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Comparing deliantra/server/common/map.C (file contents):
Revision 1.50 by root, Mon Dec 25 15:28:35 2006 UTC vs.
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
33/* 31sint8 maptile::outdoor_darkness;
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
277 * by the caller. 71 * by the caller.
278 */ 72 */
279int 73int
280blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
281{ 75{
282 object *tmp;
283 int mflags, blocked;
284
285 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
286 * have already checked this. 77 * have already checked this.
287 */ 78 */
288 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
289 { 80 {
292 } 83 }
293 84
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 86 * directly.
296 */ 87 */
297 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
298 89
299 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
300 92
301 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 95 * things we need to do for players.
304 */ 96 */
305 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
306 return 0; 98 return 0;
307 99
308 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
309 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
310 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
311 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
312 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
313 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
314 */ 106 */
315 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
316 return 0; 108 return 0;
317 109
318 if (ob->head != NULL)
319 ob = ob->head; 110 ob = ob->head_ ();
320 111
321 /* We basically go through the stack of objects, and if there is 112 /* 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 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
323 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
324 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
325 */ 116 */
326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
327 { 118 {
328
329 /* This must be before the checks below. Code for inventory checkers. */ 119 /* This must be before the checks below. Code for inventory checkers. */
330 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
331 { 121 {
122 bool have = check_inv_recursive (ob, tmp);
123
332 /* If last_sp is set, the player/monster needs an object, 124 /* If last_sp is set, the player/monster needs an object,
333 * so we check for it. If they don't have it, they can't 125 * so we check for it. If they don't have it, they can't
334 * pass through this space. 126 * pass through this space.
335 */ 127 */
336 if (tmp->last_sp) 128 if (tmp->last_sp)
337 { 129 {
338 if (check_inv_recursive (ob, tmp) == NULL) 130 if (!have)
339 return 1; 131 return 1;
340 else
341 continue;
342 } 132 }
343 else 133 else
344 { 134 {
345 /* In this case, the player must not have the object - 135 /* In this case, the player must not have the object -
346 * if they do, they can't pass through. 136 * if they do, they can't pass through.
347 */ 137 */
348 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 138 if (have)
349 return 1; 139 return 1;
350 else
351 continue;
352 } 140 }
353 } /* if check_inv */ 141 }
354 else 142 else
355 { 143 {
356 /* Broke apart a big nasty if into several here to make 144 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks 145 * this more readable. first check - if the space blocks
358 * movement, can't move here. 146 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a 147 * second - if a monster, can't move there, unless it is a
360 * hidden dm 148 * dm.
361 */ 149 */
362 if (OB_MOVE_BLOCK (ob, tmp)) 150 if (OB_MOVE_BLOCK (ob, tmp))
363 return 1; 151 return 1;
364 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 152
365 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 153 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob
155 && tmp != ob
156 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ])
366 return 1; 158 return 1;
367 } 159 }
368
369 } 160 }
161
370 return 0; 162 return 0;
371} 163}
372 164
373
374/* 165/*
375 * Returns true if the given object can't fit in the given spot. 166 * Returns qthe blocking object if the given object can't fit in the given
376 * This is meant for multi space objects - for single space objecs, 167 * spot. This is meant for multi space objects - for single space objecs,
377 * just calling get_map_blocked and checking that against movement type 168 * just calling get_map_blocked and checking that against movement type
378 * of object. This function goes through all the parts of the 169 * of object. This function goes through all the parts of the multipart
379 * multipart object and makes sure they can be inserted. 170 * object and makes sure they can be inserted.
380 * 171 *
381 * While this doesn't call out of map, the get_map_flags does. 172 * While this doesn't call out of map, the get_map_flags does.
382 * 173 *
383 * This function has been used to deprecate arch_out_of_map - 174 * This function has been used to deprecate arch_out_of_map -
384 * this function also does that check, and since in most cases, 175 * this function also does that check, and since in most cases,
395 * 186 *
396 * Note this used to be arch_blocked, but with new movement 187 * Note this used to be arch_blocked, but with new movement
397 * code, we need to have actual object to check its move_type 188 * code, we need to have actual object to check its move_type
398 * against the move_block values. 189 * against the move_block values.
399 */ 190 */
400int 191bool
401ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 192object::blocked (maptile *m, int x, int y) const
402{ 193{
403 archetype *tmp; 194 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
404 int flag;
405 maptile *m1;
406 sint16 sx, sy;
407
408 if (ob == NULL)
409 {
410 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
411 if (flag & P_OUT_OF_MAP)
412 return P_OUT_OF_MAP;
413
414 /* don't have object, so don't know what types would block */
415 return m1->at (sx, sy).move_block;
416 } 195 {
196 mapxy pos (m, x + tmp->x, y + tmp->y);
417 197
418 for (tmp = ob->arch; tmp; tmp = tmp->more) 198 if (!pos.normalise ())
419 { 199 return 1;
420 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
421 200
422 if (flag & P_OUT_OF_MAP) 201 mapspace &ms = *pos;
423 return P_OUT_OF_MAP; 202
424 if (flag & P_IS_ALIVE) 203 if (ms.flags () & P_IS_ALIVE)
425 return P_IS_ALIVE; 204 return 1;
426 205
427 mapspace &ms = m1->at (sx, sy); 206 /* However, often ob doesn't have any move type
428 207 * (signifying non-moving objects)
429
430 /* find_first_free_spot() calls this function. However, often
431 * 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. 208 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
433 */ 209 */
434
435 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 210 if (!move_type && ms.move_block != MOVE_ALL)
436 continue; 211 continue;
437 212
438 /* Note it is intentional that we check ob - the movement type of the 213 /* Note it is intentional that we check ob - the movement type of the
439 * head of the object should correspond for the entire object. 214 * head of the object should correspond for the entire object.
440 */ 215 */
441 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 216 if (ms.blocks (move_type))
442 return P_NO_PASS; 217 return 1;
443 } 218 }
444 219
445 return 0; 220 return 0;
446} 221}
447 222
449 * into inventory, but just links them. What this does is go through 224 * into inventory, but just links them. What this does is go through
450 * and insert them properly. 225 * and insert them properly.
451 * The object 'container' is the object that contains the inventory. 226 * The object 'container' is the object that contains the inventory.
452 * This is needed so that we can update the containers weight. 227 * This is needed so that we can update the containers weight.
453 */ 228 */
454
455void 229void
456fix_container (object *container) 230fix_container (object *container)
457{ 231{
458 object *tmp = container->inv, *next; 232 object *tmp = container->inv, *next;
459 233
460 container->inv = NULL; 234 container->inv = 0;
461 while (tmp != NULL) 235 while (tmp)
462 { 236 {
463 next = tmp->below; 237 next = tmp->below;
464 if (tmp->inv) 238 if (tmp->inv)
465 fix_container (tmp); 239 fix_container (tmp);
240
466 (void) insert_ob_in_ob (tmp, container); 241 insert_ob_in_ob (tmp, container);
467 tmp = next; 242 tmp = next;
468 } 243 }
244
469 /* sum_weight will go through and calculate what all the containers are 245 // go through and calculate what all the containers are carrying.
470 * carrying. 246 //TODO: remove
471 */ 247 container->update_weight ();
472 sum_weight (container); 248}
249
250void
251maptile::set_object_flag (int flag, int value)
252{
253 if (!spaces)
254 return;
255
256 for (mapspace *ms = spaces + size (); ms-- > spaces; )
257 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
258 tmp->flag [flag] = value;
259}
260
261void
262maptile::post_load_original ()
263{
264 if (!spaces)
265 return;
266
267 set_object_flag (FLAG_OBJ_ORIGINAL);
268
269 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp);
473} 272}
474 273
475/* link_multipart_objects go through all the objects on the map looking 274/* 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 275 * 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 276 * 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 277 * they are saved).
479 * the more sections and not re-add sections for them.
480 */ 278 */
481 279void
482static void 280maptile::link_multipart_objects ()
483link_multipart_objects (maptile *m)
484{ 281{
485 int x, y; 282 if (!spaces)
486 object *tmp, *op, *last, *above; 283 return;
487 archetype *at;
488 284
489 for (x = 0; x < m->width; x++) 285 for (mapspace *ms = spaces + size (); ms-- > spaces; )
490 for (y = 0; y < m->height; y++) 286 {
491 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 287 object *op = ms->bot;
288 while (op)
492 { 289 {
493 above = tmp->above;
494
495 /* already multipart - don't do anything more */ 290 /* already multipart - don't do anything more */
496 if (tmp->head || tmp->more) 291 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 { 292 {
504 op = arch_to_object (at); 293 op->remove ();
294 op->expand_tail ();
505 295
506 /* update x,y coordinates */ 296 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
507 op->x += tmp->x; 297 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
508 op->y += tmp->y; 298 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
509 op->head = tmp; 299 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
510 op->map = m; 300
511 last->more = op; 301 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
512 op->name = tmp->name; 302 // 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 */ 303 }
519 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 304 else
520 } /* for at = tmp->arch->more */ 305 op = op->above;
521 } /* for objects on this space */ 306 }
307 }
522} 308}
523 309
524/* 310/*
525 * Loads (ands parses) the objects into a given map from the specified 311 * Loads (ands parses) the objects into a given map from the specified
526 * file pointer. 312 * file pointer.
527 * mapflags is the same as we get with load_original_map
528 */ 313 */
529void 314bool
530load_objects (maptile *m, object_thawer & fp, int mapflags) 315maptile::_load_objects (object_thawer &f)
531{ 316{
532 int i, j; 317 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 { 318 {
541 /* if the archetype for the object is null, means that we 319 coroapi::cede_to_tick (); // cede once in a while
542 * got an invalid object. Don't do anything with it - the game 320
543 * or editor will not be able to do anything with it either. 321 switch (f.kw)
544 */
545 if (op->arch == NULL)
546 { 322 {
547 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 323 case KW_arch:
324 if (object *op = object::read (f, this))
325 {
326 // TODO: why?
327 if (op->inv)
328 op->update_weight ();
329
330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 {
332 // we insert manually because
333 // a) its way faster
334 // b) we remove manually, too, and there are good reasons for that
335 // c) it's correct
336 mapspace &ms = at (op->x, op->y);
337
338 op->flag [FLAG_REMOVED] = false;
339
340 op->above = 0;
341 op->below = ms.top;
342
343 *(ms.top ? &ms.top->above : &ms.bot) = op;
344
345 ms.top = op;
346 ms.flags_ = 0;
347 }
348 else
349 {
350 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
351 op->destroy ();
352 }
353 }
354
548 continue; 355 continue;
549 }
550 356
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
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
559
560 if (op->inv)
561 sum_weight (op);
562
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE: 357 case KW_EOF:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 358 return true;
568 op->head = prev, last_more->more = op, last_more = op; 359
360 default:
361 if (!f.parse_error ("map file"))
362 return false;
569 break; 363 break;
570 } 364 }
571 365
572 if (mapflags & MAP_STYLE) 366 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 { 367 }
581 for (j = 0; j < m->height; j++) 368
369 return true;
370}
371
372void
373maptile::activate ()
374{
375 if (spaces)
376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above)
378 op->activate_recursive ();
379}
380
381void
382maptile::deactivate ()
383{
384 if (spaces)
385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
386 for (object *op = ms->bot; op; op = op->above)
387 op->deactivate_recursive ();
388}
389
390bool
391maptile::_save_objects (object_freezer &f, int flags)
392{
393 coroapi::cede_to_tick ();
394
395 if (flags & IO_HEADER)
396 _save_header (f);
397
398 if (!spaces)
399 return false;
400
401 for (int i = 0; i < size (); ++i)
402 {
403 bool unique = 0;
404
405 for (object *op = spaces [i].bot; op; op = op->above)
582 { 406 {
583 unique = 0; 407 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
584 /* check for unique items, or unique squares */ 408
585 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 409 if (expect_false (!op->can_map_save ()))
410 continue;
411
412 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
586 { 413 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 414 if (flags & IO_UNIQUES)
588 unique = 1; 415 op->write (f);
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 } 416 }
417 else if (expect_true (flags & IO_OBJECTS))
418 op->write (f);
593 } 419 }
594 } 420 }
595 421
596 op->destroy (); 422 coroapi::cede_to_tick ();
597 link_multipart_objects (m);
598}
599 423
600/* This saves all the objects on the map in a non destructive fashion. 424 return true;
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 425}
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;
610 426
611 /* first pass - save one-part objects */ 427bool
612 for (i = 0; i < m->width; i++) 428maptile::_save_objects (const char *path, int flags)
613 for (j = 0; j < m->height; j++) 429{
614 { 430 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;
620 431
621 if (op->type == PLAYER) 432 if (!_save_objects (freezer, flags))
622 continue; 433 return false;
623 434
624 if (op->head || op->owner) 435 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} 436}
634 437
635maptile::maptile () 438maptile::maptile ()
636{ 439{
637 in_memory = MAP_SWAPPED; 440 in_memory = MAP_SWAPPED;
441
638 /* The maps used to pick up default x and y values from the 442 /* The maps used to pick up default x and y values from the
639 * map archetype. Mimic that behaviour. 443 * map archetype. Mimic that behaviour.
640 */ 444 */
641 this->width = 16; 445 width = 16;
642 this->height = 16; 446 height = 16;
447 timeout = 300;
448 max_nrof = 1000; // 1000 items of anything
449 max_volume = 2000000; // 2m³
450}
451
452maptile::maptile (int w, int h)
453{
454 in_memory = MAP_SWAPPED;
455
456 width = w;
457 height = h;
643 this->reset_timeout = 0; 458 reset_timeout = 0;
644 this->timeout = 300; 459 timeout = 300;
645 this->enter_x = 0; 460 enter_x = 0;
646 this->enter_y = 0; 461 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}
651 462
652/* 463 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} 464}
671 465
672/* 466/*
673 * Allocates the arrays contained in a maptile. 467 * Allocates the arrays contained in a maptile.
674 * This basically allocates the dynamic array of spaces for the 468 * This basically allocates the dynamic array of spaces for the
675 * map. 469 * map.
676 */ 470 */
677void 471void
678maptile::allocate () 472maptile::alloc ()
679{ 473{
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) 474 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; 475 return;
476
477 spaces = salloc0<mapspace> (size ());
713} 478}
714 479
715/* Takes a string from a map definition and outputs a pointer to the array of shopitems 480/* 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 481 * corresponding to that string. Memory is allocated for this, it must be freed
717 * at a later date. 482 * at a later date.
718 * Called by parse_map_headers below. 483 * Called by parse_map_headers below.
719 */ 484 */
720
721static shopitems * 485static shopitems *
722parse_shop_string (const char *input_string) 486parse_shop_string (const char *input_string)
723{ 487{
724 char *shop_string, *p, *q, *next_semicolon, *next_colon; 488 char *shop_string, *p, *q, *next_semicolon, *next_colon;
725 shopitems *items = NULL; 489 shopitems *items = NULL;
734 p = strchr (p, ';'); 498 p = strchr (p, ';');
735 number_of_entries++; 499 number_of_entries++;
736 if (p) 500 if (p)
737 p++; 501 p++;
738 } 502 }
503
739 p = shop_string; 504 p = shop_string;
740 strip_endline (p); 505 strip_endline (p);
741 items = new shopitems[number_of_entries + 1]; 506 items = new shopitems[number_of_entries + 1];
742 for (i = 0; i < number_of_entries; i++) 507 for (i = 0; i < number_of_entries; i++)
743 { 508 {
744 if (!p) 509 if (!p)
745 { 510 {
746 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 511 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
747 break; 512 break;
748 } 513 }
514
749 next_semicolon = strchr (p, ';'); 515 next_semicolon = strchr (p, ';');
750 next_colon = strchr (p, ':'); 516 next_colon = strchr (p, ':');
751 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 517 /* 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)) 518 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753 items[i].strength = atoi (strchr (p, ':') + 1); 519 items[i].strength = atoi (strchr (p, ':') + 1);
780 * the next entry while we're at it, better print a warning 546 * the next entry while we're at it, better print a warning
781 */ 547 */
782 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 548 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
783 } 549 }
784 } 550 }
551
785 items[i].index = number_of_entries; 552 items[i].index = number_of_entries;
786 if (next_semicolon) 553 if (next_semicolon)
787 p = ++next_semicolon; 554 p = ++next_semicolon;
788 else 555 else
789 p = NULL; 556 p = NULL;
790 } 557 }
558
791 free (shop_string); 559 free (shop_string);
792 return items; 560 return items;
793} 561}
794 562
795/* opposite of parse string, this puts the string that was originally fed in to 563/* opposite of parse string, this puts the string that was originally fed in to
804 for (i = 0; i < m->shopitems[0].index; i++) 572 for (i = 0; i < m->shopitems[0].index; i++)
805 { 573 {
806 if (m->shopitems[i].typenum) 574 if (m->shopitems[i].typenum)
807 { 575 {
808 if (m->shopitems[i].strength) 576 if (m->shopitems[i].strength)
809 {
810 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 577 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
811 }
812 else 578 else
813 sprintf (tmp, "%s;", m->shopitems[i].name); 579 sprintf (tmp, "%s;", m->shopitems[i].name);
814 } 580 }
815 else 581 else
816 { 582 {
817 if (m->shopitems[i].strength) 583 if (m->shopitems[i].strength)
818 {
819 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 584 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
820 }
821 else 585 else
822 sprintf (tmp, "*"); 586 sprintf (tmp, "*");
823 } 587 }
588
824 strcat (output_string, tmp); 589 strcat (output_string, tmp);
825 } 590 }
826} 591}
827 592
828/* This loads the header information of the map. The header 593/* This loads the header information of the map. The header
833 * put all the stuff in the map object so that names actually make 598 * put all the stuff in the map object so that names actually make
834 * sense. 599 * sense.
835 * This could be done in lex (like the object loader), but I think 600 * 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. 601 * currently, there are few enough fields this is not a big deal.
837 * MSW 2001-07-01 602 * MSW 2001-07-01
838 * return 0 on success, 1 on failure.
839 */ 603 */
840 604bool
841static int 605maptile::_load_header (object_thawer &thawer)
842load_map_header (object_thawer & fp, maptile *m)
843{ 606{
844 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 607 for (;;)
845 int msgpos = 0;
846 int maplorepos = 0;
847
848 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 { 608 {
850 buf[HUGE_BUF - 1] = 0; 609 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 { 610 {
863 if ((end = strchr (key, '\n'))) 611 case KW_msg:
864 *end = 0; 612 thawer.get_ml (KW_endmsg, msg);
613 break;
614
615 case KW_lore: // CF+ extension
616 thawer.get_ml (KW_endlore, maplore);
617 break;
618
619 case KW_maplore:
620 thawer.get_ml (KW_endmaplore, maplore);
621 break;
622
623 case KW_arch:
624 if (strcmp (thawer.get_str (), "map"))
625 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
626 break;
627
628 case KW_oid:
629 thawer.get (this, thawer.get_sint32 ());
630 break;
631
632 case KW_file_format_version: break; // nop
633
634 case KW_name: thawer.get (name); break;
635 case KW_attach: thawer.get (attach); break;
636 case KW_reset_time: thawer.get (reset_time); break;
637 case KW_shopgreed: thawer.get (shopgreed); break;
638 case KW_shopmin: thawer.get (shopmin); break;
639 case KW_shopmax: thawer.get (shopmax); break;
640 case KW_shoprace: thawer.get (shoprace); break;
641 case KW_outdoor: thawer.get (outdoor); break;
642 case KW_temp: thawer.get (temp); break;
643 case KW_pressure: thawer.get (pressure); break;
644 case KW_humid: thawer.get (humid); break;
645 case KW_windspeed: thawer.get (windspeed); break;
646 case KW_winddir: thawer.get (winddir); break;
647 case KW_sky: thawer.get (sky); break;
648
649 case KW_per_player: thawer.get (per_player); break;
650 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break;
653
654 case KW_region: default_region = region::find (thawer.get_str ()); break;
655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
656
657 // old names new names
658 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
659 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
660 case KW_x: case KW_width: thawer.get (width); break;
661 case KW_y: case KW_height: thawer.get (height); break;
662 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
663 case KW_value: case KW_swap_time: thawer.get (timeout); break;
664 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
665 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
666 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
667
668 case KW_tile_path_1: thawer.get (tile_path [0]); break;
669 case KW_tile_path_2: thawer.get (tile_path [1]); break;
670 case KW_tile_path_3: thawer.get (tile_path [2]); break;
671 case KW_tile_path_4: thawer.get (tile_path [3]); break;
672
673 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value);
675 break;
676
677 case KW_end:
678 thawer.next ();
679 return true;
680
681 default:
682 if (!thawer.parse_error ("map", 0))
683 return false;
684 break;
865 } 685 }
866 else
867 {
868 *value = 0;
869 value++;
870 end = strchr (value, '\n');
871 686
872 while (isspace (*value)) 687 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 { 688 }
1083 LOG (llevError, "Got premature eof on map header!\n");
1084 return 1;
1085 }
1086 689
1087 return 0; 690 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} 691}
1232 692
1233/****************************************************************************** 693/******************************************************************************
1234 * This is the start of unique map handling code 694 * This is the start of unique map handling code
1235 *****************************************************************************/ 695 *****************************************************************************/
1236 696
1237/* This goes through map 'm' and removed any unique items on the map. */ 697/* This goes through the maptile and removed any unique items on the map. */
1238static void 698void
1239delete_unique_items (maptile *m) 699maptile::clear_unique_items ()
1240{ 700{
1241 int i, j, unique; 701 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 { 702 {
1247 unique = 0; 703 int unique = 0;
704 for (object *op = spaces [i].bot; op; )
705 {
706 object *above = op->above;
1248 707
1249 for (op = GET_MAP_OB (m, i, j); op; op = next) 708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
709 unique = 1;
710
711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
712 op->destroy ();
713
714 op = above;
715 }
716 }
717}
718
719bool
720maptile::_save_header (object_freezer &freezer)
721{
722#define MAP_OUT(k) freezer.put (KW_ ## k, k)
723#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
724
725 MAP_OUT2 (arch, "map");
726
727 if (name) MAP_OUT (name);
728 MAP_OUT (swap_time);
729 MAP_OUT (reset_time);
730 MAP_OUT (reset_timeout);
731 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset);
733 MAP_OUT (no_drop);
734 MAP_OUT (difficulty);
735
736 if (default_region) MAP_OUT2 (region, default_region->name);
737
738 if (shopitems)
739 {
740 char shop[MAX_BUF];
741 print_shop_string (this, shop);
742 MAP_OUT2 (shopitems, shop);
743 }
744
745 MAP_OUT (shopgreed);
746 MAP_OUT (shopmin);
747 MAP_OUT (shopmax);
748 if (shoprace) MAP_OUT (shoprace);
749 MAP_OUT (darkness);
750 MAP_OUT (width);
751 MAP_OUT (height);
752 MAP_OUT (enter_x);
753 MAP_OUT (enter_y);
754
755 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
756 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
757
758 MAP_OUT (outdoor);
759 MAP_OUT (temp);
760 MAP_OUT (pressure);
761 MAP_OUT (humid);
762 MAP_OUT (windspeed);
763 MAP_OUT (winddir);
764 MAP_OUT (sky);
765
766 MAP_OUT (per_player);
767 MAP_OUT (per_party);
768
769 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
770 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
771 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
772 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
773
774 freezer.put (this);
775 freezer.put (KW_end);
776
777 return true;
778}
779
780bool
781maptile::_save_header (const char *path)
782{
783 object_freezer freezer;
784
785 if (!_save_header (freezer))
786 return false;
787
788 return freezer.save (path);
789}
790
791/*
792 * Remove and free all objects in the given map.
793 */
794void
795maptile::clear ()
796{
797 if (spaces)
798 {
799 for (mapspace *ms = spaces + size (); ms-- > spaces; )
800 while (object *op = ms->bot)
1250 { 801 {
802 // manually remove, as to not trigger anything
1251 next = op->above; 803 if (ms->bot = op->above)
804 ms->bot->below = 0;
1252 805
1253 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 806 op->flag [FLAG_REMOVED] = true;
1254 unique = 1;
1255 807
1256 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 808 object *head = op->head_ ();
809 if (op == head)
810 op->destroy ();
811 else if (head->map != op->map)
1257 { 812 {
1258 op->destroy_inv (false); 813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1259 op->destroy (); 814 head->destroy ();
1260 } 815 }
1261 } 816 }
817
818 sfree0 (spaces, size ());
1262 } 819 }
1263}
1264 820
1265
1266/*
1267 * Loads unique objects from file(s) into the map which is in memory
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
1295 load_objects (m, thawer, 0);
1296
1297 m->in_memory = MAP_IN_MEMORY;
1298}
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 */
1308int
1309new_save_map (maptile *m, int flag)
1310{
1311 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1312 int i;
1313
1314 if (flag && !*m->path)
1315 {
1316 LOG (llevError, "Tried to save map without path.\n");
1317 return -1;
1318 }
1319
1320 if (flag || (m->unique) || (m->templatemap))
1321 {
1322 if (!m->unique && !m->templatemap)
1323 { /* flag is set */
1324 if (flag == 2)
1325 strcpy (filename, create_overlay_pathname (m->path));
1326 else
1327 strcpy (filename, create_pathname (m->path));
1328 }
1329 else
1330 strcpy (filename, m->path);
1331
1332 make_path_to_file (filename);
1333 }
1334 else
1335 {
1336 if (!m->tmpname)
1337 m->tmpname = tempnam (settings.tmpdir, NULL);
1338
1339 strcpy (filename, m->tmpname);
1340 }
1341
1342 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1343 m->in_memory = MAP_SAVING;
1344
1345 object_freezer freezer;
1346
1347 /* legacy */
1348 fprintf (freezer, "arch map\n");
1349 if (m->name)
1350 fprintf (freezer, "name %s\n", m->name);
1351 if (!flag)
1352 fprintf (freezer, "swap_time %d\n", m->swap_time);
1353 if (m->reset_timeout)
1354 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1355 if (m->fixed_resettime)
1356 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1357 /* we unfortunately have no idea if this is a value the creator set
1358 * or a difficulty value we generated when the map was first loaded
1359 */
1360 if (m->difficulty)
1361 fprintf (freezer, "difficulty %d\n", m->difficulty);
1362 if (m->region)
1363 fprintf (freezer, "region %s\n", m->region->name);
1364 if (m->shopitems)
1365 {
1366 print_shop_string (m, shop);
1367 fprintf (freezer, "shopitems %s\n", shop);
1368 }
1369 if (m->shopgreed)
1370 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1371 if (m->shopmin)
1372 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1373 if (m->shopmax)
1374 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1375 if (m->shoprace)
1376 fprintf (freezer, "shoprace %s\n", m->shoprace);
1377 if (m->darkness)
1378 fprintf (freezer, "darkness %d\n", m->darkness);
1379 if (m->width)
1380 fprintf (freezer, "width %d\n", m->width);
1381 if (m->height)
1382 fprintf (freezer, "height %d\n", m->height);
1383 if (m->enter_x)
1384 fprintf (freezer, "enter_x %d\n", m->enter_x);
1385 if (m->enter_y)
1386 fprintf (freezer, "enter_y %d\n", m->enter_y);
1387 if (m->msg)
1388 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1389 if (m->maplore)
1390 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1391 if (m->unique)
1392 fprintf (freezer, "unique %d\n", m->unique);
1393 if (m->templatemap)
1394 fprintf (freezer, "template %d\n", m->templatemap);
1395 if (m->outdoor)
1396 fprintf (freezer, "outdoor %d\n", m->outdoor);
1397 if (m->temp)
1398 fprintf (freezer, "temp %d\n", m->temp);
1399 if (m->pressure)
1400 fprintf (freezer, "pressure %d\n", m->pressure);
1401 if (m->humid)
1402 fprintf (freezer, "humid %d\n", m->humid);
1403 if (m->windspeed)
1404 fprintf (freezer, "windspeed %d\n", m->windspeed);
1405 if (m->winddir)
1406 fprintf (freezer, "winddir %d\n", m->winddir);
1407 if (m->sky)
1408 fprintf (freezer, "sky %d\n", m->sky);
1409 if (m->nosmooth)
1410 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1411
1412 /* Save any tiling information, except on overlays */
1413 if (flag != 2)
1414 for (i = 0; i < 4; i++)
1415 if (m->tile_path[i])
1416 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1417
1418 freezer.put (m);
1419 fprintf (freezer, "end\n");
1420
1421 /* In the game save unique items in the different file, but
1422 * in the editor save them to the normal map file.
1423 * If unique map, save files in the proper destination (set by
1424 * player)
1425 */
1426 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1427 {
1428 object_freezer unique;
1429
1430 if (flag == 2)
1431 save_objects (m, freezer, unique, 2);
1432 else
1433 save_objects (m, freezer, unique, 0);
1434
1435 sprintf (buf, "%s.v00", create_items_path (m->path));
1436
1437 unique.save (buf);
1438 }
1439 else
1440 { /* save same file when not playing, like in editor */
1441 save_objects (m, freezer, freezer, 0);
1442 }
1443
1444 freezer.save (filename);
1445
1446 return 0;
1447}
1448
1449/*
1450 * Remove and free all objects in the given map.
1451 */
1452void
1453free_all_objects (maptile *m)
1454{
1455 if (!m->spaces)
1456 return;
1457
1458 for (int i = 0; i < m->width; i++)
1459 for (int j = 0; j < m->height; j++)
1460 {
1461 mapspace &ms = m->at (i, j);
1462
1463 while (object *op = ms.bot)
1464 {
1465 if (op->head)
1466 op = op->head;
1467
1468 op->destroy_inv (false);
1469 op->destroy ();
1470 }
1471 }
1472}
1473
1474/*
1475 * Frees everything allocated by the given maptileure.
1476 * don't free tmpname - our caller is left to do that
1477 */
1478void
1479free_map (maptile *m, int flag)
1480{
1481 if (!m->in_memory) //TODO: makes no sense to me?
1482 return;
1483
1484 m->in_memory = MAP_SAVING;
1485
1486 // TODO: use new/delete
1487
1488 if (flag && m->spaces)
1489 free_all_objects (m);
1490
1491 free (m->name), m->name = 0;
1492 free (m->spaces), m->spaces = 0;
1493 free (m->msg), m->msg = 0;
1494 free (m->maplore), m->maplore = 0;
1495 free (m->shoprace), m->shoprace = 0;
1496 delete [] m->shopitems, m->shopitems = 0;
1497
1498 if (m->buttons) 821 if (buttons)
1499 free_objectlinkpt (m->buttons), m->buttons = 0; 822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
826}
827
828void
829maptile::clear_header ()
830{
831 name = 0;
832 msg = 0;
833 maplore = 0;
834 shoprace = 0;
835 delete [] shopitems, shopitems = 0;
1500 836
1501 for (int i = 0; i < 4; i++) 837 for (int i = 0; i < 4; i++)
1502 {
1503 if (m->tile_path[i])
1504 free (m->tile_path[i]), m->tile_path[i] = 0;
1505
1506 m->tile_map[i] = 0; 838 tile_path [i] = 0;
1507 }
1508
1509 m->in_memory = MAP_SWAPPED;
1510} 839}
1511 840
1512maptile::~maptile () 841maptile::~maptile ()
1513{ 842{
1514 free_map (this, 1); 843 assert (destroyed ());
1515 free (tmpname);
1516} 844}
1517 845
1518void 846void
1519maptile::do_destroy () 847maptile::clear_links_to (maptile *m)
1520{ 848{
1521 attachable::do_destroy ();
1522
1523 free_all_objects (this);
1524
1525 /* We need to look through all the maps and see if any maps 849 /* We need to look through all the maps and see if any maps
1526 * are pointing at this one for tiling information. Since 850 * are pointing at this one for tiling information. Since
1527 * tiling can be asymetric, we just can not look to see which 851 * tiling can be asymetric, we just can not look to see which
1528 * maps this map tiles with and clears those. 852 * maps this map tiles with and clears those.
1529 */ 853 */
1530 //TODO: non-euclidean-tiling MUST GO
1531 for (maptile *m = first_map; m; m = m->next)
1532 for (int i = 0; i < 4; i++) 854 for (int i = 0; i < 4; i++)
1533 if (m->tile_map[i] == this) 855 if (tile_map[i] == m)
1534 m->tile_map[i] = 0; 856 tile_map[i] = 0;
857}
1535 858
1536 if (first_map == this) 859void
1537 first_map = next; 860maptile::do_destroy ()
1538 else 861{
1539 for (maptile *m = first_map; m; m = m->next) 862 attachable::do_destroy ();
1540 if (m->next = this) 863
864 clear ();
865}
866
867/* decay and destroy perishable items in a map */
868void
869maptile::do_decay_objects ()
870{
871 if (!spaces)
872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
1541 { 876 {
1542 m->next = next; 877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1543 break; 883 break;
1544 }
1545}
1546 884
1547//TODO: must go 885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
1548void 886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
1549delete_map (maptile *m) 887 || QUERY_FLAG (op, FLAG_UNIQUE)
1550{ 888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
1551 if (m) 889 || QUERY_FLAG (op, FLAG_UNPAID)
1552 m->destroy (); 890 || op->is_alive ())
1553} 891 ; // do not decay
1554 892 else if (op->is_weapon ())
1555/*
1556 * Makes sure the given map is loaded and swapped in.
1557 * name is path name of the map.
1558 * flags meaning:
1559 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1560 * and don't do unique items or the like.
1561 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1562 * dont do any more name translation on it.
1563 *
1564 * Returns a pointer to the given map.
1565 */
1566maptile *
1567ready_map_name (const char *name, int flags)
1568{
1569 if (!name)
1570 return 0;
1571
1572 /* Have we been at this level before? */
1573 maptile *m = has_been_loaded (name);
1574
1575 /* Map is good to go, so just return it */
1576 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1577 return m;
1578
1579 /* unique maps always get loaded from their original location, and never
1580 * a temp location. Likewise, if map_flush is set, or we have never loaded
1581 * this map, load it now. I removed the reset checking from here -
1582 * it seems the probability of a player trying to enter a map that should
1583 * reset but hasn't yet is quite low, and removing that makes this function
1584 * a bit cleaner (and players probably shouldn't rely on exact timing for
1585 * resets in any case - if they really care, they should use the 'maps command.
1586 */
1587 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1588 {
1589 /* first visit or time to reset */
1590 if (m)
1591 { 893 {
1592 clean_tmp_map (m); /* Doesn't make much difference */ 894 op->stats.dam--;
1593 delete_map (m); 895 if (op->stats.dam < 0)
896 destroy = 1;
1594 } 897 }
1595 898 else if (op->is_armor ())
1596 /* create and load a map */ 899 {
1597 if (flags & MAP_PLAYER_UNIQUE) 900 op->stats.ac--;
1598 LOG (llevDebug, "Trying to load map %s.\n", name); 901 if (op->stats.ac < 0)
902 destroy = 1;
903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
1599 else 910 else
1600 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1601
1602 //eval_pv ("$x = Event::time", 1);//D
1603 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1604 return (NULL);
1605 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1606
1607 fix_auto_apply (m); /* Chests which open as default */
1608
1609 /* If a player unique map, no extra unique object file to load.
1610 * if from the editor, likewise.
1611 */
1612 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1613 load_unique_objects (m);
1614
1615 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1616 { 911 {
1617 m = load_overlay_map (name, m); 912 int mat = op->materials;
1618 if (m == NULL) 913
1619 return NULL; 914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
1620 } 926 }
1621 927
1622 if (flags & MAP_PLAYER_UNIQUE) 928 /* adjust overall chance below */
1623 INVOKE_MAP (SWAPIN, m); 929 if (destroy && rndm (0, 1))
1624 930 op->destroy ();
1625 } 931 }
1626 else
1627 {
1628 /* If in this loop, we found a temporary map, so load it up. */
1629
1630 m = load_temporary_map (m);
1631 if (m == NULL)
1632 return NULL;
1633 load_unique_objects (m);
1634
1635 clean_tmp_map (m);
1636 m->in_memory = MAP_IN_MEMORY;
1637 /* tempnam() on sun systems (probably others) uses malloc
1638 * to allocated space for the string. Free it here.
1639 * In some cases, load_temporary_map above won't find the
1640 * temporary map, and so has reloaded a new map. If that
1641 * is the case, tmpname is now null
1642 */
1643 if (m->tmpname)
1644 free (m->tmpname);
1645 m->tmpname = NULL;
1646 /* It's going to be saved anew anyway */
1647 }
1648
1649 /* Below here is stuff common to both first time loaded maps and
1650 * temp maps.
1651 */
1652
1653 decay_objects (m); /* start the decay */
1654 /* In case other objects press some buttons down */
1655 update_buttons (m);
1656 if (m->outdoor)
1657 set_darkness_map (m);
1658 /* run the weather over this map */
1659 weather_effect (name);
1660 return m;
1661} 932}
1662
1663 933
1664/* 934/*
1665 * This routine is supposed to find out the difficulty of the map. 935 * This routine is supposed to find out the difficulty of the map.
1666 * difficulty does not have a lot to do with character level, 936 * difficulty does not have a lot to do with character level,
1667 * but does have a lot to do with treasure on the map. 937 * but does have a lot to do with treasure on the map.
1668 * 938 *
1669 * Difficulty can now be set by the map creature. If the value stored 939 * Difficulty can now be set by the map creator. If the value stored
1670 * in the map is zero, then use this routine. Maps should really 940 * in the map is zero, then use this routine. Maps should really
1671 * have a difficulty set than using this function - human calculation 941 * have a difficulty set rather than using this function - human calculation
1672 * is much better than this functions guesswork. 942 * is much better than this function's guesswork.
1673 */ 943 */
1674
1675int 944int
1676calculate_difficulty (maptile *m) 945maptile::estimate_difficulty () const
1677{ 946{
1678 object *op;
1679 archetype *at;
1680 int x, y, i;
1681 long monster_cnt = 0; 947 long monster_cnt = 0;
1682 double avgexp = 0; 948 double avgexp = 0;
1683 sint64 total_exp = 0; 949 sint64 total_exp = 0;
1684 950
1685 if (m->difficulty) 951 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1686 { 952 for (object *op = ms->bot; op; op = op->above)
1687 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1688 return m->difficulty;
1689 }
1690
1691 for (x = 0; x < m->width; x++)
1692 for (y = 0; y < m->height; y++)
1693 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1694 { 953 {
1695 if (QUERY_FLAG (op, FLAG_MONSTER)) 954 if (QUERY_FLAG (op, FLAG_MONSTER))
1696 { 955 {
1697 total_exp += op->stats.exp; 956 total_exp += op->stats.exp;
1698 monster_cnt++; 957 monster_cnt++;
1699 } 958 }
1700 959
1701 if (QUERY_FLAG (op, FLAG_GENERATOR)) 960 if (QUERY_FLAG (op, FLAG_GENERATOR))
1702 { 961 {
1703 total_exp += op->stats.exp; 962 total_exp += op->stats.exp;
1704 at = type_to_archetype (GENERATE_TYPE (op));
1705 963
1706 if (at != NULL) 964 if (archetype *at = op->other_arch)
965 {
1707 total_exp += at->clone.stats.exp * 8; 966 total_exp += at->stats.exp * 8;
1708
1709 monster_cnt++; 967 monster_cnt++;
1710 } 968 }
969
970 for (object *inv = op->inv; inv; inv = inv->below)
971 {
972 total_exp += op->stats.exp * 8;
973 monster_cnt++;
974 }
1711 } 975 }
976 }
1712 977
1713 avgexp = (double) total_exp / monster_cnt; 978 avgexp = (double) total_exp / monster_cnt;
1714 979
1715 for (i = 1; i <= settings.max_level; i++) 980 for (int i = 1; i <= settings.max_level; i++)
1716 {
1717 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 981 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1718 {
1719 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1720 return i; 982 return i;
1721 }
1722 }
1723 983
1724 return 1; 984 return 1;
1725}
1726
1727void
1728clean_tmp_map (maptile *m)
1729{
1730 if (m->tmpname == NULL)
1731 return;
1732 INVOKE_MAP (CLEAN, m);
1733 (void) unlink (m->tmpname);
1734}
1735
1736void
1737free_all_maps (void)
1738{
1739 int real_maps = 0;
1740
1741 while (first_map)
1742 {
1743 /* I think some of the callers above before it gets here set this to be
1744 * saving, but we still want to free this data
1745 */
1746 if (first_map->in_memory == MAP_SAVING)
1747 first_map->in_memory = MAP_IN_MEMORY;
1748 delete_map (first_map);
1749 real_maps++;
1750 }
1751 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1752} 985}
1753 986
1754/* change_map_light() - used to change map light level (darkness) 987/* change_map_light() - used to change map light level (darkness)
1755 * up or down. Returns true if successful. It should now be 988 * up or down. Returns true if successful. It should now be
1756 * possible to change a value by more than 1. 989 * possible to change a value by more than 1.
1757 * Move this from los.c to map.c since this is more related 990 * Move this from los.c to map.c since this is more related
1758 * to maps than los. 991 * to maps than los.
1759 * postive values make it darker, negative make it brighter 992 * postive values make it darker, negative make it brighter
1760 */ 993 */
1761
1762int 994int
1763change_map_light (maptile *m, int change) 995maptile::change_map_light (int change)
1764{ 996{
1765 int new_level = m->darkness + change;
1766
1767 /* Nothing to do */ 997 /* Nothing to do */
1768 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 998 if (!change)
1769 {
1770 return 0; 999 return 0;
1771 }
1772 1000
1773 /* inform all players on the map */ 1001 /* inform all players on the map */
1774 if (change > 0) 1002 if (change > 0)
1775 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1776 else 1004 else
1777 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1778 1006
1779 /* Do extra checking. since m->darkness is a unsigned value, 1007 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1780 * we need to be extra careful about negative values.
1781 * In general, the checks below are only needed if change
1782 * is not +/-1
1783 */
1784 if (new_level < 0)
1785 m->darkness = 0;
1786 else if (new_level >= MAX_DARKNESS)
1787 m->darkness = MAX_DARKNESS;
1788 else
1789 m->darkness = new_level;
1790 1008
1791 /* All clients need to get re-updated for the change */ 1009 /* All clients need to get re-updated for the change */
1792 update_all_map_los (m); 1010 update_all_map_los (this);
1011
1793 return 1; 1012 return 1;
1794} 1013}
1795 1014
1796/* 1015/*
1797 * This function updates various attributes about a specific space 1016 * This function updates various attributes about a specific space
1800 * through, etc) 1019 * through, etc)
1801 */ 1020 */
1802void 1021void
1803mapspace::update_ () 1022mapspace::update_ ()
1804{ 1023{
1805 object *tmp, *last = 0; 1024 object *last = 0;
1806 uint8 flags = 0, light = 0, anywhere = 0; 1025 uint8 flags = P_UPTODATE, anywhere = 0;
1807 New_Face *top, *floor, *middle; 1026 sint8 light = 0;
1808 object *top_obj, *floor_obj, *middle_obj;
1809 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1810 1028
1811 middle = blank_face; 1029 //object *middle = 0;
1812 top = blank_face; 1030 //object *top = 0;
1813 floor = blank_face; 1031 //object *floor = 0;
1032 // this seems to generate better code than using locals, above
1033 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0;
1035 object *&floor = faces_obj[2] = 0;
1814 1036
1815 middle_obj = 0;
1816 top_obj = 0;
1817 floor_obj = 0;
1818
1819 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1820 { 1038 {
1821 /* This could be made additive I guess (two lights better than 1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1822 * one). But if so, it shouldn't be a simple additive - 2
1823 * light bulbs do not illuminate twice as far as once since
1824 * it is a dissapation factor that is cubed.
1825 */
1826 if (tmp->glow_radius > light)
1827 light = tmp->glow_radius; 1040 light += tmp->glow_radius;
1828 1041
1829 /* This call is needed in order to update objects the player 1042 /* This call is needed in order to update objects the player
1830 * is standing in that have animations (ie, grass, fire, etc). 1043 * is standing in that have animations (ie, grass, fire, etc).
1831 * However, it also causes the look window to be re-drawn 1044 * However, it also causes the look window to be re-drawn
1832 * 3 times each time the player moves, because many of the 1045 * 3 times each time the player moves, because many of the
1835 * Always put the player down for drawing. 1048 * Always put the player down for drawing.
1836 */ 1049 */
1837 if (!tmp->invisible) 1050 if (!tmp->invisible)
1838 { 1051 {
1839 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1840 {
1841 top = tmp->face;
1842 top_obj = tmp; 1053 top = tmp;
1843 }
1844 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1845 { 1055 {
1846 /* If we got a floor, that means middle and top were below it, 1056 /* If we got a floor, that means middle and top were below it,
1847 * so should not be visible, so we clear them. 1057 * so should not be visible, so we clear them.
1848 */ 1058 */
1849 middle = blank_face; 1059 middle = 0;
1850 top = blank_face; 1060 top = 0;
1851 floor = tmp->face;
1852 floor_obj = tmp; 1061 floor = tmp;
1853 } 1062 }
1854 /* Flag anywhere have high priority */ 1063 /* Flag anywhere have high priority */
1855 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1856 { 1065 {
1857 middle = tmp->face;
1858
1859 middle_obj = tmp; 1066 middle = tmp;
1860 anywhere = 1; 1067 anywhere = 1;
1861 } 1068 }
1069
1862 /* Find the highest visible face around. If equal 1070 /* Find the highest visible face around. If equal
1863 * visibilities, we still want the one nearer to the 1071 * visibilities, we still want the one nearer to the
1864 * top 1072 * top
1865 */ 1073 */
1866 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1867 {
1868 middle = tmp->face;
1869 middle_obj = tmp; 1075 middle = tmp;
1870 }
1871 } 1076 }
1872 1077
1873 if (tmp == tmp->above) 1078 if (tmp == tmp->above)
1874 { 1079 {
1875 LOG (llevError, "Error in structure of map\n"); 1080 LOG (llevError, "Error in structure of map\n");
1888 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1889 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1890 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1891 } 1096 }
1892 1097
1893 this->light = light; 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1894 this->flags_ = flags; 1099 this->flags_ = flags;
1895 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1896 this->move_on = move_on; 1101 this->move_on = move_on;
1897 this->move_off = move_off; 1102 this->move_off = move_off;
1898 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1910 * middle face. This should not happen, as we already have the 1115 * middle face. This should not happen, as we already have the
1911 * else statement above so middle should not get set. OTOH, it 1116 * else statement above so middle should not get set. OTOH, it
1912 * may be possible for the faces to match but be different objects. 1117 * may be possible for the faces to match but be different objects.
1913 */ 1118 */
1914 if (top == middle) 1119 if (top == middle)
1915 middle = blank_face; 1120 middle = 0;
1916 1121
1917 /* There are three posibilities at this point: 1122 /* There are three posibilities at this point:
1918 * 1) top face is set, need middle to be set. 1123 * 1) top face is set, need middle to be set.
1919 * 2) middle is set, need to set top. 1124 * 2) middle is set, need to set top.
1920 * 3) neither middle or top is set - need to set both. 1125 * 3) neither middle or top is set - need to set both.
1921 */ 1126 */
1922 1127
1923 for (tmp = last; tmp; tmp = tmp->below) 1128 for (object *tmp = last; tmp; tmp = tmp->below)
1924 { 1129 {
1925 /* Once we get to a floor, stop, since we already have a floor object */ 1130 /* Once we get to a floor, stop, since we already have a floor object */
1926 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1927 break; 1132 break;
1928 1133
1929 /* If two top faces are already set, quit processing */ 1134 /* If two top faces are already set, quit processing */
1930 if ((top != blank_face) && (middle != blank_face)) 1135 if (top && middle)
1931 break; 1136 break;
1932 1137
1933 /* Only show visible faces, unless its the editor - show all */ 1138 /* Only show visible faces */
1934 if (!tmp->invisible || editor) 1139 if (!tmp->invisible)
1935 { 1140 {
1936 /* Fill in top if needed */ 1141 /* Fill in top if needed */
1937 if (top == blank_face) 1142 if (!top)
1938 { 1143 {
1939 top = tmp->face;
1940 top_obj = tmp; 1144 top = tmp;
1941 if (top == middle) 1145 if (top == middle)
1942 middle = blank_face; 1146 middle = 0;
1943 } 1147 }
1944 else 1148 else
1945 { 1149 {
1946 /* top is already set - we should only get here if 1150 /* top is already set - we should only get here if
1947 * middle is not set 1151 * middle is not set
1948 * 1152 *
1949 * Set the middle face and break out, since there is nothing 1153 * Set the middle face and break out, since there is nothing
1950 * more to fill in. We don't check visiblity here, since 1154 * more to fill in. We don't check visiblity here, since
1951 * 1155 *
1952 */ 1156 */
1953 if (tmp->face != top) 1157 if (tmp != top)
1954 { 1158 {
1955 middle = tmp->face;
1956 middle_obj = tmp; 1159 middle = tmp;
1957 break; 1160 break;
1958 } 1161 }
1959 } 1162 }
1960 } 1163 }
1961 } 1164 }
1962 1165
1963 if (middle == floor) 1166 if (middle == floor)
1964 middle = blank_face; 1167 middle = 0;
1965 1168
1966 if (top == middle) 1169 if (top == middle)
1967 middle = blank_face; 1170 middle = 0;
1968 1171
1969 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1172#if 0
1970 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1173 faces_obj [0] = top;
1971 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1174 faces_obj [1] = middle;
1175 faces_obj [2] = floor;
1176#endif
1972} 1177}
1973 1178
1974void 1179uint64
1975set_map_reset_time (maptile *map) 1180mapspace::volume () const
1976{ 1181{
1977 int timeout; 1182 uint64 vol = 0;
1978 1183
1979 timeout = map->reset_timeout; 1184 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1980 if (timeout <= 0) 1185 vol += op->volume ();
1981 timeout = MAP_DEFAULTRESET;
1982 if (timeout >= MAP_MAXRESET)
1983 timeout = MAP_MAXRESET;
1984 map->reset_time = time (0) + timeout;
1985}
1986 1186
1987/* this updates the orig_map->tile_map[tile_num] value after loading 1187 return vol;
1988 * the map. It also takes care of linking back the freshly loaded 1188}
1989 * maps tile_map values if it tiles back to this one. It returns
1990 * the value of orig_map->tile_map[tile_num]. It really only does this
1991 * so that it is easier for calling functions to verify success.
1992 */
1993 1189
1994static maptile * 1190maptile *
1995load_and_link_tiled_map (maptile *orig_map, int tile_num) 1191maptile::tile_available (int dir, bool load)
1996{ 1192{
1997 int dest_tile = (tile_num + 2) % 4; 1193 if (tile_path[dir])
1998 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1999 1197
2000 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
2001 1201
2002 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1202 return 0;
2003 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))
2004 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2005
2006 return orig_map->tile_map[tile_num];
2007} 1203}
2008 1204
2009/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
2010 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
2011 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
2012 * This is the function should always be used when it 1208 * This is the function should always be used when it
2013 * necessary to check for valid coordinates. 1209 * necessary to check for valid coordinates.
2014 * This function will recursively call itself for the 1210 * This function will recursively call itself for the
2015 * tiled maps. 1211 * tiled maps.
2016 *
2017 *
2018 */ 1212 */
2019int 1213int
2020out_of_map (maptile *m, int x, int y) 1214out_of_map (maptile *m, int x, int y)
2021{ 1215{
2022 /* If we get passed a null map, this is obviously the 1216 /* If we get passed a null map, this is obviously the
2026 if (!m) 1220 if (!m)
2027 return 0; 1221 return 0;
2028 1222
2029 if (x < 0) 1223 if (x < 0)
2030 { 1224 {
2031 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
2032 return 1; 1226 return 1;
2033 1227
2034 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2035 load_and_link_tiled_map (m, 3);
2036
2037 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2038 } 1229 }
2039 1230
2040 if (x >= m->width) 1231 if (x >= m->width)
2041 { 1232 {
2042 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
2043 return 1; 1234 return 1;
2044 1235
2045 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2046 load_and_link_tiled_map (m, 1);
2047
2048 return (out_of_map (m->tile_map[1], x - m->width, y)); 1236 return out_of_map (m->tile_map[1], x - m->width, y);
2049 } 1237 }
2050 1238
2051 if (y < 0) 1239 if (y < 0)
2052 { 1240 {
2053 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
2054 return 1; 1242 return 1;
2055 1243
2056 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2057 load_and_link_tiled_map (m, 0);
2058
2059 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2060 } 1245 }
2061 1246
2062 if (y >= m->height) 1247 if (y >= m->height)
2063 { 1248 {
2064 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
2065 return 1; 1250 return 1;
2066 1251
2067 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2068 load_and_link_tiled_map (m, 2);
2069
2070 return (out_of_map (m->tile_map[2], x, y - m->height)); 1252 return out_of_map (m->tile_map[2], x, y - m->height);
2071 } 1253 }
2072 1254
2073 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
2074 * map. 1256 * map.
2075 */ 1257 */
2078 1260
2079/* This is basically the same as out_of_map above, but 1261/* This is basically the same as out_of_map above, but
2080 * instead we return NULL if no map is valid (coordinates 1262 * instead we return NULL if no map is valid (coordinates
2081 * out of bounds and no tiled map), otherwise it returns 1263 * out of bounds and no tiled map), otherwise it returns
2082 * the map as that the coordinates are really on, and 1264 * the map as that the coordinates are really on, and
2083 * updates x and y to be the localized coordinates. 1265 * updates x and y to be the localised coordinates.
2084 * Using this is more efficient of calling out_of_map 1266 * Using this is more efficient of calling out_of_map
2085 * and then figuring out what the real map is 1267 * and then figuring out what the real map is
2086 */ 1268 */
2087maptile * 1269maptile *
2088get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1270maptile::xy_find (sint16 &x, sint16 &y)
2089{ 1271{
2090
2091 if (*x < 0) 1272 if (x < 0)
2092 { 1273 {
2093 if (!m->tile_path[3]) 1274 if (!tile_available (3))
2094 return 0; 1275 return 0;
2095 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2096 load_and_link_tiled_map (m, 3);
2097 1276
2098 *x += m->tile_map[3]->width; 1277 x += tile_map[3]->width;
2099 return (get_map_from_coord (m->tile_map[3], x, y)); 1278 return tile_map[3]->xy_find (x, y);
2100 } 1279 }
2101 1280
2102 if (*x >= m->width) 1281 if (x >= width)
2103 { 1282 {
2104 if (!m->tile_path[1]) 1283 if (!tile_available (1))
2105 return 0; 1284 return 0;
2106 1285
2107 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2108 load_and_link_tiled_map (m, 1);
2109
2110 *x -= m->width; 1286 x -= width;
2111 return (get_map_from_coord (m->tile_map[1], x, y)); 1287 return tile_map[1]->xy_find (x, y);
2112 } 1288 }
2113 1289
2114 if (*y < 0) 1290 if (y < 0)
2115 { 1291 {
2116 if (!m->tile_path[0]) 1292 if (!tile_available (0))
2117 return 0; 1293 return 0;
2118 1294
2119 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2120 load_and_link_tiled_map (m, 0);
2121
2122 *y += m->tile_map[0]->height; 1295 y += tile_map[0]->height;
2123 return (get_map_from_coord (m->tile_map[0], x, y)); 1296 return tile_map[0]->xy_find (x, y);
2124 } 1297 }
2125 1298
2126 if (*y >= m->height) 1299 if (y >= height)
2127 { 1300 {
2128 if (!m->tile_path[2]) 1301 if (!tile_available (2))
2129 return 0; 1302 return 0;
2130 1303
2131 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2132 load_and_link_tiled_map (m, 2);
2133
2134 *y -= m->height; 1304 y -= height;
2135 return (get_map_from_coord (m->tile_map[2], x, y)); 1305 return tile_map[2]->xy_find (x, y);
2136 } 1306 }
2137 1307
2138 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
2139 * map. 1309 * map.
2140 */ 1310 */
2141
2142 return m; 1311 return this;
2143} 1312}
2144 1313
2145/** 1314/**
2146 * Return whether map2 is adjacent to map1. If so, store the distance from 1315 * Return whether map2 is adjacent to map1. If so, store the distance from
2147 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
2148 */ 1317 */
2149static int 1318int
2150adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2151{ 1320{
2152 if (!map1 || !map2) 1321 if (!map1 || !map2)
2153 return 0; 1322 return 0;
2154 1323
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 //fix: compare paths instead (this is likely faster, too!)
2155 if (map1 == map2) 1326 if (map1 == map2)
2156 { 1327 {
2157 *dx = 0; 1328 *dx = 0;
2158 *dy = 0; 1329 *dy = 0;
2159
2160 } 1330 }
2161 else if (map1->tile_map[0] == map2) 1331 else if (map1->tile_map[0] == map2)
2162 { /* up */ 1332 { /* up */
2163 *dx = 0; 1333 *dx = 0;
2164 *dy = -map2->height; 1334 *dy = -map2->height;
2175 } 1345 }
2176 else if (map1->tile_map[3] == map2) 1346 else if (map1->tile_map[3] == map2)
2177 { /* left */ 1347 { /* left */
2178 *dx = -map2->width; 1348 *dx = -map2->width;
2179 *dy = 0; 1349 *dy = 0;
2180
2181 } 1350 }
2182 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2183 { /* up right */ 1352 { /* up right */
2184 *dx = map1->tile_map[0]->width; 1353 *dx = map1->tile_map[0]->width;
2185 *dy = -map1->tile_map[0]->height; 1354 *dy = -map1->tile_map[0]->height;
2216 } 1385 }
2217 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2218 { /* left down */ 1387 { /* left down */
2219 *dx = -map1->tile_map[3]->width; 1388 *dx = -map1->tile_map[3]->width;
2220 *dy = map1->tile_map[3]->height; 1389 *dy = map1->tile_map[3]->height;
2221
2222 } 1390 }
2223 else 1391 else
2224 { /* not "adjacent" enough */
2225 return 0; 1392 return 0;
2226 }
2227 1393
2228 return 1; 1394 return 1;
1395}
1396
1397maptile *
1398maptile::xy_load (sint16 &x, sint16 &y)
1399{
1400 maptile *map = xy_find (x, y);
1401
1402 if (map)
1403 map->load_sync ();
1404
1405 return map;
1406}
1407
1408maptile *
1409get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410{
1411 return m->xy_load (*x, *y);
2229} 1412}
2230 1413
2231/* From map.c 1414/* From map.c
2232 * This is used by get_player to determine where the other 1415 * This is used by get_player to determine where the other
2233 * creature is. get_rangevector takes into account map tiling, 1416 * creature is. get_rangevector takes into account map tiling,
2234 * so you just can not look the the map coordinates and get the 1417 * so you just can not look the the map coordinates and get the
2235 * righte value. distance_x/y are distance away, which 1418 * righte value. distance_x/y are distance away, which
2236 * can be negativbe. direction is the crossfire direction scheme 1419 * can be negative. direction is the crossfire direction scheme
2237 * that the creature should head. part is the part of the 1420 * that the creature should head. part is the part of the
2238 * monster that is closest. 1421 * monster that is closest.
2239 * 1422 *
2240 * get_rangevector looks at op1 and op2, and fills in the 1423 * get_rangevector looks at op1 and op2, and fills in the
2241 * structure for op1 to get to op2. 1424 * structure for op1 to get to op2.
2246 * be unexpected 1429 * be unexpected
2247 * 1430 *
2248 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
2249 * closest body part of 'op1' 1432 * closest body part of 'op1'
2250 */ 1433 */
2251
2252void 1434void
2253get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2254{ 1436{
2255 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2256 { 1438 {
2257 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
2258 retval->distance = 100000; 1440 retval->distance = 10000;
2259 retval->distance_x = 32767; 1441 retval->distance_x = 10000;
2260 retval->distance_y = 32767; 1442 retval->distance_y = 10000;
2261 retval->direction = 0; 1443 retval->direction = 0;
2262 retval->part = 0; 1444 retval->part = 0;
2263 } 1445 }
2264 else 1446 else
2265 { 1447 {
2270 1452
2271 best = op1; 1453 best = op1;
2272 /* If this is multipart, find the closest part now */ 1454 /* If this is multipart, find the closest part now */
2273 if (!(flags & 0x1) && op1->more) 1455 if (!(flags & 0x1) && op1->more)
2274 { 1456 {
2275 object *tmp;
2276 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1457 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2277 1458
2278 /* we just take the offset of the piece to head to figure 1459 /* we just take the offset of the piece to head to figure
2279 * distance instead of doing all that work above again 1460 * distance instead of doing all that work above again
2280 * since the distance fields we set above are positive in the 1461 * since the distance fields we set above are positive in the
2281 * same axis as is used for multipart objects, the simply arithmetic 1462 * same axis as is used for multipart objects, the simply arithmetic
2282 * below works. 1463 * below works.
2283 */ 1464 */
2284 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1465 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2285 { 1466 {
2286 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1467 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2287 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1468 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2288 if (tmpi < best_distance) 1469 if (tmpi < best_distance)
2289 { 1470 {
2290 best_distance = tmpi; 1471 best_distance = tmpi;
2291 best = tmp; 1472 best = tmp;
2292 } 1473 }
2293 } 1474 }
1475
2294 if (best != op1) 1476 if (best != op1)
2295 { 1477 {
2296 retval->distance_x += op1->x - best->x; 1478 retval->distance_x += op1->x - best->x;
2297 retval->distance_y += op1->y - best->y; 1479 retval->distance_y += op1->y - best->y;
2298 } 1480 }
2299 } 1481 }
1482
2300 retval->part = best; 1483 retval->part = best;
2301 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1484 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2302 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1485 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2303 } 1486 }
2304} 1487}
2305 1488
2306/* this is basically the same as get_rangevector above, but instead of 1489/* this is basically the same as get_rangevector above, but instead of
2311 * flags has no meaning for this function at this time - I kept it in to 1494 * flags has no meaning for this function at this time - I kept it in to
2312 * be more consistant with the above function and also in case they are needed 1495 * be more consistant with the above function and also in case they are needed
2313 * for something in the future. Also, since no object is pasted, the best 1496 * for something in the future. Also, since no object is pasted, the best
2314 * field of the rv_vector is set to NULL. 1497 * field of the rv_vector is set to NULL.
2315 */ 1498 */
2316
2317void 1499void
2318get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1500get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2319{ 1501{
2320 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1502 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2321 { 1503 {
2322 /* be conservative and fill in _some_ data */ 1504 /* be conservative and fill in _some_ data */
2323 retval->distance = 100000; 1505 retval->distance = 100000;
2329 else 1511 else
2330 { 1512 {
2331 retval->distance_x += op2->x - x; 1513 retval->distance_x += op2->x - x;
2332 retval->distance_y += op2->y - y; 1514 retval->distance_y += op2->y - y;
2333 1515
2334 retval->part = NULL; 1516 retval->part = 0;
2335 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2336 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2337 } 1519 }
2338} 1520}
2339 1521
2340/* Returns true of op1 and op2 are effectively on the same map 1522/* Returns true of op1 and op2 are effectively on the same map
2341 * (as related to map tiling). Note that this looks for a path from 1523 * (as related to map tiling). Note that this looks for a path from
2342 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1524 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2343 * to op1, this will still return false. 1525 * to op1, this will still return false.
2344 * Note we only look one map out to keep the processing simple 1526 * Note we only look one map out to keep the processing simple
2345 * and efficient. This could probably be a macro. 1527 * and efficient. This could probably be a macro.
2346 * MSW 2001-08-05 1528 * MSW 2001-08-05
2347 */ 1529 */
2350{ 1532{
2351 int dx, dy; 1533 int dx, dy;
2352 1534
2353 return adjacent_map (op1->map, op2->map, &dx, &dy); 1535 return adjacent_map (op1->map, op2->map, &dx, &dy);
2354} 1536}
1537
1538object *
1539maptile::insert (object *op, int x, int y, object *originator, int flags)
1540{
1541 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1542}
1543
1544region *
1545maptile::region (int x, int y) const
1546{
1547 if (regions
1548 && regionmap
1549 && !OUT_OF_REAL_MAP (this, x, y))
1550 if (struct region *reg = regionmap [regions [y * width + x]])
1551 return reg;
1552
1553 if (default_region)
1554 return default_region;
1555
1556 return ::region::default_region ();
1557}
1558
1559/* picks a random object from a style map.
1560 */
1561object *
1562maptile::pick_random_object (rand_gen &gen) const
1563{
1564 /* while returning a null object will result in a crash, that
1565 * is actually preferable to an infinite loop. That is because
1566 * most servers will automatically restart in case of crash.
1567 * Change the logic on getting the random space - shouldn't make
1568 * any difference, but this seems clearer to me.
1569 */
1570 for (int i = 1000; --i;)
1571 {
1572 object *pick = at (gen (width), gen (height)).bot;
1573
1574 // do not prefer big monsters just because they are big.
1575 if (pick && pick->is_head ())
1576 return pick->head_ ();
1577 }
1578
1579 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug");
1581}
1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{
1621 // clip to map to the left
1622 if (x0 < 0)
1623 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626
1627 if (x1 < 0) // entirely to the left
1628 return;
1629
1630 x0 = 0;
1631 }
1632
1633 // clip to map to the right
1634 if (x1 > m->width)
1635 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638
1639 if (x0 > m->width) // entirely to the right
1640 return;
1641
1642 x1 = m->width;
1643 }
1644
1645 // clip to map above
1646 if (y0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650
1651 if (y1 < 0) // entirely above
1652 return;
1653
1654 y0 = 0;
1655 }
1656
1657 // clip to map below
1658 if (y1 > m->height)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662
1663 if (y0 > m->height) // entirely below
1664 return;
1665
1666 y1 = m->height;
1667 }
1668
1669 // if we get here, the rect is within the current map
1670 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671
1672 r->m = m;
1673 r->x0 = x0;
1674 r->y0 = y0;
1675 r->x1 = x1;
1676 r->y1 = y1;
1677 r->dx = dx;
1678 r->dy = dy;
1679}
1680
1681maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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