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Comparing deliantra/server/common/map.C (file contents):
Revision 1.26 by pippijn, Thu Sep 7 09:37:12 2006 UTC vs.
Revision 1.70 by root, Thu Jan 4 20:29:45 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.26 2006/09/07 09:37:12 pippijn Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 43 return buf;
77} 44}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 45
138/* 46/*
139 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 49 * is returned.
148 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
152 */ 60 */
153 61int
154int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
155{ 63{
156 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
157#ifndef WIN32 65
158 char *endbuf; 66 char *endbuf;
159 struct stat statbuf; 67 struct stat statbuf;
160 int mode = 0; 68 int mode = 0;
161#endif
162 69
163 if (prepend_dir) 70 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
165 else 72 else
166 strcpy(buf, name); 73 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 74
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
174 * all the names. 78 * all the names.
175 */ 79 */
176 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
177 81
178 if (stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
179 return -1; 83 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 85 return (-1);
182 86
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 89 mode |= 4;
187 90
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 93 mode |= 2;
192 94
193 return (mode); 95 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 96}
234 97
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
244 */ 107 */
108int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 110{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 111 sint16 newx = x;
253 newy = y; 112 sint16 newy = y;
113
254 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 115
256 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
257 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 120 if (nx) *nx = newx;
259 if (ny) *ny = newy; 121 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 122
262 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 124}
267
268 125
269/* 126/*
270 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 133 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 136 * by the caller.
280 */ 137 */
281 138int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
283 object *tmp; 141 object *tmp;
284 int mflags, blocked; 142 int mflags, blocked;
285 143
286 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 145 * have already checked this.
288 */ 146 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 150 return 1;
292 } 151 }
293 152
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 154 * directly.
296 */ 155 */
297 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
298 157
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 159
301 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 162 * things we need to do for players.
304 */ 163 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0;
306 166
307 /* if there isn't anytyhing alive on this space, and this space isn't 167 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 168 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 169 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 170 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 171 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 172 * let the player through (inventory checkers for example)
313 */ 173 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
315 176
316 if(ob->head != NULL) 177 if (ob->head != NULL)
317 ob=ob->head; 178 ob = ob->head;
318 179
319 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
323 */ 184 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
325 187
326 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
328 /* If last_sp is set, the player/monster needs an object, 191 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 192 * so we check for it. If they don't have it, they can't
330 * pass through this space. 193 * pass through this space.
331 */ 194 */
332 if (tmp->last_sp) { 195 if (tmp->last_sp)
196 {
333 if (check_inv_recursive(ob,tmp)==NULL) 197 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 198 return 1;
335 else 199 else
336 continue; 200 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 201 }
346 } /* if check_inv */
347 else { 202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
348 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
350 * movement, can't move here. 217 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unles it is a
352 * hidden dm 219 * hidden dm
353 */ 220 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 225 return 1;
358 } 226 }
359 227
360 } 228 }
361 return 0; 229 return 0;
362} 230}
363 231
364 232
365/* 233/*
366 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
386 * 254 *
387 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
389 * against the move_block values. 257 * against the move_block values.
390 */ 258 */
391 259int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
393 archetype *tmp; 262 archetype *tmp;
394 int flag; 263 int flag;
395 mapstruct *m1; 264 maptile *m1;
396 sint16 sx, sy; 265 sint16 sx, sy;
397 266
398 if(ob==NULL) { 267 if (!ob)
268 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
401 272
402 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
404 } 275 }
405 276
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 280
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
411 285
286 mapspace &ms = m1->at (sx, sy);
287
412 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 291 */
416 292
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
418 295
419 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
421 */ 298 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 300 return P_NO_PASS;
424
425 } 301 }
302
426 return 0; 303 return 0;
427} 304}
428 305
429/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 308 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
434 */ 311 */
435 312void
436void fix_container(object *container) 313fix_container (object *container)
437{ 314{
438 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
439 316
440 container->inv=NULL; 317 container->inv = 0;
441 while (tmp!=NULL) { 318 while (tmp)
319 {
442 next = tmp->below; 320 next = tmp->below;
443 if (tmp->inv) 321 if (tmp->inv)
444 fix_container(tmp); 322 fix_container (tmp);
323
445 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
446 tmp = next; 325 tmp = next;
447 } 326 }
327
448 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 329 * carrying.
450 */ 330 */
451 sum_weight(container); 331 sum_weight (container);
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}
498 391 }
392 }
393
394 tmp = above;
395 }
396}
397
499/* 398/*
500 * 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
501 * file pointer. 400 * file pointer.
502 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
503 */ 402 */
504void 403bool
505load_objects (mapstruct *m, object_thawer &fp, int mapflags) 404maptile::load_objects (object_thawer &thawer)
506{ 405{
507 int i, j;
508 int unique; 406 int unique;
509 object *op, *prev = NULL, *last_more = NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
510 408
511 op = get_object (); 409 op = object::create ();
512 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
513 411
514 while ((i = load_object (fp, op, mapflags))) 412 while (int i = load_object (thawer, op, 0))
515 { 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)
521 { 419 {
522 LOG (llevDebug, "Discarding object without arch: %s\n", 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
523 op->name ? (const char *) op->name : "(null)");
524 continue; 421 continue;
525 } 422 }
526
527 423
528 switch (i) 424 switch (i)
529 { 425 {
530 case LL_NORMAL: 426 case LL_NORMAL:
531 /* if we are loading an overlay, put the floors on the bottom */ 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
532 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
533 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
534 insert_ob_in_map (op, m, op,
535 INS_NO_MERGE | INS_NO_WALK_ON |
536 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
537 else
538 insert_ob_in_map (op, m, op,
539 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
540 INS_MAP_LOAD);
541 428
542 if (op->inv) 429 if (op->inv)
543 sum_weight (op); 430 sum_weight (op);
544 431
545 prev = op, last_more = op; 432 prev = op, last_more = op;
546 break; 433 break;
547 434
548 case LL_MORE: 435 case LL_MORE:
549 insert_ob_in_map (op, m, op, 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
550 INS_NO_MERGE | INS_NO_WALK_ON |
551 INS_ABOVE_FLOOR_ONLY);
552 op->head = prev, last_more->more = op, last_more = op; 437 op->head = prev, last_more->more = op, last_more = op;
553 break; 438 break;
554 } 439 }
555 440
556 if (mapflags & MAP_STYLE)
557 remove_from_active_list (op);
558
559 op = get_object (); 441 op = object::create ();
560 op->map = m; 442 op->map = this;
561 } 443 }
562 444
445 op->destroy ();
446
447#if 0
563 for (i = 0; i < m->width; i++) 448 for (i = 0; i < width; i++)
564 {
565 for (j = 0; j < m->height; j++) 449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502 if (cede_count >= 500)
566 { 503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above)
510 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
567 unique = 0; 515 unique = 1;
568 /* check for unique items, or unique squares */ 516
569 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 517 if (!op->can_map_save ())
518 continue;
519
520 if (unique || op->flag [FLAG_UNIQUE])
570 { 521 {
571 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 522 if (flags & IO_UNIQUES)
572 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 523 save_object (freezer, op, 1);
573 unique = 1;
574 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
575 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
576 } 524 }
525 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1);
577 } 527 }
578 } 528 }
579 529
580 free_object (op); 530 return true;
581 link_multipart_objects (m);
582} 531}
583 532
584/* This saves all the objects on the map in a non destructive fashion. 533bool
585 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 534maptile::load_objects (const char *path, bool skip_header)
586 * and we only save the head of multi part objects - this is needed 535{
587 * in order to do map tiling properly. 536 object_thawer thawer (path);
537
538 if (!thawer)
539 return false;
540
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path);
564}
565
566maptile::maptile ()
567{
568 in_memory = MAP_SWAPPED;
569
570 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour.
588 */ 572 */
589void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 573 width = 16;
590 int i, j = 0,unique=0; 574 height = 16;
591 object *op; 575 reset_timeout = 0;
592 /* first pass - save one-part objects */ 576 timeout = 300;
593 for(i = 0; i < MAP_WIDTH(m); i++) 577 enter_x = 0;
594 for (j = 0; j < MAP_HEIGHT(m); j++) { 578 enter_y = 0;
595 unique=0; 579}
596 for(op = get_map_ob (m, i, j); op; op = op->above) {
597 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
598 unique=1;
599 580
600 if(op->type == PLAYER) { 581maptile::maptile (int w, int h)
601 LOG(llevDebug, "Player on map that is being saved\n"); 582{
602 continue; 583 in_memory = MAP_SWAPPED;
603 }
604 584
605 if (op->head || op->owner) 585 width = w;
606 continue; 586 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
607 591
608 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 592 alloc ();
609 save_object (fp2, op, 3);
610 else
611 if (flag == 0 ||
612 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
613 !QUERY_FLAG(op, FLAG_UNPAID))))
614 save_object(fp, op, 3);
615
616 } /* for this space */
617 } /* for this j */
618} 593}
619 594
620/* 595/*
621 * Allocates, initialises, and returns a pointer to a mapstruct.
622 * Modified to no longer take a path option which was not being
623 * used anyways. MSW 2001-07-01
624 */
625
626mapstruct *get_linked_map(void) {
627 mapstruct *map = new mapstruct;
628 mapstruct *mp;
629
630 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
631 if(mp==NULL)
632 first_map=map;
633 else
634 mp->next=map;
635
636 map->in_memory=MAP_SWAPPED;
637 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour.
639 */
640 MAP_WIDTH(map)=16;
641 MAP_HEIGHT(map)=16;
642 MAP_RESET_TIMEOUT(map)=0;
643 MAP_TIMEOUT(map)=300;
644 MAP_ENTER_X(map)=0;
645 MAP_ENTER_Y(map)=0;
646 /*set part to -1 indicating conversion to weather map not yet done*/
647 MAP_WORLDPARTX(map)=-1;
648 MAP_WORLDPARTY(map)=-1;
649 return map;
650}
651
652/*
653 * Allocates the arrays contained in a mapstruct. 596 * Allocates the arrays contained in a maptile.
654 * This basically allocates the dynamic array of spaces for the 597 * This basically allocates the dynamic array of spaces for the
655 * map. 598 * map.
656 */ 599 */
657 600void
658void allocate_map(mapstruct *m) { 601maptile::alloc ()
659 m->in_memory = MAP_IN_MEMORY; 602{
660 /* Log this condition and free the storage. We could I suppose
661 * realloc, but if the caller is presuming the data will be intact,
662 * that is their poor assumption.
663 */
664 if (m->spaces) { 603 if (spaces)
665 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
666 free(m->spaces);
667 }
668
669 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
670
671 if(m->spaces==NULL)
672 fatal(OUT_OF_MEMORY);
673}
674
675/* Create and returns a map of the specific size. Used
676 * in random map code and the editor.
677 */
678mapstruct *get_empty_map(int sizex, int sizey) {
679 mapstruct *m = get_linked_map();
680 m->width = sizex;
681 m->height = sizey;
682 m->in_memory = MAP_SWAPPED;
683 allocate_map(m);
684 return m; 604 return;
605
606 spaces = salloc0<mapspace> (size ());
685} 607}
686 608
687/* Takes a string from a map definition and outputs a pointer to the array of shopitems 609/* Takes a string from a map definition and outputs a pointer to the array of shopitems
688 * corresponding to that string. Memory is allocated for this, it must be freed 610 * corresponding to that string. Memory is allocated for this, it must be freed
689 * at a later date. 611 * at a later date.
690 * Called by parse_map_headers below. 612 * Called by parse_map_headers below.
691 */ 613 */
692 614static shopitems *
693static shopitems *parse_shop_string (const char *input_string) { 615parse_shop_string (const char *input_string)
616{
694 char *shop_string, *p, *q, *next_semicolon, *next_colon; 617 char *shop_string, *p, *q, *next_semicolon, *next_colon;
695 shopitems *items=NULL; 618 shopitems *items = NULL;
696 int i=0, number_of_entries=0; 619 int i = 0, number_of_entries = 0;
697 const typedata *current_type; 620 const typedata *current_type;
698 621
699 shop_string=strdup_local(input_string); 622 shop_string = strdup (input_string);
700 p=shop_string; 623 p = shop_string;
701 /* first we'll count the entries, we'll need that for allocating the array shortly */ 624 /* first we'll count the entries, we'll need that for allocating the array shortly */
702 while (p) { 625 while (p)
626 {
703 p=strchr(p, ';'); 627 p = strchr (p, ';');
704 number_of_entries++; 628 number_of_entries++;
705 if (p) p++; 629 if (p)
630 p++;
706 } 631 }
632
707 p=shop_string; 633 p = shop_string;
708 strip_endline(p); 634 strip_endline (p);
709 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 635 items = new shopitems[number_of_entries + 1];
710 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
711 for (i=0; i<number_of_entries; i++) { 636 for (i = 0; i < number_of_entries; i++)
637 {
712 if (!p) { 638 if (!p)
639 {
713 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 640 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
714 break; 641 break;
715 } 642 }
643
716 next_semicolon=strchr(p, ';'); 644 next_semicolon = strchr (p, ';');
717 next_colon=strchr(p, ':'); 645 next_colon = strchr (p, ':');
718 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 646 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
719 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 647 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
720 items[i].strength=atoi(strchr(p,':')+1); 648 items[i].strength = atoi (strchr (p, ':') + 1);
649
650 if (isdigit (*p) || *p == '*')
721 651 {
722 if (isdigit(*p) || *p=='*') {
723 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 652 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
724 current_type=get_typedata(items[i].typenum); 653 current_type = get_typedata (items[i].typenum);
725 if (current_type) { 654 if (current_type)
655 {
726 items[i].name=current_type->name; 656 items[i].name = current_type->name;
727 items[i].name_pl=current_type->name_pl; 657 items[i].name_pl = current_type->name_pl;
728 }
729 }
730 else { /*we have a named type, let's figure out what it is */
731 q=strpbrk(p,";:");
732 if (q) *q='\0';
733
734 current_type=get_typedata_by_name(p);
735 if (current_type) {
736 items[i].name=current_type->name;
737 items[i].typenum=current_type->number;
738 items[i].name_pl=current_type->name_pl;
739 }
740 else { /* oh uh, something's wrong, let's free up this one, and try
741 * the next entry while we're at it, better print a warning
742 */
743 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
744 p, input_string);
745 } 658 }
746 } 659 }
660 else
661 { /*we have a named type, let's figure out what it is */
662 q = strpbrk (p, ";:");
663 if (q)
664 *q = '\0';
665
666 current_type = get_typedata_by_name (p);
667 if (current_type)
668 {
669 items[i].name = current_type->name;
670 items[i].typenum = current_type->number;
671 items[i].name_pl = current_type->name_pl;
672 }
673 else
674 { /* oh uh, something's wrong, let's free up this one, and try
675 * the next entry while we're at it, better print a warning
676 */
677 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678 }
679 }
680
747 items[i].index=number_of_entries; 681 items[i].index = number_of_entries;
748 if (next_semicolon) p=++next_semicolon; 682 if (next_semicolon)
683 p = ++next_semicolon;
684 else
749 else p=NULL; 685 p = NULL;
750 } 686 }
687
751 free(shop_string); 688 free (shop_string);
752 return items; 689 return items;
753} 690}
754 691
755/* opposite of parse string, this puts the string that was originally fed in to 692/* opposite of parse string, this puts the string that was originally fed in to
756 * the map (or something equivilent) into output_string. */ 693 * the map (or something equivilent) into output_string. */
694static void
757static void print_shop_string(mapstruct *m, char *output_string) { 695print_shop_string (maptile *m, char *output_string)
696{
758 int i; 697 int i;
759 char tmp[MAX_BUF]; 698 char tmp[MAX_BUF];
699
760 strcpy(output_string, ""); 700 strcpy (output_string, "");
761 for (i=0; i< m->shopitems[0].index; i++) { 701 for (i = 0; i < m->shopitems[0].index; i++)
702 {
762 if (m->shopitems[i].typenum) { 703 if (m->shopitems[i].typenum)
704 {
763 if (m->shopitems[i].strength) { 705 if (m->shopitems[i].strength)
764 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
765 } 707 else
766 else sprintf(tmp, "%s;", m->shopitems[i].name); 708 sprintf (tmp, "%s;", m->shopitems[i].name);
767 } 709 }
768 else { 710 else
711 {
769 if (m->shopitems[i].strength) { 712 if (m->shopitems[i].strength)
770 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 713 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
771 } 714 else
772 else sprintf(tmp, "*"); 715 sprintf (tmp, "*");
773 } 716 }
717
774 strcat(output_string, tmp); 718 strcat (output_string, tmp);
775 } 719 }
776} 720}
777 721
778/* This loads the header information of the map. The header 722/* This loads the header information of the map. The header
779 * contains things like difficulty, size, timeout, etc. 723 * contains things like difficulty, size, timeout, etc.
783 * put all the stuff in the map object so that names actually make 727 * put all the stuff in the map object so that names actually make
784 * sense. 728 * sense.
785 * This could be done in lex (like the object loader), but I think 729 * This could be done in lex (like the object loader), but I think
786 * currently, there are few enough fields this is not a big deal. 730 * currently, there are few enough fields this is not a big deal.
787 * MSW 2001-07-01 731 * MSW 2001-07-01
788 * return 0 on success, 1 on failure.
789 */ 732 */
790 733bool
791static int load_map_header(object_thawer &fp, mapstruct *m) 734maptile::load_header (object_thawer &thawer)
792{ 735{
793 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 736 for (;;)
794 int msgpos=0; 737 {
795 int maplorepos=0; 738 keyword kw = thawer.get_kv ();
796 739
797 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 740 switch (kw)
798 buf[HUGE_BUF-1] = 0; 741 {
799 key = buf; 742 case KW_EOF:
800 while (isspace(*key)) key++; 743 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
801 if (*key == 0) continue; /* empty line */ 744 return false;
802 value = strchr(key, ' '); 745
803 if (!value) { 746 case KW_end:
804 end = strchr(key, '\n'); 747 return true;
805 if (end != NULL) { 748
806 *end = 0; 749 default:
807 } 750 case KW_ERROR:
808 } else { 751 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
809 *value = 0;
810 value++;
811 end = strchr(value, '\n');
812 while (isspace(*value)) {
813 value++;
814 if (*value == '\0' || value == end) {
815 /* Nothing but spaces. */
816 value = NULL;
817 break; 752 break;
818 } 753
754 case KW_msg:
755 thawer.get_ml (KW_endmsg, msg);
819 } 756 break;
757
758 case KW_lore: // CF+ extension
759 thawer.get_ml (KW_endlore, maplore);
760 break;
761
762 case KW_maplore:
763 thawer.get_ml (KW_endmaplore, maplore);
764 break;
765
766 case KW_arch:
767 if (strcmp (thawer.get_str (), "map"))
768 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
769 break;
770
771 case KW_oid:
772 thawer.get (this, thawer.get_sint32 ());
773 break;
774
775 case KW_file_format_version: break; // nop
776
777 case KW_name: thawer.get (name); break;
778 case KW_attach: thawer.get (attach); break;
779 case KW_reset_time: thawer.get (reset_time); break;
780 case KW_shopgreed: thawer.get (shopgreed); break;
781 case KW_shopmin: thawer.get (shopmin); break;
782 case KW_shopmax: thawer.get (shopmax); break;
783 case KW_shoprace: thawer.get (shoprace); break;
784 case KW_outdoor: thawer.get (outdoor); break;
785 case KW_temp: thawer.get (temp); break;
786 case KW_pressure: thawer.get (pressure); break;
787 case KW_humid: thawer.get (humid); break;
788 case KW_windspeed: thawer.get (windspeed); break;
789 case KW_winddir: thawer.get (winddir); break;
790 case KW_sky: thawer.get (sky); break;
791
792 case KW_per_player: thawer.get (per_player); break;
793 case KW_per_party: thawer.get (per_party); break;
794
795 case KW_region: get_region_by_name (thawer.get_str ()); break;
796 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
797
798 // old names new names
799 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
800 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
801 case KW_x: case KW_width: thawer.get (width); break;
802 case KW_y: case KW_height: thawer.get (height); break;
803 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
804 case KW_value: case KW_swap_time: thawer.get (timeout); break;
805 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
806 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
807 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
808
809 case KW_tile_path_1: thawer.get (tile_path [0]); break;
810 case KW_tile_path_2: thawer.get (tile_path [1]); break;
811 case KW_tile_path_3: thawer.get (tile_path [2]); break;
812 case KW_tile_path_4: thawer.get (tile_path [3]); break;
820 } 813 }
821
822 if (!end) {
823 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
824 buf);
825 return 1;
826 }
827
828 /* key is the field name, value is what it should be set
829 * to. We've already done the work to null terminate key,
830 * and strip off any leading spaces for both of these.
831 * We have not touched the newline at the end of the line -
832 * these are needed for some values. the end pointer
833 * points to the first of the newlines.
834 * value could be NULL! It would be easy enough to just point
835 * this to "" to prevent cores, but that would let more errors slide
836 * through.
837 *
838 * First check for entries that do not use the value parameter, then
839 * validate that value is given and check for the remaining entries
840 * that use the parameter.
841 */
842
843 if (!strcmp(key,"msg")) {
844 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
845 if (!strcmp(buf,"endmsg\n")) break;
846 else {
847 /* slightly more efficient than strcat */
848 strcpy(msgbuf+msgpos, buf);
849 msgpos += strlen(buf);
850 }
851 }
852 /* There are lots of maps that have empty messages (eg, msg/endmsg
853 * with nothing between). There is no reason in those cases to
854 * keep the empty message. Also, msgbuf contains garbage data
855 * when msgpos is zero, so copying it results in crashes
856 */
857 if (msgpos != 0)
858 m->msg = strdup_local(msgbuf);
859 }
860 else if (!strcmp(key,"maplore")) {
861 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
862 if (!strcmp(buf,"endmaplore\n")) break;
863 else {
864 /* slightly more efficient than strcat */
865 strcpy(maplorebuf+maplorepos, buf);
866 maplorepos += strlen(buf);
867 }
868 }
869 if (maplorepos != 0)
870 m->maplore = strdup_local(maplorebuf);
871 }
872 else if (!strcmp(key,"end")) {
873 break;
874 }
875 else if (value == NULL) {
876 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
877 }
878 else if (!strcmp(key, "arch")) {
879 /* This is an oddity, but not something we care about much. */
880 if (strcmp(value,"map\n"))
881 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
882 }
883 else if (!strcmp(key,"name")) {
884 *end=0;
885 m->name = strdup_local(value);
886 }
887 /* first strcmp value on these are old names supported
888 * for compatibility reasons. The new values (second) are
889 * what really should be used.
890 */
891 else if (!strcmp(key,"oid")) {
892 fp.get (m, atoi(value));
893 } else if (!strcmp(key, "attach")) {
894 m->attach = value;
895 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
896 m->enter_x = atoi(value);
897 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
898 m->enter_y = atoi(value);
899 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
900 m->width = atoi(value);
901 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
902 m->height = atoi(value);
903 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
904 m->reset_timeout = atoi(value);
905 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
906 m->timeout = atoi(value);
907 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
908 m->difficulty = atoi(value);
909 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
910 m->darkness = atoi(value);
911 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
912 m->fixed_resettime = atoi(value);
913 } else if (!strcmp(key,"unique")) {
914 m->unique = atoi(value);
915 } else if (!strcmp(key,"template")) {
916 m->templatemap = atoi(value);
917 } else if (!strcmp(key,"region")) {
918 m->region = get_region_by_name(value);
919 } else if (!strcmp(key,"shopitems")) {
920 *end=0;
921 m->shopitems = parse_shop_string(value);
922 } else if (!strcmp(key,"shopgreed")) {
923 m->shopgreed = atof(value);
924 } else if (!strcmp(key,"shopmin")) {
925 m->shopmin = atol(value);
926 } else if (!strcmp(key,"shopmax")) {
927 m->shopmax = atol(value);
928 } else if (!strcmp(key,"shoprace")) {
929 *end=0;
930 m->shoprace = strdup_local(value);
931 } else if (!strcmp(key,"outdoor")) {
932 m->outdoor = atoi(value);
933 } else if (!strcmp(key, "temp")) {
934 m->temp = atoi(value);
935 } else if (!strcmp(key, "pressure")) {
936 m->pressure = atoi(value);
937 } else if (!strcmp(key, "humid")) {
938 m->humid = atoi(value);
939 } else if (!strcmp(key, "windspeed")) {
940 m->windspeed = atoi(value);
941 } else if (!strcmp(key, "winddir")) {
942 m->winddir = atoi(value);
943 } else if (!strcmp(key, "sky")) {
944 m->sky = atoi(value);
945 } else if (!strcmp(key, "nosmooth")) {
946 m->nosmooth = atoi(value);
947 }
948 else if (!strncmp(key,"tile_path_", 10)) {
949 int tile=atoi(key+10);
950
951 if (tile<1 || tile>4) {
952 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
953 tile, m->path);
954 } else {
955 char *path;
956
957 *end = 0;
958
959 if (m->tile_path[tile-1]) {
960 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
961 tile, m->path);
962 free(m->tile_path[tile-1]);
963 m->tile_path[tile-1] = NULL;
964 }
965
966 if (check_path(value, 1) != -1) {
967 /* The unadorned path works. */
968 path = value;
969 } else {
970 /* Try again; it could be a relative exit. */
971
972 path = path_combine_and_normalize(m->path, value);
973
974 if (check_path(path, 1) == -1) {
975 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
976 path = NULL;
977 }
978 }
979
980 if (editor) {
981 /* Use the value as in the file. */
982 m->tile_path[tile-1] = strdup_local(value);
983 } else if (path != NULL) {
984 /* Use the normalized value. */
985 m->tile_path[tile-1] = strdup_local(path);
986 }
987 } /* end if tile direction (in)valid */
988 }
989 else {
990 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
991 }
992 }
993 if (!key || strcmp(key,"end")) {
994 LOG(llevError,"Got premature eof on map header!\n");
995 return 1;
996 }
997 return 0;
998}
999
1000/*
1001 * Opens the file "filename" and reads information about the map
1002 * from the given file, and stores it in a newly allocated
1003 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1004 * flags correspond to those in map.h. Main ones used are
1005 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1006 * MAP_BLOCK, in which case we block on this load. This happens in all
1007 * cases, no matter if this flag is set or not.
1008 * MAP_STYLE: style map - don't add active objects, don't add to server
1009 * managed map list.
1010 */
1011
1012mapstruct *load_original_map(const char *filename, int flags) {
1013 mapstruct *m;
1014 char pathname[MAX_BUF];
1015 814 }
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 815
1023 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 816 abort ();
817}
1024 818
819bool
820maptile::load_header (const char *path)
821{
1025 object_thawer thawer (pathname); 822 object_thawer thawer (path);
1026 823
1027 if (!thawer) 824 if (!thawer)
1028 return 0;
1029
1030 m = get_linked_map();
1031
1032 strcpy (m->path, filename);
1033 if (load_map_header(thawer, m)) {
1034 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1035 filename, flags);
1036 delete_map(m);
1037 return NULL;
1038 }
1039
1040 allocate_map(m);
1041
1042 m->in_memory=MAP_LOADING;
1043 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1044
1045 m->in_memory=MAP_IN_MEMORY;
1046 if (!MAP_DIFFICULTY(m))
1047 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1048 set_map_reset_time(m);
1049 m->instantiate ();
1050 return (m);
1051}
1052
1053/*
1054 * Loads a map, which has been loaded earlier, from file.
1055 * Return the map object we load into (this can change from the passed
1056 * option if we can't find the original map)
1057 */
1058
1059static mapstruct *load_temporary_map(mapstruct *m) {
1060 char buf[MAX_BUF];
1061
1062 if (!m->tmpname) {
1063 LOG(llevError, "No temporary filename for map %s\n", m->path);
1064 strcpy(buf, m->path);
1065 delete_map(m);
1066 m = load_original_map(buf, 0);
1067 if(m==NULL) return NULL;
1068 fix_auto_apply(m); /* Chests which open as default */
1069 return m;
1070 }
1071
1072 object_thawer thawer (m->tmpname);
1073
1074 if (!thawer)
1075 {
1076 strcpy (buf, m->path);
1077 delete_map (m);
1078 m = load_original_map (buf, 0);
1079 if (!m) return NULL;
1080 fix_auto_apply (m); /* Chests which open as default */
1081 return m;
1082 }
1083
1084 if (load_map_header(thawer, m)) {
1085 LOG(llevError,"Error loading map header for %s (%s)\n",
1086 m->path, m->tmpname);
1087 delete_map(m);
1088 m = load_original_map(m->path, 0);
1089 return NULL;
1090 }
1091 allocate_map(m);
1092
1093 m->in_memory=MAP_LOADING;
1094 load_objects (m, thawer, 0);
1095
1096 m->in_memory=MAP_IN_MEMORY;
1097 INVOKE_MAP (SWAPIN, m);
1098 return m; 825 return false;
1099}
1100 826
1101/* 827 return load_header (thawer);
1102 * Loads a map, which has been loaded earlier, from file.
1103 * Return the map object we load into (this can change from the passed
1104 * option if we can't find the original map)
1105 */
1106
1107mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1108 char pathname[MAX_BUF];
1109
1110 strcpy(pathname, create_overlay_pathname(filename));
1111
1112 object_thawer thawer (pathname);
1113
1114 if (!thawer)
1115 return m;
1116
1117 if (load_map_header(thawer, m)) {
1118 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1119 m->path, pathname);
1120 delete_map(m);
1121 m = load_original_map(m->path, 0);
1122 return NULL;
1123 }
1124 /*allocate_map(m);*/
1125
1126 m->in_memory=MAP_LOADING;
1127 load_objects (m, thawer, MAP_OVERLAY);
1128
1129 m->in_memory=MAP_IN_MEMORY;
1130 return m;
1131} 828}
1132 829
1133/****************************************************************************** 830/******************************************************************************
1134 * This is the start of unique map handling code 831 * This is the start of unique map handling code
1135 *****************************************************************************/ 832 *****************************************************************************/
1136 833
1137/* This goes through map 'm' and removed any unique items on the map. */ 834/* This goes through the maptile and removed any unique items on the map. */
1138static void delete_unique_items(mapstruct *m) 835void
836maptile::clear_unique_items ()
1139{ 837{
1140 int i,j,unique; 838 for (int i = 0; i < size (); ++i)
1141 object *op, *next; 839 {
1142
1143 for(i=0; i<MAP_WIDTH(m); i++)
1144 for(j=0; j<MAP_HEIGHT(m); j++) {
1145 unique=0; 840 int unique = 0;
1146 for (op=get_map_ob(m, i, j); op; op=next) { 841 for (object *op = spaces [i].bot; op; )
1147 next = op->above; 842 {
843 object *above = op->above;
844
1148 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 845 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1149 unique=1; 846 unique = 1;
847
1150 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 848 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1151 clean_object(op);
1152 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1153 remove_button_link(op);
1154 remove_ob(op);
1155 free_object(op);
1156 } 849 {
850 op->destroy_inv (false);
851 op->destroy ();
1157 } 852 }
853
854 op = above;
1158 } 855 }
1159}
1160
1161
1162/*
1163 * Loads unique objects from file(s) into the map which is in memory
1164 * m is the map to load unique items into.
1165 */
1166static void load_unique_objects(mapstruct *m) {
1167 int count;
1168 char firstname[MAX_BUF];
1169
1170 for (count=0; count<10; count++) {
1171 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1172 if (!access(firstname, R_OK)) break;
1173 }
1174 /* If we get here, we did not find any map */
1175 if (count==10) return;
1176
1177 object_thawer thawer (firstname);
1178
1179 if (!thawer)
1180 return;
1181
1182 m->in_memory=MAP_LOADING;
1183 if (m->tmpname == NULL) /* if we have loaded unique items from */
1184 delete_unique_items(m); /* original map before, don't duplicate them */
1185 load_objects (m, thawer, 0);
1186
1187 m->in_memory=MAP_IN_MEMORY;
1188}
1189
1190
1191/*
1192 * Saves a map to file. If flag is set, it is saved into the same
1193 * file it was (originally) loaded from. Otherwise a temporary
1194 * filename will be genarated, and the file will be stored there.
1195 * The temporary filename will be stored in the mapstructure.
1196 * If the map is unique, we also save to the filename in the map
1197 * (this should have been updated when first loaded)
1198 */
1199
1200int
1201new_save_map (mapstruct * m, int flag)
1202{
1203 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 { 856 }
1208 LOG (llevError, "Tried to save map without path.\n"); 857}
1209 return -1; 858
859bool
860maptile::save_header (object_freezer &freezer)
861{
862#define MAP_OUT(k) freezer.put (KW_ ## k, k)
863#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
864
865 MAP_OUT2 (arch, "map");
866
867 if (name) MAP_OUT (name);
868 MAP_OUT (swap_time);
869 MAP_OUT (reset_time);
870 MAP_OUT (reset_timeout);
871 MAP_OUT (fixed_resettime);
872 MAP_OUT (difficulty);
873
874 if (region) MAP_OUT2 (region, region->name);
875
876 if (shopitems)
1210 } 877 {
1211 878 char shop[MAX_BUF];
1212 if (flag || (m->unique) || (m->templatemap)) 879 print_shop_string (this, shop);
880 MAP_OUT2 (shopitems, shop);
1213 { 881 }
1214 if (!m->unique && !m->templatemap)
1215 { /* flag is set */
1216 if (flag == 2)
1217 strcpy (filename, create_overlay_pathname (m->path));
1218 else
1219 strcpy (filename, create_pathname (m->path));
1220 }
1221 else
1222 strcpy (filename, m->path);
1223 882
1224 make_path_to_file (filename); 883 MAP_OUT (shopgreed);
1225 } 884 MAP_OUT (shopmin);
1226 else 885 MAP_OUT (shopmax);
1227 { 886 if (shoprace) MAP_OUT (shoprace);
1228 if (!m->tmpname) 887 MAP_OUT (darkness);
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL); 888 MAP_OUT (width);
889 MAP_OUT (height);
890 MAP_OUT (enter_x);
891 MAP_OUT (enter_y);
1230 892
1231 strcpy (filename, m->tmpname); 893 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1232 } 894 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1233 895
1234 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 896 MAP_OUT (outdoor);
1235 m->in_memory = MAP_SAVING; 897 MAP_OUT (temp);
898 MAP_OUT (pressure);
899 MAP_OUT (humid);
900 MAP_OUT (windspeed);
901 MAP_OUT (winddir);
902 MAP_OUT (sky);
1236 903
904 MAP_OUT (per_player);
905 MAP_OUT (per_party);
906
907 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
908 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
909 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
910 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
911
912 freezer.put (this);
913 freezer.put (KW_end);
914
915 return true;
916}
917
918bool
919maptile::save_header (const char *path)
920{
1237 object_freezer freezer; 921 object_freezer freezer;
1238 922
1239 /* legacy */ 923 if (!save_header (freezer))
1240 fprintf (freezer, "arch map\n"); 924 return false;
1241 if (m->name)
1242 fprintf (freezer, "name %s\n", m->name);
1243 if (!flag)
1244 fprintf (freezer, "swap_time %d\n", m->swap_time);
1245 if (m->reset_timeout)
1246 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1247 if (m->fixed_resettime)
1248 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1249 /* we unfortunately have no idea if this is a value the creator set
1250 * or a difficulty value we generated when the map was first loaded
1251 */
1252 if (m->difficulty)
1253 fprintf (freezer, "difficulty %d\n", m->difficulty);
1254 if (m->region)
1255 fprintf (freezer, "region %s\n", m->region->name);
1256 if (m->shopitems)
1257 {
1258 print_shop_string (m, shop);
1259 fprintf (freezer, "shopitems %s\n", shop);
1260 }
1261 if (m->shopgreed)
1262 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1263#ifndef WIN32
1264 if (m->shopmin)
1265 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1266 if (m->shopmax)
1267 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1268#else
1269 if (m->shopmin)
1270 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1271 if (m->shopmax)
1272 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1273#endif
1274 if (m->shoprace)
1275 fprintf (freezer, "shoprace %s\n", m->shoprace);
1276 if (m->darkness)
1277 fprintf (freezer, "darkness %d\n", m->darkness);
1278 if (m->width)
1279 fprintf (freezer, "width %d\n", m->width);
1280 if (m->height)
1281 fprintf (freezer, "height %d\n", m->height);
1282 if (m->enter_x)
1283 fprintf (freezer, "enter_x %d\n", m->enter_x);
1284 if (m->enter_y)
1285 fprintf (freezer, "enter_y %d\n", m->enter_y);
1286 if (m->msg)
1287 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1288 if (m->maplore)
1289 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1290 if (m->unique)
1291 fprintf (freezer, "unique %d\n", m->unique);
1292 if (m->templatemap)
1293 fprintf (freezer, "template %d\n", m->templatemap);
1294 if (m->outdoor)
1295 fprintf (freezer, "outdoor %d\n", m->outdoor);
1296 if (m->temp)
1297 fprintf (freezer, "temp %d\n", m->temp);
1298 if (m->pressure)
1299 fprintf (freezer, "pressure %d\n", m->pressure);
1300 if (m->humid)
1301 fprintf (freezer, "humid %d\n", m->humid);
1302 if (m->windspeed)
1303 fprintf (freezer, "windspeed %d\n", m->windspeed);
1304 if (m->winddir)
1305 fprintf (freezer, "winddir %d\n", m->winddir);
1306 if (m->sky)
1307 fprintf (freezer, "sky %d\n", m->sky);
1308 if (m->nosmooth)
1309 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1310 925
1311 /* Save any tiling information, except on overlays */ 926 return freezer.save (path);
1312 if (flag != 2)
1313 for (i = 0; i < 4; i++)
1314 if (m->tile_path[i])
1315 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1316
1317 freezer.put (m);
1318 fprintf (freezer, "end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1326 {
1327 object_freezer unique;
1328
1329 if (flag == 2)
1330 save_objects (m, freezer, unique, 2);
1331 else
1332 save_objects (m, freezer, unique, 0);
1333
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335
1336 unique.save (buf);
1337 }
1338 else
1339 { /* save same file when not playing, like in editor */
1340 save_objects (m, freezer, freezer, 0);
1341 }
1342
1343 freezer.save (filename);
1344
1345 return 0;
1346}
1347
1348
1349/*
1350 * Remove and free all objects in the inventory of the given object.
1351 * object.c ?
1352 */
1353
1354void clean_object(object *op)
1355{
1356 object *tmp, *next;
1357
1358 for(tmp = op->inv; tmp; tmp = next)
1359 {
1360 next = tmp->below;
1361 clean_object(tmp);
1362 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363 remove_button_link(tmp);
1364 remove_ob(tmp);
1365 free_object(tmp);
1366 }
1367} 927}
1368 928
1369/* 929/*
1370 * Remove and free all objects in the given map. 930 * Remove and free all objects in the given map.
1371 */ 931 */
932void
933maptile::clear ()
934{
935 if (!spaces)
936 return;
1372 937
1373void free_all_objects(mapstruct *m) { 938 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1374 int i,j; 939 while (object *op = ms->bot)
1375 object *op; 940 {
1376 941 if (op->head)
1377 for(i=0;i<MAP_WIDTH(m);i++)
1378 for(j=0;j<MAP_HEIGHT(m);j++) {
1379 object *previous_obj=NULL;
1380 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1381 if (op==previous_obj) {
1382 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1383 break;
1384 }
1385 previous_obj=op;
1386 if(op->head!=NULL)
1387 op = op->head; 942 op = op->head;
1388 943
1389 /* If the map isn't in memory, free_object will remove and 944 op->destroy_inv (false);
1390 * free objects in op's inventory. So let it do the job. 945 op->destroy ();
1391 */
1392 if (m->in_memory==MAP_IN_MEMORY)
1393 clean_object(op);
1394 remove_ob(op);
1395 free_object(op);
1396 }
1397 } 946 }
947
948 sfree (spaces, size ()), spaces = 0;
949
950 if (buttons)
951 free_objectlinkpt (buttons), buttons = 0;
952}
953
954void
955maptile::clear_header ()
956{
957 name = 0;
958 msg = 0;
959 maplore = 0;
960 shoprace = 0;
961 delete [] shopitems, shopitems = 0;
962
963 for (int i = 0; i < 4; i++)
964 tile_path [i] = 0;
965}
966
967maptile::~maptile ()
968{
969 assert (destroyed ());
970}
971
972void
973maptile::clear_links_to (maptile *m)
974{
975 /* We need to look through all the maps and see if any maps
976 * are pointing at this one for tiling information. Since
977 * tiling can be asymetric, we just can not look to see which
978 * maps this map tiles with and clears those.
979 */
980 for (int i = 0; i < 4; i++)
981 if (tile_map[i] == m)
982 tile_map[i] = 0;
983}
984
985void
986maptile::do_destroy ()
987{
988 attachable::do_destroy ();
989
990 clear ();
1398} 991}
1399 992
1400/* 993/*
1401 * Frees everything allocated by the given mapstructure. 994 * Updates every button on the map (by calling update_button() for them).
1402 * don't free tmpname - our caller is left to do that
1403 */ 995 */
1404 996void
1405void free_map(mapstruct *m,int flag) { 997maptile::update_buttons ()
1406 int i; 998{
1407 999 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1408 if (!m->in_memory) { 1000 for (objectlink *ol = obp->link; ol; ol = ol->next)
1409 LOG(llevError,"Trying to free freed map.\n"); 1001 {
1410 return; 1002 if (!ol->ob)
1411 }
1412 if (flag && m->spaces) free_all_objects(m);
1413 if (m->name) FREE_AND_CLEAR(m->name);
1414 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1415 if (m->msg) FREE_AND_CLEAR(m->msg);
1416 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1417 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1418 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1419 if (m->buttons)
1420 free_objectlinkpt(m->buttons);
1421 m->buttons = NULL;
1422 for (i=0; i<4; i++) {
1423 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1424 m->tile_map[i] = NULL;
1425 }
1426 m->in_memory = MAP_SWAPPED;
1427}
1428
1429/*
1430 * function: vanish mapstruct
1431 * m : pointer to mapstruct, if NULL no action
1432 * this deletes all the data on the map (freeing pointers)
1433 * and then removes this map from the global linked list of maps.
1434 */
1435
1436void delete_map(mapstruct *m) {
1437 mapstruct *tmp, *last;
1438 int i;
1439
1440 if (!m)
1441 return;
1442
1443 m->clear ();
1444
1445 if (m->in_memory == MAP_IN_MEMORY) {
1446 /* change to MAP_SAVING, even though we are not,
1447 * so that remove_ob doesn't do as much work.
1448 */ 1003 {
1449 m->in_memory = MAP_SAVING; 1004 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1450 free_map (m, 1); 1005 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1451 } 1006 continue;
1452 /* move this out of free_map, since tmpname can still be needed if
1453 * the map is swapped out.
1454 */
1455 if (m->tmpname) {
1456 free(m->tmpname);
1457 m->tmpname=NULL;
1458 }
1459 last = NULL;
1460 /* We need to look through all the maps and see if any maps
1461 * are pointing at this one for tiling information. Since
1462 * tiling can be assymetric, we just can not look to see which
1463 * maps this map tiles with and clears those.
1464 */
1465 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1466 if (tmp->next == m) last = tmp;
1467
1468 /* This should hopefully get unrolled on a decent compiler */
1469 for (i=0; i<4; i++)
1470 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1471 }
1472
1473 /* If last is null, then this should be the first map in the list */
1474 if (!last) {
1475 if (m == first_map)
1476 first_map = m->next;
1477 else
1478 /* m->path is a static char, so should hopefully still have
1479 * some useful data in it.
1480 */
1481 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1482 m->path);
1483 }
1484 else
1485 last->next = m->next;
1486
1487 delete m;
1488}
1489
1490
1491
1492/*
1493 * Makes sure the given map is loaded and swapped in.
1494 * name is path name of the map.
1495 * flags meaning:
1496 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1497 * and don't do unique items or the like.
1498 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1499 * dont do any more name translation on it.
1500 *
1501 * Returns a pointer to the given map.
1502 */
1503
1504mapstruct *ready_map_name(const char *name, int flags) {
1505 mapstruct *m;
1506
1507 if (!name)
1508 return (NULL);
1509
1510 /* Have we been at this level before? */
1511 m = has_been_loaded (name);
1512
1513 /* Map is good to go, so just return it */
1514 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1515 return m;
1516 }
1517
1518 /* unique maps always get loaded from their original location, and never
1519 * a temp location. Likewise, if map_flush is set, or we have never loaded
1520 * this map, load it now. I removed the reset checking from here -
1521 * it seems the probability of a player trying to enter a map that should
1522 * reset but hasn't yet is quite low, and removing that makes this function
1523 * a bit cleaner (and players probably shouldn't rely on exact timing for
1524 * resets in any case - if they really care, they should use the 'maps command.
1525 */
1526 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1527
1528 /* first visit or time to reset */
1529 if (m) {
1530 clean_tmp_map(m); /* Doesn't make much difference */
1531 delete_map(m);
1532 } 1007 }
1533 1008
1534 /* create and load a map */ 1009 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1535 if (flags & MAP_PLAYER_UNIQUE)
1536 LOG(llevDebug, "Trying to load map %s.\n", name);
1537 else
1538 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1539
1540 //eval_pv ("$x = Event::time", 1);//D
1541 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1542 return (NULL);
1543 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1544
1545 fix_auto_apply(m); /* Chests which open as default */
1546
1547 /* If a player unique map, no extra unique object file to load.
1548 * if from the editor, likewise.
1549 */ 1010 {
1550 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1011 update_button (ol->ob);
1551 load_unique_objects(m); 1012 break;
1552
1553 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1554 m=load_overlay_map(name, m);
1555 if (m==NULL)
1556 return NULL;
1557 } 1013 }
1558
1559 if (flags & MAP_PLAYER_UNIQUE)
1560 INVOKE_MAP (SWAPIN, m);
1561
1562 } else {
1563 /* If in this loop, we found a temporary map, so load it up. */
1564
1565 m=load_temporary_map (m);
1566 if(m==NULL) return NULL;
1567 load_unique_objects(m);
1568
1569 clean_tmp_map(m);
1570 m->in_memory = MAP_IN_MEMORY;
1571 /* tempnam() on sun systems (probably others) uses malloc
1572 * to allocated space for the string. Free it here.
1573 * In some cases, load_temporary_map above won't find the
1574 * temporary map, and so has reloaded a new map. If that
1575 * is the case, tmpname is now null
1576 */
1577 if (m->tmpname) free(m->tmpname);
1578 m->tmpname = NULL;
1579 /* It's going to be saved anew anyway */
1580 } 1014 }
1581
1582 /* Below here is stuff common to both first time loaded maps and
1583 * temp maps.
1584 */
1585
1586 decay_objects(m); /* start the decay */
1587 /* In case other objects press some buttons down */
1588 update_buttons(m);
1589 if (m->outdoor)
1590 set_darkness_map(m);
1591 /* run the weather over this map */
1592 weather_effect(name);
1593 return m;
1594} 1015}
1595
1596 1016
1597/* 1017/*
1598 * This routine is supposed to find out the difficulty of the map. 1018 * This routine is supposed to find out the difficulty of the map.
1599 * difficulty does not have a lot to do with character level, 1019 * difficulty does not have a lot to do with character level,
1600 * but does have a lot to do with treasure on the map. 1020 * but does have a lot to do with treasure on the map.
1602 * Difficulty can now be set by the map creature. If the value stored 1022 * Difficulty can now be set by the map creature. If the value stored
1603 * in the map is zero, then use this routine. Maps should really 1023 * in the map is zero, then use this routine. Maps should really
1604 * have a difficulty set than using this function - human calculation 1024 * have a difficulty set than using this function - human calculation
1605 * is much better than this functions guesswork. 1025 * is much better than this functions guesswork.
1606 */ 1026 */
1607 1027int
1608int calculate_difficulty(mapstruct *m) { 1028maptile::estimate_difficulty () const
1609 object *op; 1029{
1610 archetype *at;
1611 int x, y, i;
1612 long monster_cnt = 0; 1030 long monster_cnt = 0;
1613 double avgexp = 0; 1031 double avgexp = 0;
1614 sint64 total_exp = 0; 1032 sint64 total_exp = 0;
1615 1033
1616 if (MAP_DIFFICULTY (m)) 1034 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1617 { 1035 for (object *op = ms->bot; op; op = op->above)
1618 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1619 return MAP_DIFFICULTY (m);
1620 }
1621
1622 for(x = 0; x < MAP_WIDTH(m); x++)
1623 for(y = 0; y < MAP_HEIGHT(m); y++)
1624 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1625 { 1036 {
1626 if(QUERY_FLAG (op, FLAG_MONSTER)) 1037 if (QUERY_FLAG (op, FLAG_MONSTER))
1627 { 1038 {
1628 total_exp += op->stats.exp; 1039 total_exp += op->stats.exp;
1629 monster_cnt++; 1040 monster_cnt++;
1630 } 1041 }
1631 1042
1632 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1043 if (QUERY_FLAG (op, FLAG_GENERATOR))
1633 { 1044 {
1634 total_exp += op->stats.exp; 1045 total_exp += op->stats.exp;
1046
1635 at = type_to_archetype(GENERATE_TYPE (op)); 1047 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1636
1637 if(at != NULL)
1638 total_exp += at->clone.stats.exp * 8; 1048 total_exp += at->clone.stats.exp * 8;
1639 1049
1640 monster_cnt++; 1050 monster_cnt++;
1641 } 1051 }
1642 } 1052 }
1643 1053
1644 avgexp = (double) total_exp / monster_cnt; 1054 avgexp = (double) total_exp / monster_cnt;
1645 1055
1646 for (i = 1; i <= settings.max_level; i++) 1056 for (int i = 1; i <= settings.max_level; i++)
1647 {
1648 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1057 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1649 {
1650 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1651 return i; 1058 return i;
1652 }
1653 }
1654 1059
1655 return 1; 1060 return 1;
1656}
1657
1658void clean_tmp_map(mapstruct *m) {
1659 if(m->tmpname == NULL)
1660 return;
1661 INVOKE_MAP (CLEAN, m);
1662 (void) unlink(m->tmpname);
1663}
1664
1665void free_all_maps(void)
1666{
1667 int real_maps=0;
1668
1669 while (first_map) {
1670 /* I think some of the callers above before it gets here set this to be
1671 * saving, but we still want to free this data
1672 */
1673 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1674 delete_map(first_map);
1675 real_maps++;
1676 }
1677 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1678} 1061}
1679 1062
1680/* change_map_light() - used to change map light level (darkness) 1063/* change_map_light() - used to change map light level (darkness)
1681 * up or down. Returns true if successful. It should now be 1064 * up or down. Returns true if successful. It should now be
1682 * possible to change a value by more than 1. 1065 * possible to change a value by more than 1.
1683 * Move this from los.c to map.c since this is more related 1066 * Move this from los.c to map.c since this is more related
1684 * to maps than los. 1067 * to maps than los.
1685 * postive values make it darker, negative make it brighter 1068 * postive values make it darker, negative make it brighter
1686 */ 1069 */
1687 1070int
1688int change_map_light(mapstruct *m, int change) { 1071maptile::change_map_light (int change)
1072{
1689 int new_level = m->darkness + change; 1073 int new_level = darkness + change;
1690 1074
1691 /* Nothing to do */ 1075 /* Nothing to do */
1692 if(!change || (new_level <= 0 && m->darkness == 0) || 1076 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1693 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1694 return 0; 1077 return 0;
1695 }
1696 1078
1697 /* inform all players on the map */ 1079 /* inform all players on the map */
1698 if (change>0) 1080 if (change > 0)
1699 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1081 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1700 else 1082 else
1701 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1083 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1702 1084
1703 /* Do extra checking. since m->darkness is a unsigned value, 1085 /* Do extra checking. since darkness is a unsigned value,
1704 * we need to be extra careful about negative values. 1086 * we need to be extra careful about negative values.
1705 * In general, the checks below are only needed if change 1087 * In general, the checks below are only needed if change
1706 * is not +/-1 1088 * is not +/-1
1707 */ 1089 */
1708 if (new_level < 0) m->darkness = 0; 1090 if (new_level < 0)
1709 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1091 darkness = 0;
1092 else if (new_level >= MAX_DARKNESS)
1093 darkness = MAX_DARKNESS;
1094 else
1710 else m->darkness=new_level; 1095 darkness = new_level;
1711 1096
1712 /* All clients need to get re-updated for the change */ 1097 /* All clients need to get re-updated for the change */
1713 update_all_map_los(m); 1098 update_all_map_los (this);
1714 return 1; 1099 return 1;
1715} 1100}
1716
1717 1101
1718/* 1102/*
1719 * This function updates various attributes about a specific space 1103 * This function updates various attributes about a specific space
1720 * on the map (what it looks like, whether it blocks magic, 1104 * on the map (what it looks like, whether it blocks magic,
1721 * has a living creatures, prevents people from passing 1105 * has a living creatures, prevents people from passing
1722 * through, etc) 1106 * through, etc)
1723 */ 1107 */
1724void update_position (mapstruct *m, int x, int y) { 1108void
1109mapspace::update_ ()
1110{
1725 object *tmp, *last = NULL; 1111 object *tmp, *last = 0;
1726 uint8 flags = 0, oldflags, light=0, anywhere=0; 1112 uint8 flags = 0, light = 0, anywhere = 0;
1727 New_Face *top,*floor, *middle; 1113 New_Face *top, *floor, *middle;
1728 object *top_obj, *floor_obj, *middle_obj; 1114 object *top_obj, *floor_obj, *middle_obj;
1729 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1115 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1730 1116
1731 oldflags = GET_MAP_FLAGS(m,x,y);
1732 if (!(oldflags & P_NEED_UPDATE)) {
1733 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1734 m->path, x, y);
1735 return;
1736 }
1737
1738 middle=blank_face; 1117 middle = blank_face;
1739 top=blank_face; 1118 top = blank_face;
1740 floor=blank_face; 1119 floor = blank_face;
1741 1120
1742 middle_obj = NULL; 1121 middle_obj = 0;
1743 top_obj = NULL; 1122 top_obj = 0;
1744 floor_obj = NULL; 1123 floor_obj = 0;
1745 1124
1746 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1125 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1747 1126 {
1748 /* This could be made additive I guess (two lights better than 1127 /* This could be made additive I guess (two lights better than
1749 * one). But if so, it shouldn't be a simple additive - 2 1128 * one). But if so, it shouldn't be a simple additive - 2
1750 * light bulbs do not illuminate twice as far as once since 1129 * light bulbs do not illuminate twice as far as once since
1751 * it is a disapation factor that is squared (or is it cubed?) 1130 * it is a dissapation factor that is cubed.
1752 */ 1131 */
1753 if (tmp->glow_radius > light) light = tmp->glow_radius; 1132 if (tmp->glow_radius > light)
1133 light = tmp->glow_radius;
1754 1134
1755 /* This call is needed in order to update objects the player 1135 /* This call is needed in order to update objects the player
1756 * is standing in that have animations (ie, grass, fire, etc). 1136 * is standing in that have animations (ie, grass, fire, etc).
1757 * However, it also causes the look window to be re-drawn 1137 * However, it also causes the look window to be re-drawn
1758 * 3 times each time the player moves, because many of the 1138 * 3 times each time the player moves, because many of the
1759 * functions the move_player calls eventualy call this. 1139 * functions the move_player calls eventualy call this.
1760 * 1140 *
1761 * Always put the player down for drawing. 1141 * Always put the player down for drawing.
1762 */ 1142 */
1763 if (!tmp->invisible) { 1143 if (!tmp->invisible)
1144 {
1764 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1145 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1146 {
1765 top = tmp->face; 1147 top = tmp->face;
1766 top_obj = tmp; 1148 top_obj = tmp;
1767 } 1149 }
1768 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1150 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1151 {
1769 /* If we got a floor, that means middle and top were below it, 1152 /* If we got a floor, that means middle and top were below it,
1770 * so should not be visible, so we clear them. 1153 * so should not be visible, so we clear them.
1771 */ 1154 */
1772 middle=blank_face; 1155 middle = blank_face;
1773 top=blank_face; 1156 top = blank_face;
1774 floor = tmp->face; 1157 floor = tmp->face;
1775 floor_obj = tmp; 1158 floor_obj = tmp;
1776 } 1159 }
1777 /* Flag anywhere have high priority */ 1160 /* Flag anywhere have high priority */
1778 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1161 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1162 {
1779 middle = tmp->face; 1163 middle = tmp->face;
1780 1164
1781 middle_obj = tmp; 1165 middle_obj = tmp;
1782 anywhere =1; 1166 anywhere = 1;
1783 } 1167 }
1784 /* Find the highest visible face around. If equal 1168 /* Find the highest visible face around. If equal
1785 * visibilities, we still want the one nearer to the 1169 * visibilities, we still want the one nearer to the
1786 * top 1170 * top
1787 */ 1171 */
1788 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1172 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1173 {
1789 middle = tmp->face; 1174 middle = tmp->face;
1790 middle_obj = tmp; 1175 middle_obj = tmp;
1791 } 1176 }
1792 } 1177 }
1178
1793 if (tmp==tmp->above) { 1179 if (tmp == tmp->above)
1180 {
1794 LOG(llevError, "Error in structure of map\n"); 1181 LOG (llevError, "Error in structure of map\n");
1795 exit (-1); 1182 exit (-1);
1796 } 1183 }
1797 1184
1798 move_slow |= tmp->move_slow; 1185 move_slow |= tmp->move_slow;
1799 move_block |= tmp->move_block; 1186 move_block |= tmp->move_block;
1800 move_on |= tmp->move_on; 1187 move_on |= tmp->move_on;
1801 move_off |= tmp->move_off; 1188 move_off |= tmp->move_off;
1802 move_allow |= tmp->move_allow; 1189 move_allow |= tmp->move_allow;
1803 1190
1804 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1805 flags |= P_IS_ALIVE;
1806 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1807 flags |= P_NO_MAGIC;
1808 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1809 flags |= P_NO_CLERIC;
1810 if (tmp->type == SAFE_GROUND)
1811 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1812
1813 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1191 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1814 flags |= P_BLOCKSVIEW; 1192 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1815 } /* for stack of objects */ 1193 if (tmp->type == PLAYER) flags |= P_PLAYER;
1816 1194 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1817 /* we don't want to rely on this function to have accurate flags, but 1195 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1818 * since we're already doing the work, we calculate them here. 1196 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1819 * if they don't match, logic is broken someplace.
1820 */
1821 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1822 (!(oldflags & P_NO_ERROR))) {
1823 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1824 m->path, x, y,
1825 (oldflags & ~P_NEED_UPDATE), flags);
1826 } 1197 }
1827 SET_MAP_FLAGS(m, x, y, flags);
1828 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1829 SET_MAP_MOVE_ON(m, x, y, move_on);
1830 SET_MAP_MOVE_OFF(m, x, y, move_off);
1831 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1832 1198
1199 this->light = light;
1200 this->flags_ = flags;
1201 this->move_block = move_block & ~move_allow;
1202 this->move_on = move_on;
1203 this->move_off = move_off;
1204 this->move_slow = move_slow;
1205
1833 /* At this point, we have a floor face (if there is a floor), 1206 /* At this point, we have a floor face (if there is a floor),
1834 * and the floor is set - we are not going to touch it at 1207 * and the floor is set - we are not going to touch it at
1835 * this point. 1208 * this point.
1836 * middle contains the highest visibility face. 1209 * middle contains the highest visibility face.
1837 * top contains a player/monster face, if there is one. 1210 * top contains a player/monster face, if there is one.
1838 * 1211 *
1839 * We now need to fill in top.face and/or middle.face. 1212 * We now need to fill in top.face and/or middle.face.
1840 */ 1213 */
1841 1214
1842 /* If the top face also happens to be high visibility, re-do our 1215 /* If the top face also happens to be high visibility, re-do our
1843 * middle face. This should not happen, as we already have the 1216 * middle face. This should not happen, as we already have the
1844 * else statement above so middle should not get set. OTOH, it 1217 * else statement above so middle should not get set. OTOH, it
1845 * may be possible for the faces to match but be different objects. 1218 * may be possible for the faces to match but be different objects.
1846 */ 1219 */
1847 if (top == middle) middle=blank_face; 1220 if (top == middle)
1221 middle = blank_face;
1848 1222
1849 /* There are three posibilities at this point: 1223 /* There are three posibilities at this point:
1850 * 1) top face is set, need middle to be set. 1224 * 1) top face is set, need middle to be set.
1851 * 2) middle is set, need to set top. 1225 * 2) middle is set, need to set top.
1852 * 3) neither middle or top is set - need to set both. 1226 * 3) neither middle or top is set - need to set both.
1853 */ 1227 */
1854 1228
1855 for (tmp=last; tmp; tmp=tmp->below) { 1229 for (tmp = last; tmp; tmp = tmp->below)
1230 {
1856 /* Once we get to a floor, stop, since we already have a floor object */ 1231 /* Once we get to a floor, stop, since we already have a floor object */
1857 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1232 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1233 break;
1858 1234
1859 /* If two top faces are already set, quit processing */ 1235 /* If two top faces are already set, quit processing */
1860 if ((top != blank_face) && (middle != blank_face)) break; 1236 if ((top != blank_face) && (middle != blank_face))
1237 break;
1861 1238
1862 /* Only show visible faces, unless its the editor - show all */ 1239 /* Only show visible faces */
1863 if (!tmp->invisible || editor) { 1240 if (!tmp->invisible)
1241 {
1864 /* Fill in top if needed */ 1242 /* Fill in top if needed */
1865 if (top == blank_face) { 1243 if (top == blank_face)
1244 {
1866 top = tmp->face; 1245 top = tmp->face;
1867 top_obj = tmp; 1246 top_obj = tmp;
1247 if (top == middle)
1868 if (top == middle) middle=blank_face; 1248 middle = blank_face;
1249 }
1869 } else { 1250 else
1251 {
1870 /* top is already set - we should only get here if 1252 /* top is already set - we should only get here if
1871 * middle is not set 1253 * middle is not set
1872 * 1254 *
1873 * Set the middle face and break out, since there is nothing 1255 * Set the middle face and break out, since there is nothing
1874 * more to fill in. We don't check visiblity here, since 1256 * more to fill in. We don't check visiblity here, since
1875 * 1257 *
1876 */ 1258 */
1877 if (tmp->face != top ) { 1259 if (tmp->face != top)
1260 {
1878 middle = tmp->face; 1261 middle = tmp->face;
1879 middle_obj = tmp; 1262 middle_obj = tmp;
1880 break; 1263 break;
1881 } 1264 }
1882 } 1265 }
1883 } 1266 }
1884 } 1267 }
1885 if (middle == floor) middle = blank_face; 1268
1886 if (top == middle) middle = blank_face; 1269 if (middle == floor)
1887 SET_MAP_FACE(m,x,y,top,0);
1888 if(top != blank_face)
1889 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1890 else
1891 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1892 SET_MAP_FACE(m,x,y,middle,1);
1893 if(middle != blank_face) 1270 middle = blank_face;
1894 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1895 else
1896 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1897 SET_MAP_FACE(m,x,y,floor,2);
1898 if(floor != blank_face)
1899 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1900 else
1901 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1902 SET_MAP_LIGHT(m,x,y,light);
1903}
1904 1271
1272 if (top == middle)
1273 middle = blank_face;
1905 1274
1906void set_map_reset_time(mapstruct *map) { 1275 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1907 int timeout; 1276 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1908 1277 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1909 timeout = MAP_RESET_TIMEOUT(map);
1910 if (timeout <= 0)
1911 timeout = MAP_DEFAULTRESET;
1912 if (timeout >= MAP_MAXRESET)
1913 timeout = MAP_MAXRESET;
1914 MAP_WHEN_RESET(map) = seconds()+timeout;
1915} 1278}
1916 1279
1917/* this updates the orig_map->tile_map[tile_num] value after loading 1280/* this updates the orig_map->tile_map[tile_num] value after finding
1918 * the map. It also takes care of linking back the freshly loaded 1281 * the map. It also takes care of linking back the freshly found
1919 * maps tile_map values if it tiles back to this one. It returns 1282 * maps tile_map values if it tiles back to this one. It returns
1920 * the value of orig_map->tile_map[tile_num]. It really only does this 1283 * the value of orig_map->tile_map[tile_num].
1921 * so that it is easier for calling functions to verify success.
1922 */ 1284 */
1923 1285static inline maptile *
1924static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1286find_and_link (maptile *orig_map, int tile_num)
1925{ 1287{
1288 maptile *mp = orig_map->tile_map [tile_num];
1289
1290 if (!mp)
1291 {
1292 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1293
1294 if (!mp)
1295 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1);
1300 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY;
1302 }
1303 }
1304
1926 int dest_tile = (tile_num +2) % 4; 1305 int dest_tile = (tile_num + 2) % 4;
1927 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1928 1306
1929 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1307 orig_map->tile_map [tile_num] = mp;
1930 1308
1931 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1309 // optimisation: back-link map to origin map if euclidean
1932 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1310 //TODO: non-euclidean maps MUST GO
1933 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1311 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1934 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1312 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1935 1313
1936 return orig_map->tile_map[tile_num]; 1314 return mp;
1315}
1316
1317static inline void
1318load_and_link (maptile *orig_map, int tile_num)
1319{
1320 find_and_link (orig_map, tile_num)->load_sync ();
1937} 1321}
1938 1322
1939/* this returns TRUE if the coordinates (x,y) are out of 1323/* this returns TRUE if the coordinates (x,y) are out of
1940 * map m. This function also takes into account any 1324 * map m. This function also takes into account any
1941 * tiling considerations, loading adjacant maps as needed. 1325 * tiling considerations, loading adjacant maps as needed.
1942 * This is the function should always be used when it 1326 * This is the function should always be used when it
1943 * necessary to check for valid coordinates. 1327 * necessary to check for valid coordinates.
1944 * This function will recursively call itself for the 1328 * This function will recursively call itself for the
1945 * tiled maps. 1329 * tiled maps.
1946 * 1330 */
1947 * 1331int
1948 */
1949int out_of_map(mapstruct *m, int x, int y) 1332out_of_map (maptile *m, int x, int y)
1950{ 1333{
1951
1952 /* If we get passed a null map, this is obviously the 1334 /* If we get passed a null map, this is obviously the
1953 * case. This generally shouldn't happen, but if the 1335 * case. This generally shouldn't happen, but if the
1954 * map loads fail below, it could happen. 1336 * map loads fail below, it could happen.
1955 */ 1337 */
1956 if (!m) return 0; 1338 if (!m)
1957
1958 if (x<0) {
1959 if (!m->tile_path[3]) return 1;
1960 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1961 load_and_link_tiled_map(m, 3);
1962 }
1963 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1964 }
1965 if (x>=MAP_WIDTH(m)) {
1966 if (!m->tile_path[1]) return 1;
1967 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1968 load_and_link_tiled_map(m, 1);
1969 }
1970 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1971 }
1972 if (y<0) {
1973 if (!m->tile_path[0]) return 1;
1974 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1975 load_and_link_tiled_map(m, 0);
1976 }
1977 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1978 }
1979 if (y>=MAP_HEIGHT(m)) {
1980 if (!m->tile_path[2]) return 1;
1981 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 2);
1983 }
1984 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1985 }
1986
1987 /* Simple case - coordinates are within this local
1988 * map.
1989 */
1990 return 0; 1339 return 0;
1340
1341 if (x < 0)
1342 {
1343 if (!m->tile_path[3])
1344 return 1;
1345
1346 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 3);
1348
1349 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1350 }
1351
1352 if (x >= m->width)
1353 {
1354 if (!m->tile_path[1])
1355 return 1;
1356
1357 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1358 find_and_link (m, 1);
1359
1360 return out_of_map (m->tile_map[1], x - m->width, y);
1361 }
1362
1363 if (y < 0)
1364 {
1365 if (!m->tile_path[0])
1366 return 1;
1367
1368 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1369 find_and_link (m, 0);
1370
1371 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1372 }
1373
1374 if (y >= m->height)
1375 {
1376 if (!m->tile_path[2])
1377 return 1;
1378
1379 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1380 find_and_link (m, 2);
1381
1382 return out_of_map (m->tile_map[2], x, y - m->height);
1383 }
1384
1385 /* Simple case - coordinates are within this local
1386 * map.
1387 */
1388 return 0;
1991} 1389}
1992 1390
1993/* This is basically the same as out_of_map above, but 1391/* This is basically the same as out_of_map above, but
1994 * instead we return NULL if no map is valid (coordinates 1392 * instead we return NULL if no map is valid (coordinates
1995 * out of bounds and no tiled map), otherwise it returns 1393 * out of bounds and no tiled map), otherwise it returns
1996 * the map as that the coordinates are really on, and 1394 * the map as that the coordinates are really on, and
1997 * updates x and y to be the localized coordinates. 1395 * updates x and y to be the localised coordinates.
1998 * Using this is more efficient of calling out_of_map 1396 * Using this is more efficient of calling out_of_map
1999 * and then figuring out what the real map is 1397 * and then figuring out what the real map is
2000 */ 1398 */
2001mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1399maptile *
1400maptile::xy_find (sint16 &x, sint16 &y)
2002{ 1401{
2003 1402 if (x < 0)
2004 if (*x<0) {
2005 if (!m->tile_path[3]) return NULL;
2006 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2007 load_and_link_tiled_map(m, 3);
2008
2009 *x += MAP_WIDTH(m->tile_map[3]);
2010 return (get_map_from_coord(m->tile_map[3], x, y));
2011 } 1403 {
2012 if (*x>=MAP_WIDTH(m)) { 1404 if (!tile_path[3])
2013 if (!m->tile_path[1]) return NULL; 1405 return 0;
2014 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2015 load_and_link_tiled_map(m, 1);
2016 1406
2017 *x -= MAP_WIDTH(m); 1407 find_and_link (this, 3);
2018 return (get_map_from_coord(m->tile_map[1], x, y)); 1408 x += tile_map[3]->width;
1409 return tile_map[3]->xy_find (x, y);
1410 }
1411
1412 if (x >= width)
2019 } 1413 {
2020 if (*y<0) { 1414 if (!tile_path[1])
2021 if (!m->tile_path[0]) return NULL; 1415 return 0;
2022 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2023 load_and_link_tiled_map(m, 0);
2024 1416
2025 *y += MAP_HEIGHT(m->tile_map[0]); 1417 find_and_link (this, 1);
2026 return (get_map_from_coord(m->tile_map[0], x, y)); 1418 x -= width;
1419 return tile_map[1]->xy_find (x, y);
1420 }
1421
1422 if (y < 0)
2027 } 1423 {
2028 if (*y>=MAP_HEIGHT(m)) { 1424 if (!tile_path[0])
2029 if (!m->tile_path[2]) return NULL; 1425 return 0;
2030 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2031 load_and_link_tiled_map(m, 2);
2032 1426
2033 *y -= MAP_HEIGHT(m); 1427 find_and_link (this, 0);
2034 return (get_map_from_coord(m->tile_map[2], x, y)); 1428 y += tile_map[0]->height;
1429 return tile_map[0]->xy_find (x, y);
1430 }
1431
1432 if (y >= height)
2035 } 1433 {
1434 if (!tile_path[2])
1435 return 0;
2036 1436
1437 find_and_link (this, 2);
1438 y -= height;
1439 return tile_map[2]->xy_find (x, y);
1440 }
1441
2037 /* Simple case - coordinates are within this local 1442 /* Simple case - coordinates are within this local
2038 * map. 1443 * map.
2039 */ 1444 */
2040 1445 return this;
2041 return m;
2042} 1446}
2043 1447
2044/** 1448/**
2045 * Return whether map2 is adjacent to map1. If so, store the distance from 1449 * Return whether map2 is adjacent to map1. If so, store the distance from
2046 * map1 to map2 in dx/dy. 1450 * map1 to map2 in dx/dy.
2047 */ 1451 */
1452static int
2048static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1453adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1454{
2049 if (!map1 || !map2) 1455 if (!map1 || !map2)
2050 return 0; 1456 return 0;
2051 1457
1458 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1459 //fix: compare paths instead (this is likely faster, too!)
2052 if (map1 == map2) { 1460 if (map1 == map2)
1461 {
2053 *dx = 0; 1462 *dx = 0;
2054 *dy = 0; 1463 *dy = 0;
2055 1464 }
2056 } else if (map1->tile_map[0] == map2) { /* up */ 1465 else if (map1->tile_map[0] == map2)
1466 { /* up */
2057 *dx = 0; 1467 *dx = 0;
2058 *dy = -MAP_HEIGHT(map2); 1468 *dy = -map2->height;
1469 }
2059 } else if (map1->tile_map[1] == map2) { /* right */ 1470 else if (map1->tile_map[1] == map2)
2060 *dx = MAP_WIDTH(map1); 1471 { /* right */
1472 *dx = map1->width;
2061 *dy = 0; 1473 *dy = 0;
1474 }
2062 } else if (map1->tile_map[2] == map2) { /* down */ 1475 else if (map1->tile_map[2] == map2)
1476 { /* down */
2063 *dx = 0; 1477 *dx = 0;
2064 *dy = MAP_HEIGHT(map1); 1478 *dy = map1->height;
1479 }
2065 } else if (map1->tile_map[3] == map2) { /* left */ 1480 else if (map1->tile_map[3] == map2)
2066 *dx = -MAP_WIDTH(map2); 1481 { /* left */
1482 *dx = -map2->width;
2067 *dy = 0; 1483 *dy = 0;
2068 1484 }
2069 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1485 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1486 { /* up right */
2070 *dx = MAP_WIDTH(map1->tile_map[0]); 1487 *dx = map1->tile_map[0]->width;
2071 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1488 *dy = -map1->tile_map[0]->height;
1489 }
2072 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1490 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2073 *dx = -MAP_WIDTH(map2); 1491 { /* up left */
2074 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1492 *dx = -map2->width;
1493 *dy = -map1->tile_map[0]->height;
1494 }
2075 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1495 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2076 *dx = MAP_WIDTH(map1); 1496 { /* right up */
2077 *dy = -MAP_HEIGHT(map2); 1497 *dx = map1->width;
1498 *dy = -map2->height;
1499 }
2078 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1500 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2079 *dx = MAP_WIDTH(map1); 1501 { /* right down */
2080 *dy = MAP_HEIGHT(map1->tile_map[1]); 1502 *dx = map1->width;
1503 *dy = map1->tile_map[1]->height;
1504 }
2081 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1505 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1506 { /* down right */
2082 *dx = MAP_WIDTH(map1->tile_map[2]); 1507 *dx = map1->tile_map[2]->width;
2083 *dy = MAP_HEIGHT(map1); 1508 *dy = map1->height;
1509 }
2084 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1510 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2085 *dx = -MAP_WIDTH(map2); 1511 { /* down left */
2086 *dy = MAP_HEIGHT(map1); 1512 *dx = -map2->width;
1513 *dy = map1->height;
1514 }
2087 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1515 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1516 { /* left up */
2088 *dx = -MAP_WIDTH(map1->tile_map[3]); 1517 *dx = -map1->tile_map[3]->width;
2089 *dy = -MAP_HEIGHT(map2); 1518 *dy = -map2->height;
1519 }
2090 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1520 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1521 { /* left down */
2091 *dx = -MAP_WIDTH(map1->tile_map[3]); 1522 *dx = -map1->tile_map[3]->width;
2092 *dy = MAP_HEIGHT(map1->tile_map[3]); 1523 *dy = map1->tile_map[3]->height;
2093
2094 } else { /* not "adjacent" enough */
2095 return 0;
2096 } 1524 }
2097 1525 else
2098 return 1; 1526 return 0;
1527
1528 return 1;
1529}
1530
1531maptile *
1532maptile::xy_load (sint16 &x, sint16 &y)
1533{
1534 maptile *map = xy_find (x, y);
1535
1536 if (map)
1537 map->load_sync ();
1538
1539 return map;
1540}
1541
1542maptile *
1543get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1544{
1545 return m->xy_load (*x, *y);
2099} 1546}
2100 1547
2101/* From map.c 1548/* From map.c
2102 * This is used by get_player to determine where the other 1549 * This is used by get_player to determine where the other
2103 * creature is. get_rangevector takes into account map tiling, 1550 * creature is. get_rangevector takes into account map tiling,
2116 * be unexpected 1563 * be unexpected
2117 * 1564 *
2118 * currently, the only flag supported (0x1) is don't translate for 1565 * currently, the only flag supported (0x1) is don't translate for
2119 * closest body part of 'op1' 1566 * closest body part of 'op1'
2120 */ 1567 */
2121 1568void
2122void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1569get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1570{
2123 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1571 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1572 {
2124 /* be conservative and fill in _some_ data */ 1573 /* be conservative and fill in _some_ data */
2125 retval->distance = 100000; 1574 retval->distance = 100000;
2126 retval->distance_x = 32767; 1575 retval->distance_x = 32767;
2127 retval->distance_y = 32767; 1576 retval->distance_y = 32767;
2128 retval->direction = 0; 1577 retval->direction = 0;
2129 retval->part = 0; 1578 retval->part = 0;
2130 } else { 1579 }
1580 else
1581 {
2131 object *best; 1582 object *best;
2132 1583
2133 retval->distance_x += op2->x-op1->x; 1584 retval->distance_x += op2->x - op1->x;
2134 retval->distance_y += op2->y-op1->y; 1585 retval->distance_y += op2->y - op1->y;
2135 1586
2136 best = op1; 1587 best = op1;
2137 /* If this is multipart, find the closest part now */ 1588 /* If this is multipart, find the closest part now */
2138 if (!(flags&0x1) && op1->more) { 1589 if (!(flags & 0x1) && op1->more)
1590 {
2139 object *tmp; 1591 object *tmp;
2140 int best_distance = retval->distance_x*retval->distance_x+ 1592 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2141 retval->distance_y*retval->distance_y, tmpi;
2142 1593
2143 /* we just take the offset of the piece to head to figure 1594 /* we just take the offset of the piece to head to figure
2144 * distance instead of doing all that work above again 1595 * distance instead of doing all that work above again
2145 * since the distance fields we set above are positive in the 1596 * since the distance fields we set above are positive in the
2146 * same axis as is used for multipart objects, the simply arithmetic 1597 * same axis as is used for multipart objects, the simply arithmetic
2147 * below works. 1598 * below works.
2148 */ 1599 */
2149 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1600 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1601 {
2150 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1602 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2151 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1603 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2152 if (tmpi < best_distance) { 1604 if (tmpi < best_distance)
1605 {
2153 best_distance = tmpi; 1606 best_distance = tmpi;
2154 best = tmp; 1607 best = tmp;
2155 } 1608 }
2156 } 1609 }
2157 if (best != op1) { 1610 if (best != op1)
1611 {
2158 retval->distance_x += op1->x-best->x; 1612 retval->distance_x += op1->x - best->x;
2159 retval->distance_y += op1->y-best->y; 1613 retval->distance_y += op1->y - best->y;
2160 } 1614 }
2161 } 1615 }
2162 retval->part = best; 1616 retval->part = best;
2163 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1617 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2164 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1618 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2165 } 1619 }
2166} 1620}
2167 1621
2168/* this is basically the same as get_rangevector above, but instead of 1622/* this is basically the same as get_rangevector above, but instead of
2169 * the first parameter being an object, it instead is the map 1623 * the first parameter being an object, it instead is the map
2174 * be more consistant with the above function and also in case they are needed 1628 * be more consistant with the above function and also in case they are needed
2175 * for something in the future. Also, since no object is pasted, the best 1629 * for something in the future. Also, since no object is pasted, the best
2176 * field of the rv_vector is set to NULL. 1630 * field of the rv_vector is set to NULL.
2177 */ 1631 */
2178 1632
1633void
2179void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1634get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1635{
2180 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1636 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1637 {
2181 /* be conservative and fill in _some_ data */ 1638 /* be conservative and fill in _some_ data */
2182 retval->distance = 100000; 1639 retval->distance = 100000;
2183 retval->distance_x = 32767; 1640 retval->distance_x = 32767;
2184 retval->distance_y = 32767; 1641 retval->distance_y = 32767;
2185 retval->direction = 0; 1642 retval->direction = 0;
2186 retval->part = 0; 1643 retval->part = 0;
2187 } else { 1644 }
1645 else
1646 {
2188 retval->distance_x += op2->x-x; 1647 retval->distance_x += op2->x - x;
2189 retval->distance_y += op2->y-y; 1648 retval->distance_y += op2->y - y;
2190 1649
2191 retval->part = NULL; 1650 retval->part = NULL;
2192 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1651 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2193 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1652 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2194 } 1653 }
2195} 1654}
2196 1655
2197/* Returns true of op1 and op2 are effectively on the same map 1656/* Returns true of op1 and op2 are effectively on the same map
2198 * (as related to map tiling). Note that this looks for a path from 1657 * (as related to map tiling). Note that this looks for a path from
2199 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1658 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2200 * to op1, this will still return false. 1659 * to op1, this will still return false.
2201 * Note we only look one map out to keep the processing simple 1660 * Note we only look one map out to keep the processing simple
2202 * and efficient. This could probably be a macro. 1661 * and efficient. This could probably be a macro.
2203 * MSW 2001-08-05 1662 * MSW 2001-08-05
2204 */ 1663 */
1664int
2205int on_same_map(const object *op1, const object *op2) { 1665on_same_map (const object *op1, const object *op2)
1666{
2206 int dx, dy; 1667 int dx, dy;
2207 1668
2208 return adjacent_map(op1->map, op2->map, &dx, &dy); 1669 return adjacent_map (op1->map, op2->map, &dx, &dy);
2209} 1670}
1671
1672object *
1673maptile::insert (object *op, int x, int y, object *originator, int flags)
1674{
1675 if (!op->flag [FLAG_REMOVED])
1676 op->remove ();
1677
1678 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1679}
1680

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