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Comparing deliantra/server/common/map.C (file contents):
Revision 1.9 by root, Sun Aug 27 16:15:11 2006 UTC vs.
Revision 1.72 by root, Sat Jan 13 23:06:12 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.9 2006/08/27 16:15:11 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#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 32
59/* 33/*
60 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 37 * it really should be called create_mapname
64 */ 38 */
65 39const char *
66const char *create_pathname (const char *name) { 40create_pathname (const char *name)
41{
67 static char buf[MAX_BUF]; 42 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); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 44 return buf;
77} 45}
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 46
138/* 47/*
139 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 50 * is returned.
148 * the rest of the code only cares that the file is readable. 57 * 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 58 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
152 */ 61 */
153 62int
154int check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
155{ 64{
156 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
157#ifndef WIN32 66
158 char *endbuf; 67 char *endbuf;
159 struct stat statbuf; 68 struct stat statbuf;
160 int mode = 0, i; 69 int mode = 0;
161#endif
162 70
163 if (prepend_dir) 71 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 72 strcpy (buf, create_pathname (name));
165 else 73 else
166 strcpy(buf, name); 74 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 75
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
174 * all the names. 79 * all the names.
175 */ 80 */
176 endbuf = buf + strlen(buf); 81 endbuf = buf + strlen (buf);
177 82
178 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179 if (uncomp[i][0])
180 strcpy(endbuf, uncomp[i][0]);
181 else
182 *endbuf = '\0';
183 if (!stat (buf, &statbuf)) 83 if (stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1); 84 return -1;
188 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
189 return (-1); 86 return (-1);
190 87
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4; 90 mode |= 4;
195 91
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2; 94 mode |= 2;
200 95
201 return (mode); 96 return (mode);
202#endif
203}
204
205/*
206 * Prints out debug-information about a map.
207 * Dumping these at llevError doesn't seem right, but is
208 * necessary to make sure the information is in fact logged.
209 */
210
211void dump_map(const mapstruct *m) {
212 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214 MAP_WIDTH(m), MAP_HEIGHT(m),
215 MAP_ENTER_X(m), MAP_ENTER_Y(m));
216
217 if(m->msg!=NULL)
218 LOG(llevError,"Message:\n%s",m->msg);
219
220 if(m->maplore!=NULL)
221 LOG(llevError,"Lore:\n%s",m->maplore);
222
223 if(m->tmpname!=NULL)
224 LOG(llevError,"Tmpname: %s\n",m->tmpname);
225
226 LOG(llevError,"Difficulty: %d\n",m->difficulty);
227 LOG(llevError,"Darkness: %d\n",m->darkness);
228}
229
230/*
231 * Prints out debug-information about all maps.
232 * This basically just goes through all the maps and calls
233 * dump_map on each one.
234 */
235
236void dump_all_maps(void) {
237 mapstruct *m;
238 for(m=first_map;m!=NULL;m=m->next) {
239 dump_map(m);
240 }
241} 97}
242 98
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
248 * by a P_NEW_MAP value, another call to get_map_from_coord 104 * by a P_NEW_MAP value, another call to get_map_from_coord
249 * is needed. The case of not passing values is if we're just 105 * is needed. The case of not passing values is if we're just
250 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
252 */ 108 */
109int
253int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
254{ 111{
255 sint16 newx, newy;
256 int retval=0;
257 mapstruct *mp;
258
259 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260 newx = x; 112 sint16 newx = x;
261 newy = y; 113 sint16 newy = y;
114
262 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 116
264 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
265 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 121 if (nx) *nx = newx;
267 if (ny) *ny = newy; 122 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 123
270 if (retval & P_SAFE) 124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
271 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272
273 return retval;
274} 125}
275
276 126
277/* 127/*
278 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 130 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 134 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 135 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 136 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 137 * by the caller.
288 */ 138 */
289 139int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 140blocked_link (object *ob, maptile *m, int sx, int sy)
141{
291 object *tmp; 142 object *tmp;
292 int mflags, blocked; 143 int mflags, blocked;
293 144
294 /* Make sure the coordinates are valid - they should be, as caller should 145 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 146 * have already checked this.
296 */ 147 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 151 return 1;
300 } 152 }
301 153
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 154 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly. 155 * directly.
304 */ 156 */
305 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
306 158
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
308 160
309 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 163 * things we need to do for players.
312 */ 164 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
314
315 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example)
321 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323
324 if(ob->head != NULL)
325 ob=ob->head;
326
327 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0.
331 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333
334 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */
340 if (tmp->last_sp) {
341 if (check_inv_recursive(ob,tmp)==NULL)
342 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 }
354 } /* if check_inv */
355 else {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1;
366 }
367
368 }
369 return 0; 166 return 0;
167
168 /* if there isn't anytyhing alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example)
174 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
177
178 if (ob->head != NULL)
179 ob = ob->head;
180
181 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0.
185 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
188
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
192 /* If last_sp is set, the player/monster needs an object,
193 * so we check for it. If they don't have it, they can't
194 * pass through this space.
195 */
196 if (tmp->last_sp)
197 {
198 if (check_inv_recursive (ob, tmp) == NULL)
199 return 1;
200 else
201 continue;
202 }
203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
216 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks
218 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1;
227 }
228
229 }
230 return 0;
370} 231}
371 232
372 233
373/* 234/*
374 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
394 * 255 *
395 * Note this used to be arch_blocked, but with new movement 256 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 257 * code, we need to have actual object to check its move_type
397 * against the move_block values. 258 * against the move_block values.
398 */ 259 */
399 260int
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262{
401 archetype *tmp; 263 archetype *tmp;
402 int flag; 264 int flag;
403 mapstruct *m1; 265 maptile *m1;
404 sint16 sx, sy; 266 sint16 sx, sy;
405 267
406 if(ob==NULL) { 268 if (!ob)
269 {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
409 273
410 /* don't have object, so don't know what types would block */ 274 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 275 return m1->at (sx, sy).move_block;
412 } 276 }
413 277
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
416 281
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 282 if (flag & P_OUT_OF_MAP)
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
419 286
287 mapspace &ms = m1->at (sx, sy);
288
420 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
421 * ob doesn't have any move type (when used to place exits) 290 * ob doesn't have any move type (when used to place exits)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 292 */
424 293
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
426 296
427 /* Note it is intentional that we check ob - the movement type of the 297 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 298 * head of the object should correspond for the entire object.
429 */ 299 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
431 return AB_NO_PASS; 301 return P_NO_PASS;
432
433 } 302 }
303
434 return 0; 304 return 0;
435} 305}
436 306
437/* When the map is loaded, load_object does not actually insert objects 307/* When the map is loaded, load_object does not actually insert objects
438 * into inventory, but just links them. What this does is go through 308 * into inventory, but just links them. What this does is go through
439 * and insert them properly. 309 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
442 */ 312 */
443 313void
444void fix_container(object *container) 314fix_container (object *container)
445{ 315{
446 object *tmp=container->inv, *next; 316 object *tmp = container->inv, *next;
447 317
448 container->inv=NULL; 318 container->inv = 0;
449 while (tmp!=NULL) { 319 while (tmp)
320 {
450 next = tmp->below; 321 next = tmp->below;
451 if (tmp->inv) 322 if (tmp->inv)
452 fix_container(tmp); 323 fix_container (tmp);
324
453 (void) insert_ob_in_ob(tmp,container); 325 insert_ob_in_ob (tmp, container);
454 tmp = next; 326 tmp = next;
455 } 327 }
328
456 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
457 * carrying. 330 * carrying.
458 */ 331 */
459 sum_weight(container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
460} 344}
461 345
462/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 349 * they are saved). We do have to look for the old maps that did save
466 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
467 */ 351 */
468 352void
469static void link_multipart_objects(mapstruct *m) 353maptile::link_multipart_objects ()
470{ 354{
471 int x,y; 355 if (!spaces)
472 object *tmp, *op, *last, *above; 356 return;
473 archetype *at;
474 357
475 for(x=0;x<MAP_WIDTH(m);x++) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 359 for (object *tmp = ms->bot; tmp; )
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 360 {
478 above=tmp->above; 361 object *above = tmp->above;
479 362
480 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 364 if (!tmp->head && !tmp->more)
482 365 {
483 /* If there is nothing more to this object, this for loop 366 /* If there is nothing more to this object, this for loop
484 * won't do anything. 367 * won't do anything.
485 */ 368 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
487 op = arch_to_object(at); 375 op = arch_to_object (at);
488 376
489 /* update x,y coordinates */ 377 /* update x,y coordinates */
490 op->x += tmp->x; 378 op->x += tmp->x;
491 op->y += tmp->y; 379 op->y += tmp->y;
492 op->head = tmp; 380 op->head = tmp;
493 op->map = m; 381 op->map = this;
494 last->more = op; 382 last->more = op;
495 if (tmp->name != op->name) { 383 op->name = tmp->name;
496 if (op->name) free_string(op->name); 384 op->title = tmp->title;
497 op->name = add_string(tmp->name); 385
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just 386 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same, 387 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and 388 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part. 389 * the coding is simpler to just to it here with each part.
507 */ 390 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */ 392 }
510 } /* for objects on this space */ 393 }
394
395 tmp = above;
396 }
511} 397}
512
513
514 398
515/* 399/*
516 * Loads (ands parses) the objects into a given map from the specified 400 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 401 * file pointer.
518 * mapflags is the same as we get with load_original_map 402 * mapflags is the same as we get with load_original_map
519 */ 403 */
520 404bool
521void load_objects (mapstruct *m, FILE *fp, object_thawer &thawer, int mapflags) { 405maptile::_load_objects (object_thawer &thawer)
522 int i,j,bufstate=LO_NEWFILE; 406{
523 int unique; 407 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp; 408 object *op, *prev = NULL, *last_more = NULL, *otmp;
525 409
526 op=get_object(); 410 op = object::create ();
527 op->map = m; /* To handle buttons correctly */ 411 op->map = this; /* To handle buttons correctly */
528 412
529 while((i = load_object (fp, thawer, op, bufstate, mapflags))) { 413 while (int i = load_object (thawer, op, 0))
530 /* Since the loading of the map header does not load an object 414 {
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */
534 bufstate = LO_REPEAT;
535
536 /* if the archetype for the object is null, means that we 415 /* if the archetype for the object is null, means that we
537 * got an invalid object. Don't do anything with it - the game 416 * got an invalid object. Don't do anything with it - the game
538 * or editor will not be able to do anything with it either. 417 * or editor will not be able to do anything with it either.
539 */ 418 */
540 if (op->arch==NULL) { 419 if (op->arch == NULL)
420 {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
542 continue; 422 continue;
543 } 423 }
544 424
545 425 switch (i)
546 switch(i) { 426 {
547 case LL_NORMAL: 427 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554 429
555 if (op->inv) 430 if (op->inv)
556 sum_weight(op); 431 sum_weight (op);
557 432
558 prev=op,last_more=op; 433 prev = op, last_more = op;
559 break; 434 break;
560 435
561 case LL_MORE: 436 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op; 438 op->head = prev, last_more->more = op, last_more = op;
564 break; 439 break;
565 } 440 }
566 if (mapflags & MAP_STYLE) { 441
567 remove_from_active_list(op); 442 op = object::create ();
568 }
569 op=get_object();
570 op->map = m; 443 op->map = this;
571 } 444 }
445
446 op->destroy ();
447
448#if 0
572 for (i=0;i<m->width;i++){ 449 for (i = 0; i < width; i++)
573 for (j=0;j<m->height;j++){ 450 for (j = 0; j < height; j++)
451 {
574 unique =0; 452 unique = 0;
575 /* check for unique items, or unique squares */ 453 /* check for unique items, or unique squares */
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
578 unique = 1; 457 unique = 1;
458
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 }
463#endif
464
465 return true;
466}
467
468void
469maptile::activate ()
470{
471 if (!spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive ();
477}
478
479void
480maptile::deactivate ()
481{
482 if (!spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive ();
488}
489
490bool
491maptile::_save_objects (object_freezer &freezer, int flags)
492{
493 static int cede_count = 0;
494
495 if (flags & IO_HEADER)
496 _save_header (freezer);
497
498 if (!spaces)
499 return false;
500
501 for (int i = 0; i < size (); ++i)
502 {
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508
509 int unique = 0;
510 for (object *op = spaces [i].bot; op; op = op->above)
511 {
512 // count per-object, but cede only when modification-safe
513 cede_count++;
514
515 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
516 unique = 1;
517
518 if (!op->can_map_save ())
519 continue;
520
521 if (unique || op->flag [FLAG_UNIQUE])
522 {
523 if (flags & IO_UNIQUES)
524 save_object (freezer, op, 1);
525 }
526 else if (flags & IO_OBJECTS)
527 save_object (freezer, op, 1);
528 }
581 } 529 }
582 } 530
531 return true;
532}
533
534bool
535maptile::_load_objects (const char *path, bool skip_header)
536{
537 object_thawer thawer (path);
538
539 if (!thawer)
540 return false;
541
542 if (skip_header)
543 for (;;)
544 {
545 keyword kw = thawer.get_kv ();
546
547 if (kw == KW_end)
548 break;
549
550 thawer.skip_kv (kw);
583 } 551 }
584 free_object(op);
585 link_multipart_objects(m);
586}
587 552
588/* This saves all the objects on the map in a non destructive fashion. 553 return _load_objects (thawer);
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 554}
590 * and we only save the head of multi part objects - this is needed 555
591 * in order to do map tiling properly. 556bool
557maptile::_save_objects (const char *path, int flags)
558{
559 object_freezer freezer;
560
561 if (!_save_objects (freezer, flags))
562 return false;
563
564 return freezer.save (path);
565}
566
567maptile::maptile ()
568{
569 in_memory = MAP_SWAPPED;
570
571 /* The maps used to pick up default x and y values from the
572 * map archetype. Mimic that behaviour.
592 */ 573 */
593void save_objects (mapstruct *m, FILE *fp, object_freezer &freezer, FILE *fp2, object_freezer &freezer2, int flag) { 574 width = 16;
594 int i, j = 0,unique=0; 575 height = 16;
595 object *op; 576 reset_timeout = 0;
596 /* first pass - save one-part objects */ 577 timeout = 300;
597 for(i = 0; i < MAP_WIDTH(m); i++) 578 enter_x = 0;
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 579 enter_y = 0;
599 unique=0; 580}
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 581
604 if(op->type == PLAYER) { 582maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 583{
606 continue; 584 in_memory = MAP_SWAPPED;
607 }
608 585
609 if (op->head || op->owner) 586 width = w;
610 continue; 587 height = h;
588 reset_timeout = 0;
589 timeout = 300;
590 enter_x = 0;
591 enter_y = 0;
611 592
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 593 alloc ();
613 save_object( fp2 , freezer2, op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, freezer, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 594}
623 595
624/* 596/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 597 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 598 * This basically allocates the dynamic array of spaces for the
662 * map. 599 * map.
663 */ 600 */
664 601void
665void allocate_map(mapstruct *m) { 602maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 603{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 604 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 605 return;
606
607 spaces = salloc0<mapspace> (size ());
692} 608}
693 609
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 610/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 611 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 612 * at a later date.
697 * Called by parse_map_headers below. 613 * Called by parse_map_headers below.
698 */ 614 */
699 615static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 616parse_shop_string (const char *input_string)
617{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 618 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 619 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 620 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 621 const typedata *current_type;
705 622
706 shop_string=strdup_local(input_string); 623 shop_string = strdup (input_string);
707 p=shop_string; 624 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 625 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 626 while (p)
627 {
710 p=strchr(p, ';'); 628 p = strchr (p, ';');
711 number_of_entries++; 629 number_of_entries++;
712 if (p) p++; 630 if (p)
631 p++;
713 } 632 }
633
714 p=shop_string; 634 p = shop_string;
715 strip_endline(p); 635 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 636 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 637 for (i = 0; i < number_of_entries; i++)
719 if (!p) { 638 {
639 if (!p)
640 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 641 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 642 break;
722 }
723 next_semicolon=strchr(p, ';');
724 next_colon=strchr(p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1);
728
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].name_pl=current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 }
753 } 643 }
644
645 next_semicolon = strchr (p, ';');
646 next_colon = strchr (p, ':');
647 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
648 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
649 items[i].strength = atoi (strchr (p, ':') + 1);
650
651 if (isdigit (*p) || *p == '*')
652 {
653 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
654 current_type = get_typedata (items[i].typenum);
655 if (current_type)
656 {
657 items[i].name = current_type->name;
658 items[i].name_pl = current_type->name_pl;
659 }
660 }
661 else
662 { /*we have a named type, let's figure out what it is */
663 q = strpbrk (p, ";:");
664 if (q)
665 *q = '\0';
666
667 current_type = get_typedata_by_name (p);
668 if (current_type)
669 {
670 items[i].name = current_type->name;
671 items[i].typenum = current_type->number;
672 items[i].name_pl = current_type->name_pl;
673 }
674 else
675 { /* oh uh, something's wrong, let's free up this one, and try
676 * the next entry while we're at it, better print a warning
677 */
678 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
679 }
680 }
681
754 items[i].index=number_of_entries; 682 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 683 if (next_semicolon)
756 else p=NULL; 684 p = ++next_semicolon;
685 else
686 p = NULL;
757 } 687 }
688
758 free(shop_string); 689 free (shop_string);
759 return items; 690 return items;
760} 691}
761 692
762/* opposite of parse string, this puts the string that was originally fed in to 693/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 694 * the map (or something equivilent) into output_string. */
695static void
764static void print_shop_string(mapstruct *m, char *output_string) { 696print_shop_string (maptile *m, char *output_string)
697{
765 int i; 698 int i;
766 char tmp[MAX_BUF]; 699 char tmp[MAX_BUF];
700
767 strcpy(output_string, ""); 701 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 702 for (i = 0; i < m->shopitems[0].index; i++)
703 {
769 if (m->shopitems[i].typenum) { 704 if (m->shopitems[i].typenum)
705 {
770 if (m->shopitems[i].strength) { 706 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 707 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 708 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 709 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 710 }
775 else { 711 else
712 {
776 if (m->shopitems[i].strength) { 713 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 714 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 715 else
779 else sprintf(tmp, "*"); 716 sprintf (tmp, "*");
780 } 717 }
718
781 strcat(output_string, tmp); 719 strcat (output_string, tmp);
782 } 720 }
783} 721}
784 722
785/* This loads the header information of the map. The header 723/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 724 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 728 * put all the stuff in the map object so that names actually make
791 * sense. 729 * sense.
792 * This could be done in lex (like the object loader), but I think 730 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 731 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 732 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 733 */
797 734bool
798static int load_map_header(FILE *fp, mapstruct *m) 735maptile::_load_header (object_thawer &thawer)
799{ 736{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 737 for (;;)
801 int msgpos=0; 738 {
802 int maplorepos=0; 739 keyword kw = thawer.get_kv ();
803 740
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 741 switch (kw)
805 buf[HUGE_BUF-1] = 0; 742 {
806 key = buf; 743 case KW_EOF:
807 while (isspace(*key)) key++; 744 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
808 if (*key == 0) continue; /* empty line */ 745 return false;
809 value = strchr(key, ' '); 746
810 if (!value) { 747 case KW_end:
811 end = strchr(key, '\n'); 748 return true;
812 if (end != NULL) { 749
813 *end = 0; 750 default:
751 case KW_ERROR:
752 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
753 break;
754
755 case KW_msg:
756 thawer.get_ml (KW_endmsg, msg);
757 break;
758
759 case KW_lore: // CF+ extension
760 thawer.get_ml (KW_endlore, maplore);
761 break;
762
763 case KW_maplore:
764 thawer.get_ml (KW_endmaplore, maplore);
765 break;
766
767 case KW_arch:
768 if (strcmp (thawer.get_str (), "map"))
769 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
770 break;
771
772 case KW_oid:
773 thawer.get (this, thawer.get_sint32 ());
774 break;
775
776 case KW_file_format_version: break; // nop
777
778 case KW_name: thawer.get (name); break;
779 case KW_attach: thawer.get (attach); break;
780 case KW_reset_time: thawer.get (reset_time); break;
781 case KW_shopgreed: thawer.get (shopgreed); break;
782 case KW_shopmin: thawer.get (shopmin); break;
783 case KW_shopmax: thawer.get (shopmax); break;
784 case KW_shoprace: thawer.get (shoprace); break;
785 case KW_outdoor: thawer.get (outdoor); break;
786 case KW_temp: thawer.get (temp); break;
787 case KW_pressure: thawer.get (pressure); break;
788 case KW_humid: thawer.get (humid); break;
789 case KW_windspeed: thawer.get (windspeed); break;
790 case KW_winddir: thawer.get (winddir); break;
791 case KW_sky: thawer.get (sky); break;
792
793 case KW_per_player: thawer.get (per_player); break;
794 case KW_per_party: thawer.get (per_party); break;
795
796 case KW_region: get_region_by_name (thawer.get_str ()); break;
797 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
798
799 // old names new names
800 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
801 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
802 case KW_x: case KW_width: thawer.get (width); break;
803 case KW_y: case KW_height: thawer.get (height); break;
804 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
805 case KW_value: case KW_swap_time: thawer.get (timeout); break;
806 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
807 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
808 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
809
810 case KW_tile_path_1: thawer.get (tile_path [0]); break;
811 case KW_tile_path_2: thawer.get (tile_path [1]); break;
812 case KW_tile_path_3: thawer.get (tile_path [2]); break;
813 case KW_tile_path_4: thawer.get (tile_path [3]); break;
814 }
814 } 815 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 }
828 if (!end) {
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830 buf);
831 return 1;
832 }
833
834 816
835 /* key is the field name, value is what it should be set 817 abort ();
836 * to. We've already done the work to null terminate key,
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break;
881 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 } else if (!strcmp(key, "safe_map")) {
951 m->safe_map = atoi(value);
952 }
953 else if (!strncmp(key,"tile_path_", 10)) {
954 int tile=atoi(key+10);
955
956 if (tile<1 || tile>4) {
957 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
958 tile, m->path);
959 } else {
960 char *path;
961
962 *end = 0;
963
964 if (m->tile_path[tile-1]) {
965 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
966 tile, m->path);
967 free(m->tile_path[tile-1]);
968 m->tile_path[tile-1] = NULL;
969 }
970
971 if (check_path(value, 1) != -1) {
972 /* The unadorned path works. */
973 path = value;
974 } else {
975 /* Try again; it could be a relative exit. */
976
977 path = path_combine_and_normalize(m->path, value);
978
979 if (check_path(path, 1) == -1) {
980 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
981 path = NULL;
982 }
983 }
984
985 if (editor) {
986 /* Use the value as in the file. */
987 m->tile_path[tile-1] = strdup_local(value);
988 } else if (path != NULL) {
989 /* Use the normalized value. */
990 m->tile_path[tile-1] = strdup_local(path);
991 }
992 } /* end if tile direction (in)valid */
993 }
994 else {
995 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
996 }
997 }
998 if (!key || strcmp(key,"end")) {
999 LOG(llevError,"Got premature eof on map header!\n");
1000 return 1;
1001 }
1002 return 0;
1003} 818}
1004 819
1005/* 820bool
1006 * Opens the file "filename" and reads information about the map 821maptile::_load_header (const char *path)
1007 * from the given file, and stores it in a newly allocated 822{
1008 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1009 * flags correspond to those in map.h. Main ones used are
1010 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1011 * MAP_BLOCK, in which case we block on this load. This happens in all
1012 * cases, no matter if this flag is set or not.
1013 * MAP_STYLE: style map - don't add active objects, don't add to server
1014 * managed map list.
1015 */
1016
1017mapstruct *load_original_map(const char *filename, int flags) {
1018 FILE *fp;
1019 mapstruct *m;
1020 int comp;
1021 char pathname[MAX_BUF];
1022
1023 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1024 if (flags & MAP_PLAYER_UNIQUE)
1025 strcpy(pathname, filename);
1026 else if (flags & MAP_OVERLAY)
1027 strcpy(pathname, create_overlay_pathname(filename));
1028 else
1029 strcpy(pathname, create_pathname(filename));
1030
1031 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1032 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1033 return (NULL);
1034 }
1035
1036 object_thawer thawer (filename);
1037
1038 m = get_linked_map();
1039
1040 strcpy (m->path, filename);
1041 if (load_map_header(fp, m)) {
1042 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1043 filename, flags);
1044 delete_map(m);
1045 return NULL;
1046 }
1047
1048 allocate_map(m);
1049 m->compressed = comp;
1050
1051 m->in_memory=MAP_LOADING;
1052 load_objects (m, fp, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1053 close_and_delete(fp, comp);
1054 m->in_memory=MAP_IN_MEMORY;
1055 if (!MAP_DIFFICULTY(m))
1056 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1057 set_map_reset_time(m);
1058 INVOKE_MAP (LOAD, m);
1059 return (m);
1060}
1061
1062/*
1063 * Loads a map, which has been loaded earlier, from file.
1064 * Return the map object we load into (this can change from the passed
1065 * option if we can't find the original map)
1066 */
1067
1068static mapstruct *load_temporary_map(mapstruct *m) {
1069 FILE *fp;
1070 int comp;
1071 char buf[MAX_BUF];
1072
1073 if (!m->tmpname) {
1074 LOG(llevError, "No temporary filename for map %s\n", m->path);
1075 strcpy(buf, m->path);
1076 delete_map(m);
1077 m = load_original_map(buf, 0);
1078 if(m==NULL) return NULL;
1079 fix_auto_apply(m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1084 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1085 strcpy(buf, m->path);
1086 delete_map(m);
1087 m = load_original_map(buf, 0);
1088 if(m==NULL) return NULL;
1089 fix_auto_apply(m); /* Chests which open as default */
1090 return m;
1091 }
1092
1093 object_thawer thawer (m->tmpname);
1094
1095 if (load_map_header(fp, m)) {
1096 LOG(llevError,"Error loading map header for %s (%s)\n",
1097 m->path, m->tmpname);
1098 delete_map(m);
1099 m = load_original_map(m->path, 0);
1100 return NULL;
1101 }
1102 m->compressed = comp;
1103 allocate_map(m);
1104
1105 m->in_memory=MAP_LOADING;
1106 load_objects (m, fp, thawer, 0);
1107 close_and_delete(fp, comp);
1108 m->in_memory=MAP_IN_MEMORY;
1109 INVOKE_MAP (SWAPIN, m);
1110 return m;
1111}
1112
1113/*
1114 * Loads a map, which has been loaded earlier, from file.
1115 * Return the map object we load into (this can change from the passed
1116 * option if we can't find the original map)
1117 */
1118
1119mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1120 FILE *fp;
1121 int comp;
1122 char pathname[MAX_BUF];
1123
1124 strcpy(pathname, create_overlay_pathname(filename));
1125
1126 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1127/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1128 return m;
1129 }
1130
1131 object_thawer thawer (pathname); 823 object_thawer thawer (path);
1132
1133 if (load_map_header(fp, m)) {
1134 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1135 m->path, pathname);
1136 delete_map(m);
1137 m = load_original_map(m->path, 0);
1138 return NULL;
1139 }
1140 m->compressed = comp;
1141 /*allocate_map(m);*/
1142 824
1143 m->in_memory=MAP_LOADING; 825 if (!thawer)
1144 load_objects (m, fp, thawer, MAP_OVERLAY);
1145 close_and_delete(fp, comp);
1146 m->in_memory=MAP_IN_MEMORY;
1147 return m; 826 return false;
827
828 return _load_header (thawer);
1148} 829}
1149 830
1150/****************************************************************************** 831/******************************************************************************
1151 * This is the start of unique map handling code 832 * This is the start of unique map handling code
1152 *****************************************************************************/ 833 *****************************************************************************/
1153 834
1154/* This goes through map 'm' and removed any unique items on the map. */ 835/* This goes through the maptile and removed any unique items on the map. */
1155static void delete_unique_items(mapstruct *m) 836void
837maptile::clear_unique_items ()
1156{ 838{
839 for (int i = 0; i < size (); ++i)
840 {
1157 int i,j,unique; 841 int unique = 0;
1158 object *op, *next; 842 for (object *op = spaces [i].bot; op; )
843 {
844 object *above = op->above;
1159 845
1160 for(i=0; i<MAP_WIDTH(m); i++)
1161 for(j=0; j<MAP_HEIGHT(m); j++) {
1162 unique=0;
1163 for (op=get_map_ob(m, i, j); op; op=next) {
1164 next = op->above;
1165 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 846 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1166 unique=1; 847 unique = 1;
848
1167 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 849 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1168 clean_object(op); 850 {
1169 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 851 op->destroy_inv (false);
1170 remove_button_link(op); 852 op->destroy ();
1171 remove_ob(op); 853 }
1172 free_object(op); 854
1173 } 855 op = above;
856 }
1174 } 857 }
1175 }
1176} 858}
1177 859
860bool
861maptile::_save_header (object_freezer &freezer)
862{
863#define MAP_OUT(k) freezer.put (KW_ ## k, k)
864#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1178 865
1179/* 866 MAP_OUT2 (arch, "map");
1180 * Loads unique objects from file(s) into the map which is in memory
1181 * m is the map to load unique items into.
1182 */
1183static void load_unique_objects(mapstruct *m) {
1184 FILE *fp;
1185 int comp,count;
1186 char firstname[MAX_BUF];
1187 867
1188 for (count=0; count<10; count++) { 868 if (name) MAP_OUT (name);
1189 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 869 MAP_OUT (swap_time);
1190 if (!access(firstname, R_OK)) break; 870 MAP_OUT (reset_time);
1191 } 871 MAP_OUT (reset_timeout);
1192 /* If we get here, we did not find any map */ 872 MAP_OUT (fixed_resettime);
1193 if (count==10) return; 873 MAP_OUT (difficulty);
1194 874
1195 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 875 if (region) MAP_OUT2 (region, region->name);
1196 /* There is no expectation that every map will have unique items, but this
1197 * is debug output, so leave it in.
1198 */
1199 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1200 return;
1201 }
1202 876
1203 object_thawer thawer (firstname); 877 if (shopitems)
1204
1205 m->in_memory=MAP_LOADING;
1206 if (m->tmpname == NULL) /* if we have loaded unique items from */
1207 delete_unique_items(m); /* original map before, don't duplicate them */
1208 load_object(fp, thawer, NULL, LO_NOREAD,0);
1209 load_objects (m, fp, thawer, 0);
1210 close_and_delete(fp, comp);
1211 m->in_memory=MAP_IN_MEMORY;
1212}
1213
1214
1215/*
1216 * Saves a map to file. If flag is set, it is saved into the same
1217 * file it was (originally) loaded from. Otherwise a temporary
1218 * filename will be genarated, and the file will be stored there.
1219 * The temporary filename will be stored in the mapstructure.
1220 * If the map is unique, we also save to the filename in the map
1221 * (this should have been updated when first loaded)
1222 */
1223
1224int new_save_map(mapstruct *m, int flag) {
1225 FILE *fp, *fp2;
1226 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1227 shop[MAX_BUF], filename_s[MAX_BUF];
1228 int i;
1229 878 {
1230 if (flag && !*m->path) { 879 char shop[MAX_BUF];
1231 LOG(llevError,"Tried to save map without path.\n");
1232 return -1;
1233 }
1234
1235 if (flag || (m->unique) || (m->templatemap)) {
1236 if (!m->unique && !m->templatemap) { /* flag is set */
1237 if (flag == 2)
1238 strcpy(filename, create_overlay_pathname(m->path));
1239 else
1240 strcpy (filename, create_pathname (m->path));
1241 } else
1242 strcpy (filename, m->path);
1243
1244 /* If the compression suffix already exists on the filename, don't
1245 * put it on again. This nasty looking strcmp checks to see if the
1246 * compression suffix is at the end of the filename already.
1247 */
1248 if (m->compressed &&
1249 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1250 uncomp[m->compressed][0]))
1251 strcat(filename, uncomp[m->compressed][0]);
1252 make_path_to_file(filename);
1253 } else {
1254 if (!m->tmpname)
1255 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1256 strcpy(filename, m->tmpname);
1257 }
1258 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1259 m->in_memory = MAP_SAVING;
1260
1261 sprintf (filename_s, "%s~", filename);
1262
1263 /* Compress if it isn't a temporary save. Do compress if unique */
1264 if (m->compressed && (m->unique || m->templatemap || flag)) {
1265 char buf[MAX_BUF];
1266 strcpy(buf, uncomp[m->compressed][2]);
1267 strcat(buf, " > ");
1268 strcat(buf, filename_s);
1269 fp = popen(buf, "w");
1270 } else
1271 fp = fopen(filename_s, "w");
1272
1273 if(fp == NULL) {
1274 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1275 return -1;
1276 }
1277
1278 object_freezer freezer (filename);
1279
1280 /* legacy */
1281 fprintf(fp,"arch map\n");
1282 if (m->name) fprintf(fp,"name %s\n", m->name);
1283 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1284 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1285 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1286 /* we unfortunately have no idea if this is a value the creator set
1287 * or a difficulty value we generated when the map was first loaded
1288 */
1289 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1290 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1291 if (m->shopitems) {
1292 print_shop_string(m, shop); 880 print_shop_string (this, shop);
1293 fprintf(fp,"shopitems %s\n", shop); 881 MAP_OUT2 (shopitems, shop);
1294 }
1295 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1296#ifndef WIN32
1297 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1298 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1299#else
1300 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1301 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1302#endif
1303 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1304 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1305 if (m->width) fprintf(fp,"width %d\n", m->width);
1306 if (m->height) fprintf(fp,"height %d\n", m->height);
1307 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1308 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1309 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1310 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1311 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1312 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1313 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1314 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1315 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1316 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1317 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1318 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1319 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1320 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1321 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1322
1323 /* Save any tiling information, except on overlays */
1324 if (flag != 2)
1325 for (i=0; i<4; i++)
1326 if (m->tile_path[i])
1327 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1328
1329 fprintf(fp,"end\n");
1330
1331 /* In the game save unique items in the different file, but
1332 * in the editor save them to the normal map file.
1333 * If unique map, save files in the proper destination (set by
1334 * player)
1335 */
1336 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1337 sprintf (buf,"%s.v00",create_items_path (m->path));
1338 sprintf (buf_s, "%s~", buf);
1339 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1340 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1341 }
1342
1343 object_freezer freezer2 (buf);
1344
1345 if (flag == 2)
1346 save_objects(m, fp, freezer, fp2, freezer2, 2);
1347 else
1348 save_objects (m, fp,freezer, fp2, freezer2, 0);
1349 if (fp2 != NULL) {
1350 if (ftell (fp2) == 0) {
1351 fclose (fp2);
1352 rename (buf_s, buf);
1353 unlink (buf);
1354 } else {
1355 fclose (fp2);
1356 rename (buf_s, buf);
1357 chmod (buf, SAVE_MODE);
1358 } 882 }
1359 }
1360 } else { /* save same file when not playing, like in editor */
1361 save_objects(m, fp, freezer, fp, freezer, 0);
1362 }
1363 883
1364 if (m->compressed && (m->unique || m->templatemap || flag)) 884 MAP_OUT (shopgreed);
1365 pclose(fp); 885 MAP_OUT (shopmin);
1366 else 886 MAP_OUT (shopmax);
1367 fclose(fp); 887 if (shoprace) MAP_OUT (shoprace);
888 MAP_OUT (darkness);
889 MAP_OUT (width);
890 MAP_OUT (height);
891 MAP_OUT (enter_x);
892 MAP_OUT (enter_y);
1368 893
1369 rename (filename_s, filename); 894 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
895 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1370 896
1371 chmod (filename, SAVE_MODE); 897 MAP_OUT (outdoor);
898 MAP_OUT (temp);
899 MAP_OUT (pressure);
900 MAP_OUT (humid);
901 MAP_OUT (windspeed);
902 MAP_OUT (winddir);
903 MAP_OUT (sky);
904
905 MAP_OUT (per_player);
906 MAP_OUT (per_party);
907
908 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
909 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
910 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
911 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
912
913 freezer.put (this);
914 freezer.put (KW_end);
915
916 return true;
917}
918
919bool
920maptile::_save_header (const char *path)
921{
922 object_freezer freezer;
923
924 if (!_save_header (freezer))
1372 return 0; 925 return false;
1373}
1374 926
1375 927 return freezer.save (path);
1376/*
1377 * Remove and free all objects in the inventory of the given object.
1378 * object.c ?
1379 */
1380
1381void clean_object(object *op)
1382{
1383 object *tmp, *next;
1384
1385 for(tmp = op->inv; tmp; tmp = next)
1386 {
1387 next = tmp->below;
1388 clean_object(tmp);
1389 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1390 remove_button_link(tmp);
1391 remove_ob(tmp);
1392 free_object(tmp);
1393 }
1394} 928}
1395 929
1396/* 930/*
1397 * Remove and free all objects in the given map. 931 * Remove and free all objects in the given map.
1398 */ 932 */
933void
934maptile::clear ()
935{
936 if (!spaces)
937 return;
1399 938
1400void free_all_objects(mapstruct *m) { 939 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1401 int i,j; 940 while (object *op = ms->bot)
1402 object *op; 941 {
1403 942 if (op->head)
1404 for(i=0;i<MAP_WIDTH(m);i++)
1405 for(j=0;j<MAP_HEIGHT(m);j++) {
1406 object *previous_obj=NULL;
1407 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1408 if (op==previous_obj) {
1409 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1410 break;
1411 }
1412 previous_obj=op;
1413 if(op->head!=NULL)
1414 op = op->head; 943 op = op->head;
1415 944
1416 /* If the map isn't in memory, free_object will remove and 945 op->destroy_inv (false);
1417 * free objects in op's inventory. So let it do the job. 946 op->destroy ();
1418 */
1419 if (m->in_memory==MAP_IN_MEMORY)
1420 clean_object(op);
1421 remove_ob(op);
1422 free_object(op);
1423 }
1424 }
1425#ifdef MANY_CORES
1426 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1427 * an item on that map was not saved - look for that condition and die as appropriate -
1428 * this leaves more of the map data intact for better debugging.
1429 */
1430 for (op=objects; op!=NULL; op=op->next) {
1431 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1432 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1433 abort();
1434 }
1435 } 947 }
1436#endif 948
949 sfree (spaces, size ()), spaces = 0;
950
951 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0;
953}
954
955void
956maptile::clear_header ()
957{
958 name = 0;
959 msg = 0;
960 maplore = 0;
961 shoprace = 0;
962 delete [] shopitems, shopitems = 0;
963
964 for (int i = 0; i < 4; i++)
965 tile_path [i] = 0;
966}
967
968maptile::~maptile ()
969{
970 assert (destroyed ());
971}
972
973void
974maptile::clear_links_to (maptile *m)
975{
976 /* We need to look through all the maps and see if any maps
977 * are pointing at this one for tiling information. Since
978 * tiling can be asymetric, we just can not look to see which
979 * maps this map tiles with and clears those.
980 */
981 for (int i = 0; i < 4; i++)
982 if (tile_map[i] == m)
983 tile_map[i] = 0;
984}
985
986void
987maptile::do_destroy ()
988{
989 attachable::do_destroy ();
990
991 clear ();
1437} 992}
1438 993
1439/* 994/*
1440 * Frees everything allocated by the given mapstructure. 995 * Updates every button on the map (by calling update_button() for them).
1441 * don't free tmpname - our caller is left to do that
1442 */
1443
1444void free_map(mapstruct *m,int flag) {
1445 int i;
1446
1447 if (!m->in_memory) {
1448 LOG(llevError,"Trying to free freed map.\n");
1449 return;
1450 }
1451 if (flag && m->spaces) free_all_objects(m);
1452 if (m->name) FREE_AND_CLEAR(m->name);
1453 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1454 if (m->msg) FREE_AND_CLEAR(m->msg);
1455 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1456 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1457 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1458 if (m->buttons)
1459 free_objectlinkpt(m->buttons);
1460 m->buttons = NULL;
1461 for (i=0; i<4; i++) {
1462 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1463 m->tile_map[i] = NULL;
1464 }
1465 m->in_memory = MAP_SWAPPED;
1466}
1467
1468/*
1469 * function: vanish mapstruct
1470 * m : pointer to mapstruct, if NULL no action
1471 * this deletes all the data on the map (freeing pointers)
1472 * and then removes this map from the global linked list of maps.
1473 */
1474
1475void delete_map(mapstruct *m) {
1476 mapstruct *tmp, *last;
1477 int i;
1478
1479 if (!m)
1480 return;
1481 if (m->in_memory == MAP_IN_MEMORY) {
1482 /* change to MAP_SAVING, even though we are not,
1483 * so that remove_ob doesn't do as much work.
1484 */ 996 */
1485 m->in_memory = MAP_SAVING; 997void
1486 free_map (m, 1); 998maptile::update_buttons ()
999{
1000 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1001 for (objectlink *ol = obp->link; ol; ol = ol->next)
1002 {
1003 if (!ol->ob)
1004 {
1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1006 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1007 continue;
1008 }
1009
1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011 {
1012 update_button (ol->ob);
1013 break;
1014 }
1487 } 1015 }
1488 /* move this out of free_map, since tmpname can still be needed if
1489 * the map is swapped out.
1490 */
1491 if (m->tmpname) {
1492 free(m->tmpname);
1493 m->tmpname=NULL;
1494 }
1495 last = NULL;
1496 /* We need to look through all the maps and see if any maps
1497 * are pointing at this one for tiling information. Since
1498 * tiling can be assymetric, we just can not look to see which
1499 * maps this map tiles with and clears those.
1500 */
1501 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1502 if (tmp->next == m) last = tmp;
1503
1504 /* This should hopefully get unrolled on a decent compiler */
1505 for (i=0; i<4; i++)
1506 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1507 }
1508
1509 /* If last is null, then this should be the first map in the list */
1510 if (!last) {
1511 if (m == first_map)
1512 first_map = m->next;
1513 else
1514 /* m->path is a static char, so should hopefully still have
1515 * some useful data in it.
1516 */
1517 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1518 m->path);
1519 }
1520 else
1521 last->next = m->next;
1522
1523 free (m);
1524} 1016}
1525
1526
1527
1528/*
1529 * Makes sure the given map is loaded and swapped in.
1530 * name is path name of the map.
1531 * flags meaning:
1532 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1533 * and don't do unique items or the like.
1534 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1535 * dont do any more name translation on it.
1536 *
1537 * Returns a pointer to the given map.
1538 */
1539
1540mapstruct *ready_map_name(const char *name, int flags) {
1541 mapstruct *m;
1542
1543 if (!name)
1544 return (NULL);
1545
1546 /* Have we been at this level before? */
1547 m = has_been_loaded (name);
1548
1549 /* Map is good to go, so just return it */
1550 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1551 return m;
1552 }
1553
1554 /* unique maps always get loaded from their original location, and never
1555 * a temp location. Likewise, if map_flush is set, or we have never loaded
1556 * this map, load it now. I removed the reset checking from here -
1557 * it seems the probability of a player trying to enter a map that should
1558 * reset but hasn't yet is quite low, and removing that makes this function
1559 * a bit cleaner (and players probably shouldn't rely on exact timing for
1560 * resets in any case - if they really care, they should use the 'maps command.
1561 */
1562 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1563
1564 /* first visit or time to reset */
1565 if (m) {
1566 clean_tmp_map(m); /* Doesn't make much difference */
1567 delete_map(m);
1568 }
1569
1570 /* create and load a map */
1571 if (flags & MAP_PLAYER_UNIQUE)
1572 LOG(llevDebug, "Trying to load map %s.\n", name);
1573 else
1574 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1575
1576 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1577 return (NULL);
1578
1579 fix_auto_apply(m); /* Chests which open as default */
1580
1581 /* If a player unique map, no extra unique object file to load.
1582 * if from the editor, likewise.
1583 */
1584 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1585 load_unique_objects(m);
1586
1587 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1588 m=load_overlay_map(name, m);
1589 if (m==NULL)
1590 return NULL;
1591 }
1592
1593 } else {
1594 /* If in this loop, we found a temporary map, so load it up. */
1595
1596 m=load_temporary_map (m);
1597 if(m==NULL) return NULL;
1598 load_unique_objects(m);
1599
1600 clean_tmp_map(m);
1601 m->in_memory = MAP_IN_MEMORY;
1602 /* tempnam() on sun systems (probably others) uses malloc
1603 * to allocated space for the string. Free it here.
1604 * In some cases, load_temporary_map above won't find the
1605 * temporary map, and so has reloaded a new map. If that
1606 * is the case, tmpname is now null
1607 */
1608 if (m->tmpname) free(m->tmpname);
1609 m->tmpname = NULL;
1610 /* It's going to be saved anew anyway */
1611 }
1612
1613 /* Below here is stuff common to both first time loaded maps and
1614 * temp maps.
1615 */
1616
1617 decay_objects(m); /* start the decay */
1618 /* In case other objects press some buttons down */
1619 update_buttons(m);
1620 if (m->outdoor)
1621 set_darkness_map(m);
1622 /* run the weather over this map */
1623 weather_effect(name);
1624 return m;
1625}
1626
1627 1017
1628/* 1018/*
1629 * This routine is supposed to find out the difficulty of the map. 1019 * This routine is supposed to find out the difficulty of the map.
1630 * difficulty does not have a lot to do with character level, 1020 * difficulty does not have a lot to do with character level,
1631 * but does have a lot to do with treasure on the map. 1021 * but does have a lot to do with treasure on the map.
1633 * Difficulty can now be set by the map creature. If the value stored 1023 * Difficulty can now be set by the map creature. If the value stored
1634 * in the map is zero, then use this routine. Maps should really 1024 * in the map is zero, then use this routine. Maps should really
1635 * have a difficulty set than using this function - human calculation 1025 * have a difficulty set than using this function - human calculation
1636 * is much better than this functions guesswork. 1026 * is much better than this functions guesswork.
1637 */ 1027 */
1638 1028int
1639int calculate_difficulty(mapstruct *m) { 1029maptile::estimate_difficulty () const
1640 object *op; 1030{
1641 archetype *at;
1642 int x, y, i, diff;
1643 long monster_cnt = 0; 1031 long monster_cnt = 0;
1644 double avgexp = 0; 1032 double avgexp = 0;
1645 sint64 total_exp = 0; 1033 sint64 total_exp = 0;
1646 1034
1647 if (MAP_DIFFICULTY (m)) 1035 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1648 { 1036 for (object *op = ms->bot; op; op = op->above)
1649 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1650 return MAP_DIFFICULTY (m);
1651 }
1652
1653 for(x = 0; x < MAP_WIDTH(m); x++)
1654 for(y = 0; y < MAP_HEIGHT(m); y++)
1655 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1656 { 1037 {
1657 if(QUERY_FLAG (op, FLAG_MONSTER)) 1038 if (QUERY_FLAG (op, FLAG_MONSTER))
1658 { 1039 {
1659 total_exp += op->stats.exp; 1040 total_exp += op->stats.exp;
1660 monster_cnt++; 1041 monster_cnt++;
1661 } 1042 }
1662 1043
1663 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1044 if (QUERY_FLAG (op, FLAG_GENERATOR))
1664 { 1045 {
1665 total_exp += op->stats.exp; 1046 total_exp += op->stats.exp;
1047
1666 at = type_to_archetype(GENERATE_TYPE (op)); 1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1667
1668 if(at != NULL)
1669 total_exp += at->clone.stats.exp * 8; 1049 total_exp += at->clone.stats.exp * 8;
1670 1050
1671 monster_cnt++; 1051 monster_cnt++;
1672 } 1052 }
1673 } 1053 }
1674 1054
1675 avgexp = (double) total_exp / monster_cnt; 1055 avgexp = (double) total_exp / monster_cnt;
1676 1056
1677 for (i = 1; i <= settings.max_level; i++) 1057 for (int i = 1; i <= settings.max_level; i++)
1678 {
1679 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1058 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1680 {
1681 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1682 return i; 1059 return i;
1683 }
1684 }
1685 1060
1686 return 1; 1061 return 1;
1687}
1688
1689void clean_tmp_map(mapstruct *m) {
1690 if(m->tmpname == NULL)
1691 return;
1692 INVOKE_MAP (CLEAN, m);
1693 (void) unlink(m->tmpname);
1694}
1695
1696void free_all_maps(void)
1697{
1698 int real_maps=0;
1699
1700 while (first_map) {
1701 /* I think some of the callers above before it gets here set this to be
1702 * saving, but we still want to free this data
1703 */
1704 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1705 delete_map(first_map);
1706 real_maps++;
1707 }
1708 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1709} 1062}
1710 1063
1711/* change_map_light() - used to change map light level (darkness) 1064/* change_map_light() - used to change map light level (darkness)
1712 * up or down. Returns true if successful. It should now be 1065 * up or down. Returns true if successful. It should now be
1713 * possible to change a value by more than 1. 1066 * possible to change a value by more than 1.
1714 * Move this from los.c to map.c since this is more related 1067 * Move this from los.c to map.c since this is more related
1715 * to maps than los. 1068 * to maps than los.
1716 * postive values make it darker, negative make it brighter 1069 * postive values make it darker, negative make it brighter
1717 */ 1070 */
1718 1071int
1719int change_map_light(mapstruct *m, int change) { 1072maptile::change_map_light (int change)
1073{
1720 int new_level = m->darkness + change; 1074 int new_level = darkness + change;
1721 1075
1722 /* Nothing to do */ 1076 /* Nothing to do */
1723 if(!change || (new_level <= 0 && m->darkness == 0) || 1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1724 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1725 return 0; 1078 return 0;
1726 }
1727 1079
1728 /* inform all players on the map */ 1080 /* inform all players on the map */
1729 if (change>0) 1081 if (change > 0)
1730 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1731 else 1083 else
1732 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1733 1085
1734 /* Do extra checking. since m->darkness is a unsigned value, 1086 /* Do extra checking. since darkness is a unsigned value,
1735 * we need to be extra careful about negative values. 1087 * we need to be extra careful about negative values.
1736 * In general, the checks below are only needed if change 1088 * In general, the checks below are only needed if change
1737 * is not +/-1 1089 * is not +/-1
1738 */ 1090 */
1739 if (new_level < 0) m->darkness = 0; 1091 if (new_level < 0)
1740 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1741 else m->darkness=new_level; 1096 darkness = new_level;
1742 1097
1743 /* All clients need to get re-updated for the change */ 1098 /* All clients need to get re-updated for the change */
1744 update_all_map_los(m); 1099 update_all_map_los (this);
1745 return 1; 1100 return 1;
1746} 1101}
1747
1748 1102
1749/* 1103/*
1750 * This function updates various attributes about a specific space 1104 * This function updates various attributes about a specific space
1751 * on the map (what it looks like, whether it blocks magic, 1105 * on the map (what it looks like, whether it blocks magic,
1752 * has a living creatures, prevents people from passing 1106 * has a living creatures, prevents people from passing
1753 * through, etc) 1107 * through, etc)
1754 */ 1108 */
1755void update_position (mapstruct *m, int x, int y) { 1109void
1110mapspace::update_ ()
1111{
1756 object *tmp, *last = NULL; 1112 object *tmp, *last = 0;
1757 uint8 flags = 0, oldflags, light=0, anywhere=0; 1113 uint8 flags = 0, light = 0, anywhere = 0;
1758 New_Face *top,*floor, *middle; 1114 New_Face *top, *floor, *middle;
1759 object *top_obj, *floor_obj, *middle_obj; 1115 object *top_obj, *floor_obj, *middle_obj;
1760 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1761 1117
1762 oldflags = GET_MAP_FLAGS(m,x,y);
1763 if (!(oldflags & P_NEED_UPDATE)) {
1764 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1765 m->path, x, y);
1766 return;
1767 }
1768
1769 middle=blank_face; 1118 middle = blank_face;
1770 top=blank_face; 1119 top = blank_face;
1771 floor=blank_face; 1120 floor = blank_face;
1772 1121
1773 middle_obj = NULL; 1122 middle_obj = 0;
1774 top_obj = NULL; 1123 top_obj = 0;
1775 floor_obj = NULL; 1124 floor_obj = 0;
1776 1125
1777 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1778 1127 {
1779 /* This could be made additive I guess (two lights better than 1128 /* This could be made additive I guess (two lights better than
1780 * one). But if so, it shouldn't be a simple additive - 2 1129 * one). But if so, it shouldn't be a simple additive - 2
1781 * light bulbs do not illuminate twice as far as once since 1130 * light bulbs do not illuminate twice as far as once since
1782 * it is a disapation factor that is squared (or is it cubed?) 1131 * it is a dissapation factor that is cubed.
1783 */ 1132 */
1784 if (tmp->glow_radius > light) light = tmp->glow_radius; 1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius;
1785 1135
1786 /* This call is needed in order to update objects the player 1136 /* This call is needed in order to update objects the player
1787 * is standing in that have animations (ie, grass, fire, etc). 1137 * is standing in that have animations (ie, grass, fire, etc).
1788 * However, it also causes the look window to be re-drawn 1138 * However, it also causes the look window to be re-drawn
1789 * 3 times each time the player moves, because many of the 1139 * 3 times each time the player moves, because many of the
1790 * functions the move_player calls eventualy call this. 1140 * functions the move_player calls eventualy call this.
1791 * 1141 *
1792 * Always put the player down for drawing. 1142 * Always put the player down for drawing.
1793 */ 1143 */
1794 if (!tmp->invisible) { 1144 if (!tmp->invisible)
1145 {
1795 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1796 top = tmp->face; 1147 {
1797 top_obj = tmp; 1148 top = tmp->face;
1798 } 1149 top_obj = tmp;
1150 }
1799 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 {
1800 /* If we got a floor, that means middle and top were below it, 1153 /* If we got a floor, that means middle and top were below it,
1801 * so should not be visible, so we clear them. 1154 * so should not be visible, so we clear them.
1802 */ 1155 */
1803 middle=blank_face; 1156 middle = blank_face;
1804 top=blank_face; 1157 top = blank_face;
1805 floor = tmp->face; 1158 floor = tmp->face;
1806 floor_obj = tmp; 1159 floor_obj = tmp;
1807 } 1160 }
1808 /* Flag anywhere have high priority */ 1161 /* Flag anywhere have high priority */
1809 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1810 middle = tmp->face; 1163 {
1164 middle = tmp->face;
1811 1165
1812 middle_obj = tmp; 1166 middle_obj = tmp;
1813 anywhere =1; 1167 anywhere = 1;
1814 } 1168 }
1815 /* Find the highest visible face around. If equal 1169 /* Find the highest visible face around. If equal
1816 * visibilities, we still want the one nearer to the 1170 * visibilities, we still want the one nearer to the
1817 * top 1171 * top
1818 */ 1172 */
1819 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174 {
1820 middle = tmp->face; 1175 middle = tmp->face;
1821 middle_obj = tmp; 1176 middle_obj = tmp;
1822 } 1177 }
1823 } 1178 }
1179
1824 if (tmp==tmp->above) { 1180 if (tmp == tmp->above)
1181 {
1825 LOG(llevError, "Error in structure of map\n"); 1182 LOG (llevError, "Error in structure of map\n");
1826 exit (-1); 1183 exit (-1);
1827 }
1828 1184 }
1185
1829 move_slow |= tmp->move_slow; 1186 move_slow |= tmp->move_slow;
1830 move_block |= tmp->move_block; 1187 move_block |= tmp->move_block;
1831 move_on |= tmp->move_on; 1188 move_on |= tmp->move_on;
1832 move_off |= tmp->move_off; 1189 move_off |= tmp->move_off;
1833 move_allow |= tmp->move_allow; 1190 move_allow |= tmp->move_allow;
1834 1191
1835 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1836 flags |= P_IS_ALIVE; 1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1837 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1194 if (tmp->type == PLAYER) flags |= P_PLAYER;
1838 flags |= P_NO_MAGIC; 1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1839 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1840 flags |= P_NO_CLERIC; 1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1841 if (tmp->type == SAFE_GROUND)
1842 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1843
1844 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1845 flags |= P_BLOCKSVIEW;
1846 } /* for stack of objects */
1847
1848 /* we don't want to rely on this function to have accurate flags, but
1849 * since we're already doing the work, we calculate them here.
1850 * if they don't match, logic is broken someplace.
1851 */
1852 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1853 (!(oldflags & P_NO_ERROR))) {
1854 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1855 m->path, x, y,
1856 (oldflags & ~P_NEED_UPDATE), flags);
1857 } 1198 }
1858 SET_MAP_FLAGS(m, x, y, flags);
1859 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1860 SET_MAP_MOVE_ON(m, x, y, move_on);
1861 SET_MAP_MOVE_OFF(m, x, y, move_off);
1862 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1863 1199
1200 this->light = light;
1201 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on;
1204 this->move_off = move_off;
1205 this->move_slow = move_slow;
1206
1864 /* At this point, we have a floor face (if there is a floor), 1207 /* At this point, we have a floor face (if there is a floor),
1865 * and the floor is set - we are not going to touch it at 1208 * and the floor is set - we are not going to touch it at
1866 * this point. 1209 * this point.
1867 * middle contains the highest visibility face. 1210 * middle contains the highest visibility face.
1868 * top contains a player/monster face, if there is one. 1211 * top contains a player/monster face, if there is one.
1869 * 1212 *
1870 * We now need to fill in top.face and/or middle.face. 1213 * We now need to fill in top.face and/or middle.face.
1871 */ 1214 */
1872 1215
1873 /* If the top face also happens to be high visibility, re-do our 1216 /* If the top face also happens to be high visibility, re-do our
1874 * middle face. This should not happen, as we already have the 1217 * middle face. This should not happen, as we already have the
1875 * else statement above so middle should not get set. OTOH, it 1218 * else statement above so middle should not get set. OTOH, it
1876 * may be possible for the faces to match but be different objects. 1219 * may be possible for the faces to match but be different objects.
1877 */ 1220 */
1878 if (top == middle) middle=blank_face; 1221 if (top == middle)
1222 middle = blank_face;
1879 1223
1880 /* There are three posibilities at this point: 1224 /* There are three posibilities at this point:
1881 * 1) top face is set, need middle to be set. 1225 * 1) top face is set, need middle to be set.
1882 * 2) middle is set, need to set top. 1226 * 2) middle is set, need to set top.
1883 * 3) neither middle or top is set - need to set both. 1227 * 3) neither middle or top is set - need to set both.
1884 */ 1228 */
1885 1229
1886 for (tmp=last; tmp; tmp=tmp->below) { 1230 for (tmp = last; tmp; tmp = tmp->below)
1231 {
1887 /* Once we get to a floor, stop, since we already have a floor object */ 1232 /* Once we get to a floor, stop, since we already have a floor object */
1888 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break;
1889 1235
1890 /* If two top faces are already set, quit processing */ 1236 /* If two top faces are already set, quit processing */
1891 if ((top != blank_face) && (middle != blank_face)) break; 1237 if ((top != blank_face) && (middle != blank_face))
1238 break;
1892 1239
1893 /* Only show visible faces, unless its the editor - show all */ 1240 /* Only show visible faces */
1894 if (!tmp->invisible || editor) { 1241 if (!tmp->invisible)
1242 {
1895 /* Fill in top if needed */ 1243 /* Fill in top if needed */
1896 if (top == blank_face) { 1244 if (top == blank_face)
1897 top = tmp->face; 1245 {
1898 top_obj = tmp; 1246 top = tmp->face;
1899 if (top == middle) middle=blank_face; 1247 top_obj = tmp;
1900 } else { 1248 if (top == middle)
1249 middle = blank_face;
1250 }
1251 else
1252 {
1901 /* top is already set - we should only get here if 1253 /* top is already set - we should only get here if
1902 * middle is not set 1254 * middle is not set
1903 * 1255 *
1904 * Set the middle face and break out, since there is nothing 1256 * Set the middle face and break out, since there is nothing
1905 * more to fill in. We don't check visiblity here, since 1257 * more to fill in. We don't check visiblity here, since
1906 * 1258 *
1907 */ 1259 */
1908 if (tmp->face != top ) { 1260 if (tmp->face != top)
1909 middle = tmp->face; 1261 {
1910 middle_obj = tmp; 1262 middle = tmp->face;
1911 break; 1263 middle_obj = tmp;
1912 } 1264 break;
1265 }
1266 }
1267 }
1913 } 1268 }
1914 } 1269
1915 } 1270 if (middle == floor)
1916 if (middle == floor) middle = blank_face;
1917 if (top == middle) middle = blank_face;
1918 SET_MAP_FACE(m,x,y,top,0);
1919 if(top != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1923 SET_MAP_FACE(m,x,y,middle,1);
1924 if(middle != blank_face) 1271 middle = blank_face;
1925 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1926 else
1927 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1928 SET_MAP_FACE(m,x,y,floor,2);
1929 if(floor != blank_face)
1930 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1931 else
1932 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1933 SET_MAP_LIGHT(m,x,y,light);
1934}
1935 1272
1273 if (top == middle)
1274 middle = blank_face;
1936 1275
1937void set_map_reset_time(mapstruct *map) { 1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1938 int timeout; 1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1939 1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1940 timeout = MAP_RESET_TIMEOUT(map);
1941 if (timeout <= 0)
1942 timeout = MAP_DEFAULTRESET;
1943 if (timeout >= MAP_MAXRESET)
1944 timeout = MAP_MAXRESET;
1945 MAP_WHEN_RESET(map) = seconds()+timeout;
1946} 1279}
1947 1280
1948/* this updates the orig_map->tile_map[tile_num] value after loading 1281/* this updates the orig_map->tile_map[tile_num] value after finding
1949 * the map. It also takes care of linking back the freshly loaded 1282 * the map. It also takes care of linking back the freshly found
1950 * maps tile_map values if it tiles back to this one. It returns 1283 * maps tile_map values if it tiles back to this one. It returns
1951 * the value of orig_map->tile_map[tile_num]. It really only does this 1284 * the value of orig_map->tile_map[tile_num].
1952 * so that it is easier for calling functions to verify success.
1953 */ 1285 */
1954 1286static inline maptile *
1955static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1287find_and_link (maptile *orig_map, int tile_num)
1956{ 1288{
1289 maptile *mp = orig_map->tile_map [tile_num];
1290
1291 if (!mp)
1292 {
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294
1295 if (!mp)
1296 {
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 }
1305
1957 int dest_tile = (tile_num +2) % 4; 1306 int dest_tile = (tile_num + 2) % 4;
1958 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1959 1307
1960 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1308 orig_map->tile_map [tile_num] = mp;
1961 1309
1962 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1310 // optimisation: back-link map to origin map if euclidean
1963 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1311 //TODO: non-euclidean maps MUST GO
1964 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1965 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1966 1314
1967 return orig_map->tile_map[tile_num]; 1315 return mp;
1316}
1317
1318static inline void
1319load_and_link (maptile *orig_map, int tile_num)
1320{
1321 find_and_link (orig_map, tile_num)->load_sync ();
1968} 1322}
1969 1323
1970/* this returns TRUE if the coordinates (x,y) are out of 1324/* this returns TRUE if the coordinates (x,y) are out of
1971 * map m. This function also takes into account any 1325 * map m. This function also takes into account any
1972 * tiling considerations, loading adjacant maps as needed. 1326 * tiling considerations, loading adjacant maps as needed.
1973 * This is the function should always be used when it 1327 * This is the function should always be used when it
1974 * necessary to check for valid coordinates. 1328 * necessary to check for valid coordinates.
1975 * This function will recursively call itself for the 1329 * This function will recursively call itself for the
1976 * tiled maps. 1330 * tiled maps.
1977 * 1331 */
1978 * 1332int
1979 */
1980int out_of_map(mapstruct *m, int x, int y) 1333out_of_map (maptile *m, int x, int y)
1981{ 1334{
1982
1983 /* If we get passed a null map, this is obviously the 1335 /* If we get passed a null map, this is obviously the
1984 * case. This generally shouldn't happen, but if the 1336 * case. This generally shouldn't happen, but if the
1985 * map loads fail below, it could happen. 1337 * map loads fail below, it could happen.
1986 */ 1338 */
1987 if (!m) return 0; 1339 if (!m)
1988
1989 if (x<0) {
1990 if (!m->tile_path[3]) return 1;
1991 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1992 load_and_link_tiled_map(m, 3);
1993 }
1994 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1995 }
1996 if (x>=MAP_WIDTH(m)) {
1997 if (!m->tile_path[1]) return 1;
1998 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1999 load_and_link_tiled_map(m, 1);
2000 }
2001 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
2002 }
2003 if (y<0) {
2004 if (!m->tile_path[0]) return 1;
2005 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
2006 load_and_link_tiled_map(m, 0);
2007 }
2008 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
2009 }
2010 if (y>=MAP_HEIGHT(m)) {
2011 if (!m->tile_path[2]) return 1;
2012 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2013 load_and_link_tiled_map(m, 2);
2014 }
2015 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2016 }
2017
2018 /* Simple case - coordinates are within this local
2019 * map.
2020 */
2021 return 0; 1340 return 0;
1341
1342 if (x < 0)
1343 {
1344 if (!m->tile_path[3])
1345 return 1;
1346
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 }
1352
1353 if (x >= m->width)
1354 {
1355 if (!m->tile_path[1])
1356 return 1;
1357
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 return out_of_map (m->tile_map[1], x - m->width, y);
1362 }
1363
1364 if (y < 0)
1365 {
1366 if (!m->tile_path[0])
1367 return 1;
1368
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 }
1374
1375 if (y >= m->height)
1376 {
1377 if (!m->tile_path[2])
1378 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382
1383 return out_of_map (m->tile_map[2], x, y - m->height);
1384 }
1385
1386 /* Simple case - coordinates are within this local
1387 * map.
1388 */
1389 return 0;
2022} 1390}
2023 1391
2024/* This is basically the same as out_of_map above, but 1392/* This is basically the same as out_of_map above, but
2025 * instead we return NULL if no map is valid (coordinates 1393 * instead we return NULL if no map is valid (coordinates
2026 * out of bounds and no tiled map), otherwise it returns 1394 * out of bounds and no tiled map), otherwise it returns
2027 * the map as that the coordinates are really on, and 1395 * the map as that the coordinates are really on, and
2028 * updates x and y to be the localized coordinates. 1396 * updates x and y to be the localised coordinates.
2029 * Using this is more efficient of calling out_of_map 1397 * Using this is more efficient of calling out_of_map
2030 * and then figuring out what the real map is 1398 * and then figuring out what the real map is
2031 */ 1399 */
2032mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1400maptile *
1401maptile::xy_find (sint16 &x, sint16 &y)
2033{ 1402{
2034 1403 if (x < 0)
2035 if (*x<0) {
2036 if (!m->tile_path[3]) return NULL;
2037 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2038 load_and_link_tiled_map(m, 3);
2039
2040 *x += MAP_WIDTH(m->tile_map[3]);
2041 return (get_map_from_coord(m->tile_map[3], x, y));
2042 } 1404 {
2043 if (*x>=MAP_WIDTH(m)) { 1405 if (!tile_path[3])
2044 if (!m->tile_path[1]) return NULL; 1406 return 0;
2045 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2046 load_and_link_tiled_map(m, 1);
2047 1407
2048 *x -= MAP_WIDTH(m); 1408 find_and_link (this, 3);
2049 return (get_map_from_coord(m->tile_map[1], x, y)); 1409 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y);
1411 }
1412
1413 if (x >= width)
2050 } 1414 {
2051 if (*y<0) { 1415 if (!tile_path[1])
2052 if (!m->tile_path[0]) return NULL; 1416 return 0;
2053 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2054 load_and_link_tiled_map(m, 0);
2055 1417
2056 *y += MAP_HEIGHT(m->tile_map[0]); 1418 find_and_link (this, 1);
2057 return (get_map_from_coord(m->tile_map[0], x, y)); 1419 x -= width;
1420 return tile_map[1]->xy_find (x, y);
1421 }
1422
1423 if (y < 0)
2058 } 1424 {
2059 if (*y>=MAP_HEIGHT(m)) { 1425 if (!tile_path[0])
2060 if (!m->tile_path[2]) return NULL; 1426 return 0;
2061 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2062 load_and_link_tiled_map(m, 2);
2063 1427
2064 *y -= MAP_HEIGHT(m); 1428 find_and_link (this, 0);
2065 return (get_map_from_coord(m->tile_map[2], x, y)); 1429 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y);
1431 }
1432
1433 if (y >= height)
2066 } 1434 {
1435 if (!tile_path[2])
1436 return 0;
2067 1437
1438 find_and_link (this, 2);
1439 y -= height;
1440 return tile_map[2]->xy_find (x, y);
1441 }
1442
2068 /* Simple case - coordinates are within this local 1443 /* Simple case - coordinates are within this local
2069 * map. 1444 * map.
2070 */ 1445 */
2071 1446 return this;
2072 return m;
2073} 1447}
2074 1448
2075/** 1449/**
2076 * Return whether map2 is adjacent to map1. If so, store the distance from 1450 * Return whether map2 is adjacent to map1. If so, store the distance from
2077 * map1 to map2 in dx/dy. 1451 * map1 to map2 in dx/dy.
2078 */ 1452 */
1453static int
2079static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{
2080 if (!map1 || !map2) 1456 if (!map1 || !map2)
2081 return 0; 1457 return 0;
2082 1458
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!)
2083 if (map1 == map2) { 1461 if (map1 == map2)
1462 {
2084 *dx = 0; 1463 *dx = 0;
2085 *dy = 0; 1464 *dy = 0;
2086 1465 }
2087 } else if (map1->tile_map[0] == map2) { /* up */ 1466 else if (map1->tile_map[0] == map2)
1467 { /* up */
2088 *dx = 0; 1468 *dx = 0;
2089 *dy = -MAP_HEIGHT(map2); 1469 *dy = -map2->height;
1470 }
2090 } else if (map1->tile_map[1] == map2) { /* right */ 1471 else if (map1->tile_map[1] == map2)
2091 *dx = MAP_WIDTH(map1); 1472 { /* right */
1473 *dx = map1->width;
2092 *dy = 0; 1474 *dy = 0;
1475 }
2093 } else if (map1->tile_map[2] == map2) { /* down */ 1476 else if (map1->tile_map[2] == map2)
1477 { /* down */
2094 *dx = 0; 1478 *dx = 0;
2095 *dy = MAP_HEIGHT(map1); 1479 *dy = map1->height;
1480 }
2096 } else if (map1->tile_map[3] == map2) { /* left */ 1481 else if (map1->tile_map[3] == map2)
2097 *dx = -MAP_WIDTH(map2); 1482 { /* left */
1483 *dx = -map2->width;
2098 *dy = 0; 1484 *dy = 0;
2099 1485 }
2100 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1486 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1487 { /* up right */
2101 *dx = MAP_WIDTH(map1->tile_map[0]); 1488 *dx = map1->tile_map[0]->width;
2102 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1489 *dy = -map1->tile_map[0]->height;
1490 }
2103 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1491 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2104 *dx = -MAP_WIDTH(map2); 1492 { /* up left */
2105 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1493 *dx = -map2->width;
1494 *dy = -map1->tile_map[0]->height;
1495 }
2106 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1496 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2107 *dx = MAP_WIDTH(map1); 1497 { /* right up */
2108 *dy = -MAP_HEIGHT(map2); 1498 *dx = map1->width;
1499 *dy = -map2->height;
1500 }
2109 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1501 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2110 *dx = MAP_WIDTH(map1); 1502 { /* right down */
2111 *dy = MAP_HEIGHT(map1->tile_map[1]); 1503 *dx = map1->width;
1504 *dy = map1->tile_map[1]->height;
1505 }
2112 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1506 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1507 { /* down right */
2113 *dx = MAP_WIDTH(map1->tile_map[2]); 1508 *dx = map1->tile_map[2]->width;
2114 *dy = MAP_HEIGHT(map1); 1509 *dy = map1->height;
1510 }
2115 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1511 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2116 *dx = -MAP_WIDTH(map2); 1512 { /* down left */
2117 *dy = MAP_HEIGHT(map1); 1513 *dx = -map2->width;
1514 *dy = map1->height;
1515 }
2118 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1516 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1517 { /* left up */
2119 *dx = -MAP_WIDTH(map1->tile_map[3]); 1518 *dx = -map1->tile_map[3]->width;
2120 *dy = -MAP_HEIGHT(map2); 1519 *dy = -map2->height;
1520 }
2121 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1521 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1522 { /* left down */
2122 *dx = -MAP_WIDTH(map1->tile_map[3]); 1523 *dx = -map1->tile_map[3]->width;
2123 *dy = MAP_HEIGHT(map1->tile_map[3]); 1524 *dy = map1->tile_map[3]->height;
2124
2125 } else { /* not "adjacent" enough */
2126 return 0;
2127 } 1525 }
2128 1526 else
2129 return 1; 1527 return 0;
1528
1529 return 1;
1530}
1531
1532maptile *
1533maptile::xy_load (sint16 &x, sint16 &y)
1534{
1535 maptile *map = xy_find (x, y);
1536
1537 if (map)
1538 map->load_sync ();
1539
1540 return map;
1541}
1542
1543maptile *
1544get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1545{
1546 return m->xy_load (*x, *y);
2130} 1547}
2131 1548
2132/* From map.c 1549/* From map.c
2133 * This is used by get_player to determine where the other 1550 * This is used by get_player to determine where the other
2134 * creature is. get_rangevector takes into account map tiling, 1551 * creature is. get_rangevector takes into account map tiling,
2147 * be unexpected 1564 * be unexpected
2148 * 1565 *
2149 * currently, the only flag supported (0x1) is don't translate for 1566 * currently, the only flag supported (0x1) is don't translate for
2150 * closest body part of 'op1' 1567 * closest body part of 'op1'
2151 */ 1568 */
2152 1569void
2153void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{
2154 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 {
2155 /* be conservative and fill in _some_ data */ 1574 /* be conservative and fill in _some_ data */
2156 retval->distance = 100000; 1575 retval->distance = 100000;
2157 retval->distance_x = 32767; 1576 retval->distance_x = 32767;
2158 retval->distance_y = 32767; 1577 retval->distance_y = 32767;
2159 retval->direction = 0; 1578 retval->direction = 0;
2160 retval->part = 0; 1579 retval->part = 0;
2161 } else { 1580 }
1581 else
1582 {
2162 object *best; 1583 object *best;
2163 1584
2164 retval->distance_x += op2->x-op1->x; 1585 retval->distance_x += op2->x - op1->x;
2165 retval->distance_y += op2->y-op1->y; 1586 retval->distance_y += op2->y - op1->y;
2166 1587
2167 best = op1; 1588 best = op1;
2168 /* If this is multipart, find the closest part now */ 1589 /* If this is multipart, find the closest part now */
2169 if (!(flags&0x1) && op1->more) { 1590 if (!(flags & 0x1) && op1->more)
1591 {
2170 object *tmp; 1592 object *tmp;
2171 int best_distance = retval->distance_x*retval->distance_x+ 1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2172 retval->distance_y*retval->distance_y, tmpi;
2173 1594
2174 /* we just take the offset of the piece to head to figure 1595 /* we just take the offset of the piece to head to figure
2175 * distance instead of doing all that work above again 1596 * distance instead of doing all that work above again
2176 * since the distance fields we set above are positive in the 1597 * since the distance fields we set above are positive in the
2177 * same axis as is used for multipart objects, the simply arithmetic 1598 * same axis as is used for multipart objects, the simply arithmetic
2178 * below works. 1599 * below works.
2179 */ 1600 */
2180 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1602 {
2181 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2182 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2183 if (tmpi < best_distance) { 1605 if (tmpi < best_distance)
1606 {
2184 best_distance = tmpi; 1607 best_distance = tmpi;
2185 best = tmp; 1608 best = tmp;
2186 } 1609 }
2187 } 1610 }
2188 if (best != op1) { 1611 if (best != op1)
1612 {
2189 retval->distance_x += op1->x-best->x; 1613 retval->distance_x += op1->x - best->x;
2190 retval->distance_y += op1->y-best->y; 1614 retval->distance_y += op1->y - best->y;
2191 } 1615 }
2192 } 1616 }
2193 retval->part = best; 1617 retval->part = best;
2194 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1618 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2195 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2196 } 1620 }
2197} 1621}
2198 1622
2199/* this is basically the same as get_rangevector above, but instead of 1623/* this is basically the same as get_rangevector above, but instead of
2200 * the first parameter being an object, it instead is the map 1624 * the first parameter being an object, it instead is the map
2205 * be more consistant with the above function and also in case they are needed 1629 * be more consistant with the above function and also in case they are needed
2206 * for something in the future. Also, since no object is pasted, the best 1630 * for something in the future. Also, since no object is pasted, the best
2207 * field of the rv_vector is set to NULL. 1631 * field of the rv_vector is set to NULL.
2208 */ 1632 */
2209 1633
1634void
2210void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1635get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1636{
2211 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1637 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1638 {
2212 /* be conservative and fill in _some_ data */ 1639 /* be conservative and fill in _some_ data */
2213 retval->distance = 100000; 1640 retval->distance = 100000;
2214 retval->distance_x = 32767; 1641 retval->distance_x = 32767;
2215 retval->distance_y = 32767; 1642 retval->distance_y = 32767;
2216 retval->direction = 0; 1643 retval->direction = 0;
2217 retval->part = 0; 1644 retval->part = 0;
2218 } else { 1645 }
1646 else
1647 {
2219 retval->distance_x += op2->x-x; 1648 retval->distance_x += op2->x - x;
2220 retval->distance_y += op2->y-y; 1649 retval->distance_y += op2->y - y;
2221 1650
2222 retval->part = NULL; 1651 retval->part = NULL;
2223 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1652 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2224 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1653 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2225 } 1654 }
2226} 1655}
2227 1656
2228/* Returns true of op1 and op2 are effectively on the same map 1657/* Returns true of op1 and op2 are effectively on the same map
2229 * (as related to map tiling). Note that this looks for a path from 1658 * (as related to map tiling). Note that this looks for a path from
2230 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1659 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2231 * to op1, this will still return false. 1660 * to op1, this will still return false.
2232 * Note we only look one map out to keep the processing simple 1661 * Note we only look one map out to keep the processing simple
2233 * and efficient. This could probably be a macro. 1662 * and efficient. This could probably be a macro.
2234 * MSW 2001-08-05 1663 * MSW 2001-08-05
2235 */ 1664 */
1665int
2236int on_same_map(const object *op1, const object *op2) { 1666on_same_map (const object *op1, const object *op2)
1667{
2237 int dx, dy; 1668 int dx, dy;
2238 1669
2239 return adjacent_map(op1->map, op2->map, &dx, &dy); 1670 return adjacent_map (op1->map, op2->map, &dx, &dy);
2240} 1671}
1672
1673object *
1674maptile::insert (object *op, int x, int y, object *originator, int flags)
1675{
1676 if (!op->flag [FLAG_REMOVED])
1677 op->remove ();
1678
1679 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1680}
1681

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