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Comparing deliantra/server/common/map.C (file contents):
Revision 1.41 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.119 by root, Fri Aug 24 00:53:54 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 31#include "path.h"
32
33
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 32
234/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
235 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
236 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
237 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
240 * is needed. The case of not passing values is if we're just 39 * is needed. The case of not passing values is if we're just
241 * checking for the existence of something on those spaces, but 40 * checking for the existence of something on those spaces, but
242 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
243 */ 42 */
244int 43int
245get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 45{
247 sint16 newx, newy; 46 sint16 newx = x;
248 int retval = 0; 47 sint16 newy = y;
249 maptile *mp;
250 48
251 if (out_of_map (oldmap, x, y)) 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
50
51 if (!mp)
252 return P_OUT_OF_MAP; 52 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 53
265 retval |= mp->spaces[newx + mp->width * newy].flags; 54 if (newmap) *newmap = mp;
55 if (nx) *nx = newx;
56 if (ny) *ny = newy;
266 57
267 return retval; 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
268} 59}
269 60
270/* 61/*
271 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
272 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
295 } 86 }
296 87
297 /* Save some cycles - instead of calling get_map_flags(), just get the value 88 /* Save some cycles - instead of calling get_map_flags(), just get the value
298 * directly. 89 * directly.
299 */ 90 */
300 mflags = m->spaces[sx + m->width * sy].flags; 91 mflags = m->at (sx, sy).flags ();
301 92
302 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
303 94
304 /* If space is currently not blocked by anything, no need to 95 /* If space is currently not blocked by anything, no need to
305 * go further. Not true for players - all sorts of special 96 * go further. Not true for players - all sorts of special
316 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
317 */ 108 */
318 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319 return 0; 110 return 0;
320 111
321 if (ob->head != NULL)
322 ob = ob->head; 112 ob = ob->head_ ();
323 113
324 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
325 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
326 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
328 */ 118 */
329 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) 119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
330 { 120 {
331 121
332 /* This must be before the checks below. Code for inventory checkers. */ 122 /* This must be before the checks below. Code for inventory checkers. */
333 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334 { 124 {
357 else 147 else
358 { 148 {
359 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
360 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
361 * movement, can't move here. 151 * movement, can't move here.
362 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
363 * hidden dm 153 * hidden dm
364 */ 154 */
365 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
366 return 1; 156 return 1;
367 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
368 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
369 return 1; 163 return 1;
370 } 164 }
371 165
372 } 166 }
373 return 0; 167 return 0;
374} 168}
375
376 169
377/* 170/*
378 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
379 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
398 * 191 *
399 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
401 * against the move_block values. 194 * against the move_block values.
402 */ 195 */
403
404int 196int
405ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406{ 198{
407 archetype *tmp; 199 archetype *tmp;
408 int flag; 200 int flag;
409 maptile *m1; 201 maptile *m1;
410 sint16 sx, sy; 202 sint16 sx, sy;
411 203
412 if (ob == NULL) 204 if (!ob)
413 { 205 {
414 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
415 if (flag & P_OUT_OF_MAP) 207 if (flag & P_OUT_OF_MAP)
416 return P_OUT_OF_MAP; 208 return P_OUT_OF_MAP;
417 209
418 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
419 return (GET_MAP_MOVE_BLOCK (m1, sx, sy)); 211 return m1->at (sx, sy).move_block;
420 } 212 }
421 213
422 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
423 { 215 {
424 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
425 217
426 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
427 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
428 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
429 return P_IS_ALIVE; 221 return P_IS_ALIVE;
430 222
223 mapspace &ms = m1->at (sx, sy);
224
431 /* find_first_free_spot() calls this function. However, often 225 /* find_first_free_spot() calls this function. However, often
432 * ob doesn't have any move type (when used to place exits) 226 * ob doesn't have any move type (when used to place exits)
433 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
434 */ 228 */
435 229
436 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL) 230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
437 continue; 231 continue;
438 232
439 /* Note it is intentional that we check ob - the movement type of the 233 /* Note it is intentional that we check ob - the movement type of the
440 * head of the object should correspond for the entire object. 234 * head of the object should correspond for the entire object.
441 */ 235 */
442 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) 236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
443 return AB_NO_PASS; 237 return P_NO_PASS;
444
445 } 238 }
239
446 return 0; 240 return 0;
447} 241}
448 242
449/* When the map is loaded, load_object does not actually insert objects 243/* When the map is loaded, load_object does not actually insert objects
450 * into inventory, but just links them. What this does is go through 244 * into inventory, but just links them. What this does is go through
451 * and insert them properly. 245 * and insert them properly.
452 * The object 'container' is the object that contains the inventory. 246 * The object 'container' is the object that contains the inventory.
453 * This is needed so that we can update the containers weight. 247 * This is needed so that we can update the containers weight.
454 */ 248 */
455
456void 249void
457fix_container (object *container) 250fix_container (object *container)
458{ 251{
459 object *tmp = container->inv, *next; 252 object *tmp = container->inv, *next;
460 253
461 container->inv = NULL; 254 container->inv = 0;
462 while (tmp != NULL) 255 while (tmp)
463 { 256 {
464 next = tmp->below; 257 next = tmp->below;
465 if (tmp->inv) 258 if (tmp->inv)
466 fix_container (tmp); 259 fix_container (tmp);
260
467 (void) insert_ob_in_ob (tmp, container); 261 insert_ob_in_ob (tmp, container);
468 tmp = next; 262 tmp = next;
469 } 263 }
264
470 /* sum_weight will go through and calculate what all the containers are 265 /* sum_weight will go through and calculate what all the containers are
471 * carrying. 266 * carrying.
472 */ 267 */
473 sum_weight (container); 268 sum_weight (container);
474} 269}
475 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
476/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
477 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
478 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
479 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
480 * the more sections and not re-add sections for them.
481 */ 286 */
482 287void
483static void 288maptile::link_multipart_objects ()
484link_multipart_objects (maptile *m)
485{ 289{
486 int x, y; 290 if (!spaces)
487 object *tmp, *op, *last, *above; 291 return;
488 archetype *at;
489 292
490 for (x = 0; x < MAP_WIDTH (m); x++) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
491 for (y = 0; y < MAP_HEIGHT (m); y++) 294 {
492 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) 295 object *op = ms->bot;
296 while (op)
493 { 297 {
494 above = tmp->above;
495
496 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
497 if (tmp->head || tmp->more) 299 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 { 300 {
505 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
506 303
507 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
508 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
509 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
510 op->head = tmp; 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
511 op->map = m; 308
512 last->more = op; 309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
513 op->name = tmp->name; 310 // 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 */ 311 }
520 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 312 else
521 } /* for at = tmp->arch->more */ 313 op = op->above;
522 } /* for objects on this space */ 314 }
315 }
523} 316}
524 317
525/* 318/*
526 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
527 * file pointer. 320 * file pointer.
528 * mapflags is the same as we get with load_original_map
529 */ 321 */
530void 322bool
531load_objects (maptile *m, object_thawer & fp, int mapflags) 323maptile::_load_objects (object_thawer &f)
532{ 324{
533 int i, j; 325 for (;;)
534 int unique;
535 object *op, *prev = NULL, *last_more = NULL, *otmp;
536
537 op = object::create ();
538 op->map = m; /* To handle buttons correctly */
539
540 while ((i = load_object (fp, op, mapflags)))
541 { 326 {
542 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
543 * got an invalid object. Don't do anything with it - the game 328
544 * or editor will not be able to do anything with it either. 329 switch (f.kw)
545 */
546 if (op->arch == NULL)
547 { 330 {
548 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
549 continue; 332 if (object *op = object::read (f, this))
550 }
551
552
553 switch (i)
554 {
555 case LL_NORMAL:
556 /* if we are loading an overlay, put the floors on the bottom */
557 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
559 else 333 {
334 if (op->inv)
335 sum_weight (op);
336
560 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
561 339
562 if (op->inv) 340 continue;
563 sum_weight (op);
564 341
565 prev = op, last_more = op;
566 break;
567
568 case LL_MORE: 342 case KW_EOF:
569 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
570 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
571 break; 348 break;
572 } 349 }
573 350
574 if (mapflags & MAP_STYLE) 351 f.next ();
575 remove_from_active_list (op);
576
577 op = object::create ();
578 op->map = m;
579 }
580
581 for (i = 0; i < m->width; i++)
582 { 352 }
583 for (j = 0; j < m->height; j++) 353
354 return true;
355}
356
357void
358maptile::activate ()
359{
360 if (spaces)
361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above)
363 op->activate_recursive ();
364}
365
366void
367maptile::deactivate ()
368{
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->deactivate_recursive ();
373}
374
375bool
376maptile::_save_objects (object_freezer &f, int flags)
377{
378 coroapi::cede_to_tick ();
379
380 if (flags & IO_HEADER)
381 _save_header (f);
382
383 if (!spaces)
384 return false;
385
386 for (int i = 0; i < size (); ++i)
387 {
388 int unique = 0;
389 for (object *op = spaces [i].bot; op; op = op->above)
584 { 390 {
391 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
585 unique = 0; 392 unique = 1;
586 /* check for unique items, or unique squares */ 393
587 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 394 if (!op->can_map_save ())
395 continue;
396
397 if (unique || op->flag [FLAG_UNIQUE])
588 { 398 {
589 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 399 if (flags & IO_UNIQUES)
590 unique = 1; 400 op->write (f);
591
592 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
593 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
594 } 401 }
402 else if (flags & IO_OBJECTS)
403 op->write (f);
595 } 404 }
596 } 405 }
597 406
598 op->destroy (); 407 coroapi::cede_to_tick ();
599 link_multipart_objects (m);
600}
601 408
602/* This saves all the objects on the map in a non destructive fashion. 409 return true;
603 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 410}
604 * and we only save the head of multi part objects - this is needed
605 * in order to do map tiling properly.
606 */
607void
608save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
609{
610 int i, j = 0, unique = 0;
611 object *op;
612 411
613 /* first pass - save one-part objects */ 412bool
614 for (i = 0; i < MAP_WIDTH (m); i++) 413maptile::_load_objects (const char *path, bool skip_header)
615 for (j = 0; j < MAP_HEIGHT (m); j++) 414{
415 object_thawer f (path);
416
417 if (!f)
418 return false;
419
420 f.next ();
421
422 if (skip_header)
423 for (;;)
616 { 424 {
617 unique = 0; 425 keyword kw = f.kw;
618 for (op = get_map_ob (m, i, j); op; op = op->above) 426 f.skip ();
619 { 427 if (kw == KW_end)
620 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 428 break;
621 unique = 1; 429 }
622 430
623 if (op->type == PLAYER) 431 return _load_objects (f);
624 { 432}
625 LOG (llevDebug, "Player on map that is being saved\n");
626 continue;
627 }
628 433
629 if (op->head || op->owner) 434bool
630 continue; 435maptile::_save_objects (const char *path, int flags)
436{
437 object_freezer freezer;
631 438
632 if (unique || QUERY_FLAG (op, FLAG_UNIQUE)) 439 if (!_save_objects (freezer, flags))
633 save_object (fp2, op, 3); 440 return false;
634 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
635 save_object (fp, op, 3);
636 441
637 } /* for this space */ 442 return freezer.save (path);
638 } /* for this j */
639} 443}
640 444
641maptile::maptile () 445maptile::maptile ()
642{ 446{
643 in_memory = MAP_SWAPPED; 447 in_memory = MAP_SWAPPED;
448
644 /* 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
645 * map archetype. Mimic that behaviour. 450 * map archetype. Mimic that behaviour.
646 */ 451 */
647 MAP_WIDTH (this) = 16; 452 width = 16;
648 MAP_HEIGHT (this) = 16; 453 height = 16;
649 MAP_RESET_TIMEOUT (this) = 0; 454 timeout = 300;
650 MAP_TIMEOUT (this) = 300; 455 max_nrof = 1000; // 1000 items of anything
651 MAP_ENTER_X (this) = 0; 456 max_volume = 2000000; // 2m³
652 MAP_ENTER_Y (this) = 0;
653 /*set part to -1 indicating conversion to weather map not yet done */
654 MAP_WORLDPARTX (this) = -1;
655 MAP_WORLDPARTY (this) = -1;
656} 457}
657 458
658/* 459maptile::maptile (int w, int h)
659 * Allocates, initialises, and returns a pointer to a maptile.
660 * Modified to no longer take a path option which was not being
661 * used anyways. MSW 2001-07-01
662 */
663maptile *
664get_linked_map (void)
665{ 460{
666 maptile *mp, *map = new maptile; 461 in_memory = MAP_SWAPPED;
667 462
668 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;
669 469
670 if (mp == NULL) 470 alloc ();
671 first_map = map;
672 else
673 mp->next = map;
674
675 return map;
676} 471}
677 472
678/* 473/*
679 * Allocates the arrays contained in a maptile. 474 * Allocates the arrays contained in a maptile.
680 * This basically allocates the dynamic array of spaces for the 475 * This basically allocates the dynamic array of spaces for the
681 * map. 476 * map.
682 */ 477 */
683void 478void
684maptile::allocate () 479maptile::alloc ()
685{ 480{
686 in_memory = MAP_IN_MEMORY;
687
688 /* Log this condition and free the storage. We could I suppose
689 * realloc, but if the caller is presuming the data will be intact,
690 * that is their poor assumption.
691 */
692 if (spaces) 481 if (spaces)
693 {
694 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
695 free (spaces);
696 }
697
698 spaces = (MapSpace *)
699 calloc (1, width * height * sizeof (MapSpace));
700
701 if (!spaces)
702 fatal (OUT_OF_MEMORY);
703}
704
705/* Create and returns a map of the specific size. Used
706 * in random map code and the editor.
707 */
708maptile *
709get_empty_map (int sizex, int sizey)
710{
711 maptile *m = get_linked_map ();
712
713 m->width = sizex;
714 m->height = sizey;
715 m->in_memory = MAP_SWAPPED;
716 m->allocate ();
717
718 return m; 482 return;
483
484 spaces = salloc0<mapspace> (size ());
719} 485}
720 486
721/* 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
722 * 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
723 * at a later date. 489 * at a later date.
724 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
725 */ 491 */
726
727static shopitems * 492static shopitems *
728parse_shop_string (const char *input_string) 493parse_shop_string (const char *input_string)
729{ 494{
730 char *shop_string, *p, *q, *next_semicolon, *next_colon; 495 char *shop_string, *p, *q, *next_semicolon, *next_colon;
731 shopitems *items = NULL; 496 shopitems *items = NULL;
732 int i = 0, number_of_entries = 0; 497 int i = 0, number_of_entries = 0;
733 const typedata *current_type; 498 const typedata *current_type;
734 499
735 shop_string = strdup_local (input_string); 500 shop_string = strdup (input_string);
736 p = shop_string; 501 p = shop_string;
737 /* 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 */
738 while (p) 503 while (p)
739 { 504 {
740 p = strchr (p, ';'); 505 p = strchr (p, ';');
741 number_of_entries++; 506 number_of_entries++;
742 if (p) 507 if (p)
743 p++; 508 p++;
744 } 509 }
510
745 p = shop_string; 511 p = shop_string;
746 strip_endline (p); 512 strip_endline (p);
747 items = new shopitems[number_of_entries + 1]; 513 items = new shopitems[number_of_entries + 1];
748 for (i = 0; i < number_of_entries; i++) 514 for (i = 0; i < number_of_entries; i++)
749 { 515 {
750 if (!p) 516 if (!p)
751 { 517 {
752 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");
753 break; 519 break;
754 } 520 }
521
755 next_semicolon = strchr (p, ';'); 522 next_semicolon = strchr (p, ';');
756 next_colon = strchr (p, ':'); 523 next_colon = strchr (p, ':');
757 /* 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. */
758 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 525 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
759 items[i].strength = atoi (strchr (p, ':') + 1); 526 items[i].strength = atoi (strchr (p, ':') + 1);
786 * 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
787 */ 554 */
788 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);
789 } 556 }
790 } 557 }
558
791 items[i].index = number_of_entries; 559 items[i].index = number_of_entries;
792 if (next_semicolon) 560 if (next_semicolon)
793 p = ++next_semicolon; 561 p = ++next_semicolon;
794 else 562 else
795 p = NULL; 563 p = NULL;
796 } 564 }
565
797 free (shop_string); 566 free (shop_string);
798 return items; 567 return items;
799} 568}
800 569
801/* 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
810 for (i = 0; i < m->shopitems[0].index; i++) 579 for (i = 0; i < m->shopitems[0].index; i++)
811 { 580 {
812 if (m->shopitems[i].typenum) 581 if (m->shopitems[i].typenum)
813 { 582 {
814 if (m->shopitems[i].strength) 583 if (m->shopitems[i].strength)
815 {
816 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);
817 }
818 else 585 else
819 sprintf (tmp, "%s;", m->shopitems[i].name); 586 sprintf (tmp, "%s;", m->shopitems[i].name);
820 } 587 }
821 else 588 else
822 { 589 {
823 if (m->shopitems[i].strength) 590 if (m->shopitems[i].strength)
824 {
825 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 591 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
826 }
827 else 592 else
828 sprintf (tmp, "*"); 593 sprintf (tmp, "*");
829 } 594 }
595
830 strcat (output_string, tmp); 596 strcat (output_string, tmp);
831 } 597 }
832} 598}
833 599
834/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
839 * 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
840 * sense. 606 * sense.
841 * 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
842 * 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.
843 * MSW 2001-07-01 609 * MSW 2001-07-01
844 * return 0 on success, 1 on failure.
845 */ 610 */
846 611bool
847static int 612maptile::_load_header (object_thawer &thawer)
848load_map_header (object_thawer & fp, maptile *m)
849{ 613{
850 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 614 for (;;)
851 int msgpos = 0;
852 int maplorepos = 0;
853
854 while (fgets (buf, HUGE_BUF, fp) != NULL)
855 { 615 {
856 buf[HUGE_BUF - 1] = 0; 616 thawer.next ();
857 key = buf;
858 617
859 while (isspace (*key)) 618 switch (thawer.kw)
860 key++;
861
862 if (*key == 0)
863 continue; /* empty line */
864
865 value = strchr (key, ' ');
866
867 if (!value)
868 { 619 {
869 if ((end = strchr (key, '\n'))) 620 case KW_msg:
870 *end = 0; 621 thawer.get_ml (KW_endmsg, msg);
622 break;
623
624 case KW_lore: // CF+ extension
625 thawer.get_ml (KW_endlore, maplore);
626 break;
627
628 case KW_maplore:
629 thawer.get_ml (KW_endmaplore, maplore);
630 break;
631
632 case KW_arch:
633 if (strcmp (thawer.get_str (), "map"))
634 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
635 break;
636
637 case KW_oid:
638 thawer.get (this, thawer.get_sint32 ());
639 break;
640
641 case KW_file_format_version: break; // nop
642
643 case KW_name: thawer.get (name); break;
644 case KW_attach: thawer.get (attach); break;
645 case KW_reset_time: thawer.get (reset_time); break;
646 case KW_shopgreed: thawer.get (shopgreed); break;
647 case KW_shopmin: thawer.get (shopmin); break;
648 case KW_shopmax: thawer.get (shopmax); break;
649 case KW_shoprace: thawer.get (shoprace); break;
650 case KW_outdoor: thawer.get (outdoor); break;
651 case KW_temp: thawer.get (temp); break;
652 case KW_pressure: thawer.get (pressure); break;
653 case KW_humid: thawer.get (humid); break;
654 case KW_windspeed: thawer.get (windspeed); break;
655 case KW_winddir: thawer.get (winddir); break;
656 case KW_sky: thawer.get (sky); break;
657
658 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
661
662 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664
665 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
668 case KW_x: case KW_width: thawer.get (width); break;
669 case KW_y: case KW_height: thawer.get (height); break;
670 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
675
676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680
681 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 return true;
687
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
871 } 692 }
872 else
873 {
874 *value = 0;
875 value++;
876 end = strchr (value, '\n');
877
878 while (isspace (*value))
879 {
880 value++;
881
882 if (*value == '\0' || value == end)
883 {
884 /* Nothing but spaces. */
885 value = NULL;
886 break;
887 }
888 }
889 }
890
891 if (!end)
892 {
893 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
894 return 1;
895 }
896
897 /* key is the field name, value is what it should be set
898 * to. We've already done the work to null terminate key,
899 * and strip off any leading spaces for both of these.
900 * We have not touched the newline at the end of the line -
901 * these are needed for some values. the end pointer
902 * points to the first of the newlines.
903 * value could be NULL! It would be easy enough to just point
904 * this to "" to prevent cores, but that would let more errors slide
905 * through.
906 *
907 * First check for entries that do not use the value parameter, then
908 * validate that value is given and check for the remaining entries
909 * that use the parameter.
910 */
911
912 if (!strcmp (key, "msg"))
913 {
914 while (fgets (buf, HUGE_BUF, fp) != NULL)
915 {
916 if (!strcmp (buf, "endmsg\n"))
917 break;
918 else
919 {
920 /* slightly more efficient than strcat */
921 strcpy (msgbuf + msgpos, buf);
922 msgpos += strlen (buf);
923 }
924 }
925 /* There are lots of maps that have empty messages (eg, msg/endmsg
926 * with nothing between). There is no reason in those cases to
927 * keep the empty message. Also, msgbuf contains garbage data
928 * when msgpos is zero, so copying it results in crashes
929 */
930 if (msgpos != 0)
931 m->msg = strdup_local (msgbuf);
932 }
933 else if (!strcmp (key, "maplore"))
934 {
935 while (fgets (buf, HUGE_BUF, fp) != NULL)
936 {
937 if (!strcmp (buf, "endmaplore\n"))
938 break;
939 else
940 {
941 /* slightly more efficient than strcat */
942 strcpy (maplorebuf + maplorepos, buf);
943 maplorepos += strlen (buf);
944 }
945 }
946 if (maplorepos != 0)
947 m->maplore = strdup_local (maplorebuf);
948 }
949 else if (!strcmp (key, "end"))
950 {
951 break;
952 }
953 else if (value == NULL)
954 {
955 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
956 }
957 else if (!strcmp (key, "arch"))
958 {
959 /* This is an oddity, but not something we care about much. */
960 if (strcmp (value, "map\n"))
961 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
962 }
963 else if (!strcmp (key, "name"))
964 {
965 *end = 0;
966 m->name = strdup_local (value);
967 }
968 /* first strcmp value on these are old names supported
969 * for compatibility reasons. The new values (second) are
970 * what really should be used.
971 */
972 else if (!strcmp (key, "oid"))
973 fp.get (m, atoi (value));
974 else if (!strcmp (key, "attach"))
975 m->attach = value;
976 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
977 m->enter_x = atoi (value);
978 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
979 m->enter_y = atoi (value);
980 else if (!strcmp (key, "x") || !strcmp (key, "width"))
981 m->width = atoi (value);
982 else if (!strcmp (key, "y") || !strcmp (key, "height"))
983 m->height = atoi (value);
984 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
985 m->reset_timeout = atoi (value);
986 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
987 m->timeout = atoi (value);
988 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
989 m->difficulty = clamp (atoi (value), 1, settings.max_level);
990 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
991 m->darkness = atoi (value);
992 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
993 m->fixed_resettime = atoi (value);
994 else if (!strcmp (key, "unique"))
995 m->unique = atoi (value);
996 else if (!strcmp (key, "template"))
997 m->templatemap = atoi (value);
998 else if (!strcmp (key, "region"))
999 m->region = get_region_by_name (value);
1000 else if (!strcmp (key, "shopitems"))
1001 {
1002 *end = 0;
1003 m->shopitems = parse_shop_string (value);
1004 }
1005 else if (!strcmp (key, "shopgreed"))
1006 m->shopgreed = atof (value);
1007 else if (!strcmp (key, "shopmin"))
1008 m->shopmin = atol (value);
1009 else if (!strcmp (key, "shopmax"))
1010 m->shopmax = atol (value);
1011 else if (!strcmp (key, "shoprace"))
1012 {
1013 *end = 0;
1014 m->shoprace = strdup_local (value);
1015 }
1016 else if (!strcmp (key, "outdoor"))
1017 m->outdoor = atoi (value);
1018 else if (!strcmp (key, "temp"))
1019 m->temp = atoi (value);
1020 else if (!strcmp (key, "pressure"))
1021 m->pressure = atoi (value);
1022 else if (!strcmp (key, "humid"))
1023 m->humid = atoi (value);
1024 else if (!strcmp (key, "windspeed"))
1025 m->windspeed = atoi (value);
1026 else if (!strcmp (key, "winddir"))
1027 m->winddir = atoi (value);
1028 else if (!strcmp (key, "sky"))
1029 m->sky = atoi (value);
1030 else if (!strcmp (key, "nosmooth"))
1031 m->nosmooth = atoi (value);
1032 else if (!strncmp (key, "tile_path_", 10))
1033 {
1034 int tile = atoi (key + 10);
1035
1036 if (tile < 1 || tile > 4)
1037 {
1038 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1039 }
1040 else
1041 {
1042 char *path;
1043
1044 *end = 0;
1045
1046 if (m->tile_path[tile - 1])
1047 {
1048 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1049 free (m->tile_path[tile - 1]);
1050 m->tile_path[tile - 1] = NULL;
1051 }
1052
1053 if (check_path (value, 1) != -1)
1054 {
1055 /* The unadorned path works. */
1056 path = value;
1057 }
1058 else
1059 {
1060 /* Try again; it could be a relative exit. */
1061
1062 path = path_combine_and_normalize (m->path, value);
1063
1064 if (check_path (path, 1) == -1)
1065 {
1066 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1067 path = NULL;
1068 }
1069 }
1070
1071 if (editor)
1072 {
1073 /* Use the value as in the file. */
1074 m->tile_path[tile - 1] = strdup_local (value);
1075 }
1076 else if (path != NULL)
1077 {
1078 /* Use the normalized value. */
1079 m->tile_path[tile - 1] = strdup_local (path);
1080 }
1081 } /* end if tile direction (in)valid */
1082 }
1083 else
1084 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1085 }
1086
1087 if (!key || strcmp (key, "end"))
1088 { 693 }
1089 LOG (llevError, "Got premature eof on map header!\n");
1090 return 1;
1091 }
1092 694
1093 return 0; 695 abort ();
1094} 696}
1095 697
1096/* 698bool
1097 * Opens the file "filename" and reads information about the map 699maptile::_load_header (const char *path)
1098 * from the given file, and stores it in a newly allocated
1099 * maptile. A pointer to this structure is returned, or NULL on failure.
1100 * flags correspond to those in map.h. Main ones used are
1101 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1102 * MAP_BLOCK, in which case we block on this load. This happens in all
1103 * cases, no matter if this flag is set or not.
1104 * MAP_STYLE: style map - don't add active objects, don't add to server
1105 * managed map list.
1106 */
1107
1108maptile *
1109load_original_map (const char *filename, int flags)
1110{ 700{
1111 maptile *m;
1112 char pathname[MAX_BUF];
1113
1114 if (flags & MAP_PLAYER_UNIQUE)
1115 strcpy (pathname, filename);
1116 else if (flags & MAP_OVERLAY)
1117 strcpy (pathname, create_overlay_pathname (filename));
1118 else
1119 strcpy (pathname, create_pathname (filename));
1120
1121 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1122
1123 object_thawer thawer (pathname); 701 object_thawer thawer (path);
1124 702
1125 if (!thawer) 703 if (!thawer)
1126 return 0; 704 return false;
1127 705
1128 m = get_linked_map (); 706 return _load_header (thawer);
1129
1130 strcpy (m->path, filename);
1131 if (load_map_header (thawer, m))
1132 {
1133 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1134 delete_map (m);
1135 return NULL;
1136 }
1137
1138 m->allocate ();
1139
1140 m->in_memory = MAP_LOADING;
1141 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1142
1143 m->in_memory = MAP_IN_MEMORY;
1144 if (!MAP_DIFFICULTY (m))
1145 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1146 set_map_reset_time (m);
1147 m->instantiate ();
1148 return (m);
1149}
1150
1151/*
1152 * Loads a map, which has been loaded earlier, from file.
1153 * Return the map object we load into (this can change from the passed
1154 * option if we can't find the original map)
1155 */
1156
1157static maptile *
1158load_temporary_map (maptile *m)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (!m->tmpname)
1163 {
1164 LOG (llevError, "No temporary filename for map %s\n", m->path);
1165 strcpy (buf, m->path);
1166 delete_map (m);
1167 m = load_original_map (buf, 0);
1168 if (m == NULL)
1169 return NULL;
1170 fix_auto_apply (m); /* Chests which open as default */
1171 return m;
1172 }
1173
1174 object_thawer thawer (m->tmpname);
1175
1176 if (!thawer)
1177 {
1178 strcpy (buf, m->path);
1179 delete_map (m);
1180 m = load_original_map (buf, 0);
1181 if (!m)
1182 return NULL;
1183 fix_auto_apply (m); /* Chests which open as default */
1184 return m;
1185 }
1186
1187 if (load_map_header (thawer, m))
1188 {
1189 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190 delete_map (m);
1191 m = load_original_map (m->path, 0);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, 0);
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 INVOKE_MAP (SWAPIN, m);
1202 return m;
1203}
1204
1205/*
1206 * Loads a map, which has been loaded earlier, from file.
1207 * Return the map object we load into (this can change from the passed
1208 * option if we can't find the original map)
1209 */
1210
1211maptile *
1212load_overlay_map (const char *filename, maptile *m)
1213{
1214 char pathname[MAX_BUF];
1215
1216 strcpy (pathname, create_overlay_pathname (filename));
1217
1218 object_thawer thawer (pathname);
1219
1220 if (!thawer)
1221 return m;
1222
1223 if (load_map_header (thawer, m))
1224 {
1225 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1226 delete_map (m);
1227 m = load_original_map (m->path, 0);
1228 return NULL;
1229 }
1230 /*m->allocate ();*/
1231
1232 m->in_memory = MAP_LOADING;
1233 load_objects (m, thawer, MAP_OVERLAY);
1234
1235 m->in_memory = MAP_IN_MEMORY;
1236 return m;
1237} 707}
1238 708
1239/****************************************************************************** 709/******************************************************************************
1240 * This is the start of unique map handling code 710 * This is the start of unique map handling code
1241 *****************************************************************************/ 711 *****************************************************************************/
1242 712
1243/* This goes through map 'm' and removed any unique items on the map. */ 713/* This goes through the maptile and removed any unique items on the map. */
1244static void 714void
1245delete_unique_items (maptile *m) 715maptile::clear_unique_items ()
1246{ 716{
1247 int i, j, unique; 717 for (int i = 0; i < size (); ++i)
1248 object *op, *next; 718 {
719 int unique = 0;
720 for (object *op = spaces [i].bot; op; )
721 {
722 object *above = op->above;
1249 723
1250 for (i = 0; i < MAP_WIDTH (m); i++) 724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1251 for (j = 0; j < MAP_HEIGHT (m); j++) 725 unique = 1;
726
727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
728 {
729 op->destroy_inv (false);
730 op->destroy ();
731 }
732
733 op = above;
734 }
735 }
736}
737
738bool
739maptile::_save_header (object_freezer &freezer)
740{
741#define MAP_OUT(k) freezer.put (KW_ ## k, k)
742#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
743
744 MAP_OUT2 (arch, "map");
745
746 if (name) MAP_OUT (name);
747 MAP_OUT (swap_time);
748 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset);
752 MAP_OUT (difficulty);
753
754 if (default_region) MAP_OUT2 (region, default_region->name);
755
756 if (shopitems)
757 {
758 char shop[MAX_BUF];
759 print_shop_string (this, shop);
760 MAP_OUT2 (shopitems, shop);
761 }
762
763 MAP_OUT (shopgreed);
764 MAP_OUT (shopmin);
765 MAP_OUT (shopmax);
766 if (shoprace) MAP_OUT (shoprace);
767 MAP_OUT (darkness);
768 MAP_OUT (width);
769 MAP_OUT (height);
770 MAP_OUT (enter_x);
771 MAP_OUT (enter_y);
772
773 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
774 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
775
776 MAP_OUT (outdoor);
777 MAP_OUT (temp);
778 MAP_OUT (pressure);
779 MAP_OUT (humid);
780 MAP_OUT (windspeed);
781 MAP_OUT (winddir);
782 MAP_OUT (sky);
783
784 MAP_OUT (per_player);
785 MAP_OUT (per_party);
786
787 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
788 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
789 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
790 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
791
792 freezer.put (this);
793 freezer.put (KW_end);
794
795 return true;
796}
797
798bool
799maptile::_save_header (const char *path)
800{
801 object_freezer freezer;
802
803 if (!_save_header (freezer))
804 return false;
805
806 return freezer.save (path);
807}
808
809/*
810 * Remove and free all objects in the given map.
811 */
812void
813maptile::clear ()
814{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces)
819 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot)
822 {
823 op = op->head_ ();
824 op->destroy_inv (false);
825 op->destroy ();
826 }
827
828 sfree (spaces, size ()), spaces = 0;
829 }
830
831 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0;
833}
834
835void
836maptile::clear_header ()
837{
838 name = 0;
839 msg = 0;
840 maplore = 0;
841 shoprace = 0;
842 delete [] shopitems, shopitems = 0;
843
844 for (int i = 0; i < 4; i++)
845 tile_path [i] = 0;
846}
847
848maptile::~maptile ()
849{
850 assert (destroyed ());
851}
852
853void
854maptile::clear_links_to (maptile *m)
855{
856 /* We need to look through all the maps and see if any maps
857 * are pointing at this one for tiling information. Since
858 * tiling can be asymetric, we just can not look to see which
859 * maps this map tiles with and clears those.
860 */
861 for (int i = 0; i < 4; i++)
862 if (tile_map[i] == m)
863 tile_map[i] = 0;
864}
865
866void
867maptile::do_destroy ()
868{
869 attachable::do_destroy ();
870
871 clear ();
872}
873
874/* decay and destroy perishable items in a map */
875void
876maptile::do_decay_objects ()
877{
878 if (!spaces)
879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
1252 { 883 {
1253 unique = 0; 884 above = op->above;
1254 885
1255 for (op = get_map_ob (m, i, j); op; op = next) 886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ())
899 ; // do not decay
900 else if (op->is_weapon ())
1256 { 901 {
1257 next = op->above; 902 op->stats.dam--;
1258 903 if (op->stats.dam < 0)
1259 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1260 unique = 1; 904 destroy = 1;
1261 905 }
1262 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 906 else if (op->is_armor ())
1263 { 907 {
1264 clean_object (op); 908 op->stats.ac--;
909 if (op->stats.ac < 0)
910 destroy = 1;
911 }
912 else if (op->type == FOOD)
913 {
914 op->stats.food -= rndm (5, 20);
915 if (op->stats.food < 0)
916 destroy = 1;
917 }
918 else
919 {
920 int mat = op->materials;
1265 921
1266 if (QUERY_FLAG (op, FLAG_IS_LINKED)) 922 if (mat & M_PAPER
1267 remove_button_link (op); 923 || mat & M_LEATHER
924 || mat & M_WOOD
925 || mat & M_ORGANIC
926 || mat & M_CLOTH
927 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32))
933 destroy = 1;
934 }
1268 935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
1269 op->destroy (); 938 op->destroy ();
939 }
940}
941
942/*
943 * Updates every button on the map (by calling update_button() for them).
944 */
945void
946maptile::update_buttons ()
947{
948 for (oblinkpt *obp = buttons; obp; obp = obp->next)
949 for (objectlink *ol = obp->link; ol; ol = ol->next)
950 {
951 if (!ol->ob)
952 {
953 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
954 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
955 continue;
1270 } 956 }
957
958 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
959 {
960 update_button (ol->ob);
961 break;
1271 } 962 }
1272 } 963 }
1273} 964}
1274
1275
1276/*
1277 * Loads unique objects from file(s) into the map which is in memory
1278 * m is the map to load unique items into.
1279 */
1280static void
1281load_unique_objects (maptile *m)
1282{
1283 int count;
1284 char firstname[MAX_BUF];
1285
1286 for (count = 0; count < 10; count++)
1287 {
1288 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1289 if (!access (firstname, R_OK))
1290 break;
1291 }
1292 /* If we get here, we did not find any map */
1293 if (count == 10)
1294 return;
1295
1296 object_thawer thawer (firstname);
1297
1298 if (!thawer)
1299 return;
1300
1301 m->in_memory = MAP_LOADING;
1302 if (m->tmpname == NULL) /* if we have loaded unique items from */
1303 delete_unique_items (m); /* original map before, don't duplicate them */
1304 load_objects (m, thawer, 0);
1305
1306 m->in_memory = MAP_IN_MEMORY;
1307}
1308
1309
1310/*
1311 * Saves a map to file. If flag is set, it is saved into the same
1312 * file it was (originally) loaded from. Otherwise a temporary
1313 * filename will be genarated, and the file will be stored there.
1314 * The temporary filename will be stored in the maptileure.
1315 * If the map is unique, we also save to the filename in the map
1316 * (this should have been updated when first loaded)
1317 */
1318
1319int
1320new_save_map (maptile *m, int flag)
1321{
1322 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1323 int i;
1324
1325 if (flag && !*m->path)
1326 {
1327 LOG (llevError, "Tried to save map without path.\n");
1328 return -1;
1329 }
1330
1331 if (flag || (m->unique) || (m->templatemap))
1332 {
1333 if (!m->unique && !m->templatemap)
1334 { /* flag is set */
1335 if (flag == 2)
1336 strcpy (filename, create_overlay_pathname (m->path));
1337 else
1338 strcpy (filename, create_pathname (m->path));
1339 }
1340 else
1341 strcpy (filename, m->path);
1342
1343 make_path_to_file (filename);
1344 }
1345 else
1346 {
1347 if (!m->tmpname)
1348 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1349
1350 strcpy (filename, m->tmpname);
1351 }
1352
1353 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1354 m->in_memory = MAP_SAVING;
1355
1356 object_freezer freezer;
1357
1358 /* legacy */
1359 fprintf (freezer, "arch map\n");
1360 if (m->name)
1361 fprintf (freezer, "name %s\n", m->name);
1362 if (!flag)
1363 fprintf (freezer, "swap_time %d\n", m->swap_time);
1364 if (m->reset_timeout)
1365 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1366 if (m->fixed_resettime)
1367 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1368 /* we unfortunately have no idea if this is a value the creator set
1369 * or a difficulty value we generated when the map was first loaded
1370 */
1371 if (m->difficulty)
1372 fprintf (freezer, "difficulty %d\n", m->difficulty);
1373 if (m->region)
1374 fprintf (freezer, "region %s\n", m->region->name);
1375 if (m->shopitems)
1376 {
1377 print_shop_string (m, shop);
1378 fprintf (freezer, "shopitems %s\n", shop);
1379 }
1380 if (m->shopgreed)
1381 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1382 if (m->shopmin)
1383 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1384 if (m->shopmax)
1385 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1386 if (m->shoprace)
1387 fprintf (freezer, "shoprace %s\n", m->shoprace);
1388 if (m->darkness)
1389 fprintf (freezer, "darkness %d\n", m->darkness);
1390 if (m->width)
1391 fprintf (freezer, "width %d\n", m->width);
1392 if (m->height)
1393 fprintf (freezer, "height %d\n", m->height);
1394 if (m->enter_x)
1395 fprintf (freezer, "enter_x %d\n", m->enter_x);
1396 if (m->enter_y)
1397 fprintf (freezer, "enter_y %d\n", m->enter_y);
1398 if (m->msg)
1399 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1400 if (m->maplore)
1401 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1402 if (m->unique)
1403 fprintf (freezer, "unique %d\n", m->unique);
1404 if (m->templatemap)
1405 fprintf (freezer, "template %d\n", m->templatemap);
1406 if (m->outdoor)
1407 fprintf (freezer, "outdoor %d\n", m->outdoor);
1408 if (m->temp)
1409 fprintf (freezer, "temp %d\n", m->temp);
1410 if (m->pressure)
1411 fprintf (freezer, "pressure %d\n", m->pressure);
1412 if (m->humid)
1413 fprintf (freezer, "humid %d\n", m->humid);
1414 if (m->windspeed)
1415 fprintf (freezer, "windspeed %d\n", m->windspeed);
1416 if (m->winddir)
1417 fprintf (freezer, "winddir %d\n", m->winddir);
1418 if (m->sky)
1419 fprintf (freezer, "sky %d\n", m->sky);
1420 if (m->nosmooth)
1421 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1422
1423 /* Save any tiling information, except on overlays */
1424 if (flag != 2)
1425 for (i = 0; i < 4; i++)
1426 if (m->tile_path[i])
1427 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1428
1429 freezer.put (m);
1430 fprintf (freezer, "end\n");
1431
1432 /* In the game save unique items in the different file, but
1433 * in the editor save them to the normal map file.
1434 * If unique map, save files in the proper destination (set by
1435 * player)
1436 */
1437 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1438 {
1439 object_freezer unique;
1440
1441 if (flag == 2)
1442 save_objects (m, freezer, unique, 2);
1443 else
1444 save_objects (m, freezer, unique, 0);
1445
1446 sprintf (buf, "%s.v00", create_items_path (m->path));
1447
1448 unique.save (buf);
1449 }
1450 else
1451 { /* save same file when not playing, like in editor */
1452 save_objects (m, freezer, freezer, 0);
1453 }
1454
1455 freezer.save (filename);
1456
1457 return 0;
1458}
1459
1460
1461/*
1462 * Remove and free all objects in the inventory of the given object.
1463 * object.c ?
1464 */
1465
1466void
1467clean_object (object *op)
1468{
1469 object *tmp, *next;
1470
1471 for (tmp = op->inv; tmp; tmp = next)
1472 {
1473 next = tmp->below;
1474
1475 clean_object (tmp);
1476 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1477 remove_button_link (tmp);
1478
1479 tmp->destroy ();
1480 }
1481}
1482
1483/*
1484 * Remove and free all objects in the given map.
1485 */
1486
1487void
1488free_all_objects (maptile *m)
1489{
1490 int i, j;
1491 object *op;
1492
1493 for (i = 0; i < MAP_WIDTH (m); i++)
1494 for (j = 0; j < MAP_HEIGHT (m); j++)
1495 {
1496 object *previous_obj = NULL;
1497
1498 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1499 {
1500 if (op == previous_obj)
1501 {
1502 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1503 break;
1504 }
1505
1506 previous_obj = op;
1507
1508 if (op->head != NULL)
1509 op = op->head;
1510
1511 /* If the map isn't in memory, free_object will remove and
1512 * free objects in op's inventory. So let it do the job.
1513 */
1514 if (m->in_memory == MAP_IN_MEMORY)
1515 clean_object (op);
1516
1517 op->destroy ();
1518 }
1519 }
1520}
1521
1522/*
1523 * Frees everything allocated by the given maptileure.
1524 * don't free tmpname - our caller is left to do that
1525 */
1526
1527void
1528free_map (maptile *m, int flag)
1529{
1530 int i;
1531
1532 if (!m->in_memory)
1533 {
1534 LOG (llevError, "Trying to free freed map.\n");
1535 return;
1536 }
1537 if (flag && m->spaces)
1538 free_all_objects (m);
1539 if (m->name)
1540 FREE_AND_CLEAR (m->name);
1541 if (m->spaces)
1542 FREE_AND_CLEAR (m->spaces);
1543 if (m->msg)
1544 FREE_AND_CLEAR (m->msg);
1545 if (m->maplore)
1546 FREE_AND_CLEAR (m->maplore);
1547 if (m->shopitems)
1548 delete[]m->shopitems;
1549 m->shopitems = 0;
1550 if (m->shoprace)
1551 FREE_AND_CLEAR (m->shoprace);
1552 if (m->buttons)
1553 free_objectlinkpt (m->buttons);
1554 m->buttons = NULL;
1555 for (i = 0; i < 4; i++)
1556 {
1557 if (m->tile_path[i])
1558 FREE_AND_CLEAR (m->tile_path[i]);
1559 m->tile_map[i] = NULL;
1560 }
1561 m->in_memory = MAP_SWAPPED;
1562}
1563
1564/*
1565 * function: vanish maptile
1566 * m : pointer to maptile, if NULL no action
1567 * this deletes all the data on the map (freeing pointers)
1568 * and then removes this map from the global linked list of maps.
1569 */
1570
1571void
1572delete_map (maptile *m)
1573{
1574 maptile *tmp, *last;
1575 int i;
1576
1577 if (!m)
1578 return;
1579
1580 m->clear ();
1581
1582 if (m->in_memory == MAP_IN_MEMORY)
1583 {
1584 /* change to MAP_SAVING, even though we are not,
1585 * so that remove_ob doesn't do as much work.
1586 */
1587 m->in_memory = MAP_SAVING;
1588 free_map (m, 1);
1589 }
1590 /* move this out of free_map, since tmpname can still be needed if
1591 * the map is swapped out.
1592 */
1593 if (m->tmpname)
1594 {
1595 free (m->tmpname);
1596 m->tmpname = NULL;
1597 }
1598 last = NULL;
1599 /* We need to look through all the maps and see if any maps
1600 * are pointing at this one for tiling information. Since
1601 * tiling can be assymetric, we just can not look to see which
1602 * maps this map tiles with and clears those.
1603 */
1604 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1605 {
1606 if (tmp->next == m)
1607 last = tmp;
1608
1609 /* This should hopefully get unrolled on a decent compiler */
1610 for (i = 0; i < 4; i++)
1611 if (tmp->tile_map[i] == m)
1612 tmp->tile_map[i] = NULL;
1613 }
1614
1615 /* If last is null, then this should be the first map in the list */
1616 if (!last)
1617 {
1618 if (m == first_map)
1619 first_map = m->next;
1620 else
1621 /* m->path is a static char, so should hopefully still have
1622 * some useful data in it.
1623 */
1624 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1625 }
1626 else
1627 last->next = m->next;
1628
1629 delete m;
1630}
1631
1632
1633
1634/*
1635 * Makes sure the given map is loaded and swapped in.
1636 * name is path name of the map.
1637 * flags meaning:
1638 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1639 * and don't do unique items or the like.
1640 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1641 * dont do any more name translation on it.
1642 *
1643 * Returns a pointer to the given map.
1644 */
1645
1646maptile *
1647ready_map_name (const char *name, int flags)
1648{
1649 maptile *m;
1650
1651 if (!name)
1652 return (NULL);
1653
1654 /* Have we been at this level before? */
1655 m = has_been_loaded (name);
1656
1657 /* Map is good to go, so just return it */
1658 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1659 {
1660 return m;
1661 }
1662
1663 /* unique maps always get loaded from their original location, and never
1664 * a temp location. Likewise, if map_flush is set, or we have never loaded
1665 * this map, load it now. I removed the reset checking from here -
1666 * it seems the probability of a player trying to enter a map that should
1667 * reset but hasn't yet is quite low, and removing that makes this function
1668 * a bit cleaner (and players probably shouldn't rely on exact timing for
1669 * resets in any case - if they really care, they should use the 'maps command.
1670 */
1671 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1672 {
1673
1674 /* first visit or time to reset */
1675 if (m)
1676 {
1677 clean_tmp_map (m); /* Doesn't make much difference */
1678 delete_map (m);
1679 }
1680
1681 /* create and load a map */
1682 if (flags & MAP_PLAYER_UNIQUE)
1683 LOG (llevDebug, "Trying to load map %s.\n", name);
1684 else
1685 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1686
1687 //eval_pv ("$x = Event::time", 1);//D
1688 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1689 return (NULL);
1690 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1691
1692 fix_auto_apply (m); /* Chests which open as default */
1693
1694 /* If a player unique map, no extra unique object file to load.
1695 * if from the editor, likewise.
1696 */
1697 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1698 load_unique_objects (m);
1699
1700 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1701 {
1702 m = load_overlay_map (name, m);
1703 if (m == NULL)
1704 return NULL;
1705 }
1706
1707 if (flags & MAP_PLAYER_UNIQUE)
1708 INVOKE_MAP (SWAPIN, m);
1709
1710 }
1711 else
1712 {
1713 /* If in this loop, we found a temporary map, so load it up. */
1714
1715 m = load_temporary_map (m);
1716 if (m == NULL)
1717 return NULL;
1718 load_unique_objects (m);
1719
1720 clean_tmp_map (m);
1721 m->in_memory = MAP_IN_MEMORY;
1722 /* tempnam() on sun systems (probably others) uses malloc
1723 * to allocated space for the string. Free it here.
1724 * In some cases, load_temporary_map above won't find the
1725 * temporary map, and so has reloaded a new map. If that
1726 * is the case, tmpname is now null
1727 */
1728 if (m->tmpname)
1729 free (m->tmpname);
1730 m->tmpname = NULL;
1731 /* It's going to be saved anew anyway */
1732 }
1733
1734 /* Below here is stuff common to both first time loaded maps and
1735 * temp maps.
1736 */
1737
1738 decay_objects (m); /* start the decay */
1739 /* In case other objects press some buttons down */
1740 update_buttons (m);
1741 if (m->outdoor)
1742 set_darkness_map (m);
1743 /* run the weather over this map */
1744 weather_effect (name);
1745 return m;
1746}
1747
1748 965
1749/* 966/*
1750 * This routine is supposed to find out the difficulty of the map. 967 * This routine is supposed to find out the difficulty of the map.
1751 * difficulty does not have a lot to do with character level, 968 * difficulty does not have a lot to do with character level,
1752 * but does have a lot to do with treasure on the map. 969 * but does have a lot to do with treasure on the map.
1754 * Difficulty can now be set by the map creature. If the value stored 971 * Difficulty can now be set by the map creature. If the value stored
1755 * in the map is zero, then use this routine. Maps should really 972 * in the map is zero, then use this routine. Maps should really
1756 * have a difficulty set than using this function - human calculation 973 * have a difficulty set than using this function - human calculation
1757 * is much better than this functions guesswork. 974 * is much better than this functions guesswork.
1758 */ 975 */
1759
1760int 976int
1761calculate_difficulty (maptile *m) 977maptile::estimate_difficulty () const
1762{ 978{
1763 object *op;
1764 archetype *at;
1765 int x, y, i;
1766 long monster_cnt = 0; 979 long monster_cnt = 0;
1767 double avgexp = 0; 980 double avgexp = 0;
1768 sint64 total_exp = 0; 981 sint64 total_exp = 0;
1769 982
1770 if (MAP_DIFFICULTY (m)) 983 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1771 { 984 for (object *op = ms->bot; op; op = op->above)
1772 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1773 return MAP_DIFFICULTY (m);
1774 }
1775
1776 for (x = 0; x < MAP_WIDTH (m); x++)
1777 for (y = 0; y < MAP_HEIGHT (m); y++)
1778 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1779 { 985 {
1780 if (QUERY_FLAG (op, FLAG_MONSTER)) 986 if (QUERY_FLAG (op, FLAG_MONSTER))
1781 { 987 {
1782 total_exp += op->stats.exp; 988 total_exp += op->stats.exp;
1783 monster_cnt++; 989 monster_cnt++;
1784 } 990 }
1785 991
1786 if (QUERY_FLAG (op, FLAG_GENERATOR)) 992 if (QUERY_FLAG (op, FLAG_GENERATOR))
1787 { 993 {
1788 total_exp += op->stats.exp; 994 total_exp += op->stats.exp;
995
1789 at = type_to_archetype (GENERATE_TYPE (op)); 996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1790
1791 if (at != NULL)
1792 total_exp += at->clone.stats.exp * 8; 997 total_exp += at->stats.exp * 8;
1793 998
1794 monster_cnt++; 999 monster_cnt++;
1795 } 1000 }
1796 } 1001 }
1797 1002
1798 avgexp = (double) total_exp / monster_cnt; 1003 avgexp = (double) total_exp / monster_cnt;
1799 1004
1800 for (i = 1; i <= settings.max_level; i++) 1005 for (int i = 1; i <= settings.max_level; i++)
1801 {
1802 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1006 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1803 {
1804 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1805 return i; 1007 return i;
1806 }
1807 }
1808 1008
1809 return 1; 1009 return 1;
1810}
1811
1812void
1813clean_tmp_map (maptile *m)
1814{
1815 if (m->tmpname == NULL)
1816 return;
1817 INVOKE_MAP (CLEAN, m);
1818 (void) unlink (m->tmpname);
1819}
1820
1821void
1822free_all_maps (void)
1823{
1824 int real_maps = 0;
1825
1826 while (first_map)
1827 {
1828 /* I think some of the callers above before it gets here set this to be
1829 * saving, but we still want to free this data
1830 */
1831 if (first_map->in_memory == MAP_SAVING)
1832 first_map->in_memory = MAP_IN_MEMORY;
1833 delete_map (first_map);
1834 real_maps++;
1835 }
1836 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1837} 1010}
1838 1011
1839/* change_map_light() - used to change map light level (darkness) 1012/* change_map_light() - used to change map light level (darkness)
1840 * up or down. Returns true if successful. It should now be 1013 * up or down. Returns true if successful. It should now be
1841 * possible to change a value by more than 1. 1014 * possible to change a value by more than 1.
1842 * Move this from los.c to map.c since this is more related 1015 * Move this from los.c to map.c since this is more related
1843 * to maps than los. 1016 * to maps than los.
1844 * postive values make it darker, negative make it brighter 1017 * postive values make it darker, negative make it brighter
1845 */ 1018 */
1846
1847int 1019int
1848change_map_light (maptile *m, int change) 1020maptile::change_map_light (int change)
1849{ 1021{
1850 int new_level = m->darkness + change; 1022 int new_level = darkness + change;
1851 1023
1852 /* Nothing to do */ 1024 /* Nothing to do */
1853 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1025 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1854 {
1855 return 0; 1026 return 0;
1856 }
1857 1027
1858 /* inform all players on the map */ 1028 /* inform all players on the map */
1859 if (change > 0) 1029 if (change > 0)
1860 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1030 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1861 else 1031 else
1862 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1032 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1863 1033
1864 /* Do extra checking. since m->darkness is a unsigned value, 1034 /* Do extra checking. since darkness is a unsigned value,
1865 * we need to be extra careful about negative values. 1035 * we need to be extra careful about negative values.
1866 * In general, the checks below are only needed if change 1036 * In general, the checks below are only needed if change
1867 * is not +/-1 1037 * is not +/-1
1868 */ 1038 */
1869 if (new_level < 0) 1039 if (new_level < 0)
1870 m->darkness = 0; 1040 darkness = 0;
1871 else if (new_level >= MAX_DARKNESS) 1041 else if (new_level >= MAX_DARKNESS)
1872 m->darkness = MAX_DARKNESS; 1042 darkness = MAX_DARKNESS;
1873 else 1043 else
1874 m->darkness = new_level; 1044 darkness = new_level;
1875 1045
1876 /* All clients need to get re-updated for the change */ 1046 /* All clients need to get re-updated for the change */
1877 update_all_map_los (m); 1047 update_all_map_los (this);
1878 return 1; 1048 return 1;
1879} 1049}
1880
1881 1050
1882/* 1051/*
1883 * This function updates various attributes about a specific space 1052 * This function updates various attributes about a specific space
1884 * on the map (what it looks like, whether it blocks magic, 1053 * on the map (what it looks like, whether it blocks magic,
1885 * has a living creatures, prevents people from passing 1054 * has a living creatures, prevents people from passing
1886 * through, etc) 1055 * through, etc)
1887 */ 1056 */
1888void 1057void
1889update_position (maptile *m, int x, int y) 1058mapspace::update_ ()
1890{ 1059{
1891 object *tmp, *last = NULL; 1060 object *tmp, *last = 0;
1892 uint8 flags = 0, oldflags, light = 0, anywhere = 0; 1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1893 New_Face *top, *floor, *middle;
1894 object *top_obj, *floor_obj, *middle_obj;
1895 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1896 1063
1897 oldflags = GET_MAP_FLAGS (m, x, y); 1064 //object *middle = 0;
1898 if (!(oldflags & P_NEED_UPDATE)) 1065 //object *top = 0;
1899 { 1066 //object *floor = 0;
1900 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 1067 // this seems to generate better code than using locals, above
1901 return; 1068 object *&top = faces_obj[0] = 0;
1902 } 1069 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0;
1903 1071
1904 middle = blank_face;
1905 top = blank_face;
1906 floor = blank_face;
1907
1908 middle_obj = NULL;
1909 top_obj = NULL;
1910 floor_obj = NULL;
1911
1912 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) 1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1913 { 1073 {
1914
1915 /* This could be made additive I guess (two lights better than 1074 /* This could be made additive I guess (two lights better than
1916 * one). But if so, it shouldn't be a simple additive - 2 1075 * one). But if so, it shouldn't be a simple additive - 2
1917 * light bulbs do not illuminate twice as far as once since 1076 * light bulbs do not illuminate twice as far as once since
1918 * it is a disapation factor that is squared (or is it cubed?) 1077 * it is a dissapation factor that is cubed.
1919 */ 1078 */
1920 if (tmp->glow_radius > light) 1079 if (tmp->glow_radius > light)
1921 light = tmp->glow_radius; 1080 light = tmp->glow_radius;
1922 1081
1923 /* This call is needed in order to update objects the player 1082 /* This call is needed in order to update objects the player
1929 * Always put the player down for drawing. 1088 * Always put the player down for drawing.
1930 */ 1089 */
1931 if (!tmp->invisible) 1090 if (!tmp->invisible)
1932 { 1091 {
1933 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1092 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1934 {
1935 top = tmp->face;
1936 top_obj = tmp; 1093 top = tmp;
1937 }
1938 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1094 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 { 1095 {
1940 /* If we got a floor, that means middle and top were below it, 1096 /* If we got a floor, that means middle and top were below it,
1941 * so should not be visible, so we clear them. 1097 * so should not be visible, so we clear them.
1942 */ 1098 */
1943 middle = blank_face; 1099 middle = 0;
1944 top = blank_face; 1100 top = 0;
1945 floor = tmp->face;
1946 floor_obj = tmp; 1101 floor = tmp;
1947 } 1102 }
1948 /* Flag anywhere have high priority */ 1103 /* Flag anywhere have high priority */
1949 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1950 { 1105 {
1951 middle = tmp->face;
1952
1953 middle_obj = tmp; 1106 middle = tmp;
1954 anywhere = 1; 1107 anywhere = 1;
1955 } 1108 }
1956 /* Find the highest visible face around. If equal 1109 /* Find the highest visible face around. If equal
1957 * visibilities, we still want the one nearer to the 1110 * visibilities, we still want the one nearer to the
1958 * top 1111 * top
1959 */ 1112 */
1960 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1961 {
1962 middle = tmp->face;
1963 middle_obj = tmp; 1114 middle = tmp;
1964 }
1965 } 1115 }
1116
1966 if (tmp == tmp->above) 1117 if (tmp == tmp->above)
1967 { 1118 {
1968 LOG (llevError, "Error in structure of map\n"); 1119 LOG (llevError, "Error in structure of map\n");
1969 exit (-1); 1120 exit (-1);
1970 } 1121 }
1971 1122
1972 move_slow |= tmp->move_slow; 1123 move_slow |= tmp->move_slow;
1973 move_block |= tmp->move_block; 1124 move_block |= tmp->move_block;
1974 move_on |= tmp->move_on; 1125 move_on |= tmp->move_on;
1975 move_off |= tmp->move_off; 1126 move_off |= tmp->move_off;
1976 move_allow |= tmp->move_allow; 1127 move_allow |= tmp->move_allow;
1977 1128
1978 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1979 flags |= P_IS_ALIVE;
1980 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
1981 flags |= P_NO_MAGIC;
1982 if (QUERY_FLAG (tmp, FLAG_DAMNED))
1983 flags |= P_NO_CLERIC;
1984 if (tmp->type == SAFE_GROUND)
1985 flags |= P_SAFE;
1986
1987 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 1129 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1988 flags |= P_BLOCKSVIEW; 1130 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1989 } /* for stack of objects */ 1131 if (tmp->type == PLAYER) flags |= P_PLAYER;
1990 1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1991 /* we don't want to rely on this function to have accurate flags, but 1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1992 * since we're already doing the work, we calculate them here. 1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1993 * if they don't match, logic is broken someplace.
1994 */
1995 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
1996 { 1135 }
1997 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1136
1998 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); 1137 this->light = light;
1999 } 1138 this->flags_ = flags;
2000 SET_MAP_FLAGS (m, x, y, flags); 1139 this->move_block = move_block & ~move_allow;
2001 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); 1140 this->move_on = move_on;
2002 SET_MAP_MOVE_ON (m, x, y, move_on); 1141 this->move_off = move_off;
2003 SET_MAP_MOVE_OFF (m, x, y, move_off); 1142 this->move_slow = move_slow;
2004 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2005 1143
2006 /* At this point, we have a floor face (if there is a floor), 1144 /* At this point, we have a floor face (if there is a floor),
2007 * and the floor is set - we are not going to touch it at 1145 * and the floor is set - we are not going to touch it at
2008 * this point. 1146 * this point.
2009 * middle contains the highest visibility face. 1147 * middle contains the highest visibility face.
2016 * middle face. This should not happen, as we already have the 1154 * middle face. This should not happen, as we already have the
2017 * else statement above so middle should not get set. OTOH, it 1155 * else statement above so middle should not get set. OTOH, it
2018 * may be possible for the faces to match but be different objects. 1156 * may be possible for the faces to match but be different objects.
2019 */ 1157 */
2020 if (top == middle) 1158 if (top == middle)
2021 middle = blank_face; 1159 middle = 0;
2022 1160
2023 /* There are three posibilities at this point: 1161 /* There are three posibilities at this point:
2024 * 1) top face is set, need middle to be set. 1162 * 1) top face is set, need middle to be set.
2025 * 2) middle is set, need to set top. 1163 * 2) middle is set, need to set top.
2026 * 3) neither middle or top is set - need to set both. 1164 * 3) neither middle or top is set - need to set both.
2031 /* Once we get to a floor, stop, since we already have a floor object */ 1169 /* Once we get to a floor, stop, since we already have a floor object */
2032 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2033 break; 1171 break;
2034 1172
2035 /* If two top faces are already set, quit processing */ 1173 /* If two top faces are already set, quit processing */
2036 if ((top != blank_face) && (middle != blank_face)) 1174 if (top && middle)
2037 break; 1175 break;
2038 1176
2039 /* Only show visible faces, unless its the editor - show all */ 1177 /* Only show visible faces */
2040 if (!tmp->invisible || editor) 1178 if (!tmp->invisible)
2041 { 1179 {
2042 /* Fill in top if needed */ 1180 /* Fill in top if needed */
2043 if (top == blank_face) 1181 if (!top)
2044 { 1182 {
2045 top = tmp->face;
2046 top_obj = tmp; 1183 top = tmp;
2047 if (top == middle) 1184 if (top == middle)
2048 middle = blank_face; 1185 middle = 0;
2049 } 1186 }
2050 else 1187 else
2051 { 1188 {
2052 /* top is already set - we should only get here if 1189 /* top is already set - we should only get here if
2053 * middle is not set 1190 * middle is not set
2054 * 1191 *
2055 * Set the middle face and break out, since there is nothing 1192 * Set the middle face and break out, since there is nothing
2056 * more to fill in. We don't check visiblity here, since 1193 * more to fill in. We don't check visiblity here, since
2057 * 1194 *
2058 */ 1195 */
2059 if (tmp->face != top) 1196 if (tmp != top)
2060 { 1197 {
2061 middle = tmp->face;
2062 middle_obj = tmp; 1198 middle = tmp;
2063 break; 1199 break;
2064 } 1200 }
2065 } 1201 }
2066 } 1202 }
2067 } 1203 }
1204
2068 if (middle == floor) 1205 if (middle == floor)
2069 middle = blank_face; 1206 middle = 0;
1207
2070 if (top == middle) 1208 if (top == middle)
2071 middle = blank_face; 1209 middle = 0;
2072 SET_MAP_FACE (m, x, y, top, 0);
2073 if (top != blank_face)
2074 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2075 else
2076 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2077 SET_MAP_FACE (m, x, y, middle, 1);
2078 if (middle != blank_face)
2079 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2080 else
2081 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2082 SET_MAP_FACE (m, x, y, floor, 2);
2083 if (floor != blank_face)
2084 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2085 else
2086 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2087 SET_MAP_LIGHT (m, x, y, light);
2088}
2089 1210
2090 1211#if 0
2091void 1212 faces_obj [0] = top;
2092set_map_reset_time (maptile *map) 1213 faces_obj [1] = middle;
2093{ 1214 faces_obj [2] = floor;
2094 int timeout; 1215#endif
2095
2096 timeout = MAP_RESET_TIMEOUT (map);
2097 if (timeout <= 0)
2098 timeout = MAP_DEFAULTRESET;
2099 if (timeout >= MAP_MAXRESET)
2100 timeout = MAP_MAXRESET;
2101 MAP_WHEN_RESET (map) = seconds () + timeout;
2102} 1216}
2103 1217
2104/* this updates the orig_map->tile_map[tile_num] value after loading 1218uint64
2105 * the map. It also takes care of linking back the freshly loaded 1219mapspace::volume () const
2106 * maps tile_map values if it tiles back to this one. It returns
2107 * the value of orig_map->tile_map[tile_num]. It really only does this
2108 * so that it is easier for calling functions to verify success.
2109 */
2110
2111static maptile *
2112load_and_link_tiled_map (maptile *orig_map, int tile_num)
2113{ 1220{
2114 int dest_tile = (tile_num + 2) % 4; 1221 uint64 vol = 0;
2115 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2116 1222
2117 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1223 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1224 vol += op->volume ();
2118 1225
2119 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1226 return vol;
2120 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1227}
2121 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2122 1228
2123 return orig_map->tile_map[tile_num]; 1229bool
1230maptile::tile_available (int dir, bool load)
1231{
1232 if (!tile_path[dir])
1233 return 0;
1234
1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1236 return 1;
1237
1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239 return 1;
1240
1241 return 0;
2124} 1242}
2125 1243
2126/* this returns TRUE if the coordinates (x,y) are out of 1244/* this returns TRUE if the coordinates (x,y) are out of
2127 * map m. This function also takes into account any 1245 * map m. This function also takes into account any
2128 * tiling considerations, loading adjacant maps as needed. 1246 * tiling considerations, loading adjacant maps as needed.
2129 * This is the function should always be used when it 1247 * This is the function should always be used when it
2130 * necessary to check for valid coordinates. 1248 * necessary to check for valid coordinates.
2131 * This function will recursively call itself for the 1249 * This function will recursively call itself for the
2132 * tiled maps. 1250 * tiled maps.
2133 *
2134 *
2135 */ 1251 */
2136int 1252int
2137out_of_map (maptile *m, int x, int y) 1253out_of_map (maptile *m, int x, int y)
2138{ 1254{
2139
2140 /* If we get passed a null map, this is obviously the 1255 /* If we get passed a null map, this is obviously the
2141 * case. This generally shouldn't happen, but if the 1256 * case. This generally shouldn't happen, but if the
2142 * map loads fail below, it could happen. 1257 * map loads fail below, it could happen.
2143 */ 1258 */
2144 if (!m) 1259 if (!m)
2145 return 0; 1260 return 0;
2146 1261
2147 if (x < 0) 1262 if (x < 0)
2148 { 1263 {
2149 if (!m->tile_path[3]) 1264 if (!m->tile_available (3))
2150 return 1; 1265 return 1;
2151 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1266
2152 {
2153 load_and_link_tiled_map (m, 3);
2154 }
2155 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1267 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2156 }
2157 if (x >= MAP_WIDTH (m))
2158 { 1268 }
2159 if (!m->tile_path[1]) 1269
1270 if (x >= m->width)
1271 {
1272 if (!m->tile_available (1))
2160 return 1; 1273 return 1;
2161 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1274
2162 {
2163 load_and_link_tiled_map (m, 1);
2164 }
2165 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1275 return out_of_map (m->tile_map[1], x - m->width, y);
2166 } 1276 }
1277
2167 if (y < 0) 1278 if (y < 0)
2168 { 1279 {
2169 if (!m->tile_path[0]) 1280 if (!m->tile_available (0))
2170 return 1; 1281 return 1;
2171 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1282
2172 {
2173 load_and_link_tiled_map (m, 0);
2174 }
2175 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1283 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2176 }
2177 if (y >= MAP_HEIGHT (m))
2178 { 1284 }
2179 if (!m->tile_path[2]) 1285
1286 if (y >= m->height)
1287 {
1288 if (!m->tile_available (2))
2180 return 1; 1289 return 1;
2181 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1290
2182 {
2183 load_and_link_tiled_map (m, 2);
2184 }
2185 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1291 return out_of_map (m->tile_map[2], x, y - m->height);
2186 } 1292 }
2187 1293
2188 /* Simple case - coordinates are within this local 1294 /* Simple case - coordinates are within this local
2189 * map. 1295 * map.
2190 */ 1296 */
2193 1299
2194/* This is basically the same as out_of_map above, but 1300/* This is basically the same as out_of_map above, but
2195 * instead we return NULL if no map is valid (coordinates 1301 * instead we return NULL if no map is valid (coordinates
2196 * out of bounds and no tiled map), otherwise it returns 1302 * out of bounds and no tiled map), otherwise it returns
2197 * the map as that the coordinates are really on, and 1303 * the map as that the coordinates are really on, and
2198 * updates x and y to be the localized coordinates. 1304 * updates x and y to be the localised coordinates.
2199 * Using this is more efficient of calling out_of_map 1305 * Using this is more efficient of calling out_of_map
2200 * and then figuring out what the real map is 1306 * and then figuring out what the real map is
2201 */ 1307 */
2202maptile * 1308maptile *
2203get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1309maptile::xy_find (sint16 &x, sint16 &y)
2204{ 1310{
2205
2206 if (*x < 0) 1311 if (x < 0)
2207 { 1312 {
2208 if (!m->tile_path[3]) 1313 if (!tile_available (3))
2209 return NULL; 1314 return 0;
2210 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2211 load_and_link_tiled_map (m, 3);
2212 1315
2213 *x += MAP_WIDTH (m->tile_map[3]); 1316 x += tile_map[3]->width;
2214 return (get_map_from_coord (m->tile_map[3], x, y)); 1317 return tile_map[3]->xy_find (x, y);
2215 }
2216 if (*x >= MAP_WIDTH (m))
2217 { 1318 }
2218 if (!m->tile_path[1]) 1319
1320 if (x >= width)
1321 {
1322 if (!tile_available (1))
2219 return NULL; 1323 return 0;
2220 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2221 load_and_link_tiled_map (m, 1);
2222 1324
2223 *x -= MAP_WIDTH (m); 1325 x -= width;
2224 return (get_map_from_coord (m->tile_map[1], x, y)); 1326 return tile_map[1]->xy_find (x, y);
2225 } 1327 }
1328
2226 if (*y < 0) 1329 if (y < 0)
2227 { 1330 {
2228 if (!m->tile_path[0]) 1331 if (!tile_available (0))
2229 return NULL; 1332 return 0;
2230 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2231 load_and_link_tiled_map (m, 0);
2232 1333
2233 *y += MAP_HEIGHT (m->tile_map[0]); 1334 y += tile_map[0]->height;
2234 return (get_map_from_coord (m->tile_map[0], x, y)); 1335 return tile_map[0]->xy_find (x, y);
2235 }
2236 if (*y >= MAP_HEIGHT (m))
2237 { 1336 }
2238 if (!m->tile_path[2]) 1337
1338 if (y >= height)
1339 {
1340 if (!tile_available (2))
2239 return NULL; 1341 return 0;
2240 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2241 load_and_link_tiled_map (m, 2);
2242 1342
2243 *y -= MAP_HEIGHT (m); 1343 y -= height;
2244 return (get_map_from_coord (m->tile_map[2], x, y)); 1344 return tile_map[2]->xy_find (x, y);
2245 } 1345 }
2246 1346
2247 /* Simple case - coordinates are within this local 1347 /* Simple case - coordinates are within this local
2248 * map. 1348 * map.
2249 */ 1349 */
2250
2251 return m; 1350 return this;
2252} 1351}
2253 1352
2254/** 1353/**
2255 * Return whether map2 is adjacent to map1. If so, store the distance from 1354 * Return whether map2 is adjacent to map1. If so, store the distance from
2256 * map1 to map2 in dx/dy. 1355 * map1 to map2 in dx/dy.
2257 */ 1356 */
2258static int 1357int
2259adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1358adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2260{ 1359{
2261 if (!map1 || !map2) 1360 if (!map1 || !map2)
2262 return 0; 1361 return 0;
2263 1362
1363 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1364 //fix: compare paths instead (this is likely faster, too!)
2264 if (map1 == map2) 1365 if (map1 == map2)
2265 { 1366 {
2266 *dx = 0; 1367 *dx = 0;
2267 *dy = 0; 1368 *dy = 0;
2268
2269 } 1369 }
2270 else if (map1->tile_map[0] == map2) 1370 else if (map1->tile_map[0] == map2)
2271 { /* up */ 1371 { /* up */
2272 *dx = 0; 1372 *dx = 0;
2273 *dy = -MAP_HEIGHT (map2); 1373 *dy = -map2->height;
2274 } 1374 }
2275 else if (map1->tile_map[1] == map2) 1375 else if (map1->tile_map[1] == map2)
2276 { /* right */ 1376 { /* right */
2277 *dx = MAP_WIDTH (map1); 1377 *dx = map1->width;
2278 *dy = 0; 1378 *dy = 0;
2279 } 1379 }
2280 else if (map1->tile_map[2] == map2) 1380 else if (map1->tile_map[2] == map2)
2281 { /* down */ 1381 { /* down */
2282 *dx = 0; 1382 *dx = 0;
2283 *dy = MAP_HEIGHT (map1); 1383 *dy = map1->height;
2284 } 1384 }
2285 else if (map1->tile_map[3] == map2) 1385 else if (map1->tile_map[3] == map2)
2286 { /* left */ 1386 { /* left */
2287 *dx = -MAP_WIDTH (map2); 1387 *dx = -map2->width;
2288 *dy = 0; 1388 *dy = 0;
2289
2290 } 1389 }
2291 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1390 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2292 { /* up right */ 1391 { /* up right */
2293 *dx = MAP_WIDTH (map1->tile_map[0]); 1392 *dx = map1->tile_map[0]->width;
2294 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1393 *dy = -map1->tile_map[0]->height;
2295 } 1394 }
2296 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1395 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2297 { /* up left */ 1396 { /* up left */
2298 *dx = -MAP_WIDTH (map2); 1397 *dx = -map2->width;
2299 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1398 *dy = -map1->tile_map[0]->height;
2300 } 1399 }
2301 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1400 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2302 { /* right up */ 1401 { /* right up */
2303 *dx = MAP_WIDTH (map1); 1402 *dx = map1->width;
2304 *dy = -MAP_HEIGHT (map2); 1403 *dy = -map2->height;
2305 } 1404 }
2306 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1405 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2307 { /* right down */ 1406 { /* right down */
2308 *dx = MAP_WIDTH (map1); 1407 *dx = map1->width;
2309 *dy = MAP_HEIGHT (map1->tile_map[1]); 1408 *dy = map1->tile_map[1]->height;
2310 } 1409 }
2311 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1410 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2312 { /* down right */ 1411 { /* down right */
2313 *dx = MAP_WIDTH (map1->tile_map[2]); 1412 *dx = map1->tile_map[2]->width;
2314 *dy = MAP_HEIGHT (map1); 1413 *dy = map1->height;
2315 } 1414 }
2316 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1415 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2317 { /* down left */ 1416 { /* down left */
2318 *dx = -MAP_WIDTH (map2); 1417 *dx = -map2->width;
2319 *dy = MAP_HEIGHT (map1); 1418 *dy = map1->height;
2320 } 1419 }
2321 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1420 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2322 { /* left up */ 1421 { /* left up */
2323 *dx = -MAP_WIDTH (map1->tile_map[3]); 1422 *dx = -map1->tile_map[3]->width;
2324 *dy = -MAP_HEIGHT (map2); 1423 *dy = -map2->height;
2325 } 1424 }
2326 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1425 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2327 { /* left down */ 1426 { /* left down */
2328 *dx = -MAP_WIDTH (map1->tile_map[3]); 1427 *dx = -map1->tile_map[3]->width;
2329 *dy = MAP_HEIGHT (map1->tile_map[3]); 1428 *dy = map1->tile_map[3]->height;
2330
2331 } 1429 }
2332 else 1430 else
2333 { /* not "adjacent" enough */
2334 return 0; 1431 return 0;
2335 }
2336 1432
2337 return 1; 1433 return 1;
1434}
1435
1436maptile *
1437maptile::xy_load (sint16 &x, sint16 &y)
1438{
1439 maptile *map = xy_find (x, y);
1440
1441 if (map)
1442 map->load_sync ();
1443
1444 return map;
1445}
1446
1447maptile *
1448get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1449{
1450 return m->xy_load (*x, *y);
2338} 1451}
2339 1452
2340/* From map.c 1453/* From map.c
2341 * This is used by get_player to determine where the other 1454 * This is used by get_player to determine where the other
2342 * creature is. get_rangevector takes into account map tiling, 1455 * creature is. get_rangevector takes into account map tiling,
2343 * so you just can not look the the map coordinates and get the 1456 * so you just can not look the the map coordinates and get the
2344 * righte value. distance_x/y are distance away, which 1457 * righte value. distance_x/y are distance away, which
2345 * can be negativbe. direction is the crossfire direction scheme 1458 * can be negative. direction is the crossfire direction scheme
2346 * that the creature should head. part is the part of the 1459 * that the creature should head. part is the part of the
2347 * monster that is closest. 1460 * monster that is closest.
2348 * 1461 *
2349 * get_rangevector looks at op1 and op2, and fills in the 1462 * get_rangevector looks at op1 and op2, and fills in the
2350 * structure for op1 to get to op2. 1463 * structure for op1 to get to op2.
2355 * be unexpected 1468 * be unexpected
2356 * 1469 *
2357 * currently, the only flag supported (0x1) is don't translate for 1470 * currently, the only flag supported (0x1) is don't translate for
2358 * closest body part of 'op1' 1471 * closest body part of 'op1'
2359 */ 1472 */
2360
2361void 1473void
2362get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1474get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2363{ 1475{
2364 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1476 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2365 { 1477 {
2366 /* be conservative and fill in _some_ data */ 1478 /* be conservative and fill in _some_ data */
2367 retval->distance = 100000; 1479 retval->distance = 10000;
2368 retval->distance_x = 32767; 1480 retval->distance_x = 10000;
2369 retval->distance_y = 32767; 1481 retval->distance_y = 10000;
2370 retval->direction = 0; 1482 retval->direction = 0;
2371 retval->part = 0; 1483 retval->part = 0;
2372 } 1484 }
2373 else 1485 else
2374 { 1486 {
2379 1491
2380 best = op1; 1492 best = op1;
2381 /* If this is multipart, find the closest part now */ 1493 /* If this is multipart, find the closest part now */
2382 if (!(flags & 0x1) && op1->more) 1494 if (!(flags & 0x1) && op1->more)
2383 { 1495 {
2384 object *tmp;
2385 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1496 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2386 1497
2387 /* we just take the offset of the piece to head to figure 1498 /* we just take the offset of the piece to head to figure
2388 * distance instead of doing all that work above again 1499 * distance instead of doing all that work above again
2389 * since the distance fields we set above are positive in the 1500 * since the distance fields we set above are positive in the
2390 * same axis as is used for multipart objects, the simply arithmetic 1501 * same axis as is used for multipart objects, the simply arithmetic
2391 * below works. 1502 * below works.
2392 */ 1503 */
2393 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1504 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2394 { 1505 {
2395 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1506 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2396 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1507 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2397 if (tmpi < best_distance) 1508 if (tmpi < best_distance)
2398 { 1509 {
2399 best_distance = tmpi; 1510 best_distance = tmpi;
2400 best = tmp; 1511 best = tmp;
2401 } 1512 }
2402 } 1513 }
1514
2403 if (best != op1) 1515 if (best != op1)
2404 { 1516 {
2405 retval->distance_x += op1->x - best->x; 1517 retval->distance_x += op1->x - best->x;
2406 retval->distance_y += op1->y - best->y; 1518 retval->distance_y += op1->y - best->y;
2407 } 1519 }
2408 } 1520 }
1521
2409 retval->part = best; 1522 retval->part = best;
2410 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2411 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2412 } 1525 }
2413} 1526}
2414 1527
2415/* this is basically the same as get_rangevector above, but instead of 1528/* this is basically the same as get_rangevector above, but instead of
2420 * flags has no meaning for this function at this time - I kept it in to 1533 * flags has no meaning for this function at this time - I kept it in to
2421 * be more consistant with the above function and also in case they are needed 1534 * be more consistant with the above function and also in case they are needed
2422 * for something in the future. Also, since no object is pasted, the best 1535 * for something in the future. Also, since no object is pasted, the best
2423 * field of the rv_vector is set to NULL. 1536 * field of the rv_vector is set to NULL.
2424 */ 1537 */
2425
2426void 1538void
2427get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1539get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2428{ 1540{
2429 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1541 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2430 { 1542 {
2431 /* be conservative and fill in _some_ data */ 1543 /* be conservative and fill in _some_ data */
2432 retval->distance = 100000; 1544 retval->distance = 100000;
2439 { 1551 {
2440 retval->distance_x += op2->x - x; 1552 retval->distance_x += op2->x - x;
2441 retval->distance_y += op2->y - y; 1553 retval->distance_y += op2->y - y;
2442 1554
2443 retval->part = NULL; 1555 retval->part = NULL;
2444 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1556 retval->distance = idistance (retval->distance_x, retval->distance_y);
2445 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1557 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2446 } 1558 }
2447} 1559}
2448 1560
2449/* Returns true of op1 and op2 are effectively on the same map 1561/* Returns true of op1 and op2 are effectively on the same map
2450 * (as related to map tiling). Note that this looks for a path from 1562 * (as related to map tiling). Note that this looks for a path from
2451 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1563 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2452 * to op1, this will still return false. 1564 * to op1, this will still return false.
2453 * Note we only look one map out to keep the processing simple 1565 * Note we only look one map out to keep the processing simple
2454 * and efficient. This could probably be a macro. 1566 * and efficient. This could probably be a macro.
2455 * MSW 2001-08-05 1567 * MSW 2001-08-05
2456 */ 1568 */
2459{ 1571{
2460 int dx, dy; 1572 int dx, dy;
2461 1573
2462 return adjacent_map (op1->map, op2->map, &dx, &dy); 1574 return adjacent_map (op1->map, op2->map, &dx, &dy);
2463} 1575}
1576
1577object *
1578maptile::insert (object *op, int x, int y, object *originator, int flags)
1579{
1580 if (!op->flag [FLAG_REMOVED])
1581 op->remove ();
1582
1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1584}
1585
1586region *
1587maptile::region (int x, int y) const
1588{
1589 if (regions
1590 && regionmap
1591 && !OUT_OF_REAL_MAP (this, x, y))
1592 if (struct region *reg = regionmap [regions [y * width + x]])
1593 return reg;
1594
1595 if (default_region)
1596 return default_region;
1597
1598 return ::region::default_region ();
1599}
1600
1601/* picks a random object from a style map.
1602 * Redone by MSW so it should be faster and not use static
1603 * variables to generate tables.
1604 */
1605object *
1606maptile::pick_random_object () const
1607{
1608 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me.
1613 */
1614 for (int i = 1000; --i;)
1615 {
1616 object *pick = at (rndm (width), rndm (height)).bot;
1617
1618 // do not prefer big monsters just because they are big.
1619 if (pick && pick->head_ () == pick)
1620 return pick->head_ ();
1621 }
1622
1623 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return get_archetype ("blocked");
1625}
1626
1627void
1628maptile::play_sound (faceidx sound, int x, int y) const
1629{
1630 if (!sound)
1631 return;
1632
1633 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns)
1636 {
1637 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y;
1639
1640 int distance = idistance (dx, dy);
1641
1642 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy);
1644 }
1645}
1646

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