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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 1.189 by root, Sun Apr 18 05:54:18 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#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"
30#include "path.h" 28#include "path.h"
31 29
32/* 30//+GPL
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 31
42 for_all_maps (map) 32sint8 maptile::outdoor_darkness;
43 if (!strcmp (name, map->path))
44 return map;
45
46 return 0;
47}
48
49/*
50 * This makes a path absolute outside the world of Crossfire.
51 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
52 * and returns the pointer to a static array containing the result.
53 * it really should be called create_mapname
54 */
55
56const char *
57create_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
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);
68 return (buf);
69}
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
136/*
137 * This function checks if a file with the given path exists.
138 * -1 is returned if it fails, otherwise the mode of the file
139 * is returned.
140 * It tries out all the compression suffixes listed in the uncomp[] array.
141 *
142 * If prepend_dir is set, then we call create_pathname (which prepends
143 * libdir & mapdir). Otherwise, we assume the name given is fully
144 * complete.
145 * Only the editor actually cares about the writablity of this -
146 * 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
148 * replaced by an access instead (similar to the windows one, but
149 * that seems to be missing the prepend_dir processing
150 */
151
152int
153check_path (const char *name, int prepend_dir)
154{
155 char buf[MAX_BUF];
156
157 char *endbuf;
158 struct stat statbuf;
159 int mode = 0;
160
161 if (prepend_dir)
162 strcpy (buf, create_pathname (name));
163 else
164 strcpy (buf, name);
165
166 /* old method (strchr(buf, '\0')) seemd very odd to me -
167 * this method should be equivalant and is clearer.
168 * Can not use strcat because we need to cycle through
169 * all the names.
170 */
171 endbuf = buf + strlen (buf);
172
173 if (stat (buf, &statbuf))
174 return -1;
175 if (!S_ISREG (statbuf.st_mode))
176 return (-1);
177
178 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
179 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
180 mode |= 4;
181
182 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))
184 mode |= 2;
185
186 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}
226 33
227/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
228 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
229 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
230 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
235 * don't expect to insert/remove anything from those spaces. 42 * don't expect to insert/remove anything from those spaces.
236 */ 43 */
237int 44int
238get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 45get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
239{ 46{
240 sint16 newx, newy;
241 int retval = 0;
242 maptile *mp;
243
244 newx = x; 47 sint16 newx = x;
245 newy = y; 48 sint16 newy = y;
246 49
247 mp = get_map_from_coord (oldmap, &newx, &newy); 50 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
248 51
249 if (!mp) 52 if (!mp)
250 return P_OUT_OF_MAP; 53 return P_OUT_OF_MAP;
251
252 if (mp != oldmap)
253 retval |= P_NEW_MAP;
254 54
255 if (newmap) *newmap = mp; 55 if (newmap) *newmap = mp;
256 if (nx) *nx = newx; 56 if (nx) *nx = newx;
257 if (ny) *ny = newy; 57 if (ny) *ny = newy;
258 58
259 return retval | mp->at (newx, newy).flags (); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
260} 60}
261 61
262/* 62/*
263 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
264 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
272 * by the caller. 72 * by the caller.
273 */ 73 */
274int 74int
275blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
276{ 76{
277 object *tmp;
278 int mflags, blocked;
279
280 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
281 * have already checked this. 78 * have already checked this.
282 */ 79 */
283 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
284 { 81 {
285 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
286 return 1; 83 return 1;
287 } 84 }
288 85
289 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
290 * directly.
291 */
292 mflags = m->at (sx, sy).flags ();
293 87
294 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
295 90
296 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
297 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
298 * things we need to do for players. 93 * things we need to do for players.
299 */ 94 */
300 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
301 return 0; 96 return 0;
302 97
303 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
304 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
305 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
306 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
307 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
308 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
309 */ 104 */
310 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
311 return 0; 106 return 0;
312 107
313 if (ob->head != NULL)
314 ob = ob->head; 108 ob = ob->head_ ();
315 109
316 /* We basically go through the stack of objects, and if there is 110 /* 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 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
318 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
319 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
320 */ 114 */
321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
322 { 116 {
323 117 if (OB_MOVE_BLOCK (ob, tmp))
324 /* This must be before the checks below. Code for inventory checkers. */
325 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
326 { 118 {
327 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
328 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
329 * pass through this space. 121 return 1;
330 */ 122 else
331 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
332 { 126 {
333 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
334 return 1; 131 return 1;
335 else 132 }
336 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
337 } 142 }
338 else 143 else
339 { 144 return 1; // unconditional block
340 /* In this case, the player must not have the object - 145
341 * if they do, they can't pass through.
342 */
343 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
344 return 1;
345 else
346 continue;
347 }
348 } /* if check_inv */
349 else 146 } else {
350 { 147 // space does not block the ob, directly, but
351 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
352 * this more readable. first check - if the space blocks 149 // blocks anything
353 * movement, can't move here. 150
354 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
355 * hidden dm 152 && tmp->type != DOOR
356 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
357 if (OB_MOVE_BLOCK (ob, tmp))
358 return 1;
359 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
360 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
361 return 1; 154 return 1;
362 } 155 }
363
364 } 156 }
157
365 return 0; 158 return 0;
366} 159}
367 160
368
369/* 161/*
370 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
371 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
372 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
373 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
374 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
375 * 167 *
376 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
377 * 169 *
378 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
379 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
390 * 182 *
391 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
392 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
393 * against the move_block values. 185 * against the move_block values.
394 */ 186 */
395int 187bool
396ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
397{ 189{
398 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
399 int flag;
400 maptile *m1;
401 sint16 sx, sy;
402
403 if (ob == NULL)
404 {
405 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
406 if (flag & P_OUT_OF_MAP)
407 return P_OUT_OF_MAP;
408
409 /* don't have object, so don't know what types would block */
410 return m1->at (sx, sy).move_block;
411 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
412 193
413 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
414 { 195 return 1;
415 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
416 196
417 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
418 return P_OUT_OF_MAP; 198
419 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
420 return P_IS_ALIVE; 200 return 1;
421 201
422 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
423 203 * (signifying non-moving objects)
424
425 /* find_first_free_spot() calls this function. However, often
426 * 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. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
428 */ 205 */
429
430 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
431 continue; 207 continue;
432 208
433 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
434 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
435 */ 211 */
436 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
437 return P_NO_PASS; 213 return 1;
438 } 214 }
439 215
440 return 0; 216 return 0;
441} 217}
442 218
443/* When the map is loaded, load_object does not actually insert objects 219//-GPL
444 * into inventory, but just links them. What this does is go through
445 * and insert them properly.
446 * The object 'container' is the object that contains the inventory.
447 * This is needed so that we can update the containers weight.
448 */
449 220
450void 221void
451fix_container (object *container) 222maptile::set_object_flag (int flag, int value)
452{ 223{
453 object *tmp = container->inv, *next; 224 if (!spaces)
225 return;
454 226
455 container->inv = NULL; 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 while (tmp != NULL) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
457 { 229 tmp->flag [flag] = value;
458 next = tmp->below;
459 if (tmp->inv)
460 fix_container (tmp);
461 (void) insert_ob_in_ob (tmp, container);
462 tmp = next;
463 }
464 /* sum_weight will go through and calculate what all the containers are
465 * carrying.
466 */
467 sum_weight (container);
468} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
469 259
470/* link_multipart_objects go through all the objects on the map looking 260/* 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 261 * 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 262 * 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 263 * they are saved).
474 * the more sections and not re-add sections for them.
475 */ 264 */
476static void 265void
477link_multipart_objects (maptile *m) 266maptile::link_multipart_objects ()
478{ 267{
479 int x, y; 268 if (!spaces)
480 object *tmp, *op, *last, *above; 269 return;
481 archetype *at;
482 270
483 for (x = 0; x < m->width; x++) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
484 for (y = 0; y < m->height; y++) 272 {
485 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) 273 object *op = ms->bot;
274 while (op)
486 { 275 {
487 above = tmp->above;
488
489 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
490 if (tmp->head || tmp->more) 277 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 { 278 {
498 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
499 281
500 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
501 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
502 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
503 op->head = tmp; 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
504 op->map = m; 286
505 last->more = op; 287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
506 op->name = tmp->name; 288 // so we have to reset the iteration through the mapspace
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 */ 289 }
513 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 290 else
514 } /* for at = tmp->arch->more */ 291 op = op->above;
515 } /* for objects on this space */ 292 }
293 }
516} 294}
295
296//-GPL
517 297
518/* 298/*
519 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
520 * file pointer. 300 * file pointer.
521 * mapflags is the same as we get with load_original_map
522 */ 301 */
523void 302bool
524load_objects (maptile *m, object_thawer & fp, int mapflags) 303maptile::_load_objects (object_thawer &f)
525{ 304{
526 int i, j; 305 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 { 306 {
535 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
536 * got an invalid object. Don't do anything with it - the game 308
537 * or editor will not be able to do anything with it either. 309 switch (f.kw)
538 */
539 if (op->arch == NULL)
540 { 310 {
541 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 op->update_weight ();
317
318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 {
320 // we insert manually because
321 // a) its way faster
322 // b) we remove manually, too, and there are good reasons for that
323 // c) it's correct
324 mapspace &ms = at (op->x, op->y);
325
326 op->flag [FLAG_REMOVED] = false;
327
328 op->above = 0;
329 op->below = ms.top;
330
331 *(ms.top ? &ms.top->above : &ms.bot) = op;
332
333 ms.top = op;
334 ms.flags_ = 0;
335 }
336 else
337 {
338 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 op->destroy ();
340 }
341 }
342
542 continue; 343 continue;
543 }
544 344
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
552 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
553
554 if (op->inv)
555 sum_weight (op);
556
557 prev = op, last_more = op;
558 break;
559
560 case LL_MORE: 345 case KW_EOF:
561 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 346 return true;
562 op->head = prev, last_more->more = op, last_more = op; 347
348 default:
349 if (!f.parse_error ("map file"))
350 return false;
563 break; 351 break;
564 } 352 }
565 353
566 if (mapflags & MAP_STYLE) 354 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 { 355 }
575 for (j = 0; j < m->height; j++) 356
357 return true;
358}
359
360void
361maptile::activate ()
362{
363 if (spaces)
364 for (mapspace *ms = spaces + size (); ms-- > spaces; )
365 for (object *op = ms->bot; op; op = op->above)
366 op->activate_recursive ();
367}
368
369void
370maptile::deactivate ()
371{
372 if (spaces)
373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
374 for (object *op = ms->bot; op; op = op->above)
375 op->deactivate_recursive ();
376}
377
378bool
379maptile::_save_objects (object_freezer &f, int flags)
380{
381 coroapi::cede_to_tick ();
382
383 if (flags & IO_HEADER)
384 _save_header (f);
385
386 if (!spaces)
387 return false;
388
389 for (int i = 0; i < size (); ++i)
390 {
391 bool unique = 0;
392
393 for (object *op = spaces [i].bot; op; op = op->above)
576 { 394 {
577 unique = 0; 395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
578 /* check for unique items, or unique squares */ 396
579 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 397 if (expect_false (!op->can_map_save ()))
398 continue;
399
400 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
580 { 401 {
581 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 402 if (flags & IO_UNIQUES)
582 unique = 1; 403 op->write (f);
583
584 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
585 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
586 } 404 }
405 else if (expect_true (flags & IO_OBJECTS))
406 op->write (f);
587 } 407 }
588 } 408 }
589 409
590 op->destroy (); 410 coroapi::cede_to_tick ();
591 link_multipart_objects (m);
592}
593 411
594/* This saves all the objects on the map in a non destructive fashion. 412 return true;
595 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
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
605 /* first pass - save one-part objects */
606 for (i = 0; i < m->width; i++)
607 for (j = 0; j < m->height; j++)
608 {
609 unique = 0;
610
611 for (op = m->at (i, j).bot; op; op = op->above)
612 {
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 }
625} 413}
626 414
627maptile::maptile () 415bool
416maptile::_save_objects (const char *path, int flags)
417{
418 object_freezer freezer;
419
420 if (!_save_objects (freezer, flags))
421 return false;
422
423 return freezer.save (path);
424}
425
426void
427maptile::init ()
628{ 428{
629 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
630 430
631 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
632 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
633 */ 433 */
634 width = 16; 434 width = 16;
635 height = 16; 435 height = 16;
436 timeout = 300;
437 max_items = MAX_ITEM_PER_ACTION;
438 max_volume = 2000000; // 2m³
636 reset_timeout = 0; 439 reset_timeout = 0;
637 timeout = 300;
638 enter_x = 0; 440 enter_x = 0;
639 enter_y = 0; 441 enter_y = 0;
640 /*set part to -1 indicating conversion to weather map not yet done */
641 worldpartx = -1;
642 worldparty = -1;
643} 442}
644 443
645void 444maptile::maptile ()
646maptile::link ()
647{ 445{
648 next = first_map; 446 init ();
649 first_map = this;
650} 447}
651 448
652void 449maptile::maptile (int w, int h)
653maptile::unlink ()
654{ 450{
655 if (first_map == this) 451 init ();
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 }
665 452
666 LOG (llevError, "maptile::unlink() map not on list: %s\n", path); 453 width = w;
667 } 454 height = h;
668}
669 455
670/* 456 alloc ();
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} 457}
682 458
683/* 459/*
684 * Allocates the arrays contained in a maptile. 460 * Allocates the arrays contained in a maptile.
685 * This basically allocates the dynamic array of spaces for the 461 * This basically allocates the dynamic array of spaces for the
686 * map. 462 * map.
687 */ 463 */
688void 464void
689maptile::allocate () 465maptile::alloc ()
690{ 466{
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) 467 if (spaces)
698 { 468 return;
699 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
700 sfree (spaces, size ());
701 }
702 469
703 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
704} 471}
705 472
706/* Create and returns a map of the specific size. Used 473//+GPL
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}
722 474
723/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* 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 476 * corresponding to that string. Memory is allocated for this, it must be freed
725 * at a later date. 477 * at a later date.
726 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
803 return items; 555 return items;
804} 556}
805 557
806/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
807 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
808static void 560static const char *
809print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
810{ 562{
811 int i; 563 static dynbuf_text buf; buf.clear ();
812 char tmp[MAX_BUF];
813 564
814 strcpy (output_string, "");
815 for (i = 0; i < m->shopitems[0].index; i++) 565 for (int i = 0; i < m->shopitems[0].index; i++)
816 { 566 {
817 if (m->shopitems[i].typenum) 567 if (m->shopitems[i].typenum)
818 { 568 {
819 if (m->shopitems[i].strength) 569 if (m->shopitems[i].strength)
820 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 570 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
821 else 571 else
822 sprintf (tmp, "%s;", m->shopitems[i].name); 572 buf.printf ("%s;", m->shopitems[i].name);
823 } 573 }
824 else 574 else
825 { 575 {
826 if (m->shopitems[i].strength) 576 if (m->shopitems[i].strength)
827 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 577 buf.printf ("*:%d;", m->shopitems[i].strength);
828 else 578 else
829 sprintf (tmp, "*"); 579 buf.printf ("*");
830 } 580 }
831
832 strcat (output_string, tmp);
833 } 581 }
582
583 return buf;
834} 584}
585
586//-GPL
835 587
836/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
837 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
838 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
839 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
841 * put all the stuff in the map object so that names actually make 593 * put all the stuff in the map object so that names actually make
842 * sense. 594 * sense.
843 * This could be done in lex (like the object loader), but I think 595 * 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. 596 * currently, there are few enough fields this is not a big deal.
845 * MSW 2001-07-01 597 * MSW 2001-07-01
846 * return 0 on success, 1 on failure.
847 */ 598 */
848 599bool
849static int 600maptile::_load_header (object_thawer &thawer)
850load_map_header (object_thawer & fp, maptile *m)
851{ 601{
852 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 602 for (;;)
853 int msgpos = 0;
854 int maplorepos = 0;
855
856 while (fgets (buf, HUGE_BUF, fp) != NULL)
857 { 603 {
858 buf[HUGE_BUF - 1] = 0; 604 switch (thawer.kw)
859 key = buf;
860
861 while (isspace (*key))
862 key++;
863
864 if (*key == 0)
865 continue; /* empty line */
866
867 value = strchr (key, ' ');
868
869 if (!value)
870 { 605 {
871 if ((end = strchr (key, '\n'))) 606 case KW_msg:
872 *end = 0; 607 thawer.get_ml (KW_endmsg, msg);
608 break;
609
610 case KW_lore: // CF+ extension
611 thawer.get_ml (KW_endlore, maplore);
612 break;
613
614 case KW_maplore:
615 thawer.get_ml (KW_endmaplore, maplore);
616 break;
617
618 case KW_arch:
619 if (strcmp (thawer.get_str (), "map"))
620 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
621 break;
622
623 case KW_oid:
624 thawer.get (this, thawer.get_sint32 ());
625 break;
626
627 case KW_file_format_version: break; // nop
628
629 case KW_name: thawer.get (name); break;
630 case KW_attach: thawer.get (attach); break;
631 case KW_reset_time: thawer.get (reset_time); break;
632 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break;
637
638 case KW_per_player: thawer.get (per_player); break;
639 case KW_per_party: thawer.get (per_party); break;
640 case KW_no_reset: thawer.get (no_reset); break;
641 case KW_no_drop: thawer.get (no_drop); break;
642
643 case KW_region: default_region = region::find (thawer.get_str ()); break;
644 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
645
646 // old names new names
647 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
648 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
649 case KW_x: case KW_width: thawer.get (width); break;
650 case KW_y: case KW_height: thawer.get (height); break;
651 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
652 case KW_value: case KW_swap_time: thawer.get (timeout); break;
653 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
654 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
655 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
656
657 case KW_tile_path_1: thawer.get (tile_path [0]); break;
658 case KW_tile_path_2: thawer.get (tile_path [1]); break;
659 case KW_tile_path_3: thawer.get (tile_path [2]); break;
660 case KW_tile_path_4: thawer.get (tile_path [3]); break;
661
662 case KW_ERROR:
663 set_key_text (thawer.kw_str, thawer.value);
664 break;
665
666 case KW_end:
667 thawer.next ();
668 return true;
669
670 default:
671 if (!thawer.parse_error ("map"))
672 return false;
673 break;
873 } 674 }
874 else
875 {
876 *value = 0;
877 value++;
878 end = strchr (value, '\n');
879 675
880 while (isspace (*value)) 676 thawer.next ();
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 { 677 }
1091 LOG (llevError, "Got premature eof on map header!\n");
1092 return 1;
1093 }
1094 678
1095 return 0; 679 abort ();
1096} 680}
1097 681
1098/* 682//+GPL
1099 * Opens the file "filename" and reads information about the map
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{
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);
1125
1126 if (!thawer)
1127 return 0;
1128
1129 m = get_linked_map ();
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}
1237 683
1238/****************************************************************************** 684/******************************************************************************
1239 * This is the start of unique map handling code 685 * This is the start of unique map handling code
1240 *****************************************************************************/ 686 *****************************************************************************/
1241 687
1242/* This goes through map 'm' and removed any unique items on the map. */ 688/* This goes through the maptile and removed any unique items on the map. */
1243static void 689void
1244delete_unique_items (maptile *m) 690maptile::clear_unique_items ()
1245{ 691{
1246 int i, j, unique; 692 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 { 693 {
1252 unique = 0; 694 int unique = 0;
695 for (object *op = spaces [i].bot; op; )
696 {
697 object *above = op->above;
1253 698
1254 for (op = GET_MAP_OB (m, i, j); op; op = next) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
700 unique = 1;
701
702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
703 op->destroy ();
704
705 op = above;
706 }
707 }
708}
709
710//-GPL
711
712bool
713maptile::_save_header (object_freezer &freezer)
714{
715#define MAP_OUT(k) freezer.put (KW(k), k)
716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
717
718 MAP_OUT2 (arch, CS(map));
719
720 if (name) MAP_OUT (name);
721 MAP_OUT (swap_time);
722 MAP_OUT (reset_time);
723 MAP_OUT (reset_timeout);
724 MAP_OUT (fixed_resettime);
725 MAP_OUT (no_reset);
726 MAP_OUT (no_drop);
727 MAP_OUT (difficulty);
728 if (default_region) MAP_OUT2 (region, default_region->name);
729
730 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
731 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin);
733 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace);
735
736 MAP_OUT (width);
737 MAP_OUT (height);
738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y);
740 MAP_OUT (darkness);
741 MAP_OUT (outdoor);
742
743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
745
746 MAP_OUT (per_player);
747 MAP_OUT (per_party);
748
749 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
750 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
751 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
753
754 freezer.put (this);
755 freezer.put (KW(end));
756
757 return true;
758}
759
760bool
761maptile::_save_header (const char *path)
762{
763 object_freezer freezer;
764
765 if (!_save_header (freezer))
766 return false;
767
768 return freezer.save (path);
769}
770
771//+GPL
772
773/*
774 * Remove and free all objects in the given map.
775 */
776void
777maptile::clear ()
778{
779 if (spaces)
780 {
781 for (mapspace *ms = spaces + size (); ms-- > spaces; )
782 while (object *op = ms->bot)
1255 { 783 {
784 // manually remove, as to not trigger anything
1256 next = op->above; 785 if (ms->bot = op->above)
786 ms->bot->below = 0;
1257 787
1258 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 788 op->flag [FLAG_REMOVED] = true;
1259 unique = 1;
1260 789
1261 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 790 object *head = op->head_ ();
791 if (op == head)
792 op->destroy ();
793 else if (head->map != op->map)
1262 { 794 {
1263 op->destroy_inv (false); 795 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
1264 op->destroy (); 796 head->destroy ();
1265 } 797 }
1266 } 798 }
799
800 sfree0 (spaces, size ());
1267 } 801 }
1268}
1269 802
1270/*
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 }
1333 else
1334 strcpy (filename, m->path);
1335
1336 make_path_to_file (filename);
1337 }
1338 else
1339 {
1340 if (!m->tmpname)
1341 m->tmpname = tempnam (settings.tmpdir, NULL);
1342
1343 strcpy (filename, m->tmpname);
1344 }
1345
1346 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1347 m->in_memory = MAP_SAVING;
1348
1349 object_freezer freezer;
1350
1351 /* legacy */
1352 fprintf (freezer, "arch map\n");
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
1416 /* Save any tiling information, except on overlays */
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}
1452
1453/*
1454 * Remove and free all objects in the given map.
1455 */
1456void
1457free_all_objects (maptile *m)
1458{
1459 if (!m->spaces)
1460 return;
1461
1462 for (int i = 0; i < m->width; i++)
1463 for (int j = 0; j < m->height; j++)
1464 {
1465 mapspace &ms = m->at (i, j);
1466
1467 while (object *op = ms.bot)
1468 {
1469 if (op->head)
1470 op = op->head;
1471
1472 op->destroy_inv (false);
1473 op->destroy ();
1474 }
1475 }
1476}
1477
1478/*
1479 * Frees everything allocated by the given maptileure.
1480 * don't free tmpname - our caller is left to do that
1481 */
1482void
1483free_map (maptile *m, int flag)
1484{
1485 if (!m->in_memory) //TODO: makes no sense to me?
1486 return;
1487
1488 m->in_memory = MAP_SAVING;
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;
1502
1503 if (m->buttons) 803 if (buttons)
1504 free_objectlinkpt (m->buttons), m->buttons = 0; 804 free_objectlinkpt (buttons), buttons = 0;
805
806 sfree0 (regions, size ());
807 delete [] regionmap; regionmap = 0;
808}
809
810void
811maptile::clear_header ()
812{
813 name = 0;
814 msg = 0;
815 maplore = 0;
816 shoprace = 0;
817 delete [] shopitems, shopitems = 0;
1505 818
1506 for (int i = 0; i < 4; i++) 819 for (int i = 0; i < 4; i++)
1507 free (m->tile_path[i]), m->tile_path[i] = 0; 820 tile_path [i] = 0;
1508
1509 m->in_memory = MAP_SWAPPED;
1510} 821}
1511 822
1512maptile::~maptile () 823maptile::~maptile ()
1513{ 824{
1514 assert (destroyed ()); 825 assert (destroyed ());
1515} 826}
1516 827
1517void 828void
1518maptile::do_destroy () 829maptile::clear_links_to (maptile *m)
1519{ 830{
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 831 /* We need to look through all the maps and see if any maps
1528 * are pointing at this one for tiling information. Since 832 * are pointing at this one for tiling information. Since
1529 * tiling can be asymetric, we just can not look to see which 833 * tiling can be asymetric, we just can not look to see which
1530 * maps this map tiles with and clears those. 834 * maps this map tiles with and clears those.
1531 */ 835 */
1532 //TODO: non-euclidean-tiling MUST GO
1533 for_all_maps (m)
1534 for (int i = 0; i < 4; i++) 836 for (int i = 0; i < 4; i++)
1535 if (m->tile_map[i] == this) 837 if (tile_map[i] == m)
1536 m->tile_map[i] = 0; 838 tile_map[i] = 0;
1537} 839}
1538 840
1539//TODO: must go
1540void 841void
1541delete_map (maptile *m) 842maptile::do_destroy ()
1542{ 843{
1543 if (m) 844 attachable::do_destroy ();
1544 m->destroy ();
1545}
1546 845
1547/* 846 clear ();
1548 * Makes sure the given map is loaded and swapped in. 847}
1549 * name is path name of the map. 848
1550 * flags meaning: 849/* decay and destroy perishable items in a map */
1551 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, 850// TODO: should be done regularly, not on map load?
1552 * and don't do unique items or the like. 851void
1553 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. 852maptile::do_decay_objects ()
1554 * dont do any more name translation on it.
1555 *
1556 * Returns a pointer to the given map.
1557 */
1558maptile *
1559ready_map_name (const char *name, int flags)
1560{ 853{
1561 if (!name) 854 if (!spaces)
1562 return 0; 855 return;
1563 856
1564 /* Have we been at this level before? */ 857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1565 maptile *m = has_been_loaded (name); 858 for (object *above, *op = ms->bot; op; op = above)
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 { 859 {
1581 /* first visit or time to reset */ 860 above = op->above;
1582 if (m) 861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
866 bool destroy = 0;
867
868 if (op->flag [FLAG_IS_FLOOR]
869 || op->flag [FLAG_OBJ_ORIGINAL]
870 || op->flag [FLAG_UNIQUE]
871 || op->flag [FLAG_OVERLAY_FLOOR]
872 || op->flag [FLAG_UNPAID]
873 || op->is_alive ())
874 ; // do not decay
875 else if (op->is_weapon ())
1583 { 876 {
1584 clean_tmp_map (m); /* Doesn't make much difference */ 877 op->stats.dam--;
1585 delete_map (m); 878 if (op->stats.dam < 0)
879 destroy = 1;
1586 } 880 }
1587 881 else if (op->is_armor ())
1588 /* create and load a map */ 882 {
1589 if (flags & MAP_PLAYER_UNIQUE) 883 op->stats.ac--;
1590 LOG (llevDebug, "Trying to load map %s.\n", name); 884 if (op->stats.ac < 0)
885 destroy = 1;
886 }
887 else if (op->type == FOOD)
888 {
889 op->stats.food -= rndm (5, 20);
890 if (op->stats.food < 0)
891 destroy = 1;
892 }
1591 else 893 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 { 894 {
1607 m = load_overlay_map (name, m); 895 int mat = op->materials;
1608 if (m == NULL) 896
1609 return NULL; 897 if (mat & M_PAPER
898 || mat & M_LEATHER
899 || mat & M_WOOD
900 || mat & M_ORGANIC
901 || mat & M_CLOTH
902 || mat & M_LIQUID
903 || (mat & M_IRON && rndm (1, 5) == 1)
904 || (mat & M_GLASS && rndm (1, 2) == 1)
905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
907 //|| (mat & M_ICE && temp > 32)
908 )
909 destroy = 1;
1610 } 910 }
1611 911
1612 if (flags & MAP_PLAYER_UNIQUE) 912 /* adjust overall chance below */
1613 INVOKE_MAP (SWAPIN, m); 913 if (destroy && rndm (0, 1))
1614 914 op->destroy ();
1615 } 915 }
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} 916}
1652
1653 917
1654/* 918/*
1655 * This routine is supposed to find out the difficulty of the map. 919 * This routine is supposed to find out the difficulty of the map.
1656 * difficulty does not have a lot to do with character level, 920 * difficulty does not have a lot to do with character level,
1657 * but does have a lot to do with treasure on the map. 921 * but does have a lot to do with treasure on the map.
1658 * 922 *
1659 * Difficulty can now be set by the map creature. If the value stored 923 * Difficulty can now be set by the map creator. If the value stored
1660 * in the map is zero, then use this routine. Maps should really 924 * in the map is zero, then use this routine. Maps should really
1661 * have a difficulty set than using this function - human calculation 925 * have a difficulty set rather than using this function - human calculation
1662 * is much better than this functions guesswork. 926 * is much better than this function's guesswork.
1663 */ 927 */
1664
1665int 928int
1666calculate_difficulty (maptile *m) 929maptile::estimate_difficulty () const
1667{ 930{
1668 object *op;
1669 archetype *at;
1670 int x, y, i;
1671 long monster_cnt = 0; 931 long monster_cnt = 0;
1672 double avgexp = 0; 932 double avgexp = 0;
1673 sint64 total_exp = 0; 933 sint64 total_exp = 0;
1674 934
1675 if (m->difficulty) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1676 { 936 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 { 937 {
1685 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
1686 { 939 {
1687 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
1688 monster_cnt++; 941 monster_cnt++;
1689 } 942 }
1690 943
1691 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
1692 { 945 {
1693 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
1694 at = type_to_archetype (GENERATE_TYPE (op));
1695 947
1696 if (at != NULL) 948 if (archetype *at = op->other_arch)
949 {
1697 total_exp += at->clone.stats.exp * 8; 950 total_exp += at->stats.exp * 8;
1698
1699 monster_cnt++; 951 monster_cnt++;
1700 } 952 }
953
954 for (object *inv = op->inv; inv; inv = inv->below)
955 {
956 total_exp += op->stats.exp * 8;
957 monster_cnt++;
958 }
1701 } 959 }
960 }
1702 961
1703 avgexp = (double) total_exp / monster_cnt; 962 avgexp = (double) total_exp / monster_cnt;
1704 963
1705 for (i = 1; i <= settings.max_level; i++) 964 for (int i = 1; i <= settings.max_level; i++)
1706 {
1707 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 965 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; 966 return i;
1711 }
1712 }
1713 967
1714 return 1; 968 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} 969}
1744 970
1745/* change_map_light() - used to change map light level (darkness) 971/* change_map_light() - used to change map light level (darkness)
1746 * up or down. Returns true if successful. It should now be 972 * up or down. Returns true if successful. It should now be
1747 * possible to change a value by more than 1. 973 * possible to change a value by more than 1.
1748 * Move this from los.c to map.c since this is more related 974 * Move this from los.c to map.c since this is more related
1749 * to maps than los. 975 * to maps than los.
1750 * postive values make it darker, negative make it brighter 976 * postive values make it darker, negative make it brighter
1751 */ 977 */
1752
1753int 978int
1754change_map_light (maptile *m, int change) 979maptile::change_map_light (int change)
1755{ 980{
1756 int new_level = m->darkness + change;
1757
1758 /* Nothing to do */ 981 /* Nothing to do */
1759 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 982 if (!change)
1760 {
1761 return 0; 983 return 0;
1762 }
1763 984
1764 /* inform all players on the map */ 985 /* inform all players on the map */
1765 if (change > 0) 986 if (change > 0)
1766 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1767 else 988 else
1768 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1769 990
1770 /* Do extra checking. since m->darkness is a unsigned value, 991 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1771 * we need to be extra careful about negative values.
1772 * In general, the checks below are only needed if change
1773 * is not +/-1
1774 */
1775 if (new_level < 0)
1776 m->darkness = 0;
1777 else if (new_level >= MAX_DARKNESS)
1778 m->darkness = MAX_DARKNESS;
1779 else
1780 m->darkness = new_level;
1781 992
1782 /* All clients need to get re-updated for the change */ 993 /* All clients need to get re-updated for the change */
1783 update_all_map_los (m); 994 update_all_map_los (this);
995
1784 return 1; 996 return 1;
1785} 997}
1786 998
1787/* 999/*
1788 * This function updates various attributes about a specific space 1000 * This function updates various attributes about a specific space
1791 * through, etc) 1003 * through, etc)
1792 */ 1004 */
1793void 1005void
1794mapspace::update_ () 1006mapspace::update_ ()
1795{ 1007{
1796 object *tmp, *last = 0; 1008 object *last = 0;
1797 uint8 flags = 0, light = 0, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1798 New_Face *top, *floor, *middle; 1010 sint8 light = 0;
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; 1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 uint64_t volume = 0;
1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1801 1016
1802 middle = blank_face; 1017 //object *middle = 0;
1803 top = blank_face; 1018 //object *top = 0;
1804 floor = blank_face; 1019 //object *floor = 0;
1020 // this seems to generate better code than using locals, above
1021 object *&top = faces_obj[0] = 0;
1022 object *&middle = faces_obj[1] = 0;
1023 object *&floor = faces_obj[2] = 0;
1805 1024
1806 middle_obj = 0; 1025 object::flags_t allflags; // all flags of all objects or'ed together
1807 top_obj = 0;
1808 floor_obj = 0;
1809 1026
1810 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1811 { 1028 {
1812 /* This could be made additive I guess (two lights better than 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1813 * one). But if so, it shouldn't be a simple additive - 2
1814 * light bulbs do not illuminate twice as far as once since
1815 * it is a dissapation factor that is cubed.
1816 */
1817 if (tmp->glow_radius > light)
1818 light = tmp->glow_radius; 1030 light += tmp->glow_radius;
1819 1031
1820 /* This call is needed in order to update objects the player 1032 /* This call is needed in order to update objects the player
1821 * is standing in that have animations (ie, grass, fire, etc). 1033 * is standing in that have animations (ie, grass, fire, etc).
1822 * However, it also causes the look window to be re-drawn 1034 * However, it also causes the look window to be re-drawn
1823 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1824 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1825 * 1037 *
1826 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1827 */ 1039 */
1828 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1829 { 1041 {
1830 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1831 {
1832 top = tmp->face;
1833 top_obj = tmp; 1043 top = tmp;
1834 } 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1835 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1836 { 1045 {
1837 /* If we got a floor, that means middle and top were below it, 1046 /* If we got a floor, that means middle and top were below it,
1838 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1839 */ 1048 */
1840 middle = blank_face; 1049 middle = 0;
1841 top = blank_face; 1050 top = 0;
1842 floor = tmp->face;
1843 floor_obj = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1844 } 1054 }
1845 /* Flag anywhere have high priority */ 1055 else
1846 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1847 { 1056 {
1848 middle = tmp->face; 1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 {
1059 ++items;
1060 volume += tmp->volume ();
1061 }
1849 1062
1850 middle_obj = tmp; 1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1851 anywhere = 1; 1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 {
1073 middle_visibility = ::faces [tmp->face].visibility;
1074 middle = tmp;
1075 }
1852 } 1076 }
1853 /* Find the highest visible face around. If equal
1854 * visibilities, we still want the one nearer to the
1855 * top
1856 */
1857 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1858 {
1859 middle = tmp->face;
1860 middle_obj = tmp;
1861 }
1862 }
1863
1864 if (tmp == tmp->above)
1865 {
1866 LOG (llevError, "Error in structure of map\n");
1867 exit (-1);
1868 } 1077 }
1869 1078
1870 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1871 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1872 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1873 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1874 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1875 1084
1876 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1877 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1878 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1879 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1880 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1881 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1882 } 1089 }
1883 1090
1884 this->light = light; 1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1100
1101 this->light = min (light, MAX_LIGHT_RADIUS);
1885 this->flags_ = flags; 1102 this->flags_ = flags;
1886 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1887 this->move_on = move_on; 1104 this->move_on = move_on;
1888 this->move_off = move_off; 1105 this->move_off = move_off;
1889 this->move_slow = move_slow; 1106 this->move_slow = move_slow;
1107 this->volume_ = (volume + 1023) / 1024;
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1890 1109
1891 /* At this point, we have a floor face (if there is a floor), 1110 /* At this point, we have a floor face (if there is a floor),
1892 * and the floor is set - we are not going to touch it at 1111 * and the floor is set - we are not going to touch it at
1893 * this point. 1112 * this point.
1894 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1901 * middle face. This should not happen, as we already have the 1120 * middle face. This should not happen, as we already have the
1902 * else statement above so middle should not get set. OTOH, it 1121 * else statement above so middle should not get set. OTOH, it
1903 * may be possible for the faces to match but be different objects. 1122 * may be possible for the faces to match but be different objects.
1904 */ 1123 */
1905 if (top == middle) 1124 if (top == middle)
1906 middle = blank_face; 1125 middle = 0;
1907 1126
1908 /* There are three posibilities at this point: 1127 /* There are three posibilities at this point:
1909 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1910 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1911 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
1912 */ 1131 */
1913 1132
1914 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1915 { 1134 {
1916 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1918 break; 1137 break;
1919 1138
1920 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1921 if ((top != blank_face) && (middle != blank_face)) 1140 if (top && middle)
1922 break; 1141 break;
1923 1142
1924 /* Only show visible faces, unless its the editor - show all */ 1143 /* Only show visible faces */
1925 if (!tmp->invisible || editor) 1144 if (!tmp->invisible)
1926 { 1145 {
1927 /* Fill in top if needed */ 1146 /* Fill in top if needed */
1928 if (top == blank_face) 1147 if (!top)
1929 { 1148 {
1930 top = tmp->face;
1931 top_obj = tmp; 1149 top = tmp;
1932 if (top == middle) 1150 if (top == middle)
1933 middle = blank_face; 1151 middle = 0;
1934 } 1152 }
1935 else 1153 else
1936 { 1154 {
1937 /* top is already set - we should only get here if 1155 /* top is already set - we should only get here if
1938 * middle is not set 1156 * middle is not set
1939 * 1157 *
1940 * Set the middle face and break out, since there is nothing 1158 * Set the middle face and break out, since there is nothing
1941 * more to fill in. We don't check visiblity here, since 1159 * more to fill in. We don't check visiblity here, since
1942 * 1160 *
1943 */ 1161 */
1944 if (tmp->face != top) 1162 if (tmp != top)
1945 { 1163 {
1946 middle = tmp->face;
1947 middle_obj = tmp; 1164 middle = tmp;
1948 break; 1165 break;
1949 } 1166 }
1950 } 1167 }
1951 } 1168 }
1952 } 1169 }
1953 1170
1954 if (middle == floor) 1171 if (middle == floor)
1955 middle = blank_face; 1172 middle = 0;
1956 1173
1957 if (top == middle) 1174 if (top == middle)
1958 middle = blank_face; 1175 middle = 0;
1959 1176
1960 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1177#if 0
1961 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1178 faces_obj [0] = top;
1962 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1179 faces_obj [1] = middle;
1180 faces_obj [2] = floor;
1181#endif
1963} 1182}
1964 1183
1965void 1184maptile *
1966set_map_reset_time (maptile *map) 1185maptile::tile_available (int dir, bool load)
1967{ 1186{
1968 int timeout = map->reset_timeout; 1187 if (tile_path[dir])
1188 {
1189 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1190 return tile_map[dir];
1969 1191
1970 if (timeout <= 0) 1192 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1971 timeout = MAP_DEFAULTRESET; 1193 return tile_map[dir];
1972 if (timeout >= MAP_MAXRESET) 1194 }
1973 timeout = MAP_MAXRESET;
1974 1195
1975 map->reset_time = time (0) + timeout; 1196 return 0;
1976}
1977
1978/* this updates the orig_map->tile_map[tile_num] value after loading
1979 * the map. It also takes care of linking back the freshly loaded
1980 * 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
1982 * so that it is easier for calling functions to verify success.
1983 */
1984
1985static maptile *
1986load_and_link_tiled_map (maptile *orig_map, int tile_num)
1987{
1988 int dest_tile = (tile_num + 2) % 4;
1989 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1990
1991 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
1992
1993 /* need to do a strcmp here as the orig_map->path is not a shared string */
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))
1995 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1996
1997 return orig_map->tile_map[tile_num];
1998} 1197}
1999 1198
2000/* this returns TRUE if the coordinates (x,y) are out of 1199/* this returns TRUE if the coordinates (x,y) are out of
2001 * map m. This function also takes into account any 1200 * map m. This function also takes into account any
2002 * tiling considerations, loading adjacant maps as needed. 1201 * tiling considerations, loading adjacant maps as needed.
2003 * This is the function should always be used when it 1202 * This is the function should always be used when it
2004 * necessary to check for valid coordinates. 1203 * necessary to check for valid coordinates.
2005 * This function will recursively call itself for the 1204 * This function will recursively call itself for the
2006 * tiled maps. 1205 * tiled maps.
2007 *
2008 *
2009 */ 1206 */
2010int 1207int
2011out_of_map (maptile *m, int x, int y) 1208out_of_map (maptile *m, int x, int y)
2012{ 1209{
2013 /* If we get passed a null map, this is obviously the 1210 /* If we get passed a null map, this is obviously the
2017 if (!m) 1214 if (!m)
2018 return 0; 1215 return 0;
2019 1216
2020 if (x < 0) 1217 if (x < 0)
2021 { 1218 {
2022 if (!m->tile_path[3]) 1219 if (!m->tile_available (3))
2023 return 1; 1220 return 1;
2024 1221
2025 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026 load_and_link_tiled_map (m, 3);
2027
2028 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1222 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2029 } 1223 }
2030 1224
2031 if (x >= m->width) 1225 if (x >= m->width)
2032 { 1226 {
2033 if (!m->tile_path[1]) 1227 if (!m->tile_available (1))
2034 return 1; 1228 return 1;
2035 1229
2036 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2037 load_and_link_tiled_map (m, 1);
2038
2039 return (out_of_map (m->tile_map[1], x - m->width, y)); 1230 return out_of_map (m->tile_map[1], x - m->width, y);
2040 } 1231 }
2041 1232
2042 if (y < 0) 1233 if (y < 0)
2043 { 1234 {
2044 if (!m->tile_path[0]) 1235 if (!m->tile_available (0))
2045 return 1; 1236 return 1;
2046 1237
2047 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map (m, 0);
2049
2050 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1238 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2051 } 1239 }
2052 1240
2053 if (y >= m->height) 1241 if (y >= m->height)
2054 { 1242 {
2055 if (!m->tile_path[2]) 1243 if (!m->tile_available (2))
2056 return 1; 1244 return 1;
2057 1245
2058 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2059 load_and_link_tiled_map (m, 2);
2060
2061 return (out_of_map (m->tile_map[2], x, y - m->height)); 1246 return out_of_map (m->tile_map[2], x, y - m->height);
2062 } 1247 }
2063 1248
2064 /* Simple case - coordinates are within this local 1249 /* Simple case - coordinates are within this local
2065 * map. 1250 * map.
2066 */ 1251 */
2069 1254
2070/* This is basically the same as out_of_map above, but 1255/* This is basically the same as out_of_map above, but
2071 * instead we return NULL if no map is valid (coordinates 1256 * instead we return NULL if no map is valid (coordinates
2072 * out of bounds and no tiled map), otherwise it returns 1257 * out of bounds and no tiled map), otherwise it returns
2073 * the map as that the coordinates are really on, and 1258 * the map as that the coordinates are really on, and
2074 * updates x and y to be the localized coordinates. 1259 * updates x and y to be the localised coordinates.
2075 * Using this is more efficient of calling out_of_map 1260 * Using this is more efficient of calling out_of_map
2076 * and then figuring out what the real map is 1261 * and then figuring out what the real map is
2077 */ 1262 */
2078maptile * 1263maptile *
2079get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1264maptile::xy_find (sint16 &x, sint16 &y)
2080{ 1265{
2081
2082 if (*x < 0) 1266 if (x < 0)
2083 { 1267 {
2084 if (!m->tile_path[3]) 1268 if (!tile_available (3))
2085 return 0; 1269 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 1270
2089 *x += m->tile_map[3]->width; 1271 x += tile_map[3]->width;
2090 return (get_map_from_coord (m->tile_map[3], x, y)); 1272 return tile_map[3]->xy_find (x, y);
2091 } 1273 }
2092 1274
2093 if (*x >= m->width) 1275 if (x >= width)
2094 { 1276 {
2095 if (!m->tile_path[1]) 1277 if (!tile_available (1))
2096 return 0; 1278 return 0;
2097 1279
2098 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2099 load_and_link_tiled_map (m, 1);
2100
2101 *x -= m->width; 1280 x -= width;
2102 return (get_map_from_coord (m->tile_map[1], x, y)); 1281 return tile_map[1]->xy_find (x, y);
2103 } 1282 }
2104 1283
2105 if (*y < 0) 1284 if (y < 0)
2106 { 1285 {
2107 if (!m->tile_path[0]) 1286 if (!tile_available (0))
2108 return 0; 1287 return 0;
2109 1288
2110 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2111 load_and_link_tiled_map (m, 0);
2112
2113 *y += m->tile_map[0]->height; 1289 y += tile_map[0]->height;
2114 return (get_map_from_coord (m->tile_map[0], x, y)); 1290 return tile_map[0]->xy_find (x, y);
2115 } 1291 }
2116 1292
2117 if (*y >= m->height) 1293 if (y >= height)
2118 { 1294 {
2119 if (!m->tile_path[2]) 1295 if (!tile_available (2))
2120 return 0; 1296 return 0;
2121 1297
2122 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2123 load_and_link_tiled_map (m, 2);
2124
2125 *y -= m->height; 1298 y -= height;
2126 return (get_map_from_coord (m->tile_map[2], x, y)); 1299 return tile_map[2]->xy_find (x, y);
2127 } 1300 }
2128 1301
2129 /* Simple case - coordinates are within this local 1302 /* Simple case - coordinates are within this local
2130 * map. 1303 * map.
2131 */ 1304 */
2132
2133 return m; 1305 return this;
2134} 1306}
2135 1307
2136/** 1308/**
2137 * Return whether map2 is adjacent to map1. If so, store the distance from 1309 * Return whether map2 is adjacent to map1. If so, store the distance from
2138 * map1 to map2 in dx/dy. 1310 * map1 to map2 in dx/dy.
2139 */ 1311 */
2140static int 1312int
2141adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1313adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2142{ 1314{
2143 if (!map1 || !map2) 1315 if (!map1 || !map2)
2144 return 0; 1316 return 0;
2145 1317
1318 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1319 //fix: compare paths instead (this is likely faster, too!)
2146 if (map1 == map2) 1320 if (map1 == map2)
2147 { 1321 {
2148 *dx = 0; 1322 *dx = 0;
2149 *dy = 0; 1323 *dy = 0;
2150
2151 } 1324 }
2152 else if (map1->tile_map[0] == map2) 1325 else if (map1->tile_map[0] == map2)
2153 { /* up */ 1326 { /* up */
2154 *dx = 0; 1327 *dx = 0;
2155 *dy = -map2->height; 1328 *dy = -map2->height;
2166 } 1339 }
2167 else if (map1->tile_map[3] == map2) 1340 else if (map1->tile_map[3] == map2)
2168 { /* left */ 1341 { /* left */
2169 *dx = -map2->width; 1342 *dx = -map2->width;
2170 *dy = 0; 1343 *dy = 0;
2171
2172 } 1344 }
2173 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1345 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2174 { /* up right */ 1346 { /* up right */
2175 *dx = map1->tile_map[0]->width; 1347 *dx = map1->tile_map[0]->width;
2176 *dy = -map1->tile_map[0]->height; 1348 *dy = -map1->tile_map[0]->height;
2207 } 1379 }
2208 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1380 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2209 { /* left down */ 1381 { /* left down */
2210 *dx = -map1->tile_map[3]->width; 1382 *dx = -map1->tile_map[3]->width;
2211 *dy = map1->tile_map[3]->height; 1383 *dy = map1->tile_map[3]->height;
2212
2213 } 1384 }
2214 else 1385 else
2215 { /* not "adjacent" enough */
2216 return 0; 1386 return 0;
2217 }
2218 1387
2219 return 1; 1388 return 1;
1389}
1390
1391maptile *
1392maptile::xy_load (sint16 &x, sint16 &y)
1393{
1394 maptile *map = xy_find (x, y);
1395
1396 if (map)
1397 map->load_sync ();
1398
1399 return map;
1400}
1401
1402maptile *
1403get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1404{
1405 return m->xy_load (*x, *y);
2220} 1406}
2221 1407
2222/* From map.c 1408/* From map.c
2223 * This is used by get_player to determine where the other 1409 * This is used by get_player to determine where the other
2224 * creature is. get_rangevector takes into account map tiling, 1410 * creature is. get_rangevector takes into account map tiling,
2225 * so you just can not look the the map coordinates and get the 1411 * so you just can not look the the map coordinates and get the
2226 * righte value. distance_x/y are distance away, which 1412 * righte value. distance_x/y are distance away, which
2227 * can be negativbe. direction is the crossfire direction scheme 1413 * can be negative. direction is the crossfire direction scheme
2228 * that the creature should head. part is the part of the 1414 * that the creature should head. part is the part of the
2229 * monster that is closest. 1415 * monster that is closest.
2230 * 1416 *
2231 * get_rangevector looks at op1 and op2, and fills in the 1417 * get_rangevector looks at op1 and op2, and fills in the
2232 * structure for op1 to get to op2. 1418 * structure for op1 to get to op2.
2237 * be unexpected 1423 * be unexpected
2238 * 1424 *
2239 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
2240 * closest body part of 'op1' 1426 * closest body part of 'op1'
2241 */ 1427 */
2242
2243void 1428void
2244get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
2245{ 1430{
2246 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2247 { 1432 {
2248 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
2249 retval->distance = 100000; 1434 retval->distance = 10000;
2250 retval->distance_x = 32767; 1435 retval->distance_x = 10000;
2251 retval->distance_y = 32767; 1436 retval->distance_y = 10000;
2252 retval->direction = 0; 1437 retval->direction = 0;
2253 retval->part = 0; 1438 retval->part = 0;
2254 } 1439 }
2255 else 1440 else
2256 { 1441 {
2257 object *best;
2258
2259 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
2260 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
2261 1444
2262 best = op1; 1445 object *best = op1;
1446
2263 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
2264 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
2265 { 1449 {
2266 object *tmp;
2267 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2268 1451
2269 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
2270 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
2271 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
2272 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
2273 * below works. 1456 * below works.
2274 */ 1457 */
2275 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2276 { 1459 {
2277 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1460 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); 1461 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2279 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
2280 { 1463 {
2281 best_distance = tmpi; 1464 best_distance = tmpi;
2282 best = tmp; 1465 best = tmp;
2283 } 1466 }
2284 } 1467 }
1468
2285 if (best != op1) 1469 if (best != op1)
2286 { 1470 {
2287 retval->distance_x += op1->x - best->x; 1471 retval->distance_x += op1->x - best->x;
2288 retval->distance_y += op1->y - best->y; 1472 retval->distance_y += op1->y - best->y;
2289 } 1473 }
2290 } 1474 }
1475
2291 retval->part = best; 1476 retval->part = best;
2292 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1477 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2293 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1478 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2294 } 1479 }
2295} 1480}
2296 1481
2297/* this is basically the same as get_rangevector above, but instead of 1482/* 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 1487 * 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 1488 * 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 1489 * for something in the future. Also, since no object is pasted, the best
2305 * field of the rv_vector is set to NULL. 1490 * field of the rv_vector is set to NULL.
2306 */ 1491 */
2307
2308void 1492void
2309get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1493get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2310{ 1494{
2311 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1495 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2312 { 1496 {
2313 /* be conservative and fill in _some_ data */ 1497 /* be conservative and fill in _some_ data */
2314 retval->distance = 100000; 1498 retval->distance = 100000;
2320 else 1504 else
2321 { 1505 {
2322 retval->distance_x += op2->x - x; 1506 retval->distance_x += op2->x - x;
2323 retval->distance_y += op2->y - y; 1507 retval->distance_y += op2->y - y;
2324 1508
2325 retval->part = NULL; 1509 retval->part = 0;
2326 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1510 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2327 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1511 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2328 } 1512 }
2329} 1513}
2330 1514
2331/* Returns true of op1 and op2 are effectively on the same map 1515/* 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 1516 * (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 1517 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2334 * to op1, this will still return false. 1518 * to op1, this will still return false.
2335 * Note we only look one map out to keep the processing simple 1519 * Note we only look one map out to keep the processing simple
2336 * and efficient. This could probably be a macro. 1520 * and efficient. This could probably be a macro.
2337 * MSW 2001-08-05 1521 * MSW 2001-08-05
2338 */ 1522 */
2342 int dx, dy; 1526 int dx, dy;
2343 1527
2344 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
2345} 1529}
2346 1530
1531//-GPL
1532
2347object * 1533object *
2348maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
2349{ 1535{
2350 if (!op->flag [FLAG_REMOVED])
2351 op->remove ();
2352
2353 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1536 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2354} 1537}
2355 1538
1539region *
1540maptile::region (int x, int y) const
1541{
1542 if (regions
1543 && regionmap
1544 && !OUT_OF_REAL_MAP (this, x, y))
1545 if (struct region *reg = regionmap [regions [y * width + x]])
1546 return reg;
1547
1548 if (default_region)
1549 return default_region;
1550
1551 return ::region::default_region ();
1552}
1553
1554//+GPL
1555
1556/* picks a random object from a style map.
1557 */
1558object *
1559maptile::pick_random_object (rand_gen &gen) const
1560{
1561 /* while returning a null object will result in a crash, that
1562 * is actually preferable to an infinite loop. That is because
1563 * most servers will automatically restart in case of crash.
1564 * Change the logic on getting the random space - shouldn't make
1565 * any difference, but this seems clearer to me.
1566 */
1567 for (int i = 1000; --i;)
1568 {
1569 object *pick = at (gen (width), gen (height)).bot;
1570
1571 // must be head: do not prefer big monsters just because they are big.
1572 if (pick && pick->is_head ())
1573 return pick;
1574 }
1575
1576 // instead of crashing in the unlikely(?) case, try to return *something*
1577 return archetype::find (shstr_bug);
1578}
1579
1580//-GPL
1581
1582void
1583maptile::play_sound (faceidx sound, int x, int y) const
1584{
1585 if (!sound)
1586 return;
1587
1588 for_all_players_on_map (pl, this)
1589 if (client *ns = pl->ns)
1590 {
1591 int dx = x - pl->ob->x;
1592 int dy = y - pl->ob->y;
1593
1594 int distance = idistance (dx, dy);
1595
1596 if (distance <= MAX_SOUND_DISTANCE)
1597 ns->play_sound (sound, dx, dy);
1598 }
1599}
1600
1601void
1602maptile::say_msg (const char *msg, int x, int y) const
1603{
1604 for_all_players (pl)
1605 if (client *ns = pl->ns)
1606 {
1607 int dx = x - pl->ob->x;
1608 int dy = y - pl->ob->y;
1609
1610 int distance = idistance (dx, dy);
1611
1612 if (distance <= MAX_SOUND_DISTANCE)
1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1614 }
1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1618
1619static void
1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1621{
1622 // clip to map to the left
1623 if (x0 < 0)
1624 {
1625 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1626 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1627
1628 if (x1 < 0) // entirely to the left
1629 return;
1630
1631 x0 = 0;
1632 }
1633
1634 // clip to map to the right
1635 if (x1 > m->width)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1638 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1639
1640 if (x0 > m->width) // entirely to the right
1641 return;
1642
1643 x1 = m->width;
1644 }
1645
1646 // clip to map above
1647 if (y0 < 0)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_UP, 1))
1650 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1651
1652 if (y1 < 0) // entirely above
1653 return;
1654
1655 y0 = 0;
1656 }
1657
1658 // clip to map below
1659 if (y1 > m->height)
1660 {
1661 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1662 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1663
1664 if (y0 > m->height) // entirely below
1665 return;
1666
1667 y1 = m->height;
1668 }
1669
1670 // if we get here, the rect is within the current map
1671 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1672
1673 r->m = m;
1674 r->x0 = x0;
1675 r->y0 = y0;
1676 r->x1 = x1;
1677 r->y1 = y1;
1678 r->dx = dx;
1679 r->dy = dy;
1680}
1681
1682maprect *
1683maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1684{
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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