double avgexp = 0;
1818 sint64 total_exp = 0; 972 sint64 total_exp = 0;
1819 973
1820 if (MAP_DIFFICULTY (m)) 974 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1821 { 975 for (object *op = ms->bot; op; op = op->above)
1822 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1823 return MAP_DIFFICULTY (m);
1824 }
1825
1826 for (x = 0; x < MAP_WIDTH (m); x++)
1827 for (y = 0; y < MAP_HEIGHT (m); y++)
1828 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1829 { 976 {
1830 if (QUERY_FLAG (op, FLAG_MONSTER)) 977 if (QUERY_FLAG (op, FLAG_MONSTER))
1831 { 978 {
1832 total_exp += op->stats.exp; 979 total_exp += op->stats.exp;
1833 monster_cnt++; 980 monster_cnt++;
1834 } 981 }
1835 982
1836 if (QUERY_FLAG (op, FLAG_GENERATOR)) 983 if (QUERY_FLAG (op, FLAG_GENERATOR))
1837 { 984 {
1838 total_exp += op->stats.exp; 985 total_exp += op->stats.exp;
986
1839 at = type_to_archetype (GENERATE_TYPE (op)); 987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1840
1841 if (at != NULL)
1842 total_exp += at->clone.stats.exp * 8; 988 total_exp += at->stats.exp * 8;
1843 989
1844 monster_cnt++; 990 monster_cnt++;
1845 } 991 }
1846 } 992 }
1847 993
1848 avgexp = (double) total_exp / monster_cnt; 994 avgexp = (double) total_exp / monster_cnt;
1849 995
1850 for (i = 1; i <= settings.max_level; i++) 996 for (int i = 1; i <= settings.max_level; i++)
1851 {
1852 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 997 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1853 {
1854 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1855 return i; 998 return i;
1856 }
1857 }
1858 999
1859 return 1; 1000 return 1;
1860}
1861
1862void
1863clean_tmp_map (maptile *m)
1864{
1865 if (m->tmpname == NULL)
1866 return;
1867 INVOKE_MAP (CLEAN, m);
1868 (void) unlink (m->tmpname);
1869}
1870
1871void
1872free_all_maps (void)
1873{
1874 int real_maps = 0;
1875
1876 while (first_map)
1877 {
1878 /* I think some of the callers above before it gets here set this to be
1879 * saving, but we still want to free this data
1880 */
1881 if (first_map->in_memory == MAP_SAVING)
1882 first_map->in_memory = MAP_IN_MEMORY;
1883 delete_map (first_map);
1884 real_maps++;
1885 }
1886 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1887} 1001}
1888 1002
1889/* change_map_light() - used to change map light level (darkness) 1003/* change_map_light() - used to change map light level (darkness)
1890 * up or down. Returns true if successful. It should now be 1004 * up or down. Returns true if successful. It should now be
1891 * possible to change a value by more than 1. 1005 * possible to change a value by more than 1.
1892 * Move this from los.c to map.c since this is more related 1006 * Move this from los.c to map.c since this is more related
1893 * to maps than los. 1007 * to maps than los.
1894 * postive values make it darker, negative make it brighter 1008 * postive values make it darker, negative make it brighter
1895 */ 1009 */
1896
1897int 1010int
1898change_map_light (maptile *m, int change) 1011maptile::change_map_light (int change)
1899{ 1012{
1900 int new_level = m->darkness + change; 1013 int new_level = darkness + change;
1901 1014
1902 /* Nothing to do */ 1015 /* Nothing to do */
1903 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1904 {
1905 return 0; 1017 return 0;
1906 }
1907 1018
1908 /* inform all players on the map */ 1019 /* inform all players on the map */
1909 if (change > 0) 1020 if (change > 0)
1910 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1911 else 1022 else
1912 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1913 1024
1914 /* Do extra checking. since m->darkness is a unsigned value, 1025 /* Do extra checking. since darkness is a unsigned value,
1915 * we need to be extra careful about negative values. 1026 * we need to be extra careful about negative values.
1916 * In general, the checks below are only needed if change 1027 * In general, the checks below are only needed if change
1917 * is not +/-1 1028 * is not +/-1
1918 */ 1029 */
1919 if (new_level < 0) 1030 if (new_level < 0)
1920 m->darkness = 0; 1031 darkness = 0;
1921 else if (new_level >= MAX_DARKNESS) 1032 else if (new_level >= MAX_DARKNESS)
1922 m->darkness = MAX_DARKNESS; 1033 darkness = MAX_DARKNESS;
1923 else 1034 else
1924 m->darkness = new_level; 1035 darkness = new_level;
1925 1036
1926 /* All clients need to get re-updated for the change */ 1037 /* All clients need to get re-updated for the change */
1927 update_all_map_los (m); 1038 update_all_map_los (this);
1928 return 1; 1039 return 1;
1929} 1040}
1930
1931 1041
1932/* 1042/*
1933 * This function updates various attributes about a specific space 1043 * This function updates various attributes about a specific space
1934 * on the map (what it looks like, whether it blocks magic, 1044 * on the map (what it looks like, whether it blocks magic,
1935 * has a living creatures, prevents people from passing 1045 * has a living creatures, prevents people from passing
1936 * through, etc) 1046 * through, etc)
1937 */ 1047 */
1938void 1048void
1939update_position (maptile *m, int x, int y) 1049mapspace::update_ ()
1940{ 1050{
1941 object *tmp, *last = NULL; 1051 object *tmp, *last = 0;
1942 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1943 New_Face *top, *floor, *middle;
1944 object *top_obj, *floor_obj, *middle_obj;
1945 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1946 1054
1947 oldflags = GET_MAP_FLAGS (m, x, y); 1055 //object *middle = 0;
1948 if (!(oldflags & P_NEED_UPDATE)) 1056 //object *top = 0;
1949 { 1057 //object *floor = 0;
1950 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1058 // this seems to generate better code than using locals, above
1951 return; 1059 object *&top = faces_obj[0] = 0;
1952 } 1060 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0;
1953 1062
1954 middle = blank_face;
1955 top = blank_face;
1956 floor = blank_face;
1957
1958 middle_obj = NULL;
1959 top_obj = NULL;
1960 floor_obj = NULL;
1961
1962 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) 1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1963 { 1064 {
1964
1965 /* This could be made additive I guess (two lights better than 1065 /* This could be made additive I guess (two lights better than
1966 * one). But if so, it shouldn't be a simple additive - 2 1066 * one). But if so, it shouldn't be a simple additive - 2
1967 * light bulbs do not illuminate twice as far as once since 1067 * light bulbs do not illuminate twice as far as once since
1968 * it is a disapation factor that is squared (or is it cubed?) 1068 * it is a dissapation factor that is cubed.
1969 */ 1069 */
1970 if (tmp->glow_radius > light) 1070 if (tmp->glow_radius > light)
1971 light = tmp->glow_radius; 1071 light = tmp->glow_radius;
1972 1072
1973 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1979 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1980 */ 1080 */
1981 if (!tmp->invisible) 1081 if (!tmp->invisible)
1982 { 1082 {
1983 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1984 {
1985 top = tmp->face;
1986 top_obj = tmp; 1084 top = tmp;
1987 }
1988 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1989 { 1086 {
1990 /* If we got a floor, that means middle and top were below it, 1087 /* If we got a floor, that means middle and top were below it,
1991 * so should not be visible, so we clear them. 1088 * so should not be visible, so we clear them.
1992 */ 1089 */
1993 middle = blank_face; 1090 middle = 0;
1994 top = blank_face; 1091 top = 0;
1995 floor = tmp->face;
1996 floor_obj = tmp; 1092 floor = tmp;
1997 } 1093 }
1998 /* Flag anywhere have high priority */ 1094 /* Flag anywhere have high priority */
1999 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2000 { 1096 {
2001 middle = tmp->face;
2002
2003 middle_obj = tmp; 1097 middle = tmp;
2004 anywhere = 1; 1098 anywhere = 1;
2005 } 1099 }
2006 /* Find the highest visible face around. If equal 1100 /* Find the highest visible face around. If equal
2007 * visibilities, we still want the one nearer to the 1101 * visibilities, we still want the one nearer to the
2008 * top 1102 * top
2009 */ 1103 */
2010 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
2011 {
2012 middle = tmp->face;
2013 middle_obj = tmp; 1105 middle = tmp;
2014 }
2015 } 1106 }
1107
2016 if (tmp == tmp->above) 1108 if (tmp == tmp->above)
2017 { 1109 {
2018 LOG (llevError, "Error in structure of map\n"); 1110 LOG (llevError, "Error in structure of map\n");
2019 exit (-1); 1111 exit (-1);
2020 } 1112 }
2021 1113
2022 move_slow |= tmp->move_slow; 1114 move_slow |= tmp->move_slow;
2023 move_block |= tmp->move_block; 1115 move_block |= tmp->move_block;
2024 move_on |= tmp->move_on; 1116 move_on |= tmp->move_on;
2025 move_off |= tmp->move_off; 1117 move_off |= tmp->move_off;
2026 move_allow |= tmp->move_allow; 1118 move_allow |= tmp->move_allow;
2027 1119
2028 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2029 flags |= P_IS_ALIVE;
2030 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2031 flags |= P_NO_MAGIC;
2032 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2033 flags |= P_NO_CLERIC;
2034 if (tmp->type == SAFE_GROUND)
2035 flags |= P_SAFE;
2036
2037 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 1120 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
2038 flags |= P_BLOCKSVIEW; 1121 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
2039 } /* for stack of objects */ 1122 if (tmp->type == PLAYER) flags |= P_PLAYER;
2040 1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2041 /* we don't want to rely on this function to have accurate flags, but 1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
2042 * since we're already doing the work, we calculate them here. 1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
2043 * if they don't match, logic is broken someplace.
2044 */
2045 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2046 { 1126 }
2047 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1127
2048 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1128 this->light = light;
2049 } 1129 this->flags_ = flags;
2050 SET_MAP_FLAGS (m, x, y, flags); 1130 this->move_block = move_block & ~move_allow;
2051 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1131 this->move_on = move_on;
2052 SET_MAP_MOVE_ON (m, x, y, move_on); 1132 this->move_off = move_off;
2053 SET_MAP_MOVE_OFF (m, x, y, move_off); 1133 this->move_slow = move_slow;
2054 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2055 1134
2056 /* At this point, we have a floor face (if there is a floor), 1135 /* At this point, we have a floor face (if there is a floor),
2057 * and the floor is set - we are not going to touch it at 1136 * and the floor is set - we are not going to touch it at
2058 * this point. 1137 * this point.
2059 * middle contains the highest visibility face. 1138 * middle contains the highest visibility face.
2066 * middle face. This should not happen, as we already have the 1145 * middle face. This should not happen, as we already have the
2067 * else statement above so middle should not get set. OTOH, it 1146 * else statement above so middle should not get set. OTOH, it
2068 * may be possible for the faces to match but be different objects. 1147 * may be possible for the faces to match but be different objects.
2069 */ 1148 */
2070 if (top == middle) 1149 if (top == middle)
2071 middle = blank_face; 1150 middle = 0;
2072 1151
2073 /* There are three posibilities at this point: 1152 /* There are three posibilities at this point:
2074 * 1) top face is set, need middle to be set. 1153 * 1) top face is set, need middle to be set.
2075 * 2) middle is set, need to set top. 1154 * 2) middle is set, need to set top.
2076 * 3) neither middle or top is set - need to set both. 1155 * 3) neither middle or top is set - need to set both.
2081 /* Once we get to a floor, stop, since we already have a floor object */ 1160 /* Once we get to a floor, stop, since we already have a floor object */
2082 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2083 break; 1162 break;
2084 1163
2085 /* If two top faces are already set, quit processing */ 1164 /* If two top faces are already set, quit processing */
2086 if ((top != blank_face) && (middle != blank_face)) 1165 if (top && middle)
2087 break; 1166 break;
2088 1167
2089 /* Only show visible faces, unless its the editor - show all */ 1168 /* Only show visible faces */
2090 if (!tmp->invisible || editor) 1169 if (!tmp->invisible)
2091 { 1170 {
2092 /* Fill in top if needed */ 1171 /* Fill in top if needed */
2093 if (top == blank_face) 1172 if (!top)
2094 { 1173 {
2095 top = tmp->face;
2096 top_obj = tmp; 1174 top = tmp;
2097 if (top == middle) 1175 if (top == middle)
2098 middle = blank_face; 1176 middle = 0;
2099 } 1177 }
2100 else 1178 else
2101 { 1179 {
2102 /* top is already set - we should only get here if 1180 /* top is already set - we should only get here if
2103 * middle is not set 1181 * middle is not set
2104 * 1182 *
2105 * Set the middle face and break out, since there is nothing 1183 * Set the middle face and break out, since there is nothing
2106 * more to fill in. We don't check visiblity here, since 1184 * more to fill in. We don't check visiblity here, since
2107 * 1185 *
2108 */ 1186 */
2109 if (tmp->face != top) 1187 if (tmp != top)
2110 { 1188 {
2111 middle = tmp->face;
2112 middle_obj = tmp; 1189 middle = tmp;
2113 break; 1190 break;
2114 } 1191 }
2115 } 1192 }
2116 } 1193 }
2117 } 1194 }
1195
2118 if (middle == floor) 1196 if (middle == floor)
2119 middle = blank_face; 1197 middle = 0;
1198
2120 if (top == middle) 1199 if (top == middle)
2121 middle = blank_face; 1200 middle = 0;
2122 SET_MAP_FACE (m, x, y, top, 0);
2123 if (top != blank_face)
2124 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2125 else
2126 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2127 SET_MAP_FACE (m, x, y, middle, 1);
2128 if (middle != blank_face)
2129 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2130 else
2131 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2132 SET_MAP_FACE (m, x, y, floor, 2);
2133 if (floor != blank_face)
2134 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2135 else
2136 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2137 SET_MAP_LIGHT (m, x, y, light);
2138}
2139 1201
2140 1202#if 0
2141void 1203 faces_obj [0] = top;
2142set_map_reset_time (maptile *map) 1204 faces_obj [1] = middle;
2143{ 1205 faces_obj [2] = floor;
2144 int timeout; 1206#endif
2145
2146 timeout = MAP_RESET_TIMEOUT (map);
2147 if (timeout <= 0)
2148 timeout = MAP_DEFAULTRESET;
2149 if (timeout >= MAP_MAXRESET)
2150 timeout = MAP_MAXRESET;
2151 MAP_WHEN_RESET (map) = seconds () + timeout;
2152} 1207}
2153 1208
2154/* this updates the orig_map->tile_map[tile_num] value after loading 1209uint64
2155 * the map. It also takes care of linking back the freshly loaded 1210mapspace::volume () const
2156 * maps tile_map values if it tiles back to this one. It returns
2157 * the value of orig_map->tile_map[tile_num]. It really only does this
2158 * so that it is easier for calling functions to verify success.
2159 */
2160
2161static maptile *
2162load_and_link_tiled_map (maptile *orig_map, int tile_num)
2163{ 1211{
2164 int dest_tile = (tile_num + 2) % 4; 1212 uint64 vol = 0;
2165 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2166 1213
2167 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1214 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1215 vol += op->volume ();
2168 1216
2169 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1217 return vol;
2170 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)) 1218}
2171 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2172 1219
2173 return orig_map->tile_map[tile_num]; 1220bool
1221maptile::tile_available (int dir, bool load)
1222{
1223 if (!tile_path[dir])
1224 return 0;
1225
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1;
1228
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1;
1231
1232 return 0;
2174} 1233}
2175 1234
2176/* this returns TRUE if the coordinates (x,y) are out of 1235/* this returns TRUE if the coordinates (x,y) are out of
2177 * map m. This function also takes into account any 1236 * map m. This function also takes into account any
2178 * tiling considerations, loading adjacant maps as needed. 1237 * tiling considerations, loading adjacant maps as needed.
2179 * This is the function should always be used when it 1238 * This is the function should always be used when it
2180 * necessary to check for valid coordinates. 1239 * necessary to check for valid coordinates.
2181 * This function will recursively call itself for the 1240 * This function will recursively call itself for the
2182 * tiled maps. 1241 * tiled maps.
2183 *
2184 *
2185 */ 1242 */
2186int 1243int
2187out_of_map (maptile *m, int x, int y) 1244out_of_map (maptile *m, int x, int y)
2188{ 1245{
2189
2190 /* If we get passed a null map, this is obviously the 1246 /* If we get passed a null map, this is obviously the
2191 * case. This generally shouldn't happen, but if the 1247 * case. This generally shouldn't happen, but if the
2192 * map loads fail below, it could happen. 1248 * map loads fail below, it could happen.
2193 */ 1249 */
2194 if (!m) 1250 if (!m)
2195 return 0; 1251 return 0;
2196 1252
2197 if (x < 0) 1253 if (x < 0)
2198 { 1254 {
2199 if (!m->tile_path[3]) 1255 if (!m->tile_available (3))
2200 return 1; 1256 return 1;
2201 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1257
2202 {
2203 load_and_link_tiled_map (m, 3);
2204 }
2205 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1258 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2206 }
2207 if (x >= MAP_WIDTH (m))
2208 { 1259 }
2209 if (!m->tile_path[1]) 1260
1261 if (x >= m->width)
1262 {
1263 if (!m->tile_available (1))
2210 return 1; 1264 return 1;
2211 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1265
2212 {
2213 load_and_link_tiled_map (m, 1);
2214 }
2215 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1266 return out_of_map (m->tile_map[1], x - m->width, y);
2216 } 1267 }
1268
2217 if (y < 0) 1269 if (y < 0)
2218 { 1270 {
2219 if (!m->tile_path[0]) 1271 if (!m->tile_available (0))
2220 return 1; 1272 return 1;
2221 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1273
2222 {
2223 load_and_link_tiled_map (m, 0);
2224 }
2225 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1274 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2226 }
2227 if (y >= MAP_HEIGHT (m))
2228 { 1275 }
2229 if (!m->tile_path[2]) 1276
1277 if (y >= m->height)
1278 {
1279 if (!m->tile_available (2))
2230 return 1; 1280 return 1;
2231 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1281
2232 {
2233 load_and_link_tiled_map (m, 2);
2234 }
2235 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1282 return out_of_map (m->tile_map[2], x, y - m->height);
2236 } 1283 }
2237 1284
2238 /* Simple case - coordinates are within this local 1285 /* Simple case - coordinates are within this local
2239 * map. 1286 * map.
2240 */ 1287 */
2243 1290
2244/* This is basically the same as out_of_map above, but 1291/* This is basically the same as out_of_map above, but
2245 * instead we return NULL if no map is valid (coordinates 1292 * instead we return NULL if no map is valid (coordinates
2246 * out of bounds and no tiled map), otherwise it returns 1293 * out of bounds and no tiled map), otherwise it returns
2247 * the map as that the coordinates are really on, and 1294 * the map as that the coordinates are really on, and
2248 * updates x and y to be the localized coordinates. 1295 * updates x and y to be the localised coordinates.
2249 * Using this is more efficient of calling out_of_map 1296 * Using this is more efficient of calling out_of_map
2250 * and then figuring out what the real map is 1297 * and then figuring out what the real map is
2251 */ 1298 */
2252maptile * 1299maptile *
2253get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1300maptile::xy_find (sint16 &x, sint16 &y)
2254{ 1301{
2255
2256 if (*x < 0) 1302 if (x < 0)
2257 { 1303 {
2258 if (!m->tile_path[3]) 1304 if (!tile_available (3))
2259 return NULL; 1305 return 0;
2260 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2261 load_and_link_tiled_map (m, 3);
2262 1306
2263 *x += MAP_WIDTH (m->tile_map[3]); 1307 x += tile_map[3]->width;
2264 return (get_map_from_coord (m->tile_map[3], x, y)); 1308 return tile_map[3]->xy_find (x, y);
2265 }
2266 if (*x >= MAP_WIDTH (m))
2267 { 1309 }
2268 if (!m->tile_path[1]) 1310
1311 if (x >= width)
1312 {
1313 if (!tile_available (1))
2269 return NULL; 1314 return 0;
2270 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2271 load_and_link_tiled_map (m, 1);
2272 1315
2273 *x -= MAP_WIDTH (m); 1316 x -= width;
2274 return (get_map_from_coord (m->tile_map[1], x, y)); 1317 return tile_map[1]->xy_find (x, y);
2275 } 1318 }
1319
2276 if (*y < 0) 1320 if (y < 0)
2277 { 1321 {
2278 if (!m->tile_path[0]) 1322 if (!tile_available (0))
2279 return NULL; 1323 return 0;
2280 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2281 load_and_link_tiled_map (m, 0);
2282 1324
2283 *y += MAP_HEIGHT (m->tile_map[0]); 1325 y += tile_map[0]->height;
2284 return (get_map_from_coord (m->tile_map[0], x, y)); 1326 return tile_map[0]->xy_find (x, y);
2285 }
2286 if (*y >= MAP_HEIGHT (m))
2287 { 1327 }
2288 if (!m->tile_path[2]) 1328
1329 if (y >= height)
1330 {
1331 if (!tile_available (2))
2289 return NULL; 1332 return 0;
2290 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2291 load_and_link_tiled_map (m, 2);
2292 1333
2293 *y -= MAP_HEIGHT (m); 1334 y -= height;
2294 return (get_map_from_coord (m->tile_map[2], x, y)); 1335 return tile_map[2]->xy_find (x, y);
2295 } 1336 }
2296 1337
2297 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
2298 * map. 1339 * map.
2299 */ 1340 */
2300
2301 return m; 1341 return this;
2302} 1342}
2303 1343
2304/** 1344/**
2305 * Return whether map2 is adjacent to map1. If so, store the distance from 1345 * Return whether map2 is adjacent to map1. If so, store the distance from
2306 * map1 to map2 in dx/dy. 1346 * map1 to map2 in dx/dy.
2307 */ 1347 */
2308static int 1348int
2309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1349adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2310{ 1350{
2311 if (!map1 || !map2) 1351 if (!map1 || !map2)
2312 return 0; 1352 return 0;
2313 1353
1354 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1355 //fix: compare paths instead (this is likely faster, too!)
2314 if (map1 == map2) 1356 if (map1 == map2)
2315 { 1357 {
2316 *dx = 0; 1358 *dx = 0;
2317 *dy = 0; 1359 *dy = 0;
2318
2319 } 1360 }
2320 else if (map1->tile_map[0] == map2) 1361 else if (map1->tile_map[0] == map2)
2321 { /* up */ 1362 { /* up */
2322 *dx = 0; 1363 *dx = 0;
2323 *dy = -MAP_HEIGHT (map2); 1364 *dy = -map2->height;
2324 } 1365 }
2325 else if (map1->tile_map[1] == map2) 1366 else if (map1->tile_map[1] == map2)
2326 { /* right */ 1367 { /* right */
2327 *dx = MAP_WIDTH (map1); 1368 *dx = map1->width;
2328 *dy = 0; 1369 *dy = 0;
2329 } 1370 }
2330 else if (map1->tile_map[2] == map2) 1371 else if (map1->tile_map[2] == map2)
2331 { /* down */ 1372 { /* down */
2332 *dx = 0; 1373 *dx = 0;
2333 *dy = MAP_HEIGHT (map1); 1374 *dy = map1->height;
2334 } 1375 }
2335 else if (map1->tile_map[3] == map2) 1376 else if (map1->tile_map[3] == map2)
2336 { /* left */ 1377 { /* left */
2337 *dx = -MAP_WIDTH (map2); 1378 *dx = -map2->width;
2338 *dy = 0; 1379 *dy = 0;
2339
2340 } 1380 }
2341 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1381 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2342 { /* up right */ 1382 { /* up right */
2343 *dx = MAP_WIDTH (map1->tile_map[0]); 1383 *dx = map1->tile_map[0]->width;
2344 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1384 *dy = -map1->tile_map[0]->height;
2345 } 1385 }
2346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1386 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2347 { /* up left */ 1387 { /* up left */
2348 *dx = -MAP_WIDTH (map2); 1388 *dx = -map2->width;
2349 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1389 *dy = -map1->tile_map[0]->height;
2350 } 1390 }
2351 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1391 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2352 { /* right up */ 1392 { /* right up */
2353 *dx = MAP_WIDTH (map1); 1393 *dx = map1->width;
2354 *dy = -MAP_HEIGHT (map2); 1394 *dy = -map2->height;
2355 } 1395 }
2356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1396 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2357 { /* right down */ 1397 { /* right down */
2358 *dx = MAP_WIDTH (map1); 1398 *dx = map1->width;
2359 *dy = MAP_HEIGHT (map1->tile_map[1]); 1399 *dy = map1->tile_map[1]->height;
2360 } 1400 }
2361 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1401 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2362 { /* down right */ 1402 { /* down right */
2363 *dx = MAP_WIDTH (map1->tile_map[2]); 1403 *dx = map1->tile_map[2]->width;
2364 *dy = MAP_HEIGHT (map1); 1404 *dy = map1->height;
2365 } 1405 }
2366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1406 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2367 { /* down left */ 1407 { /* down left */
2368 *dx = -MAP_WIDTH (map2); 1408 *dx = -map2->width;
2369 *dy = MAP_HEIGHT (map1); 1409 *dy = map1->height;
2370 } 1410 }
2371 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1411 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2372 { /* left up */ 1412 { /* left up */
2373 *dx = -MAP_WIDTH (map1->tile_map[3]); 1413 *dx = -map1->tile_map[3]->width;
2374 *dy = -MAP_HEIGHT (map2); 1414 *dy = -map2->height;
2375 } 1415 }
2376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1416 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2377 { /* left down */ 1417 { /* left down */
2378 *dx = -MAP_WIDTH (map1->tile_map[3]); 1418 *dx = -map1->tile_map[3]->width;
2379 *dy = MAP_HEIGHT (map1->tile_map[3]); 1419 *dy = map1->tile_map[3]->height;
2380
2381 } 1420 }
2382 else 1421 else
2383 { /* not "adjacent" enough */
2384 return 0; 1422 return 0;
2385 }
2386 1423
2387 return 1; 1424 return 1;
1425}
1426
1427maptile *
1428maptile::xy_load (sint16 &x, sint16 &y)
1429{
1430 maptile *map = xy_find (x, y);
1431
1432 if (map)
1433 map->load_sync ();
1434
1435 return map;
1436}
1437
1438maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1440{
1441 return m->xy_load (*x, *y);
2388} 1442}
2389 1443
2390/* From map.c 1444/* From map.c
2391 * This is used by get_player to determine where the other 1445 * This is used by get_player to determine where the other
2392 * creature is. get_rangevector takes into account map tiling, 1446 * creature is. get_rangevector takes into account map tiling,
2393 * so you just can not look the the map coordinates and get the 1447 * so you just can not look the the map coordinates and get the
2394 * righte value. distance_x/y are distance away, which 1448 * righte value. distance_x/y are distance away, which
2395 * can be negativbe. direction is the crossfire direction scheme 1449 * can be negative. direction is the crossfire direction scheme
2396 * that the creature should head. part is the part of the 1450 * that the creature should head. part is the part of the
2397 * monster that is closest. 1451 * monster that is closest.
2398 * 1452 *
2399 * get_rangevector looks at op1 and op2, and fills in the 1453 * get_rangevector looks at op1 and op2, and fills in the
2400 * structure for op1 to get to op2. 1454 * structure for op1 to get to op2.
2405 * be unexpected 1459 * be unexpected
2406 * 1460 *
2407 * currently, the only flag supported (0x1) is don't translate for 1461 * currently, the only flag supported (0x1) is don't translate for
2408 * closest body part of 'op1' 1462 * closest body part of 'op1'
2409 */ 1463 */
2410
2411void 1464void
2412get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1465get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2413{ 1466{
2414 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1467 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2415 { 1468 {
2416 /* be conservative and fill in _some_ data */ 1469 /* be conservative and fill in _some_ data */
2417 retval->distance = 100000; 1470 retval->distance = 10000;
2418 retval->distance_x = 32767; 1471 retval->distance_x = 10000;
2419 retval->distance_y = 32767; 1472 retval->distance_y = 10000;
2420 retval->direction = 0; 1473 retval->direction = 0;
2421 retval->part = 0; 1474 retval->part = 0;
2422 } 1475 }
2423 else 1476 else
2424 { 1477 {
2429 1482
2430 best = op1; 1483 best = op1;
2431 /* If this is multipart, find the closest part now */ 1484 /* If this is multipart, find the closest part now */
2432 if (!(flags & 0x1) && op1->more) 1485 if (!(flags & 0x1) && op1->more)
2433 { 1486 {
2434 object *tmp;
2435 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1487 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2436 1488
2437 /* we just take the offset of the piece to head to figure 1489 /* we just take the offset of the piece to head to figure
2438 * distance instead of doing all that work above again 1490 * distance instead of doing all that work above again
2439 * since the distance fields we set above are positive in the 1491 * since the distance fields we set above are positive in the
2440 * same axis as is used for multipart objects, the simply arithmetic 1492 * same axis as is used for multipart objects, the simply arithmetic
2441 * below works. 1493 * below works.
2442 */ 1494 */
2443 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1495 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2444 { 1496 {
2445 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1497 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2446 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1498 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2447 if (tmpi < best_distance) 1499 if (tmpi < best_distance)
2448 { 1500 {
2449 best_distance = tmpi; 1501 best_distance = tmpi;
2450 best = tmp; 1502 best = tmp;
2451 } 1503 }
2452 } 1504 }
1505
2453 if (best != op1) 1506 if (best != op1)
2454 { 1507 {
2455 retval->distance_x += op1->x - best->x; 1508 retval->distance_x += op1->x - best->x;
2456 retval->distance_y += op1->y - best->y; 1509 retval->distance_y += op1->y - best->y;
2457 } 1510 }
2458 } 1511 }
1512
2459 retval->part = best; 1513 retval->part = best;
2460 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1514 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2461 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1515 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2462 } 1516 }
2463} 1517}
2464 1518
2465/* this is basically the same as get_rangevector above, but instead of 1519/* this is basically the same as get_rangevector above, but instead of
2470 * flags has no meaning for this function at this time - I kept it in to 1524 * flags has no meaning for this function at this time - I kept it in to
2471 * be more consistant with the above function and also in case they are needed 1525 * be more consistant with the above function and also in case they are needed
2472 * for something in the future. Also, since no object is pasted, the best 1526 * for something in the future. Also, since no object is pasted, the best
2473 * field of the rv_vector is set to NULL. 1527 * field of the rv_vector is set to NULL.
2474 */ 1528 */
2475
2476void 1529void
2477get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1530get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2478{ 1531{
2479 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1532 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2480 { 1533 {
2481 /* be conservative and fill in _some_ data */ 1534 /* be conservative and fill in _some_ data */
2482 retval->distance = 100000; 1535 retval->distance = 100000;
2489 { 1542 {
2490 retval->distance_x += op2->x - x; 1543 retval->distance_x += op2->x - x;
2491 retval->distance_y += op2->y - y; 1544 retval->distance_y += op2->y - y;
2492 1545
2493 retval->part = NULL; 1546 retval->part = NULL;
2494 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1547 retval->distance = idistance (retval->distance_x, retval->distance_y);
2495 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2496 } 1549 }
2497} 1550}
2498 1551
2499/* Returns true of op1 and op2 are effectively on the same map 1552/* Returns true of op1 and op2 are effectively on the same map
2500 * (as related to map tiling). Note that this looks for a path from 1553 * (as related to map tiling). Note that this looks for a path from
2501 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1554 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2502 * to op1, this will still return false. 1555 * to op1, this will still return false.
2503 * Note we only look one map out to keep the processing simple 1556 * Note we only look one map out to keep the processing simple
2504 * and efficient. This could probably be a macro. 1557 * and efficient. This could probably be a macro.
2505 * MSW 2001-08-05 1558 * MSW 2001-08-05
2506 */ 1559 */
2509{ 1562{
2510 int dx, dy; 1563 int dx, dy;
2511 1564
2512 return adjacent_map (op1->map, op2->map, &dx, &dy); 1565 return adjacent_map (op1->map, op2->map, &dx, &dy);
2513} 1566}
1567
1568object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575}
1576
1577region *
1578maptile::region (int x, int y) const
1579{
1580 if (regions
1581 && regionmap
1582 && !OUT_OF_REAL_MAP (this, x, y))
1583 if (struct region *reg = regionmap [regions [y * width + x]])
1584 return reg;
1585
1586 if (default_region)
1587 return default_region;
1588
1589 return ::region::default_region ();
1590}
1591
1592/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */
1596object *
1597maptile::pick_random_object () const
1598{
1599 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me.
1604 */
1605 for (int i = 1000; --i;)
1606 {
1607 object *pick = at (rndm (width), rndm (height)).bot;
1608
1609 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick)
1611 return pick->head_ ();
1612 }
1613
1614 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked");
1616}
1617
1618void
1619maptile::play_sound (faceidx sound, int x, int y) const
1620{
1621 if (!sound)
1622 return;
1623
1624 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns)
1627 {
1628 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y;
1630
1631 int distance = idistance (dx, dy);
1632
1633 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy);
1635 }
1636}
1637

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