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Comparing deliantra/server/common/map.C (file contents):
Revision 1.10 by root, Mon Aug 28 14:05:23 2006 UTC vs.
Revision 1.66 by pippijn, Wed Jan 3 00:21:35 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.10 2006/08/28 14:05:23 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 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179 if (uncomp[i][0])
180 strcpy(endbuf, uncomp[i][0]);
181 else
182 *endbuf = '\0';
183 if (!stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1); 83 return -1;
188 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
189 return (-1); 85 return (-1);
190 86
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4; 89 mode |= 4;
195 90
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2; 93 mode |= 2;
200 94
201 return (mode); 95 return (mode);
202#endif
203}
204
205/*
206 * Prints out debug-information about a map.
207 * Dumping these at llevError doesn't seem right, but is
208 * necessary to make sure the information is in fact logged.
209 */
210
211void dump_map(const mapstruct *m) {
212 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214 MAP_WIDTH(m), MAP_HEIGHT(m),
215 MAP_ENTER_X(m), MAP_ENTER_Y(m));
216
217 if(m->msg!=NULL)
218 LOG(llevError,"Message:\n%s",m->msg);
219
220 if(m->maplore!=NULL)
221 LOG(llevError,"Lore:\n%s",m->maplore);
222
223 if(m->tmpname!=NULL)
224 LOG(llevError,"Tmpname: %s\n",m->tmpname);
225
226 LOG(llevError,"Difficulty: %d\n",m->difficulty);
227 LOG(llevError,"Darkness: %d\n",m->darkness);
228}
229
230/*
231 * Prints out debug-information about all maps.
232 * This basically just goes through all the maps and calls
233 * dump_map on each one.
234 */
235
236void dump_all_maps(void) {
237 mapstruct *m;
238 for(m=first_map;m!=NULL;m=m->next) {
239 dump_map(m);
240 }
241} 96}
242 97
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
248 * 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
249 * 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
250 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
252 */ 107 */
108int
253int 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)
254{ 110{
255 sint16 newx, newy;
256 int retval=0;
257 mapstruct *mp;
258
259 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260 newx = x; 111 sint16 newx = x;
261 newy = y; 112 sint16 newy = y;
113
262 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 115
264 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
265 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 120 if (nx) *nx = newx;
267 if (ny) *ny = newy; 121 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 122
270 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
271 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272
273 return retval;
274} 124}
275
276 125
277/* 126/*
278 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 133 * monster.
285 * 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.
286 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 136 * by the caller.
288 */ 137 */
289 138int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
291 object *tmp; 141 object *tmp;
292 int mflags, blocked; 142 int mflags, blocked;
293 143
294 /* 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
295 * have already checked this. 145 * have already checked this.
296 */ 146 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
298 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");
299 return 1; 150 return 1;
300 } 151 }
301 152
302 /* 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
303 * directly. 154 * directly.
304 */ 155 */
305 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
306 157
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
308 159
309 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 162 * things we need to do for players.
312 */ 163 */
313 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;
314 166
315 /* 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
316 * 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
317 * 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
318 * or another. Likewise, only if something is blocking us do we 170 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would 171 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example) 172 * let the player through (inventory checkers for example)
321 */ 173 */
322 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;
323 176
324 if(ob->head != NULL) 177 if (ob->head != NULL)
325 ob=ob->head; 178 ob = ob->head;
326 179
327 /* 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
328 * 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
329 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
331 */ 184 */
332 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 {
333 187
334 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
336 /* If last_sp is set, the player/monster needs an object, 191 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't 192 * so we check for it. If they don't have it, they can't
338 * pass through this space. 193 * pass through this space.
339 */ 194 */
340 if (tmp->last_sp) { 195 if (tmp->last_sp)
196 {
341 if (check_inv_recursive(ob,tmp)==NULL) 197 if (check_inv_recursive (ob, tmp) == NULL)
342 return 1; 198 return 1;
343 else 199 else
344 continue; 200 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 } 201 }
354 } /* if check_inv */
355 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 {
356 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
358 * movement, can't move here. 217 * movement, can't move here.
359 * 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
360 * hidden dm 219 * hidden dm
361 */ 220 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
365 return 1; 225 return 1;
366 } 226 }
367 227
368 } 228 }
369 return 0; 229 return 0;
370} 230}
371 231
372 232
373/* 233/*
374 * 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.
394 * 254 *
395 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
396 * 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
397 * against the move_block values. 257 * against the move_block values.
398 */ 258 */
399 259int
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
401 archetype *tmp; 262 archetype *tmp;
402 int flag; 263 int flag;
403 mapstruct *m1; 264 maptile *m1;
404 sint16 sx, sy; 265 sint16 sx, sy;
405 266
406 if(ob==NULL) { 267 if (!ob)
268 {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
409 272
410 /* 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 */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
412 } 275 }
413 276
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
415 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);
416 280
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
418 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;
419 285
286 mapspace &ms = m1->at (sx, sy);
287
420 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
421 * 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)
422 * 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.
423 */ 291 */
424 292
425 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;
426 295
427 /* 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
428 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
429 */ 298 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
431 return AB_NO_PASS; 300 return P_NO_PASS;
432
433 } 301 }
302
434 return 0; 303 return 0;
435} 304}
436 305
437/* 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
438 * 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
439 * and insert them properly. 308 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
442 */ 311 */
443 312void
444void fix_container(object *container) 313fix_container (object *container)
445{ 314{
446 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
447 316
448 container->inv=NULL; 317 container->inv = 0;
449 while (tmp!=NULL) { 318 while (tmp)
319 {
450 next = tmp->below; 320 next = tmp->below;
451 if (tmp->inv) 321 if (tmp->inv)
452 fix_container(tmp); 322 fix_container (tmp);
323
453 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
454 tmp = next; 325 tmp = next;
455 } 326 }
327
456 /* 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
457 * carrying. 329 * carrying.
458 */ 330 */
459 sum_weight(container); 331 sum_weight (container);
332}
333
334void
335maptile::set_object_flag (int flag, int value)
336{
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
460} 343}
461 344
462/* link_multipart_objects go through all the objects on the map looking 345/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 346 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 347 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 348 * they are saved). We do have to look for the old maps that did save
466 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
467 */ 350 */
468 351void
469static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
470{ 353{
471 int x,y; 354 if (!spaces)
472 object *tmp, *op, *last, *above; 355 return;
473 archetype *at;
474 356
475 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
478 above=tmp->above; 360 object *above = tmp->above;
479 361
480 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
482 364 {
483 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
484 * won't do anything. 366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
485 */ 389 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
487 op = arch_to_object(at);
488
489 /* update x,y coordinates */
490 op->x += tmp->x;
491 op->y += tmp->y;
492 op->head = tmp;
493 op->map = m;
494 last->more = op;
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */
510 } /* for objects on this space */
511}
512
513 391 }
392 }
393
394 tmp = above;
395 }
396}
514 397
515/* 398/*
516 * Loads (ands parses) the objects into a given map from the specified 399 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 400 * file pointer.
518 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
519 */ 402 */
520 403bool
521void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 404maptile::load_objects (object_thawer &thawer)
522 int i,j,bufstate=LO_NEWFILE; 405{
523 int unique; 406 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
525 408
526 op=get_object(); 409 op = object::create ();
527 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
528 411
529 while((i = load_object (fp, op, bufstate, mapflags))) { 412 while (int i = load_object (thawer, op, 0))
530 /* Since the loading of the map header does not load an object 413 {
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */
534 bufstate = LO_REPEAT;
535
536 /* if the archetype for the object is null, means that we 414 /* if the archetype for the object is null, means that we
537 * got an invalid object. Don't do anything with it - the game 415 * got an invalid object. Don't do anything with it - the game
538 * or editor will not be able to do anything with it either. 416 * or editor will not be able to do anything with it either.
539 */ 417 */
540 if (op->arch==NULL) { 418 if (op->arch == NULL)
419 {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
542 continue; 421 continue;
543 } 422 }
544 423
545
546 switch(i) { 424 switch (i)
425 {
547 case LL_NORMAL: 426 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554 428
555 if (op->inv) 429 if (op->inv)
556 sum_weight(op); 430 sum_weight (op);
557 431
558 prev=op,last_more=op; 432 prev = op, last_more = op;
559 break; 433 break;
560 434
561 case LL_MORE: 435 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op; 437 op->head = prev, last_more->more = op, last_more = op;
564 break; 438 break;
565 } 439 }
566 if (mapflags & MAP_STYLE) { 440
567 remove_from_active_list(op); 441 op = object::create ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
568 } 506 }
569 op=get_object(); 507
570 op->map = m; 508 int unique = 0;
571 } 509 for (object *op = spaces [i].bot; op; op = op->above)
572 for (i=0;i<m->width;i++){ 510 {
573 for (j=0;j<m->height;j++){ 511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
574 unique =0; 515 unique = 1;
575 /* check for unique items, or unique squares */ 516
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 517 if (!op->can_map_save ())
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 518 continue;
578 unique = 1; 519
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 520 if (unique || op->flag [FLAG_UNIQUE])
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 521 {
522 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1);
581 } 524 }
525 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1);
582 } 527 }
583 } 528 }
584 free_object(op);
585 link_multipart_objects(m);
586}
587 529
588/* This saves all the objects on the map in a non destructive fashion. 530 return true;
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 531}
590 * and we only save the head of multi part objects - this is needed 532
591 * in order to do map tiling properly. 533bool
534maptile::load_objects (const char *path, bool skip_header)
535{
536 object_thawer thawer (path);
537
538 if (!thawer)
539 return false;
540
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path);
564}
565
566maptile::maptile ()
567{
568 in_memory = MAP_SWAPPED;
569
570 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour.
592 */ 572 */
593void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 573 width = 16;
594 int i, j = 0,unique=0; 574 height = 16;
595 object *op; 575 reset_timeout = 0;
596 /* first pass - save one-part objects */ 576 timeout = 300;
597 for(i = 0; i < MAP_WIDTH(m); i++) 577 enter_x = 0;
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 578 enter_y = 0;
599 unique=0; 579}
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 580
604 if(op->type == PLAYER) { 581maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 582{
606 continue; 583 in_memory = MAP_SWAPPED;
607 }
608 584
609 if (op->head || op->owner) 585 width = w;
610 continue; 586 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
611 591
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 592 alloc ();
613 save_object (fp2, op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 593}
623 594
624/* 595/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 596 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 597 * This basically allocates the dynamic array of spaces for the
662 * map. 598 * map.
663 */ 599 */
664 600void
665void allocate_map(mapstruct *m) { 601maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 602{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 603 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 604 return;
605
606 spaces = salloc0<mapspace> (size ());
692} 607}
693 608
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 609/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 610 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 611 * at a later date.
697 * Called by parse_map_headers below. 612 * Called by parse_map_headers below.
698 */ 613 */
699 614static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 615parse_shop_string (const char *input_string)
616{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 617 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 618 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 619 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 620 const typedata *current_type;
705 621
706 shop_string=strdup_local(input_string); 622 shop_string = strdup (input_string);
707 p=shop_string; 623 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 624 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 625 while (p)
626 {
710 p=strchr(p, ';'); 627 p = strchr (p, ';');
711 number_of_entries++; 628 number_of_entries++;
712 if (p) p++; 629 if (p)
630 p++;
713 } 631 }
632
714 p=shop_string; 633 p = shop_string;
715 strip_endline(p); 634 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 635 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 636 for (i = 0; i < number_of_entries; i++)
637 {
719 if (!p) { 638 if (!p)
639 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 640 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 641 break;
722 } 642 }
643
723 next_semicolon=strchr(p, ';'); 644 next_semicolon = strchr (p, ';');
724 next_colon=strchr(p, ':'); 645 next_colon = strchr (p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 646 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 647 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1); 648 items[i].strength = atoi (strchr (p, ':') + 1);
649
650 if (isdigit (*p) || *p == '*')
728 651 {
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 652 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum); 653 current_type = get_typedata (items[i].typenum);
732 if (current_type) { 654 if (current_type)
655 {
733 items[i].name=current_type->name; 656 items[i].name = current_type->name;
734 items[i].name_pl=current_type->name_pl; 657 items[i].name_pl = current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 } 658 }
753 } 659 }
660 else
661 { /*we have a named type, let's figure out what it is */
662 q = strpbrk (p, ";:");
663 if (q)
664 *q = '\0';
665
666 current_type = get_typedata_by_name (p);
667 if (current_type)
668 {
669 items[i].name = current_type->name;
670 items[i].typenum = current_type->number;
671 items[i].name_pl = current_type->name_pl;
672 }
673 else
674 { /* oh uh, something's wrong, let's free up this one, and try
675 * the next entry while we're at it, better print a warning
676 */
677 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678 }
679 }
680
754 items[i].index=number_of_entries; 681 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 682 if (next_semicolon)
683 p = ++next_semicolon;
684 else
756 else p=NULL; 685 p = NULL;
757 } 686 }
687
758 free(shop_string); 688 free (shop_string);
759 return items; 689 return items;
760} 690}
761 691
762/* opposite of parse string, this puts the string that was originally fed in to 692/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 693 * the map (or something equivilent) into output_string. */
694static void
764static void print_shop_string(mapstruct *m, char *output_string) { 695print_shop_string (maptile *m, char *output_string)
696{
765 int i; 697 int i;
766 char tmp[MAX_BUF]; 698 char tmp[MAX_BUF];
699
767 strcpy(output_string, ""); 700 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 701 for (i = 0; i < m->shopitems[0].index; i++)
702 {
769 if (m->shopitems[i].typenum) { 703 if (m->shopitems[i].typenum)
704 {
770 if (m->shopitems[i].strength) { 705 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 707 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 708 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 709 }
775 else { 710 else
711 {
776 if (m->shopitems[i].strength) { 712 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 713 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 714 else
779 else sprintf(tmp, "*"); 715 sprintf (tmp, "*");
780 } 716 }
717
781 strcat(output_string, tmp); 718 strcat (output_string, tmp);
782 } 719 }
783} 720}
784 721
785/* This loads the header information of the map. The header 722/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 723 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 727 * put all the stuff in the map object so that names actually make
791 * sense. 728 * sense.
792 * This could be done in lex (like the object loader), but I think 729 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 730 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 731 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 732 */
797 733bool
798static int load_map_header(FILE *fp, mapstruct *m) 734maptile::load_header (object_thawer &thawer)
799{ 735{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
801 int msgpos=0; 737 int msgpos = 0;
802 int maplorepos=0; 738 int maplorepos = 0;
803 739
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 740 for (;;)
805 buf[HUGE_BUF-1] = 0; 741 {
806 key = buf; 742 keyword kw = thawer.get_kv ();
807 while (isspace(*key)) key++; 743
808 if (*key == 0) continue; /* empty line */ 744 switch (kw)
809 value = strchr(key, ' ');
810 if (!value) {
811 end = strchr(key, '\n');
812 if (end != NULL) {
813 *end = 0;
814 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 } 745 {
828 if (!end) { 746 case KW_EOF:
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
830 buf); 748 return false;
749
750 case KW_end:
831 return 1; 751 return true;
832 } 752
753 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg);
833 755 break;
834 756
835 /* key is the field name, value is what it should be set 757 case KW_lore: // CF+ extension
836 * to. We've already done the work to null terminate key, 758 thawer.get_ml (KW_endlore, maplore);
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 } 759 break;
859 /* There are lots of maps that have empty messages (eg, msg/endmsg 760
860 * with nothing between). There is no reason in those cases to 761 case KW_maplore:
861 * keep the empty message. Also, msgbuf contains garbage data 762 thawer.get_ml (KW_endmaplore, maplore);
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 } 763 break;
876 if (maplorepos != 0) 764
877 m->maplore = strdup_local(maplorebuf); 765 case KW_arch:
878 } 766 if (strcmp (thawer.get_str (), "map"))
879 else if (!strcmp(key,"end")) { 767 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
768 break;
769
770 case KW_oid:
771 thawer.get (this, thawer.get_sint32 ());
772 break;
773
774 case KW_file_format_version: break; // nop
775
776 case KW_name: thawer.get (name); break;
777 case KW_attach: thawer.get (attach); break;
778 case KW_reset_time: thawer.get (reset_time); break;
779 case KW_shopgreed: thawer.get (shopgreed); break;
780 case KW_shopmin: thawer.get (shopmin); break;
781 case KW_shopmax: thawer.get (shopmax); break;
782 case KW_shoprace: thawer.get (shoprace); break;
783 case KW_outdoor: thawer.get (outdoor); break;
784 case KW_temp: thawer.get (temp); break;
785 case KW_pressure: thawer.get (pressure); break;
786 case KW_humid: thawer.get (humid); break;
787 case KW_windspeed: thawer.get (windspeed); break;
788 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break;
790
791 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break;
793
794 case KW_region: get_region_by_name (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796
797 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
800 case KW_x: case KW_width: thawer.get (width); break;
801 case KW_y: case KW_height: thawer.get (height); break;
802 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
803 case KW_value: case KW_swap_time: thawer.get (timeout); break;
804 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
805 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
806 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
807
808 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812
813 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
880 break; 815 break;
881 } 816 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 } else if (!strcmp(key, "safe_map")) {
951 m->safe_map = atoi(value);
952 }
953 else if (!strncmp(key,"tile_path_", 10)) {
954 int tile=atoi(key+10);
955
956 if (tile<1 || tile>4) {
957 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
958 tile, m->path);
959 } else {
960 char *path;
961
962 *end = 0;
963
964 if (m->tile_path[tile-1]) {
965 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
966 tile, m->path);
967 free(m->tile_path[tile-1]);
968 m->tile_path[tile-1] = NULL;
969 }
970
971 if (check_path(value, 1) != -1) {
972 /* The unadorned path works. */
973 path = value;
974 } else {
975 /* Try again; it could be a relative exit. */
976
977 path = path_combine_and_normalize(m->path, value);
978
979 if (check_path(path, 1) == -1) {
980 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
981 path = NULL;
982 }
983 }
984
985 if (editor) {
986 /* Use the value as in the file. */
987 m->tile_path[tile-1] = strdup_local(value);
988 } else if (path != NULL) {
989 /* Use the normalized value. */
990 m->tile_path[tile-1] = strdup_local(path);
991 }
992 } /* end if tile direction (in)valid */
993 }
994 else {
995 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
996 }
997 }
998 if (!key || strcmp(key,"end")) {
999 LOG(llevError,"Got premature eof on map header!\n");
1000 return 1;
1001 }
1002 return 0;
1003}
1004
1005/*
1006 * Opens the file "filename" and reads information about the map
1007 * from the given file, and stores it in a newly allocated
1008 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1009 * flags correspond to those in map.h. Main ones used are
1010 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1011 * MAP_BLOCK, in which case we block on this load. This happens in all
1012 * cases, no matter if this flag is set or not.
1013 * MAP_STYLE: style map - don't add active objects, don't add to server
1014 * managed map list.
1015 */
1016
1017mapstruct *load_original_map(const char *filename, int flags) {
1018 FILE *fp;
1019 mapstruct *m;
1020 int comp;
1021 char pathname[MAX_BUF];
1022 817 }
1023 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1024 if (flags & MAP_PLAYER_UNIQUE)
1025 strcpy(pathname, filename);
1026 else if (flags & MAP_OVERLAY)
1027 strcpy(pathname, create_overlay_pathname(filename));
1028 else
1029 strcpy(pathname, create_pathname(filename));
1030 818
1031 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) { 819 abort ();
1032 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1033 return (NULL);
1034 }
1035
1036 object_thawer thawer (fp, filename);
1037
1038 m = get_linked_map();
1039
1040 strcpy (m->path, filename);
1041 if (load_map_header(fp, m)) {
1042 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1043 filename, flags);
1044 delete_map(m);
1045 return NULL;
1046 }
1047
1048 allocate_map(m);
1049
1050 m->in_memory=MAP_LOADING;
1051 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1052 close_and_delete(fp, comp);
1053 m->in_memory=MAP_IN_MEMORY;
1054 if (!MAP_DIFFICULTY(m))
1055 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1056 set_map_reset_time(m);
1057 INVOKE_MAP (INSTANTIATE, m);
1058 return (m);
1059} 820}
1060 821
1061/* 822bool
1062 * Loads a map, which has been loaded earlier, from file. 823maptile::load_header (const char *path)
1063 * Return the map object we load into (this can change from the passed 824{
1064 * option if we can't find the original map)
1065 */
1066
1067static mapstruct *load_temporary_map(mapstruct *m) {
1068 FILE *fp;
1069 int comp;
1070 char buf[MAX_BUF];
1071
1072 if (!m->tmpname) {
1073 LOG(llevError, "No temporary filename for map %s\n", m->path);
1074 strcpy(buf, m->path);
1075 delete_map(m);
1076 m = load_original_map(buf, 0);
1077 if(m==NULL) return NULL;
1078 fix_auto_apply(m); /* Chests which open as default */
1079 return m;
1080 }
1081
1082 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1083 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1084 strcpy(buf, m->path);
1085 delete_map(m);
1086 m = load_original_map(buf, 0);
1087 if(m==NULL) return NULL;
1088 fix_auto_apply(m); /* Chests which open as default */
1089 return m;
1090 }
1091
1092 object_thawer thawer (fp, m->tmpname);
1093
1094 if (load_map_header(thawer, m)) {
1095 LOG(llevError,"Error loading map header for %s (%s)\n",
1096 m->path, m->tmpname);
1097 delete_map(m);
1098 m = load_original_map(m->path, 0);
1099 return NULL;
1100 }
1101 allocate_map(m);
1102
1103 m->in_memory=MAP_LOADING;
1104 load_objects (m, thawer, 0);
1105 close_and_delete(fp, comp);
1106 m->in_memory=MAP_IN_MEMORY;
1107 INVOKE_MAP (SWAPIN, m);
1108 return m;
1109}
1110
1111/*
1112 * Loads a map, which has been loaded earlier, from file.
1113 * Return the map object we load into (this can change from the passed
1114 * option if we can't find the original map)
1115 */
1116
1117mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1118 FILE *fp;
1119 int comp;
1120 char pathname[MAX_BUF];
1121
1122 strcpy(pathname, create_overlay_pathname(filename));
1123
1124 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1125/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1126 return m;
1127 }
1128
1129 object_thawer thawer (fp, pathname); 825 object_thawer thawer (path);
1130
1131 if (load_map_header(thawer, m)) {
1132 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1133 m->path, pathname);
1134 delete_map(m);
1135 m = load_original_map(m->path, 0);
1136 return NULL;
1137 }
1138 /*allocate_map(m);*/
1139 826
1140 m->in_memory=MAP_LOADING; 827 if (!thawer)
1141 load_objects (m, thawer, MAP_OVERLAY);
1142 close_and_delete(fp, comp);
1143 m->in_memory=MAP_IN_MEMORY;
1144 return m; 828 return false;
829
830 return load_header (thawer);
1145} 831}
1146 832
1147/****************************************************************************** 833/******************************************************************************
1148 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1149 *****************************************************************************/ 835 *****************************************************************************/
1150 836
1151/* This goes through map 'm' and removed any unique items on the map. */ 837/* This goes through the maptile and removed any unique items on the map. */
1152static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1153{ 840{
1154 int i,j,unique; 841 for (int i = 0; i < size (); ++i)
1155 object *op, *next; 842 {
1156
1157 for(i=0; i<MAP_WIDTH(m); i++)
1158 for(j=0; j<MAP_HEIGHT(m); j++) {
1159 unique=0; 843 int unique = 0;
1160 for (op=get_map_ob(m, i, j); op; op=next) { 844 for (object *op = spaces [i].bot; op; )
1161 next = op->above; 845 {
846 object *above = op->above;
847
1162 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1163 unique=1; 849 unique = 1;
850
1164 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1165 clean_object(op);
1166 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1167 remove_button_link(op);
1168 remove_ob(op);
1169 free_object(op);
1170 } 852 {
853 op->destroy_inv (false);
854 op->destroy ();
1171 } 855 }
856
857 op = above;
1172 } 858 }
1173}
1174
1175
1176/*
1177 * Loads unique objects from file(s) into the map which is in memory
1178 * m is the map to load unique items into.
1179 */
1180static void load_unique_objects(mapstruct *m) {
1181 FILE *fp;
1182 int comp,count;
1183 char firstname[MAX_BUF];
1184
1185 for (count=0; count<10; count++) {
1186 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1187 if (!access(firstname, R_OK)) break;
1188 }
1189 /* If we get here, we did not find any map */
1190 if (count==10) return;
1191
1192 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1193 /* There is no expectation that every map will have unique items, but this
1194 * is debug output, so leave it in.
1195 */
1196 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1197 return;
1198 }
1199
1200 object_thawer thawer (fp, firstname);
1201
1202 m->in_memory=MAP_LOADING;
1203 if (m->tmpname == NULL) /* if we have loaded unique items from */
1204 delete_unique_items(m); /* original map before, don't duplicate them */
1205 load_object(thawer, NULL, LO_NOREAD,0);
1206 load_objects (m, thawer, 0);
1207 close_and_delete(fp, comp);
1208 m->in_memory=MAP_IN_MEMORY;
1209}
1210
1211
1212/*
1213 * Saves a map to file. If flag is set, it is saved into the same
1214 * file it was (originally) loaded from. Otherwise a temporary
1215 * filename will be genarated, and the file will be stored there.
1216 * The temporary filename will be stored in the mapstructure.
1217 * If the map is unique, we also save to the filename in the map
1218 * (this should have been updated when first loaded)
1219 */
1220
1221int
1222new_save_map (mapstruct * m, int flag)
1223{
1224 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1225 int i;
1226
1227 if (flag && !*m->path)
1228 { 859 }
1229 LOG (llevError, "Tried to save map without path.\n"); 860}
1230 return -1;
1231 }
1232 861
1233 if (flag || (m->unique) || (m->templatemap)) 862bool
1234 { 863maptile::save_header (object_freezer &freezer)
1235 if (!m->unique && !m->templatemap) 864{
1236 { /* flag is set */ 865#define MAP_OUT(k) freezer.put (KW_ ## k, k)
1237 if (flag == 2) 866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1238 strcpy (filename, create_overlay_pathname (m->path));
1239 else
1240 strcpy (filename, create_pathname (m->path));
1241 }
1242 else
1243 strcpy (filename, m->path);
1244 867
1245 make_path_to_file (filename); 868 MAP_OUT2 (arch, "map");
1246 }
1247 else
1248 {
1249 if (!m->tmpname)
1250 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1251 strcpy (filename, m->tmpname);
1252 }
1253 869
1254 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 870 if (name) MAP_OUT (name);
1255 m->in_memory = MAP_SAVING; 871 MAP_OUT (swap_time);
1256 872 MAP_OUT (reset_time);
1257 object_freezer fp (filename); 873 MAP_OUT (reset_timeout);
1258
1259 /* legacy */
1260 fprintf (fp, "arch map\n");
1261 if (m->name)
1262 fprintf (fp, "name %s\n", m->name);
1263 if (!flag)
1264 fprintf (fp, "swap_time %d\n", m->swap_time);
1265 if (m->reset_timeout)
1266 fprintf (fp, "reset_timeout %d\n", m->reset_timeout);
1267 if (m->fixed_resettime) 874 MAP_OUT (fixed_resettime);
1268 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime); 875 MAP_OUT (difficulty);
1269 /* we unfortunately have no idea if this is a value the creator set 876
1270 * or a difficulty value we generated when the map was first loaded 877 if (region) MAP_OUT2 (region, region->name);
1271 */ 878
1272 if (m->difficulty)
1273 fprintf (fp, "difficulty %d\n", m->difficulty);
1274 if (m->region)
1275 fprintf (fp, "region %s\n", m->region->name);
1276 if (m->shopitems) 879 if (shopitems)
1277 { 880 {
881 char shop[MAX_BUF];
1278 print_shop_string (m, shop); 882 print_shop_string (this, shop);
1279 fprintf (fp, "shopitems %s\n", shop); 883 MAP_OUT2 (shopitems, shop);
1280 }
1281 if (m->shopgreed)
1282 fprintf (fp, "shopgreed %f\n", m->shopgreed);
1283#ifndef WIN32
1284 if (m->shopmin)
1285 fprintf (fp, "shopmin %llu\n", m->shopmin);
1286 if (m->shopmax)
1287 fprintf (fp, "shopmax %llu\n", m->shopmax);
1288#else
1289 if (m->shopmin)
1290 fprintf (fp, "shopmin %I64u\n", m->shopmin);
1291 if (m->shopmax)
1292 fprintf (fp, "shopmax %I64u\n", m->shopmax);
1293#endif
1294 if (m->shoprace)
1295 fprintf (fp, "shoprace %s\n", m->shoprace);
1296 if (m->darkness)
1297 fprintf (fp, "darkness %d\n", m->darkness);
1298 if (m->width)
1299 fprintf (fp, "width %d\n", m->width);
1300 if (m->height)
1301 fprintf (fp, "height %d\n", m->height);
1302 if (m->enter_x)
1303 fprintf (fp, "enter_x %d\n", m->enter_x);
1304 if (m->enter_y)
1305 fprintf (fp, "enter_y %d\n", m->enter_y);
1306 if (m->msg)
1307 fprintf (fp, "msg\n%sendmsg\n", m->msg);
1308 if (m->maplore)
1309 fprintf (fp, "maplore\n%sendmaplore\n", m->maplore);
1310 if (m->unique)
1311 fprintf (fp, "unique %d\n", m->unique);
1312 if (m->templatemap)
1313 fprintf (fp, "template %d\n", m->templatemap);
1314 if (m->outdoor)
1315 fprintf (fp, "outdoor %d\n", m->outdoor);
1316 if (m->temp)
1317 fprintf (fp, "temp %d\n", m->temp);
1318 if (m->pressure)
1319 fprintf (fp, "pressure %d\n", m->pressure);
1320 if (m->humid)
1321 fprintf (fp, "humid %d\n", m->humid);
1322 if (m->windspeed)
1323 fprintf (fp, "windspeed %d\n", m->windspeed);
1324 if (m->winddir)
1325 fprintf (fp, "winddir %d\n", m->winddir);
1326 if (m->sky)
1327 fprintf (fp, "sky %d\n", m->sky);
1328 if (m->nosmooth)
1329 fprintf (fp, "nosmooth %d\n", m->nosmooth);
1330 if (m->safe_map)
1331 fprintf (fp, "safe_map %d\n", m->safe_map);
1332
1333 /* Save any tiling information, except on overlays */
1334 if (flag != 2)
1335 for (i = 0; i < 4; i++)
1336 if (m->tile_path[i])
1337 fprintf (fp, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1338
1339 fprintf (fp, "end\n");
1340
1341 /* In the game save unique items in the different file, but
1342 * in the editor save them to the normal map file.
1343 * If unique map, save files in the proper destination (set by
1344 * player)
1345 */
1346 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1347 { 884 }
1348 sprintf (buf, "%s.v00", create_items_path (m->path));
1349 885
1350 object_freezer fp2 (buf); 886 MAP_OUT (shopgreed);
887 MAP_OUT (shopmin);
888 MAP_OUT (shopmax);
889 if (shoprace) MAP_OUT (shoprace);
890 MAP_OUT (darkness);
891 MAP_OUT (width);
892 MAP_OUT (height);
893 MAP_OUT (enter_x);
894 MAP_OUT (enter_y);
1351 895
1352 if (flag == 2) 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1353 save_objects (m, fp, fp2, 2); 897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1354 else
1355 save_objects (m, fp, fp2, 0);
1356 }
1357 else
1358 { /* save same file when not playing, like in editor */
1359 save_objects (m, fp, fp, 0);
1360 }
1361 898
899 MAP_OUT (outdoor);
900 MAP_OUT (temp);
901 MAP_OUT (pressure);
902 MAP_OUT (humid);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
906
907 MAP_OUT (per_player);
908 MAP_OUT (per_party);
909
910 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914
915 freezer.put (this);
916 freezer.put (KW_end);
917
1362 return 0; 918 return true;
1363} 919}
1364 920
1365 921bool
1366/* 922maptile::save_header (const char *path)
1367 * Remove and free all objects in the inventory of the given object.
1368 * object.c ?
1369 */
1370
1371void clean_object(object *op)
1372{ 923{
1373 object *tmp, *next; 924 object_freezer freezer;
1374 925
1375 for(tmp = op->inv; tmp; tmp = next) 926 if (!save_header (freezer))
1376 { 927 return false;
1377 next = tmp->below; 928
1378 clean_object(tmp); 929 return freezer.save (path);
1379 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1380 remove_button_link(tmp);
1381 remove_ob(tmp);
1382 free_object(tmp);
1383 }
1384} 930}
1385 931
1386/* 932/*
1387 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1388 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1389 940
1390void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1391 int i,j; 942 while (object *op = ms->bot)
1392 object *op; 943 {
1393 944 if (op->head)
1394 for(i=0;i<MAP_WIDTH(m);i++)
1395 for(j=0;j<MAP_HEIGHT(m);j++) {
1396 object *previous_obj=NULL;
1397 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1398 if (op==previous_obj) {
1399 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1400 break;
1401 }
1402 previous_obj=op;
1403 if(op->head!=NULL)
1404 op = op->head; 945 op = op->head;
1405 946
1406 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1407 * free objects in op's inventory. So let it do the job. 948 op->destroy ();
1408 */
1409 if (m->in_memory==MAP_IN_MEMORY)
1410 clean_object(op);
1411 remove_ob(op);
1412 free_object(op);
1413 }
1414 } 949 }
1415#ifdef MANY_CORES 950
1416 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 951 sfree (spaces, size ()), spaces = 0;
1417 * an item on that map was not saved - look for that condition and die as appropriate - 952
1418 * this leaves more of the map data intact for better debugging. 953 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0;
955}
956
957void
958maptile::clear_header ()
959{
960 name = 0;
961 msg = 0;
962 maplore = 0;
963 shoprace = 0;
964 delete [] shopitems, shopitems = 0;
965
966 for (int i = 0; i < 4; i++)
967 tile_path [i] = 0;
968}
969
970maptile::~maptile ()
971{
972 assert (destroyed ());
973}
974
975void
976maptile::clear_links_to (maptile *m)
977{
978 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those.
1419 */ 982 */
1420 for (op=objects; op!=NULL; op=op->next) { 983 for (int i = 0; i < 4; i++)
1421 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 984 if (tile_map[i] == m)
1422 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 985 tile_map[i] = 0;
1423 abort(); 986}
1424 } 987
1425 } 988void
1426#endif 989maptile::do_destroy ()
990{
991 attachable::do_destroy ();
992
993 clear ();
1427} 994}
1428 995
1429/* 996/*
1430 * Frees everything allocated by the given mapstructure. 997 * Updates every button on the map (by calling update_button() for them).
1431 * don't free tmpname - our caller is left to do that
1432 */ 998 */
1433 999void
1434void free_map(mapstruct *m,int flag) { 1000maptile::update_buttons ()
1435 int i; 1001{
1436 1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1437 if (!m->in_memory) { 1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1438 LOG(llevError,"Trying to free freed map.\n"); 1004 {
1439 return; 1005 if (!ol->ob)
1440 }
1441 if (flag && m->spaces) free_all_objects(m);
1442 if (m->name) FREE_AND_CLEAR(m->name);
1443 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1444 if (m->msg) FREE_AND_CLEAR(m->msg);
1445 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1446 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1447 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1448 if (m->buttons)
1449 free_objectlinkpt(m->buttons);
1450 m->buttons = NULL;
1451 for (i=0; i<4; i++) {
1452 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1453 m->tile_map[i] = NULL;
1454 }
1455 m->in_memory = MAP_SWAPPED;
1456}
1457
1458/*
1459 * function: vanish mapstruct
1460 * m : pointer to mapstruct, if NULL no action
1461 * this deletes all the data on the map (freeing pointers)
1462 * and then removes this map from the global linked list of maps.
1463 */
1464
1465void delete_map(mapstruct *m) {
1466 mapstruct *tmp, *last;
1467 int i;
1468
1469 if (!m)
1470 return;
1471 if (m->in_memory == MAP_IN_MEMORY) {
1472 /* change to MAP_SAVING, even though we are not,
1473 * so that remove_ob doesn't do as much work.
1474 */ 1006 {
1475 m->in_memory = MAP_SAVING; 1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1476 free_map (m, 1); 1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1477 } 1009 continue;
1478 /* move this out of free_map, since tmpname can still be needed if
1479 * the map is swapped out.
1480 */
1481 if (m->tmpname) {
1482 free(m->tmpname);
1483 m->tmpname=NULL;
1484 }
1485 last = NULL;
1486 /* We need to look through all the maps and see if any maps
1487 * are pointing at this one for tiling information. Since
1488 * tiling can be assymetric, we just can not look to see which
1489 * maps this map tiles with and clears those.
1490 */
1491 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1492 if (tmp->next == m) last = tmp;
1493
1494 /* This should hopefully get unrolled on a decent compiler */
1495 for (i=0; i<4; i++)
1496 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1497 }
1498
1499 /* If last is null, then this should be the first map in the list */
1500 if (!last) {
1501 if (m == first_map)
1502 first_map = m->next;
1503 else
1504 /* m->path is a static char, so should hopefully still have
1505 * some useful data in it.
1506 */
1507 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1508 m->path);
1509 }
1510 else
1511 last->next = m->next;
1512
1513 free (m);
1514}
1515
1516
1517
1518/*
1519 * Makes sure the given map is loaded and swapped in.
1520 * name is path name of the map.
1521 * flags meaning:
1522 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1523 * and don't do unique items or the like.
1524 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1525 * dont do any more name translation on it.
1526 *
1527 * Returns a pointer to the given map.
1528 */
1529
1530mapstruct *ready_map_name(const char *name, int flags) {
1531 mapstruct *m;
1532
1533 if (!name)
1534 return (NULL);
1535
1536 /* Have we been at this level before? */
1537 m = has_been_loaded (name);
1538
1539 /* Map is good to go, so just return it */
1540 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1541 return m;
1542 }
1543
1544 /* unique maps always get loaded from their original location, and never
1545 * a temp location. Likewise, if map_flush is set, or we have never loaded
1546 * this map, load it now. I removed the reset checking from here -
1547 * it seems the probability of a player trying to enter a map that should
1548 * reset but hasn't yet is quite low, and removing that makes this function
1549 * a bit cleaner (and players probably shouldn't rely on exact timing for
1550 * resets in any case - if they really care, they should use the 'maps command.
1551 */
1552 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1553
1554 /* first visit or time to reset */
1555 if (m) {
1556 clean_tmp_map(m); /* Doesn't make much difference */
1557 delete_map(m);
1558 } 1010 }
1559 1011
1560 /* create and load a map */ 1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1561 if (flags & MAP_PLAYER_UNIQUE)
1562 LOG(llevDebug, "Trying to load map %s.\n", name);
1563 else
1564 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1565
1566 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1567 return (NULL);
1568
1569 fix_auto_apply(m); /* Chests which open as default */
1570
1571 /* If a player unique map, no extra unique object file to load.
1572 * if from the editor, likewise.
1573 */ 1013 {
1574 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1014 update_button (ol->ob);
1575 load_unique_objects(m); 1015 break;
1576
1577 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1578 m=load_overlay_map(name, m);
1579 if (m==NULL)
1580 return NULL;
1581 } 1016 }
1582
1583 } else {
1584 /* If in this loop, we found a temporary map, so load it up. */
1585
1586 m=load_temporary_map (m);
1587 if(m==NULL) return NULL;
1588 load_unique_objects(m);
1589
1590 clean_tmp_map(m);
1591 m->in_memory = MAP_IN_MEMORY;
1592 /* tempnam() on sun systems (probably others) uses malloc
1593 * to allocated space for the string. Free it here.
1594 * In some cases, load_temporary_map above won't find the
1595 * temporary map, and so has reloaded a new map. If that
1596 * is the case, tmpname is now null
1597 */
1598 if (m->tmpname) free(m->tmpname);
1599 m->tmpname = NULL;
1600 /* It's going to be saved anew anyway */
1601 } 1017 }
1602
1603 /* Below here is stuff common to both first time loaded maps and
1604 * temp maps.
1605 */
1606
1607 decay_objects(m); /* start the decay */
1608 /* In case other objects press some buttons down */
1609 update_buttons(m);
1610 if (m->outdoor)
1611 set_darkness_map(m);
1612 /* run the weather over this map */
1613 weather_effect(name);
1614 return m;
1615} 1018}
1616
1617 1019
1618/* 1020/*
1619 * This routine is supposed to find out the difficulty of the map. 1021 * This routine is supposed to find out the difficulty of the map.
1620 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1621 * but does have a lot to do with treasure on the map. 1023 * but does have a lot to do with treasure on the map.
1623 * Difficulty can now be set by the map creature. If the value stored 1025 * Difficulty can now be set by the map creature. If the value stored
1624 * in the map is zero, then use this routine. Maps should really 1026 * in the map is zero, then use this routine. Maps should really
1625 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1626 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1627 */ 1029 */
1628 1030int
1629int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1630 object *op; 1032{
1631 archetype *at;
1632 int x, y, i, diff;
1633 long monster_cnt = 0; 1033 long monster_cnt = 0;
1634 double avgexp = 0; 1034 double avgexp = 0;
1635 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1636 1036
1637 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1638 { 1038 for (object *op = ms->bot; op; op = op->above)
1639 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1640 return MAP_DIFFICULTY (m);
1641 }
1642
1643 for(x = 0; x < MAP_WIDTH(m); x++)
1644 for(y = 0; y < MAP_HEIGHT(m); y++)
1645 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1646 { 1039 {
1647 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1648 { 1041 {
1649 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1650 monster_cnt++; 1043 monster_cnt++;
1651 } 1044 }
1652 1045
1653 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1654 { 1047 {
1655 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1656 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1657
1658 if(at != NULL)
1659 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1660 1052
1661 monster_cnt++; 1053 monster_cnt++;
1662 } 1054 }
1663 } 1055 }
1664 1056
1665 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1666 1058
1667 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1668 {
1669 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1060 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1670 {
1671 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1672 return i; 1061 return i;
1673 }
1674 }
1675 1062
1676 return 1; 1063 return 1;
1677}
1678
1679void clean_tmp_map(mapstruct *m) {
1680 if(m->tmpname == NULL)
1681 return;
1682 INVOKE_MAP (CLEAN, m);
1683 (void) unlink(m->tmpname);
1684}
1685
1686void free_all_maps(void)
1687{
1688 int real_maps=0;
1689
1690 while (first_map) {
1691 /* I think some of the callers above before it gets here set this to be
1692 * saving, but we still want to free this data
1693 */
1694 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1695 delete_map(first_map);
1696 real_maps++;
1697 }
1698 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1699} 1064}
1700 1065
1701/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1702 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1703 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1704 * Move this from los.c to map.c since this is more related 1069 * Move this from los.c to map.c since this is more related
1705 * to maps than los. 1070 * to maps than los.
1706 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1707 */ 1072 */
1708 1073int
1709int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1710 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1711 1077
1712 /* Nothing to do */ 1078 /* Nothing to do */
1713 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1714 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1715 return 0; 1080 return 0;
1716 }
1717 1081
1718 /* inform all players on the map */ 1082 /* inform all players on the map */
1719 if (change>0) 1083 if (change > 0)
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1721 else 1085 else
1722 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1723 1087
1724 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1725 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1726 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1727 * is not +/-1 1091 * is not +/-1
1728 */ 1092 */
1729 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1730 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1731 else m->darkness=new_level; 1098 darkness = new_level;
1732 1099
1733 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1734 update_all_map_los(m); 1101 update_all_map_los (this);
1735 return 1; 1102 return 1;
1736} 1103}
1737
1738 1104
1739/* 1105/*
1740 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1741 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1742 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1743 * through, etc) 1109 * through, etc)
1744 */ 1110 */
1745void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1746 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1747 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = 0, light = 0, anywhere = 0;
1748 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1749 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1750 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1751 1119
1752 oldflags = GET_MAP_FLAGS(m,x,y);
1753 if (!(oldflags & P_NEED_UPDATE)) {
1754 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1755 m->path, x, y);
1756 return;
1757 }
1758
1759 middle=blank_face; 1120 middle = blank_face;
1760 top=blank_face; 1121 top = blank_face;
1761 floor=blank_face; 1122 floor = blank_face;
1762 1123
1763 middle_obj = NULL; 1124 middle_obj = 0;
1764 top_obj = NULL; 1125 top_obj = 0;
1765 floor_obj = NULL; 1126 floor_obj = 0;
1766 1127
1767 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1768 1129 {
1769 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1770 * one). But if so, it shouldn't be a simple additive - 2 1131 * one). But if so, it shouldn't be a simple additive - 2
1771 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1772 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1773 */ 1134 */
1774 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1775 1137
1776 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1777 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1778 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1779 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1780 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1781 * 1143 *
1782 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1783 */ 1145 */
1784 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1785 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1786 top = tmp->face; 1150 top = tmp->face;
1787 top_obj = tmp; 1151 top_obj = tmp;
1788 } 1152 }
1789 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1790 /* If we got a floor, that means middle and top were below it, 1155 /* If we got a floor, that means middle and top were below it,
1791 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1792 */ 1157 */
1793 middle=blank_face; 1158 middle = blank_face;
1794 top=blank_face; 1159 top = blank_face;
1795 floor = tmp->face; 1160 floor = tmp->face;
1796 floor_obj = tmp; 1161 floor_obj = tmp;
1797 } 1162 }
1798 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1799 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 {
1800 middle = tmp->face; 1166 middle = tmp->face;
1801 1167
1802 middle_obj = tmp; 1168 middle_obj = tmp;
1803 anywhere =1; 1169 anywhere = 1;
1804 } 1170 }
1805 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1806 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1807 * top 1173 * top
1808 */ 1174 */
1809 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1810 middle = tmp->face; 1177 middle = tmp->face;
1811 middle_obj = tmp; 1178 middle_obj = tmp;
1812 } 1179 }
1813 } 1180 }
1181
1814 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1815 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1816 exit (-1); 1185 exit (-1);
1817 } 1186 }
1818 1187
1819 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1820 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1821 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1822 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1823 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1824 1193
1825 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1826 flags |= P_IS_ALIVE;
1827 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1828 flags |= P_NO_MAGIC;
1829 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1830 flags |= P_NO_CLERIC;
1831 if (tmp->type == SAFE_GROUND)
1832 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1833
1834 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1835 flags |= P_BLOCKSVIEW; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1836 } /* for stack of objects */ 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1837 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1838 /* we don't want to rely on this function to have accurate flags, but 1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1839 * since we're already doing the work, we calculate them here. 1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1840 * if they don't match, logic is broken someplace.
1841 */
1842 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1843 (!(oldflags & P_NO_ERROR))) {
1844 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1845 m->path, x, y,
1846 (oldflags & ~P_NEED_UPDATE), flags);
1847 } 1200 }
1848 SET_MAP_FLAGS(m, x, y, flags);
1849 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1850 SET_MAP_MOVE_ON(m, x, y, move_on);
1851 SET_MAP_MOVE_OFF(m, x, y, move_off);
1852 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1853 1201
1202 this->light = light;
1203 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on;
1206 this->move_off = move_off;
1207 this->move_slow = move_slow;
1208
1854 /* At this point, we have a floor face (if there is a floor), 1209 /* At this point, we have a floor face (if there is a floor),
1855 * and the floor is set - we are not going to touch it at 1210 * and the floor is set - we are not going to touch it at
1856 * this point. 1211 * this point.
1857 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1858 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1859 * 1214 *
1860 * We now need to fill in top.face and/or middle.face. 1215 * We now need to fill in top.face and/or middle.face.
1861 */ 1216 */
1862 1217
1863 /* If the top face also happens to be high visibility, re-do our 1218 /* If the top face also happens to be high visibility, re-do our
1864 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1865 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1866 * may be possible for the faces to match but be different objects. 1221 * may be possible for the faces to match but be different objects.
1867 */ 1222 */
1868 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1869 1225
1870 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1871 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1872 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1873 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1874 */ 1230 */
1875 1231
1876 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1877 /* Once we get to a floor, stop, since we already have a floor object */ 1234 /* Once we get to a floor, stop, since we already have a floor object */
1878 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1879 1237
1880 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1881 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1882 1241
1883 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces, unless its the editor - show all */
1884 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible || editor)
1244 {
1885 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1886 if (top == blank_face) { 1246 if (top == blank_face)
1247 {
1887 top = tmp->face; 1248 top = tmp->face;
1888 top_obj = tmp; 1249 top_obj = tmp;
1250 if (top == middle)
1889 if (top == middle) middle=blank_face; 1251 middle = blank_face;
1252 }
1890 } else { 1253 else
1254 {
1891 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1892 * middle is not set 1256 * middle is not set
1893 * 1257 *
1894 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1895 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1896 * 1260 *
1897 */ 1261 */
1898 if (tmp->face != top ) { 1262 if (tmp->face != top)
1263 {
1899 middle = tmp->face; 1264 middle = tmp->face;
1900 middle_obj = tmp; 1265 middle_obj = tmp;
1901 break; 1266 break;
1902 } 1267 }
1903 } 1268 }
1904 } 1269 }
1905 } 1270 }
1906 if (middle == floor) middle = blank_face; 1271
1907 if (top == middle) middle = blank_face; 1272 if (middle == floor)
1908 SET_MAP_FACE(m,x,y,top,0);
1909 if(top != blank_face)
1910 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1911 else
1912 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1913 SET_MAP_FACE(m,x,y,middle,1);
1914 if(middle != blank_face) 1273 middle = blank_face;
1915 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1918 SET_MAP_FACE(m,x,y,floor,2);
1919 if(floor != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1923 SET_MAP_LIGHT(m,x,y,light);
1924}
1925 1274
1275 if (top == middle)
1276 middle = blank_face;
1926 1277
1927void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1928 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1929 1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1930 timeout = MAP_RESET_TIMEOUT(map);
1931 if (timeout <= 0)
1932 timeout = MAP_DEFAULTRESET;
1933 if (timeout >= MAP_MAXRESET)
1934 timeout = MAP_MAXRESET;
1935 MAP_WHEN_RESET(map) = seconds()+timeout;
1936} 1281}
1937 1282
1938/* this updates the orig_map->tile_map[tile_num] value after loading 1283/* this updates the orig_map->tile_map[tile_num] value after loading
1939 * the map. It also takes care of linking back the freshly loaded 1284 * the map. It also takes care of linking back the freshly loaded
1940 * maps tile_map values if it tiles back to this one. It returns 1285 * maps tile_map values if it tiles back to this one. It returns
1941 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num]. It really only does this
1942 * so that it is easier for calling functions to verify success. 1287 * so that it is easier for calling functions to verify success.
1943 */ 1288 */
1944 1289static maptile *
1945static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1290load_and_link_tiled_map (maptile *orig_map, int tile_num)
1946{ 1291{
1292 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1293
1294 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1295 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1);
1300 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY;
1302 }
1303
1947 int dest_tile = (tile_num +2) % 4; 1304 int dest_tile = (tile_num + 2) % 4;
1948 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1949 1305
1950 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1306 orig_map->tile_map[tile_num] = mp;
1951 1307
1952 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1308 // optimisation: back-link map to origin map if euclidean
1953 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1309 //TODO: non-euclidean maps MUST GO
1954 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1310 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1955 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1311 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1956 1312
1957 return orig_map->tile_map[tile_num]; 1313 return mp;
1958} 1314}
1959 1315
1960/* this returns TRUE if the coordinates (x,y) are out of 1316/* this returns TRUE if the coordinates (x,y) are out of
1961 * map m. This function also takes into account any 1317 * map m. This function also takes into account any
1962 * tiling considerations, loading adjacant maps as needed. 1318 * tiling considerations, loading adjacant maps as needed.
1963 * This is the function should always be used when it 1319 * This is the function should always be used when it
1964 * necessary to check for valid coordinates. 1320 * necessary to check for valid coordinates.
1965 * This function will recursively call itself for the 1321 * This function will recursively call itself for the
1966 * tiled maps. 1322 * tiled maps.
1967 * 1323 */
1968 * 1324int
1969 */
1970int out_of_map(mapstruct *m, int x, int y) 1325out_of_map (maptile *m, int x, int y)
1971{ 1326{
1972
1973 /* If we get passed a null map, this is obviously the 1327 /* If we get passed a null map, this is obviously the
1974 * case. This generally shouldn't happen, but if the 1328 * case. This generally shouldn't happen, but if the
1975 * map loads fail below, it could happen. 1329 * map loads fail below, it could happen.
1976 */ 1330 */
1977 if (!m) return 0; 1331 if (!m)
1978
1979 if (x<0) {
1980 if (!m->tile_path[3]) return 1;
1981 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 3);
1983 }
1984 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1985 }
1986 if (x>=MAP_WIDTH(m)) {
1987 if (!m->tile_path[1]) return 1;
1988 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1989 load_and_link_tiled_map(m, 1);
1990 }
1991 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1992 }
1993 if (y<0) {
1994 if (!m->tile_path[0]) return 1;
1995 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1996 load_and_link_tiled_map(m, 0);
1997 }
1998 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1999 }
2000 if (y>=MAP_HEIGHT(m)) {
2001 if (!m->tile_path[2]) return 1;
2002 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2003 load_and_link_tiled_map(m, 2);
2004 }
2005 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2006 }
2007
2008 /* Simple case - coordinates are within this local
2009 * map.
2010 */
2011 return 0; 1332 return 0;
1333
1334 if (x < 0)
1335 {
1336 if (!m->tile_path[3])
1337 return 1;
1338
1339 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 3);
1341
1342 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1343 }
1344
1345 if (x >= m->width)
1346 {
1347 if (!m->tile_path[1])
1348 return 1;
1349
1350 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 1);
1352
1353 return out_of_map (m->tile_map[1], x - m->width, y);
1354 }
1355
1356 if (y < 0)
1357 {
1358 if (!m->tile_path[0])
1359 return 1;
1360
1361 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 0);
1363
1364 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1365 }
1366
1367 if (y >= m->height)
1368 {
1369 if (!m->tile_path[2])
1370 return 1;
1371
1372 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1373 load_and_link_tiled_map (m, 2);
1374
1375 return out_of_map (m->tile_map[2], x, y - m->height);
1376 }
1377
1378 /* Simple case - coordinates are within this local
1379 * map.
1380 */
1381 return 0;
2012} 1382}
2013 1383
2014/* This is basically the same as out_of_map above, but 1384/* This is basically the same as out_of_map above, but
2015 * instead we return NULL if no map is valid (coordinates 1385 * instead we return NULL if no map is valid (coordinates
2016 * out of bounds and no tiled map), otherwise it returns 1386 * out of bounds and no tiled map), otherwise it returns
2017 * the map as that the coordinates are really on, and 1387 * the map as that the coordinates are really on, and
2018 * updates x and y to be the localized coordinates. 1388 * updates x and y to be the localised coordinates.
2019 * Using this is more efficient of calling out_of_map 1389 * Using this is more efficient of calling out_of_map
2020 * and then figuring out what the real map is 1390 * and then figuring out what the real map is
2021 */ 1391 */
1392maptile *
2022mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1393get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2023{ 1394{
2024
2025 if (*x<0) { 1395 if (*x < 0)
1396 {
2026 if (!m->tile_path[3]) return NULL; 1397 if (!m->tile_path[3])
1398 return 0;
1399
2027 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1400 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 3); 1401 load_and_link_tiled_map (m, 3);
2029 1402
2030 *x += MAP_WIDTH(m->tile_map[3]); 1403 *x += m->tile_map[3]->width;
2031 return (get_map_from_coord(m->tile_map[3], x, y)); 1404 return (get_map_from_coord (m->tile_map[3], x, y));
1405 }
1406
1407 if (*x >= m->width)
2032 } 1408 {
2033 if (*x>=MAP_WIDTH(m)) {
2034 if (!m->tile_path[1]) return NULL; 1409 if (!m->tile_path[1])
1410 return 0;
1411
2035 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1412 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 1); 1413 load_and_link_tiled_map (m, 1);
2037 1414
2038 *x -= MAP_WIDTH(m); 1415 *x -= m->width;
2039 return (get_map_from_coord(m->tile_map[1], x, y)); 1416 return (get_map_from_coord (m->tile_map[1], x, y));
1417 }
1418
1419 if (*y < 0)
2040 } 1420 {
2041 if (*y<0) {
2042 if (!m->tile_path[0]) return NULL; 1421 if (!m->tile_path[0])
1422 return 0;
1423
2043 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1424 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map(m, 0); 1425 load_and_link_tiled_map (m, 0);
2045 1426
2046 *y += MAP_HEIGHT(m->tile_map[0]); 1427 *y += m->tile_map[0]->height;
2047 return (get_map_from_coord(m->tile_map[0], x, y)); 1428 return (get_map_from_coord (m->tile_map[0], x, y));
1429 }
1430
1431 if (*y >= m->height)
2048 } 1432 {
2049 if (*y>=MAP_HEIGHT(m)) {
2050 if (!m->tile_path[2]) return NULL; 1433 if (!m->tile_path[2])
1434 return 0;
1435
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1436 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map(m, 2); 1437 load_and_link_tiled_map (m, 2);
2053 1438
2054 *y -= MAP_HEIGHT(m); 1439 *y -= m->height;
2055 return (get_map_from_coord(m->tile_map[2], x, y)); 1440 return (get_map_from_coord (m->tile_map[2], x, y));
2056 } 1441 }
2057 1442
2058 /* Simple case - coordinates are within this local 1443 /* Simple case - coordinates are within this local
2059 * map. 1444 * map.
2060 */ 1445 */
2061
2062 return m; 1446 return m;
2063} 1447}
2064 1448
2065/** 1449/**
2066 * Return whether map2 is adjacent to map1. If so, store the distance from 1450 * Return whether map2 is adjacent to map1. If so, store the distance from
2067 * map1 to map2 in dx/dy. 1451 * map1 to map2 in dx/dy.
2068 */ 1452 */
1453static int
2069static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{
2070 if (!map1 || !map2) 1456 if (!map1 || !map2)
2071 return 0; 1457 return 0;
2072 1458
2073 if (map1 == map2) { 1459 if (map1 == map2)
1460 {
2074 *dx = 0; 1461 *dx = 0;
2075 *dy = 0; 1462 *dy = 0;
2076 1463 }
2077 } else if (map1->tile_map[0] == map2) { /* up */ 1464 else if (map1->tile_map[0] == map2)
1465 { /* up */
2078 *dx = 0; 1466 *dx = 0;
2079 *dy = -MAP_HEIGHT(map2); 1467 *dy = -map2->height;
1468 }
2080 } else if (map1->tile_map[1] == map2) { /* right */ 1469 else if (map1->tile_map[1] == map2)
2081 *dx = MAP_WIDTH(map1); 1470 { /* right */
1471 *dx = map1->width;
2082 *dy = 0; 1472 *dy = 0;
1473 }
2083 } else if (map1->tile_map[2] == map2) { /* down */ 1474 else if (map1->tile_map[2] == map2)
1475 { /* down */
2084 *dx = 0; 1476 *dx = 0;
2085 *dy = MAP_HEIGHT(map1); 1477 *dy = map1->height;
1478 }
2086 } else if (map1->tile_map[3] == map2) { /* left */ 1479 else if (map1->tile_map[3] == map2)
2087 *dx = -MAP_WIDTH(map2); 1480 { /* left */
1481 *dx = -map2->width;
2088 *dy = 0; 1482 *dy = 0;
2089 1483 }
2090 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1484 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1485 { /* up right */
2091 *dx = MAP_WIDTH(map1->tile_map[0]); 1486 *dx = map1->tile_map[0]->width;
2092 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1487 *dy = -map1->tile_map[0]->height;
1488 }
2093 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1489 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2094 *dx = -MAP_WIDTH(map2); 1490 { /* up left */
2095 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dx = -map2->width;
1492 *dy = -map1->tile_map[0]->height;
1493 }
2096 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1494 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2097 *dx = MAP_WIDTH(map1); 1495 { /* right up */
2098 *dy = -MAP_HEIGHT(map2); 1496 *dx = map1->width;
1497 *dy = -map2->height;
1498 }
2099 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1499 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2100 *dx = MAP_WIDTH(map1); 1500 { /* right down */
2101 *dy = MAP_HEIGHT(map1->tile_map[1]); 1501 *dx = map1->width;
1502 *dy = map1->tile_map[1]->height;
1503 }
2102 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1504 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1505 { /* down right */
2103 *dx = MAP_WIDTH(map1->tile_map[2]); 1506 *dx = map1->tile_map[2]->width;
2104 *dy = MAP_HEIGHT(map1); 1507 *dy = map1->height;
1508 }
2105 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1509 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2106 *dx = -MAP_WIDTH(map2); 1510 { /* down left */
2107 *dy = MAP_HEIGHT(map1); 1511 *dx = -map2->width;
1512 *dy = map1->height;
1513 }
2108 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1514 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1515 { /* left up */
2109 *dx = -MAP_WIDTH(map1->tile_map[3]); 1516 *dx = -map1->tile_map[3]->width;
2110 *dy = -MAP_HEIGHT(map2); 1517 *dy = -map2->height;
1518 }
2111 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1519 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1520 { /* left down */
2112 *dx = -MAP_WIDTH(map1->tile_map[3]); 1521 *dx = -map1->tile_map[3]->width;
2113 *dy = MAP_HEIGHT(map1->tile_map[3]); 1522 *dy = map1->tile_map[3]->height;
2114
2115 } else { /* not "adjacent" enough */
2116 return 0;
2117 } 1523 }
2118 1524 else
2119 return 1; 1525 return 0;
1526
1527 return 1;
2120} 1528}
2121 1529
2122/* From map.c 1530/* From map.c
2123 * This is used by get_player to determine where the other 1531 * This is used by get_player to determine where the other
2124 * creature is. get_rangevector takes into account map tiling, 1532 * creature is. get_rangevector takes into account map tiling,
2137 * be unexpected 1545 * be unexpected
2138 * 1546 *
2139 * currently, the only flag supported (0x1) is don't translate for 1547 * currently, the only flag supported (0x1) is don't translate for
2140 * closest body part of 'op1' 1548 * closest body part of 'op1'
2141 */ 1549 */
2142 1550void
2143void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1551get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552{
2144 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1553 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554 {
2145 /* be conservative and fill in _some_ data */ 1555 /* be conservative and fill in _some_ data */
2146 retval->distance = 100000; 1556 retval->distance = 100000;
2147 retval->distance_x = 32767; 1557 retval->distance_x = 32767;
2148 retval->distance_y = 32767; 1558 retval->distance_y = 32767;
2149 retval->direction = 0; 1559 retval->direction = 0;
2150 retval->part = 0; 1560 retval->part = 0;
2151 } else { 1561 }
1562 else
1563 {
2152 object *best; 1564 object *best;
2153 1565
2154 retval->distance_x += op2->x-op1->x; 1566 retval->distance_x += op2->x - op1->x;
2155 retval->distance_y += op2->y-op1->y; 1567 retval->distance_y += op2->y - op1->y;
2156 1568
2157 best = op1; 1569 best = op1;
2158 /* If this is multipart, find the closest part now */ 1570 /* If this is multipart, find the closest part now */
2159 if (!(flags&0x1) && op1->more) { 1571 if (!(flags & 0x1) && op1->more)
1572 {
2160 object *tmp; 1573 object *tmp;
2161 int best_distance = retval->distance_x*retval->distance_x+ 1574 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2162 retval->distance_y*retval->distance_y, tmpi;
2163 1575
2164 /* we just take the offset of the piece to head to figure 1576 /* we just take the offset of the piece to head to figure
2165 * distance instead of doing all that work above again 1577 * distance instead of doing all that work above again
2166 * since the distance fields we set above are positive in the 1578 * since the distance fields we set above are positive in the
2167 * same axis as is used for multipart objects, the simply arithmetic 1579 * same axis as is used for multipart objects, the simply arithmetic
2168 * below works. 1580 * below works.
2169 */ 1581 */
2170 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1582 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1583 {
2171 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1584 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2172 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1585 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2173 if (tmpi < best_distance) { 1586 if (tmpi < best_distance)
1587 {
2174 best_distance = tmpi; 1588 best_distance = tmpi;
2175 best = tmp; 1589 best = tmp;
2176 } 1590 }
2177 } 1591 }
2178 if (best != op1) { 1592 if (best != op1)
1593 {
2179 retval->distance_x += op1->x-best->x; 1594 retval->distance_x += op1->x - best->x;
2180 retval->distance_y += op1->y-best->y; 1595 retval->distance_y += op1->y - best->y;
2181 } 1596 }
2182 } 1597 }
2183 retval->part = best; 1598 retval->part = best;
2184 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1599 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2185 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1600 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2186 } 1601 }
2187} 1602}
2188 1603
2189/* this is basically the same as get_rangevector above, but instead of 1604/* this is basically the same as get_rangevector above, but instead of
2190 * the first parameter being an object, it instead is the map 1605 * the first parameter being an object, it instead is the map
2195 * be more consistant with the above function and also in case they are needed 1610 * be more consistant with the above function and also in case they are needed
2196 * for something in the future. Also, since no object is pasted, the best 1611 * for something in the future. Also, since no object is pasted, the best
2197 * field of the rv_vector is set to NULL. 1612 * field of the rv_vector is set to NULL.
2198 */ 1613 */
2199 1614
1615void
2200void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1616get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1617{
2201 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1618 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619 {
2202 /* be conservative and fill in _some_ data */ 1620 /* be conservative and fill in _some_ data */
2203 retval->distance = 100000; 1621 retval->distance = 100000;
2204 retval->distance_x = 32767; 1622 retval->distance_x = 32767;
2205 retval->distance_y = 32767; 1623 retval->distance_y = 32767;
2206 retval->direction = 0; 1624 retval->direction = 0;
2207 retval->part = 0; 1625 retval->part = 0;
2208 } else { 1626 }
1627 else
1628 {
2209 retval->distance_x += op2->x-x; 1629 retval->distance_x += op2->x - x;
2210 retval->distance_y += op2->y-y; 1630 retval->distance_y += op2->y - y;
2211 1631
2212 retval->part = NULL; 1632 retval->part = NULL;
2213 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1633 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2214 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2215 } 1635 }
2216} 1636}
2217 1637
2218/* Returns true of op1 and op2 are effectively on the same map 1638/* Returns true of op1 and op2 are effectively on the same map
2219 * (as related to map tiling). Note that this looks for a path from 1639 * (as related to map tiling). Note that this looks for a path from
2220 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1640 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2221 * to op1, this will still return false. 1641 * to op1, this will still return false.
2222 * Note we only look one map out to keep the processing simple 1642 * Note we only look one map out to keep the processing simple
2223 * and efficient. This could probably be a macro. 1643 * and efficient. This could probably be a macro.
2224 * MSW 2001-08-05 1644 * MSW 2001-08-05
2225 */ 1645 */
1646int
2226int on_same_map(const object *op1, const object *op2) { 1647on_same_map (const object *op1, const object *op2)
1648{
2227 int dx, dy; 1649 int dx, dy;
2228 1650
2229 return adjacent_map(op1->map, op2->map, &dx, &dy); 1651 return adjacent_map (op1->map, op2->map, &dx, &dy);
2230} 1652}
1653
1654object *
1655maptile::insert (object *op, int x, int y, object *originator, int flags)
1656{
1657 if (!op->flag [FLAG_REMOVED])
1658 op->remove ();
1659
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661}
1662

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