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Comparing deliantra/server/common/map.C (file contents):
Revision 1.53 by root, Wed Dec 27 09:28:01 2006 UTC vs.
Revision 1.142 by root, Sun May 18 17:52:53 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 24#include <unistd.h>
30 25
26#include "global.h"
27
28#include "loader.h"
29
31#include "path.h" 30#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 if (!name || !*name)
41 return 0;
42
43 for_all_maps (map)
44 if (!strcmp (name, map->path))
45 return map;
46
47 return 0;
48}
49
50/*
51 * This makes a path absolute outside the world of Crossfire.
52 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
53 * and returns the pointer to a static array containing the result.
54 * it really should be called create_mapname
55 */
56
57const char *
58create_pathname (const char *name)
59{
60 static char buf[MAX_BUF];
61
62 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
63 * someplace else in the code? msw 2-17-97
64 */
65 if (*name == '/')
66 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
67 else
68 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
69 return (buf);
70}
71
72/*
73 * same as create_pathname, but for the overlay maps.
74 */
75
76const char *
77create_overlay_pathname (const char *name)
78{
79 static char buf[MAX_BUF];
80
81 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
82 * someplace else in the code? msw 2-17-97
83 */
84 if (*name == '/')
85 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
86 else
87 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
88 return (buf);
89}
90
91/*
92 * same as create_pathname, but for the template maps.
93 */
94
95const char *
96create_template_pathname (const char *name)
97{
98 static char buf[MAX_BUF];
99
100 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
101 * someplace else in the code? msw 2-17-97
102 */
103 if (*name == '/')
104 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
105 else
106 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
107 return (buf);
108}
109
110/*
111 * This makes absolute path to the itemfile where unique objects
112 * will be saved. Converts '/' to '@'. I think it's essier maintain
113 * files than full directory structure, but if this is problem it can
114 * be changed.
115 */
116static const char *
117create_items_path (const char *s)
118{
119 static char buf[MAX_BUF];
120 char *t;
121
122 if (*s == '/')
123 s++;
124
125 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
126
127 for (t = buf + strlen (buf); *s; s++, t++)
128 if (*s == '/')
129 *t = '@';
130 else
131 *t = *s;
132 *t = 0;
133 return (buf);
134}
135
136
137/*
138 * This function checks if a file with the given path exists.
139 * -1 is returned if it fails, otherwise the mode of the file
140 * is returned.
141 * It tries out all the compression suffixes listed in the uncomp[] array.
142 *
143 * If prepend_dir is set, then we call create_pathname (which prepends
144 * libdir & mapdir). Otherwise, we assume the name given is fully
145 * complete.
146 * Only the editor actually cares about the writablity of this -
147 * the rest of the code only cares that the file is readable.
148 * when the editor goes away, the call to stat should probably be
149 * replaced by an access instead (similar to the windows one, but
150 * that seems to be missing the prepend_dir processing
151 */
152
153int
154check_path (const char *name, int prepend_dir)
155{
156 char buf[MAX_BUF];
157
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0;
161
162 if (prepend_dir)
163 strcpy (buf, create_pathname (name));
164 else
165 strcpy (buf, name);
166
167 /* old method (strchr(buf, '\0')) seemd very odd to me -
168 * this method should be equivalant and is clearer.
169 * Can not use strcat because we need to cycle through
170 * all the names.
171 */
172 endbuf = buf + strlen (buf);
173
174 if (stat (buf, &statbuf))
175 return -1;
176 if (!S_ISREG (statbuf.st_mode))
177 return (-1);
178
179 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
180 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
181 mode |= 4;
182
183 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
184 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
185 mode |= 2;
186
187 return (mode);
188}
189
190/*
191 * Prints out debug-information about a map.
192 * Dumping these at llevError doesn't seem right, but is
193 * necessary to make sure the information is in fact logged.
194 */
195
196void
197dump_map (const maptile *m)
198{
199 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
200 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
201
202 if (m->msg != NULL)
203 LOG (llevError, "Message:\n%s", m->msg);
204
205 if (m->maplore != NULL)
206 LOG (llevError, "Lore:\n%s", m->maplore);
207
208 if (m->tmpname != NULL)
209 LOG (llevError, "Tmpname: %s\n", m->tmpname);
210
211 LOG (llevError, "Difficulty: %d\n", m->difficulty);
212 LOG (llevError, "Darkness: %d\n", m->darkness);
213}
214
215/*
216 * Prints out debug-information about all maps.
217 * This basically just goes through all the maps and calls
218 * dump_map on each one.
219 */
220
221void
222dump_all_maps (void)
223{
224 for_all_maps (m)
225 dump_map (m);
226}
227 31
228/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
229 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
230 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
231 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
236 * don't expect to insert/remove anything from those spaces. 40 * don't expect to insert/remove anything from those spaces.
237 */ 41 */
238int 42int
239get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 43get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
240{ 44{
241 sint16 newx, newy;
242 int retval = 0;
243 maptile *mp;
244
245 newx = x; 45 sint16 newx = x;
246 newy = y; 46 sint16 newy = y;
247 47
248 mp = get_map_from_coord (oldmap, &newx, &newy); 48 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
249 49
250 if (!mp) 50 if (!mp)
251 return P_OUT_OF_MAP; 51 return P_OUT_OF_MAP;
252
253 if (mp != oldmap)
254 retval |= P_NEW_MAP;
255 52
256 if (newmap) *newmap = mp; 53 if (newmap) *newmap = mp;
257 if (nx) *nx = newx; 54 if (nx) *nx = newx;
258 if (ny) *ny = newy; 55 if (ny) *ny = newy;
259 56
260 return retval | mp->at (newx, newy).flags (); 57 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
261} 58}
262 59
263/* 60/*
264 * Returns true if the given coordinate is blocked except by the 61 * Returns true if the given coordinate is blocked except by the
265 * object passed is not blocking. This is used with 62 * object passed is not blocking. This is used with
309 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
310 */ 107 */
311 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
312 return 0; 109 return 0;
313 110
314 if (ob->head != NULL)
315 ob = ob->head; 111 ob = ob->head_ ();
316 112
317 /* We basically go through the stack of objects, and if there is 113 /* We basically go through the stack of objects, and if there is
318 * some other object that has NO_PASS or FLAG_ALIVE set, return 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
319 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
320 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
350 else 146 else
351 { 147 {
352 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
353 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
354 * movement, can't move here. 150 * movement, can't move here.
355 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
356 * hidden dm 152 * hidden dm
357 */ 153 */
358 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
359 return 1; 155 return 1;
360 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
361 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
362 return 1; 162 return 1;
363 } 163 }
364 164
365 } 165 }
366 return 0; 166 return 0;
367} 167}
368 168
369
370/* 169/*
371 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
372 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
373 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
374 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
375 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
376 * 175 *
377 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
378 * 177 *
379 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
380 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
391 * 190 *
392 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
393 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
394 * against the move_block values. 193 * against the move_block values.
395 */ 194 */
396int 195bool
397ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
398{ 197{
399 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
400 int flag;
401 maptile *m1;
402 sint16 sx, sy;
403
404 if (ob == NULL)
405 {
406 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
407 if (flag & P_OUT_OF_MAP)
408 return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return m1->at (sx, sy).move_block;
412 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
413 201
414 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
415 { 203 return 1;
416 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
417 204
418 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
419 return P_OUT_OF_MAP; 206
420 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
421 return P_IS_ALIVE; 208 return 1;
422 209
423 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
424 211 * (signifying non-moving objects)
425
426 /* find_first_free_spot() calls this function. However, often
427 * ob doesn't have any move type (when used to place exits)
428 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
429 */ 213 */
430
431 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
432 continue; 215 continue;
433 216
434 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
435 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
436 */ 219 */
437 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
438 return P_NO_PASS; 221 return 1;
439 } 222 }
440 223
441 return 0; 224 return 0;
442} 225}
443 226
445 * into inventory, but just links them. What this does is go through 228 * into inventory, but just links them. What this does is go through
446 * and insert them properly. 229 * and insert them properly.
447 * The object 'container' is the object that contains the inventory. 230 * The object 'container' is the object that contains the inventory.
448 * This is needed so that we can update the containers weight. 231 * This is needed so that we can update the containers weight.
449 */ 232 */
450
451void 233void
452fix_container (object *container) 234fix_container (object *container)
453{ 235{
454 object *tmp = container->inv, *next; 236 object *tmp = container->inv, *next;
455 237
456 container->inv = NULL; 238 container->inv = 0;
457 while (tmp != NULL) 239 while (tmp)
458 { 240 {
459 next = tmp->below; 241 next = tmp->below;
460 if (tmp->inv) 242 if (tmp->inv)
461 fix_container (tmp); 243 fix_container (tmp);
244
462 (void) insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
463 tmp = next; 246 tmp = next;
464 } 247 }
248
465 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
466 * carrying. 250 //TODO: remove
467 */ 251 container->update_weight ();
468 sum_weight (container); 252}
253
254void
255maptile::set_object_flag (int flag, int value)
256{
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
469} 263}
470 264
471/* link_multipart_objects go through all the objects on the map looking 265/* link_multipart_objects go through all the objects on the map looking
472 * for objects whose arch says they are multipart yet according to the 266 * for objects whose arch says they are multipart yet according to the
473 * info we have, they only have the head (as would be expected when 267 * info we have, they only have the head (as would be expected when
474 * they are saved). We do have to look for the old maps that did save 268 * they are saved).
475 * the more sections and not re-add sections for them.
476 */ 269 */
477static void 270void
478link_multipart_objects (maptile *m) 271maptile::link_multipart_objects ()
479{ 272{
480 int x, y; 273 if (!spaces)
481 object *tmp, *op, *last, *above; 274 return;
482 archetype *at;
483 275
484 for (x = 0; x < m->width; x++) 276 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (y = 0; y < m->height; y++) 277 {
486 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 278 object *op = ms->bot;
279 while (op)
487 { 280 {
488 above = tmp->above;
489
490 /* already multipart - don't do anything more */ 281 /* already multipart - don't do anything more */
491 if (tmp->head || tmp->more) 282 if (op->head_ () == op && !op->more && op->arch->more)
492 continue;
493
494 /* If there is nothing more to this object, this for loop
495 * won't do anything.
496 */
497 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
498 { 283 {
499 op = arch_to_object (at); 284 op->remove ();
285 op->expand_tail ();
500 286
501 /* update x,y coordinates */ 287 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
502 op->x += tmp->x; 288 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
503 op->y += tmp->y; 289 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
504 op->head = tmp; 290 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
505 op->map = m; 291
506 last->more = op; 292 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
507 op->name = tmp->name; 293 // so we have to reset the iteration through the mapspace
508 op->title = tmp->title;
509 /* we could link all the parts onto tmp, and then just
510 * call insert_ob_in_map once, but the effect is the same,
511 * as insert_ob_in_map will call itself with each part, and
512 * the coding is simpler to just to it here with each part.
513 */ 294 }
514 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 295 else
515 } /* for at = tmp->arch->more */ 296 op = op->above;
516 } /* for objects on this space */ 297 }
298 }
517} 299}
518 300
519/* 301/*
520 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 303 * file pointer.
522 * mapflags is the same as we get with load_original_map
523 */ 304 */
524void 305bool
525load_objects (maptile *m, object_thawer & fp, int mapflags) 306maptile::_load_objects (object_thawer &f)
526{ 307{
527 int i, j; 308 for (;;)
528 int unique;
529 object *op, *prev = NULL, *last_more = NULL, *otmp;
530
531 op = object::create ();
532 op->map = m; /* To handle buttons correctly */
533
534 while ((i = load_object (fp, op, mapflags)))
535 { 309 {
536 /* if the archetype for the object is null, means that we 310 coroapi::cede_to_tick (); // cede once in a while
537 * got an invalid object. Don't do anything with it - the game 311
538 * or editor will not be able to do anything with it either. 312 switch (f.kw)
539 */
540 if (op->arch == NULL)
541 { 313 {
542 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 if (ms.top)
335 ms.top->above = op;
336 else
337 ms.bot = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
347 }
348
543 continue; 349 continue;
544 }
545 350
546 switch (i)
547 {
548 case LL_NORMAL:
549 /* if we are loading an overlay, put the floors on the bottom */
550 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight (op);
557
558 prev = op, last_more = op;
559 break;
560
561 case LL_MORE: 351 case KW_EOF:
562 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 352 return true;
563 op->head = prev, last_more->more = op, last_more = op; 353
354 default:
355 if (!f.parse_error ("map file"))
356 return false;
564 break; 357 break;
565 } 358 }
566 359
567 if (mapflags & MAP_STYLE) 360 f.next ();
568 remove_from_active_list (op);
569
570 op = object::create ();
571 op->map = m;
572 }
573
574 for (i = 0; i < m->width; i++)
575 { 361 }
576 for (j = 0; j < m->height; j++) 362
363 return true;
364}
365
366void
367maptile::activate ()
368{
369 if (spaces)
370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above)
372 op->activate_recursive ();
373}
374
375void
376maptile::deactivate ()
377{
378 if (spaces)
379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
380 for (object *op = ms->bot; op; op = op->above)
381 op->deactivate_recursive ();
382}
383
384bool
385maptile::_save_objects (object_freezer &f, int flags)
386{
387 coroapi::cede_to_tick ();
388
389 if (flags & IO_HEADER)
390 _save_header (f);
391
392 if (!spaces)
393 return false;
394
395 for (int i = 0; i < size (); ++i)
396 {
397 bool unique = 0;
398
399 for (object *op = spaces [i].bot; op; op = op->above)
577 { 400 {
578 unique = 0; 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
579 /* check for unique items, or unique squares */ 402
580 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 403 if (expect_false (!op->can_map_save ()))
404 continue;
405
406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
581 { 407 {
582 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 408 if (flags & IO_UNIQUES)
583 unique = 1; 409 op->write (f);
584
585 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
586 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
587 } 410 }
411 else if (expect_true (flags & IO_OBJECTS))
412 op->write (f);
588 } 413 }
589 } 414 }
590 415
591 op->destroy (); 416 coroapi::cede_to_tick ();
592 link_multipart_objects (m);
593}
594 417
595/* This saves all the objects on the map in a non destructive fashion. 418 return true;
596 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 419}
597 * and we only save the head of multi part objects - this is needed
598 * in order to do map tiling properly.
599 */
600void
601save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
602{
603 int i, j = 0, unique = 0;
604 object *op;
605 420
606 /* first pass - save one-part objects */ 421bool
607 for (i = 0; i < m->width; i++) 422maptile::_save_objects (const char *path, int flags)
608 for (j = 0; j < m->height; j++) 423{
609 { 424 object_freezer freezer;
610 unique = 0;
611 425
612 for (op = m->at (i, j).bot; op; op = op->above) 426 if (!_save_objects (freezer, flags))
613 { 427 return false;
614 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
615 unique = 1;
616 428
617 if (op->type == PLAYER) 429 return freezer.save (path);
618 continue;
619
620 if (op->head || op->owner)
621 continue;
622
623 if (unique || op->flag [FLAG_UNIQUE])
624 save_object (fp2, op, 1);
625 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
626 save_object (fp, op, 1);
627 }
628 }
629} 430}
630 431
631maptile::maptile () 432maptile::maptile ()
632{ 433{
633 in_memory = MAP_SWAPPED; 434 in_memory = MAP_SWAPPED;
435
634 /* The maps used to pick up default x and y values from the 436 /* The maps used to pick up default x and y values from the
635 * map archetype. Mimic that behaviour. 437 * map archetype. Mimic that behaviour.
636 */ 438 */
439 width = 16;
440 height = 16;
441 timeout = 300;
442 max_nrof = 1000; // 1000 items of anything
443 max_volume = 2000000; // 2m³
444}
445
446maptile::maptile (int w, int h)
447{
448 in_memory = MAP_SWAPPED;
449
637 width = 16; 450 width = w;
638 height = 16; 451 height = h;
639 reset_timeout = 0; 452 reset_timeout = 0;
640 timeout = 300; 453 timeout = 300;
641 enter_x = 0; 454 enter_x = 0;
642 enter_y = 0; 455 enter_y = 0;
643 /*set part to -1 indicating conversion to weather map not yet done */
644 worldpartx = -1;
645 worldparty = -1;
646}
647 456
648/* 457 alloc ();
649 * Allocates, initialises, and returns a pointer to a maptile.
650 * Modified to no longer take a path option which was not being
651 * used anyways. MSW 2001-07-01
652 */
653maptile *
654get_linked_map (void)
655{
656 maptile *map = new maptile;
657
658 map->next = first_map;
659 first_map = map;
660
661 return map;
662} 458}
663 459
664/* 460/*
665 * Allocates the arrays contained in a maptile. 461 * Allocates the arrays contained in a maptile.
666 * This basically allocates the dynamic array of spaces for the 462 * This basically allocates the dynamic array of spaces for the
667 * map. 463 * map.
668 */ 464 */
669void 465void
670maptile::allocate () 466maptile::alloc ()
671{ 467{
672 in_memory = MAP_IN_MEMORY;
673
674 /* Log this condition and free the storage. We could I suppose
675 * realloc, but if the caller is presuming the data will be intact,
676 * that is their poor assumption.
677 */
678 if (spaces) 468 if (spaces)
679 { 469 return;
680 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
681 sfree (spaces, size ());
682 }
683 470
684 spaces = salloc0<mapspace> (size ()); 471 spaces = salloc0<mapspace> (size ());
685}
686
687/* Create and returns a map of the specific size. Used
688 * in random map code and the editor.
689 */
690maptile *
691get_empty_map (int sizex, int sizey)
692{
693 maptile *m = get_linked_map ();
694
695 m->width = sizex;
696 m->height = sizey;
697 m->in_memory = MAP_SWAPPED;
698 m->allocate ();
699
700 return m;
701} 472}
702 473
703/* Takes a string from a map definition and outputs a pointer to the array of shopitems 474/* Takes a string from a map definition and outputs a pointer to the array of shopitems
704 * corresponding to that string. Memory is allocated for this, it must be freed 475 * corresponding to that string. Memory is allocated for this, it must be freed
705 * at a later date. 476 * at a later date.
706 * Called by parse_map_headers below. 477 * Called by parse_map_headers below.
707 */ 478 */
708
709static shopitems * 479static shopitems *
710parse_shop_string (const char *input_string) 480parse_shop_string (const char *input_string)
711{ 481{
712 char *shop_string, *p, *q, *next_semicolon, *next_colon; 482 char *shop_string, *p, *q, *next_semicolon, *next_colon;
713 shopitems *items = NULL; 483 shopitems *items = NULL;
722 p = strchr (p, ';'); 492 p = strchr (p, ';');
723 number_of_entries++; 493 number_of_entries++;
724 if (p) 494 if (p)
725 p++; 495 p++;
726 } 496 }
497
727 p = shop_string; 498 p = shop_string;
728 strip_endline (p); 499 strip_endline (p);
729 items = new shopitems[number_of_entries + 1]; 500 items = new shopitems[number_of_entries + 1];
730 for (i = 0; i < number_of_entries; i++) 501 for (i = 0; i < number_of_entries; i++)
731 { 502 {
732 if (!p) 503 if (!p)
733 { 504 {
734 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 505 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
735 break; 506 break;
736 } 507 }
508
737 next_semicolon = strchr (p, ';'); 509 next_semicolon = strchr (p, ';');
738 next_colon = strchr (p, ':'); 510 next_colon = strchr (p, ':');
739 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 511 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
740 if (next_colon && (!next_semicolon || next_colon < next_semicolon)) 512 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
741 items[i].strength = atoi (strchr (p, ':') + 1); 513 items[i].strength = atoi (strchr (p, ':') + 1);
768 * the next entry while we're at it, better print a warning 540 * the next entry while we're at it, better print a warning
769 */ 541 */
770 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 542 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
771 } 543 }
772 } 544 }
545
773 items[i].index = number_of_entries; 546 items[i].index = number_of_entries;
774 if (next_semicolon) 547 if (next_semicolon)
775 p = ++next_semicolon; 548 p = ++next_semicolon;
776 else 549 else
777 p = NULL; 550 p = NULL;
778 } 551 }
552
779 free (shop_string); 553 free (shop_string);
780 return items; 554 return items;
781} 555}
782 556
783/* opposite of parse string, this puts the string that was originally fed in to 557/* opposite of parse string, this puts the string that was originally fed in to
792 for (i = 0; i < m->shopitems[0].index; i++) 566 for (i = 0; i < m->shopitems[0].index; i++)
793 { 567 {
794 if (m->shopitems[i].typenum) 568 if (m->shopitems[i].typenum)
795 { 569 {
796 if (m->shopitems[i].strength) 570 if (m->shopitems[i].strength)
797 {
798 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 571 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
799 }
800 else 572 else
801 sprintf (tmp, "%s;", m->shopitems[i].name); 573 sprintf (tmp, "%s;", m->shopitems[i].name);
802 } 574 }
803 else 575 else
804 { 576 {
805 if (m->shopitems[i].strength) 577 if (m->shopitems[i].strength)
806 {
807 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 578 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
808 }
809 else 579 else
810 sprintf (tmp, "*"); 580 sprintf (tmp, "*");
811 } 581 }
582
812 strcat (output_string, tmp); 583 strcat (output_string, tmp);
813 } 584 }
814} 585}
815 586
816/* This loads the header information of the map. The header 587/* This loads the header information of the map. The header
821 * put all the stuff in the map object so that names actually make 592 * put all the stuff in the map object so that names actually make
822 * sense. 593 * sense.
823 * This could be done in lex (like the object loader), but I think 594 * This could be done in lex (like the object loader), but I think
824 * currently, there are few enough fields this is not a big deal. 595 * currently, there are few enough fields this is not a big deal.
825 * MSW 2001-07-01 596 * MSW 2001-07-01
826 * return 0 on success, 1 on failure.
827 */ 597 */
828 598bool
829static int 599maptile::_load_header (object_thawer &thawer)
830load_map_header (object_thawer & fp, maptile *m)
831{ 600{
832 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 601 for (;;)
833 int msgpos = 0;
834 int maplorepos = 0;
835
836 while (fgets (buf, HUGE_BUF, fp) != NULL)
837 { 602 {
838 buf[HUGE_BUF - 1] = 0; 603 switch (thawer.kw)
839 key = buf;
840
841 while (isspace (*key))
842 key++;
843
844 if (*key == 0)
845 continue; /* empty line */
846
847 value = strchr (key, ' ');
848
849 if (!value)
850 { 604 {
851 if ((end = strchr (key, '\n'))) 605 case KW_msg:
852 *end = 0; 606 thawer.get_ml (KW_endmsg, msg);
607 break;
608
609 case KW_lore: // CF+ extension
610 thawer.get_ml (KW_endlore, maplore);
611 break;
612
613 case KW_maplore:
614 thawer.get_ml (KW_endmaplore, maplore);
615 break;
616
617 case KW_arch:
618 if (strcmp (thawer.get_str (), "map"))
619 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
620 break;
621
622 case KW_oid:
623 thawer.get (this, thawer.get_sint32 ());
624 break;
625
626 case KW_file_format_version: break; // nop
627
628 case KW_name: thawer.get (name); break;
629 case KW_attach: thawer.get (attach); break;
630 case KW_reset_time: thawer.get (reset_time); break;
631 case KW_shopgreed: thawer.get (shopgreed); break;
632 case KW_shopmin: thawer.get (shopmin); break;
633 case KW_shopmax: thawer.get (shopmax); break;
634 case KW_shoprace: thawer.get (shoprace); break;
635 case KW_outdoor: thawer.get (outdoor); break;
636 case KW_temp: thawer.get (temp); break;
637 case KW_pressure: thawer.get (pressure); break;
638 case KW_humid: thawer.get (humid); break;
639 case KW_windspeed: thawer.get (windspeed); break;
640 case KW_winddir: thawer.get (winddir); break;
641 case KW_sky: thawer.get (sky); break;
642
643 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break;
646 case KW_no_drop: thawer.get (no_drop); break;
647
648 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650
651 // old names new names
652 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
653 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
654 case KW_x: case KW_width: thawer.get (width); break;
655 case KW_y: case KW_height: thawer.get (height); break;
656 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
657 case KW_value: case KW_swap_time: thawer.get (timeout); break;
658 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
659 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
660 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
661
662 case KW_tile_path_1: thawer.get (tile_path [0]); break;
663 case KW_tile_path_2: thawer.get (tile_path [1]); break;
664 case KW_tile_path_3: thawer.get (tile_path [2]); break;
665 case KW_tile_path_4: thawer.get (tile_path [3]); break;
666
667 case KW_ERROR:
668 set_key_text (thawer.kw_str, thawer.value);
669 break;
670
671 case KW_end:
672 thawer.next ();
673 return true;
674
675 default:
676 if (!thawer.parse_error ("map", 0))
677 return false;
678 break;
853 } 679 }
854 else
855 {
856 *value = 0;
857 value++;
858 end = strchr (value, '\n');
859 680
860 while (isspace (*value)) 681 thawer.next ();
861 {
862 value++;
863
864 if (*value == '\0' || value == end)
865 {
866 /* Nothing but spaces. */
867 value = NULL;
868 break;
869 }
870 }
871 }
872
873 if (!end)
874 {
875 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
876 return 1;
877 }
878
879 /* key is the field name, value is what it should be set
880 * to. We've already done the work to null terminate key,
881 * and strip off any leading spaces for both of these.
882 * We have not touched the newline at the end of the line -
883 * these are needed for some values. the end pointer
884 * points to the first of the newlines.
885 * value could be NULL! It would be easy enough to just point
886 * this to "" to prevent cores, but that would let more errors slide
887 * through.
888 *
889 * First check for entries that do not use the value parameter, then
890 * validate that value is given and check for the remaining entries
891 * that use the parameter.
892 */
893
894 if (!strcmp (key, "msg"))
895 {
896 while (fgets (buf, HUGE_BUF, fp) != NULL)
897 {
898 if (!strcmp (buf, "endmsg\n"))
899 break;
900 else
901 {
902 /* slightly more efficient than strcat */
903 strcpy (msgbuf + msgpos, buf);
904 msgpos += strlen (buf);
905 }
906 }
907 /* There are lots of maps that have empty messages (eg, msg/endmsg
908 * with nothing between). There is no reason in those cases to
909 * keep the empty message. Also, msgbuf contains garbage data
910 * when msgpos is zero, so copying it results in crashes
911 */
912 if (msgpos != 0)
913 m->msg = strdup (msgbuf);
914 }
915 else if (!strcmp (key, "maplore"))
916 {
917 while (fgets (buf, HUGE_BUF, fp) != NULL)
918 {
919 if (!strcmp (buf, "endmaplore\n"))
920 break;
921 else
922 {
923 /* slightly more efficient than strcat */
924 strcpy (maplorebuf + maplorepos, buf);
925 maplorepos += strlen (buf);
926 }
927 }
928 if (maplorepos != 0)
929 m->maplore = strdup (maplorebuf);
930 }
931 else if (!strcmp (key, "end"))
932 {
933 break;
934 }
935 else if (value == NULL)
936 {
937 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
938 }
939 else if (!strcmp (key, "arch"))
940 {
941 /* This is an oddity, but not something we care about much. */
942 if (strcmp (value, "map\n"))
943 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
944 }
945 else if (!strcmp (key, "name"))
946 {
947 *end = 0;
948 m->name = strdup (value);
949 }
950 /* first strcmp value on these are old names supported
951 * for compatibility reasons. The new values (second) are
952 * what really should be used.
953 */
954 else if (!strcmp (key, "oid"))
955 fp.get (m, atoi (value));
956 else if (!strcmp (key, "attach"))
957 m->attach = value;
958 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
959 m->enter_x = atoi (value);
960 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
961 m->enter_y = atoi (value);
962 else if (!strcmp (key, "x") || !strcmp (key, "width"))
963 m->width = atoi (value);
964 else if (!strcmp (key, "y") || !strcmp (key, "height"))
965 m->height = atoi (value);
966 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
967 m->reset_timeout = atoi (value);
968 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
969 m->timeout = atoi (value);
970 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
971 m->difficulty = clamp (atoi (value), 1, settings.max_level);
972 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
973 m->darkness = atoi (value);
974 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
975 m->fixed_resettime = atoi (value);
976 else if (!strcmp (key, "unique"))
977 m->unique = atoi (value);
978 else if (!strcmp (key, "template"))
979 m->templatemap = atoi (value);
980 else if (!strcmp (key, "region"))
981 m->region = get_region_by_name (value);
982 else if (!strcmp (key, "shopitems"))
983 {
984 *end = 0;
985 m->shopitems = parse_shop_string (value);
986 }
987 else if (!strcmp (key, "shopgreed"))
988 m->shopgreed = atof (value);
989 else if (!strcmp (key, "shopmin"))
990 m->shopmin = atol (value);
991 else if (!strcmp (key, "shopmax"))
992 m->shopmax = atol (value);
993 else if (!strcmp (key, "shoprace"))
994 {
995 *end = 0;
996 m->shoprace = strdup (value);
997 }
998 else if (!strcmp (key, "outdoor"))
999 m->outdoor = atoi (value);
1000 else if (!strcmp (key, "temp"))
1001 m->temp = atoi (value);
1002 else if (!strcmp (key, "pressure"))
1003 m->pressure = atoi (value);
1004 else if (!strcmp (key, "humid"))
1005 m->humid = atoi (value);
1006 else if (!strcmp (key, "windspeed"))
1007 m->windspeed = atoi (value);
1008 else if (!strcmp (key, "winddir"))
1009 m->winddir = atoi (value);
1010 else if (!strcmp (key, "sky"))
1011 m->sky = atoi (value);
1012 else if (!strcmp (key, "nosmooth"))
1013 m->nosmooth = atoi (value);
1014 else if (!strncmp (key, "tile_path_", 10))
1015 {
1016 int tile = atoi (key + 10);
1017
1018 if (tile < 1 || tile > 4)
1019 {
1020 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1021 }
1022 else
1023 {
1024 char *path;
1025
1026 *end = 0;
1027
1028 if (m->tile_path[tile - 1])
1029 {
1030 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1031 free (m->tile_path[tile - 1]);
1032 m->tile_path[tile - 1] = NULL;
1033 }
1034
1035 if (check_path (value, 1) != -1)
1036 {
1037 /* The unadorned path works. */
1038 path = value;
1039 }
1040 else
1041 {
1042 /* Try again; it could be a relative exit. */
1043
1044 path = path_combine_and_normalize (m->path, value);
1045
1046 if (check_path (path, 1) == -1)
1047 {
1048 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1049 path = NULL;
1050 }
1051 }
1052
1053 if (editor)
1054 {
1055 /* Use the value as in the file. */
1056 m->tile_path[tile - 1] = strdup (value);
1057 }
1058 else if (path != NULL)
1059 {
1060 /* Use the normalized value. */
1061 m->tile_path[tile - 1] = strdup (path);
1062 }
1063 } /* end if tile direction (in)valid */
1064 }
1065 else
1066 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1067 }
1068
1069 if (!key || strcmp (key, "end"))
1070 { 682 }
1071 LOG (llevError, "Got premature eof on map header!\n");
1072 return 1;
1073 }
1074 683
1075 return 0; 684 abort ();
1076}
1077
1078/*
1079 * Opens the file "filename" and reads information about the map
1080 * from the given file, and stores it in a newly allocated
1081 * maptile. A pointer to this structure is returned, or NULL on failure.
1082 * flags correspond to those in map.h. Main ones used are
1083 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1084 * MAP_BLOCK, in which case we block on this load. This happens in all
1085 * cases, no matter if this flag is set or not.
1086 * MAP_STYLE: style map - don't add active objects, don't add to server
1087 * managed map list.
1088 */
1089
1090maptile *
1091load_original_map (const char *filename, int flags)
1092{
1093 maptile *m;
1094 char pathname[MAX_BUF];
1095
1096 if (flags & MAP_PLAYER_UNIQUE)
1097 strcpy (pathname, filename);
1098 else if (flags & MAP_OVERLAY)
1099 strcpy (pathname, create_overlay_pathname (filename));
1100 else
1101 strcpy (pathname, create_pathname (filename));
1102
1103 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1104
1105 object_thawer thawer (pathname);
1106
1107 if (!thawer)
1108 return 0;
1109
1110 m = get_linked_map ();
1111
1112 strcpy (m->path, filename);
1113 if (load_map_header (thawer, m))
1114 {
1115 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1116 delete_map (m);
1117 return 0;
1118 }
1119
1120 m->allocate ();
1121
1122 m->in_memory = MAP_LOADING;
1123 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1124
1125 m->in_memory = MAP_IN_MEMORY;
1126 if (!m->difficulty)
1127 m->difficulty = calculate_difficulty (m);
1128 set_map_reset_time (m);
1129 m->instantiate ();
1130 return (m);
1131}
1132
1133/*
1134 * Loads a map, which has been loaded earlier, from file.
1135 * Return the map object we load into (this can change from the passed
1136 * option if we can't find the original map)
1137 */
1138
1139static maptile *
1140load_temporary_map (maptile *m)
1141{
1142 char buf[MAX_BUF];
1143
1144 if (!m->tmpname)
1145 {
1146 LOG (llevError, "No temporary filename for map %s\n", m->path);
1147 strcpy (buf, m->path);
1148 delete_map (m);
1149 m = load_original_map (buf, 0);
1150 if (m == NULL)
1151 return NULL;
1152 fix_auto_apply (m); /* Chests which open as default */
1153 return m;
1154 }
1155
1156 object_thawer thawer (m->tmpname);
1157
1158 if (!thawer)
1159 {
1160 strcpy (buf, m->path);
1161 delete_map (m);
1162 m = load_original_map (buf, 0);
1163 if (!m)
1164 return NULL;
1165 fix_auto_apply (m); /* Chests which open as default */
1166 return m;
1167 }
1168
1169 if (load_map_header (thawer, m))
1170 {
1171 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1172 delete_map (m);
1173 m = load_original_map (m->path, 0);
1174 return NULL;
1175 }
1176
1177 m->allocate ();
1178
1179 m->in_memory = MAP_LOADING;
1180 load_objects (m, thawer, 0);
1181
1182 m->in_memory = MAP_IN_MEMORY;
1183 INVOKE_MAP (SWAPIN, m);
1184 return m;
1185}
1186
1187/*
1188 * Loads a map, which has been loaded earlier, from file.
1189 * Return the map object we load into (this can change from the passed
1190 * option if we can't find the original map)
1191 */
1192
1193maptile *
1194load_overlay_map (const char *filename, maptile *m)
1195{
1196 char pathname[MAX_BUF];
1197
1198 strcpy (pathname, create_overlay_pathname (filename));
1199
1200 object_thawer thawer (pathname);
1201
1202 if (!thawer)
1203 return m;
1204
1205 if (load_map_header (thawer, m))
1206 {
1207 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1208 delete_map (m);
1209 m = load_original_map (m->path, 0);
1210 return 0;
1211 }
1212 /*m->allocate ();*/
1213
1214 m->in_memory = MAP_LOADING;
1215 load_objects (m, thawer, MAP_OVERLAY);
1216
1217 m->in_memory = MAP_IN_MEMORY;
1218 return m;
1219} 685}
1220 686
1221/****************************************************************************** 687/******************************************************************************
1222 * This is the start of unique map handling code 688 * This is the start of unique map handling code
1223 *****************************************************************************/ 689 *****************************************************************************/
1224 690
1225/* This goes through map 'm' and removed any unique items on the map. */ 691/* This goes through the maptile and removed any unique items on the map. */
1226static void 692void
1227delete_unique_items (maptile *m) 693maptile::clear_unique_items ()
1228{ 694{
1229 int i, j, unique; 695 for (int i = 0; i < size (); ++i)
1230 object *op, *next;
1231
1232 for (i = 0; i < m->width; i++)
1233 for (j = 0; j < m->height; j++)
1234 { 696 {
1235 unique = 0; 697 int unique = 0;
698 for (object *op = spaces [i].bot; op; )
699 {
700 object *above = op->above;
1236 701
1237 for (op = GET_MAP_OB (m, i, j); op; op = next) 702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1;
704
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy ();
709 }
710
711 op = above;
712 }
713 }
714}
715
716bool
717maptile::_save_header (object_freezer &freezer)
718{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
721
722 MAP_OUT2 (arch, "map");
723
724 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time);
726 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
731 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name);
734
735 if (shopitems)
736 {
737 char shop[MAX_BUF];
738 print_shop_string (this, shop);
739 MAP_OUT2 (shopitems, shop);
740 }
741
742 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin);
744 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace);
746 MAP_OUT (darkness);
747 MAP_OUT (width);
748 MAP_OUT (height);
749 MAP_OUT (enter_x);
750 MAP_OUT (enter_y);
751
752 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
753 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
754
755 MAP_OUT (outdoor);
756 MAP_OUT (temp);
757 MAP_OUT (pressure);
758 MAP_OUT (humid);
759 MAP_OUT (windspeed);
760 MAP_OUT (winddir);
761 MAP_OUT (sky);
762
763 MAP_OUT (per_player);
764 MAP_OUT (per_party);
765
766 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
767 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
768 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
769 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
770
771 freezer.put (this);
772 freezer.put (KW_end);
773
774 return true;
775}
776
777bool
778maptile::_save_header (const char *path)
779{
780 object_freezer freezer;
781
782 if (!_save_header (freezer))
783 return false;
784
785 return freezer.save (path);
786}
787
788/*
789 * Remove and free all objects in the given map.
790 */
791void
792maptile::clear ()
793{
794 if (spaces)
795 {
796 for (mapspace *ms = spaces + size (); ms-- > spaces; )
797 while (object *op = ms->bot)
1238 { 798 {
799 // manually remove, as to not trigger anything
1239 next = op->above; 800 if (ms->bot = op->above)
801 ms->bot->below = 0;
1240 802
1241 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 803 op->flag [FLAG_REMOVED] = true;
1242 unique = 1;
1243 804
1244 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 805 object *head = op->head_ ();
806 if (op == head)
1245 { 807 {
1246 op->destroy_inv (false); 808 op->destroy_inv (false);
1247 op->destroy (); 809 op->destroy ();
1248 } 810 }
811 else if (head->map != op->map)
812 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy ();
815 }
1249 } 816 }
817
818 sfree0 (spaces, size ());
1250 } 819 }
1251}
1252 820
1253/* 821 if (buttons)
1254 * Loads unique objects from file(s) into the map which is in memory 822 free_objectlinkpt (buttons), buttons = 0;
1255 * m is the map to load unique items into.
1256 */
1257static void
1258load_unique_objects (maptile *m)
1259{
1260 int count;
1261 char firstname[MAX_BUF];
1262 823
1263 for (count = 0; count < 10; count++) 824 sfree0 (regions, size ());
1264 { 825 delete [] regionmap; regionmap = 0;
1265 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1266 if (!access (firstname, R_OK))
1267 break;
1268 }
1269 /* If we get here, we did not find any map */
1270 if (count == 10)
1271 return;
1272
1273 object_thawer thawer (firstname);
1274
1275 if (!thawer)
1276 return;
1277
1278 m->in_memory = MAP_LOADING;
1279 if (m->tmpname == NULL) /* if we have loaded unique items from */
1280 delete_unique_items (m); /* original map before, don't duplicate them */
1281
1282 load_objects (m, thawer, 0);
1283
1284 m->in_memory = MAP_IN_MEMORY;
1285} 826}
1286 827
1287/*
1288 * Saves a map to file. If flag is set, it is saved into the same
1289 * file it was (originally) loaded from. Otherwise a temporary
1290 * filename will be genarated, and the file will be stored there.
1291 * The temporary filename will be stored in the maptileure.
1292 * If the map is unique, we also save to the filename in the map
1293 * (this should have been updated when first loaded)
1294 */
1295int
1296new_save_map (maptile *m, int flag)
1297{
1298 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1299 int i;
1300
1301 if (flag && !*m->path)
1302 {
1303 LOG (llevError, "Tried to save map without path.\n");
1304 return -1;
1305 }
1306
1307 if (flag || (m->unique) || (m->templatemap))
1308 {
1309 if (!m->unique && !m->templatemap)
1310 { /* flag is set */
1311 if (flag == 2)
1312 strcpy (filename, create_overlay_pathname (m->path));
1313 else
1314 strcpy (filename, create_pathname (m->path));
1315 }
1316 else
1317 strcpy (filename, m->path);
1318
1319 make_path_to_file (filename);
1320 }
1321 else
1322 {
1323 if (!m->tmpname)
1324 m->tmpname = tempnam (settings.tmpdir, NULL);
1325
1326 strcpy (filename, m->tmpname);
1327 }
1328
1329 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1330 m->in_memory = MAP_SAVING;
1331
1332 object_freezer freezer;
1333
1334 /* legacy */
1335 fprintf (freezer, "arch map\n");
1336 if (m->name)
1337 fprintf (freezer, "name %s\n", m->name);
1338 if (!flag)
1339 fprintf (freezer, "swap_time %d\n", m->swap_time);
1340 if (m->reset_timeout)
1341 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1342 if (m->fixed_resettime)
1343 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1344 /* we unfortunately have no idea if this is a value the creator set
1345 * or a difficulty value we generated when the map was first loaded
1346 */
1347 if (m->difficulty)
1348 fprintf (freezer, "difficulty %d\n", m->difficulty);
1349 if (m->region)
1350 fprintf (freezer, "region %s\n", m->region->name);
1351 if (m->shopitems)
1352 {
1353 print_shop_string (m, shop);
1354 fprintf (freezer, "shopitems %s\n", shop);
1355 }
1356 if (m->shopgreed)
1357 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1358 if (m->shopmin)
1359 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1360 if (m->shopmax)
1361 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1362 if (m->shoprace)
1363 fprintf (freezer, "shoprace %s\n", m->shoprace);
1364 if (m->darkness)
1365 fprintf (freezer, "darkness %d\n", m->darkness);
1366 if (m->width)
1367 fprintf (freezer, "width %d\n", m->width);
1368 if (m->height)
1369 fprintf (freezer, "height %d\n", m->height);
1370 if (m->enter_x)
1371 fprintf (freezer, "enter_x %d\n", m->enter_x);
1372 if (m->enter_y)
1373 fprintf (freezer, "enter_y %d\n", m->enter_y);
1374 if (m->msg)
1375 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1376 if (m->maplore)
1377 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1378 if (m->unique)
1379 fprintf (freezer, "unique %d\n", m->unique);
1380 if (m->templatemap)
1381 fprintf (freezer, "template %d\n", m->templatemap);
1382 if (m->outdoor)
1383 fprintf (freezer, "outdoor %d\n", m->outdoor);
1384 if (m->temp)
1385 fprintf (freezer, "temp %d\n", m->temp);
1386 if (m->pressure)
1387 fprintf (freezer, "pressure %d\n", m->pressure);
1388 if (m->humid)
1389 fprintf (freezer, "humid %d\n", m->humid);
1390 if (m->windspeed)
1391 fprintf (freezer, "windspeed %d\n", m->windspeed);
1392 if (m->winddir)
1393 fprintf (freezer, "winddir %d\n", m->winddir);
1394 if (m->sky)
1395 fprintf (freezer, "sky %d\n", m->sky);
1396 if (m->nosmooth)
1397 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1398
1399 /* Save any tiling information, except on overlays */
1400 if (flag != 2)
1401 for (i = 0; i < 4; i++)
1402 if (m->tile_path[i])
1403 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1404
1405 freezer.put (m);
1406 fprintf (freezer, "end\n");
1407
1408 /* In the game save unique items in the different file, but
1409 * in the editor save them to the normal map file.
1410 * If unique map, save files in the proper destination (set by
1411 * player)
1412 */
1413 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1414 {
1415 object_freezer unique;
1416
1417 if (flag == 2)
1418 save_objects (m, freezer, unique, 2);
1419 else
1420 save_objects (m, freezer, unique, 0);
1421
1422 sprintf (buf, "%s.v00", create_items_path (m->path));
1423
1424 unique.save (buf);
1425 }
1426 else
1427 { /* save same file when not playing, like in editor */
1428 save_objects (m, freezer, freezer, 0);
1429 }
1430
1431 freezer.save (filename);
1432
1433 return 0;
1434}
1435
1436/*
1437 * Remove and free all objects in the given map.
1438 */
1439void 828void
1440free_all_objects (maptile *m) 829maptile::clear_header ()
1441{ 830{
1442 if (!m->spaces) 831 name = 0;
1443 return; 832 msg = 0;
833 maplore = 0;
834 shoprace = 0;
835 delete [] shopitems, shopitems = 0;
1444 836
1445 for (int i = 0; i < m->width; i++) 837 for (int i = 0; i < 4; i++)
1446 for (int j = 0; j < m->height; j++) 838 tile_path [i] = 0;
1447 {
1448 mapspace &ms = m->at (i, j);
1449
1450 while (object *op = ms.bot)
1451 {
1452 if (op->head)
1453 op = op->head;
1454
1455 op->destroy_inv (false);
1456 op->destroy ();
1457 }
1458 }
1459} 839}
1460 840
1461/* 841maptile::~maptile ()
1462 * Frees everything allocated by the given maptileure. 842{
1463 * don't free tmpname - our caller is left to do that 843 assert (destroyed ());
1464 */ 844}
845
1465void 846void
1466free_map (maptile *m, int flag) 847maptile::clear_links_to (maptile *m)
1467{ 848{
1468 if (!m->in_memory) //TODO: makes no sense to me?
1469 return;
1470
1471 m->in_memory = MAP_SAVING;
1472
1473 // TODO: use new/delete
1474
1475 if (flag && m->spaces)
1476 free_all_objects (m);
1477
1478 sfree (m->spaces, m->size ()), m->spaces = 0;
1479
1480 free (m->name), m->name = 0;
1481 free (m->msg), m->msg = 0;
1482 free (m->maplore), m->maplore = 0;
1483 free (m->shoprace), m->shoprace = 0;
1484 delete [] m->shopitems, m->shopitems = 0;
1485
1486 if (m->buttons)
1487 free_objectlinkpt (m->buttons), m->buttons = 0;
1488
1489 for (int i = 0; i < 4; i++)
1490 free (m->tile_path[i]), m->tile_path[i] = 0;
1491
1492 m->in_memory = MAP_SWAPPED;
1493}
1494
1495maptile::~maptile ()
1496{
1497 assert (destroyed ());
1498}
1499
1500void
1501maptile::do_destroy ()
1502{
1503 attachable::do_destroy ();
1504
1505 free_map (this, 1);
1506 free (tmpname), tmpname = 0;
1507
1508 /* We need to look through all the maps and see if any maps 849 /* We need to look through all the maps and see if any maps
1509 * are pointing at this one for tiling information. Since 850 * are pointing at this one for tiling information. Since
1510 * tiling can be asymetric, we just can not look to see which 851 * tiling can be asymetric, we just can not look to see which
1511 * maps this map tiles with and clears those. 852 * maps this map tiles with and clears those.
1512 */ 853 */
1513 //TODO: non-euclidean-tiling MUST GO
1514 for_all_maps (m)
1515 for (int i = 0; i < 4; i++) 854 for (int i = 0; i < 4; i++)
1516 if (m->tile_map[i] == this) 855 if (tile_map[i] == m)
1517 m->tile_map[i] = 0; 856 tile_map[i] = 0;
857}
1518 858
1519 if (first_map == this) 859void
1520 first_map = next; 860maptile::do_destroy ()
1521 else 861{
1522 for_all_maps (m) 862 attachable::do_destroy ();
1523 if (m->next = this) 863
864 clear ();
865}
866
867/* decay and destroy perishable items in a map */
868void
869maptile::do_decay_objects ()
870{
871 if (!spaces)
872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
1524 { 876 {
1525 m->next = next; 877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1526 break; 883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ())
891 ; // do not decay
892 else if (op->is_weapon ())
893 {
894 op->stats.dam--;
895 if (op->stats.dam < 0)
896 destroy = 1;
1527 } 897 }
1528} 898 else if (op->is_armor ())
899 {
900 op->stats.ac--;
901 if (op->stats.ac < 0)
902 destroy = 1;
903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
1529 913
1530//TODO: must go 914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
931 }
932}
933
934/*
935 * Updates every button on the map (by calling update_button() for them).
936 */
1531void 937void
1532delete_map (maptile *m) 938maptile::update_buttons ()
1533{ 939{
1534 if (m) 940 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1535 m->destroy (); 941 for (objectlink *ol = obp->link; ol; ol = ol->next)
1536}
1537
1538/*
1539 * Makes sure the given map is loaded and swapped in.
1540 * name is path name of the map.
1541 * flags meaning:
1542 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1543 * and don't do unique items or the like.
1544 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1545 * dont do any more name translation on it.
1546 *
1547 * Returns a pointer to the given map.
1548 */
1549maptile *
1550ready_map_name (const char *name, int flags)
1551{
1552 if (!name)
1553 return 0;
1554
1555 /* Have we been at this level before? */
1556 maptile *m = has_been_loaded (name);
1557
1558 /* Map is good to go, so just return it */
1559 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1560 return m;
1561
1562 /* unique maps always get loaded from their original location, and never
1563 * a temp location. Likewise, if map_flush is set, or we have never loaded
1564 * this map, load it now. I removed the reset checking from here -
1565 * it seems the probability of a player trying to enter a map that should
1566 * reset but hasn't yet is quite low, and removing that makes this function
1567 * a bit cleaner (and players probably shouldn't rely on exact timing for
1568 * resets in any case - if they really care, they should use the 'maps command.
1569 */
1570 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1571 { 942 {
1572 /* first visit or time to reset */ 943 if (!ol->ob)
1573 if (m)
1574 { 944 {
1575 clean_tmp_map (m); /* Doesn't make much difference */ 945 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1576 delete_map (m); 946 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
947 continue;
1577 } 948 }
1578 949
1579 /* create and load a map */ 950 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1580 if (flags & MAP_PLAYER_UNIQUE)
1581 LOG (llevDebug, "Trying to load map %s.\n", name);
1582 else
1583 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1584
1585 //eval_pv ("$x = Event::time", 1);//D
1586 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1587 return (NULL);
1588 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1589
1590 fix_auto_apply (m); /* Chests which open as default */
1591
1592 /* If a player unique map, no extra unique object file to load.
1593 * if from the editor, likewise.
1594 */
1595 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1596 load_unique_objects (m);
1597
1598 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1599 { 951 {
1600 m = load_overlay_map (name, m); 952 update_button (ol->ob);
1601 if (m == NULL) 953 break;
1602 return NULL;
1603 } 954 }
1604
1605 if (flags & MAP_PLAYER_UNIQUE)
1606 INVOKE_MAP (SWAPIN, m);
1607
1608 } 955 }
1609 else
1610 {
1611 /* If in this loop, we found a temporary map, so load it up. */
1612
1613 m = load_temporary_map (m);
1614 if (m == NULL)
1615 return NULL;
1616 load_unique_objects (m);
1617
1618 clean_tmp_map (m);
1619 m->in_memory = MAP_IN_MEMORY;
1620 /* tempnam() on sun systems (probably others) uses malloc
1621 * to allocated space for the string. Free it here.
1622 * In some cases, load_temporary_map above won't find the
1623 * temporary map, and so has reloaded a new map. If that
1624 * is the case, tmpname is now null
1625 */
1626 if (m->tmpname)
1627 free (m->tmpname);
1628 m->tmpname = NULL;
1629 /* It's going to be saved anew anyway */
1630 }
1631
1632 /* Below here is stuff common to both first time loaded maps and
1633 * temp maps.
1634 */
1635
1636 decay_objects (m); /* start the decay */
1637 /* In case other objects press some buttons down */
1638 update_buttons (m);
1639 if (m->outdoor)
1640 set_darkness_map (m);
1641 /* run the weather over this map */
1642 weather_effect (name);
1643 return m;
1644} 956}
1645
1646 957
1647/* 958/*
1648 * This routine is supposed to find out the difficulty of the map. 959 * This routine is supposed to find out the difficulty of the map.
1649 * difficulty does not have a lot to do with character level, 960 * difficulty does not have a lot to do with character level,
1650 * but does have a lot to do with treasure on the map. 961 * but does have a lot to do with treasure on the map.
1652 * Difficulty can now be set by the map creature. If the value stored 963 * Difficulty can now be set by the map creature. If the value stored
1653 * in the map is zero, then use this routine. Maps should really 964 * in the map is zero, then use this routine. Maps should really
1654 * have a difficulty set than using this function - human calculation 965 * have a difficulty set than using this function - human calculation
1655 * is much better than this functions guesswork. 966 * is much better than this functions guesswork.
1656 */ 967 */
1657
1658int 968int
1659calculate_difficulty (maptile *m) 969maptile::estimate_difficulty () const
1660{ 970{
1661 object *op;
1662 archetype *at;
1663 int x, y, i;
1664 long monster_cnt = 0; 971 long monster_cnt = 0;
1665 double avgexp = 0; 972 double avgexp = 0;
1666 sint64 total_exp = 0; 973 sint64 total_exp = 0;
1667 974
1668 if (m->difficulty) 975 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1669 { 976 for (object *op = ms->bot; op; op = op->above)
1670 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1671 return m->difficulty;
1672 }
1673
1674 for (x = 0; x < m->width; x++)
1675 for (y = 0; y < m->height; y++)
1676 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1677 { 977 {
1678 if (QUERY_FLAG (op, FLAG_MONSTER)) 978 if (QUERY_FLAG (op, FLAG_MONSTER))
1679 { 979 {
1680 total_exp += op->stats.exp; 980 total_exp += op->stats.exp;
1681 monster_cnt++; 981 monster_cnt++;
1682 } 982 }
1683 983
1684 if (QUERY_FLAG (op, FLAG_GENERATOR)) 984 if (QUERY_FLAG (op, FLAG_GENERATOR))
1685 { 985 {
1686 total_exp += op->stats.exp; 986 total_exp += op->stats.exp;
1687 at = type_to_archetype (GENERATE_TYPE (op));
1688 987
1689 if (at != NULL) 988 if (archetype *at = op->other_arch)
989 {
1690 total_exp += at->clone.stats.exp * 8; 990 total_exp += at->stats.exp * 8;
1691
1692 monster_cnt++; 991 monster_cnt++;
1693 } 992 }
993
994 for (object *inv = op->inv; inv; inv = inv->below)
995 {
996 total_exp += op->stats.exp * 8;
997 monster_cnt++;
998 }
1694 } 999 }
1000 }
1695 1001
1696 avgexp = (double) total_exp / monster_cnt; 1002 avgexp = (double) total_exp / monster_cnt;
1697 1003
1698 for (i = 1; i <= settings.max_level; i++) 1004 for (int i = 1; i <= settings.max_level; i++)
1699 {
1700 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1005 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1701 {
1702 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1703 return i; 1006 return i;
1704 }
1705 }
1706 1007
1707 return 1; 1008 return 1;
1708}
1709
1710void
1711clean_tmp_map (maptile *m)
1712{
1713 if (m->tmpname == NULL)
1714 return;
1715 INVOKE_MAP (CLEAN, m);
1716 (void) unlink (m->tmpname);
1717}
1718
1719void
1720free_all_maps (void)
1721{
1722 int real_maps = 0;
1723
1724 while (first_map)
1725 {
1726 /* I think some of the callers above before it gets here set this to be
1727 * saving, but we still want to free this data
1728 */
1729 if (first_map->in_memory == MAP_SAVING)
1730 first_map->in_memory = MAP_IN_MEMORY;
1731 delete_map (first_map);
1732 real_maps++;
1733 }
1734
1735 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1736} 1009}
1737 1010
1738/* change_map_light() - used to change map light level (darkness) 1011/* change_map_light() - used to change map light level (darkness)
1739 * up or down. Returns true if successful. It should now be 1012 * up or down. Returns true if successful. It should now be
1740 * possible to change a value by more than 1. 1013 * possible to change a value by more than 1.
1741 * Move this from los.c to map.c since this is more related 1014 * Move this from los.c to map.c since this is more related
1742 * to maps than los. 1015 * to maps than los.
1743 * postive values make it darker, negative make it brighter 1016 * postive values make it darker, negative make it brighter
1744 */ 1017 */
1745
1746int 1018int
1747change_map_light (maptile *m, int change) 1019maptile::change_map_light (int change)
1748{ 1020{
1749 int new_level = m->darkness + change; 1021 int new_level = darkness + change;
1750 1022
1751 /* Nothing to do */ 1023 /* Nothing to do */
1752 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1753 {
1754 return 0; 1025 return 0;
1755 }
1756 1026
1757 /* inform all players on the map */ 1027 /* inform all players on the map */
1758 if (change > 0) 1028 if (change > 0)
1759 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1760 else 1030 else
1761 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1762 1032
1763 /* Do extra checking. since m->darkness is a unsigned value, 1033 /* Do extra checking. since darkness is a unsigned value,
1764 * we need to be extra careful about negative values. 1034 * we need to be extra careful about negative values.
1765 * In general, the checks below are only needed if change 1035 * In general, the checks below are only needed if change
1766 * is not +/-1 1036 * is not +/-1
1767 */ 1037 */
1768 if (new_level < 0) 1038 if (new_level < 0)
1769 m->darkness = 0; 1039 darkness = 0;
1770 else if (new_level >= MAX_DARKNESS) 1040 else if (new_level >= MAX_DARKNESS)
1771 m->darkness = MAX_DARKNESS; 1041 darkness = MAX_DARKNESS;
1772 else 1042 else
1773 m->darkness = new_level; 1043 darkness = new_level;
1774 1044
1775 /* All clients need to get re-updated for the change */ 1045 /* All clients need to get re-updated for the change */
1776 update_all_map_los (m); 1046 update_all_map_los (this);
1047
1777 return 1; 1048 return 1;
1778} 1049}
1779 1050
1780/* 1051/*
1781 * This function updates various attributes about a specific space 1052 * This function updates various attributes about a specific space
1784 * through, etc) 1055 * through, etc)
1785 */ 1056 */
1786void 1057void
1787mapspace::update_ () 1058mapspace::update_ ()
1788{ 1059{
1789 object *tmp, *last = 0; 1060 object *last = 0;
1790 uint8 flags = 0, light = 0, anywhere = 0; 1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1791 New_Face *top, *floor, *middle;
1792 object *top_obj, *floor_obj, *middle_obj;
1793 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1794 1063
1795 middle = blank_face; 1064 //object *middle = 0;
1796 top = blank_face; 1065 //object *top = 0;
1797 floor = blank_face; 1066 //object *floor = 0;
1067 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0;
1798 1071
1799 middle_obj = 0;
1800 top_obj = 0;
1801 floor_obj = 0;
1802
1803 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1804 { 1073 {
1805 /* This could be made additive I guess (two lights better than 1074 /* This could be made additive I guess (two lights better than
1806 * one). But if so, it shouldn't be a simple additive - 2 1075 * one). But if so, it shouldn't be a simple additive - 2
1807 * light bulbs do not illuminate twice as far as once since 1076 * light bulbs do not illuminate twice as far as once since
1808 * it is a dissapation factor that is cubed. 1077 * it is a dissapation factor that is cubed.
1809 */ 1078 */
1810 if (tmp->glow_radius > light)
1811 light = tmp->glow_radius; 1079 light = max (light, tmp->glow_radius);
1812 1080
1813 /* This call is needed in order to update objects the player 1081 /* This call is needed in order to update objects the player
1814 * is standing in that have animations (ie, grass, fire, etc). 1082 * is standing in that have animations (ie, grass, fire, etc).
1815 * However, it also causes the look window to be re-drawn 1083 * However, it also causes the look window to be re-drawn
1816 * 3 times each time the player moves, because many of the 1084 * 3 times each time the player moves, because many of the
1819 * Always put the player down for drawing. 1087 * Always put the player down for drawing.
1820 */ 1088 */
1821 if (!tmp->invisible) 1089 if (!tmp->invisible)
1822 { 1090 {
1823 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1091 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1824 {
1825 top = tmp->face;
1826 top_obj = tmp; 1092 top = tmp;
1827 }
1828 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1093 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1829 { 1094 {
1830 /* If we got a floor, that means middle and top were below it, 1095 /* If we got a floor, that means middle and top were below it,
1831 * so should not be visible, so we clear them. 1096 * so should not be visible, so we clear them.
1832 */ 1097 */
1833 middle = blank_face; 1098 middle = 0;
1834 top = blank_face; 1099 top = 0;
1835 floor = tmp->face;
1836 floor_obj = tmp; 1100 floor = tmp;
1837 } 1101 }
1838 /* Flag anywhere have high priority */ 1102 /* Flag anywhere have high priority */
1839 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1840 { 1104 {
1841 middle = tmp->face;
1842
1843 middle_obj = tmp; 1105 middle = tmp;
1844 anywhere = 1; 1106 anywhere = 1;
1845 } 1107 }
1846 /* Find the highest visible face around. If equal 1108 /* Find the highest visible face around. If equal
1847 * visibilities, we still want the one nearer to the 1109 * visibilities, we still want the one nearer to the
1848 * top 1110 * top
1849 */ 1111 */
1850 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1112 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1851 {
1852 middle = tmp->face;
1853 middle_obj = tmp; 1113 middle = tmp;
1854 }
1855 } 1114 }
1856 1115
1857 if (tmp == tmp->above) 1116 if (tmp == tmp->above)
1858 { 1117 {
1859 LOG (llevError, "Error in structure of map\n"); 1118 LOG (llevError, "Error in structure of map\n");
1894 * middle face. This should not happen, as we already have the 1153 * middle face. This should not happen, as we already have the
1895 * else statement above so middle should not get set. OTOH, it 1154 * else statement above so middle should not get set. OTOH, it
1896 * may be possible for the faces to match but be different objects. 1155 * may be possible for the faces to match but be different objects.
1897 */ 1156 */
1898 if (top == middle) 1157 if (top == middle)
1899 middle = blank_face; 1158 middle = 0;
1900 1159
1901 /* There are three posibilities at this point: 1160 /* There are three posibilities at this point:
1902 * 1) top face is set, need middle to be set. 1161 * 1) top face is set, need middle to be set.
1903 * 2) middle is set, need to set top. 1162 * 2) middle is set, need to set top.
1904 * 3) neither middle or top is set - need to set both. 1163 * 3) neither middle or top is set - need to set both.
1905 */ 1164 */
1906 1165
1907 for (tmp = last; tmp; tmp = tmp->below) 1166 for (object *tmp = last; tmp; tmp = tmp->below)
1908 { 1167 {
1909 /* Once we get to a floor, stop, since we already have a floor object */ 1168 /* Once we get to a floor, stop, since we already have a floor object */
1910 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1911 break; 1170 break;
1912 1171
1913 /* If two top faces are already set, quit processing */ 1172 /* If two top faces are already set, quit processing */
1914 if ((top != blank_face) && (middle != blank_face)) 1173 if (top && middle)
1915 break; 1174 break;
1916 1175
1917 /* Only show visible faces, unless its the editor - show all */ 1176 /* Only show visible faces */
1918 if (!tmp->invisible || editor) 1177 if (!tmp->invisible)
1919 { 1178 {
1920 /* Fill in top if needed */ 1179 /* Fill in top if needed */
1921 if (top == blank_face) 1180 if (!top)
1922 { 1181 {
1923 top = tmp->face;
1924 top_obj = tmp; 1182 top = tmp;
1925 if (top == middle) 1183 if (top == middle)
1926 middle = blank_face; 1184 middle = 0;
1927 } 1185 }
1928 else 1186 else
1929 { 1187 {
1930 /* top is already set - we should only get here if 1188 /* top is already set - we should only get here if
1931 * middle is not set 1189 * middle is not set
1932 * 1190 *
1933 * Set the middle face and break out, since there is nothing 1191 * Set the middle face and break out, since there is nothing
1934 * more to fill in. We don't check visiblity here, since 1192 * more to fill in. We don't check visiblity here, since
1935 * 1193 *
1936 */ 1194 */
1937 if (tmp->face != top) 1195 if (tmp != top)
1938 { 1196 {
1939 middle = tmp->face;
1940 middle_obj = tmp; 1197 middle = tmp;
1941 break; 1198 break;
1942 } 1199 }
1943 } 1200 }
1944 } 1201 }
1945 } 1202 }
1946 1203
1947 if (middle == floor) 1204 if (middle == floor)
1948 middle = blank_face; 1205 middle = 0;
1949 1206
1950 if (top == middle) 1207 if (top == middle)
1951 middle = blank_face; 1208 middle = 0;
1952 1209
1953 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1210#if 0
1954 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1211 faces_obj [0] = top;
1955 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1212 faces_obj [1] = middle;
1213 faces_obj [2] = floor;
1214#endif
1956} 1215}
1957 1216
1958void 1217uint64
1959set_map_reset_time (maptile *map) 1218mapspace::volume () const
1960{ 1219{
1961 int timeout; 1220 uint64 vol = 0;
1962 1221
1963 timeout = map->reset_timeout; 1222 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1964 if (timeout <= 0) 1223 vol += op->volume ();
1965 timeout = MAP_DEFAULTRESET;
1966 if (timeout >= MAP_MAXRESET)
1967 timeout = MAP_MAXRESET;
1968 map->reset_time = time (0) + timeout;
1969}
1970 1224
1971/* this updates the orig_map->tile_map[tile_num] value after loading 1225 return vol;
1972 * the map. It also takes care of linking back the freshly loaded 1226}
1973 * maps tile_map values if it tiles back to this one. It returns
1974 * the value of orig_map->tile_map[tile_num]. It really only does this
1975 * so that it is easier for calling functions to verify success.
1976 */
1977 1227
1978static maptile * 1228bool
1979load_and_link_tiled_map (maptile *orig_map, int tile_num) 1229maptile::tile_available (int dir, bool load)
1980{ 1230{
1981 int dest_tile = (tile_num + 2) % 4; 1231 if (!tile_path[dir])
1982 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); 1232 return 0;
1983 1233
1984 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1234 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1235 return 1;
1985 1236
1986 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1237 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1987 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)) 1238 return 1;
1988 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1989 1239
1990 return orig_map->tile_map[tile_num]; 1240 return 0;
1991} 1241}
1992 1242
1993/* this returns TRUE if the coordinates (x,y) are out of 1243/* this returns TRUE if the coordinates (x,y) are out of
1994 * map m. This function also takes into account any 1244 * map m. This function also takes into account any
1995 * tiling considerations, loading adjacant maps as needed. 1245 * tiling considerations, loading adjacant maps as needed.
1996 * This is the function should always be used when it 1246 * This is the function should always be used when it
1997 * necessary to check for valid coordinates. 1247 * necessary to check for valid coordinates.
1998 * This function will recursively call itself for the 1248 * This function will recursively call itself for the
1999 * tiled maps. 1249 * tiled maps.
2000 *
2001 *
2002 */ 1250 */
2003int 1251int
2004out_of_map (maptile *m, int x, int y) 1252out_of_map (maptile *m, int x, int y)
2005{ 1253{
2006 /* If we get passed a null map, this is obviously the 1254 /* If we get passed a null map, this is obviously the
2010 if (!m) 1258 if (!m)
2011 return 0; 1259 return 0;
2012 1260
2013 if (x < 0) 1261 if (x < 0)
2014 { 1262 {
2015 if (!m->tile_path[3]) 1263 if (!m->tile_available (3))
2016 return 1; 1264 return 1;
2017 1265
2018 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map (m, 3);
2020
2021 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1266 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2022 } 1267 }
2023 1268
2024 if (x >= m->width) 1269 if (x >= m->width)
2025 { 1270 {
2026 if (!m->tile_path[1]) 1271 if (!m->tile_available (1))
2027 return 1; 1272 return 1;
2028 1273
2029 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2030 load_and_link_tiled_map (m, 1);
2031
2032 return (out_of_map (m->tile_map[1], x - m->width, y)); 1274 return out_of_map (m->tile_map[1], x - m->width, y);
2033 } 1275 }
2034 1276
2035 if (y < 0) 1277 if (y < 0)
2036 { 1278 {
2037 if (!m->tile_path[0]) 1279 if (!m->tile_available (0))
2038 return 1; 1280 return 1;
2039 1281
2040 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map (m, 0);
2042
2043 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1282 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2044 } 1283 }
2045 1284
2046 if (y >= m->height) 1285 if (y >= m->height)
2047 { 1286 {
2048 if (!m->tile_path[2]) 1287 if (!m->tile_available (2))
2049 return 1; 1288 return 1;
2050 1289
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map (m, 2);
2053
2054 return (out_of_map (m->tile_map[2], x, y - m->height)); 1290 return out_of_map (m->tile_map[2], x, y - m->height);
2055 } 1291 }
2056 1292
2057 /* Simple case - coordinates are within this local 1293 /* Simple case - coordinates are within this local
2058 * map. 1294 * map.
2059 */ 1295 */
2062 1298
2063/* This is basically the same as out_of_map above, but 1299/* This is basically the same as out_of_map above, but
2064 * instead we return NULL if no map is valid (coordinates 1300 * instead we return NULL if no map is valid (coordinates
2065 * out of bounds and no tiled map), otherwise it returns 1301 * out of bounds and no tiled map), otherwise it returns
2066 * the map as that the coordinates are really on, and 1302 * the map as that the coordinates are really on, and
2067 * updates x and y to be the localized coordinates. 1303 * updates x and y to be the localised coordinates.
2068 * Using this is more efficient of calling out_of_map 1304 * Using this is more efficient of calling out_of_map
2069 * and then figuring out what the real map is 1305 * and then figuring out what the real map is
2070 */ 1306 */
2071maptile * 1307maptile *
2072get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1308maptile::xy_find (sint16 &x, sint16 &y)
2073{ 1309{
2074
2075 if (*x < 0) 1310 if (x < 0)
2076 { 1311 {
2077 if (!m->tile_path[3]) 1312 if (!tile_available (3))
2078 return 0; 1313 return 0;
2079 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2080 load_and_link_tiled_map (m, 3);
2081 1314
2082 *x += m->tile_map[3]->width; 1315 x += tile_map[3]->width;
2083 return (get_map_from_coord (m->tile_map[3], x, y)); 1316 return tile_map[3]->xy_find (x, y);
2084 } 1317 }
2085 1318
2086 if (*x >= m->width) 1319 if (x >= width)
2087 { 1320 {
2088 if (!m->tile_path[1]) 1321 if (!tile_available (1))
2089 return 0; 1322 return 0;
2090 1323
2091 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2092 load_and_link_tiled_map (m, 1);
2093
2094 *x -= m->width; 1324 x -= width;
2095 return (get_map_from_coord (m->tile_map[1], x, y)); 1325 return tile_map[1]->xy_find (x, y);
2096 } 1326 }
2097 1327
2098 if (*y < 0) 1328 if (y < 0)
2099 { 1329 {
2100 if (!m->tile_path[0]) 1330 if (!tile_available (0))
2101 return 0; 1331 return 0;
2102 1332
2103 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2104 load_and_link_tiled_map (m, 0);
2105
2106 *y += m->tile_map[0]->height; 1333 y += tile_map[0]->height;
2107 return (get_map_from_coord (m->tile_map[0], x, y)); 1334 return tile_map[0]->xy_find (x, y);
2108 } 1335 }
2109 1336
2110 if (*y >= m->height) 1337 if (y >= height)
2111 { 1338 {
2112 if (!m->tile_path[2]) 1339 if (!tile_available (2))
2113 return 0; 1340 return 0;
2114 1341
2115 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2116 load_and_link_tiled_map (m, 2);
2117
2118 *y -= m->height; 1342 y -= height;
2119 return (get_map_from_coord (m->tile_map[2], x, y)); 1343 return tile_map[2]->xy_find (x, y);
2120 } 1344 }
2121 1345
2122 /* Simple case - coordinates are within this local 1346 /* Simple case - coordinates are within this local
2123 * map. 1347 * map.
2124 */ 1348 */
2125
2126 return m; 1349 return this;
2127} 1350}
2128 1351
2129/** 1352/**
2130 * Return whether map2 is adjacent to map1. If so, store the distance from 1353 * Return whether map2 is adjacent to map1. If so, store the distance from
2131 * map1 to map2 in dx/dy. 1354 * map1 to map2 in dx/dy.
2132 */ 1355 */
2133static int 1356int
2134adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1357adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2135{ 1358{
2136 if (!map1 || !map2) 1359 if (!map1 || !map2)
2137 return 0; 1360 return 0;
2138 1361
1362 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1363 //fix: compare paths instead (this is likely faster, too!)
2139 if (map1 == map2) 1364 if (map1 == map2)
2140 { 1365 {
2141 *dx = 0; 1366 *dx = 0;
2142 *dy = 0; 1367 *dy = 0;
2143
2144 } 1368 }
2145 else if (map1->tile_map[0] == map2) 1369 else if (map1->tile_map[0] == map2)
2146 { /* up */ 1370 { /* up */
2147 *dx = 0; 1371 *dx = 0;
2148 *dy = -map2->height; 1372 *dy = -map2->height;
2159 } 1383 }
2160 else if (map1->tile_map[3] == map2) 1384 else if (map1->tile_map[3] == map2)
2161 { /* left */ 1385 { /* left */
2162 *dx = -map2->width; 1386 *dx = -map2->width;
2163 *dy = 0; 1387 *dy = 0;
2164
2165 } 1388 }
2166 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1389 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2167 { /* up right */ 1390 { /* up right */
2168 *dx = map1->tile_map[0]->width; 1391 *dx = map1->tile_map[0]->width;
2169 *dy = -map1->tile_map[0]->height; 1392 *dy = -map1->tile_map[0]->height;
2200 } 1423 }
2201 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1424 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2202 { /* left down */ 1425 { /* left down */
2203 *dx = -map1->tile_map[3]->width; 1426 *dx = -map1->tile_map[3]->width;
2204 *dy = map1->tile_map[3]->height; 1427 *dy = map1->tile_map[3]->height;
2205
2206 } 1428 }
2207 else 1429 else
2208 { /* not "adjacent" enough */
2209 return 0; 1430 return 0;
2210 }
2211 1431
2212 return 1; 1432 return 1;
1433}
1434
1435maptile *
1436maptile::xy_load (sint16 &x, sint16 &y)
1437{
1438 maptile *map = xy_find (x, y);
1439
1440 if (map)
1441 map->load_sync ();
1442
1443 return map;
1444}
1445
1446maptile *
1447get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1448{
1449 return m->xy_load (*x, *y);
2213} 1450}
2214 1451
2215/* From map.c 1452/* From map.c
2216 * This is used by get_player to determine where the other 1453 * This is used by get_player to determine where the other
2217 * creature is. get_rangevector takes into account map tiling, 1454 * creature is. get_rangevector takes into account map tiling,
2218 * so you just can not look the the map coordinates and get the 1455 * so you just can not look the the map coordinates and get the
2219 * righte value. distance_x/y are distance away, which 1456 * righte value. distance_x/y are distance away, which
2220 * can be negativbe. direction is the crossfire direction scheme 1457 * can be negative. direction is the crossfire direction scheme
2221 * that the creature should head. part is the part of the 1458 * that the creature should head. part is the part of the
2222 * monster that is closest. 1459 * monster that is closest.
2223 * 1460 *
2224 * get_rangevector looks at op1 and op2, and fills in the 1461 * get_rangevector looks at op1 and op2, and fills in the
2225 * structure for op1 to get to op2. 1462 * structure for op1 to get to op2.
2230 * be unexpected 1467 * be unexpected
2231 * 1468 *
2232 * currently, the only flag supported (0x1) is don't translate for 1469 * currently, the only flag supported (0x1) is don't translate for
2233 * closest body part of 'op1' 1470 * closest body part of 'op1'
2234 */ 1471 */
2235
2236void 1472void
2237get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1473get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2238{ 1474{
2239 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1475 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2240 { 1476 {
2241 /* be conservative and fill in _some_ data */ 1477 /* be conservative and fill in _some_ data */
2242 retval->distance = 100000; 1478 retval->distance = 10000;
2243 retval->distance_x = 32767; 1479 retval->distance_x = 10000;
2244 retval->distance_y = 32767; 1480 retval->distance_y = 10000;
2245 retval->direction = 0; 1481 retval->direction = 0;
2246 retval->part = 0; 1482 retval->part = 0;
2247 } 1483 }
2248 else 1484 else
2249 { 1485 {
2254 1490
2255 best = op1; 1491 best = op1;
2256 /* If this is multipart, find the closest part now */ 1492 /* If this is multipart, find the closest part now */
2257 if (!(flags & 0x1) && op1->more) 1493 if (!(flags & 0x1) && op1->more)
2258 { 1494 {
2259 object *tmp;
2260 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1495 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2261 1496
2262 /* we just take the offset of the piece to head to figure 1497 /* we just take the offset of the piece to head to figure
2263 * distance instead of doing all that work above again 1498 * distance instead of doing all that work above again
2264 * since the distance fields we set above are positive in the 1499 * since the distance fields we set above are positive in the
2265 * same axis as is used for multipart objects, the simply arithmetic 1500 * same axis as is used for multipart objects, the simply arithmetic
2266 * below works. 1501 * below works.
2267 */ 1502 */
2268 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1503 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2269 { 1504 {
2270 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1505 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2271 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1506 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2272 if (tmpi < best_distance) 1507 if (tmpi < best_distance)
2273 { 1508 {
2274 best_distance = tmpi; 1509 best_distance = tmpi;
2275 best = tmp; 1510 best = tmp;
2276 } 1511 }
2277 } 1512 }
1513
2278 if (best != op1) 1514 if (best != op1)
2279 { 1515 {
2280 retval->distance_x += op1->x - best->x; 1516 retval->distance_x += op1->x - best->x;
2281 retval->distance_y += op1->y - best->y; 1517 retval->distance_y += op1->y - best->y;
2282 } 1518 }
2283 } 1519 }
1520
2284 retval->part = best; 1521 retval->part = best;
2285 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2286 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2287 } 1524 }
2288} 1525}
2289 1526
2290/* this is basically the same as get_rangevector above, but instead of 1527/* this is basically the same as get_rangevector above, but instead of
2295 * flags has no meaning for this function at this time - I kept it in to 1532 * flags has no meaning for this function at this time - I kept it in to
2296 * be more consistant with the above function and also in case they are needed 1533 * be more consistant with the above function and also in case they are needed
2297 * for something in the future. Also, since no object is pasted, the best 1534 * for something in the future. Also, since no object is pasted, the best
2298 * field of the rv_vector is set to NULL. 1535 * field of the rv_vector is set to NULL.
2299 */ 1536 */
2300
2301void 1537void
2302get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1538get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2303{ 1539{
2304 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1540 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2305 { 1541 {
2306 /* be conservative and fill in _some_ data */ 1542 /* be conservative and fill in _some_ data */
2307 retval->distance = 100000; 1543 retval->distance = 100000;
2314 { 1550 {
2315 retval->distance_x += op2->x - x; 1551 retval->distance_x += op2->x - x;
2316 retval->distance_y += op2->y - y; 1552 retval->distance_y += op2->y - y;
2317 1553
2318 retval->part = NULL; 1554 retval->part = NULL;
2319 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1555 retval->distance = idistance (retval->distance_x, retval->distance_y);
2320 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1556 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2321 } 1557 }
2322} 1558}
2323 1559
2324/* Returns true of op1 and op2 are effectively on the same map 1560/* Returns true of op1 and op2 are effectively on the same map
2325 * (as related to map tiling). Note that this looks for a path from 1561 * (as related to map tiling). Note that this looks for a path from
2326 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1562 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2327 * to op1, this will still return false. 1563 * to op1, this will still return false.
2328 * Note we only look one map out to keep the processing simple 1564 * Note we only look one map out to keep the processing simple
2329 * and efficient. This could probably be a macro. 1565 * and efficient. This could probably be a macro.
2330 * MSW 2001-08-05 1566 * MSW 2001-08-05
2331 */ 1567 */
2338} 1574}
2339 1575
2340object * 1576object *
2341maptile::insert (object *op, int x, int y, object *originator, int flags) 1577maptile::insert (object *op, int x, int y, object *originator, int flags)
2342{ 1578{
2343 if (!op->flag [FLAG_REMOVED])
2344 op->remove ();
2345
2346 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1579 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2347} 1580}
2348 1581
1582region *
1583maptile::region (int x, int y) const
1584{
1585 if (regions
1586 && regionmap
1587 && !OUT_OF_REAL_MAP (this, x, y))
1588 if (struct region *reg = regionmap [regions [y * width + x]])
1589 return reg;
1590
1591 if (default_region)
1592 return default_region;
1593
1594 return ::region::default_region ();
1595}
1596
1597/* picks a random object from a style map.
1598 */
1599object *
1600maptile::pick_random_object (rand_gen &gen) const
1601{
1602 /* while returning a null object will result in a crash, that
1603 * is actually preferable to an infinite loop. That is because
1604 * most servers will automatically restart in case of crash.
1605 * Change the logic on getting the random space - shouldn't make
1606 * any difference, but this seems clearer to me.
1607 */
1608 for (int i = 1000; --i;)
1609 {
1610 object *pick = at (gen (width), gen (height)).bot;
1611
1612 // do not prefer big monsters just because they are big.
1613 if (pick && pick->is_head ())
1614 return pick->head_ ();
1615 }
1616
1617 // instead of crashing in the unlikely(?) case, try to return *something*
1618 return archetype::find ("bug");
1619}
1620
1621void
1622maptile::play_sound (faceidx sound, int x, int y) const
1623{
1624 if (!sound)
1625 return;
1626
1627 for_all_players (pl)
1628 if (pl->ob->map == this)
1629 if (client *ns = pl->ns)
1630 {
1631 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y;
1633
1634 int distance = idistance (dx, dy);
1635
1636 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->play_sound (sound, dx, dy);
1638 }
1639}
1640

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