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Comparing deliantra/server/common/map.C (file contents):
Revision 1.47 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.147 by root, Mon Sep 29 10:20:48 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "loader.h"
31#include "path.h" 28#include "path.h"
32
33/*
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37
38maptile *
39has_been_loaded (const char *name)
40{
41 maptile *map;
42
43 if (!name || !*name)
44 return 0;
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48 return (map);
49}
50
51/*
52 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname
56 */
57
58const char *
59create_pathname (const char *name)
60{
61 static char buf[MAX_BUF];
62
63 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64 * someplace else in the code? msw 2-17-97
65 */
66 if (*name == '/')
67 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68 else
69 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf);
71}
72
73/*
74 * same as create_pathname, but for the overlay maps.
75 */
76
77const char *
78create_overlay_pathname (const char *name)
79{
80 static char buf[MAX_BUF];
81
82 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83 * someplace else in the code? msw 2-17-97
84 */
85 if (*name == '/')
86 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87 else
88 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89 return (buf);
90}
91
92/*
93 * same as create_pathname, but for the template maps.
94 */
95
96const char *
97create_template_pathname (const char *name)
98{
99 static char buf[MAX_BUF];
100
101 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102 * someplace else in the code? msw 2-17-97
103 */
104 if (*name == '/')
105 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106 else
107 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108 return (buf);
109}
110
111/*
112 * This makes absolute path to the itemfile where unique objects
113 * will be saved. Converts '/' to '@'. I think it's essier maintain
114 * files than full directory structure, but if this is problem it can
115 * be changed.
116 */
117static const char *
118create_items_path (const char *s)
119{
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t = buf + strlen (buf); *s; s++, t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137
138/*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154int
155check_path (const char *name, int prepend_dir)
156{
157 char buf[MAX_BUF];
158
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0;
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname (name));
165 else
166 strcpy (buf, name);
167
168 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through
171 * all the names.
172 */
173 endbuf = buf + strlen (buf);
174
175 if (stat (buf, &statbuf))
176 return -1;
177 if (!S_ISREG (statbuf.st_mode))
178 return (-1);
179
180 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182 mode |= 4;
183
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2;
187
188 return (mode);
189}
190
191/*
192 * Prints out debug-information about a map.
193 * Dumping these at llevError doesn't seem right, but is
194 * necessary to make sure the information is in fact logged.
195 */
196
197void
198dump_map (const maptile *m)
199{
200 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
202
203 if (m->msg != NULL)
204 LOG (llevError, "Message:\n%s", m->msg);
205
206 if (m->maplore != NULL)
207 LOG (llevError, "Lore:\n%s", m->maplore);
208
209 if (m->tmpname != NULL)
210 LOG (llevError, "Tmpname: %s\n", m->tmpname);
211
212 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213 LOG (llevError, "Darkness: %d\n", m->darkness);
214}
215
216/*
217 * Prints out debug-information about all maps.
218 * This basically just goes through all the maps and calls
219 * dump_map on each one.
220 */
221
222void
223dump_all_maps (void)
224{
225 maptile *m;
226
227 for (m = first_map; m; m = m->next)
228 dump_map (m);
229}
230 29
231/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
232 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
233 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
234 * new values into newmap, nx, and ny. Any and all of those 33 * new values into newmap, nx, and ny. Any and all of those
239 * don't expect to insert/remove anything from those spaces. 38 * don't expect to insert/remove anything from those spaces.
240 */ 39 */
241int 40int
242get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 41get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
243{ 42{
244 sint16 newx, newy;
245 int retval = 0;
246 maptile *mp;
247
248 newx = x; 43 sint16 newx = x;
249 newy = y; 44 sint16 newy = y;
250 45
251 mp = get_map_from_coord (oldmap, &newx, &newy); 46 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
252 47
253 if (!mp) 48 if (!mp)
254 return P_OUT_OF_MAP; 49 return P_OUT_OF_MAP;
255
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 50
259 if (newmap) *newmap = mp; 51 if (newmap) *newmap = mp;
260 if (nx) *nx = newx; 52 if (nx) *nx = newx;
261 if (ny) *ny = newy; 53 if (ny) *ny = newy;
262 54
263 return retval | mp->at (newx, newy).flags (); 55 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
264} 56}
265 57
266/* 58/*
267 * Returns true if the given coordinate is blocked except by the 59 * Returns true if the given coordinate is blocked except by the
268 * object passed is not blocking. This is used with 60 * object passed is not blocking. This is used with
312 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
313 */ 105 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
315 return 0; 107 return 0;
316 108
317 if (ob->head != NULL)
318 ob = ob->head; 109 ob = ob->head_ ();
319 110
320 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
321 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
322 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
323 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
353 else 144 else
354 { 145 {
355 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
356 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
357 * movement, can't move here. 148 * movement, can't move here.
358 * second - if a monster, can't move there, unles it is a 149 * second - if a monster, can't move there, unless it is a
359 * hidden dm 150 * hidden dm
360 */ 151 */
361 if (OB_MOVE_BLOCK (ob, tmp)) 152 if (OB_MOVE_BLOCK (ob, tmp))
362 return 1; 153 return 1;
363 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154
364 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
365 return 1; 160 return 1;
366 } 161 }
367 162
368 } 163 }
369 return 0; 164 return 0;
370} 165}
371 166
372
373/* 167/*
374 * Returns true if the given object can't fit in the given spot. 168 * Returns qthe blocking object if the given object can't fit in the given
375 * This is meant for multi space objects - for single space objecs, 169 * spot. This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
378 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
379 * 173 *
380 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
381 * 175 *
382 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
394 * 188 *
395 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
397 * against the move_block values. 191 * against the move_block values.
398 */ 192 */
399int 193bool
400ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
401{ 195{
402 archetype *tmp; 196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
403 int flag;
404 maptile *m1;
405 sint16 sx, sy;
406
407 if (ob == NULL)
408 {
409 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
410 if (flag & P_OUT_OF_MAP)
411 return P_OUT_OF_MAP;
412
413 /* don't have object, so don't know what types would block */
414 return m1->at (sx, sy).move_block;
415 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
416 199
417 for (tmp = ob->arch; tmp; tmp = tmp->more) 200 if (!pos.normalise ())
418 { 201 return 1;
419 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420 202
421 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
422 return P_OUT_OF_MAP; 204
423 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
424 return P_IS_ALIVE; 206 return 1;
425 207
426 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
427 209 * (signifying non-moving objects)
428
429 /* find_first_free_spot() calls this function. However, often
430 * ob doesn't have any move type (when used to place exits)
431 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
432 */ 211 */
433
434 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
435 continue; 213 continue;
436 214
437 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
438 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
439 */ 217 */
440 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
441 return P_NO_PASS; 219 return 1;
442 } 220 }
443 221
444 return 0; 222 return 0;
445} 223}
446 224
448 * into inventory, but just links them. What this does is go through 226 * into inventory, but just links them. What this does is go through
449 * and insert them properly. 227 * and insert them properly.
450 * The object 'container' is the object that contains the inventory. 228 * The object 'container' is the object that contains the inventory.
451 * This is needed so that we can update the containers weight. 229 * This is needed so that we can update the containers weight.
452 */ 230 */
453
454void 231void
455fix_container (object *container) 232fix_container (object *container)
456{ 233{
457 object *tmp = container->inv, *next; 234 object *tmp = container->inv, *next;
458 235
459 container->inv = NULL; 236 container->inv = 0;
460 while (tmp != NULL) 237 while (tmp)
461 { 238 {
462 next = tmp->below; 239 next = tmp->below;
463 if (tmp->inv) 240 if (tmp->inv)
464 fix_container (tmp); 241 fix_container (tmp);
242
465 (void) insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
466 tmp = next; 244 tmp = next;
467 } 245 }
246
468 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
469 * carrying. 248 //TODO: remove
470 */ 249 container->update_weight ();
471 sum_weight (container); 250}
251
252void
253maptile::set_object_flag (int flag, int value)
254{
255 if (!spaces)
256 return;
257
258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
260 tmp->flag [flag] = value;
261}
262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
472} 274}
473 275
474/* link_multipart_objects go through all the objects on the map looking 276/* link_multipart_objects go through all the objects on the map looking
475 * for objects whose arch says they are multipart yet according to the 277 * for objects whose arch says they are multipart yet according to the
476 * info we have, they only have the head (as would be expected when 278 * info we have, they only have the head (as would be expected when
477 * they are saved). We do have to look for the old maps that did save 279 * they are saved).
478 * the more sections and not re-add sections for them.
479 */ 280 */
480 281void
481static void 282maptile::link_multipart_objects ()
482link_multipart_objects (maptile *m)
483{ 283{
484 int x, y; 284 if (!spaces)
485 object *tmp, *op, *last, *above; 285 return;
486 archetype *at;
487 286
488 for (x = 0; x < MAP_WIDTH (m); x++) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
489 for (y = 0; y < MAP_HEIGHT (m); y++) 288 {
490 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 289 object *op = ms->bot;
290 while (op)
491 { 291 {
492 above = tmp->above;
493
494 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
495 if (tmp->head || tmp->more) 293 if (op->head_ () == op && !op->more && op->arch->more)
496 continue;
497
498 /* If there is nothing more to this object, this for loop
499 * won't do anything.
500 */
501 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
502 { 294 {
503 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
504 297
505 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
506 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
507 op->y += tmp->y; 300 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
508 op->head = tmp; 301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
509 op->map = m; 302
510 last->more = op; 303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
511 op->name = tmp->name; 304 // so we have to reset the iteration through the mapspace
512 op->title = tmp->title;
513 /* we could link all the parts onto tmp, and then just
514 * call insert_ob_in_map once, but the effect is the same,
515 * as insert_ob_in_map will call itself with each part, and
516 * the coding is simpler to just to it here with each part.
517 */ 305 }
518 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 306 else
519 } /* for at = tmp->arch->more */ 307 op = op->above;
520 } /* for objects on this space */ 308 }
309 }
521} 310}
522 311
523/* 312/*
524 * Loads (ands parses) the objects into a given map from the specified 313 * Loads (ands parses) the objects into a given map from the specified
525 * file pointer. 314 * file pointer.
526 * mapflags is the same as we get with load_original_map
527 */ 315 */
528void 316bool
529load_objects (maptile *m, object_thawer & fp, int mapflags) 317maptile::_load_objects (object_thawer &f)
530{ 318{
531 int i, j; 319 for (;;)
532 int unique;
533 object *op, *prev = NULL, *last_more = NULL, *otmp;
534
535 op = object::create ();
536 op->map = m; /* To handle buttons correctly */
537
538 while ((i = load_object (fp, op, mapflags)))
539 { 320 {
540 /* if the archetype for the object is null, means that we 321 coroapi::cede_to_tick (); // cede once in a while
541 * got an invalid object. Don't do anything with it - the game 322
542 * or editor will not be able to do anything with it either. 323 switch (f.kw)
543 */
544 if (op->arch == NULL)
545 { 324 {
546 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
331
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy_inv (false); // be explicit about dropping
357 op->destroy (true);
358 }
359 }
360
547 continue; 361 continue;
548 }
549 362
550 switch (i)
551 {
552 case LL_NORMAL:
553 /* if we are loading an overlay, put the floors on the bottom */
554 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558
559 if (op->inv)
560 sum_weight (op);
561
562 prev = op, last_more = op;
563 break;
564
565 case LL_MORE: 363 case KW_EOF:
566 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 364 return true;
567 op->head = prev, last_more->more = op, last_more = op; 365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
568 break; 369 break;
569 } 370 }
570 371
571 if (mapflags & MAP_STYLE) 372 f.next ();
572 remove_from_active_list (op);
573
574 op = object::create ();
575 op->map = m;
576 }
577
578 for (i = 0; i < m->width; i++)
579 { 373 }
580 for (j = 0; j < m->height; j++) 374
375 return true;
376}
377
378void
379maptile::activate ()
380{
381 if (spaces)
382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
383 for (object *op = ms->bot; op; op = op->above)
384 op->activate_recursive ();
385}
386
387void
388maptile::deactivate ()
389{
390 if (spaces)
391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
392 for (object *op = ms->bot; op; op = op->above)
393 op->deactivate_recursive ();
394}
395
396bool
397maptile::_save_objects (object_freezer &f, int flags)
398{
399 coroapi::cede_to_tick ();
400
401 if (flags & IO_HEADER)
402 _save_header (f);
403
404 if (!spaces)
405 return false;
406
407 for (int i = 0; i < size (); ++i)
408 {
409 bool unique = 0;
410
411 for (object *op = spaces [i].bot; op; op = op->above)
581 { 412 {
582 unique = 0; 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
583 /* check for unique items, or unique squares */ 414
584 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 415 if (expect_false (!op->can_map_save ()))
416 continue;
417
418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
585 { 419 {
586 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 420 if (flags & IO_UNIQUES)
587 unique = 1; 421 op->write (f);
588
589 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
590 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
591 } 422 }
423 else if (expect_true (flags & IO_OBJECTS))
424 op->write (f);
592 } 425 }
593 } 426 }
594 427
595 op->destroy (); 428 coroapi::cede_to_tick ();
596 link_multipart_objects (m);
597}
598 429
599/* This saves all the objects on the map in a non destructive fashion. 430 return true;
600 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 431}
601 * and we only save the head of multi part objects - this is needed
602 * in order to do map tiling properly.
603 */
604void
605save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
606{
607 int i, j = 0, unique = 0;
608 object *op;
609 432
610 /* first pass - save one-part objects */ 433bool
611 for (i = 0; i < MAP_WIDTH (m); i++) 434maptile::_save_objects (const char *path, int flags)
612 for (j = 0; j < MAP_HEIGHT (m); j++) 435{
613 { 436 object_freezer freezer;
614 unique = 0;
615 for (op = GET_MAP_OB (m, i, j); op; op = op->above)
616 {
617 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
618 unique = 1;
619 437
620 if (op->type == PLAYER) 438 if (!_save_objects (freezer, flags))
621 continue; 439 return false;
622 440
623 if (op->head || op->owner) 441 return freezer.save (path);
624 continue;
625
626 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
627 save_object (fp2, op, 3);
628 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
629 save_object (fp, op, 3);
630 }
631 }
632} 442}
633 443
634maptile::maptile () 444maptile::maptile ()
635{ 445{
636 in_memory = MAP_SWAPPED; 446 in_memory = MAP_SWAPPED;
447
637 /* The maps used to pick up default x and y values from the 448 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour. 449 * map archetype. Mimic that behaviour.
639 */ 450 */
640 MAP_WIDTH (this) = 16; 451 width = 16;
641 MAP_HEIGHT (this) = 16; 452 height = 16;
642 MAP_RESET_TIMEOUT (this) = 0; 453 timeout = 300;
643 MAP_TIMEOUT (this) = 300; 454 max_nrof = 1000; // 1000 items of anything
644 MAP_ENTER_X (this) = 0; 455 max_volume = 2000000; // 2m³
645 MAP_ENTER_Y (this) = 0;
646 /*set part to -1 indicating conversion to weather map not yet done */
647 MAP_WORLDPARTX (this) = -1;
648 MAP_WORLDPARTY (this) = -1;
649} 456}
650 457
651/* 458maptile::maptile (int w, int h)
652 * Allocates, initialises, and returns a pointer to a maptile.
653 * Modified to no longer take a path option which was not being
654 * used anyways. MSW 2001-07-01
655 */
656maptile *
657get_linked_map (void)
658{ 459{
659 maptile *mp, *map = new maptile; 460 in_memory = MAP_SWAPPED;
660 461
661 for (mp = first_map; mp && mp->next; mp = mp->next); 462 width = w;
463 height = h;
464 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0;
467 enter_y = 0;
662 468
663 if (mp == NULL) 469 alloc ();
664 first_map = map;
665 else
666 mp->next = map;
667
668 return map;
669} 470}
670 471
671/* 472/*
672 * Allocates the arrays contained in a maptile. 473 * Allocates the arrays contained in a maptile.
673 * This basically allocates the dynamic array of spaces for the 474 * This basically allocates the dynamic array of spaces for the
674 * map. 475 * map.
675 */ 476 */
676void 477void
677maptile::allocate () 478maptile::alloc ()
678{ 479{
679 in_memory = MAP_IN_MEMORY;
680
681 /* Log this condition and free the storage. We could I suppose
682 * realloc, but if the caller is presuming the data will be intact,
683 * that is their poor assumption.
684 */
685 if (spaces) 480 if (spaces)
686 {
687 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
688 free (spaces);
689 }
690
691 spaces = (mapspace *)
692 calloc (1, width * height * sizeof (mapspace));
693
694 if (!spaces)
695 fatal (OUT_OF_MEMORY);
696}
697
698/* Create and returns a map of the specific size. Used
699 * in random map code and the editor.
700 */
701maptile *
702get_empty_map (int sizex, int sizey)
703{
704 maptile *m = get_linked_map ();
705
706 m->width = sizex;
707 m->height = sizey;
708 m->in_memory = MAP_SWAPPED;
709 m->allocate ();
710
711 return m; 481 return;
482
483 spaces = salloc0<mapspace> (size ());
712} 484}
713 485
714/* Takes a string from a map definition and outputs a pointer to the array of shopitems 486/* Takes a string from a map definition and outputs a pointer to the array of shopitems
715 * corresponding to that string. Memory is allocated for this, it must be freed 487 * corresponding to that string. Memory is allocated for this, it must be freed
716 * at a later date. 488 * at a later date.
717 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
718 */ 490 */
719
720static shopitems * 491static shopitems *
721parse_shop_string (const char *input_string) 492parse_shop_string (const char *input_string)
722{ 493{
723 char *shop_string, *p, *q, *next_semicolon, *next_colon; 494 char *shop_string, *p, *q, *next_semicolon, *next_colon;
724 shopitems *items = NULL; 495 shopitems *items = NULL;
733 p = strchr (p, ';'); 504 p = strchr (p, ';');
734 number_of_entries++; 505 number_of_entries++;
735 if (p) 506 if (p)
736 p++; 507 p++;
737 } 508 }
509
738 p = shop_string; 510 p = shop_string;
739 strip_endline (p); 511 strip_endline (p);
740 items = new shopitems[number_of_entries + 1]; 512 items = new shopitems[number_of_entries + 1];
741 for (i = 0; i < number_of_entries; i++) 513 for (i = 0; i < number_of_entries; i++)
742 { 514 {
743 if (!p) 515 if (!p)
744 { 516 {
745 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 517 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
746 break; 518 break;
747 } 519 }
520
748 next_semicolon = strchr (p, ';'); 521 next_semicolon = strchr (p, ';');
749 next_colon = strchr (p, ':'); 522 next_colon = strchr (p, ':');
750 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 523 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
751 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 524 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
752 items[i].strength = atoi (strchr (p, ':') + 1); 525 items[i].strength = atoi (strchr (p, ':') + 1);
779 * the next entry while we're at it, better print a warning 552 * the next entry while we're at it, better print a warning
780 */ 553 */
781 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 554 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
782 } 555 }
783 } 556 }
557
784 items[i].index = number_of_entries; 558 items[i].index = number_of_entries;
785 if (next_semicolon) 559 if (next_semicolon)
786 p = ++next_semicolon; 560 p = ++next_semicolon;
787 else 561 else
788 p = NULL; 562 p = NULL;
789 } 563 }
564
790 free (shop_string); 565 free (shop_string);
791 return items; 566 return items;
792} 567}
793 568
794/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
803 for (i = 0; i < m->shopitems[0].index; i++) 578 for (i = 0; i < m->shopitems[0].index; i++)
804 { 579 {
805 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
806 { 581 {
807 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
808 {
809 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
810 }
811 else 584 else
812 sprintf (tmp, "%s;", m->shopitems[i].name); 585 sprintf (tmp, "%s;", m->shopitems[i].name);
813 } 586 }
814 else 587 else
815 { 588 {
816 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
817 {
818 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
819 }
820 else 591 else
821 sprintf (tmp, "*"); 592 sprintf (tmp, "*");
822 } 593 }
594
823 strcat (output_string, tmp); 595 strcat (output_string, tmp);
824 } 596 }
825} 597}
826 598
827/* This loads the header information of the map. The header 599/* This loads the header information of the map. The header
832 * put all the stuff in the map object so that names actually make 604 * put all the stuff in the map object so that names actually make
833 * sense. 605 * sense.
834 * This could be done in lex (like the object loader), but I think 606 * This could be done in lex (like the object loader), but I think
835 * currently, there are few enough fields this is not a big deal. 607 * currently, there are few enough fields this is not a big deal.
836 * MSW 2001-07-01 608 * MSW 2001-07-01
837 * return 0 on success, 1 on failure.
838 */ 609 */
839 610bool
840static int 611maptile::_load_header (object_thawer &thawer)
841load_map_header (object_thawer & fp, maptile *m)
842{ 612{
843 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 613 for (;;)
844 int msgpos = 0;
845 int maplorepos = 0;
846
847 while (fgets (buf, HUGE_BUF, fp) != NULL)
848 { 614 {
849 buf[HUGE_BUF - 1] = 0; 615 switch (thawer.kw)
850 key = buf;
851
852 while (isspace (*key))
853 key++;
854
855 if (*key == 0)
856 continue; /* empty line */
857
858 value = strchr (key, ' ');
859
860 if (!value)
861 { 616 {
862 if ((end = strchr (key, '\n'))) 617 case KW_msg:
863 *end = 0; 618 thawer.get_ml (KW_endmsg, msg);
619 break;
620
621 case KW_lore: // CF+ extension
622 thawer.get_ml (KW_endlore, maplore);
623 break;
624
625 case KW_maplore:
626 thawer.get_ml (KW_endmaplore, maplore);
627 break;
628
629 case KW_arch:
630 if (strcmp (thawer.get_str (), "map"))
631 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
632 break;
633
634 case KW_oid:
635 thawer.get (this, thawer.get_sint32 ());
636 break;
637
638 case KW_file_format_version: break; // nop
639
640 case KW_name: thawer.get (name); break;
641 case KW_attach: thawer.get (attach); break;
642 case KW_reset_time: thawer.get (reset_time); break;
643 case KW_shopgreed: thawer.get (shopgreed); break;
644 case KW_shopmin: thawer.get (shopmin); break;
645 case KW_shopmax: thawer.get (shopmax); break;
646 case KW_shoprace: thawer.get (shoprace); break;
647 case KW_outdoor: thawer.get (outdoor); break;
648 case KW_temp: thawer.get (temp); break;
649 case KW_pressure: thawer.get (pressure); break;
650 case KW_humid: thawer.get (humid); break;
651 case KW_windspeed: thawer.get (windspeed); break;
652 case KW_winddir: thawer.get (winddir); break;
653 case KW_sky: thawer.get (sky); break;
654
655 case KW_per_player: thawer.get (per_player); break;
656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
659
660 case KW_region: default_region = region::find (thawer.get_str ()); break;
661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
662
663 // old names new names
664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
666 case KW_x: case KW_width: thawer.get (width); break;
667 case KW_y: case KW_height: thawer.get (height); break;
668 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
669 case KW_value: case KW_swap_time: thawer.get (timeout); break;
670 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
671 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
673
674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
678
679 case KW_ERROR:
680 set_key_text (thawer.kw_str, thawer.value);
681 break;
682
683 case KW_end:
684 thawer.next ();
685 return true;
686
687 default:
688 if (!thawer.parse_error ("map", 0))
689 return false;
690 break;
864 } 691 }
865 else
866 {
867 *value = 0;
868 value++;
869 end = strchr (value, '\n');
870 692
871 while (isspace (*value)) 693 thawer.next ();
872 {
873 value++;
874
875 if (*value == '\0' || value == end)
876 {
877 /* Nothing but spaces. */
878 value = NULL;
879 break;
880 }
881 }
882 }
883
884 if (!end)
885 {
886 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
887 return 1;
888 }
889
890 /* key is the field name, value is what it should be set
891 * to. We've already done the work to null terminate key,
892 * and strip off any leading spaces for both of these.
893 * We have not touched the newline at the end of the line -
894 * these are needed for some values. the end pointer
895 * points to the first of the newlines.
896 * value could be NULL! It would be easy enough to just point
897 * this to "" to prevent cores, but that would let more errors slide
898 * through.
899 *
900 * First check for entries that do not use the value parameter, then
901 * validate that value is given and check for the remaining entries
902 * that use the parameter.
903 */
904
905 if (!strcmp (key, "msg"))
906 {
907 while (fgets (buf, HUGE_BUF, fp) != NULL)
908 {
909 if (!strcmp (buf, "endmsg\n"))
910 break;
911 else
912 {
913 /* slightly more efficient than strcat */
914 strcpy (msgbuf + msgpos, buf);
915 msgpos += strlen (buf);
916 }
917 }
918 /* There are lots of maps that have empty messages (eg, msg/endmsg
919 * with nothing between). There is no reason in those cases to
920 * keep the empty message. Also, msgbuf contains garbage data
921 * when msgpos is zero, so copying it results in crashes
922 */
923 if (msgpos != 0)
924 m->msg = strdup (msgbuf);
925 }
926 else if (!strcmp (key, "maplore"))
927 {
928 while (fgets (buf, HUGE_BUF, fp) != NULL)
929 {
930 if (!strcmp (buf, "endmaplore\n"))
931 break;
932 else
933 {
934 /* slightly more efficient than strcat */
935 strcpy (maplorebuf + maplorepos, buf);
936 maplorepos += strlen (buf);
937 }
938 }
939 if (maplorepos != 0)
940 m->maplore = strdup (maplorebuf);
941 }
942 else if (!strcmp (key, "end"))
943 {
944 break;
945 }
946 else if (value == NULL)
947 {
948 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
949 }
950 else if (!strcmp (key, "arch"))
951 {
952 /* This is an oddity, but not something we care about much. */
953 if (strcmp (value, "map\n"))
954 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
955 }
956 else if (!strcmp (key, "name"))
957 {
958 *end = 0;
959 m->name = strdup (value);
960 }
961 /* first strcmp value on these are old names supported
962 * for compatibility reasons. The new values (second) are
963 * what really should be used.
964 */
965 else if (!strcmp (key, "oid"))
966 fp.get (m, atoi (value));
967 else if (!strcmp (key, "attach"))
968 m->attach = value;
969 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
970 m->enter_x = atoi (value);
971 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
972 m->enter_y = atoi (value);
973 else if (!strcmp (key, "x") || !strcmp (key, "width"))
974 m->width = atoi (value);
975 else if (!strcmp (key, "y") || !strcmp (key, "height"))
976 m->height = atoi (value);
977 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
978 m->reset_timeout = atoi (value);
979 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
980 m->timeout = atoi (value);
981 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
982 m->difficulty = clamp (atoi (value), 1, settings.max_level);
983 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
984 m->darkness = atoi (value);
985 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
986 m->fixed_resettime = atoi (value);
987 else if (!strcmp (key, "unique"))
988 m->unique = atoi (value);
989 else if (!strcmp (key, "template"))
990 m->templatemap = atoi (value);
991 else if (!strcmp (key, "region"))
992 m->region = get_region_by_name (value);
993 else if (!strcmp (key, "shopitems"))
994 {
995 *end = 0;
996 m->shopitems = parse_shop_string (value);
997 }
998 else if (!strcmp (key, "shopgreed"))
999 m->shopgreed = atof (value);
1000 else if (!strcmp (key, "shopmin"))
1001 m->shopmin = atol (value);
1002 else if (!strcmp (key, "shopmax"))
1003 m->shopmax = atol (value);
1004 else if (!strcmp (key, "shoprace"))
1005 {
1006 *end = 0;
1007 m->shoprace = strdup (value);
1008 }
1009 else if (!strcmp (key, "outdoor"))
1010 m->outdoor = atoi (value);
1011 else if (!strcmp (key, "temp"))
1012 m->temp = atoi (value);
1013 else if (!strcmp (key, "pressure"))
1014 m->pressure = atoi (value);
1015 else if (!strcmp (key, "humid"))
1016 m->humid = atoi (value);
1017 else if (!strcmp (key, "windspeed"))
1018 m->windspeed = atoi (value);
1019 else if (!strcmp (key, "winddir"))
1020 m->winddir = atoi (value);
1021 else if (!strcmp (key, "sky"))
1022 m->sky = atoi (value);
1023 else if (!strcmp (key, "nosmooth"))
1024 m->nosmooth = atoi (value);
1025 else if (!strncmp (key, "tile_path_", 10))
1026 {
1027 int tile = atoi (key + 10);
1028
1029 if (tile < 1 || tile > 4)
1030 {
1031 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1032 }
1033 else
1034 {
1035 char *path;
1036
1037 *end = 0;
1038
1039 if (m->tile_path[tile - 1])
1040 {
1041 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1042 free (m->tile_path[tile - 1]);
1043 m->tile_path[tile - 1] = NULL;
1044 }
1045
1046 if (check_path (value, 1) != -1)
1047 {
1048 /* The unadorned path works. */
1049 path = value;
1050 }
1051 else
1052 {
1053 /* Try again; it could be a relative exit. */
1054
1055 path = path_combine_and_normalize (m->path, value);
1056
1057 if (check_path (path, 1) == -1)
1058 {
1059 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1060 path = NULL;
1061 }
1062 }
1063
1064 if (editor)
1065 {
1066 /* Use the value as in the file. */
1067 m->tile_path[tile - 1] = strdup (value);
1068 }
1069 else if (path != NULL)
1070 {
1071 /* Use the normalized value. */
1072 m->tile_path[tile - 1] = strdup (path);
1073 }
1074 } /* end if tile direction (in)valid */
1075 }
1076 else
1077 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1078 }
1079
1080 if (!key || strcmp (key, "end"))
1081 { 694 }
1082 LOG (llevError, "Got premature eof on map header!\n");
1083 return 1;
1084 }
1085 695
1086 return 0; 696 abort ();
1087}
1088
1089/*
1090 * Opens the file "filename" and reads information about the map
1091 * from the given file, and stores it in a newly allocated
1092 * maptile. A pointer to this structure is returned, or NULL on failure.
1093 * flags correspond to those in map.h. Main ones used are
1094 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1095 * MAP_BLOCK, in which case we block on this load. This happens in all
1096 * cases, no matter if this flag is set or not.
1097 * MAP_STYLE: style map - don't add active objects, don't add to server
1098 * managed map list.
1099 */
1100
1101maptile *
1102load_original_map (const char *filename, int flags)
1103{
1104 maptile *m;
1105 char pathname[MAX_BUF];
1106
1107 if (flags & MAP_PLAYER_UNIQUE)
1108 strcpy (pathname, filename);
1109 else if (flags & MAP_OVERLAY)
1110 strcpy (pathname, create_overlay_pathname (filename));
1111 else
1112 strcpy (pathname, create_pathname (filename));
1113
1114 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1115
1116 object_thawer thawer (pathname);
1117
1118 if (!thawer)
1119 return 0;
1120
1121 m = get_linked_map ();
1122
1123 strcpy (m->path, filename);
1124 if (load_map_header (thawer, m))
1125 {
1126 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1127 delete_map (m);
1128 return 0;
1129 }
1130
1131 m->allocate ();
1132
1133 m->in_memory = MAP_LOADING;
1134 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1135
1136 m->in_memory = MAP_IN_MEMORY;
1137 if (!MAP_DIFFICULTY (m))
1138 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1139 set_map_reset_time (m);
1140 m->instantiate ();
1141 return (m);
1142}
1143
1144/*
1145 * Loads a map, which has been loaded earlier, from file.
1146 * Return the map object we load into (this can change from the passed
1147 * option if we can't find the original map)
1148 */
1149
1150static maptile *
1151load_temporary_map (maptile *m)
1152{
1153 char buf[MAX_BUF];
1154
1155 if (!m->tmpname)
1156 {
1157 LOG (llevError, "No temporary filename for map %s\n", m->path);
1158 strcpy (buf, m->path);
1159 delete_map (m);
1160 m = load_original_map (buf, 0);
1161 if (m == NULL)
1162 return NULL;
1163 fix_auto_apply (m); /* Chests which open as default */
1164 return m;
1165 }
1166
1167 object_thawer thawer (m->tmpname);
1168
1169 if (!thawer)
1170 {
1171 strcpy (buf, m->path);
1172 delete_map (m);
1173 m = load_original_map (buf, 0);
1174 if (!m)
1175 return NULL;
1176 fix_auto_apply (m); /* Chests which open as default */
1177 return m;
1178 }
1179
1180 if (load_map_header (thawer, m))
1181 {
1182 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1183 delete_map (m);
1184 m = load_original_map (m->path, 0);
1185 return NULL;
1186 }
1187
1188 m->allocate ();
1189
1190 m->in_memory = MAP_LOADING;
1191 load_objects (m, thawer, 0);
1192
1193 m->in_memory = MAP_IN_MEMORY;
1194 INVOKE_MAP (SWAPIN, m);
1195 return m;
1196}
1197
1198/*
1199 * Loads a map, which has been loaded earlier, from file.
1200 * Return the map object we load into (this can change from the passed
1201 * option if we can't find the original map)
1202 */
1203
1204maptile *
1205load_overlay_map (const char *filename, maptile *m)
1206{
1207 char pathname[MAX_BUF];
1208
1209 strcpy (pathname, create_overlay_pathname (filename));
1210
1211 object_thawer thawer (pathname);
1212
1213 if (!thawer)
1214 return m;
1215
1216 if (load_map_header (thawer, m))
1217 {
1218 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1219 delete_map (m);
1220 m = load_original_map (m->path, 0);
1221 return 0;
1222 }
1223 /*m->allocate ();*/
1224
1225 m->in_memory = MAP_LOADING;
1226 load_objects (m, thawer, MAP_OVERLAY);
1227
1228 m->in_memory = MAP_IN_MEMORY;
1229 return m;
1230} 697}
1231 698
1232/****************************************************************************** 699/******************************************************************************
1233 * This is the start of unique map handling code 700 * This is the start of unique map handling code
1234 *****************************************************************************/ 701 *****************************************************************************/
1235 702
1236/* This goes through map 'm' and removed any unique items on the map. */ 703/* This goes through the maptile and removed any unique items on the map. */
1237static void 704void
1238delete_unique_items (maptile *m) 705maptile::clear_unique_items ()
1239{ 706{
1240 int i, j, unique; 707 for (int i = 0; i < size (); ++i)
1241 object *op, *next;
1242
1243 for (i = 0; i < MAP_WIDTH (m); i++)
1244 for (j = 0; j < MAP_HEIGHT (m); j++)
1245 { 708 {
1246 unique = 0; 709 int unique = 0;
710 for (object *op = spaces [i].bot; op; )
711 {
712 object *above = op->above;
1247 713
1248 for (op = GET_MAP_OB (m, i, j); op; op = next) 714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
715 unique = 1;
716
717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
718 {
719 op->destroy_inv (false);
720 op->destroy (true);
721 }
722
723 op = above;
724 }
725 }
726}
727
728bool
729maptile::_save_header (object_freezer &freezer)
730{
731#define MAP_OUT(k) freezer.put (KW_ ## k, k)
732#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
733
734 MAP_OUT2 (arch, "map");
735
736 if (name) MAP_OUT (name);
737 MAP_OUT (swap_time);
738 MAP_OUT (reset_time);
739 MAP_OUT (reset_timeout);
740 MAP_OUT (fixed_resettime);
741 MAP_OUT (no_reset);
742 MAP_OUT (no_drop);
743 MAP_OUT (difficulty);
744
745 if (default_region) MAP_OUT2 (region, default_region->name);
746
747 if (shopitems)
748 {
749 char shop[MAX_BUF];
750 print_shop_string (this, shop);
751 MAP_OUT2 (shopitems, shop);
752 }
753
754 MAP_OUT (shopgreed);
755 MAP_OUT (shopmin);
756 MAP_OUT (shopmax);
757 if (shoprace) MAP_OUT (shoprace);
758 MAP_OUT (darkness);
759 MAP_OUT (width);
760 MAP_OUT (height);
761 MAP_OUT (enter_x);
762 MAP_OUT (enter_y);
763
764 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
765 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
766
767 MAP_OUT (outdoor);
768 MAP_OUT (temp);
769 MAP_OUT (pressure);
770 MAP_OUT (humid);
771 MAP_OUT (windspeed);
772 MAP_OUT (winddir);
773 MAP_OUT (sky);
774
775 MAP_OUT (per_player);
776 MAP_OUT (per_party);
777
778 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
779 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
780 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
781 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
782
783 freezer.put (this);
784 freezer.put (KW_end);
785
786 return true;
787}
788
789bool
790maptile::_save_header (const char *path)
791{
792 object_freezer freezer;
793
794 if (!_save_header (freezer))
795 return false;
796
797 return freezer.save (path);
798}
799
800/*
801 * Remove and free all objects in the given map.
802 */
803void
804maptile::clear ()
805{
806 if (spaces)
807 {
808 for (mapspace *ms = spaces + size (); ms-- > spaces; )
809 while (object *op = ms->bot)
1249 { 810 {
811 // manually remove, as to not trigger anything
1250 next = op->above; 812 if (ms->bot = op->above)
813 ms->bot->below = 0;
1251 814
1252 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 815 op->flag [FLAG_REMOVED] = true;
1253 unique = 1;
1254 816
1255 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 817 object *head = op->head_ ();
818 if (op == head)
1256 { 819 {
1257 op->destroy_inv (false); 820 op->destroy_inv (false);
1258 op->destroy (); 821 op->destroy (true);
822 }
823 else if (head->map != op->map)
824 {
825 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
826 head->destroy (true);
1259 } 827 }
1260 } 828 }
829
830 sfree0 (spaces, size ());
1261 } 831 }
1262}
1263 832
1264
1265/*
1266 * Loads unique objects from file(s) into the map which is in memory
1267 * m is the map to load unique items into.
1268 */
1269static void
1270load_unique_objects (maptile *m)
1271{
1272 int count;
1273 char firstname[MAX_BUF];
1274
1275 for (count = 0; count < 10; count++)
1276 {
1277 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1278 if (!access (firstname, R_OK))
1279 break;
1280 }
1281 /* If we get here, we did not find any map */
1282 if (count == 10)
1283 return;
1284
1285 object_thawer thawer (firstname);
1286
1287 if (!thawer)
1288 return;
1289
1290 m->in_memory = MAP_LOADING;
1291 if (m->tmpname == NULL) /* if we have loaded unique items from */
1292 delete_unique_items (m); /* original map before, don't duplicate them */
1293 load_objects (m, thawer, 0);
1294
1295 m->in_memory = MAP_IN_MEMORY;
1296}
1297
1298
1299/*
1300 * Saves a map to file. If flag is set, it is saved into the same
1301 * file it was (originally) loaded from. Otherwise a temporary
1302 * filename will be genarated, and the file will be stored there.
1303 * The temporary filename will be stored in the maptileure.
1304 * If the map is unique, we also save to the filename in the map
1305 * (this should have been updated when first loaded)
1306 */
1307
1308int
1309new_save_map (maptile *m, int flag)
1310{
1311 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1312 int i;
1313
1314 if (flag && !*m->path)
1315 {
1316 LOG (llevError, "Tried to save map without path.\n");
1317 return -1;
1318 }
1319
1320 if (flag || (m->unique) || (m->templatemap))
1321 {
1322 if (!m->unique && !m->templatemap)
1323 { /* flag is set */
1324 if (flag == 2)
1325 strcpy (filename, create_overlay_pathname (m->path));
1326 else
1327 strcpy (filename, create_pathname (m->path));
1328 }
1329 else
1330 strcpy (filename, m->path);
1331
1332 make_path_to_file (filename);
1333 }
1334 else
1335 {
1336 if (!m->tmpname)
1337 m->tmpname = tempnam (settings.tmpdir, NULL);
1338
1339 strcpy (filename, m->tmpname);
1340 }
1341
1342 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1343 m->in_memory = MAP_SAVING;
1344
1345 object_freezer freezer;
1346
1347 /* legacy */
1348 fprintf (freezer, "arch map\n");
1349 if (m->name)
1350 fprintf (freezer, "name %s\n", m->name);
1351 if (!flag)
1352 fprintf (freezer, "swap_time %d\n", m->swap_time);
1353 if (m->reset_timeout)
1354 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1355 if (m->fixed_resettime)
1356 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1357 /* we unfortunately have no idea if this is a value the creator set
1358 * or a difficulty value we generated when the map was first loaded
1359 */
1360 if (m->difficulty)
1361 fprintf (freezer, "difficulty %d\n", m->difficulty);
1362 if (m->region)
1363 fprintf (freezer, "region %s\n", m->region->name);
1364 if (m->shopitems)
1365 {
1366 print_shop_string (m, shop);
1367 fprintf (freezer, "shopitems %s\n", shop);
1368 }
1369 if (m->shopgreed)
1370 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1371 if (m->shopmin)
1372 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1373 if (m->shopmax)
1374 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1375 if (m->shoprace)
1376 fprintf (freezer, "shoprace %s\n", m->shoprace);
1377 if (m->darkness)
1378 fprintf (freezer, "darkness %d\n", m->darkness);
1379 if (m->width)
1380 fprintf (freezer, "width %d\n", m->width);
1381 if (m->height)
1382 fprintf (freezer, "height %d\n", m->height);
1383 if (m->enter_x)
1384 fprintf (freezer, "enter_x %d\n", m->enter_x);
1385 if (m->enter_y)
1386 fprintf (freezer, "enter_y %d\n", m->enter_y);
1387 if (m->msg)
1388 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1389 if (m->maplore)
1390 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1391 if (m->unique)
1392 fprintf (freezer, "unique %d\n", m->unique);
1393 if (m->templatemap)
1394 fprintf (freezer, "template %d\n", m->templatemap);
1395 if (m->outdoor)
1396 fprintf (freezer, "outdoor %d\n", m->outdoor);
1397 if (m->temp)
1398 fprintf (freezer, "temp %d\n", m->temp);
1399 if (m->pressure)
1400 fprintf (freezer, "pressure %d\n", m->pressure);
1401 if (m->humid)
1402 fprintf (freezer, "humid %d\n", m->humid);
1403 if (m->windspeed)
1404 fprintf (freezer, "windspeed %d\n", m->windspeed);
1405 if (m->winddir)
1406 fprintf (freezer, "winddir %d\n", m->winddir);
1407 if (m->sky)
1408 fprintf (freezer, "sky %d\n", m->sky);
1409 if (m->nosmooth)
1410 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1411
1412 /* Save any tiling information, except on overlays */
1413 if (flag != 2)
1414 for (i = 0; i < 4; i++)
1415 if (m->tile_path[i])
1416 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1417
1418 freezer.put (m);
1419 fprintf (freezer, "end\n");
1420
1421 /* In the game save unique items in the different file, but
1422 * in the editor save them to the normal map file.
1423 * If unique map, save files in the proper destination (set by
1424 * player)
1425 */
1426 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1427 {
1428 object_freezer unique;
1429
1430 if (flag == 2)
1431 save_objects (m, freezer, unique, 2);
1432 else
1433 save_objects (m, freezer, unique, 0);
1434
1435 sprintf (buf, "%s.v00", create_items_path (m->path));
1436
1437 unique.save (buf);
1438 }
1439 else
1440 { /* save same file when not playing, like in editor */
1441 save_objects (m, freezer, freezer, 0);
1442 }
1443
1444 freezer.save (filename);
1445
1446 return 0;
1447}
1448
1449/*
1450 * Remove and free all objects in the given map.
1451 */
1452void
1453free_all_objects (maptile *m)
1454{
1455 if (!m->spaces)
1456 return;
1457
1458 for (int i = 0; i < MAP_WIDTH (m); i++)
1459 for (int j = 0; j < MAP_HEIGHT (m); j++)
1460 {
1461 mapspace &ms = m->at (i, j);
1462
1463 while (object *op = ms.bottom)
1464 {
1465 if (op->head)
1466 op = op->head;
1467
1468 op->destroy_inv (false);
1469 op->destroy ();
1470 }
1471 }
1472}
1473
1474/*
1475 * Frees everything allocated by the given maptileure.
1476 * don't free tmpname - our caller is left to do that
1477 */
1478void
1479free_map (maptile *m, int flag)
1480{
1481 if (m->in_memory != MAP_IN_MEMORY)
1482 return;
1483
1484 m->in_memory = MAP_SAVING;
1485
1486 // TODO: use new/delete
1487#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1488
1489 if (flag && m->spaces)
1490 free_all_objects (m);
1491 if (m->name)
1492 FREE_AND_CLEAR (m->name);
1493 if (m->spaces)
1494 FREE_AND_CLEAR (m->spaces);
1495 if (m->msg)
1496 FREE_AND_CLEAR (m->msg);
1497 if (m->maplore)
1498 FREE_AND_CLEAR (m->maplore);
1499
1500 delete [] m->shopitems;
1501 m->shopitems = 0;
1502
1503 if (m->shoprace)
1504 FREE_AND_CLEAR (m->shoprace);
1505
1506 if (m->buttons) 833 if (buttons)
1507 free_objectlinkpt (m->buttons); 834 free_objectlinkpt (buttons), buttons = 0;
1508 835
1509 m->buttons = NULL; 836 sfree0 (regions, size ());
837 delete [] regionmap; regionmap = 0;
838}
839
840void
841maptile::clear_header ()
842{
843 name = 0;
844 msg = 0;
845 maplore = 0;
846 shoprace = 0;
847 delete [] shopitems, shopitems = 0;
1510 848
1511 for (int i = 0; i < 4; i++) 849 for (int i = 0; i < 4; i++)
1512 {
1513 if (m->tile_path[i])
1514 FREE_AND_CLEAR (m->tile_path[i]);
1515
1516 m->tile_map[i] = 0; 850 tile_path [i] = 0;
1517 }
1518
1519 m->in_memory = MAP_SWAPPED;
1520
1521#undef FREE_AND_CLEAR
1522} 851}
1523 852
1524maptile::~maptile () 853maptile::~maptile ()
1525{ 854{
1526 free_map (this, 1); 855 assert (destroyed ());
1527 free (tmpname);
1528} 856}
1529 857
1530void 858void
1531maptile::do_destroy () 859maptile::clear_links_to (maptile *m)
1532{ 860{
1533 attachable::do_destroy ();
1534
1535 free_all_objects (this);
1536
1537 /* We need to look through all the maps and see if any maps 861 /* We need to look through all the maps and see if any maps
1538 * are pointing at this one for tiling information. Since 862 * are pointing at this one for tiling information. Since
1539 * tiling can be asymetric, we just can not look to see which 863 * tiling can be asymetric, we just can not look to see which
1540 * maps this map tiles with and clears those. 864 * maps this map tiles with and clears those.
1541 */ 865 */
1542 //TODO: non-euclidean-tiling MUST GO
1543 for (maptile *m = first_map; m; m = m->next)
1544 for (int i = 0; i < 4; i++) 866 for (int i = 0; i < 4; i++)
1545 if (m->tile_map[i] == this) 867 if (tile_map[i] == m)
1546 m->tile_map[i] = 0; 868 tile_map[i] = 0;
869}
1547 870
1548 if (first_map == this) 871void
1549 first_map = next; 872maptile::do_destroy ()
1550 else 873{
1551 for (maptile *m = first_map; m; m = m->next) 874 attachable::do_destroy ();
1552 if (m->next = this) 875
876 clear ();
877}
878
879/* decay and destroy perishable items in a map */
880void
881maptile::do_decay_objects ()
882{
883 if (!spaces)
884 return;
885
886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
887 for (object *above, *op = ms->bot; op; op = above)
1553 { 888 {
1554 m->next = next; 889 above = op->above;
890
891 bool destroy = 0;
892
893 // do not decay anything above unique floor tiles (yet :)
894 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1555 break; 895 break;
896
897 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
898 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ())
903 ; // do not decay
904 else if (op->is_weapon ())
905 {
906 op->stats.dam--;
907 if (op->stats.dam < 0)
908 destroy = 1;
1556 } 909 }
1557} 910 else if (op->is_armor ())
911 {
912 op->stats.ac--;
913 if (op->stats.ac < 0)
914 destroy = 1;
915 }
916 else if (op->type == FOOD)
917 {
918 op->stats.food -= rndm (5, 20);
919 if (op->stats.food < 0)
920 destroy = 1;
921 }
922 else
923 {
924 int mat = op->materials;
1558 925
1559//TODO: must go 926 if (mat & M_PAPER
1560void 927 || mat & M_LEATHER
1561delete_map (maptile *m) 928 || mat & M_WOOD
1562{ 929 || mat & M_ORGANIC
1563 if (m) 930 || mat & M_CLOTH
1564 m->destroy (); 931 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32))
937 destroy = 1;
938 }
939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
942 op->destroy (true);
943 }
1565} 944}
1566 945
1567/* 946/*
1568 * Makes sure the given map is loaded and swapped in. 947 * Updates every button on the map (by calling update_button() for them).
1569 * name is path name of the map.
1570 * flags meaning:
1571 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1572 * and don't do unique items or the like.
1573 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1574 * dont do any more name translation on it.
1575 * 948 */
1576 * Returns a pointer to the given map. 949void
1577 */ 950maptile::update_buttons ()
1578maptile *
1579ready_map_name (const char *name, int flags)
1580{ 951{
1581 if (!name) 952 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1582 return 0; 953 for (objectlink *ol = obp->link; ol; ol = ol->next)
1583
1584 /* Have we been at this level before? */
1585 maptile *m = has_been_loaded (name);
1586
1587 /* Map is good to go, so just return it */
1588 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1589 return m;
1590
1591 /* unique maps always get loaded from their original location, and never
1592 * a temp location. Likewise, if map_flush is set, or we have never loaded
1593 * this map, load it now. I removed the reset checking from here -
1594 * it seems the probability of a player trying to enter a map that should
1595 * reset but hasn't yet is quite low, and removing that makes this function
1596 * a bit cleaner (and players probably shouldn't rely on exact timing for
1597 * resets in any case - if they really care, they should use the 'maps command.
1598 */
1599 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1600 { 954 {
1601 /* first visit or time to reset */ 955 if (!ol->ob)
1602 if (m)
1603 { 956 {
1604 clean_tmp_map (m); /* Doesn't make much difference */ 957 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1605 delete_map (m); 958 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959 continue;
1606 } 960 }
1607 961
1608 /* create and load a map */ 962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1609 if (flags & MAP_PLAYER_UNIQUE)
1610 LOG (llevDebug, "Trying to load map %s.\n", name);
1611 else
1612 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1613
1614 //eval_pv ("$x = Event::time", 1);//D
1615 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1616 return (NULL);
1617 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1618
1619 fix_auto_apply (m); /* Chests which open as default */
1620
1621 /* If a player unique map, no extra unique object file to load.
1622 * if from the editor, likewise.
1623 */
1624 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1625 load_unique_objects (m);
1626
1627 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1628 { 963 {
1629 m = load_overlay_map (name, m); 964 update_button (ol->ob);
1630 if (m == NULL) 965 break;
1631 return NULL;
1632 } 966 }
1633
1634 if (flags & MAP_PLAYER_UNIQUE)
1635 INVOKE_MAP (SWAPIN, m);
1636
1637 } 967 }
1638 else
1639 {
1640 /* If in this loop, we found a temporary map, so load it up. */
1641
1642 m = load_temporary_map (m);
1643 if (m == NULL)
1644 return NULL;
1645 load_unique_objects (m);
1646
1647 clean_tmp_map (m);
1648 m->in_memory = MAP_IN_MEMORY;
1649 /* tempnam() on sun systems (probably others) uses malloc
1650 * to allocated space for the string. Free it here.
1651 * In some cases, load_temporary_map above won't find the
1652 * temporary map, and so has reloaded a new map. If that
1653 * is the case, tmpname is now null
1654 */
1655 if (m->tmpname)
1656 free (m->tmpname);
1657 m->tmpname = NULL;
1658 /* It's going to be saved anew anyway */
1659 }
1660
1661 /* Below here is stuff common to both first time loaded maps and
1662 * temp maps.
1663 */
1664
1665 decay_objects (m); /* start the decay */
1666 /* In case other objects press some buttons down */
1667 update_buttons (m);
1668 if (m->outdoor)
1669 set_darkness_map (m);
1670 /* run the weather over this map */
1671 weather_effect (name);
1672 return m;
1673} 968}
1674
1675 969
1676/* 970/*
1677 * This routine is supposed to find out the difficulty of the map. 971 * This routine is supposed to find out the difficulty of the map.
1678 * difficulty does not have a lot to do with character level, 972 * difficulty does not have a lot to do with character level,
1679 * but does have a lot to do with treasure on the map. 973 * but does have a lot to do with treasure on the map.
1681 * Difficulty can now be set by the map creature. If the value stored 975 * Difficulty can now be set by the map creature. If the value stored
1682 * in the map is zero, then use this routine. Maps should really 976 * in the map is zero, then use this routine. Maps should really
1683 * have a difficulty set than using this function - human calculation 977 * have a difficulty set than using this function - human calculation
1684 * is much better than this functions guesswork. 978 * is much better than this functions guesswork.
1685 */ 979 */
1686
1687int 980int
1688calculate_difficulty (maptile *m) 981maptile::estimate_difficulty () const
1689{ 982{
1690 object *op;
1691 archetype *at;
1692 int x, y, i;
1693 long monster_cnt = 0; 983 long monster_cnt = 0;
1694 double avgexp = 0; 984 double avgexp = 0;
1695 sint64 total_exp = 0; 985 sint64 total_exp = 0;
1696 986
1697 if (MAP_DIFFICULTY (m)) 987 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1698 { 988 for (object *op = ms->bot; op; op = op->above)
1699 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1700 return MAP_DIFFICULTY (m);
1701 }
1702
1703 for (x = 0; x < MAP_WIDTH (m); x++)
1704 for (y = 0; y < MAP_HEIGHT (m); y++)
1705 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1706 { 989 {
1707 if (QUERY_FLAG (op, FLAG_MONSTER)) 990 if (QUERY_FLAG (op, FLAG_MONSTER))
1708 { 991 {
1709 total_exp += op->stats.exp; 992 total_exp += op->stats.exp;
1710 monster_cnt++; 993 monster_cnt++;
1711 } 994 }
1712 995
1713 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1714 { 997 {
1715 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
1716 at = type_to_archetype (GENERATE_TYPE (op));
1717 999
1718 if (at != NULL) 1000 if (archetype *at = op->other_arch)
1001 {
1719 total_exp += at->clone.stats.exp * 8; 1002 total_exp += at->stats.exp * 8;
1720
1721 monster_cnt++; 1003 monster_cnt++;
1722 } 1004 }
1005
1006 for (object *inv = op->inv; inv; inv = inv->below)
1007 {
1008 total_exp += op->stats.exp * 8;
1009 monster_cnt++;
1010 }
1723 } 1011 }
1012 }
1724 1013
1725 avgexp = (double) total_exp / monster_cnt; 1014 avgexp = (double) total_exp / monster_cnt;
1726 1015
1727 for (i = 1; i <= settings.max_level; i++) 1016 for (int i = 1; i <= settings.max_level; i++)
1728 {
1729 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1017 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1730 {
1731 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1732 return i; 1018 return i;
1733 }
1734 }
1735 1019
1736 return 1; 1020 return 1;
1737}
1738
1739void
1740clean_tmp_map (maptile *m)
1741{
1742 if (m->tmpname == NULL)
1743 return;
1744 INVOKE_MAP (CLEAN, m);
1745 (void) unlink (m->tmpname);
1746}
1747
1748void
1749free_all_maps (void)
1750{
1751 int real_maps = 0;
1752
1753 while (first_map)
1754 {
1755 /* I think some of the callers above before it gets here set this to be
1756 * saving, but we still want to free this data
1757 */
1758 if (first_map->in_memory == MAP_SAVING)
1759 first_map->in_memory = MAP_IN_MEMORY;
1760 delete_map (first_map);
1761 real_maps++;
1762 }
1763 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1764} 1021}
1765 1022
1766/* change_map_light() - used to change map light level (darkness) 1023/* change_map_light() - used to change map light level (darkness)
1767 * up or down. Returns true if successful. It should now be 1024 * up or down. Returns true if successful. It should now be
1768 * possible to change a value by more than 1. 1025 * possible to change a value by more than 1.
1769 * Move this from los.c to map.c since this is more related 1026 * Move this from los.c to map.c since this is more related
1770 * to maps than los. 1027 * to maps than los.
1771 * postive values make it darker, negative make it brighter 1028 * postive values make it darker, negative make it brighter
1772 */ 1029 */
1773
1774int 1030int
1775change_map_light (maptile *m, int change) 1031maptile::change_map_light (int change)
1776{ 1032{
1777 int new_level = m->darkness + change; 1033 int new_level = darkness + change;
1778 1034
1779 /* Nothing to do */ 1035 /* Nothing to do */
1780 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1036 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1781 {
1782 return 0; 1037 return 0;
1783 }
1784 1038
1785 /* inform all players on the map */ 1039 /* inform all players on the map */
1786 if (change > 0) 1040 if (change > 0)
1787 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1041 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1788 else 1042 else
1789 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1043 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1790 1044
1791 /* Do extra checking. since m->darkness is a unsigned value, 1045 /* Do extra checking. since darkness is a unsigned value,
1792 * we need to be extra careful about negative values. 1046 * we need to be extra careful about negative values.
1793 * In general, the checks below are only needed if change 1047 * In general, the checks below are only needed if change
1794 * is not +/-1 1048 * is not +/-1
1795 */ 1049 */
1796 if (new_level < 0) 1050 if (new_level < 0)
1797 m->darkness = 0; 1051 darkness = 0;
1798 else if (new_level >= MAX_DARKNESS) 1052 else if (new_level >= MAX_DARKNESS)
1799 m->darkness = MAX_DARKNESS; 1053 darkness = MAX_DARKNESS;
1800 else 1054 else
1801 m->darkness = new_level; 1055 darkness = new_level;
1802 1056
1803 /* All clients need to get re-updated for the change */ 1057 /* All clients need to get re-updated for the change */
1804 update_all_map_los (m); 1058 update_all_map_los (this);
1059
1805 return 1; 1060 return 1;
1806} 1061}
1807 1062
1808/* 1063/*
1809 * This function updates various attributes about a specific space 1064 * This function updates various attributes about a specific space
1812 * through, etc) 1067 * through, etc)
1813 */ 1068 */
1814void 1069void
1815mapspace::update_ () 1070mapspace::update_ ()
1816{ 1071{
1817 object *tmp, *last = 0; 1072 object *last = 0;
1818 uint8 flags = 0, light = 0, anywhere = 0; 1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1819 New_Face *top, *floor, *middle;
1820 object *top_obj, *floor_obj, *middle_obj;
1821 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1074 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1822 1075
1823 middle = blank_face; 1076 //object *middle = 0;
1824 top = blank_face; 1077 //object *top = 0;
1825 floor = blank_face; 1078 //object *floor = 0;
1079 // this seems to generate better code than using locals, above
1080 object *&top = faces_obj[0] = 0;
1081 object *&middle = faces_obj[1] = 0;
1082 object *&floor = faces_obj[2] = 0;
1826 1083
1827 middle_obj = 0;
1828 top_obj = 0;
1829 floor_obj = 0;
1830
1831 for (tmp = bottom; tmp; last = tmp, tmp = tmp->above) 1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1832 { 1085 {
1833 /* This could be made additive I guess (two lights better than 1086 /* This could be made additive I guess (two lights better than
1834 * one). But if so, it shouldn't be a simple additive - 2 1087 * one). But if so, it shouldn't be a simple additive - 2
1835 * light bulbs do not illuminate twice as far as once since 1088 * light bulbs do not illuminate twice as far as once since
1836 * it is a dissapation factor that is cubed. 1089 * it is a dissapation factor that is cubed.
1837 */ 1090 */
1838 if (tmp->glow_radius > light)
1839 light = tmp->glow_radius; 1091 light = max (light, tmp->glow_radius);
1840 1092
1841 /* This call is needed in order to update objects the player 1093 /* This call is needed in order to update objects the player
1842 * is standing in that have animations (ie, grass, fire, etc). 1094 * is standing in that have animations (ie, grass, fire, etc).
1843 * However, it also causes the look window to be re-drawn 1095 * However, it also causes the look window to be re-drawn
1844 * 3 times each time the player moves, because many of the 1096 * 3 times each time the player moves, because many of the
1847 * Always put the player down for drawing. 1099 * Always put the player down for drawing.
1848 */ 1100 */
1849 if (!tmp->invisible) 1101 if (!tmp->invisible)
1850 { 1102 {
1851 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1103 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1852 {
1853 top = tmp->face;
1854 top_obj = tmp; 1104 top = tmp;
1855 }
1856 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1105 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1857 { 1106 {
1858 /* If we got a floor, that means middle and top were below it, 1107 /* If we got a floor, that means middle and top were below it,
1859 * so should not be visible, so we clear them. 1108 * so should not be visible, so we clear them.
1860 */ 1109 */
1861 middle = blank_face; 1110 middle = 0;
1862 top = blank_face; 1111 top = 0;
1863 floor = tmp->face;
1864 floor_obj = tmp; 1112 floor = tmp;
1865 } 1113 }
1866 /* Flag anywhere have high priority */ 1114 /* Flag anywhere have high priority */
1867 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1115 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1868 { 1116 {
1869 middle = tmp->face;
1870
1871 middle_obj = tmp; 1117 middle = tmp;
1872 anywhere = 1; 1118 anywhere = 1;
1873 } 1119 }
1120
1874 /* Find the highest visible face around. If equal 1121 /* Find the highest visible face around. If equal
1875 * visibilities, we still want the one nearer to the 1122 * visibilities, we still want the one nearer to the
1876 * top 1123 * top
1877 */ 1124 */
1878 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1125 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1879 {
1880 middle = tmp->face;
1881 middle_obj = tmp; 1126 middle = tmp;
1882 }
1883 } 1127 }
1884 1128
1885 if (tmp == tmp->above) 1129 if (tmp == tmp->above)
1886 { 1130 {
1887 LOG (llevError, "Error in structure of map\n"); 1131 LOG (llevError, "Error in structure of map\n");
1922 * middle face. This should not happen, as we already have the 1166 * middle face. This should not happen, as we already have the
1923 * else statement above so middle should not get set. OTOH, it 1167 * else statement above so middle should not get set. OTOH, it
1924 * may be possible for the faces to match but be different objects. 1168 * may be possible for the faces to match but be different objects.
1925 */ 1169 */
1926 if (top == middle) 1170 if (top == middle)
1927 middle = blank_face; 1171 middle = 0;
1928 1172
1929 /* There are three posibilities at this point: 1173 /* There are three posibilities at this point:
1930 * 1) top face is set, need middle to be set. 1174 * 1) top face is set, need middle to be set.
1931 * 2) middle is set, need to set top. 1175 * 2) middle is set, need to set top.
1932 * 3) neither middle or top is set - need to set both. 1176 * 3) neither middle or top is set - need to set both.
1933 */ 1177 */
1934 1178
1935 for (tmp = last; tmp; tmp = tmp->below) 1179 for (object *tmp = last; tmp; tmp = tmp->below)
1936 { 1180 {
1937 /* Once we get to a floor, stop, since we already have a floor object */ 1181 /* Once we get to a floor, stop, since we already have a floor object */
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1182 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 break; 1183 break;
1940 1184
1941 /* If two top faces are already set, quit processing */ 1185 /* If two top faces are already set, quit processing */
1942 if ((top != blank_face) && (middle != blank_face)) 1186 if (top && middle)
1943 break; 1187 break;
1944 1188
1945 /* Only show visible faces, unless its the editor - show all */ 1189 /* Only show visible faces */
1946 if (!tmp->invisible || editor) 1190 if (!tmp->invisible)
1947 { 1191 {
1948 /* Fill in top if needed */ 1192 /* Fill in top if needed */
1949 if (top == blank_face) 1193 if (!top)
1950 { 1194 {
1951 top = tmp->face;
1952 top_obj = tmp; 1195 top = tmp;
1953 if (top == middle) 1196 if (top == middle)
1954 middle = blank_face; 1197 middle = 0;
1955 } 1198 }
1956 else 1199 else
1957 { 1200 {
1958 /* top is already set - we should only get here if 1201 /* top is already set - we should only get here if
1959 * middle is not set 1202 * middle is not set
1960 * 1203 *
1961 * Set the middle face and break out, since there is nothing 1204 * Set the middle face and break out, since there is nothing
1962 * more to fill in. We don't check visiblity here, since 1205 * more to fill in. We don't check visiblity here, since
1963 * 1206 *
1964 */ 1207 */
1965 if (tmp->face != top) 1208 if (tmp != top)
1966 { 1209 {
1967 middle = tmp->face;
1968 middle_obj = tmp; 1210 middle = tmp;
1969 break; 1211 break;
1970 } 1212 }
1971 } 1213 }
1972 } 1214 }
1973 } 1215 }
1974 1216
1975 if (middle == floor) 1217 if (middle == floor)
1976 middle = blank_face; 1218 middle = 0;
1977 1219
1978 if (top == middle) 1220 if (top == middle)
1979 middle = blank_face; 1221 middle = 0;
1980 1222
1981 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1223#if 0
1982 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1224 faces_obj [0] = top;
1983 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1225 faces_obj [1] = middle;
1226 faces_obj [2] = floor;
1227#endif
1984} 1228}
1985 1229
1986void 1230uint64
1987set_map_reset_time (maptile *map) 1231mapspace::volume () const
1988{ 1232{
1989 int timeout; 1233 uint64 vol = 0;
1990 1234
1991 timeout = MAP_RESET_TIMEOUT (map); 1235 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1992 if (timeout <= 0) 1236 vol += op->volume ();
1993 timeout = MAP_DEFAULTRESET;
1994 if (timeout >= MAP_MAXRESET)
1995 timeout = MAP_MAXRESET;
1996 MAP_WHEN_RESET (map) = time (0) + timeout;
1997}
1998 1237
1999/* this updates the orig_map->tile_map[tile_num] value after loading 1238 return vol;
2000 * the map. It also takes care of linking back the freshly loaded 1239}
2001 * maps tile_map values if it tiles back to this one. It returns
2002 * the value of orig_map->tile_map[tile_num]. It really only does this
2003 * so that it is easier for calling functions to verify success.
2004 */
2005 1240
2006static maptile * 1241bool
2007load_and_link_tiled_map (maptile *orig_map, int tile_num) 1242maptile::tile_available (int dir, bool load)
2008{ 1243{
2009 int dest_tile = (tile_num + 2) % 4; 1244 if (!tile_path[dir])
2010 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1245 return 0;
2011 1246
2012 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1247 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1248 return 1;
2013 1249
2014 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1250 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
2015 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)) 1251 return 1;
2016 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2017 1252
2018 return orig_map->tile_map[tile_num]; 1253 return 0;
2019} 1254}
2020 1255
2021/* this returns TRUE if the coordinates (x,y) are out of 1256/* this returns TRUE if the coordinates (x,y) are out of
2022 * map m. This function also takes into account any 1257 * map m. This function also takes into account any
2023 * tiling considerations, loading adjacant maps as needed. 1258 * tiling considerations, loading adjacant maps as needed.
2024 * This is the function should always be used when it 1259 * This is the function should always be used when it
2025 * necessary to check for valid coordinates. 1260 * necessary to check for valid coordinates.
2026 * This function will recursively call itself for the 1261 * This function will recursively call itself for the
2027 * tiled maps. 1262 * tiled maps.
2028 *
2029 *
2030 */ 1263 */
2031int 1264int
2032out_of_map (maptile *m, int x, int y) 1265out_of_map (maptile *m, int x, int y)
2033{ 1266{
2034 /* If we get passed a null map, this is obviously the 1267 /* If we get passed a null map, this is obviously the
2038 if (!m) 1271 if (!m)
2039 return 0; 1272 return 0;
2040 1273
2041 if (x < 0) 1274 if (x < 0)
2042 { 1275 {
2043 if (!m->tile_path[3]) 1276 if (!m->tile_available (3))
2044 return 1; 1277 return 1;
2045 1278
2046 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2047 load_and_link_tiled_map (m, 3);
2048
2049 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); 1279 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2050 }
2051
2052 if (x >= MAP_WIDTH (m))
2053 { 1280 }
2054 if (!m->tile_path[1]) 1281
1282 if (x >= m->width)
1283 {
1284 if (!m->tile_available (1))
2055 return 1; 1285 return 1;
2056 1286
2057 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2058 load_and_link_tiled_map (m, 1);
2059
2060 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); 1287 return out_of_map (m->tile_map[1], x - m->width, y);
2061 } 1288 }
2062 1289
2063 if (y < 0) 1290 if (y < 0)
2064 { 1291 {
2065 if (!m->tile_path[0]) 1292 if (!m->tile_available (0))
2066 return 1; 1293 return 1;
2067 1294
2068 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2069 load_and_link_tiled_map (m, 0);
2070
2071 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); 1295 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2072 }
2073
2074 if (y >= MAP_HEIGHT (m))
2075 { 1296 }
2076 if (!m->tile_path[2]) 1297
1298 if (y >= m->height)
1299 {
1300 if (!m->tile_available (2))
2077 return 1; 1301 return 1;
2078 1302
2079 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2080 load_and_link_tiled_map (m, 2);
2081
2082 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); 1303 return out_of_map (m->tile_map[2], x, y - m->height);
2083 } 1304 }
2084 1305
2085 /* Simple case - coordinates are within this local 1306 /* Simple case - coordinates are within this local
2086 * map. 1307 * map.
2087 */ 1308 */
2090 1311
2091/* This is basically the same as out_of_map above, but 1312/* This is basically the same as out_of_map above, but
2092 * instead we return NULL if no map is valid (coordinates 1313 * instead we return NULL if no map is valid (coordinates
2093 * out of bounds and no tiled map), otherwise it returns 1314 * out of bounds and no tiled map), otherwise it returns
2094 * the map as that the coordinates are really on, and 1315 * the map as that the coordinates are really on, and
2095 * updates x and y to be the localized coordinates. 1316 * updates x and y to be the localised coordinates.
2096 * Using this is more efficient of calling out_of_map 1317 * Using this is more efficient of calling out_of_map
2097 * and then figuring out what the real map is 1318 * and then figuring out what the real map is
2098 */ 1319 */
2099maptile * 1320maptile *
2100get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1321maptile::xy_find (sint16 &x, sint16 &y)
2101{ 1322{
2102
2103 if (*x < 0) 1323 if (x < 0)
2104 { 1324 {
2105 if (!m->tile_path[3]) 1325 if (!tile_available (3))
2106 return 0; 1326 return 0;
2107 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2108 load_and_link_tiled_map (m, 3);
2109 1327
2110 *x += MAP_WIDTH (m->tile_map[3]); 1328 x += tile_map[3]->width;
2111 return (get_map_from_coord (m->tile_map[3], x, y)); 1329 return tile_map[3]->xy_find (x, y);
2112 }
2113
2114 if (*x >= MAP_WIDTH (m))
2115 { 1330 }
2116 if (!m->tile_path[1]) 1331
1332 if (x >= width)
1333 {
1334 if (!tile_available (1))
2117 return 0; 1335 return 0;
2118 1336
2119 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1337 x -= width;
2120 load_and_link_tiled_map (m, 1); 1338 return tile_map[1]->xy_find (x, y);
2121
2122 *x -= MAP_WIDTH (m);
2123 return (get_map_from_coord (m->tile_map[1], x, y));
2124 } 1339 }
2125 1340
2126 if (*y < 0) 1341 if (y < 0)
2127 { 1342 {
2128 if (!m->tile_path[0]) 1343 if (!tile_available (0))
2129 return 0; 1344 return 0;
2130 1345
2131 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1346 y += tile_map[0]->height;
2132 load_and_link_tiled_map (m, 0); 1347 return tile_map[0]->xy_find (x, y);
2133
2134 *y += MAP_HEIGHT (m->tile_map[0]);
2135 return (get_map_from_coord (m->tile_map[0], x, y));
2136 }
2137
2138 if (*y >= MAP_HEIGHT (m))
2139 { 1348 }
2140 if (!m->tile_path[2]) 1349
1350 if (y >= height)
1351 {
1352 if (!tile_available (2))
2141 return 0; 1353 return 0;
2142 1354
2143 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1355 y -= height;
2144 load_and_link_tiled_map (m, 2); 1356 return tile_map[2]->xy_find (x, y);
2145
2146 *y -= MAP_HEIGHT (m);
2147 return (get_map_from_coord (m->tile_map[2], x, y));
2148 } 1357 }
2149 1358
2150 /* Simple case - coordinates are within this local 1359 /* Simple case - coordinates are within this local
2151 * map. 1360 * map.
2152 */ 1361 */
2153
2154 return m; 1362 return this;
2155} 1363}
2156 1364
2157/** 1365/**
2158 * Return whether map2 is adjacent to map1. If so, store the distance from 1366 * Return whether map2 is adjacent to map1. If so, store the distance from
2159 * map1 to map2 in dx/dy. 1367 * map1 to map2 in dx/dy.
2160 */ 1368 */
2161static int 1369int
2162adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1370adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2163{ 1371{
2164 if (!map1 || !map2) 1372 if (!map1 || !map2)
2165 return 0; 1373 return 0;
2166 1374
1375 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1376 //fix: compare paths instead (this is likely faster, too!)
2167 if (map1 == map2) 1377 if (map1 == map2)
2168 { 1378 {
2169 *dx = 0; 1379 *dx = 0;
2170 *dy = 0; 1380 *dy = 0;
2171
2172 } 1381 }
2173 else if (map1->tile_map[0] == map2) 1382 else if (map1->tile_map[0] == map2)
2174 { /* up */ 1383 { /* up */
2175 *dx = 0; 1384 *dx = 0;
2176 *dy = -MAP_HEIGHT (map2); 1385 *dy = -map2->height;
2177 } 1386 }
2178 else if (map1->tile_map[1] == map2) 1387 else if (map1->tile_map[1] == map2)
2179 { /* right */ 1388 { /* right */
2180 *dx = MAP_WIDTH (map1); 1389 *dx = map1->width;
2181 *dy = 0; 1390 *dy = 0;
2182 } 1391 }
2183 else if (map1->tile_map[2] == map2) 1392 else if (map1->tile_map[2] == map2)
2184 { /* down */ 1393 { /* down */
2185 *dx = 0; 1394 *dx = 0;
2186 *dy = MAP_HEIGHT (map1); 1395 *dy = map1->height;
2187 } 1396 }
2188 else if (map1->tile_map[3] == map2) 1397 else if (map1->tile_map[3] == map2)
2189 { /* left */ 1398 { /* left */
2190 *dx = -MAP_WIDTH (map2); 1399 *dx = -map2->width;
2191 *dy = 0; 1400 *dy = 0;
2192
2193 } 1401 }
2194 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1402 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2195 { /* up right */ 1403 { /* up right */
2196 *dx = MAP_WIDTH (map1->tile_map[0]); 1404 *dx = map1->tile_map[0]->width;
2197 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1405 *dy = -map1->tile_map[0]->height;
2198 } 1406 }
2199 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1407 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2200 { /* up left */ 1408 { /* up left */
2201 *dx = -MAP_WIDTH (map2); 1409 *dx = -map2->width;
2202 *dy = -MAP_HEIGHT (map1->tile_map[0]); 1410 *dy = -map1->tile_map[0]->height;
2203 } 1411 }
2204 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1412 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2205 { /* right up */ 1413 { /* right up */
2206 *dx = MAP_WIDTH (map1); 1414 *dx = map1->width;
2207 *dy = -MAP_HEIGHT (map2); 1415 *dy = -map2->height;
2208 } 1416 }
2209 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1417 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2210 { /* right down */ 1418 { /* right down */
2211 *dx = MAP_WIDTH (map1); 1419 *dx = map1->width;
2212 *dy = MAP_HEIGHT (map1->tile_map[1]); 1420 *dy = map1->tile_map[1]->height;
2213 } 1421 }
2214 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1422 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2215 { /* down right */ 1423 { /* down right */
2216 *dx = MAP_WIDTH (map1->tile_map[2]); 1424 *dx = map1->tile_map[2]->width;
2217 *dy = MAP_HEIGHT (map1); 1425 *dy = map1->height;
2218 } 1426 }
2219 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1427 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2220 { /* down left */ 1428 { /* down left */
2221 *dx = -MAP_WIDTH (map2); 1429 *dx = -map2->width;
2222 *dy = MAP_HEIGHT (map1); 1430 *dy = map1->height;
2223 } 1431 }
2224 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1432 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2225 { /* left up */ 1433 { /* left up */
2226 *dx = -MAP_WIDTH (map1->tile_map[3]); 1434 *dx = -map1->tile_map[3]->width;
2227 *dy = -MAP_HEIGHT (map2); 1435 *dy = -map2->height;
2228 } 1436 }
2229 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1437 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2230 { /* left down */ 1438 { /* left down */
2231 *dx = -MAP_WIDTH (map1->tile_map[3]); 1439 *dx = -map1->tile_map[3]->width;
2232 *dy = MAP_HEIGHT (map1->tile_map[3]); 1440 *dy = map1->tile_map[3]->height;
2233
2234 } 1441 }
2235 else 1442 else
2236 { /* not "adjacent" enough */
2237 return 0; 1443 return 0;
2238 }
2239 1444
2240 return 1; 1445 return 1;
1446}
1447
1448maptile *
1449maptile::xy_load (sint16 &x, sint16 &y)
1450{
1451 maptile *map = xy_find (x, y);
1452
1453 if (map)
1454 map->load_sync ();
1455
1456 return map;
1457}
1458
1459maptile *
1460get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1461{
1462 return m->xy_load (*x, *y);
2241} 1463}
2242 1464
2243/* From map.c 1465/* From map.c
2244 * This is used by get_player to determine where the other 1466 * This is used by get_player to determine where the other
2245 * creature is. get_rangevector takes into account map tiling, 1467 * creature is. get_rangevector takes into account map tiling,
2246 * so you just can not look the the map coordinates and get the 1468 * so you just can not look the the map coordinates and get the
2247 * righte value. distance_x/y are distance away, which 1469 * righte value. distance_x/y are distance away, which
2248 * can be negativbe. direction is the crossfire direction scheme 1470 * can be negative. direction is the crossfire direction scheme
2249 * that the creature should head. part is the part of the 1471 * that the creature should head. part is the part of the
2250 * monster that is closest. 1472 * monster that is closest.
2251 * 1473 *
2252 * get_rangevector looks at op1 and op2, and fills in the 1474 * get_rangevector looks at op1 and op2, and fills in the
2253 * structure for op1 to get to op2. 1475 * structure for op1 to get to op2.
2258 * be unexpected 1480 * be unexpected
2259 * 1481 *
2260 * currently, the only flag supported (0x1) is don't translate for 1482 * currently, the only flag supported (0x1) is don't translate for
2261 * closest body part of 'op1' 1483 * closest body part of 'op1'
2262 */ 1484 */
2263
2264void 1485void
2265get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1486get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2266{ 1487{
2267 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1488 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2268 { 1489 {
2269 /* be conservative and fill in _some_ data */ 1490 /* be conservative and fill in _some_ data */
2270 retval->distance = 100000; 1491 retval->distance = 10000;
2271 retval->distance_x = 32767; 1492 retval->distance_x = 10000;
2272 retval->distance_y = 32767; 1493 retval->distance_y = 10000;
2273 retval->direction = 0; 1494 retval->direction = 0;
2274 retval->part = 0; 1495 retval->part = 0;
2275 } 1496 }
2276 else 1497 else
2277 { 1498 {
2282 1503
2283 best = op1; 1504 best = op1;
2284 /* If this is multipart, find the closest part now */ 1505 /* If this is multipart, find the closest part now */
2285 if (!(flags & 0x1) && op1->more) 1506 if (!(flags & 0x1) && op1->more)
2286 { 1507 {
2287 object *tmp;
2288 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1508 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2289 1509
2290 /* we just take the offset of the piece to head to figure 1510 /* we just take the offset of the piece to head to figure
2291 * distance instead of doing all that work above again 1511 * distance instead of doing all that work above again
2292 * since the distance fields we set above are positive in the 1512 * since the distance fields we set above are positive in the
2293 * same axis as is used for multipart objects, the simply arithmetic 1513 * same axis as is used for multipart objects, the simply arithmetic
2294 * below works. 1514 * below works.
2295 */ 1515 */
2296 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2297 { 1517 {
2298 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1518 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2299 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1519 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2300 if (tmpi < best_distance) 1520 if (tmpi < best_distance)
2301 { 1521 {
2302 best_distance = tmpi; 1522 best_distance = tmpi;
2303 best = tmp; 1523 best = tmp;
2304 } 1524 }
2305 } 1525 }
1526
2306 if (best != op1) 1527 if (best != op1)
2307 { 1528 {
2308 retval->distance_x += op1->x - best->x; 1529 retval->distance_x += op1->x - best->x;
2309 retval->distance_y += op1->y - best->y; 1530 retval->distance_y += op1->y - best->y;
2310 } 1531 }
2311 } 1532 }
1533
2312 retval->part = best; 1534 retval->part = best;
2313 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1535 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2314 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1536 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2315 } 1537 }
2316} 1538}
2317 1539
2318/* this is basically the same as get_rangevector above, but instead of 1540/* this is basically the same as get_rangevector above, but instead of
2323 * flags has no meaning for this function at this time - I kept it in to 1545 * flags has no meaning for this function at this time - I kept it in to
2324 * be more consistant with the above function and also in case they are needed 1546 * be more consistant with the above function and also in case they are needed
2325 * for something in the future. Also, since no object is pasted, the best 1547 * for something in the future. Also, since no object is pasted, the best
2326 * field of the rv_vector is set to NULL. 1548 * field of the rv_vector is set to NULL.
2327 */ 1549 */
2328
2329void 1550void
2330get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1551get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2331{ 1552{
2332 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1553 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2333 { 1554 {
2334 /* be conservative and fill in _some_ data */ 1555 /* be conservative and fill in _some_ data */
2335 retval->distance = 100000; 1556 retval->distance = 100000;
2342 { 1563 {
2343 retval->distance_x += op2->x - x; 1564 retval->distance_x += op2->x - x;
2344 retval->distance_y += op2->y - y; 1565 retval->distance_y += op2->y - y;
2345 1566
2346 retval->part = NULL; 1567 retval->part = NULL;
2347 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1568 retval->distance = idistance (retval->distance_x, retval->distance_y);
2348 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1569 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2349 } 1570 }
2350} 1571}
2351 1572
2352/* Returns true of op1 and op2 are effectively on the same map 1573/* Returns true of op1 and op2 are effectively on the same map
2353 * (as related to map tiling). Note that this looks for a path from 1574 * (as related to map tiling). Note that this looks for a path from
2354 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1575 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2355 * to op1, this will still return false. 1576 * to op1, this will still return false.
2356 * Note we only look one map out to keep the processing simple 1577 * Note we only look one map out to keep the processing simple
2357 * and efficient. This could probably be a macro. 1578 * and efficient. This could probably be a macro.
2358 * MSW 2001-08-05 1579 * MSW 2001-08-05
2359 */ 1580 */
2362{ 1583{
2363 int dx, dy; 1584 int dx, dy;
2364 1585
2365 return adjacent_map (op1->map, op2->map, &dx, &dy); 1586 return adjacent_map (op1->map, op2->map, &dx, &dy);
2366} 1587}
1588
1589object *
1590maptile::insert (object *op, int x, int y, object *originator, int flags)
1591{
1592 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1593}
1594
1595region *
1596maptile::region (int x, int y) const
1597{
1598 if (regions
1599 && regionmap
1600 && !OUT_OF_REAL_MAP (this, x, y))
1601 if (struct region *reg = regionmap [regions [y * width + x]])
1602 return reg;
1603
1604 if (default_region)
1605 return default_region;
1606
1607 return ::region::default_region ();
1608}
1609
1610/* picks a random object from a style map.
1611 */
1612object *
1613maptile::pick_random_object (rand_gen &gen) const
1614{
1615 /* while returning a null object will result in a crash, that
1616 * is actually preferable to an infinite loop. That is because
1617 * most servers will automatically restart in case of crash.
1618 * Change the logic on getting the random space - shouldn't make
1619 * any difference, but this seems clearer to me.
1620 */
1621 for (int i = 1000; --i;)
1622 {
1623 object *pick = at (gen (width), gen (height)).bot;
1624
1625 // do not prefer big monsters just because they are big.
1626 if (pick && pick->is_head ())
1627 return pick->head_ ();
1628 }
1629
1630 // instead of crashing in the unlikely(?) case, try to return *something*
1631 return archetype::find ("bug");
1632}
1633
1634void
1635maptile::play_sound (faceidx sound, int x, int y) const
1636{
1637 if (!sound)
1638 return;
1639
1640 for_all_players (pl)
1641 if (pl->ob->map == this)
1642 if (client *ns = pl->ns)
1643 {
1644 int dx = x - pl->ob->x;
1645 int dy = y - pl->ob->y;
1646
1647 int distance = idistance (dx, dy);
1648
1649 if (distance <= MAX_SOUND_DISTANCE)
1650 ns->play_sound (sound, dx, dy);
1651 }
1652}
1653

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