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Comparing deliantra/server/common/map.C (file contents):
Revision 1.38 by pippijn, Mon Dec 11 19:46:46 2006 UTC vs.
Revision 1.154 by root, Wed Dec 24 01:37:24 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "loader.h"
31#include "path.h" 28#include "path.h"
32 29
33 30sint8 maptile::outdoor_darkness;
34/*
35 * Returns the maptile which has a name matching the given argument.
36 * return NULL if no match is found.
37 */
38
39maptile *
40has_been_loaded (const char *name)
41{
42 maptile *map;
43
44 if (!name || !*name)
45 return 0;
46 for (map = first_map; map; map = map->next)
47 if (!strcmp (name, map->path))
48 break;
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m != NULL; m = m->next)
229 {
230 dump_map (m);
231 }
232}
233 31
234/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
235 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
236 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
237 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
240 * is needed. The case of not passing values is if we're just 38 * is needed. The case of not passing values is if we're just
241 * checking for the existence of something on those spaces, but 39 * checking for the existence of something on those spaces, but
242 * don't expect to insert/remove anything from those spaces. 40 * don't expect to insert/remove anything from those spaces.
243 */ 41 */
244int 42int
245get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 43get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 44{
247 sint16 newx, newy; 45 sint16 newx = x;
248 int retval = 0; 46 sint16 newy = y;
249 maptile *mp;
250 47
251 if (out_of_map (oldmap, x, y)) 48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
49
50 if (!mp)
252 return P_OUT_OF_MAP; 51 return P_OUT_OF_MAP;
253 newx = x;
254 newy = y;
255 mp = get_map_from_coord (oldmap, &newx, &newy);
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 if (newmap)
259 *newmap = mp;
260 if (nx)
261 *nx = newx;
262 if (ny)
263 *ny = newy;
264 52
265 retval |= mp->spaces[newx + mp->width * newy].flags; 53 if (newmap) *newmap = mp;
54 if (nx) *nx = newx;
55 if (ny) *ny = newy;
266 56
267 return retval; 57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
268} 58}
269 59
270/* 60/*
271 * Returns true if the given coordinate is blocked except by the 61 * Returns true if the given coordinate is blocked except by the
272 * object passed is not blocking. This is used with 62 * object passed is not blocking. This is used with
295 } 85 }
296 86
297 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 /* Save some cycles - instead of calling get_map_flags(), just get the value
298 * directly. 88 * directly.
299 */ 89 */
300 mflags = m->spaces[sx + m->width * sy].flags; 90 mflags = m->at (sx, sy).flags ();
301 91
302 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
303 93
304 /* If space is currently not blocked by anything, no need to 94 /* If space is currently not blocked by anything, no need to
305 * go further. Not true for players - all sorts of special 95 * go further. Not true for players - all sorts of special
316 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
317 */ 107 */
318 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319 return 0; 109 return 0;
320 110
321 if (ob->head != NULL)
322 ob = ob->head; 111 ob = ob->head_ ();
323 112
324 /* We basically go through the stack of objects, and if there is 113 /* We basically go through the stack of objects, and if there is
325 * some other object that has NO_PASS or FLAG_ALIVE set, return 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
326 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
328 */ 117 */
329 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
330 { 119 {
331 120
332 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
333 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334 { 123 {
357 else 146 else
358 { 147 {
359 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
360 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
361 * movement, can't move here. 150 * movement, can't move here.
362 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
363 * hidden dm 152 * hidden dm
364 */ 153 */
365 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
366 return 1; 155 return 1;
367 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
368 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
369 return 1; 162 return 1;
370 } 163 }
371 164
372 } 165 }
373 return 0; 166 return 0;
374} 167}
375 168
376
377/* 169/*
378 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
379 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
382 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
383 * 175 *
384 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
385 * 177 *
386 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
398 * 190 *
399 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
401 * against the move_block values. 193 * against the move_block values.
402 */ 194 */
403 195bool
404int 196object::blocked (maptile *m, int x, int y) const
405ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406{ 197{
407 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
408 int flag;
409 maptile *m1;
410 sint16 sx, sy;
411
412 if (ob == NULL)
413 {
414 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
415 if (flag & P_OUT_OF_MAP)
416 return P_OUT_OF_MAP;
417
418 /* don't have object, so don't know what types would block */
419 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
420 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
421 201
422 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 202 if (!pos.normalise ())
423 { 203 return 1;
424 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
425 204
426 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
427 return P_OUT_OF_MAP; 206
428 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
429 return P_IS_ALIVE; 208 return 1;
430 209
431 /* find_first_free_spot() calls this function. However, often 210 /* However, often ob doesn't have any move type
432 * ob doesn't have any move type (when used to place exits) 211 * (signifying non-moving objects)
433 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
434 */ 213 */
435 214 if (!move_type && ms.move_block != MOVE_ALL)
436 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
437 continue; 215 continue;
438 216
439 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
440 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
441 */ 219 */
442 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 220 if (ms.blocks (move_type))
443 return AB_NO_PASS; 221 return 1;
444
445 } 222 }
223
446 return 0; 224 return 0;
447} 225}
448 226
449/* When the map is loaded, load_object does not actually insert objects 227/* When the map is loaded, load_object does not actually insert objects
450 * into inventory, but just links them. What this does is go through 228 * into inventory, but just links them. What this does is go through
451 * and insert them properly. 229 * and insert them properly.
452 * The object 'container' is the object that contains the inventory. 230 * The object 'container' is the object that contains the inventory.
453 * This is needed so that we can update the containers weight. 231 * This is needed so that we can update the containers weight.
454 */ 232 */
455
456void 233void
457fix_container (object *container) 234fix_container (object *container)
458{ 235{
459 object *tmp = container->inv, *next; 236 object *tmp = container->inv, *next;
460 237
461 container->inv = NULL; 238 container->inv = 0;
462 while (tmp != NULL) 239 while (tmp)
463 { 240 {
464 next = tmp->below; 241 next = tmp->below;
465 if (tmp->inv) 242 if (tmp->inv)
466 fix_container (tmp); 243 fix_container (tmp);
244
467 (void) insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
468 tmp = next; 246 tmp = next;
469 } 247 }
248
470 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
471 * carrying. 250 //TODO: remove
472 */ 251 container->update_weight ();
473 sum_weight (container); 252}
253
254void
255maptile::set_object_flag (int flag, int value)
256{
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
474} 276}
475 277
476/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
477 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
478 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
479 * they are saved). We do have to look for the old maps that did save 281 * they are saved).
480 * the more sections and not re-add sections for them.
481 */ 282 */
482 283void
483static void 284maptile::link_multipart_objects ()
484link_multipart_objects (maptile *m)
485{ 285{
486 int x, y; 286 if (!spaces)
487 object *tmp, *op, *last, *above; 287 return;
488 archetype *at;
489 288
490 for (x = 0; x < MAP_WIDTH (m); x++) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
491 for (y = 0; y < MAP_HEIGHT (m); y++) 290 {
492 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 291 object *op = ms->bot;
292 while (op)
493 { 293 {
494 above = tmp->above;
495
496 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
497 if (tmp->head || tmp->more) 295 if (op->head_ () == op && !op->more && op->arch->more)
498 continue;
499
500 /* If there is nothing more to this object, this for loop
501 * won't do anything.
502 */
503 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
504 { 296 {
505 op = arch_to_object (at); 297 op->remove ();
298 op->expand_tail ();
506 299
507 /* update x,y coordinates */ 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
508 op->x += tmp->x; 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
509 op->y += tmp->y; 302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
510 op->head = tmp; 303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
511 op->map = m; 304
512 last->more = op; 305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
513 op->name = tmp->name; 306 // so we have to reset the iteration through the mapspace
514 op->title = tmp->title;
515 /* we could link all the parts onto tmp, and then just
516 * call insert_ob_in_map once, but the effect is the same,
517 * as insert_ob_in_map will call itself with each part, and
518 * the coding is simpler to just to it here with each part.
519 */ 307 }
520 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 308 else
521 } /* for at = tmp->arch->more */ 309 op = op->above;
522 } /* for objects on this space */ 310 }
311 }
523} 312}
524 313
525/* 314/*
526 * Loads (ands parses) the objects into a given map from the specified 315 * Loads (ands parses) the objects into a given map from the specified
527 * file pointer. 316 * file pointer.
528 * mapflags is the same as we get with load_original_map
529 */ 317 */
530void 318bool
531load_objects (maptile *m, object_thawer & fp, int mapflags) 319maptile::_load_objects (object_thawer &f)
532{ 320{
533 int i, j; 321 for (;;)
534 int unique;
535 object *op, *prev = NULL, *last_more = NULL, *otmp;
536
537 op = get_object ();
538 op->map = m; /* To handle buttons correctly */
539
540 while ((i = load_object (fp, op, mapflags)))
541 { 322 {
542 /* if the archetype for the object is null, means that we 323 coroapi::cede_to_tick (); // cede once in a while
543 * got an invalid object. Don't do anything with it - the game 324
544 * or editor will not be able to do anything with it either. 325 switch (f.kw)
545 */
546 if (op->arch == NULL)
547 { 326 {
548 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
333
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
360 }
361
549 continue; 362 continue;
363
364 case KW_EOF:
365 return true;
366
367 default:
368 if (!f.parse_error ("map file"))
369 return false;
370 break;
550 } 371 }
551 372
373 f.next ();
374 }
552 375
553 switch (i) 376 return true;
377}
378
379void
380maptile::activate ()
381{
382 if (spaces)
383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
384 for (object *op = ms->bot; op; op = op->above)
385 op->activate_recursive ();
386}
387
388void
389maptile::deactivate ()
390{
391 if (spaces)
392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
393 for (object *op = ms->bot; op; op = op->above)
394 op->deactivate_recursive ();
395}
396
397bool
398maptile::_save_objects (object_freezer &f, int flags)
399{
400 coroapi::cede_to_tick ();
401
402 if (flags & IO_HEADER)
403 _save_header (f);
404
405 if (!spaces)
406 return false;
407
408 for (int i = 0; i < size (); ++i)
409 {
410 bool unique = 0;
411
412 for (object *op = spaces [i].bot; op; op = op->above)
554 { 413 {
555 case LL_NORMAL: 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
556 /* if we are loading an overlay, put the floors on the bottom */ 415
557 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) 416 if (expect_false (!op->can_map_save ()))
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); 417 continue;
418
419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
559 else 420 {
560 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 421 if (flags & IO_UNIQUES)
561 422 op->write (f);
562 if (op->inv) 423 }
563 sum_weight (op); 424 else if (expect_true (flags & IO_OBJECTS))
564 425 op->write (f);
565 prev = op, last_more = op;
566 break;
567
568 case LL_MORE:
569 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
570 op->head = prev, last_more->more = op, last_more = op;
571 break;
572 } 426 }
573
574 if (mapflags & MAP_STYLE)
575 remove_from_active_list (op);
576
577 op = get_object ();
578 op->map = m;
579 }
580
581 for (i = 0; i < m->width; i++)
582 { 427 }
583 for (j = 0; j < m->height; j++)
584 {
585 unique = 0;
586 /* check for unique items, or unique squares */
587 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
588 {
589 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
590 unique = 1;
591 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
592 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
593 }
594 }
595 }
596 428
597 free_object (op); 429 coroapi::cede_to_tick ();
598 link_multipart_objects (m);
599}
600 430
601/* This saves all the objects on the map in a non destructive fashion. 431 return true;
602 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 432}
603 * and we only save the head of multi part objects - this is needed
604 * in order to do map tiling properly.
605 */
606void
607save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
608{
609 int i, j = 0, unique = 0;
610 object *op;
611 433
612 /* first pass - save one-part objects */ 434bool
613 for (i = 0; i < MAP_WIDTH (m); i++) 435maptile::_save_objects (const char *path, int flags)
614 for (j = 0; j < MAP_HEIGHT (m); j++) 436{
615 { 437 object_freezer freezer;
616 unique = 0;
617 for (op = get_map_ob (m, i, j); op; op = op->above)
618 {
619 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
620 unique = 1;
621 438
622 if (op->type == PLAYER) 439 if (!_save_objects (freezer, flags))
623 { 440 return false;
624 LOG (llevDebug, "Player on map that is being saved\n");
625 continue;
626 }
627 441
628 if (op->head || op->owner) 442 return freezer.save (path);
629 continue;
630
631 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
632 save_object (fp2, op, 3);
633 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
634 save_object (fp, op, 3);
635
636 } /* for this space */
637 } /* for this j */
638} 443}
639 444
640maptile::maptile () 445maptile::maptile ()
641{ 446{
642 in_memory = MAP_SWAPPED; 447 in_memory = MAP_SWAPPED;
448
643 /* 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
644 * map archetype. Mimic that behaviour. 450 * map archetype. Mimic that behaviour.
645 */ 451 */
646 MAP_WIDTH (this) = 16; 452 width = 16;
647 MAP_HEIGHT (this) = 16; 453 height = 16;
648 MAP_RESET_TIMEOUT (this) = 0; 454 timeout = 300;
649 MAP_TIMEOUT (this) = 300; 455 max_nrof = 1000; // 1000 items of anything
650 MAP_ENTER_X (this) = 0; 456 max_volume = 2000000; // 2m³
651 MAP_ENTER_Y (this) = 0;
652 /*set part to -1 indicating conversion to weather map not yet done */
653 MAP_WORLDPARTX (this) = -1;
654 MAP_WORLDPARTY (this) = -1;
655} 457}
656 458
657/* 459maptile::maptile (int w, int h)
658 * Allocates, initialises, and returns a pointer to a maptile.
659 * Modified to no longer take a path option which was not being
660 * used anyways. MSW 2001-07-01
661 */
662maptile *
663get_linked_map (void)
664{ 460{
665 maptile *mp, *map = new maptile; 461 in_memory = MAP_SWAPPED;
666 462
667 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;
668 469
669 if (mp == NULL) 470 alloc ();
670 first_map = map;
671 else
672 mp->next = map;
673
674 return map;
675} 471}
676 472
677/* 473/*
678 * Allocates the arrays contained in a maptile. 474 * Allocates the arrays contained in a maptile.
679 * This basically allocates the dynamic array of spaces for the 475 * This basically allocates the dynamic array of spaces for the
680 * map. 476 * map.
681 */ 477 */
682void 478void
683maptile::allocate () 479maptile::alloc ()
684{ 480{
685 in_memory = MAP_IN_MEMORY;
686
687 /* Log this condition and free the storage. We could I suppose
688 * realloc, but if the caller is presuming the data will be intact,
689 * that is their poor assumption.
690 */
691 if (spaces) 481 if (spaces)
692 {
693 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
694 free (spaces);
695 }
696
697 spaces = (MapSpace *)
698 calloc (1, width * height * sizeof (MapSpace));
699
700 if (!spaces)
701 fatal (OUT_OF_MEMORY);
702}
703
704/* Create and returns a map of the specific size. Used
705 * in random map code and the editor.
706 */
707maptile *
708get_empty_map (int sizex, int sizey)
709{
710 maptile *m = get_linked_map ();
711
712 m->width = sizex;
713 m->height = sizey;
714 m->in_memory = MAP_SWAPPED;
715 m->allocate ();
716
717 return m; 482 return;
483
484 spaces = salloc0<mapspace> (size ());
718} 485}
719 486
720/* 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
721 * 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
722 * at a later date. 489 * at a later date.
723 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
724 */ 491 */
725
726static shopitems * 492static shopitems *
727parse_shop_string (const char *input_string) 493parse_shop_string (const char *input_string)
728{ 494{
729 char *shop_string, *p, *q, *next_semicolon, *next_colon; 495 char *shop_string, *p, *q, *next_semicolon, *next_colon;
730 shopitems *items = NULL; 496 shopitems *items = NULL;
731 int i = 0, number_of_entries = 0; 497 int i = 0, number_of_entries = 0;
732 const typedata *current_type; 498 const typedata *current_type;
733 499
734 shop_string = strdup_local (input_string); 500 shop_string = strdup (input_string);
735 p = shop_string; 501 p = shop_string;
736 /* 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 */
737 while (p) 503 while (p)
738 { 504 {
739 p = strchr (p, ';'); 505 p = strchr (p, ';');
740 number_of_entries++; 506 number_of_entries++;
741 if (p) 507 if (p)
742 p++; 508 p++;
743 } 509 }
510
744 p = shop_string; 511 p = shop_string;
745 strip_endline (p); 512 strip_endline (p);
746 items = new shopitems[number_of_entries + 1]; 513 items = new shopitems[number_of_entries + 1];
747 for (i = 0; i < number_of_entries; i++) 514 for (i = 0; i < number_of_entries; i++)
748 { 515 {
749 if (!p) 516 if (!p)
750 { 517 {
751 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");
752 break; 519 break;
753 } 520 }
521
754 next_semicolon = strchr (p, ';'); 522 next_semicolon = strchr (p, ';');
755 next_colon = strchr (p, ':'); 523 next_colon = strchr (p, ':');
756 /* 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. */
757 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 525 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
758 items[i].strength = atoi (strchr (p, ':') + 1); 526 items[i].strength = atoi (strchr (p, ':') + 1);
785 * 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
786 */ 554 */
787 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);
788 } 556 }
789 } 557 }
558
790 items[i].index = number_of_entries; 559 items[i].index = number_of_entries;
791 if (next_semicolon) 560 if (next_semicolon)
792 p = ++next_semicolon; 561 p = ++next_semicolon;
793 else 562 else
794 p = NULL; 563 p = NULL;
795 } 564 }
565
796 free (shop_string); 566 free (shop_string);
797 return items; 567 return items;
798} 568}
799 569
800/* 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
809 for (i = 0; i < m->shopitems[0].index; i++) 579 for (i = 0; i < m->shopitems[0].index; i++)
810 { 580 {
811 if (m->shopitems[i].typenum) 581 if (m->shopitems[i].typenum)
812 { 582 {
813 if (m->shopitems[i].strength) 583 if (m->shopitems[i].strength)
814 {
815 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);
816 }
817 else 585 else
818 sprintf (tmp, "%s;", m->shopitems[i].name); 586 sprintf (tmp, "%s;", m->shopitems[i].name);
819 } 587 }
820 else 588 else
821 { 589 {
822 if (m->shopitems[i].strength) 590 if (m->shopitems[i].strength)
823 {
824 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 591 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
825 }
826 else 592 else
827 sprintf (tmp, "*"); 593 sprintf (tmp, "*");
828 } 594 }
595
829 strcat (output_string, tmp); 596 strcat (output_string, tmp);
830 } 597 }
831} 598}
832 599
833/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
838 * 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
839 * sense. 606 * sense.
840 * 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
841 * 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.
842 * MSW 2001-07-01 609 * MSW 2001-07-01
843 * return 0 on success, 1 on failure.
844 */ 610 */
845 611bool
846static int 612maptile::_load_header (object_thawer &thawer)
847load_map_header (object_thawer & fp, maptile *m)
848{ 613{
849 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 614 for (;;)
850 int msgpos = 0;
851 int maplorepos = 0;
852
853 while (fgets (buf, HUGE_BUF, fp) != NULL)
854 { 615 {
855 buf[HUGE_BUF - 1] = 0; 616 switch (thawer.kw)
856 key = buf;
857
858 while (isspace (*key))
859 key++;
860
861 if (*key == 0)
862 continue; /* empty line */
863
864 value = strchr (key, ' ');
865
866 if (!value)
867 { 617 {
868 if ((end = strchr (key, '\n'))) 618 case KW_msg:
869 *end = 0; 619 thawer.get_ml (KW_endmsg, msg);
620 break;
621
622 case KW_lore: // CF+ extension
623 thawer.get_ml (KW_endlore, maplore);
624 break;
625
626 case KW_maplore:
627 thawer.get_ml (KW_endmaplore, maplore);
628 break;
629
630 case KW_arch:
631 if (strcmp (thawer.get_str (), "map"))
632 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
633 break;
634
635 case KW_oid:
636 thawer.get (this, thawer.get_sint32 ());
637 break;
638
639 case KW_file_format_version: break; // nop
640
641 case KW_name: thawer.get (name); break;
642 case KW_attach: thawer.get (attach); break;
643 case KW_reset_time: thawer.get (reset_time); break;
644 case KW_shopgreed: thawer.get (shopgreed); break;
645 case KW_shopmin: thawer.get (shopmin); break;
646 case KW_shopmax: thawer.get (shopmax); break;
647 case KW_shoprace: thawer.get (shoprace); break;
648 case KW_outdoor: thawer.get (outdoor); break;
649 case KW_temp: thawer.get (temp); break;
650 case KW_pressure: thawer.get (pressure); break;
651 case KW_humid: thawer.get (humid); break;
652 case KW_windspeed: thawer.get (windspeed); break;
653 case KW_winddir: thawer.get (winddir); break;
654 case KW_sky: thawer.get (sky); break;
655
656 case KW_per_player: thawer.get (per_player); break;
657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
660
661 case KW_region: default_region = region::find (thawer.get_str ()); break;
662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
663
664 // old names new names
665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
667 case KW_x: case KW_width: thawer.get (width); break;
668 case KW_y: case KW_height: thawer.get (height); break;
669 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
670 case KW_value: case KW_swap_time: thawer.get (timeout); break;
671 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
672 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
673 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
674
675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
684 case KW_end:
685 thawer.next ();
686 return true;
687
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
870 } 692 }
871 else
872 {
873 *value = 0;
874 value++;
875 end = strchr (value, '\n');
876 693
877 while (isspace (*value)) 694 thawer.next ();
878 {
879 value++;
880
881 if (*value == '\0' || value == end)
882 {
883 /* Nothing but spaces. */
884 value = NULL;
885 break;
886 }
887 }
888 }
889
890 if (!end)
891 {
892 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
893 return 1;
894 }
895
896 /* key is the field name, value is what it should be set
897 * to. We've already done the work to null terminate key,
898 * and strip off any leading spaces for both of these.
899 * We have not touched the newline at the end of the line -
900 * these are needed for some values. the end pointer
901 * points to the first of the newlines.
902 * value could be NULL! It would be easy enough to just point
903 * this to "" to prevent cores, but that would let more errors slide
904 * through.
905 *
906 * First check for entries that do not use the value parameter, then
907 * validate that value is given and check for the remaining entries
908 * that use the parameter.
909 */
910
911 if (!strcmp (key, "msg"))
912 {
913 while (fgets (buf, HUGE_BUF, fp) != NULL)
914 {
915 if (!strcmp (buf, "endmsg\n"))
916 break;
917 else
918 {
919 /* slightly more efficient than strcat */
920 strcpy (msgbuf + msgpos, buf);
921 msgpos += strlen (buf);
922 }
923 }
924 /* There are lots of maps that have empty messages (eg, msg/endmsg
925 * with nothing between). There is no reason in those cases to
926 * keep the empty message. Also, msgbuf contains garbage data
927 * when msgpos is zero, so copying it results in crashes
928 */
929 if (msgpos != 0)
930 m->msg = strdup_local (msgbuf);
931 }
932 else if (!strcmp (key, "maplore"))
933 {
934 while (fgets (buf, HUGE_BUF, fp) != NULL)
935 {
936 if (!strcmp (buf, "endmaplore\n"))
937 break;
938 else
939 {
940 /* slightly more efficient than strcat */
941 strcpy (maplorebuf + maplorepos, buf);
942 maplorepos += strlen (buf);
943 }
944 }
945 if (maplorepos != 0)
946 m->maplore = strdup_local (maplorebuf);
947 }
948 else if (!strcmp (key, "end"))
949 {
950 break;
951 }
952 else if (value == NULL)
953 {
954 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
955 }
956 else if (!strcmp (key, "arch"))
957 {
958 /* This is an oddity, but not something we care about much. */
959 if (strcmp (value, "map\n"))
960 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
961 }
962 else if (!strcmp (key, "name"))
963 {
964 *end = 0;
965 m->name = strdup_local (value);
966 }
967 /* first strcmp value on these are old names supported
968 * for compatibility reasons. The new values (second) are
969 * what really should be used.
970 */
971 else if (!strcmp (key, "oid"))
972 {
973 fp.get (m, atoi (value));
974 }
975 else if (!strcmp (key, "attach"))
976 {
977 m->attach = value;
978 }
979 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
980 {
981 m->enter_x = atoi (value);
982 }
983 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
984 {
985 m->enter_y = atoi (value);
986 }
987 else if (!strcmp (key, "x") || !strcmp (key, "width"))
988 {
989 m->width = atoi (value);
990 }
991 else if (!strcmp (key, "y") || !strcmp (key, "height"))
992 {
993 m->height = atoi (value);
994 }
995 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
996 {
997 m->reset_timeout = atoi (value);
998 }
999 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1000 {
1001 m->timeout = atoi (value);
1002 }
1003 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1004 {
1005 m->difficulty = atoi (value);
1006 }
1007 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1008 {
1009 m->darkness = atoi (value);
1010 }
1011 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1012 {
1013 m->fixed_resettime = atoi (value);
1014 }
1015 else if (!strcmp (key, "unique"))
1016 {
1017 m->unique = atoi (value);
1018 }
1019 else if (!strcmp (key, "template"))
1020 {
1021 m->templatemap = atoi (value);
1022 }
1023 else if (!strcmp (key, "region"))
1024 {
1025 m->region = get_region_by_name (value);
1026 }
1027 else if (!strcmp (key, "shopitems"))
1028 {
1029 *end = 0;
1030 m->shopitems = parse_shop_string (value);
1031 }
1032 else if (!strcmp (key, "shopgreed"))
1033 {
1034 m->shopgreed = atof (value);
1035 }
1036 else if (!strcmp (key, "shopmin"))
1037 {
1038 m->shopmin = atol (value);
1039 }
1040 else if (!strcmp (key, "shopmax"))
1041 {
1042 m->shopmax = atol (value);
1043 }
1044 else if (!strcmp (key, "shoprace"))
1045 {
1046 *end = 0;
1047 m->shoprace = strdup_local (value);
1048 }
1049 else if (!strcmp (key, "outdoor"))
1050 {
1051 m->outdoor = atoi (value);
1052 }
1053 else if (!strcmp (key, "temp"))
1054 {
1055 m->temp = atoi (value);
1056 }
1057 else if (!strcmp (key, "pressure"))
1058 {
1059 m->pressure = atoi (value);
1060 }
1061 else if (!strcmp (key, "humid"))
1062 {
1063 m->humid = atoi (value);
1064 }
1065 else if (!strcmp (key, "windspeed"))
1066 {
1067 m->windspeed = atoi (value);
1068 }
1069 else if (!strcmp (key, "winddir"))
1070 {
1071 m->winddir = atoi (value);
1072 }
1073 else if (!strcmp (key, "sky"))
1074 {
1075 m->sky = atoi (value);
1076 }
1077 else if (!strcmp (key, "nosmooth"))
1078 {
1079 m->nosmooth = atoi (value);
1080 }
1081 else if (!strncmp (key, "tile_path_", 10))
1082 {
1083 int tile = atoi (key + 10);
1084
1085 if (tile < 1 || tile > 4)
1086 {
1087 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1088 }
1089 else
1090 {
1091 char *path;
1092
1093 *end = 0;
1094
1095 if (m->tile_path[tile - 1])
1096 {
1097 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1098 free (m->tile_path[tile - 1]);
1099 m->tile_path[tile - 1] = NULL;
1100 }
1101
1102 if (check_path (value, 1) != -1)
1103 {
1104 /* The unadorned path works. */
1105 path = value;
1106 }
1107 else
1108 {
1109 /* Try again; it could be a relative exit. */
1110
1111 path = path_combine_and_normalize (m->path, value);
1112
1113 if (check_path (path, 1) == -1)
1114 {
1115 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1116 path = NULL;
1117 }
1118 }
1119
1120 if (editor)
1121 {
1122 /* Use the value as in the file. */
1123 m->tile_path[tile - 1] = strdup_local (value);
1124 }
1125 else if (path != NULL)
1126 {
1127 /* Use the normalized value. */
1128 m->tile_path[tile - 1] = strdup_local (path);
1129 }
1130 } /* end if tile direction (in)valid */
1131 }
1132 else
1133 {
1134 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1135 }
1136 }
1137 if (!key || strcmp (key, "end"))
1138 { 695 }
1139 LOG (llevError, "Got premature eof on map header!\n");
1140 return 1;
1141 }
1142 return 0;
1143}
1144 696
1145/* 697 abort ();
1146 * Opens the file "filename" and reads information about the map
1147 * from the given file, and stores it in a newly allocated
1148 * maptile. A pointer to this structure is returned, or NULL on failure.
1149 * flags correspond to those in map.h. Main ones used are
1150 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1151 * MAP_BLOCK, in which case we block on this load. This happens in all
1152 * cases, no matter if this flag is set or not.
1153 * MAP_STYLE: style map - don't add active objects, don't add to server
1154 * managed map list.
1155 */
1156
1157maptile *
1158load_original_map (const char *filename, int flags)
1159{
1160 maptile *m;
1161 char pathname[MAX_BUF];
1162
1163 if (flags & MAP_PLAYER_UNIQUE)
1164 strcpy (pathname, filename);
1165 else if (flags & MAP_OVERLAY)
1166 strcpy (pathname, create_overlay_pathname (filename));
1167 else
1168 strcpy (pathname, create_pathname (filename));
1169
1170 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1171
1172 object_thawer thawer (pathname);
1173
1174 if (!thawer)
1175 return 0;
1176
1177 m = get_linked_map ();
1178
1179 strcpy (m->path, filename);
1180 if (load_map_header (thawer, m))
1181 {
1182 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1183 delete_map (m);
1184 return NULL;
1185 }
1186
1187 m->allocate ();
1188
1189 m->in_memory = MAP_LOADING;
1190 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1191
1192 m->in_memory = MAP_IN_MEMORY;
1193 if (!MAP_DIFFICULTY (m))
1194 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1195 set_map_reset_time (m);
1196 m->instantiate ();
1197 return (m);
1198}
1199
1200/*
1201 * Loads a map, which has been loaded earlier, from file.
1202 * Return the map object we load into (this can change from the passed
1203 * option if we can't find the original map)
1204 */
1205
1206static maptile *
1207load_temporary_map (maptile *m)
1208{
1209 char buf[MAX_BUF];
1210
1211 if (!m->tmpname)
1212 {
1213 LOG (llevError, "No temporary filename for map %s\n", m->path);
1214 strcpy (buf, m->path);
1215 delete_map (m);
1216 m = load_original_map (buf, 0);
1217 if (m == NULL)
1218 return NULL;
1219 fix_auto_apply (m); /* Chests which open as default */
1220 return m;
1221 }
1222
1223 object_thawer thawer (m->tmpname);
1224
1225 if (!thawer)
1226 {
1227 strcpy (buf, m->path);
1228 delete_map (m);
1229 m = load_original_map (buf, 0);
1230 if (!m)
1231 return NULL;
1232 fix_auto_apply (m); /* Chests which open as default */
1233 return m;
1234 }
1235
1236 if (load_map_header (thawer, m))
1237 {
1238 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1239 delete_map (m);
1240 m = load_original_map (m->path, 0);
1241 return NULL;
1242 }
1243
1244 m->allocate ();
1245
1246 m->in_memory = MAP_LOADING;
1247 load_objects (m, thawer, 0);
1248
1249 m->in_memory = MAP_IN_MEMORY;
1250 INVOKE_MAP (SWAPIN, m);
1251 return m;
1252}
1253
1254/*
1255 * Loads a map, which has been loaded earlier, from file.
1256 * Return the map object we load into (this can change from the passed
1257 * option if we can't find the original map)
1258 */
1259
1260maptile *
1261load_overlay_map (const char *filename, maptile *m)
1262{
1263 char pathname[MAX_BUF];
1264
1265 strcpy (pathname, create_overlay_pathname (filename));
1266
1267 object_thawer thawer (pathname);
1268
1269 if (!thawer)
1270 return m;
1271
1272 if (load_map_header (thawer, m))
1273 {
1274 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1275 delete_map (m);
1276 m = load_original_map (m->path, 0);
1277 return NULL;
1278 }
1279 /*m->allocate ();*/
1280
1281 m->in_memory = MAP_LOADING;
1282 load_objects (m, thawer, MAP_OVERLAY);
1283
1284 m->in_memory = MAP_IN_MEMORY;
1285 return m;
1286} 698}
1287 699
1288/****************************************************************************** 700/******************************************************************************
1289 * This is the start of unique map handling code 701 * This is the start of unique map handling code
1290 *****************************************************************************/ 702 *****************************************************************************/
1291 703
1292/* This goes through map 'm' and removed any unique items on the map. */ 704/* This goes through the maptile and removed any unique items on the map. */
1293static void 705void
1294delete_unique_items (maptile *m) 706maptile::clear_unique_items ()
1295{ 707{
1296 int i, j, unique; 708 for (int i = 0; i < size (); ++i)
1297 object *op, *next;
1298
1299 for (i = 0; i < MAP_WIDTH (m); i++)
1300 for (j = 0; j < MAP_HEIGHT (m); j++)
1301 { 709 {
1302 unique = 0; 710 int unique = 0;
1303 for (op = get_map_ob (m, i, j); op; op = next) 711 for (object *op = spaces [i].bot; op; )
712 {
713 object *above = op->above;
714
715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
716 unique = 1;
717
718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
719 op->destroy ();
720
721 op = above;
722 }
723 }
724}
725
726bool
727maptile::_save_header (object_freezer &freezer)
728{
729#define MAP_OUT(k) freezer.put (KW_ ## k, k)
730#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
731
732 MAP_OUT2 (arch, "map");
733
734 if (name) MAP_OUT (name);
735 MAP_OUT (swap_time);
736 MAP_OUT (reset_time);
737 MAP_OUT (reset_timeout);
738 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
741 MAP_OUT (difficulty);
742
743 if (default_region) MAP_OUT2 (region, default_region->name);
744
745 if (shopitems)
746 {
747 char shop[MAX_BUF];
748 print_shop_string (this, shop);
749 MAP_OUT2 (shopitems, shop);
750 }
751
752 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin);
754 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace);
756 MAP_OUT (darkness);
757 MAP_OUT (width);
758 MAP_OUT (height);
759 MAP_OUT (enter_x);
760 MAP_OUT (enter_y);
761
762 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
763 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
764
765 MAP_OUT (outdoor);
766 MAP_OUT (temp);
767 MAP_OUT (pressure);
768 MAP_OUT (humid);
769 MAP_OUT (windspeed);
770 MAP_OUT (winddir);
771 MAP_OUT (sky);
772
773 MAP_OUT (per_player);
774 MAP_OUT (per_party);
775
776 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
777 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
778 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
779 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
780
781 freezer.put (this);
782 freezer.put (KW_end);
783
784 return true;
785}
786
787bool
788maptile::_save_header (const char *path)
789{
790 object_freezer freezer;
791
792 if (!_save_header (freezer))
793 return false;
794
795 return freezer.save (path);
796}
797
798/*
799 * Remove and free all objects in the given map.
800 */
801void
802maptile::clear ()
803{
804 if (spaces)
805 {
806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
807 while (object *op = ms->bot)
1304 { 808 {
809 // manually remove, as to not trigger anything
1305 next = op->above; 810 if (ms->bot = op->above)
1306 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 811 ms->bot->below = 0;
1307 unique = 1; 812
1308 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 813 op->flag [FLAG_REMOVED] = true;
814
815 object *head = op->head_ ();
816 if (op == head)
817 op->destroy ();
818 else if (head->map != op->map)
1309 { 819 {
1310 clean_object (op); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1311 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 821 head->destroy ();
1312 remove_button_link (op);
1313 remove_ob (op);
1314 free_object (op);
1315 } 822 }
1316 } 823 }
824
825 sfree0 (spaces, size ());
826 }
827
828 if (buttons)
829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 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)
883 {
884 above = op->above;
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_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
900 {
901 op->stats.dam--;
902 if (op->stats.dam < 0)
903 destroy = 1;
904 }
905 else if (op->is_armor ())
906 {
907 op->stats.ac--;
908 if (op->stats.ac < 0)
909 destroy = 1;
910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
1317 } 938 }
1318} 939}
1319 940
1320
1321/* 941/*
1322 * Loads unique objects from file(s) into the map which is in memory 942 * Updates every button on the map (by calling update_button() for them).
1323 * m is the map to load unique items into.
1324 */
1325static void
1326load_unique_objects (maptile *m)
1327{
1328 int count;
1329 char firstname[MAX_BUF];
1330
1331 for (count = 0; count < 10; count++)
1332 {
1333 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1334 if (!access (firstname, R_OK))
1335 break;
1336 }
1337 /* If we get here, we did not find any map */
1338 if (count == 10)
1339 return;
1340
1341 object_thawer thawer (firstname);
1342
1343 if (!thawer)
1344 return;
1345
1346 m->in_memory = MAP_LOADING;
1347 if (m->tmpname == NULL) /* if we have loaded unique items from */
1348 delete_unique_items (m); /* original map before, don't duplicate them */
1349 load_objects (m, thawer, 0);
1350
1351 m->in_memory = MAP_IN_MEMORY;
1352}
1353
1354
1355/*
1356 * Saves a map to file. If flag is set, it is saved into the same
1357 * file it was (originally) loaded from. Otherwise a temporary
1358 * filename will be genarated, and the file will be stored there.
1359 * The temporary filename will be stored in the maptileure.
1360 * If the map is unique, we also save to the filename in the map
1361 * (this should have been updated when first loaded)
1362 */
1363
1364int
1365new_save_map (maptile *m, int flag)
1366{
1367 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1368 int i;
1369
1370 if (flag && !*m->path)
1371 {
1372 LOG (llevError, "Tried to save map without path.\n");
1373 return -1;
1374 }
1375
1376 if (flag || (m->unique) || (m->templatemap))
1377 {
1378 if (!m->unique && !m->templatemap)
1379 { /* flag is set */
1380 if (flag == 2)
1381 strcpy (filename, create_overlay_pathname (m->path));
1382 else
1383 strcpy (filename, create_pathname (m->path));
1384 }
1385 else
1386 strcpy (filename, m->path);
1387
1388 make_path_to_file (filename);
1389 }
1390 else
1391 {
1392 if (!m->tmpname)
1393 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1394
1395 strcpy (filename, m->tmpname);
1396 }
1397
1398 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1399 m->in_memory = MAP_SAVING;
1400
1401 object_freezer freezer;
1402
1403 /* legacy */
1404 fprintf (freezer, "arch map\n");
1405 if (m->name)
1406 fprintf (freezer, "name %s\n", m->name);
1407 if (!flag)
1408 fprintf (freezer, "swap_time %d\n", m->swap_time);
1409 if (m->reset_timeout)
1410 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1411 if (m->fixed_resettime)
1412 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1413 /* we unfortunately have no idea if this is a value the creator set
1414 * or a difficulty value we generated when the map was first loaded
1415 */ 943 */
1416 if (m->difficulty)
1417 fprintf (freezer, "difficulty %d\n", m->difficulty);
1418 if (m->region)
1419 fprintf (freezer, "region %s\n", m->region->name);
1420 if (m->shopitems)
1421 {
1422 print_shop_string (m, shop);
1423 fprintf (freezer, "shopitems %s\n", shop);
1424 }
1425 if (m->shopgreed)
1426 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1427 if (m->shopmin)
1428 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1429 if (m->shopmax)
1430 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1431 if (m->shoprace)
1432 fprintf (freezer, "shoprace %s\n", m->shoprace);
1433 if (m->darkness)
1434 fprintf (freezer, "darkness %d\n", m->darkness);
1435 if (m->width)
1436 fprintf (freezer, "width %d\n", m->width);
1437 if (m->height)
1438 fprintf (freezer, "height %d\n", m->height);
1439 if (m->enter_x)
1440 fprintf (freezer, "enter_x %d\n", m->enter_x);
1441 if (m->enter_y)
1442 fprintf (freezer, "enter_y %d\n", m->enter_y);
1443 if (m->msg)
1444 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1445 if (m->maplore)
1446 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1447 if (m->unique)
1448 fprintf (freezer, "unique %d\n", m->unique);
1449 if (m->templatemap)
1450 fprintf (freezer, "template %d\n", m->templatemap);
1451 if (m->outdoor)
1452 fprintf (freezer, "outdoor %d\n", m->outdoor);
1453 if (m->temp)
1454 fprintf (freezer, "temp %d\n", m->temp);
1455 if (m->pressure)
1456 fprintf (freezer, "pressure %d\n", m->pressure);
1457 if (m->humid)
1458 fprintf (freezer, "humid %d\n", m->humid);
1459 if (m->windspeed)
1460 fprintf (freezer, "windspeed %d\n", m->windspeed);
1461 if (m->winddir)
1462 fprintf (freezer, "winddir %d\n", m->winddir);
1463 if (m->sky)
1464 fprintf (freezer, "sky %d\n", m->sky);
1465 if (m->nosmooth)
1466 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1467
1468 /* Save any tiling information, except on overlays */
1469 if (flag != 2)
1470 for (i = 0; i < 4; i++)
1471 if (m->tile_path[i])
1472 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1473
1474 freezer.put (m);
1475 fprintf (freezer, "end\n");
1476
1477 /* In the game save unique items in the different file, but
1478 * in the editor save them to the normal map file.
1479 * If unique map, save files in the proper destination (set by
1480 * player)
1481 */
1482 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1483 {
1484 object_freezer unique;
1485
1486 if (flag == 2)
1487 save_objects (m, freezer, unique, 2);
1488 else
1489 save_objects (m, freezer, unique, 0);
1490
1491 sprintf (buf, "%s.v00", create_items_path (m->path));
1492
1493 unique.save (buf);
1494 }
1495 else
1496 { /* save same file when not playing, like in editor */
1497 save_objects (m, freezer, freezer, 0);
1498 }
1499
1500 freezer.save (filename);
1501
1502 return 0;
1503}
1504
1505
1506/*
1507 * Remove and free all objects in the inventory of the given object.
1508 * object.c ?
1509 */
1510
1511void 944void
1512clean_object (object *op) 945maptile::update_buttons ()
1513{ 946{
1514 object *tmp, *next; 947 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1515 948 for (objectlink *ol = obp->link; ol; ol = ol->next)
1516 for (tmp = op->inv; tmp; tmp = next)
1517 {
1518 next = tmp->below;
1519 clean_object (tmp);
1520 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1521 remove_button_link (tmp);
1522 remove_ob (tmp);
1523 free_object (tmp);
1524 }
1525}
1526
1527/*
1528 * Remove and free all objects in the given map.
1529 */
1530
1531void
1532free_all_objects (maptile *m)
1533{
1534 int i, j;
1535 object *op;
1536
1537 for (i = 0; i < MAP_WIDTH (m); i++)
1538 for (j = 0; j < MAP_HEIGHT (m); j++)
1539 { 949 {
1540 object *previous_obj = NULL; 950 if (!ol->ob)
1541
1542 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1543 { 951 {
1544 if (op == previous_obj) 952 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
953 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
954 continue;
955 }
956
957 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1545 { 958 {
1546 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n"); 959 update_button (ol->ob);
1547 break; 960 break;
1548 }
1549 previous_obj = op;
1550 if (op->head != NULL)
1551 op = op->head;
1552
1553 /* If the map isn't in memory, free_object will remove and
1554 * free objects in op's inventory. So let it do the job.
1555 */
1556 if (m->in_memory == MAP_IN_MEMORY)
1557 clean_object (op);
1558 remove_ob (op);
1559 free_object (op);
1560 } 961 }
1561 } 962 }
1562} 963}
1563
1564/*
1565 * Frees everything allocated by the given maptileure.
1566 * don't free tmpname - our caller is left to do that
1567 */
1568
1569void
1570free_map (maptile *m, int flag)
1571{
1572 int i;
1573
1574 if (!m->in_memory)
1575 {
1576 LOG (llevError, "Trying to free freed map.\n");
1577 return;
1578 }
1579 if (flag && m->spaces)
1580 free_all_objects (m);
1581 if (m->name)
1582 FREE_AND_CLEAR (m->name);
1583 if (m->spaces)
1584 FREE_AND_CLEAR (m->spaces);
1585 if (m->msg)
1586 FREE_AND_CLEAR (m->msg);
1587 if (m->maplore)
1588 FREE_AND_CLEAR (m->maplore);
1589 if (m->shopitems)
1590 delete[]m->shopitems;
1591 m->shopitems = 0;
1592 if (m->shoprace)
1593 FREE_AND_CLEAR (m->shoprace);
1594 if (m->buttons)
1595 free_objectlinkpt (m->buttons);
1596 m->buttons = NULL;
1597 for (i = 0; i < 4; i++)
1598 {
1599 if (m->tile_path[i])
1600 FREE_AND_CLEAR (m->tile_path[i]);
1601 m->tile_map[i] = NULL;
1602 }
1603 m->in_memory = MAP_SWAPPED;
1604}
1605
1606/*
1607 * function: vanish maptile
1608 * m : pointer to maptile, if NULL no action
1609 * this deletes all the data on the map (freeing pointers)
1610 * and then removes this map from the global linked list of maps.
1611 */
1612
1613void
1614delete_map (maptile *m)
1615{
1616 maptile *tmp, *last;
1617 int i;
1618
1619 if (!m)
1620 return;
1621
1622 m->clear ();
1623
1624 if (m->in_memory == MAP_IN_MEMORY)
1625 {
1626 /* change to MAP_SAVING, even though we are not,
1627 * so that remove_ob doesn't do as much work.
1628 */
1629 m->in_memory = MAP_SAVING;
1630 free_map (m, 1);
1631 }
1632 /* move this out of free_map, since tmpname can still be needed if
1633 * the map is swapped out.
1634 */
1635 if (m->tmpname)
1636 {
1637 free (m->tmpname);
1638 m->tmpname = NULL;
1639 }
1640 last = NULL;
1641 /* We need to look through all the maps and see if any maps
1642 * are pointing at this one for tiling information. Since
1643 * tiling can be assymetric, we just can not look to see which
1644 * maps this map tiles with and clears those.
1645 */
1646 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1647 {
1648 if (tmp->next == m)
1649 last = tmp;
1650
1651 /* This should hopefully get unrolled on a decent compiler */
1652 for (i = 0; i < 4; i++)
1653 if (tmp->tile_map[i] == m)
1654 tmp->tile_map[i] = NULL;
1655 }
1656
1657 /* If last is null, then this should be the first map in the list */
1658 if (!last)
1659 {
1660 if (m == first_map)
1661 first_map = m->next;
1662 else
1663 /* m->path is a static char, so should hopefully still have
1664 * some useful data in it.
1665 */
1666 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1667 }
1668 else
1669 last->next = m->next;
1670
1671 delete m;
1672}
1673
1674
1675
1676/*
1677 * Makes sure the given map is loaded and swapped in.
1678 * name is path name of the map.
1679 * flags meaning:
1680 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1681 * and don't do unique items or the like.
1682 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1683 * dont do any more name translation on it.
1684 *
1685 * Returns a pointer to the given map.
1686 */
1687
1688maptile *
1689ready_map_name (const char *name, int flags)
1690{
1691 maptile *m;
1692
1693 if (!name)
1694 return (NULL);
1695
1696 /* Have we been at this level before? */
1697 m = has_been_loaded (name);
1698
1699 /* Map is good to go, so just return it */
1700 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1701 {
1702 return m;
1703 }
1704
1705 /* unique maps always get loaded from their original location, and never
1706 * a temp location. Likewise, if map_flush is set, or we have never loaded
1707 * this map, load it now. I removed the reset checking from here -
1708 * it seems the probability of a player trying to enter a map that should
1709 * reset but hasn't yet is quite low, and removing that makes this function
1710 * a bit cleaner (and players probably shouldn't rely on exact timing for
1711 * resets in any case - if they really care, they should use the 'maps command.
1712 */
1713 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1714 {
1715
1716 /* first visit or time to reset */
1717 if (m)
1718 {
1719 clean_tmp_map (m); /* Doesn't make much difference */
1720 delete_map (m);
1721 }
1722
1723 /* create and load a map */
1724 if (flags & MAP_PLAYER_UNIQUE)
1725 LOG (llevDebug, "Trying to load map %s.\n", name);
1726 else
1727 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1728
1729 //eval_pv ("$x = Event::time", 1);//D
1730 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1731 return (NULL);
1732 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1733
1734 fix_auto_apply (m); /* Chests which open as default */
1735
1736 /* If a player unique map, no extra unique object file to load.
1737 * if from the editor, likewise.
1738 */
1739 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1740 load_unique_objects (m);
1741
1742 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1743 {
1744 m = load_overlay_map (name, m);
1745 if (m == NULL)
1746 return NULL;
1747 }
1748
1749 if (flags & MAP_PLAYER_UNIQUE)
1750 INVOKE_MAP (SWAPIN, m);
1751
1752 }
1753 else
1754 {
1755 /* If in this loop, we found a temporary map, so load it up. */
1756
1757 m = load_temporary_map (m);
1758 if (m == NULL)
1759 return NULL;
1760 load_unique_objects (m);
1761
1762 clean_tmp_map (m);
1763 m->in_memory = MAP_IN_MEMORY;
1764 /* tempnam() on sun systems (probably others) uses malloc
1765 * to allocated space for the string. Free it here.
1766 * In some cases, load_temporary_map above won't find the
1767 * temporary map, and so has reloaded a new map. If that
1768 * is the case, tmpname is now null
1769 */
1770 if (m->tmpname)
1771 free (m->tmpname);
1772 m->tmpname = NULL;
1773 /* It's going to be saved anew anyway */
1774 }
1775
1776 /* Below here is stuff common to both first time loaded maps and
1777 * temp maps.
1778 */
1779
1780 decay_objects (m); /* start the decay */
1781 /* In case other objects press some buttons down */
1782 update_buttons (m);
1783 if (m->outdoor)
1784 set_darkness_map (m);
1785 /* run the weather over this map */
1786 weather_effect (name);
1787 return m;
1788}
1789
1790 964
1791/* 965/*
1792 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
1793 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
1794 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
1795 * 969 *
1796 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
1797 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
1798 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
1799 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
1800 */ 974 */
1801
1802int 975int
1803calculate_difficulty (maptile *m) 976maptile::estimate_difficulty () const
1804{ 977{
1805 object *op;
1806 archetype *at;
1807 int x, y, i;
1808 long monster_cnt = 0; 978 long monster_cnt = 0;
1809 double avgexp = 0; 979 double avgexp = 0;
1810 sint64 total_exp = 0; 980 sint64 total_exp = 0;
1811 981
1812 if (MAP_DIFFICULTY (m)) 982 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1813 { 983 for (object *op = ms->bot; op; op = op->above)
1814 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1815 return MAP_DIFFICULTY (m);
1816 }
1817
1818 for (x = 0; x < MAP_WIDTH (m); x++)
1819 for (y = 0; y < MAP_HEIGHT (m); y++)
1820 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1821 { 984 {
1822 if (QUERY_FLAG (op, FLAG_MONSTER)) 985 if (QUERY_FLAG (op, FLAG_MONSTER))
1823 { 986 {
1824 total_exp += op->stats.exp; 987 total_exp += op->stats.exp;
1825 monster_cnt++; 988 monster_cnt++;
1826 } 989 }
1827 990
1828 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
1829 { 992 {
1830 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
1831 at = type_to_archetype (GENERATE_TYPE (op));
1832 994
1833 if (at != NULL) 995 if (archetype *at = op->other_arch)
996 {
1834 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1835
1836 monster_cnt++; 998 monster_cnt++;
1837 } 999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
1838 } 1006 }
1007 }
1839 1008
1840 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
1841 1010
1842 for (i = 1; i <= settings.max_level; i++) 1011 for (int i = 1; i <= settings.max_level; i++)
1843 {
1844 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1012 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1845 {
1846 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1847 return i; 1013 return i;
1848 }
1849 }
1850 1014
1851 return 1; 1015 return 1;
1852}
1853
1854void
1855clean_tmp_map (maptile *m)
1856{
1857 if (m->tmpname == NULL)
1858 return;
1859 INVOKE_MAP (CLEAN, m);
1860 (void) unlink (m->tmpname);
1861}
1862
1863void
1864free_all_maps (void)
1865{
1866 int real_maps = 0;
1867
1868 while (first_map)
1869 {
1870 /* I think some of the callers above before it gets here set this to be
1871 * saving, but we still want to free this data
1872 */
1873 if (first_map->in_memory == MAP_SAVING)
1874 first_map->in_memory = MAP_IN_MEMORY;
1875 delete_map (first_map);
1876 real_maps++;
1877 }
1878 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1879} 1016}
1880 1017
1881/* change_map_light() - used to change map light level (darkness) 1018/* change_map_light() - used to change map light level (darkness)
1882 * up or down. Returns true if successful. It should now be 1019 * up or down. Returns true if successful. It should now be
1883 * possible to change a value by more than 1. 1020 * possible to change a value by more than 1.
1884 * Move this from los.c to map.c since this is more related 1021 * Move this from los.c to map.c since this is more related
1885 * to maps than los. 1022 * to maps than los.
1886 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1887 */ 1024 */
1888
1889int 1025int
1890change_map_light (maptile *m, int change) 1026maptile::change_map_light (int change)
1891{ 1027{
1892 int new_level = m->darkness + change;
1893
1894 /* Nothing to do */ 1028 /* Nothing to do */
1895 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1029 if (!change)
1896 {
1897 return 0; 1030 return 0;
1898 }
1899 1031
1900 /* inform all players on the map */ 1032 /* inform all players on the map */
1901 if (change > 0) 1033 if (change > 0)
1902 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1903 else 1035 else
1904 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1905 1037
1906 /* Do extra checking. since m->darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1907 * we need to be extra careful about negative values.
1908 * In general, the checks below are only needed if change
1909 * is not +/-1
1910 */
1911 if (new_level < 0)
1912 m->darkness = 0;
1913 else if (new_level >= MAX_DARKNESS)
1914 m->darkness = MAX_DARKNESS;
1915 else
1916 m->darkness = new_level;
1917 1039
1918 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1919 update_all_map_los (m); 1041 update_all_map_los (this);
1042
1920 return 1; 1043 return 1;
1921} 1044}
1922
1923 1045
1924/* 1046/*
1925 * This function updates various attributes about a specific space 1047 * This function updates various attributes about a specific space
1926 * on the map (what it looks like, whether it blocks magic, 1048 * on the map (what it looks like, whether it blocks magic,
1927 * has a living creatures, prevents people from passing 1049 * has a living creatures, prevents people from passing
1928 * through, etc) 1050 * through, etc)
1929 */ 1051 */
1930void 1052void
1931update_position (maptile *m, int x, int y) 1053mapspace::update_ ()
1932{ 1054{
1933 object *tmp, *last = NULL; 1055 object *last = 0;
1934 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1935 New_Face *top, *floor, *middle; 1057 sint8 light = 0;
1936 object *top_obj, *floor_obj, *middle_obj;
1937 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1938 1059
1939 oldflags = GET_MAP_FLAGS (m, x, y); 1060 //object *middle = 0;
1940 if (!(oldflags & P_NEED_UPDATE)) 1061 //object *top = 0;
1941 { 1062 //object *floor = 0;
1942 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1063 // this seems to generate better code than using locals, above
1943 return; 1064 object *&top = faces_obj[0] = 0;
1065 object *&middle = faces_obj[1] = 0;
1066 object *&floor = faces_obj[2] = 0;
1067
1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1944 } 1069 {
1945 1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1946 middle = blank_face;
1947 top = blank_face;
1948 floor = blank_face;
1949
1950 middle_obj = NULL;
1951 top_obj = NULL;
1952 floor_obj = NULL;
1953
1954 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1955 {
1956
1957 /* This could be made additive I guess (two lights better than
1958 * one). But if so, it shouldn't be a simple additive - 2
1959 * light bulbs do not illuminate twice as far as once since
1960 * it is a disapation factor that is squared (or is it cubed?)
1961 */
1962 if (tmp->glow_radius > light)
1963 light = tmp->glow_radius; 1071 light += tmp->glow_radius;
1964 1072
1965 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1966 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1967 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1968 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1971 * Always put the player down for drawing. 1079 * Always put the player down for drawing.
1972 */ 1080 */
1973 if (!tmp->invisible) 1081 if (!tmp->invisible)
1974 { 1082 {
1975 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1976 {
1977 top = tmp->face;
1978 top_obj = tmp; 1084 top = tmp;
1979 }
1980 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1981 { 1086 {
1982 /* If we got a floor, that means middle and top were below it, 1087 /* If we got a floor, that means middle and top were below it,
1983 * so should not be visible, so we clear them. 1088 * so should not be visible, so we clear them.
1984 */ 1089 */
1985 middle = blank_face; 1090 middle = 0;
1986 top = blank_face; 1091 top = 0;
1987 floor = tmp->face;
1988 floor_obj = tmp; 1092 floor = tmp;
1989 } 1093 }
1990 /* Flag anywhere have high priority */ 1094 /* Flag anywhere have high priority */
1991 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1992 { 1096 {
1993 middle = tmp->face;
1994
1995 middle_obj = tmp; 1097 middle = tmp;
1996 anywhere = 1; 1098 anywhere = 1;
1997 } 1099 }
1100
1998 /* Find the highest visible face around. If equal 1101 /* Find the highest visible face around. If equal
1999 * visibilities, we still want the one nearer to the 1102 * visibilities, we still want the one nearer to the
2000 * top 1103 * top
2001 */ 1104 */
2002 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1105 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
2003 {
2004 middle = tmp->face;
2005 middle_obj = tmp; 1106 middle = tmp;
2006 }
2007 } 1107 }
1108
2008 if (tmp == tmp->above) 1109 if (tmp == tmp->above)
2009 { 1110 {
2010 LOG (llevError, "Error in structure of map\n"); 1111 LOG (llevError, "Error in structure of map\n");
2011 exit (-1); 1112 exit (-1);
2012 } 1113 }
2013 1114
2014 move_slow |= tmp->move_slow; 1115 move_slow |= tmp->move_slow;
2015 move_block |= tmp->move_block; 1116 move_block |= tmp->move_block;
2016 move_on |= tmp->move_on; 1117 move_on |= tmp->move_on;
2017 move_off |= tmp->move_off; 1118 move_off |= tmp->move_off;
2018 move_allow |= tmp->move_allow; 1119 move_allow |= tmp->move_allow;
2019 1120
2020 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2021 flags |= P_IS_ALIVE;
2022 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2023 flags |= P_NO_MAGIC;
2024 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2025 flags |= P_NO_CLERIC;
2026 if (tmp->type == SAFE_GROUND)
2027 flags |= P_SAFE;
2028
2029 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 1121 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
2030 flags |= P_BLOCKSVIEW; 1122 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
2031 } /* for stack of objects */ 1123 if (tmp->type == PLAYER) flags |= P_PLAYER;
2032 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
2033 /* we don't want to rely on this function to have accurate flags, but 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
2034 * since we're already doing the work, we calculate them here. 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
2035 * if they don't match, logic is broken someplace.
2036 */
2037 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2038 { 1127 }
2039 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1128
2040 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1129 this->light = min (light, MAX_LIGHT_RADIUS);
2041 } 1130 this->flags_ = flags;
2042 SET_MAP_FLAGS (m, x, y, flags); 1131 this->move_block = move_block & ~move_allow;
2043 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1132 this->move_on = move_on;
2044 SET_MAP_MOVE_ON (m, x, y, move_on); 1133 this->move_off = move_off;
2045 SET_MAP_MOVE_OFF (m, x, y, move_off); 1134 this->move_slow = move_slow;
2046 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2047 1135
2048 /* At this point, we have a floor face (if there is a floor), 1136 /* At this point, we have a floor face (if there is a floor),
2049 * and the floor is set - we are not going to touch it at 1137 * and the floor is set - we are not going to touch it at
2050 * this point. 1138 * this point.
2051 * middle contains the highest visibility face. 1139 * middle contains the highest visibility face.
2058 * middle face. This should not happen, as we already have the 1146 * middle face. This should not happen, as we already have the
2059 * else statement above so middle should not get set. OTOH, it 1147 * else statement above so middle should not get set. OTOH, it
2060 * may be possible for the faces to match but be different objects. 1148 * may be possible for the faces to match but be different objects.
2061 */ 1149 */
2062 if (top == middle) 1150 if (top == middle)
2063 middle = blank_face; 1151 middle = 0;
2064 1152
2065 /* There are three posibilities at this point: 1153 /* There are three posibilities at this point:
2066 * 1) top face is set, need middle to be set. 1154 * 1) top face is set, need middle to be set.
2067 * 2) middle is set, need to set top. 1155 * 2) middle is set, need to set top.
2068 * 3) neither middle or top is set - need to set both. 1156 * 3) neither middle or top is set - need to set both.
2069 */ 1157 */
2070 1158
2071 for (tmp = last; tmp; tmp = tmp->below) 1159 for (object *tmp = last; tmp; tmp = tmp->below)
2072 { 1160 {
2073 /* Once we get to a floor, stop, since we already have a floor object */ 1161 /* Once we get to a floor, stop, since we already have a floor object */
2074 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1162 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2075 break; 1163 break;
2076 1164
2077 /* If two top faces are already set, quit processing */ 1165 /* If two top faces are already set, quit processing */
2078 if ((top != blank_face) && (middle != blank_face)) 1166 if (top && middle)
2079 break; 1167 break;
2080 1168
2081 /* Only show visible faces, unless its the editor - show all */ 1169 /* Only show visible faces */
2082 if (!tmp->invisible || editor) 1170 if (!tmp->invisible)
2083 { 1171 {
2084 /* Fill in top if needed */ 1172 /* Fill in top if needed */
2085 if (top == blank_face) 1173 if (!top)
2086 { 1174 {
2087 top = tmp->face;
2088 top_obj = tmp; 1175 top = tmp;
2089 if (top == middle) 1176 if (top == middle)
2090 middle = blank_face; 1177 middle = 0;
2091 } 1178 }
2092 else 1179 else
2093 { 1180 {
2094 /* top is already set - we should only get here if 1181 /* top is already set - we should only get here if
2095 * middle is not set 1182 * middle is not set
2096 * 1183 *
2097 * Set the middle face and break out, since there is nothing 1184 * Set the middle face and break out, since there is nothing
2098 * more to fill in. We don't check visiblity here, since 1185 * more to fill in. We don't check visiblity here, since
2099 * 1186 *
2100 */ 1187 */
2101 if (tmp->face != top) 1188 if (tmp != top)
2102 { 1189 {
2103 middle = tmp->face;
2104 middle_obj = tmp; 1190 middle = tmp;
2105 break; 1191 break;
2106 } 1192 }
2107 } 1193 }
2108 } 1194 }
2109 } 1195 }
1196
2110 if (middle == floor) 1197 if (middle == floor)
2111 middle = blank_face; 1198 middle = 0;
1199
2112 if (top == middle) 1200 if (top == middle)
2113 middle = blank_face; 1201 middle = 0;
2114 SET_MAP_FACE (m, x, y, top, 0);
2115 if (top != blank_face)
2116 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2117 else
2118 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2119 SET_MAP_FACE (m, x, y, middle, 1);
2120 if (middle != blank_face)
2121 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2122 else
2123 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2124 SET_MAP_FACE (m, x, y, floor, 2);
2125 if (floor != blank_face)
2126 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2127 else
2128 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2129 SET_MAP_LIGHT (m, x, y, light);
2130}
2131 1202
2132 1203#if 0
2133void 1204 faces_obj [0] = top;
2134set_map_reset_time (maptile *map) 1205 faces_obj [1] = middle;
2135{ 1206 faces_obj [2] = floor;
2136 int timeout; 1207#endif
2137
2138 timeout = MAP_RESET_TIMEOUT (map);
2139 if (timeout <= 0)
2140 timeout = MAP_DEFAULTRESET;
2141 if (timeout >= MAP_MAXRESET)
2142 timeout = MAP_MAXRESET;
2143 MAP_WHEN_RESET (map) = seconds () + timeout;
2144} 1208}
2145 1209
2146/* this updates the orig_map->tile_map[tile_num] value after loading 1210uint64
2147 * the map. It also takes care of linking back the freshly loaded 1211mapspace::volume () const
2148 * maps tile_map values if it tiles back to this one. It returns
2149 * the value of orig_map->tile_map[tile_num]. It really only does this
2150 * so that it is easier for calling functions to verify success.
2151 */
2152
2153static maptile *
2154load_and_link_tiled_map (maptile *orig_map, int tile_num)
2155{ 1212{
2156 int dest_tile = (tile_num + 2) % 4; 1213 uint64 vol = 0;
2157 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2158 1214
2159 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1215 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1216 vol += op->volume ();
2160 1217
2161 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1218 return vol;
2162 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)) 1219}
2163 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2164 1220
2165 return orig_map->tile_map[tile_num]; 1221bool
1222maptile::tile_available (int dir, bool load)
1223{
1224 if (!tile_path[dir])
1225 return 0;
1226
1227 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1228 return 1;
1229
1230 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1231 return 1;
1232
1233 return 0;
2166} 1234}
2167 1235
2168/* this returns TRUE if the coordinates (x,y) are out of 1236/* this returns TRUE if the coordinates (x,y) are out of
2169 * map m. This function also takes into account any 1237 * map m. This function also takes into account any
2170 * tiling considerations, loading adjacant maps as needed. 1238 * tiling considerations, loading adjacant maps as needed.
2171 * This is the function should always be used when it 1239 * This is the function should always be used when it
2172 * necessary to check for valid coordinates. 1240 * necessary to check for valid coordinates.
2173 * This function will recursively call itself for the 1241 * This function will recursively call itself for the
2174 * tiled maps. 1242 * tiled maps.
2175 *
2176 *
2177 */ 1243 */
2178int 1244int
2179out_of_map (maptile *m, int x, int y) 1245out_of_map (maptile *m, int x, int y)
2180{ 1246{
2181
2182 /* If we get passed a null map, this is obviously the 1247 /* If we get passed a null map, this is obviously the
2183 * case. This generally shouldn't happen, but if the 1248 * case. This generally shouldn't happen, but if the
2184 * map loads fail below, it could happen. 1249 * map loads fail below, it could happen.
2185 */ 1250 */
2186 if (!m) 1251 if (!m)
2187 return 0; 1252 return 0;
2188 1253
2189 if (x < 0) 1254 if (x < 0)
2190 { 1255 {
2191 if (!m->tile_path[3]) 1256 if (!m->tile_available (3))
2192 return 1; 1257 return 1;
2193 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1258
2194 {
2195 load_and_link_tiled_map (m, 3);
2196 }
2197 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1259 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2198 }
2199 if (x >= MAP_WIDTH (m))
2200 { 1260 }
2201 if (!m->tile_path[1]) 1261
1262 if (x >= m->width)
1263 {
1264 if (!m->tile_available (1))
2202 return 1; 1265 return 1;
2203 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1266
2204 {
2205 load_and_link_tiled_map (m, 1);
2206 }
2207 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1267 return out_of_map (m->tile_map[1], x - m->width, y);
2208 } 1268 }
1269
2209 if (y < 0) 1270 if (y < 0)
2210 { 1271 {
2211 if (!m->tile_path[0]) 1272 if (!m->tile_available (0))
2212 return 1; 1273 return 1;
2213 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1274
2214 {
2215 load_and_link_tiled_map (m, 0);
2216 }
2217 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1275 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2218 }
2219 if (y >= MAP_HEIGHT (m))
2220 { 1276 }
2221 if (!m->tile_path[2]) 1277
1278 if (y >= m->height)
1279 {
1280 if (!m->tile_available (2))
2222 return 1; 1281 return 1;
2223 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1282
2224 {
2225 load_and_link_tiled_map (m, 2);
2226 }
2227 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1283 return out_of_map (m->tile_map[2], x, y - m->height);
2228 } 1284 }
2229 1285
2230 /* Simple case - coordinates are within this local 1286 /* Simple case - coordinates are within this local
2231 * map. 1287 * map.
2232 */ 1288 */
2235 1291
2236/* This is basically the same as out_of_map above, but 1292/* This is basically the same as out_of_map above, but
2237 * instead we return NULL if no map is valid (coordinates 1293 * instead we return NULL if no map is valid (coordinates
2238 * out of bounds and no tiled map), otherwise it returns 1294 * out of bounds and no tiled map), otherwise it returns
2239 * the map as that the coordinates are really on, and 1295 * the map as that the coordinates are really on, and
2240 * updates x and y to be the localized coordinates. 1296 * updates x and y to be the localised coordinates.
2241 * Using this is more efficient of calling out_of_map 1297 * Using this is more efficient of calling out_of_map
2242 * and then figuring out what the real map is 1298 * and then figuring out what the real map is
2243 */ 1299 */
2244maptile * 1300maptile *
2245get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1301maptile::xy_find (sint16 &x, sint16 &y)
2246{ 1302{
2247
2248 if (*x < 0) 1303 if (x < 0)
2249 { 1304 {
2250 if (!m->tile_path[3]) 1305 if (!tile_available (3))
2251 return NULL; 1306 return 0;
2252 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2253 load_and_link_tiled_map (m, 3);
2254 1307
2255 *x += MAP_WIDTH (m->tile_map[3]); 1308 x += tile_map[3]->width;
2256 return (get_map_from_coord (m->tile_map[3], x, y)); 1309 return tile_map[3]->xy_find (x, y);
2257 }
2258 if (*x >= MAP_WIDTH (m))
2259 { 1310 }
2260 if (!m->tile_path[1]) 1311
1312 if (x >= width)
1313 {
1314 if (!tile_available (1))
2261 return NULL; 1315 return 0;
2262 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2263 load_and_link_tiled_map (m, 1);
2264 1316
2265 *x -= MAP_WIDTH (m); 1317 x -= width;
2266 return (get_map_from_coord (m->tile_map[1], x, y)); 1318 return tile_map[1]->xy_find (x, y);
2267 } 1319 }
1320
2268 if (*y < 0) 1321 if (y < 0)
2269 { 1322 {
2270 if (!m->tile_path[0]) 1323 if (!tile_available (0))
2271 return NULL; 1324 return 0;
2272 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2273 load_and_link_tiled_map (m, 0);
2274 1325
2275 *y += MAP_HEIGHT (m->tile_map[0]); 1326 y += tile_map[0]->height;
2276 return (get_map_from_coord (m->tile_map[0], x, y)); 1327 return tile_map[0]->xy_find (x, y);
2277 }
2278 if (*y >= MAP_HEIGHT (m))
2279 { 1328 }
2280 if (!m->tile_path[2]) 1329
1330 if (y >= height)
1331 {
1332 if (!tile_available (2))
2281 return NULL; 1333 return 0;
2282 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2283 load_and_link_tiled_map (m, 2);
2284 1334
2285 *y -= MAP_HEIGHT (m); 1335 y -= height;
2286 return (get_map_from_coord (m->tile_map[2], x, y)); 1336 return tile_map[2]->xy_find (x, y);
2287 } 1337 }
2288 1338
2289 /* Simple case - coordinates are within this local 1339 /* Simple case - coordinates are within this local
2290 * map. 1340 * map.
2291 */ 1341 */
2292
2293 return m; 1342 return this;
2294} 1343}
2295 1344
2296/** 1345/**
2297 * Return whether map2 is adjacent to map1. If so, store the distance from 1346 * Return whether map2 is adjacent to map1. If so, store the distance from
2298 * map1 to map2 in dx/dy. 1347 * map1 to map2 in dx/dy.
2299 */ 1348 */
2300static int 1349int
2301adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1350adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2302{ 1351{
2303 if (!map1 || !map2) 1352 if (!map1 || !map2)
2304 return 0; 1353 return 0;
2305 1354
1355 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1356 //fix: compare paths instead (this is likely faster, too!)
2306 if (map1 == map2) 1357 if (map1 == map2)
2307 { 1358 {
2308 *dx = 0; 1359 *dx = 0;
2309 *dy = 0; 1360 *dy = 0;
2310
2311 } 1361 }
2312 else if (map1->tile_map[0] == map2) 1362 else if (map1->tile_map[0] == map2)
2313 { /* up */ 1363 { /* up */
2314 *dx = 0; 1364 *dx = 0;
2315 *dy = -MAP_HEIGHT (map2); 1365 *dy = -map2->height;
2316 } 1366 }
2317 else if (map1->tile_map[1] == map2) 1367 else if (map1->tile_map[1] == map2)
2318 { /* right */ 1368 { /* right */
2319 *dx = MAP_WIDTH (map1); 1369 *dx = map1->width;
2320 *dy = 0; 1370 *dy = 0;
2321 } 1371 }
2322 else if (map1->tile_map[2] == map2) 1372 else if (map1->tile_map[2] == map2)
2323 { /* down */ 1373 { /* down */
2324 *dx = 0; 1374 *dx = 0;
2325 *dy = MAP_HEIGHT (map1); 1375 *dy = map1->height;
2326 } 1376 }
2327 else if (map1->tile_map[3] == map2) 1377 else if (map1->tile_map[3] == map2)
2328 { /* left */ 1378 { /* left */
2329 *dx = -MAP_WIDTH (map2); 1379 *dx = -map2->width;
2330 *dy = 0; 1380 *dy = 0;
2331
2332 } 1381 }
2333 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1382 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2334 { /* up right */ 1383 { /* up right */
2335 *dx = MAP_WIDTH (map1->tile_map[0]); 1384 *dx = map1->tile_map[0]->width;
2336 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1385 *dy = -map1->tile_map[0]->height;
2337 } 1386 }
2338 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1387 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2339 { /* up left */ 1388 { /* up left */
2340 *dx = -MAP_WIDTH (map2); 1389 *dx = -map2->width;
2341 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1390 *dy = -map1->tile_map[0]->height;
2342 } 1391 }
2343 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1392 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2344 { /* right up */ 1393 { /* right up */
2345 *dx = MAP_WIDTH (map1); 1394 *dx = map1->width;
2346 *dy = -MAP_HEIGHT (map2); 1395 *dy = -map2->height;
2347 } 1396 }
2348 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1397 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2349 { /* right down */ 1398 { /* right down */
2350 *dx = MAP_WIDTH (map1); 1399 *dx = map1->width;
2351 *dy = MAP_HEIGHT (map1->tile_map[1]); 1400 *dy = map1->tile_map[1]->height;
2352 } 1401 }
2353 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1402 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2354 { /* down right */ 1403 { /* down right */
2355 *dx = MAP_WIDTH (map1->tile_map[2]); 1404 *dx = map1->tile_map[2]->width;
2356 *dy = MAP_HEIGHT (map1); 1405 *dy = map1->height;
2357 } 1406 }
2358 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1407 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2359 { /* down left */ 1408 { /* down left */
2360 *dx = -MAP_WIDTH (map2); 1409 *dx = -map2->width;
2361 *dy = MAP_HEIGHT (map1); 1410 *dy = map1->height;
2362 } 1411 }
2363 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1412 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2364 { /* left up */ 1413 { /* left up */
2365 *dx = -MAP_WIDTH (map1->tile_map[3]); 1414 *dx = -map1->tile_map[3]->width;
2366 *dy = -MAP_HEIGHT (map2); 1415 *dy = -map2->height;
2367 } 1416 }
2368 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1417 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2369 { /* left down */ 1418 { /* left down */
2370 *dx = -MAP_WIDTH (map1->tile_map[3]); 1419 *dx = -map1->tile_map[3]->width;
2371 *dy = MAP_HEIGHT (map1->tile_map[3]); 1420 *dy = map1->tile_map[3]->height;
2372
2373 } 1421 }
2374 else 1422 else
2375 { /* not "adjacent" enough */
2376 return 0; 1423 return 0;
2377 }
2378 1424
2379 return 1; 1425 return 1;
1426}
1427
1428maptile *
1429maptile::xy_load (sint16 &x, sint16 &y)
1430{
1431 maptile *map = xy_find (x, y);
1432
1433 if (map)
1434 map->load_sync ();
1435
1436 return map;
1437}
1438
1439maptile *
1440get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1441{
1442 return m->xy_load (*x, *y);
2380} 1443}
2381 1444
2382/* From map.c 1445/* From map.c
2383 * This is used by get_player to determine where the other 1446 * This is used by get_player to determine where the other
2384 * creature is. get_rangevector takes into account map tiling, 1447 * creature is. get_rangevector takes into account map tiling,
2385 * so you just can not look the the map coordinates and get the 1448 * so you just can not look the the map coordinates and get the
2386 * righte value. distance_x/y are distance away, which 1449 * righte value. distance_x/y are distance away, which
2387 * can be negativbe. direction is the crossfire direction scheme 1450 * can be negative. direction is the crossfire direction scheme
2388 * that the creature should head. part is the part of the 1451 * that the creature should head. part is the part of the
2389 * monster that is closest. 1452 * monster that is closest.
2390 * 1453 *
2391 * get_rangevector looks at op1 and op2, and fills in the 1454 * get_rangevector looks at op1 and op2, and fills in the
2392 * structure for op1 to get to op2. 1455 * structure for op1 to get to op2.
2397 * be unexpected 1460 * be unexpected
2398 * 1461 *
2399 * currently, the only flag supported (0x1) is don't translate for 1462 * currently, the only flag supported (0x1) is don't translate for
2400 * closest body part of 'op1' 1463 * closest body part of 'op1'
2401 */ 1464 */
2402
2403void 1465void
2404get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1466get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2405{ 1467{
2406 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1468 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2407 { 1469 {
2408 /* be conservative and fill in _some_ data */ 1470 /* be conservative and fill in _some_ data */
2409 retval->distance = 100000; 1471 retval->distance = 10000;
2410 retval->distance_x = 32767; 1472 retval->distance_x = 10000;
2411 retval->distance_y = 32767; 1473 retval->distance_y = 10000;
2412 retval->direction = 0; 1474 retval->direction = 0;
2413 retval->part = 0; 1475 retval->part = 0;
2414 } 1476 }
2415 else 1477 else
2416 { 1478 {
2421 1483
2422 best = op1; 1484 best = op1;
2423 /* If this is multipart, find the closest part now */ 1485 /* If this is multipart, find the closest part now */
2424 if (!(flags & 0x1) && op1->more) 1486 if (!(flags & 0x1) && op1->more)
2425 { 1487 {
2426 object *tmp;
2427 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1488 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2428 1489
2429 /* we just take the offset of the piece to head to figure 1490 /* we just take the offset of the piece to head to figure
2430 * distance instead of doing all that work above again 1491 * distance instead of doing all that work above again
2431 * since the distance fields we set above are positive in the 1492 * since the distance fields we set above are positive in the
2432 * same axis as is used for multipart objects, the simply arithmetic 1493 * same axis as is used for multipart objects, the simply arithmetic
2433 * below works. 1494 * below works.
2434 */ 1495 */
2435 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1496 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2436 { 1497 {
2437 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1498 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2438 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1499 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2439 if (tmpi < best_distance) 1500 if (tmpi < best_distance)
2440 { 1501 {
2441 best_distance = tmpi; 1502 best_distance = tmpi;
2442 best = tmp; 1503 best = tmp;
2443 } 1504 }
2444 } 1505 }
1506
2445 if (best != op1) 1507 if (best != op1)
2446 { 1508 {
2447 retval->distance_x += op1->x - best->x; 1509 retval->distance_x += op1->x - best->x;
2448 retval->distance_y += op1->y - best->y; 1510 retval->distance_y += op1->y - best->y;
2449 } 1511 }
2450 } 1512 }
1513
2451 retval->part = best; 1514 retval->part = best;
2452 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2453 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2454 } 1517 }
2455} 1518}
2456 1519
2457/* this is basically the same as get_rangevector above, but instead of 1520/* this is basically the same as get_rangevector above, but instead of
2462 * flags has no meaning for this function at this time - I kept it in to 1525 * flags has no meaning for this function at this time - I kept it in to
2463 * be more consistant with the above function and also in case they are needed 1526 * be more consistant with the above function and also in case they are needed
2464 * for something in the future. Also, since no object is pasted, the best 1527 * for something in the future. Also, since no object is pasted, the best
2465 * field of the rv_vector is set to NULL. 1528 * field of the rv_vector is set to NULL.
2466 */ 1529 */
2467
2468void 1530void
2469get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1531get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2470{ 1532{
2471 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1533 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2472 { 1534 {
2473 /* be conservative and fill in _some_ data */ 1535 /* be conservative and fill in _some_ data */
2474 retval->distance = 100000; 1536 retval->distance = 100000;
2481 { 1543 {
2482 retval->distance_x += op2->x - x; 1544 retval->distance_x += op2->x - x;
2483 retval->distance_y += op2->y - y; 1545 retval->distance_y += op2->y - y;
2484 1546
2485 retval->part = NULL; 1547 retval->part = NULL;
2486 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1548 retval->distance = idistance (retval->distance_x, retval->distance_y);
2487 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1549 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2488 } 1550 }
2489} 1551}
2490 1552
2491/* Returns true of op1 and op2 are effectively on the same map 1553/* Returns true of op1 and op2 are effectively on the same map
2492 * (as related to map tiling). Note that this looks for a path from 1554 * (as related to map tiling). Note that this looks for a path from
2493 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1555 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2494 * to op1, this will still return false. 1556 * to op1, this will still return false.
2495 * Note we only look one map out to keep the processing simple 1557 * Note we only look one map out to keep the processing simple
2496 * and efficient. This could probably be a macro. 1558 * and efficient. This could probably be a macro.
2497 * MSW 2001-08-05 1559 * MSW 2001-08-05
2498 */ 1560 */
2501{ 1563{
2502 int dx, dy; 1564 int dx, dy;
2503 1565
2504 return adjacent_map (op1->map, op2->map, &dx, &dy); 1566 return adjacent_map (op1->map, op2->map, &dx, &dy);
2505} 1567}
1568
1569object *
1570maptile::insert (object *op, int x, int y, object *originator, int flags)
1571{
1572 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1573}
1574
1575region *
1576maptile::region (int x, int y) const
1577{
1578 if (regions
1579 && regionmap
1580 && !OUT_OF_REAL_MAP (this, x, y))
1581 if (struct region *reg = regionmap [regions [y * width + x]])
1582 return reg;
1583
1584 if (default_region)
1585 return default_region;
1586
1587 return ::region::default_region ();
1588}
1589
1590/* picks a random object from a style map.
1591 */
1592object *
1593maptile::pick_random_object (rand_gen &gen) const
1594{
1595 /* while returning a null object will result in a crash, that
1596 * is actually preferable to an infinite loop. That is because
1597 * most servers will automatically restart in case of crash.
1598 * Change the logic on getting the random space - shouldn't make
1599 * any difference, but this seems clearer to me.
1600 */
1601 for (int i = 1000; --i;)
1602 {
1603 object *pick = at (gen (width), gen (height)).bot;
1604
1605 // do not prefer big monsters just because they are big.
1606 if (pick && pick->is_head ())
1607 return pick->head_ ();
1608 }
1609
1610 // instead of crashing in the unlikely(?) case, try to return *something*
1611 return archetype::find ("bug");
1612}
1613
1614void
1615maptile::play_sound (faceidx sound, int x, int y) const
1616{
1617 if (!sound)
1618 return;
1619
1620 for_all_players_on_map (pl, this)
1621 if (client *ns = pl->ns)
1622 {
1623 int dx = x - pl->ob->x;
1624 int dy = y - pl->ob->y;
1625
1626 int distance = idistance (dx, dy);
1627
1628 if (distance <= MAX_SOUND_DISTANCE)
1629 ns->play_sound (sound, dx, dy);
1630 }
1631}
1632

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