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Comparing deliantra/server/common/map.C (file contents):
Revision 1.28 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.70 by root, Thu Jan 4 20:29:45 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.28 2006/09/08 18:26:22 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 43 return buf;
77} 44}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 45
138/* 46/*
139 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 49 * is returned.
148 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
152 */ 60 */
153 61int
154int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
155{ 63{
156 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
157#ifndef WIN32 65
158 char *endbuf; 66 char *endbuf;
159 struct stat statbuf; 67 struct stat statbuf;
160 int mode = 0; 68 int mode = 0;
161#endif
162 69
163 if (prepend_dir) 70 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
165 else 72 else
166 strcpy(buf, name); 73 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 74
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
174 * all the names. 78 * all the names.
175 */ 79 */
176 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
177 81
178 if (stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
179 return -1; 83 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 85 return (-1);
182 86
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 89 mode |= 4;
187 90
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 93 mode |= 2;
192 94
193 return (mode); 95 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 96}
234 97
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
244 */ 107 */
108int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 110{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 111 sint16 newx = x;
253 newy = y; 112 sint16 newy = y;
113
254 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 115
256 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
257 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 120 if (nx) *nx = newx;
259 if (ny) *ny = newy; 121 if (ny) *ny = newy;
260 122
261 retval |= mp->spaces[newx + mp->width * newy].flags; 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
262
263 return retval;
264} 124}
265
266 125
267/* 126/*
268 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
269 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
270 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
274 * monster. 133 * monster.
275 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
276 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
277 * by the caller. 136 * by the caller.
278 */ 137 */
279 138int
280int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
281 object *tmp; 141 object *tmp;
282 int mflags, blocked; 142 int mflags, blocked;
283 143
284 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
285 * have already checked this. 145 * have already checked this.
286 */ 146 */
287 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
288 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
289 return 1; 150 return 1;
290 } 151 }
291 152
292 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
293 * directly. 154 * directly.
294 */ 155 */
295 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
296 157
297 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
298 159
299 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
300 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
301 * things we need to do for players. 162 * things we need to do for players.
302 */ 163 */
303 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0;
304 166
305 /* if there isn't anytyhing alive on this space, and this space isn't 167 /* if there isn't anytyhing alive on this space, and this space isn't
306 * otherwise blocked, we can return now. Only if there is a living 168 * otherwise blocked, we can return now. Only if there is a living
307 * creature do we need to investigate if it is part of this creature 169 * creature do we need to investigate if it is part of this creature
308 * or another. Likewise, only if something is blocking us do we 170 * or another. Likewise, only if something is blocking us do we
309 * need to investigate if there is a special circumstance that would 171 * need to investigate if there is a special circumstance that would
310 * let the player through (inventory checkers for example) 172 * let the player through (inventory checkers for example)
311 */ 173 */
312 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
313 176
314 if(ob->head != NULL) 177 if (ob->head != NULL)
315 ob=ob->head; 178 ob = ob->head;
316 179
317 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
318 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
319 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
320 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
321 */ 184 */
322 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
323 187
324 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
325 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
326 /* If last_sp is set, the player/monster needs an object, 191 /* If last_sp is set, the player/monster needs an object,
327 * so we check for it. If they don't have it, they can't 192 * so we check for it. If they don't have it, they can't
328 * pass through this space. 193 * pass through this space.
329 */ 194 */
330 if (tmp->last_sp) { 195 if (tmp->last_sp)
196 {
331 if (check_inv_recursive(ob,tmp)==NULL) 197 if (check_inv_recursive (ob, tmp) == NULL)
332 return 1; 198 return 1;
333 else 199 else
334 continue; 200 continue;
335 } else {
336 /* In this case, the player must not have the object -
337 * if they do, they can't pass through.
338 */
339 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
340 return 1;
341 else
342 continue;
343 } 201 }
344 } /* if check_inv */
345 else { 202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
346 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
347 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
348 * movement, can't move here. 217 * movement, can't move here.
349 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unles it is a
350 * hidden dm 219 * hidden dm
351 */ 220 */
352 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
353 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
354 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
355 return 1; 225 return 1;
356 } 226 }
357 227
358 } 228 }
359 return 0; 229 return 0;
360} 230}
361 231
362 232
363/* 233/*
364 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
384 * 254 *
385 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
386 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
387 * against the move_block values. 257 * against the move_block values.
388 */ 258 */
389 259int
390int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
391 archetype *tmp; 262 archetype *tmp;
392 int flag; 263 int flag;
393 mapstruct *m1; 264 maptile *m1;
394 sint16 sx, sy; 265 sint16 sx, sy;
395 266
396 if(ob==NULL) { 267 if (!ob)
268 {
397 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
398 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
399 272
400 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
401 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
402 } 275 }
403 276
404 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
405 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
406 280
407 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
408 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
409 285
286 mapspace &ms = m1->at (sx, sy);
287
410 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
411 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
412 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
413 */ 291 */
414 292
415 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
416 295
417 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
418 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
419 */ 298 */
420 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
421 return AB_NO_PASS; 300 return P_NO_PASS;
422
423 } 301 }
302
424 return 0; 303 return 0;
425} 304}
426 305
427/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
428 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
429 * and insert them properly. 308 * and insert them properly.
430 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
431 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
432 */ 311 */
433 312void
434void fix_container(object *container) 313fix_container (object *container)
435{ 314{
436 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
437 316
438 container->inv=NULL; 317 container->inv = 0;
439 while (tmp!=NULL) { 318 while (tmp)
319 {
440 next = tmp->below; 320 next = tmp->below;
441 if (tmp->inv) 321 if (tmp->inv)
442 fix_container(tmp); 322 fix_container (tmp);
323
443 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
444 tmp = next; 325 tmp = next;
445 } 326 }
327
446 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
447 * carrying. 329 * carrying.
448 */ 330 */
449 sum_weight(container); 331 sum_weight (container);
332}
333
334void
335maptile::set_object_flag (int flag, int value)
336{
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
450} 343}
451 344
452/* link_multipart_objects go through all the objects on the map looking 345/* link_multipart_objects go through all the objects on the map looking
453 * for objects whose arch says they are multipart yet according to the 346 * for objects whose arch says they are multipart yet according to the
454 * info we have, they only have the head (as would be expected when 347 * info we have, they only have the head (as would be expected when
455 * they are saved). We do have to look for the old maps that did save 348 * they are saved). We do have to look for the old maps that did save
456 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
457 */ 350 */
458 351void
459static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
460{ 353{
461 int x,y; 354 if (!spaces)
462 object *tmp, *op, *last, *above; 355 return;
463 archetype *at;
464 356
465 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
466 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
467 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
468 above=tmp->above; 360 object *above = tmp->above;
469 361
470 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
471 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
472 364 {
473 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
474 * won't do anything. 366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
475 */ 389 */
476 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
477 op = arch_to_object(at);
478
479 /* update x,y coordinates */
480 op->x += tmp->x;
481 op->y += tmp->y;
482 op->head = tmp;
483 op->map = m;
484 last->more = op;
485 op->name = tmp->name;
486 op->title = tmp->title;
487 /* we could link all the parts onto tmp, and then just
488 * call insert_ob_in_map once, but the effect is the same,
489 * as insert_ob_in_map will call itself with each part, and
490 * the coding is simpler to just to it here with each part.
491 */
492 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
493 } /* for at = tmp->arch->more */
494 } /* for objects on this space */
495}
496 391 }
392 }
393
394 tmp = above;
395 }
396}
397
497/* 398/*
498 * Loads (ands parses) the objects into a given map from the specified 399 * Loads (ands parses) the objects into a given map from the specified
499 * file pointer. 400 * file pointer.
500 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
501 */ 402 */
502void 403bool
503load_objects (mapstruct *m, object_thawer &fp, int mapflags) 404maptile::load_objects (object_thawer &thawer)
504{ 405{
505 int i, j;
506 int unique; 406 int unique;
507 object *op, *prev = NULL, *last_more = NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
508 408
509 op = get_object (); 409 op = object::create ();
510 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
511 411
512 while ((i = load_object (fp, op, mapflags))) 412 while (int i = load_object (thawer, op, 0))
513 { 413 {
514 /* if the archetype for the object is null, means that we 414 /* if the archetype for the object is null, means that we
515 * got an invalid object. Don't do anything with it - the game 415 * got an invalid object. Don't do anything with it - the game
516 * or editor will not be able to do anything with it either. 416 * or editor will not be able to do anything with it either.
517 */ 417 */
518 if (op->arch == NULL) 418 if (op->arch == NULL)
519 { 419 {
520 LOG (llevDebug, "Discarding object without arch: %s\n", 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
521 op->name ? (const char *) op->name : "(null)");
522 continue; 421 continue;
523 } 422 }
524
525 423
526 switch (i) 424 switch (i)
527 { 425 {
528 case LL_NORMAL: 426 case LL_NORMAL:
529 /* if we are loading an overlay, put the floors on the bottom */ 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
530 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
531 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
532 insert_ob_in_map (op, m, op,
533 INS_NO_MERGE | INS_NO_WALK_ON |
534 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
535 else
536 insert_ob_in_map (op, m, op,
537 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
538 INS_MAP_LOAD);
539 428
540 if (op->inv) 429 if (op->inv)
541 sum_weight (op); 430 sum_weight (op);
542 431
543 prev = op, last_more = op; 432 prev = op, last_more = op;
544 break; 433 break;
545 434
546 case LL_MORE: 435 case LL_MORE:
547 insert_ob_in_map (op, m, op, 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
548 INS_NO_MERGE | INS_NO_WALK_ON |
549 INS_ABOVE_FLOOR_ONLY);
550 op->head = prev, last_more->more = op, last_more = op; 437 op->head = prev, last_more->more = op, last_more = op;
551 break; 438 break;
552 } 439 }
553 440
554 if (mapflags & MAP_STYLE)
555 remove_from_active_list (op);
556
557 op = get_object (); 441 op = object::create ();
558 op->map = m; 442 op->map = this;
559 } 443 }
560 444
445 op->destroy ();
446
447#if 0
561 for (i = 0; i < m->width; i++) 448 for (i = 0; i < width; i++)
562 {
563 for (j = 0; j < m->height; j++) 449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502 if (cede_count >= 500)
564 { 503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above)
510 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
565 unique = 0; 515 unique = 1;
566 /* check for unique items, or unique squares */ 516
567 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 517 if (!op->can_map_save ())
518 continue;
519
520 if (unique || op->flag [FLAG_UNIQUE])
568 { 521 {
569 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 522 if (flags & IO_UNIQUES)
570 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 523 save_object (freezer, op, 1);
571 unique = 1;
572 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
573 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
574 } 524 }
525 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1);
575 } 527 }
576 } 528 }
577 529
578 free_object (op); 530 return true;
579 link_multipart_objects (m);
580} 531}
581 532
582/* This saves all the objects on the map in a non destructive fashion. 533bool
583 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 534maptile::load_objects (const char *path, bool skip_header)
584 * and we only save the head of multi part objects - this is needed 535{
585 * in order to do map tiling properly. 536 object_thawer thawer (path);
537
538 if (!thawer)
539 return false;
540
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path);
564}
565
566maptile::maptile ()
567{
568 in_memory = MAP_SWAPPED;
569
570 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour.
586 */ 572 */
587void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 573 width = 16;
588 int i, j = 0,unique=0; 574 height = 16;
589 object *op; 575 reset_timeout = 0;
590 /* first pass - save one-part objects */ 576 timeout = 300;
591 for(i = 0; i < MAP_WIDTH(m); i++) 577 enter_x = 0;
592 for (j = 0; j < MAP_HEIGHT(m); j++) { 578 enter_y = 0;
593 unique=0; 579}
594 for(op = get_map_ob (m, i, j); op; op = op->above) {
595 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
596 unique=1;
597 580
598 if(op->type == PLAYER) { 581maptile::maptile (int w, int h)
599 LOG(llevDebug, "Player on map that is being saved\n"); 582{
600 continue; 583 in_memory = MAP_SWAPPED;
601 }
602 584
603 if (op->head || op->owner) 585 width = w;
604 continue; 586 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
605 591
606 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 592 alloc ();
607 save_object (fp2, op, 3);
608 else
609 if (flag == 0 ||
610 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
611 !QUERY_FLAG(op, FLAG_UNPAID))))
612 save_object(fp, op, 3);
613
614 } /* for this space */
615 } /* for this j */
616} 593}
617 594
618/* 595/*
619 * Allocates, initialises, and returns a pointer to a mapstruct.
620 * Modified to no longer take a path option which was not being
621 * used anyways. MSW 2001-07-01
622 */
623
624mapstruct *get_linked_map(void) {
625 mapstruct *map = new mapstruct;
626 mapstruct *mp;
627
628 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
629 if(mp==NULL)
630 first_map=map;
631 else
632 mp->next=map;
633
634 map->in_memory=MAP_SWAPPED;
635 /* The maps used to pick up default x and y values from the
636 * map archetype. Mimic that behaviour.
637 */
638 MAP_WIDTH(map)=16;
639 MAP_HEIGHT(map)=16;
640 MAP_RESET_TIMEOUT(map)=0;
641 MAP_TIMEOUT(map)=300;
642 MAP_ENTER_X(map)=0;
643 MAP_ENTER_Y(map)=0;
644 /*set part to -1 indicating conversion to weather map not yet done*/
645 MAP_WORLDPARTX(map)=-1;
646 MAP_WORLDPARTY(map)=-1;
647 return map;
648}
649
650/*
651 * Allocates the arrays contained in a mapstruct. 596 * Allocates the arrays contained in a maptile.
652 * This basically allocates the dynamic array of spaces for the 597 * This basically allocates the dynamic array of spaces for the
653 * map. 598 * map.
654 */ 599 */
655 600void
656void allocate_map(mapstruct *m) { 601maptile::alloc ()
657 m->in_memory = MAP_IN_MEMORY; 602{
658 /* Log this condition and free the storage. We could I suppose
659 * realloc, but if the caller is presuming the data will be intact,
660 * that is their poor assumption.
661 */
662 if (m->spaces) { 603 if (spaces)
663 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
664 free(m->spaces);
665 }
666
667 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
668
669 if(m->spaces==NULL)
670 fatal(OUT_OF_MEMORY);
671}
672
673/* Create and returns a map of the specific size. Used
674 * in random map code and the editor.
675 */
676mapstruct *get_empty_map(int sizex, int sizey) {
677 mapstruct *m = get_linked_map();
678 m->width = sizex;
679 m->height = sizey;
680 m->in_memory = MAP_SWAPPED;
681 allocate_map(m);
682 return m; 604 return;
605
606 spaces = salloc0<mapspace> (size ());
683} 607}
684 608
685/* Takes a string from a map definition and outputs a pointer to the array of shopitems 609/* Takes a string from a map definition and outputs a pointer to the array of shopitems
686 * corresponding to that string. Memory is allocated for this, it must be freed 610 * corresponding to that string. Memory is allocated for this, it must be freed
687 * at a later date. 611 * at a later date.
688 * Called by parse_map_headers below. 612 * Called by parse_map_headers below.
689 */ 613 */
690 614static shopitems *
691static shopitems *parse_shop_string (const char *input_string) { 615parse_shop_string (const char *input_string)
616{
692 char *shop_string, *p, *q, *next_semicolon, *next_colon; 617 char *shop_string, *p, *q, *next_semicolon, *next_colon;
693 shopitems *items=NULL; 618 shopitems *items = NULL;
694 int i=0, number_of_entries=0; 619 int i = 0, number_of_entries = 0;
695 const typedata *current_type; 620 const typedata *current_type;
696 621
697 shop_string=strdup_local(input_string); 622 shop_string = strdup (input_string);
698 p=shop_string; 623 p = shop_string;
699 /* first we'll count the entries, we'll need that for allocating the array shortly */ 624 /* first we'll count the entries, we'll need that for allocating the array shortly */
700 while (p) { 625 while (p)
626 {
701 p=strchr(p, ';'); 627 p = strchr (p, ';');
702 number_of_entries++; 628 number_of_entries++;
703 if (p) p++; 629 if (p)
630 p++;
704 } 631 }
632
705 p=shop_string; 633 p = shop_string;
706 strip_endline(p); 634 strip_endline (p);
707 items = new shopitems [number_of_entries + 1]; 635 items = new shopitems[number_of_entries + 1];
708 for (i=0; i<number_of_entries; i++) { 636 for (i = 0; i < number_of_entries; i++)
637 {
709 if (!p) { 638 if (!p)
639 {
710 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 640 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
711 break; 641 break;
712 } 642 }
643
713 next_semicolon=strchr(p, ';'); 644 next_semicolon = strchr (p, ';');
714 next_colon=strchr(p, ':'); 645 next_colon = strchr (p, ':');
715 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 646 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
716 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 647 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
717 items[i].strength=atoi(strchr(p,':')+1); 648 items[i].strength = atoi (strchr (p, ':') + 1);
649
650 if (isdigit (*p) || *p == '*')
718 651 {
719 if (isdigit(*p) || *p=='*') {
720 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 652 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
721 current_type=get_typedata(items[i].typenum); 653 current_type = get_typedata (items[i].typenum);
722 if (current_type) { 654 if (current_type)
655 {
723 items[i].name=current_type->name; 656 items[i].name = current_type->name;
724 items[i].name_pl=current_type->name_pl; 657 items[i].name_pl = current_type->name_pl;
725 }
726 }
727 else { /*we have a named type, let's figure out what it is */
728 q=strpbrk(p,";:");
729 if (q) *q='\0';
730
731 current_type=get_typedata_by_name(p);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].typenum=current_type->number;
735 items[i].name_pl=current_type->name_pl;
736 }
737 else { /* oh uh, something's wrong, let's free up this one, and try
738 * the next entry while we're at it, better print a warning
739 */
740 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
741 p, input_string);
742 } 658 }
743 } 659 }
660 else
661 { /*we have a named type, let's figure out what it is */
662 q = strpbrk (p, ";:");
663 if (q)
664 *q = '\0';
665
666 current_type = get_typedata_by_name (p);
667 if (current_type)
668 {
669 items[i].name = current_type->name;
670 items[i].typenum = current_type->number;
671 items[i].name_pl = current_type->name_pl;
672 }
673 else
674 { /* oh uh, something's wrong, let's free up this one, and try
675 * the next entry while we're at it, better print a warning
676 */
677 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678 }
679 }
680
744 items[i].index=number_of_entries; 681 items[i].index = number_of_entries;
745 if (next_semicolon) p=++next_semicolon; 682 if (next_semicolon)
683 p = ++next_semicolon;
684 else
746 else p=NULL; 685 p = NULL;
747 } 686 }
687
748 free(shop_string); 688 free (shop_string);
749 return items; 689 return items;
750} 690}
751 691
752/* opposite of parse string, this puts the string that was originally fed in to 692/* opposite of parse string, this puts the string that was originally fed in to
753 * the map (or something equivilent) into output_string. */ 693 * the map (or something equivilent) into output_string. */
694static void
754static void print_shop_string(mapstruct *m, char *output_string) { 695print_shop_string (maptile *m, char *output_string)
696{
755 int i; 697 int i;
756 char tmp[MAX_BUF]; 698 char tmp[MAX_BUF];
699
757 strcpy(output_string, ""); 700 strcpy (output_string, "");
758 for (i=0; i< m->shopitems[0].index; i++) { 701 for (i = 0; i < m->shopitems[0].index; i++)
702 {
759 if (m->shopitems[i].typenum) { 703 if (m->shopitems[i].typenum)
704 {
760 if (m->shopitems[i].strength) { 705 if (m->shopitems[i].strength)
761 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
762 } 707 else
763 else sprintf(tmp, "%s;", m->shopitems[i].name); 708 sprintf (tmp, "%s;", m->shopitems[i].name);
764 } 709 }
765 else { 710 else
711 {
766 if (m->shopitems[i].strength) { 712 if (m->shopitems[i].strength)
767 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 713 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
768 } 714 else
769 else sprintf(tmp, "*"); 715 sprintf (tmp, "*");
770 } 716 }
717
771 strcat(output_string, tmp); 718 strcat (output_string, tmp);
772 } 719 }
773} 720}
774 721
775/* This loads the header information of the map. The header 722/* This loads the header information of the map. The header
776 * contains things like difficulty, size, timeout, etc. 723 * contains things like difficulty, size, timeout, etc.
780 * put all the stuff in the map object so that names actually make 727 * put all the stuff in the map object so that names actually make
781 * sense. 728 * sense.
782 * This could be done in lex (like the object loader), but I think 729 * This could be done in lex (like the object loader), but I think
783 * currently, there are few enough fields this is not a big deal. 730 * currently, there are few enough fields this is not a big deal.
784 * MSW 2001-07-01 731 * MSW 2001-07-01
785 * return 0 on success, 1 on failure.
786 */ 732 */
787 733bool
788static int load_map_header(object_thawer &fp, mapstruct *m) 734maptile::load_header (object_thawer &thawer)
789{ 735{
790 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 736 for (;;)
791 int msgpos=0; 737 {
792 int maplorepos=0; 738 keyword kw = thawer.get_kv ();
793 739
794 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 740 switch (kw)
795 buf[HUGE_BUF-1] = 0; 741 {
796 key = buf; 742 case KW_EOF:
797 while (isspace(*key)) key++; 743 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
798 if (*key == 0) continue; /* empty line */ 744 return false;
799 value = strchr(key, ' '); 745
800 if (!value) { 746 case KW_end:
801 end = strchr(key, '\n'); 747 return true;
802 if (end != NULL) { 748
803 *end = 0; 749 default:
804 } 750 case KW_ERROR:
805 } else { 751 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
806 *value = 0;
807 value++;
808 end = strchr(value, '\n');
809 while (isspace(*value)) {
810 value++;
811 if (*value == '\0' || value == end) {
812 /* Nothing but spaces. */
813 value = NULL;
814 break; 752 break;
815 } 753
754 case KW_msg:
755 thawer.get_ml (KW_endmsg, msg);
816 } 756 break;
757
758 case KW_lore: // CF+ extension
759 thawer.get_ml (KW_endlore, maplore);
760 break;
761
762 case KW_maplore:
763 thawer.get_ml (KW_endmaplore, maplore);
764 break;
765
766 case KW_arch:
767 if (strcmp (thawer.get_str (), "map"))
768 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
769 break;
770
771 case KW_oid:
772 thawer.get (this, thawer.get_sint32 ());
773 break;
774
775 case KW_file_format_version: break; // nop
776
777 case KW_name: thawer.get (name); break;
778 case KW_attach: thawer.get (attach); break;
779 case KW_reset_time: thawer.get (reset_time); break;
780 case KW_shopgreed: thawer.get (shopgreed); break;
781 case KW_shopmin: thawer.get (shopmin); break;
782 case KW_shopmax: thawer.get (shopmax); break;
783 case KW_shoprace: thawer.get (shoprace); break;
784 case KW_outdoor: thawer.get (outdoor); break;
785 case KW_temp: thawer.get (temp); break;
786 case KW_pressure: thawer.get (pressure); break;
787 case KW_humid: thawer.get (humid); break;
788 case KW_windspeed: thawer.get (windspeed); break;
789 case KW_winddir: thawer.get (winddir); break;
790 case KW_sky: thawer.get (sky); break;
791
792 case KW_per_player: thawer.get (per_player); break;
793 case KW_per_party: thawer.get (per_party); break;
794
795 case KW_region: get_region_by_name (thawer.get_str ()); break;
796 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
797
798 // old names new names
799 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
800 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
801 case KW_x: case KW_width: thawer.get (width); break;
802 case KW_y: case KW_height: thawer.get (height); break;
803 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
804 case KW_value: case KW_swap_time: thawer.get (timeout); break;
805 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
806 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
807 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
808
809 case KW_tile_path_1: thawer.get (tile_path [0]); break;
810 case KW_tile_path_2: thawer.get (tile_path [1]); break;
811 case KW_tile_path_3: thawer.get (tile_path [2]); break;
812 case KW_tile_path_4: thawer.get (tile_path [3]); break;
817 } 813 }
818
819 if (!end) {
820 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
821 buf);
822 return 1;
823 }
824
825 /* key is the field name, value is what it should be set
826 * to. We've already done the work to null terminate key,
827 * and strip off any leading spaces for both of these.
828 * We have not touched the newline at the end of the line -
829 * these are needed for some values. the end pointer
830 * points to the first of the newlines.
831 * value could be NULL! It would be easy enough to just point
832 * this to "" to prevent cores, but that would let more errors slide
833 * through.
834 *
835 * First check for entries that do not use the value parameter, then
836 * validate that value is given and check for the remaining entries
837 * that use the parameter.
838 */
839
840 if (!strcmp(key,"msg")) {
841 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
842 if (!strcmp(buf,"endmsg\n")) break;
843 else {
844 /* slightly more efficient than strcat */
845 strcpy(msgbuf+msgpos, buf);
846 msgpos += strlen(buf);
847 }
848 }
849 /* There are lots of maps that have empty messages (eg, msg/endmsg
850 * with nothing between). There is no reason in those cases to
851 * keep the empty message. Also, msgbuf contains garbage data
852 * when msgpos is zero, so copying it results in crashes
853 */
854 if (msgpos != 0)
855 m->msg = strdup_local(msgbuf);
856 }
857 else if (!strcmp(key,"maplore")) {
858 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
859 if (!strcmp(buf,"endmaplore\n")) break;
860 else {
861 /* slightly more efficient than strcat */
862 strcpy(maplorebuf+maplorepos, buf);
863 maplorepos += strlen(buf);
864 }
865 }
866 if (maplorepos != 0)
867 m->maplore = strdup_local(maplorebuf);
868 }
869 else if (!strcmp(key,"end")) {
870 break;
871 }
872 else if (value == NULL) {
873 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
874 }
875 else if (!strcmp(key, "arch")) {
876 /* This is an oddity, but not something we care about much. */
877 if (strcmp(value,"map\n"))
878 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
879 }
880 else if (!strcmp(key,"name")) {
881 *end=0;
882 m->name = strdup_local(value);
883 }
884 /* first strcmp value on these are old names supported
885 * for compatibility reasons. The new values (second) are
886 * what really should be used.
887 */
888 else if (!strcmp(key,"oid")) {
889 fp.get (m, atoi(value));
890 } else if (!strcmp(key, "attach")) {
891 m->attach = value;
892 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
893 m->enter_x = atoi(value);
894 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
895 m->enter_y = atoi(value);
896 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
897 m->width = atoi(value);
898 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
899 m->height = atoi(value);
900 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
901 m->reset_timeout = atoi(value);
902 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
903 m->timeout = atoi(value);
904 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
905 m->difficulty = atoi(value);
906 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
907 m->darkness = atoi(value);
908 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
909 m->fixed_resettime = atoi(value);
910 } else if (!strcmp(key,"unique")) {
911 m->unique = atoi(value);
912 } else if (!strcmp(key,"template")) {
913 m->templatemap = atoi(value);
914 } else if (!strcmp(key,"region")) {
915 m->region = get_region_by_name(value);
916 } else if (!strcmp(key,"shopitems")) {
917 *end=0;
918 m->shopitems = parse_shop_string(value);
919 } else if (!strcmp(key,"shopgreed")) {
920 m->shopgreed = atof(value);
921 } else if (!strcmp(key,"shopmin")) {
922 m->shopmin = atol(value);
923 } else if (!strcmp(key,"shopmax")) {
924 m->shopmax = atol(value);
925 } else if (!strcmp(key,"shoprace")) {
926 *end=0;
927 m->shoprace = strdup_local(value);
928 } else if (!strcmp(key,"outdoor")) {
929 m->outdoor = atoi(value);
930 } else if (!strcmp(key, "temp")) {
931 m->temp = atoi(value);
932 } else if (!strcmp(key, "pressure")) {
933 m->pressure = atoi(value);
934 } else if (!strcmp(key, "humid")) {
935 m->humid = atoi(value);
936 } else if (!strcmp(key, "windspeed")) {
937 m->windspeed = atoi(value);
938 } else if (!strcmp(key, "winddir")) {
939 m->winddir = atoi(value);
940 } else if (!strcmp(key, "sky")) {
941 m->sky = atoi(value);
942 } else if (!strcmp(key, "nosmooth")) {
943 m->nosmooth = atoi(value);
944 }
945 else if (!strncmp(key,"tile_path_", 10)) {
946 int tile=atoi(key+10);
947
948 if (tile<1 || tile>4) {
949 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
950 tile, m->path);
951 } else {
952 char *path;
953
954 *end = 0;
955
956 if (m->tile_path[tile-1]) {
957 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
958 tile, m->path);
959 free(m->tile_path[tile-1]);
960 m->tile_path[tile-1] = NULL;
961 }
962
963 if (check_path(value, 1) != -1) {
964 /* The unadorned path works. */
965 path = value;
966 } else {
967 /* Try again; it could be a relative exit. */
968
969 path = path_combine_and_normalize(m->path, value);
970
971 if (check_path(path, 1) == -1) {
972 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
973 path = NULL;
974 }
975 }
976
977 if (editor) {
978 /* Use the value as in the file. */
979 m->tile_path[tile-1] = strdup_local(value);
980 } else if (path != NULL) {
981 /* Use the normalized value. */
982 m->tile_path[tile-1] = strdup_local(path);
983 }
984 } /* end if tile direction (in)valid */
985 }
986 else {
987 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
988 }
989 }
990 if (!key || strcmp(key,"end")) {
991 LOG(llevError,"Got premature eof on map header!\n");
992 return 1;
993 }
994 return 0;
995}
996
997/*
998 * Opens the file "filename" and reads information about the map
999 * from the given file, and stores it in a newly allocated
1000 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1001 * flags correspond to those in map.h. Main ones used are
1002 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1003 * MAP_BLOCK, in which case we block on this load. This happens in all
1004 * cases, no matter if this flag is set or not.
1005 * MAP_STYLE: style map - don't add active objects, don't add to server
1006 * managed map list.
1007 */
1008
1009mapstruct *load_original_map(const char *filename, int flags) {
1010 mapstruct *m;
1011 char pathname[MAX_BUF];
1012 814 }
1013 if (flags & MAP_PLAYER_UNIQUE)
1014 strcpy(pathname, filename);
1015 else if (flags & MAP_OVERLAY)
1016 strcpy(pathname, create_overlay_pathname(filename));
1017 else
1018 strcpy(pathname, create_pathname(filename));
1019 815
1020 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 816 abort ();
817}
1021 818
819bool
820maptile::load_header (const char *path)
821{
1022 object_thawer thawer (pathname); 822 object_thawer thawer (path);
1023 823
1024 if (!thawer) 824 if (!thawer)
1025 return 0;
1026
1027 m = get_linked_map();
1028
1029 strcpy (m->path, filename);
1030 if (load_map_header(thawer, m)) {
1031 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1032 filename, flags);
1033 delete_map(m);
1034 return NULL;
1035 }
1036
1037 allocate_map(m);
1038
1039 m->in_memory=MAP_LOADING;
1040 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1041
1042 m->in_memory=MAP_IN_MEMORY;
1043 if (!MAP_DIFFICULTY(m))
1044 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1045 set_map_reset_time(m);
1046 m->instantiate ();
1047 return (m);
1048}
1049
1050/*
1051 * Loads a map, which has been loaded earlier, from file.
1052 * Return the map object we load into (this can change from the passed
1053 * option if we can't find the original map)
1054 */
1055
1056static mapstruct *load_temporary_map(mapstruct *m) {
1057 char buf[MAX_BUF];
1058
1059 if (!m->tmpname) {
1060 LOG(llevError, "No temporary filename for map %s\n", m->path);
1061 strcpy(buf, m->path);
1062 delete_map(m);
1063 m = load_original_map(buf, 0);
1064 if(m==NULL) return NULL;
1065 fix_auto_apply(m); /* Chests which open as default */
1066 return m;
1067 }
1068
1069 object_thawer thawer (m->tmpname);
1070
1071 if (!thawer)
1072 {
1073 strcpy (buf, m->path);
1074 delete_map (m);
1075 m = load_original_map (buf, 0);
1076 if (!m) return NULL;
1077 fix_auto_apply (m); /* Chests which open as default */
1078 return m;
1079 }
1080
1081 if (load_map_header(thawer, m)) {
1082 LOG(llevError,"Error loading map header for %s (%s)\n",
1083 m->path, m->tmpname);
1084 delete_map(m);
1085 m = load_original_map(m->path, 0);
1086 return NULL;
1087 }
1088 allocate_map(m);
1089
1090 m->in_memory=MAP_LOADING;
1091 load_objects (m, thawer, 0);
1092
1093 m->in_memory=MAP_IN_MEMORY;
1094 INVOKE_MAP (SWAPIN, m);
1095 return m; 825 return false;
1096}
1097 826
1098/* 827 return load_header (thawer);
1099 * Loads a map, which has been loaded earlier, from file.
1100 * Return the map object we load into (this can change from the passed
1101 * option if we can't find the original map)
1102 */
1103
1104mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1105 char pathname[MAX_BUF];
1106
1107 strcpy(pathname, create_overlay_pathname(filename));
1108
1109 object_thawer thawer (pathname);
1110
1111 if (!thawer)
1112 return m;
1113
1114 if (load_map_header(thawer, m)) {
1115 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1116 m->path, pathname);
1117 delete_map(m);
1118 m = load_original_map(m->path, 0);
1119 return NULL;
1120 }
1121 /*allocate_map(m);*/
1122
1123 m->in_memory=MAP_LOADING;
1124 load_objects (m, thawer, MAP_OVERLAY);
1125
1126 m->in_memory=MAP_IN_MEMORY;
1127 return m;
1128} 828}
1129 829
1130/****************************************************************************** 830/******************************************************************************
1131 * This is the start of unique map handling code 831 * This is the start of unique map handling code
1132 *****************************************************************************/ 832 *****************************************************************************/
1133 833
1134/* This goes through map 'm' and removed any unique items on the map. */ 834/* This goes through the maptile and removed any unique items on the map. */
1135static void delete_unique_items(mapstruct *m) 835void
836maptile::clear_unique_items ()
1136{ 837{
1137 int i,j,unique; 838 for (int i = 0; i < size (); ++i)
1138 object *op, *next; 839 {
1139
1140 for(i=0; i<MAP_WIDTH(m); i++)
1141 for(j=0; j<MAP_HEIGHT(m); j++) {
1142 unique=0; 840 int unique = 0;
1143 for (op=get_map_ob(m, i, j); op; op=next) { 841 for (object *op = spaces [i].bot; op; )
1144 next = op->above; 842 {
843 object *above = op->above;
844
1145 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 845 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1146 unique=1; 846 unique = 1;
847
1147 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 848 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1148 clean_object(op);
1149 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1150 remove_button_link(op);
1151 remove_ob(op);
1152 free_object(op);
1153 } 849 {
850 op->destroy_inv (false);
851 op->destroy ();
1154 } 852 }
853
854 op = above;
1155 } 855 }
1156}
1157
1158
1159/*
1160 * Loads unique objects from file(s) into the map which is in memory
1161 * m is the map to load unique items into.
1162 */
1163static void load_unique_objects(mapstruct *m) {
1164 int count;
1165 char firstname[MAX_BUF];
1166
1167 for (count=0; count<10; count++) {
1168 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1169 if (!access(firstname, R_OK)) break;
1170 }
1171 /* If we get here, we did not find any map */
1172 if (count==10) return;
1173
1174 object_thawer thawer (firstname);
1175
1176 if (!thawer)
1177 return;
1178
1179 m->in_memory=MAP_LOADING;
1180 if (m->tmpname == NULL) /* if we have loaded unique items from */
1181 delete_unique_items(m); /* original map before, don't duplicate them */
1182 load_objects (m, thawer, 0);
1183
1184 m->in_memory=MAP_IN_MEMORY;
1185}
1186
1187
1188/*
1189 * Saves a map to file. If flag is set, it is saved into the same
1190 * file it was (originally) loaded from. Otherwise a temporary
1191 * filename will be genarated, and the file will be stored there.
1192 * The temporary filename will be stored in the mapstructure.
1193 * If the map is unique, we also save to the filename in the map
1194 * (this should have been updated when first loaded)
1195 */
1196
1197int
1198new_save_map (mapstruct * m, int flag)
1199{
1200 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1201 int i;
1202
1203 if (flag && !*m->path)
1204 { 856 }
1205 LOG (llevError, "Tried to save map without path.\n"); 857}
1206 return -1; 858
859bool
860maptile::save_header (object_freezer &freezer)
861{
862#define MAP_OUT(k) freezer.put (KW_ ## k, k)
863#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
864
865 MAP_OUT2 (arch, "map");
866
867 if (name) MAP_OUT (name);
868 MAP_OUT (swap_time);
869 MAP_OUT (reset_time);
870 MAP_OUT (reset_timeout);
871 MAP_OUT (fixed_resettime);
872 MAP_OUT (difficulty);
873
874 if (region) MAP_OUT2 (region, region->name);
875
876 if (shopitems)
1207 } 877 {
1208 878 char shop[MAX_BUF];
1209 if (flag || (m->unique) || (m->templatemap)) 879 print_shop_string (this, shop);
880 MAP_OUT2 (shopitems, shop);
1210 { 881 }
1211 if (!m->unique && !m->templatemap)
1212 { /* flag is set */
1213 if (flag == 2)
1214 strcpy (filename, create_overlay_pathname (m->path));
1215 else
1216 strcpy (filename, create_pathname (m->path));
1217 }
1218 else
1219 strcpy (filename, m->path);
1220 882
1221 make_path_to_file (filename); 883 MAP_OUT (shopgreed);
1222 } 884 MAP_OUT (shopmin);
1223 else 885 MAP_OUT (shopmax);
1224 { 886 if (shoprace) MAP_OUT (shoprace);
1225 if (!m->tmpname) 887 MAP_OUT (darkness);
1226 m->tmpname = tempnam_local (settings.tmpdir, NULL); 888 MAP_OUT (width);
889 MAP_OUT (height);
890 MAP_OUT (enter_x);
891 MAP_OUT (enter_y);
1227 892
1228 strcpy (filename, m->tmpname); 893 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1229 } 894 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1230 895
1231 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 896 MAP_OUT (outdoor);
1232 m->in_memory = MAP_SAVING; 897 MAP_OUT (temp);
898 MAP_OUT (pressure);
899 MAP_OUT (humid);
900 MAP_OUT (windspeed);
901 MAP_OUT (winddir);
902 MAP_OUT (sky);
1233 903
904 MAP_OUT (per_player);
905 MAP_OUT (per_party);
906
907 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
908 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
909 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
910 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
911
912 freezer.put (this);
913 freezer.put (KW_end);
914
915 return true;
916}
917
918bool
919maptile::save_header (const char *path)
920{
1234 object_freezer freezer; 921 object_freezer freezer;
1235 922
1236 /* legacy */ 923 if (!save_header (freezer))
1237 fprintf (freezer, "arch map\n"); 924 return false;
1238 if (m->name)
1239 fprintf (freezer, "name %s\n", m->name);
1240 if (!flag)
1241 fprintf (freezer, "swap_time %d\n", m->swap_time);
1242 if (m->reset_timeout)
1243 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1244 if (m->fixed_resettime)
1245 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1246 /* we unfortunately have no idea if this is a value the creator set
1247 * or a difficulty value we generated when the map was first loaded
1248 */
1249 if (m->difficulty)
1250 fprintf (freezer, "difficulty %d\n", m->difficulty);
1251 if (m->region)
1252 fprintf (freezer, "region %s\n", m->region->name);
1253 if (m->shopitems)
1254 {
1255 print_shop_string (m, shop);
1256 fprintf (freezer, "shopitems %s\n", shop);
1257 }
1258 if (m->shopgreed)
1259 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1260#ifndef WIN32
1261 if (m->shopmin)
1262 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1263 if (m->shopmax)
1264 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1265#else
1266 if (m->shopmin)
1267 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1268 if (m->shopmax)
1269 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1270#endif
1271 if (m->shoprace)
1272 fprintf (freezer, "shoprace %s\n", m->shoprace);
1273 if (m->darkness)
1274 fprintf (freezer, "darkness %d\n", m->darkness);
1275 if (m->width)
1276 fprintf (freezer, "width %d\n", m->width);
1277 if (m->height)
1278 fprintf (freezer, "height %d\n", m->height);
1279 if (m->enter_x)
1280 fprintf (freezer, "enter_x %d\n", m->enter_x);
1281 if (m->enter_y)
1282 fprintf (freezer, "enter_y %d\n", m->enter_y);
1283 if (m->msg)
1284 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1285 if (m->maplore)
1286 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1287 if (m->unique)
1288 fprintf (freezer, "unique %d\n", m->unique);
1289 if (m->templatemap)
1290 fprintf (freezer, "template %d\n", m->templatemap);
1291 if (m->outdoor)
1292 fprintf (freezer, "outdoor %d\n", m->outdoor);
1293 if (m->temp)
1294 fprintf (freezer, "temp %d\n", m->temp);
1295 if (m->pressure)
1296 fprintf (freezer, "pressure %d\n", m->pressure);
1297 if (m->humid)
1298 fprintf (freezer, "humid %d\n", m->humid);
1299 if (m->windspeed)
1300 fprintf (freezer, "windspeed %d\n", m->windspeed);
1301 if (m->winddir)
1302 fprintf (freezer, "winddir %d\n", m->winddir);
1303 if (m->sky)
1304 fprintf (freezer, "sky %d\n", m->sky);
1305 if (m->nosmooth)
1306 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1307 925
1308 /* Save any tiling information, except on overlays */ 926 return freezer.save (path);
1309 if (flag != 2)
1310 for (i = 0; i < 4; i++)
1311 if (m->tile_path[i])
1312 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1313
1314 freezer.put (m);
1315 fprintf (freezer, "end\n");
1316
1317 /* In the game save unique items in the different file, but
1318 * in the editor save them to the normal map file.
1319 * If unique map, save files in the proper destination (set by
1320 * player)
1321 */
1322 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1323 {
1324 object_freezer unique;
1325
1326 if (flag == 2)
1327 save_objects (m, freezer, unique, 2);
1328 else
1329 save_objects (m, freezer, unique, 0);
1330
1331 sprintf (buf, "%s.v00", create_items_path (m->path));
1332
1333 unique.save (buf);
1334 }
1335 else
1336 { /* save same file when not playing, like in editor */
1337 save_objects (m, freezer, freezer, 0);
1338 }
1339
1340 freezer.save (filename);
1341
1342 return 0;
1343}
1344
1345
1346/*
1347 * Remove and free all objects in the inventory of the given object.
1348 * object.c ?
1349 */
1350
1351void clean_object(object *op)
1352{
1353 object *tmp, *next;
1354
1355 for(tmp = op->inv; tmp; tmp = next)
1356 {
1357 next = tmp->below;
1358 clean_object(tmp);
1359 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1360 remove_button_link(tmp);
1361 remove_ob(tmp);
1362 free_object(tmp);
1363 }
1364} 927}
1365 928
1366/* 929/*
1367 * Remove and free all objects in the given map. 930 * Remove and free all objects in the given map.
1368 */ 931 */
932void
933maptile::clear ()
934{
935 if (!spaces)
936 return;
1369 937
1370void free_all_objects(mapstruct *m) { 938 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1371 int i,j; 939 while (object *op = ms->bot)
1372 object *op; 940 {
1373 941 if (op->head)
1374 for(i=0;i<MAP_WIDTH(m);i++)
1375 for(j=0;j<MAP_HEIGHT(m);j++) {
1376 object *previous_obj=NULL;
1377 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1378 if (op==previous_obj) {
1379 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1380 break;
1381 }
1382 previous_obj=op;
1383 if(op->head!=NULL)
1384 op = op->head; 942 op = op->head;
1385 943
1386 /* If the map isn't in memory, free_object will remove and 944 op->destroy_inv (false);
1387 * free objects in op's inventory. So let it do the job. 945 op->destroy ();
1388 */
1389 if (m->in_memory==MAP_IN_MEMORY)
1390 clean_object(op);
1391 remove_ob(op);
1392 free_object(op);
1393 }
1394 } 946 }
947
948 sfree (spaces, size ()), spaces = 0;
949
950 if (buttons)
951 free_objectlinkpt (buttons), buttons = 0;
952}
953
954void
955maptile::clear_header ()
956{
957 name = 0;
958 msg = 0;
959 maplore = 0;
960 shoprace = 0;
961 delete [] shopitems, shopitems = 0;
962
963 for (int i = 0; i < 4; i++)
964 tile_path [i] = 0;
965}
966
967maptile::~maptile ()
968{
969 assert (destroyed ());
970}
971
972void
973maptile::clear_links_to (maptile *m)
974{
975 /* We need to look through all the maps and see if any maps
976 * are pointing at this one for tiling information. Since
977 * tiling can be asymetric, we just can not look to see which
978 * maps this map tiles with and clears those.
979 */
980 for (int i = 0; i < 4; i++)
981 if (tile_map[i] == m)
982 tile_map[i] = 0;
983}
984
985void
986maptile::do_destroy ()
987{
988 attachable::do_destroy ();
989
990 clear ();
1395} 991}
1396 992
1397/* 993/*
1398 * Frees everything allocated by the given mapstructure. 994 * Updates every button on the map (by calling update_button() for them).
1399 * don't free tmpname - our caller is left to do that
1400 */ 995 */
1401 996void
1402void free_map(mapstruct *m,int flag) { 997maptile::update_buttons ()
1403 int i; 998{
1404 999 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1405 if (!m->in_memory) { 1000 for (objectlink *ol = obp->link; ol; ol = ol->next)
1406 LOG(llevError,"Trying to free freed map.\n"); 1001 {
1407 return; 1002 if (!ol->ob)
1408 }
1409 if (flag && m->spaces) free_all_objects(m);
1410 if (m->name) FREE_AND_CLEAR(m->name);
1411 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1412 if (m->msg) FREE_AND_CLEAR(m->msg);
1413 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1414 if (m->shopitems) delete [] m->shopitems; m->shopitems = 0;
1415 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1416 if (m->buttons)
1417 free_objectlinkpt(m->buttons);
1418 m->buttons = NULL;
1419 for (i=0; i<4; i++) {
1420 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1421 m->tile_map[i] = NULL;
1422 }
1423 m->in_memory = MAP_SWAPPED;
1424}
1425
1426/*
1427 * function: vanish mapstruct
1428 * m : pointer to mapstruct, if NULL no action
1429 * this deletes all the data on the map (freeing pointers)
1430 * and then removes this map from the global linked list of maps.
1431 */
1432
1433void delete_map(mapstruct *m) {
1434 mapstruct *tmp, *last;
1435 int i;
1436
1437 if (!m)
1438 return;
1439
1440 m->clear ();
1441
1442 if (m->in_memory == MAP_IN_MEMORY) {
1443 /* change to MAP_SAVING, even though we are not,
1444 * so that remove_ob doesn't do as much work.
1445 */ 1003 {
1446 m->in_memory = MAP_SAVING; 1004 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1447 free_map (m, 1); 1005 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1448 } 1006 continue;
1449 /* move this out of free_map, since tmpname can still be needed if
1450 * the map is swapped out.
1451 */
1452 if (m->tmpname) {
1453 free(m->tmpname);
1454 m->tmpname=NULL;
1455 }
1456 last = NULL;
1457 /* We need to look through all the maps and see if any maps
1458 * are pointing at this one for tiling information. Since
1459 * tiling can be assymetric, we just can not look to see which
1460 * maps this map tiles with and clears those.
1461 */
1462 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1463 if (tmp->next == m) last = tmp;
1464
1465 /* This should hopefully get unrolled on a decent compiler */
1466 for (i=0; i<4; i++)
1467 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1468 }
1469
1470 /* If last is null, then this should be the first map in the list */
1471 if (!last) {
1472 if (m == first_map)
1473 first_map = m->next;
1474 else
1475 /* m->path is a static char, so should hopefully still have
1476 * some useful data in it.
1477 */
1478 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1479 m->path);
1480 }
1481 else
1482 last->next = m->next;
1483
1484 delete m;
1485}
1486
1487
1488
1489/*
1490 * Makes sure the given map is loaded and swapped in.
1491 * name is path name of the map.
1492 * flags meaning:
1493 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1494 * and don't do unique items or the like.
1495 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1496 * dont do any more name translation on it.
1497 *
1498 * Returns a pointer to the given map.
1499 */
1500
1501mapstruct *ready_map_name(const char *name, int flags) {
1502 mapstruct *m;
1503
1504 if (!name)
1505 return (NULL);
1506
1507 /* Have we been at this level before? */
1508 m = has_been_loaded (name);
1509
1510 /* Map is good to go, so just return it */
1511 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1512 return m;
1513 }
1514
1515 /* unique maps always get loaded from their original location, and never
1516 * a temp location. Likewise, if map_flush is set, or we have never loaded
1517 * this map, load it now. I removed the reset checking from here -
1518 * it seems the probability of a player trying to enter a map that should
1519 * reset but hasn't yet is quite low, and removing that makes this function
1520 * a bit cleaner (and players probably shouldn't rely on exact timing for
1521 * resets in any case - if they really care, they should use the 'maps command.
1522 */
1523 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1524
1525 /* first visit or time to reset */
1526 if (m) {
1527 clean_tmp_map(m); /* Doesn't make much difference */
1528 delete_map(m);
1529 } 1007 }
1530 1008
1531 /* create and load a map */ 1009 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1532 if (flags & MAP_PLAYER_UNIQUE)
1533 LOG(llevDebug, "Trying to load map %s.\n", name);
1534 else
1535 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1536
1537 //eval_pv ("$x = Event::time", 1);//D
1538 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1539 return (NULL);
1540 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1541
1542 fix_auto_apply(m); /* Chests which open as default */
1543
1544 /* If a player unique map, no extra unique object file to load.
1545 * if from the editor, likewise.
1546 */ 1010 {
1547 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1011 update_button (ol->ob);
1548 load_unique_objects(m); 1012 break;
1549
1550 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1551 m=load_overlay_map(name, m);
1552 if (m==NULL)
1553 return NULL;
1554 } 1013 }
1555
1556 if (flags & MAP_PLAYER_UNIQUE)
1557 INVOKE_MAP (SWAPIN, m);
1558
1559 } else {
1560 /* If in this loop, we found a temporary map, so load it up. */
1561
1562 m=load_temporary_map (m);
1563 if(m==NULL) return NULL;
1564 load_unique_objects(m);
1565
1566 clean_tmp_map(m);
1567 m->in_memory = MAP_IN_MEMORY;
1568 /* tempnam() on sun systems (probably others) uses malloc
1569 * to allocated space for the string. Free it here.
1570 * In some cases, load_temporary_map above won't find the
1571 * temporary map, and so has reloaded a new map. If that
1572 * is the case, tmpname is now null
1573 */
1574 if (m->tmpname) free(m->tmpname);
1575 m->tmpname = NULL;
1576 /* It's going to be saved anew anyway */
1577 } 1014 }
1578
1579 /* Below here is stuff common to both first time loaded maps and
1580 * temp maps.
1581 */
1582
1583 decay_objects(m); /* start the decay */
1584 /* In case other objects press some buttons down */
1585 update_buttons(m);
1586 if (m->outdoor)
1587 set_darkness_map(m);
1588 /* run the weather over this map */
1589 weather_effect(name);
1590 return m;
1591} 1015}
1592
1593 1016
1594/* 1017/*
1595 * This routine is supposed to find out the difficulty of the map. 1018 * This routine is supposed to find out the difficulty of the map.
1596 * difficulty does not have a lot to do with character level, 1019 * difficulty does not have a lot to do with character level,
1597 * but does have a lot to do with treasure on the map. 1020 * but does have a lot to do with treasure on the map.
1599 * Difficulty can now be set by the map creature. If the value stored 1022 * Difficulty can now be set by the map creature. If the value stored
1600 * in the map is zero, then use this routine. Maps should really 1023 * in the map is zero, then use this routine. Maps should really
1601 * have a difficulty set than using this function - human calculation 1024 * have a difficulty set than using this function - human calculation
1602 * is much better than this functions guesswork. 1025 * is much better than this functions guesswork.
1603 */ 1026 */
1604 1027int
1605int calculate_difficulty(mapstruct *m) { 1028maptile::estimate_difficulty () const
1606 object *op; 1029{
1607 archetype *at;
1608 int x, y, i;
1609 long monster_cnt = 0; 1030 long monster_cnt = 0;
1610 double avgexp = 0; 1031 double avgexp = 0;
1611 sint64 total_exp = 0; 1032 sint64 total_exp = 0;
1612 1033
1613 if (MAP_DIFFICULTY (m)) 1034 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1614 { 1035 for (object *op = ms->bot; op; op = op->above)
1615 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1616 return MAP_DIFFICULTY (m);
1617 }
1618
1619 for(x = 0; x < MAP_WIDTH(m); x++)
1620 for(y = 0; y < MAP_HEIGHT(m); y++)
1621 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1622 { 1036 {
1623 if(QUERY_FLAG (op, FLAG_MONSTER)) 1037 if (QUERY_FLAG (op, FLAG_MONSTER))
1624 { 1038 {
1625 total_exp += op->stats.exp; 1039 total_exp += op->stats.exp;
1626 monster_cnt++; 1040 monster_cnt++;
1627 } 1041 }
1628 1042
1629 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1043 if (QUERY_FLAG (op, FLAG_GENERATOR))
1630 { 1044 {
1631 total_exp += op->stats.exp; 1045 total_exp += op->stats.exp;
1046
1632 at = type_to_archetype(GENERATE_TYPE (op)); 1047 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1633
1634 if(at != NULL)
1635 total_exp += at->clone.stats.exp * 8; 1048 total_exp += at->clone.stats.exp * 8;
1636 1049
1637 monster_cnt++; 1050 monster_cnt++;
1638 } 1051 }
1639 } 1052 }
1640 1053
1641 avgexp = (double) total_exp / monster_cnt; 1054 avgexp = (double) total_exp / monster_cnt;
1642 1055
1643 for (i = 1; i <= settings.max_level; i++) 1056 for (int i = 1; i <= settings.max_level; i++)
1644 {
1645 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1057 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1646 {
1647 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1648 return i; 1058 return i;
1649 }
1650 }
1651 1059
1652 return 1; 1060 return 1;
1653}
1654
1655void clean_tmp_map(mapstruct *m) {
1656 if(m->tmpname == NULL)
1657 return;
1658 INVOKE_MAP (CLEAN, m);
1659 (void) unlink(m->tmpname);
1660}
1661
1662void free_all_maps(void)
1663{
1664 int real_maps=0;
1665
1666 while (first_map) {
1667 /* I think some of the callers above before it gets here set this to be
1668 * saving, but we still want to free this data
1669 */
1670 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1671 delete_map(first_map);
1672 real_maps++;
1673 }
1674 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1675} 1061}
1676 1062
1677/* change_map_light() - used to change map light level (darkness) 1063/* change_map_light() - used to change map light level (darkness)
1678 * up or down. Returns true if successful. It should now be 1064 * up or down. Returns true if successful. It should now be
1679 * possible to change a value by more than 1. 1065 * possible to change a value by more than 1.
1680 * Move this from los.c to map.c since this is more related 1066 * Move this from los.c to map.c since this is more related
1681 * to maps than los. 1067 * to maps than los.
1682 * postive values make it darker, negative make it brighter 1068 * postive values make it darker, negative make it brighter
1683 */ 1069 */
1684 1070int
1685int change_map_light(mapstruct *m, int change) { 1071maptile::change_map_light (int change)
1072{
1686 int new_level = m->darkness + change; 1073 int new_level = darkness + change;
1687 1074
1688 /* Nothing to do */ 1075 /* Nothing to do */
1689 if(!change || (new_level <= 0 && m->darkness == 0) || 1076 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1690 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1691 return 0; 1077 return 0;
1692 }
1693 1078
1694 /* inform all players on the map */ 1079 /* inform all players on the map */
1695 if (change>0) 1080 if (change > 0)
1696 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1081 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1697 else 1082 else
1698 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1083 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1699 1084
1700 /* Do extra checking. since m->darkness is a unsigned value, 1085 /* Do extra checking. since darkness is a unsigned value,
1701 * we need to be extra careful about negative values. 1086 * we need to be extra careful about negative values.
1702 * In general, the checks below are only needed if change 1087 * In general, the checks below are only needed if change
1703 * is not +/-1 1088 * is not +/-1
1704 */ 1089 */
1705 if (new_level < 0) m->darkness = 0; 1090 if (new_level < 0)
1706 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1091 darkness = 0;
1092 else if (new_level >= MAX_DARKNESS)
1093 darkness = MAX_DARKNESS;
1094 else
1707 else m->darkness=new_level; 1095 darkness = new_level;
1708 1096
1709 /* All clients need to get re-updated for the change */ 1097 /* All clients need to get re-updated for the change */
1710 update_all_map_los(m); 1098 update_all_map_los (this);
1711 return 1; 1099 return 1;
1712} 1100}
1713
1714 1101
1715/* 1102/*
1716 * This function updates various attributes about a specific space 1103 * This function updates various attributes about a specific space
1717 * on the map (what it looks like, whether it blocks magic, 1104 * on the map (what it looks like, whether it blocks magic,
1718 * has a living creatures, prevents people from passing 1105 * has a living creatures, prevents people from passing
1719 * through, etc) 1106 * through, etc)
1720 */ 1107 */
1721void update_position (mapstruct *m, int x, int y) { 1108void
1109mapspace::update_ ()
1110{
1722 object *tmp, *last = NULL; 1111 object *tmp, *last = 0;
1723 uint8 flags = 0, oldflags, light=0, anywhere=0; 1112 uint8 flags = 0, light = 0, anywhere = 0;
1724 New_Face *top,*floor, *middle; 1113 New_Face *top, *floor, *middle;
1725 object *top_obj, *floor_obj, *middle_obj; 1114 object *top_obj, *floor_obj, *middle_obj;
1726 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1115 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1727 1116
1728 oldflags = GET_MAP_FLAGS(m,x,y);
1729 if (!(oldflags & P_NEED_UPDATE)) {
1730 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1731 m->path, x, y);
1732 return;
1733 }
1734
1735 middle=blank_face; 1117 middle = blank_face;
1736 top=blank_face; 1118 top = blank_face;
1737 floor=blank_face; 1119 floor = blank_face;
1738 1120
1739 middle_obj = NULL; 1121 middle_obj = 0;
1740 top_obj = NULL; 1122 top_obj = 0;
1741 floor_obj = NULL; 1123 floor_obj = 0;
1742 1124
1743 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1125 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1744 1126 {
1745 /* This could be made additive I guess (two lights better than 1127 /* This could be made additive I guess (two lights better than
1746 * one). But if so, it shouldn't be a simple additive - 2 1128 * one). But if so, it shouldn't be a simple additive - 2
1747 * light bulbs do not illuminate twice as far as once since 1129 * light bulbs do not illuminate twice as far as once since
1748 * it is a disapation factor that is squared (or is it cubed?) 1130 * it is a dissapation factor that is cubed.
1749 */ 1131 */
1750 if (tmp->glow_radius > light) light = tmp->glow_radius; 1132 if (tmp->glow_radius > light)
1133 light = tmp->glow_radius;
1751 1134
1752 /* This call is needed in order to update objects the player 1135 /* This call is needed in order to update objects the player
1753 * is standing in that have animations (ie, grass, fire, etc). 1136 * is standing in that have animations (ie, grass, fire, etc).
1754 * However, it also causes the look window to be re-drawn 1137 * However, it also causes the look window to be re-drawn
1755 * 3 times each time the player moves, because many of the 1138 * 3 times each time the player moves, because many of the
1756 * functions the move_player calls eventualy call this. 1139 * functions the move_player calls eventualy call this.
1757 * 1140 *
1758 * Always put the player down for drawing. 1141 * Always put the player down for drawing.
1759 */ 1142 */
1760 if (!tmp->invisible) { 1143 if (!tmp->invisible)
1144 {
1761 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1145 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1146 {
1762 top = tmp->face; 1147 top = tmp->face;
1763 top_obj = tmp; 1148 top_obj = tmp;
1764 } 1149 }
1765 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1150 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1151 {
1766 /* If we got a floor, that means middle and top were below it, 1152 /* If we got a floor, that means middle and top were below it,
1767 * so should not be visible, so we clear them. 1153 * so should not be visible, so we clear them.
1768 */ 1154 */
1769 middle=blank_face; 1155 middle = blank_face;
1770 top=blank_face; 1156 top = blank_face;
1771 floor = tmp->face; 1157 floor = tmp->face;
1772 floor_obj = tmp; 1158 floor_obj = tmp;
1773 } 1159 }
1774 /* Flag anywhere have high priority */ 1160 /* Flag anywhere have high priority */
1775 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1161 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1162 {
1776 middle = tmp->face; 1163 middle = tmp->face;
1777 1164
1778 middle_obj = tmp; 1165 middle_obj = tmp;
1779 anywhere =1; 1166 anywhere = 1;
1780 } 1167 }
1781 /* Find the highest visible face around. If equal 1168 /* Find the highest visible face around. If equal
1782 * visibilities, we still want the one nearer to the 1169 * visibilities, we still want the one nearer to the
1783 * top 1170 * top
1784 */ 1171 */
1785 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1172 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1173 {
1786 middle = tmp->face; 1174 middle = tmp->face;
1787 middle_obj = tmp; 1175 middle_obj = tmp;
1788 } 1176 }
1789 } 1177 }
1178
1790 if (tmp==tmp->above) { 1179 if (tmp == tmp->above)
1180 {
1791 LOG(llevError, "Error in structure of map\n"); 1181 LOG (llevError, "Error in structure of map\n");
1792 exit (-1); 1182 exit (-1);
1793 } 1183 }
1794 1184
1795 move_slow |= tmp->move_slow; 1185 move_slow |= tmp->move_slow;
1796 move_block |= tmp->move_block; 1186 move_block |= tmp->move_block;
1797 move_on |= tmp->move_on; 1187 move_on |= tmp->move_on;
1798 move_off |= tmp->move_off; 1188 move_off |= tmp->move_off;
1799 move_allow |= tmp->move_allow; 1189 move_allow |= tmp->move_allow;
1800 1190
1801 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1802 flags |= P_IS_ALIVE;
1803 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1804 flags |= P_NO_MAGIC;
1805 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1806 flags |= P_NO_CLERIC;
1807 if (tmp->type == SAFE_GROUND)
1808 flags |= P_SAFE;
1809
1810 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1191 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1811 flags |= P_BLOCKSVIEW; 1192 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1812 } /* for stack of objects */ 1193 if (tmp->type == PLAYER) flags |= P_PLAYER;
1813 1194 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1814 /* we don't want to rely on this function to have accurate flags, but 1195 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1815 * since we're already doing the work, we calculate them here. 1196 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1816 * if they don't match, logic is broken someplace.
1817 */
1818 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1819 (!(oldflags & P_NO_ERROR))) {
1820 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1821 m->path, x, y,
1822 (oldflags & ~P_NEED_UPDATE), flags);
1823 } 1197 }
1824 SET_MAP_FLAGS(m, x, y, flags);
1825 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1826 SET_MAP_MOVE_ON(m, x, y, move_on);
1827 SET_MAP_MOVE_OFF(m, x, y, move_off);
1828 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1829 1198
1199 this->light = light;
1200 this->flags_ = flags;
1201 this->move_block = move_block & ~move_allow;
1202 this->move_on = move_on;
1203 this->move_off = move_off;
1204 this->move_slow = move_slow;
1205
1830 /* At this point, we have a floor face (if there is a floor), 1206 /* At this point, we have a floor face (if there is a floor),
1831 * and the floor is set - we are not going to touch it at 1207 * and the floor is set - we are not going to touch it at
1832 * this point. 1208 * this point.
1833 * middle contains the highest visibility face. 1209 * middle contains the highest visibility face.
1834 * top contains a player/monster face, if there is one. 1210 * top contains a player/monster face, if there is one.
1835 * 1211 *
1836 * We now need to fill in top.face and/or middle.face. 1212 * We now need to fill in top.face and/or middle.face.
1837 */ 1213 */
1838 1214
1839 /* If the top face also happens to be high visibility, re-do our 1215 /* If the top face also happens to be high visibility, re-do our
1840 * middle face. This should not happen, as we already have the 1216 * middle face. This should not happen, as we already have the
1841 * else statement above so middle should not get set. OTOH, it 1217 * else statement above so middle should not get set. OTOH, it
1842 * may be possible for the faces to match but be different objects. 1218 * may be possible for the faces to match but be different objects.
1843 */ 1219 */
1844 if (top == middle) middle=blank_face; 1220 if (top == middle)
1221 middle = blank_face;
1845 1222
1846 /* There are three posibilities at this point: 1223 /* There are three posibilities at this point:
1847 * 1) top face is set, need middle to be set. 1224 * 1) top face is set, need middle to be set.
1848 * 2) middle is set, need to set top. 1225 * 2) middle is set, need to set top.
1849 * 3) neither middle or top is set - need to set both. 1226 * 3) neither middle or top is set - need to set both.
1850 */ 1227 */
1851 1228
1852 for (tmp=last; tmp; tmp=tmp->below) { 1229 for (tmp = last; tmp; tmp = tmp->below)
1230 {
1853 /* Once we get to a floor, stop, since we already have a floor object */ 1231 /* Once we get to a floor, stop, since we already have a floor object */
1854 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1232 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1233 break;
1855 1234
1856 /* If two top faces are already set, quit processing */ 1235 /* If two top faces are already set, quit processing */
1857 if ((top != blank_face) && (middle != blank_face)) break; 1236 if ((top != blank_face) && (middle != blank_face))
1237 break;
1858 1238
1859 /* Only show visible faces, unless its the editor - show all */ 1239 /* Only show visible faces */
1860 if (!tmp->invisible || editor) { 1240 if (!tmp->invisible)
1241 {
1861 /* Fill in top if needed */ 1242 /* Fill in top if needed */
1862 if (top == blank_face) { 1243 if (top == blank_face)
1244 {
1863 top = tmp->face; 1245 top = tmp->face;
1864 top_obj = tmp; 1246 top_obj = tmp;
1247 if (top == middle)
1865 if (top == middle) middle=blank_face; 1248 middle = blank_face;
1249 }
1866 } else { 1250 else
1251 {
1867 /* top is already set - we should only get here if 1252 /* top is already set - we should only get here if
1868 * middle is not set 1253 * middle is not set
1869 * 1254 *
1870 * Set the middle face and break out, since there is nothing 1255 * Set the middle face and break out, since there is nothing
1871 * more to fill in. We don't check visiblity here, since 1256 * more to fill in. We don't check visiblity here, since
1872 * 1257 *
1873 */ 1258 */
1874 if (tmp->face != top ) { 1259 if (tmp->face != top)
1260 {
1875 middle = tmp->face; 1261 middle = tmp->face;
1876 middle_obj = tmp; 1262 middle_obj = tmp;
1877 break; 1263 break;
1878 } 1264 }
1879 } 1265 }
1880 } 1266 }
1881 } 1267 }
1882 if (middle == floor) middle = blank_face; 1268
1883 if (top == middle) middle = blank_face; 1269 if (middle == floor)
1884 SET_MAP_FACE(m,x,y,top,0);
1885 if(top != blank_face)
1886 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1887 else
1888 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1889 SET_MAP_FACE(m,x,y,middle,1);
1890 if(middle != blank_face) 1270 middle = blank_face;
1891 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1892 else
1893 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1894 SET_MAP_FACE(m,x,y,floor,2);
1895 if(floor != blank_face)
1896 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1897 else
1898 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1899 SET_MAP_LIGHT(m,x,y,light);
1900}
1901 1271
1272 if (top == middle)
1273 middle = blank_face;
1902 1274
1903void set_map_reset_time(mapstruct *map) { 1275 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1904 int timeout; 1276 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1905 1277 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1906 timeout = MAP_RESET_TIMEOUT(map);
1907 if (timeout <= 0)
1908 timeout = MAP_DEFAULTRESET;
1909 if (timeout >= MAP_MAXRESET)
1910 timeout = MAP_MAXRESET;
1911 MAP_WHEN_RESET(map) = seconds()+timeout;
1912} 1278}
1913 1279
1914/* this updates the orig_map->tile_map[tile_num] value after loading 1280/* this updates the orig_map->tile_map[tile_num] value after finding
1915 * the map. It also takes care of linking back the freshly loaded 1281 * the map. It also takes care of linking back the freshly found
1916 * maps tile_map values if it tiles back to this one. It returns 1282 * maps tile_map values if it tiles back to this one. It returns
1917 * the value of orig_map->tile_map[tile_num]. It really only does this 1283 * the value of orig_map->tile_map[tile_num].
1918 * so that it is easier for calling functions to verify success.
1919 */ 1284 */
1920 1285static inline maptile *
1921static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1286find_and_link (maptile *orig_map, int tile_num)
1922{ 1287{
1288 maptile *mp = orig_map->tile_map [tile_num];
1289
1290 if (!mp)
1291 {
1292 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1293
1294 if (!mp)
1295 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1);
1300 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY;
1302 }
1303 }
1304
1923 int dest_tile = (tile_num +2) % 4; 1305 int dest_tile = (tile_num + 2) % 4;
1924 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1925 1306
1926 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1307 orig_map->tile_map [tile_num] = mp;
1927 1308
1928 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1309 // optimisation: back-link map to origin map if euclidean
1929 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1310 //TODO: non-euclidean maps MUST GO
1930 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1311 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1931 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1312 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1932 1313
1933 return orig_map->tile_map[tile_num]; 1314 return mp;
1315}
1316
1317static inline void
1318load_and_link (maptile *orig_map, int tile_num)
1319{
1320 find_and_link (orig_map, tile_num)->load_sync ();
1934} 1321}
1935 1322
1936/* this returns TRUE if the coordinates (x,y) are out of 1323/* this returns TRUE if the coordinates (x,y) are out of
1937 * map m. This function also takes into account any 1324 * map m. This function also takes into account any
1938 * tiling considerations, loading adjacant maps as needed. 1325 * tiling considerations, loading adjacant maps as needed.
1939 * This is the function should always be used when it 1326 * This is the function should always be used when it
1940 * necessary to check for valid coordinates. 1327 * necessary to check for valid coordinates.
1941 * This function will recursively call itself for the 1328 * This function will recursively call itself for the
1942 * tiled maps. 1329 * tiled maps.
1943 * 1330 */
1944 * 1331int
1945 */
1946int out_of_map(mapstruct *m, int x, int y) 1332out_of_map (maptile *m, int x, int y)
1947{ 1333{
1948
1949 /* If we get passed a null map, this is obviously the 1334 /* If we get passed a null map, this is obviously the
1950 * case. This generally shouldn't happen, but if the 1335 * case. This generally shouldn't happen, but if the
1951 * map loads fail below, it could happen. 1336 * map loads fail below, it could happen.
1952 */ 1337 */
1953 if (!m) return 0; 1338 if (!m)
1954
1955 if (x<0) {
1956 if (!m->tile_path[3]) return 1;
1957 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1958 load_and_link_tiled_map(m, 3);
1959 }
1960 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1961 }
1962 if (x>=MAP_WIDTH(m)) {
1963 if (!m->tile_path[1]) return 1;
1964 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1965 load_and_link_tiled_map(m, 1);
1966 }
1967 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1968 }
1969 if (y<0) {
1970 if (!m->tile_path[0]) return 1;
1971 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1972 load_and_link_tiled_map(m, 0);
1973 }
1974 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1975 }
1976 if (y>=MAP_HEIGHT(m)) {
1977 if (!m->tile_path[2]) return 1;
1978 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1979 load_and_link_tiled_map(m, 2);
1980 }
1981 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1982 }
1983
1984 /* Simple case - coordinates are within this local
1985 * map.
1986 */
1987 return 0; 1339 return 0;
1340
1341 if (x < 0)
1342 {
1343 if (!m->tile_path[3])
1344 return 1;
1345
1346 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 3);
1348
1349 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1350 }
1351
1352 if (x >= m->width)
1353 {
1354 if (!m->tile_path[1])
1355 return 1;
1356
1357 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1358 find_and_link (m, 1);
1359
1360 return out_of_map (m->tile_map[1], x - m->width, y);
1361 }
1362
1363 if (y < 0)
1364 {
1365 if (!m->tile_path[0])
1366 return 1;
1367
1368 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1369 find_and_link (m, 0);
1370
1371 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1372 }
1373
1374 if (y >= m->height)
1375 {
1376 if (!m->tile_path[2])
1377 return 1;
1378
1379 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1380 find_and_link (m, 2);
1381
1382 return out_of_map (m->tile_map[2], x, y - m->height);
1383 }
1384
1385 /* Simple case - coordinates are within this local
1386 * map.
1387 */
1388 return 0;
1988} 1389}
1989 1390
1990/* This is basically the same as out_of_map above, but 1391/* This is basically the same as out_of_map above, but
1991 * instead we return NULL if no map is valid (coordinates 1392 * instead we return NULL if no map is valid (coordinates
1992 * out of bounds and no tiled map), otherwise it returns 1393 * out of bounds and no tiled map), otherwise it returns
1993 * the map as that the coordinates are really on, and 1394 * the map as that the coordinates are really on, and
1994 * updates x and y to be the localized coordinates. 1395 * updates x and y to be the localised coordinates.
1995 * Using this is more efficient of calling out_of_map 1396 * Using this is more efficient of calling out_of_map
1996 * and then figuring out what the real map is 1397 * and then figuring out what the real map is
1997 */ 1398 */
1998mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1399maptile *
1400maptile::xy_find (sint16 &x, sint16 &y)
1999{ 1401{
2000 1402 if (x < 0)
2001 if (*x<0) {
2002 if (!m->tile_path[3]) return NULL;
2003 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2004 load_and_link_tiled_map(m, 3);
2005
2006 *x += MAP_WIDTH(m->tile_map[3]);
2007 return (get_map_from_coord(m->tile_map[3], x, y));
2008 } 1403 {
2009 if (*x>=MAP_WIDTH(m)) { 1404 if (!tile_path[3])
2010 if (!m->tile_path[1]) return NULL; 1405 return 0;
2011 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 1);
2013 1406
2014 *x -= MAP_WIDTH(m); 1407 find_and_link (this, 3);
2015 return (get_map_from_coord(m->tile_map[1], x, y)); 1408 x += tile_map[3]->width;
1409 return tile_map[3]->xy_find (x, y);
1410 }
1411
1412 if (x >= width)
2016 } 1413 {
2017 if (*y<0) { 1414 if (!tile_path[1])
2018 if (!m->tile_path[0]) return NULL; 1415 return 0;
2019 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 0);
2021 1416
2022 *y += MAP_HEIGHT(m->tile_map[0]); 1417 find_and_link (this, 1);
2023 return (get_map_from_coord(m->tile_map[0], x, y)); 1418 x -= width;
1419 return tile_map[1]->xy_find (x, y);
1420 }
1421
1422 if (y < 0)
2024 } 1423 {
2025 if (*y>=MAP_HEIGHT(m)) { 1424 if (!tile_path[0])
2026 if (!m->tile_path[2]) return NULL; 1425 return 0;
2027 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 2);
2029 1426
2030 *y -= MAP_HEIGHT(m); 1427 find_and_link (this, 0);
2031 return (get_map_from_coord(m->tile_map[2], x, y)); 1428 y += tile_map[0]->height;
1429 return tile_map[0]->xy_find (x, y);
1430 }
1431
1432 if (y >= height)
2032 } 1433 {
1434 if (!tile_path[2])
1435 return 0;
2033 1436
1437 find_and_link (this, 2);
1438 y -= height;
1439 return tile_map[2]->xy_find (x, y);
1440 }
1441
2034 /* Simple case - coordinates are within this local 1442 /* Simple case - coordinates are within this local
2035 * map. 1443 * map.
2036 */ 1444 */
2037 1445 return this;
2038 return m;
2039} 1446}
2040 1447
2041/** 1448/**
2042 * Return whether map2 is adjacent to map1. If so, store the distance from 1449 * Return whether map2 is adjacent to map1. If so, store the distance from
2043 * map1 to map2 in dx/dy. 1450 * map1 to map2 in dx/dy.
2044 */ 1451 */
1452static int
2045static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1453adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1454{
2046 if (!map1 || !map2) 1455 if (!map1 || !map2)
2047 return 0; 1456 return 0;
2048 1457
1458 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1459 //fix: compare paths instead (this is likely faster, too!)
2049 if (map1 == map2) { 1460 if (map1 == map2)
1461 {
2050 *dx = 0; 1462 *dx = 0;
2051 *dy = 0; 1463 *dy = 0;
2052 1464 }
2053 } else if (map1->tile_map[0] == map2) { /* up */ 1465 else if (map1->tile_map[0] == map2)
1466 { /* up */
2054 *dx = 0; 1467 *dx = 0;
2055 *dy = -MAP_HEIGHT(map2); 1468 *dy = -map2->height;
1469 }
2056 } else if (map1->tile_map[1] == map2) { /* right */ 1470 else if (map1->tile_map[1] == map2)
2057 *dx = MAP_WIDTH(map1); 1471 { /* right */
1472 *dx = map1->width;
2058 *dy = 0; 1473 *dy = 0;
1474 }
2059 } else if (map1->tile_map[2] == map2) { /* down */ 1475 else if (map1->tile_map[2] == map2)
1476 { /* down */
2060 *dx = 0; 1477 *dx = 0;
2061 *dy = MAP_HEIGHT(map1); 1478 *dy = map1->height;
1479 }
2062 } else if (map1->tile_map[3] == map2) { /* left */ 1480 else if (map1->tile_map[3] == map2)
2063 *dx = -MAP_WIDTH(map2); 1481 { /* left */
1482 *dx = -map2->width;
2064 *dy = 0; 1483 *dy = 0;
2065 1484 }
2066 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1485 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1486 { /* up right */
2067 *dx = MAP_WIDTH(map1->tile_map[0]); 1487 *dx = map1->tile_map[0]->width;
2068 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1488 *dy = -map1->tile_map[0]->height;
1489 }
2069 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1490 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2070 *dx = -MAP_WIDTH(map2); 1491 { /* up left */
2071 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1492 *dx = -map2->width;
1493 *dy = -map1->tile_map[0]->height;
1494 }
2072 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1495 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2073 *dx = MAP_WIDTH(map1); 1496 { /* right up */
2074 *dy = -MAP_HEIGHT(map2); 1497 *dx = map1->width;
1498 *dy = -map2->height;
1499 }
2075 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1500 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2076 *dx = MAP_WIDTH(map1); 1501 { /* right down */
2077 *dy = MAP_HEIGHT(map1->tile_map[1]); 1502 *dx = map1->width;
1503 *dy = map1->tile_map[1]->height;
1504 }
2078 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1505 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1506 { /* down right */
2079 *dx = MAP_WIDTH(map1->tile_map[2]); 1507 *dx = map1->tile_map[2]->width;
2080 *dy = MAP_HEIGHT(map1); 1508 *dy = map1->height;
1509 }
2081 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1510 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2082 *dx = -MAP_WIDTH(map2); 1511 { /* down left */
2083 *dy = MAP_HEIGHT(map1); 1512 *dx = -map2->width;
1513 *dy = map1->height;
1514 }
2084 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1515 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1516 { /* left up */
2085 *dx = -MAP_WIDTH(map1->tile_map[3]); 1517 *dx = -map1->tile_map[3]->width;
2086 *dy = -MAP_HEIGHT(map2); 1518 *dy = -map2->height;
1519 }
2087 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1520 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1521 { /* left down */
2088 *dx = -MAP_WIDTH(map1->tile_map[3]); 1522 *dx = -map1->tile_map[3]->width;
2089 *dy = MAP_HEIGHT(map1->tile_map[3]); 1523 *dy = map1->tile_map[3]->height;
2090
2091 } else { /* not "adjacent" enough */
2092 return 0;
2093 } 1524 }
2094 1525 else
2095 return 1; 1526 return 0;
1527
1528 return 1;
1529}
1530
1531maptile *
1532maptile::xy_load (sint16 &x, sint16 &y)
1533{
1534 maptile *map = xy_find (x, y);
1535
1536 if (map)
1537 map->load_sync ();
1538
1539 return map;
1540}
1541
1542maptile *
1543get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1544{
1545 return m->xy_load (*x, *y);
2096} 1546}
2097 1547
2098/* From map.c 1548/* From map.c
2099 * This is used by get_player to determine where the other 1549 * This is used by get_player to determine where the other
2100 * creature is. get_rangevector takes into account map tiling, 1550 * creature is. get_rangevector takes into account map tiling,
2113 * be unexpected 1563 * be unexpected
2114 * 1564 *
2115 * currently, the only flag supported (0x1) is don't translate for 1565 * currently, the only flag supported (0x1) is don't translate for
2116 * closest body part of 'op1' 1566 * closest body part of 'op1'
2117 */ 1567 */
2118 1568void
2119void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1569get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1570{
2120 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1571 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1572 {
2121 /* be conservative and fill in _some_ data */ 1573 /* be conservative and fill in _some_ data */
2122 retval->distance = 100000; 1574 retval->distance = 100000;
2123 retval->distance_x = 32767; 1575 retval->distance_x = 32767;
2124 retval->distance_y = 32767; 1576 retval->distance_y = 32767;
2125 retval->direction = 0; 1577 retval->direction = 0;
2126 retval->part = 0; 1578 retval->part = 0;
2127 } else { 1579 }
1580 else
1581 {
2128 object *best; 1582 object *best;
2129 1583
2130 retval->distance_x += op2->x-op1->x; 1584 retval->distance_x += op2->x - op1->x;
2131 retval->distance_y += op2->y-op1->y; 1585 retval->distance_y += op2->y - op1->y;
2132 1586
2133 best = op1; 1587 best = op1;
2134 /* If this is multipart, find the closest part now */ 1588 /* If this is multipart, find the closest part now */
2135 if (!(flags&0x1) && op1->more) { 1589 if (!(flags & 0x1) && op1->more)
1590 {
2136 object *tmp; 1591 object *tmp;
2137 int best_distance = retval->distance_x*retval->distance_x+ 1592 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2138 retval->distance_y*retval->distance_y, tmpi;
2139 1593
2140 /* we just take the offset of the piece to head to figure 1594 /* we just take the offset of the piece to head to figure
2141 * distance instead of doing all that work above again 1595 * distance instead of doing all that work above again
2142 * since the distance fields we set above are positive in the 1596 * since the distance fields we set above are positive in the
2143 * same axis as is used for multipart objects, the simply arithmetic 1597 * same axis as is used for multipart objects, the simply arithmetic
2144 * below works. 1598 * below works.
2145 */ 1599 */
2146 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1600 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1601 {
2147 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1602 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2148 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1603 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2149 if (tmpi < best_distance) { 1604 if (tmpi < best_distance)
1605 {
2150 best_distance = tmpi; 1606 best_distance = tmpi;
2151 best = tmp; 1607 best = tmp;
2152 } 1608 }
2153 } 1609 }
2154 if (best != op1) { 1610 if (best != op1)
1611 {
2155 retval->distance_x += op1->x-best->x; 1612 retval->distance_x += op1->x - best->x;
2156 retval->distance_y += op1->y-best->y; 1613 retval->distance_y += op1->y - best->y;
2157 } 1614 }
2158 } 1615 }
2159 retval->part = best; 1616 retval->part = best;
2160 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1617 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2161 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1618 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2162 } 1619 }
2163} 1620}
2164 1621
2165/* this is basically the same as get_rangevector above, but instead of 1622/* this is basically the same as get_rangevector above, but instead of
2166 * the first parameter being an object, it instead is the map 1623 * the first parameter being an object, it instead is the map
2171 * be more consistant with the above function and also in case they are needed 1628 * be more consistant with the above function and also in case they are needed
2172 * for something in the future. Also, since no object is pasted, the best 1629 * for something in the future. Also, since no object is pasted, the best
2173 * field of the rv_vector is set to NULL. 1630 * field of the rv_vector is set to NULL.
2174 */ 1631 */
2175 1632
1633void
2176void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1634get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1635{
2177 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1636 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1637 {
2178 /* be conservative and fill in _some_ data */ 1638 /* be conservative and fill in _some_ data */
2179 retval->distance = 100000; 1639 retval->distance = 100000;
2180 retval->distance_x = 32767; 1640 retval->distance_x = 32767;
2181 retval->distance_y = 32767; 1641 retval->distance_y = 32767;
2182 retval->direction = 0; 1642 retval->direction = 0;
2183 retval->part = 0; 1643 retval->part = 0;
2184 } else { 1644 }
1645 else
1646 {
2185 retval->distance_x += op2->x-x; 1647 retval->distance_x += op2->x - x;
2186 retval->distance_y += op2->y-y; 1648 retval->distance_y += op2->y - y;
2187 1649
2188 retval->part = NULL; 1650 retval->part = NULL;
2189 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1651 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2190 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1652 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2191 } 1653 }
2192} 1654}
2193 1655
2194/* Returns true of op1 and op2 are effectively on the same map 1656/* Returns true of op1 and op2 are effectively on the same map
2195 * (as related to map tiling). Note that this looks for a path from 1657 * (as related to map tiling). Note that this looks for a path from
2196 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1658 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2197 * to op1, this will still return false. 1659 * to op1, this will still return false.
2198 * Note we only look one map out to keep the processing simple 1660 * Note we only look one map out to keep the processing simple
2199 * and efficient. This could probably be a macro. 1661 * and efficient. This could probably be a macro.
2200 * MSW 2001-08-05 1662 * MSW 2001-08-05
2201 */ 1663 */
1664int
2202int on_same_map(const object *op1, const object *op2) { 1665on_same_map (const object *op1, const object *op2)
1666{
2203 int dx, dy; 1667 int dx, dy;
2204 1668
2205 return adjacent_map(op1->map, op2->map, &dx, &dy); 1669 return adjacent_map (op1->map, op2->map, &dx, &dy);
2206} 1670}
1671
1672object *
1673maptile::insert (object *op, int x, int y, object *originator, int flags)
1674{
1675 if (!op->flag [FLAG_REMOVED])
1676 op->remove ();
1677
1678 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1679}
1680

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