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Comparing deliantra/server/common/map.C (file contents):
Revision 1.55 by root, Wed Dec 27 18:09:48 2006 UTC vs.
Revision 1.109 by root, Thu Jun 7 19:12:22 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
30#include "path.h" 32#include "path.h"
31
32/*
33 * Returns the maptile which has a name matching the given argument.
34 * return NULL if no match is found.
35 */
36maptile *
37has_been_loaded (const char *name)
38{
39 if (!name || !*name)
40 return 0;
41
42 for_all_maps (map)
43 if (!strcmp (name, map->path))
44 return map;
45
46 return 0;
47}
48 33
49/* 34/*
50 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
51 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
52 * and returns the pointer to a static array containing the result. 37 * and returns the pointer to a static array containing the result.
53 * it really should be called create_mapname 38 * it really should be called create_mapname
54 */ 39 */
55
56const char * 40const char *
57create_pathname (const char *name) 41create_pathname (const char *name)
58{ 42{
59 static char buf[MAX_BUF]; 43 static char buf[8192];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
68 return (buf); 45 return buf;
69} 46}
70
71/*
72 * same as create_pathname, but for the overlay maps.
73 */
74
75const char *
76create_overlay_pathname (const char *name)
77{
78 static char buf[MAX_BUF];
79
80 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
81 * someplace else in the code? msw 2-17-97
82 */
83 if (*name == '/')
84 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
85 else
86 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
87 return (buf);
88}
89
90/*
91 * same as create_pathname, but for the template maps.
92 */
93
94const char *
95create_template_pathname (const char *name)
96{
97 static char buf[MAX_BUF];
98
99 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
100 * someplace else in the code? msw 2-17-97
101 */
102 if (*name == '/')
103 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
104 else
105 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
106 return (buf);
107}
108
109/*
110 * This makes absolute path to the itemfile where unique objects
111 * will be saved. Converts '/' to '@'. I think it's essier maintain
112 * files than full directory structure, but if this is problem it can
113 * be changed.
114 */
115static const char *
116create_items_path (const char *s)
117{
118 static char buf[MAX_BUF];
119 char *t;
120
121 if (*s == '/')
122 s++;
123
124 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
125
126 for (t = buf + strlen (buf); *s; s++, t++)
127 if (*s == '/')
128 *t = '@';
129 else
130 *t = *s;
131 *t = 0;
132 return (buf);
133}
134
135 47
136/* 48/*
137 * This function checks if a file with the given path exists. 49 * This function checks if a file with the given path exists.
138 * -1 is returned if it fails, otherwise the mode of the file 50 * -1 is returned if it fails, otherwise the mode of the file
139 * is returned. 51 * is returned.
146 * the rest of the code only cares that the file is readable. 58 * the rest of the code only cares that the file is readable.
147 * when the editor goes away, the call to stat should probably be 59 * when the editor goes away, the call to stat should probably be
148 * replaced by an access instead (similar to the windows one, but 60 * replaced by an access instead (similar to the windows one, but
149 * that seems to be missing the prepend_dir processing 61 * that seems to be missing the prepend_dir processing
150 */ 62 */
151
152int 63int
153check_path (const char *name, int prepend_dir) 64check_path (const char *name, int prepend_dir)
154{ 65{
155 char buf[MAX_BUF]; 66 char buf[MAX_BUF];
156 67
157 char *endbuf; 68 char *endbuf;
158 struct stat statbuf; 69 struct stat statbuf;
159 int mode = 0; 70 int mode = 0;
160 71
161 if (prepend_dir) 72 if (prepend_dir)
162 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
163 else 74 else
164 strcpy (buf, name); 75 assign (buf, name);
165 76
166 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
167 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
168 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
169 * all the names. 80 * all the names.
182 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || 93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
183 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) 94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
184 mode |= 2; 95 mode |= 2;
185 96
186 return (mode); 97 return (mode);
187}
188
189/*
190 * Prints out debug-information about a map.
191 * Dumping these at llevError doesn't seem right, but is
192 * necessary to make sure the information is in fact logged.
193 */
194
195void
196dump_map (const maptile *m)
197{
198 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
199 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
200
201 if (m->msg != NULL)
202 LOG (llevError, "Message:\n%s", m->msg);
203
204 if (m->maplore != NULL)
205 LOG (llevError, "Lore:\n%s", m->maplore);
206
207 if (m->tmpname != NULL)
208 LOG (llevError, "Tmpname: %s\n", m->tmpname);
209
210 LOG (llevError, "Difficulty: %d\n", m->difficulty);
211 LOG (llevError, "Darkness: %d\n", m->darkness);
212}
213
214/*
215 * Prints out debug-information about all maps.
216 * This basically just goes through all the maps and calls
217 * dump_map on each one.
218 */
219
220void
221dump_all_maps (void)
222{
223 for_all_maps (m)
224 dump_map (m);
225} 98}
226 99
227/* This rolls up wall, blocks_magic, blocks_view, etc, all into 100/* This rolls up wall, blocks_magic, blocks_view, etc, all into
228 * one function that just returns a P_.. value (see map.h) 101 * one function that just returns a P_.. value (see map.h)
229 * it will also do map translation for tiled maps, returning 102 * it will also do map translation for tiled maps, returning
235 * don't expect to insert/remove anything from those spaces. 108 * don't expect to insert/remove anything from those spaces.
236 */ 109 */
237int 110int
238get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 111get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
239{ 112{
240 sint16 newx, newy;
241 int retval = 0;
242 maptile *mp;
243
244 newx = x; 113 sint16 newx = x;
245 newy = y; 114 sint16 newy = y;
246 115
247 mp = get_map_from_coord (oldmap, &newx, &newy); 116 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
248 117
249 if (!mp) 118 if (!mp)
250 return P_OUT_OF_MAP; 119 return P_OUT_OF_MAP;
251
252 if (mp != oldmap)
253 retval |= P_NEW_MAP;
254 120
255 if (newmap) *newmap = mp; 121 if (newmap) *newmap = mp;
256 if (nx) *nx = newx; 122 if (nx) *nx = newx;
257 if (ny) *ny = newy; 123 if (ny) *ny = newy;
258 124
259 return retval | mp->at (newx, newy).flags (); 125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
260} 126}
261 127
262/* 128/*
263 * Returns true if the given coordinate is blocked except by the 129 * Returns true if the given coordinate is blocked except by the
264 * object passed is not blocking. This is used with 130 * object passed is not blocking. This is used with
308 * let the player through (inventory checkers for example) 174 * let the player through (inventory checkers for example)
309 */ 175 */
310 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
311 return 0; 177 return 0;
312 178
313 if (ob->head != NULL)
314 ob = ob->head; 179 ob = ob->head_ ();
315 180
316 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
317 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
318 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
319 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
349 else 214 else
350 { 215 {
351 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
352 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
353 * movement, can't move here. 218 * movement, can't move here.
354 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unless it is a
355 * hidden dm 220 * hidden dm
356 */ 221 */
357 if (OB_MOVE_BLOCK (ob, tmp)) 222 if (OB_MOVE_BLOCK (ob, tmp))
358 return 1; 223 return 1;
359 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224
360 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 225 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
361 return 1; 230 return 1;
362 } 231 }
363 232
364 } 233 }
365 return 0; 234 return 0;
366} 235}
367
368 236
369/* 237/*
370 * Returns true if the given object can't fit in the given spot. 238 * Returns true if the given object can't fit in the given spot.
371 * This is meant for multi space objects - for single space objecs, 239 * This is meant for multi space objects - for single space objecs,
372 * just calling get_map_blocked and checking that against movement type 240 * just calling get_map_blocked and checking that against movement type
398 archetype *tmp; 266 archetype *tmp;
399 int flag; 267 int flag;
400 maptile *m1; 268 maptile *m1;
401 sint16 sx, sy; 269 sint16 sx, sy;
402 270
403 if (ob == NULL) 271 if (!ob)
404 { 272 {
405 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
406 if (flag & P_OUT_OF_MAP) 274 if (flag & P_OUT_OF_MAP)
407 return P_OUT_OF_MAP; 275 return P_OUT_OF_MAP;
408 276
409 /* don't have object, so don't know what types would block */ 277 /* don't have object, so don't know what types would block */
410 return m1->at (sx, sy).move_block; 278 return m1->at (sx, sy).move_block;
411 } 279 }
412 280
413 for (tmp = ob->arch; tmp; tmp = tmp->more) 281 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
414 { 282 {
415 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); 283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
416 284
417 if (flag & P_OUT_OF_MAP) 285 if (flag & P_OUT_OF_MAP)
418 return P_OUT_OF_MAP; 286 return P_OUT_OF_MAP;
419 if (flag & P_IS_ALIVE) 287 if (flag & P_IS_ALIVE)
420 return P_IS_ALIVE; 288 return P_IS_ALIVE;
421 289
422 mapspace &ms = m1->at (sx, sy); 290 mapspace &ms = m1->at (sx, sy);
423
424 291
425 /* find_first_free_spot() calls this function. However, often 292 /* find_first_free_spot() calls this function. However, often
426 * ob doesn't have any move type (when used to place exits) 293 * ob doesn't have any move type (when used to place exits)
427 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
428 */ 295 */
444 * into inventory, but just links them. What this does is go through 311 * into inventory, but just links them. What this does is go through
445 * and insert them properly. 312 * and insert them properly.
446 * The object 'container' is the object that contains the inventory. 313 * The object 'container' is the object that contains the inventory.
447 * This is needed so that we can update the containers weight. 314 * This is needed so that we can update the containers weight.
448 */ 315 */
449
450void 316void
451fix_container (object *container) 317fix_container (object *container)
452{ 318{
453 object *tmp = container->inv, *next; 319 object *tmp = container->inv, *next;
454 320
455 container->inv = NULL; 321 container->inv = 0;
456 while (tmp != NULL) 322 while (tmp)
457 { 323 {
458 next = tmp->below; 324 next = tmp->below;
459 if (tmp->inv) 325 if (tmp->inv)
460 fix_container (tmp); 326 fix_container (tmp);
327
461 (void) insert_ob_in_ob (tmp, container); 328 insert_ob_in_ob (tmp, container);
462 tmp = next; 329 tmp = next;
463 } 330 }
331
464 /* sum_weight will go through and calculate what all the containers are 332 /* sum_weight will go through and calculate what all the containers are
465 * carrying. 333 * carrying.
466 */ 334 */
467 sum_weight (container); 335 sum_weight (container);
468} 336}
469 337
338void
339maptile::set_object_flag (int flag, int value)
340{
341 if (!spaces)
342 return;
343
344 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value;
347}
348
470/* link_multipart_objects go through all the objects on the map looking 349/* link_multipart_objects go through all the objects on the map looking
471 * for objects whose arch says they are multipart yet according to the 350 * for objects whose arch says they are multipart yet according to the
472 * info we have, they only have the head (as would be expected when 351 * info we have, they only have the head (as would be expected when
473 * they are saved). We do have to look for the old maps that did save 352 * they are saved).
474 * the more sections and not re-add sections for them.
475 */ 353 */
476static void 354void
477link_multipart_objects (maptile *m) 355maptile::link_multipart_objects ()
478{ 356{
479 int x, y; 357 if (!spaces)
480 object *tmp, *op, *last, *above; 358 return;
481 archetype *at;
482 359
483 for (x = 0; x < m->width; x++) 360 for (mapspace *ms = spaces + size (); ms-- > spaces; )
484 for (y = 0; y < m->height; y++) 361 for (object *op = ms->bot; op; op = op->above)
485 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
486 { 362 {
487 above = tmp->above;
488
489 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
490 if (tmp->head || tmp->more) 364 if (op->head_ () == op && !op->more && op->arch->more)
491 continue;
492
493 /* If there is nothing more to this object, this for loop
494 * won't do anything.
495 */
496 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
497 { 365 {
498 op = arch_to_object (at); 366 op->remove ();
499 367 op->expand_tail ();
500 /* update x,y coordinates */
501 op->x += tmp->x;
502 op->y += tmp->y;
503 op->head = tmp;
504 op->map = m;
505 last->more = op;
506 op->name = tmp->name;
507 op->title = tmp->title;
508 /* we could link all the parts onto tmp, and then just
509 * call insert_ob_in_map once, but the effect is the same,
510 * as insert_ob_in_map will call itself with each part, and
511 * the coding is simpler to just to it here with each part.
512 */
513 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
514 } /* for at = tmp->arch->more */ 369 }
515 } /* for objects on this space */ 370 }
516} 371}
517 372
518/* 373/*
519 * Loads (ands parses) the objects into a given map from the specified 374 * Loads (ands parses) the objects into a given map from the specified
520 * file pointer. 375 * file pointer.
521 * mapflags is the same as we get with load_original_map
522 */ 376 */
523void 377bool
524load_objects (maptile *m, object_thawer & fp, int mapflags) 378maptile::_load_objects (object_thawer &f)
525{ 379{
526 int i, j; 380 for (;;)
527 int unique;
528 object *op, *prev = NULL, *last_more = NULL, *otmp;
529
530 op = object::create ();
531 op->map = m; /* To handle buttons correctly */
532
533 while ((i = load_object (fp, op, mapflags)))
534 { 381 {
535 /* if the archetype for the object is null, means that we 382 coroapi::cede_to_tick_every (100); // cede once in a while
536 * got an invalid object. Don't do anything with it - the game 383
537 * or editor will not be able to do anything with it either. 384 switch (f.kw)
538 */
539 if (op->arch == NULL)
540 { 385 {
541 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 386 case KW_arch:
542 continue; 387 if (object *op = object::read (f, this))
543 }
544
545 switch (i)
546 {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
550 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
551 else 388 {
389 if (op->inv)
390 sum_weight (op);
391
552 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
393 }
553 394
554 if (op->inv) 395 continue;
555 sum_weight (op);
556 396
557 prev = op, last_more = op;
558 break;
559
560 case LL_MORE: 397 case KW_EOF:
561 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 398 return true;
562 op->head = prev, last_more->more = op, last_more = op; 399
400 default:
401 if (!f.parse_error ("map file"))
402 return false;
563 break; 403 break;
564 } 404 }
565 405
566 if (mapflags & MAP_STYLE) 406 f.next ();
567 remove_from_active_list (op);
568
569 op = object::create ();
570 op->map = m;
571 }
572
573 for (i = 0; i < m->width; i++)
574 { 407 }
575 for (j = 0; j < m->height; j++) 408
409 return true;
410}
411
412void
413maptile::activate ()
414{
415 active = true;
416
417 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive ();
421}
422
423void
424maptile::deactivate ()
425{
426 active = false;
427
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive ();
432}
433
434bool
435maptile::_save_objects (object_freezer &f, int flags)
436{
437 coroapi::cede_to_tick ();
438
439 if (flags & IO_HEADER)
440 _save_header (f);
441
442 if (!spaces)
443 return false;
444
445 for (int i = 0; i < size (); ++i)
446 {
447 int unique = 0;
448 for (object *op = spaces [i].bot; op; op = op->above)
576 { 449 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
577 unique = 0; 451 unique = 1;
578 /* check for unique items, or unique squares */ 452
579 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 453 if (!op->can_map_save ())
454 continue;
455
456 if (unique || op->flag [FLAG_UNIQUE])
580 { 457 {
581 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 458 if (flags & IO_UNIQUES)
582 unique = 1; 459 op->write (f);
583
584 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
585 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
586 } 460 }
461 else if (flags & IO_OBJECTS)
462 op->write (f);
587 } 463 }
588 } 464 }
589 465
590 op->destroy (); 466 coroapi::cede_to_tick ();
591 link_multipart_objects (m);
592}
593 467
594/* This saves all the objects on the map in a non destructive fashion. 468 return true;
595 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 469}
596 * and we only save the head of multi part objects - this is needed
597 * in order to do map tiling properly.
598 */
599void
600save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
601{
602 int i, j = 0, unique = 0;
603 object *op;
604 470
605 /* first pass - save one-part objects */ 471bool
606 for (i = 0; i < m->width; i++) 472maptile::_load_objects (const char *path, bool skip_header)
607 for (j = 0; j < m->height; j++) 473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
608 { 483 {
609 unique = 0; 484 keyword kw = f.kw;
610 485 f.skip ();
611 for (op = m->at (i, j).bot; op; op = op->above) 486 if (kw == KW_end)
612 { 487 break;
613 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
614 unique = 1;
615
616 if (!op->can_map_save ())
617 continue;
618
619 if (unique || op->flag [FLAG_UNIQUE])
620 save_object (fp2, op, 1);
621 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
622 save_object (fp, op, 1);
623 }
624 } 488 }
489
490 return _load_objects (f);
491}
492
493bool
494maptile::_save_objects (const char *path, int flags)
495{
496 object_freezer freezer;
497
498 if (!_save_objects (freezer, flags))
499 return false;
500
501 return freezer.save (path);
625} 502}
626 503
627maptile::maptile () 504maptile::maptile ()
628{ 505{
629 in_memory = MAP_SWAPPED; 506 in_memory = MAP_SWAPPED;
630 507
631 /* The maps used to pick up default x and y values from the 508 /* The maps used to pick up default x and y values from the
632 * map archetype. Mimic that behaviour. 509 * map archetype. Mimic that behaviour.
633 */ 510 */
511 width = 16;
512 height = 16;
513 timeout = 300;
514 max_nrof = 1000; // 1000 items of anything
515 max_volume = 2000000; // 2m³
516}
517
518maptile::maptile (int w, int h)
519{
520 in_memory = MAP_SWAPPED;
521
634 width = 16; 522 width = w;
635 height = 16; 523 height = h;
636 reset_timeout = 0; 524 reset_timeout = 0;
637 timeout = 300; 525 timeout = 300;
638 enter_x = 0; 526 enter_x = 0;
639 enter_y = 0; 527 enter_y = 0;
640 /*set part to -1 indicating conversion to weather map not yet done */
641 worldpartx = -1;
642 worldparty = -1;
643}
644 528
645void 529 alloc ();
646maptile::link ()
647{
648 next = first_map;
649 first_map = this;
650}
651
652void
653maptile::unlink ()
654{
655 if (first_map == this)
656 first_map = next;
657 else
658 {
659 for_all_maps (m)
660 if (m->next = this)
661 {
662 m->next = next;
663 return;
664 }
665
666 LOG (llevError, "maptile::unlink() map not on list: %s\n", path);
667 }
668}
669
670/*
671 * Allocates, initialises, and returns a pointer to a maptile.
672 * Modified to no longer take a path option which was not being
673 * used anyways. MSW 2001-07-01
674 */
675maptile *
676get_linked_map (void)
677{
678 maptile *map = new maptile;
679 map->link ();
680 return map;
681} 530}
682 531
683/* 532/*
684 * Allocates the arrays contained in a maptile. 533 * Allocates the arrays contained in a maptile.
685 * This basically allocates the dynamic array of spaces for the 534 * This basically allocates the dynamic array of spaces for the
686 * map. 535 * map.
687 */ 536 */
688void 537void
689maptile::allocate () 538maptile::alloc ()
690{ 539{
691 in_memory = MAP_IN_MEMORY;
692
693 /* Log this condition and free the storage. We could I suppose
694 * realloc, but if the caller is presuming the data will be intact,
695 * that is their poor assumption.
696 */
697 if (spaces) 540 if (spaces)
698 { 541 return;
699 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
700 sfree (spaces, size ());
701 }
702 542
703 spaces = salloc0<mapspace> (size ()); 543 spaces = salloc0<mapspace> (size ());
704}
705
706/* Create and returns a map of the specific size. Used
707 * in random map code and the editor.
708 */
709maptile *
710get_empty_map (int sizex, int sizey)
711{
712 maptile *m = get_linked_map ();
713
714 m->width = sizex;
715 m->height = sizey;
716 m->in_memory = MAP_SWAPPED;
717
718 m->allocate ();
719
720 return m;
721} 544}
722 545
723/* Takes a string from a map definition and outputs a pointer to the array of shopitems 546/* Takes a string from a map definition and outputs a pointer to the array of shopitems
724 * corresponding to that string. Memory is allocated for this, it must be freed 547 * corresponding to that string. Memory is allocated for this, it must be freed
725 * at a later date. 548 * at a later date.
841 * put all the stuff in the map object so that names actually make 664 * put all the stuff in the map object so that names actually make
842 * sense. 665 * sense.
843 * This could be done in lex (like the object loader), but I think 666 * This could be done in lex (like the object loader), but I think
844 * currently, there are few enough fields this is not a big deal. 667 * currently, there are few enough fields this is not a big deal.
845 * MSW 2001-07-01 668 * MSW 2001-07-01
846 * return 0 on success, 1 on failure.
847 */ 669 */
848 670bool
849static int 671maptile::_load_header (object_thawer &thawer)
850load_map_header (object_thawer & fp, maptile *m)
851{ 672{
852 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 673 for (;;)
853 int msgpos = 0;
854 int maplorepos = 0;
855
856 while (fgets (buf, HUGE_BUF, fp) != NULL)
857 { 674 {
858 buf[HUGE_BUF - 1] = 0; 675 thawer.next ();
859 key = buf;
860 676
861 while (isspace (*key)) 677 switch (thawer.kw)
862 key++;
863
864 if (*key == 0)
865 continue; /* empty line */
866
867 value = strchr (key, ' ');
868
869 if (!value)
870 { 678 {
871 if ((end = strchr (key, '\n'))) 679 case KW_msg:
872 *end = 0; 680 thawer.get_ml (KW_endmsg, msg);
681 break;
682
683 case KW_lore: // CF+ extension
684 thawer.get_ml (KW_endlore, maplore);
685 break;
686
687 case KW_maplore:
688 thawer.get_ml (KW_endmaplore, maplore);
689 break;
690
691 case KW_arch:
692 if (strcmp (thawer.get_str (), "map"))
693 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
694 break;
695
696 case KW_oid:
697 thawer.get (this, thawer.get_sint32 ());
698 break;
699
700 case KW_file_format_version: break; // nop
701
702 case KW_name: thawer.get (name); break;
703 case KW_attach: thawer.get (attach); break;
704 case KW_reset_time: thawer.get (reset_time); break;
705 case KW_shopgreed: thawer.get (shopgreed); break;
706 case KW_shopmin: thawer.get (shopmin); break;
707 case KW_shopmax: thawer.get (shopmax); break;
708 case KW_shoprace: thawer.get (shoprace); break;
709 case KW_outdoor: thawer.get (outdoor); break;
710 case KW_temp: thawer.get (temp); break;
711 case KW_pressure: thawer.get (pressure); break;
712 case KW_humid: thawer.get (humid); break;
713 case KW_windspeed: thawer.get (windspeed); break;
714 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break;
716
717 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break;
719 case KW_no_reset: thawer.get (no_reset); break;
720
721 case KW_region: default_region = region::find (thawer.get_str ()); break;
722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
723
724 // old names new names
725 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
726 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
727 case KW_x: case KW_width: thawer.get (width); break;
728 case KW_y: case KW_height: thawer.get (height); break;
729 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
730 case KW_value: case KW_swap_time: thawer.get (timeout); break;
731 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
732 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
733 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
734
735 case KW_tile_path_1: thawer.get (tile_path [0]); break;
736 case KW_tile_path_2: thawer.get (tile_path [1]); break;
737 case KW_tile_path_3: thawer.get (tile_path [2]); break;
738 case KW_tile_path_4: thawer.get (tile_path [3]); break;
739
740 case KW_end:
741 return true;
742
743 default:
744 if (!thawer.parse_error ("map", 0))
745 return false;
746 break;
873 } 747 }
874 else
875 {
876 *value = 0;
877 value++;
878 end = strchr (value, '\n');
879
880 while (isspace (*value))
881 {
882 value++;
883
884 if (*value == '\0' || value == end)
885 {
886 /* Nothing but spaces. */
887 value = NULL;
888 break;
889 }
890 }
891 }
892
893 if (!end)
894 {
895 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
896 return 1;
897 }
898
899 /* key is the field name, value is what it should be set
900 * to. We've already done the work to null terminate key,
901 * and strip off any leading spaces for both of these.
902 * We have not touched the newline at the end of the line -
903 * these are needed for some values. the end pointer
904 * points to the first of the newlines.
905 * value could be NULL! It would be easy enough to just point
906 * this to "" to prevent cores, but that would let more errors slide
907 * through.
908 *
909 * First check for entries that do not use the value parameter, then
910 * validate that value is given and check for the remaining entries
911 * that use the parameter.
912 */
913
914 if (!strcmp (key, "msg"))
915 {
916 while (fgets (buf, HUGE_BUF, fp) != NULL)
917 {
918 if (!strcmp (buf, "endmsg\n"))
919 break;
920 else
921 {
922 /* slightly more efficient than strcat */
923 strcpy (msgbuf + msgpos, buf);
924 msgpos += strlen (buf);
925 }
926 }
927 /* There are lots of maps that have empty messages (eg, msg/endmsg
928 * with nothing between). There is no reason in those cases to
929 * keep the empty message. Also, msgbuf contains garbage data
930 * when msgpos is zero, so copying it results in crashes
931 */
932 if (msgpos != 0)
933 m->msg = strdup (msgbuf);
934 }
935 else if (!strcmp (key, "maplore"))
936 {
937 while (fgets (buf, HUGE_BUF, fp) != NULL)
938 {
939 if (!strcmp (buf, "endmaplore\n"))
940 break;
941 else
942 {
943 /* slightly more efficient than strcat */
944 strcpy (maplorebuf + maplorepos, buf);
945 maplorepos += strlen (buf);
946 }
947 }
948 if (maplorepos != 0)
949 m->maplore = strdup (maplorebuf);
950 }
951 else if (!strcmp (key, "end"))
952 {
953 break;
954 }
955 else if (value == NULL)
956 {
957 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
958 }
959 else if (!strcmp (key, "arch"))
960 {
961 /* This is an oddity, but not something we care about much. */
962 if (strcmp (value, "map\n"))
963 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
964 }
965 else if (!strcmp (key, "name"))
966 {
967 *end = 0;
968 m->name = strdup (value);
969 }
970 /* first strcmp value on these are old names supported
971 * for compatibility reasons. The new values (second) are
972 * what really should be used.
973 */
974 else if (!strcmp (key, "oid"))
975 fp.get (m, atoi (value));
976 else if (!strcmp (key, "attach"))
977 m->attach = value;
978 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
979 m->enter_x = atoi (value);
980 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
981 m->enter_y = atoi (value);
982 else if (!strcmp (key, "x") || !strcmp (key, "width"))
983 m->width = atoi (value);
984 else if (!strcmp (key, "y") || !strcmp (key, "height"))
985 m->height = atoi (value);
986 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
987 m->reset_timeout = atoi (value);
988 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
989 m->timeout = atoi (value);
990 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
991 m->difficulty = clamp (atoi (value), 1, settings.max_level);
992 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
993 m->darkness = atoi (value);
994 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
995 m->fixed_resettime = atoi (value);
996 else if (!strcmp (key, "unique"))
997 m->unique = atoi (value);
998 else if (!strcmp (key, "template"))
999 m->templatemap = atoi (value);
1000 else if (!strcmp (key, "region"))
1001 m->region = get_region_by_name (value);
1002 else if (!strcmp (key, "shopitems"))
1003 {
1004 *end = 0;
1005 m->shopitems = parse_shop_string (value);
1006 }
1007 else if (!strcmp (key, "shopgreed"))
1008 m->shopgreed = atof (value);
1009 else if (!strcmp (key, "shopmin"))
1010 m->shopmin = atol (value);
1011 else if (!strcmp (key, "shopmax"))
1012 m->shopmax = atol (value);
1013 else if (!strcmp (key, "shoprace"))
1014 {
1015 *end = 0;
1016 m->shoprace = strdup (value);
1017 }
1018 else if (!strcmp (key, "outdoor"))
1019 m->outdoor = atoi (value);
1020 else if (!strcmp (key, "temp"))
1021 m->temp = atoi (value);
1022 else if (!strcmp (key, "pressure"))
1023 m->pressure = atoi (value);
1024 else if (!strcmp (key, "humid"))
1025 m->humid = atoi (value);
1026 else if (!strcmp (key, "windspeed"))
1027 m->windspeed = atoi (value);
1028 else if (!strcmp (key, "winddir"))
1029 m->winddir = atoi (value);
1030 else if (!strcmp (key, "sky"))
1031 m->sky = atoi (value);
1032 else if (!strcmp (key, "nosmooth"))
1033 m->nosmooth = atoi (value);
1034 else if (!strncmp (key, "tile_path_", 10))
1035 {
1036 int tile = atoi (key + 10);
1037
1038 if (tile < 1 || tile > 4)
1039 {
1040 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1041 }
1042 else
1043 {
1044 char *path;
1045
1046 *end = 0;
1047
1048 if (m->tile_path[tile - 1])
1049 {
1050 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1051 free (m->tile_path[tile - 1]);
1052 m->tile_path[tile - 1] = NULL;
1053 }
1054
1055 if (check_path (value, 1) != -1)
1056 {
1057 /* The unadorned path works. */
1058 path = value;
1059 }
1060 else
1061 {
1062 /* Try again; it could be a relative exit. */
1063
1064 path = path_combine_and_normalize (m->path, value);
1065
1066 if (check_path (path, 1) == -1)
1067 {
1068 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1069 path = NULL;
1070 }
1071 }
1072
1073 if (editor)
1074 {
1075 /* Use the value as in the file. */
1076 m->tile_path[tile - 1] = strdup (value);
1077 }
1078 else if (path != NULL)
1079 {
1080 /* Use the normalized value. */
1081 m->tile_path[tile - 1] = strdup (path);
1082 }
1083 } /* end if tile direction (in)valid */
1084 }
1085 else
1086 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1087 }
1088
1089 if (!key || strcmp (key, "end"))
1090 { 748 }
1091 LOG (llevError, "Got premature eof on map header!\n");
1092 return 1;
1093 }
1094 749
1095 return 0; 750 abort ();
1096} 751}
1097 752
1098/* 753bool
1099 * Opens the file "filename" and reads information about the map 754maptile::_load_header (const char *path)
1100 * from the given file, and stores it in a newly allocated
1101 * maptile. A pointer to this structure is returned, or NULL on failure.
1102 * flags correspond to those in map.h. Main ones used are
1103 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1104 * MAP_BLOCK, in which case we block on this load. This happens in all
1105 * cases, no matter if this flag is set or not.
1106 * MAP_STYLE: style map - don't add active objects, don't add to server
1107 * managed map list.
1108 */
1109maptile *
1110load_original_map (const char *filename, int flags)
1111{ 755{
1112 maptile *m;
1113 char pathname[MAX_BUF];
1114
1115 if (flags & MAP_PLAYER_UNIQUE)
1116 strcpy (pathname, filename);
1117 else if (flags & MAP_OVERLAY)
1118 strcpy (pathname, create_overlay_pathname (filename));
1119 else
1120 strcpy (pathname, create_pathname (filename));
1121
1122 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1123
1124 object_thawer thawer (pathname); 756 object_thawer thawer (path);
1125 757
1126 if (!thawer) 758 if (!thawer)
1127 return 0; 759 return false;
1128 760
1129 m = get_linked_map (); 761 return _load_header (thawer);
1130
1131 strcpy (m->path, filename);
1132 if (load_map_header (thawer, m))
1133 {
1134 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1135 delete_map (m);
1136 return 0;
1137 }
1138
1139 m->allocate ();
1140
1141 m->in_memory = MAP_LOADING;
1142 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1143
1144 m->in_memory = MAP_IN_MEMORY;
1145 if (!m->difficulty)
1146 m->difficulty = calculate_difficulty (m);
1147 set_map_reset_time (m);
1148 m->instantiate ();
1149 return (m);
1150}
1151
1152/*
1153 * Loads a map, which has been loaded earlier, from file.
1154 * Return the map object we load into (this can change from the passed
1155 * option if we can't find the original map)
1156 */
1157static maptile *
1158load_temporary_map (maptile *m)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (!m->tmpname)
1163 {
1164 LOG (llevError, "No temporary filename for map %s\n", m->path);
1165 strcpy (buf, m->path);
1166 delete_map (m);
1167 m = load_original_map (buf, 0);
1168 if (m == NULL)
1169 return NULL;
1170 fix_auto_apply (m); /* Chests which open as default */
1171 return m;
1172 }
1173
1174 object_thawer thawer (m->tmpname);
1175
1176 if (!thawer)
1177 {
1178 strcpy (buf, m->path);
1179 delete_map (m);
1180 m = load_original_map (buf, 0);
1181 if (!m)
1182 return NULL;
1183 fix_auto_apply (m); /* Chests which open as default */
1184 return m;
1185 }
1186
1187 if (load_map_header (thawer, m))
1188 {
1189 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190 delete_map (m);
1191 m = load_original_map (m->path, 0);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, 0);
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 INVOKE_MAP (SWAPIN, m);
1202 return m;
1203}
1204
1205/*
1206 * Loads a map, which has been loaded earlier, from file.
1207 * Return the map object we load into (this can change from the passed
1208 * option if we can't find the original map)
1209 */
1210maptile *
1211load_overlay_map (const char *filename, maptile *m)
1212{
1213 char pathname[MAX_BUF];
1214
1215 strcpy (pathname, create_overlay_pathname (filename));
1216
1217 object_thawer thawer (pathname);
1218
1219 if (!thawer)
1220 return m;
1221
1222 if (load_map_header (thawer, m))
1223 {
1224 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1225 delete_map (m);
1226 m = load_original_map (m->path, 0);
1227 return 0;
1228 }
1229 /*m->allocate ();*/
1230
1231 m->in_memory = MAP_LOADING;
1232 load_objects (m, thawer, MAP_OVERLAY);
1233
1234 m->in_memory = MAP_IN_MEMORY;
1235 return m;
1236} 762}
1237 763
1238/****************************************************************************** 764/******************************************************************************
1239 * This is the start of unique map handling code 765 * This is the start of unique map handling code
1240 *****************************************************************************/ 766 *****************************************************************************/
1241 767
1242/* This goes through map 'm' and removed any unique items on the map. */ 768/* This goes through the maptile and removed any unique items on the map. */
1243static void 769void
1244delete_unique_items (maptile *m) 770maptile::clear_unique_items ()
1245{ 771{
1246 int i, j, unique; 772 for (int i = 0; i < size (); ++i)
1247 object *op, *next;
1248
1249 for (i = 0; i < m->width; i++)
1250 for (j = 0; j < m->height; j++)
1251 { 773 {
1252 unique = 0; 774 int unique = 0;
1253 775 for (object *op = spaces [i].bot; op; )
1254 for (op = GET_MAP_OB (m, i, j); op; op = next)
1255 { 776 {
1256 next = op->above; 777 object *above = op->above;
1257 778
1258 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1259 unique = 1; 780 unique = 1;
1260 781
1261 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1262 { 783 {
1263 op->destroy_inv (false); 784 op->destroy_inv (false);
1264 op->destroy (); 785 op->destroy ();
1265 } 786 }
1266 }
1267 }
1268}
1269 787
1270/* 788 op = above;
1271 * Loads unique objects from file(s) into the map which is in memory
1272 * m is the map to load unique items into.
1273 */
1274static void
1275load_unique_objects (maptile *m)
1276{
1277 int count;
1278 char firstname[MAX_BUF];
1279
1280 for (count = 0; count < 10; count++)
1281 {
1282 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1283 if (!access (firstname, R_OK))
1284 break;
1285 }
1286 /* If we get here, we did not find any map */
1287 if (count == 10)
1288 return;
1289
1290 object_thawer thawer (firstname);
1291
1292 if (!thawer)
1293 return;
1294
1295 m->in_memory = MAP_LOADING;
1296 if (m->tmpname == NULL) /* if we have loaded unique items from */
1297 delete_unique_items (m); /* original map before, don't duplicate them */
1298
1299 load_objects (m, thawer, 0);
1300
1301 m->in_memory = MAP_IN_MEMORY;
1302}
1303
1304/*
1305 * Saves a map to file. If flag is set, it is saved into the same
1306 * file it was (originally) loaded from. Otherwise a temporary
1307 * filename will be genarated, and the file will be stored there.
1308 * The temporary filename will be stored in the maptileure.
1309 * If the map is unique, we also save to the filename in the map
1310 * (this should have been updated when first loaded)
1311 */
1312int
1313new_save_map (maptile *m, int flag)
1314{
1315 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1316 int i;
1317
1318 if (flag && !*m->path)
1319 {
1320 LOG (llevError, "Tried to save map without path.\n");
1321 return -1;
1322 }
1323
1324 if (flag || (m->unique) || (m->templatemap))
1325 {
1326 if (!m->unique && !m->templatemap)
1327 { /* flag is set */
1328 if (flag == 2)
1329 strcpy (filename, create_overlay_pathname (m->path));
1330 else
1331 strcpy (filename, create_pathname (m->path));
1332 } 789 }
1333 else
1334 strcpy (filename, m->path);
1335
1336 make_path_to_file (filename);
1337 }
1338 else
1339 { 790 }
1340 if (!m->tmpname) 791}
1341 m->tmpname = tempnam (settings.tmpdir, NULL);
1342 792
1343 strcpy (filename, m->tmpname); 793bool
794maptile::_save_header (object_freezer &freezer)
795{
796#define MAP_OUT(k) freezer.put (KW_ ## k, k)
797#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
798
799 MAP_OUT2 (arch, "map");
800
801 if (name) MAP_OUT (name);
802 MAP_OUT (swap_time);
803 MAP_OUT (reset_time);
804 MAP_OUT (reset_timeout);
805 MAP_OUT (fixed_resettime);
806 MAP_OUT (no_reset);
807 MAP_OUT (difficulty);
808
809 if (default_region) MAP_OUT2 (region, default_region->name);
810
811 if (shopitems)
1344 } 812 {
813 char shop[MAX_BUF];
814 print_shop_string (this, shop);
815 MAP_OUT2 (shopitems, shop);
816 }
1345 817
1346 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 818 MAP_OUT (shopgreed);
1347 m->in_memory = MAP_SAVING; 819 MAP_OUT (shopmin);
820 MAP_OUT (shopmax);
821 if (shoprace) MAP_OUT (shoprace);
822 MAP_OUT (darkness);
823 MAP_OUT (width);
824 MAP_OUT (height);
825 MAP_OUT (enter_x);
826 MAP_OUT (enter_y);
1348 827
828 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
829 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
830
831 MAP_OUT (outdoor);
832 MAP_OUT (temp);
833 MAP_OUT (pressure);
834 MAP_OUT (humid);
835 MAP_OUT (windspeed);
836 MAP_OUT (winddir);
837 MAP_OUT (sky);
838
839 MAP_OUT (per_player);
840 MAP_OUT (per_party);
841
842 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
843 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
844 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
845 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
846
847 freezer.put (this);
848 freezer.put (KW_end);
849
850 return true;
851}
852
853bool
854maptile::_save_header (const char *path)
855{
1349 object_freezer freezer; 856 object_freezer freezer;
1350 857
1351 /* legacy */ 858 if (!_save_header (freezer))
1352 fprintf (freezer, "arch map\n"); 859 return false;
1353 if (m->name)
1354 fprintf (freezer, "name %s\n", m->name);
1355 if (!flag)
1356 fprintf (freezer, "swap_time %d\n", m->swap_time);
1357 if (m->reset_timeout)
1358 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1359 if (m->fixed_resettime)
1360 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1361 /* we unfortunately have no idea if this is a value the creator set
1362 * or a difficulty value we generated when the map was first loaded
1363 */
1364 if (m->difficulty)
1365 fprintf (freezer, "difficulty %d\n", m->difficulty);
1366 if (m->region)
1367 fprintf (freezer, "region %s\n", m->region->name);
1368 if (m->shopitems)
1369 {
1370 print_shop_string (m, shop);
1371 fprintf (freezer, "shopitems %s\n", shop);
1372 }
1373 if (m->shopgreed)
1374 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1375 if (m->shopmin)
1376 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1377 if (m->shopmax)
1378 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1379 if (m->shoprace)
1380 fprintf (freezer, "shoprace %s\n", m->shoprace);
1381 if (m->darkness)
1382 fprintf (freezer, "darkness %d\n", m->darkness);
1383 if (m->width)
1384 fprintf (freezer, "width %d\n", m->width);
1385 if (m->height)
1386 fprintf (freezer, "height %d\n", m->height);
1387 if (m->enter_x)
1388 fprintf (freezer, "enter_x %d\n", m->enter_x);
1389 if (m->enter_y)
1390 fprintf (freezer, "enter_y %d\n", m->enter_y);
1391 if (m->msg)
1392 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1393 if (m->maplore)
1394 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1395 if (m->unique)
1396 fprintf (freezer, "unique %d\n", m->unique);
1397 if (m->templatemap)
1398 fprintf (freezer, "template %d\n", m->templatemap);
1399 if (m->outdoor)
1400 fprintf (freezer, "outdoor %d\n", m->outdoor);
1401 if (m->temp)
1402 fprintf (freezer, "temp %d\n", m->temp);
1403 if (m->pressure)
1404 fprintf (freezer, "pressure %d\n", m->pressure);
1405 if (m->humid)
1406 fprintf (freezer, "humid %d\n", m->humid);
1407 if (m->windspeed)
1408 fprintf (freezer, "windspeed %d\n", m->windspeed);
1409 if (m->winddir)
1410 fprintf (freezer, "winddir %d\n", m->winddir);
1411 if (m->sky)
1412 fprintf (freezer, "sky %d\n", m->sky);
1413 if (m->nosmooth)
1414 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1415 860
1416 /* Save any tiling information, except on overlays */ 861 return freezer.save (path);
1417 if (flag != 2)
1418 for (i = 0; i < 4; i++)
1419 if (m->tile_path[i])
1420 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1421
1422 freezer.put (m);
1423 fprintf (freezer, "end\n");
1424
1425 /* In the game save unique items in the different file, but
1426 * in the editor save them to the normal map file.
1427 * If unique map, save files in the proper destination (set by
1428 * player)
1429 */
1430 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1431 {
1432 object_freezer unique;
1433
1434 if (flag == 2)
1435 save_objects (m, freezer, unique, 2);
1436 else
1437 save_objects (m, freezer, unique, 0);
1438
1439 sprintf (buf, "%s.v00", create_items_path (m->path));
1440
1441 unique.save (buf);
1442 }
1443 else
1444 { /* save same file when not playing, like in editor */
1445 save_objects (m, freezer, freezer, 0);
1446 }
1447
1448 freezer.save (filename);
1449
1450 return 0;
1451} 862}
1452 863
1453/* 864/*
1454 * Remove and free all objects in the given map. 865 * Remove and free all objects in the given map.
1455 */ 866 */
1456void 867void
1457free_all_objects (maptile *m) 868maptile::clear ()
1458{ 869{
870 sfree (regions, size ()), regions = 0;
871 free (regionmap), regionmap = 0;
872
1459 if (!m->spaces) 873 if (spaces)
1460 return;
1461
1462 for (int i = 0; i < m->width; i++)
1463 for (int j = 0; j < m->height; j++)
1464 { 874 {
1465 mapspace &ms = m->at (i, j); 875 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1466
1467 while (object *op = ms.bot) 876 while (object *op = ms->bot)
1468 { 877 {
1469 if (op->head)
1470 op = op->head; 878 op = op->head_ ();
1471
1472 op->destroy_inv (false); 879 op->destroy_inv (false);
1473 op->destroy (); 880 op->destroy ();
1474 } 881 }
882
883 sfree (spaces, size ()), spaces = 0;
1475 } 884 }
1476}
1477 885
1478/* 886 if (buttons)
1479 * Frees everything allocated by the given maptileure. 887 free_objectlinkpt (buttons), buttons = 0;
1480 * don't free tmpname - our caller is left to do that 888}
1481 */ 889
1482void 890void
1483free_map (maptile *m, int flag) 891maptile::clear_header ()
1484{ 892{
1485 if (!m->in_memory) //TODO: makes no sense to me? 893 name = 0;
1486 return; 894 msg = 0;
1487 895 maplore = 0;
1488 m->in_memory = MAP_SAVING; 896 shoprace = 0;
1489
1490 // TODO: use new/delete
1491
1492 if (flag && m->spaces)
1493 free_all_objects (m);
1494
1495 sfree (m->spaces, m->size ()), m->spaces = 0;
1496
1497 free (m->name), m->name = 0;
1498 free (m->msg), m->msg = 0;
1499 free (m->maplore), m->maplore = 0;
1500 free (m->shoprace), m->shoprace = 0;
1501 delete [] m->shopitems, m->shopitems = 0; 897 delete [] shopitems, shopitems = 0;
1502
1503 if (m->buttons)
1504 free_objectlinkpt (m->buttons), m->buttons = 0;
1505 898
1506 for (int i = 0; i < 4; i++) 899 for (int i = 0; i < 4; i++)
1507 free (m->tile_path[i]), m->tile_path[i] = 0; 900 tile_path [i] = 0;
1508
1509 m->in_memory = MAP_SWAPPED;
1510} 901}
1511 902
1512maptile::~maptile () 903maptile::~maptile ()
1513{ 904{
1514 assert (destroyed ()); 905 assert (destroyed ());
1515} 906}
1516 907
1517void 908void
1518maptile::do_destroy () 909maptile::clear_links_to (maptile *m)
1519{ 910{
1520 attachable::do_destroy ();
1521
1522 unlink ();
1523
1524 free_map (this, 1);
1525 free (tmpname), tmpname = 0;
1526
1527 /* We need to look through all the maps and see if any maps 911 /* We need to look through all the maps and see if any maps
1528 * are pointing at this one for tiling information. Since 912 * are pointing at this one for tiling information. Since
1529 * tiling can be asymetric, we just can not look to see which 913 * tiling can be asymetric, we just can not look to see which
1530 * maps this map tiles with and clears those. 914 * maps this map tiles with and clears those.
1531 */ 915 */
1532 //TODO: non-euclidean-tiling MUST GO
1533 for_all_maps (m)
1534 for (int i = 0; i < 4; i++) 916 for (int i = 0; i < 4; i++)
1535 if (m->tile_map[i] == this) 917 if (tile_map[i] == m)
1536 m->tile_map[i] = 0; 918 tile_map[i] = 0;
1537} 919}
1538 920
1539//TODO: must go
1540void 921void
1541delete_map (maptile *m) 922maptile::do_destroy ()
1542{ 923{
1543 if (m) 924 attachable::do_destroy ();
925
926 clear ();
927}
928
929/* decay and destroy perishable items in a map */
930void
931maptile::do_decay_objects ()
932{
933 if (!spaces)
934 return;
935
936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 for (object *above, *op = ms->bot; op; op = above)
938 {
939 above = op->above;
940
941 bool destroy = 0;
942
943 // do not decay anything above unique floor tiles (yet :)
944 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
945 break;
946
947 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
948 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
949 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
950 || QUERY_FLAG (op, FLAG_UNIQUE)
951 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
952 || QUERY_FLAG (op, FLAG_UNPAID)
953 || op->is_alive ())
954 ; // do not decay
955 else if (op->is_weapon ())
956 {
957 op->stats.dam--;
958 if (op->stats.dam < 0)
959 destroy = 1;
960 }
961 else if (op->is_armor ())
962 {
963 op->stats.ac--;
964 if (op->stats.ac < 0)
965 destroy = 1;
966 }
967 else if (op->type == FOOD)
968 {
969 op->stats.food -= rndm (5, 20);
970 if (op->stats.food < 0)
971 destroy = 1;
972 }
973 else
974 {
975 int mat = op->materials;
976
977 if (mat & M_PAPER
978 || mat & M_LEATHER
979 || mat & M_WOOD
980 || mat & M_ORGANIC
981 || mat & M_CLOTH
982 || mat & M_LIQUID
983 || (mat & M_IRON && rndm (1, 5) == 1)
984 || (mat & M_GLASS && rndm (1, 2) == 1)
985 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
986 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
987 || (mat & M_ICE && temp > 32))
988 destroy = 1;
989 }
990
991 /* adjust overall chance below */
992 if (destroy && rndm (0, 1))
1544 m->destroy (); 993 op->destroy ();
994 }
1545} 995}
1546 996
1547/* 997/*
1548 * Makes sure the given map is loaded and swapped in. 998 * Updates every button on the map (by calling update_button() for them).
1549 * name is path name of the map.
1550 * flags meaning:
1551 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1552 * and don't do unique items or the like.
1553 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1554 * dont do any more name translation on it.
1555 * 999 */
1556 * Returns a pointer to the given map. 1000void
1557 */ 1001maptile::update_buttons ()
1558maptile *
1559ready_map_name (const char *name, int flags)
1560{ 1002{
1561 if (!name) 1003 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1562 return 0; 1004 for (objectlink *ol = obp->link; ol; ol = ol->next)
1563
1564 /* Have we been at this level before? */
1565 maptile *m = has_been_loaded (name);
1566
1567 /* Map is good to go, so just return it */
1568 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1569 return m;
1570
1571 /* unique maps always get loaded from their original location, and never
1572 * a temp location. Likewise, if map_flush is set, or we have never loaded
1573 * this map, load it now. I removed the reset checking from here -
1574 * it seems the probability of a player trying to enter a map that should
1575 * reset but hasn't yet is quite low, and removing that makes this function
1576 * a bit cleaner (and players probably shouldn't rely on exact timing for
1577 * resets in any case - if they really care, they should use the 'maps command.
1578 */
1579 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1580 { 1005 {
1581 /* first visit or time to reset */ 1006 if (!ol->ob)
1582 if (m)
1583 { 1007 {
1584 clean_tmp_map (m); /* Doesn't make much difference */ 1008 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1585 delete_map (m); 1009 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1010 continue;
1586 } 1011 }
1587 1012
1588 /* create and load a map */ 1013 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1589 if (flags & MAP_PLAYER_UNIQUE)
1590 LOG (llevDebug, "Trying to load map %s.\n", name);
1591 else
1592 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1593
1594 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1595 return (NULL);
1596
1597 fix_auto_apply (m); /* Chests which open as default */
1598
1599 /* If a player unique map, no extra unique object file to load.
1600 * if from the editor, likewise.
1601 */
1602 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1603 load_unique_objects (m);
1604
1605 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1606 { 1014 {
1607 m = load_overlay_map (name, m); 1015 update_button (ol->ob);
1608 if (m == NULL) 1016 break;
1609 return NULL;
1610 } 1017 }
1611
1612 if (flags & MAP_PLAYER_UNIQUE)
1613 INVOKE_MAP (SWAPIN, m);
1614
1615 } 1018 }
1616 else
1617 {
1618 /* If in this loop, we found a temporary map, so load it up. */
1619
1620 m = load_temporary_map (m);
1621 if (m == NULL)
1622 return NULL;
1623 load_unique_objects (m);
1624
1625 clean_tmp_map (m);
1626 m->in_memory = MAP_IN_MEMORY;
1627 /* tempnam() on sun systems (probably others) uses malloc
1628 * to allocated space for the string. Free it here.
1629 * In some cases, load_temporary_map above won't find the
1630 * temporary map, and so has reloaded a new map. If that
1631 * is the case, tmpname is now null
1632 */
1633 if (m->tmpname)
1634 free (m->tmpname);
1635 m->tmpname = NULL;
1636 /* It's going to be saved anew anyway */
1637 }
1638
1639 /* Below here is stuff common to both first time loaded maps and
1640 * temp maps.
1641 */
1642
1643 decay_objects (m); /* start the decay */
1644 /* In case other objects press some buttons down */
1645 update_buttons (m);
1646 if (m->outdoor)
1647 set_darkness_map (m);
1648 /* run the weather over this map */
1649 weather_effect (name);
1650 return m;
1651} 1019}
1652
1653 1020
1654/* 1021/*
1655 * This routine is supposed to find out the difficulty of the map. 1022 * This routine is supposed to find out the difficulty of the map.
1656 * difficulty does not have a lot to do with character level, 1023 * difficulty does not have a lot to do with character level,
1657 * but does have a lot to do with treasure on the map. 1024 * but does have a lot to do with treasure on the map.
1659 * Difficulty can now be set by the map creature. If the value stored 1026 * Difficulty can now be set by the map creature. If the value stored
1660 * in the map is zero, then use this routine. Maps should really 1027 * in the map is zero, then use this routine. Maps should really
1661 * have a difficulty set than using this function - human calculation 1028 * have a difficulty set than using this function - human calculation
1662 * is much better than this functions guesswork. 1029 * is much better than this functions guesswork.
1663 */ 1030 */
1664
1665int 1031int
1666calculate_difficulty (maptile *m) 1032maptile::estimate_difficulty () const
1667{ 1033{
1668 object *op;
1669 archetype *at;
1670 int x, y, i;
1671 long monster_cnt = 0; 1034 long monster_cnt = 0;
1672 double avgexp = 0; 1035 double avgexp = 0;
1673 sint64 total_exp = 0; 1036 sint64 total_exp = 0;
1674 1037
1675 if (m->difficulty) 1038 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1676 { 1039 for (object *op = ms->bot; op; op = op->above)
1677 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1678 return m->difficulty;
1679 }
1680
1681 for (x = 0; x < m->width; x++)
1682 for (y = 0; y < m->height; y++)
1683 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1684 { 1040 {
1685 if (QUERY_FLAG (op, FLAG_MONSTER)) 1041 if (QUERY_FLAG (op, FLAG_MONSTER))
1686 { 1042 {
1687 total_exp += op->stats.exp; 1043 total_exp += op->stats.exp;
1688 monster_cnt++; 1044 monster_cnt++;
1689 } 1045 }
1690 1046
1691 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1047 if (QUERY_FLAG (op, FLAG_GENERATOR))
1692 { 1048 {
1693 total_exp += op->stats.exp; 1049 total_exp += op->stats.exp;
1050
1694 at = type_to_archetype (GENERATE_TYPE (op)); 1051 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1695
1696 if (at != NULL)
1697 total_exp += at->clone.stats.exp * 8; 1052 total_exp += at->stats.exp * 8;
1698 1053
1699 monster_cnt++; 1054 monster_cnt++;
1700 } 1055 }
1701 } 1056 }
1702 1057
1703 avgexp = (double) total_exp / monster_cnt; 1058 avgexp = (double) total_exp / monster_cnt;
1704 1059
1705 for (i = 1; i <= settings.max_level; i++) 1060 for (int i = 1; i <= settings.max_level; i++)
1706 {
1707 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1061 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1708 {
1709 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1710 return i; 1062 return i;
1711 }
1712 }
1713 1063
1714 return 1; 1064 return 1;
1715}
1716
1717void
1718clean_tmp_map (maptile *m)
1719{
1720 if (m->tmpname == NULL)
1721 return;
1722 INVOKE_MAP (CLEAN, m);
1723 (void) unlink (m->tmpname);
1724}
1725
1726void
1727free_all_maps (void)
1728{
1729 int real_maps = 0;
1730
1731 while (first_map)
1732 {
1733 /* I think some of the callers above before it gets here set this to be
1734 * saving, but we still want to free this data
1735 */
1736 if (first_map->in_memory == MAP_SAVING)
1737 first_map->in_memory = MAP_IN_MEMORY;
1738 delete_map (first_map);
1739 real_maps++;
1740 }
1741
1742 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1743} 1065}
1744 1066
1745/* change_map_light() - used to change map light level (darkness) 1067/* change_map_light() - used to change map light level (darkness)
1746 * up or down. Returns true if successful. It should now be 1068 * up or down. Returns true if successful. It should now be
1747 * possible to change a value by more than 1. 1069 * possible to change a value by more than 1.
1748 * Move this from los.c to map.c since this is more related 1070 * Move this from los.c to map.c since this is more related
1749 * to maps than los. 1071 * to maps than los.
1750 * postive values make it darker, negative make it brighter 1072 * postive values make it darker, negative make it brighter
1751 */ 1073 */
1752
1753int 1074int
1754change_map_light (maptile *m, int change) 1075maptile::change_map_light (int change)
1755{ 1076{
1756 int new_level = m->darkness + change; 1077 int new_level = darkness + change;
1757 1078
1758 /* Nothing to do */ 1079 /* Nothing to do */
1759 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1080 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1760 {
1761 return 0; 1081 return 0;
1762 }
1763 1082
1764 /* inform all players on the map */ 1083 /* inform all players on the map */
1765 if (change > 0) 1084 if (change > 0)
1766 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1085 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1767 else 1086 else
1768 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1087 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1769 1088
1770 /* Do extra checking. since m->darkness is a unsigned value, 1089 /* Do extra checking. since darkness is a unsigned value,
1771 * we need to be extra careful about negative values. 1090 * we need to be extra careful about negative values.
1772 * In general, the checks below are only needed if change 1091 * In general, the checks below are only needed if change
1773 * is not +/-1 1092 * is not +/-1
1774 */ 1093 */
1775 if (new_level < 0) 1094 if (new_level < 0)
1776 m->darkness = 0; 1095 darkness = 0;
1777 else if (new_level >= MAX_DARKNESS) 1096 else if (new_level >= MAX_DARKNESS)
1778 m->darkness = MAX_DARKNESS; 1097 darkness = MAX_DARKNESS;
1779 else 1098 else
1780 m->darkness = new_level; 1099 darkness = new_level;
1781 1100
1782 /* All clients need to get re-updated for the change */ 1101 /* All clients need to get re-updated for the change */
1783 update_all_map_los (m); 1102 update_all_map_los (this);
1784 return 1; 1103 return 1;
1785} 1104}
1786 1105
1787/* 1106/*
1788 * This function updates various attributes about a specific space 1107 * This function updates various attributes about a specific space
1792 */ 1111 */
1793void 1112void
1794mapspace::update_ () 1113mapspace::update_ ()
1795{ 1114{
1796 object *tmp, *last = 0; 1115 object *tmp, *last = 0;
1797 uint8 flags = 0, light = 0, anywhere = 0; 1116 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1798 New_Face *top, *floor, *middle;
1799 object *top_obj, *floor_obj, *middle_obj;
1800 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1801 1118
1802 middle = blank_face; 1119 //object *middle = 0;
1803 top = blank_face; 1120 //object *top = 0;
1804 floor = blank_face; 1121 //object *floor = 0;
1805 1122 // this seems to generate better code than using locals, above
1806 middle_obj = 0; 1123 object *&top = faces_obj[0] = 0;
1807 top_obj = 0; 1124 object *&middle = faces_obj[1] = 0;
1808 floor_obj = 0; 1125 object *&floor = faces_obj[2] = 0;
1809 1126
1810 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1811 { 1128 {
1812 /* This could be made additive I guess (two lights better than 1129 /* This could be made additive I guess (two lights better than
1813 * one). But if so, it shouldn't be a simple additive - 2 1130 * one). But if so, it shouldn't be a simple additive - 2
1826 * Always put the player down for drawing. 1143 * Always put the player down for drawing.
1827 */ 1144 */
1828 if (!tmp->invisible) 1145 if (!tmp->invisible)
1829 { 1146 {
1830 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1831 {
1832 top = tmp->face;
1833 top_obj = tmp; 1148 top = tmp;
1834 }
1835 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1836 { 1150 {
1837 /* If we got a floor, that means middle and top were below it, 1151 /* If we got a floor, that means middle and top were below it,
1838 * so should not be visible, so we clear them. 1152 * so should not be visible, so we clear them.
1839 */ 1153 */
1840 middle = blank_face; 1154 middle = 0;
1841 top = blank_face; 1155 top = 0;
1842 floor = tmp->face;
1843 floor_obj = tmp; 1156 floor = tmp;
1844 } 1157 }
1845 /* Flag anywhere have high priority */ 1158 /* Flag anywhere have high priority */
1846 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1159 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1847 { 1160 {
1848 middle = tmp->face;
1849
1850 middle_obj = tmp; 1161 middle = tmp;
1851 anywhere = 1; 1162 anywhere = 1;
1852 } 1163 }
1853 /* Find the highest visible face around. If equal 1164 /* Find the highest visible face around. If equal
1854 * visibilities, we still want the one nearer to the 1165 * visibilities, we still want the one nearer to the
1855 * top 1166 * top
1856 */ 1167 */
1857 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1168 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1858 {
1859 middle = tmp->face;
1860 middle_obj = tmp; 1169 middle = tmp;
1861 }
1862 } 1170 }
1863 1171
1864 if (tmp == tmp->above) 1172 if (tmp == tmp->above)
1865 { 1173 {
1866 LOG (llevError, "Error in structure of map\n"); 1174 LOG (llevError, "Error in structure of map\n");
1901 * middle face. This should not happen, as we already have the 1209 * middle face. This should not happen, as we already have the
1902 * else statement above so middle should not get set. OTOH, it 1210 * else statement above so middle should not get set. OTOH, it
1903 * may be possible for the faces to match but be different objects. 1211 * may be possible for the faces to match but be different objects.
1904 */ 1212 */
1905 if (top == middle) 1213 if (top == middle)
1906 middle = blank_face; 1214 middle = 0;
1907 1215
1908 /* There are three posibilities at this point: 1216 /* There are three posibilities at this point:
1909 * 1) top face is set, need middle to be set. 1217 * 1) top face is set, need middle to be set.
1910 * 2) middle is set, need to set top. 1218 * 2) middle is set, need to set top.
1911 * 3) neither middle or top is set - need to set both. 1219 * 3) neither middle or top is set - need to set both.
1916 /* Once we get to a floor, stop, since we already have a floor object */ 1224 /* Once we get to a floor, stop, since we already have a floor object */
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1225 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 break; 1226 break;
1919 1227
1920 /* If two top faces are already set, quit processing */ 1228 /* If two top faces are already set, quit processing */
1921 if ((top != blank_face) && (middle != blank_face)) 1229 if (top && middle)
1922 break; 1230 break;
1923 1231
1924 /* Only show visible faces, unless its the editor - show all */ 1232 /* Only show visible faces */
1925 if (!tmp->invisible || editor) 1233 if (!tmp->invisible)
1926 { 1234 {
1927 /* Fill in top if needed */ 1235 /* Fill in top if needed */
1928 if (top == blank_face) 1236 if (!top)
1929 { 1237 {
1930 top = tmp->face;
1931 top_obj = tmp; 1238 top = tmp;
1932 if (top == middle) 1239 if (top == middle)
1933 middle = blank_face; 1240 middle = 0;
1934 } 1241 }
1935 else 1242 else
1936 { 1243 {
1937 /* top is already set - we should only get here if 1244 /* top is already set - we should only get here if
1938 * middle is not set 1245 * middle is not set
1939 * 1246 *
1940 * Set the middle face and break out, since there is nothing 1247 * Set the middle face and break out, since there is nothing
1941 * more to fill in. We don't check visiblity here, since 1248 * more to fill in. We don't check visiblity here, since
1942 * 1249 *
1943 */ 1250 */
1944 if (tmp->face != top) 1251 if (tmp != top)
1945 { 1252 {
1946 middle = tmp->face;
1947 middle_obj = tmp; 1253 middle = tmp;
1948 break; 1254 break;
1949 } 1255 }
1950 } 1256 }
1951 } 1257 }
1952 } 1258 }
1953 1259
1954 if (middle == floor) 1260 if (middle == floor)
1955 middle = blank_face; 1261 middle = 0;
1956 1262
1957 if (top == middle) 1263 if (top == middle)
1958 middle = blank_face; 1264 middle = 0;
1959 1265
1960 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1266#if 0
1961 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1267 faces_obj [0] = top;
1962 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1268 faces_obj [1] = middle;
1269 faces_obj [2] = floor;
1270#endif
1963} 1271}
1964 1272
1965void 1273uint64
1966set_map_reset_time (maptile *map) 1274mapspace::volume () const
1967{ 1275{
1968 int timeout = map->reset_timeout; 1276 uint64 vol = 0;
1969 1277
1970 if (timeout <= 0) 1278 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1971 timeout = MAP_DEFAULTRESET; 1279 vol += op->volume ();
1972 if (timeout >= MAP_MAXRESET)
1973 timeout = MAP_MAXRESET;
1974 1280
1975 map->reset_time = time (0) + timeout; 1281 return vol;
1976} 1282}
1977 1283
1978/* this updates the orig_map->tile_map[tile_num] value after loading 1284/* this updates the orig_map->tile_map[tile_num] value after finding
1979 * the map. It also takes care of linking back the freshly loaded 1285 * the map. It also takes care of linking back the freshly found
1980 * maps tile_map values if it tiles back to this one. It returns 1286 * maps tile_map values if it tiles back to this one. It returns
1981 * the value of orig_map->tile_map[tile_num]. It really only does this 1287 * the value of orig_map->tile_map[tile_num].
1982 * so that it is easier for calling functions to verify success.
1983 */ 1288 */
1984
1985static maptile * 1289static inline maptile *
1986load_and_link_tiled_map (maptile *orig_map, int tile_num) 1290find_and_link (maptile *orig_map, int tile_num)
1987{ 1291{
1292 maptile *mp = orig_map->tile_map [tile_num];
1293
1294 if (!mp)
1295 {
1296 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1297
1298 if (!mp)
1299 {
1300 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1301 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1302 &orig_map->tile_path[tile_num], &orig_map->path);
1303 mp = new maptile (1, 1);
1304 mp->alloc ();
1305 mp->in_memory = MAP_IN_MEMORY;
1306 }
1307 }
1308
1988 int dest_tile = (tile_num + 2) % 4; 1309 int dest_tile = (tile_num + 2) % 4;
1989 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1990 1310
1991 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1311 orig_map->tile_map [tile_num] = mp;
1992 1312
1993 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1313 // optimisation: back-link map to origin map if euclidean
1994 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)) 1314 //TODO: non-euclidean maps MUST GO
1315 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1995 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1316 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1996 1317
1997 return orig_map->tile_map[tile_num]; 1318 return mp;
1319}
1320
1321static inline void
1322load_and_link (maptile *orig_map, int tile_num)
1323{
1324 find_and_link (orig_map, tile_num)->load_sync ();
1998} 1325}
1999 1326
2000/* this returns TRUE if the coordinates (x,y) are out of 1327/* this returns TRUE if the coordinates (x,y) are out of
2001 * map m. This function also takes into account any 1328 * map m. This function also takes into account any
2002 * tiling considerations, loading adjacant maps as needed. 1329 * tiling considerations, loading adjacant maps as needed.
2003 * This is the function should always be used when it 1330 * This is the function should always be used when it
2004 * necessary to check for valid coordinates. 1331 * necessary to check for valid coordinates.
2005 * This function will recursively call itself for the 1332 * This function will recursively call itself for the
2006 * tiled maps. 1333 * tiled maps.
2007 *
2008 *
2009 */ 1334 */
2010int 1335int
2011out_of_map (maptile *m, int x, int y) 1336out_of_map (maptile *m, int x, int y)
2012{ 1337{
2013 /* If we get passed a null map, this is obviously the 1338 /* If we get passed a null map, this is obviously the
2021 { 1346 {
2022 if (!m->tile_path[3]) 1347 if (!m->tile_path[3])
2023 return 1; 1348 return 1;
2024 1349
2025 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1350 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026 load_and_link_tiled_map (m, 3); 1351 find_and_link (m, 3);
2027 1352
2028 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1353 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2029 } 1354 }
2030 1355
2031 if (x >= m->width) 1356 if (x >= m->width)
2032 { 1357 {
2033 if (!m->tile_path[1]) 1358 if (!m->tile_path[1])
2034 return 1; 1359 return 1;
2035 1360
2036 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1361 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2037 load_and_link_tiled_map (m, 1); 1362 find_and_link (m, 1);
2038 1363
2039 return (out_of_map (m->tile_map[1], x - m->width, y)); 1364 return out_of_map (m->tile_map[1], x - m->width, y);
2040 } 1365 }
2041 1366
2042 if (y < 0) 1367 if (y < 0)
2043 { 1368 {
2044 if (!m->tile_path[0]) 1369 if (!m->tile_path[0])
2045 return 1; 1370 return 1;
2046 1371
2047 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1372 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map (m, 0); 1373 find_and_link (m, 0);
2049 1374
2050 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1375 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2051 } 1376 }
2052 1377
2053 if (y >= m->height) 1378 if (y >= m->height)
2054 { 1379 {
2055 if (!m->tile_path[2]) 1380 if (!m->tile_path[2])
2056 return 1; 1381 return 1;
2057 1382
2058 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1383 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2059 load_and_link_tiled_map (m, 2); 1384 find_and_link (m, 2);
2060 1385
2061 return (out_of_map (m->tile_map[2], x, y - m->height)); 1386 return out_of_map (m->tile_map[2], x, y - m->height);
2062 } 1387 }
2063 1388
2064 /* Simple case - coordinates are within this local 1389 /* Simple case - coordinates are within this local
2065 * map. 1390 * map.
2066 */ 1391 */
2069 1394
2070/* This is basically the same as out_of_map above, but 1395/* This is basically the same as out_of_map above, but
2071 * instead we return NULL if no map is valid (coordinates 1396 * instead we return NULL if no map is valid (coordinates
2072 * out of bounds and no tiled map), otherwise it returns 1397 * out of bounds and no tiled map), otherwise it returns
2073 * the map as that the coordinates are really on, and 1398 * the map as that the coordinates are really on, and
2074 * updates x and y to be the localized coordinates. 1399 * updates x and y to be the localised coordinates.
2075 * Using this is more efficient of calling out_of_map 1400 * Using this is more efficient of calling out_of_map
2076 * and then figuring out what the real map is 1401 * and then figuring out what the real map is
2077 */ 1402 */
2078maptile * 1403maptile *
2079get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1404maptile::xy_find (sint16 &x, sint16 &y)
2080{ 1405{
2081
2082 if (*x < 0) 1406 if (x < 0)
2083 { 1407 {
2084 if (!m->tile_path[3]) 1408 if (!tile_path[3])
2085 return 0; 1409 return 0;
2086 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2087 load_and_link_tiled_map (m, 3);
2088 1410
1411 find_and_link (this, 3);
2089 *x += m->tile_map[3]->width; 1412 x += tile_map[3]->width;
2090 return (get_map_from_coord (m->tile_map[3], x, y)); 1413 return tile_map[3]->xy_find (x, y);
2091 } 1414 }
2092 1415
2093 if (*x >= m->width) 1416 if (x >= width)
2094 { 1417 {
2095 if (!m->tile_path[1]) 1418 if (!tile_path[1])
2096 return 0; 1419 return 0;
2097 1420
2098 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1421 find_and_link (this, 1);
2099 load_and_link_tiled_map (m, 1);
2100
2101 *x -= m->width; 1422 x -= width;
2102 return (get_map_from_coord (m->tile_map[1], x, y)); 1423 return tile_map[1]->xy_find (x, y);
2103 } 1424 }
2104 1425
2105 if (*y < 0) 1426 if (y < 0)
2106 { 1427 {
2107 if (!m->tile_path[0]) 1428 if (!tile_path[0])
2108 return 0; 1429 return 0;
2109 1430
2110 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1431 find_and_link (this, 0);
2111 load_and_link_tiled_map (m, 0);
2112
2113 *y += m->tile_map[0]->height; 1432 y += tile_map[0]->height;
2114 return (get_map_from_coord (m->tile_map[0], x, y)); 1433 return tile_map[0]->xy_find (x, y);
2115 } 1434 }
2116 1435
2117 if (*y >= m->height) 1436 if (y >= height)
2118 { 1437 {
2119 if (!m->tile_path[2]) 1438 if (!tile_path[2])
2120 return 0; 1439 return 0;
2121 1440
2122 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1441 find_and_link (this, 2);
2123 load_and_link_tiled_map (m, 2);
2124
2125 *y -= m->height; 1442 y -= height;
2126 return (get_map_from_coord (m->tile_map[2], x, y)); 1443 return tile_map[2]->xy_find (x, y);
2127 } 1444 }
2128 1445
2129 /* Simple case - coordinates are within this local 1446 /* Simple case - coordinates are within this local
2130 * map. 1447 * map.
2131 */ 1448 */
2132
2133 return m; 1449 return this;
2134} 1450}
2135 1451
2136/** 1452/**
2137 * Return whether map2 is adjacent to map1. If so, store the distance from 1453 * Return whether map2 is adjacent to map1. If so, store the distance from
2138 * map1 to map2 in dx/dy. 1454 * map1 to map2 in dx/dy.
2139 */ 1455 */
2140static int 1456int
2141adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1457adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2142{ 1458{
2143 if (!map1 || !map2) 1459 if (!map1 || !map2)
2144 return 0; 1460 return 0;
2145 1461
1462 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1463 //fix: compare paths instead (this is likely faster, too!)
2146 if (map1 == map2) 1464 if (map1 == map2)
2147 { 1465 {
2148 *dx = 0; 1466 *dx = 0;
2149 *dy = 0; 1467 *dy = 0;
2150
2151 } 1468 }
2152 else if (map1->tile_map[0] == map2) 1469 else if (map1->tile_map[0] == map2)
2153 { /* up */ 1470 { /* up */
2154 *dx = 0; 1471 *dx = 0;
2155 *dy = -map2->height; 1472 *dy = -map2->height;
2166 } 1483 }
2167 else if (map1->tile_map[3] == map2) 1484 else if (map1->tile_map[3] == map2)
2168 { /* left */ 1485 { /* left */
2169 *dx = -map2->width; 1486 *dx = -map2->width;
2170 *dy = 0; 1487 *dy = 0;
2171
2172 } 1488 }
2173 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1489 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2174 { /* up right */ 1490 { /* up right */
2175 *dx = map1->tile_map[0]->width; 1491 *dx = map1->tile_map[0]->width;
2176 *dy = -map1->tile_map[0]->height; 1492 *dy = -map1->tile_map[0]->height;
2207 } 1523 }
2208 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1524 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2209 { /* left down */ 1525 { /* left down */
2210 *dx = -map1->tile_map[3]->width; 1526 *dx = -map1->tile_map[3]->width;
2211 *dy = map1->tile_map[3]->height; 1527 *dy = map1->tile_map[3]->height;
2212
2213 } 1528 }
2214 else 1529 else
2215 { /* not "adjacent" enough */
2216 return 0; 1530 return 0;
2217 }
2218 1531
2219 return 1; 1532 return 1;
1533}
1534
1535maptile *
1536maptile::xy_load (sint16 &x, sint16 &y)
1537{
1538 maptile *map = xy_find (x, y);
1539
1540 if (map)
1541 map->load_sync ();
1542
1543 return map;
1544}
1545
1546maptile *
1547get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1548{
1549 return m->xy_load (*x, *y);
2220} 1550}
2221 1551
2222/* From map.c 1552/* From map.c
2223 * This is used by get_player to determine where the other 1553 * This is used by get_player to determine where the other
2224 * creature is. get_rangevector takes into account map tiling, 1554 * creature is. get_rangevector takes into account map tiling,
2225 * so you just can not look the the map coordinates and get the 1555 * so you just can not look the the map coordinates and get the
2226 * righte value. distance_x/y are distance away, which 1556 * righte value. distance_x/y are distance away, which
2227 * can be negativbe. direction is the crossfire direction scheme 1557 * can be negative. direction is the crossfire direction scheme
2228 * that the creature should head. part is the part of the 1558 * that the creature should head. part is the part of the
2229 * monster that is closest. 1559 * monster that is closest.
2230 * 1560 *
2231 * get_rangevector looks at op1 and op2, and fills in the 1561 * get_rangevector looks at op1 and op2, and fills in the
2232 * structure for op1 to get to op2. 1562 * structure for op1 to get to op2.
2237 * be unexpected 1567 * be unexpected
2238 * 1568 *
2239 * currently, the only flag supported (0x1) is don't translate for 1569 * currently, the only flag supported (0x1) is don't translate for
2240 * closest body part of 'op1' 1570 * closest body part of 'op1'
2241 */ 1571 */
2242
2243void 1572void
2244get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1573get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2245{ 1574{
2246 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1575 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2247 { 1576 {
2248 /* be conservative and fill in _some_ data */ 1577 /* be conservative and fill in _some_ data */
2249 retval->distance = 100000; 1578 retval->distance = 10000;
2250 retval->distance_x = 32767; 1579 retval->distance_x = 10000;
2251 retval->distance_y = 32767; 1580 retval->distance_y = 10000;
2252 retval->direction = 0; 1581 retval->direction = 0;
2253 retval->part = 0; 1582 retval->part = 0;
2254 } 1583 }
2255 else 1584 else
2256 { 1585 {
2261 1590
2262 best = op1; 1591 best = op1;
2263 /* If this is multipart, find the closest part now */ 1592 /* If this is multipart, find the closest part now */
2264 if (!(flags & 0x1) && op1->more) 1593 if (!(flags & 0x1) && op1->more)
2265 { 1594 {
2266 object *tmp;
2267 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2268 1596
2269 /* we just take the offset of the piece to head to figure 1597 /* we just take the offset of the piece to head to figure
2270 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2271 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2272 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2273 * below works. 1601 * below works.
2274 */ 1602 */
2275 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1603 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2276 { 1604 {
2277 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2278 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2279 if (tmpi < best_distance) 1607 if (tmpi < best_distance)
2280 { 1608 {
2281 best_distance = tmpi; 1609 best_distance = tmpi;
2282 best = tmp; 1610 best = tmp;
2283 } 1611 }
2284 } 1612 }
1613
2285 if (best != op1) 1614 if (best != op1)
2286 { 1615 {
2287 retval->distance_x += op1->x - best->x; 1616 retval->distance_x += op1->x - best->x;
2288 retval->distance_y += op1->y - best->y; 1617 retval->distance_y += op1->y - best->y;
2289 } 1618 }
2290 } 1619 }
1620
2291 retval->part = best; 1621 retval->part = best;
2292 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1622 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2293 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2294 } 1624 }
2295} 1625}
2296 1626
2297/* this is basically the same as get_rangevector above, but instead of 1627/* this is basically the same as get_rangevector above, but instead of
2302 * flags has no meaning for this function at this time - I kept it in to 1632 * flags has no meaning for this function at this time - I kept it in to
2303 * be more consistant with the above function and also in case they are needed 1633 * be more consistant with the above function and also in case they are needed
2304 * for something in the future. Also, since no object is pasted, the best 1634 * for something in the future. Also, since no object is pasted, the best
2305 * field of the rv_vector is set to NULL. 1635 * field of the rv_vector is set to NULL.
2306 */ 1636 */
2307
2308void 1637void
2309get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1638get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2310{ 1639{
2311 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1640 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2312 { 1641 {
2313 /* be conservative and fill in _some_ data */ 1642 /* be conservative and fill in _some_ data */
2314 retval->distance = 100000; 1643 retval->distance = 100000;
2321 { 1650 {
2322 retval->distance_x += op2->x - x; 1651 retval->distance_x += op2->x - x;
2323 retval->distance_y += op2->y - y; 1652 retval->distance_y += op2->y - y;
2324 1653
2325 retval->part = NULL; 1654 retval->part = NULL;
2326 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1655 retval->distance = idistance (retval->distance_x, retval->distance_y);
2327 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2328 } 1657 }
2329} 1658}
2330 1659
2331/* Returns true of op1 and op2 are effectively on the same map 1660/* Returns true of op1 and op2 are effectively on the same map
2332 * (as related to map tiling). Note that this looks for a path from 1661 * (as related to map tiling). Note that this looks for a path from
2333 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1662 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2334 * to op1, this will still return false. 1663 * to op1, this will still return false.
2335 * Note we only look one map out to keep the processing simple 1664 * Note we only look one map out to keep the processing simple
2336 * and efficient. This could probably be a macro. 1665 * and efficient. This could probably be a macro.
2337 * MSW 2001-08-05 1666 * MSW 2001-08-05
2338 */ 1667 */
2351 op->remove (); 1680 op->remove ();
2352 1681
2353 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1682 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2354} 1683}
2355 1684
1685region *
1686maptile::region (int x, int y) const
1687{
1688 if (regions
1689 && regionmap
1690 && !OUT_OF_REAL_MAP (this, x, y))
1691 if (struct region *reg = regionmap [regions [y * width + x]])
1692 return reg;
1693
1694 if (default_region)
1695 return default_region;
1696
1697 return ::region::default_region ();
1698}
1699
1700/* picks a random object from a style map.
1701 * Redone by MSW so it should be faster and not use static
1702 * variables to generate tables.
1703 */
1704object *
1705maptile::pick_random_object () const
1706{
1707 /* while returning a null object will result in a crash, that
1708 * is actually preferable to an infinite loop. That is because
1709 * most servers will automatically restart in case of crash.
1710 * Change the logic on getting the random space - shouldn't make
1711 * any difference, but this seems clearer to me.
1712 */
1713 for (int i = 1000; --i;)
1714 {
1715 object *pick = at (rndm (width), rndm (height)).bot;
1716
1717 // do not prefer big monsters just because they are big.
1718 if (pick && pick->head_ () == pick)
1719 return pick->head_ ();
1720 }
1721
1722 // instead of crashing in the unlikely(?) case, try to return *something*
1723 return get_archetype ("blocked");
1724}
1725

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