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Comparing deliantra/server/common/map.C (file contents):
Revision 1.36 by root, Mon Dec 11 02:41:25 2006 UTC vs.
Revision 1.118 by root, Fri Aug 24 00:40:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#ifndef WIN32 /* ---win32 exclude header */
30# include <unistd.h> 24#include <unistd.h>
31#endif /* win32 */ 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
32 30
33#include "path.h" 31#include "path.h"
34
35
36/*
37 * Returns the maptile which has a name matching the given argument.
38 * return NULL if no match is found.
39 */
40
41maptile *
42has_been_loaded (const char *name)
43{
44 maptile *map;
45
46 if (!name || !*name)
47 return 0;
48 for (map = first_map; map; map = map->next)
49 if (!strcmp (name, map->path))
50 break;
51 return (map);
52}
53
54/*
55 * This makes a path absolute outside the world of Crossfire.
56 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
57 * and returns the pointer to a static array containing the result.
58 * it really should be called create_mapname
59 */
60
61const char *
62create_pathname (const char *name)
63{
64 static char buf[MAX_BUF];
65
66 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
67 * someplace else in the code? msw 2-17-97
68 */
69 if (*name == '/')
70 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
71 else
72 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
73 return (buf);
74}
75
76/*
77 * same as create_pathname, but for the overlay maps.
78 */
79
80const char *
81create_overlay_pathname (const char *name)
82{
83 static char buf[MAX_BUF];
84
85 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
86 * someplace else in the code? msw 2-17-97
87 */
88 if (*name == '/')
89 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
90 else
91 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
92 return (buf);
93}
94
95/*
96 * same as create_pathname, but for the template maps.
97 */
98
99const char *
100create_template_pathname (const char *name)
101{
102 static char buf[MAX_BUF];
103
104 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
105 * someplace else in the code? msw 2-17-97
106 */
107 if (*name == '/')
108 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
109 else
110 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
111 return (buf);
112}
113
114/*
115 * This makes absolute path to the itemfile where unique objects
116 * will be saved. Converts '/' to '@'. I think it's essier maintain
117 * files than full directory structure, but if this is problem it can
118 * be changed.
119 */
120static const char *
121create_items_path (const char *s)
122{
123 static char buf[MAX_BUF];
124 char *t;
125
126 if (*s == '/')
127 s++;
128
129 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
130
131 for (t = buf + strlen (buf); *s; s++, t++)
132 if (*s == '/')
133 *t = '@';
134 else
135 *t = *s;
136 *t = 0;
137 return (buf);
138}
139
140
141/*
142 * This function checks if a file with the given path exists.
143 * -1 is returned if it fails, otherwise the mode of the file
144 * is returned.
145 * It tries out all the compression suffixes listed in the uncomp[] array.
146 *
147 * If prepend_dir is set, then we call create_pathname (which prepends
148 * libdir & mapdir). Otherwise, we assume the name given is fully
149 * complete.
150 * Only the editor actually cares about the writablity of this -
151 * the rest of the code only cares that the file is readable.
152 * when the editor goes away, the call to stat should probably be
153 * replaced by an access instead (similar to the windows one, but
154 * that seems to be missing the prepend_dir processing
155 */
156
157int
158check_path (const char *name, int prepend_dir)
159{
160 char buf[MAX_BUF];
161
162#ifndef WIN32
163 char *endbuf;
164 struct stat statbuf;
165 int mode = 0;
166#endif
167
168 if (prepend_dir)
169 strcpy (buf, create_pathname (name));
170 else
171 strcpy (buf, name);
172#ifdef WIN32 /* ***win32: check this sucker in windows style. */
173 return (_access (buf, 0));
174#else
175
176 /* old method (strchr(buf, '\0')) seemd very odd to me -
177 * this method should be equivalant and is clearer.
178 * Can not use strcat because we need to cycle through
179 * all the names.
180 */
181 endbuf = buf + strlen (buf);
182
183 if (stat (buf, &statbuf))
184 return -1;
185 if (!S_ISREG (statbuf.st_mode))
186 return (-1);
187
188 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
189 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
190 mode |= 4;
191
192 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
193 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
194 mode |= 2;
195
196 return (mode);
197#endif
198}
199
200/*
201 * Prints out debug-information about a map.
202 * Dumping these at llevError doesn't seem right, but is
203 * necessary to make sure the information is in fact logged.
204 */
205
206void
207dump_map (const maptile *m)
208{
209 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
210 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
211
212 if (m->msg != NULL)
213 LOG (llevError, "Message:\n%s", m->msg);
214
215 if (m->maplore != NULL)
216 LOG (llevError, "Lore:\n%s", m->maplore);
217
218 if (m->tmpname != NULL)
219 LOG (llevError, "Tmpname: %s\n", m->tmpname);
220
221 LOG (llevError, "Difficulty: %d\n", m->difficulty);
222 LOG (llevError, "Darkness: %d\n", m->darkness);
223}
224
225/*
226 * Prints out debug-information about all maps.
227 * This basically just goes through all the maps and calls
228 * dump_map on each one.
229 */
230
231void
232dump_all_maps (void)
233{
234 maptile *m;
235
236 for (m = first_map; m != NULL; m = m->next)
237 {
238 dump_map (m);
239 }
240}
241 32
242/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
243 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
244 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
245 * 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
248 * 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
249 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
250 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
251 */ 42 */
252int 43int
253get_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)
254{ 45{
255 sint16 newx, newy; 46 sint16 newx = x;
256 int retval = 0; 47 sint16 newy = y;
257 maptile *mp;
258 48
259 if (out_of_map (oldmap, x, y)) 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50
51 if (!mp)
260 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
261 newx = x;
262 newy = y;
263 mp = get_map_from_coord (oldmap, &newx, &newy);
264 if (mp != oldmap)
265 retval |= P_NEW_MAP;
266 if (newmap)
267 *newmap = mp;
268 if (nx)
269 *nx = newx;
270 if (ny)
271 *ny = newy;
272 53
273 retval |= mp->spaces[newx + mp->width * newy].flags; 54 if (newmap) *newmap = mp;
55 if (nx) *nx = newx;
56 if (ny) *ny = newy;
274 57
275 return retval; 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
276} 59}
277 60
278/* 61/*
279 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
280 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
303 } 86 }
304 87
305 /* 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
306 * directly. 89 * directly.
307 */ 90 */
308 mflags = m->spaces[sx + m->width * sy].flags; 91 mflags = m->at (sx, sy).flags ();
309 92
310 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
311 94
312 /* If space is currently not blocked by anything, no need to 95 /* If space is currently not blocked by anything, no need to
313 * go further. Not true for players - all sorts of special 96 * go further. Not true for players - all sorts of special
324 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
325 */ 108 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
327 return 0; 110 return 0;
328 111
329 if (ob->head != NULL)
330 ob = ob->head; 112 ob = ob->head_ ();
331 113
332 /* 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
333 * 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
334 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
335 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
336 */ 118 */
337 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)
338 { 120 {
339 121
340 /* This must be before the checks below. Code for inventory checkers. */ 122 /* This must be before the checks below. Code for inventory checkers. */
341 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
342 { 124 {
365 else 147 else
366 { 148 {
367 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
368 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
369 * movement, can't move here. 151 * movement, can't move here.
370 * 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
371 * hidden dm 153 * hidden dm
372 */ 154 */
373 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
374 return 1; 156 return 1;
375 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
376 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))
377 return 1; 163 return 1;
378 } 164 }
379 165
380 } 166 }
381 return 0; 167 return 0;
382} 168}
383
384 169
385/* 170/*
386 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
387 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
388 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
406 * 191 *
407 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
408 * 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
409 * against the move_block values. 194 * against the move_block values.
410 */ 195 */
411
412int 196int
413ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
414{ 198{
415 archetype *tmp; 199 archetype *tmp;
416 int flag; 200 int flag;
417 maptile *m1; 201 maptile *m1;
418 sint16 sx, sy; 202 sint16 sx, sy;
419 203
420 if (ob == NULL) 204 if (!ob)
421 { 205 {
422 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
423 if (flag & P_OUT_OF_MAP) 207 if (flag & P_OUT_OF_MAP)
424 return P_OUT_OF_MAP; 208 return P_OUT_OF_MAP;
425 209
426 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
427 return (GET_MAP_MOVE_BLOCK (m1, sx, sy)); 211 return m1->at (sx, sy).move_block;
428 } 212 }
429 213
430 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
431 { 215 {
432 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
433 217
434 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
435 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
436 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
437 return P_IS_ALIVE; 221 return P_IS_ALIVE;
438 222
223 mapspace &ms = m1->at (sx, sy);
224
439 /* find_first_free_spot() calls this function. However, often 225 /* find_first_free_spot() calls this function. However, often
440 * ob doesn't have any move type (when used to place exits) 226 * ob doesn't have any move type (when used to place exits)
441 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
442 */ 228 */
443 229
444 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL) 230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
445 continue; 231 continue;
446 232
447 /* Note it is intentional that we check ob - the movement type of the 233 /* Note it is intentional that we check ob - the movement type of the
448 * head of the object should correspond for the entire object. 234 * head of the object should correspond for the entire object.
449 */ 235 */
450 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
451 return AB_NO_PASS; 237 return P_NO_PASS;
452
453 } 238 }
239
454 return 0; 240 return 0;
455} 241}
456 242
457/* When the map is loaded, load_object does not actually insert objects 243/* When the map is loaded, load_object does not actually insert objects
458 * into inventory, but just links them. What this does is go through 244 * into inventory, but just links them. What this does is go through
459 * and insert them properly. 245 * and insert them properly.
460 * The object 'container' is the object that contains the inventory. 246 * The object 'container' is the object that contains the inventory.
461 * This is needed so that we can update the containers weight. 247 * This is needed so that we can update the containers weight.
462 */ 248 */
463
464void 249void
465fix_container (object *container) 250fix_container (object *container)
466{ 251{
467 object *tmp = container->inv, *next; 252 object *tmp = container->inv, *next;
468 253
469 container->inv = NULL; 254 container->inv = 0;
470 while (tmp != NULL) 255 while (tmp)
471 { 256 {
472 next = tmp->below; 257 next = tmp->below;
473 if (tmp->inv) 258 if (tmp->inv)
474 fix_container (tmp); 259 fix_container (tmp);
260
475 (void) insert_ob_in_ob (tmp, container); 261 insert_ob_in_ob (tmp, container);
476 tmp = next; 262 tmp = next;
477 } 263 }
264
478 /* sum_weight will go through and calculate what all the containers are 265 /* sum_weight will go through and calculate what all the containers are
479 * carrying. 266 * carrying.
480 */ 267 */
481 sum_weight (container); 268 sum_weight (container);
482} 269}
483 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
484/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
485 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
486 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
487 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
488 * the more sections and not re-add sections for them.
489 */ 286 */
490 287void
491static void 288maptile::link_multipart_objects ()
492link_multipart_objects (maptile *m)
493{ 289{
494 int x, y; 290 if (!spaces)
495 object *tmp, *op, *last, *above; 291 return;
496 archetype *at;
497 292
498 for (x = 0; x < MAP_WIDTH (m); x++) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
499 for (y = 0; y < MAP_HEIGHT (m); y++) 294 {
500 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 295 object *op = ms->bot;
296 while (op)
501 { 297 {
502 above = tmp->above;
503
504 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
505 if (tmp->head || tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
506 continue;
507
508 /* If there is nothing more to this object, this for loop
509 * won't do anything.
510 */
511 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
512 { 300 {
513 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
514 303
515 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
516 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
517 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
518 op->head = tmp; 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
519 op->map = m; 308
520 last->more = op; 309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
521 op->name = tmp->name; 310 // so we have to reset the iteration through the mapspace
522 op->title = tmp->title;
523 /* we could link all the parts onto tmp, and then just
524 * call insert_ob_in_map once, but the effect is the same,
525 * as insert_ob_in_map will call itself with each part, and
526 * the coding is simpler to just to it here with each part.
527 */ 311 }
528 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 312 else
529 } /* for at = tmp->arch->more */ 313 op = op->above;
530 } /* for objects on this space */ 314 }
315 }
531} 316}
532 317
533/* 318/*
534 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
535 * file pointer. 320 * file pointer.
536 * mapflags is the same as we get with load_original_map
537 */ 321 */
322bool
323maptile::_load_objects (object_thawer &f)
324{
325 for (;;)
326 {
327 coroapi::cede_to_tick_every (100); // cede once in a while
328
329 switch (f.kw)
330 {
331 case KW_arch:
332 if (object *op = object::read (f, this))
333 {
334 if (op->inv)
335 sum_weight (op);
336
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
339
340 continue;
341
342 case KW_EOF:
343 return true;
344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
348 break;
349 }
350
351 f.next ();
352 }
353
354 return true;
355}
356
538void 357void
539load_objects (maptile *m, object_thawer & fp, int mapflags) 358maptile::activate ()
540{ 359{
541 int i, j; 360 if (spaces)
361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above)
363 op->activate_recursive ();
364}
365
366void
367maptile::deactivate ()
368{
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->deactivate_recursive ();
373}
374
375bool
376maptile::_save_objects (object_freezer &f, int flags)
377{
378 coroapi::cede_to_tick ();
379
380 if (flags & IO_HEADER)
381 _save_header (f);
382
383 if (!spaces)
384 return false;
385
386 for (int i = 0; i < size (); ++i)
387 {
542 int unique; 388 int unique = 0;
543 object *op, *prev = NULL, *last_more = NULL, *otmp; 389 for (object *op = spaces [i].bot; op; op = op->above)
544
545 op = get_object ();
546 op->map = m; /* To handle buttons correctly */
547
548 while ((i = load_object (fp, op, mapflags)))
549 {
550 /* if the archetype for the object is null, means that we
551 * got an invalid object. Don't do anything with it - the game
552 * or editor will not be able to do anything with it either.
553 */
554 if (op->arch == NULL)
555 { 390 {
556 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 391 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
392 unique = 1;
393
394 if (!op->can_map_save ())
557 continue; 395 continue;
396
397 if (unique || op->flag [FLAG_UNIQUE])
398 {
399 if (flags & IO_UNIQUES)
400 op->write (f);
401 }
402 else if (flags & IO_OBJECTS)
403 op->write (f);
558 } 404 }
559
560
561 switch (i)
562 {
563 case LL_NORMAL:
564 /* if we are loading an overlay, put the floors on the bottom */
565 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
566 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
567 else
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
569
570 if (op->inv)
571 sum_weight (op);
572
573 prev = op, last_more = op;
574 break;
575
576 case LL_MORE:
577 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
578 op->head = prev, last_more->more = op, last_more = op;
579 break;
580 }
581
582 if (mapflags & MAP_STYLE)
583 remove_from_active_list (op);
584
585 op = get_object ();
586 op->map = m;
587 }
588
589 for (i = 0; i < m->width; i++)
590 { 405 }
591 for (j = 0; j < m->height; j++)
592 {
593 unique = 0;
594 /* check for unique items, or unique squares */
595 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
596 {
597 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
598 unique = 1;
599 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
600 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
601 }
602 }
603 }
604 406
605 free_object (op); 407 coroapi::cede_to_tick ();
606 link_multipart_objects (m);
607}
608 408
609/* This saves all the objects on the map in a non destructive fashion. 409 return true;
610 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 410}
611 * and we only save the head of multi part objects - this is needed
612 * in order to do map tiling properly.
613 */
614void
615save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
616{
617 int i, j = 0, unique = 0;
618 object *op;
619 411
620 /* first pass - save one-part objects */ 412bool
621 for (i = 0; i < MAP_WIDTH (m); i++) 413maptile::_load_objects (const char *path, bool skip_header)
622 for (j = 0; j < MAP_HEIGHT (m); j++) 414{
415 object_thawer f (path);
416
417 if (!f)
418 return false;
419
420 f.next ();
421
422 if (skip_header)
423 for (;;)
623 { 424 {
624 unique = 0; 425 keyword kw = f.kw;
625 for (op = get_map_ob (m, i, j); op; op = op->above) 426 f.skip ();
626 { 427 if (kw == KW_end)
627 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 428 break;
628 unique = 1; 429 }
629 430
630 if (op->type == PLAYER) 431 return _load_objects (f);
631 { 432}
632 LOG (llevDebug, "Player on map that is being saved\n");
633 continue;
634 }
635 433
636 if (op->head || op->owner) 434bool
637 continue; 435maptile::_save_objects (const char *path, int flags)
436{
437 object_freezer freezer;
638 438
639 if (unique || QUERY_FLAG (op, FLAG_UNIQUE)) 439 if (!_save_objects (freezer, flags))
640 save_object (fp2, op, 3); 440 return false;
641 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
642 save_object (fp, op, 3);
643 441
644 } /* for this space */ 442 return freezer.save (path);
645 } /* for this j */
646} 443}
647 444
648maptile::maptile () 445maptile::maptile ()
649{ 446{
650 in_memory = MAP_SWAPPED; 447 in_memory = MAP_SWAPPED;
448
651 /* The maps used to pick up default x and y values from the 449 /* The maps used to pick up default x and y values from the
652 * map archetype. Mimic that behaviour. 450 * map archetype. Mimic that behaviour.
653 */ 451 */
654 MAP_WIDTH (this) = 16; 452 width = 16;
655 MAP_HEIGHT (this) = 16; 453 height = 16;
656 MAP_RESET_TIMEOUT (this) = 0; 454 timeout = 300;
657 MAP_TIMEOUT (this) = 300; 455 max_nrof = 1000; // 1000 items of anything
658 MAP_ENTER_X (this) = 0; 456 max_volume = 2000000; // 2m³
659 MAP_ENTER_Y (this) = 0;
660 /*set part to -1 indicating conversion to weather map not yet done */
661 MAP_WORLDPARTX (this) = -1;
662 MAP_WORLDPARTY (this) = -1;
663} 457}
664 458
665/* 459maptile::maptile (int w, int h)
666 * Allocates, initialises, and returns a pointer to a maptile.
667 * Modified to no longer take a path option which was not being
668 * used anyways. MSW 2001-07-01
669 */
670maptile *
671get_linked_map (void)
672{ 460{
673 maptile *mp, *map = new maptile; 461 in_memory = MAP_SWAPPED;
674 462
675 for (mp = first_map; mp && mp->next; mp = mp->next); 463 width = w;
464 height = h;
465 reset_timeout = 0;
466 timeout = 300;
467 enter_x = 0;
468 enter_y = 0;
676 469
677 if (mp == NULL) 470 alloc ();
678 first_map = map;
679 else
680 mp->next = map;
681
682 return map;
683} 471}
684 472
685/* 473/*
686 * Allocates the arrays contained in a maptile. 474 * Allocates the arrays contained in a maptile.
687 * This basically allocates the dynamic array of spaces for the 475 * This basically allocates the dynamic array of spaces for the
688 * map. 476 * map.
689 */ 477 */
690void 478void
691maptile::allocate () 479maptile::alloc ()
692{ 480{
693 in_memory = MAP_IN_MEMORY;
694
695 /* Log this condition and free the storage. We could I suppose
696 * realloc, but if the caller is presuming the data will be intact,
697 * that is their poor assumption.
698 */
699 if (spaces) 481 if (spaces)
700 {
701 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
702 free (spaces);
703 }
704
705 spaces = (MapSpace *)
706 calloc (1, width * height * sizeof (MapSpace));
707
708 if (!spaces)
709 fatal (OUT_OF_MEMORY);
710}
711
712/* Create and returns a map of the specific size. Used
713 * in random map code and the editor.
714 */
715maptile *
716get_empty_map (int sizex, int sizey)
717{
718 maptile *m = get_linked_map ();
719
720 m->width = sizex;
721 m->height = sizey;
722 m->in_memory = MAP_SWAPPED;
723 m->allocate ();
724
725 return m; 482 return;
483
484 spaces = salloc0<mapspace> (size ());
726} 485}
727 486
728/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* Takes a string from a map definition and outputs a pointer to the array of shopitems
729 * corresponding to that string. Memory is allocated for this, it must be freed 488 * corresponding to that string. Memory is allocated for this, it must be freed
730 * at a later date. 489 * at a later date.
731 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
732 */ 491 */
733
734static shopitems * 492static shopitems *
735parse_shop_string (const char *input_string) 493parse_shop_string (const char *input_string)
736{ 494{
737 char *shop_string, *p, *q, *next_semicolon, *next_colon; 495 char *shop_string, *p, *q, *next_semicolon, *next_colon;
738 shopitems *items = NULL; 496 shopitems *items = NULL;
739 int i = 0, number_of_entries = 0; 497 int i = 0, number_of_entries = 0;
740 const typedata *current_type; 498 const typedata *current_type;
741 499
742 shop_string = strdup_local (input_string); 500 shop_string = strdup (input_string);
743 p = shop_string; 501 p = shop_string;
744 /* first we'll count the entries, we'll need that for allocating the array shortly */ 502 /* first we'll count the entries, we'll need that for allocating the array shortly */
745 while (p) 503 while (p)
746 { 504 {
747 p = strchr (p, ';'); 505 p = strchr (p, ';');
748 number_of_entries++; 506 number_of_entries++;
749 if (p) 507 if (p)
750 p++; 508 p++;
751 } 509 }
510
752 p = shop_string; 511 p = shop_string;
753 strip_endline (p); 512 strip_endline (p);
754 items = new shopitems[number_of_entries + 1]; 513 items = new shopitems[number_of_entries + 1];
755 for (i = 0; i < number_of_entries; i++) 514 for (i = 0; i < number_of_entries; i++)
756 { 515 {
757 if (!p) 516 if (!p)
758 { 517 {
759 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 518 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
760 break; 519 break;
761 } 520 }
521
762 next_semicolon = strchr (p, ';'); 522 next_semicolon = strchr (p, ';');
763 next_colon = strchr (p, ':'); 523 next_colon = strchr (p, ':');
764 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 524 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
765 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 525 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
766 items[i].strength = atoi (strchr (p, ':') + 1); 526 items[i].strength = atoi (strchr (p, ':') + 1);
793 * the next entry while we're at it, better print a warning 553 * the next entry while we're at it, better print a warning
794 */ 554 */
795 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 555 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
796 } 556 }
797 } 557 }
558
798 items[i].index = number_of_entries; 559 items[i].index = number_of_entries;
799 if (next_semicolon) 560 if (next_semicolon)
800 p = ++next_semicolon; 561 p = ++next_semicolon;
801 else 562 else
802 p = NULL; 563 p = NULL;
803 } 564 }
565
804 free (shop_string); 566 free (shop_string);
805 return items; 567 return items;
806} 568}
807 569
808/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
817 for (i = 0; i < m->shopitems[0].index; i++) 579 for (i = 0; i < m->shopitems[0].index; i++)
818 { 580 {
819 if (m->shopitems[i].typenum) 581 if (m->shopitems[i].typenum)
820 { 582 {
821 if (m->shopitems[i].strength) 583 if (m->shopitems[i].strength)
822 {
823 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
824 }
825 else 585 else
826 sprintf (tmp, "%s;", m->shopitems[i].name); 586 sprintf (tmp, "%s;", m->shopitems[i].name);
827 } 587 }
828 else 588 else
829 { 589 {
830 if (m->shopitems[i].strength) 590 if (m->shopitems[i].strength)
831 {
832 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 591 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
833 }
834 else 592 else
835 sprintf (tmp, "*"); 593 sprintf (tmp, "*");
836 } 594 }
595
837 strcat (output_string, tmp); 596 strcat (output_string, tmp);
838 } 597 }
839} 598}
840 599
841/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
846 * put all the stuff in the map object so that names actually make 605 * put all the stuff in the map object so that names actually make
847 * sense. 606 * sense.
848 * This could be done in lex (like the object loader), but I think 607 * This could be done in lex (like the object loader), but I think
849 * currently, there are few enough fields this is not a big deal. 608 * currently, there are few enough fields this is not a big deal.
850 * MSW 2001-07-01 609 * MSW 2001-07-01
851 * return 0 on success, 1 on failure.
852 */ 610 */
853 611bool
854static int 612maptile::_load_header (object_thawer &thawer)
855load_map_header (object_thawer & fp, maptile *m)
856{ 613{
857 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 614 for (;;)
858 int msgpos = 0;
859 int maplorepos = 0;
860
861 while (fgets (buf, HUGE_BUF, fp) != NULL)
862 { 615 {
863 buf[HUGE_BUF - 1] = 0; 616 thawer.next ();
864 key = buf;
865 617
866 while (isspace (*key)) 618 switch (thawer.kw)
867 key++;
868
869 if (*key == 0)
870 continue; /* empty line */
871
872 value = strchr (key, ' ');
873
874 if (!value)
875 { 619 {
876 if (end = strchr (key, '\n')) 620 case KW_msg:
877 *end = 0; 621 thawer.get_ml (KW_endmsg, msg);
622 break;
623
624 case KW_lore: // CF+ extension
625 thawer.get_ml (KW_endlore, maplore);
626 break;
627
628 case KW_maplore:
629 thawer.get_ml (KW_endmaplore, maplore);
630 break;
631
632 case KW_arch:
633 if (strcmp (thawer.get_str (), "map"))
634 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
635 break;
636
637 case KW_oid:
638 thawer.get (this, thawer.get_sint32 ());
639 break;
640
641 case KW_file_format_version: break; // nop
642
643 case KW_name: thawer.get (name); break;
644 case KW_attach: thawer.get (attach); break;
645 case KW_reset_time: thawer.get (reset_time); break;
646 case KW_shopgreed: thawer.get (shopgreed); break;
647 case KW_shopmin: thawer.get (shopmin); break;
648 case KW_shopmax: thawer.get (shopmax); break;
649 case KW_shoprace: thawer.get (shoprace); break;
650 case KW_outdoor: thawer.get (outdoor); break;
651 case KW_temp: thawer.get (temp); break;
652 case KW_pressure: thawer.get (pressure); break;
653 case KW_humid: thawer.get (humid); break;
654 case KW_windspeed: thawer.get (windspeed); break;
655 case KW_winddir: thawer.get (winddir); break;
656 case KW_sky: thawer.get (sky); break;
657
658 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
661
662 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664
665 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668 case KW_x: case KW_width: thawer.get (width); break;
669 case KW_y: case KW_height: thawer.get (height); break;
670 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675
676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680
681 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 return true;
687
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
878 } 692 }
879 else
880 {
881 *value = 0;
882 value++;
883 end = strchr (value, '\n');
884
885 while (isspace (*value))
886 {
887 value++;
888
889 if (*value == '\0' || value == end)
890 {
891 /* Nothing but spaces. */
892 value = NULL;
893 break;
894 }
895 }
896 }
897
898 if (!end)
899 {
900 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
901 return 1;
902 }
903
904 /* key is the field name, value is what it should be set
905 * to. We've already done the work to null terminate key,
906 * and strip off any leading spaces for both of these.
907 * We have not touched the newline at the end of the line -
908 * these are needed for some values. the end pointer
909 * points to the first of the newlines.
910 * value could be NULL! It would be easy enough to just point
911 * this to "" to prevent cores, but that would let more errors slide
912 * through.
913 *
914 * First check for entries that do not use the value parameter, then
915 * validate that value is given and check for the remaining entries
916 * that use the parameter.
917 */
918
919 if (!strcmp (key, "msg"))
920 {
921 while (fgets (buf, HUGE_BUF, fp) != NULL)
922 {
923 if (!strcmp (buf, "endmsg\n"))
924 break;
925 else
926 {
927 /* slightly more efficient than strcat */
928 strcpy (msgbuf + msgpos, buf);
929 msgpos += strlen (buf);
930 }
931 }
932 /* There are lots of maps that have empty messages (eg, msg/endmsg
933 * with nothing between). There is no reason in those cases to
934 * keep the empty message. Also, msgbuf contains garbage data
935 * when msgpos is zero, so copying it results in crashes
936 */
937 if (msgpos != 0)
938 m->msg = strdup_local (msgbuf);
939 }
940 else if (!strcmp (key, "maplore"))
941 {
942 while (fgets (buf, HUGE_BUF, fp) != NULL)
943 {
944 if (!strcmp (buf, "endmaplore\n"))
945 break;
946 else
947 {
948 /* slightly more efficient than strcat */
949 strcpy (maplorebuf + maplorepos, buf);
950 maplorepos += strlen (buf);
951 }
952 }
953 if (maplorepos != 0)
954 m->maplore = strdup_local (maplorebuf);
955 }
956 else if (!strcmp (key, "end"))
957 {
958 break;
959 }
960 else if (value == NULL)
961 {
962 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
963 }
964 else if (!strcmp (key, "arch"))
965 {
966 /* This is an oddity, but not something we care about much. */
967 if (strcmp (value, "map\n"))
968 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
969 }
970 else if (!strcmp (key, "name"))
971 {
972 *end = 0;
973 m->name = strdup_local (value);
974 }
975 /* first strcmp value on these are old names supported
976 * for compatibility reasons. The new values (second) are
977 * what really should be used.
978 */
979 else if (!strcmp (key, "oid"))
980 {
981 fp.get (m, atoi (value));
982 }
983 else if (!strcmp (key, "attach"))
984 {
985 m->attach = value;
986 }
987 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
988 {
989 m->enter_x = atoi (value);
990 }
991 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
992 {
993 m->enter_y = atoi (value);
994 }
995 else if (!strcmp (key, "x") || !strcmp (key, "width"))
996 {
997 m->width = atoi (value);
998 }
999 else if (!strcmp (key, "y") || !strcmp (key, "height"))
1000 {
1001 m->height = atoi (value);
1002 }
1003 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1004 {
1005 m->reset_timeout = atoi (value);
1006 }
1007 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1008 {
1009 m->timeout = atoi (value);
1010 }
1011 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1012 {
1013 m->difficulty = atoi (value);
1014 }
1015 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1016 {
1017 m->darkness = atoi (value);
1018 }
1019 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1020 {
1021 m->fixed_resettime = atoi (value);
1022 }
1023 else if (!strcmp (key, "unique"))
1024 {
1025 m->unique = atoi (value);
1026 }
1027 else if (!strcmp (key, "template"))
1028 {
1029 m->templatemap = atoi (value);
1030 }
1031 else if (!strcmp (key, "region"))
1032 {
1033 m->region = get_region_by_name (value);
1034 }
1035 else if (!strcmp (key, "shopitems"))
1036 {
1037 *end = 0;
1038 m->shopitems = parse_shop_string (value);
1039 }
1040 else if (!strcmp (key, "shopgreed"))
1041 {
1042 m->shopgreed = atof (value);
1043 }
1044 else if (!strcmp (key, "shopmin"))
1045 {
1046 m->shopmin = atol (value);
1047 }
1048 else if (!strcmp (key, "shopmax"))
1049 {
1050 m->shopmax = atol (value);
1051 }
1052 else if (!strcmp (key, "shoprace"))
1053 {
1054 *end = 0;
1055 m->shoprace = strdup_local (value);
1056 }
1057 else if (!strcmp (key, "outdoor"))
1058 {
1059 m->outdoor = atoi (value);
1060 }
1061 else if (!strcmp (key, "temp"))
1062 {
1063 m->temp = atoi (value);
1064 }
1065 else if (!strcmp (key, "pressure"))
1066 {
1067 m->pressure = atoi (value);
1068 }
1069 else if (!strcmp (key, "humid"))
1070 {
1071 m->humid = atoi (value);
1072 }
1073 else if (!strcmp (key, "windspeed"))
1074 {
1075 m->windspeed = atoi (value);
1076 }
1077 else if (!strcmp (key, "winddir"))
1078 {
1079 m->winddir = atoi (value);
1080 }
1081 else if (!strcmp (key, "sky"))
1082 {
1083 m->sky = atoi (value);
1084 }
1085 else if (!strcmp (key, "nosmooth"))
1086 {
1087 m->nosmooth = atoi (value);
1088 }
1089 else if (!strncmp (key, "tile_path_", 10))
1090 {
1091 int tile = atoi (key + 10);
1092
1093 if (tile < 1 || tile > 4)
1094 {
1095 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1096 }
1097 else
1098 {
1099 char *path;
1100
1101 *end = 0;
1102
1103 if (m->tile_path[tile - 1])
1104 {
1105 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1106 free (m->tile_path[tile - 1]);
1107 m->tile_path[tile - 1] = NULL;
1108 }
1109
1110 if (check_path (value, 1) != -1)
1111 {
1112 /* The unadorned path works. */
1113 path = value;
1114 }
1115 else
1116 {
1117 /* Try again; it could be a relative exit. */
1118
1119 path = path_combine_and_normalize (m->path, value);
1120
1121 if (check_path (path, 1) == -1)
1122 {
1123 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1124 path = NULL;
1125 }
1126 }
1127
1128 if (editor)
1129 {
1130 /* Use the value as in the file. */
1131 m->tile_path[tile - 1] = strdup_local (value);
1132 }
1133 else if (path != NULL)
1134 {
1135 /* Use the normalized value. */
1136 m->tile_path[tile - 1] = strdup_local (path);
1137 }
1138 } /* end if tile direction (in)valid */
1139 }
1140 else
1141 {
1142 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1143 }
1144 }
1145 if (!key || strcmp (key, "end"))
1146 { 693 }
1147 LOG (llevError, "Got premature eof on map header!\n");
1148 return 1;
1149 }
1150 return 0;
1151}
1152 694
1153/* 695 abort ();
1154 * Opens the file "filename" and reads information about the map 696}
1155 * from the given file, and stores it in a newly allocated
1156 * maptile. A pointer to this structure is returned, or NULL on failure.
1157 * flags correspond to those in map.h. Main ones used are
1158 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1159 * MAP_BLOCK, in which case we block on this load. This happens in all
1160 * cases, no matter if this flag is set or not.
1161 * MAP_STYLE: style map - don't add active objects, don't add to server
1162 * managed map list.
1163 */
1164 697
1165maptile * 698bool
1166load_original_map (const char *filename, int flags) 699maptile::_load_header (const char *path)
1167{ 700{
1168 maptile *m;
1169 char pathname[MAX_BUF];
1170
1171 if (flags & MAP_PLAYER_UNIQUE)
1172 strcpy (pathname, filename);
1173 else if (flags & MAP_OVERLAY)
1174 strcpy (pathname, create_overlay_pathname (filename));
1175 else
1176 strcpy (pathname, create_pathname (filename));
1177
1178 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1179
1180 object_thawer thawer (pathname); 701 object_thawer thawer (path);
1181 702
1182 if (!thawer) 703 if (!thawer)
1183 return 0; 704 return false;
1184 705
1185 m = get_linked_map (); 706 return _load_header (thawer);
1186
1187 strcpy (m->path, filename);
1188 if (load_map_header (thawer, m))
1189 {
1190 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1191 delete_map (m);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 if (!MAP_DIFFICULTY (m))
1202 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1203 set_map_reset_time (m);
1204 m->instantiate ();
1205 return (m);
1206}
1207
1208/*
1209 * Loads a map, which has been loaded earlier, from file.
1210 * Return the map object we load into (this can change from the passed
1211 * option if we can't find the original map)
1212 */
1213
1214static maptile *
1215load_temporary_map (maptile *m)
1216{
1217 char buf[MAX_BUF];
1218
1219 if (!m->tmpname)
1220 {
1221 LOG (llevError, "No temporary filename for map %s\n", m->path);
1222 strcpy (buf, m->path);
1223 delete_map (m);
1224 m = load_original_map (buf, 0);
1225 if (m == NULL)
1226 return NULL;
1227 fix_auto_apply (m); /* Chests which open as default */
1228 return m;
1229 }
1230
1231 object_thawer thawer (m->tmpname);
1232
1233 if (!thawer)
1234 {
1235 strcpy (buf, m->path);
1236 delete_map (m);
1237 m = load_original_map (buf, 0);
1238 if (!m)
1239 return NULL;
1240 fix_auto_apply (m); /* Chests which open as default */
1241 return m;
1242 }
1243
1244 if (load_map_header (thawer, m))
1245 {
1246 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1247 delete_map (m);
1248 m = load_original_map (m->path, 0);
1249 return NULL;
1250 }
1251
1252 m->allocate ();
1253
1254 m->in_memory = MAP_LOADING;
1255 load_objects (m, thawer, 0);
1256
1257 m->in_memory = MAP_IN_MEMORY;
1258 INVOKE_MAP (SWAPIN, m);
1259 return m;
1260}
1261
1262/*
1263 * Loads a map, which has been loaded earlier, from file.
1264 * Return the map object we load into (this can change from the passed
1265 * option if we can't find the original map)
1266 */
1267
1268maptile *
1269load_overlay_map (const char *filename, maptile *m)
1270{
1271 char pathname[MAX_BUF];
1272
1273 strcpy (pathname, create_overlay_pathname (filename));
1274
1275 object_thawer thawer (pathname);
1276
1277 if (!thawer)
1278 return m;
1279
1280 if (load_map_header (thawer, m))
1281 {
1282 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1283 delete_map (m);
1284 m = load_original_map (m->path, 0);
1285 return NULL;
1286 }
1287 /*m->allocate ();*/
1288
1289 m->in_memory = MAP_LOADING;
1290 load_objects (m, thawer, MAP_OVERLAY);
1291
1292 m->in_memory = MAP_IN_MEMORY;
1293 return m;
1294} 707}
1295 708
1296/****************************************************************************** 709/******************************************************************************
1297 * This is the start of unique map handling code 710 * This is the start of unique map handling code
1298 *****************************************************************************/ 711 *****************************************************************************/
1299 712
1300/* This goes through map 'm' and removed any unique items on the map. */ 713/* This goes through the maptile and removed any unique items on the map. */
1301static void 714void
1302delete_unique_items (maptile *m) 715maptile::clear_unique_items ()
1303{ 716{
1304 int i, j, unique; 717 for (int i = 0; i < size (); ++i)
1305 object *op, *next; 718 {
719 int unique = 0;
720 for (object *op = spaces [i].bot; op; )
721 {
722 object *above = op->above;
1306 723
1307 for (i = 0; i < MAP_WIDTH (m); i++) 724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1308 for (j = 0; j < MAP_HEIGHT (m); j++) 725 unique = 1;
726
727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
728 {
729 op->destroy_inv (false);
730 op->destroy ();
731 }
732
733 op = above;
734 }
735 }
736}
737
738bool
739maptile::_save_header (object_freezer &freezer)
740{
741#define MAP_OUT(k) freezer.put (KW_ ## k, k)
742#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
743
744 MAP_OUT2 (arch, "map");
745
746 if (name) MAP_OUT (name);
747 MAP_OUT (swap_time);
748 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset);
752 MAP_OUT (difficulty);
753
754 if (default_region) MAP_OUT2 (region, default_region->name);
755
756 if (shopitems)
757 {
758 char shop[MAX_BUF];
759 print_shop_string (this, shop);
760 MAP_OUT2 (shopitems, shop);
761 }
762
763 MAP_OUT (shopgreed);
764 MAP_OUT (shopmin);
765 MAP_OUT (shopmax);
766 if (shoprace) MAP_OUT (shoprace);
767 MAP_OUT (darkness);
768 MAP_OUT (width);
769 MAP_OUT (height);
770 MAP_OUT (enter_x);
771 MAP_OUT (enter_y);
772
773 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
774 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
775
776 MAP_OUT (outdoor);
777 MAP_OUT (temp);
778 MAP_OUT (pressure);
779 MAP_OUT (humid);
780 MAP_OUT (windspeed);
781 MAP_OUT (winddir);
782 MAP_OUT (sky);
783
784 MAP_OUT (per_player);
785 MAP_OUT (per_party);
786
787 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
788 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
789 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
790 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
791
792 freezer.put (this);
793 freezer.put (KW_end);
794
795 return true;
796}
797
798bool
799maptile::_save_header (const char *path)
800{
801 object_freezer freezer;
802
803 if (!_save_header (freezer))
804 return false;
805
806 return freezer.save (path);
807}
808
809/*
810 * Remove and free all objects in the given map.
811 */
812void
813maptile::clear ()
814{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces)
819 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot)
822 {
823 op = op->head_ ();
824 op->destroy_inv (false);
825 op->destroy ();
826 }
827
828 sfree (spaces, size ()), spaces = 0;
829 }
830
831 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0;
833}
834
835void
836maptile::clear_header ()
837{
838 name = 0;
839 msg = 0;
840 maplore = 0;
841 shoprace = 0;
842 delete [] shopitems, shopitems = 0;
843
844 for (int i = 0; i < 4; i++)
845 tile_path [i] = 0;
846}
847
848maptile::~maptile ()
849{
850 assert (destroyed ());
851}
852
853void
854maptile::clear_links_to (maptile *m)
855{
856 /* We need to look through all the maps and see if any maps
857 * are pointing at this one for tiling information. Since
858 * tiling can be asymetric, we just can not look to see which
859 * maps this map tiles with and clears those.
860 */
861 for (int i = 0; i < 4; i++)
862 if (tile_map[i] == m)
863 tile_map[i] = 0;
864}
865
866void
867maptile::do_destroy ()
868{
869 attachable::do_destroy ();
870
871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
1309 { 883 {
1310 unique = 0; 884 above = op->above;
1311 for (op = get_map_ob (m, i, j); op; op = next) 885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ())
899 ; // do not decay
900 else if (op->is_weapon ())
1312 { 901 {
1313 next = op->above; 902 op->stats.dam--;
1314 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 903 if (op->stats.dam < 0)
1315 unique = 1; 904 destroy = 1;
1316 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1317 {
1318 clean_object (op);
1319 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1320 remove_button_link (op);
1321 remove_ob (op);
1322 free_object (op);
1323 } 905 }
906 else if (op->is_armor ())
907 {
908 op->stats.ac--;
909 if (op->stats.ac < 0)
910 destroy = 1;
911 }
912 else if (op->type == FOOD)
913 {
914 op->stats.food -= rndm (5, 20);
915 if (op->stats.food < 0)
916 destroy = 1;
917 }
918 else
919 {
920 int mat = op->materials;
921
922 if (mat & M_PAPER
923 || mat & M_LEATHER
924 || mat & M_WOOD
925 || mat & M_ORGANIC
926 || mat & M_CLOTH
927 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32))
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
939 }
940}
941
942/*
943 * Updates every button on the map (by calling update_button() for them).
944 */
945void
946maptile::update_buttons ()
947{
948 for (oblinkpt *obp = buttons; obp; obp = obp->next)
949 for (objectlink *ol = obp->link; ol; ol = ol->next)
950 {
951 if (!ol->ob)
952 {
953 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
954 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
955 continue;
956 }
957
958 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
959 {
960 update_button (ol->ob);
961 break;
1324 } 962 }
1325 } 963 }
1326} 964}
1327
1328
1329/*
1330 * Loads unique objects from file(s) into the map which is in memory
1331 * m is the map to load unique items into.
1332 */
1333static void
1334load_unique_objects (maptile *m)
1335{
1336 int count;
1337 char firstname[MAX_BUF];
1338
1339 for (count = 0; count < 10; count++)
1340 {
1341 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1342 if (!access (firstname, R_OK))
1343 break;
1344 }
1345 /* If we get here, we did not find any map */
1346 if (count == 10)
1347 return;
1348
1349 object_thawer thawer (firstname);
1350
1351 if (!thawer)
1352 return;
1353
1354 m->in_memory = MAP_LOADING;
1355 if (m->tmpname == NULL) /* if we have loaded unique items from */
1356 delete_unique_items (m); /* original map before, don't duplicate them */
1357 load_objects (m, thawer, 0);
1358
1359 m->in_memory = MAP_IN_MEMORY;
1360}
1361
1362
1363/*
1364 * Saves a map to file. If flag is set, it is saved into the same
1365 * file it was (originally) loaded from. Otherwise a temporary
1366 * filename will be genarated, and the file will be stored there.
1367 * The temporary filename will be stored in the maptileure.
1368 * If the map is unique, we also save to the filename in the map
1369 * (this should have been updated when first loaded)
1370 */
1371
1372int
1373new_save_map (maptile *m, int flag)
1374{
1375 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1376 int i;
1377
1378 if (flag && !*m->path)
1379 {
1380 LOG (llevError, "Tried to save map without path.\n");
1381 return -1;
1382 }
1383
1384 if (flag || (m->unique) || (m->templatemap))
1385 {
1386 if (!m->unique && !m->templatemap)
1387 { /* flag is set */
1388 if (flag == 2)
1389 strcpy (filename, create_overlay_pathname (m->path));
1390 else
1391 strcpy (filename, create_pathname (m->path));
1392 }
1393 else
1394 strcpy (filename, m->path);
1395
1396 make_path_to_file (filename);
1397 }
1398 else
1399 {
1400 if (!m->tmpname)
1401 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1402
1403 strcpy (filename, m->tmpname);
1404 }
1405
1406 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1407 m->in_memory = MAP_SAVING;
1408
1409 object_freezer freezer;
1410
1411 /* legacy */
1412 fprintf (freezer, "arch map\n");
1413 if (m->name)
1414 fprintf (freezer, "name %s\n", m->name);
1415 if (!flag)
1416 fprintf (freezer, "swap_time %d\n", m->swap_time);
1417 if (m->reset_timeout)
1418 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1419 if (m->fixed_resettime)
1420 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1421 /* we unfortunately have no idea if this is a value the creator set
1422 * or a difficulty value we generated when the map was first loaded
1423 */
1424 if (m->difficulty)
1425 fprintf (freezer, "difficulty %d\n", m->difficulty);
1426 if (m->region)
1427 fprintf (freezer, "region %s\n", m->region->name);
1428 if (m->shopitems)
1429 {
1430 print_shop_string (m, shop);
1431 fprintf (freezer, "shopitems %s\n", shop);
1432 }
1433 if (m->shopgreed)
1434 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1435#ifndef WIN32
1436 if (m->shopmin)
1437 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1438 if (m->shopmax)
1439 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1440#else
1441 if (m->shopmin)
1442 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1443 if (m->shopmax)
1444 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1445#endif
1446 if (m->shoprace)
1447 fprintf (freezer, "shoprace %s\n", m->shoprace);
1448 if (m->darkness)
1449 fprintf (freezer, "darkness %d\n", m->darkness);
1450 if (m->width)
1451 fprintf (freezer, "width %d\n", m->width);
1452 if (m->height)
1453 fprintf (freezer, "height %d\n", m->height);
1454 if (m->enter_x)
1455 fprintf (freezer, "enter_x %d\n", m->enter_x);
1456 if (m->enter_y)
1457 fprintf (freezer, "enter_y %d\n", m->enter_y);
1458 if (m->msg)
1459 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1460 if (m->maplore)
1461 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1462 if (m->unique)
1463 fprintf (freezer, "unique %d\n", m->unique);
1464 if (m->templatemap)
1465 fprintf (freezer, "template %d\n", m->templatemap);
1466 if (m->outdoor)
1467 fprintf (freezer, "outdoor %d\n", m->outdoor);
1468 if (m->temp)
1469 fprintf (freezer, "temp %d\n", m->temp);
1470 if (m->pressure)
1471 fprintf (freezer, "pressure %d\n", m->pressure);
1472 if (m->humid)
1473 fprintf (freezer, "humid %d\n", m->humid);
1474 if (m->windspeed)
1475 fprintf (freezer, "windspeed %d\n", m->windspeed);
1476 if (m->winddir)
1477 fprintf (freezer, "winddir %d\n", m->winddir);
1478 if (m->sky)
1479 fprintf (freezer, "sky %d\n", m->sky);
1480 if (m->nosmooth)
1481 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1482
1483 /* Save any tiling information, except on overlays */
1484 if (flag != 2)
1485 for (i = 0; i < 4; i++)
1486 if (m->tile_path[i])
1487 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1488
1489 freezer.put (m);
1490 fprintf (freezer, "end\n");
1491
1492 /* In the game save unique items in the different file, but
1493 * in the editor save them to the normal map file.
1494 * If unique map, save files in the proper destination (set by
1495 * player)
1496 */
1497 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1498 {
1499 object_freezer unique;
1500
1501 if (flag == 2)
1502 save_objects (m, freezer, unique, 2);
1503 else
1504 save_objects (m, freezer, unique, 0);
1505
1506 sprintf (buf, "%s.v00", create_items_path (m->path));
1507
1508 unique.save (buf);
1509 }
1510 else
1511 { /* save same file when not playing, like in editor */
1512 save_objects (m, freezer, freezer, 0);
1513 }
1514
1515 freezer.save (filename);
1516
1517 return 0;
1518}
1519
1520
1521/*
1522 * Remove and free all objects in the inventory of the given object.
1523 * object.c ?
1524 */
1525
1526void
1527clean_object (object *op)
1528{
1529 object *tmp, *next;
1530
1531 for (tmp = op->inv; tmp; tmp = next)
1532 {
1533 next = tmp->below;
1534 clean_object (tmp);
1535 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1536 remove_button_link (tmp);
1537 remove_ob (tmp);
1538 free_object (tmp);
1539 }
1540}
1541
1542/*
1543 * Remove and free all objects in the given map.
1544 */
1545
1546void
1547free_all_objects (maptile *m)
1548{
1549 int i, j;
1550 object *op;
1551
1552 for (i = 0; i < MAP_WIDTH (m); i++)
1553 for (j = 0; j < MAP_HEIGHT (m); j++)
1554 {
1555 object *previous_obj = NULL;
1556
1557 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1558 {
1559 if (op == previous_obj)
1560 {
1561 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1562 break;
1563 }
1564 previous_obj = op;
1565 if (op->head != NULL)
1566 op = op->head;
1567
1568 /* If the map isn't in memory, free_object will remove and
1569 * free objects in op's inventory. So let it do the job.
1570 */
1571 if (m->in_memory == MAP_IN_MEMORY)
1572 clean_object (op);
1573 remove_ob (op);
1574 free_object (op);
1575 }
1576 }
1577}
1578
1579/*
1580 * Frees everything allocated by the given maptileure.
1581 * don't free tmpname - our caller is left to do that
1582 */
1583
1584void
1585free_map (maptile *m, int flag)
1586{
1587 int i;
1588
1589 if (!m->in_memory)
1590 {
1591 LOG (llevError, "Trying to free freed map.\n");
1592 return;
1593 }
1594 if (flag && m->spaces)
1595 free_all_objects (m);
1596 if (m->name)
1597 FREE_AND_CLEAR (m->name);
1598 if (m->spaces)
1599 FREE_AND_CLEAR (m->spaces);
1600 if (m->msg)
1601 FREE_AND_CLEAR (m->msg);
1602 if (m->maplore)
1603 FREE_AND_CLEAR (m->maplore);
1604 if (m->shopitems)
1605 delete[]m->shopitems;
1606 m->shopitems = 0;
1607 if (m->shoprace)
1608 FREE_AND_CLEAR (m->shoprace);
1609 if (m->buttons)
1610 free_objectlinkpt (m->buttons);
1611 m->buttons = NULL;
1612 for (i = 0; i < 4; i++)
1613 {
1614 if (m->tile_path[i])
1615 FREE_AND_CLEAR (m->tile_path[i]);
1616 m->tile_map[i] = NULL;
1617 }
1618 m->in_memory = MAP_SWAPPED;
1619}
1620
1621/*
1622 * function: vanish maptile
1623 * m : pointer to maptile, if NULL no action
1624 * this deletes all the data on the map (freeing pointers)
1625 * and then removes this map from the global linked list of maps.
1626 */
1627
1628void
1629delete_map (maptile *m)
1630{
1631 maptile *tmp, *last;
1632 int i;
1633
1634 if (!m)
1635 return;
1636
1637 m->clear ();
1638
1639 if (m->in_memory == MAP_IN_MEMORY)
1640 {
1641 /* change to MAP_SAVING, even though we are not,
1642 * so that remove_ob doesn't do as much work.
1643 */
1644 m->in_memory = MAP_SAVING;
1645 free_map (m, 1);
1646 }
1647 /* move this out of free_map, since tmpname can still be needed if
1648 * the map is swapped out.
1649 */
1650 if (m->tmpname)
1651 {
1652 free (m->tmpname);
1653 m->tmpname = NULL;
1654 }
1655 last = NULL;
1656 /* We need to look through all the maps and see if any maps
1657 * are pointing at this one for tiling information. Since
1658 * tiling can be assymetric, we just can not look to see which
1659 * maps this map tiles with and clears those.
1660 */
1661 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1662 {
1663 if (tmp->next == m)
1664 last = tmp;
1665
1666 /* This should hopefully get unrolled on a decent compiler */
1667 for (i = 0; i < 4; i++)
1668 if (tmp->tile_map[i] == m)
1669 tmp->tile_map[i] = NULL;
1670 }
1671
1672 /* If last is null, then this should be the first map in the list */
1673 if (!last)
1674 {
1675 if (m == first_map)
1676 first_map = m->next;
1677 else
1678 /* m->path is a static char, so should hopefully still have
1679 * some useful data in it.
1680 */
1681 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1682 }
1683 else
1684 last->next = m->next;
1685
1686 delete m;
1687}
1688
1689
1690
1691/*
1692 * Makes sure the given map is loaded and swapped in.
1693 * name is path name of the map.
1694 * flags meaning:
1695 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1696 * and don't do unique items or the like.
1697 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1698 * dont do any more name translation on it.
1699 *
1700 * Returns a pointer to the given map.
1701 */
1702
1703maptile *
1704ready_map_name (const char *name, int flags)
1705{
1706 maptile *m;
1707
1708 if (!name)
1709 return (NULL);
1710
1711 /* Have we been at this level before? */
1712 m = has_been_loaded (name);
1713
1714 /* Map is good to go, so just return it */
1715 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1716 {
1717 return m;
1718 }
1719
1720 /* unique maps always get loaded from their original location, and never
1721 * a temp location. Likewise, if map_flush is set, or we have never loaded
1722 * this map, load it now. I removed the reset checking from here -
1723 * it seems the probability of a player trying to enter a map that should
1724 * reset but hasn't yet is quite low, and removing that makes this function
1725 * a bit cleaner (and players probably shouldn't rely on exact timing for
1726 * resets in any case - if they really care, they should use the 'maps command.
1727 */
1728 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1729 {
1730
1731 /* first visit or time to reset */
1732 if (m)
1733 {
1734 clean_tmp_map (m); /* Doesn't make much difference */
1735 delete_map (m);
1736 }
1737
1738 /* create and load a map */
1739 if (flags & MAP_PLAYER_UNIQUE)
1740 LOG (llevDebug, "Trying to load map %s.\n", name);
1741 else
1742 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1743
1744 //eval_pv ("$x = Event::time", 1);//D
1745 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1746 return (NULL);
1747 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1748
1749 fix_auto_apply (m); /* Chests which open as default */
1750
1751 /* If a player unique map, no extra unique object file to load.
1752 * if from the editor, likewise.
1753 */
1754 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1755 load_unique_objects (m);
1756
1757 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1758 {
1759 m = load_overlay_map (name, m);
1760 if (m == NULL)
1761 return NULL;
1762 }
1763
1764 if (flags & MAP_PLAYER_UNIQUE)
1765 INVOKE_MAP (SWAPIN, m);
1766
1767 }
1768 else
1769 {
1770 /* If in this loop, we found a temporary map, so load it up. */
1771
1772 m = load_temporary_map (m);
1773 if (m == NULL)
1774 return NULL;
1775 load_unique_objects (m);
1776
1777 clean_tmp_map (m);
1778 m->in_memory = MAP_IN_MEMORY;
1779 /* tempnam() on sun systems (probably others) uses malloc
1780 * to allocated space for the string. Free it here.
1781 * In some cases, load_temporary_map above won't find the
1782 * temporary map, and so has reloaded a new map. If that
1783 * is the case, tmpname is now null
1784 */
1785 if (m->tmpname)
1786 free (m->tmpname);
1787 m->tmpname = NULL;
1788 /* It's going to be saved anew anyway */
1789 }
1790
1791 /* Below here is stuff common to both first time loaded maps and
1792 * temp maps.
1793 */
1794
1795 decay_objects (m); /* start the decay */
1796 /* In case other objects press some buttons down */
1797 update_buttons (m);
1798 if (m->outdoor)
1799 set_darkness_map (m);
1800 /* run the weather over this map */
1801 weather_effect (name);
1802 return m;
1803}
1804
1805 965
1806/* 966/*
1807 * This routine is supposed to find out the difficulty of the map. 967 * This routine is supposed to find out the difficulty of the map.
1808 * difficulty does not have a lot to do with character level, 968 * difficulty does not have a lot to do with character level,
1809 * but does have a lot to do with treasure on the map. 969 * but does have a lot to do with treasure on the map.
1811 * Difficulty can now be set by the map creature. If the value stored 971 * Difficulty can now be set by the map creature. If the value stored
1812 * in the map is zero, then use this routine. Maps should really 972 * in the map is zero, then use this routine. Maps should really
1813 * have a difficulty set than using this function - human calculation 973 * have a difficulty set than using this function - human calculation
1814 * is much better than this functions guesswork. 974 * is much better than this functions guesswork.
1815 */ 975 */
1816
1817int 976int
1818calculate_difficulty (maptile *m) 977maptile::estimate_difficulty () const
1819{ 978{
1820 object *op;
1821 archetype *at;
1822 int x, y, i;
1823 long monster_cnt = 0; 979 long monster_cnt = 0;
1824 double avgexp = 0; 980 double avgexp = 0;
1825 sint64 total_exp = 0; 981 sint64 total_exp = 0;
1826 982
1827 if (MAP_DIFFICULTY (m)) 983 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1828 { 984 for (object *op = ms->bot; op; op = op->above)
1829 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1830 return MAP_DIFFICULTY (m);
1831 }
1832
1833 for (x = 0; x < MAP_WIDTH (m); x++)
1834 for (y = 0; y < MAP_HEIGHT (m); y++)
1835 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1836 { 985 {
1837 if (QUERY_FLAG (op, FLAG_MONSTER)) 986 if (QUERY_FLAG (op, FLAG_MONSTER))
1838 { 987 {
1839 total_exp += op->stats.exp; 988 total_exp += op->stats.exp;
1840 monster_cnt++; 989 monster_cnt++;
1841 } 990 }
1842 991
1843 if (QUERY_FLAG (op, FLAG_GENERATOR)) 992 if (QUERY_FLAG (op, FLAG_GENERATOR))
1844 { 993 {
1845 total_exp += op->stats.exp; 994 total_exp += op->stats.exp;
995
1846 at = type_to_archetype (GENERATE_TYPE (op)); 996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1847
1848 if (at != NULL)
1849 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1850 998
1851 monster_cnt++; 999 monster_cnt++;
1852 } 1000 }
1853 } 1001 }
1854 1002
1855 avgexp = (double) total_exp / monster_cnt; 1003 avgexp = (double) total_exp / monster_cnt;
1856 1004
1857 for (i = 1; i <= settings.max_level; i++) 1005 for (int i = 1; i <= settings.max_level; i++)
1858 {
1859 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1006 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1860 {
1861 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1862 return i; 1007 return i;
1863 }
1864 }
1865 1008
1866 return 1; 1009 return 1;
1867}
1868
1869void
1870clean_tmp_map (maptile *m)
1871{
1872 if (m->tmpname == NULL)
1873 return;
1874 INVOKE_MAP (CLEAN, m);
1875 (void) unlink (m->tmpname);
1876}
1877
1878void
1879free_all_maps (void)
1880{
1881 int real_maps = 0;
1882
1883 while (first_map)
1884 {
1885 /* I think some of the callers above before it gets here set this to be
1886 * saving, but we still want to free this data
1887 */
1888 if (first_map->in_memory == MAP_SAVING)
1889 first_map->in_memory = MAP_IN_MEMORY;
1890 delete_map (first_map);
1891 real_maps++;
1892 }
1893 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1894} 1010}
1895 1011
1896/* change_map_light() - used to change map light level (darkness) 1012/* change_map_light() - used to change map light level (darkness)
1897 * up or down. Returns true if successful. It should now be 1013 * up or down. Returns true if successful. It should now be
1898 * possible to change a value by more than 1. 1014 * possible to change a value by more than 1.
1899 * Move this from los.c to map.c since this is more related 1015 * Move this from los.c to map.c since this is more related
1900 * to maps than los. 1016 * to maps than los.
1901 * postive values make it darker, negative make it brighter 1017 * postive values make it darker, negative make it brighter
1902 */ 1018 */
1903
1904int 1019int
1905change_map_light (maptile *m, int change) 1020maptile::change_map_light (int change)
1906{ 1021{
1907 int new_level = m->darkness + change; 1022 int new_level = darkness + change;
1908 1023
1909 /* Nothing to do */ 1024 /* Nothing to do */
1910 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1025 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1911 {
1912 return 0; 1026 return 0;
1913 }
1914 1027
1915 /* inform all players on the map */ 1028 /* inform all players on the map */
1916 if (change > 0) 1029 if (change > 0)
1917 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1030 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1918 else 1031 else
1919 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1032 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1920 1033
1921 /* Do extra checking. since m->darkness is a unsigned value, 1034 /* Do extra checking. since darkness is a unsigned value,
1922 * we need to be extra careful about negative values. 1035 * we need to be extra careful about negative values.
1923 * In general, the checks below are only needed if change 1036 * In general, the checks below are only needed if change
1924 * is not +/-1 1037 * is not +/-1
1925 */ 1038 */
1926 if (new_level < 0) 1039 if (new_level < 0)
1927 m->darkness = 0; 1040 darkness = 0;
1928 else if (new_level >= MAX_DARKNESS) 1041 else if (new_level >= MAX_DARKNESS)
1929 m->darkness = MAX_DARKNESS; 1042 darkness = MAX_DARKNESS;
1930 else 1043 else
1931 m->darkness = new_level; 1044 darkness = new_level;
1932 1045
1933 /* All clients need to get re-updated for the change */ 1046 /* All clients need to get re-updated for the change */
1934 update_all_map_los (m); 1047 update_all_map_los (this);
1935 return 1; 1048 return 1;
1936} 1049}
1937
1938 1050
1939/* 1051/*
1940 * This function updates various attributes about a specific space 1052 * This function updates various attributes about a specific space
1941 * on the map (what it looks like, whether it blocks magic, 1053 * on the map (what it looks like, whether it blocks magic,
1942 * has a living creatures, prevents people from passing 1054 * has a living creatures, prevents people from passing
1943 * through, etc) 1055 * through, etc)
1944 */ 1056 */
1945void 1057void
1946update_position (maptile *m, int x, int y) 1058mapspace::update_ ()
1947{ 1059{
1948 object *tmp, *last = NULL; 1060 object *tmp, *last = 0;
1949 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1950 New_Face *top, *floor, *middle;
1951 object *top_obj, *floor_obj, *middle_obj;
1952 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1953 1063
1954 oldflags = GET_MAP_FLAGS (m, x, y); 1064 //object *middle = 0;
1955 if (!(oldflags & P_NEED_UPDATE)) 1065 //object *top = 0;
1956 { 1066 //object *floor = 0;
1957 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1067 // this seems to generate better code than using locals, above
1958 return; 1068 object *&top = faces_obj[0] = 0;
1959 } 1069 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0;
1960 1071
1961 middle = blank_face;
1962 top = blank_face;
1963 floor = blank_face;
1964
1965 middle_obj = NULL;
1966 top_obj = NULL;
1967 floor_obj = NULL;
1968
1969 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) 1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1970 { 1073 {
1971
1972 /* This could be made additive I guess (two lights better than 1074 /* This could be made additive I guess (two lights better than
1973 * one). But if so, it shouldn't be a simple additive - 2 1075 * one). But if so, it shouldn't be a simple additive - 2
1974 * light bulbs do not illuminate twice as far as once since 1076 * light bulbs do not illuminate twice as far as once since
1975 * it is a disapation factor that is squared (or is it cubed?) 1077 * it is a dissapation factor that is cubed.
1976 */ 1078 */
1977 if (tmp->glow_radius > light) 1079 if (tmp->glow_radius > light)
1978 light = tmp->glow_radius; 1080 light = tmp->glow_radius;
1979 1081
1980 /* This call is needed in order to update objects the player 1082 /* This call is needed in order to update objects the player
1986 * Always put the player down for drawing. 1088 * Always put the player down for drawing.
1987 */ 1089 */
1988 if (!tmp->invisible) 1090 if (!tmp->invisible)
1989 { 1091 {
1990 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1092 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1991 {
1992 top = tmp->face;
1993 top_obj = tmp; 1093 top = tmp;
1994 }
1995 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1094 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1996 { 1095 {
1997 /* If we got a floor, that means middle and top were below it, 1096 /* If we got a floor, that means middle and top were below it,
1998 * so should not be visible, so we clear them. 1097 * so should not be visible, so we clear them.
1999 */ 1098 */
2000 middle = blank_face; 1099 middle = 0;
2001 top = blank_face; 1100 top = 0;
2002 floor = tmp->face;
2003 floor_obj = tmp; 1101 floor = tmp;
2004 } 1102 }
2005 /* Flag anywhere have high priority */ 1103 /* Flag anywhere have high priority */
2006 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2007 { 1105 {
2008 middle = tmp->face;
2009
2010 middle_obj = tmp; 1106 middle = tmp;
2011 anywhere = 1; 1107 anywhere = 1;
2012 } 1108 }
2013 /* Find the highest visible face around. If equal 1109 /* Find the highest visible face around. If equal
2014 * visibilities, we still want the one nearer to the 1110 * visibilities, we still want the one nearer to the
2015 * top 1111 * top
2016 */ 1112 */
2017 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
2018 {
2019 middle = tmp->face;
2020 middle_obj = tmp; 1114 middle = tmp;
2021 }
2022 } 1115 }
1116
2023 if (tmp == tmp->above) 1117 if (tmp == tmp->above)
2024 { 1118 {
2025 LOG (llevError, "Error in structure of map\n"); 1119 LOG (llevError, "Error in structure of map\n");
2026 exit (-1); 1120 exit (-1);
2027 } 1121 }
2028 1122
2029 move_slow |= tmp->move_slow; 1123 move_slow |= tmp->move_slow;
2030 move_block |= tmp->move_block; 1124 move_block |= tmp->move_block;
2031 move_on |= tmp->move_on; 1125 move_on |= tmp->move_on;
2032 move_off |= tmp->move_off; 1126 move_off |= tmp->move_off;
2033 move_allow |= tmp->move_allow; 1127 move_allow |= tmp->move_allow;
2034 1128
2035 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2036 flags |= P_IS_ALIVE;
2037 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2038 flags |= P_NO_MAGIC;
2039 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2040 flags |= P_NO_CLERIC;
2041 if (tmp->type == SAFE_GROUND)
2042 flags |= P_SAFE;
2043
2044 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 1129 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
2045 flags |= P_BLOCKSVIEW; 1130 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
2046 } /* for stack of objects */ 1131 if (tmp->type == PLAYER) flags |= P_PLAYER;
2047 1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2048 /* we don't want to rely on this function to have accurate flags, but 1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
2049 * since we're already doing the work, we calculate them here. 1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
2050 * if they don't match, logic is broken someplace.
2051 */
2052 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2053 { 1135 }
2054 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1136
2055 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1137 this->light = light;
2056 } 1138 this->flags_ = flags;
2057 SET_MAP_FLAGS (m, x, y, flags); 1139 this->move_block = move_block & ~move_allow;
2058 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1140 this->move_on = move_on;
2059 SET_MAP_MOVE_ON (m, x, y, move_on); 1141 this->move_off = move_off;
2060 SET_MAP_MOVE_OFF (m, x, y, move_off); 1142 this->move_slow = move_slow;
2061 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2062 1143
2063 /* At this point, we have a floor face (if there is a floor), 1144 /* At this point, we have a floor face (if there is a floor),
2064 * and the floor is set - we are not going to touch it at 1145 * and the floor is set - we are not going to touch it at
2065 * this point. 1146 * this point.
2066 * middle contains the highest visibility face. 1147 * middle contains the highest visibility face.
2073 * middle face. This should not happen, as we already have the 1154 * middle face. This should not happen, as we already have the
2074 * else statement above so middle should not get set. OTOH, it 1155 * else statement above so middle should not get set. OTOH, it
2075 * may be possible for the faces to match but be different objects. 1156 * may be possible for the faces to match but be different objects.
2076 */ 1157 */
2077 if (top == middle) 1158 if (top == middle)
2078 middle = blank_face; 1159 middle = 0;
2079 1160
2080 /* There are three posibilities at this point: 1161 /* There are three posibilities at this point:
2081 * 1) top face is set, need middle to be set. 1162 * 1) top face is set, need middle to be set.
2082 * 2) middle is set, need to set top. 1163 * 2) middle is set, need to set top.
2083 * 3) neither middle or top is set - need to set both. 1164 * 3) neither middle or top is set - need to set both.
2088 /* Once we get to a floor, stop, since we already have a floor object */ 1169 /* Once we get to a floor, stop, since we already have a floor object */
2089 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2090 break; 1171 break;
2091 1172
2092 /* If two top faces are already set, quit processing */ 1173 /* If two top faces are already set, quit processing */
2093 if ((top != blank_face) && (middle != blank_face)) 1174 if (top && middle)
2094 break; 1175 break;
2095 1176
2096 /* Only show visible faces, unless its the editor - show all */ 1177 /* Only show visible faces */
2097 if (!tmp->invisible || editor) 1178 if (!tmp->invisible)
2098 { 1179 {
2099 /* Fill in top if needed */ 1180 /* Fill in top if needed */
2100 if (top == blank_face) 1181 if (!top)
2101 { 1182 {
2102 top = tmp->face;
2103 top_obj = tmp; 1183 top = tmp;
2104 if (top == middle) 1184 if (top == middle)
2105 middle = blank_face; 1185 middle = 0;
2106 } 1186 }
2107 else 1187 else
2108 { 1188 {
2109 /* top is already set - we should only get here if 1189 /* top is already set - we should only get here if
2110 * middle is not set 1190 * middle is not set
2111 * 1191 *
2112 * Set the middle face and break out, since there is nothing 1192 * Set the middle face and break out, since there is nothing
2113 * more to fill in. We don't check visiblity here, since 1193 * more to fill in. We don't check visiblity here, since
2114 * 1194 *
2115 */ 1195 */
2116 if (tmp->face != top) 1196 if (tmp != top)
2117 { 1197 {
2118 middle = tmp->face;
2119 middle_obj = tmp; 1198 middle = tmp;
2120 break; 1199 break;
2121 } 1200 }
2122 } 1201 }
2123 } 1202 }
2124 } 1203 }
1204
2125 if (middle == floor) 1205 if (middle == floor)
2126 middle = blank_face; 1206 middle = 0;
1207
2127 if (top == middle) 1208 if (top == middle)
2128 middle = blank_face; 1209 middle = 0;
2129 SET_MAP_FACE (m, x, y, top, 0);
2130 if (top != blank_face)
2131 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2132 else
2133 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2134 SET_MAP_FACE (m, x, y, middle, 1);
2135 if (middle != blank_face)
2136 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2137 else
2138 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2139 SET_MAP_FACE (m, x, y, floor, 2);
2140 if (floor != blank_face)
2141 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2142 else
2143 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2144 SET_MAP_LIGHT (m, x, y, light);
2145}
2146 1210
2147 1211#if 0
2148void 1212 faces_obj [0] = top;
2149set_map_reset_time (maptile *map) 1213 faces_obj [1] = middle;
2150{ 1214 faces_obj [2] = floor;
2151 int timeout; 1215#endif
2152
2153 timeout = MAP_RESET_TIMEOUT (map);
2154 if (timeout <= 0)
2155 timeout = MAP_DEFAULTRESET;
2156 if (timeout >= MAP_MAXRESET)
2157 timeout = MAP_MAXRESET;
2158 MAP_WHEN_RESET (map) = seconds () + timeout;
2159} 1216}
2160 1217
2161/* this updates the orig_map->tile_map[tile_num] value after loading 1218uint64
2162 * the map. It also takes care of linking back the freshly loaded 1219mapspace::volume () const
2163 * maps tile_map values if it tiles back to this one. It returns
2164 * the value of orig_map->tile_map[tile_num]. It really only does this
2165 * so that it is easier for calling functions to verify success.
2166 */
2167
2168static maptile *
2169load_and_link_tiled_map (maptile *orig_map, int tile_num)
2170{ 1220{
2171 int dest_tile = (tile_num + 2) % 4; 1221 uint64 vol = 0;
2172 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2173 1222
2174 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1223 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1224 vol += op->volume ();
2175 1225
2176 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1226 return vol;
2177 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)) 1227}
2178 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2179 1228
2180 return orig_map->tile_map[tile_num]; 1229bool
1230maptile::tile_available (int dir, bool load)
1231{
1232 if (!tile_path[dir])
1233 return 0;
1234
1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1236 return 1;
1237
1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239 return 1;
1240
1241 return 0;
2181} 1242}
2182 1243
2183/* this returns TRUE if the coordinates (x,y) are out of 1244/* this returns TRUE if the coordinates (x,y) are out of
2184 * map m. This function also takes into account any 1245 * map m. This function also takes into account any
2185 * tiling considerations, loading adjacant maps as needed. 1246 * tiling considerations, loading adjacant maps as needed.
2186 * This is the function should always be used when it 1247 * This is the function should always be used when it
2187 * necessary to check for valid coordinates. 1248 * necessary to check for valid coordinates.
2188 * This function will recursively call itself for the 1249 * This function will recursively call itself for the
2189 * tiled maps. 1250 * tiled maps.
2190 *
2191 *
2192 */ 1251 */
2193int 1252int
2194out_of_map (maptile *m, int x, int y) 1253out_of_map (maptile *m, int x, int y)
2195{ 1254{
2196
2197 /* If we get passed a null map, this is obviously the 1255 /* If we get passed a null map, this is obviously the
2198 * case. This generally shouldn't happen, but if the 1256 * case. This generally shouldn't happen, but if the
2199 * map loads fail below, it could happen. 1257 * map loads fail below, it could happen.
2200 */ 1258 */
2201 if (!m) 1259 if (!m)
2202 return 0; 1260 return 0;
2203 1261
2204 if (x < 0) 1262 if (x < 0)
2205 { 1263 {
2206 if (!m->tile_path[3]) 1264 if (!m->tile_available (3, 0))
2207 return 1; 1265 return 1;
2208 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1266
2209 {
2210 load_and_link_tiled_map (m, 3);
2211 }
2212 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1267 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2213 }
2214 if (x >= MAP_WIDTH (m))
2215 { 1268 }
2216 if (!m->tile_path[1]) 1269
1270 if (x >= m->width)
1271 {
1272 if (!m->tile_available (1, 0))
2217 return 1; 1273 return 1;
2218 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1274
2219 {
2220 load_and_link_tiled_map (m, 1);
2221 }
2222 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1275 return out_of_map (m->tile_map[1], x - m->width, y);
2223 } 1276 }
1277
2224 if (y < 0) 1278 if (y < 0)
2225 { 1279 {
2226 if (!m->tile_path[0]) 1280 if (!m->tile_available (0, 0))
2227 return 1; 1281 return 1;
2228 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1282
2229 {
2230 load_and_link_tiled_map (m, 0);
2231 }
2232 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1283 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2233 }
2234 if (y >= MAP_HEIGHT (m))
2235 { 1284 }
2236 if (!m->tile_path[2]) 1285
1286 if (y >= m->height)
1287 {
1288 if (!m->tile_available (2, 0))
2237 return 1; 1289 return 1;
2238 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1290
2239 {
2240 load_and_link_tiled_map (m, 2);
2241 }
2242 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1291 return out_of_map (m->tile_map[2], x, y - m->height);
2243 } 1292 }
2244 1293
2245 /* Simple case - coordinates are within this local 1294 /* Simple case - coordinates are within this local
2246 * map. 1295 * map.
2247 */ 1296 */
2250 1299
2251/* This is basically the same as out_of_map above, but 1300/* This is basically the same as out_of_map above, but
2252 * instead we return NULL if no map is valid (coordinates 1301 * instead we return NULL if no map is valid (coordinates
2253 * out of bounds and no tiled map), otherwise it returns 1302 * out of bounds and no tiled map), otherwise it returns
2254 * the map as that the coordinates are really on, and 1303 * the map as that the coordinates are really on, and
2255 * updates x and y to be the localized coordinates. 1304 * updates x and y to be the localised coordinates.
2256 * Using this is more efficient of calling out_of_map 1305 * Using this is more efficient of calling out_of_map
2257 * and then figuring out what the real map is 1306 * and then figuring out what the real map is
2258 */ 1307 */
2259maptile * 1308maptile *
2260get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1309maptile::xy_find (sint16 &x, sint16 &y)
2261{ 1310{
2262
2263 if (*x < 0) 1311 if (x < 0)
2264 { 1312 {
2265 if (!m->tile_path[3]) 1313 if (!tile_available (3, 1))
2266 return NULL; 1314 return 0;
2267 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2268 load_and_link_tiled_map (m, 3);
2269 1315
2270 *x += MAP_WIDTH (m->tile_map[3]); 1316 x += tile_map[3]->width;
2271 return (get_map_from_coord (m->tile_map[3], x, y)); 1317 return tile_map[3]->xy_find (x, y);
2272 }
2273 if (*x >= MAP_WIDTH (m))
2274 { 1318 }
2275 if (!m->tile_path[1]) 1319
1320 if (x >= width)
1321 {
1322 if (!tile_available (1, 1))
2276 return NULL; 1323 return 0;
2277 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2278 load_and_link_tiled_map (m, 1);
2279 1324
2280 *x -= MAP_WIDTH (m); 1325 x -= width;
2281 return (get_map_from_coord (m->tile_map[1], x, y)); 1326 return tile_map[1]->xy_find (x, y);
2282 } 1327 }
1328
2283 if (*y < 0) 1329 if (y < 0)
2284 { 1330 {
2285 if (!m->tile_path[0]) 1331 if (!tile_available (0, 1))
2286 return NULL; 1332 return 0;
2287 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2288 load_and_link_tiled_map (m, 0);
2289 1333
2290 *y += MAP_HEIGHT (m->tile_map[0]); 1334 y += tile_map[0]->height;
2291 return (get_map_from_coord (m->tile_map[0], x, y)); 1335 return tile_map[0]->xy_find (x, y);
2292 }
2293 if (*y >= MAP_HEIGHT (m))
2294 { 1336 }
2295 if (!m->tile_path[2]) 1337
1338 if (y >= height)
1339 {
1340 if (!tile_available (2, 1))
2296 return NULL; 1341 return 0;
2297 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2298 load_and_link_tiled_map (m, 2);
2299 1342
2300 *y -= MAP_HEIGHT (m); 1343 y -= height;
2301 return (get_map_from_coord (m->tile_map[2], x, y)); 1344 return tile_map[2]->xy_find (x, y);
2302 } 1345 }
2303 1346
2304 /* Simple case - coordinates are within this local 1347 /* Simple case - coordinates are within this local
2305 * map. 1348 * map.
2306 */ 1349 */
2307
2308 return m; 1350 return this;
2309} 1351}
2310 1352
2311/** 1353/**
2312 * Return whether map2 is adjacent to map1. If so, store the distance from 1354 * Return whether map2 is adjacent to map1. If so, store the distance from
2313 * map1 to map2 in dx/dy. 1355 * map1 to map2 in dx/dy.
2314 */ 1356 */
2315static int 1357int
2316adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1358adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2317{ 1359{
2318 if (!map1 || !map2) 1360 if (!map1 || !map2)
2319 return 0; 1361 return 0;
2320 1362
1363 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1364 //fix: compare paths instead (this is likely faster, too!)
2321 if (map1 == map2) 1365 if (map1 == map2)
2322 { 1366 {
2323 *dx = 0; 1367 *dx = 0;
2324 *dy = 0; 1368 *dy = 0;
2325
2326 } 1369 }
2327 else if (map1->tile_map[0] == map2) 1370 else if (map1->tile_map[0] == map2)
2328 { /* up */ 1371 { /* up */
2329 *dx = 0; 1372 *dx = 0;
2330 *dy = -MAP_HEIGHT (map2); 1373 *dy = -map2->height;
2331 } 1374 }
2332 else if (map1->tile_map[1] == map2) 1375 else if (map1->tile_map[1] == map2)
2333 { /* right */ 1376 { /* right */
2334 *dx = MAP_WIDTH (map1); 1377 *dx = map1->width;
2335 *dy = 0; 1378 *dy = 0;
2336 } 1379 }
2337 else if (map1->tile_map[2] == map2) 1380 else if (map1->tile_map[2] == map2)
2338 { /* down */ 1381 { /* down */
2339 *dx = 0; 1382 *dx = 0;
2340 *dy = MAP_HEIGHT (map1); 1383 *dy = map1->height;
2341 } 1384 }
2342 else if (map1->tile_map[3] == map2) 1385 else if (map1->tile_map[3] == map2)
2343 { /* left */ 1386 { /* left */
2344 *dx = -MAP_WIDTH (map2); 1387 *dx = -map2->width;
2345 *dy = 0; 1388 *dy = 0;
2346
2347 } 1389 }
2348 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1390 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2349 { /* up right */ 1391 { /* up right */
2350 *dx = MAP_WIDTH (map1->tile_map[0]); 1392 *dx = map1->tile_map[0]->width;
2351 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1393 *dy = -map1->tile_map[0]->height;
2352 } 1394 }
2353 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1395 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2354 { /* up left */ 1396 { /* up left */
2355 *dx = -MAP_WIDTH (map2); 1397 *dx = -map2->width;
2356 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1398 *dy = -map1->tile_map[0]->height;
2357 } 1399 }
2358 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1400 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2359 { /* right up */ 1401 { /* right up */
2360 *dx = MAP_WIDTH (map1); 1402 *dx = map1->width;
2361 *dy = -MAP_HEIGHT (map2); 1403 *dy = -map2->height;
2362 } 1404 }
2363 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1405 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2364 { /* right down */ 1406 { /* right down */
2365 *dx = MAP_WIDTH (map1); 1407 *dx = map1->width;
2366 *dy = MAP_HEIGHT (map1->tile_map[1]); 1408 *dy = map1->tile_map[1]->height;
2367 } 1409 }
2368 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1410 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2369 { /* down right */ 1411 { /* down right */
2370 *dx = MAP_WIDTH (map1->tile_map[2]); 1412 *dx = map1->tile_map[2]->width;
2371 *dy = MAP_HEIGHT (map1); 1413 *dy = map1->height;
2372 } 1414 }
2373 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1415 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2374 { /* down left */ 1416 { /* down left */
2375 *dx = -MAP_WIDTH (map2); 1417 *dx = -map2->width;
2376 *dy = MAP_HEIGHT (map1); 1418 *dy = map1->height;
2377 } 1419 }
2378 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1420 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2379 { /* left up */ 1421 { /* left up */
2380 *dx = -MAP_WIDTH (map1->tile_map[3]); 1422 *dx = -map1->tile_map[3]->width;
2381 *dy = -MAP_HEIGHT (map2); 1423 *dy = -map2->height;
2382 } 1424 }
2383 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1425 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2384 { /* left down */ 1426 { /* left down */
2385 *dx = -MAP_WIDTH (map1->tile_map[3]); 1427 *dx = -map1->tile_map[3]->width;
2386 *dy = MAP_HEIGHT (map1->tile_map[3]); 1428 *dy = map1->tile_map[3]->height;
2387
2388 } 1429 }
2389 else 1430 else
2390 { /* not "adjacent" enough */
2391 return 0; 1431 return 0;
2392 }
2393 1432
2394 return 1; 1433 return 1;
1434}
1435
1436maptile *
1437maptile::xy_load (sint16 &x, sint16 &y)
1438{
1439 maptile *map = xy_find (x, y);
1440
1441 if (map)
1442 map->load_sync ();
1443
1444 return map;
1445}
1446
1447maptile *
1448get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1449{
1450 return m->xy_load (*x, *y);
2395} 1451}
2396 1452
2397/* From map.c 1453/* From map.c
2398 * This is used by get_player to determine where the other 1454 * This is used by get_player to determine where the other
2399 * creature is. get_rangevector takes into account map tiling, 1455 * creature is. get_rangevector takes into account map tiling,
2400 * so you just can not look the the map coordinates and get the 1456 * so you just can not look the the map coordinates and get the
2401 * righte value. distance_x/y are distance away, which 1457 * righte value. distance_x/y are distance away, which
2402 * can be negativbe. direction is the crossfire direction scheme 1458 * can be negative. direction is the crossfire direction scheme
2403 * that the creature should head. part is the part of the 1459 * that the creature should head. part is the part of the
2404 * monster that is closest. 1460 * monster that is closest.
2405 * 1461 *
2406 * get_rangevector looks at op1 and op2, and fills in the 1462 * get_rangevector looks at op1 and op2, and fills in the
2407 * structure for op1 to get to op2. 1463 * structure for op1 to get to op2.
2412 * be unexpected 1468 * be unexpected
2413 * 1469 *
2414 * currently, the only flag supported (0x1) is don't translate for 1470 * currently, the only flag supported (0x1) is don't translate for
2415 * closest body part of 'op1' 1471 * closest body part of 'op1'
2416 */ 1472 */
2417
2418void 1473void
2419get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1474get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2420{ 1475{
2421 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1476 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2422 { 1477 {
2423 /* be conservative and fill in _some_ data */ 1478 /* be conservative and fill in _some_ data */
2424 retval->distance = 100000; 1479 retval->distance = 10000;
2425 retval->distance_x = 32767; 1480 retval->distance_x = 10000;
2426 retval->distance_y = 32767; 1481 retval->distance_y = 10000;
2427 retval->direction = 0; 1482 retval->direction = 0;
2428 retval->part = 0; 1483 retval->part = 0;
2429 } 1484 }
2430 else 1485 else
2431 { 1486 {
2436 1491
2437 best = op1; 1492 best = op1;
2438 /* If this is multipart, find the closest part now */ 1493 /* If this is multipart, find the closest part now */
2439 if (!(flags & 0x1) && op1->more) 1494 if (!(flags & 0x1) && op1->more)
2440 { 1495 {
2441 object *tmp;
2442 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1496 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2443 1497
2444 /* we just take the offset of the piece to head to figure 1498 /* we just take the offset of the piece to head to figure
2445 * distance instead of doing all that work above again 1499 * distance instead of doing all that work above again
2446 * since the distance fields we set above are positive in the 1500 * since the distance fields we set above are positive in the
2447 * same axis as is used for multipart objects, the simply arithmetic 1501 * same axis as is used for multipart objects, the simply arithmetic
2448 * below works. 1502 * below works.
2449 */ 1503 */
2450 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1504 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2451 { 1505 {
2452 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1506 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2453 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1507 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2454 if (tmpi < best_distance) 1508 if (tmpi < best_distance)
2455 { 1509 {
2456 best_distance = tmpi; 1510 best_distance = tmpi;
2457 best = tmp; 1511 best = tmp;
2458 } 1512 }
2459 } 1513 }
1514
2460 if (best != op1) 1515 if (best != op1)
2461 { 1516 {
2462 retval->distance_x += op1->x - best->x; 1517 retval->distance_x += op1->x - best->x;
2463 retval->distance_y += op1->y - best->y; 1518 retval->distance_y += op1->y - best->y;
2464 } 1519 }
2465 } 1520 }
1521
2466 retval->part = best; 1522 retval->part = best;
2467 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2468 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2469 } 1525 }
2470} 1526}
2471 1527
2472/* this is basically the same as get_rangevector above, but instead of 1528/* this is basically the same as get_rangevector above, but instead of
2477 * flags has no meaning for this function at this time - I kept it in to 1533 * flags has no meaning for this function at this time - I kept it in to
2478 * be more consistant with the above function and also in case they are needed 1534 * be more consistant with the above function and also in case they are needed
2479 * for something in the future. Also, since no object is pasted, the best 1535 * for something in the future. Also, since no object is pasted, the best
2480 * field of the rv_vector is set to NULL. 1536 * field of the rv_vector is set to NULL.
2481 */ 1537 */
2482
2483void 1538void
2484get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1539get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2485{ 1540{
2486 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1541 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2487 { 1542 {
2488 /* be conservative and fill in _some_ data */ 1543 /* be conservative and fill in _some_ data */
2489 retval->distance = 100000; 1544 retval->distance = 100000;
2496 { 1551 {
2497 retval->distance_x += op2->x - x; 1552 retval->distance_x += op2->x - x;
2498 retval->distance_y += op2->y - y; 1553 retval->distance_y += op2->y - y;
2499 1554
2500 retval->part = NULL; 1555 retval->part = NULL;
2501 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1556 retval->distance = idistance (retval->distance_x, retval->distance_y);
2502 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1557 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2503 } 1558 }
2504} 1559}
2505 1560
2506/* Returns true of op1 and op2 are effectively on the same map 1561/* Returns true of op1 and op2 are effectively on the same map
2507 * (as related to map tiling). Note that this looks for a path from 1562 * (as related to map tiling). Note that this looks for a path from
2508 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1563 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2509 * to op1, this will still return false. 1564 * to op1, this will still return false.
2510 * Note we only look one map out to keep the processing simple 1565 * Note we only look one map out to keep the processing simple
2511 * and efficient. This could probably be a macro. 1566 * and efficient. This could probably be a macro.
2512 * MSW 2001-08-05 1567 * MSW 2001-08-05
2513 */ 1568 */
2516{ 1571{
2517 int dx, dy; 1572 int dx, dy;
2518 1573
2519 return adjacent_map (op1->map, op2->map, &dx, &dy); 1574 return adjacent_map (op1->map, op2->map, &dx, &dy);
2520} 1575}
1576
1577object *
1578maptile::insert (object *op, int x, int y, object *originator, int flags)
1579{
1580 if (!op->flag [FLAG_REMOVED])
1581 op->remove ();
1582
1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1584}
1585
1586region *
1587maptile::region (int x, int y) const
1588{
1589 if (regions
1590 && regionmap
1591 && !OUT_OF_REAL_MAP (this, x, y))
1592 if (struct region *reg = regionmap [regions [y * width + x]])
1593 return reg;
1594
1595 if (default_region)
1596 return default_region;
1597
1598 return ::region::default_region ();
1599}
1600
1601/* picks a random object from a style map.
1602 * Redone by MSW so it should be faster and not use static
1603 * variables to generate tables.
1604 */
1605object *
1606maptile::pick_random_object () const
1607{
1608 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me.
1613 */
1614 for (int i = 1000; --i;)
1615 {
1616 object *pick = at (rndm (width), rndm (height)).bot;
1617
1618 // do not prefer big monsters just because they are big.
1619 if (pick && pick->head_ () == pick)
1620 return pick->head_ ();
1621 }
1622
1623 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return get_archetype ("blocked");
1625}
1626
1627void
1628maptile::play_sound (faceidx sound, int x, int y) const
1629{
1630 if (!sound)
1631 return;
1632
1633 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns)
1636 {
1637 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y;
1639
1640 int distance = idistance (dx, dy);
1641
1642 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy);
1644 }
1645}
1646

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