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Comparing deliantra/server/common/map.C (file contents):
Revision 1.18 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.75 by root, Mon Jan 15 01:25:41 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.18 2006/08/31 17:54:14 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 32
59/* 33/*
60 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 37 * it really should be called create_mapname
64 */ 38 */
65 39const char *
66const char *create_pathname (const char *name) { 40create_pathname (const char *name)
41{
67 static char buf[MAX_BUF]; 42 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 44 return buf;
77} 45}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 46
138/* 47/*
139 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 50 * is returned.
148 * the rest of the code only cares that the file is readable. 57 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 58 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
152 */ 61 */
153 62int
154int check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
155{ 64{
156 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
157#ifndef WIN32 66
158 char *endbuf; 67 char *endbuf;
159 struct stat statbuf; 68 struct stat statbuf;
160 int mode = 0, i; 69 int mode = 0;
161#endif
162 70
163 if (prepend_dir) 71 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 72 strcpy (buf, create_pathname (name));
165 else 73 else
166 strcpy(buf, name); 74 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 75
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
174 * all the names. 79 * all the names.
175 */ 80 */
176 endbuf = buf + strlen(buf); 81 endbuf = buf + strlen (buf);
177 82
178 if (stat (buf, &statbuf)) 83 if (stat (buf, &statbuf))
179 return -1; 84 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 86 return (-1);
182 87
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 90 mode |= 4;
187 91
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 94 mode |= 2;
192 95
193 return (mode); 96 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 97}
234 98
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 104 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 105 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
244 */ 108 */
109int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 111{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 112 sint16 newx = x;
253 newy = y; 113 sint16 newy = y;
114
254 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 116
256 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
257 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 121 if (nx) *nx = newx;
259 if (ny) *ny = newy; 122 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 123
262 if (retval & P_SAFE) 124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 125}
267
268 126
269/* 127/*
270 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 130 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 134 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 135 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 136 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 137 * by the caller.
280 */ 138 */
281 139int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 140blocked_link (object *ob, maptile *m, int sx, int sy)
141{
283 object *tmp; 142 object *tmp;
284 int mflags, blocked; 143 int mflags, blocked;
285 144
286 /* Make sure the coordinates are valid - they should be, as caller should 145 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 146 * have already checked this.
288 */ 147 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 151 return 1;
292 } 152 }
293 153
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 154 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 155 * directly.
296 */ 156 */
297 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
298 158
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 160
301 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 163 * things we need to do for players.
304 */ 164 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0;
306 167
307 /* if there isn't anytyhing alive on this space, and this space isn't 168 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 169 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 170 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 171 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 172 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
313 */ 174 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
315 177
316 if(ob->head != NULL) 178 if (ob->head != NULL)
317 ob=ob->head; 179 ob = ob->head;
318 180
319 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
323 */ 185 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
325 188
326 /* This must be before the checks below. Code for inventory checkers. */ 189 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
328 /* If last_sp is set, the player/monster needs an object, 192 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 193 * so we check for it. If they don't have it, they can't
330 * pass through this space. 194 * pass through this space.
331 */ 195 */
332 if (tmp->last_sp) { 196 if (tmp->last_sp)
197 {
333 if (check_inv_recursive(ob,tmp)==NULL) 198 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 199 return 1;
335 else 200 else
336 continue; 201 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 202 }
346 } /* if check_inv */
347 else { 203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
348 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
350 * movement, can't move here. 218 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unles it is a
352 * hidden dm 220 * hidden dm
353 */ 221 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 226 return 1;
358 } 227 }
359 228
360 } 229 }
361 return 0; 230 return 0;
362} 231}
363 232
364 233
365/* 234/*
366 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
386 * 255 *
387 * Note this used to be arch_blocked, but with new movement 256 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 257 * code, we need to have actual object to check its move_type
389 * against the move_block values. 258 * against the move_block values.
390 */ 259 */
391 260int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262{
393 archetype *tmp; 263 archetype *tmp;
394 int flag; 264 int flag;
395 mapstruct *m1; 265 maptile *m1;
396 sint16 sx, sy; 266 sint16 sx, sy;
397 267
398 if(ob==NULL) { 268 if (!ob)
269 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
401 273
402 /* don't have object, so don't know what types would block */ 274 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 275 return m1->at (sx, sy).move_block;
404 } 276 }
405 277
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 281
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 282 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
411 286
287 mapspace &ms = m1->at (sx, sy);
288
412 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 290 * 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. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 292 */
416 293
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
418 296
419 /* Note it is intentional that we check ob - the movement type of the 297 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 298 * head of the object should correspond for the entire object.
421 */ 299 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 301 return P_NO_PASS;
424
425 } 302 }
303
426 return 0; 304 return 0;
427} 305}
428 306
429/* When the map is loaded, load_object does not actually insert objects 307/* 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 308 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 309 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
434 */ 312 */
435 313void
436void fix_container(object *container) 314fix_container (object *container)
437{ 315{
438 object *tmp=container->inv, *next; 316 object *tmp = container->inv, *next;
439 317
440 container->inv=NULL; 318 container->inv = 0;
441 while (tmp!=NULL) { 319 while (tmp)
320 {
442 next = tmp->below; 321 next = tmp->below;
443 if (tmp->inv) 322 if (tmp->inv)
444 fix_container(tmp); 323 fix_container (tmp);
324
445 (void) insert_ob_in_ob(tmp,container); 325 insert_ob_in_ob (tmp, container);
446 tmp = next; 326 tmp = next;
447 } 327 }
328
448 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 330 * carrying.
450 */ 331 */
451 sum_weight(container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
452} 344}
453 345
454/* link_multipart_objects go through all the objects on the map looking 346/* 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 347 * 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 348 * 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 349 * 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. 350 * the more sections and not re-add sections for them.
459 */ 351 */
460 352void
461static void link_multipart_objects(mapstruct *m) 353maptile::link_multipart_objects ()
462{ 354{
463 int x,y; 355 if (!spaces)
464 object *tmp, *op, *last, *above; 356 return;
465 archetype *at;
466 357
467 for(x=0;x<MAP_WIDTH(m);x++) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 359 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 360 {
470 above=tmp->above; 361 object *above = tmp->above;
471 362
472 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 364 if (!tmp->head && !tmp->more)
474 365 {
475 /* If there is nothing more to this object, this for loop 366 /* If there is nothing more to this object, this for loop
476 * won't do anything. 367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
375 op = arch_to_object (at);
376
377 /* update x,y coordinates */
378 op->x += tmp->x;
379 op->y += tmp->y;
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
477 */ 390 */
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 if (tmp->name != op->name) {
488 if (op->name) free_string(op->name);
489 op->name = add_string(tmp->name);
490 }
491 if (tmp->title != op->title) {
492 if (op->title) free_string(op->title);
493 op->title = add_string(tmp->title);
494 }
495 /* we could link all the parts onto tmp, and then just
496 * call insert_ob_in_map once, but the effect is the same,
497 * as insert_ob_in_map will call itself with each part, and
498 * the coding is simpler to just to it here with each part.
499 */
500 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
501 } /* for at = tmp->arch->more */
502 } /* for objects on this space */
503}
504
505 392 }
393 }
394
395 tmp = above;
396 }
397}
506 398
507/* 399/*
508 * Loads (ands parses) the objects into a given map from the specified 400 * Loads (ands parses) the objects into a given map from the specified
509 * file pointer. 401 * file pointer.
510 * mapflags is the same as we get with load_original_map 402 * mapflags is the same as we get with load_original_map
511 */ 403 */
512 404bool
513void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 405maptile::_load_objects (object_thawer &thawer)
514 int i,j,bufstate=LO_NEWFILE; 406{
515 int unique; 407 int unique;
516 object *op, *prev=NULL,*last_more=NULL, *otmp; 408 object *op, *prev = NULL, *last_more = NULL, *otmp;
517 409
518 op=get_object(); 410 op = object::create ();
519 op->map = m; /* To handle buttons correctly */ 411 op->map = this; /* To handle buttons correctly */
520 412
521 while((i = load_object (fp, op, bufstate, mapflags))) { 413 while (int i = load_object (thawer, op, 0))
522 /* Since the loading of the map header does not load an object 414 {
523 * anymore, we need to pass LO_NEWFILE for the first object loaded,
524 * and then switch to LO_REPEAT for faster loading.
525 */
526 bufstate = LO_REPEAT;
527
528 /* if the archetype for the object is null, means that we 415 /* if the archetype for the object is null, means that we
529 * got an invalid object. Don't do anything with it - the game 416 * got an invalid object. Don't do anything with it - the game
530 * or editor will not be able to do anything with it either. 417 * or editor will not be able to do anything with it either.
531 */ 418 */
532 if (op->arch==NULL) { 419 if (op->arch == NULL)
420 {
533 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
534 continue; 422 continue;
535 } 423 }
536 424
537
538 switch(i) { 425 switch (i)
426 {
539 case LL_NORMAL: 427 case LL_NORMAL:
540 /* if we are loading an overlay, put the floors on the bottom */
541 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
542 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
543 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
544 else
545 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
546 429
547 if (op->inv) 430 if (op->inv)
548 sum_weight(op); 431 sum_weight (op);
549 432
550 prev=op,last_more=op; 433 prev = op, last_more = op;
551 break; 434 break;
552 435
553 case LL_MORE: 436 case LL_MORE:
554 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
555 op->head=prev,last_more->more=op,last_more=op; 438 op->head = prev, last_more->more = op, last_more = op;
556 break; 439 break;
557 } 440 }
558 if (mapflags & MAP_STYLE) { 441
559 remove_from_active_list(op); 442 op = object::create ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 }
463#endif
464
465 return true;
466}
467
468void
469maptile::activate ()
470{
471 if (!spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive ();
477}
478
479void
480maptile::deactivate ()
481{
482 if (!spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive ();
488}
489
490bool
491maptile::_save_objects (object_freezer &freezer, int flags)
492{
493 static int cede_count = 0;
494
495 if (flags & IO_HEADER)
496 _save_header (freezer);
497
498 if (!spaces)
499 return false;
500
501 for (int i = 0; i < size (); ++i)
502 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
560 } 508 }
561 op=get_object(); 509#endif
562 op->map = m; 510
563 } 511 int unique = 0;
564 for (i=0;i<m->width;i++){ 512 for (object *op = spaces [i].bot; op; op = op->above)
565 for (j=0;j<m->height;j++){ 513 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
566 unique =0; 518 unique = 1;
567 /* check for unique items, or unique squares */ 519
568 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 520 if (!op->can_map_save ())
569 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 521 continue;
570 unique = 1; 522
571 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 523 if (unique || op->flag [FLAG_UNIQUE])
572 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 524 {
525 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1);
573 } 527 }
528 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1);
574 } 530 }
575 } 531 }
576 free_object(op);
577 link_multipart_objects(m);
578}
579 532
580/* This saves all the objects on the map in a non destructive fashion. 533 return true;
581 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 534}
582 * and we only save the head of multi part objects - this is needed 535
583 * in order to do map tiling properly. 536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556}
557
558bool
559maptile::_save_objects (const char *path, int flags)
560{
561 object_freezer freezer;
562
563 if (!_save_objects (freezer, flags))
564 return false;
565
566 return freezer.save (path);
567}
568
569maptile::maptile ()
570{
571 in_memory = MAP_SWAPPED;
572
573 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour.
584 */ 575 */
585void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 576 width = 16;
586 int i, j = 0,unique=0; 577 height = 16;
587 object *op; 578 reset_timeout = 0;
588 /* first pass - save one-part objects */ 579 timeout = 300;
589 for(i = 0; i < MAP_WIDTH(m); i++) 580 enter_x = 0;
590 for (j = 0; j < MAP_HEIGHT(m); j++) { 581 enter_y = 0;
591 unique=0; 582}
592 for(op = get_map_ob (m, i, j); op; op = op->above) {
593 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
594 unique=1;
595 583
596 if(op->type == PLAYER) { 584maptile::maptile (int w, int h)
597 LOG(llevDebug, "Player on map that is being saved\n"); 585{
598 continue; 586 in_memory = MAP_SWAPPED;
599 }
600 587
601 if (op->head || op->owner) 588 width = w;
602 continue; 589 height = h;
590 reset_timeout = 0;
591 timeout = 300;
592 enter_x = 0;
593 enter_y = 0;
603 594
604 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 595 alloc ();
605 save_object (fp2, op, 3);
606 else
607 if (flag == 0 ||
608 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
609 !QUERY_FLAG(op, FLAG_UNPAID))))
610 save_object(fp, op, 3);
611
612 } /* for this space */
613 } /* for this j */
614} 596}
615 597
616/* 598/*
617 * Allocates, initialises, and returns a pointer to a mapstruct.
618 * Modified to no longer take a path option which was not being
619 * used anyways. MSW 2001-07-01
620 */
621
622mapstruct *get_linked_map(void) {
623 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
624 mapstruct *mp;
625
626 if(map==NULL)
627 fatal(OUT_OF_MEMORY);
628
629 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
630 if(mp==NULL)
631 first_map=map;
632 else
633 mp->next=map;
634
635 map->in_memory=MAP_SWAPPED;
636 /* The maps used to pick up default x and y values from the
637 * map archetype. Mimic that behaviour.
638 */
639 MAP_WIDTH(map)=16;
640 MAP_HEIGHT(map)=16;
641 MAP_RESET_TIMEOUT(map)=0;
642 MAP_TIMEOUT(map)=300;
643 MAP_ENTER_X(map)=0;
644 MAP_ENTER_Y(map)=0;
645 /*set part to -1 indicating conversion to weather map not yet done*/
646 MAP_WORLDPARTX(map)=-1;
647 MAP_WORLDPARTY(map)=-1;
648 return map;
649}
650
651/*
652 * Allocates the arrays contained in a mapstruct. 599 * Allocates the arrays contained in a maptile.
653 * This basically allocates the dynamic array of spaces for the 600 * This basically allocates the dynamic array of spaces for the
654 * map. 601 * map.
655 */ 602 */
656 603void
657void allocate_map(mapstruct *m) { 604maptile::alloc ()
658 m->in_memory = MAP_IN_MEMORY; 605{
659 /* Log this condition and free the storage. We could I suppose
660 * realloc, but if the caller is presuming the data will be intact,
661 * that is their poor assumption.
662 */
663 if (m->spaces) { 606 if (spaces)
664 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
665 free(m->spaces);
666 }
667
668 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
669
670 if(m->spaces==NULL)
671 fatal(OUT_OF_MEMORY);
672}
673
674/* Create and returns a map of the specific size. Used
675 * in random map code and the editor.
676 */
677mapstruct *get_empty_map(int sizex, int sizey) {
678 mapstruct *m = get_linked_map();
679 m->width = sizex;
680 m->height = sizey;
681 m->in_memory = MAP_SWAPPED;
682 allocate_map(m);
683 return m; 607 return;
608
609 spaces = salloc0<mapspace> (size ());
684} 610}
685 611
686/* Takes a string from a map definition and outputs a pointer to the array of shopitems 612/* Takes a string from a map definition and outputs a pointer to the array of shopitems
687 * corresponding to that string. Memory is allocated for this, it must be freed 613 * corresponding to that string. Memory is allocated for this, it must be freed
688 * at a later date. 614 * at a later date.
689 * Called by parse_map_headers below. 615 * Called by parse_map_headers below.
690 */ 616 */
691 617static shopitems *
692static shopitems *parse_shop_string (const char *input_string) { 618parse_shop_string (const char *input_string)
619{
693 char *shop_string, *p, *q, *next_semicolon, *next_colon; 620 char *shop_string, *p, *q, *next_semicolon, *next_colon;
694 shopitems *items=NULL; 621 shopitems *items = NULL;
695 int i=0, number_of_entries=0; 622 int i = 0, number_of_entries = 0;
696 const typedata *current_type; 623 const typedata *current_type;
697 624
698 shop_string=strdup_local(input_string); 625 shop_string = strdup (input_string);
699 p=shop_string; 626 p = shop_string;
700 /* first we'll count the entries, we'll need that for allocating the array shortly */ 627 /* first we'll count the entries, we'll need that for allocating the array shortly */
701 while (p) { 628 while (p)
629 {
702 p=strchr(p, ';'); 630 p = strchr (p, ';');
703 number_of_entries++; 631 number_of_entries++;
704 if (p) p++; 632 if (p)
633 p++;
705 } 634 }
635
706 p=shop_string; 636 p = shop_string;
707 strip_endline(p); 637 strip_endline (p);
708 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 638 items = new shopitems[number_of_entries + 1];
709 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
710 for (i=0; i<number_of_entries; i++) { 639 for (i = 0; i < number_of_entries; i++)
640 {
711 if (!p) { 641 if (!p)
642 {
712 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 643 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
713 break; 644 break;
714 } 645 }
646
715 next_semicolon=strchr(p, ';'); 647 next_semicolon = strchr (p, ';');
716 next_colon=strchr(p, ':'); 648 next_colon = strchr (p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 649 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 650 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1); 651 items[i].strength = atoi (strchr (p, ':') + 1);
652
653 if (isdigit (*p) || *p == '*')
720 654 {
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 655 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum); 656 current_type = get_typedata (items[i].typenum);
724 if (current_type) { 657 if (current_type)
658 {
725 items[i].name=current_type->name; 659 items[i].name = current_type->name;
726 items[i].name_pl=current_type->name_pl; 660 items[i].name_pl = current_type->name_pl;
727 }
728 }
729 else { /*we have a named type, let's figure out what it is */
730 q=strpbrk(p,";:");
731 if (q) *q='\0';
732
733 current_type=get_typedata_by_name(p);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].typenum=current_type->number;
737 items[i].name_pl=current_type->name_pl;
738 }
739 else { /* oh uh, something's wrong, let's free up this one, and try
740 * the next entry while we're at it, better print a warning
741 */
742 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
743 p, input_string);
744 } 661 }
745 } 662 }
663 else
664 { /*we have a named type, let's figure out what it is */
665 q = strpbrk (p, ";:");
666 if (q)
667 *q = '\0';
668
669 current_type = get_typedata_by_name (p);
670 if (current_type)
671 {
672 items[i].name = current_type->name;
673 items[i].typenum = current_type->number;
674 items[i].name_pl = current_type->name_pl;
675 }
676 else
677 { /* oh uh, something's wrong, let's free up this one, and try
678 * the next entry while we're at it, better print a warning
679 */
680 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
681 }
682 }
683
746 items[i].index=number_of_entries; 684 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 685 if (next_semicolon)
686 p = ++next_semicolon;
687 else
748 else p=NULL; 688 p = NULL;
749 } 689 }
690
750 free(shop_string); 691 free (shop_string);
751 return items; 692 return items;
752} 693}
753 694
754/* opposite of parse string, this puts the string that was originally fed in to 695/* opposite of parse string, this puts the string that was originally fed in to
755 * the map (or something equivilent) into output_string. */ 696 * the map (or something equivilent) into output_string. */
697static void
756static void print_shop_string(mapstruct *m, char *output_string) { 698print_shop_string (maptile *m, char *output_string)
699{
757 int i; 700 int i;
758 char tmp[MAX_BUF]; 701 char tmp[MAX_BUF];
702
759 strcpy(output_string, ""); 703 strcpy (output_string, "");
760 for (i=0; i< m->shopitems[0].index; i++) { 704 for (i = 0; i < m->shopitems[0].index; i++)
705 {
761 if (m->shopitems[i].typenum) { 706 if (m->shopitems[i].typenum)
707 {
762 if (m->shopitems[i].strength) { 708 if (m->shopitems[i].strength)
763 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 709 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
764 } 710 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 711 sprintf (tmp, "%s;", m->shopitems[i].name);
766 } 712 }
767 else { 713 else
714 {
768 if (m->shopitems[i].strength) { 715 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 716 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
770 } 717 else
771 else sprintf(tmp, "*"); 718 sprintf (tmp, "*");
772 } 719 }
720
773 strcat(output_string, tmp); 721 strcat (output_string, tmp);
774 } 722 }
775} 723}
776 724
777/* This loads the header information of the map. The header 725/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 726 * contains things like difficulty, size, timeout, etc.
782 * put all the stuff in the map object so that names actually make 730 * put all the stuff in the map object so that names actually make
783 * sense. 731 * sense.
784 * This could be done in lex (like the object loader), but I think 732 * This could be done in lex (like the object loader), but I think
785 * currently, there are few enough fields this is not a big deal. 733 * currently, there are few enough fields this is not a big deal.
786 * MSW 2001-07-01 734 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 735 */
789 736bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 737maptile::_load_header (object_thawer &thawer)
791{ 738{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 739 for (;;)
793 int msgpos=0; 740 {
794 int maplorepos=0; 741 keyword kw = thawer.get_kv ();
795 742
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 743 switch (kw)
797 buf[HUGE_BUF-1] = 0; 744 {
798 key = buf; 745 case KW_EOF:
799 while (isspace(*key)) key++; 746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
800 if (*key == 0) continue; /* empty line */ 747 return false;
801 value = strchr(key, ' '); 748
802 if (!value) { 749 case KW_end:
803 end = strchr(key, '\n'); 750 return true;
804 if (end != NULL) { 751
805 *end = 0; 752 default:
806 } 753 case KW_ERROR:
807 } else { 754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break; 755 break;
817 } 756
757 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg);
818 } 759 break;
760
761 case KW_lore: // CF+ extension
762 thawer.get_ml (KW_endlore, maplore);
763 break;
764
765 case KW_maplore:
766 thawer.get_ml (KW_endmaplore, maplore);
767 break;
768
769 case KW_arch:
770 if (strcmp (thawer.get_str (), "map"))
771 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
772 break;
773
774 case KW_oid:
775 thawer.get (this, thawer.get_sint32 ());
776 break;
777
778 case KW_file_format_version: break; // nop
779
780 case KW_name: thawer.get (name); break;
781 case KW_attach: thawer.get (attach); break;
782 case KW_reset_time: thawer.get (reset_time); break;
783 case KW_shopgreed: thawer.get (shopgreed); break;
784 case KW_shopmin: thawer.get (shopmin); break;
785 case KW_shopmax: thawer.get (shopmax); break;
786 case KW_shoprace: thawer.get (shoprace); break;
787 case KW_outdoor: thawer.get (outdoor); break;
788 case KW_temp: thawer.get (temp); break;
789 case KW_pressure: thawer.get (pressure); break;
790 case KW_humid: thawer.get (humid); break;
791 case KW_windspeed: thawer.get (windspeed); break;
792 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break;
794
795 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break;
797
798 case KW_region: get_region_by_name (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800
801 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
804 case KW_x: case KW_width: thawer.get (width); break;
805 case KW_y: case KW_height: thawer.get (height); break;
806 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
807 case KW_value: case KW_swap_time: thawer.get (timeout); break;
808 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
809 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
810 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
811
812 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break;
819 } 816 }
820 if (!end) {
821 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
822 buf);
823 return 1;
824 }
825
826
827 /* key is the field name, value is what it should be set
828 * to. We've already done the work to null terminate key,
829 * and strip off any leading spaces for both of these.
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 }
851 /* There are lots of maps that have empty messages (eg, msg/endmsg
852 * with nothing between). There is no reason in those cases to
853 * keep the empty message. Also, msgbuf contains garbage data
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 }
868 if (maplorepos != 0)
869 m->maplore = strdup_local(maplorebuf);
870 }
871 else if (!strcmp(key,"end")) {
872 break;
873 }
874 else if (value == NULL) {
875 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876 }
877 else if (!strcmp(key, "arch")) {
878 /* This is an oddity, but not something we care about much. */
879 if (strcmp(value,"map\n"))
880 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881 }
882 else if (!strcmp(key,"name")) {
883 *end=0;
884 m->name = strdup_local(value);
885 }
886 /* first strcmp value on these are old names supported
887 * for compatibility reasons. The new values (second) are
888 * what really should be used.
889 */
890 else if (!strcmp(key,"oid")) {
891 fp.get (m, atoi(value));
892 } else if (!strcmp(key, "attach")) {
893 m->attach = add_string (value);
894 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 m->enter_x = atoi(value);
896 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897 m->enter_y = atoi(value);
898 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899 m->width = atoi(value);
900 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901 m->height = atoi(value);
902 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903 m->reset_timeout = atoi(value);
904 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905 m->timeout = atoi(value);
906 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907 m->difficulty = atoi(value);
908 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909 m->darkness = atoi(value);
910 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911 m->fixed_resettime = atoi(value);
912 } else if (!strcmp(key,"unique")) {
913 m->unique = atoi(value);
914 } else if (!strcmp(key,"template")) {
915 m->templatemap = atoi(value);
916 } else if (!strcmp(key,"region")) {
917 m->region = get_region_by_name(value);
918 } else if (!strcmp(key,"shopitems")) {
919 *end=0;
920 m->shopitems = parse_shop_string(value);
921 } else if (!strcmp(key,"shopgreed")) {
922 m->shopgreed = atof(value);
923 } else if (!strcmp(key,"shopmin")) {
924 m->shopmin = atol(value);
925 } else if (!strcmp(key,"shopmax")) {
926 m->shopmax = atol(value);
927 } else if (!strcmp(key,"shoprace")) {
928 *end=0;
929 m->shoprace = strdup_local(value);
930 } else if (!strcmp(key,"outdoor")) {
931 m->outdoor = atoi(value);
932 } else if (!strcmp(key, "temp")) {
933 m->temp = atoi(value);
934 } else if (!strcmp(key, "pressure")) {
935 m->pressure = atoi(value);
936 } else if (!strcmp(key, "humid")) {
937 m->humid = atoi(value);
938 } else if (!strcmp(key, "windspeed")) {
939 m->windspeed = atoi(value);
940 } else if (!strcmp(key, "winddir")) {
941 m->winddir = atoi(value);
942 } else if (!strcmp(key, "sky")) {
943 m->sky = atoi(value);
944 } else if (!strcmp(key, "nosmooth")) {
945 m->nosmooth = atoi(value);
946 }
947 else if (!strncmp(key,"tile_path_", 10)) {
948 int tile=atoi(key+10);
949
950 if (tile<1 || tile>4) {
951 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952 tile, m->path);
953 } else {
954 char *path;
955
956 *end = 0;
957
958 if (m->tile_path[tile-1]) {
959 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960 tile, m->path);
961 free(m->tile_path[tile-1]);
962 m->tile_path[tile-1] = NULL;
963 }
964
965 if (check_path(value, 1) != -1) {
966 /* The unadorned path works. */
967 path = value;
968 } else {
969 /* Try again; it could be a relative exit. */
970
971 path = path_combine_and_normalize(m->path, value);
972
973 if (check_path(path, 1) == -1) {
974 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975 path = NULL;
976 }
977 }
978
979 if (editor) {
980 /* Use the value as in the file. */
981 m->tile_path[tile-1] = strdup_local(value);
982 } else if (path != NULL) {
983 /* Use the normalized value. */
984 m->tile_path[tile-1] = strdup_local(path);
985 }
986 } /* end if tile direction (in)valid */
987 }
988 else {
989 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990 }
991 }
992 if (!key || strcmp(key,"end")) {
993 LOG(llevError,"Got premature eof on map header!\n");
994 return 1;
995 }
996 return 0;
997}
998
999/*
1000 * Opens the file "filename" and reads information about the map
1001 * from the given file, and stores it in a newly allocated
1002 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003 * flags correspond to those in map.h. Main ones used are
1004 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005 * MAP_BLOCK, in which case we block on this load. This happens in all
1006 * cases, no matter if this flag is set or not.
1007 * MAP_STYLE: style map - don't add active objects, don't add to server
1008 * managed map list.
1009 */
1010
1011mapstruct *load_original_map(const char *filename, int flags) {
1012 mapstruct *m;
1013 char pathname[MAX_BUF];
1014 817 }
1015 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
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 818
819 abort ();
820}
821
822bool
823maptile::_load_header (const char *path)
824{
1023 object_thawer thawer (pathname); 825 object_thawer thawer (path);
1024 826
1025 if (!thawer) 827 if (!thawer)
1026 return 0;
1027
1028 m = get_linked_map();
1029
1030 strcpy (m->path, filename);
1031 if (load_map_header(thawer, m)) {
1032 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1033 filename, flags);
1034 delete_map(m);
1035 return NULL;
1036 }
1037
1038 allocate_map(m);
1039
1040 m->in_memory=MAP_LOADING;
1041 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1042
1043 m->in_memory=MAP_IN_MEMORY;
1044 if (!MAP_DIFFICULTY(m))
1045 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1046 set_map_reset_time(m);
1047 m->instantiate ();
1048 return (m);
1049}
1050
1051/*
1052 * Loads a map, which has been loaded earlier, from file.
1053 * Return the map object we load into (this can change from the passed
1054 * option if we can't find the original map)
1055 */
1056
1057static mapstruct *load_temporary_map(mapstruct *m) {
1058 int comp;
1059 char buf[MAX_BUF];
1060
1061 if (!m->tmpname) {
1062 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063 strcpy(buf, m->path);
1064 delete_map(m);
1065 m = load_original_map(buf, 0);
1066 if(m==NULL) return NULL;
1067 fix_auto_apply(m); /* Chests which open as default */
1068 return m;
1069 }
1070
1071 object_thawer thawer (m->tmpname);
1072
1073 if (!thawer)
1074 {
1075 strcpy (buf, m->path);
1076 delete_map (m);
1077 m = load_original_map (buf, 0);
1078 if (!m) return NULL;
1079 fix_auto_apply (m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if (load_map_header(thawer, m)) {
1084 LOG(llevError,"Error loading map header for %s (%s)\n",
1085 m->path, m->tmpname);
1086 delete_map(m);
1087 m = load_original_map(m->path, 0);
1088 return NULL;
1089 }
1090 allocate_map(m);
1091
1092 m->in_memory=MAP_LOADING;
1093 load_objects (m, thawer, 0);
1094
1095 m->in_memory=MAP_IN_MEMORY;
1096 INVOKE_MAP (SWAPIN, m);
1097 return m; 828 return false;
1098}
1099 829
1100/* 830 return _load_header (thawer);
1101 * Loads a map, which has been loaded earlier, from file.
1102 * Return the map object we load into (this can change from the passed
1103 * option if we can't find the original map)
1104 */
1105
1106mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107 char pathname[MAX_BUF];
1108
1109 strcpy(pathname, create_overlay_pathname(filename));
1110
1111 object_thawer thawer (pathname);
1112
1113 if (!thawer)
1114 return m;
1115
1116 if (load_map_header(thawer, m)) {
1117 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118 m->path, pathname);
1119 delete_map(m);
1120 m = load_original_map(m->path, 0);
1121 return NULL;
1122 }
1123 /*allocate_map(m);*/
1124
1125 m->in_memory=MAP_LOADING;
1126 load_objects (m, thawer, MAP_OVERLAY);
1127
1128 m->in_memory=MAP_IN_MEMORY;
1129 return m;
1130} 831}
1131 832
1132/****************************************************************************** 833/******************************************************************************
1133 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1134 *****************************************************************************/ 835 *****************************************************************************/
1135 836
1136/* This goes through map 'm' and removed any unique items on the map. */ 837/* This goes through the maptile and removed any unique items on the map. */
1137static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1138{ 840{
1139 int i,j,unique; 841 for (int i = 0; i < size (); ++i)
1140 object *op, *next; 842 {
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 843 int unique = 0;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 844 for (object *op = spaces [i].bot; op; )
1146 next = op->above; 845 {
846 object *above = op->above;
847
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1148 unique=1; 849 unique = 1;
850
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1150 clean_object(op);
1151 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1152 remove_button_link(op);
1153 remove_ob(op);
1154 free_object(op);
1155 } 852 {
853 op->destroy_inv (false);
854 op->destroy ();
1156 } 855 }
856
857 op = above;
1157 } 858 }
1158}
1159
1160
1161/*
1162 * Loads unique objects from file(s) into the map which is in memory
1163 * m is the map to load unique items into.
1164 */
1165static void load_unique_objects(mapstruct *m) {
1166 int count;
1167 char firstname[MAX_BUF];
1168
1169 for (count=0; count<10; count++) {
1170 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171 if (!access(firstname, R_OK)) break;
1172 }
1173 /* If we get here, we did not find any map */
1174 if (count==10) return;
1175
1176 object_thawer thawer (firstname);
1177
1178 if (!thawer)
1179 return;
1180
1181 m->in_memory=MAP_LOADING;
1182 if (m->tmpname == NULL) /* if we have loaded unique items from */
1183 delete_unique_items(m); /* original map before, don't duplicate them */
1184 load_object(thawer, NULL, LO_NOREAD,0);
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], buf_s[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 { 859 }
1208 LOG (llevError, "Tried to save map without path.\n"); 860}
1209 return -1; 861
862bool
863maptile::_save_header (object_freezer &freezer)
864{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867
868 MAP_OUT2 (arch, "map");
869
870 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time);
872 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty);
876
877 if (region) MAP_OUT2 (region, region->name);
878
879 if (shopitems)
1210 } 880 {
1211 881 char shop[MAX_BUF];
1212 if (flag || (m->unique) || (m->templatemap)) 882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
1213 { 884 }
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 885
1224 make_path_to_file (filename); 886 MAP_OUT (shopgreed);
1225 } 887 MAP_OUT (shopmin);
1226 else 888 MAP_OUT (shopmax);
1227 { 889 if (shoprace) MAP_OUT (shoprace);
1228 if (!m->tmpname) 890 MAP_OUT (darkness);
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL); 891 MAP_OUT (width);
892 MAP_OUT (height);
893 MAP_OUT (enter_x);
894 MAP_OUT (enter_y);
1230 895
1231 strcpy (filename, m->tmpname); 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1232 } 897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1233 898
1234 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 899 MAP_OUT (outdoor);
1235 m->in_memory = MAP_SAVING; 900 MAP_OUT (temp);
901 MAP_OUT (pressure);
902 MAP_OUT (humid);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
1236 906
907 MAP_OUT (per_player);
908 MAP_OUT (per_party);
909
910 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914
915 freezer.put (this);
916 freezer.put (KW_end);
917
918 return true;
919}
920
921bool
922maptile::_save_header (const char *path)
923{
1237 object_freezer freezer; 924 object_freezer freezer;
1238 925
1239 /* legacy */ 926 if (!_save_header (freezer))
1240 fprintf (freezer, "arch map\n"); 927 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 928
1311 /* Save any tiling information, except on overlays */ 929 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} 930}
1368 931
1369/* 932/*
1370 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1371 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1372 940
1373void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1374 int i,j; 942 while (object *op = ms->bot)
1375 object *op; 943 {
1376 944 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; 945 op = op->head;
1388 946
1389 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1390 * free objects in op's inventory. So let it do the job. 948 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 } 949 }
1398#ifdef MANY_CORES 950
1399 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 951 sfree (spaces, size ()), spaces = 0;
1400 * an item on that map was not saved - look for that condition and die as appropriate - 952
1401 * this leaves more of the map data intact for better debugging. 953 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0;
955}
956
957void
958maptile::clear_header ()
959{
960 name = 0;
961 msg = 0;
962 maplore = 0;
963 shoprace = 0;
964 delete [] shopitems, shopitems = 0;
965
966 for (int i = 0; i < 4; i++)
967 tile_path [i] = 0;
968}
969
970maptile::~maptile ()
971{
972 assert (destroyed ());
973}
974
975void
976maptile::clear_links_to (maptile *m)
977{
978 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those.
1402 */ 982 */
1403 for (op=objects; op!=NULL; op=op->next) { 983 for (int i = 0; i < 4; i++)
1404 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 984 if (tile_map[i] == m)
1405 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 985 tile_map[i] = 0;
1406 abort(); 986}
1407 } 987
1408 } 988void
1409#endif 989maptile::do_destroy ()
990{
991 attachable::do_destroy ();
992
993 clear ();
1410} 994}
1411 995
1412/* 996/*
1413 * Frees everything allocated by the given mapstructure. 997 * Updates every button on the map (by calling update_button() for them).
1414 * don't free tmpname - our caller is left to do that
1415 */ 998 */
1416 999void
1417void free_map(mapstruct *m,int flag) { 1000maptile::update_buttons ()
1418 int i; 1001{
1419 1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1420 if (!m->in_memory) { 1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1421 LOG(llevError,"Trying to free freed map.\n"); 1004 {
1422 return; 1005 if (!ol->ob)
1423 }
1424 if (flag && m->spaces) free_all_objects(m);
1425 if (m->name) FREE_AND_CLEAR(m->name);
1426 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1427 if (m->msg) FREE_AND_CLEAR(m->msg);
1428 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1429 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1430 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1431 if (m->buttons)
1432 free_objectlinkpt(m->buttons);
1433 m->buttons = NULL;
1434 for (i=0; i<4; i++) {
1435 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1436 m->tile_map[i] = NULL;
1437 }
1438 m->in_memory = MAP_SWAPPED;
1439}
1440
1441/*
1442 * function: vanish mapstruct
1443 * m : pointer to mapstruct, if NULL no action
1444 * this deletes all the data on the map (freeing pointers)
1445 * and then removes this map from the global linked list of maps.
1446 */
1447
1448void delete_map(mapstruct *m) {
1449 mapstruct *tmp, *last;
1450 int i;
1451
1452 if (!m)
1453 return;
1454
1455 m->clear ();
1456
1457 if (m->in_memory == MAP_IN_MEMORY) {
1458 /* change to MAP_SAVING, even though we are not,
1459 * so that remove_ob doesn't do as much work.
1460 */ 1006 {
1461 m->in_memory = MAP_SAVING; 1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1462 free_map (m, 1); 1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1463 } 1009 continue;
1464 /* move this out of free_map, since tmpname can still be needed if
1465 * the map is swapped out.
1466 */
1467 if (m->tmpname) {
1468 free(m->tmpname);
1469 m->tmpname=NULL;
1470 }
1471 last = NULL;
1472 /* We need to look through all the maps and see if any maps
1473 * are pointing at this one for tiling information. Since
1474 * tiling can be assymetric, we just can not look to see which
1475 * maps this map tiles with and clears those.
1476 */
1477 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1478 if (tmp->next == m) last = tmp;
1479
1480 /* This should hopefully get unrolled on a decent compiler */
1481 for (i=0; i<4; i++)
1482 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1483 }
1484
1485 /* If last is null, then this should be the first map in the list */
1486 if (!last) {
1487 if (m == first_map)
1488 first_map = m->next;
1489 else
1490 /* m->path is a static char, so should hopefully still have
1491 * some useful data in it.
1492 */
1493 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1494 m->path);
1495 }
1496 else
1497 last->next = m->next;
1498
1499 free (m);
1500}
1501
1502
1503
1504/*
1505 * Makes sure the given map is loaded and swapped in.
1506 * name is path name of the map.
1507 * flags meaning:
1508 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1509 * and don't do unique items or the like.
1510 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1511 * dont do any more name translation on it.
1512 *
1513 * Returns a pointer to the given map.
1514 */
1515
1516mapstruct *ready_map_name(const char *name, int flags) {
1517 mapstruct *m;
1518
1519 if (!name)
1520 return (NULL);
1521
1522 /* Have we been at this level before? */
1523 m = has_been_loaded (name);
1524
1525 /* Map is good to go, so just return it */
1526 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1527 return m;
1528 }
1529
1530 /* unique maps always get loaded from their original location, and never
1531 * a temp location. Likewise, if map_flush is set, or we have never loaded
1532 * this map, load it now. I removed the reset checking from here -
1533 * it seems the probability of a player trying to enter a map that should
1534 * reset but hasn't yet is quite low, and removing that makes this function
1535 * a bit cleaner (and players probably shouldn't rely on exact timing for
1536 * resets in any case - if they really care, they should use the 'maps command.
1537 */
1538 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1539
1540 /* first visit or time to reset */
1541 if (m) {
1542 clean_tmp_map(m); /* Doesn't make much difference */
1543 delete_map(m);
1544 } 1010 }
1545 1011
1546 /* create and load a map */ 1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1547 if (flags & MAP_PLAYER_UNIQUE)
1548 LOG(llevDebug, "Trying to load map %s.\n", name);
1549 else
1550 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1551
1552 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1553 return (NULL);
1554
1555 fix_auto_apply(m); /* Chests which open as default */
1556
1557 /* If a player unique map, no extra unique object file to load.
1558 * if from the editor, likewise.
1559 */ 1013 {
1560 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1014 update_button (ol->ob);
1561 load_unique_objects(m); 1015 break;
1562
1563 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1564 m=load_overlay_map(name, m);
1565 if (m==NULL)
1566 return NULL;
1567 } 1016 }
1568
1569 if (flags & MAP_PLAYER_UNIQUE)
1570 INVOKE_MAP (SWAPIN, m);
1571
1572 } else {
1573 /* If in this loop, we found a temporary map, so load it up. */
1574
1575 m=load_temporary_map (m);
1576 if(m==NULL) return NULL;
1577 load_unique_objects(m);
1578
1579 clean_tmp_map(m);
1580 m->in_memory = MAP_IN_MEMORY;
1581 /* tempnam() on sun systems (probably others) uses malloc
1582 * to allocated space for the string. Free it here.
1583 * In some cases, load_temporary_map above won't find the
1584 * temporary map, and so has reloaded a new map. If that
1585 * is the case, tmpname is now null
1586 */
1587 if (m->tmpname) free(m->tmpname);
1588 m->tmpname = NULL;
1589 /* It's going to be saved anew anyway */
1590 } 1017 }
1591
1592 /* Below here is stuff common to both first time loaded maps and
1593 * temp maps.
1594 */
1595
1596 decay_objects(m); /* start the decay */
1597 /* In case other objects press some buttons down */
1598 update_buttons(m);
1599 if (m->outdoor)
1600 set_darkness_map(m);
1601 /* run the weather over this map */
1602 weather_effect(name);
1603 return m;
1604} 1018}
1605
1606 1019
1607/* 1020/*
1608 * This routine is supposed to find out the difficulty of the map. 1021 * This routine is supposed to find out the difficulty of the map.
1609 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1610 * but does have a lot to do with treasure on the map. 1023 * but does have a lot to do with treasure on the map.
1612 * Difficulty can now be set by the map creature. If the value stored 1025 * Difficulty can now be set by the map creature. If the value stored
1613 * in the map is zero, then use this routine. Maps should really 1026 * in the map is zero, then use this routine. Maps should really
1614 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1615 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1616 */ 1029 */
1617 1030int
1618int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1619 object *op; 1032{
1620 archetype *at;
1621 int x, y, i, diff;
1622 long monster_cnt = 0; 1033 long monster_cnt = 0;
1623 double avgexp = 0; 1034 double avgexp = 0;
1624 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1625 1036
1626 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1627 { 1038 for (object *op = ms->bot; op; op = op->above)
1628 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1629 return MAP_DIFFICULTY (m);
1630 }
1631
1632 for(x = 0; x < MAP_WIDTH(m); x++)
1633 for(y = 0; y < MAP_HEIGHT(m); y++)
1634 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1635 { 1039 {
1636 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1637 { 1041 {
1638 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1639 monster_cnt++; 1043 monster_cnt++;
1640 } 1044 }
1641 1045
1642 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1643 { 1047 {
1644 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1645 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1646
1647 if(at != NULL)
1648 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1649 1052
1650 monster_cnt++; 1053 monster_cnt++;
1651 } 1054 }
1652 } 1055 }
1653 1056
1654 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1655 1058
1656 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1657 {
1658 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1060 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1659 {
1660 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1661 return i; 1061 return i;
1662 }
1663 }
1664 1062
1665 return 1; 1063 return 1;
1666}
1667
1668void clean_tmp_map(mapstruct *m) {
1669 if(m->tmpname == NULL)
1670 return;
1671 INVOKE_MAP (CLEAN, m);
1672 (void) unlink(m->tmpname);
1673}
1674
1675void free_all_maps(void)
1676{
1677 int real_maps=0;
1678
1679 while (first_map) {
1680 /* I think some of the callers above before it gets here set this to be
1681 * saving, but we still want to free this data
1682 */
1683 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1684 delete_map(first_map);
1685 real_maps++;
1686 }
1687 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1688} 1064}
1689 1065
1690/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1691 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1692 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1693 * Move this from los.c to map.c since this is more related 1069 * Move this from los.c to map.c since this is more related
1694 * to maps than los. 1070 * to maps than los.
1695 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1696 */ 1072 */
1697 1073int
1698int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1699 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1700 1077
1701 /* Nothing to do */ 1078 /* Nothing to do */
1702 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1703 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1704 return 0; 1080 return 0;
1705 }
1706 1081
1707 /* inform all players on the map */ 1082 /* inform all players on the map */
1708 if (change>0) 1083 if (change > 0)
1709 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1710 else 1085 else
1711 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1712 1087
1713 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1714 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1715 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1716 * is not +/-1 1091 * is not +/-1
1717 */ 1092 */
1718 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1719 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1720 else m->darkness=new_level; 1098 darkness = new_level;
1721 1099
1722 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1723 update_all_map_los(m); 1101 update_all_map_los (this);
1724 return 1; 1102 return 1;
1725} 1103}
1726
1727 1104
1728/* 1105/*
1729 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1730 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1731 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1732 * through, etc) 1109 * through, etc)
1733 */ 1110 */
1734void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1735 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1736 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1737 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1738 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1739 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1740 1119
1741 oldflags = GET_MAP_FLAGS(m,x,y);
1742 if (!(oldflags & P_NEED_UPDATE)) {
1743 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1744 m->path, x, y);
1745 return;
1746 }
1747
1748 middle=blank_face; 1120 middle = blank_face;
1749 top=blank_face; 1121 top = blank_face;
1750 floor=blank_face; 1122 floor = blank_face;
1751 1123
1752 middle_obj = NULL; 1124 middle_obj = 0;
1753 top_obj = NULL; 1125 top_obj = 0;
1754 floor_obj = NULL; 1126 floor_obj = 0;
1755 1127
1756 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1757 1129 {
1758 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1759 * one). But if so, it shouldn't be a simple additive - 2 1131 * one). But if so, it shouldn't be a simple additive - 2
1760 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1761 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1762 */ 1134 */
1763 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1764 1137
1765 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1766 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1767 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1768 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1769 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1770 * 1143 *
1771 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1772 */ 1145 */
1773 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1774 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1775 top = tmp->face; 1150 top = tmp->face;
1776 top_obj = tmp; 1151 top_obj = tmp;
1777 } 1152 }
1778 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1779 /* If we got a floor, that means middle and top were below it, 1155 /* If we got a floor, that means middle and top were below it,
1780 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1781 */ 1157 */
1782 middle=blank_face; 1158 middle = blank_face;
1783 top=blank_face; 1159 top = blank_face;
1784 floor = tmp->face; 1160 floor = tmp->face;
1785 floor_obj = tmp; 1161 floor_obj = tmp;
1786 } 1162 }
1787 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1788 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 {
1789 middle = tmp->face; 1166 middle = tmp->face;
1790 1167
1791 middle_obj = tmp; 1168 middle_obj = tmp;
1792 anywhere =1; 1169 anywhere = 1;
1793 } 1170 }
1794 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1795 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1796 * top 1173 * top
1797 */ 1174 */
1798 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1799 middle = tmp->face; 1177 middle = tmp->face;
1800 middle_obj = tmp; 1178 middle_obj = tmp;
1801 } 1179 }
1802 } 1180 }
1181
1803 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1804 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1805 exit (-1); 1185 exit (-1);
1806 } 1186 }
1807 1187
1808 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1809 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1810 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1811 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1812 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1813 1193
1814 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1815 flags |= P_IS_ALIVE;
1816 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1817 flags |= P_NO_MAGIC;
1818 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1819 flags |= P_NO_CLERIC;
1820 if (tmp->type == SAFE_GROUND)
1821 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1822
1823 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1824 flags |= P_BLOCKSVIEW; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1825 } /* for stack of objects */ 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1826 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1827 /* we don't want to rely on this function to have accurate flags, but 1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1828 * since we're already doing the work, we calculate them here. 1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1829 * if they don't match, logic is broken someplace.
1830 */
1831 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1832 (!(oldflags & P_NO_ERROR))) {
1833 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1834 m->path, x, y,
1835 (oldflags & ~P_NEED_UPDATE), flags);
1836 } 1200 }
1837 SET_MAP_FLAGS(m, x, y, flags);
1838 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1839 SET_MAP_MOVE_ON(m, x, y, move_on);
1840 SET_MAP_MOVE_OFF(m, x, y, move_off);
1841 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1842 1201
1202 this->light = light;
1203 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on;
1206 this->move_off = move_off;
1207 this->move_slow = move_slow;
1208
1843 /* At this point, we have a floor face (if there is a floor), 1209 /* At this point, we have a floor face (if there is a floor),
1844 * and the floor is set - we are not going to touch it at 1210 * and the floor is set - we are not going to touch it at
1845 * this point. 1211 * this point.
1846 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1847 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1848 * 1214 *
1849 * We now need to fill in top.face and/or middle.face. 1215 * We now need to fill in top.face and/or middle.face.
1850 */ 1216 */
1851 1217
1852 /* If the top face also happens to be high visibility, re-do our 1218 /* If the top face also happens to be high visibility, re-do our
1853 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1854 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1855 * may be possible for the faces to match but be different objects. 1221 * may be possible for the faces to match but be different objects.
1856 */ 1222 */
1857 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1858 1225
1859 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1860 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1861 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1862 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1863 */ 1230 */
1864 1231
1865 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1866 /* Once we get to a floor, stop, since we already have a floor object */ 1234 /* Once we get to a floor, stop, since we already have a floor object */
1867 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1868 1237
1869 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1870 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1871 1241
1872 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces */
1873 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible)
1244 {
1874 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1875 if (top == blank_face) { 1246 if (top == blank_face)
1247 {
1876 top = tmp->face; 1248 top = tmp->face;
1877 top_obj = tmp; 1249 top_obj = tmp;
1250 if (top == middle)
1878 if (top == middle) middle=blank_face; 1251 middle = blank_face;
1252 }
1879 } else { 1253 else
1254 {
1880 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1881 * middle is not set 1256 * middle is not set
1882 * 1257 *
1883 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1884 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1885 * 1260 *
1886 */ 1261 */
1887 if (tmp->face != top ) { 1262 if (tmp->face != top)
1263 {
1888 middle = tmp->face; 1264 middle = tmp->face;
1889 middle_obj = tmp; 1265 middle_obj = tmp;
1890 break; 1266 break;
1891 } 1267 }
1892 } 1268 }
1893 } 1269 }
1894 } 1270 }
1895 if (middle == floor) middle = blank_face; 1271
1896 if (top == middle) middle = blank_face; 1272 if (middle == floor)
1897 SET_MAP_FACE(m,x,y,top,0);
1898 if(top != blank_face)
1899 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1900 else
1901 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1902 SET_MAP_FACE(m,x,y,middle,1);
1903 if(middle != blank_face) 1273 middle = blank_face;
1904 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1905 else
1906 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1907 SET_MAP_FACE(m,x,y,floor,2);
1908 if(floor != blank_face)
1909 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1910 else
1911 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1912 SET_MAP_LIGHT(m,x,y,light);
1913}
1914 1274
1275 if (top == middle)
1276 middle = blank_face;
1915 1277
1916void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1917 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1918 1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1919 timeout = MAP_RESET_TIMEOUT(map);
1920 if (timeout <= 0)
1921 timeout = MAP_DEFAULTRESET;
1922 if (timeout >= MAP_MAXRESET)
1923 timeout = MAP_MAXRESET;
1924 MAP_WHEN_RESET(map) = seconds()+timeout;
1925} 1281}
1926 1282
1927/* this updates the orig_map->tile_map[tile_num] value after loading 1283/* this updates the orig_map->tile_map[tile_num] value after finding
1928 * the map. It also takes care of linking back the freshly loaded 1284 * the map. It also takes care of linking back the freshly found
1929 * maps tile_map values if it tiles back to this one. It returns 1285 * maps tile_map values if it tiles back to this one. It returns
1930 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num].
1931 * so that it is easier for calling functions to verify success.
1932 */ 1287 */
1933 1288static inline maptile *
1934static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1289find_and_link (maptile *orig_map, int tile_num)
1935{ 1290{
1291 maptile *mp = orig_map->tile_map [tile_num];
1292
1293 if (!mp)
1294 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296
1297 if (!mp)
1298 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 }
1307
1936 int dest_tile = (tile_num +2) % 4; 1308 int dest_tile = (tile_num + 2) % 4;
1937 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1938 1309
1939 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1310 orig_map->tile_map [tile_num] = mp;
1940 1311
1941 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1312 // optimisation: back-link map to origin map if euclidean
1942 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1313 //TODO: non-euclidean maps MUST GO
1943 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1944 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1945 1316
1946 return orig_map->tile_map[tile_num]; 1317 return mp;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1947} 1324}
1948 1325
1949/* this returns TRUE if the coordinates (x,y) are out of 1326/* this returns TRUE if the coordinates (x,y) are out of
1950 * map m. This function also takes into account any 1327 * map m. This function also takes into account any
1951 * tiling considerations, loading adjacant maps as needed. 1328 * tiling considerations, loading adjacant maps as needed.
1952 * This is the function should always be used when it 1329 * This is the function should always be used when it
1953 * necessary to check for valid coordinates. 1330 * necessary to check for valid coordinates.
1954 * This function will recursively call itself for the 1331 * This function will recursively call itself for the
1955 * tiled maps. 1332 * tiled maps.
1956 * 1333 */
1957 * 1334int
1958 */
1959int out_of_map(mapstruct *m, int x, int y) 1335out_of_map (maptile *m, int x, int y)
1960{ 1336{
1961
1962 /* If we get passed a null map, this is obviously the 1337 /* If we get passed a null map, this is obviously the
1963 * case. This generally shouldn't happen, but if the 1338 * case. This generally shouldn't happen, but if the
1964 * map loads fail below, it could happen. 1339 * map loads fail below, it could happen.
1965 */ 1340 */
1966 if (!m) return 0; 1341 if (!m)
1967
1968 if (x<0) {
1969 if (!m->tile_path[3]) return 1;
1970 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1971 load_and_link_tiled_map(m, 3);
1972 }
1973 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1974 }
1975 if (x>=MAP_WIDTH(m)) {
1976 if (!m->tile_path[1]) return 1;
1977 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1978 load_and_link_tiled_map(m, 1);
1979 }
1980 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1981 }
1982 if (y<0) {
1983 if (!m->tile_path[0]) return 1;
1984 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1985 load_and_link_tiled_map(m, 0);
1986 }
1987 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1988 }
1989 if (y>=MAP_HEIGHT(m)) {
1990 if (!m->tile_path[2]) return 1;
1991 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1992 load_and_link_tiled_map(m, 2);
1993 }
1994 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1995 }
1996
1997 /* Simple case - coordinates are within this local
1998 * map.
1999 */
2000 return 0; 1342 return 0;
1343
1344 if (x < 0)
1345 {
1346 if (!m->tile_path[3])
1347 return 1;
1348
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 }
1354
1355 if (x >= m->width)
1356 {
1357 if (!m->tile_path[1])
1358 return 1;
1359
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y);
1364 }
1365
1366 if (y < 0)
1367 {
1368 if (!m->tile_path[0])
1369 return 1;
1370
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 }
1376
1377 if (y >= m->height)
1378 {
1379 if (!m->tile_path[2])
1380 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384
1385 return out_of_map (m->tile_map[2], x, y - m->height);
1386 }
1387
1388 /* Simple case - coordinates are within this local
1389 * map.
1390 */
1391 return 0;
2001} 1392}
2002 1393
2003/* This is basically the same as out_of_map above, but 1394/* This is basically the same as out_of_map above, but
2004 * instead we return NULL if no map is valid (coordinates 1395 * instead we return NULL if no map is valid (coordinates
2005 * out of bounds and no tiled map), otherwise it returns 1396 * out of bounds and no tiled map), otherwise it returns
2006 * the map as that the coordinates are really on, and 1397 * the map as that the coordinates are really on, and
2007 * updates x and y to be the localized coordinates. 1398 * updates x and y to be the localised coordinates.
2008 * Using this is more efficient of calling out_of_map 1399 * Using this is more efficient of calling out_of_map
2009 * and then figuring out what the real map is 1400 * and then figuring out what the real map is
2010 */ 1401 */
2011mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1402maptile *
1403maptile::xy_find (sint16 &x, sint16 &y)
2012{ 1404{
2013 1405 if (x < 0)
2014 if (*x<0) {
2015 if (!m->tile_path[3]) return NULL;
2016 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2017 load_and_link_tiled_map(m, 3);
2018
2019 *x += MAP_WIDTH(m->tile_map[3]);
2020 return (get_map_from_coord(m->tile_map[3], x, y));
2021 } 1406 {
2022 if (*x>=MAP_WIDTH(m)) { 1407 if (!tile_path[3])
2023 if (!m->tile_path[1]) return NULL; 1408 return 0;
2024 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2025 load_and_link_tiled_map(m, 1);
2026 1409
2027 *x -= MAP_WIDTH(m); 1410 find_and_link (this, 3);
2028 return (get_map_from_coord(m->tile_map[1], x, y)); 1411 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y);
1413 }
1414
1415 if (x >= width)
2029 } 1416 {
2030 if (*y<0) { 1417 if (!tile_path[1])
2031 if (!m->tile_path[0]) return NULL; 1418 return 0;
2032 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2033 load_and_link_tiled_map(m, 0);
2034 1419
2035 *y += MAP_HEIGHT(m->tile_map[0]); 1420 find_and_link (this, 1);
2036 return (get_map_from_coord(m->tile_map[0], x, y)); 1421 x -= width;
1422 return tile_map[1]->xy_find (x, y);
1423 }
1424
1425 if (y < 0)
2037 } 1426 {
2038 if (*y>=MAP_HEIGHT(m)) { 1427 if (!tile_path[0])
2039 if (!m->tile_path[2]) return NULL; 1428 return 0;
2040 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map(m, 2);
2042 1429
2043 *y -= MAP_HEIGHT(m); 1430 find_and_link (this, 0);
2044 return (get_map_from_coord(m->tile_map[2], x, y)); 1431 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y);
1433 }
1434
1435 if (y >= height)
2045 } 1436 {
1437 if (!tile_path[2])
1438 return 0;
2046 1439
1440 find_and_link (this, 2);
1441 y -= height;
1442 return tile_map[2]->xy_find (x, y);
1443 }
1444
2047 /* Simple case - coordinates are within this local 1445 /* Simple case - coordinates are within this local
2048 * map. 1446 * map.
2049 */ 1447 */
2050 1448 return this;
2051 return m;
2052} 1449}
2053 1450
2054/** 1451/**
2055 * Return whether map2 is adjacent to map1. If so, store the distance from 1452 * Return whether map2 is adjacent to map1. If so, store the distance from
2056 * map1 to map2 in dx/dy. 1453 * map1 to map2 in dx/dy.
2057 */ 1454 */
1455static int
2058static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{
2059 if (!map1 || !map2) 1458 if (!map1 || !map2)
2060 return 0; 1459 return 0;
2061 1460
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!)
2062 if (map1 == map2) { 1463 if (map1 == map2)
1464 {
2063 *dx = 0; 1465 *dx = 0;
2064 *dy = 0; 1466 *dy = 0;
2065 1467 }
2066 } else if (map1->tile_map[0] == map2) { /* up */ 1468 else if (map1->tile_map[0] == map2)
1469 { /* up */
2067 *dx = 0; 1470 *dx = 0;
2068 *dy = -MAP_HEIGHT(map2); 1471 *dy = -map2->height;
1472 }
2069 } else if (map1->tile_map[1] == map2) { /* right */ 1473 else if (map1->tile_map[1] == map2)
2070 *dx = MAP_WIDTH(map1); 1474 { /* right */
1475 *dx = map1->width;
2071 *dy = 0; 1476 *dy = 0;
1477 }
2072 } else if (map1->tile_map[2] == map2) { /* down */ 1478 else if (map1->tile_map[2] == map2)
1479 { /* down */
2073 *dx = 0; 1480 *dx = 0;
2074 *dy = MAP_HEIGHT(map1); 1481 *dy = map1->height;
1482 }
2075 } else if (map1->tile_map[3] == map2) { /* left */ 1483 else if (map1->tile_map[3] == map2)
2076 *dx = -MAP_WIDTH(map2); 1484 { /* left */
1485 *dx = -map2->width;
2077 *dy = 0; 1486 *dy = 0;
2078 1487 }
2079 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1488 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1489 { /* up right */
2080 *dx = MAP_WIDTH(map1->tile_map[0]); 1490 *dx = map1->tile_map[0]->width;
2081 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dy = -map1->tile_map[0]->height;
1492 }
2082 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1493 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2083 *dx = -MAP_WIDTH(map2); 1494 { /* up left */
2084 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1495 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height;
1497 }
2085 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1498 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2086 *dx = MAP_WIDTH(map1); 1499 { /* right up */
2087 *dy = -MAP_HEIGHT(map2); 1500 *dx = map1->width;
1501 *dy = -map2->height;
1502 }
2088 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1503 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2089 *dx = MAP_WIDTH(map1); 1504 { /* right down */
2090 *dy = MAP_HEIGHT(map1->tile_map[1]); 1505 *dx = map1->width;
1506 *dy = map1->tile_map[1]->height;
1507 }
2091 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1508 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1509 { /* down right */
2092 *dx = MAP_WIDTH(map1->tile_map[2]); 1510 *dx = map1->tile_map[2]->width;
2093 *dy = MAP_HEIGHT(map1); 1511 *dy = map1->height;
1512 }
2094 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1513 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2095 *dx = -MAP_WIDTH(map2); 1514 { /* down left */
2096 *dy = MAP_HEIGHT(map1); 1515 *dx = -map2->width;
1516 *dy = map1->height;
1517 }
2097 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1518 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1519 { /* left up */
2098 *dx = -MAP_WIDTH(map1->tile_map[3]); 1520 *dx = -map1->tile_map[3]->width;
2099 *dy = -MAP_HEIGHT(map2); 1521 *dy = -map2->height;
1522 }
2100 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1523 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1524 { /* left down */
2101 *dx = -MAP_WIDTH(map1->tile_map[3]); 1525 *dx = -map1->tile_map[3]->width;
2102 *dy = MAP_HEIGHT(map1->tile_map[3]); 1526 *dy = map1->tile_map[3]->height;
2103
2104 } else { /* not "adjacent" enough */
2105 return 0;
2106 } 1527 }
2107 1528 else
2108 return 1; 1529 return 0;
1530
1531 return 1;
1532}
1533
1534maptile *
1535maptile::xy_load (sint16 &x, sint16 &y)
1536{
1537 maptile *map = xy_find (x, y);
1538
1539 if (map)
1540 map->load_sync ();
1541
1542 return map;
1543}
1544
1545maptile *
1546get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1547{
1548 return m->xy_load (*x, *y);
2109} 1549}
2110 1550
2111/* From map.c 1551/* From map.c
2112 * This is used by get_player to determine where the other 1552 * This is used by get_player to determine where the other
2113 * creature is. get_rangevector takes into account map tiling, 1553 * creature is. get_rangevector takes into account map tiling,
2126 * be unexpected 1566 * be unexpected
2127 * 1567 *
2128 * currently, the only flag supported (0x1) is don't translate for 1568 * currently, the only flag supported (0x1) is don't translate for
2129 * closest body part of 'op1' 1569 * closest body part of 'op1'
2130 */ 1570 */
2131 1571void
2132void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{
2133 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 {
2134 /* be conservative and fill in _some_ data */ 1576 /* be conservative and fill in _some_ data */
2135 retval->distance = 100000; 1577 retval->distance = 100000;
2136 retval->distance_x = 32767; 1578 retval->distance_x = 32767;
2137 retval->distance_y = 32767; 1579 retval->distance_y = 32767;
2138 retval->direction = 0; 1580 retval->direction = 0;
2139 retval->part = 0; 1581 retval->part = 0;
2140 } else { 1582 }
1583 else
1584 {
2141 object *best; 1585 object *best;
2142 1586
2143 retval->distance_x += op2->x-op1->x; 1587 retval->distance_x += op2->x - op1->x;
2144 retval->distance_y += op2->y-op1->y; 1588 retval->distance_y += op2->y - op1->y;
2145 1589
2146 best = op1; 1590 best = op1;
2147 /* If this is multipart, find the closest part now */ 1591 /* If this is multipart, find the closest part now */
2148 if (!(flags&0x1) && op1->more) { 1592 if (!(flags & 0x1) && op1->more)
1593 {
2149 object *tmp; 1594 object *tmp;
2150 int best_distance = retval->distance_x*retval->distance_x+ 1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2151 retval->distance_y*retval->distance_y, tmpi;
2152 1596
2153 /* we just take the offset of the piece to head to figure 1597 /* we just take the offset of the piece to head to figure
2154 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2155 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2156 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2157 * below works. 1601 * below works.
2158 */ 1602 */
2159 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604 {
2160 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2161 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2162 if (tmpi < best_distance) { 1607 if (tmpi < best_distance)
1608 {
2163 best_distance = tmpi; 1609 best_distance = tmpi;
2164 best = tmp; 1610 best = tmp;
2165 } 1611 }
2166 } 1612 }
1613
2167 if (best != op1) { 1614 if (best != op1)
1615 {
2168 retval->distance_x += op1->x-best->x; 1616 retval->distance_x += op1->x - best->x;
2169 retval->distance_y += op1->y-best->y; 1617 retval->distance_y += op1->y - best->y;
2170 } 1618 }
2171 } 1619 }
1620
2172 retval->part = best; 1621 retval->part = best;
2173 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1622 retval->distance = idistance (retval->distance_x, retval->distance_y);
2174 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2175 } 1624 }
2176} 1625}
2177 1626
2178/* this is basically the same as get_rangevector above, but instead of 1627/* this is basically the same as get_rangevector above, but instead of
2179 * the first parameter being an object, it instead is the map 1628 * the first parameter being an object, it instead is the map
2184 * be more consistant with the above function and also in case they are needed 1633 * be more consistant with the above function and also in case they are needed
2185 * for something in the future. Also, since no object is pasted, the best 1634 * for something in the future. Also, since no object is pasted, the best
2186 * field of the rv_vector is set to NULL. 1635 * field of the rv_vector is set to NULL.
2187 */ 1636 */
2188 1637
1638void
2189void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1639get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1640{
2190 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1641 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1642 {
2191 /* be conservative and fill in _some_ data */ 1643 /* be conservative and fill in _some_ data */
2192 retval->distance = 100000; 1644 retval->distance = 100000;
2193 retval->distance_x = 32767; 1645 retval->distance_x = 32767;
2194 retval->distance_y = 32767; 1646 retval->distance_y = 32767;
2195 retval->direction = 0; 1647 retval->direction = 0;
2196 retval->part = 0; 1648 retval->part = 0;
2197 } else { 1649 }
1650 else
1651 {
2198 retval->distance_x += op2->x-x; 1652 retval->distance_x += op2->x - x;
2199 retval->distance_y += op2->y-y; 1653 retval->distance_y += op2->y - y;
2200 1654
2201 retval->part = NULL; 1655 retval->part = NULL;
2202 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1656 retval->distance = idistance (retval->distance_x, retval->distance_y);
2203 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1657 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2204 } 1658 }
2205} 1659}
2206 1660
2207/* Returns true of op1 and op2 are effectively on the same map 1661/* Returns true of op1 and op2 are effectively on the same map
2208 * (as related to map tiling). Note that this looks for a path from 1662 * (as related to map tiling). Note that this looks for a path from
2209 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1663 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2210 * to op1, this will still return false. 1664 * to op1, this will still return false.
2211 * Note we only look one map out to keep the processing simple 1665 * Note we only look one map out to keep the processing simple
2212 * and efficient. This could probably be a macro. 1666 * and efficient. This could probably be a macro.
2213 * MSW 2001-08-05 1667 * MSW 2001-08-05
2214 */ 1668 */
1669int
2215int on_same_map(const object *op1, const object *op2) { 1670on_same_map (const object *op1, const object *op2)
1671{
2216 int dx, dy; 1672 int dx, dy;
2217 1673
2218 return adjacent_map(op1->map, op2->map, &dx, &dy); 1674 return adjacent_map (op1->map, op2->map, &dx, &dy);
2219} 1675}
1676
1677object *
1678maptile::insert (object *op, int x, int y, object *originator, int flags)
1679{
1680 if (!op->flag [FLAG_REMOVED])
1681 op->remove ();
1682
1683 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1684}
1685

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