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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 1.92 by root, Sun Feb 18 17:24:16 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
30#include "path.h" 32#include "path.h"
31
32/*
33 * Returns the maptile which has a name matching the given argument.
34 * return NULL if no match is found.
35 */
36maptile *
37has_been_loaded (const char *name)
38{
39 if (!name || !*name)
40 return 0;
41
42 for_all_maps (map)
43 if (!strcmp (name, map->path))
44 return map;
45
46 return 0;
47}
48 33
49/* 34/*
50 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
51 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
52 * and returns the pointer to a static array containing the result. 37 * and returns the pointer to a static array containing the result.
53 * it really should be called create_mapname 38 * it really should be called create_mapname
54 */ 39 */
55
56const char * 40const char *
57create_pathname (const char *name) 41create_pathname (const char *name)
58{ 42{
59 static char buf[MAX_BUF]; 43 static char buf[8192];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
68 return (buf); 45 return buf;
69} 46}
70
71/*
72 * same as create_pathname, but for the overlay maps.
73 */
74
75const char *
76create_overlay_pathname (const char *name)
77{
78 static char buf[MAX_BUF];
79
80 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
81 * someplace else in the code? msw 2-17-97
82 */
83 if (*name == '/')
84 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
85 else
86 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
87 return (buf);
88}
89
90/*
91 * same as create_pathname, but for the template maps.
92 */
93
94const char *
95create_template_pathname (const char *name)
96{
97 static char buf[MAX_BUF];
98
99 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
100 * someplace else in the code? msw 2-17-97
101 */
102 if (*name == '/')
103 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
104 else
105 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
106 return (buf);
107}
108
109/*
110 * This makes absolute path to the itemfile where unique objects
111 * will be saved. Converts '/' to '@'. I think it's essier maintain
112 * files than full directory structure, but if this is problem it can
113 * be changed.
114 */
115static const char *
116create_items_path (const char *s)
117{
118 static char buf[MAX_BUF];
119 char *t;
120
121 if (*s == '/')
122 s++;
123
124 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
125
126 for (t = buf + strlen (buf); *s; s++, t++)
127 if (*s == '/')
128 *t = '@';
129 else
130 *t = *s;
131 *t = 0;
132 return (buf);
133}
134
135 47
136/* 48/*
137 * This function checks if a file with the given path exists. 49 * This function checks if a file with the given path exists.
138 * -1 is returned if it fails, otherwise the mode of the file 50 * -1 is returned if it fails, otherwise the mode of the file
139 * is returned. 51 * is returned.
146 * the rest of the code only cares that the file is readable. 58 * the rest of the code only cares that the file is readable.
147 * when the editor goes away, the call to stat should probably be 59 * when the editor goes away, the call to stat should probably be
148 * replaced by an access instead (similar to the windows one, but 60 * replaced by an access instead (similar to the windows one, but
149 * that seems to be missing the prepend_dir processing 61 * that seems to be missing the prepend_dir processing
150 */ 62 */
151
152int 63int
153check_path (const char *name, int prepend_dir) 64check_path (const char *name, int prepend_dir)
154{ 65{
155 char buf[MAX_BUF]; 66 char buf[MAX_BUF];
156 67
157 char *endbuf; 68 char *endbuf;
158 struct stat statbuf; 69 struct stat statbuf;
159 int mode = 0; 70 int mode = 0;
160 71
161 if (prepend_dir) 72 if (prepend_dir)
162 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
163 else 74 else
164 strcpy (buf, name); 75 assign (buf, name);
165 76
166 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
167 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
168 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
169 * all the names. 80 * all the names.
182 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || 93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
183 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) 94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
184 mode |= 2; 95 mode |= 2;
185 96
186 return (mode); 97 return (mode);
187}
188
189/*
190 * Prints out debug-information about a map.
191 * Dumping these at llevError doesn't seem right, but is
192 * necessary to make sure the information is in fact logged.
193 */
194
195void
196dump_map (const maptile *m)
197{
198 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
199 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
200
201 if (m->msg != NULL)
202 LOG (llevError, "Message:\n%s", m->msg);
203
204 if (m->maplore != NULL)
205 LOG (llevError, "Lore:\n%s", m->maplore);
206
207 if (m->tmpname != NULL)
208 LOG (llevError, "Tmpname: %s\n", m->tmpname);
209
210 LOG (llevError, "Difficulty: %d\n", m->difficulty);
211 LOG (llevError, "Darkness: %d\n", m->darkness);
212}
213
214/*
215 * Prints out debug-information about all maps.
216 * This basically just goes through all the maps and calls
217 * dump_map on each one.
218 */
219
220void
221dump_all_maps (void)
222{
223 for_all_maps (m)
224 dump_map (m);
225} 98}
226 99
227/* This rolls up wall, blocks_magic, blocks_view, etc, all into 100/* This rolls up wall, blocks_magic, blocks_view, etc, all into
228 * one function that just returns a P_.. value (see map.h) 101 * one function that just returns a P_.. value (see map.h)
229 * it will also do map translation for tiled maps, returning 102 * it will also do map translation for tiled maps, returning
235 * don't expect to insert/remove anything from those spaces. 108 * don't expect to insert/remove anything from those spaces.
236 */ 109 */
237int 110int
238get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 111get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
239{ 112{
240 sint16 newx, newy;
241 int retval = 0;
242 maptile *mp;
243
244 newx = x; 113 sint16 newx = x;
245 newy = y; 114 sint16 newy = y;
246 115
247 mp = get_map_from_coord (oldmap, &newx, &newy); 116 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
248 117
249 if (!mp) 118 if (!mp)
250 return P_OUT_OF_MAP; 119 return P_OUT_OF_MAP;
251
252 if (mp != oldmap)
253 retval |= P_NEW_MAP;
254 120
255 if (newmap) *newmap = mp; 121 if (newmap) *newmap = mp;
256 if (nx) *nx = newx; 122 if (nx) *nx = newx;
257 if (ny) *ny = newy; 123 if (ny) *ny = newy;
258 124
259 return retval | mp->at (newx, newy).flags (); 125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
260} 126}
261 127
262/* 128/*
263 * Returns true if the given coordinate is blocked except by the 129 * Returns true if the given coordinate is blocked except by the
264 * object passed is not blocking. This is used with 130 * object passed is not blocking. This is used with
363 229
364 } 230 }
365 return 0; 231 return 0;
366} 232}
367 233
368
369/* 234/*
370 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
371 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
372 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
373 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
398 archetype *tmp; 263 archetype *tmp;
399 int flag; 264 int flag;
400 maptile *m1; 265 maptile *m1;
401 sint16 sx, sy; 266 sint16 sx, sy;
402 267
403 if (ob == NULL) 268 if (!ob)
404 { 269 {
405 flag = get_map_flags (m, &m1, x, y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
406 if (flag & P_OUT_OF_MAP) 271 if (flag & P_OUT_OF_MAP)
407 return P_OUT_OF_MAP; 272 return P_OUT_OF_MAP;
408 273
418 return P_OUT_OF_MAP; 283 return P_OUT_OF_MAP;
419 if (flag & P_IS_ALIVE) 284 if (flag & P_IS_ALIVE)
420 return P_IS_ALIVE; 285 return P_IS_ALIVE;
421 286
422 mapspace &ms = m1->at (sx, sy); 287 mapspace &ms = m1->at (sx, sy);
423
424 288
425 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
426 * ob doesn't have any move type (when used to place exits) 290 * 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. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
428 */ 292 */
444 * into inventory, but just links them. What this does is go through 308 * into inventory, but just links them. What this does is go through
445 * and insert them properly. 309 * and insert them properly.
446 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
447 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
448 */ 312 */
449
450void 313void
451fix_container (object *container) 314fix_container (object *container)
452{ 315{
453 object *tmp = container->inv, *next; 316 object *tmp = container->inv, *next;
454 317
455 container->inv = NULL; 318 container->inv = 0;
456 while (tmp != NULL) 319 while (tmp)
457 { 320 {
458 next = tmp->below; 321 next = tmp->below;
459 if (tmp->inv) 322 if (tmp->inv)
460 fix_container (tmp); 323 fix_container (tmp);
324
461 (void) insert_ob_in_ob (tmp, container); 325 insert_ob_in_ob (tmp, container);
462 tmp = next; 326 tmp = next;
463 } 327 }
328
464 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
465 * carrying. 330 * carrying.
466 */ 331 */
467 sum_weight (container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
468} 344}
469 345
470/* link_multipart_objects go through all the objects on the map looking 346/* 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 347 * 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 348 * 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 349 * they are saved). We do have to look for the old maps that did save
474 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
475 */ 351 */
476static void 352void
477link_multipart_objects (maptile *m) 353maptile::link_multipart_objects ()
478{ 354{
479 int x, y; 355 if (!spaces)
480 object *tmp, *op, *last, *above; 356 return;
481 archetype *at;
482 357
483 for (x = 0; x < m->width; x++) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
484 for (y = 0; y < m->height; y++) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
485 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
486 { 360 {
487 above = tmp->above;
488
489 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
490 if (tmp->head || tmp->more) 362 if (!tmp->head && !tmp->more)
491 continue; 363 {
492
493 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
494 * won't do anything. 365 * won't do anything.
495 */ 366 */
496 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) 367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
497 { 372 {
498 op = arch_to_object (at); 373 op = arch_to_object (at);
499 374
500 /* update x,y coordinates */ 375 /* update x,y coordinates */
501 op->x += tmp->x; 376 op->x += tmp->x;
502 op->y += tmp->y; 377 op->y += tmp->y;
503 op->head = tmp; 378 op->head = tmp;
504 op->map = m; 379 op->map = this;
505 last->more = op; 380 last->more = op;
506 op->name = tmp->name; 381 op->name = tmp->name;
507 op->title = tmp->title; 382 op->title = tmp->title;
383
508 /* we could link all the parts onto tmp, and then just 384 /* we could link all the parts onto tmp, and then just
509 * call insert_ob_in_map once, but the effect is the same, 385 * 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 386 * 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. 387 * the coding is simpler to just to it here with each part.
512 */ 388 */
513 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
514 } /* for at = tmp->arch->more */ 390 }
515 } /* for objects on this space */ 391 }
392 }
516} 393}
517 394
518/* 395/*
519 * Loads (ands parses) the objects into a given map from the specified 396 * Loads (ands parses) the objects into a given map from the specified
520 * file pointer. 397 * file pointer.
521 * mapflags is the same as we get with load_original_map
522 */ 398 */
523void 399bool
524load_objects (maptile *m, object_thawer & fp, int mapflags) 400maptile::_load_objects (object_thawer &f)
525{ 401{
526 int i, j; 402 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 { 403 {
535 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
536 * got an invalid object. Don't do anything with it - the game 405
537 * or editor will not be able to do anything with it either. 406 switch (f.kw)
538 */
539 if (op->arch == NULL)
540 { 407 {
541 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
542 continue; 409 if (object *op = object::read (f, this))
543 }
544
545 switch (i)
546 {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
550 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
551 else 410 {
411 if (op->inv)
412 sum_weight (op);
413
552 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415 }
553 416
554 if (op->inv) 417 continue;
555 sum_weight (op);
556 418
557 prev = op, last_more = op;
558 break;
559
560 case LL_MORE: 419 case KW_EOF:
561 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
562 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
563 break; 425 break;
564 } 426 }
565 427
566 if (mapflags & MAP_STYLE) 428 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 { 429 }
575 for (j = 0; j < m->height; j++) 430
431 return true;
432}
433
434void
435maptile::activate ()
436{
437 if (!spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive ();
443}
444
445void
446maptile::deactivate ()
447{
448 if (!spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive ();
454}
455
456bool
457maptile::_save_objects (object_freezer &f, int flags)
458{
459 static int cede_count = 0;
460
461 if (flags & IO_HEADER)
462 _save_header (f);
463
464 if (!spaces)
465 return false;
466
467 for (int i = 0; i < size (); ++i)
468 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
576 { 471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475#endif
476
477 int unique = 0;
478 for (object *op = spaces [i].bot; op; op = op->above)
479 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
577 unique = 0; 484 unique = 1;
578 /* check for unique items, or unique squares */ 485
579 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) 486 if (!op->can_map_save ())
487 continue;
488
489 if (unique || op->flag [FLAG_UNIQUE])
580 { 490 {
581 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 491 if (flags & IO_UNIQUES)
582 unique = 1; 492 op->write (f);
583
584 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
585 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
586 } 493 }
494 else if (flags & IO_OBJECTS)
495 op->write (f);
587 } 496 }
588 } 497 }
589 498
590 op->destroy (); 499 return true;
591 link_multipart_objects (m);
592} 500}
593 501
594/* This saves all the objects on the map in a non destructive fashion. 502bool
595 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 503maptile::_load_objects (const char *path, bool skip_header)
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{ 504{
602 int i, j = 0, unique = 0; 505 object_thawer f (path);
603 object *op;
604 506
605 /* first pass - save one-part objects */ 507 if (!f)
606 for (i = 0; i < m->width; i++) 508 return false;
607 for (j = 0; j < m->height; j++) 509
510 f.next ();
511
512 if (skip_header)
513 for (;;)
608 { 514 {
609 unique = 0; 515 keyword kw = f.kw;
610 516 f.skip ();
611 for (op = m->at (i, j).bot; op; op = op->above) 517 if (kw == KW_end)
612 { 518 break;
613 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
614 unique = 1;
615
616 if (!op->can_map_save ())
617 continue;
618
619 if (unique || op->flag [FLAG_UNIQUE])
620 save_object (fp2, op, 1);
621 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
622 save_object (fp, op, 1);
623 }
624 } 519 }
520
521 return _load_objects (f);
522}
523
524bool
525maptile::_save_objects (const char *path, int flags)
526{
527 object_freezer freezer;
528
529 if (!_save_objects (freezer, flags))
530 return false;
531
532 return freezer.save (path);
625} 533}
626 534
627maptile::maptile () 535maptile::maptile ()
628{ 536{
629 in_memory = MAP_SWAPPED; 537 in_memory = MAP_SWAPPED;
630 538
631 /* The maps used to pick up default x and y values from the 539 /* The maps used to pick up default x and y values from the
632 * map archetype. Mimic that behaviour. 540 * map archetype. Mimic that behaviour.
633 */ 541 */
542 width = 16;
543 height = 16;
544 timeout = 300;
545 max_nrof = 1000; // 1000 items of anything
546 max_volume = 2000000; // 2m³
547}
548
549maptile::maptile (int w, int h)
550{
551 in_memory = MAP_SWAPPED;
552
634 width = 16; 553 width = w;
635 height = 16; 554 height = h;
636 reset_timeout = 0; 555 reset_timeout = 0;
637 timeout = 300; 556 timeout = 300;
638 enter_x = 0; 557 enter_x = 0;
639 enter_y = 0; 558 enter_y = 0;
640 /*set part to -1 indicating conversion to weather map not yet done */
641 worldpartx = -1;
642 worldparty = -1;
643}
644 559
645void 560 alloc ();
646maptile::link ()
647{
648 next = first_map;
649 first_map = this;
650}
651
652void
653maptile::unlink ()
654{
655 if (first_map == this)
656 first_map = next;
657 else
658 {
659 for_all_maps (m)
660 if (m->next = this)
661 {
662 m->next = next;
663 return;
664 }
665
666 LOG (llevError, "maptile::unlink() map not on list: %s\n", path);
667 }
668}
669
670/*
671 * Allocates, initialises, and returns a pointer to a maptile.
672 * Modified to no longer take a path option which was not being
673 * used anyways. MSW 2001-07-01
674 */
675maptile *
676get_linked_map (void)
677{
678 maptile *map = new maptile;
679 map->link ();
680 return map;
681} 561}
682 562
683/* 563/*
684 * Allocates the arrays contained in a maptile. 564 * Allocates the arrays contained in a maptile.
685 * This basically allocates the dynamic array of spaces for the 565 * This basically allocates the dynamic array of spaces for the
686 * map. 566 * map.
687 */ 567 */
688void 568void
689maptile::allocate () 569maptile::alloc ()
690{ 570{
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) 571 if (spaces)
698 { 572 return;
699 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
700 sfree (spaces, size ());
701 }
702 573
703 spaces = salloc0<mapspace> (size ()); 574 spaces = salloc0<mapspace> (size ());
704}
705
706/* Create and returns a map of the specific size. Used
707 * in random map code and the editor.
708 */
709maptile *
710get_empty_map (int sizex, int sizey)
711{
712 maptile *m = get_linked_map ();
713
714 m->width = sizex;
715 m->height = sizey;
716 m->in_memory = MAP_SWAPPED;
717
718 m->allocate ();
719
720 return m;
721} 575}
722 576
723/* Takes a string from a map definition and outputs a pointer to the array of shopitems 577/* 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 578 * corresponding to that string. Memory is allocated for this, it must be freed
725 * at a later date. 579 * at a later date.
841 * put all the stuff in the map object so that names actually make 695 * put all the stuff in the map object so that names actually make
842 * sense. 696 * sense.
843 * This could be done in lex (like the object loader), but I think 697 * 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. 698 * currently, there are few enough fields this is not a big deal.
845 * MSW 2001-07-01 699 * MSW 2001-07-01
846 * return 0 on success, 1 on failure.
847 */ 700 */
848 701bool
849static int 702maptile::_load_header (object_thawer &thawer)
850load_map_header (object_thawer & fp, maptile *m)
851{ 703{
852 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; 704 for (;;)
853 int msgpos = 0;
854 int maplorepos = 0;
855
856 while (fgets (buf, HUGE_BUF, fp) != NULL)
857 { 705 {
858 buf[HUGE_BUF - 1] = 0; 706 keyword kw = thawer.get_kv ();
859 key = buf;
860 707
861 while (isspace (*key)) 708 switch (kw)
862 key++;
863
864 if (*key == 0)
865 continue; /* empty line */
866
867 value = strchr (key, ' ');
868
869 if (!value)
870 { 709 {
871 if ((end = strchr (key, '\n'))) 710 case KW_msg:
872 *end = 0; 711 thawer.get_ml (KW_endmsg, msg);
712 break;
713
714 case KW_lore: // CF+ extension
715 thawer.get_ml (KW_endlore, maplore);
716 break;
717
718 case KW_maplore:
719 thawer.get_ml (KW_endmaplore, maplore);
720 break;
721
722 case KW_arch:
723 if (strcmp (thawer.get_str (), "map"))
724 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
725 break;
726
727 case KW_oid:
728 thawer.get (this, thawer.get_sint32 ());
729 break;
730
731 case KW_file_format_version: break; // nop
732
733 case KW_name: thawer.get (name); break;
734 case KW_attach: thawer.get (attach); break;
735 case KW_reset_time: thawer.get (reset_time); break;
736 case KW_shopgreed: thawer.get (shopgreed); break;
737 case KW_shopmin: thawer.get (shopmin); break;
738 case KW_shopmax: thawer.get (shopmax); break;
739 case KW_shoprace: thawer.get (shoprace); break;
740 case KW_outdoor: thawer.get (outdoor); break;
741 case KW_temp: thawer.get (temp); break;
742 case KW_pressure: thawer.get (pressure); break;
743 case KW_humid: thawer.get (humid); break;
744 case KW_windspeed: thawer.get (windspeed); break;
745 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break;
747
748 case KW_per_player: thawer.get (per_player); break;
749 case KW_per_party: thawer.get (per_party); break;
750
751 case KW_region: default_region = region::find (thawer.get_str ()); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753
754 // old names new names
755 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
756 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
757 case KW_x: case KW_width: thawer.get (width); break;
758 case KW_y: case KW_height: thawer.get (height); break;
759 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
760 case KW_value: case KW_swap_time: thawer.get (timeout); break;
761 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
762 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
763 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
764
765 case KW_tile_path_1: thawer.get (tile_path [0]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break;
768 case KW_tile_path_4: thawer.get (tile_path [3]); break;
769
770 case KW_end:
771 return true;
772
773 default:
774 if (!thawer.parse_error ("map", 0))
775 return false;
776 break;
873 } 777 }
874 else
875 {
876 *value = 0;
877 value++;
878 end = strchr (value, '\n');
879
880 while (isspace (*value))
881 {
882 value++;
883
884 if (*value == '\0' || value == end)
885 {
886 /* Nothing but spaces. */
887 value = NULL;
888 break;
889 }
890 }
891 }
892
893 if (!end)
894 {
895 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
896 return 1;
897 }
898
899 /* key is the field name, value is what it should be set
900 * to. We've already done the work to null terminate key,
901 * and strip off any leading spaces for both of these.
902 * We have not touched the newline at the end of the line -
903 * these are needed for some values. the end pointer
904 * points to the first of the newlines.
905 * value could be NULL! It would be easy enough to just point
906 * this to "" to prevent cores, but that would let more errors slide
907 * through.
908 *
909 * First check for entries that do not use the value parameter, then
910 * validate that value is given and check for the remaining entries
911 * that use the parameter.
912 */
913
914 if (!strcmp (key, "msg"))
915 {
916 while (fgets (buf, HUGE_BUF, fp) != NULL)
917 {
918 if (!strcmp (buf, "endmsg\n"))
919 break;
920 else
921 {
922 /* slightly more efficient than strcat */
923 strcpy (msgbuf + msgpos, buf);
924 msgpos += strlen (buf);
925 }
926 }
927 /* There are lots of maps that have empty messages (eg, msg/endmsg
928 * with nothing between). There is no reason in those cases to
929 * keep the empty message. Also, msgbuf contains garbage data
930 * when msgpos is zero, so copying it results in crashes
931 */
932 if (msgpos != 0)
933 m->msg = strdup (msgbuf);
934 }
935 else if (!strcmp (key, "maplore"))
936 {
937 while (fgets (buf, HUGE_BUF, fp) != NULL)
938 {
939 if (!strcmp (buf, "endmaplore\n"))
940 break;
941 else
942 {
943 /* slightly more efficient than strcat */
944 strcpy (maplorebuf + maplorepos, buf);
945 maplorepos += strlen (buf);
946 }
947 }
948 if (maplorepos != 0)
949 m->maplore = strdup (maplorebuf);
950 }
951 else if (!strcmp (key, "end"))
952 {
953 break;
954 }
955 else if (value == NULL)
956 {
957 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
958 }
959 else if (!strcmp (key, "arch"))
960 {
961 /* This is an oddity, but not something we care about much. */
962 if (strcmp (value, "map\n"))
963 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
964 }
965 else if (!strcmp (key, "name"))
966 {
967 *end = 0;
968 m->name = strdup (value);
969 }
970 /* first strcmp value on these are old names supported
971 * for compatibility reasons. The new values (second) are
972 * what really should be used.
973 */
974 else if (!strcmp (key, "oid"))
975 fp.get (m, atoi (value));
976 else if (!strcmp (key, "attach"))
977 m->attach = value;
978 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
979 m->enter_x = atoi (value);
980 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
981 m->enter_y = atoi (value);
982 else if (!strcmp (key, "x") || !strcmp (key, "width"))
983 m->width = atoi (value);
984 else if (!strcmp (key, "y") || !strcmp (key, "height"))
985 m->height = atoi (value);
986 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
987 m->reset_timeout = atoi (value);
988 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
989 m->timeout = atoi (value);
990 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
991 m->difficulty = clamp (atoi (value), 1, settings.max_level);
992 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
993 m->darkness = atoi (value);
994 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
995 m->fixed_resettime = atoi (value);
996 else if (!strcmp (key, "unique"))
997 m->unique = atoi (value);
998 else if (!strcmp (key, "template"))
999 m->templatemap = atoi (value);
1000 else if (!strcmp (key, "region"))
1001 m->region = get_region_by_name (value);
1002 else if (!strcmp (key, "shopitems"))
1003 {
1004 *end = 0;
1005 m->shopitems = parse_shop_string (value);
1006 }
1007 else if (!strcmp (key, "shopgreed"))
1008 m->shopgreed = atof (value);
1009 else if (!strcmp (key, "shopmin"))
1010 m->shopmin = atol (value);
1011 else if (!strcmp (key, "shopmax"))
1012 m->shopmax = atol (value);
1013 else if (!strcmp (key, "shoprace"))
1014 {
1015 *end = 0;
1016 m->shoprace = strdup (value);
1017 }
1018 else if (!strcmp (key, "outdoor"))
1019 m->outdoor = atoi (value);
1020 else if (!strcmp (key, "temp"))
1021 m->temp = atoi (value);
1022 else if (!strcmp (key, "pressure"))
1023 m->pressure = atoi (value);
1024 else if (!strcmp (key, "humid"))
1025 m->humid = atoi (value);
1026 else if (!strcmp (key, "windspeed"))
1027 m->windspeed = atoi (value);
1028 else if (!strcmp (key, "winddir"))
1029 m->winddir = atoi (value);
1030 else if (!strcmp (key, "sky"))
1031 m->sky = atoi (value);
1032 else if (!strcmp (key, "nosmooth"))
1033 m->nosmooth = atoi (value);
1034 else if (!strncmp (key, "tile_path_", 10))
1035 {
1036 int tile = atoi (key + 10);
1037
1038 if (tile < 1 || tile > 4)
1039 {
1040 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1041 }
1042 else
1043 {
1044 char *path;
1045
1046 *end = 0;
1047
1048 if (m->tile_path[tile - 1])
1049 {
1050 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1051 free (m->tile_path[tile - 1]);
1052 m->tile_path[tile - 1] = NULL;
1053 }
1054
1055 if (check_path (value, 1) != -1)
1056 {
1057 /* The unadorned path works. */
1058 path = value;
1059 }
1060 else
1061 {
1062 /* Try again; it could be a relative exit. */
1063
1064 path = path_combine_and_normalize (m->path, value);
1065
1066 if (check_path (path, 1) == -1)
1067 {
1068 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1069 path = NULL;
1070 }
1071 }
1072
1073 if (editor)
1074 {
1075 /* Use the value as in the file. */
1076 m->tile_path[tile - 1] = strdup (value);
1077 }
1078 else if (path != NULL)
1079 {
1080 /* Use the normalized value. */
1081 m->tile_path[tile - 1] = strdup (path);
1082 }
1083 } /* end if tile direction (in)valid */
1084 }
1085 else
1086 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1087 }
1088
1089 if (!key || strcmp (key, "end"))
1090 { 778 }
1091 LOG (llevError, "Got premature eof on map header!\n");
1092 return 1;
1093 }
1094 779
1095 return 0; 780 abort ();
1096} 781}
1097 782
1098/* 783bool
1099 * Opens the file "filename" and reads information about the map 784maptile::_load_header (const char *path)
1100 * from the given file, and stores it in a newly allocated
1101 * maptile. A pointer to this structure is returned, or NULL on failure.
1102 * flags correspond to those in map.h. Main ones used are
1103 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1104 * MAP_BLOCK, in which case we block on this load. This happens in all
1105 * cases, no matter if this flag is set or not.
1106 * MAP_STYLE: style map - don't add active objects, don't add to server
1107 * managed map list.
1108 */
1109maptile *
1110load_original_map (const char *filename, int flags)
1111{ 785{
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); 786 object_thawer thawer (path);
1125 787
1126 if (!thawer) 788 if (!thawer)
1127 return 0; 789 return false;
1128 790
1129 m = get_linked_map (); 791 return _load_header (thawer);
1130
1131 strcpy (m->path, filename);
1132 if (load_map_header (thawer, m))
1133 {
1134 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1135 delete_map (m);
1136 return 0;
1137 }
1138
1139 m->allocate ();
1140
1141 m->in_memory = MAP_LOADING;
1142 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1143
1144 m->in_memory = MAP_IN_MEMORY;
1145 if (!m->difficulty)
1146 m->difficulty = calculate_difficulty (m);
1147 set_map_reset_time (m);
1148 m->instantiate ();
1149 return (m);
1150}
1151
1152/*
1153 * Loads a map, which has been loaded earlier, from file.
1154 * Return the map object we load into (this can change from the passed
1155 * option if we can't find the original map)
1156 */
1157static maptile *
1158load_temporary_map (maptile *m)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (!m->tmpname)
1163 {
1164 LOG (llevError, "No temporary filename for map %s\n", m->path);
1165 strcpy (buf, m->path);
1166 delete_map (m);
1167 m = load_original_map (buf, 0);
1168 if (m == NULL)
1169 return NULL;
1170 fix_auto_apply (m); /* Chests which open as default */
1171 return m;
1172 }
1173
1174 object_thawer thawer (m->tmpname);
1175
1176 if (!thawer)
1177 {
1178 strcpy (buf, m->path);
1179 delete_map (m);
1180 m = load_original_map (buf, 0);
1181 if (!m)
1182 return NULL;
1183 fix_auto_apply (m); /* Chests which open as default */
1184 return m;
1185 }
1186
1187 if (load_map_header (thawer, m))
1188 {
1189 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190 delete_map (m);
1191 m = load_original_map (m->path, 0);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, 0);
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 INVOKE_MAP (SWAPIN, m);
1202 return m;
1203}
1204
1205/*
1206 * Loads a map, which has been loaded earlier, from file.
1207 * Return the map object we load into (this can change from the passed
1208 * option if we can't find the original map)
1209 */
1210maptile *
1211load_overlay_map (const char *filename, maptile *m)
1212{
1213 char pathname[MAX_BUF];
1214
1215 strcpy (pathname, create_overlay_pathname (filename));
1216
1217 object_thawer thawer (pathname);
1218
1219 if (!thawer)
1220 return m;
1221
1222 if (load_map_header (thawer, m))
1223 {
1224 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1225 delete_map (m);
1226 m = load_original_map (m->path, 0);
1227 return 0;
1228 }
1229 /*m->allocate ();*/
1230
1231 m->in_memory = MAP_LOADING;
1232 load_objects (m, thawer, MAP_OVERLAY);
1233
1234 m->in_memory = MAP_IN_MEMORY;
1235 return m;
1236} 792}
1237 793
1238/****************************************************************************** 794/******************************************************************************
1239 * This is the start of unique map handling code 795 * This is the start of unique map handling code
1240 *****************************************************************************/ 796 *****************************************************************************/
1241 797
1242/* This goes through map 'm' and removed any unique items on the map. */ 798/* This goes through the maptile and removed any unique items on the map. */
1243static void 799void
1244delete_unique_items (maptile *m) 800maptile::clear_unique_items ()
1245{ 801{
1246 int i, j, unique; 802 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 { 803 {
1252 unique = 0; 804 int unique = 0;
1253 805 for (object *op = spaces [i].bot; op; )
1254 for (op = GET_MAP_OB (m, i, j); op; op = next)
1255 { 806 {
1256 next = op->above; 807 object *above = op->above;
1257 808
1258 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 809 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1259 unique = 1; 810 unique = 1;
1260 811
1261 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1262 { 813 {
1263 op->destroy_inv (false); 814 op->destroy_inv (false);
1264 op->destroy (); 815 op->destroy ();
1265 } 816 }
1266 }
1267 }
1268}
1269 817
1270/* 818 op = above;
1271 * Loads unique objects from file(s) into the map which is in memory
1272 * m is the map to load unique items into.
1273 */
1274static void
1275load_unique_objects (maptile *m)
1276{
1277 int count;
1278 char firstname[MAX_BUF];
1279
1280 for (count = 0; count < 10; count++)
1281 {
1282 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1283 if (!access (firstname, R_OK))
1284 break;
1285 }
1286 /* If we get here, we did not find any map */
1287 if (count == 10)
1288 return;
1289
1290 object_thawer thawer (firstname);
1291
1292 if (!thawer)
1293 return;
1294
1295 m->in_memory = MAP_LOADING;
1296 if (m->tmpname == NULL) /* if we have loaded unique items from */
1297 delete_unique_items (m); /* original map before, don't duplicate them */
1298
1299 load_objects (m, thawer, 0);
1300
1301 m->in_memory = MAP_IN_MEMORY;
1302}
1303
1304/*
1305 * Saves a map to file. If flag is set, it is saved into the same
1306 * file it was (originally) loaded from. Otherwise a temporary
1307 * filename will be genarated, and the file will be stored there.
1308 * The temporary filename will be stored in the maptileure.
1309 * If the map is unique, we also save to the filename in the map
1310 * (this should have been updated when first loaded)
1311 */
1312int
1313new_save_map (maptile *m, int flag)
1314{
1315 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1316 int i;
1317
1318 if (flag && !*m->path)
1319 {
1320 LOG (llevError, "Tried to save map without path.\n");
1321 return -1;
1322 }
1323
1324 if (flag || (m->unique) || (m->templatemap))
1325 {
1326 if (!m->unique && !m->templatemap)
1327 { /* flag is set */
1328 if (flag == 2)
1329 strcpy (filename, create_overlay_pathname (m->path));
1330 else
1331 strcpy (filename, create_pathname (m->path));
1332 } 819 }
1333 else
1334 strcpy (filename, m->path);
1335
1336 make_path_to_file (filename);
1337 }
1338 else
1339 { 820 }
1340 if (!m->tmpname) 821}
1341 m->tmpname = tempnam (settings.tmpdir, NULL);
1342 822
1343 strcpy (filename, m->tmpname); 823bool
824maptile::_save_header (object_freezer &freezer)
825{
826#define MAP_OUT(k) freezer.put (KW_ ## k, k)
827#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
828
829 MAP_OUT2 (arch, "map");
830
831 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time);
833 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime);
836 MAP_OUT (difficulty);
837
838 if (default_region) MAP_OUT2 (region, default_region->name);
839
840 if (shopitems)
1344 } 841 {
842 char shop[MAX_BUF];
843 print_shop_string (this, shop);
844 MAP_OUT2 (shopitems, shop);
845 }
1345 846
1346 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 847 MAP_OUT (shopgreed);
1347 m->in_memory = MAP_SAVING; 848 MAP_OUT (shopmin);
849 MAP_OUT (shopmax);
850 if (shoprace) MAP_OUT (shoprace);
851 MAP_OUT (darkness);
852 MAP_OUT (width);
853 MAP_OUT (height);
854 MAP_OUT (enter_x);
855 MAP_OUT (enter_y);
1348 856
857 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
858 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
859
860 MAP_OUT (outdoor);
861 MAP_OUT (temp);
862 MAP_OUT (pressure);
863 MAP_OUT (humid);
864 MAP_OUT (windspeed);
865 MAP_OUT (winddir);
866 MAP_OUT (sky);
867
868 MAP_OUT (per_player);
869 MAP_OUT (per_party);
870
871 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
872 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
873 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
874 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
875
876 freezer.put (this);
877 freezer.put (KW_end);
878
879 return true;
880}
881
882bool
883maptile::_save_header (const char *path)
884{
1349 object_freezer freezer; 885 object_freezer freezer;
1350 886
1351 /* legacy */ 887 if (!_save_header (freezer))
1352 fprintf (freezer, "arch map\n"); 888 return false;
1353 if (m->name)
1354 fprintf (freezer, "name %s\n", m->name);
1355 if (!flag)
1356 fprintf (freezer, "swap_time %d\n", m->swap_time);
1357 if (m->reset_timeout)
1358 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1359 if (m->fixed_resettime)
1360 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1361 /* we unfortunately have no idea if this is a value the creator set
1362 * or a difficulty value we generated when the map was first loaded
1363 */
1364 if (m->difficulty)
1365 fprintf (freezer, "difficulty %d\n", m->difficulty);
1366 if (m->region)
1367 fprintf (freezer, "region %s\n", m->region->name);
1368 if (m->shopitems)
1369 {
1370 print_shop_string (m, shop);
1371 fprintf (freezer, "shopitems %s\n", shop);
1372 }
1373 if (m->shopgreed)
1374 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1375 if (m->shopmin)
1376 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1377 if (m->shopmax)
1378 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1379 if (m->shoprace)
1380 fprintf (freezer, "shoprace %s\n", m->shoprace);
1381 if (m->darkness)
1382 fprintf (freezer, "darkness %d\n", m->darkness);
1383 if (m->width)
1384 fprintf (freezer, "width %d\n", m->width);
1385 if (m->height)
1386 fprintf (freezer, "height %d\n", m->height);
1387 if (m->enter_x)
1388 fprintf (freezer, "enter_x %d\n", m->enter_x);
1389 if (m->enter_y)
1390 fprintf (freezer, "enter_y %d\n", m->enter_y);
1391 if (m->msg)
1392 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1393 if (m->maplore)
1394 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1395 if (m->unique)
1396 fprintf (freezer, "unique %d\n", m->unique);
1397 if (m->templatemap)
1398 fprintf (freezer, "template %d\n", m->templatemap);
1399 if (m->outdoor)
1400 fprintf (freezer, "outdoor %d\n", m->outdoor);
1401 if (m->temp)
1402 fprintf (freezer, "temp %d\n", m->temp);
1403 if (m->pressure)
1404 fprintf (freezer, "pressure %d\n", m->pressure);
1405 if (m->humid)
1406 fprintf (freezer, "humid %d\n", m->humid);
1407 if (m->windspeed)
1408 fprintf (freezer, "windspeed %d\n", m->windspeed);
1409 if (m->winddir)
1410 fprintf (freezer, "winddir %d\n", m->winddir);
1411 if (m->sky)
1412 fprintf (freezer, "sky %d\n", m->sky);
1413 if (m->nosmooth)
1414 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1415 889
1416 /* Save any tiling information, except on overlays */ 890 return freezer.save (path);
1417 if (flag != 2)
1418 for (i = 0; i < 4; i++)
1419 if (m->tile_path[i])
1420 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1421
1422 freezer.put (m);
1423 fprintf (freezer, "end\n");
1424
1425 /* In the game save unique items in the different file, but
1426 * in the editor save them to the normal map file.
1427 * If unique map, save files in the proper destination (set by
1428 * player)
1429 */
1430 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1431 {
1432 object_freezer unique;
1433
1434 if (flag == 2)
1435 save_objects (m, freezer, unique, 2);
1436 else
1437 save_objects (m, freezer, unique, 0);
1438
1439 sprintf (buf, "%s.v00", create_items_path (m->path));
1440
1441 unique.save (buf);
1442 }
1443 else
1444 { /* save same file when not playing, like in editor */
1445 save_objects (m, freezer, freezer, 0);
1446 }
1447
1448 freezer.save (filename);
1449
1450 return 0;
1451} 891}
1452 892
1453/* 893/*
1454 * Remove and free all objects in the given map. 894 * Remove and free all objects in the given map.
1455 */ 895 */
1456void 896void
1457free_all_objects (maptile *m) 897maptile::clear ()
1458{ 898{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
1459 if (!m->spaces) 902 if (spaces)
1460 return;
1461
1462 for (int i = 0; i < m->width; i++)
1463 for (int j = 0; j < m->height; j++)
1464 { 903 {
1465 mapspace &ms = m->at (i, j); 904 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1466
1467 while (object *op = ms.bot) 905 while (object *op = ms->bot)
1468 { 906 {
1469 if (op->head) 907 if (op->head)
1470 op = op->head; 908 op = op->head;
1471 909
1472 op->destroy_inv (false); 910 op->destroy_inv (false);
1473 op->destroy (); 911 op->destroy ();
1474 } 912 }
913
914 sfree (spaces, size ()), spaces = 0;
1475 } 915 }
1476}
1477 916
1478/* 917 if (buttons)
1479 * Frees everything allocated by the given maptileure. 918 free_objectlinkpt (buttons), buttons = 0;
1480 * don't free tmpname - our caller is left to do that 919}
1481 */ 920
1482void 921void
1483free_map (maptile *m, int flag) 922maptile::clear_header ()
1484{ 923{
1485 if (!m->in_memory) //TODO: makes no sense to me? 924 name = 0;
1486 return; 925 msg = 0;
1487 926 maplore = 0;
1488 m->in_memory = MAP_SAVING; 927 shoprace = 0;
1489
1490 // TODO: use new/delete
1491
1492 if (flag && m->spaces)
1493 free_all_objects (m);
1494
1495 sfree (m->spaces, m->size ()), m->spaces = 0;
1496
1497 free (m->name), m->name = 0;
1498 free (m->msg), m->msg = 0;
1499 free (m->maplore), m->maplore = 0;
1500 free (m->shoprace), m->shoprace = 0;
1501 delete [] m->shopitems, m->shopitems = 0; 928 delete [] shopitems, shopitems = 0;
1502
1503 if (m->buttons)
1504 free_objectlinkpt (m->buttons), m->buttons = 0;
1505 929
1506 for (int i = 0; i < 4; i++) 930 for (int i = 0; i < 4; i++)
1507 free (m->tile_path[i]), m->tile_path[i] = 0; 931 tile_path [i] = 0;
1508
1509 m->in_memory = MAP_SWAPPED;
1510} 932}
1511 933
1512maptile::~maptile () 934maptile::~maptile ()
1513{ 935{
1514 assert (destroyed ()); 936 assert (destroyed ());
1515} 937}
1516 938
1517void 939void
1518maptile::do_destroy () 940maptile::clear_links_to (maptile *m)
1519{ 941{
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 942 /* We need to look through all the maps and see if any maps
1528 * are pointing at this one for tiling information. Since 943 * are pointing at this one for tiling information. Since
1529 * tiling can be asymetric, we just can not look to see which 944 * tiling can be asymetric, we just can not look to see which
1530 * maps this map tiles with and clears those. 945 * maps this map tiles with and clears those.
1531 */ 946 */
1532 //TODO: non-euclidean-tiling MUST GO
1533 for_all_maps (m)
1534 for (int i = 0; i < 4; i++) 947 for (int i = 0; i < 4; i++)
1535 if (m->tile_map[i] == this) 948 if (tile_map[i] == m)
1536 m->tile_map[i] = 0; 949 tile_map[i] = 0;
1537} 950}
1538 951
1539//TODO: must go
1540void 952void
1541delete_map (maptile *m) 953maptile::do_destroy ()
1542{ 954{
1543 if (m) 955 attachable::do_destroy ();
1544 m->destroy (); 956
957 clear ();
1545} 958}
1546 959
1547/* 960/*
1548 * Makes sure the given map is loaded and swapped in. 961 * Updates every button on the map (by calling update_button() for them).
1549 * name is path name of the map.
1550 * flags meaning:
1551 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1552 * and don't do unique items or the like.
1553 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1554 * dont do any more name translation on it.
1555 * 962 */
1556 * Returns a pointer to the given map. 963void
1557 */ 964maptile::update_buttons ()
1558maptile *
1559ready_map_name (const char *name, int flags)
1560{ 965{
1561 if (!name) 966 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1562 return 0; 967 for (objectlink *ol = obp->link; ol; ol = ol->next)
1563
1564 /* Have we been at this level before? */
1565 maptile *m = has_been_loaded (name);
1566
1567 /* Map is good to go, so just return it */
1568 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1569 return m;
1570
1571 /* unique maps always get loaded from their original location, and never
1572 * a temp location. Likewise, if map_flush is set, or we have never loaded
1573 * this map, load it now. I removed the reset checking from here -
1574 * it seems the probability of a player trying to enter a map that should
1575 * reset but hasn't yet is quite low, and removing that makes this function
1576 * a bit cleaner (and players probably shouldn't rely on exact timing for
1577 * resets in any case - if they really care, they should use the 'maps command.
1578 */
1579 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1580 { 968 {
1581 /* first visit or time to reset */ 969 if (!ol->ob)
1582 if (m)
1583 { 970 {
1584 clean_tmp_map (m); /* Doesn't make much difference */ 971 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1585 delete_map (m); 972 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
973 continue;
1586 } 974 }
1587 975
1588 /* create and load a map */ 976 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1589 if (flags & MAP_PLAYER_UNIQUE)
1590 LOG (llevDebug, "Trying to load map %s.\n", name);
1591 else
1592 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1593
1594 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1595 return (NULL);
1596
1597 fix_auto_apply (m); /* Chests which open as default */
1598
1599 /* If a player unique map, no extra unique object file to load.
1600 * if from the editor, likewise.
1601 */
1602 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1603 load_unique_objects (m);
1604
1605 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1606 { 977 {
1607 m = load_overlay_map (name, m); 978 update_button (ol->ob);
1608 if (m == NULL) 979 break;
1609 return NULL;
1610 } 980 }
1611
1612 if (flags & MAP_PLAYER_UNIQUE)
1613 INVOKE_MAP (SWAPIN, m);
1614
1615 } 981 }
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} 982}
1652
1653 983
1654/* 984/*
1655 * This routine is supposed to find out the difficulty of the map. 985 * This routine is supposed to find out the difficulty of the map.
1656 * difficulty does not have a lot to do with character level, 986 * difficulty does not have a lot to do with character level,
1657 * but does have a lot to do with treasure on the map. 987 * but does have a lot to do with treasure on the map.
1659 * Difficulty can now be set by the map creature. If the value stored 989 * Difficulty can now be set by the map creature. If the value stored
1660 * in the map is zero, then use this routine. Maps should really 990 * in the map is zero, then use this routine. Maps should really
1661 * have a difficulty set than using this function - human calculation 991 * have a difficulty set than using this function - human calculation
1662 * is much better than this functions guesswork. 992 * is much better than this functions guesswork.
1663 */ 993 */
1664
1665int 994int
1666calculate_difficulty (maptile *m) 995maptile::estimate_difficulty () const
1667{ 996{
1668 object *op;
1669 archetype *at;
1670 int x, y, i;
1671 long monster_cnt = 0; 997 long monster_cnt = 0;
1672 double avgexp = 0; 998 double avgexp = 0;
1673 sint64 total_exp = 0; 999 sint64 total_exp = 0;
1674 1000
1675 if (m->difficulty) 1001 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1676 { 1002 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 { 1003 {
1685 if (QUERY_FLAG (op, FLAG_MONSTER)) 1004 if (QUERY_FLAG (op, FLAG_MONSTER))
1686 { 1005 {
1687 total_exp += op->stats.exp; 1006 total_exp += op->stats.exp;
1688 monster_cnt++; 1007 monster_cnt++;
1689 } 1008 }
1690 1009
1691 if (QUERY_FLAG (op, FLAG_GENERATOR)) 1010 if (QUERY_FLAG (op, FLAG_GENERATOR))
1692 { 1011 {
1693 total_exp += op->stats.exp; 1012 total_exp += op->stats.exp;
1013
1694 at = type_to_archetype (GENERATE_TYPE (op)); 1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1695
1696 if (at != NULL)
1697 total_exp += at->clone.stats.exp * 8; 1015 total_exp += at->clone.stats.exp * 8;
1698 1016
1699 monster_cnt++; 1017 monster_cnt++;
1700 } 1018 }
1701 } 1019 }
1702 1020
1703 avgexp = (double) total_exp / monster_cnt; 1021 avgexp = (double) total_exp / monster_cnt;
1704 1022
1705 for (i = 1; i <= settings.max_level; i++) 1023 for (int i = 1; i <= settings.max_level; i++)
1706 {
1707 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1024 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; 1025 return i;
1711 }
1712 }
1713 1026
1714 return 1; 1027 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} 1028}
1744 1029
1745/* change_map_light() - used to change map light level (darkness) 1030/* change_map_light() - used to change map light level (darkness)
1746 * up or down. Returns true if successful. It should now be 1031 * up or down. Returns true if successful. It should now be
1747 * possible to change a value by more than 1. 1032 * possible to change a value by more than 1.
1748 * Move this from los.c to map.c since this is more related 1033 * Move this from los.c to map.c since this is more related
1749 * to maps than los. 1034 * to maps than los.
1750 * postive values make it darker, negative make it brighter 1035 * postive values make it darker, negative make it brighter
1751 */ 1036 */
1752
1753int 1037int
1754change_map_light (maptile *m, int change) 1038maptile::change_map_light (int change)
1755{ 1039{
1756 int new_level = m->darkness + change; 1040 int new_level = darkness + change;
1757 1041
1758 /* Nothing to do */ 1042 /* Nothing to do */
1759 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) 1043 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1760 {
1761 return 0; 1044 return 0;
1762 }
1763 1045
1764 /* inform all players on the map */ 1046 /* inform all players on the map */
1765 if (change > 0) 1047 if (change > 0)
1766 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); 1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1767 else 1049 else
1768 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); 1050 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1769 1051
1770 /* Do extra checking. since m->darkness is a unsigned value, 1052 /* Do extra checking. since darkness is a unsigned value,
1771 * we need to be extra careful about negative values. 1053 * we need to be extra careful about negative values.
1772 * In general, the checks below are only needed if change 1054 * In general, the checks below are only needed if change
1773 * is not +/-1 1055 * is not +/-1
1774 */ 1056 */
1775 if (new_level < 0) 1057 if (new_level < 0)
1776 m->darkness = 0; 1058 darkness = 0;
1777 else if (new_level >= MAX_DARKNESS) 1059 else if (new_level >= MAX_DARKNESS)
1778 m->darkness = MAX_DARKNESS; 1060 darkness = MAX_DARKNESS;
1779 else 1061 else
1780 m->darkness = new_level; 1062 darkness = new_level;
1781 1063
1782 /* All clients need to get re-updated for the change */ 1064 /* All clients need to get re-updated for the change */
1783 update_all_map_los (m); 1065 update_all_map_los (this);
1784 return 1; 1066 return 1;
1785} 1067}
1786 1068
1787/* 1069/*
1788 * This function updates various attributes about a specific space 1070 * This function updates various attributes about a specific space
1792 */ 1074 */
1793void 1075void
1794mapspace::update_ () 1076mapspace::update_ ()
1795{ 1077{
1796 object *tmp, *last = 0; 1078 object *tmp, *last = 0;
1797 uint8 flags = 0, light = 0, anywhere = 0; 1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1798 New_Face *top, *floor, *middle; 1080 facetile *top, *floor, *middle;
1799 object *top_obj, *floor_obj, *middle_obj; 1081 object *top_obj, *floor_obj, *middle_obj;
1800 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1082 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1801 1083
1802 middle = blank_face; 1084 middle = blank_face;
1803 top = blank_face; 1085 top = blank_face;
1919 1201
1920 /* If two top faces are already set, quit processing */ 1202 /* If two top faces are already set, quit processing */
1921 if ((top != blank_face) && (middle != blank_face)) 1203 if ((top != blank_face) && (middle != blank_face))
1922 break; 1204 break;
1923 1205
1924 /* Only show visible faces, unless its the editor - show all */ 1206 /* Only show visible faces */
1925 if (!tmp->invisible || editor) 1207 if (!tmp->invisible)
1926 { 1208 {
1927 /* Fill in top if needed */ 1209 /* Fill in top if needed */
1928 if (top == blank_face) 1210 if (top == blank_face)
1929 { 1211 {
1930 top = tmp->face; 1212 top = tmp->face;
1960 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1242 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1961 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1243 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1962 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1244 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1963} 1245}
1964 1246
1965void 1247uint64
1966set_map_reset_time (maptile *map) 1248mapspace::volume () const
1967{ 1249{
1968 int timeout = map->reset_timeout; 1250 uint64 vol = 0;
1969 1251
1970 if (timeout <= 0) 1252 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1971 timeout = MAP_DEFAULTRESET; 1253 vol += op->volume ();
1972 if (timeout >= MAP_MAXRESET)
1973 timeout = MAP_MAXRESET;
1974 1254
1975 map->reset_time = time (0) + timeout; 1255 return vol;
1976} 1256}
1977 1257
1978/* this updates the orig_map->tile_map[tile_num] value after loading 1258/* this updates the orig_map->tile_map[tile_num] value after finding
1979 * the map. It also takes care of linking back the freshly loaded 1259 * the map. It also takes care of linking back the freshly found
1980 * maps tile_map values if it tiles back to this one. It returns 1260 * 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 1261 * the value of orig_map->tile_map[tile_num].
1982 * so that it is easier for calling functions to verify success.
1983 */ 1262 */
1984
1985static maptile * 1263static inline maptile *
1986load_and_link_tiled_map (maptile *orig_map, int tile_num) 1264find_and_link (maptile *orig_map, int tile_num)
1987{ 1265{
1266 maptile *mp = orig_map->tile_map [tile_num];
1267
1268 if (!mp)
1269 {
1270 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1271
1272 if (!mp)
1273 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1);
1278 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY;
1280 }
1281 }
1282
1988 int dest_tile = (tile_num + 2) % 4; 1283 int dest_tile = (tile_num + 2) % 4;
1989 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1990 1284
1991 orig_map->tile_map[tile_num] = ready_map_name (path, 0); 1285 orig_map->tile_map [tile_num] = mp;
1992 1286
1993 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1287 // optimisation: back-link map to origin map if euclidean
1994 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1288 //TODO: non-euclidean maps MUST GO
1289 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1995 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1290 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1996 1291
1997 return orig_map->tile_map[tile_num]; 1292 return mp;
1293}
1294
1295static inline void
1296load_and_link (maptile *orig_map, int tile_num)
1297{
1298 find_and_link (orig_map, tile_num)->load_sync ();
1998} 1299}
1999 1300
2000/* this returns TRUE if the coordinates (x,y) are out of 1301/* this returns TRUE if the coordinates (x,y) are out of
2001 * map m. This function also takes into account any 1302 * map m. This function also takes into account any
2002 * tiling considerations, loading adjacant maps as needed. 1303 * tiling considerations, loading adjacant maps as needed.
2003 * This is the function should always be used when it 1304 * This is the function should always be used when it
2004 * necessary to check for valid coordinates. 1305 * necessary to check for valid coordinates.
2005 * This function will recursively call itself for the 1306 * This function will recursively call itself for the
2006 * tiled maps. 1307 * tiled maps.
2007 *
2008 *
2009 */ 1308 */
2010int 1309int
2011out_of_map (maptile *m, int x, int y) 1310out_of_map (maptile *m, int x, int y)
2012{ 1311{
2013 /* If we get passed a null map, this is obviously the 1312 /* If we get passed a null map, this is obviously the
2021 { 1320 {
2022 if (!m->tile_path[3]) 1321 if (!m->tile_path[3])
2023 return 1; 1322 return 1;
2024 1323
2025 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1324 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026 load_and_link_tiled_map (m, 3); 1325 find_and_link (m, 3);
2027 1326
2028 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); 1327 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
2029 } 1328 }
2030 1329
2031 if (x >= m->width) 1330 if (x >= m->width)
2032 { 1331 {
2033 if (!m->tile_path[1]) 1332 if (!m->tile_path[1])
2034 return 1; 1333 return 1;
2035 1334
2036 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1335 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2037 load_and_link_tiled_map (m, 1); 1336 find_and_link (m, 1);
2038 1337
2039 return (out_of_map (m->tile_map[1], x - m->width, y)); 1338 return out_of_map (m->tile_map[1], x - m->width, y);
2040 } 1339 }
2041 1340
2042 if (y < 0) 1341 if (y < 0)
2043 { 1342 {
2044 if (!m->tile_path[0]) 1343 if (!m->tile_path[0])
2045 return 1; 1344 return 1;
2046 1345
2047 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1346 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map (m, 0); 1347 find_and_link (m, 0);
2049 1348
2050 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); 1349 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
2051 } 1350 }
2052 1351
2053 if (y >= m->height) 1352 if (y >= m->height)
2054 { 1353 {
2055 if (!m->tile_path[2]) 1354 if (!m->tile_path[2])
2056 return 1; 1355 return 1;
2057 1356
2058 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1357 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2059 load_and_link_tiled_map (m, 2); 1358 find_and_link (m, 2);
2060 1359
2061 return (out_of_map (m->tile_map[2], x, y - m->height)); 1360 return out_of_map (m->tile_map[2], x, y - m->height);
2062 } 1361 }
2063 1362
2064 /* Simple case - coordinates are within this local 1363 /* Simple case - coordinates are within this local
2065 * map. 1364 * map.
2066 */ 1365 */
2069 1368
2070/* This is basically the same as out_of_map above, but 1369/* This is basically the same as out_of_map above, but
2071 * instead we return NULL if no map is valid (coordinates 1370 * instead we return NULL if no map is valid (coordinates
2072 * out of bounds and no tiled map), otherwise it returns 1371 * out of bounds and no tiled map), otherwise it returns
2073 * the map as that the coordinates are really on, and 1372 * the map as that the coordinates are really on, and
2074 * updates x and y to be the localized coordinates. 1373 * updates x and y to be the localised coordinates.
2075 * Using this is more efficient of calling out_of_map 1374 * Using this is more efficient of calling out_of_map
2076 * and then figuring out what the real map is 1375 * and then figuring out what the real map is
2077 */ 1376 */
2078maptile * 1377maptile *
2079get_map_from_coord (maptile *m, sint16 * x, sint16 * y) 1378maptile::xy_find (sint16 &x, sint16 &y)
2080{ 1379{
2081
2082 if (*x < 0) 1380 if (x < 0)
2083 { 1381 {
2084 if (!m->tile_path[3]) 1382 if (!tile_path[3])
2085 return 0; 1383 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 1384
1385 find_and_link (this, 3);
2089 *x += m->tile_map[3]->width; 1386 x += tile_map[3]->width;
2090 return (get_map_from_coord (m->tile_map[3], x, y)); 1387 return tile_map[3]->xy_find (x, y);
2091 } 1388 }
2092 1389
2093 if (*x >= m->width) 1390 if (x >= width)
2094 { 1391 {
2095 if (!m->tile_path[1]) 1392 if (!tile_path[1])
2096 return 0; 1393 return 0;
2097 1394
2098 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1395 find_and_link (this, 1);
2099 load_and_link_tiled_map (m, 1);
2100
2101 *x -= m->width; 1396 x -= width;
2102 return (get_map_from_coord (m->tile_map[1], x, y)); 1397 return tile_map[1]->xy_find (x, y);
2103 } 1398 }
2104 1399
2105 if (*y < 0) 1400 if (y < 0)
2106 { 1401 {
2107 if (!m->tile_path[0]) 1402 if (!tile_path[0])
2108 return 0; 1403 return 0;
2109 1404
2110 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1405 find_and_link (this, 0);
2111 load_and_link_tiled_map (m, 0);
2112
2113 *y += m->tile_map[0]->height; 1406 y += tile_map[0]->height;
2114 return (get_map_from_coord (m->tile_map[0], x, y)); 1407 return tile_map[0]->xy_find (x, y);
2115 } 1408 }
2116 1409
2117 if (*y >= m->height) 1410 if (y >= height)
2118 { 1411 {
2119 if (!m->tile_path[2]) 1412 if (!tile_path[2])
2120 return 0; 1413 return 0;
2121 1414
2122 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1415 find_and_link (this, 2);
2123 load_and_link_tiled_map (m, 2);
2124
2125 *y -= m->height; 1416 y -= height;
2126 return (get_map_from_coord (m->tile_map[2], x, y)); 1417 return tile_map[2]->xy_find (x, y);
2127 } 1418 }
2128 1419
2129 /* Simple case - coordinates are within this local 1420 /* Simple case - coordinates are within this local
2130 * map. 1421 * map.
2131 */ 1422 */
2132
2133 return m; 1423 return this;
2134} 1424}
2135 1425
2136/** 1426/**
2137 * Return whether map2 is adjacent to map1. If so, store the distance from 1427 * Return whether map2 is adjacent to map1. If so, store the distance from
2138 * map1 to map2 in dx/dy. 1428 * map1 to map2 in dx/dy.
2139 */ 1429 */
2140static int 1430int
2141adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2142{ 1432{
2143 if (!map1 || !map2) 1433 if (!map1 || !map2)
2144 return 0; 1434 return 0;
2145 1435
1436 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1437 //fix: compare paths instead (this is likely faster, too!)
2146 if (map1 == map2) 1438 if (map1 == map2)
2147 { 1439 {
2148 *dx = 0; 1440 *dx = 0;
2149 *dy = 0; 1441 *dy = 0;
2150
2151 } 1442 }
2152 else if (map1->tile_map[0] == map2) 1443 else if (map1->tile_map[0] == map2)
2153 { /* up */ 1444 { /* up */
2154 *dx = 0; 1445 *dx = 0;
2155 *dy = -map2->height; 1446 *dy = -map2->height;
2166 } 1457 }
2167 else if (map1->tile_map[3] == map2) 1458 else if (map1->tile_map[3] == map2)
2168 { /* left */ 1459 { /* left */
2169 *dx = -map2->width; 1460 *dx = -map2->width;
2170 *dy = 0; 1461 *dy = 0;
2171
2172 } 1462 }
2173 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1463 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2174 { /* up right */ 1464 { /* up right */
2175 *dx = map1->tile_map[0]->width; 1465 *dx = map1->tile_map[0]->width;
2176 *dy = -map1->tile_map[0]->height; 1466 *dy = -map1->tile_map[0]->height;
2207 } 1497 }
2208 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1498 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2209 { /* left down */ 1499 { /* left down */
2210 *dx = -map1->tile_map[3]->width; 1500 *dx = -map1->tile_map[3]->width;
2211 *dy = map1->tile_map[3]->height; 1501 *dy = map1->tile_map[3]->height;
2212
2213 } 1502 }
2214 else 1503 else
2215 { /* not "adjacent" enough */
2216 return 0; 1504 return 0;
2217 }
2218 1505
2219 return 1; 1506 return 1;
1507}
1508
1509maptile *
1510maptile::xy_load (sint16 &x, sint16 &y)
1511{
1512 maptile *map = xy_find (x, y);
1513
1514 if (map)
1515 map->load_sync ();
1516
1517 return map;
1518}
1519
1520maptile *
1521get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1522{
1523 return m->xy_load (*x, *y);
2220} 1524}
2221 1525
2222/* From map.c 1526/* From map.c
2223 * This is used by get_player to determine where the other 1527 * This is used by get_player to determine where the other
2224 * creature is. get_rangevector takes into account map tiling, 1528 * creature is. get_rangevector takes into account map tiling,
2225 * so you just can not look the the map coordinates and get the 1529 * so you just can not look the the map coordinates and get the
2226 * righte value. distance_x/y are distance away, which 1530 * righte value. distance_x/y are distance away, which
2227 * can be negativbe. direction is the crossfire direction scheme 1531 * can be negative. direction is the crossfire direction scheme
2228 * that the creature should head. part is the part of the 1532 * that the creature should head. part is the part of the
2229 * monster that is closest. 1533 * monster that is closest.
2230 * 1534 *
2231 * get_rangevector looks at op1 and op2, and fills in the 1535 * get_rangevector looks at op1 and op2, and fills in the
2232 * structure for op1 to get to op2. 1536 * structure for op1 to get to op2.
2237 * be unexpected 1541 * be unexpected
2238 * 1542 *
2239 * currently, the only flag supported (0x1) is don't translate for 1543 * currently, the only flag supported (0x1) is don't translate for
2240 * closest body part of 'op1' 1544 * closest body part of 'op1'
2241 */ 1545 */
2242
2243void 1546void
2244get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1547get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2245{ 1548{
2246 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1549 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2247 { 1550 {
2248 /* be conservative and fill in _some_ data */ 1551 /* be conservative and fill in _some_ data */
2249 retval->distance = 100000; 1552 retval->distance = 10000;
2250 retval->distance_x = 32767; 1553 retval->distance_x = 10000;
2251 retval->distance_y = 32767; 1554 retval->distance_y = 10000;
2252 retval->direction = 0; 1555 retval->direction = 0;
2253 retval->part = 0; 1556 retval->part = 0;
2254 } 1557 }
2255 else 1558 else
2256 { 1559 {
2261 1564
2262 best = op1; 1565 best = op1;
2263 /* If this is multipart, find the closest part now */ 1566 /* If this is multipart, find the closest part now */
2264 if (!(flags & 0x1) && op1->more) 1567 if (!(flags & 0x1) && op1->more)
2265 { 1568 {
2266 object *tmp;
2267 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1569 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2268 1570
2269 /* we just take the offset of the piece to head to figure 1571 /* we just take the offset of the piece to head to figure
2270 * distance instead of doing all that work above again 1572 * distance instead of doing all that work above again
2271 * since the distance fields we set above are positive in the 1573 * since the distance fields we set above are positive in the
2272 * same axis as is used for multipart objects, the simply arithmetic 1574 * same axis as is used for multipart objects, the simply arithmetic
2273 * below works. 1575 * below works.
2274 */ 1576 */
2275 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1577 for (object *tmp = op1->more; tmp; tmp = tmp->more)
2276 { 1578 {
2277 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1579 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); 1580 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2279 if (tmpi < best_distance) 1581 if (tmpi < best_distance)
2280 { 1582 {
2281 best_distance = tmpi; 1583 best_distance = tmpi;
2282 best = tmp; 1584 best = tmp;
2283 } 1585 }
2284 } 1586 }
1587
2285 if (best != op1) 1588 if (best != op1)
2286 { 1589 {
2287 retval->distance_x += op1->x - best->x; 1590 retval->distance_x += op1->x - best->x;
2288 retval->distance_y += op1->y - best->y; 1591 retval->distance_y += op1->y - best->y;
2289 } 1592 }
2290 } 1593 }
1594
2291 retval->part = best; 1595 retval->part = best;
2292 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1596 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
2293 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1597 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2294 } 1598 }
2295} 1599}
2296 1600
2297/* this is basically the same as get_rangevector above, but instead of 1601/* 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 1606 * 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 1607 * 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 1608 * for something in the future. Also, since no object is pasted, the best
2305 * field of the rv_vector is set to NULL. 1609 * field of the rv_vector is set to NULL.
2306 */ 1610 */
2307
2308void 1611void
2309get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1612get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
2310{ 1613{
2311 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1614 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2312 { 1615 {
2313 /* be conservative and fill in _some_ data */ 1616 /* be conservative and fill in _some_ data */
2314 retval->distance = 100000; 1617 retval->distance = 100000;
2321 { 1624 {
2322 retval->distance_x += op2->x - x; 1625 retval->distance_x += op2->x - x;
2323 retval->distance_y += op2->y - y; 1626 retval->distance_y += op2->y - y;
2324 1627
2325 retval->part = NULL; 1628 retval->part = NULL;
2326 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1629 retval->distance = idistance (retval->distance_x, retval->distance_y);
2327 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1630 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2328 } 1631 }
2329} 1632}
2330 1633
2331/* Returns true of op1 and op2 are effectively on the same map 1634/* 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 1635 * (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 1636 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2334 * to op1, this will still return false. 1637 * to op1, this will still return false.
2335 * Note we only look one map out to keep the processing simple 1638 * Note we only look one map out to keep the processing simple
2336 * and efficient. This could probably be a macro. 1639 * and efficient. This could probably be a macro.
2337 * MSW 2001-08-05 1640 * MSW 2001-08-05
2338 */ 1641 */
2351 op->remove (); 1654 op->remove ();
2352 1655
2353 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1656 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2354} 1657}
2355 1658
1659region *
1660maptile::region (int x, int y) const
1661{
1662 if (regions
1663 && regionmap
1664 && !OUT_OF_REAL_MAP (this, x, y))
1665 if (struct region *reg = regionmap [regions [y * width + x]])
1666 return reg;
1667
1668 if (default_region)
1669 return default_region;
1670
1671 return ::region::default_region ();
1672}
1673
1674/* picks a random object from a style map.
1675 * Redone by MSW so it should be faster and not use static
1676 * variables to generate tables.
1677 */
1678object *
1679maptile::pick_random_object () const
1680{
1681 /* while returning a null object will result in a crash, that
1682 * is actually preferable to an infinite loop. That is because
1683 * most servers will automatically restart in case of crash.
1684 * Change the logic on getting the random space - shouldn't make
1685 * any difference, but this seems clearer to me.
1686 */
1687 for (int i = 1000; --i;)
1688 {
1689 object *pick = at (rndm (width), rndm (height)).bot;
1690
1691 // do not prefer big monsters just because they are big.
1692 if (pick && pick->head_ () == pick)
1693 return pick->head_ ();
1694 }
1695
1696 // instead of crashing in the unlikely(?) case, try to return *something*
1697 return get_archetype ("blocked");
1698}
1699

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