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Comparing deliantra/server/common/map.C (file contents):
Revision 1.22 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.84 by root, Mon Feb 5 01:24:45 2007 UTC

1/* 1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.22 2006/09/04 11:07:59 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 32
59/* 33/*
60 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 37 * it really should be called create_mapname
64 */ 38 */
65 39const char *
66const char *create_pathname (const char *name) { 40create_pathname (const char *name)
41{
67 static char buf[MAX_BUF]; 42 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 44 return buf;
77} 45}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 46
138/* 47/*
139 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 50 * is returned.
148 * the rest of the code only cares that the file is readable. 57 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 58 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
152 */ 61 */
153 62int
154int check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
155{ 64{
156 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
157#ifndef WIN32 66
158 char *endbuf; 67 char *endbuf;
159 struct stat statbuf; 68 struct stat statbuf;
160 int mode = 0, i; 69 int mode = 0;
161#endif
162 70
163 if (prepend_dir) 71 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 72 assign (buf, create_pathname (name));
165 else 73 else
166 strcpy(buf, name); 74 assign (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 75
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
174 * all the names. 79 * all the names.
175 */ 80 */
176 endbuf = buf + strlen(buf); 81 endbuf = buf + strlen (buf);
177 82
178 if (stat (buf, &statbuf)) 83 if (stat (buf, &statbuf))
179 return -1; 84 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 86 return (-1);
182 87
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 90 mode |= 4;
187 91
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 94 mode |= 2;
192 95
193 return (mode); 96 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} 97}
234 98
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 104 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 105 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
244 */ 108 */
109int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 111{
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; 112 sint16 newx = x;
253 newy = y; 113 sint16 newy = y;
114
254 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 116
256 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
257 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 121 if (nx) *nx = newx;
259 if (ny) *ny = newy; 122 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 123
262 if (retval & P_SAFE) 124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 125}
267
268 126
269/* 127/*
270 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 130 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 134 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 135 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 136 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 137 * by the caller.
280 */ 138 */
281 139int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 140blocked_link (object *ob, maptile *m, int sx, int sy)
141{
283 object *tmp; 142 object *tmp;
284 int mflags, blocked; 143 int mflags, blocked;
285 144
286 /* Make sure the coordinates are valid - they should be, as caller should 145 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 146 * have already checked this.
288 */ 147 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 151 return 1;
292 } 152 }
293 153
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 154 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 155 * directly.
296 */ 156 */
297 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
298 158
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 160
301 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 163 * things we need to do for players.
304 */ 164 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0;
306 167
307 /* if there isn't anytyhing alive on this space, and this space isn't 168 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 169 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 170 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 171 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 172 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
313 */ 174 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
315 177
316 if(ob->head != NULL) 178 if (ob->head != NULL)
317 ob=ob->head; 179 ob = ob->head;
318 180
319 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
323 */ 185 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
325 188
326 /* This must be before the checks below. Code for inventory checkers. */ 189 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
328 /* If last_sp is set, the player/monster needs an object, 192 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 193 * so we check for it. If they don't have it, they can't
330 * pass through this space. 194 * pass through this space.
331 */ 195 */
332 if (tmp->last_sp) { 196 if (tmp->last_sp)
197 {
333 if (check_inv_recursive(ob,tmp)==NULL) 198 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 199 return 1;
335 else 200 else
336 continue; 201 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 202 }
346 } /* if check_inv */
347 else { 203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
348 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
350 * movement, can't move here. 218 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unles it is a
352 * hidden dm 220 * hidden dm
353 */ 221 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 226 return 1;
358 } 227 }
359 228
360 } 229 }
361 return 0; 230 return 0;
362} 231}
363
364 232
365/* 233/*
366 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
367 * This is meant for multi space objects - for single space objecs, 235 * This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 236 * just calling get_map_blocked and checking that against movement type
386 * 254 *
387 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
389 * against the move_block values. 257 * against the move_block values.
390 */ 258 */
391 259int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
393 archetype *tmp; 262 archetype *tmp;
394 int flag; 263 int flag;
395 mapstruct *m1; 264 maptile *m1;
396 sint16 sx, sy; 265 sint16 sx, sy;
397 266
398 if(ob==NULL) { 267 if (!ob)
268 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
401 272
402 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
404 } 275 }
405 276
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 280
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
411 285
286 mapspace &ms = m1->at (sx, sy);
287
412 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 291 */
416 292
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
418 295
419 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
421 */ 298 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 300 return P_NO_PASS;
424
425 } 301 }
302
426 return 0; 303 return 0;
427} 304}
428 305
429/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 308 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
434 */ 311 */
435 312void
436void fix_container(object *container) 313fix_container (object *container)
437{ 314{
438 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
439 316
440 container->inv=NULL; 317 container->inv = 0;
441 while (tmp!=NULL) { 318 while (tmp)
319 {
442 next = tmp->below; 320 next = tmp->below;
443 if (tmp->inv) 321 if (tmp->inv)
444 fix_container(tmp); 322 fix_container (tmp);
323
445 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
446 tmp = next; 325 tmp = next;
447 } 326 }
327
448 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 329 * carrying.
450 */ 330 */
451 sum_weight(container); 331 sum_weight (container);
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;
452} 343}
453 344
454/* 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
455 * 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
456 * 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
457 * 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
458 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
459 */ 350 */
460 351void
461static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
462{ 353{
463 int x,y; 354 if (!spaces)
464 object *tmp, *op, *last, *above; 355 return;
465 archetype *at;
466 356
467 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
470 above=tmp->above; 360 object *above = tmp->above;
471 361
472 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
474 364 {
475 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
476 * 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.
477 */ 389 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497}
498
499 391 }
392 }
393
394 tmp = above;
395 }
396}
500 397
501/* 398/*
502 * 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
503 * file pointer. 400 * file pointer.
504 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
505 */ 402 */
506 403bool
507void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 404maptile::_load_objects (object_thawer &thawer)
508 int i,j; 405{
509 int unique; 406 int unique;
510 object *op, *prev=NULL,*last_more=NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
511 408
512 op=get_object(); 409 op = object::create ();
513 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
514 411
515 while((i = load_object (fp, op, mapflags))) { 412 while (int i = load_object (thawer, op, 0))
413 {
516 /* if the archetype for the object is null, means that we 414 /* if the archetype for the object is null, means that we
517 * 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
518 * 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.
519 */ 417 */
520 if (op->arch==NULL) { 418 if (op->arch == NULL)
419 {
521 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
522 continue; 421 continue;
523 } 422 }
524 423
525
526 switch(i) { 424 switch (i)
425 {
527 case LL_NORMAL: 426 case LL_NORMAL:
528 /* if we are loading an overlay, put the floors on the bottom */
529 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
530 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
531 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
532 else
533 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
534 428
535 if (op->inv) 429 if (op->inv)
536 sum_weight(op); 430 sum_weight (op);
537 431
538 prev=op,last_more=op; 432 prev = op, last_more = op;
539 break; 433 break;
540 434
541 case LL_MORE: 435 case LL_MORE:
542 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
543 op->head=prev,last_more->more=op,last_more=op; 437 op->head = prev, last_more->more = op, last_more = op;
544 break; 438 break;
545 } 439 }
546 if (mapflags & MAP_STYLE) { 440
547 remove_from_active_list(op); 441 op = object::create ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::_save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 _save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
548 } 507 }
549 op=get_object(); 508#endif
550 op->map = m; 509
551 } 510 int unique = 0;
552 for (i=0;i<m->width;i++){ 511 for (object *op = spaces [i].bot; op; op = op->above)
553 for (j=0;j<m->height;j++){ 512 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
554 unique =0; 517 unique = 1;
555 /* check for unique items, or unique squares */ 518
556 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 519 if (!op->can_map_save ())
557 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 520 continue;
558 unique = 1; 521
559 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 522 if (unique || op->flag [FLAG_UNIQUE])
560 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 523 {
524 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1);
561 } 526 }
527 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1);
562 } 529 }
563 } 530 }
564 free_object(op);
565 link_multipart_objects(m);
566}
567 531
568/* This saves all the objects on the map in a non destructive fashion. 532 return true;
569 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 533}
570 * and we only save the head of multi part objects - this is needed 534
571 * in order to do map tiling properly. 535bool
536maptile::_load_objects (const char *path, bool skip_header)
537{
538 object_thawer thawer (path);
539
540 if (!thawer)
541 return false;
542
543 if (skip_header)
544 for (;;)
545 {
546 keyword kw = thawer.get_kv ();
547
548 if (kw == KW_end)
549 break;
550
551 thawer.skip_kv (kw);
552 }
553
554 return _load_objects (thawer);
555}
556
557bool
558maptile::_save_objects (const char *path, int flags)
559{
560 object_freezer freezer;
561
562 if (!_save_objects (freezer, flags))
563 return false;
564
565 return freezer.save (path);
566}
567
568maptile::maptile ()
569{
570 in_memory = MAP_SWAPPED;
571
572 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour.
572 */ 574 */
573void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 575 width = 16;
574 int i, j = 0,unique=0; 576 height = 16;
575 object *op; 577 reset_timeout = 0;
576 /* first pass - save one-part objects */ 578 timeout = 300;
577 for(i = 0; i < MAP_WIDTH(m); i++) 579 enter_x = 0;
578 for (j = 0; j < MAP_HEIGHT(m); j++) { 580 enter_y = 0;
579 unique=0; 581}
580 for(op = get_map_ob (m, i, j); op; op = op->above) {
581 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
582 unique=1;
583 582
584 if(op->type == PLAYER) { 583maptile::maptile (int w, int h)
585 LOG(llevDebug, "Player on map that is being saved\n"); 584{
586 continue; 585 in_memory = MAP_SWAPPED;
587 }
588 586
589 if (op->head || op->owner) 587 width = w;
590 continue; 588 height = h;
589 reset_timeout = 0;
590 timeout = 300;
591 enter_x = 0;
592 enter_y = 0;
591 593
592 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 594 alloc ();
593 save_object (fp2, op, 3);
594 else
595 if (flag == 0 ||
596 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
597 !QUERY_FLAG(op, FLAG_UNPAID))))
598 save_object(fp, op, 3);
599
600 } /* for this space */
601 } /* for this j */
602} 595}
603 596
604/* 597/*
605 * Allocates, initialises, and returns a pointer to a mapstruct.
606 * Modified to no longer take a path option which was not being
607 * used anyways. MSW 2001-07-01
608 */
609
610mapstruct *get_linked_map(void) {
611 mapstruct *map = new mapstruct;
612 mapstruct *mp;
613
614 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
615 if(mp==NULL)
616 first_map=map;
617 else
618 mp->next=map;
619
620 map->in_memory=MAP_SWAPPED;
621 /* The maps used to pick up default x and y values from the
622 * map archetype. Mimic that behaviour.
623 */
624 MAP_WIDTH(map)=16;
625 MAP_HEIGHT(map)=16;
626 MAP_RESET_TIMEOUT(map)=0;
627 MAP_TIMEOUT(map)=300;
628 MAP_ENTER_X(map)=0;
629 MAP_ENTER_Y(map)=0;
630 /*set part to -1 indicating conversion to weather map not yet done*/
631 MAP_WORLDPARTX(map)=-1;
632 MAP_WORLDPARTY(map)=-1;
633 return map;
634}
635
636/*
637 * Allocates the arrays contained in a mapstruct. 598 * Allocates the arrays contained in a maptile.
638 * This basically allocates the dynamic array of spaces for the 599 * This basically allocates the dynamic array of spaces for the
639 * map. 600 * map.
640 */ 601 */
641 602void
642void allocate_map(mapstruct *m) { 603maptile::alloc ()
643 m->in_memory = MAP_IN_MEMORY; 604{
644 /* Log this condition and free the storage. We could I suppose
645 * realloc, but if the caller is presuming the data will be intact,
646 * that is their poor assumption.
647 */
648 if (m->spaces) { 605 if (spaces)
649 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
650 free(m->spaces);
651 }
652
653 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
654
655 if(m->spaces==NULL)
656 fatal(OUT_OF_MEMORY);
657}
658
659/* Create and returns a map of the specific size. Used
660 * in random map code and the editor.
661 */
662mapstruct *get_empty_map(int sizex, int sizey) {
663 mapstruct *m = get_linked_map();
664 m->width = sizex;
665 m->height = sizey;
666 m->in_memory = MAP_SWAPPED;
667 allocate_map(m);
668 return m; 606 return;
607
608 spaces = salloc0<mapspace> (size ());
669} 609}
670 610
671/* Takes a string from a map definition and outputs a pointer to the array of shopitems 611/* Takes a string from a map definition and outputs a pointer to the array of shopitems
672 * corresponding to that string. Memory is allocated for this, it must be freed 612 * corresponding to that string. Memory is allocated for this, it must be freed
673 * at a later date. 613 * at a later date.
674 * Called by parse_map_headers below. 614 * Called by parse_map_headers below.
675 */ 615 */
676 616static shopitems *
677static shopitems *parse_shop_string (const char *input_string) { 617parse_shop_string (const char *input_string)
618{
678 char *shop_string, *p, *q, *next_semicolon, *next_colon; 619 char *shop_string, *p, *q, *next_semicolon, *next_colon;
679 shopitems *items=NULL; 620 shopitems *items = NULL;
680 int i=0, number_of_entries=0; 621 int i = 0, number_of_entries = 0;
681 const typedata *current_type; 622 const typedata *current_type;
682 623
683 shop_string=strdup_local(input_string); 624 shop_string = strdup (input_string);
684 p=shop_string; 625 p = shop_string;
685 /* first we'll count the entries, we'll need that for allocating the array shortly */ 626 /* first we'll count the entries, we'll need that for allocating the array shortly */
686 while (p) { 627 while (p)
628 {
687 p=strchr(p, ';'); 629 p = strchr (p, ';');
688 number_of_entries++; 630 number_of_entries++;
689 if (p) p++; 631 if (p)
632 p++;
690 } 633 }
634
691 p=shop_string; 635 p = shop_string;
692 strip_endline(p); 636 strip_endline (p);
693 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 637 items = new shopitems[number_of_entries + 1];
694 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
695 for (i=0; i<number_of_entries; i++) { 638 for (i = 0; i < number_of_entries; i++)
639 {
696 if (!p) { 640 if (!p)
641 {
697 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 642 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
698 break; 643 break;
699 } 644 }
645
700 next_semicolon=strchr(p, ';'); 646 next_semicolon = strchr (p, ';');
701 next_colon=strchr(p, ':'); 647 next_colon = strchr (p, ':');
702 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 648 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
703 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 649 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
704 items[i].strength=atoi(strchr(p,':')+1); 650 items[i].strength = atoi (strchr (p, ':') + 1);
651
652 if (isdigit (*p) || *p == '*')
705 653 {
706 if (isdigit(*p) || *p=='*') {
707 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 654 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
708 current_type=get_typedata(items[i].typenum); 655 current_type = get_typedata (items[i].typenum);
709 if (current_type) { 656 if (current_type)
657 {
710 items[i].name=current_type->name; 658 items[i].name = current_type->name;
711 items[i].name_pl=current_type->name_pl; 659 items[i].name_pl = current_type->name_pl;
712 }
713 }
714 else { /*we have a named type, let's figure out what it is */
715 q=strpbrk(p,";:");
716 if (q) *q='\0';
717
718 current_type=get_typedata_by_name(p);
719 if (current_type) {
720 items[i].name=current_type->name;
721 items[i].typenum=current_type->number;
722 items[i].name_pl=current_type->name_pl;
723 }
724 else { /* oh uh, something's wrong, let's free up this one, and try
725 * the next entry while we're at it, better print a warning
726 */
727 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
728 p, input_string);
729 } 660 }
730 } 661 }
662 else
663 { /*we have a named type, let's figure out what it is */
664 q = strpbrk (p, ";:");
665 if (q)
666 *q = '\0';
667
668 current_type = get_typedata_by_name (p);
669 if (current_type)
670 {
671 items[i].name = current_type->name;
672 items[i].typenum = current_type->number;
673 items[i].name_pl = current_type->name_pl;
674 }
675 else
676 { /* oh uh, something's wrong, let's free up this one, and try
677 * the next entry while we're at it, better print a warning
678 */
679 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
680 }
681 }
682
731 items[i].index=number_of_entries; 683 items[i].index = number_of_entries;
732 if (next_semicolon) p=++next_semicolon; 684 if (next_semicolon)
685 p = ++next_semicolon;
686 else
733 else p=NULL; 687 p = NULL;
734 } 688 }
689
735 free(shop_string); 690 free (shop_string);
736 return items; 691 return items;
737} 692}
738 693
739/* opposite of parse string, this puts the string that was originally fed in to 694/* opposite of parse string, this puts the string that was originally fed in to
740 * the map (or something equivilent) into output_string. */ 695 * the map (or something equivilent) into output_string. */
696static void
741static void print_shop_string(mapstruct *m, char *output_string) { 697print_shop_string (maptile *m, char *output_string)
698{
742 int i; 699 int i;
743 char tmp[MAX_BUF]; 700 char tmp[MAX_BUF];
701
744 strcpy(output_string, ""); 702 strcpy (output_string, "");
745 for (i=0; i< m->shopitems[0].index; i++) { 703 for (i = 0; i < m->shopitems[0].index; i++)
704 {
746 if (m->shopitems[i].typenum) { 705 if (m->shopitems[i].typenum)
706 {
747 if (m->shopitems[i].strength) { 707 if (m->shopitems[i].strength)
748 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 708 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
749 } 709 else
750 else sprintf(tmp, "%s;", m->shopitems[i].name); 710 sprintf (tmp, "%s;", m->shopitems[i].name);
751 } 711 }
752 else { 712 else
713 {
753 if (m->shopitems[i].strength) { 714 if (m->shopitems[i].strength)
754 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 715 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
755 } 716 else
756 else sprintf(tmp, "*"); 717 sprintf (tmp, "*");
757 } 718 }
719
758 strcat(output_string, tmp); 720 strcat (output_string, tmp);
759 } 721 }
760} 722}
761 723
762/* This loads the header information of the map. The header 724/* This loads the header information of the map. The header
763 * contains things like difficulty, size, timeout, etc. 725 * contains things like difficulty, size, timeout, etc.
767 * put all the stuff in the map object so that names actually make 729 * put all the stuff in the map object so that names actually make
768 * sense. 730 * sense.
769 * This could be done in lex (like the object loader), but I think 731 * This could be done in lex (like the object loader), but I think
770 * currently, there are few enough fields this is not a big deal. 732 * currently, there are few enough fields this is not a big deal.
771 * MSW 2001-07-01 733 * MSW 2001-07-01
772 * return 0 on success, 1 on failure.
773 */ 734 */
774 735bool
775static int load_map_header(object_thawer &fp, mapstruct *m) 736maptile::_load_header (object_thawer &thawer)
776{ 737{
777 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 738 for (;;)
778 int msgpos=0; 739 {
779 int maplorepos=0; 740 keyword kw = thawer.get_kv ();
780 741
781 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 742 switch (kw)
782 buf[HUGE_BUF-1] = 0;
783 key = buf;
784 while (isspace(*key)) key++;
785 if (*key == 0) continue; /* empty line */
786 value = strchr(key, ' ');
787 if (!value) {
788 end = strchr(key, '\n');
789 if (end != NULL) {
790 *end = 0;
791 }
792 } else {
793 *value = 0;
794 value++;
795 end = strchr(value, '\n');
796 while (isspace(*value)) {
797 value++;
798 if (*value == '\0' || value == end) {
799 /* Nothing but spaces. */
800 value = NULL;
801 break;
802 }
803 }
804 } 743 {
744 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg);
746 break;
805 747
806 if (!end) { 748 case KW_lore: // CF+ extension
807 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 749 thawer.get_ml (KW_endlore, maplore);
808 buf); 750 break;
751
752 case KW_maplore:
753 thawer.get_ml (KW_endmaplore, maplore);
754 break;
755
756 case KW_arch:
757 if (strcmp (thawer.get_str (), "map"))
758 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
759 break;
760
761 case KW_oid:
762 thawer.get (this, thawer.get_sint32 ());
763 break;
764
765 case KW_file_format_version: break; // nop
766
767 case KW_name: thawer.get (name); break;
768 case KW_attach: thawer.get (attach); break;
769 case KW_reset_time: thawer.get (reset_time); break;
770 case KW_shopgreed: thawer.get (shopgreed); break;
771 case KW_shopmin: thawer.get (shopmin); break;
772 case KW_shopmax: thawer.get (shopmax); break;
773 case KW_shoprace: thawer.get (shoprace); break;
774 case KW_outdoor: thawer.get (outdoor); break;
775 case KW_temp: thawer.get (temp); break;
776 case KW_pressure: thawer.get (pressure); break;
777 case KW_humid: thawer.get (humid); break;
778 case KW_windspeed: thawer.get (windspeed); break;
779 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break;
781
782 case KW_per_player: thawer.get (per_player); break;
783 case KW_per_party: thawer.get (per_party); break;
784
785 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787
788 // old names new names
789 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
790 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
791 case KW_x: case KW_width: thawer.get (width); break;
792 case KW_y: case KW_height: thawer.get (height); break;
793 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
794 case KW_value: case KW_swap_time: thawer.get (timeout); break;
795 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
796 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
797 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
798
799 case KW_tile_path_1: thawer.get (tile_path [0]); break;
800 case KW_tile_path_2: thawer.get (tile_path [1]); break;
801 case KW_tile_path_3: thawer.get (tile_path [2]); break;
802 case KW_tile_path_4: thawer.get (tile_path [3]); break;
803
804 case KW_end:
809 return 1; 805 return true;
810 }
811 806
812 /* key is the field name, value is what it should be set 807 default:
813 * to. We've already done the work to null terminate key, 808 if (!thawer.parse_error (kw, "map", 0))
814 * and strip off any leading spaces for both of these. 809 return false;
815 * We have not touched the newline at the end of the line -
816 * these are needed for some values. the end pointer
817 * points to the first of the newlines.
818 * value could be NULL! It would be easy enough to just point
819 * this to "" to prevent cores, but that would let more errors slide
820 * through.
821 *
822 * First check for entries that do not use the value parameter, then
823 * validate that value is given and check for the remaining entries
824 * that use the parameter.
825 */
826
827 if (!strcmp(key,"msg")) {
828 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
829 if (!strcmp(buf,"endmsg\n")) break;
830 else {
831 /* slightly more efficient than strcat */
832 strcpy(msgbuf+msgpos, buf);
833 msgpos += strlen(buf);
834 }
835 }
836 /* There are lots of maps that have empty messages (eg, msg/endmsg
837 * with nothing between). There is no reason in those cases to
838 * keep the empty message. Also, msgbuf contains garbage data
839 * when msgpos is zero, so copying it results in crashes
840 */
841 if (msgpos != 0)
842 m->msg = strdup_local(msgbuf);
843 }
844 else if (!strcmp(key,"maplore")) {
845 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
846 if (!strcmp(buf,"endmaplore\n")) break;
847 else {
848 /* slightly more efficient than strcat */
849 strcpy(maplorebuf+maplorepos, buf);
850 maplorepos += strlen(buf);
851 }
852 }
853 if (maplorepos != 0)
854 m->maplore = strdup_local(maplorebuf);
855 }
856 else if (!strcmp(key,"end")) {
857 break; 810 break;
858 } 811 }
859 else if (value == NULL) {
860 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
861 }
862 else if (!strcmp(key, "arch")) {
863 /* This is an oddity, but not something we care about much. */
864 if (strcmp(value,"map\n"))
865 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
866 }
867 else if (!strcmp(key,"name")) {
868 *end=0;
869 m->name = strdup_local(value);
870 }
871 /* first strcmp value on these are old names supported
872 * for compatibility reasons. The new values (second) are
873 * what really should be used.
874 */
875 else if (!strcmp(key,"oid")) {
876 fp.get (m, atoi(value));
877 } else if (!strcmp(key, "attach")) {
878 m->attach = value;
879 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
880 m->enter_x = atoi(value);
881 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
882 m->enter_y = atoi(value);
883 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
884 m->width = atoi(value);
885 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
886 m->height = atoi(value);
887 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
888 m->reset_timeout = atoi(value);
889 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
890 m->timeout = atoi(value);
891 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
892 m->difficulty = atoi(value);
893 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
894 m->darkness = atoi(value);
895 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
896 m->fixed_resettime = atoi(value);
897 } else if (!strcmp(key,"unique")) {
898 m->unique = atoi(value);
899 } else if (!strcmp(key,"template")) {
900 m->templatemap = atoi(value);
901 } else if (!strcmp(key,"region")) {
902 m->region = get_region_by_name(value);
903 } else if (!strcmp(key,"shopitems")) {
904 *end=0;
905 m->shopitems = parse_shop_string(value);
906 } else if (!strcmp(key,"shopgreed")) {
907 m->shopgreed = atof(value);
908 } else if (!strcmp(key,"shopmin")) {
909 m->shopmin = atol(value);
910 } else if (!strcmp(key,"shopmax")) {
911 m->shopmax = atol(value);
912 } else if (!strcmp(key,"shoprace")) {
913 *end=0;
914 m->shoprace = strdup_local(value);
915 } else if (!strcmp(key,"outdoor")) {
916 m->outdoor = atoi(value);
917 } else if (!strcmp(key, "temp")) {
918 m->temp = atoi(value);
919 } else if (!strcmp(key, "pressure")) {
920 m->pressure = atoi(value);
921 } else if (!strcmp(key, "humid")) {
922 m->humid = atoi(value);
923 } else if (!strcmp(key, "windspeed")) {
924 m->windspeed = atoi(value);
925 } else if (!strcmp(key, "winddir")) {
926 m->winddir = atoi(value);
927 } else if (!strcmp(key, "sky")) {
928 m->sky = atoi(value);
929 } else if (!strcmp(key, "nosmooth")) {
930 m->nosmooth = atoi(value);
931 }
932 else if (!strncmp(key,"tile_path_", 10)) {
933 int tile=atoi(key+10);
934
935 if (tile<1 || tile>4) {
936 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
937 tile, m->path);
938 } else {
939 char *path;
940
941 *end = 0;
942
943 if (m->tile_path[tile-1]) {
944 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
945 tile, m->path);
946 free(m->tile_path[tile-1]);
947 m->tile_path[tile-1] = NULL;
948 }
949
950 if (check_path(value, 1) != -1) {
951 /* The unadorned path works. */
952 path = value;
953 } else {
954 /* Try again; it could be a relative exit. */
955
956 path = path_combine_and_normalize(m->path, value);
957
958 if (check_path(path, 1) == -1) {
959 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
960 path = NULL;
961 }
962 }
963
964 if (editor) {
965 /* Use the value as in the file. */
966 m->tile_path[tile-1] = strdup_local(value);
967 } else if (path != NULL) {
968 /* Use the normalized value. */
969 m->tile_path[tile-1] = strdup_local(path);
970 }
971 } /* end if tile direction (in)valid */
972 }
973 else {
974 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
975 }
976 }
977 if (!key || strcmp(key,"end")) {
978 LOG(llevError,"Got premature eof on map header!\n");
979 abort();//D
980 return 1;
981 }
982 return 0;
983}
984
985/*
986 * Opens the file "filename" and reads information about the map
987 * from the given file, and stores it in a newly allocated
988 * mapstruct. A pointer to this structure is returned, or NULL on failure.
989 * flags correspond to those in map.h. Main ones used are
990 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
991 * MAP_BLOCK, in which case we block on this load. This happens in all
992 * cases, no matter if this flag is set or not.
993 * MAP_STYLE: style map - don't add active objects, don't add to server
994 * managed map list.
995 */
996
997mapstruct *load_original_map(const char *filename, int flags) {
998 mapstruct *m;
999 char pathname[MAX_BUF];
1000 812 }
1001 if (flags & MAP_PLAYER_UNIQUE)
1002 strcpy(pathname, filename);
1003 else if (flags & MAP_OVERLAY)
1004 strcpy(pathname, create_overlay_pathname(filename));
1005 else
1006 strcpy(pathname, create_pathname(filename));
1007 813
1008 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 814 abort ();
815}
1009 816
817bool
818maptile::_load_header (const char *path)
819{
1010 object_thawer thawer (pathname); 820 object_thawer thawer (path);
1011 821
1012 if (!thawer) 822 if (!thawer)
1013 return 0;
1014
1015 m = get_linked_map();
1016
1017 strcpy (m->path, filename);
1018 if (load_map_header(thawer, m)) {
1019 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1020 filename, flags);
1021 delete_map(m);
1022 return NULL;
1023 }
1024
1025 allocate_map(m);
1026
1027 m->in_memory=MAP_LOADING;
1028 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1029
1030 m->in_memory=MAP_IN_MEMORY;
1031 if (!MAP_DIFFICULTY(m))
1032 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1033 set_map_reset_time(m);
1034 m->instantiate ();
1035 return (m);
1036}
1037
1038/*
1039 * Loads a map, which has been loaded earlier, from file.
1040 * Return the map object we load into (this can change from the passed
1041 * option if we can't find the original map)
1042 */
1043
1044static mapstruct *load_temporary_map(mapstruct *m) {
1045 int comp;
1046 char buf[MAX_BUF];
1047
1048 if (!m->tmpname) {
1049 LOG(llevError, "No temporary filename for map %s\n", m->path);
1050 strcpy(buf, m->path);
1051 delete_map(m);
1052 m = load_original_map(buf, 0);
1053 if(m==NULL) return NULL;
1054 fix_auto_apply(m); /* Chests which open as default */
1055 return m;
1056 }
1057
1058 object_thawer thawer (m->tmpname);
1059
1060 if (!thawer)
1061 {
1062 strcpy (buf, m->path);
1063 delete_map (m);
1064 m = load_original_map (buf, 0);
1065 if (!m) return NULL;
1066 fix_auto_apply (m); /* Chests which open as default */
1067 return m;
1068 }
1069
1070 if (load_map_header(thawer, m)) {
1071 LOG(llevError,"Error loading map header for %s (%s)\n",
1072 m->path, m->tmpname);
1073 delete_map(m);
1074 m = load_original_map(m->path, 0);
1075 return NULL;
1076 }
1077 allocate_map(m);
1078
1079 m->in_memory=MAP_LOADING;
1080 load_objects (m, thawer, 0);
1081
1082 m->in_memory=MAP_IN_MEMORY;
1083 INVOKE_MAP (SWAPIN, m);
1084 return m; 823 return false;
1085}
1086 824
1087/* 825 return _load_header (thawer);
1088 * Loads a map, which has been loaded earlier, from file.
1089 * Return the map object we load into (this can change from the passed
1090 * option if we can't find the original map)
1091 */
1092
1093mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1094 char pathname[MAX_BUF];
1095
1096 strcpy(pathname, create_overlay_pathname(filename));
1097
1098 object_thawer thawer (pathname);
1099
1100 if (!thawer)
1101 return m;
1102
1103 if (load_map_header(thawer, m)) {
1104 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1105 m->path, pathname);
1106 delete_map(m);
1107 m = load_original_map(m->path, 0);
1108 return NULL;
1109 }
1110 /*allocate_map(m);*/
1111
1112 m->in_memory=MAP_LOADING;
1113 load_objects (m, thawer, MAP_OVERLAY);
1114
1115 m->in_memory=MAP_IN_MEMORY;
1116 return m;
1117} 826}
1118 827
1119/****************************************************************************** 828/******************************************************************************
1120 * This is the start of unique map handling code 829 * This is the start of unique map handling code
1121 *****************************************************************************/ 830 *****************************************************************************/
1122 831
1123/* This goes through map 'm' and removed any unique items on the map. */ 832/* This goes through the maptile and removed any unique items on the map. */
1124static void delete_unique_items(mapstruct *m) 833void
834maptile::clear_unique_items ()
1125{ 835{
1126 int i,j,unique; 836 for (int i = 0; i < size (); ++i)
1127 object *op, *next; 837 {
1128
1129 for(i=0; i<MAP_WIDTH(m); i++)
1130 for(j=0; j<MAP_HEIGHT(m); j++) {
1131 unique=0; 838 int unique = 0;
1132 for (op=get_map_ob(m, i, j); op; op=next) { 839 for (object *op = spaces [i].bot; op; )
1133 next = op->above; 840 {
841 object *above = op->above;
842
1134 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1135 unique=1; 844 unique = 1;
845
1136 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1137 clean_object(op);
1138 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1139 remove_button_link(op);
1140 remove_ob(op);
1141 free_object(op);
1142 } 847 {
848 op->destroy_inv (false);
849 op->destroy ();
1143 } 850 }
851
852 op = above;
1144 } 853 }
1145}
1146
1147
1148/*
1149 * Loads unique objects from file(s) into the map which is in memory
1150 * m is the map to load unique items into.
1151 */
1152static void load_unique_objects(mapstruct *m) {
1153 int count;
1154 char firstname[MAX_BUF];
1155
1156 for (count=0; count<10; count++) {
1157 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1158 if (!access(firstname, R_OK)) break;
1159 }
1160 /* If we get here, we did not find any map */
1161 if (count==10) return;
1162
1163 object_thawer thawer (firstname);
1164
1165 if (!thawer)
1166 return;
1167
1168 m->in_memory=MAP_LOADING;
1169 if (m->tmpname == NULL) /* if we have loaded unique items from */
1170 delete_unique_items(m); /* original map before, don't duplicate them */
1171 load_objects (m, thawer, 0);
1172
1173 m->in_memory=MAP_IN_MEMORY;
1174}
1175
1176
1177/*
1178 * Saves a map to file. If flag is set, it is saved into the same
1179 * file it was (originally) loaded from. Otherwise a temporary
1180 * filename will be genarated, and the file will be stored there.
1181 * The temporary filename will be stored in the mapstructure.
1182 * If the map is unique, we also save to the filename in the map
1183 * (this should have been updated when first loaded)
1184 */
1185
1186int
1187new_save_map (mapstruct * m, int flag)
1188{
1189 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1190 int i;
1191
1192 if (flag && !*m->path)
1193 { 854 }
1194 LOG (llevError, "Tried to save map without path.\n"); 855}
1195 return -1; 856
857bool
858maptile::_save_header (object_freezer &freezer)
859{
860#define MAP_OUT(k) freezer.put (KW_ ## k, k)
861#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
862
863 MAP_OUT2 (arch, "map");
864
865 if (name) MAP_OUT (name);
866 MAP_OUT (swap_time);
867 MAP_OUT (reset_time);
868 MAP_OUT (reset_timeout);
869 MAP_OUT (fixed_resettime);
870 MAP_OUT (difficulty);
871
872 if (default_region) MAP_OUT2 (region, default_region->name);
873
874 if (shopitems)
1196 } 875 {
1197 876 char shop[MAX_BUF];
1198 if (flag || (m->unique) || (m->templatemap)) 877 print_shop_string (this, shop);
878 MAP_OUT2 (shopitems, shop);
1199 { 879 }
1200 if (!m->unique && !m->templatemap)
1201 { /* flag is set */
1202 if (flag == 2)
1203 strcpy (filename, create_overlay_pathname (m->path));
1204 else
1205 strcpy (filename, create_pathname (m->path));
1206 }
1207 else
1208 strcpy (filename, m->path);
1209 880
1210 make_path_to_file (filename); 881 MAP_OUT (shopgreed);
1211 } 882 MAP_OUT (shopmin);
1212 else 883 MAP_OUT (shopmax);
1213 { 884 if (shoprace) MAP_OUT (shoprace);
1214 if (!m->tmpname) 885 MAP_OUT (darkness);
1215 m->tmpname = tempnam_local (settings.tmpdir, NULL); 886 MAP_OUT (width);
887 MAP_OUT (height);
888 MAP_OUT (enter_x);
889 MAP_OUT (enter_y);
1216 890
1217 strcpy (filename, m->tmpname); 891 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1218 } 892 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1219 893
1220 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 894 MAP_OUT (outdoor);
1221 m->in_memory = MAP_SAVING; 895 MAP_OUT (temp);
896 MAP_OUT (pressure);
897 MAP_OUT (humid);
898 MAP_OUT (windspeed);
899 MAP_OUT (winddir);
900 MAP_OUT (sky);
1222 901
902 MAP_OUT (per_player);
903 MAP_OUT (per_party);
904
905 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
906 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
907 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
908 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
909
910 freezer.put (this);
911 freezer.put (KW_end);
912
913 return true;
914}
915
916bool
917maptile::_save_header (const char *path)
918{
1223 object_freezer freezer; 919 object_freezer freezer;
1224 920
1225 /* legacy */ 921 if (!_save_header (freezer))
1226 fprintf (freezer, "arch map\n"); 922 return false;
1227 if (m->name)
1228 fprintf (freezer, "name %s\n", m->name);
1229 if (!flag)
1230 fprintf (freezer, "swap_time %d\n", m->swap_time);
1231 if (m->reset_timeout)
1232 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1233 if (m->fixed_resettime)
1234 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1235 /* we unfortunately have no idea if this is a value the creator set
1236 * or a difficulty value we generated when the map was first loaded
1237 */
1238 if (m->difficulty)
1239 fprintf (freezer, "difficulty %d\n", m->difficulty);
1240 if (m->region)
1241 fprintf (freezer, "region %s\n", m->region->name);
1242 if (m->shopitems)
1243 {
1244 print_shop_string (m, shop);
1245 fprintf (freezer, "shopitems %s\n", shop);
1246 }
1247 if (m->shopgreed)
1248 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1249#ifndef WIN32
1250 if (m->shopmin)
1251 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1252 if (m->shopmax)
1253 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1254#else
1255 if (m->shopmin)
1256 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1257 if (m->shopmax)
1258 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1259#endif
1260 if (m->shoprace)
1261 fprintf (freezer, "shoprace %s\n", m->shoprace);
1262 if (m->darkness)
1263 fprintf (freezer, "darkness %d\n", m->darkness);
1264 if (m->width)
1265 fprintf (freezer, "width %d\n", m->width);
1266 if (m->height)
1267 fprintf (freezer, "height %d\n", m->height);
1268 if (m->enter_x)
1269 fprintf (freezer, "enter_x %d\n", m->enter_x);
1270 if (m->enter_y)
1271 fprintf (freezer, "enter_y %d\n", m->enter_y);
1272 if (m->msg)
1273 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1274 if (m->maplore)
1275 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1276 if (m->unique)
1277 fprintf (freezer, "unique %d\n", m->unique);
1278 if (m->templatemap)
1279 fprintf (freezer, "template %d\n", m->templatemap);
1280 if (m->outdoor)
1281 fprintf (freezer, "outdoor %d\n", m->outdoor);
1282 if (m->temp)
1283 fprintf (freezer, "temp %d\n", m->temp);
1284 if (m->pressure)
1285 fprintf (freezer, "pressure %d\n", m->pressure);
1286 if (m->humid)
1287 fprintf (freezer, "humid %d\n", m->humid);
1288 if (m->windspeed)
1289 fprintf (freezer, "windspeed %d\n", m->windspeed);
1290 if (m->winddir)
1291 fprintf (freezer, "winddir %d\n", m->winddir);
1292 if (m->sky)
1293 fprintf (freezer, "sky %d\n", m->sky);
1294 if (m->nosmooth)
1295 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1296 923
1297 /* Save any tiling information, except on overlays */ 924 return freezer.save (path);
1298 if (flag != 2)
1299 for (i = 0; i < 4; i++)
1300 if (m->tile_path[i])
1301 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1302
1303 freezer.put (m);
1304 fprintf (freezer, "end\n");
1305
1306 /* In the game save unique items in the different file, but
1307 * in the editor save them to the normal map file.
1308 * If unique map, save files in the proper destination (set by
1309 * player)
1310 */
1311 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1312 {
1313 object_freezer unique;
1314
1315 if (flag == 2)
1316 save_objects (m, freezer, unique, 2);
1317 else
1318 save_objects (m, freezer, unique, 0);
1319
1320 sprintf (buf, "%s.v00", create_items_path (m->path));
1321
1322 unique.save (buf);
1323 }
1324 else
1325 { /* save same file when not playing, like in editor */
1326 save_objects (m, freezer, freezer, 0);
1327 }
1328
1329 freezer.save (filename);
1330
1331 return 0;
1332}
1333
1334
1335/*
1336 * Remove and free all objects in the inventory of the given object.
1337 * object.c ?
1338 */
1339
1340void clean_object(object *op)
1341{
1342 object *tmp, *next;
1343
1344 for(tmp = op->inv; tmp; tmp = next)
1345 {
1346 next = tmp->below;
1347 clean_object(tmp);
1348 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1349 remove_button_link(tmp);
1350 remove_ob(tmp);
1351 free_object(tmp);
1352 }
1353} 925}
1354 926
1355/* 927/*
1356 * Remove and free all objects in the given map. 928 * Remove and free all objects in the given map.
1357 */ 929 */
930void
931maptile::clear ()
932{
933 sfree (regions, size ()), regions = 0;
934 free (regionmap), regionmap = 0;
1358 935
1359void free_all_objects(mapstruct *m) { 936 if (spaces)
1360 int i,j; 937 {
1361 object *op; 938 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1362 939 while (object *op = ms->bot)
1363 for(i=0;i<MAP_WIDTH(m);i++) 940 {
1364 for(j=0;j<MAP_HEIGHT(m);j++) {
1365 object *previous_obj=NULL;
1366 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1367 if (op==previous_obj) {
1368 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1369 break;
1370 }
1371 previous_obj=op;
1372 if(op->head!=NULL) 941 if (op->head)
1373 op = op->head; 942 op = op->head;
1374 943
1375 /* If the map isn't in memory, free_object will remove and 944 op->destroy_inv (false);
1376 * free objects in op's inventory. So let it do the job. 945 op->destroy ();
1377 */
1378 if (m->in_memory==MAP_IN_MEMORY)
1379 clean_object(op);
1380 remove_ob(op);
1381 free_object(op);
1382 } 946 }
1383 } 947
948 sfree (spaces, size ()), spaces = 0;
949 }
950
951 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0;
953}
954
955void
956maptile::clear_header ()
957{
958 name = 0;
959 msg = 0;
960 maplore = 0;
961 shoprace = 0;
962 delete [] shopitems, shopitems = 0;
963
964 for (int i = 0; i < 4; i++)
965 tile_path [i] = 0;
966}
967
968maptile::~maptile ()
969{
970 assert (destroyed ());
971}
972
973void
974maptile::clear_links_to (maptile *m)
975{
976 /* We need to look through all the maps and see if any maps
977 * are pointing at this one for tiling information. Since
978 * tiling can be asymetric, we just can not look to see which
979 * maps this map tiles with and clears those.
980 */
981 for (int i = 0; i < 4; i++)
982 if (tile_map[i] == m)
983 tile_map[i] = 0;
984}
985
986void
987maptile::do_destroy ()
988{
989 attachable::do_destroy ();
990
991 clear ();
1384} 992}
1385 993
1386/* 994/*
1387 * Frees everything allocated by the given mapstructure. 995 * Updates every button on the map (by calling update_button() for them).
1388 * don't free tmpname - our caller is left to do that
1389 */ 996 */
1390 997void
1391void free_map(mapstruct *m,int flag) { 998maptile::update_buttons ()
1392 int i; 999{
1393 1000 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1394 if (!m->in_memory) { 1001 for (objectlink *ol = obp->link; ol; ol = ol->next)
1395 LOG(llevError,"Trying to free freed map.\n"); 1002 {
1396 return; 1003 if (!ol->ob)
1397 }
1398 if (flag && m->spaces) free_all_objects(m);
1399 if (m->name) FREE_AND_CLEAR(m->name);
1400 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1401 if (m->msg) FREE_AND_CLEAR(m->msg);
1402 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1403 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1404 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1405 if (m->buttons)
1406 free_objectlinkpt(m->buttons);
1407 m->buttons = NULL;
1408 for (i=0; i<4; i++) {
1409 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1410 m->tile_map[i] = NULL;
1411 }
1412 m->in_memory = MAP_SWAPPED;
1413}
1414
1415/*
1416 * function: vanish mapstruct
1417 * m : pointer to mapstruct, if NULL no action
1418 * this deletes all the data on the map (freeing pointers)
1419 * and then removes this map from the global linked list of maps.
1420 */
1421
1422void delete_map(mapstruct *m) {
1423 mapstruct *tmp, *last;
1424 int i;
1425
1426 if (!m)
1427 return;
1428
1429 m->clear ();
1430
1431 if (m->in_memory == MAP_IN_MEMORY) {
1432 /* change to MAP_SAVING, even though we are not,
1433 * so that remove_ob doesn't do as much work.
1434 */ 1004 {
1435 m->in_memory = MAP_SAVING; 1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1436 free_map (m, 1); 1006 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1437 } 1007 continue;
1438 /* move this out of free_map, since tmpname can still be needed if
1439 * the map is swapped out.
1440 */
1441 if (m->tmpname) {
1442 free(m->tmpname);
1443 m->tmpname=NULL;
1444 }
1445 last = NULL;
1446 /* We need to look through all the maps and see if any maps
1447 * are pointing at this one for tiling information. Since
1448 * tiling can be assymetric, we just can not look to see which
1449 * maps this map tiles with and clears those.
1450 */
1451 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1452 if (tmp->next == m) last = tmp;
1453
1454 /* This should hopefully get unrolled on a decent compiler */
1455 for (i=0; i<4; i++)
1456 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1457 }
1458
1459 /* If last is null, then this should be the first map in the list */
1460 if (!last) {
1461 if (m == first_map)
1462 first_map = m->next;
1463 else
1464 /* m->path is a static char, so should hopefully still have
1465 * some useful data in it.
1466 */
1467 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1468 m->path);
1469 }
1470 else
1471 last->next = m->next;
1472
1473 delete m;
1474}
1475
1476
1477
1478/*
1479 * Makes sure the given map is loaded and swapped in.
1480 * name is path name of the map.
1481 * flags meaning:
1482 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1483 * and don't do unique items or the like.
1484 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1485 * dont do any more name translation on it.
1486 *
1487 * Returns a pointer to the given map.
1488 */
1489
1490mapstruct *ready_map_name(const char *name, int flags) {
1491 mapstruct *m;
1492
1493 if (!name)
1494 return (NULL);
1495
1496 /* Have we been at this level before? */
1497 m = has_been_loaded (name);
1498
1499 /* Map is good to go, so just return it */
1500 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1501 return m;
1502 }
1503
1504 /* unique maps always get loaded from their original location, and never
1505 * a temp location. Likewise, if map_flush is set, or we have never loaded
1506 * this map, load it now. I removed the reset checking from here -
1507 * it seems the probability of a player trying to enter a map that should
1508 * reset but hasn't yet is quite low, and removing that makes this function
1509 * a bit cleaner (and players probably shouldn't rely on exact timing for
1510 * resets in any case - if they really care, they should use the 'maps command.
1511 */
1512 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1513
1514 /* first visit or time to reset */
1515 if (m) {
1516 clean_tmp_map(m); /* Doesn't make much difference */
1517 delete_map(m);
1518 } 1008 }
1519 1009
1520 /* create and load a map */ 1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1521 if (flags & MAP_PLAYER_UNIQUE)
1522 LOG(llevDebug, "Trying to load map %s.\n", name);
1523 else
1524 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1525
1526 //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
1527 //0.414906024932861
1528 //0.427063941955566
1529 eval_pv ("$x = Event::time", 1);//D
1530 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1531 return (NULL);
1532 eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1533
1534 fix_auto_apply(m); /* Chests which open as default */
1535
1536 /* If a player unique map, no extra unique object file to load.
1537 * if from the editor, likewise.
1538 */ 1011 {
1539 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1012 update_button (ol->ob);
1540 load_unique_objects(m); 1013 break;
1541
1542 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1543 m=load_overlay_map(name, m);
1544 if (m==NULL)
1545 return NULL;
1546 } 1014 }
1547
1548 if (flags & MAP_PLAYER_UNIQUE)
1549 INVOKE_MAP (SWAPIN, m);
1550
1551 } else {
1552 /* If in this loop, we found a temporary map, so load it up. */
1553
1554 m=load_temporary_map (m);
1555 if(m==NULL) return NULL;
1556 load_unique_objects(m);
1557
1558 clean_tmp_map(m);
1559 m->in_memory = MAP_IN_MEMORY;
1560 /* tempnam() on sun systems (probably others) uses malloc
1561 * to allocated space for the string. Free it here.
1562 * In some cases, load_temporary_map above won't find the
1563 * temporary map, and so has reloaded a new map. If that
1564 * is the case, tmpname is now null
1565 */
1566 if (m->tmpname) free(m->tmpname);
1567 m->tmpname = NULL;
1568 /* It's going to be saved anew anyway */
1569 } 1015 }
1570
1571 /* Below here is stuff common to both first time loaded maps and
1572 * temp maps.
1573 */
1574
1575 decay_objects(m); /* start the decay */
1576 /* In case other objects press some buttons down */
1577 update_buttons(m);
1578 if (m->outdoor)
1579 set_darkness_map(m);
1580 /* run the weather over this map */
1581 weather_effect(name);
1582 return m;
1583} 1016}
1584
1585 1017
1586/* 1018/*
1587 * This routine is supposed to find out the difficulty of the map. 1019 * This routine is supposed to find out the difficulty of the map.
1588 * difficulty does not have a lot to do with character level, 1020 * difficulty does not have a lot to do with character level,
1589 * but does have a lot to do with treasure on the map. 1021 * but does have a lot to do with treasure on the map.
1591 * Difficulty can now be set by the map creature. If the value stored 1023 * Difficulty can now be set by the map creature. If the value stored
1592 * in the map is zero, then use this routine. Maps should really 1024 * in the map is zero, then use this routine. Maps should really
1593 * have a difficulty set than using this function - human calculation 1025 * have a difficulty set than using this function - human calculation
1594 * is much better than this functions guesswork. 1026 * is much better than this functions guesswork.
1595 */ 1027 */
1596 1028int
1597int calculate_difficulty(mapstruct *m) { 1029maptile::estimate_difficulty () const
1598 object *op; 1030{
1599 archetype *at;
1600 int x, y, i, diff;
1601 long monster_cnt = 0; 1031 long monster_cnt = 0;
1602 double avgexp = 0; 1032 double avgexp = 0;
1603 sint64 total_exp = 0; 1033 sint64 total_exp = 0;
1604 1034
1605 if (MAP_DIFFICULTY (m)) 1035 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1606 { 1036 for (object *op = ms->bot; op; op = op->above)
1607 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1608 return MAP_DIFFICULTY (m);
1609 }
1610
1611 for(x = 0; x < MAP_WIDTH(m); x++)
1612 for(y = 0; y < MAP_HEIGHT(m); y++)
1613 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1614 { 1037 {
1615 if(QUERY_FLAG (op, FLAG_MONSTER)) 1038 if (QUERY_FLAG (op, FLAG_MONSTER))
1616 { 1039 {
1617 total_exp += op->stats.exp; 1040 total_exp += op->stats.exp;
1618 monster_cnt++; 1041 monster_cnt++;
1619 } 1042 }
1620 1043
1621 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1044 if (QUERY_FLAG (op, FLAG_GENERATOR))
1622 { 1045 {
1623 total_exp += op->stats.exp; 1046 total_exp += op->stats.exp;
1047
1624 at = type_to_archetype(GENERATE_TYPE (op)); 1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1625
1626 if(at != NULL)
1627 total_exp += at->clone.stats.exp * 8; 1049 total_exp += at->clone.stats.exp * 8;
1628 1050
1629 monster_cnt++; 1051 monster_cnt++;
1630 } 1052 }
1631 } 1053 }
1632 1054
1633 avgexp = (double) total_exp / monster_cnt; 1055 avgexp = (double) total_exp / monster_cnt;
1634 1056
1635 for (i = 1; i <= settings.max_level; i++) 1057 for (int i = 1; i <= settings.max_level; i++)
1636 {
1637 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1058 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1638 {
1639 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1640 return i; 1059 return i;
1641 }
1642 }
1643 1060
1644 return 1; 1061 return 1;
1645}
1646
1647void clean_tmp_map(mapstruct *m) {
1648 if(m->tmpname == NULL)
1649 return;
1650 INVOKE_MAP (CLEAN, m);
1651 (void) unlink(m->tmpname);
1652}
1653
1654void free_all_maps(void)
1655{
1656 int real_maps=0;
1657
1658 while (first_map) {
1659 /* I think some of the callers above before it gets here set this to be
1660 * saving, but we still want to free this data
1661 */
1662 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1663 delete_map(first_map);
1664 real_maps++;
1665 }
1666 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1667} 1062}
1668 1063
1669/* change_map_light() - used to change map light level (darkness) 1064/* change_map_light() - used to change map light level (darkness)
1670 * up or down. Returns true if successful. It should now be 1065 * up or down. Returns true if successful. It should now be
1671 * possible to change a value by more than 1. 1066 * possible to change a value by more than 1.
1672 * Move this from los.c to map.c since this is more related 1067 * Move this from los.c to map.c since this is more related
1673 * to maps than los. 1068 * to maps than los.
1674 * postive values make it darker, negative make it brighter 1069 * postive values make it darker, negative make it brighter
1675 */ 1070 */
1676 1071int
1677int change_map_light(mapstruct *m, int change) { 1072maptile::change_map_light (int change)
1073{
1678 int new_level = m->darkness + change; 1074 int new_level = darkness + change;
1679 1075
1680 /* Nothing to do */ 1076 /* Nothing to do */
1681 if(!change || (new_level <= 0 && m->darkness == 0) || 1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1682 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1683 return 0; 1078 return 0;
1684 }
1685 1079
1686 /* inform all players on the map */ 1080 /* inform all players on the map */
1687 if (change>0) 1081 if (change > 0)
1688 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1689 else 1083 else
1690 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1691 1085
1692 /* Do extra checking. since m->darkness is a unsigned value, 1086 /* Do extra checking. since darkness is a unsigned value,
1693 * we need to be extra careful about negative values. 1087 * we need to be extra careful about negative values.
1694 * In general, the checks below are only needed if change 1088 * In general, the checks below are only needed if change
1695 * is not +/-1 1089 * is not +/-1
1696 */ 1090 */
1697 if (new_level < 0) m->darkness = 0; 1091 if (new_level < 0)
1698 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1699 else m->darkness=new_level; 1096 darkness = new_level;
1700 1097
1701 /* All clients need to get re-updated for the change */ 1098 /* All clients need to get re-updated for the change */
1702 update_all_map_los(m); 1099 update_all_map_los (this);
1703 return 1; 1100 return 1;
1704} 1101}
1705
1706 1102
1707/* 1103/*
1708 * This function updates various attributes about a specific space 1104 * This function updates various attributes about a specific space
1709 * on the map (what it looks like, whether it blocks magic, 1105 * on the map (what it looks like, whether it blocks magic,
1710 * has a living creatures, prevents people from passing 1106 * has a living creatures, prevents people from passing
1711 * through, etc) 1107 * through, etc)
1712 */ 1108 */
1713void update_position (mapstruct *m, int x, int y) { 1109void
1110mapspace::update_ ()
1111{
1714 object *tmp, *last = NULL; 1112 object *tmp, *last = 0;
1715 uint8 flags = 0, oldflags, light=0, anywhere=0; 1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1716 New_Face *top,*floor, *middle; 1114 facetile *top, *floor, *middle;
1717 object *top_obj, *floor_obj, *middle_obj; 1115 object *top_obj, *floor_obj, *middle_obj;
1718 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1719 1117
1720 oldflags = GET_MAP_FLAGS(m,x,y);
1721 if (!(oldflags & P_NEED_UPDATE)) {
1722 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1723 m->path, x, y);
1724 return;
1725 }
1726
1727 middle=blank_face; 1118 middle = blank_face;
1728 top=blank_face; 1119 top = blank_face;
1729 floor=blank_face; 1120 floor = blank_face;
1730 1121
1731 middle_obj = NULL; 1122 middle_obj = 0;
1732 top_obj = NULL; 1123 top_obj = 0;
1733 floor_obj = NULL; 1124 floor_obj = 0;
1734 1125
1735 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1736 1127 {
1737 /* This could be made additive I guess (two lights better than 1128 /* This could be made additive I guess (two lights better than
1738 * one). But if so, it shouldn't be a simple additive - 2 1129 * one). But if so, it shouldn't be a simple additive - 2
1739 * light bulbs do not illuminate twice as far as once since 1130 * light bulbs do not illuminate twice as far as once since
1740 * it is a disapation factor that is squared (or is it cubed?) 1131 * it is a dissapation factor that is cubed.
1741 */ 1132 */
1742 if (tmp->glow_radius > light) light = tmp->glow_radius; 1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius;
1743 1135
1744 /* This call is needed in order to update objects the player 1136 /* This call is needed in order to update objects the player
1745 * is standing in that have animations (ie, grass, fire, etc). 1137 * is standing in that have animations (ie, grass, fire, etc).
1746 * However, it also causes the look window to be re-drawn 1138 * However, it also causes the look window to be re-drawn
1747 * 3 times each time the player moves, because many of the 1139 * 3 times each time the player moves, because many of the
1748 * functions the move_player calls eventualy call this. 1140 * functions the move_player calls eventualy call this.
1749 * 1141 *
1750 * Always put the player down for drawing. 1142 * Always put the player down for drawing.
1751 */ 1143 */
1752 if (!tmp->invisible) { 1144 if (!tmp->invisible)
1145 {
1753 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1754 top = tmp->face; 1148 top = tmp->face;
1755 top_obj = tmp; 1149 top_obj = tmp;
1756 } 1150 }
1757 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 {
1758 /* If we got a floor, that means middle and top were below it, 1153 /* If we got a floor, that means middle and top were below it,
1759 * so should not be visible, so we clear them. 1154 * so should not be visible, so we clear them.
1760 */ 1155 */
1761 middle=blank_face; 1156 middle = blank_face;
1762 top=blank_face; 1157 top = blank_face;
1763 floor = tmp->face; 1158 floor = tmp->face;
1764 floor_obj = tmp; 1159 floor_obj = tmp;
1765 } 1160 }
1766 /* Flag anywhere have high priority */ 1161 /* Flag anywhere have high priority */
1767 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 {
1768 middle = tmp->face; 1164 middle = tmp->face;
1769 1165
1770 middle_obj = tmp; 1166 middle_obj = tmp;
1771 anywhere =1; 1167 anywhere = 1;
1772 } 1168 }
1773 /* Find the highest visible face around. If equal 1169 /* Find the highest visible face around. If equal
1774 * visibilities, we still want the one nearer to the 1170 * visibilities, we still want the one nearer to the
1775 * top 1171 * top
1776 */ 1172 */
1777 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174 {
1778 middle = tmp->face; 1175 middle = tmp->face;
1779 middle_obj = tmp; 1176 middle_obj = tmp;
1780 } 1177 }
1781 } 1178 }
1179
1782 if (tmp==tmp->above) { 1180 if (tmp == tmp->above)
1181 {
1783 LOG(llevError, "Error in structure of map\n"); 1182 LOG (llevError, "Error in structure of map\n");
1784 exit (-1); 1183 exit (-1);
1785 } 1184 }
1786 1185
1787 move_slow |= tmp->move_slow; 1186 move_slow |= tmp->move_slow;
1788 move_block |= tmp->move_block; 1187 move_block |= tmp->move_block;
1789 move_on |= tmp->move_on; 1188 move_on |= tmp->move_on;
1790 move_off |= tmp->move_off; 1189 move_off |= tmp->move_off;
1791 move_allow |= tmp->move_allow; 1190 move_allow |= tmp->move_allow;
1792 1191
1793 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1794 flags |= P_IS_ALIVE;
1795 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1796 flags |= P_NO_MAGIC;
1797 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1798 flags |= P_NO_CLERIC;
1799 if (tmp->type == SAFE_GROUND)
1800 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1801
1802 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1803 flags |= P_BLOCKSVIEW; 1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1804 } /* for stack of objects */ 1194 if (tmp->type == PLAYER) flags |= P_PLAYER;
1805 1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1806 /* we don't want to rely on this function to have accurate flags, but 1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1807 * since we're already doing the work, we calculate them here. 1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1808 * if they don't match, logic is broken someplace.
1809 */
1810 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1811 (!(oldflags & P_NO_ERROR))) {
1812 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1813 m->path, x, y,
1814 (oldflags & ~P_NEED_UPDATE), flags);
1815 } 1198 }
1816 SET_MAP_FLAGS(m, x, y, flags);
1817 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1818 SET_MAP_MOVE_ON(m, x, y, move_on);
1819 SET_MAP_MOVE_OFF(m, x, y, move_off);
1820 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1821 1199
1200 this->light = light;
1201 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on;
1204 this->move_off = move_off;
1205 this->move_slow = move_slow;
1206
1822 /* At this point, we have a floor face (if there is a floor), 1207 /* At this point, we have a floor face (if there is a floor),
1823 * and the floor is set - we are not going to touch it at 1208 * and the floor is set - we are not going to touch it at
1824 * this point. 1209 * this point.
1825 * middle contains the highest visibility face. 1210 * middle contains the highest visibility face.
1826 * top contains a player/monster face, if there is one. 1211 * top contains a player/monster face, if there is one.
1827 * 1212 *
1828 * We now need to fill in top.face and/or middle.face. 1213 * We now need to fill in top.face and/or middle.face.
1829 */ 1214 */
1830 1215
1831 /* If the top face also happens to be high visibility, re-do our 1216 /* If the top face also happens to be high visibility, re-do our
1832 * middle face. This should not happen, as we already have the 1217 * middle face. This should not happen, as we already have the
1833 * else statement above so middle should not get set. OTOH, it 1218 * else statement above so middle should not get set. OTOH, it
1834 * may be possible for the faces to match but be different objects. 1219 * may be possible for the faces to match but be different objects.
1835 */ 1220 */
1836 if (top == middle) middle=blank_face; 1221 if (top == middle)
1222 middle = blank_face;
1837 1223
1838 /* There are three posibilities at this point: 1224 /* There are three posibilities at this point:
1839 * 1) top face is set, need middle to be set. 1225 * 1) top face is set, need middle to be set.
1840 * 2) middle is set, need to set top. 1226 * 2) middle is set, need to set top.
1841 * 3) neither middle or top is set - need to set both. 1227 * 3) neither middle or top is set - need to set both.
1842 */ 1228 */
1843 1229
1844 for (tmp=last; tmp; tmp=tmp->below) { 1230 for (tmp = last; tmp; tmp = tmp->below)
1231 {
1845 /* Once we get to a floor, stop, since we already have a floor object */ 1232 /* Once we get to a floor, stop, since we already have a floor object */
1846 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break;
1847 1235
1848 /* If two top faces are already set, quit processing */ 1236 /* If two top faces are already set, quit processing */
1849 if ((top != blank_face) && (middle != blank_face)) break; 1237 if ((top != blank_face) && (middle != blank_face))
1238 break;
1850 1239
1851 /* Only show visible faces, unless its the editor - show all */ 1240 /* Only show visible faces */
1852 if (!tmp->invisible || editor) { 1241 if (!tmp->invisible)
1242 {
1853 /* Fill in top if needed */ 1243 /* Fill in top if needed */
1854 if (top == blank_face) { 1244 if (top == blank_face)
1245 {
1855 top = tmp->face; 1246 top = tmp->face;
1856 top_obj = tmp; 1247 top_obj = tmp;
1248 if (top == middle)
1857 if (top == middle) middle=blank_face; 1249 middle = blank_face;
1250 }
1858 } else { 1251 else
1252 {
1859 /* top is already set - we should only get here if 1253 /* top is already set - we should only get here if
1860 * middle is not set 1254 * middle is not set
1861 * 1255 *
1862 * Set the middle face and break out, since there is nothing 1256 * Set the middle face and break out, since there is nothing
1863 * more to fill in. We don't check visiblity here, since 1257 * more to fill in. We don't check visiblity here, since
1864 * 1258 *
1865 */ 1259 */
1866 if (tmp->face != top ) { 1260 if (tmp->face != top)
1261 {
1867 middle = tmp->face; 1262 middle = tmp->face;
1868 middle_obj = tmp; 1263 middle_obj = tmp;
1869 break; 1264 break;
1870 } 1265 }
1871 } 1266 }
1872 } 1267 }
1873 } 1268 }
1874 if (middle == floor) middle = blank_face; 1269
1875 if (top == middle) middle = blank_face; 1270 if (middle == floor)
1876 SET_MAP_FACE(m,x,y,top,0);
1877 if(top != blank_face)
1878 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1879 else
1880 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1881 SET_MAP_FACE(m,x,y,middle,1);
1882 if(middle != blank_face) 1271 middle = blank_face;
1883 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1884 else
1885 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1886 SET_MAP_FACE(m,x,y,floor,2);
1887 if(floor != blank_face)
1888 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1889 else
1890 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1891 SET_MAP_LIGHT(m,x,y,light);
1892}
1893 1272
1273 if (top == middle)
1274 middle = blank_face;
1894 1275
1895void set_map_reset_time(mapstruct *map) { 1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1896 int timeout; 1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1897 1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1898 timeout = MAP_RESET_TIMEOUT(map);
1899 if (timeout <= 0)
1900 timeout = MAP_DEFAULTRESET;
1901 if (timeout >= MAP_MAXRESET)
1902 timeout = MAP_MAXRESET;
1903 MAP_WHEN_RESET(map) = seconds()+timeout;
1904} 1279}
1905 1280
1906/* this updates the orig_map->tile_map[tile_num] value after loading 1281/* this updates the orig_map->tile_map[tile_num] value after finding
1907 * the map. It also takes care of linking back the freshly loaded 1282 * the map. It also takes care of linking back the freshly found
1908 * maps tile_map values if it tiles back to this one. It returns 1283 * maps tile_map values if it tiles back to this one. It returns
1909 * the value of orig_map->tile_map[tile_num]. It really only does this 1284 * the value of orig_map->tile_map[tile_num].
1910 * so that it is easier for calling functions to verify success.
1911 */ 1285 */
1912 1286static inline maptile *
1913static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1287find_and_link (maptile *orig_map, int tile_num)
1914{ 1288{
1289 maptile *mp = orig_map->tile_map [tile_num];
1290
1291 if (!mp)
1292 {
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294
1295 if (!mp)
1296 {
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 }
1305
1915 int dest_tile = (tile_num +2) % 4; 1306 int dest_tile = (tile_num + 2) % 4;
1916 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1917 1307
1918 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1308 orig_map->tile_map [tile_num] = mp;
1919 1309
1920 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1310 // optimisation: back-link map to origin map if euclidean
1921 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1311 //TODO: non-euclidean maps MUST GO
1922 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1923 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1924 1314
1925 return orig_map->tile_map[tile_num]; 1315 return mp;
1316}
1317
1318static inline void
1319load_and_link (maptile *orig_map, int tile_num)
1320{
1321 find_and_link (orig_map, tile_num)->load_sync ();
1926} 1322}
1927 1323
1928/* this returns TRUE if the coordinates (x,y) are out of 1324/* this returns TRUE if the coordinates (x,y) are out of
1929 * map m. This function also takes into account any 1325 * map m. This function also takes into account any
1930 * tiling considerations, loading adjacant maps as needed. 1326 * tiling considerations, loading adjacant maps as needed.
1931 * This is the function should always be used when it 1327 * This is the function should always be used when it
1932 * necessary to check for valid coordinates. 1328 * necessary to check for valid coordinates.
1933 * This function will recursively call itself for the 1329 * This function will recursively call itself for the
1934 * tiled maps. 1330 * tiled maps.
1935 * 1331 */
1936 * 1332int
1937 */
1938int out_of_map(mapstruct *m, int x, int y) 1333out_of_map (maptile *m, int x, int y)
1939{ 1334{
1940
1941 /* If we get passed a null map, this is obviously the 1335 /* If we get passed a null map, this is obviously the
1942 * case. This generally shouldn't happen, but if the 1336 * case. This generally shouldn't happen, but if the
1943 * map loads fail below, it could happen. 1337 * map loads fail below, it could happen.
1944 */ 1338 */
1945 if (!m) return 0; 1339 if (!m)
1946
1947 if (x<0) {
1948 if (!m->tile_path[3]) return 1;
1949 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1950 load_and_link_tiled_map(m, 3);
1951 }
1952 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1953 }
1954 if (x>=MAP_WIDTH(m)) {
1955 if (!m->tile_path[1]) return 1;
1956 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1957 load_and_link_tiled_map(m, 1);
1958 }
1959 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1960 }
1961 if (y<0) {
1962 if (!m->tile_path[0]) return 1;
1963 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1964 load_and_link_tiled_map(m, 0);
1965 }
1966 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1967 }
1968 if (y>=MAP_HEIGHT(m)) {
1969 if (!m->tile_path[2]) return 1;
1970 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1971 load_and_link_tiled_map(m, 2);
1972 }
1973 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1974 }
1975
1976 /* Simple case - coordinates are within this local
1977 * map.
1978 */
1979 return 0; 1340 return 0;
1341
1342 if (x < 0)
1343 {
1344 if (!m->tile_path[3])
1345 return 1;
1346
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 }
1352
1353 if (x >= m->width)
1354 {
1355 if (!m->tile_path[1])
1356 return 1;
1357
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 return out_of_map (m->tile_map[1], x - m->width, y);
1362 }
1363
1364 if (y < 0)
1365 {
1366 if (!m->tile_path[0])
1367 return 1;
1368
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 }
1374
1375 if (y >= m->height)
1376 {
1377 if (!m->tile_path[2])
1378 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382
1383 return out_of_map (m->tile_map[2], x, y - m->height);
1384 }
1385
1386 /* Simple case - coordinates are within this local
1387 * map.
1388 */
1389 return 0;
1980} 1390}
1981 1391
1982/* This is basically the same as out_of_map above, but 1392/* This is basically the same as out_of_map above, but
1983 * instead we return NULL if no map is valid (coordinates 1393 * instead we return NULL if no map is valid (coordinates
1984 * out of bounds and no tiled map), otherwise it returns 1394 * out of bounds and no tiled map), otherwise it returns
1985 * the map as that the coordinates are really on, and 1395 * the map as that the coordinates are really on, and
1986 * updates x and y to be the localized coordinates. 1396 * updates x and y to be the localised coordinates.
1987 * Using this is more efficient of calling out_of_map 1397 * Using this is more efficient of calling out_of_map
1988 * and then figuring out what the real map is 1398 * and then figuring out what the real map is
1989 */ 1399 */
1990mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1400maptile *
1401maptile::xy_find (sint16 &x, sint16 &y)
1991{ 1402{
1992 1403 if (x < 0)
1993 if (*x<0) {
1994 if (!m->tile_path[3]) return NULL;
1995 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1996 load_and_link_tiled_map(m, 3);
1997
1998 *x += MAP_WIDTH(m->tile_map[3]);
1999 return (get_map_from_coord(m->tile_map[3], x, y));
2000 } 1404 {
2001 if (*x>=MAP_WIDTH(m)) { 1405 if (!tile_path[3])
2002 if (!m->tile_path[1]) return NULL; 1406 return 0;
2003 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2004 load_and_link_tiled_map(m, 1);
2005 1407
2006 *x -= MAP_WIDTH(m); 1408 find_and_link (this, 3);
2007 return (get_map_from_coord(m->tile_map[1], x, y)); 1409 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y);
1411 }
1412
1413 if (x >= width)
2008 } 1414 {
2009 if (*y<0) { 1415 if (!tile_path[1])
2010 if (!m->tile_path[0]) return NULL; 1416 return 0;
2011 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 0);
2013 1417
2014 *y += MAP_HEIGHT(m->tile_map[0]); 1418 find_and_link (this, 1);
2015 return (get_map_from_coord(m->tile_map[0], x, y)); 1419 x -= width;
1420 return tile_map[1]->xy_find (x, y);
1421 }
1422
1423 if (y < 0)
2016 } 1424 {
2017 if (*y>=MAP_HEIGHT(m)) { 1425 if (!tile_path[0])
2018 if (!m->tile_path[2]) return NULL; 1426 return 0;
2019 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 2);
2021 1427
2022 *y -= MAP_HEIGHT(m); 1428 find_and_link (this, 0);
2023 return (get_map_from_coord(m->tile_map[2], x, y)); 1429 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y);
1431 }
1432
1433 if (y >= height)
2024 } 1434 {
1435 if (!tile_path[2])
1436 return 0;
2025 1437
1438 find_and_link (this, 2);
1439 y -= height;
1440 return tile_map[2]->xy_find (x, y);
1441 }
1442
2026 /* Simple case - coordinates are within this local 1443 /* Simple case - coordinates are within this local
2027 * map. 1444 * map.
2028 */ 1445 */
2029 1446 return this;
2030 return m;
2031} 1447}
2032 1448
2033/** 1449/**
2034 * Return whether map2 is adjacent to map1. If so, store the distance from 1450 * Return whether map2 is adjacent to map1. If so, store the distance from
2035 * map1 to map2 in dx/dy. 1451 * map1 to map2 in dx/dy.
2036 */ 1452 */
1453int
2037static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{
2038 if (!map1 || !map2) 1456 if (!map1 || !map2)
2039 return 0; 1457 return 0;
2040 1458
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!)
2041 if (map1 == map2) { 1461 if (map1 == map2)
1462 {
2042 *dx = 0; 1463 *dx = 0;
2043 *dy = 0; 1464 *dy = 0;
2044 1465 }
2045 } else if (map1->tile_map[0] == map2) { /* up */ 1466 else if (map1->tile_map[0] == map2)
1467 { /* up */
2046 *dx = 0; 1468 *dx = 0;
2047 *dy = -MAP_HEIGHT(map2); 1469 *dy = -map2->height;
1470 }
2048 } else if (map1->tile_map[1] == map2) { /* right */ 1471 else if (map1->tile_map[1] == map2)
2049 *dx = MAP_WIDTH(map1); 1472 { /* right */
1473 *dx = map1->width;
2050 *dy = 0; 1474 *dy = 0;
1475 }
2051 } else if (map1->tile_map[2] == map2) { /* down */ 1476 else if (map1->tile_map[2] == map2)
1477 { /* down */
2052 *dx = 0; 1478 *dx = 0;
2053 *dy = MAP_HEIGHT(map1); 1479 *dy = map1->height;
1480 }
2054 } else if (map1->tile_map[3] == map2) { /* left */ 1481 else if (map1->tile_map[3] == map2)
2055 *dx = -MAP_WIDTH(map2); 1482 { /* left */
1483 *dx = -map2->width;
2056 *dy = 0; 1484 *dy = 0;
2057 1485 }
2058 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1486 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1487 { /* up right */
2059 *dx = MAP_WIDTH(map1->tile_map[0]); 1488 *dx = map1->tile_map[0]->width;
2060 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1489 *dy = -map1->tile_map[0]->height;
1490 }
2061 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1491 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2062 *dx = -MAP_WIDTH(map2); 1492 { /* up left */
2063 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1493 *dx = -map2->width;
1494 *dy = -map1->tile_map[0]->height;
1495 }
2064 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1496 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2065 *dx = MAP_WIDTH(map1); 1497 { /* right up */
2066 *dy = -MAP_HEIGHT(map2); 1498 *dx = map1->width;
1499 *dy = -map2->height;
1500 }
2067 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1501 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2068 *dx = MAP_WIDTH(map1); 1502 { /* right down */
2069 *dy = MAP_HEIGHT(map1->tile_map[1]); 1503 *dx = map1->width;
1504 *dy = map1->tile_map[1]->height;
1505 }
2070 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1506 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1507 { /* down right */
2071 *dx = MAP_WIDTH(map1->tile_map[2]); 1508 *dx = map1->tile_map[2]->width;
2072 *dy = MAP_HEIGHT(map1); 1509 *dy = map1->height;
1510 }
2073 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1511 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2074 *dx = -MAP_WIDTH(map2); 1512 { /* down left */
2075 *dy = MAP_HEIGHT(map1); 1513 *dx = -map2->width;
1514 *dy = map1->height;
1515 }
2076 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1516 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1517 { /* left up */
2077 *dx = -MAP_WIDTH(map1->tile_map[3]); 1518 *dx = -map1->tile_map[3]->width;
2078 *dy = -MAP_HEIGHT(map2); 1519 *dy = -map2->height;
1520 }
2079 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1521 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1522 { /* left down */
2080 *dx = -MAP_WIDTH(map1->tile_map[3]); 1523 *dx = -map1->tile_map[3]->width;
2081 *dy = MAP_HEIGHT(map1->tile_map[3]); 1524 *dy = map1->tile_map[3]->height;
2082
2083 } else { /* not "adjacent" enough */
2084 return 0;
2085 } 1525 }
2086 1526 else
2087 return 1; 1527 return 0;
1528
1529 return 1;
1530}
1531
1532maptile *
1533maptile::xy_load (sint16 &x, sint16 &y)
1534{
1535 maptile *map = xy_find (x, y);
1536
1537 if (map)
1538 map->load_sync ();
1539
1540 return map;
1541}
1542
1543maptile *
1544get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1545{
1546 return m->xy_load (*x, *y);
2088} 1547}
2089 1548
2090/* From map.c 1549/* From map.c
2091 * This is used by get_player to determine where the other 1550 * This is used by get_player to determine where the other
2092 * creature is. get_rangevector takes into account map tiling, 1551 * creature is. get_rangevector takes into account map tiling,
2093 * so you just can not look the the map coordinates and get the 1552 * so you just can not look the the map coordinates and get the
2094 * righte value. distance_x/y are distance away, which 1553 * righte value. distance_x/y are distance away, which
2095 * can be negativbe. direction is the crossfire direction scheme 1554 * can be negative. direction is the crossfire direction scheme
2096 * that the creature should head. part is the part of the 1555 * that the creature should head. part is the part of the
2097 * monster that is closest. 1556 * monster that is closest.
2098 * 1557 *
2099 * get_rangevector looks at op1 and op2, and fills in the 1558 * get_rangevector looks at op1 and op2, and fills in the
2100 * structure for op1 to get to op2. 1559 * structure for op1 to get to op2.
2105 * be unexpected 1564 * be unexpected
2106 * 1565 *
2107 * currently, the only flag supported (0x1) is don't translate for 1566 * currently, the only flag supported (0x1) is don't translate for
2108 * closest body part of 'op1' 1567 * closest body part of 'op1'
2109 */ 1568 */
2110 1569void
2111void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{
2112 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 {
2113 /* be conservative and fill in _some_ data */ 1574 /* be conservative and fill in _some_ data */
2114 retval->distance = 100000; 1575 retval->distance = 100000;
2115 retval->distance_x = 32767; 1576 retval->distance_x = 32767;
2116 retval->distance_y = 32767; 1577 retval->distance_y = 32767;
2117 retval->direction = 0; 1578 retval->direction = 0;
2118 retval->part = 0; 1579 retval->part = 0;
2119 } else { 1580 }
1581 else
1582 {
2120 object *best; 1583 object *best;
2121 1584
2122 retval->distance_x += op2->x-op1->x; 1585 retval->distance_x += op2->x - op1->x;
2123 retval->distance_y += op2->y-op1->y; 1586 retval->distance_y += op2->y - op1->y;
2124 1587
2125 best = op1; 1588 best = op1;
2126 /* If this is multipart, find the closest part now */ 1589 /* If this is multipart, find the closest part now */
2127 if (!(flags&0x1) && op1->more) { 1590 if (!(flags & 0x1) && op1->more)
1591 {
2128 object *tmp; 1592 object *tmp;
2129 int best_distance = retval->distance_x*retval->distance_x+ 1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2130 retval->distance_y*retval->distance_y, tmpi;
2131 1594
2132 /* we just take the offset of the piece to head to figure 1595 /* we just take the offset of the piece to head to figure
2133 * distance instead of doing all that work above again 1596 * distance instead of doing all that work above again
2134 * since the distance fields we set above are positive in the 1597 * since the distance fields we set above are positive in the
2135 * same axis as is used for multipart objects, the simply arithmetic 1598 * same axis as is used for multipart objects, the simply arithmetic
2136 * below works. 1599 * below works.
2137 */ 1600 */
2138 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1602 {
2139 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2140 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2141 if (tmpi < best_distance) { 1605 if (tmpi < best_distance)
1606 {
2142 best_distance = tmpi; 1607 best_distance = tmpi;
2143 best = tmp; 1608 best = tmp;
2144 } 1609 }
2145 } 1610 }
1611
2146 if (best != op1) { 1612 if (best != op1)
1613 {
2147 retval->distance_x += op1->x-best->x; 1614 retval->distance_x += op1->x - best->x;
2148 retval->distance_y += op1->y-best->y; 1615 retval->distance_y += op1->y - best->y;
2149 } 1616 }
2150 } 1617 }
1618
2151 retval->part = best; 1619 retval->part = best;
2152 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1620 retval->distance = idistance (retval->distance_x, retval->distance_y);
2153 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2154 } 1622 }
2155} 1623}
2156 1624
2157/* this is basically the same as get_rangevector above, but instead of 1625/* this is basically the same as get_rangevector above, but instead of
2158 * the first parameter being an object, it instead is the map 1626 * the first parameter being an object, it instead is the map
2162 * flags has no meaning for this function at this time - I kept it in to 1630 * flags has no meaning for this function at this time - I kept it in to
2163 * be more consistant with the above function and also in case they are needed 1631 * be more consistant with the above function and also in case they are needed
2164 * for something in the future. Also, since no object is pasted, the best 1632 * for something in the future. Also, since no object is pasted, the best
2165 * field of the rv_vector is set to NULL. 1633 * field of the rv_vector is set to NULL.
2166 */ 1634 */
2167 1635void
2168void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1636get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1637{
2169 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1638 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1639 {
2170 /* be conservative and fill in _some_ data */ 1640 /* be conservative and fill in _some_ data */
2171 retval->distance = 100000; 1641 retval->distance = 100000;
2172 retval->distance_x = 32767; 1642 retval->distance_x = 32767;
2173 retval->distance_y = 32767; 1643 retval->distance_y = 32767;
2174 retval->direction = 0; 1644 retval->direction = 0;
2175 retval->part = 0; 1645 retval->part = 0;
2176 } else { 1646 }
1647 else
1648 {
2177 retval->distance_x += op2->x-x; 1649 retval->distance_x += op2->x - x;
2178 retval->distance_y += op2->y-y; 1650 retval->distance_y += op2->y - y;
2179 1651
2180 retval->part = NULL; 1652 retval->part = NULL;
2181 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1653 retval->distance = idistance (retval->distance_x, retval->distance_y);
2182 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1654 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2183 } 1655 }
2184} 1656}
2185 1657
2186/* Returns true of op1 and op2 are effectively on the same map 1658/* Returns true of op1 and op2 are effectively on the same map
2187 * (as related to map tiling). Note that this looks for a path from 1659 * (as related to map tiling). Note that this looks for a path from
2188 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1660 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2189 * to op1, this will still return false. 1661 * to op1, this will still return false.
2190 * Note we only look one map out to keep the processing simple 1662 * Note we only look one map out to keep the processing simple
2191 * and efficient. This could probably be a macro. 1663 * and efficient. This could probably be a macro.
2192 * MSW 2001-08-05 1664 * MSW 2001-08-05
2193 */ 1665 */
1666int
2194int on_same_map(const object *op1, const object *op2) { 1667on_same_map (const object *op1, const object *op2)
1668{
2195 int dx, dy; 1669 int dx, dy;
2196 1670
2197 return adjacent_map(op1->map, op2->map, &dx, &dy); 1671 return adjacent_map (op1->map, op2->map, &dx, &dy);
2198} 1672}
1673
1674object *
1675maptile::insert (object *op, int x, int y, object *originator, int flags)
1676{
1677 if (!op->flag [FLAG_REMOVED])
1678 op->remove ();
1679
1680 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1681}
1682
1683region *
1684maptile::region (int x, int y) const
1685{
1686 if (regions
1687 && regionmap
1688 && !OUT_OF_REAL_MAP (this, x, y))
1689 if (struct region *reg = regionmap [regions [y * width + x]])
1690 return reg;
1691
1692 if (default_region)
1693 return default_region;
1694
1695 return ::region::default_region ();
1696}
1697

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