ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.49 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.128 by root, Sun Sep 9 06:25:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 31#include "path.h"
32
33/*
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37maptile *
38has_been_loaded (const char *name)
39{
40 maptile *map;
41
42 if (!name || !*name)
43 return 0;
44
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m; m = m->next)
229 dump_map (m);
230}
231 32
232/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
233 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
234 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
235 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
240 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
241 */ 42 */
242int 43int
243get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
244{ 45{
245 sint16 newx, newy;
246 int retval = 0;
247 maptile *mp;
248
249 newx = x; 46 sint16 newx = x;
250 newy = y; 47 sint16 newy = y;
251 48
252 mp = get_map_from_coord (oldmap, &newx, &newy); 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
253 50
254 if (!mp) 51 if (!mp)
255 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
256
257 if (mp != oldmap)
258 retval |= P_NEW_MAP;
259 53
260 if (newmap) *newmap = mp; 54 if (newmap) *newmap = mp;
261 if (nx) *nx = newx; 55 if (nx) *nx = newx;
262 if (ny) *ny = newy; 56 if (ny) *ny = newy;
263 57
264 return retval | mp->at (newx, newy).flags (); 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
265} 59}
266 60
267/* 61/*
268 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
269 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
313 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
314 */ 108 */
315 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
316 return 0; 110 return 0;
317 111
318 if (ob->head != NULL)
319 ob = ob->head; 112 ob = ob->head_ ();
320 113
321 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
322 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
323 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
324 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
354 else 147 else
355 { 148 {
356 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
358 * movement, can't move here. 151 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
360 * hidden dm 153 * hidden dm
361 */ 154 */
362 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
363 return 1; 156 return 1;
364 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
365 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
366 return 1; 163 return 1;
367 } 164 }
368 165
369 } 166 }
370 return 0; 167 return 0;
371} 168}
372
373 169
374/* 170/*
375 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
376 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
377 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
403 archetype *tmp; 199 archetype *tmp;
404 int flag; 200 int flag;
405 maptile *m1; 201 maptile *m1;
406 sint16 sx, sy; 202 sint16 sx, sy;
407 203
408 if (ob == NULL) 204 if (!ob)
409 { 205 {
410 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
411 if (flag & P_OUT_OF_MAP) 207 if (flag & P_OUT_OF_MAP)
412 return P_OUT_OF_MAP; 208 return P_OUT_OF_MAP;
413 209
414 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
415 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
416 } 212 }
417 213
418 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
419 { 215 {
420 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
421 217
422 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
423 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
424 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
425 return P_IS_ALIVE; 221 return P_IS_ALIVE;
426 222
427 mapspace &ms = m1->at (sx, sy); 223 mapspace &ms = m1->at (sx, sy);
428
429 224
430 /* find_first_free_spot() calls this function. However, often 225 /* find_first_free_spot() calls this function. However, often
431 * ob doesn't have any move type (when used to place exits) 226 * ob doesn't have any move type (when used to place exits)
432 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
433 */ 228 */
449 * into inventory, but just links them. What this does is go through 244 * into inventory, but just links them. What this does is go through
450 * and insert them properly. 245 * and insert them properly.
451 * The object 'container' is the object that contains the inventory. 246 * The object 'container' is the object that contains the inventory.
452 * This is needed so that we can update the containers weight. 247 * This is needed so that we can update the containers weight.
453 */ 248 */
454
455void 249void
456fix_container (object *container) 250fix_container (object *container)
457{ 251{
458 object *tmp = container->inv, *next; 252 object *tmp = container->inv, *next;
459 253
460 container->inv = NULL; 254 container->inv = 0;
461 while (tmp != NULL) 255 while (tmp)
462 { 256 {
463 next = tmp->below; 257 next = tmp->below;
464 if (tmp->inv) 258 if (tmp->inv)
465 fix_container (tmp); 259 fix_container (tmp);
260
466 (void) insert_ob_in_ob (tmp, container); 261 insert_ob_in_ob (tmp, container);
467 tmp = next; 262 tmp = next;
468 } 263 }
264
469 /* sum_weight will go through and calculate what all the containers are 265 /* sum_weight will go through and calculate what all the containers are
470 * carrying. 266 * carrying.
471 */ 267 */
472 sum_weight (container); 268 sum_weight (container);
473} 269}
474 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
475/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
476 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
477 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
478 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
479 * the more sections and not re-add sections for them.
480 */ 286 */
481 287void
482static void 288maptile::link_multipart_objects ()
483link_multipart_objects (maptile *m)
484{ 289{
485 int x, y; 290 if (!spaces)
486 object *tmp, *op, *last, *above; 291 return;
487 archetype *at;
488 292
489 for (x = 0; x < m->width; x++) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
490 for (y = 0; y < m->height; y++) 294 {
491 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 295 object *op = ms->bot;
296 while (op)
492 { 297 {
493 above = tmp->above;
494
495 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
496 if (tmp->head || tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
497 continue;
498
499 /* If there is nothing more to this object, this for loop
500 * won't do anything.
501 */
502 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503 { 300 {
504 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
505 303
506 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
507 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
508 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
509 op->head = tmp; 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
510 op->map = m; 308
511 last->more = op; 309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
512 op->name = tmp->name; 310 // so we have to reset the iteration through the mapspace
513 op->title = tmp->title;
514 /* we could link all the parts onto tmp, and then just
515 * call insert_ob_in_map once, but the effect is the same,
516 * as insert_ob_in_map will call itself with each part, and
517 * the coding is simpler to just to it here with each part.
518 */ 311 }
519 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 312 else
520 } /* for at = tmp->arch->more */ 313 op = op->above;
521 } /* for objects on this space */ 314 }
315 }
522} 316}
523 317
524/* 318/*
525 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
526 * file pointer. 320 * file pointer.
527 * mapflags is the same as we get with load_original_map
528 */ 321 */
529void 322bool
530load_objects (maptile *m, object_thawer & fp, int mapflags) 323maptile::_load_objects (object_thawer &f)
531{ 324{
532 int i, j; 325 for (;;)
533 int unique;
534 object *op, *prev = NULL, *last_more = NULL, *otmp;
535
536 op = object::create ();
537 op->map = m; /* To handle buttons correctly */
538
539 while ((i = load_object (fp, op, mapflags)))
540 { 326 {
541 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
542 * got an invalid object. Don't do anything with it - the game 328
543 * or editor will not be able to do anything with it either. 329 switch (f.kw)
544 */
545 if (op->arch == NULL)
546 { 330 {
547 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
548 continue; 332 if (object *op = object::read (f, this))
549 }
550
551 switch (i)
552 {
553 case LL_NORMAL:
554 /* if we are loading an overlay, put the floors on the bottom */
555 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557 else 333 {
334 if (op->inv)
335 sum_weight (op);
336
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
559 339
560 if (op->inv) 340 continue;
561 sum_weight (op);
562 341
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE: 342 case KW_EOF:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
568 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
569 break; 348 break;
570 } 349 }
571 350
572 if (mapflags & MAP_STYLE) 351 f.next ();
573 remove_from_active_list (op);
574
575 op = object::create ();
576 op->map = m;
577 }
578
579 for (i = 0; i < m->width; i++)
580 { 352 }
581 for (j = 0; j < m->height; j++) 353
354 return true;
355}
356
357void
358maptile::activate ()
359{
360 if (spaces)
361 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above)
363 op->activate_recursive ();
364}
365
366void
367maptile::deactivate ()
368{
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->deactivate_recursive ();
373}
374
375bool
376maptile::_save_objects (object_freezer &f, int flags)
377{
378 coroapi::cede_to_tick ();
379
380 if (flags & IO_HEADER)
381 _save_header (f);
382
383 if (!spaces)
384 return false;
385
386 for (int i = 0; i < size (); ++i)
387 {
388 bool unique = 0;
389
390 for (object *op = spaces [i].bot; op; op = op->above)
582 { 391 {
583 unique = 0; 392 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
584 /* check for unique items, or unique squares */ 393
585 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 394 if (expect_false (!op->can_map_save ()))
395 continue;
396
397 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
586 { 398 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 399 if (flags & IO_UNIQUES)
588 unique = 1; 400 op->write (f);
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 } 401 }
402 else if (expect_true (flags & IO_OBJECTS))
403 op->write (f);
593 } 404 }
594 } 405 }
595 406
596 op->destroy (); 407 coroapi::cede_to_tick ();
597 link_multipart_objects (m);
598}
599 408
600/* This saves all the objects on the map in a non destructive fashion. 409 return true;
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 410}
602 * and we only save the head of multi part objects - this is needed
603 * in order to do map tiling properly.
604 */
605void
606save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
607{
608 int i, j = 0, unique = 0;
609 object *op;
610 411
611 /* first pass - save one-part objects */ 412bool
612 for (i = 0; i < m->width; i++) 413maptile::_save_objects (const char *path, int flags)
613 for (j = 0; j < m->height; j++) 414{
614 { 415 object_freezer freezer;
615 unique = 0;
616 for (op = m->at (i, j).bot; op; op = op->above)
617 {
618 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
619 unique = 1;
620 416
621 if (op->type == PLAYER) 417 if (!_save_objects (freezer, flags))
622 continue; 418 return false;
623 419
624 if (op->head || op->owner) 420 return freezer.save (path);
625 continue;
626
627 if (unique || op->flag [FLAG_UNIQUE])
628 save_object (fp2, op, 3);
629 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
630 save_object (fp, op, 3);
631 }
632 }
633} 421}
634 422
635maptile::maptile () 423maptile::maptile ()
636{ 424{
637 in_memory = MAP_SWAPPED; 425 in_memory = MAP_SWAPPED;
426
638 /* The maps used to pick up default x and y values from the 427 /* The maps used to pick up default x and y values from the
639 * map archetype. Mimic that behaviour. 428 * map archetype. Mimic that behaviour.
640 */ 429 */
641 this->width = 16; 430 width = 16;
642 this->height = 16; 431 height = 16;
432 timeout = 300;
433 max_nrof = 1000; // 1000 items of anything
434 max_volume = 2000000; // 2m³
435}
436
437maptile::maptile (int w, int h)
438{
439 in_memory = MAP_SWAPPED;
440
441 width = w;
442 height = h;
643 this->reset_timeout = 0; 443 reset_timeout = 0;
644 this->timeout = 300; 444 timeout = 300;
645 this->enter_x = 0; 445 enter_x = 0;
646 this->enter_y = 0; 446 enter_y = 0;
647 /*set part to -1 indicating conversion to weather map not yet done */
648 this->worldpartx = -1;
649 this->worldparty = -1;
650}
651 447
652/* 448 alloc ();
653 * Allocates, initialises, and returns a pointer to a maptile.
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657maptile *
658get_linked_map (void)
659{
660 maptile *mp, *map = new maptile;
661
662 for (mp = first_map; mp && mp->next; mp = mp->next);
663
664 if (mp == NULL)
665 first_map = map;
666 else
667 mp->next = map;
668
669 return map;
670} 449}
671 450
672/* 451/*
673 * Allocates the arrays contained in a maptile. 452 * Allocates the arrays contained in a maptile.
674 * This basically allocates the dynamic array of spaces for the 453 * This basically allocates the dynamic array of spaces for the
675 * map. 454 * map.
676 */ 455 */
677void 456void
678maptile::allocate () 457maptile::alloc ()
679{ 458{
680 in_memory = MAP_IN_MEMORY;
681
682 /* Log this condition and free the storage. We could I suppose
683 * realloc, but if the caller is presuming the data will be intact,
684 * that is their poor assumption.
685 */
686 if (spaces) 459 if (spaces)
687 {
688 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
689 free (spaces);
690 }
691
692 spaces = (mapspace *)
693 calloc (1, width * height * sizeof (mapspace));
694
695 if (!spaces)
696 fatal (OUT_OF_MEMORY);
697}
698
699/* Create and returns a map of the specific size. Used
700 * in random map code and the editor.
701 */
702maptile *
703get_empty_map (int sizex, int sizey)
704{
705 maptile *m = get_linked_map ();
706
707 m->width = sizex;
708 m->height = sizey;
709 m->in_memory = MAP_SWAPPED;
710 m->allocate ();
711
712 return m; 460 return;
461
462 spaces = salloc0<mapspace> (size ());
713} 463}
714 464
715/* Takes a string from a map definition and outputs a pointer to the array of shopitems 465/* Takes a string from a map definition and outputs a pointer to the array of shopitems
716 * corresponding to that string. Memory is allocated for this, it must be freed 466 * corresponding to that string. Memory is allocated for this, it must be freed
717 * at a later date. 467 * at a later date.
718 * Called by parse_map_headers below. 468 * Called by parse_map_headers below.
719 */ 469 */
720
721static shopitems * 470static shopitems *
722parse_shop_string (const char *input_string) 471parse_shop_string (const char *input_string)
723{ 472{
724 char *shop_string, *p, *q, *next_semicolon, *next_colon; 473 char *shop_string, *p, *q, *next_semicolon, *next_colon;
725 shopitems *items = NULL; 474 shopitems *items = NULL;
734 p = strchr (p, ';'); 483 p = strchr (p, ';');
735 number_of_entries++; 484 number_of_entries++;
736 if (p) 485 if (p)
737 p++; 486 p++;
738 } 487 }
488
739 p = shop_string; 489 p = shop_string;
740 strip_endline (p); 490 strip_endline (p);
741 items = new shopitems[number_of_entries + 1]; 491 items = new shopitems[number_of_entries + 1];
742 for (i = 0; i < number_of_entries; i++) 492 for (i = 0; i < number_of_entries; i++)
743 { 493 {
744 if (!p) 494 if (!p)
745 { 495 {
746 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 496 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
747 break; 497 break;
748 } 498 }
499
749 next_semicolon = strchr (p, ';'); 500 next_semicolon = strchr (p, ';');
750 next_colon = strchr (p, ':'); 501 next_colon = strchr (p, ':');
751 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 502 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
752 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 503 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753 items[i].strength = atoi (strchr (p, ':') + 1); 504 items[i].strength = atoi (strchr (p, ':') + 1);
780 * the next entry while we're at it, better print a warning 531 * the next entry while we're at it, better print a warning
781 */ 532 */
782 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 533 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
783 } 534 }
784 } 535 }
536
785 items[i].index = number_of_entries; 537 items[i].index = number_of_entries;
786 if (next_semicolon) 538 if (next_semicolon)
787 p = ++next_semicolon; 539 p = ++next_semicolon;
788 else 540 else
789 p = NULL; 541 p = NULL;
790 } 542 }
543
791 free (shop_string); 544 free (shop_string);
792 return items; 545 return items;
793} 546}
794 547
795/* opposite of parse string, this puts the string that was originally fed in to 548/* opposite of parse string, this puts the string that was originally fed in to
804 for (i = 0; i < m->shopitems[0].index; i++) 557 for (i = 0; i < m->shopitems[0].index; i++)
805 { 558 {
806 if (m->shopitems[i].typenum) 559 if (m->shopitems[i].typenum)
807 { 560 {
808 if (m->shopitems[i].strength) 561 if (m->shopitems[i].strength)
809 {
810 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
811 }
812 else 563 else
813 sprintf (tmp, "%s;", m->shopitems[i].name); 564 sprintf (tmp, "%s;", m->shopitems[i].name);
814 } 565 }
815 else 566 else
816 { 567 {
817 if (m->shopitems[i].strength) 568 if (m->shopitems[i].strength)
818 {
819 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 569 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
820 }
821 else 570 else
822 sprintf (tmp, "*"); 571 sprintf (tmp, "*");
823 } 572 }
573
824 strcat (output_string, tmp); 574 strcat (output_string, tmp);
825 } 575 }
826} 576}
827 577
828/* This loads the header information of the map. The header 578/* This loads the header information of the map. The header
833 * put all the stuff in the map object so that names actually make 583 * put all the stuff in the map object so that names actually make
834 * sense. 584 * sense.
835 * This could be done in lex (like the object loader), but I think 585 * This could be done in lex (like the object loader), but I think
836 * currently, there are few enough fields this is not a big deal. 586 * currently, there are few enough fields this is not a big deal.
837 * MSW 2001-07-01 587 * MSW 2001-07-01
838 * return 0 on success, 1 on failure.
839 */ 588 */
840 589bool
841static int 590maptile::_load_header (object_thawer &thawer)
842load_map_header (object_thawer & fp, maptile *m)
843{ 591{
844 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 592 for (;;)
845 int msgpos = 0;
846 int maplorepos = 0;
847
848 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 { 593 {
850 buf[HUGE_BUF - 1] = 0; 594 switch (thawer.kw)
851 key = buf;
852
853 while (isspace (*key))
854 key++;
855
856 if (*key == 0)
857 continue; /* empty line */
858
859 value = strchr (key, ' ');
860
861 if (!value)
862 { 595 {
863 if ((end = strchr (key, '\n'))) 596 case KW_msg:
864 *end = 0; 597 thawer.get_ml (KW_endmsg, msg);
598 break;
599
600 case KW_lore: // CF+ extension
601 thawer.get_ml (KW_endlore, maplore);
602 break;
603
604 case KW_maplore:
605 thawer.get_ml (KW_endmaplore, maplore);
606 break;
607
608 case KW_arch:
609 if (strcmp (thawer.get_str (), "map"))
610 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
611 break;
612
613 case KW_oid:
614 thawer.get (this, thawer.get_sint32 ());
615 break;
616
617 case KW_file_format_version: break; // nop
618
619 case KW_name: thawer.get (name); break;
620 case KW_attach: thawer.get (attach); break;
621 case KW_reset_time: thawer.get (reset_time); break;
622 case KW_shopgreed: thawer.get (shopgreed); break;
623 case KW_shopmin: thawer.get (shopmin); break;
624 case KW_shopmax: thawer.get (shopmax); break;
625 case KW_shoprace: thawer.get (shoprace); break;
626 case KW_outdoor: thawer.get (outdoor); break;
627 case KW_temp: thawer.get (temp); break;
628 case KW_pressure: thawer.get (pressure); break;
629 case KW_humid: thawer.get (humid); break;
630 case KW_windspeed: thawer.get (windspeed); break;
631 case KW_winddir: thawer.get (winddir); break;
632 case KW_sky: thawer.get (sky); break;
633
634 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637
638 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640
641 // old names new names
642 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
644 case KW_x: case KW_width: thawer.get (width); break;
645 case KW_y: case KW_height: thawer.get (height); break;
646 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
647 case KW_value: case KW_swap_time: thawer.get (timeout); break;
648 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
649 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
650 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
651
652 case KW_tile_path_1: thawer.get (tile_path [0]); break;
653 case KW_tile_path_2: thawer.get (tile_path [1]); break;
654 case KW_tile_path_3: thawer.get (tile_path [2]); break;
655 case KW_tile_path_4: thawer.get (tile_path [3]); break;
656
657 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value);
659 break;
660
661 case KW_end:
662 thawer.next ();
663 return true;
664
665 default:
666 if (!thawer.parse_error ("map", 0))
667 return false;
668 break;
865 } 669 }
866 else
867 {
868 *value = 0;
869 value++;
870 end = strchr (value, '\n');
871 670
872 while (isspace (*value)) 671 thawer.next ();
873 {
874 value++;
875
876 if (*value == '\0' || value == end)
877 {
878 /* Nothing but spaces. */
879 value = NULL;
880 break;
881 }
882 }
883 }
884
885 if (!end)
886 {
887 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
888 return 1;
889 }
890
891 /* key is the field name, value is what it should be set
892 * to. We've already done the work to null terminate key,
893 * and strip off any leading spaces for both of these.
894 * We have not touched the newline at the end of the line -
895 * these are needed for some values. the end pointer
896 * points to the first of the newlines.
897 * value could be NULL! It would be easy enough to just point
898 * this to "" to prevent cores, but that would let more errors slide
899 * through.
900 *
901 * First check for entries that do not use the value parameter, then
902 * validate that value is given and check for the remaining entries
903 * that use the parameter.
904 */
905
906 if (!strcmp (key, "msg"))
907 {
908 while (fgets (buf, HUGE_BUF, fp) != NULL)
909 {
910 if (!strcmp (buf, "endmsg\n"))
911 break;
912 else
913 {
914 /* slightly more efficient than strcat */
915 strcpy (msgbuf + msgpos, buf);
916 msgpos += strlen (buf);
917 }
918 }
919 /* There are lots of maps that have empty messages (eg, msg/endmsg
920 * with nothing between). There is no reason in those cases to
921 * keep the empty message. Also, msgbuf contains garbage data
922 * when msgpos is zero, so copying it results in crashes
923 */
924 if (msgpos != 0)
925 m->msg = strdup (msgbuf);
926 }
927 else if (!strcmp (key, "maplore"))
928 {
929 while (fgets (buf, HUGE_BUF, fp) != NULL)
930 {
931 if (!strcmp (buf, "endmaplore\n"))
932 break;
933 else
934 {
935 /* slightly more efficient than strcat */
936 strcpy (maplorebuf + maplorepos, buf);
937 maplorepos += strlen (buf);
938 }
939 }
940 if (maplorepos != 0)
941 m->maplore = strdup (maplorebuf);
942 }
943 else if (!strcmp (key, "end"))
944 {
945 break;
946 }
947 else if (value == NULL)
948 {
949 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
950 }
951 else if (!strcmp (key, "arch"))
952 {
953 /* This is an oddity, but not something we care about much. */
954 if (strcmp (value, "map\n"))
955 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
956 }
957 else if (!strcmp (key, "name"))
958 {
959 *end = 0;
960 m->name = strdup (value);
961 }
962 /* first strcmp value on these are old names supported
963 * for compatibility reasons. The new values (second) are
964 * what really should be used.
965 */
966 else if (!strcmp (key, "oid"))
967 fp.get (m, atoi (value));
968 else if (!strcmp (key, "attach"))
969 m->attach = value;
970 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
971 m->enter_x = atoi (value);
972 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
973 m->enter_y = atoi (value);
974 else if (!strcmp (key, "x") || !strcmp (key, "width"))
975 m->width = atoi (value);
976 else if (!strcmp (key, "y") || !strcmp (key, "height"))
977 m->height = atoi (value);
978 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
979 m->reset_timeout = atoi (value);
980 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
981 m->timeout = atoi (value);
982 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
983 m->difficulty = clamp (atoi (value), 1, settings.max_level);
984 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
985 m->darkness = atoi (value);
986 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
987 m->fixed_resettime = atoi (value);
988 else if (!strcmp (key, "unique"))
989 m->unique = atoi (value);
990 else if (!strcmp (key, "template"))
991 m->templatemap = atoi (value);
992 else if (!strcmp (key, "region"))
993 m->region = get_region_by_name (value);
994 else if (!strcmp (key, "shopitems"))
995 {
996 *end = 0;
997 m->shopitems = parse_shop_string (value);
998 }
999 else if (!strcmp (key, "shopgreed"))
1000 m->shopgreed = atof (value);
1001 else if (!strcmp (key, "shopmin"))
1002 m->shopmin = atol (value);
1003 else if (!strcmp (key, "shopmax"))
1004 m->shopmax = atol (value);
1005 else if (!strcmp (key, "shoprace"))
1006 {
1007 *end = 0;
1008 m->shoprace = strdup (value);
1009 }
1010 else if (!strcmp (key, "outdoor"))
1011 m->outdoor = atoi (value);
1012 else if (!strcmp (key, "temp"))
1013 m->temp = atoi (value);
1014 else if (!strcmp (key, "pressure"))
1015 m->pressure = atoi (value);
1016 else if (!strcmp (key, "humid"))
1017 m->humid = atoi (value);
1018 else if (!strcmp (key, "windspeed"))
1019 m->windspeed = atoi (value);
1020 else if (!strcmp (key, "winddir"))
1021 m->winddir = atoi (value);
1022 else if (!strcmp (key, "sky"))
1023 m->sky = atoi (value);
1024 else if (!strcmp (key, "nosmooth"))
1025 m->nosmooth = atoi (value);
1026 else if (!strncmp (key, "tile_path_", 10))
1027 {
1028 int tile = atoi (key + 10);
1029
1030 if (tile < 1 || tile > 4)
1031 {
1032 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1033 }
1034 else
1035 {
1036 char *path;
1037
1038 *end = 0;
1039
1040 if (m->tile_path[tile - 1])
1041 {
1042 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1043 free (m->tile_path[tile - 1]);
1044 m->tile_path[tile - 1] = NULL;
1045 }
1046
1047 if (check_path (value, 1) != -1)
1048 {
1049 /* The unadorned path works. */
1050 path = value;
1051 }
1052 else
1053 {
1054 /* Try again; it could be a relative exit. */
1055
1056 path = path_combine_and_normalize (m->path, value);
1057
1058 if (check_path (path, 1) == -1)
1059 {
1060 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1061 path = NULL;
1062 }
1063 }
1064
1065 if (editor)
1066 {
1067 /* Use the value as in the file. */
1068 m->tile_path[tile - 1] = strdup (value);
1069 }
1070 else if (path != NULL)
1071 {
1072 /* Use the normalized value. */
1073 m->tile_path[tile - 1] = strdup (path);
1074 }
1075 } /* end if tile direction (in)valid */
1076 }
1077 else
1078 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1079 }
1080
1081 if (!key || strcmp (key, "end"))
1082 { 672 }
1083 LOG (llevError, "Got premature eof on map header!\n");
1084 return 1;
1085 }
1086 673
1087 return 0; 674 abort ();
1088}
1089
1090/*
1091 * Opens the file "filename" and reads information about the map
1092 * from the given file, and stores it in a newly allocated
1093 * maptile. A pointer to this structure is returned, or NULL on failure.
1094 * flags correspond to those in map.h. Main ones used are
1095 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1096 * MAP_BLOCK, in which case we block on this load. This happens in all
1097 * cases, no matter if this flag is set or not.
1098 * MAP_STYLE: style map - don't add active objects, don't add to server
1099 * managed map list.
1100 */
1101
1102maptile *
1103load_original_map (const char *filename, int flags)
1104{
1105 maptile *m;
1106 char pathname[MAX_BUF];
1107
1108 if (flags & MAP_PLAYER_UNIQUE)
1109 strcpy (pathname, filename);
1110 else if (flags & MAP_OVERLAY)
1111 strcpy (pathname, create_overlay_pathname (filename));
1112 else
1113 strcpy (pathname, create_pathname (filename));
1114
1115 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1116
1117 object_thawer thawer (pathname);
1118
1119 if (!thawer)
1120 return 0;
1121
1122 m = get_linked_map ();
1123
1124 strcpy (m->path, filename);
1125 if (load_map_header (thawer, m))
1126 {
1127 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1128 delete_map (m);
1129 return 0;
1130 }
1131
1132 m->allocate ();
1133
1134 m->in_memory = MAP_LOADING;
1135 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1136
1137 m->in_memory = MAP_IN_MEMORY;
1138 if (!m->difficulty)
1139 m->difficulty = calculate_difficulty (m);
1140 set_map_reset_time (m);
1141 m->instantiate ();
1142 return (m);
1143}
1144
1145/*
1146 * Loads a map, which has been loaded earlier, from file.
1147 * Return the map object we load into (this can change from the passed
1148 * option if we can't find the original map)
1149 */
1150
1151static maptile *
1152load_temporary_map (maptile *m)
1153{
1154 char buf[MAX_BUF];
1155
1156 if (!m->tmpname)
1157 {
1158 LOG (llevError, "No temporary filename for map %s\n", m->path);
1159 strcpy (buf, m->path);
1160 delete_map (m);
1161 m = load_original_map (buf, 0);
1162 if (m == NULL)
1163 return NULL;
1164 fix_auto_apply (m); /* Chests which open as default */
1165 return m;
1166 }
1167
1168 object_thawer thawer (m->tmpname);
1169
1170 if (!thawer)
1171 {
1172 strcpy (buf, m->path);
1173 delete_map (m);
1174 m = load_original_map (buf, 0);
1175 if (!m)
1176 return NULL;
1177 fix_auto_apply (m); /* Chests which open as default */
1178 return m;
1179 }
1180
1181 if (load_map_header (thawer, m))
1182 {
1183 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1184 delete_map (m);
1185 m = load_original_map (m->path, 0);
1186 return NULL;
1187 }
1188
1189 m->allocate ();
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, 0);
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 INVOKE_MAP (SWAPIN, m);
1196 return m;
1197}
1198
1199/*
1200 * Loads a map, which has been loaded earlier, from file.
1201 * Return the map object we load into (this can change from the passed
1202 * option if we can't find the original map)
1203 */
1204
1205maptile *
1206load_overlay_map (const char *filename, maptile *m)
1207{
1208 char pathname[MAX_BUF];
1209
1210 strcpy (pathname, create_overlay_pathname (filename));
1211
1212 object_thawer thawer (pathname);
1213
1214 if (!thawer)
1215 return m;
1216
1217 if (load_map_header (thawer, m))
1218 {
1219 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1220 delete_map (m);
1221 m = load_original_map (m->path, 0);
1222 return 0;
1223 }
1224 /*m->allocate ();*/
1225
1226 m->in_memory = MAP_LOADING;
1227 load_objects (m, thawer, MAP_OVERLAY);
1228
1229 m->in_memory = MAP_IN_MEMORY;
1230 return m;
1231} 675}
1232 676
1233/****************************************************************************** 677/******************************************************************************
1234 * This is the start of unique map handling code 678 * This is the start of unique map handling code
1235 *****************************************************************************/ 679 *****************************************************************************/
1236 680
1237/* This goes through map 'm' and removed any unique items on the map. */ 681/* This goes through the maptile and removed any unique items on the map. */
1238static void 682void
1239delete_unique_items (maptile *m) 683maptile::clear_unique_items ()
1240{ 684{
1241 int i, j, unique; 685 for (int i = 0; i < size (); ++i)
1242 object *op, *next;
1243
1244 for (i = 0; i < m->width; i++)
1245 for (j = 0; j < m->height; j++)
1246 { 686 {
1247 unique = 0; 687 int unique = 0;
688 for (object *op = spaces [i].bot; op; )
689 {
690 object *above = op->above;
1248 691
1249 for (op = GET_MAP_OB (m, i, j); op; op = next) 692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
693 unique = 1;
694
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy ();
699 }
700
701 op = above;
702 }
703 }
704}
705
706bool
707maptile::_save_header (object_freezer &freezer)
708{
709#define MAP_OUT(k) freezer.put (KW_ ## k, k)
710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
711
712 MAP_OUT2 (arch, "map");
713
714 if (name) MAP_OUT (name);
715 MAP_OUT (swap_time);
716 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset);
720 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name);
723
724 if (shopitems)
725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
730
731 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin);
733 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace);
735 MAP_OUT (darkness);
736 MAP_OUT (width);
737 MAP_OUT (height);
738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y);
740
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor);
745 MAP_OUT (temp);
746 MAP_OUT (pressure);
747 MAP_OUT (humid);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751
752 MAP_OUT (per_player);
753 MAP_OUT (per_party);
754
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
759
760 freezer.put (this);
761 freezer.put (KW_end);
762
763 return true;
764}
765
766bool
767maptile::_save_header (const char *path)
768{
769 object_freezer freezer;
770
771 if (!_save_header (freezer))
772 return false;
773
774 return freezer.save (path);
775}
776
777/*
778 * Remove and free all objects in the given map.
779 */
780void
781maptile::clear ()
782{
783 if (spaces)
784 {
785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
786 while (object *op = ms->bot)
1250 { 787 {
788 // manually remove, as to not trigger anything
1251 next = op->above; 789 if (ms->bot = op->above)
790 ms->bot->below = 0;
1252 791
1253 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 792 op->flag [FLAG_REMOVED] = true;
1254 unique = 1;
1255 793
1256 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 794 object *head = op->head_ ();
795 if (op == head)
1257 { 796 {
1258 op->destroy_inv (false); 797 op->destroy_inv (false);
1259 op->destroy (); 798 op->destroy ();
1260 } 799 }
800 else if (head->map != op->map)
801 {
802 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
803 head->destroy ();
804 }
1261 } 805 }
806
807 sfree (spaces, size ()), spaces = 0;
1262 } 808 }
1263}
1264 809
810 if (buttons)
811 free_objectlinkpt (buttons), buttons = 0;
1265 812
1266/* 813 sfree (regions, size ()); regions = 0;
1267 * Loads unique objects from file(s) into the map which is in memory 814 delete [] regionmap; regionmap = 0;
1268 * m is the map to load unique items into.
1269 */
1270static void
1271load_unique_objects (maptile *m)
1272{
1273 int count;
1274 char firstname[MAX_BUF];
1275
1276 for (count = 0; count < 10; count++)
1277 {
1278 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1279 if (!access (firstname, R_OK))
1280 break;
1281 }
1282 /* If we get here, we did not find any map */
1283 if (count == 10)
1284 return;
1285
1286 object_thawer thawer (firstname);
1287
1288 if (!thawer)
1289 return;
1290
1291 m->in_memory = MAP_LOADING;
1292 if (m->tmpname == NULL) /* if we have loaded unique items from */
1293 delete_unique_items (m); /* original map before, don't duplicate them */
1294 load_objects (m, thawer, 0);
1295
1296 m->in_memory = MAP_IN_MEMORY;
1297} 815}
1298 816
1299
1300/*
1301 * Saves a map to file. If flag is set, it is saved into the same
1302 * file it was (originally) loaded from. Otherwise a temporary
1303 * filename will be genarated, and the file will be stored there.
1304 * The temporary filename will be stored in the maptileure.
1305 * If the map is unique, we also save to the filename in the map
1306 * (this should have been updated when first loaded)
1307 */
1308
1309int
1310new_save_map (maptile *m, int flag)
1311{
1312 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1313 int i;
1314
1315 if (flag && !*m->path)
1316 {
1317 LOG (llevError, "Tried to save map without path.\n");
1318 return -1;
1319 }
1320
1321 if (flag || (m->unique) || (m->templatemap))
1322 {
1323 if (!m->unique && !m->templatemap)
1324 { /* flag is set */
1325 if (flag == 2)
1326 strcpy (filename, create_overlay_pathname (m->path));
1327 else
1328 strcpy (filename, create_pathname (m->path));
1329 }
1330 else
1331 strcpy (filename, m->path);
1332
1333 make_path_to_file (filename);
1334 }
1335 else
1336 {
1337 if (!m->tmpname)
1338 m->tmpname = tempnam (settings.tmpdir, NULL);
1339
1340 strcpy (filename, m->tmpname);
1341 }
1342
1343 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1344 m->in_memory = MAP_SAVING;
1345
1346 object_freezer freezer;
1347
1348 /* legacy */
1349 fprintf (freezer, "arch map\n");
1350 if (m->name)
1351 fprintf (freezer, "name %s\n", m->name);
1352 if (!flag)
1353 fprintf (freezer, "swap_time %d\n", m->swap_time);
1354 if (m->reset_timeout)
1355 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1356 if (m->fixed_resettime)
1357 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1358 /* we unfortunately have no idea if this is a value the creator set
1359 * or a difficulty value we generated when the map was first loaded
1360 */
1361 if (m->difficulty)
1362 fprintf (freezer, "difficulty %d\n", m->difficulty);
1363 if (m->region)
1364 fprintf (freezer, "region %s\n", m->region->name);
1365 if (m->shopitems)
1366 {
1367 print_shop_string (m, shop);
1368 fprintf (freezer, "shopitems %s\n", shop);
1369 }
1370 if (m->shopgreed)
1371 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1372 if (m->shopmin)
1373 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1374 if (m->shopmax)
1375 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1376 if (m->shoprace)
1377 fprintf (freezer, "shoprace %s\n", m->shoprace);
1378 if (m->darkness)
1379 fprintf (freezer, "darkness %d\n", m->darkness);
1380 if (m->width)
1381 fprintf (freezer, "width %d\n", m->width);
1382 if (m->height)
1383 fprintf (freezer, "height %d\n", m->height);
1384 if (m->enter_x)
1385 fprintf (freezer, "enter_x %d\n", m->enter_x);
1386 if (m->enter_y)
1387 fprintf (freezer, "enter_y %d\n", m->enter_y);
1388 if (m->msg)
1389 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1390 if (m->maplore)
1391 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1392 if (m->unique)
1393 fprintf (freezer, "unique %d\n", m->unique);
1394 if (m->templatemap)
1395 fprintf (freezer, "template %d\n", m->templatemap);
1396 if (m->outdoor)
1397 fprintf (freezer, "outdoor %d\n", m->outdoor);
1398 if (m->temp)
1399 fprintf (freezer, "temp %d\n", m->temp);
1400 if (m->pressure)
1401 fprintf (freezer, "pressure %d\n", m->pressure);
1402 if (m->humid)
1403 fprintf (freezer, "humid %d\n", m->humid);
1404 if (m->windspeed)
1405 fprintf (freezer, "windspeed %d\n", m->windspeed);
1406 if (m->winddir)
1407 fprintf (freezer, "winddir %d\n", m->winddir);
1408 if (m->sky)
1409 fprintf (freezer, "sky %d\n", m->sky);
1410 if (m->nosmooth)
1411 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1412
1413 /* Save any tiling information, except on overlays */
1414 if (flag != 2)
1415 for (i = 0; i < 4; i++)
1416 if (m->tile_path[i])
1417 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1418
1419 freezer.put (m);
1420 fprintf (freezer, "end\n");
1421
1422 /* In the game save unique items in the different file, but
1423 * in the editor save them to the normal map file.
1424 * If unique map, save files in the proper destination (set by
1425 * player)
1426 */
1427 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1428 {
1429 object_freezer unique;
1430
1431 if (flag == 2)
1432 save_objects (m, freezer, unique, 2);
1433 else
1434 save_objects (m, freezer, unique, 0);
1435
1436 sprintf (buf, "%s.v00", create_items_path (m->path));
1437
1438 unique.save (buf);
1439 }
1440 else
1441 { /* save same file when not playing, like in editor */
1442 save_objects (m, freezer, freezer, 0);
1443 }
1444
1445 freezer.save (filename);
1446
1447 return 0;
1448}
1449
1450/*
1451 * Remove and free all objects in the given map.
1452 */
1453void 817void
1454free_all_objects (maptile *m) 818maptile::clear_header ()
1455{ 819{
1456 if (!m->spaces) 820 name = 0;
1457 return; 821 msg = 0;
822 maplore = 0;
823 shoprace = 0;
824 delete [] shopitems, shopitems = 0;
1458 825
1459 for (int i = 0; i < m->width; i++) 826 for (int i = 0; i < 4; i++)
1460 for (int j = 0; j < m->height; j++) 827 tile_path [i] = 0;
1461 {
1462 mapspace &ms = m->at (i, j);
1463
1464 while (object *op = ms.bot)
1465 {
1466 if (op->head)
1467 op = op->head;
1468
1469 op->destroy_inv (false);
1470 op->destroy ();
1471 }
1472 }
1473} 828}
1474 829
1475/* 830maptile::~maptile ()
1476 * Frees everything allocated by the given maptileure. 831{
1477 * don't free tmpname - our caller is left to do that 832 assert (destroyed ());
1478 */ 833}
834
1479void 835void
1480free_map (maptile *m, int flag) 836maptile::clear_links_to (maptile *m)
1481{ 837{
1482 if (m->in_memory != MAP_IN_MEMORY)
1483 return;
1484
1485 m->in_memory = MAP_SAVING;
1486
1487 // TODO: use new/delete
1488#define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1489
1490 if (flag && m->spaces)
1491 free_all_objects (m);
1492 if (m->name)
1493 FREE_AND_CLEAR (m->name);
1494 if (m->spaces)
1495 FREE_AND_CLEAR (m->spaces);
1496 if (m->msg)
1497 FREE_AND_CLEAR (m->msg);
1498 if (m->maplore)
1499 FREE_AND_CLEAR (m->maplore);
1500
1501 delete [] m->shopitems;
1502 m->shopitems = 0;
1503
1504 if (m->shoprace)
1505 FREE_AND_CLEAR (m->shoprace);
1506
1507 if (m->buttons)
1508 free_objectlinkpt (m->buttons);
1509
1510 m->buttons = NULL;
1511
1512 for (int i = 0; i < 4; i++)
1513 {
1514 if (m->tile_path[i])
1515 FREE_AND_CLEAR (m->tile_path[i]);
1516
1517 m->tile_map[i] = 0;
1518 }
1519
1520 m->in_memory = MAP_SWAPPED;
1521
1522#undef FREE_AND_CLEAR
1523}
1524
1525maptile::~maptile ()
1526{
1527 free_map (this, 1);
1528 free (tmpname);
1529}
1530
1531void
1532maptile::do_destroy ()
1533{
1534 attachable::do_destroy ();
1535
1536 free_all_objects (this);
1537
1538 /* We need to look through all the maps and see if any maps 838 /* We need to look through all the maps and see if any maps
1539 * are pointing at this one for tiling information. Since 839 * are pointing at this one for tiling information. Since
1540 * tiling can be asymetric, we just can not look to see which 840 * tiling can be asymetric, we just can not look to see which
1541 * maps this map tiles with and clears those. 841 * maps this map tiles with and clears those.
1542 */ 842 */
1543 //TODO: non-euclidean-tiling MUST GO
1544 for (maptile *m = first_map; m; m = m->next)
1545 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < 4; i++)
1546 if (m->tile_map[i] == this) 844 if (tile_map[i] == m)
1547 m->tile_map[i] = 0; 845 tile_map[i] = 0;
846}
1548 847
1549 if (first_map == this) 848void
1550 first_map = next; 849maptile::do_destroy ()
1551 else 850{
1552 for (maptile *m = first_map; m; m = m->next) 851 attachable::do_destroy ();
1553 if (m->next = this) 852
853 clear ();
854}
855
856/* decay and destroy perishable items in a map */
857void
858maptile::do_decay_objects ()
859{
860 if (!spaces)
861 return;
862
863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
864 for (object *above, *op = ms->bot; op; op = above)
1554 { 865 {
1555 m->next = next; 866 above = op->above;
867
868 bool destroy = 0;
869
870 // do not decay anything above unique floor tiles (yet :)
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1556 break; 872 break;
873
874 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
875 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
876 || QUERY_FLAG (op, FLAG_UNIQUE)
877 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
878 || QUERY_FLAG (op, FLAG_UNPAID)
879 || op->is_alive ())
880 ; // do not decay
881 else if (op->is_weapon ())
882 {
883 op->stats.dam--;
884 if (op->stats.dam < 0)
885 destroy = 1;
1557 } 886 }
1558} 887 else if (op->is_armor ())
888 {
889 op->stats.ac--;
890 if (op->stats.ac < 0)
891 destroy = 1;
892 }
893 else if (op->type == FOOD)
894 {
895 op->stats.food -= rndm (5, 20);
896 if (op->stats.food < 0)
897 destroy = 1;
898 }
899 else
900 {
901 int mat = op->materials;
1559 902
1560//TODO: must go 903 if (mat & M_PAPER
904 || mat & M_LEATHER
905 || mat & M_WOOD
906 || mat & M_ORGANIC
907 || mat & M_CLOTH
908 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 || (mat & M_ICE && temp > 32))
914 destroy = 1;
915 }
916
917 /* adjust overall chance below */
918 if (destroy && rndm (0, 1))
919 op->destroy ();
920 }
921}
922
923/*
924 * Updates every button on the map (by calling update_button() for them).
925 */
1561void 926void
1562delete_map (maptile *m) 927maptile::update_buttons ()
1563{ 928{
1564 if (m) 929 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1565 m->destroy (); 930 for (objectlink *ol = obp->link; ol; ol = ol->next)
1566}
1567
1568/*
1569 * Makes sure the given map is loaded and swapped in.
1570 * name is path name of the map.
1571 * flags meaning:
1572 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1573 * and don't do unique items or the like.
1574 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1575 * dont do any more name translation on it.
1576 *
1577 * Returns a pointer to the given map.
1578 */
1579maptile *
1580ready_map_name (const char *name, int flags)
1581{
1582 if (!name)
1583 return 0;
1584
1585 /* Have we been at this level before? */
1586 maptile *m = has_been_loaded (name);
1587
1588 /* Map is good to go, so just return it */
1589 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1590 return m;
1591
1592 /* unique maps always get loaded from their original location, and never
1593 * a temp location. Likewise, if map_flush is set, or we have never loaded
1594 * this map, load it now. I removed the reset checking from here -
1595 * it seems the probability of a player trying to enter a map that should
1596 * reset but hasn't yet is quite low, and removing that makes this function
1597 * a bit cleaner (and players probably shouldn't rely on exact timing for
1598 * resets in any case - if they really care, they should use the 'maps command.
1599 */
1600 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1601 { 931 {
1602 /* first visit or time to reset */ 932 if (!ol->ob)
1603 if (m)
1604 { 933 {
1605 clean_tmp_map (m); /* Doesn't make much difference */ 934 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1606 delete_map (m); 935 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
936 continue;
1607 } 937 }
1608 938
1609 /* create and load a map */ 939 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1610 if (flags & MAP_PLAYER_UNIQUE)
1611 LOG (llevDebug, "Trying to load map %s.\n", name);
1612 else
1613 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1614
1615 //eval_pv ("$x = Event::time", 1);//D
1616 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1617 return (NULL);
1618 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1619
1620 fix_auto_apply (m); /* Chests which open as default */
1621
1622 /* If a player unique map, no extra unique object file to load.
1623 * if from the editor, likewise.
1624 */
1625 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1626 load_unique_objects (m);
1627
1628 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1629 { 940 {
1630 m = load_overlay_map (name, m); 941 update_button (ol->ob);
1631 if (m == NULL) 942 break;
1632 return NULL;
1633 } 943 }
1634
1635 if (flags & MAP_PLAYER_UNIQUE)
1636 INVOKE_MAP (SWAPIN, m);
1637
1638 } 944 }
1639 else
1640 {
1641 /* If in this loop, we found a temporary map, so load it up. */
1642
1643 m = load_temporary_map (m);
1644 if (m == NULL)
1645 return NULL;
1646 load_unique_objects (m);
1647
1648 clean_tmp_map (m);
1649 m->in_memory = MAP_IN_MEMORY;
1650 /* tempnam() on sun systems (probably others) uses malloc
1651 * to allocated space for the string. Free it here.
1652 * In some cases, load_temporary_map above won't find the
1653 * temporary map, and so has reloaded a new map. If that
1654 * is the case, tmpname is now null
1655 */
1656 if (m->tmpname)
1657 free (m->tmpname);
1658 m->tmpname = NULL;
1659 /* It's going to be saved anew anyway */
1660 }
1661
1662 /* Below here is stuff common to both first time loaded maps and
1663 * temp maps.
1664 */
1665
1666 decay_objects (m); /* start the decay */
1667 /* In case other objects press some buttons down */
1668 update_buttons (m);
1669 if (m->outdoor)
1670 set_darkness_map (m);
1671 /* run the weather over this map */
1672 weather_effect (name);
1673 return m;
1674} 945}
1675
1676 946
1677/* 947/*
1678 * This routine is supposed to find out the difficulty of the map. 948 * This routine is supposed to find out the difficulty of the map.
1679 * difficulty does not have a lot to do with character level, 949 * difficulty does not have a lot to do with character level,
1680 * but does have a lot to do with treasure on the map. 950 * but does have a lot to do with treasure on the map.
1682 * Difficulty can now be set by the map creature. If the value stored 952 * Difficulty can now be set by the map creature. If the value stored
1683 * in the map is zero, then use this routine. Maps should really 953 * in the map is zero, then use this routine. Maps should really
1684 * have a difficulty set than using this function - human calculation 954 * have a difficulty set than using this function - human calculation
1685 * is much better than this functions guesswork. 955 * is much better than this functions guesswork.
1686 */ 956 */
1687
1688int 957int
1689calculate_difficulty (maptile *m) 958maptile::estimate_difficulty () const
1690{ 959{
1691 object *op;
1692 archetype *at;
1693 int x, y, i;
1694 long monster_cnt = 0; 960 long monster_cnt = 0;
1695 double avgexp = 0; 961 double avgexp = 0;
1696 sint64 total_exp = 0; 962 sint64 total_exp = 0;
1697 963
1698 if (m->difficulty) 964 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1699 { 965 for (object *op = ms->bot; op; op = op->above)
1700 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1701 return m->difficulty;
1702 }
1703
1704 for (x = 0; x < m->width; x++)
1705 for (y = 0; y < m->height; y++)
1706 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1707 { 966 {
1708 if (QUERY_FLAG (op, FLAG_MONSTER)) 967 if (QUERY_FLAG (op, FLAG_MONSTER))
1709 { 968 {
1710 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1711 monster_cnt++; 970 monster_cnt++;
1712 } 971 }
1713 972
1714 if (QUERY_FLAG (op, FLAG_GENERATOR)) 973 if (QUERY_FLAG (op, FLAG_GENERATOR))
1715 { 974 {
1716 total_exp += op->stats.exp; 975 total_exp += op->stats.exp;
976
1717 at = type_to_archetype (GENERATE_TYPE (op)); 977 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1718
1719 if (at != NULL)
1720 total_exp += at->clone.stats.exp * 8; 978 total_exp += at->stats.exp * 8;
1721 979
1722 monster_cnt++; 980 monster_cnt++;
1723 } 981 }
1724 } 982 }
1725 983
1726 avgexp = (double) total_exp / monster_cnt; 984 avgexp = (double) total_exp / monster_cnt;
1727 985
1728 for (i = 1; i <= settings.max_level; i++) 986 for (int i = 1; i <= settings.max_level; i++)
1729 {
1730 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 987 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1731 {
1732 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1733 return i; 988 return i;
1734 }
1735 }
1736 989
1737 return 1; 990 return 1;
1738}
1739
1740void
1741clean_tmp_map (maptile *m)
1742{
1743 if (m->tmpname == NULL)
1744 return;
1745 INVOKE_MAP (CLEAN, m);
1746 (void) unlink (m->tmpname);
1747}
1748
1749void
1750free_all_maps (void)
1751{
1752 int real_maps = 0;
1753
1754 while (first_map)
1755 {
1756 /* I think some of the callers above before it gets here set this to be
1757 * saving, but we still want to free this data
1758 */
1759 if (first_map->in_memory == MAP_SAVING)
1760 first_map->in_memory = MAP_IN_MEMORY;
1761 delete_map (first_map);
1762 real_maps++;
1763 }
1764 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1765} 991}
1766 992
1767/* change_map_light() - used to change map light level (darkness) 993/* change_map_light() - used to change map light level (darkness)
1768 * up or down. Returns true if successful. It should now be 994 * up or down. Returns true if successful. It should now be
1769 * possible to change a value by more than 1. 995 * possible to change a value by more than 1.
1770 * Move this from los.c to map.c since this is more related 996 * Move this from los.c to map.c since this is more related
1771 * to maps than los. 997 * to maps than los.
1772 * postive values make it darker, negative make it brighter 998 * postive values make it darker, negative make it brighter
1773 */ 999 */
1774
1775int 1000int
1776change_map_light (maptile *m, int change) 1001maptile::change_map_light (int change)
1777{ 1002{
1778 int new_level = m->darkness + change; 1003 int new_level = darkness + change;
1779 1004
1780 /* Nothing to do */ 1005 /* Nothing to do */
1781 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1006 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1782 {
1783 return 0; 1007 return 0;
1784 }
1785 1008
1786 /* inform all players on the map */ 1009 /* inform all players on the map */
1787 if (change > 0) 1010 if (change > 0)
1788 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1789 else 1012 else
1790 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1791 1014
1792 /* Do extra checking. since m->darkness is a unsigned value, 1015 /* Do extra checking. since darkness is a unsigned value,
1793 * we need to be extra careful about negative values. 1016 * we need to be extra careful about negative values.
1794 * In general, the checks below are only needed if change 1017 * In general, the checks below are only needed if change
1795 * is not +/-1 1018 * is not +/-1
1796 */ 1019 */
1797 if (new_level < 0) 1020 if (new_level < 0)
1798 m->darkness = 0; 1021 darkness = 0;
1799 else if (new_level >= MAX_DARKNESS) 1022 else if (new_level >= MAX_DARKNESS)
1800 m->darkness = MAX_DARKNESS; 1023 darkness = MAX_DARKNESS;
1801 else 1024 else
1802 m->darkness = new_level; 1025 darkness = new_level;
1803 1026
1804 /* All clients need to get re-updated for the change */ 1027 /* All clients need to get re-updated for the change */
1805 update_all_map_los (m); 1028 update_all_map_los (this);
1806 return 1; 1029 return 1;
1807} 1030}
1808 1031
1809/* 1032/*
1810 * This function updates various attributes about a specific space 1033 * This function updates various attributes about a specific space
1814 */ 1037 */
1815void 1038void
1816mapspace::update_ () 1039mapspace::update_ ()
1817{ 1040{
1818 object *tmp, *last = 0; 1041 object *tmp, *last = 0;
1819 uint8 flags = 0, light = 0, anywhere = 0; 1042 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1820 New_Face *top, *floor, *middle;
1821 object *top_obj, *floor_obj, *middle_obj;
1822 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1043 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1823 1044
1824 middle = blank_face; 1045 //object *middle = 0;
1825 top = blank_face; 1046 //object *top = 0;
1826 floor = blank_face; 1047 //object *floor = 0;
1827 1048 // this seems to generate better code than using locals, above
1828 middle_obj = 0; 1049 object *&top = faces_obj[0] = 0;
1829 top_obj = 0; 1050 object *&middle = faces_obj[1] = 0;
1830 floor_obj = 0; 1051 object *&floor = faces_obj[2] = 0;
1831 1052
1832 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1053 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1833 { 1054 {
1834 /* This could be made additive I guess (two lights better than 1055 /* This could be made additive I guess (two lights better than
1835 * one). But if so, it shouldn't be a simple additive - 2 1056 * one). But if so, it shouldn't be a simple additive - 2
1848 * Always put the player down for drawing. 1069 * Always put the player down for drawing.
1849 */ 1070 */
1850 if (!tmp->invisible) 1071 if (!tmp->invisible)
1851 { 1072 {
1852 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1073 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1853 {
1854 top = tmp->face;
1855 top_obj = tmp; 1074 top = tmp;
1856 }
1857 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1075 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1858 { 1076 {
1859 /* If we got a floor, that means middle and top were below it, 1077 /* If we got a floor, that means middle and top were below it,
1860 * so should not be visible, so we clear them. 1078 * so should not be visible, so we clear them.
1861 */ 1079 */
1862 middle = blank_face; 1080 middle = 0;
1863 top = blank_face; 1081 top = 0;
1864 floor = tmp->face;
1865 floor_obj = tmp; 1082 floor = tmp;
1866 } 1083 }
1867 /* Flag anywhere have high priority */ 1084 /* Flag anywhere have high priority */
1868 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1085 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1869 { 1086 {
1870 middle = tmp->face;
1871
1872 middle_obj = tmp; 1087 middle = tmp;
1873 anywhere = 1; 1088 anywhere = 1;
1874 } 1089 }
1875 /* Find the highest visible face around. If equal 1090 /* Find the highest visible face around. If equal
1876 * visibilities, we still want the one nearer to the 1091 * visibilities, we still want the one nearer to the
1877 * top 1092 * top
1878 */ 1093 */
1879 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1094 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1880 {
1881 middle = tmp->face;
1882 middle_obj = tmp; 1095 middle = tmp;
1883 }
1884 } 1096 }
1885 1097
1886 if (tmp == tmp->above) 1098 if (tmp == tmp->above)
1887 { 1099 {
1888 LOG (llevError, "Error in structure of map\n"); 1100 LOG (llevError, "Error in structure of map\n");
1923 * middle face. This should not happen, as we already have the 1135 * middle face. This should not happen, as we already have the
1924 * else statement above so middle should not get set. OTOH, it 1136 * else statement above so middle should not get set. OTOH, it
1925 * may be possible for the faces to match but be different objects. 1137 * may be possible for the faces to match but be different objects.
1926 */ 1138 */
1927 if (top == middle) 1139 if (top == middle)
1928 middle = blank_face; 1140 middle = 0;
1929 1141
1930 /* There are three posibilities at this point: 1142 /* There are three posibilities at this point:
1931 * 1) top face is set, need middle to be set. 1143 * 1) top face is set, need middle to be set.
1932 * 2) middle is set, need to set top. 1144 * 2) middle is set, need to set top.
1933 * 3) neither middle or top is set - need to set both. 1145 * 3) neither middle or top is set - need to set both.
1938 /* Once we get to a floor, stop, since we already have a floor object */ 1150 /* Once we get to a floor, stop, since we already have a floor object */
1939 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1151 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1940 break; 1152 break;
1941 1153
1942 /* If two top faces are already set, quit processing */ 1154 /* If two top faces are already set, quit processing */
1943 if ((top != blank_face) && (middle != blank_face)) 1155 if (top && middle)
1944 break; 1156 break;
1945 1157
1946 /* Only show visible faces, unless its the editor - show all */ 1158 /* Only show visible faces */
1947 if (!tmp->invisible || editor) 1159 if (!tmp->invisible)
1948 { 1160 {
1949 /* Fill in top if needed */ 1161 /* Fill in top if needed */
1950 if (top == blank_face) 1162 if (!top)
1951 { 1163 {
1952 top = tmp->face;
1953 top_obj = tmp; 1164 top = tmp;
1954 if (top == middle) 1165 if (top == middle)
1955 middle = blank_face; 1166 middle = 0;
1956 } 1167 }
1957 else 1168 else
1958 { 1169 {
1959 /* top is already set - we should only get here if 1170 /* top is already set - we should only get here if
1960 * middle is not set 1171 * middle is not set
1961 * 1172 *
1962 * Set the middle face and break out, since there is nothing 1173 * Set the middle face and break out, since there is nothing
1963 * more to fill in. We don't check visiblity here, since 1174 * more to fill in. We don't check visiblity here, since
1964 * 1175 *
1965 */ 1176 */
1966 if (tmp->face != top) 1177 if (tmp != top)
1967 { 1178 {
1968 middle = tmp->face;
1969 middle_obj = tmp; 1179 middle = tmp;
1970 break; 1180 break;
1971 } 1181 }
1972 } 1182 }
1973 } 1183 }
1974 } 1184 }
1975 1185
1976 if (middle == floor) 1186 if (middle == floor)
1977 middle = blank_face; 1187 middle = 0;
1978 1188
1979 if (top == middle) 1189 if (top == middle)
1980 middle = blank_face; 1190 middle = 0;
1981 1191
1982 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1192#if 0
1983 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1193 faces_obj [0] = top;
1984 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1194 faces_obj [1] = middle;
1195 faces_obj [2] = floor;
1196#endif
1985} 1197}
1986 1198
1987void 1199uint64
1988set_map_reset_time (maptile *map) 1200mapspace::volume () const
1989{ 1201{
1990 int timeout; 1202 uint64 vol = 0;
1991 1203
1992 timeout = map->reset_timeout; 1204 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1993 if (timeout <= 0) 1205 vol += op->volume ();
1994 timeout = MAP_DEFAULTRESET;
1995 if (timeout >= MAP_MAXRESET)
1996 timeout = MAP_MAXRESET;
1997 map->reset_time = time (0) + timeout;
1998}
1999 1206
2000/* this updates the orig_map->tile_map[tile_num] value after loading 1207 return vol;
2001 * the map. It also takes care of linking back the freshly loaded 1208}
2002 * maps tile_map values if it tiles back to this one. It returns
2003 * the value of orig_map->tile_map[tile_num]. It really only does this
2004 * so that it is easier for calling functions to verify success.
2005 */
2006 1209
2007static maptile * 1210bool
2008load_and_link_tiled_map (maptile *orig_map, int tile_num) 1211maptile::tile_available (int dir, bool load)
2009{ 1212{
2010 int dest_tile = (tile_num + 2) % 4; 1213 if (!tile_path[dir])
2011 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1214 return 0;
2012 1215
2013 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1216 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY))
1217 return 1;
2014 1218
2015 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1219 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
2016 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)) 1220 return 1;
2017 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2018 1221
2019 return orig_map->tile_map[tile_num]; 1222 return 0;
2020} 1223}
2021 1224
2022/* this returns TRUE if the coordinates (x,y) are out of 1225/* this returns TRUE if the coordinates (x,y) are out of
2023 * map m. This function also takes into account any 1226 * map m. This function also takes into account any
2024 * tiling considerations, loading adjacant maps as needed. 1227 * tiling considerations, loading adjacant maps as needed.
2025 * This is the function should always be used when it 1228 * This is the function should always be used when it
2026 * necessary to check for valid coordinates. 1229 * necessary to check for valid coordinates.
2027 * This function will recursively call itself for the 1230 * This function will recursively call itself for the
2028 * tiled maps. 1231 * tiled maps.
2029 *
2030 *
2031 */ 1232 */
2032int 1233int
2033out_of_map (maptile *m, int x, int y) 1234out_of_map (maptile *m, int x, int y)
2034{ 1235{
2035 /* If we get passed a null map, this is obviously the 1236 /* If we get passed a null map, this is obviously the
2039 if (!m) 1240 if (!m)
2040 return 0; 1241 return 0;
2041 1242
2042 if (x < 0) 1243 if (x < 0)
2043 { 1244 {
2044 if (!m->tile_path[3]) 1245 if (!m->tile_available (3))
2045 return 1; 1246 return 1;
2046 1247
2047 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map (m, 3);
2049
2050 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1248 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2051 } 1249 }
2052 1250
2053 if (x >= m->width) 1251 if (x >= m->width)
2054 { 1252 {
2055 if (!m->tile_path[1]) 1253 if (!m->tile_available (1))
2056 return 1; 1254 return 1;
2057 1255
2058 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2059 load_and_link_tiled_map (m, 1);
2060
2061 return (out_of_map (m->tile_map[1], x - m->width, y)); 1256 return out_of_map (m->tile_map[1], x - m->width, y);
2062 } 1257 }
2063 1258
2064 if (y < 0) 1259 if (y < 0)
2065 { 1260 {
2066 if (!m->tile_path[0]) 1261 if (!m->tile_available (0))
2067 return 1; 1262 return 1;
2068 1263
2069 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2070 load_and_link_tiled_map (m, 0);
2071
2072 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1264 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2073 } 1265 }
2074 1266
2075 if (y >= m->height) 1267 if (y >= m->height)
2076 { 1268 {
2077 if (!m->tile_path[2]) 1269 if (!m->tile_available (2))
2078 return 1; 1270 return 1;
2079 1271
2080 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2081 load_and_link_tiled_map (m, 2);
2082
2083 return (out_of_map (m->tile_map[2], x, y - m->height)); 1272 return out_of_map (m->tile_map[2], x, y - m->height);
2084 } 1273 }
2085 1274
2086 /* Simple case - coordinates are within this local 1275 /* Simple case - coordinates are within this local
2087 * map. 1276 * map.
2088 */ 1277 */
2091 1280
2092/* This is basically the same as out_of_map above, but 1281/* This is basically the same as out_of_map above, but
2093 * instead we return NULL if no map is valid (coordinates 1282 * instead we return NULL if no map is valid (coordinates
2094 * out of bounds and no tiled map), otherwise it returns 1283 * out of bounds and no tiled map), otherwise it returns
2095 * the map as that the coordinates are really on, and 1284 * the map as that the coordinates are really on, and
2096 * updates x and y to be the localized coordinates. 1285 * updates x and y to be the localised coordinates.
2097 * Using this is more efficient of calling out_of_map 1286 * Using this is more efficient of calling out_of_map
2098 * and then figuring out what the real map is 1287 * and then figuring out what the real map is
2099 */ 1288 */
2100maptile * 1289maptile *
2101get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1290maptile::xy_find (sint16 &x, sint16 &y)
2102{ 1291{
2103
2104 if (*x < 0) 1292 if (x < 0)
2105 { 1293 {
2106 if (!m->tile_path[3]) 1294 if (!tile_available (3))
2107 return 0; 1295 return 0;
2108 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2109 load_and_link_tiled_map (m, 3);
2110 1296
2111 *x += m->tile_map[3]->width; 1297 x += tile_map[3]->width;
2112 return (get_map_from_coord (m->tile_map[3], x, y)); 1298 return tile_map[3]->xy_find (x, y);
2113 } 1299 }
2114 1300
2115 if (*x >= m->width) 1301 if (x >= width)
2116 { 1302 {
2117 if (!m->tile_path[1]) 1303 if (!tile_available (1))
2118 return 0; 1304 return 0;
2119 1305
2120 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2121 load_and_link_tiled_map (m, 1);
2122
2123 *x -= m->width; 1306 x -= width;
2124 return (get_map_from_coord (m->tile_map[1], x, y)); 1307 return tile_map[1]->xy_find (x, y);
2125 } 1308 }
2126 1309
2127 if (*y < 0) 1310 if (y < 0)
2128 { 1311 {
2129 if (!m->tile_path[0]) 1312 if (!tile_available (0))
2130 return 0; 1313 return 0;
2131 1314
2132 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2133 load_and_link_tiled_map (m, 0);
2134
2135 *y += m->tile_map[0]->height; 1315 y += tile_map[0]->height;
2136 return (get_map_from_coord (m->tile_map[0], x, y)); 1316 return tile_map[0]->xy_find (x, y);
2137 } 1317 }
2138 1318
2139 if (*y >= m->height) 1319 if (y >= height)
2140 { 1320 {
2141 if (!m->tile_path[2]) 1321 if (!tile_available (2))
2142 return 0; 1322 return 0;
2143 1323
2144 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2145 load_and_link_tiled_map (m, 2);
2146
2147 *y -= m->height; 1324 y -= height;
2148 return (get_map_from_coord (m->tile_map[2], x, y)); 1325 return tile_map[2]->xy_find (x, y);
2149 } 1326 }
2150 1327
2151 /* Simple case - coordinates are within this local 1328 /* Simple case - coordinates are within this local
2152 * map. 1329 * map.
2153 */ 1330 */
2154
2155 return m; 1331 return this;
2156} 1332}
2157 1333
2158/** 1334/**
2159 * Return whether map2 is adjacent to map1. If so, store the distance from 1335 * Return whether map2 is adjacent to map1. If so, store the distance from
2160 * map1 to map2 in dx/dy. 1336 * map1 to map2 in dx/dy.
2161 */ 1337 */
2162static int 1338int
2163adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1339adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2164{ 1340{
2165 if (!map1 || !map2) 1341 if (!map1 || !map2)
2166 return 0; 1342 return 0;
2167 1343
1344 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1345 //fix: compare paths instead (this is likely faster, too!)
2168 if (map1 == map2) 1346 if (map1 == map2)
2169 { 1347 {
2170 *dx = 0; 1348 *dx = 0;
2171 *dy = 0; 1349 *dy = 0;
2172
2173 } 1350 }
2174 else if (map1->tile_map[0] == map2) 1351 else if (map1->tile_map[0] == map2)
2175 { /* up */ 1352 { /* up */
2176 *dx = 0; 1353 *dx = 0;
2177 *dy = -map2->height; 1354 *dy = -map2->height;
2188 } 1365 }
2189 else if (map1->tile_map[3] == map2) 1366 else if (map1->tile_map[3] == map2)
2190 { /* left */ 1367 { /* left */
2191 *dx = -map2->width; 1368 *dx = -map2->width;
2192 *dy = 0; 1369 *dy = 0;
2193
2194 } 1370 }
2195 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1371 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2196 { /* up right */ 1372 { /* up right */
2197 *dx = map1->tile_map[0]->width; 1373 *dx = map1->tile_map[0]->width;
2198 *dy = -map1->tile_map[0]->height; 1374 *dy = -map1->tile_map[0]->height;
2229 } 1405 }
2230 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1406 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2231 { /* left down */ 1407 { /* left down */
2232 *dx = -map1->tile_map[3]->width; 1408 *dx = -map1->tile_map[3]->width;
2233 *dy = map1->tile_map[3]->height; 1409 *dy = map1->tile_map[3]->height;
2234
2235 } 1410 }
2236 else 1411 else
2237 { /* not "adjacent" enough */
2238 return 0; 1412 return 0;
2239 }
2240 1413
2241 return 1; 1414 return 1;
1415}
1416
1417maptile *
1418maptile::xy_load (sint16 &x, sint16 &y)
1419{
1420 maptile *map = xy_find (x, y);
1421
1422 if (map)
1423 map->load_sync ();
1424
1425 return map;
1426}
1427
1428maptile *
1429get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1430{
1431 return m->xy_load (*x, *y);
2242} 1432}
2243 1433
2244/* From map.c 1434/* From map.c
2245 * This is used by get_player to determine where the other 1435 * This is used by get_player to determine where the other
2246 * creature is. get_rangevector takes into account map tiling, 1436 * creature is. get_rangevector takes into account map tiling,
2247 * so you just can not look the the map coordinates and get the 1437 * so you just can not look the the map coordinates and get the
2248 * righte value. distance_x/y are distance away, which 1438 * righte value. distance_x/y are distance away, which
2249 * can be negativbe. direction is the crossfire direction scheme 1439 * can be negative. direction is the crossfire direction scheme
2250 * that the creature should head. part is the part of the 1440 * that the creature should head. part is the part of the
2251 * monster that is closest. 1441 * monster that is closest.
2252 * 1442 *
2253 * get_rangevector looks at op1 and op2, and fills in the 1443 * get_rangevector looks at op1 and op2, and fills in the
2254 * structure for op1 to get to op2. 1444 * structure for op1 to get to op2.
2259 * be unexpected 1449 * be unexpected
2260 * 1450 *
2261 * currently, the only flag supported (0x1) is don't translate for 1451 * currently, the only flag supported (0x1) is don't translate for
2262 * closest body part of 'op1' 1452 * closest body part of 'op1'
2263 */ 1453 */
2264
2265void 1454void
2266get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1455get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2267{ 1456{
2268 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1457 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2269 { 1458 {
2270 /* be conservative and fill in _some_ data */ 1459 /* be conservative and fill in _some_ data */
2271 retval->distance = 100000; 1460 retval->distance = 10000;
2272 retval->distance_x = 32767; 1461 retval->distance_x = 10000;
2273 retval->distance_y = 32767; 1462 retval->distance_y = 10000;
2274 retval->direction = 0; 1463 retval->direction = 0;
2275 retval->part = 0; 1464 retval->part = 0;
2276 } 1465 }
2277 else 1466 else
2278 { 1467 {
2283 1472
2284 best = op1; 1473 best = op1;
2285 /* If this is multipart, find the closest part now */ 1474 /* If this is multipart, find the closest part now */
2286 if (!(flags & 0x1) && op1->more) 1475 if (!(flags & 0x1) && op1->more)
2287 { 1476 {
2288 object *tmp;
2289 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1477 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2290 1478
2291 /* we just take the offset of the piece to head to figure 1479 /* we just take the offset of the piece to head to figure
2292 * distance instead of doing all that work above again 1480 * distance instead of doing all that work above again
2293 * since the distance fields we set above are positive in the 1481 * since the distance fields we set above are positive in the
2294 * same axis as is used for multipart objects, the simply arithmetic 1482 * same axis as is used for multipart objects, the simply arithmetic
2295 * below works. 1483 * below works.
2296 */ 1484 */
2297 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1485 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2298 { 1486 {
2299 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1487 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2300 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1488 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2301 if (tmpi < best_distance) 1489 if (tmpi < best_distance)
2302 { 1490 {
2303 best_distance = tmpi; 1491 best_distance = tmpi;
2304 best = tmp; 1492 best = tmp;
2305 } 1493 }
2306 } 1494 }
1495
2307 if (best != op1) 1496 if (best != op1)
2308 { 1497 {
2309 retval->distance_x += op1->x - best->x; 1498 retval->distance_x += op1->x - best->x;
2310 retval->distance_y += op1->y - best->y; 1499 retval->distance_y += op1->y - best->y;
2311 } 1500 }
2312 } 1501 }
1502
2313 retval->part = best; 1503 retval->part = best;
2314 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1504 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2315 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1505 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2316 } 1506 }
2317} 1507}
2318 1508
2319/* this is basically the same as get_rangevector above, but instead of 1509/* this is basically the same as get_rangevector above, but instead of
2324 * flags has no meaning for this function at this time - I kept it in to 1514 * flags has no meaning for this function at this time - I kept it in to
2325 * be more consistant with the above function and also in case they are needed 1515 * be more consistant with the above function and also in case they are needed
2326 * for something in the future. Also, since no object is pasted, the best 1516 * for something in the future. Also, since no object is pasted, the best
2327 * field of the rv_vector is set to NULL. 1517 * field of the rv_vector is set to NULL.
2328 */ 1518 */
2329
2330void 1519void
2331get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1520get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2332{ 1521{
2333 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1522 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2334 { 1523 {
2335 /* be conservative and fill in _some_ data */ 1524 /* be conservative and fill in _some_ data */
2336 retval->distance = 100000; 1525 retval->distance = 100000;
2343 { 1532 {
2344 retval->distance_x += op2->x - x; 1533 retval->distance_x += op2->x - x;
2345 retval->distance_y += op2->y - y; 1534 retval->distance_y += op2->y - y;
2346 1535
2347 retval->part = NULL; 1536 retval->part = NULL;
2348 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1537 retval->distance = idistance (retval->distance_x, retval->distance_y);
2349 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1538 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2350 } 1539 }
2351} 1540}
2352 1541
2353/* Returns true of op1 and op2 are effectively on the same map 1542/* Returns true of op1 and op2 are effectively on the same map
2354 * (as related to map tiling). Note that this looks for a path from 1543 * (as related to map tiling). Note that this looks for a path from
2355 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1544 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2356 * to op1, this will still return false. 1545 * to op1, this will still return false.
2357 * Note we only look one map out to keep the processing simple 1546 * Note we only look one map out to keep the processing simple
2358 * and efficient. This could probably be a macro. 1547 * and efficient. This could probably be a macro.
2359 * MSW 2001-08-05 1548 * MSW 2001-08-05
2360 */ 1549 */
2363{ 1552{
2364 int dx, dy; 1553 int dx, dy;
2365 1554
2366 return adjacent_map (op1->map, op2->map, &dx, &dy); 1555 return adjacent_map (op1->map, op2->map, &dx, &dy);
2367} 1556}
1557
1558object *
1559maptile::insert (object *op, int x, int y, object *originator, int flags)
1560{
1561 if (!op->flag [FLAG_REMOVED])
1562 op->remove ();
1563
1564 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1565}
1566
1567region *
1568maptile::region (int x, int y) const
1569{
1570 if (regions
1571 && regionmap
1572 && !OUT_OF_REAL_MAP (this, x, y))
1573 if (struct region *reg = regionmap [regions [y * width + x]])
1574 return reg;
1575
1576 if (default_region)
1577 return default_region;
1578
1579 return ::region::default_region ();
1580}
1581
1582/* picks a random object from a style map.
1583 * Redone by MSW so it should be faster and not use static
1584 * variables to generate tables.
1585 */
1586object *
1587maptile::pick_random_object () const
1588{
1589 /* while returning a null object will result in a crash, that
1590 * is actually preferable to an infinite loop. That is because
1591 * most servers will automatically restart in case of crash.
1592 * Change the logic on getting the random space - shouldn't make
1593 * any difference, but this seems clearer to me.
1594 */
1595 for (int i = 1000; --i;)
1596 {
1597 object *pick = at (rndm (width), rndm (height)).bot;
1598
1599 // do not prefer big monsters just because they are big.
1600 if (pick && pick->head_ () == pick)
1601 return pick->head_ ();
1602 }
1603
1604 // instead of crashing in the unlikely(?) case, try to return *something*
1605 return get_archetype ("blocked");
1606}
1607
1608void
1609maptile::play_sound (faceidx sound, int x, int y) const
1610{
1611 if (!sound)
1612 return;
1613
1614 for_all_players (pl)
1615 if (pl->observe->map == this)
1616 if (client *ns = pl->ns)
1617 {
1618 int dx = x - pl->observe->x;
1619 int dy = y - pl->observe->y;
1620
1621 int distance = idistance (dx, dy);
1622
1623 if (distance <= MAX_SOUND_DISTANCE)
1624 ns->play_sound (sound, dx, dy);
1625 }
1626}
1627

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines