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Comparing deliantra/server/common/map.C (file contents):
Revision 1.25 by root, Mon Sep 4 17:36:12 2006 UTC vs.
Revision 1.62 by root, Sun Dec 31 22:23:11 2006 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.25 2006/09/04 17:36:12 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 43 return buf;
77} 44}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 45
138/* 46/*
139 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 49 * is returned.
148 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
152 */ 60 */
153 61int
154int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
155{ 63{
156 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
157#ifndef WIN32 65
158 char *endbuf; 66 char *endbuf;
159 struct stat statbuf; 67 struct stat statbuf;
160 int mode = 0, i; 68 int mode = 0;
161#endif
162 69
163 if (prepend_dir) 70 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
165 else 72 else
166 strcpy(buf, name); 73 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 74
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
174 * all the names. 78 * all the names.
175 */ 79 */
176 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
177 81
178 if (stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
179 return -1; 83 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 85 return (-1);
182 86
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 89 mode |= 4;
187 90
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 93 mode |= 2;
192 94
193 return (mode); 95 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 96}
234 97
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
244 */ 107 */
108int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 110{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 111 sint16 newx = x;
253 newy = y; 112 sint16 newy = y;
113
254 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 115
256 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
257 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 120 if (nx) *nx = newx;
259 if (ny) *ny = newy; 121 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 122
262 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 124}
267
268 125
269/* 126/*
270 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 133 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 136 * by the caller.
280 */ 137 */
281 138int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
283 object *tmp; 141 object *tmp;
284 int mflags, blocked; 142 int mflags, blocked;
285 143
286 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 145 * have already checked this.
288 */ 146 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 150 return 1;
292 } 151 }
293 152
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 154 * directly.
296 */ 155 */
297 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
298 157
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 159
301 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 162 * things we need to do for players.
304 */ 163 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0;
306 166
307 /* if there isn't anytyhing alive on this space, and this space isn't 167 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 168 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 169 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 170 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 171 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 172 * let the player through (inventory checkers for example)
313 */ 173 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
315 176
316 if(ob->head != NULL) 177 if (ob->head != NULL)
317 ob=ob->head; 178 ob = ob->head;
318 179
319 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
323 */ 184 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
325 187
326 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
328 /* If last_sp is set, the player/monster needs an object, 191 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 192 * so we check for it. If they don't have it, they can't
330 * pass through this space. 193 * pass through this space.
331 */ 194 */
332 if (tmp->last_sp) { 195 if (tmp->last_sp)
196 {
333 if (check_inv_recursive(ob,tmp)==NULL) 197 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 198 return 1;
335 else 199 else
336 continue; 200 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 201 }
346 } /* if check_inv */
347 else { 202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
348 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
350 * movement, can't move here. 217 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unles it is a
352 * hidden dm 219 * hidden dm
353 */ 220 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 225 return 1;
358 } 226 }
359 227
360 } 228 }
361 return 0; 229 return 0;
362} 230}
363 231
364 232
365/* 233/*
366 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
386 * 254 *
387 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
389 * against the move_block values. 257 * against the move_block values.
390 */ 258 */
391 259int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
393 archetype *tmp; 262 archetype *tmp;
394 int flag; 263 int flag;
395 mapstruct *m1; 264 maptile *m1;
396 sint16 sx, sy; 265 sint16 sx, sy;
397 266
398 if(ob==NULL) { 267 if (!ob)
268 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
401 272
402 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
404 } 275 }
405 276
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 280
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
411 285
286 mapspace &ms = m1->at (sx, sy);
287
412 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 291 */
416 292
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
418 295
419 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
421 */ 298 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 300 return P_NO_PASS;
424
425 } 301 }
302
426 return 0; 303 return 0;
427} 304}
428 305
429/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 308 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
434 */ 311 */
435 312void
436void fix_container(object *container) 313fix_container (object *container)
437{ 314{
438 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
439 316
440 container->inv=NULL; 317 container->inv = 0;
441 while (tmp!=NULL) { 318 while (tmp)
319 {
442 next = tmp->below; 320 next = tmp->below;
443 if (tmp->inv) 321 if (tmp->inv)
444 fix_container(tmp); 322 fix_container (tmp);
323
445 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
446 tmp = next; 325 tmp = next;
447 } 326 }
327
448 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 329 * carrying.
450 */ 330 */
451 sum_weight(container); 331 sum_weight (container);
452} 332}
453 333
454/* link_multipart_objects go through all the objects on the map looking 334/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 335 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 336 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 337 * they are saved). We do have to look for the old maps that did save
458 * the more sections and not re-add sections for them. 338 * the more sections and not re-add sections for them.
459 */ 339 */
460 340void
461static void link_multipart_objects(mapstruct *m) 341maptile::link_multipart_objects ()
462{ 342{
463 int x,y; 343 if (!spaces)
464 object *tmp, *op, *last, *above; 344 return;
465 archetype *at;
466 345
467 for(x=0;x<MAP_WIDTH(m);x++) 346 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 347 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 348 {
470 above=tmp->above; 349 object *above = tmp->above;
471 350
472 /* already multipart - don't do anything more */ 351 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 352 if (!tmp->head && !tmp->more)
474 353 {
475 /* If there is nothing more to this object, this for loop 354 /* If there is nothing more to this object, this for loop
476 * won't do anything. 355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 {
363 op = arch_to_object (at);
364
365 /* update x,y coordinates */
366 op->x += tmp->x;
367 op->y += tmp->y;
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
477 */ 378 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497}
498 380 }
381 }
382
383 tmp = above;
384 }
385}
386
499/* 387/*
500 * Loads (ands parses) the objects into a given map from the specified 388 * Loads (ands parses) the objects into a given map from the specified
501 * file pointer. 389 * file pointer.
502 * mapflags is the same as we get with load_original_map 390 * mapflags is the same as we get with load_original_map
503 */ 391 */
504void 392bool
505load_objects (mapstruct *m, object_thawer &fp, int mapflags) 393maptile::load_objects (object_thawer &thawer)
506{ 394{
507 int i, j;
508 int unique; 395 int unique;
509 object *op, *prev = NULL, *last_more = NULL, *otmp; 396 object *op, *prev = NULL, *last_more = NULL, *otmp;
510 397
511 op = get_object (); 398 op = object::create ();
512 op->map = m; /* To handle buttons correctly */ 399 op->map = this; /* To handle buttons correctly */
513 400
514 while ((i = load_object (fp, op, mapflags))) 401 while (int i = load_object (thawer, op, 0))
515 { 402 {
516 /* if the archetype for the object is null, means that we 403 /* if the archetype for the object is null, means that we
517 * got an invalid object. Don't do anything with it - the game 404 * got an invalid object. Don't do anything with it - the game
518 * or editor will not be able to do anything with it either. 405 * or editor will not be able to do anything with it either.
519 */ 406 */
520 if (op->arch == NULL) 407 if (op->arch == NULL)
521 { 408 {
522 LOG (llevDebug, "Discarding object without arch: %s\n", 409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
523 op->name ? (const char *) op->name : "(null)");
524 continue; 410 continue;
525 } 411 }
526
527 412
528 switch (i) 413 switch (i)
529 { 414 {
530 case LL_NORMAL: 415 case LL_NORMAL:
531 /* if we are loading an overlay, put the floors on the bottom */ 416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
532 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
533 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
534 insert_ob_in_map (op, m, op,
535 INS_NO_MERGE | INS_NO_WALK_ON |
536 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
537 else
538 insert_ob_in_map (op, m, op,
539 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
540 INS_MAP_LOAD);
541 417
542 if (op->inv) 418 if (op->inv)
543 sum_weight (op); 419 sum_weight (op);
544 420
545 prev = op, last_more = op; 421 prev = op, last_more = op;
546 break; 422 break;
547 423
548 case LL_MORE: 424 case LL_MORE:
549 insert_ob_in_map (op, m, op, 425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
550 INS_NO_MERGE | INS_NO_WALK_ON |
551 INS_ABOVE_FLOOR_ONLY);
552 op->head = prev, last_more->more = op, last_more = op; 426 op->head = prev, last_more->more = op, last_more = op;
553 break; 427 break;
554 } 428 }
555 429
556 if (mapflags & MAP_STYLE)
557 remove_from_active_list (op);
558
559 op = get_object (); 430 op = object::create ();
560 op->map = m; 431 op->map = this;
561 } 432 }
562 433
434 op->destroy ();
435
436#if 0
563 for (i = 0; i < m->width; i++) 437 for (i = 0; i < width; i++)
564 {
565 for (j = 0; j < m->height; j++) 438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 }
451#endif
452
453 return true;
454}
455
456void
457maptile::activate ()
458{
459 if (!spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive ();
465}
466
467void
468maptile::deactivate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive ();
476}
477
478bool
479maptile::save_objects (object_freezer &freezer, int flags)
480{
481 if (flags & IO_HEADER)
482 save_header (freezer);
483
484 if (!spaces)
485 return false;
486
487 for (int i = 0; i < size (); ++i)
488 {
489 int unique = 0;
490 for (object *op = spaces [i].bot; op; op = op->above)
566 { 491 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
567 unique = 0; 493 unique = 1;
568 /* check for unique items, or unique squares */ 494
569 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 495 if (!op->can_map_save ())
496 continue;
497
498 if (unique || op->flag [FLAG_UNIQUE])
570 { 499 {
571 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 500 if (flags & IO_UNIQUES)
572 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 501 save_object (freezer, op, 1);
573 unique = 1;
574 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
575 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
576 } 502 }
503 else if (flags & IO_OBJECTS)
504 save_object (freezer, op, 1);
577 } 505 }
578 } 506 }
579 507
580 free_object (op); 508 return true;
581 link_multipart_objects (m);
582} 509}
583 510
584/* This saves all the objects on the map in a non destructive fashion. 511bool
585 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 512maptile::load_objects (const char *path, bool skip_header)
586 * and we only save the head of multi part objects - this is needed 513{
587 * in order to do map tiling properly. 514 object_thawer thawer (path);
515
516 if (!thawer)
517 return false;
518
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path);
542}
543
544maptile::maptile ()
545{
546 in_memory = MAP_SWAPPED;
547
548 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour.
588 */ 550 */
589void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 551 width = 16;
590 int i, j = 0,unique=0; 552 height = 16;
591 object *op; 553 reset_timeout = 0;
592 /* first pass - save one-part objects */ 554 timeout = 300;
593 for(i = 0; i < MAP_WIDTH(m); i++) 555 enter_x = 0;
594 for (j = 0; j < MAP_HEIGHT(m); j++) { 556 enter_y = 0;
595 unique=0; 557}
596 for(op = get_map_ob (m, i, j); op; op = op->above) {
597 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
598 unique=1;
599 558
600 if(op->type == PLAYER) { 559maptile::maptile (int w, int h)
601 LOG(llevDebug, "Player on map that is being saved\n"); 560{
602 continue; 561 in_memory = MAP_SWAPPED;
603 }
604 562
605 if (op->head || op->owner) 563 width = w;
606 continue; 564 height = h;
565 reset_timeout = 0;
566 timeout = 300;
567 enter_x = 0;
568 enter_y = 0;
607 569
608 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 570 alloc ();
609 save_object (fp2, op, 3);
610 else
611 if (flag == 0 ||
612 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
613 !QUERY_FLAG(op, FLAG_UNPAID))))
614 save_object(fp, op, 3);
615
616 } /* for this space */
617 } /* for this j */
618} 571}
619 572
620/* 573/*
621 * Allocates, initialises, and returns a pointer to a mapstruct.
622 * Modified to no longer take a path option which was not being
623 * used anyways. MSW 2001-07-01
624 */
625
626mapstruct *get_linked_map(void) {
627 mapstruct *map = new mapstruct;
628 mapstruct *mp;
629
630 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
631 if(mp==NULL)
632 first_map=map;
633 else
634 mp->next=map;
635
636 map->in_memory=MAP_SWAPPED;
637 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour.
639 */
640 MAP_WIDTH(map)=16;
641 MAP_HEIGHT(map)=16;
642 MAP_RESET_TIMEOUT(map)=0;
643 MAP_TIMEOUT(map)=300;
644 MAP_ENTER_X(map)=0;
645 MAP_ENTER_Y(map)=0;
646 /*set part to -1 indicating conversion to weather map not yet done*/
647 MAP_WORLDPARTX(map)=-1;
648 MAP_WORLDPARTY(map)=-1;
649 return map;
650}
651
652/*
653 * Allocates the arrays contained in a mapstruct. 574 * Allocates the arrays contained in a maptile.
654 * This basically allocates the dynamic array of spaces for the 575 * This basically allocates the dynamic array of spaces for the
655 * map. 576 * map.
656 */ 577 */
657 578void
658void allocate_map(mapstruct *m) { 579maptile::alloc ()
659 m->in_memory = MAP_IN_MEMORY; 580{
660 /* Log this condition and free the storage. We could I suppose
661 * realloc, but if the caller is presuming the data will be intact,
662 * that is their poor assumption.
663 */
664 if (m->spaces) { 581 if (spaces)
665 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
666 free(m->spaces);
667 }
668
669 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
670
671 if(m->spaces==NULL)
672 fatal(OUT_OF_MEMORY);
673}
674
675/* Create and returns a map of the specific size. Used
676 * in random map code and the editor.
677 */
678mapstruct *get_empty_map(int sizex, int sizey) {
679 mapstruct *m = get_linked_map();
680 m->width = sizex;
681 m->height = sizey;
682 m->in_memory = MAP_SWAPPED;
683 allocate_map(m);
684 return m; 582 return;
583
584 spaces = salloc0<mapspace> (size ());
685} 585}
686 586
687/* Takes a string from a map definition and outputs a pointer to the array of shopitems 587/* Takes a string from a map definition and outputs a pointer to the array of shopitems
688 * corresponding to that string. Memory is allocated for this, it must be freed 588 * corresponding to that string. Memory is allocated for this, it must be freed
689 * at a later date. 589 * at a later date.
690 * Called by parse_map_headers below. 590 * Called by parse_map_headers below.
691 */ 591 */
692 592static shopitems *
693static shopitems *parse_shop_string (const char *input_string) { 593parse_shop_string (const char *input_string)
594{
694 char *shop_string, *p, *q, *next_semicolon, *next_colon; 595 char *shop_string, *p, *q, *next_semicolon, *next_colon;
695 shopitems *items=NULL; 596 shopitems *items = NULL;
696 int i=0, number_of_entries=0; 597 int i = 0, number_of_entries = 0;
697 const typedata *current_type; 598 const typedata *current_type;
698 599
699 shop_string=strdup_local(input_string); 600 shop_string = strdup (input_string);
700 p=shop_string; 601 p = shop_string;
701 /* first we'll count the entries, we'll need that for allocating the array shortly */ 602 /* first we'll count the entries, we'll need that for allocating the array shortly */
702 while (p) { 603 while (p)
604 {
703 p=strchr(p, ';'); 605 p = strchr (p, ';');
704 number_of_entries++; 606 number_of_entries++;
705 if (p) p++; 607 if (p)
608 p++;
706 } 609 }
610
707 p=shop_string; 611 p = shop_string;
708 strip_endline(p); 612 strip_endline (p);
709 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 613 items = new shopitems[number_of_entries + 1];
710 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
711 for (i=0; i<number_of_entries; i++) { 614 for (i = 0; i < number_of_entries; i++)
615 {
712 if (!p) { 616 if (!p)
617 {
713 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 618 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
714 break; 619 break;
715 } 620 }
621
716 next_semicolon=strchr(p, ';'); 622 next_semicolon = strchr (p, ';');
717 next_colon=strchr(p, ':'); 623 next_colon = strchr (p, ':');
718 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 624 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
719 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 625 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
720 items[i].strength=atoi(strchr(p,':')+1); 626 items[i].strength = atoi (strchr (p, ':') + 1);
627
628 if (isdigit (*p) || *p == '*')
721 629 {
722 if (isdigit(*p) || *p=='*') {
723 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 630 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
724 current_type=get_typedata(items[i].typenum); 631 current_type = get_typedata (items[i].typenum);
725 if (current_type) { 632 if (current_type)
633 {
726 items[i].name=current_type->name; 634 items[i].name = current_type->name;
727 items[i].name_pl=current_type->name_pl; 635 items[i].name_pl = current_type->name_pl;
728 }
729 }
730 else { /*we have a named type, let's figure out what it is */
731 q=strpbrk(p,";:");
732 if (q) *q='\0';
733
734 current_type=get_typedata_by_name(p);
735 if (current_type) {
736 items[i].name=current_type->name;
737 items[i].typenum=current_type->number;
738 items[i].name_pl=current_type->name_pl;
739 }
740 else { /* oh uh, something's wrong, let's free up this one, and try
741 * the next entry while we're at it, better print a warning
742 */
743 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
744 p, input_string);
745 } 636 }
746 } 637 }
638 else
639 { /*we have a named type, let's figure out what it is */
640 q = strpbrk (p, ";:");
641 if (q)
642 *q = '\0';
643
644 current_type = get_typedata_by_name (p);
645 if (current_type)
646 {
647 items[i].name = current_type->name;
648 items[i].typenum = current_type->number;
649 items[i].name_pl = current_type->name_pl;
650 }
651 else
652 { /* oh uh, something's wrong, let's free up this one, and try
653 * the next entry while we're at it, better print a warning
654 */
655 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
656 }
657 }
658
747 items[i].index=number_of_entries; 659 items[i].index = number_of_entries;
748 if (next_semicolon) p=++next_semicolon; 660 if (next_semicolon)
661 p = ++next_semicolon;
662 else
749 else p=NULL; 663 p = NULL;
750 } 664 }
665
751 free(shop_string); 666 free (shop_string);
752 return items; 667 return items;
753} 668}
754 669
755/* opposite of parse string, this puts the string that was originally fed in to 670/* opposite of parse string, this puts the string that was originally fed in to
756 * the map (or something equivilent) into output_string. */ 671 * the map (or something equivilent) into output_string. */
672static void
757static void print_shop_string(mapstruct *m, char *output_string) { 673print_shop_string (maptile *m, char *output_string)
674{
758 int i; 675 int i;
759 char tmp[MAX_BUF]; 676 char tmp[MAX_BUF];
677
760 strcpy(output_string, ""); 678 strcpy (output_string, "");
761 for (i=0; i< m->shopitems[0].index; i++) { 679 for (i = 0; i < m->shopitems[0].index; i++)
680 {
762 if (m->shopitems[i].typenum) { 681 if (m->shopitems[i].typenum)
682 {
763 if (m->shopitems[i].strength) { 683 if (m->shopitems[i].strength)
764 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 684 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
765 } 685 else
766 else sprintf(tmp, "%s;", m->shopitems[i].name); 686 sprintf (tmp, "%s;", m->shopitems[i].name);
767 } 687 }
768 else { 688 else
689 {
769 if (m->shopitems[i].strength) { 690 if (m->shopitems[i].strength)
770 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 691 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
771 } 692 else
772 else sprintf(tmp, "*"); 693 sprintf (tmp, "*");
773 } 694 }
695
774 strcat(output_string, tmp); 696 strcat (output_string, tmp);
775 } 697 }
776} 698}
777 699
778/* This loads the header information of the map. The header 700/* This loads the header information of the map. The header
779 * contains things like difficulty, size, timeout, etc. 701 * contains things like difficulty, size, timeout, etc.
783 * put all the stuff in the map object so that names actually make 705 * put all the stuff in the map object so that names actually make
784 * sense. 706 * sense.
785 * This could be done in lex (like the object loader), but I think 707 * This could be done in lex (like the object loader), but I think
786 * currently, there are few enough fields this is not a big deal. 708 * currently, there are few enough fields this is not a big deal.
787 * MSW 2001-07-01 709 * MSW 2001-07-01
788 * return 0 on success, 1 on failure.
789 */ 710 */
790 711bool
791static int load_map_header(object_thawer &fp, mapstruct *m) 712maptile::load_header (object_thawer &thawer)
792{ 713{
793 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
794 int msgpos=0; 715 int msgpos = 0;
795 int maplorepos=0; 716 int maplorepos = 0;
796 717
797 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 718 for (;;)
798 buf[HUGE_BUF-1] = 0; 719 {
799 key = buf; 720 keyword kw = thawer.get_kv ();
800 while (isspace(*key)) key++; 721
801 if (*key == 0) continue; /* empty line */ 722 switch (kw)
802 value = strchr(key, ' ');
803 if (!value) {
804 end = strchr(key, '\n');
805 if (end != NULL) {
806 *end = 0;
807 }
808 } else {
809 *value = 0;
810 value++;
811 end = strchr(value, '\n');
812 while (isspace(*value)) {
813 value++;
814 if (*value == '\0' || value == end) {
815 /* Nothing but spaces. */
816 value = NULL;
817 break;
818 }
819 }
820 } 723 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
821 727
822 if (!end) { 728 case KW_end:
823 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
824 buf);
825 return 1; 729 return true;
826 }
827 730
828 /* key is the field name, value is what it should be set 731 case KW_msg:
829 * to. We've already done the work to null terminate key, 732 thawer.get_ml (KW_endmsg, msg);
830 * and strip off any leading spaces for both of these.
831 * We have not touched the newline at the end of the line -
832 * these are needed for some values. the end pointer
833 * points to the first of the newlines.
834 * value could be NULL! It would be easy enough to just point
835 * this to "" to prevent cores, but that would let more errors slide
836 * through.
837 *
838 * First check for entries that do not use the value parameter, then
839 * validate that value is given and check for the remaining entries
840 * that use the parameter.
841 */
842
843 if (!strcmp(key,"msg")) {
844 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
845 if (!strcmp(buf,"endmsg\n")) break;
846 else {
847 /* slightly more efficient than strcat */
848 strcpy(msgbuf+msgpos, buf);
849 msgpos += strlen(buf);
850 }
851 } 733 break;
852 /* There are lots of maps that have empty messages (eg, msg/endmsg 734
853 * with nothing between). There is no reason in those cases to 735 case KW_lore: // CF+ extension
854 * keep the empty message. Also, msgbuf contains garbage data 736 thawer.get_ml (KW_endlore, maplore);
855 * when msgpos is zero, so copying it results in crashes
856 */
857 if (msgpos != 0)
858 m->msg = strdup_local(msgbuf);
859 }
860 else if (!strcmp(key,"maplore")) {
861 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
862 if (!strcmp(buf,"endmaplore\n")) break;
863 else {
864 /* slightly more efficient than strcat */
865 strcpy(maplorebuf+maplorepos, buf);
866 maplorepos += strlen(buf);
867 }
868 } 737 break;
869 if (maplorepos != 0) 738
870 m->maplore = strdup_local(maplorebuf); 739 case KW_maplore:
871 } 740 thawer.get_ml (KW_endmaplore, maplore);
872 else if (!strcmp(key,"end")) { 741 break;
742
743 case KW_arch:
744 if (strcmp (thawer.get_str (), "map"))
745 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
746 break;
747
748 case KW_oid:
749 thawer.get (this, thawer.get_sint32 ());
750 break;
751
752 case KW_file_format_version: break; // nop
753
754 case KW_name: thawer.get (name); break;
755 case KW_attach: thawer.get (attach); break;
756 case KW_reset_time: thawer.get (reset_time); break;
757 case KW_shopgreed: thawer.get (shopgreed); break;
758 case KW_shopmin: thawer.get (shopmin); break;
759 case KW_shopmax: thawer.get (shopmax); break;
760 case KW_shoprace: thawer.get (shoprace); break;
761 case KW_outdoor: thawer.get (outdoor); break;
762 case KW_temp: thawer.get (temp); break;
763 case KW_pressure: thawer.get (pressure); break;
764 case KW_humid: thawer.get (humid); break;
765 case KW_windspeed: thawer.get (windspeed); break;
766 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break;
768
769 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break;
771
772 case KW_region: get_region_by_name (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774
775 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
778 case KW_x: case KW_width: thawer.get (width); break;
779 case KW_y: case KW_height: thawer.get (height); break;
780 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
781 case KW_value: case KW_swap_time: thawer.get (timeout); break;
782 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
783 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
784 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
785
786 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790
791 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
873 break; 793 break;
874 } 794 }
875 else if (value == NULL) {
876 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
877 }
878 else if (!strcmp(key, "arch")) {
879 /* This is an oddity, but not something we care about much. */
880 if (strcmp(value,"map\n"))
881 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
882 }
883 else if (!strcmp(key,"name")) {
884 *end=0;
885 m->name = strdup_local(value);
886 }
887 /* first strcmp value on these are old names supported
888 * for compatibility reasons. The new values (second) are
889 * what really should be used.
890 */
891 else if (!strcmp(key,"oid")) {
892 fp.get (m, atoi(value));
893 } else if (!strcmp(key, "attach")) {
894 m->attach = value;
895 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
896 m->enter_x = atoi(value);
897 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
898 m->enter_y = atoi(value);
899 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
900 m->width = atoi(value);
901 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
902 m->height = atoi(value);
903 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
904 m->reset_timeout = atoi(value);
905 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
906 m->timeout = atoi(value);
907 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
908 m->difficulty = atoi(value);
909 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
910 m->darkness = atoi(value);
911 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
912 m->fixed_resettime = atoi(value);
913 } else if (!strcmp(key,"unique")) {
914 m->unique = atoi(value);
915 } else if (!strcmp(key,"template")) {
916 m->templatemap = atoi(value);
917 } else if (!strcmp(key,"region")) {
918 m->region = get_region_by_name(value);
919 } else if (!strcmp(key,"shopitems")) {
920 *end=0;
921 m->shopitems = parse_shop_string(value);
922 } else if (!strcmp(key,"shopgreed")) {
923 m->shopgreed = atof(value);
924 } else if (!strcmp(key,"shopmin")) {
925 m->shopmin = atol(value);
926 } else if (!strcmp(key,"shopmax")) {
927 m->shopmax = atol(value);
928 } else if (!strcmp(key,"shoprace")) {
929 *end=0;
930 m->shoprace = strdup_local(value);
931 } else if (!strcmp(key,"outdoor")) {
932 m->outdoor = atoi(value);
933 } else if (!strcmp(key, "temp")) {
934 m->temp = atoi(value);
935 } else if (!strcmp(key, "pressure")) {
936 m->pressure = atoi(value);
937 } else if (!strcmp(key, "humid")) {
938 m->humid = atoi(value);
939 } else if (!strcmp(key, "windspeed")) {
940 m->windspeed = atoi(value);
941 } else if (!strcmp(key, "winddir")) {
942 m->winddir = atoi(value);
943 } else if (!strcmp(key, "sky")) {
944 m->sky = atoi(value);
945 } else if (!strcmp(key, "nosmooth")) {
946 m->nosmooth = atoi(value);
947 }
948 else if (!strncmp(key,"tile_path_", 10)) {
949 int tile=atoi(key+10);
950
951 if (tile<1 || tile>4) {
952 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
953 tile, m->path);
954 } else {
955 char *path;
956
957 *end = 0;
958
959 if (m->tile_path[tile-1]) {
960 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
961 tile, m->path);
962 free(m->tile_path[tile-1]);
963 m->tile_path[tile-1] = NULL;
964 }
965
966 if (check_path(value, 1) != -1) {
967 /* The unadorned path works. */
968 path = value;
969 } else {
970 /* Try again; it could be a relative exit. */
971
972 path = path_combine_and_normalize(m->path, value);
973
974 if (check_path(path, 1) == -1) {
975 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
976 path = NULL;
977 }
978 }
979
980 if (editor) {
981 /* Use the value as in the file. */
982 m->tile_path[tile-1] = strdup_local(value);
983 } else if (path != NULL) {
984 /* Use the normalized value. */
985 m->tile_path[tile-1] = strdup_local(path);
986 }
987 } /* end if tile direction (in)valid */
988 }
989 else {
990 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
991 }
992 }
993 if (!key || strcmp(key,"end")) {
994 LOG(llevError,"Got premature eof on map header!\n");
995 return 1;
996 }
997 return 0;
998}
999
1000/*
1001 * Opens the file "filename" and reads information about the map
1002 * from the given file, and stores it in a newly allocated
1003 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1004 * flags correspond to those in map.h. Main ones used are
1005 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1006 * MAP_BLOCK, in which case we block on this load. This happens in all
1007 * cases, no matter if this flag is set or not.
1008 * MAP_STYLE: style map - don't add active objects, don't add to server
1009 * managed map list.
1010 */
1011
1012mapstruct *load_original_map(const char *filename, int flags) {
1013 mapstruct *m;
1014 char pathname[MAX_BUF];
1015 795 }
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 796
1023 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 797 abort ();
798}
1024 799
800bool
801maptile::load_header (const char *path)
802{
1025 object_thawer thawer (pathname); 803 object_thawer thawer (path);
1026 804
1027 if (!thawer) 805 if (!thawer)
1028 return 0;
1029
1030 m = get_linked_map();
1031
1032 strcpy (m->path, filename);
1033 if (load_map_header(thawer, m)) {
1034 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1035 filename, flags);
1036 delete_map(m);
1037 return NULL;
1038 }
1039
1040 allocate_map(m);
1041
1042 m->in_memory=MAP_LOADING;
1043 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1044
1045 m->in_memory=MAP_IN_MEMORY;
1046 if (!MAP_DIFFICULTY(m))
1047 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1048 set_map_reset_time(m);
1049 m->instantiate ();
1050 return (m);
1051}
1052
1053/*
1054 * Loads a map, which has been loaded earlier, from file.
1055 * Return the map object we load into (this can change from the passed
1056 * option if we can't find the original map)
1057 */
1058
1059static mapstruct *load_temporary_map(mapstruct *m) {
1060 int comp;
1061 char buf[MAX_BUF];
1062
1063 if (!m->tmpname) {
1064 LOG(llevError, "No temporary filename for map %s\n", m->path);
1065 strcpy(buf, m->path);
1066 delete_map(m);
1067 m = load_original_map(buf, 0);
1068 if(m==NULL) return NULL;
1069 fix_auto_apply(m); /* Chests which open as default */
1070 return m;
1071 }
1072
1073 object_thawer thawer (m->tmpname);
1074
1075 if (!thawer)
1076 {
1077 strcpy (buf, m->path);
1078 delete_map (m);
1079 m = load_original_map (buf, 0);
1080 if (!m) return NULL;
1081 fix_auto_apply (m); /* Chests which open as default */
1082 return m;
1083 }
1084
1085 if (load_map_header(thawer, m)) {
1086 LOG(llevError,"Error loading map header for %s (%s)\n",
1087 m->path, m->tmpname);
1088 delete_map(m);
1089 m = load_original_map(m->path, 0);
1090 return NULL;
1091 }
1092 allocate_map(m);
1093
1094 m->in_memory=MAP_LOADING;
1095 load_objects (m, thawer, 0);
1096
1097 m->in_memory=MAP_IN_MEMORY;
1098 INVOKE_MAP (SWAPIN, m);
1099 return m; 806 return false;
1100}
1101 807
1102/* 808 return load_header (thawer);
1103 * Loads a map, which has been loaded earlier, from file.
1104 * Return the map object we load into (this can change from the passed
1105 * option if we can't find the original map)
1106 */
1107
1108mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1109 char pathname[MAX_BUF];
1110
1111 strcpy(pathname, create_overlay_pathname(filename));
1112
1113 object_thawer thawer (pathname);
1114
1115 if (!thawer)
1116 return m;
1117
1118 if (load_map_header(thawer, m)) {
1119 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1120 m->path, pathname);
1121 delete_map(m);
1122 m = load_original_map(m->path, 0);
1123 return NULL;
1124 }
1125 /*allocate_map(m);*/
1126
1127 m->in_memory=MAP_LOADING;
1128 load_objects (m, thawer, MAP_OVERLAY);
1129
1130 m->in_memory=MAP_IN_MEMORY;
1131 return m;
1132} 809}
1133 810
1134/****************************************************************************** 811/******************************************************************************
1135 * This is the start of unique map handling code 812 * This is the start of unique map handling code
1136 *****************************************************************************/ 813 *****************************************************************************/
1137 814
1138/* This goes through map 'm' and removed any unique items on the map. */ 815/* This goes through the maptile and removed any unique items on the map. */
1139static void delete_unique_items(mapstruct *m) 816void
817maptile::clear_unique_items ()
1140{ 818{
1141 int i,j,unique; 819 for (int i = 0; i < size (); ++i)
1142 object *op, *next; 820 {
1143
1144 for(i=0; i<MAP_WIDTH(m); i++)
1145 for(j=0; j<MAP_HEIGHT(m); j++) {
1146 unique=0; 821 int unique = 0;
1147 for (op=get_map_ob(m, i, j); op; op=next) { 822 for (object *op = spaces [i].bot; op; )
1148 next = op->above; 823 {
824 object *above = op->above;
825
1149 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1150 unique=1; 827 unique = 1;
828
1151 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1152 clean_object(op);
1153 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1154 remove_button_link(op);
1155 remove_ob(op);
1156 free_object(op);
1157 } 830 {
831 op->destroy_inv (false);
832 op->destroy ();
1158 } 833 }
834
835 op = above;
1159 } 836 }
1160}
1161
1162
1163/*
1164 * Loads unique objects from file(s) into the map which is in memory
1165 * m is the map to load unique items into.
1166 */
1167static void load_unique_objects(mapstruct *m) {
1168 int count;
1169 char firstname[MAX_BUF];
1170
1171 for (count=0; count<10; count++) {
1172 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1173 if (!access(firstname, R_OK)) break;
1174 }
1175 /* If we get here, we did not find any map */
1176 if (count==10) return;
1177
1178 object_thawer thawer (firstname);
1179
1180 if (!thawer)
1181 return;
1182
1183 m->in_memory=MAP_LOADING;
1184 if (m->tmpname == NULL) /* if we have loaded unique items from */
1185 delete_unique_items(m); /* original map before, don't duplicate them */
1186 load_objects (m, thawer, 0);
1187
1188 m->in_memory=MAP_IN_MEMORY;
1189}
1190
1191
1192/*
1193 * Saves a map to file. If flag is set, it is saved into the same
1194 * file it was (originally) loaded from. Otherwise a temporary
1195 * filename will be genarated, and the file will be stored there.
1196 * The temporary filename will be stored in the mapstructure.
1197 * If the map is unique, we also save to the filename in the map
1198 * (this should have been updated when first loaded)
1199 */
1200
1201int
1202new_save_map (mapstruct * m, int flag)
1203{
1204 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1205 int i;
1206
1207 if (flag && !*m->path)
1208 { 837 }
1209 LOG (llevError, "Tried to save map without path.\n"); 838}
1210 return -1; 839
840bool
841maptile::save_header (object_freezer &freezer)
842{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845
846 MAP_OUT2 (arch, "map");
847
848 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time);
850 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime);
853 MAP_OUT (difficulty);
854
855 if (region) MAP_OUT2 (region, region->name);
856
857 if (shopitems)
1211 } 858 {
1212 859 char shop[MAX_BUF];
1213 if (flag || (m->unique) || (m->templatemap)) 860 print_shop_string (this, shop);
861 MAP_OUT2 (shopitems, shop);
1214 { 862 }
1215 if (!m->unique && !m->templatemap)
1216 { /* flag is set */
1217 if (flag == 2)
1218 strcpy (filename, create_overlay_pathname (m->path));
1219 else
1220 strcpy (filename, create_pathname (m->path));
1221 }
1222 else
1223 strcpy (filename, m->path);
1224 863
1225 make_path_to_file (filename); 864 MAP_OUT (shopgreed);
1226 } 865 MAP_OUT (shopmin);
1227 else 866 MAP_OUT (shopmax);
1228 { 867 if (shoprace) MAP_OUT (shoprace);
1229 if (!m->tmpname) 868 MAP_OUT (darkness);
1230 m->tmpname = tempnam_local (settings.tmpdir, NULL); 869 MAP_OUT (width);
870 MAP_OUT (height);
871 MAP_OUT (enter_x);
872 MAP_OUT (enter_y);
1231 873
1232 strcpy (filename, m->tmpname); 874 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1233 } 875 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1234 876
1235 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 877 MAP_OUT (outdoor);
1236 m->in_memory = MAP_SAVING; 878 MAP_OUT (temp);
879 MAP_OUT (pressure);
880 MAP_OUT (humid);
881 MAP_OUT (windspeed);
882 MAP_OUT (winddir);
883 MAP_OUT (sky);
1237 884
885 MAP_OUT (per_player);
886 MAP_OUT (per_party);
887
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892
893 freezer.put (KW_end);
894
895 return true;
896}
897
898bool
899maptile::save_header (const char *path)
900{
1238 object_freezer freezer; 901 object_freezer freezer;
1239 902
1240 /* legacy */ 903 if (!save_header (freezer))
1241 fprintf (freezer, "arch map\n"); 904 return false;
1242 if (m->name)
1243 fprintf (freezer, "name %s\n", m->name);
1244 if (!flag)
1245 fprintf (freezer, "swap_time %d\n", m->swap_time);
1246 if (m->reset_timeout)
1247 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1248 if (m->fixed_resettime)
1249 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1250 /* we unfortunately have no idea if this is a value the creator set
1251 * or a difficulty value we generated when the map was first loaded
1252 */
1253 if (m->difficulty)
1254 fprintf (freezer, "difficulty %d\n", m->difficulty);
1255 if (m->region)
1256 fprintf (freezer, "region %s\n", m->region->name);
1257 if (m->shopitems)
1258 {
1259 print_shop_string (m, shop);
1260 fprintf (freezer, "shopitems %s\n", shop);
1261 }
1262 if (m->shopgreed)
1263 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1264#ifndef WIN32
1265 if (m->shopmin)
1266 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1267 if (m->shopmax)
1268 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1269#else
1270 if (m->shopmin)
1271 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1272 if (m->shopmax)
1273 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1274#endif
1275 if (m->shoprace)
1276 fprintf (freezer, "shoprace %s\n", m->shoprace);
1277 if (m->darkness)
1278 fprintf (freezer, "darkness %d\n", m->darkness);
1279 if (m->width)
1280 fprintf (freezer, "width %d\n", m->width);
1281 if (m->height)
1282 fprintf (freezer, "height %d\n", m->height);
1283 if (m->enter_x)
1284 fprintf (freezer, "enter_x %d\n", m->enter_x);
1285 if (m->enter_y)
1286 fprintf (freezer, "enter_y %d\n", m->enter_y);
1287 if (m->msg)
1288 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1289 if (m->maplore)
1290 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1291 if (m->unique)
1292 fprintf (freezer, "unique %d\n", m->unique);
1293 if (m->templatemap)
1294 fprintf (freezer, "template %d\n", m->templatemap);
1295 if (m->outdoor)
1296 fprintf (freezer, "outdoor %d\n", m->outdoor);
1297 if (m->temp)
1298 fprintf (freezer, "temp %d\n", m->temp);
1299 if (m->pressure)
1300 fprintf (freezer, "pressure %d\n", m->pressure);
1301 if (m->humid)
1302 fprintf (freezer, "humid %d\n", m->humid);
1303 if (m->windspeed)
1304 fprintf (freezer, "windspeed %d\n", m->windspeed);
1305 if (m->winddir)
1306 fprintf (freezer, "winddir %d\n", m->winddir);
1307 if (m->sky)
1308 fprintf (freezer, "sky %d\n", m->sky);
1309 if (m->nosmooth)
1310 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1311 905
1312 /* Save any tiling information, except on overlays */ 906 return freezer.save (path);
1313 if (flag != 2)
1314 for (i = 0; i < 4; i++)
1315 if (m->tile_path[i])
1316 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1317
1318 freezer.put (m);
1319 fprintf (freezer, "end\n");
1320
1321 /* In the game save unique items in the different file, but
1322 * in the editor save them to the normal map file.
1323 * If unique map, save files in the proper destination (set by
1324 * player)
1325 */
1326 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1327 {
1328 object_freezer unique;
1329
1330 if (flag == 2)
1331 save_objects (m, freezer, unique, 2);
1332 else
1333 save_objects (m, freezer, unique, 0);
1334
1335 sprintf (buf, "%s.v00", create_items_path (m->path));
1336
1337 unique.save (buf);
1338 }
1339 else
1340 { /* save same file when not playing, like in editor */
1341 save_objects (m, freezer, freezer, 0);
1342 }
1343
1344 freezer.save (filename);
1345
1346 return 0;
1347}
1348
1349
1350/*
1351 * Remove and free all objects in the inventory of the given object.
1352 * object.c ?
1353 */
1354
1355void clean_object(object *op)
1356{
1357 object *tmp, *next;
1358
1359 for(tmp = op->inv; tmp; tmp = next)
1360 {
1361 next = tmp->below;
1362 clean_object(tmp);
1363 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1364 remove_button_link(tmp);
1365 remove_ob(tmp);
1366 free_object(tmp);
1367 }
1368} 907}
1369 908
1370/* 909/*
1371 * Remove and free all objects in the given map. 910 * Remove and free all objects in the given map.
1372 */ 911 */
912void
913maptile::clear ()
914{
915 if (!spaces)
916 return;
1373 917
1374void free_all_objects(mapstruct *m) { 918 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1375 int i,j; 919 while (object *op = ms->bot)
1376 object *op; 920 {
1377 921 if (op->head)
1378 for(i=0;i<MAP_WIDTH(m);i++)
1379 for(j=0;j<MAP_HEIGHT(m);j++) {
1380 object *previous_obj=NULL;
1381 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1382 if (op==previous_obj) {
1383 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1384 break;
1385 }
1386 previous_obj=op;
1387 if(op->head!=NULL)
1388 op = op->head; 922 op = op->head;
1389 923
1390 /* If the map isn't in memory, free_object will remove and 924 op->destroy_inv (false);
1391 * free objects in op's inventory. So let it do the job. 925 op->destroy ();
1392 */
1393 if (m->in_memory==MAP_IN_MEMORY)
1394 clean_object(op);
1395 remove_ob(op);
1396 free_object(op);
1397 }
1398 } 926 }
927
928 sfree (spaces, size ()), spaces = 0;
929
930 if (buttons)
931 free_objectlinkpt (buttons), buttons = 0;
932}
933
934void
935maptile::clear_header ()
936{
937 name = 0;
938 msg = 0;
939 maplore = 0;
940 shoprace = 0;
941 delete [] shopitems, shopitems = 0;
942
943 for (int i = 0; i < 4; i++)
944 tile_path [i] = 0;
945}
946
947maptile::~maptile ()
948{
949 assert (destroyed ());
950}
951
952void
953maptile::clear_links_to (maptile *m)
954{
955 /* We need to look through all the maps and see if any maps
956 * are pointing at this one for tiling information. Since
957 * tiling can be asymetric, we just can not look to see which
958 * maps this map tiles with and clears those.
959 */
960 for (int i = 0; i < 4; i++)
961 if (tile_map[i] == m)
962 tile_map[i] = 0;
963}
964
965void
966maptile::do_destroy ()
967{
968 attachable::do_destroy ();
969
970 clear ();
1399} 971}
1400 972
1401/* 973/*
1402 * Frees everything allocated by the given mapstructure. 974 * Updates every button on the map (by calling update_button() for them).
1403 * don't free tmpname - our caller is left to do that
1404 */ 975 */
1405 976void
1406void free_map(mapstruct *m,int flag) { 977maptile::update_buttons ()
1407 int i; 978{
1408 979 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1409 if (!m->in_memory) { 980 for (objectlink *ol = obp->link; ol; ol = ol->next)
1410 LOG(llevError,"Trying to free freed map.\n"); 981 {
1411 return; 982 if (!ol->ob)
1412 }
1413 if (flag && m->spaces) free_all_objects(m);
1414 if (m->name) FREE_AND_CLEAR(m->name);
1415 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1416 if (m->msg) FREE_AND_CLEAR(m->msg);
1417 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1418 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1419 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1420 if (m->buttons)
1421 free_objectlinkpt(m->buttons);
1422 m->buttons = NULL;
1423 for (i=0; i<4; i++) {
1424 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1425 m->tile_map[i] = NULL;
1426 }
1427 m->in_memory = MAP_SWAPPED;
1428}
1429
1430/*
1431 * function: vanish mapstruct
1432 * m : pointer to mapstruct, if NULL no action
1433 * this deletes all the data on the map (freeing pointers)
1434 * and then removes this map from the global linked list of maps.
1435 */
1436
1437void delete_map(mapstruct *m) {
1438 mapstruct *tmp, *last;
1439 int i;
1440
1441 if (!m)
1442 return;
1443
1444 m->clear ();
1445
1446 if (m->in_memory == MAP_IN_MEMORY) {
1447 /* change to MAP_SAVING, even though we are not,
1448 * so that remove_ob doesn't do as much work.
1449 */ 983 {
1450 m->in_memory = MAP_SAVING; 984 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1451 free_map (m, 1); 985 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1452 } 986 continue;
1453 /* move this out of free_map, since tmpname can still be needed if
1454 * the map is swapped out.
1455 */
1456 if (m->tmpname) {
1457 free(m->tmpname);
1458 m->tmpname=NULL;
1459 }
1460 last = NULL;
1461 /* We need to look through all the maps and see if any maps
1462 * are pointing at this one for tiling information. Since
1463 * tiling can be assymetric, we just can not look to see which
1464 * maps this map tiles with and clears those.
1465 */
1466 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1467 if (tmp->next == m) last = tmp;
1468
1469 /* This should hopefully get unrolled on a decent compiler */
1470 for (i=0; i<4; i++)
1471 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1472 }
1473
1474 /* If last is null, then this should be the first map in the list */
1475 if (!last) {
1476 if (m == first_map)
1477 first_map = m->next;
1478 else
1479 /* m->path is a static char, so should hopefully still have
1480 * some useful data in it.
1481 */
1482 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1483 m->path);
1484 }
1485 else
1486 last->next = m->next;
1487
1488 delete m;
1489}
1490
1491
1492
1493/*
1494 * Makes sure the given map is loaded and swapped in.
1495 * name is path name of the map.
1496 * flags meaning:
1497 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1498 * and don't do unique items or the like.
1499 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1500 * dont do any more name translation on it.
1501 *
1502 * Returns a pointer to the given map.
1503 */
1504
1505mapstruct *ready_map_name(const char *name, int flags) {
1506 mapstruct *m;
1507
1508 if (!name)
1509 return (NULL);
1510
1511 /* Have we been at this level before? */
1512 m = has_been_loaded (name);
1513
1514 /* Map is good to go, so just return it */
1515 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1516 return m;
1517 }
1518
1519 /* unique maps always get loaded from their original location, and never
1520 * a temp location. Likewise, if map_flush is set, or we have never loaded
1521 * this map, load it now. I removed the reset checking from here -
1522 * it seems the probability of a player trying to enter a map that should
1523 * reset but hasn't yet is quite low, and removing that makes this function
1524 * a bit cleaner (and players probably shouldn't rely on exact timing for
1525 * resets in any case - if they really care, they should use the 'maps command.
1526 */
1527 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1528
1529 /* first visit or time to reset */
1530 if (m) {
1531 clean_tmp_map(m); /* Doesn't make much difference */
1532 delete_map(m);
1533 } 987 }
1534 988
1535 /* create and load a map */ 989 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1536 if (flags & MAP_PLAYER_UNIQUE)
1537 LOG(llevDebug, "Trying to load map %s.\n", name);
1538 else
1539 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1540
1541 //eval_pv ("$x = Event::time", 1);//D
1542 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1543 return (NULL);
1544 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1545
1546 fix_auto_apply(m); /* Chests which open as default */
1547
1548 /* If a player unique map, no extra unique object file to load.
1549 * if from the editor, likewise.
1550 */ 990 {
1551 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 991 update_button (ol->ob);
1552 load_unique_objects(m); 992 break;
1553
1554 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1555 m=load_overlay_map(name, m);
1556 if (m==NULL)
1557 return NULL;
1558 } 993 }
1559
1560 if (flags & MAP_PLAYER_UNIQUE)
1561 INVOKE_MAP (SWAPIN, m);
1562
1563 } else {
1564 /* If in this loop, we found a temporary map, so load it up. */
1565
1566 m=load_temporary_map (m);
1567 if(m==NULL) return NULL;
1568 load_unique_objects(m);
1569
1570 clean_tmp_map(m);
1571 m->in_memory = MAP_IN_MEMORY;
1572 /* tempnam() on sun systems (probably others) uses malloc
1573 * to allocated space for the string. Free it here.
1574 * In some cases, load_temporary_map above won't find the
1575 * temporary map, and so has reloaded a new map. If that
1576 * is the case, tmpname is now null
1577 */
1578 if (m->tmpname) free(m->tmpname);
1579 m->tmpname = NULL;
1580 /* It's going to be saved anew anyway */
1581 } 994 }
1582
1583 /* Below here is stuff common to both first time loaded maps and
1584 * temp maps.
1585 */
1586
1587 decay_objects(m); /* start the decay */
1588 /* In case other objects press some buttons down */
1589 update_buttons(m);
1590 if (m->outdoor)
1591 set_darkness_map(m);
1592 /* run the weather over this map */
1593 weather_effect(name);
1594 return m;
1595} 995}
1596
1597 996
1598/* 997/*
1599 * This routine is supposed to find out the difficulty of the map. 998 * This routine is supposed to find out the difficulty of the map.
1600 * difficulty does not have a lot to do with character level, 999 * difficulty does not have a lot to do with character level,
1601 * but does have a lot to do with treasure on the map. 1000 * but does have a lot to do with treasure on the map.
1603 * Difficulty can now be set by the map creature. If the value stored 1002 * Difficulty can now be set by the map creature. If the value stored
1604 * in the map is zero, then use this routine. Maps should really 1003 * in the map is zero, then use this routine. Maps should really
1605 * have a difficulty set than using this function - human calculation 1004 * have a difficulty set than using this function - human calculation
1606 * is much better than this functions guesswork. 1005 * is much better than this functions guesswork.
1607 */ 1006 */
1608 1007int
1609int calculate_difficulty(mapstruct *m) { 1008maptile::estimate_difficulty () const
1610 object *op; 1009{
1611 archetype *at;
1612 int x, y, i, diff;
1613 long monster_cnt = 0; 1010 long monster_cnt = 0;
1614 double avgexp = 0; 1011 double avgexp = 0;
1615 sint64 total_exp = 0; 1012 sint64 total_exp = 0;
1616 1013
1617 if (MAP_DIFFICULTY (m)) 1014 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1618 { 1015 for (object *op = ms->bot; op; op = op->above)
1619 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1620 return MAP_DIFFICULTY (m);
1621 }
1622
1623 for(x = 0; x < MAP_WIDTH(m); x++)
1624 for(y = 0; y < MAP_HEIGHT(m); y++)
1625 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1626 { 1016 {
1627 if(QUERY_FLAG (op, FLAG_MONSTER)) 1017 if (QUERY_FLAG (op, FLAG_MONSTER))
1628 { 1018 {
1629 total_exp += op->stats.exp; 1019 total_exp += op->stats.exp;
1630 monster_cnt++; 1020 monster_cnt++;
1631 } 1021 }
1632 1022
1633 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1023 if (QUERY_FLAG (op, FLAG_GENERATOR))
1634 { 1024 {
1635 total_exp += op->stats.exp; 1025 total_exp += op->stats.exp;
1026
1636 at = type_to_archetype(GENERATE_TYPE (op)); 1027 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1637
1638 if(at != NULL)
1639 total_exp += at->clone.stats.exp * 8; 1028 total_exp += at->clone.stats.exp * 8;
1640 1029
1641 monster_cnt++; 1030 monster_cnt++;
1642 } 1031 }
1643 } 1032 }
1644 1033
1645 avgexp = (double) total_exp / monster_cnt; 1034 avgexp = (double) total_exp / monster_cnt;
1646 1035
1647 for (i = 1; i <= settings.max_level; i++) 1036 for (int i = 1; i <= settings.max_level; i++)
1648 {
1649 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1037 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1650 {
1651 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1652 return i; 1038 return i;
1653 }
1654 }
1655 1039
1656 return 1; 1040 return 1;
1657}
1658
1659void clean_tmp_map(mapstruct *m) {
1660 if(m->tmpname == NULL)
1661 return;
1662 INVOKE_MAP (CLEAN, m);
1663 (void) unlink(m->tmpname);
1664}
1665
1666void free_all_maps(void)
1667{
1668 int real_maps=0;
1669
1670 while (first_map) {
1671 /* I think some of the callers above before it gets here set this to be
1672 * saving, but we still want to free this data
1673 */
1674 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1675 delete_map(first_map);
1676 real_maps++;
1677 }
1678 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1679} 1041}
1680 1042
1681/* change_map_light() - used to change map light level (darkness) 1043/* change_map_light() - used to change map light level (darkness)
1682 * up or down. Returns true if successful. It should now be 1044 * up or down. Returns true if successful. It should now be
1683 * possible to change a value by more than 1. 1045 * possible to change a value by more than 1.
1684 * Move this from los.c to map.c since this is more related 1046 * Move this from los.c to map.c since this is more related
1685 * to maps than los. 1047 * to maps than los.
1686 * postive values make it darker, negative make it brighter 1048 * postive values make it darker, negative make it brighter
1687 */ 1049 */
1688 1050int
1689int change_map_light(mapstruct *m, int change) { 1051maptile::change_map_light (int change)
1052{
1690 int new_level = m->darkness + change; 1053 int new_level = darkness + change;
1691 1054
1692 /* Nothing to do */ 1055 /* Nothing to do */
1693 if(!change || (new_level <= 0 && m->darkness == 0) || 1056 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1694 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1695 return 0; 1057 return 0;
1696 }
1697 1058
1698 /* inform all players on the map */ 1059 /* inform all players on the map */
1699 if (change>0) 1060 if (change > 0)
1700 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1061 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1701 else 1062 else
1702 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1063 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1703 1064
1704 /* Do extra checking. since m->darkness is a unsigned value, 1065 /* Do extra checking. since darkness is a unsigned value,
1705 * we need to be extra careful about negative values. 1066 * we need to be extra careful about negative values.
1706 * In general, the checks below are only needed if change 1067 * In general, the checks below are only needed if change
1707 * is not +/-1 1068 * is not +/-1
1708 */ 1069 */
1709 if (new_level < 0) m->darkness = 0; 1070 if (new_level < 0)
1710 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1071 darkness = 0;
1072 else if (new_level >= MAX_DARKNESS)
1073 darkness = MAX_DARKNESS;
1074 else
1711 else m->darkness=new_level; 1075 darkness = new_level;
1712 1076
1713 /* All clients need to get re-updated for the change */ 1077 /* All clients need to get re-updated for the change */
1714 update_all_map_los(m); 1078 update_all_map_los (this);
1715 return 1; 1079 return 1;
1716} 1080}
1717
1718 1081
1719/* 1082/*
1720 * This function updates various attributes about a specific space 1083 * This function updates various attributes about a specific space
1721 * on the map (what it looks like, whether it blocks magic, 1084 * on the map (what it looks like, whether it blocks magic,
1722 * has a living creatures, prevents people from passing 1085 * has a living creatures, prevents people from passing
1723 * through, etc) 1086 * through, etc)
1724 */ 1087 */
1725void update_position (mapstruct *m, int x, int y) { 1088void
1089mapspace::update_ ()
1090{
1726 object *tmp, *last = NULL; 1091 object *tmp, *last = 0;
1727 uint8 flags = 0, oldflags, light=0, anywhere=0; 1092 uint8 flags = 0, light = 0, anywhere = 0;
1728 New_Face *top,*floor, *middle; 1093 New_Face *top, *floor, *middle;
1729 object *top_obj, *floor_obj, *middle_obj; 1094 object *top_obj, *floor_obj, *middle_obj;
1730 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1095 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1731 1096
1732 oldflags = GET_MAP_FLAGS(m,x,y);
1733 if (!(oldflags & P_NEED_UPDATE)) {
1734 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1735 m->path, x, y);
1736 return;
1737 }
1738
1739 middle=blank_face; 1097 middle = blank_face;
1740 top=blank_face; 1098 top = blank_face;
1741 floor=blank_face; 1099 floor = blank_face;
1742 1100
1743 middle_obj = NULL; 1101 middle_obj = 0;
1744 top_obj = NULL; 1102 top_obj = 0;
1745 floor_obj = NULL; 1103 floor_obj = 0;
1746 1104
1747 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1105 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1748 1106 {
1749 /* This could be made additive I guess (two lights better than 1107 /* This could be made additive I guess (two lights better than
1750 * one). But if so, it shouldn't be a simple additive - 2 1108 * one). But if so, it shouldn't be a simple additive - 2
1751 * light bulbs do not illuminate twice as far as once since 1109 * light bulbs do not illuminate twice as far as once since
1752 * it is a disapation factor that is squared (or is it cubed?) 1110 * it is a dissapation factor that is cubed.
1753 */ 1111 */
1754 if (tmp->glow_radius > light) light = tmp->glow_radius; 1112 if (tmp->glow_radius > light)
1113 light = tmp->glow_radius;
1755 1114
1756 /* This call is needed in order to update objects the player 1115 /* This call is needed in order to update objects the player
1757 * is standing in that have animations (ie, grass, fire, etc). 1116 * is standing in that have animations (ie, grass, fire, etc).
1758 * However, it also causes the look window to be re-drawn 1117 * However, it also causes the look window to be re-drawn
1759 * 3 times each time the player moves, because many of the 1118 * 3 times each time the player moves, because many of the
1760 * functions the move_player calls eventualy call this. 1119 * functions the move_player calls eventualy call this.
1761 * 1120 *
1762 * Always put the player down for drawing. 1121 * Always put the player down for drawing.
1763 */ 1122 */
1764 if (!tmp->invisible) { 1123 if (!tmp->invisible)
1124 {
1765 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1125 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1126 {
1766 top = tmp->face; 1127 top = tmp->face;
1767 top_obj = tmp; 1128 top_obj = tmp;
1768 } 1129 }
1769 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1130 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1131 {
1770 /* If we got a floor, that means middle and top were below it, 1132 /* If we got a floor, that means middle and top were below it,
1771 * so should not be visible, so we clear them. 1133 * so should not be visible, so we clear them.
1772 */ 1134 */
1773 middle=blank_face; 1135 middle = blank_face;
1774 top=blank_face; 1136 top = blank_face;
1775 floor = tmp->face; 1137 floor = tmp->face;
1776 floor_obj = tmp; 1138 floor_obj = tmp;
1777 } 1139 }
1778 /* Flag anywhere have high priority */ 1140 /* Flag anywhere have high priority */
1779 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1141 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1142 {
1780 middle = tmp->face; 1143 middle = tmp->face;
1781 1144
1782 middle_obj = tmp; 1145 middle_obj = tmp;
1783 anywhere =1; 1146 anywhere = 1;
1784 } 1147 }
1785 /* Find the highest visible face around. If equal 1148 /* Find the highest visible face around. If equal
1786 * visibilities, we still want the one nearer to the 1149 * visibilities, we still want the one nearer to the
1787 * top 1150 * top
1788 */ 1151 */
1789 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1152 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1153 {
1790 middle = tmp->face; 1154 middle = tmp->face;
1791 middle_obj = tmp; 1155 middle_obj = tmp;
1792 } 1156 }
1793 } 1157 }
1158
1794 if (tmp==tmp->above) { 1159 if (tmp == tmp->above)
1160 {
1795 LOG(llevError, "Error in structure of map\n"); 1161 LOG (llevError, "Error in structure of map\n");
1796 exit (-1); 1162 exit (-1);
1797 } 1163 }
1798 1164
1799 move_slow |= tmp->move_slow; 1165 move_slow |= tmp->move_slow;
1800 move_block |= tmp->move_block; 1166 move_block |= tmp->move_block;
1801 move_on |= tmp->move_on; 1167 move_on |= tmp->move_on;
1802 move_off |= tmp->move_off; 1168 move_off |= tmp->move_off;
1803 move_allow |= tmp->move_allow; 1169 move_allow |= tmp->move_allow;
1804 1170
1805 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1806 flags |= P_IS_ALIVE;
1807 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1808 flags |= P_NO_MAGIC;
1809 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1810 flags |= P_NO_CLERIC;
1811 if (tmp->type == SAFE_GROUND)
1812 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1813
1814 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1171 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1815 flags |= P_BLOCKSVIEW; 1172 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1816 } /* for stack of objects */ 1173 if (tmp->type == PLAYER) flags |= P_PLAYER;
1817 1174 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1818 /* we don't want to rely on this function to have accurate flags, but 1175 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1819 * since we're already doing the work, we calculate them here. 1176 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1820 * if they don't match, logic is broken someplace.
1821 */
1822 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1823 (!(oldflags & P_NO_ERROR))) {
1824 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1825 m->path, x, y,
1826 (oldflags & ~P_NEED_UPDATE), flags);
1827 } 1177 }
1828 SET_MAP_FLAGS(m, x, y, flags);
1829 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1830 SET_MAP_MOVE_ON(m, x, y, move_on);
1831 SET_MAP_MOVE_OFF(m, x, y, move_off);
1832 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1833 1178
1179 this->light = light;
1180 this->flags_ = flags;
1181 this->move_block = move_block & ~move_allow;
1182 this->move_on = move_on;
1183 this->move_off = move_off;
1184 this->move_slow = move_slow;
1185
1834 /* At this point, we have a floor face (if there is a floor), 1186 /* At this point, we have a floor face (if there is a floor),
1835 * and the floor is set - we are not going to touch it at 1187 * and the floor is set - we are not going to touch it at
1836 * this point. 1188 * this point.
1837 * middle contains the highest visibility face. 1189 * middle contains the highest visibility face.
1838 * top contains a player/monster face, if there is one. 1190 * top contains a player/monster face, if there is one.
1839 * 1191 *
1840 * We now need to fill in top.face and/or middle.face. 1192 * We now need to fill in top.face and/or middle.face.
1841 */ 1193 */
1842 1194
1843 /* If the top face also happens to be high visibility, re-do our 1195 /* If the top face also happens to be high visibility, re-do our
1844 * middle face. This should not happen, as we already have the 1196 * middle face. This should not happen, as we already have the
1845 * else statement above so middle should not get set. OTOH, it 1197 * else statement above so middle should not get set. OTOH, it
1846 * may be possible for the faces to match but be different objects. 1198 * may be possible for the faces to match but be different objects.
1847 */ 1199 */
1848 if (top == middle) middle=blank_face; 1200 if (top == middle)
1201 middle = blank_face;
1849 1202
1850 /* There are three posibilities at this point: 1203 /* There are three posibilities at this point:
1851 * 1) top face is set, need middle to be set. 1204 * 1) top face is set, need middle to be set.
1852 * 2) middle is set, need to set top. 1205 * 2) middle is set, need to set top.
1853 * 3) neither middle or top is set - need to set both. 1206 * 3) neither middle or top is set - need to set both.
1854 */ 1207 */
1855 1208
1856 for (tmp=last; tmp; tmp=tmp->below) { 1209 for (tmp = last; tmp; tmp = tmp->below)
1210 {
1857 /* Once we get to a floor, stop, since we already have a floor object */ 1211 /* Once we get to a floor, stop, since we already have a floor object */
1858 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1212 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1213 break;
1859 1214
1860 /* If two top faces are already set, quit processing */ 1215 /* If two top faces are already set, quit processing */
1861 if ((top != blank_face) && (middle != blank_face)) break; 1216 if ((top != blank_face) && (middle != blank_face))
1217 break;
1862 1218
1863 /* Only show visible faces, unless its the editor - show all */ 1219 /* Only show visible faces, unless its the editor - show all */
1864 if (!tmp->invisible || editor) { 1220 if (!tmp->invisible || editor)
1221 {
1865 /* Fill in top if needed */ 1222 /* Fill in top if needed */
1866 if (top == blank_face) { 1223 if (top == blank_face)
1224 {
1867 top = tmp->face; 1225 top = tmp->face;
1868 top_obj = tmp; 1226 top_obj = tmp;
1227 if (top == middle)
1869 if (top == middle) middle=blank_face; 1228 middle = blank_face;
1229 }
1870 } else { 1230 else
1231 {
1871 /* top is already set - we should only get here if 1232 /* top is already set - we should only get here if
1872 * middle is not set 1233 * middle is not set
1873 * 1234 *
1874 * Set the middle face and break out, since there is nothing 1235 * Set the middle face and break out, since there is nothing
1875 * more to fill in. We don't check visiblity here, since 1236 * more to fill in. We don't check visiblity here, since
1876 * 1237 *
1877 */ 1238 */
1878 if (tmp->face != top ) { 1239 if (tmp->face != top)
1240 {
1879 middle = tmp->face; 1241 middle = tmp->face;
1880 middle_obj = tmp; 1242 middle_obj = tmp;
1881 break; 1243 break;
1882 } 1244 }
1883 } 1245 }
1884 } 1246 }
1885 } 1247 }
1886 if (middle == floor) middle = blank_face; 1248
1887 if (top == middle) middle = blank_face; 1249 if (middle == floor)
1888 SET_MAP_FACE(m,x,y,top,0);
1889 if(top != blank_face)
1890 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1891 else
1892 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1893 SET_MAP_FACE(m,x,y,middle,1);
1894 if(middle != blank_face) 1250 middle = blank_face;
1895 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1896 else
1897 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1898 SET_MAP_FACE(m,x,y,floor,2);
1899 if(floor != blank_face)
1900 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1901 else
1902 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1903 SET_MAP_LIGHT(m,x,y,light);
1904}
1905 1251
1252 if (top == middle)
1253 middle = blank_face;
1906 1254
1907void set_map_reset_time(mapstruct *map) { 1255 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1908 int timeout; 1256 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1909 1257 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1910 timeout = MAP_RESET_TIMEOUT(map);
1911 if (timeout <= 0)
1912 timeout = MAP_DEFAULTRESET;
1913 if (timeout >= MAP_MAXRESET)
1914 timeout = MAP_MAXRESET;
1915 MAP_WHEN_RESET(map) = seconds()+timeout;
1916} 1258}
1917 1259
1918/* this updates the orig_map->tile_map[tile_num] value after loading 1260/* this updates the orig_map->tile_map[tile_num] value after loading
1919 * the map. It also takes care of linking back the freshly loaded 1261 * the map. It also takes care of linking back the freshly loaded
1920 * maps tile_map values if it tiles back to this one. It returns 1262 * maps tile_map values if it tiles back to this one. It returns
1921 * the value of orig_map->tile_map[tile_num]. It really only does this 1263 * the value of orig_map->tile_map[tile_num]. It really only does this
1922 * so that it is easier for calling functions to verify success. 1264 * so that it is easier for calling functions to verify success.
1923 */ 1265 */
1924 1266static maptile *
1925static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1267load_and_link_tiled_map (maptile *orig_map, int tile_num)
1926{ 1268{
1269 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1270
1271 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1272 {
1273 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1274 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1275 &orig_map->tile_path[tile_num], &orig_map->path);
1276 mp = new maptile (1, 1);
1277 mp->alloc ();
1278 mp->in_memory = MAP_IN_MEMORY;
1279 }
1280
1927 int dest_tile = (tile_num +2) % 4; 1281 int dest_tile = (tile_num + 2) % 4;
1928 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1929 1282
1930 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1283 orig_map->tile_map[tile_num] = mp;
1931 1284
1932 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1285 // optimisation: back-link map to origin map if euclidean
1933 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1286 //TODO: non-euclidean maps MUST GO
1934 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1287 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1935 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1288 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1936 1289
1937 return orig_map->tile_map[tile_num]; 1290 return mp;
1938} 1291}
1939 1292
1940/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1941 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1942 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1943 * This is the function should always be used when it 1296 * This is the function should always be used when it
1944 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1945 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1946 * tiled maps. 1299 * tiled maps.
1947 * 1300 */
1948 * 1301int
1949 */
1950int out_of_map(mapstruct *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1951{ 1303{
1952
1953 /* If we get passed a null map, this is obviously the 1304 /* If we get passed a null map, this is obviously the
1954 * case. This generally shouldn't happen, but if the 1305 * case. This generally shouldn't happen, but if the
1955 * map loads fail below, it could happen. 1306 * map loads fail below, it could happen.
1956 */ 1307 */
1957 if (!m) return 0; 1308 if (!m)
1958
1959 if (x<0) {
1960 if (!m->tile_path[3]) return 1;
1961 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1962 load_and_link_tiled_map(m, 3);
1963 }
1964 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1965 }
1966 if (x>=MAP_WIDTH(m)) {
1967 if (!m->tile_path[1]) return 1;
1968 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1969 load_and_link_tiled_map(m, 1);
1970 }
1971 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1972 }
1973 if (y<0) {
1974 if (!m->tile_path[0]) return 1;
1975 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1976 load_and_link_tiled_map(m, 0);
1977 }
1978 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1979 }
1980 if (y>=MAP_HEIGHT(m)) {
1981 if (!m->tile_path[2]) return 1;
1982 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1983 load_and_link_tiled_map(m, 2);
1984 }
1985 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1986 }
1987
1988 /* Simple case - coordinates are within this local
1989 * map.
1990 */
1991 return 0; 1309 return 0;
1310
1311 if (x < 0)
1312 {
1313 if (!m->tile_path[3])
1314 return 1;
1315
1316 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1317 load_and_link_tiled_map (m, 3);
1318
1319 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1320 }
1321
1322 if (x >= m->width)
1323 {
1324 if (!m->tile_path[1])
1325 return 1;
1326
1327 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1328 load_and_link_tiled_map (m, 1);
1329
1330 return out_of_map (m->tile_map[1], x - m->width, y);
1331 }
1332
1333 if (y < 0)
1334 {
1335 if (!m->tile_path[0])
1336 return 1;
1337
1338 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1339 load_and_link_tiled_map (m, 0);
1340
1341 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1342 }
1343
1344 if (y >= m->height)
1345 {
1346 if (!m->tile_path[2])
1347 return 1;
1348
1349 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1350 load_and_link_tiled_map (m, 2);
1351
1352 return out_of_map (m->tile_map[2], x, y - m->height);
1353 }
1354
1355 /* Simple case - coordinates are within this local
1356 * map.
1357 */
1358 return 0;
1992} 1359}
1993 1360
1994/* This is basically the same as out_of_map above, but 1361/* This is basically the same as out_of_map above, but
1995 * instead we return NULL if no map is valid (coordinates 1362 * instead we return NULL if no map is valid (coordinates
1996 * out of bounds and no tiled map), otherwise it returns 1363 * out of bounds and no tiled map), otherwise it returns
1997 * the map as that the coordinates are really on, and 1364 * the map as that the coordinates are really on, and
1998 * updates x and y to be the localized coordinates. 1365 * updates x and y to be the localized coordinates.
1999 * Using this is more efficient of calling out_of_map 1366 * Using this is more efficient of calling out_of_map
2000 * and then figuring out what the real map is 1367 * and then figuring out what the real map is
2001 */ 1368 */
1369maptile *
2002mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1370get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2003{ 1371{
2004
2005 if (*x<0) { 1372 if (*x < 0)
1373 {
2006 if (!m->tile_path[3]) return NULL; 1374 if (!m->tile_path[3])
1375 return 0;
1376
2007 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1377 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2008 load_and_link_tiled_map(m, 3); 1378 load_and_link_tiled_map (m, 3);
2009 1379
2010 *x += MAP_WIDTH(m->tile_map[3]); 1380 *x += m->tile_map[3]->width;
2011 return (get_map_from_coord(m->tile_map[3], x, y)); 1381 return (get_map_from_coord (m->tile_map[3], x, y));
1382 }
1383
1384 if (*x >= m->width)
2012 } 1385 {
2013 if (*x>=MAP_WIDTH(m)) {
2014 if (!m->tile_path[1]) return NULL; 1386 if (!m->tile_path[1])
1387 return 0;
1388
2015 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1389 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2016 load_and_link_tiled_map(m, 1); 1390 load_and_link_tiled_map (m, 1);
2017 1391
2018 *x -= MAP_WIDTH(m); 1392 *x -= m->width;
2019 return (get_map_from_coord(m->tile_map[1], x, y)); 1393 return (get_map_from_coord (m->tile_map[1], x, y));
1394 }
1395
1396 if (*y < 0)
2020 } 1397 {
2021 if (*y<0) {
2022 if (!m->tile_path[0]) return NULL; 1398 if (!m->tile_path[0])
1399 return 0;
1400
2023 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1401 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2024 load_and_link_tiled_map(m, 0); 1402 load_and_link_tiled_map (m, 0);
2025 1403
2026 *y += MAP_HEIGHT(m->tile_map[0]); 1404 *y += m->tile_map[0]->height;
2027 return (get_map_from_coord(m->tile_map[0], x, y)); 1405 return (get_map_from_coord (m->tile_map[0], x, y));
1406 }
1407
1408 if (*y >= m->height)
2028 } 1409 {
2029 if (*y>=MAP_HEIGHT(m)) {
2030 if (!m->tile_path[2]) return NULL; 1410 if (!m->tile_path[2])
1411 return 0;
1412
2031 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1413 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2032 load_and_link_tiled_map(m, 2); 1414 load_and_link_tiled_map (m, 2);
2033 1415
2034 *y -= MAP_HEIGHT(m); 1416 *y -= m->height;
2035 return (get_map_from_coord(m->tile_map[2], x, y)); 1417 return (get_map_from_coord (m->tile_map[2], x, y));
2036 } 1418 }
2037 1419
2038 /* Simple case - coordinates are within this local 1420 /* Simple case - coordinates are within this local
2039 * map. 1421 * map.
2040 */ 1422 */
2041
2042 return m; 1423 return m;
2043} 1424}
2044 1425
2045/** 1426/**
2046 * Return whether map2 is adjacent to map1. If so, store the distance from 1427 * Return whether map2 is adjacent to map1. If so, store the distance from
2047 * map1 to map2 in dx/dy. 1428 * map1 to map2 in dx/dy.
2048 */ 1429 */
1430static int
2049static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{
2050 if (!map1 || !map2) 1433 if (!map1 || !map2)
2051 return 0; 1434 return 0;
2052 1435
2053 if (map1 == map2) { 1436 if (map1 == map2)
1437 {
2054 *dx = 0; 1438 *dx = 0;
2055 *dy = 0; 1439 *dy = 0;
2056 1440 }
2057 } else if (map1->tile_map[0] == map2) { /* up */ 1441 else if (map1->tile_map[0] == map2)
1442 { /* up */
2058 *dx = 0; 1443 *dx = 0;
2059 *dy = -MAP_HEIGHT(map2); 1444 *dy = -map2->height;
1445 }
2060 } else if (map1->tile_map[1] == map2) { /* right */ 1446 else if (map1->tile_map[1] == map2)
2061 *dx = MAP_WIDTH(map1); 1447 { /* right */
1448 *dx = map1->width;
2062 *dy = 0; 1449 *dy = 0;
1450 }
2063 } else if (map1->tile_map[2] == map2) { /* down */ 1451 else if (map1->tile_map[2] == map2)
1452 { /* down */
2064 *dx = 0; 1453 *dx = 0;
2065 *dy = MAP_HEIGHT(map1); 1454 *dy = map1->height;
1455 }
2066 } else if (map1->tile_map[3] == map2) { /* left */ 1456 else if (map1->tile_map[3] == map2)
2067 *dx = -MAP_WIDTH(map2); 1457 { /* left */
1458 *dx = -map2->width;
2068 *dy = 0; 1459 *dy = 0;
2069 1460 }
2070 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1461 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1462 { /* up right */
2071 *dx = MAP_WIDTH(map1->tile_map[0]); 1463 *dx = map1->tile_map[0]->width;
2072 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1464 *dy = -map1->tile_map[0]->height;
1465 }
2073 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1466 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2074 *dx = -MAP_WIDTH(map2); 1467 { /* up left */
2075 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1468 *dx = -map2->width;
1469 *dy = -map1->tile_map[0]->height;
1470 }
2076 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1471 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2077 *dx = MAP_WIDTH(map1); 1472 { /* right up */
2078 *dy = -MAP_HEIGHT(map2); 1473 *dx = map1->width;
1474 *dy = -map2->height;
1475 }
2079 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1476 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2080 *dx = MAP_WIDTH(map1); 1477 { /* right down */
2081 *dy = MAP_HEIGHT(map1->tile_map[1]); 1478 *dx = map1->width;
1479 *dy = map1->tile_map[1]->height;
1480 }
2082 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1481 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1482 { /* down right */
2083 *dx = MAP_WIDTH(map1->tile_map[2]); 1483 *dx = map1->tile_map[2]->width;
2084 *dy = MAP_HEIGHT(map1); 1484 *dy = map1->height;
1485 }
2085 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1486 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2086 *dx = -MAP_WIDTH(map2); 1487 { /* down left */
2087 *dy = MAP_HEIGHT(map1); 1488 *dx = -map2->width;
1489 *dy = map1->height;
1490 }
2088 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1491 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1492 { /* left up */
2089 *dx = -MAP_WIDTH(map1->tile_map[3]); 1493 *dx = -map1->tile_map[3]->width;
2090 *dy = -MAP_HEIGHT(map2); 1494 *dy = -map2->height;
1495 }
2091 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1496 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1497 { /* left down */
2092 *dx = -MAP_WIDTH(map1->tile_map[3]); 1498 *dx = -map1->tile_map[3]->width;
2093 *dy = MAP_HEIGHT(map1->tile_map[3]); 1499 *dy = map1->tile_map[3]->height;
2094
2095 } else { /* not "adjacent" enough */
2096 return 0;
2097 } 1500 }
2098 1501 else
2099 return 1; 1502 return 0;
1503
1504 return 1;
2100} 1505}
2101 1506
2102/* From map.c 1507/* From map.c
2103 * This is used by get_player to determine where the other 1508 * This is used by get_player to determine where the other
2104 * creature is. get_rangevector takes into account map tiling, 1509 * creature is. get_rangevector takes into account map tiling,
2117 * be unexpected 1522 * be unexpected
2118 * 1523 *
2119 * currently, the only flag supported (0x1) is don't translate for 1524 * currently, the only flag supported (0x1) is don't translate for
2120 * closest body part of 'op1' 1525 * closest body part of 'op1'
2121 */ 1526 */
2122 1527void
2123void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1528get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1529{
2124 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1530 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1531 {
2125 /* be conservative and fill in _some_ data */ 1532 /* be conservative and fill in _some_ data */
2126 retval->distance = 100000; 1533 retval->distance = 100000;
2127 retval->distance_x = 32767; 1534 retval->distance_x = 32767;
2128 retval->distance_y = 32767; 1535 retval->distance_y = 32767;
2129 retval->direction = 0; 1536 retval->direction = 0;
2130 retval->part = 0; 1537 retval->part = 0;
2131 } else { 1538 }
1539 else
1540 {
2132 object *best; 1541 object *best;
2133 1542
2134 retval->distance_x += op2->x-op1->x; 1543 retval->distance_x += op2->x - op1->x;
2135 retval->distance_y += op2->y-op1->y; 1544 retval->distance_y += op2->y - op1->y;
2136 1545
2137 best = op1; 1546 best = op1;
2138 /* If this is multipart, find the closest part now */ 1547 /* If this is multipart, find the closest part now */
2139 if (!(flags&0x1) && op1->more) { 1548 if (!(flags & 0x1) && op1->more)
1549 {
2140 object *tmp; 1550 object *tmp;
2141 int best_distance = retval->distance_x*retval->distance_x+ 1551 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2142 retval->distance_y*retval->distance_y, tmpi;
2143 1552
2144 /* we just take the offset of the piece to head to figure 1553 /* we just take the offset of the piece to head to figure
2145 * distance instead of doing all that work above again 1554 * distance instead of doing all that work above again
2146 * since the distance fields we set above are positive in the 1555 * since the distance fields we set above are positive in the
2147 * same axis as is used for multipart objects, the simply arithmetic 1556 * same axis as is used for multipart objects, the simply arithmetic
2148 * below works. 1557 * below works.
2149 */ 1558 */
2150 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1559 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1560 {
2151 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1561 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2152 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1562 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2153 if (tmpi < best_distance) { 1563 if (tmpi < best_distance)
1564 {
2154 best_distance = tmpi; 1565 best_distance = tmpi;
2155 best = tmp; 1566 best = tmp;
2156 } 1567 }
2157 } 1568 }
2158 if (best != op1) { 1569 if (best != op1)
1570 {
2159 retval->distance_x += op1->x-best->x; 1571 retval->distance_x += op1->x - best->x;
2160 retval->distance_y += op1->y-best->y; 1572 retval->distance_y += op1->y - best->y;
2161 } 1573 }
2162 } 1574 }
2163 retval->part = best; 1575 retval->part = best;
2164 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1576 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2165 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1577 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2166 } 1578 }
2167} 1579}
2168 1580
2169/* this is basically the same as get_rangevector above, but instead of 1581/* this is basically the same as get_rangevector above, but instead of
2170 * the first parameter being an object, it instead is the map 1582 * the first parameter being an object, it instead is the map
2175 * be more consistant with the above function and also in case they are needed 1587 * be more consistant with the above function and also in case they are needed
2176 * for something in the future. Also, since no object is pasted, the best 1588 * for something in the future. Also, since no object is pasted, the best
2177 * field of the rv_vector is set to NULL. 1589 * field of the rv_vector is set to NULL.
2178 */ 1590 */
2179 1591
1592void
2180void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1593get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1594{
2181 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1595 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1596 {
2182 /* be conservative and fill in _some_ data */ 1597 /* be conservative and fill in _some_ data */
2183 retval->distance = 100000; 1598 retval->distance = 100000;
2184 retval->distance_x = 32767; 1599 retval->distance_x = 32767;
2185 retval->distance_y = 32767; 1600 retval->distance_y = 32767;
2186 retval->direction = 0; 1601 retval->direction = 0;
2187 retval->part = 0; 1602 retval->part = 0;
2188 } else { 1603 }
1604 else
1605 {
2189 retval->distance_x += op2->x-x; 1606 retval->distance_x += op2->x - x;
2190 retval->distance_y += op2->y-y; 1607 retval->distance_y += op2->y - y;
2191 1608
2192 retval->part = NULL; 1609 retval->part = NULL;
2193 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1610 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2194 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1611 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2195 } 1612 }
2196} 1613}
2197 1614
2198/* Returns true of op1 and op2 are effectively on the same map 1615/* Returns true of op1 and op2 are effectively on the same map
2199 * (as related to map tiling). Note that this looks for a path from 1616 * (as related to map tiling). Note that this looks for a path from
2200 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1617 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2201 * to op1, this will still return false. 1618 * to op1, this will still return false.
2202 * Note we only look one map out to keep the processing simple 1619 * Note we only look one map out to keep the processing simple
2203 * and efficient. This could probably be a macro. 1620 * and efficient. This could probably be a macro.
2204 * MSW 2001-08-05 1621 * MSW 2001-08-05
2205 */ 1622 */
1623int
2206int on_same_map(const object *op1, const object *op2) { 1624on_same_map (const object *op1, const object *op2)
1625{
2207 int dx, dy; 1626 int dx, dy;
2208 1627
2209 return adjacent_map(op1->map, op2->map, &dx, &dy); 1628 return adjacent_map (op1->map, op2->map, &dx, &dy);
2210} 1629}
1630
1631object *
1632maptile::insert (object *op, int x, int y, object *originator, int flags)
1633{
1634 if (!op->flag [FLAG_REMOVED])
1635 op->remove ();
1636
1637 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1638}
1639

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