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Comparing deliantra/server/common/map.C (file contents):
Revision 1.28 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.64 by root, Mon Jan 1 12:28:45 2007 UTC

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

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