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Comparing deliantra/server/common/map.C (file contents):
Revision 1.51 by root, Mon Dec 25 17:11:16 2006 UTC vs.
Revision 1.114 by root, Thu Jul 26 00:27:07 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 31#include "path.h"
32
33/*
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37maptile *
38has_been_loaded (const char *name)
39{
40 maptile *map;
41
42 if (!name || !*name)
43 return 0;
44
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48
49 return (map);
50}
51
52/*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59const char *
60create_pathname (const char *name)
61{
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72}
73
74/*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78const char *
79create_overlay_pathname (const char *name)
80{
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91}
92
93/*
94 * same as create_pathname, but for the template maps.
95 */
96
97const char *
98create_template_pathname (const char *name)
99{
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110}
111
112/*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118static const char *
119create_items_path (const char *s)
120{
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136}
137
138
139/*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155int
156check_path (const char *name, int prepend_dir)
157{
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190}
191
192/*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198void
199dump_map (const maptile *m)
200{
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215}
216
217/*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223void
224dump_all_maps (void)
225{
226 maptile *m;
227
228 for (m = first_map; m; m = m->next)
229 dump_map (m);
230}
231 32
232/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
233 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
234 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
235 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
240 * don't expect to insert/remove anything from those spaces. 41 * don't expect to insert/remove anything from those spaces.
241 */ 42 */
242int 43int
243get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 44get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
244{ 45{
245 sint16 newx, newy;
246 int retval = 0;
247 maptile *mp;
248
249 newx = x; 46 sint16 newx = x;
250 newy = y; 47 sint16 newy = y;
251 48
252 mp = get_map_from_coord (oldmap, &newx, &newy); 49 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
253 50
254 if (!mp) 51 if (!mp)
255 return P_OUT_OF_MAP; 52 return P_OUT_OF_MAP;
256
257 if (mp != oldmap)
258 retval |= P_NEW_MAP;
259 53
260 if (newmap) *newmap = mp; 54 if (newmap) *newmap = mp;
261 if (nx) *nx = newx; 55 if (nx) *nx = newx;
262 if (ny) *ny = newy; 56 if (ny) *ny = newy;
263 57
264 return retval | mp->at (newx, newy).flags (); 58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
265} 59}
266 60
267/* 61/*
268 * Returns true if the given coordinate is blocked except by the 62 * Returns true if the given coordinate is blocked except by the
269 * object passed is not blocking. This is used with 63 * object passed is not blocking. This is used with
313 * let the player through (inventory checkers for example) 107 * let the player through (inventory checkers for example)
314 */ 108 */
315 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 109 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
316 return 0; 110 return 0;
317 111
318 if (ob->head != NULL)
319 ob = ob->head; 112 ob = ob->head_ ();
320 113
321 /* We basically go through the stack of objects, and if there is 114 /* We basically go through the stack of objects, and if there is
322 * some other object that has NO_PASS or FLAG_ALIVE set, return 115 * some other object that has NO_PASS or FLAG_ALIVE set, return
323 * true. If we get through the entire stack, that must mean 116 * true. If we get through the entire stack, that must mean
324 * ob is blocking it, so return 0. 117 * ob is blocking it, so return 0.
354 else 147 else
355 { 148 {
356 /* Broke apart a big nasty if into several here to make 149 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks 150 * this more readable. first check - if the space blocks
358 * movement, can't move here. 151 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a 152 * second - if a monster, can't move there, unless it is a
360 * hidden dm 153 * hidden dm
361 */ 154 */
362 if (OB_MOVE_BLOCK (ob, tmp)) 155 if (OB_MOVE_BLOCK (ob, tmp))
363 return 1; 156 return 1;
364 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 157
365 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 158 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
366 return 1; 163 return 1;
367 } 164 }
368 165
369 } 166 }
370 return 0; 167 return 0;
371} 168}
372
373 169
374/* 170/*
375 * Returns true if the given object can't fit in the given spot. 171 * Returns true if the given object can't fit in the given spot.
376 * This is meant for multi space objects - for single space objecs, 172 * This is meant for multi space objects - for single space objecs,
377 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
403 archetype *tmp; 199 archetype *tmp;
404 int flag; 200 int flag;
405 maptile *m1; 201 maptile *m1;
406 sint16 sx, sy; 202 sint16 sx, sy;
407 203
408 if (ob == NULL) 204 if (!ob)
409 { 205 {
410 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
411 if (flag & P_OUT_OF_MAP) 207 if (flag & P_OUT_OF_MAP)
412 return P_OUT_OF_MAP; 208 return P_OUT_OF_MAP;
413 209
414 /* don't have object, so don't know what types would block */ 210 /* don't have object, so don't know what types would block */
415 return m1->at (sx, sy).move_block; 211 return m1->at (sx, sy).move_block;
416 } 212 }
417 213
418 for (tmp = ob->arch; tmp; tmp = tmp->more) 214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
419 { 215 {
420 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
421 217
422 if (flag & P_OUT_OF_MAP) 218 if (flag & P_OUT_OF_MAP)
423 return P_OUT_OF_MAP; 219 return P_OUT_OF_MAP;
424 if (flag & P_IS_ALIVE) 220 if (flag & P_IS_ALIVE)
425 return P_IS_ALIVE; 221 return P_IS_ALIVE;
426 222
427 mapspace &ms = m1->at (sx, sy); 223 mapspace &ms = m1->at (sx, sy);
428
429 224
430 /* find_first_free_spot() calls this function. However, often 225 /* find_first_free_spot() calls this function. However, often
431 * ob doesn't have any move type (when used to place exits) 226 * ob doesn't have any move type (when used to place exits)
432 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
433 */ 228 */
449 * into inventory, but just links them. What this does is go through 244 * into inventory, but just links them. What this does is go through
450 * and insert them properly. 245 * and insert them properly.
451 * The object 'container' is the object that contains the inventory. 246 * The object 'container' is the object that contains the inventory.
452 * This is needed so that we can update the containers weight. 247 * This is needed so that we can update the containers weight.
453 */ 248 */
454
455void 249void
456fix_container (object *container) 250fix_container (object *container)
457{ 251{
458 object *tmp = container->inv, *next; 252 object *tmp = container->inv, *next;
459 253
460 container->inv = NULL; 254 container->inv = 0;
461 while (tmp != NULL) 255 while (tmp)
462 { 256 {
463 next = tmp->below; 257 next = tmp->below;
464 if (tmp->inv) 258 if (tmp->inv)
465 fix_container (tmp); 259 fix_container (tmp);
260
466 (void) insert_ob_in_ob (tmp, container); 261 insert_ob_in_ob (tmp, container);
467 tmp = next; 262 tmp = next;
468 } 263 }
264
469 /* sum_weight will go through and calculate what all the containers are 265 /* sum_weight will go through and calculate what all the containers are
470 * carrying. 266 * carrying.
471 */ 267 */
472 sum_weight (container); 268 sum_weight (container);
473} 269}
474 270
271void
272maptile::set_object_flag (int flag, int value)
273{
274 if (!spaces)
275 return;
276
277 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value;
280}
281
475/* link_multipart_objects go through all the objects on the map looking 282/* link_multipart_objects go through all the objects on the map looking
476 * for objects whose arch says they are multipart yet according to the 283 * for objects whose arch says they are multipart yet according to the
477 * info we have, they only have the head (as would be expected when 284 * info we have, they only have the head (as would be expected when
478 * they are saved). We do have to look for the old maps that did save 285 * they are saved).
479 * the more sections and not re-add sections for them.
480 */ 286 */
481 287void
482static void 288maptile::link_multipart_objects ()
483link_multipart_objects (maptile *m)
484{ 289{
485 int x, y; 290 if (!spaces)
486 object *tmp, *op, *last, *above; 291 return;
487 archetype *at;
488 292
489 for (x = 0; x < m->width; x++) 293 for (mapspace *ms = spaces + size (); ms-- > spaces; )
490 for (y = 0; y < m->height; y++) 294 {
491 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 295 object *op = ms->bot;
296 while (op)
492 { 297 {
493 above = tmp->above;
494
495 /* already multipart - don't do anything more */ 298 /* already multipart - don't do anything more */
496 if (tmp->head || tmp->more) 299 if (op->head_ () == op && !op->more && op->arch->more)
497 continue;
498
499 /* If there is nothing more to this object, this for loop
500 * won't do anything.
501 */
502 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503 { 300 {
504 op = arch_to_object (at); 301 op->remove ();
302 op->expand_tail ();
505 303
506 /* update x,y coordinates */ 304 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
507 op->x += tmp->x; 305 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
508 op->y += tmp->y; 306 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
509 op->head = tmp; 307 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
510 op->map = m; 308
511 last->more = op; 309 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
512 op->name = tmp->name; 310 // so we have to reset the iteration through the mapspace
513 op->title = tmp->title;
514 /* we could link all the parts onto tmp, and then just
515 * call insert_ob_in_map once, but the effect is the same,
516 * as insert_ob_in_map will call itself with each part, and
517 * the coding is simpler to just to it here with each part.
518 */ 311 }
519 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 312 else
520 } /* for at = tmp->arch->more */ 313 op = op->above;
521 } /* for objects on this space */ 314 }
315 }
522} 316}
523 317
524/* 318/*
525 * Loads (ands parses) the objects into a given map from the specified 319 * Loads (ands parses) the objects into a given map from the specified
526 * file pointer. 320 * file pointer.
527 * mapflags is the same as we get with load_original_map
528 */ 321 */
529void 322bool
530load_objects (maptile *m, object_thawer & fp, int mapflags) 323maptile::_load_objects (object_thawer &f)
531{ 324{
532 int i, j; 325 for (;;)
533 int unique;
534 object *op, *prev = NULL, *last_more = NULL, *otmp;
535
536 op = object::create ();
537 op->map = m; /* To handle buttons correctly */
538
539 while ((i = load_object (fp, op, mapflags)))
540 { 326 {
541 /* if the archetype for the object is null, means that we 327 coroapi::cede_to_tick_every (100); // cede once in a while
542 * got an invalid object. Don't do anything with it - the game 328
543 * or editor will not be able to do anything with it either. 329 switch (f.kw)
544 */
545 if (op->arch == NULL)
546 { 330 {
547 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 331 case KW_arch:
548 continue; 332 if (object *op = object::read (f, this))
549 }
550
551 switch (i)
552 {
553 case LL_NORMAL:
554 /* if we are loading an overlay, put the floors on the bottom */
555 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557 else 333 {
334 if (op->inv)
335 sum_weight (op);
336
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
338 }
559 339
560 if (op->inv) 340 continue;
561 sum_weight (op);
562 341
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE: 342 case KW_EOF:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 343 return true;
568 op->head = prev, last_more->more = op, last_more = op; 344
345 default:
346 if (!f.parse_error ("map file"))
347 return false;
569 break; 348 break;
570 } 349 }
571 350
572 if (mapflags & MAP_STYLE) 351 f.next ();
573 remove_from_active_list (op);
574
575 op = object::create ();
576 op->map = m;
577 }
578
579 for (i = 0; i < m->width; i++)
580 { 352 }
581 for (j = 0; j < m->height; j++) 353
354 return true;
355}
356
357void
358maptile::activate ()
359{
360 active = true;
361
362 if (spaces)
363 for (mapspace *ms = spaces + size (); ms-- > spaces; )
364 for (object *op = ms->bot; op; op = op->above)
365 op->activate_recursive ();
366}
367
368void
369maptile::deactivate ()
370{
371 active = false;
372
373 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive ();
377}
378
379bool
380maptile::_save_objects (object_freezer &f, int flags)
381{
382 coroapi::cede_to_tick ();
383
384 if (flags & IO_HEADER)
385 _save_header (f);
386
387 if (!spaces)
388 return false;
389
390 for (int i = 0; i < size (); ++i)
391 {
392 int unique = 0;
393 for (object *op = spaces [i].bot; op; op = op->above)
582 { 394 {
395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
583 unique = 0; 396 unique = 1;
584 /* check for unique items, or unique squares */ 397
585 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 398 if (!op->can_map_save ())
399 continue;
400
401 if (unique || op->flag [FLAG_UNIQUE])
586 { 402 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 403 if (flags & IO_UNIQUES)
588 unique = 1; 404 op->write (f);
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 } 405 }
406 else if (flags & IO_OBJECTS)
407 op->write (f);
593 } 408 }
594 } 409 }
595 410
596 op->destroy (); 411 coroapi::cede_to_tick ();
597 link_multipart_objects (m);
598}
599 412
600/* This saves all the objects on the map in a non destructive fashion. 413 return true;
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 414}
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;
610 415
611 /* first pass - save one-part objects */ 416bool
612 for (i = 0; i < m->width; i++) 417maptile::_load_objects (const char *path, bool skip_header)
613 for (j = 0; j < m->height; j++) 418{
419 object_thawer f (path);
420
421 if (!f)
422 return false;
423
424 f.next ();
425
426 if (skip_header)
427 for (;;)
614 { 428 {
615 unique = 0; 429 keyword kw = f.kw;
616 430 f.skip ();
617 for (op = m->at (i, j).bot; op; op = op->above) 431 if (kw == KW_end)
618 { 432 break;
619 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
620 unique = 1;
621
622 if (op->type == PLAYER)
623 continue;
624
625 if (op->head || op->owner)
626 continue;
627
628 if (unique || op->flag [FLAG_UNIQUE])
629 save_object (fp2, op, 1);
630 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
631 save_object (fp, op, 1);
632 }
633 } 433 }
434
435 return _load_objects (f);
436}
437
438bool
439maptile::_save_objects (const char *path, int flags)
440{
441 object_freezer freezer;
442
443 if (!_save_objects (freezer, flags))
444 return false;
445
446 return freezer.save (path);
634} 447}
635 448
636maptile::maptile () 449maptile::maptile ()
637{ 450{
638 in_memory = MAP_SWAPPED; 451 in_memory = MAP_SWAPPED;
452
639 /* The maps used to pick up default x and y values from the 453 /* The maps used to pick up default x and y values from the
640 * map archetype. Mimic that behaviour. 454 * map archetype. Mimic that behaviour.
641 */ 455 */
642 this->width = 16; 456 width = 16;
643 this->height = 16; 457 height = 16;
458 timeout = 300;
459 max_nrof = 1000; // 1000 items of anything
460 max_volume = 2000000; // 2m³
461}
462
463maptile::maptile (int w, int h)
464{
465 in_memory = MAP_SWAPPED;
466
467 width = w;
468 height = h;
644 this->reset_timeout = 0; 469 reset_timeout = 0;
645 this->timeout = 300; 470 timeout = 300;
646 this->enter_x = 0; 471 enter_x = 0;
647 this->enter_y = 0; 472 enter_y = 0;
648 /*set part to -1 indicating conversion to weather map not yet done */
649 this->worldpartx = -1;
650 this->worldparty = -1;
651}
652 473
653/* 474 alloc ();
654 * Allocates, initialises, and returns a pointer to a maptile.
655 * Modified to no longer take a path option which was not being
656 * used anyways. MSW 2001-07-01
657 */
658maptile *
659get_linked_map (void)
660{
661 maptile *mp, *map = new maptile;
662
663 for (mp = first_map; mp && mp->next; mp = mp->next);
664
665 if (mp == NULL)
666 first_map = map;
667 else
668 mp->next = map;
669
670 return map;
671} 475}
672 476
673/* 477/*
674 * Allocates the arrays contained in a maptile. 478 * Allocates the arrays contained in a maptile.
675 * This basically allocates the dynamic array of spaces for the 479 * This basically allocates the dynamic array of spaces for the
676 * map. 480 * map.
677 */ 481 */
678void 482void
679maptile::allocate () 483maptile::alloc ()
680{ 484{
681 in_memory = MAP_IN_MEMORY;
682
683 /* Log this condition and free the storage. We could I suppose
684 * realloc, but if the caller is presuming the data will be intact,
685 * that is their poor assumption.
686 */
687 if (spaces) 485 if (spaces)
688 {
689 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
690 free (spaces);
691 }
692
693 spaces = (mapspace *)
694 calloc (1, width * height * sizeof (mapspace));
695
696 if (!spaces)
697 fatal (OUT_OF_MEMORY);
698}
699
700/* Create and returns a map of the specific size. Used
701 * in random map code and the editor.
702 */
703maptile *
704get_empty_map (int sizex, int sizey)
705{
706 maptile *m = get_linked_map ();
707
708 m->width = sizex;
709 m->height = sizey;
710 m->in_memory = MAP_SWAPPED;
711 m->allocate ();
712
713 return m; 486 return;
487
488 spaces = salloc0<mapspace> (size ());
714} 489}
715 490
716/* Takes a string from a map definition and outputs a pointer to the array of shopitems 491/* Takes a string from a map definition and outputs a pointer to the array of shopitems
717 * corresponding to that string. Memory is allocated for this, it must be freed 492 * corresponding to that string. Memory is allocated for this, it must be freed
718 * at a later date. 493 * at a later date.
719 * Called by parse_map_headers below. 494 * Called by parse_map_headers below.
720 */ 495 */
721
722static shopitems * 496static shopitems *
723parse_shop_string (const char *input_string) 497parse_shop_string (const char *input_string)
724{ 498{
725 char *shop_string, *p, *q, *next_semicolon, *next_colon; 499 char *shop_string, *p, *q, *next_semicolon, *next_colon;
726 shopitems *items = NULL; 500 shopitems *items = NULL;
735 p = strchr (p, ';'); 509 p = strchr (p, ';');
736 number_of_entries++; 510 number_of_entries++;
737 if (p) 511 if (p)
738 p++; 512 p++;
739 } 513 }
514
740 p = shop_string; 515 p = shop_string;
741 strip_endline (p); 516 strip_endline (p);
742 items = new shopitems[number_of_entries + 1]; 517 items = new shopitems[number_of_entries + 1];
743 for (i = 0; i < number_of_entries; i++) 518 for (i = 0; i < number_of_entries; i++)
744 { 519 {
745 if (!p) 520 if (!p)
746 { 521 {
747 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 522 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
748 break; 523 break;
749 } 524 }
525
750 next_semicolon = strchr (p, ';'); 526 next_semicolon = strchr (p, ';');
751 next_colon = strchr (p, ':'); 527 next_colon = strchr (p, ':');
752 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 528 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
753 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 529 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
754 items[i].strength = atoi (strchr (p, ':') + 1); 530 items[i].strength = atoi (strchr (p, ':') + 1);
781 * the next entry while we're at it, better print a warning 557 * the next entry while we're at it, better print a warning
782 */ 558 */
783 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 559 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
784 } 560 }
785 } 561 }
562
786 items[i].index = number_of_entries; 563 items[i].index = number_of_entries;
787 if (next_semicolon) 564 if (next_semicolon)
788 p = ++next_semicolon; 565 p = ++next_semicolon;
789 else 566 else
790 p = NULL; 567 p = NULL;
791 } 568 }
569
792 free (shop_string); 570 free (shop_string);
793 return items; 571 return items;
794} 572}
795 573
796/* opposite of parse string, this puts the string that was originally fed in to 574/* opposite of parse string, this puts the string that was originally fed in to
805 for (i = 0; i < m->shopitems[0].index; i++) 583 for (i = 0; i < m->shopitems[0].index; i++)
806 { 584 {
807 if (m->shopitems[i].typenum) 585 if (m->shopitems[i].typenum)
808 { 586 {
809 if (m->shopitems[i].strength) 587 if (m->shopitems[i].strength)
810 {
811 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 588 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
812 }
813 else 589 else
814 sprintf (tmp, "%s;", m->shopitems[i].name); 590 sprintf (tmp, "%s;", m->shopitems[i].name);
815 } 591 }
816 else 592 else
817 { 593 {
818 if (m->shopitems[i].strength) 594 if (m->shopitems[i].strength)
819 {
820 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 595 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
821 }
822 else 596 else
823 sprintf (tmp, "*"); 597 sprintf (tmp, "*");
824 } 598 }
599
825 strcat (output_string, tmp); 600 strcat (output_string, tmp);
826 } 601 }
827} 602}
828 603
829/* This loads the header information of the map. The header 604/* This loads the header information of the map. The header
834 * put all the stuff in the map object so that names actually make 609 * put all the stuff in the map object so that names actually make
835 * sense. 610 * sense.
836 * This could be done in lex (like the object loader), but I think 611 * This could be done in lex (like the object loader), but I think
837 * currently, there are few enough fields this is not a big deal. 612 * currently, there are few enough fields this is not a big deal.
838 * MSW 2001-07-01 613 * MSW 2001-07-01
839 * return 0 on success, 1 on failure.
840 */ 614 */
841 615bool
842static int 616maptile::_load_header (object_thawer &thawer)
843load_map_header (object_thawer & fp, maptile *m)
844{ 617{
845 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 618 for (;;)
846 int msgpos = 0;
847 int maplorepos = 0;
848
849 while (fgets (buf, HUGE_BUF, fp) != NULL)
850 { 619 {
851 buf[HUGE_BUF - 1] = 0; 620 thawer.next ();
852 key = buf;
853 621
854 while (isspace (*key)) 622 switch (thawer.kw)
855 key++;
856
857 if (*key == 0)
858 continue; /* empty line */
859
860 value = strchr (key, ' ');
861
862 if (!value)
863 { 623 {
864 if ((end = strchr (key, '\n'))) 624 case KW_msg:
865 *end = 0; 625 thawer.get_ml (KW_endmsg, msg);
626 break;
627
628 case KW_lore: // CF+ extension
629 thawer.get_ml (KW_endlore, maplore);
630 break;
631
632 case KW_maplore:
633 thawer.get_ml (KW_endmaplore, maplore);
634 break;
635
636 case KW_arch:
637 if (strcmp (thawer.get_str (), "map"))
638 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
639 break;
640
641 case KW_oid:
642 thawer.get (this, thawer.get_sint32 ());
643 break;
644
645 case KW_file_format_version: break; // nop
646
647 case KW_name: thawer.get (name); break;
648 case KW_attach: thawer.get (attach); break;
649 case KW_reset_time: thawer.get (reset_time); break;
650 case KW_shopgreed: thawer.get (shopgreed); break;
651 case KW_shopmin: thawer.get (shopmin); break;
652 case KW_shopmax: thawer.get (shopmax); break;
653 case KW_shoprace: thawer.get (shoprace); break;
654 case KW_outdoor: thawer.get (outdoor); break;
655 case KW_temp: thawer.get (temp); break;
656 case KW_pressure: thawer.get (pressure); break;
657 case KW_humid: thawer.get (humid); break;
658 case KW_windspeed: thawer.get (windspeed); break;
659 case KW_winddir: thawer.get (winddir); break;
660 case KW_sky: thawer.get (sky); break;
661
662 case KW_per_player: thawer.get (per_player); break;
663 case KW_per_party: thawer.get (per_party); break;
664 case KW_no_reset: thawer.get (no_reset); break;
665
666 case KW_region: default_region = region::find (thawer.get_str ()); break;
667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
668
669 // old names new names
670 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
671 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
672 case KW_x: case KW_width: thawer.get (width); break;
673 case KW_y: case KW_height: thawer.get (height); break;
674 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
675 case KW_value: case KW_swap_time: thawer.get (timeout); break;
676 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
677 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
678 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
679
680 case KW_tile_path_1: thawer.get (tile_path [0]); break;
681 case KW_tile_path_2: thawer.get (tile_path [1]); break;
682 case KW_tile_path_3: thawer.get (tile_path [2]); break;
683 case KW_tile_path_4: thawer.get (tile_path [3]); break;
684
685 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value);
687 break;
688
689 case KW_end:
690 return true;
691
692 default:
693 if (!thawer.parse_error ("map", 0))
694 return false;
695 break;
866 } 696 }
867 else
868 {
869 *value = 0;
870 value++;
871 end = strchr (value, '\n');
872
873 while (isspace (*value))
874 {
875 value++;
876
877 if (*value == '\0' || value == end)
878 {
879 /* Nothing but spaces. */
880 value = NULL;
881 break;
882 }
883 }
884 }
885
886 if (!end)
887 {
888 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
889 return 1;
890 }
891
892 /* key is the field name, value is what it should be set
893 * to. We've already done the work to null terminate key,
894 * and strip off any leading spaces for both of these.
895 * We have not touched the newline at the end of the line -
896 * these are needed for some values. the end pointer
897 * points to the first of the newlines.
898 * value could be NULL! It would be easy enough to just point
899 * this to "" to prevent cores, but that would let more errors slide
900 * through.
901 *
902 * First check for entries that do not use the value parameter, then
903 * validate that value is given and check for the remaining entries
904 * that use the parameter.
905 */
906
907 if (!strcmp (key, "msg"))
908 {
909 while (fgets (buf, HUGE_BUF, fp) != NULL)
910 {
911 if (!strcmp (buf, "endmsg\n"))
912 break;
913 else
914 {
915 /* slightly more efficient than strcat */
916 strcpy (msgbuf + msgpos, buf);
917 msgpos += strlen (buf);
918 }
919 }
920 /* There are lots of maps that have empty messages (eg, msg/endmsg
921 * with nothing between). There is no reason in those cases to
922 * keep the empty message. Also, msgbuf contains garbage data
923 * when msgpos is zero, so copying it results in crashes
924 */
925 if (msgpos != 0)
926 m->msg = strdup (msgbuf);
927 }
928 else if (!strcmp (key, "maplore"))
929 {
930 while (fgets (buf, HUGE_BUF, fp) != NULL)
931 {
932 if (!strcmp (buf, "endmaplore\n"))
933 break;
934 else
935 {
936 /* slightly more efficient than strcat */
937 strcpy (maplorebuf + maplorepos, buf);
938 maplorepos += strlen (buf);
939 }
940 }
941 if (maplorepos != 0)
942 m->maplore = strdup (maplorebuf);
943 }
944 else if (!strcmp (key, "end"))
945 {
946 break;
947 }
948 else if (value == NULL)
949 {
950 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
951 }
952 else if (!strcmp (key, "arch"))
953 {
954 /* This is an oddity, but not something we care about much. */
955 if (strcmp (value, "map\n"))
956 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
957 }
958 else if (!strcmp (key, "name"))
959 {
960 *end = 0;
961 m->name = strdup (value);
962 }
963 /* first strcmp value on these are old names supported
964 * for compatibility reasons. The new values (second) are
965 * what really should be used.
966 */
967 else if (!strcmp (key, "oid"))
968 fp.get (m, atoi (value));
969 else if (!strcmp (key, "attach"))
970 m->attach = value;
971 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
972 m->enter_x = atoi (value);
973 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
974 m->enter_y = atoi (value);
975 else if (!strcmp (key, "x") || !strcmp (key, "width"))
976 m->width = atoi (value);
977 else if (!strcmp (key, "y") || !strcmp (key, "height"))
978 m->height = atoi (value);
979 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
980 m->reset_timeout = atoi (value);
981 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
982 m->timeout = atoi (value);
983 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
984 m->difficulty = clamp (atoi (value), 1, settings.max_level);
985 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
986 m->darkness = atoi (value);
987 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
988 m->fixed_resettime = atoi (value);
989 else if (!strcmp (key, "unique"))
990 m->unique = atoi (value);
991 else if (!strcmp (key, "template"))
992 m->templatemap = atoi (value);
993 else if (!strcmp (key, "region"))
994 m->region = get_region_by_name (value);
995 else if (!strcmp (key, "shopitems"))
996 {
997 *end = 0;
998 m->shopitems = parse_shop_string (value);
999 }
1000 else if (!strcmp (key, "shopgreed"))
1001 m->shopgreed = atof (value);
1002 else if (!strcmp (key, "shopmin"))
1003 m->shopmin = atol (value);
1004 else if (!strcmp (key, "shopmax"))
1005 m->shopmax = atol (value);
1006 else if (!strcmp (key, "shoprace"))
1007 {
1008 *end = 0;
1009 m->shoprace = strdup (value);
1010 }
1011 else if (!strcmp (key, "outdoor"))
1012 m->outdoor = atoi (value);
1013 else if (!strcmp (key, "temp"))
1014 m->temp = atoi (value);
1015 else if (!strcmp (key, "pressure"))
1016 m->pressure = atoi (value);
1017 else if (!strcmp (key, "humid"))
1018 m->humid = atoi (value);
1019 else if (!strcmp (key, "windspeed"))
1020 m->windspeed = atoi (value);
1021 else if (!strcmp (key, "winddir"))
1022 m->winddir = atoi (value);
1023 else if (!strcmp (key, "sky"))
1024 m->sky = atoi (value);
1025 else if (!strcmp (key, "nosmooth"))
1026 m->nosmooth = atoi (value);
1027 else if (!strncmp (key, "tile_path_", 10))
1028 {
1029 int tile = atoi (key + 10);
1030
1031 if (tile < 1 || tile > 4)
1032 {
1033 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1034 }
1035 else
1036 {
1037 char *path;
1038
1039 *end = 0;
1040
1041 if (m->tile_path[tile - 1])
1042 {
1043 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1044 free (m->tile_path[tile - 1]);
1045 m->tile_path[tile - 1] = NULL;
1046 }
1047
1048 if (check_path (value, 1) != -1)
1049 {
1050 /* The unadorned path works. */
1051 path = value;
1052 }
1053 else
1054 {
1055 /* Try again; it could be a relative exit. */
1056
1057 path = path_combine_and_normalize (m->path, value);
1058
1059 if (check_path (path, 1) == -1)
1060 {
1061 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1062 path = NULL;
1063 }
1064 }
1065
1066 if (editor)
1067 {
1068 /* Use the value as in the file. */
1069 m->tile_path[tile - 1] = strdup (value);
1070 }
1071 else if (path != NULL)
1072 {
1073 /* Use the normalized value. */
1074 m->tile_path[tile - 1] = strdup (path);
1075 }
1076 } /* end if tile direction (in)valid */
1077 }
1078 else
1079 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1080 }
1081
1082 if (!key || strcmp (key, "end"))
1083 { 697 }
1084 LOG (llevError, "Got premature eof on map header!\n");
1085 return 1;
1086 }
1087 698
1088 return 0; 699 abort ();
1089} 700}
1090 701
1091/* 702bool
1092 * Opens the file "filename" and reads information about the map 703maptile::_load_header (const char *path)
1093 * from the given file, and stores it in a newly allocated
1094 * maptile. A pointer to this structure is returned, or NULL on failure.
1095 * flags correspond to those in map.h. Main ones used are
1096 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1097 * MAP_BLOCK, in which case we block on this load. This happens in all
1098 * cases, no matter if this flag is set or not.
1099 * MAP_STYLE: style map - don't add active objects, don't add to server
1100 * managed map list.
1101 */
1102
1103maptile *
1104load_original_map (const char *filename, int flags)
1105{ 704{
1106 maptile *m;
1107 char pathname[MAX_BUF];
1108
1109 if (flags & MAP_PLAYER_UNIQUE)
1110 strcpy (pathname, filename);
1111 else if (flags & MAP_OVERLAY)
1112 strcpy (pathname, create_overlay_pathname (filename));
1113 else
1114 strcpy (pathname, create_pathname (filename));
1115
1116 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1117
1118 object_thawer thawer (pathname); 705 object_thawer thawer (path);
1119 706
1120 if (!thawer) 707 if (!thawer)
1121 return 0; 708 return false;
1122 709
1123 m = get_linked_map (); 710 return _load_header (thawer);
1124
1125 strcpy (m->path, filename);
1126 if (load_map_header (thawer, m))
1127 {
1128 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1129 delete_map (m);
1130 return 0;
1131 }
1132
1133 m->allocate ();
1134
1135 m->in_memory = MAP_LOADING;
1136 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1137
1138 m->in_memory = MAP_IN_MEMORY;
1139 if (!m->difficulty)
1140 m->difficulty = calculate_difficulty (m);
1141 set_map_reset_time (m);
1142 m->instantiate ();
1143 return (m);
1144}
1145
1146/*
1147 * Loads a map, which has been loaded earlier, from file.
1148 * Return the map object we load into (this can change from the passed
1149 * option if we can't find the original map)
1150 */
1151
1152static maptile *
1153load_temporary_map (maptile *m)
1154{
1155 char buf[MAX_BUF];
1156
1157 if (!m->tmpname)
1158 {
1159 LOG (llevError, "No temporary filename for map %s\n", m->path);
1160 strcpy (buf, m->path);
1161 delete_map (m);
1162 m = load_original_map (buf, 0);
1163 if (m == NULL)
1164 return NULL;
1165 fix_auto_apply (m); /* Chests which open as default */
1166 return m;
1167 }
1168
1169 object_thawer thawer (m->tmpname);
1170
1171 if (!thawer)
1172 {
1173 strcpy (buf, m->path);
1174 delete_map (m);
1175 m = load_original_map (buf, 0);
1176 if (!m)
1177 return NULL;
1178 fix_auto_apply (m); /* Chests which open as default */
1179 return m;
1180 }
1181
1182 if (load_map_header (thawer, m))
1183 {
1184 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1185 delete_map (m);
1186 m = load_original_map (m->path, 0);
1187 return NULL;
1188 }
1189
1190 m->allocate ();
1191
1192 m->in_memory = MAP_LOADING;
1193 load_objects (m, thawer, 0);
1194
1195 m->in_memory = MAP_IN_MEMORY;
1196 INVOKE_MAP (SWAPIN, m);
1197 return m;
1198}
1199
1200/*
1201 * Loads a map, which has been loaded earlier, from file.
1202 * Return the map object we load into (this can change from the passed
1203 * option if we can't find the original map)
1204 */
1205
1206maptile *
1207load_overlay_map (const char *filename, maptile *m)
1208{
1209 char pathname[MAX_BUF];
1210
1211 strcpy (pathname, create_overlay_pathname (filename));
1212
1213 object_thawer thawer (pathname);
1214
1215 if (!thawer)
1216 return m;
1217
1218 if (load_map_header (thawer, m))
1219 {
1220 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1221 delete_map (m);
1222 m = load_original_map (m->path, 0);
1223 return 0;
1224 }
1225 /*m->allocate ();*/
1226
1227 m->in_memory = MAP_LOADING;
1228 load_objects (m, thawer, MAP_OVERLAY);
1229
1230 m->in_memory = MAP_IN_MEMORY;
1231 return m;
1232} 711}
1233 712
1234/****************************************************************************** 713/******************************************************************************
1235 * This is the start of unique map handling code 714 * This is the start of unique map handling code
1236 *****************************************************************************/ 715 *****************************************************************************/
1237 716
1238/* This goes through map 'm' and removed any unique items on the map. */ 717/* This goes through the maptile and removed any unique items on the map. */
1239static void 718void
1240delete_unique_items (maptile *m) 719maptile::clear_unique_items ()
1241{ 720{
1242 int i, j, unique; 721 for (int i = 0; i < size (); ++i)
1243 object *op, *next;
1244
1245 for (i = 0; i < m->width; i++)
1246 for (j = 0; j < m->height; j++)
1247 { 722 {
1248 unique = 0; 723 int unique = 0;
1249 724 for (object *op = spaces [i].bot; op; )
1250 for (op = GET_MAP_OB (m, i, j); op; op = next)
1251 { 725 {
1252 next = op->above; 726 object *above = op->above;
1253 727
1254 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1255 unique = 1; 729 unique = 1;
1256 730
1257 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1258 { 732 {
1259 op->destroy_inv (false); 733 op->destroy_inv (false);
1260 op->destroy (); 734 op->destroy ();
1261 } 735 }
1262 }
1263 }
1264}
1265 736
1266 737 op = above;
1267/*
1268 * Loads unique objects from file(s) into the map which is in memory
1269 * m is the map to load unique items into.
1270 */
1271static void
1272load_unique_objects (maptile *m)
1273{
1274 int count;
1275 char firstname[MAX_BUF];
1276
1277 for (count = 0; count < 10; count++)
1278 {
1279 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1280 if (!access (firstname, R_OK))
1281 break;
1282 }
1283 /* If we get here, we did not find any map */
1284 if (count == 10)
1285 return;
1286
1287 object_thawer thawer (firstname);
1288
1289 if (!thawer)
1290 return;
1291
1292 m->in_memory = MAP_LOADING;
1293 if (m->tmpname == NULL) /* if we have loaded unique items from */
1294 delete_unique_items (m); /* original map before, don't duplicate them */
1295
1296 load_objects (m, thawer, 0);
1297
1298 m->in_memory = MAP_IN_MEMORY;
1299}
1300
1301/*
1302 * Saves a map to file. If flag is set, it is saved into the same
1303 * file it was (originally) loaded from. Otherwise a temporary
1304 * filename will be genarated, and the file will be stored there.
1305 * The temporary filename will be stored in the maptileure.
1306 * If the map is unique, we also save to the filename in the map
1307 * (this should have been updated when first loaded)
1308 */
1309int
1310new_save_map (maptile *m, int flag)
1311{
1312 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1313 int i;
1314
1315 if (flag && !*m->path)
1316 {
1317 LOG (llevError, "Tried to save map without path.\n");
1318 return -1;
1319 }
1320
1321 if (flag || (m->unique) || (m->templatemap))
1322 {
1323 if (!m->unique && !m->templatemap)
1324 { /* flag is set */
1325 if (flag == 2)
1326 strcpy (filename, create_overlay_pathname (m->path));
1327 else
1328 strcpy (filename, create_pathname (m->path));
1329 } 738 }
1330 else
1331 strcpy (filename, m->path);
1332
1333 make_path_to_file (filename);
1334 }
1335 else
1336 { 739 }
1337 if (!m->tmpname) 740}
1338 m->tmpname = tempnam (settings.tmpdir, NULL);
1339 741
1340 strcpy (filename, m->tmpname); 742bool
743maptile::_save_header (object_freezer &freezer)
744{
745#define MAP_OUT(k) freezer.put (KW_ ## k, k)
746#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
747
748 MAP_OUT2 (arch, "map");
749
750 if (name) MAP_OUT (name);
751 MAP_OUT (swap_time);
752 MAP_OUT (reset_time);
753 MAP_OUT (reset_timeout);
754 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset);
756 MAP_OUT (difficulty);
757
758 if (default_region) MAP_OUT2 (region, default_region->name);
759
760 if (shopitems)
1341 } 761 {
762 char shop[MAX_BUF];
763 print_shop_string (this, shop);
764 MAP_OUT2 (shopitems, shop);
765 }
1342 766
1343 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 767 MAP_OUT (shopgreed);
1344 m->in_memory = MAP_SAVING; 768 MAP_OUT (shopmin);
769 MAP_OUT (shopmax);
770 if (shoprace) MAP_OUT (shoprace);
771 MAP_OUT (darkness);
772 MAP_OUT (width);
773 MAP_OUT (height);
774 MAP_OUT (enter_x);
775 MAP_OUT (enter_y);
1345 776
777 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
778 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
779
780 MAP_OUT (outdoor);
781 MAP_OUT (temp);
782 MAP_OUT (pressure);
783 MAP_OUT (humid);
784 MAP_OUT (windspeed);
785 MAP_OUT (winddir);
786 MAP_OUT (sky);
787
788 MAP_OUT (per_player);
789 MAP_OUT (per_party);
790
791 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
792 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
793 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
794 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
795
796 freezer.put (this);
797 freezer.put (KW_end);
798
799 return true;
800}
801
802bool
803maptile::_save_header (const char *path)
804{
1346 object_freezer freezer; 805 object_freezer freezer;
1347 806
1348 /* legacy */ 807 if (!_save_header (freezer))
1349 fprintf (freezer, "arch map\n"); 808 return false;
1350 if (m->name)
1351 fprintf (freezer, "name %s\n", m->name);
1352 if (!flag)
1353 fprintf (freezer, "swap_time %d\n", m->swap_time);
1354 if (m->reset_timeout)
1355 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1356 if (m->fixed_resettime)
1357 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1358 /* we unfortunately have no idea if this is a value the creator set
1359 * or a difficulty value we generated when the map was first loaded
1360 */
1361 if (m->difficulty)
1362 fprintf (freezer, "difficulty %d\n", m->difficulty);
1363 if (m->region)
1364 fprintf (freezer, "region %s\n", m->region->name);
1365 if (m->shopitems)
1366 {
1367 print_shop_string (m, shop);
1368 fprintf (freezer, "shopitems %s\n", shop);
1369 }
1370 if (m->shopgreed)
1371 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1372 if (m->shopmin)
1373 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1374 if (m->shopmax)
1375 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1376 if (m->shoprace)
1377 fprintf (freezer, "shoprace %s\n", m->shoprace);
1378 if (m->darkness)
1379 fprintf (freezer, "darkness %d\n", m->darkness);
1380 if (m->width)
1381 fprintf (freezer, "width %d\n", m->width);
1382 if (m->height)
1383 fprintf (freezer, "height %d\n", m->height);
1384 if (m->enter_x)
1385 fprintf (freezer, "enter_x %d\n", m->enter_x);
1386 if (m->enter_y)
1387 fprintf (freezer, "enter_y %d\n", m->enter_y);
1388 if (m->msg)
1389 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1390 if (m->maplore)
1391 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1392 if (m->unique)
1393 fprintf (freezer, "unique %d\n", m->unique);
1394 if (m->templatemap)
1395 fprintf (freezer, "template %d\n", m->templatemap);
1396 if (m->outdoor)
1397 fprintf (freezer, "outdoor %d\n", m->outdoor);
1398 if (m->temp)
1399 fprintf (freezer, "temp %d\n", m->temp);
1400 if (m->pressure)
1401 fprintf (freezer, "pressure %d\n", m->pressure);
1402 if (m->humid)
1403 fprintf (freezer, "humid %d\n", m->humid);
1404 if (m->windspeed)
1405 fprintf (freezer, "windspeed %d\n", m->windspeed);
1406 if (m->winddir)
1407 fprintf (freezer, "winddir %d\n", m->winddir);
1408 if (m->sky)
1409 fprintf (freezer, "sky %d\n", m->sky);
1410 if (m->nosmooth)
1411 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1412 809
1413 /* Save any tiling information, except on overlays */ 810 return freezer.save (path);
1414 if (flag != 2)
1415 for (i = 0; i < 4; i++)
1416 if (m->tile_path[i])
1417 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1418
1419 freezer.put (m);
1420 fprintf (freezer, "end\n");
1421
1422 /* In the game save unique items in the different file, but
1423 * in the editor save them to the normal map file.
1424 * If unique map, save files in the proper destination (set by
1425 * player)
1426 */
1427 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1428 {
1429 object_freezer unique;
1430
1431 if (flag == 2)
1432 save_objects (m, freezer, unique, 2);
1433 else
1434 save_objects (m, freezer, unique, 0);
1435
1436 sprintf (buf, "%s.v00", create_items_path (m->path));
1437
1438 unique.save (buf);
1439 }
1440 else
1441 { /* save same file when not playing, like in editor */
1442 save_objects (m, freezer, freezer, 0);
1443 }
1444
1445 freezer.save (filename);
1446
1447 return 0;
1448} 811}
1449 812
1450/* 813/*
1451 * Remove and free all objects in the given map. 814 * Remove and free all objects in the given map.
1452 */ 815 */
1453void 816void
1454free_all_objects (maptile *m) 817maptile::clear ()
1455{ 818{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
1456 if (!m->spaces) 822 if (spaces)
1457 return;
1458
1459 for (int i = 0; i < m->width; i++)
1460 for (int j = 0; j < m->height; j++)
1461 { 823 {
1462 mapspace &ms = m->at (i, j); 824 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1463
1464 while (object *op = ms.bot) 825 while (object *op = ms->bot)
1465 { 826 {
1466 if (op->head)
1467 op = op->head; 827 op = op->head_ ();
1468
1469 op->destroy_inv (false); 828 op->destroy_inv (false);
1470 op->destroy (); 829 op->destroy ();
1471 } 830 }
831
832 sfree (spaces, size ()), spaces = 0;
1472 } 833 }
1473}
1474 834
1475/* 835 if (buttons)
1476 * Frees everything allocated by the given maptileure. 836 free_objectlinkpt (buttons), buttons = 0;
1477 * don't free tmpname - our caller is left to do that 837}
1478 */ 838
1479void 839void
1480free_map (maptile *m, int flag) 840maptile::clear_header ()
1481{ 841{
1482 if (!m->in_memory) //TODO: makes no sense to me? 842 name = 0;
1483 return; 843 msg = 0;
1484 844 maplore = 0;
1485 m->in_memory = MAP_SAVING; 845 shoprace = 0;
1486
1487 // TODO: use new/delete
1488
1489 if (flag && m->spaces)
1490 free_all_objects (m);
1491
1492 free (m->name), m->name = 0;
1493 free (m->spaces), m->spaces = 0;
1494 free (m->msg), m->msg = 0;
1495 free (m->maplore), m->maplore = 0;
1496 free (m->shoprace), m->shoprace = 0;
1497 delete [] m->shopitems, m->shopitems = 0; 846 delete [] shopitems, shopitems = 0;
1498
1499 if (m->buttons)
1500 free_objectlinkpt (m->buttons), m->buttons = 0;
1501 847
1502 for (int i = 0; i < 4; i++) 848 for (int i = 0; i < 4; i++)
1503 {
1504 if (m->tile_path[i])
1505 free (m->tile_path[i]), m->tile_path[i] = 0;
1506
1507 m->tile_map[i] = 0; 849 tile_path [i] = 0;
1508 }
1509
1510 m->in_memory = MAP_SWAPPED;
1511} 850}
1512 851
1513maptile::~maptile () 852maptile::~maptile ()
1514{ 853{
1515 free_map (this, 1); 854 assert (destroyed ());
1516 free (tmpname);
1517} 855}
1518 856
1519void 857void
1520maptile::do_destroy () 858maptile::clear_links_to (maptile *m)
1521{ 859{
1522 attachable::do_destroy ();
1523
1524 free_all_objects (this);
1525
1526 /* We need to look through all the maps and see if any maps 860 /* We need to look through all the maps and see if any maps
1527 * are pointing at this one for tiling information. Since 861 * are pointing at this one for tiling information. Since
1528 * tiling can be asymetric, we just can not look to see which 862 * tiling can be asymetric, we just can not look to see which
1529 * maps this map tiles with and clears those. 863 * maps this map tiles with and clears those.
1530 */ 864 */
1531 //TODO: non-euclidean-tiling MUST GO
1532 for (maptile *m = first_map; m; m = m->next)
1533 for (int i = 0; i < 4; i++) 865 for (int i = 0; i < 4; i++)
1534 if (m->tile_map[i] == this) 866 if (tile_map[i] == m)
1535 m->tile_map[i] = 0; 867 tile_map[i] = 0;
868}
1536 869
1537 if (first_map == this) 870void
1538 first_map = next; 871maptile::do_destroy ()
1539 else 872{
1540 for (maptile *m = first_map; m; m = m->next) 873 attachable::do_destroy ();
1541 if (m->next = this) 874
875 clear ();
876}
877
878/* decay and destroy perishable items in a map */
879void
880maptile::do_decay_objects ()
881{
882 if (!spaces)
883 return;
884
885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above)
1542 { 887 {
1543 m->next = next; 888 above = op->above;
889
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1544 break; 894 break;
895
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ())
903 ; // do not decay
904 else if (op->is_weapon ())
905 {
906 op->stats.dam--;
907 if (op->stats.dam < 0)
908 destroy = 1;
1545 } 909 }
1546} 910 else if (op->is_armor ())
911 {
912 op->stats.ac--;
913 if (op->stats.ac < 0)
914 destroy = 1;
915 }
916 else if (op->type == FOOD)
917 {
918 op->stats.food -= rndm (5, 20);
919 if (op->stats.food < 0)
920 destroy = 1;
921 }
922 else
923 {
924 int mat = op->materials;
1547 925
1548//TODO: must go 926 if (mat & M_PAPER
927 || mat & M_LEATHER
928 || mat & M_WOOD
929 || mat & M_ORGANIC
930 || mat & M_CLOTH
931 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32))
937 destroy = 1;
938 }
939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
942 op->destroy ();
943 }
944}
945
946/*
947 * Updates every button on the map (by calling update_button() for them).
948 */
1549void 949void
1550delete_map (maptile *m) 950maptile::update_buttons ()
1551{ 951{
1552 if (m) 952 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1553 m->destroy (); 953 for (objectlink *ol = obp->link; ol; ol = ol->next)
1554}
1555
1556/*
1557 * Makes sure the given map is loaded and swapped in.
1558 * name is path name of the map.
1559 * flags meaning:
1560 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1561 * and don't do unique items or the like.
1562 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1563 * dont do any more name translation on it.
1564 *
1565 * Returns a pointer to the given map.
1566 */
1567maptile *
1568ready_map_name (const char *name, int flags)
1569{
1570 if (!name)
1571 return 0;
1572
1573 /* Have we been at this level before? */
1574 maptile *m = has_been_loaded (name);
1575
1576 /* Map is good to go, so just return it */
1577 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1578 return m;
1579
1580 /* unique maps always get loaded from their original location, and never
1581 * a temp location. Likewise, if map_flush is set, or we have never loaded
1582 * this map, load it now. I removed the reset checking from here -
1583 * it seems the probability of a player trying to enter a map that should
1584 * reset but hasn't yet is quite low, and removing that makes this function
1585 * a bit cleaner (and players probably shouldn't rely on exact timing for
1586 * resets in any case - if they really care, they should use the 'maps command.
1587 */
1588 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1589 { 954 {
1590 /* first visit or time to reset */ 955 if (!ol->ob)
1591 if (m)
1592 { 956 {
1593 clean_tmp_map (m); /* Doesn't make much difference */ 957 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1594 delete_map (m); 958 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959 continue;
1595 } 960 }
1596 961
1597 /* create and load a map */ 962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1598 if (flags & MAP_PLAYER_UNIQUE)
1599 LOG (llevDebug, "Trying to load map %s.\n", name);
1600 else
1601 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1602
1603 //eval_pv ("$x = Event::time", 1);//D
1604 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1605 return (NULL);
1606 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1607
1608 fix_auto_apply (m); /* Chests which open as default */
1609
1610 /* If a player unique map, no extra unique object file to load.
1611 * if from the editor, likewise.
1612 */
1613 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1614 load_unique_objects (m);
1615
1616 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1617 { 963 {
1618 m = load_overlay_map (name, m); 964 update_button (ol->ob);
1619 if (m == NULL) 965 break;
1620 return NULL;
1621 } 966 }
1622
1623 if (flags & MAP_PLAYER_UNIQUE)
1624 INVOKE_MAP (SWAPIN, m);
1625
1626 } 967 }
1627 else
1628 {
1629 /* If in this loop, we found a temporary map, so load it up. */
1630
1631 m = load_temporary_map (m);
1632 if (m == NULL)
1633 return NULL;
1634 load_unique_objects (m);
1635
1636 clean_tmp_map (m);
1637 m->in_memory = MAP_IN_MEMORY;
1638 /* tempnam() on sun systems (probably others) uses malloc
1639 * to allocated space for the string. Free it here.
1640 * In some cases, load_temporary_map above won't find the
1641 * temporary map, and so has reloaded a new map. If that
1642 * is the case, tmpname is now null
1643 */
1644 if (m->tmpname)
1645 free (m->tmpname);
1646 m->tmpname = NULL;
1647 /* It's going to be saved anew anyway */
1648 }
1649
1650 /* Below here is stuff common to both first time loaded maps and
1651 * temp maps.
1652 */
1653
1654 decay_objects (m); /* start the decay */
1655 /* In case other objects press some buttons down */
1656 update_buttons (m);
1657 if (m->outdoor)
1658 set_darkness_map (m);
1659 /* run the weather over this map */
1660 weather_effect (name);
1661 return m;
1662} 968}
1663
1664 969
1665/* 970/*
1666 * This routine is supposed to find out the difficulty of the map. 971 * This routine is supposed to find out the difficulty of the map.
1667 * difficulty does not have a lot to do with character level, 972 * difficulty does not have a lot to do with character level,
1668 * but does have a lot to do with treasure on the map. 973 * but does have a lot to do with treasure on the map.
1670 * Difficulty can now be set by the map creature. If the value stored 975 * Difficulty can now be set by the map creature. If the value stored
1671 * in the map is zero, then use this routine. Maps should really 976 * in the map is zero, then use this routine. Maps should really
1672 * have a difficulty set than using this function - human calculation 977 * have a difficulty set than using this function - human calculation
1673 * is much better than this functions guesswork. 978 * is much better than this functions guesswork.
1674 */ 979 */
1675
1676int 980int
1677calculate_difficulty (maptile *m) 981maptile::estimate_difficulty () const
1678{ 982{
1679 object *op;
1680 archetype *at;
1681 int x, y, i;
1682 long monster_cnt = 0; 983 long monster_cnt = 0;
1683 double avgexp = 0; 984 double avgexp = 0;
1684 sint64 total_exp = 0; 985 sint64 total_exp = 0;
1685 986
1686 if (m->difficulty) 987 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1687 { 988 for (object *op = ms->bot; op; op = op->above)
1688 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1689 return m->difficulty;
1690 }
1691
1692 for (x = 0; x < m->width; x++)
1693 for (y = 0; y < m->height; y++)
1694 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1695 { 989 {
1696 if (QUERY_FLAG (op, FLAG_MONSTER)) 990 if (QUERY_FLAG (op, FLAG_MONSTER))
1697 { 991 {
1698 total_exp += op->stats.exp; 992 total_exp += op->stats.exp;
1699 monster_cnt++; 993 monster_cnt++;
1700 } 994 }
1701 995
1702 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1703 { 997 {
1704 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
999
1705 at = type_to_archetype (GENERATE_TYPE (op)); 1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1706
1707 if (at != NULL)
1708 total_exp += at->clone.stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
1709 1002
1710 monster_cnt++; 1003 monster_cnt++;
1711 } 1004 }
1712 } 1005 }
1713 1006
1714 avgexp = (double) total_exp / monster_cnt; 1007 avgexp = (double) total_exp / monster_cnt;
1715 1008
1716 for (i = 1; i <= settings.max_level; i++) 1009 for (int i = 1; i <= settings.max_level; i++)
1717 {
1718 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1010 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1719 {
1720 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1721 return i; 1011 return i;
1722 }
1723 }
1724 1012
1725 return 1; 1013 return 1;
1726}
1727
1728void
1729clean_tmp_map (maptile *m)
1730{
1731 if (m->tmpname == NULL)
1732 return;
1733 INVOKE_MAP (CLEAN, m);
1734 (void) unlink (m->tmpname);
1735}
1736
1737void
1738free_all_maps (void)
1739{
1740 int real_maps = 0;
1741
1742 while (first_map)
1743 {
1744 /* I think some of the callers above before it gets here set this to be
1745 * saving, but we still want to free this data
1746 */
1747 if (first_map->in_memory == MAP_SAVING)
1748 first_map->in_memory = MAP_IN_MEMORY;
1749 delete_map (first_map);
1750 real_maps++;
1751 }
1752 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1753} 1014}
1754 1015
1755/* change_map_light() - used to change map light level (darkness) 1016/* change_map_light() - used to change map light level (darkness)
1756 * up or down. Returns true if successful. It should now be 1017 * up or down. Returns true if successful. It should now be
1757 * possible to change a value by more than 1. 1018 * possible to change a value by more than 1.
1758 * Move this from los.c to map.c since this is more related 1019 * Move this from los.c to map.c since this is more related
1759 * to maps than los. 1020 * to maps than los.
1760 * postive values make it darker, negative make it brighter 1021 * postive values make it darker, negative make it brighter
1761 */ 1022 */
1762
1763int 1023int
1764change_map_light (maptile *m, int change) 1024maptile::change_map_light (int change)
1765{ 1025{
1766 int new_level = m->darkness + change; 1026 int new_level = darkness + change;
1767 1027
1768 /* Nothing to do */ 1028 /* Nothing to do */
1769 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1770 {
1771 return 0; 1030 return 0;
1772 }
1773 1031
1774 /* inform all players on the map */ 1032 /* inform all players on the map */
1775 if (change > 0) 1033 if (change > 0)
1776 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1777 else 1035 else
1778 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1779 1037
1780 /* Do extra checking. since m->darkness is a unsigned value, 1038 /* Do extra checking. since darkness is a unsigned value,
1781 * we need to be extra careful about negative values. 1039 * we need to be extra careful about negative values.
1782 * In general, the checks below are only needed if change 1040 * In general, the checks below are only needed if change
1783 * is not +/-1 1041 * is not +/-1
1784 */ 1042 */
1785 if (new_level < 0) 1043 if (new_level < 0)
1786 m->darkness = 0; 1044 darkness = 0;
1787 else if (new_level >= MAX_DARKNESS) 1045 else if (new_level >= MAX_DARKNESS)
1788 m->darkness = MAX_DARKNESS; 1046 darkness = MAX_DARKNESS;
1789 else 1047 else
1790 m->darkness = new_level; 1048 darkness = new_level;
1791 1049
1792 /* All clients need to get re-updated for the change */ 1050 /* All clients need to get re-updated for the change */
1793 update_all_map_los (m); 1051 update_all_map_los (this);
1794 return 1; 1052 return 1;
1795} 1053}
1796 1054
1797/* 1055/*
1798 * This function updates various attributes about a specific space 1056 * This function updates various attributes about a specific space
1802 */ 1060 */
1803void 1061void
1804mapspace::update_ () 1062mapspace::update_ ()
1805{ 1063{
1806 object *tmp, *last = 0; 1064 object *tmp, *last = 0;
1807 uint8 flags = 0, light = 0, anywhere = 0; 1065 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1808 New_Face *top, *floor, *middle;
1809 object *top_obj, *floor_obj, *middle_obj;
1810 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1811 1067
1812 middle = blank_face; 1068 //object *middle = 0;
1813 top = blank_face; 1069 //object *top = 0;
1814 floor = blank_face; 1070 //object *floor = 0;
1815 1071 // this seems to generate better code than using locals, above
1816 middle_obj = 0; 1072 object *&top = faces_obj[0] = 0;
1817 top_obj = 0; 1073 object *&middle = faces_obj[1] = 0;
1818 floor_obj = 0; 1074 object *&floor = faces_obj[2] = 0;
1819 1075
1820 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1821 { 1077 {
1822 /* This could be made additive I guess (two lights better than 1078 /* This could be made additive I guess (two lights better than
1823 * one). But if so, it shouldn't be a simple additive - 2 1079 * one). But if so, it shouldn't be a simple additive - 2
1836 * Always put the player down for drawing. 1092 * Always put the player down for drawing.
1837 */ 1093 */
1838 if (!tmp->invisible) 1094 if (!tmp->invisible)
1839 { 1095 {
1840 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1841 {
1842 top = tmp->face;
1843 top_obj = tmp; 1097 top = tmp;
1844 }
1845 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1846 { 1099 {
1847 /* If we got a floor, that means middle and top were below it, 1100 /* If we got a floor, that means middle and top were below it,
1848 * so should not be visible, so we clear them. 1101 * so should not be visible, so we clear them.
1849 */ 1102 */
1850 middle = blank_face; 1103 middle = 0;
1851 top = blank_face; 1104 top = 0;
1852 floor = tmp->face;
1853 floor_obj = tmp; 1105 floor = tmp;
1854 } 1106 }
1855 /* Flag anywhere have high priority */ 1107 /* Flag anywhere have high priority */
1856 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1857 { 1109 {
1858 middle = tmp->face;
1859
1860 middle_obj = tmp; 1110 middle = tmp;
1861 anywhere = 1; 1111 anywhere = 1;
1862 } 1112 }
1863 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1864 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1865 * top 1115 * top
1866 */ 1116 */
1867 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1868 {
1869 middle = tmp->face;
1870 middle_obj = tmp; 1118 middle = tmp;
1871 }
1872 } 1119 }
1873 1120
1874 if (tmp == tmp->above) 1121 if (tmp == tmp->above)
1875 { 1122 {
1876 LOG (llevError, "Error in structure of map\n"); 1123 LOG (llevError, "Error in structure of map\n");
1911 * middle face. This should not happen, as we already have the 1158 * middle face. This should not happen, as we already have the
1912 * else statement above so middle should not get set. OTOH, it 1159 * else statement above so middle should not get set. OTOH, it
1913 * may be possible for the faces to match but be different objects. 1160 * may be possible for the faces to match but be different objects.
1914 */ 1161 */
1915 if (top == middle) 1162 if (top == middle)
1916 middle = blank_face; 1163 middle = 0;
1917 1164
1918 /* There are three posibilities at this point: 1165 /* There are three posibilities at this point:
1919 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1920 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1921 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
1926 /* Once we get to a floor, stop, since we already have a floor object */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 break; 1175 break;
1929 1176
1930 /* If two top faces are already set, quit processing */ 1177 /* If two top faces are already set, quit processing */
1931 if ((top != blank_face) && (middle != blank_face)) 1178 if (top && middle)
1932 break; 1179 break;
1933 1180
1934 /* Only show visible faces, unless its the editor - show all */ 1181 /* Only show visible faces */
1935 if (!tmp->invisible || editor) 1182 if (!tmp->invisible)
1936 { 1183 {
1937 /* Fill in top if needed */ 1184 /* Fill in top if needed */
1938 if (top == blank_face) 1185 if (!top)
1939 { 1186 {
1940 top = tmp->face;
1941 top_obj = tmp; 1187 top = tmp;
1942 if (top == middle) 1188 if (top == middle)
1943 middle = blank_face; 1189 middle = 0;
1944 } 1190 }
1945 else 1191 else
1946 { 1192 {
1947 /* top is already set - we should only get here if 1193 /* top is already set - we should only get here if
1948 * middle is not set 1194 * middle is not set
1949 * 1195 *
1950 * Set the middle face and break out, since there is nothing 1196 * Set the middle face and break out, since there is nothing
1951 * more to fill in. We don't check visiblity here, since 1197 * more to fill in. We don't check visiblity here, since
1952 * 1198 *
1953 */ 1199 */
1954 if (tmp->face != top) 1200 if (tmp != top)
1955 { 1201 {
1956 middle = tmp->face;
1957 middle_obj = tmp; 1202 middle = tmp;
1958 break; 1203 break;
1959 } 1204 }
1960 } 1205 }
1961 } 1206 }
1962 } 1207 }
1963 1208
1964 if (middle == floor) 1209 if (middle == floor)
1965 middle = blank_face; 1210 middle = 0;
1966 1211
1967 if (top == middle) 1212 if (top == middle)
1968 middle = blank_face; 1213 middle = 0;
1969 1214
1970 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1215#if 0
1971 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1216 faces_obj [0] = top;
1972 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1217 faces_obj [1] = middle;
1218 faces_obj [2] = floor;
1219#endif
1973} 1220}
1974 1221
1975void 1222uint64
1976set_map_reset_time (maptile *map) 1223mapspace::volume () const
1977{ 1224{
1978 int timeout; 1225 uint64 vol = 0;
1979 1226
1980 timeout = map->reset_timeout; 1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1981 if (timeout <= 0) 1228 vol += op->volume ();
1982 timeout = MAP_DEFAULTRESET;
1983 if (timeout >= MAP_MAXRESET)
1984 timeout = MAP_MAXRESET;
1985 map->reset_time = time (0) + timeout;
1986}
1987 1229
1230 return vol;
1231}
1232
1988/* this updates the orig_map->tile_map[tile_num] value after loading 1233/* this updates the orig_map->tile_map[tile_num] value after finding
1989 * the map. It also takes care of linking back the freshly loaded 1234 * the map. It also takes care of linking back the freshly found
1990 * maps tile_map values if it tiles back to this one. It returns 1235 * maps tile_map values if it tiles back to this one. It returns
1991 * the value of orig_map->tile_map[tile_num]. It really only does this 1236 * the value of orig_map->tile_map[tile_num].
1992 * so that it is easier for calling functions to verify success.
1993 */ 1237 */
1994
1995static maptile * 1238static inline maptile *
1996load_and_link_tiled_map (maptile *orig_map, int tile_num) 1239find_and_link (maptile *orig_map, int tile_num)
1997{ 1240{
1241 maptile *mp = orig_map->tile_map [tile_num];
1242
1243 if (!mp)
1244 {
1245 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1246
1247 if (!mp)
1248 {
1249 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1250 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1251 &orig_map->tile_path[tile_num], &orig_map->path);
1252 mp = new maptile (1, 1);
1253 mp->alloc ();
1254 mp->in_memory = MAP_IN_MEMORY;
1255 }
1256 }
1257
1998 int dest_tile = (tile_num + 2) % 4; 1258 int dest_tile = (tile_num + 2) % 4;
1999 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2000 1259
2001 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1260 orig_map->tile_map [tile_num] = mp;
2002 1261
2003 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1262 // optimisation: back-link map to origin map if euclidean
2004 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)) 1263 //TODO: non-euclidean maps MUST GO
1264 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
2005 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1265 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2006 1266
2007 return orig_map->tile_map[tile_num]; 1267 return mp;
1268}
1269
1270static inline void
1271load_and_link (maptile *orig_map, int tile_num)
1272{
1273 find_and_link (orig_map, tile_num)->load_sync ();
2008} 1274}
2009 1275
2010/* this returns TRUE if the coordinates (x,y) are out of 1276/* this returns TRUE if the coordinates (x,y) are out of
2011 * map m. This function also takes into account any 1277 * map m. This function also takes into account any
2012 * tiling considerations, loading adjacant maps as needed. 1278 * tiling considerations, loading adjacant maps as needed.
2013 * This is the function should always be used when it 1279 * This is the function should always be used when it
2014 * necessary to check for valid coordinates. 1280 * necessary to check for valid coordinates.
2015 * This function will recursively call itself for the 1281 * This function will recursively call itself for the
2016 * tiled maps. 1282 * tiled maps.
2017 *
2018 *
2019 */ 1283 */
2020int 1284int
2021out_of_map (maptile *m, int x, int y) 1285out_of_map (maptile *m, int x, int y)
2022{ 1286{
2023 /* If we get passed a null map, this is obviously the 1287 /* If we get passed a null map, this is obviously the
2031 { 1295 {
2032 if (!m->tile_path[3]) 1296 if (!m->tile_path[3])
2033 return 1; 1297 return 1;
2034 1298
2035 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1299 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map (m, 3); 1300 find_and_link (m, 3);
2037 1301
2038 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1302 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2039 } 1303 }
2040 1304
2041 if (x >= m->width) 1305 if (x >= m->width)
2042 { 1306 {
2043 if (!m->tile_path[1]) 1307 if (!m->tile_path[1])
2044 return 1; 1308 return 1;
2045 1309
2046 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1310 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2047 load_and_link_tiled_map (m, 1); 1311 find_and_link (m, 1);
2048 1312
2049 return (out_of_map (m->tile_map[1], x - m->width, y)); 1313 return out_of_map (m->tile_map[1], x - m->width, y);
2050 } 1314 }
2051 1315
2052 if (y < 0) 1316 if (y < 0)
2053 { 1317 {
2054 if (!m->tile_path[0]) 1318 if (!m->tile_path[0])
2055 return 1; 1319 return 1;
2056 1320
2057 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1321 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2058 load_and_link_tiled_map (m, 0); 1322 find_and_link (m, 0);
2059 1323
2060 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1324 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2061 } 1325 }
2062 1326
2063 if (y >= m->height) 1327 if (y >= m->height)
2064 { 1328 {
2065 if (!m->tile_path[2]) 1329 if (!m->tile_path[2])
2066 return 1; 1330 return 1;
2067 1331
2068 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1332 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2069 load_and_link_tiled_map (m, 2); 1333 find_and_link (m, 2);
2070 1334
2071 return (out_of_map (m->tile_map[2], x, y - m->height)); 1335 return out_of_map (m->tile_map[2], x, y - m->height);
2072 } 1336 }
2073 1337
2074 /* Simple case - coordinates are within this local 1338 /* Simple case - coordinates are within this local
2075 * map. 1339 * map.
2076 */ 1340 */
2079 1343
2080/* This is basically the same as out_of_map above, but 1344/* This is basically the same as out_of_map above, but
2081 * instead we return NULL if no map is valid (coordinates 1345 * instead we return NULL if no map is valid (coordinates
2082 * out of bounds and no tiled map), otherwise it returns 1346 * out of bounds and no tiled map), otherwise it returns
2083 * the map as that the coordinates are really on, and 1347 * the map as that the coordinates are really on, and
2084 * updates x and y to be the localized coordinates. 1348 * updates x and y to be the localised coordinates.
2085 * Using this is more efficient of calling out_of_map 1349 * Using this is more efficient of calling out_of_map
2086 * and then figuring out what the real map is 1350 * and then figuring out what the real map is
2087 */ 1351 */
2088maptile * 1352maptile *
2089get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1353maptile::xy_find (sint16 &x, sint16 &y)
2090{ 1354{
2091
2092 if (*x < 0) 1355 if (x < 0)
2093 { 1356 {
2094 if (!m->tile_path[3]) 1357 if (!tile_path[3])
2095 return 0; 1358 return 0;
2096 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2097 load_and_link_tiled_map (m, 3);
2098 1359
1360 find_and_link (this, 3);
2099 *x += m->tile_map[3]->width; 1361 x += tile_map[3]->width;
2100 return (get_map_from_coord (m->tile_map[3], x, y)); 1362 return tile_map[3]->xy_find (x, y);
2101 } 1363 }
2102 1364
2103 if (*x >= m->width) 1365 if (x >= width)
2104 { 1366 {
2105 if (!m->tile_path[1]) 1367 if (!tile_path[1])
2106 return 0; 1368 return 0;
2107 1369
2108 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1370 find_and_link (this, 1);
2109 load_and_link_tiled_map (m, 1);
2110
2111 *x -= m->width; 1371 x -= width;
2112 return (get_map_from_coord (m->tile_map[1], x, y)); 1372 return tile_map[1]->xy_find (x, y);
2113 } 1373 }
2114 1374
2115 if (*y < 0) 1375 if (y < 0)
2116 { 1376 {
2117 if (!m->tile_path[0]) 1377 if (!tile_path[0])
2118 return 0; 1378 return 0;
2119 1379
2120 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1380 find_and_link (this, 0);
2121 load_and_link_tiled_map (m, 0);
2122
2123 *y += m->tile_map[0]->height; 1381 y += tile_map[0]->height;
2124 return (get_map_from_coord (m->tile_map[0], x, y)); 1382 return tile_map[0]->xy_find (x, y);
2125 } 1383 }
2126 1384
2127 if (*y >= m->height) 1385 if (y >= height)
2128 { 1386 {
2129 if (!m->tile_path[2]) 1387 if (!tile_path[2])
2130 return 0; 1388 return 0;
2131 1389
2132 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1390 find_and_link (this, 2);
2133 load_and_link_tiled_map (m, 2);
2134
2135 *y -= m->height; 1391 y -= height;
2136 return (get_map_from_coord (m->tile_map[2], x, y)); 1392 return tile_map[2]->xy_find (x, y);
2137 } 1393 }
2138 1394
2139 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
2140 * map. 1396 * map.
2141 */ 1397 */
2142
2143 return m; 1398 return this;
2144} 1399}
2145 1400
2146/** 1401/**
2147 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
2148 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
2149 */ 1404 */
2150static int 1405int
2151adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2152{ 1407{
2153 if (!map1 || !map2) 1408 if (!map1 || !map2)
2154 return 0; 1409 return 0;
2155 1410
1411 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!)
2156 if (map1 == map2) 1413 if (map1 == map2)
2157 { 1414 {
2158 *dx = 0; 1415 *dx = 0;
2159 *dy = 0; 1416 *dy = 0;
2160
2161 } 1417 }
2162 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_map[0] == map2)
2163 { /* up */ 1419 { /* up */
2164 *dx = 0; 1420 *dx = 0;
2165 *dy = -map2->height; 1421 *dy = -map2->height;
2176 } 1432 }
2177 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_map[3] == map2)
2178 { /* left */ 1434 { /* left */
2179 *dx = -map2->width; 1435 *dx = -map2->width;
2180 *dy = 0; 1436 *dy = 0;
2181
2182 } 1437 }
2183 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2184 { /* up right */ 1439 { /* up right */
2185 *dx = map1->tile_map[0]->width; 1440 *dx = map1->tile_map[0]->width;
2186 *dy = -map1->tile_map[0]->height; 1441 *dy = -map1->tile_map[0]->height;
2217 } 1472 }
2218 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2219 { /* left down */ 1474 { /* left down */
2220 *dx = -map1->tile_map[3]->width; 1475 *dx = -map1->tile_map[3]->width;
2221 *dy = map1->tile_map[3]->height; 1476 *dy = map1->tile_map[3]->height;
2222
2223 } 1477 }
2224 else 1478 else
2225 { /* not "adjacent" enough */
2226 return 0; 1479 return 0;
2227 }
2228 1480
2229 return 1; 1481 return 1;
1482}
1483
1484maptile *
1485maptile::xy_load (sint16 &x, sint16 &y)
1486{
1487 maptile *map = xy_find (x, y);
1488
1489 if (map)
1490 map->load_sync ();
1491
1492 return map;
1493}
1494
1495maptile *
1496get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1497{
1498 return m->xy_load (*x, *y);
2230} 1499}
2231 1500
2232/* From map.c 1501/* From map.c
2233 * This is used by get_player to determine where the other 1502 * This is used by get_player to determine where the other
2234 * creature is. get_rangevector takes into account map tiling, 1503 * creature is. get_rangevector takes into account map tiling,
2235 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
2236 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
2237 * can be negativbe. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
2238 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
2239 * monster that is closest. 1508 * monster that is closest.
2240 * 1509 *
2241 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
2242 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
2247 * be unexpected 1516 * be unexpected
2248 * 1517 *
2249 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
2250 * closest body part of 'op1' 1519 * closest body part of 'op1'
2251 */ 1520 */
2252
2253void 1521void
2254get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2255{ 1523{
2256 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2257 { 1525 {
2258 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
2259 retval->distance = 100000; 1527 retval->distance = 10000;
2260 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
2261 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
2262 retval->direction = 0; 1530 retval->direction = 0;
2263 retval->part = 0; 1531 retval->part = 0;
2264 } 1532 }
2265 else 1533 else
2266 { 1534 {
2271 1539
2272 best = op1; 1540 best = op1;
2273 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
2274 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 0x1) && op1->more)
2275 { 1543 {
2276 object *tmp;
2277 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2278 1545
2279 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
2280 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
2281 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
2282 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
2283 * below works. 1550 * below works.
2284 */ 1551 */
2285 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2286 { 1553 {
2287 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2288 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2289 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
2290 { 1557 {
2291 best_distance = tmpi; 1558 best_distance = tmpi;
2292 best = tmp; 1559 best = tmp;
2293 } 1560 }
2294 } 1561 }
1562
2295 if (best != op1) 1563 if (best != op1)
2296 { 1564 {
2297 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
2298 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
2299 } 1567 }
2300 } 1568 }
1569
2301 retval->part = best; 1570 retval->part = best;
2302 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2303 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2304 } 1573 }
2305} 1574}
2306 1575
2307/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
2312 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
2313 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
2314 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
2315 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
2316 */ 1585 */
2317
2318void 1586void
2319get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1587get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2320{ 1588{
2321 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2322 { 1590 {
2323 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
2324 retval->distance = 100000; 1592 retval->distance = 100000;
2331 { 1599 {
2332 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
2333 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
2334 1602
2335 retval->part = NULL; 1603 retval->part = NULL;
2336 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1604 retval->distance = idistance (retval->distance_x, retval->distance_y);
2337 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2338 } 1606 }
2339} 1607}
2340 1608
2341/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
2342 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
2343 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1611 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2344 * to op1, this will still return false. 1612 * to op1, this will still return false.
2345 * Note we only look one map out to keep the processing simple 1613 * Note we only look one map out to keep the processing simple
2346 * and efficient. This could probably be a macro. 1614 * and efficient. This could probably be a macro.
2347 * MSW 2001-08-05 1615 * MSW 2001-08-05
2348 */ 1616 */
2351{ 1619{
2352 int dx, dy; 1620 int dx, dy;
2353 1621
2354 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
2355} 1623}
1624
1625object *
1626maptile::insert (object *op, int x, int y, object *originator, int flags)
1627{
1628 if (!op->flag [FLAG_REMOVED])
1629 op->remove ();
1630
1631 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1632}
1633
1634region *
1635maptile::region (int x, int y) const
1636{
1637 if (regions
1638 && regionmap
1639 && !OUT_OF_REAL_MAP (this, x, y))
1640 if (struct region *reg = regionmap [regions [y * width + x]])
1641 return reg;
1642
1643 if (default_region)
1644 return default_region;
1645
1646 return ::region::default_region ();
1647}
1648
1649/* picks a random object from a style map.
1650 * Redone by MSW so it should be faster and not use static
1651 * variables to generate tables.
1652 */
1653object *
1654maptile::pick_random_object () const
1655{
1656 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me.
1661 */
1662 for (int i = 1000; --i;)
1663 {
1664 object *pick = at (rndm (width), rndm (height)).bot;
1665
1666 // do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick)
1668 return pick->head_ ();
1669 }
1670
1671 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked");
1673}
1674
1675/**
1676 * Maximum distance a player may hear a sound from.
1677 * This is only used for new client/server sound. If the sound source
1678 * on the map is farther away than this, we don't sent it to the client.
1679 */
1680#define MAX_SOUND_DISTANCE 10
1681
1682void
1683maptile::play_sound (faceidx sound, int x, int y) const
1684{
1685 if (!sound)
1686 return;
1687
1688 for_all_players (pl)
1689 if (pl->ob->map == this)
1690 if (client *ns = pl->ns)
1691 {
1692 int dx = x - pl->ob->x;
1693 int dy = y - pl->ob->y;
1694
1695 int distance = idistance (dx, dy);
1696
1697 if (distance <= MAX_SOUND_DISTANCE)
1698 ns->play_sound (sound, dx, dy);
1699 }
1700}
1701

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