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Comparing deliantra/server/common/map.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.62 by root, Sun Dec 31 22:23:11 2006 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62 31
63/* 32/*
64 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname 36 * it really should be called create_mapname
68 */ 37 */
69 38const char *
70const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
71 static char buf[MAX_BUF]; 41 static char buf[8192];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf); 43 return buf;
81} 44}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141 45
142/* 46/*
143 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned. 49 * is returned.
152 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
156 */ 60 */
157 61int
158int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
159{ 63{
160 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
161#ifndef WIN32 65
162 char *endbuf; 66 char *endbuf;
163 struct stat statbuf; 67 struct stat statbuf;
164 int mode = 0, i; 68 int mode = 0;
165#endif
166 69
167 if (prepend_dir) 70 if (prepend_dir)
168 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
169 else 72 else
170 strcpy(buf, name); 73 strcpy (buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174 74
175 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
178 * all the names. 78 * all the names.
179 */ 79 */
180 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
181 81
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1); 83 return -1;
192 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
193 return (-1); 85 return (-1);
194 86
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4; 89 mode |= 4;
199 90
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2; 93 mode |= 2;
204 94
205 return (mode); 95 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245} 96}
246 97
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
252 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
256 */ 107 */
108int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 110{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 111 sint16 newx = x;
265 newy = y; 112 sint16 newy = y;
113
266 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 115
268 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
269 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 120 if (nx) *nx = newx;
271 if (ny) *ny = newy; 121 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 return retval;
274}
275 122
123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
124}
276 125
277/* 126/*
278 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 133 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 136 * by the caller.
288 */ 137 */
289 138int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
291 object *tmp; 141 object *tmp;
292 int mflags, blocked; 142 int mflags, blocked;
293 143
294 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 145 * have already checked this.
296 */ 146 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 150 return 1;
300 } 151 }
301 152
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly. 154 * directly.
304 */ 155 */
305 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
306 157
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
308 159
309 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 162 * things we need to do for players.
312 */ 163 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
314
315 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example)
321 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323
324 if(ob->head != NULL)
325 ob=ob->head;
326
327 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0.
331 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333
334 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */
340 if (tmp->last_sp) {
341 if (check_inv_recursive(ob,tmp)==NULL)
342 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 }
354 } /* if check_inv */
355 else {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1;
366 }
367
368 }
369 return 0; 165 return 0;
166
167 /* if there isn't anytyhing alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example)
173 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
176
177 if (ob->head != NULL)
178 ob = ob->head;
179
180 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0.
184 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
187
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
191 /* If last_sp is set, the player/monster needs an object,
192 * so we check for it. If they don't have it, they can't
193 * pass through this space.
194 */
195 if (tmp->last_sp)
196 {
197 if (check_inv_recursive (ob, tmp) == NULL)
198 return 1;
199 else
200 continue;
201 }
202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
215 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks
217 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a
219 * hidden dm
220 */
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1;
226 }
227
228 }
229 return 0;
370} 230}
371 231
372 232
373/* 233/*
374 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
394 * 254 *
395 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
397 * against the move_block values. 257 * against the move_block values.
398 */ 258 */
399 259int
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
401 archetype *tmp; 262 archetype *tmp;
402 int flag; 263 int flag;
403 mapstruct *m1; 264 maptile *m1;
404 sint16 sx, sy; 265 sint16 sx, sy;
405 266
406 if(ob==NULL) { 267 if (!ob)
268 {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
409 272
410 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
412 } 275 }
413 276
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
416 280
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
419 285
286 mapspace &ms = m1->at (sx, sy);
287
420 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
421 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 291 */
424 292
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
426 295
427 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
429 */ 298 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
431 return AB_NO_PASS; 300 return P_NO_PASS;
432
433 } 301 }
302
434 return 0; 303 return 0;
435} 304}
436 305
437/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
438 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
439 * and insert them properly. 308 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
442 */ 311 */
443 312void
444void fix_container(object *container) 313fix_container (object *container)
445{ 314{
446 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
447 316
448 container->inv=NULL; 317 container->inv = 0;
449 while (tmp!=NULL) { 318 while (tmp)
319 {
450 next = tmp->below; 320 next = tmp->below;
451 if (tmp->inv) 321 if (tmp->inv)
452 fix_container(tmp); 322 fix_container (tmp);
323
453 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
454 tmp = next; 325 tmp = next;
455 } 326 }
327
456 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
457 * carrying. 329 * carrying.
458 */ 330 */
459 sum_weight(container); 331 sum_weight (container);
460} 332}
461 333
462/* link_multipart_objects go through all the objects on the map looking 334/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 335 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 336 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 337 * they are saved). We do have to look for the old maps that did save
466 * the more sections and not re-add sections for them. 338 * the more sections and not re-add sections for them.
467 */ 339 */
468 340void
469static void link_multipart_objects(mapstruct *m) 341maptile::link_multipart_objects ()
470{ 342{
471 int x,y; 343 if (!spaces)
472 object *tmp, *op, *last, *above; 344 return;
473 archetype *at;
474 345
475 for(x=0;x<MAP_WIDTH(m);x++) 346 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 347 for (object *tmp = ms->bot; tmp; )
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 348 {
478 above=tmp->above; 349 object *above = tmp->above;
479 350
480 /* already multipart - don't do anything more */ 351 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 352 if (!tmp->head && !tmp->more)
482 353 {
483 /* If there is nothing more to this object, this for loop 354 /* If there is nothing more to this object, this for loop
484 * won't do anything. 355 * won't do anything.
485 */ 356 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 {
487 op = arch_to_object(at); 363 op = arch_to_object (at);
488 364
489 /* update x,y coordinates */ 365 /* update x,y coordinates */
490 op->x += tmp->x; 366 op->x += tmp->x;
491 op->y += tmp->y; 367 op->y += tmp->y;
492 op->head = tmp; 368 op->head = tmp;
493 op->map = m; 369 op->map = this;
494 last->more = op; 370 last->more = op;
495 if (tmp->name != op->name) { 371 op->name = tmp->name;
496 if (op->name) free_string(op->name); 372 op->title = tmp->title;
497 op->name = add_string(tmp->name); 373
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just 374 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same, 375 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and 376 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part. 377 * the coding is simpler to just to it here with each part.
507 */ 378 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */ 380 }
510 } /* for objects on this space */ 381 }
382
383 tmp = above;
384 }
511} 385}
512
513
514 386
515/* 387/*
516 * Loads (ands parses) the objects into a given map from the specified 388 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 389 * file pointer.
518 * mapflags is the same as we get with load_original_map 390 * mapflags is the same as we get with load_original_map
519 */ 391 */
520 392bool
521void load_objects (mapstruct *m, FILE *fp, int mapflags) { 393maptile::load_objects (object_thawer &thawer)
522 int i,j,bufstate=LO_NEWFILE; 394{
523 int unique; 395 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp; 396 object *op, *prev = NULL, *last_more = NULL, *otmp;
525 397
526 op=get_object(); 398 op = object::create ();
527 op->map = m; /* To handle buttons correctly */ 399 op->map = this; /* To handle buttons correctly */
528 400
529 while((i=load_object(fp,op,bufstate, mapflags))) { 401 while (int i = load_object (thawer, op, 0))
530 /* Since the loading of the map header does not load an object 402 {
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */
534 bufstate = LO_REPEAT;
535
536 /* if the archetype for the object is null, means that we 403 /* if the archetype for the object is null, means that we
537 * got an invalid object. Don't do anything with it - the game 404 * got an invalid object. Don't do anything with it - the game
538 * or editor will not be able to do anything with it either. 405 * or editor will not be able to do anything with it either.
539 */ 406 */
540 if (op->arch==NULL) { 407 if (op->arch == NULL)
408 {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
542 continue; 410 continue;
543 } 411 }
544 412
545 413 switch (i)
546 switch(i) { 414 {
547 case LL_NORMAL: 415 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554 417
555 if (op->inv) 418 if (op->inv)
556 sum_weight(op); 419 sum_weight (op);
557 420
558 prev=op,last_more=op; 421 prev = op, last_more = op;
559 break; 422 break;
560 423
561 case LL_MORE: 424 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op; 426 op->head = prev, last_more->more = op, last_more = op;
564 break; 427 break;
565 } 428 }
566 if (mapflags & MAP_STYLE) { 429
567 remove_from_active_list(op); 430 op = object::create ();
568 }
569 op=get_object();
570 op->map = m; 431 op->map = this;
571 } 432 }
433
434 op->destroy ();
435
436#if 0
572 for (i=0;i<m->width;i++){ 437 for (i = 0; i < width; i++)
573 for (j=0;j<m->height;j++){ 438 for (j = 0; j < height; j++)
439 {
574 unique =0; 440 unique = 0;
575 /* check for unique items, or unique squares */ 441 /* check for unique items, or unique squares */
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
578 unique = 1; 445 unique = 1;
446
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 }
451#endif
452
453 return true;
454}
455
456void
457maptile::activate ()
458{
459 if (!spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive ();
465}
466
467void
468maptile::deactivate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive ();
476}
477
478bool
479maptile::save_objects (object_freezer &freezer, int flags)
480{
481 if (flags & IO_HEADER)
482 save_header (freezer);
483
484 if (!spaces)
485 return false;
486
487 for (int i = 0; i < size (); ++i)
488 {
489 int unique = 0;
490 for (object *op = spaces [i].bot; op; op = op->above)
491 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
493 unique = 1;
494
495 if (!op->can_map_save ())
496 continue;
497
498 if (unique || op->flag [FLAG_UNIQUE])
499 {
500 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1);
502 }
503 else if (flags & IO_OBJECTS)
504 save_object (freezer, op, 1);
505 }
581 } 506 }
582 } 507
508 return true;
509}
510
511bool
512maptile::load_objects (const char *path, bool skip_header)
513{
514 object_thawer thawer (path);
515
516 if (!thawer)
517 return false;
518
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
583 } 528 }
584 free_object(op);
585 link_multipart_objects(m);
586}
587 529
588/* This saves all the objects on the map in a non destructive fashion. 530 return load_objects (thawer);
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 531}
590 * and we only save the head of multi part objects - this is needed 532
591 * in order to do map tiling properly. 533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path);
542}
543
544maptile::maptile ()
545{
546 in_memory = MAP_SWAPPED;
547
548 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour.
592 */ 550 */
593void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 551 width = 16;
594 int i, j = 0,unique=0; 552 height = 16;
595 object *op; 553 reset_timeout = 0;
596 /* first pass - save one-part objects */ 554 timeout = 300;
597 for(i = 0; i < MAP_WIDTH(m); i++) 555 enter_x = 0;
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 556 enter_y = 0;
599 unique=0; 557}
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 558
604 if(op->type == PLAYER) { 559maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 560{
606 continue; 561 in_memory = MAP_SWAPPED;
607 }
608 562
609 if (op->head || op->owner) 563 width = w;
610 continue; 564 height = h;
565 reset_timeout = 0;
566 timeout = 300;
567 enter_x = 0;
568 enter_y = 0;
611 569
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 570 alloc ();
613 save_object( fp2 , op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 571}
623 572
624/* 573/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 574 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 575 * This basically allocates the dynamic array of spaces for the
662 * map. 576 * map.
663 */ 577 */
664 578void
665void allocate_map(mapstruct *m) { 579maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 580{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 581 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 582 return;
583
584 spaces = salloc0<mapspace> (size ());
692} 585}
693 586
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 587/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 588 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 589 * at a later date.
697 * Called by parse_map_headers below. 590 * Called by parse_map_headers below.
698 */ 591 */
699 592static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 593parse_shop_string (const char *input_string)
594{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 595 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 596 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 597 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 598 const typedata *current_type;
705 599
706 shop_string=strdup_local(input_string); 600 shop_string = strdup (input_string);
707 p=shop_string; 601 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 602 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 603 while (p)
604 {
710 p=strchr(p, ';'); 605 p = strchr (p, ';');
711 number_of_entries++; 606 number_of_entries++;
712 if (p) p++; 607 if (p)
608 p++;
713 } 609 }
610
714 p=shop_string; 611 p = shop_string;
715 strip_endline(p); 612 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 613 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 614 for (i = 0; i < number_of_entries; i++)
719 if (!p) { 615 {
616 if (!p)
617 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 618 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 619 break;
722 }
723 next_semicolon=strchr(p, ';');
724 next_colon=strchr(p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1);
728
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].name_pl=current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 }
753 } 620 }
621
622 next_semicolon = strchr (p, ';');
623 next_colon = strchr (p, ':');
624 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
625 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
626 items[i].strength = atoi (strchr (p, ':') + 1);
627
628 if (isdigit (*p) || *p == '*')
629 {
630 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
631 current_type = get_typedata (items[i].typenum);
632 if (current_type)
633 {
634 items[i].name = current_type->name;
635 items[i].name_pl = current_type->name_pl;
636 }
637 }
638 else
639 { /*we have a named type, let's figure out what it is */
640 q = strpbrk (p, ";:");
641 if (q)
642 *q = '\0';
643
644 current_type = get_typedata_by_name (p);
645 if (current_type)
646 {
647 items[i].name = current_type->name;
648 items[i].typenum = current_type->number;
649 items[i].name_pl = current_type->name_pl;
650 }
651 else
652 { /* oh uh, something's wrong, let's free up this one, and try
653 * the next entry while we're at it, better print a warning
654 */
655 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
656 }
657 }
658
754 items[i].index=number_of_entries; 659 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 660 if (next_semicolon)
756 else p=NULL; 661 p = ++next_semicolon;
662 else
663 p = NULL;
757 } 664 }
665
758 free(shop_string); 666 free (shop_string);
759 return items; 667 return items;
760} 668}
761 669
762/* opposite of parse string, this puts the string that was originally fed in to 670/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 671 * the map (or something equivilent) into output_string. */
672static void
764static void print_shop_string(mapstruct *m, char *output_string) { 673print_shop_string (maptile *m, char *output_string)
674{
765 int i; 675 int i;
766 char tmp[MAX_BUF]; 676 char tmp[MAX_BUF];
677
767 strcpy(output_string, ""); 678 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 679 for (i = 0; i < m->shopitems[0].index; i++)
680 {
769 if (m->shopitems[i].typenum) { 681 if (m->shopitems[i].typenum)
682 {
770 if (m->shopitems[i].strength) { 683 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 684 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 685 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 686 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 687 }
775 else { 688 else
689 {
776 if (m->shopitems[i].strength) { 690 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 691 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 692 else
779 else sprintf(tmp, "*"); 693 sprintf (tmp, "*");
780 } 694 }
695
781 strcat(output_string, tmp); 696 strcat (output_string, tmp);
782 } 697 }
783} 698}
784 699
785/* This loads the header information of the map. The header 700/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 701 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 705 * put all the stuff in the map object so that names actually make
791 * sense. 706 * sense.
792 * This could be done in lex (like the object loader), but I think 707 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 708 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 709 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 710 */
797 711bool
798static int load_map_header(FILE *fp, mapstruct *m) 712maptile::load_header (object_thawer &thawer)
799{ 713{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
801 int msgpos=0; 715 int msgpos = 0;
802 int maplorepos=0; 716 int maplorepos = 0;
803 717
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 718 for (;;)
805 buf[HUGE_BUF-1] = 0; 719 {
806 key = buf; 720 keyword kw = thawer.get_kv ();
807 while (isspace(*key)) key++; 721
808 if (*key == 0) continue; /* empty line */ 722 switch (kw)
809 value = strchr(key, ' '); 723 {
810 if (!value) { 724 case KW_EOF:
811 end = strchr(key, '\n'); 725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
812 if (end != NULL) { 726 return false;
813 *end = 0; 727
728 case KW_end:
729 return true;
730
731 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg);
733 break;
734
735 case KW_lore: // CF+ extension
736 thawer.get_ml (KW_endlore, maplore);
737 break;
738
739 case KW_maplore:
740 thawer.get_ml (KW_endmaplore, maplore);
741 break;
742
743 case KW_arch:
744 if (strcmp (thawer.get_str (), "map"))
745 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
746 break;
747
748 case KW_oid:
749 thawer.get (this, thawer.get_sint32 ());
750 break;
751
752 case KW_file_format_version: break; // nop
753
754 case KW_name: thawer.get (name); break;
755 case KW_attach: thawer.get (attach); break;
756 case KW_reset_time: thawer.get (reset_time); break;
757 case KW_shopgreed: thawer.get (shopgreed); break;
758 case KW_shopmin: thawer.get (shopmin); break;
759 case KW_shopmax: thawer.get (shopmax); break;
760 case KW_shoprace: thawer.get (shoprace); break;
761 case KW_outdoor: thawer.get (outdoor); break;
762 case KW_temp: thawer.get (temp); break;
763 case KW_pressure: thawer.get (pressure); break;
764 case KW_humid: thawer.get (humid); break;
765 case KW_windspeed: thawer.get (windspeed); break;
766 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break;
768
769 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break;
771
772 case KW_region: get_region_by_name (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774
775 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
778 case KW_x: case KW_width: thawer.get (width); break;
779 case KW_y: case KW_height: thawer.get (height); break;
780 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
781 case KW_value: case KW_swap_time: thawer.get (timeout); break;
782 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
783 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
784 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
785
786 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790
791 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
793 break;
794 }
814 } 795 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 }
828 if (!end) {
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830 buf);
831 return 1;
832 }
833
834 796
835 /* key is the field name, value is what it should be set 797 abort ();
836 * to. We've already done the work to null terminate key, 798}
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849 799
850 if (!strcmp(key,"msg")) { 800bool
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 801maptile::load_header (const char *path)
852 if (!strcmp(buf,"endmsg\n")) break; 802{
853 else { 803 object_thawer thawer (path);
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break;
881 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 }
951 else if (!strncmp(key,"tile_path_", 10)) {
952 int tile=atoi(key+10);
953 804
954 if (tile<1 || tile>4) { 805 if (!thawer)
955 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
956 tile, m->path);
957 } else {
958 char *path;
959
960 *end = 0;
961
962 if (m->tile_path[tile-1]) {
963 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
964 tile, m->path);
965 free(m->tile_path[tile-1]);
966 m->tile_path[tile-1] = NULL;
967 }
968
969 if (check_path(value, 1) != -1) {
970 /* The unadorned path works. */
971 path = value;
972 } else {
973 /* Try again; it could be a relative exit. */
974
975 path = path_combine_and_normalize(m->path, value);
976
977 if (check_path(path, 1) == -1) {
978 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
979 path = NULL;
980 }
981 }
982
983 if (editor) {
984 /* Use the value as in the file. */
985 m->tile_path[tile-1] = strdup_local(value);
986 } else if (path != NULL) {
987 /* Use the normalized value. */
988 m->tile_path[tile-1] = strdup_local(path);
989 }
990 } /* end if tile direction (in)valid */
991 }
992 else {
993 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
994 }
995 }
996 if (!key || strcmp(key,"end")) {
997 LOG(llevError,"Got premature eof on map header!\n");
998 return 1;
999 }
1000 return 0; 806 return false;
1001}
1002 807
1003/* 808 return load_header (thawer);
1004 * Opens the file "filename" and reads information about the map
1005 * from the given file, and stores it in a newly allocated
1006 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1007 * flags correspond to those in map.h. Main ones used are
1008 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1009 * MAP_BLOCK, in which case we block on this load. This happens in all
1010 * cases, no matter if this flag is set or not.
1011 * MAP_STYLE: style map - don't add active objects, don't add to server
1012 * managed map list.
1013 */
1014
1015mapstruct *load_original_map(const char *filename, int flags) {
1016 FILE *fp;
1017 mapstruct *m;
1018 int comp;
1019 char pathname[MAX_BUF];
1020
1021 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1022 if (flags & MAP_PLAYER_UNIQUE)
1023 strcpy(pathname, filename);
1024 else if (flags & MAP_OVERLAY)
1025 strcpy(pathname, create_overlay_pathname(filename));
1026 else
1027 strcpy(pathname, create_pathname(filename));
1028
1029 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1030 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1031 return (NULL);
1032 }
1033
1034 m = get_linked_map();
1035
1036 strcpy (m->path, filename);
1037 if (load_map_header(fp, m)) {
1038 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1039 filename, flags);
1040 delete_map(m);
1041 return NULL;
1042 }
1043
1044 allocate_map(m);
1045 m->compressed = comp;
1046
1047 m->in_memory=MAP_LOADING;
1048 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1049 close_and_delete(fp, comp);
1050 m->in_memory=MAP_IN_MEMORY;
1051 if (!MAP_DIFFICULTY(m))
1052 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1053 set_map_reset_time(m);
1054 if (load_original_map_callback)
1055 load_original_map_callback(m);
1056 return (m);
1057}
1058
1059/*
1060 * Loads a map, which has been loaded earlier, from file.
1061 * Return the map object we load into (this can change from the passed
1062 * option if we can't find the original map)
1063 */
1064
1065static mapstruct *load_temporary_map(mapstruct *m) {
1066 FILE *fp;
1067 int comp;
1068 char buf[MAX_BUF];
1069
1070 if (!m->tmpname) {
1071 LOG(llevError, "No temporary filename for map %s\n", m->path);
1072 strcpy(buf, m->path);
1073 delete_map(m);
1074 m = load_original_map(buf, 0);
1075 if(m==NULL) return NULL;
1076 fix_auto_apply(m); /* Chests which open as default */
1077 return m;
1078 }
1079
1080 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1081 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1082 strcpy(buf, m->path);
1083 delete_map(m);
1084 m = load_original_map(buf, 0);
1085 if(m==NULL) return NULL;
1086 fix_auto_apply(m); /* Chests which open as default */
1087 return m;
1088 }
1089
1090
1091 if (load_map_header(fp, m)) {
1092 LOG(llevError,"Error loading map header for %s (%s)\n",
1093 m->path, m->tmpname);
1094 delete_map(m);
1095 m = load_original_map(m->path, 0);
1096 return NULL;
1097 }
1098 m->compressed = comp;
1099 allocate_map(m);
1100
1101 m->in_memory=MAP_LOADING;
1102 load_objects (m, fp, 0);
1103 close_and_delete(fp, comp);
1104 m->in_memory=MAP_IN_MEMORY;
1105 if (load_temporary_map_callback)
1106 load_temporary_map_callback(m);
1107 return m;
1108}
1109
1110/*
1111 * Loads a map, which has been loaded earlier, from file.
1112 * Return the map object we load into (this can change from the passed
1113 * option if we can't find the original map)
1114 */
1115
1116mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1117 FILE *fp;
1118 int comp;
1119 char pathname[MAX_BUF];
1120
1121 strcpy(pathname, create_overlay_pathname(filename));
1122
1123 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1124/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1125 return m;
1126 }
1127
1128 if (load_map_header(fp, m)) {
1129 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1130 m->path, pathname);
1131 delete_map(m);
1132 m = load_original_map(m->path, 0);
1133 return NULL;
1134 }
1135 m->compressed = comp;
1136 /*allocate_map(m);*/
1137
1138 m->in_memory=MAP_LOADING;
1139 load_objects (m, fp, MAP_OVERLAY);
1140 close_and_delete(fp, comp);
1141 m->in_memory=MAP_IN_MEMORY;
1142 return m;
1143} 809}
1144 810
1145/****************************************************************************** 811/******************************************************************************
1146 * This is the start of unique map handling code 812 * This is the start of unique map handling code
1147 *****************************************************************************/ 813 *****************************************************************************/
1148 814
1149/* This goes through map 'm' and removed any unique items on the map. */ 815/* This goes through the maptile and removed any unique items on the map. */
1150static void delete_unique_items(mapstruct *m) 816void
817maptile::clear_unique_items ()
1151{ 818{
819 for (int i = 0; i < size (); ++i)
820 {
1152 int i,j,unique; 821 int unique = 0;
1153 object *op, *next; 822 for (object *op = spaces [i].bot; op; )
823 {
824 object *above = op->above;
1154 825
1155 for(i=0; i<MAP_WIDTH(m); i++)
1156 for(j=0; j<MAP_HEIGHT(m); j++) {
1157 unique=0;
1158 for (op=get_map_ob(m, i, j); op; op=next) {
1159 next = op->above;
1160 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1161 unique=1; 827 unique = 1;
828
1162 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1163 clean_object(op); 830 {
1164 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 831 op->destroy_inv (false);
1165 remove_button_link(op); 832 op->destroy ();
1166 remove_ob(op); 833 }
1167 free_object(op); 834
1168 } 835 op = above;
836 }
1169 } 837 }
1170 }
1171} 838}
1172 839
840bool
841maptile::save_header (object_freezer &freezer)
842{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1173 845
1174/* 846 MAP_OUT2 (arch, "map");
1175 * Loads unique objects from file(s) into the map which is in memory
1176 * m is the map to load unique items into.
1177 */
1178static void load_unique_objects(mapstruct *m) {
1179 FILE *fp;
1180 int comp,count;
1181 char firstname[MAX_BUF];
1182 847
1183 for (count=0; count<10; count++) { 848 if (name) MAP_OUT (name);
1184 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 849 MAP_OUT (swap_time);
1185 if (!access(firstname, R_OK)) break; 850 MAP_OUT (reset_time);
1186 } 851 MAP_OUT (reset_timeout);
1187 /* If we get here, we did not find any map */ 852 MAP_OUT (fixed_resettime);
1188 if (count==10) return; 853 MAP_OUT (difficulty);
1189 854
1190 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 855 if (region) MAP_OUT2 (region, region->name);
1191 /* There is no expectation that every map will have unique items, but this
1192 * is debug output, so leave it in.
1193 */
1194 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1195 return;
1196 }
1197 856
1198 m->in_memory=MAP_LOADING; 857 if (shopitems)
1199 if (m->tmpname == NULL) /* if we have loaded unique items from */
1200 delete_unique_items(m); /* original map before, don't duplicate them */
1201 load_object(fp, NULL, LO_NOREAD,0);
1202 load_objects (m, fp, 0);
1203 close_and_delete(fp, comp);
1204 m->in_memory=MAP_IN_MEMORY;
1205}
1206
1207
1208/*
1209 * Saves a map to file. If flag is set, it is saved into the same
1210 * file it was (originally) loaded from. Otherwise a temporary
1211 * filename will be genarated, and the file will be stored there.
1212 * The temporary filename will be stored in the mapstructure.
1213 * If the map is unique, we also save to the filename in the map
1214 * (this should have been updated when first loaded)
1215 */
1216
1217int new_save_map(mapstruct *m, int flag) {
1218 FILE *fp, *fp2;
1219 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1220 int i;
1221 858 {
1222 if (flag && !*m->path) { 859 char shop[MAX_BUF];
1223 LOG(llevError,"Tried to save map without path.\n");
1224 return -1;
1225 }
1226
1227 if (flag || (m->unique) || (m->templatemap)) {
1228 if (!m->unique && !m->templatemap) { /* flag is set */
1229 if (flag == 2)
1230 strcpy(filename, create_overlay_pathname(m->path));
1231 else
1232 strcpy (filename, create_pathname (m->path));
1233 } else
1234 strcpy (filename, m->path);
1235
1236 /* If the compression suffix already exists on the filename, don't
1237 * put it on again. This nasty looking strcmp checks to see if the
1238 * compression suffix is at the end of the filename already.
1239 */
1240 if (m->compressed &&
1241 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1242 uncomp[m->compressed][0]))
1243 strcat(filename, uncomp[m->compressed][0]);
1244 make_path_to_file(filename);
1245 } else {
1246 if (!m->tmpname)
1247 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1248 strcpy(filename, m->tmpname);
1249 }
1250 LOG(llevDebug,"Saving map %s\n",m->path);
1251 m->in_memory = MAP_SAVING;
1252
1253 unlink (filename); // do not overwrite backups if done via hardlinks
1254
1255 /* Compress if it isn't a temporary save. Do compress if unique */
1256 if (m->compressed && (m->unique || m->templatemap || flag)) {
1257 char buf[MAX_BUF];
1258 strcpy(buf, uncomp[m->compressed][2]);
1259 strcat(buf, " > ");
1260 strcat(buf, filename);
1261 fp = popen(buf, "w");
1262 } else
1263 fp = fopen(filename, "w");
1264
1265 if(fp == NULL) {
1266 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1267 return -1;
1268 }
1269
1270 /* legacy */
1271 fprintf(fp,"arch map\n");
1272 if (m->name) fprintf(fp,"name %s\n", m->name);
1273 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1274 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1275 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1276 /* we unfortunately have no idea if this is a value the creator set
1277 * or a difficulty value we generated when the map was first loaded
1278 */
1279 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1280 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1281 if (m->shopitems) {
1282 print_shop_string(m, shop); 860 print_shop_string (this, shop);
1283 fprintf(fp,"shopitems %s\n", shop); 861 MAP_OUT2 (shopitems, shop);
1284 }
1285 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1286#ifndef WIN32
1287 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1288 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1289#else
1290 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1291 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1292#endif
1293 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1294 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1295 if (m->width) fprintf(fp,"width %d\n", m->width);
1296 if (m->height) fprintf(fp,"height %d\n", m->height);
1297 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1298 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1299 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1300 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1301 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1302 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1303 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1304 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1305 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1306 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1307 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1308 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1309 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1310 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1311
1312 /* Save any tiling information, except on overlays */
1313 if (flag != 2)
1314 for (i=0; i<4; i++)
1315 if (m->tile_path[i])
1316 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1317
1318 fprintf(fp,"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 fp2 = fp; /* save unique items into fp2 */
1326 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1327 sprintf (buf,"%s.v00",create_items_path (m->path));
1328 if ((fp2 = fopen (buf, "w")) == NULL) {
1329 LOG(llevError, "Can't open unique items file %s\n", buf);
1330 }
1331 if (flag == 2)
1332 save_objects(m, fp, fp2, 2);
1333 else
1334 save_objects (m, fp, fp2, 0);
1335 if (fp2 != NULL) {
1336 if (ftell (fp2) == 0) {
1337 fclose (fp2);
1338 unlink (buf);
1339 } else {
1340 fclose (fp2);
1341 chmod (buf, SAVE_MODE);
1342 } 862 }
1343 }
1344 } else { /* save same file when not playing, like in editor */
1345 save_objects(m, fp, fp, 0);
1346 }
1347 863
1348 if (m->compressed && (m->unique || m->templatemap || flag)) 864 MAP_OUT (shopgreed);
1349 pclose(fp); 865 MAP_OUT (shopmin);
1350 else 866 MAP_OUT (shopmax);
1351 fclose(fp); 867 if (shoprace) MAP_OUT (shoprace);
868 MAP_OUT (darkness);
869 MAP_OUT (width);
870 MAP_OUT (height);
871 MAP_OUT (enter_x);
872 MAP_OUT (enter_y);
1352 873
1353 chmod (filename, SAVE_MODE); 874 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
875 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
876
877 MAP_OUT (outdoor);
878 MAP_OUT (temp);
879 MAP_OUT (pressure);
880 MAP_OUT (humid);
881 MAP_OUT (windspeed);
882 MAP_OUT (winddir);
883 MAP_OUT (sky);
884
885 MAP_OUT (per_player);
886 MAP_OUT (per_party);
887
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892
893 freezer.put (KW_end);
894
895 return true;
896}
897
898bool
899maptile::save_header (const char *path)
900{
901 object_freezer freezer;
902
903 if (!save_header (freezer))
1354 return 0; 904 return false;
1355}
1356 905
1357 906 return freezer.save (path);
1358/*
1359 * Remove and free all objects in the inventory of the given object.
1360 * object.c ?
1361 */
1362
1363void clean_object(object *op)
1364{
1365 object *tmp, *next;
1366
1367 for(tmp = op->inv; tmp; tmp = next)
1368 {
1369 next = tmp->below;
1370 clean_object(tmp);
1371 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1372 remove_button_link(tmp);
1373 remove_ob(tmp);
1374 free_object(tmp);
1375 }
1376} 907}
1377 908
1378/* 909/*
1379 * Remove and free all objects in the given map. 910 * Remove and free all objects in the given map.
1380 */ 911 */
912void
913maptile::clear ()
914{
915 if (!spaces)
916 return;
1381 917
1382void free_all_objects(mapstruct *m) { 918 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1383 int i,j; 919 while (object *op = ms->bot)
1384 object *op; 920 {
1385 921 if (op->head)
1386 for(i=0;i<MAP_WIDTH(m);i++)
1387 for(j=0;j<MAP_HEIGHT(m);j++) {
1388 object *previous_obj=NULL;
1389 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1390 if (op==previous_obj) {
1391 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1392 break;
1393 }
1394 previous_obj=op;
1395 if(op->head!=NULL)
1396 op = op->head; 922 op = op->head;
1397 923
1398 /* If the map isn't in memory, free_object will remove and 924 op->destroy_inv (false);
1399 * free objects in op's inventory. So let it do the job. 925 op->destroy ();
1400 */
1401 if (m->in_memory==MAP_IN_MEMORY)
1402 clean_object(op);
1403 remove_ob(op);
1404 free_object(op);
1405 }
1406 }
1407#ifdef MANY_CORES
1408 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1409 * an item on that map was not saved - look for that condition and die as appropriate -
1410 * this leaves more of the map data intact for better debugging.
1411 */
1412 for (op=objects; op!=NULL; op=op->next) {
1413 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1414 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1415 abort();
1416 }
1417 } 926 }
1418#endif 927
928 sfree (spaces, size ()), spaces = 0;
929
930 if (buttons)
931 free_objectlinkpt (buttons), buttons = 0;
932}
933
934void
935maptile::clear_header ()
936{
937 name = 0;
938 msg = 0;
939 maplore = 0;
940 shoprace = 0;
941 delete [] shopitems, shopitems = 0;
942
943 for (int i = 0; i < 4; i++)
944 tile_path [i] = 0;
945}
946
947maptile::~maptile ()
948{
949 assert (destroyed ());
950}
951
952void
953maptile::clear_links_to (maptile *m)
954{
955 /* We need to look through all the maps and see if any maps
956 * are pointing at this one for tiling information. Since
957 * tiling can be asymetric, we just can not look to see which
958 * maps this map tiles with and clears those.
959 */
960 for (int i = 0; i < 4; i++)
961 if (tile_map[i] == m)
962 tile_map[i] = 0;
963}
964
965void
966maptile::do_destroy ()
967{
968 attachable::do_destroy ();
969
970 clear ();
1419} 971}
1420 972
1421/* 973/*
1422 * Frees everything allocated by the given mapstructure. 974 * Updates every button on the map (by calling update_button() for them).
1423 * don't free tmpname - our caller is left to do that
1424 */
1425
1426void free_map(mapstruct *m,int flag) {
1427 int i;
1428
1429 if (!m->in_memory) {
1430 LOG(llevError,"Trying to free freed map.\n");
1431 return;
1432 }
1433 if (flag && m->spaces) free_all_objects(m);
1434 if (m->name) FREE_AND_CLEAR(m->name);
1435 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1436 if (m->msg) FREE_AND_CLEAR(m->msg);
1437 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1438 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1439 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1440 if (m->buttons)
1441 free_objectlinkpt(m->buttons);
1442 m->buttons = NULL;
1443 for (i=0; i<4; i++) {
1444 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1445 m->tile_map[i] = NULL;
1446 }
1447 m->in_memory = MAP_SWAPPED;
1448}
1449
1450/*
1451 * function: vanish mapstruct
1452 * m : pointer to mapstruct, if NULL no action
1453 * this deletes all the data on the map (freeing pointers)
1454 * and then removes this map from the global linked list of maps.
1455 */
1456
1457void delete_map(mapstruct *m) {
1458 mapstruct *tmp, *last;
1459 int i;
1460
1461 if (!m)
1462 return;
1463 if (m->in_memory == MAP_IN_MEMORY) {
1464 /* change to MAP_SAVING, even though we are not,
1465 * so that remove_ob doesn't do as much work.
1466 */ 975 */
1467 m->in_memory = MAP_SAVING; 976void
1468 free_map (m, 1); 977maptile::update_buttons ()
978{
979 for (oblinkpt *obp = buttons; obp; obp = obp->next)
980 for (objectlink *ol = obp->link; ol; ol = ol->next)
981 {
982 if (!ol->ob)
983 {
984 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
985 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
986 continue;
987 }
988
989 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
990 {
991 update_button (ol->ob);
992 break;
993 }
1469 } 994 }
1470 /* move this out of free_map, since tmpname can still be needed if
1471 * the map is swapped out.
1472 */
1473 if (m->tmpname) {
1474 free(m->tmpname);
1475 m->tmpname=NULL;
1476 }
1477 last = NULL;
1478 /* We need to look through all the maps and see if any maps
1479 * are pointing at this one for tiling information. Since
1480 * tiling can be assymetric, we just can not look to see which
1481 * maps this map tiles with and clears those.
1482 */
1483 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1484 if (tmp->next == m) last = tmp;
1485
1486 /* This should hopefully get unrolled on a decent compiler */
1487 for (i=0; i<4; i++)
1488 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1489 }
1490
1491 /* If last is null, then this should be the first map in the list */
1492 if (!last) {
1493 if (m == first_map)
1494 first_map = m->next;
1495 else
1496 /* m->path is a static char, so should hopefully still have
1497 * some useful data in it.
1498 */
1499 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1500 m->path);
1501 }
1502 else
1503 last->next = m->next;
1504
1505 free (m);
1506} 995}
1507
1508
1509
1510/*
1511 * Makes sure the given map is loaded and swapped in.
1512 * name is path name of the map.
1513 * flags meaning:
1514 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1515 * and don't do unique items or the like.
1516 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1517 * dont do any more name translation on it.
1518 *
1519 * Returns a pointer to the given map.
1520 */
1521
1522mapstruct *ready_map_name(const char *name, int flags) {
1523 mapstruct *m;
1524
1525 if (!name)
1526 return (NULL);
1527
1528 /* Have we been at this level before? */
1529 m = has_been_loaded (name);
1530
1531 /* Map is good to go, so just return it */
1532 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1533 return m;
1534 }
1535
1536 /* unique maps always get loaded from their original location, and never
1537 * a temp location. Likewise, if map_flush is set, or we have never loaded
1538 * this map, load it now. I removed the reset checking from here -
1539 * it seems the probability of a player trying to enter a map that should
1540 * reset but hasn't yet is quite low, and removing that makes this function
1541 * a bit cleaner (and players probably shouldn't rely on exact timing for
1542 * resets in any case - if they really care, they should use the 'maps command.
1543 */
1544 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1545
1546 /* first visit or time to reset */
1547 if (m) {
1548 clean_tmp_map(m); /* Doesn't make much difference */
1549 delete_map(m);
1550 }
1551
1552 /* create and load a map */
1553 if (flags & MAP_PLAYER_UNIQUE)
1554 LOG(llevDebug, "Trying to load map %s.\n", name);
1555 else
1556 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1557
1558 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1559 return (NULL);
1560
1561 fix_auto_apply(m); /* Chests which open as default */
1562
1563 /* If a player unique map, no extra unique object file to load.
1564 * if from the editor, likewise.
1565 */
1566 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1567 load_unique_objects(m);
1568
1569 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1570 m=load_overlay_map(name, m);
1571 if (m==NULL)
1572 return NULL;
1573 }
1574
1575 } else {
1576 /* If in this loop, we found a temporary map, so load it up. */
1577
1578 m=load_temporary_map (m);
1579 if(m==NULL) return NULL;
1580 load_unique_objects(m);
1581
1582 clean_tmp_map(m);
1583 m->in_memory = MAP_IN_MEMORY;
1584 /* tempnam() on sun systems (probably others) uses malloc
1585 * to allocated space for the string. Free it here.
1586 * In some cases, load_temporary_map above won't find the
1587 * temporary map, and so has reloaded a new map. If that
1588 * is the case, tmpname is now null
1589 */
1590 if (m->tmpname) free(m->tmpname);
1591 m->tmpname = NULL;
1592 /* It's going to be saved anew anyway */
1593 }
1594
1595 /* Below here is stuff common to both first time loaded maps and
1596 * temp maps.
1597 */
1598
1599 decay_objects(m); /* start the decay */
1600 /* In case other objects press some buttons down */
1601 update_buttons(m);
1602 if (m->outdoor)
1603 set_darkness_map(m);
1604 /* run the weather over this map */
1605 weather_effect(name);
1606 return m;
1607}
1608
1609 996
1610/* 997/*
1611 * This routine is supposed to find out the difficulty of the map. 998 * This routine is supposed to find out the difficulty of the map.
1612 * difficulty does not have a lot to do with character level, 999 * difficulty does not have a lot to do with character level,
1613 * but does have a lot to do with treasure on the map. 1000 * but does have a lot to do with treasure on the map.
1615 * Difficulty can now be set by the map creature. If the value stored 1002 * Difficulty can now be set by the map creature. If the value stored
1616 * in the map is zero, then use this routine. Maps should really 1003 * in the map is zero, then use this routine. Maps should really
1617 * have a difficulty set than using this function - human calculation 1004 * have a difficulty set than using this function - human calculation
1618 * is much better than this functions guesswork. 1005 * is much better than this functions guesswork.
1619 */ 1006 */
1620 1007int
1621int calculate_difficulty(mapstruct *m) { 1008maptile::estimate_difficulty () const
1622 object *op; 1009{
1623 archetype *at;
1624 int x, y, i, diff;
1625 long monster_cnt = 0; 1010 long monster_cnt = 0;
1626 double avgexp = 0; 1011 double avgexp = 0;
1627 sint64 total_exp = 0; 1012 sint64 total_exp = 0;
1628 1013
1629 if (MAP_DIFFICULTY (m)) 1014 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1630 { 1015 for (object *op = ms->bot; op; op = op->above)
1631 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1632 return MAP_DIFFICULTY (m);
1633 }
1634
1635 for(x = 0; x < MAP_WIDTH(m); x++)
1636 for(y = 0; y < MAP_HEIGHT(m); y++)
1637 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1638 { 1016 {
1639 if(QUERY_FLAG (op, FLAG_MONSTER)) 1017 if (QUERY_FLAG (op, FLAG_MONSTER))
1640 { 1018 {
1641 total_exp += op->stats.exp; 1019 total_exp += op->stats.exp;
1642 monster_cnt++; 1020 monster_cnt++;
1643 } 1021 }
1644 1022
1645 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1023 if (QUERY_FLAG (op, FLAG_GENERATOR))
1646 { 1024 {
1647 total_exp += op->stats.exp; 1025 total_exp += op->stats.exp;
1026
1648 at = type_to_archetype(GENERATE_TYPE (op)); 1027 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1649
1650 if(at != NULL)
1651 total_exp += at->clone.stats.exp * 8; 1028 total_exp += at->clone.stats.exp * 8;
1652 1029
1653 monster_cnt++; 1030 monster_cnt++;
1654 } 1031 }
1655 } 1032 }
1656 1033
1657 avgexp = (double) total_exp / monster_cnt; 1034 avgexp = (double) total_exp / monster_cnt;
1658 1035
1659 for (i = 1; i <= settings.max_level; i++) 1036 for (int i = 1; i <= settings.max_level; i++)
1660 {
1661 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1037 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1662 {
1663 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1664 return i; 1038 return i;
1665 }
1666 }
1667 1039
1668 return 1; 1040 return 1;
1669}
1670
1671void clean_tmp_map(mapstruct *m) {
1672 if(m->tmpname == NULL)
1673 return;
1674 if (clean_temporary_map_callback)
1675 clean_temporary_map_callback (m);
1676 (void) unlink(m->tmpname);
1677}
1678
1679void free_all_maps(void)
1680{
1681 int real_maps=0;
1682
1683 while (first_map) {
1684 /* I think some of the callers above before it gets here set this to be
1685 * saving, but we still want to free this data
1686 */
1687 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1688 delete_map(first_map);
1689 real_maps++;
1690 }
1691 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1692} 1041}
1693 1042
1694/* change_map_light() - used to change map light level (darkness) 1043/* change_map_light() - used to change map light level (darkness)
1695 * up or down. Returns true if successful. It should now be 1044 * up or down. Returns true if successful. It should now be
1696 * possible to change a value by more than 1. 1045 * possible to change a value by more than 1.
1697 * Move this from los.c to map.c since this is more related 1046 * Move this from los.c to map.c since this is more related
1698 * to maps than los. 1047 * to maps than los.
1699 * postive values make it darker, negative make it brighter 1048 * postive values make it darker, negative make it brighter
1700 */ 1049 */
1701 1050int
1702int change_map_light(mapstruct *m, int change) { 1051maptile::change_map_light (int change)
1052{
1703 int new_level = m->darkness + change; 1053 int new_level = darkness + change;
1704 1054
1705 /* Nothing to do */ 1055 /* Nothing to do */
1706 if(!change || (new_level <= 0 && m->darkness == 0) || 1056 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1707 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1708 return 0; 1057 return 0;
1709 }
1710 1058
1711 /* inform all players on the map */ 1059 /* inform all players on the map */
1712 if (change>0) 1060 if (change > 0)
1713 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1061 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1714 else 1062 else
1715 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1063 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1716 1064
1717 /* Do extra checking. since m->darkness is a unsigned value, 1065 /* Do extra checking. since darkness is a unsigned value,
1718 * we need to be extra careful about negative values. 1066 * we need to be extra careful about negative values.
1719 * In general, the checks below are only needed if change 1067 * In general, the checks below are only needed if change
1720 * is not +/-1 1068 * is not +/-1
1721 */ 1069 */
1722 if (new_level < 0) m->darkness = 0; 1070 if (new_level < 0)
1723 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1071 darkness = 0;
1072 else if (new_level >= MAX_DARKNESS)
1073 darkness = MAX_DARKNESS;
1074 else
1724 else m->darkness=new_level; 1075 darkness = new_level;
1725 1076
1726 /* All clients need to get re-updated for the change */ 1077 /* All clients need to get re-updated for the change */
1727 update_all_map_los(m); 1078 update_all_map_los (this);
1728 return 1; 1079 return 1;
1729} 1080}
1730
1731 1081
1732/* 1082/*
1733 * This function updates various attributes about a specific space 1083 * This function updates various attributes about a specific space
1734 * on the map (what it looks like, whether it blocks magic, 1084 * on the map (what it looks like, whether it blocks magic,
1735 * has a living creatures, prevents people from passing 1085 * has a living creatures, prevents people from passing
1736 * through, etc) 1086 * through, etc)
1737 */ 1087 */
1738void update_position (mapstruct *m, int x, int y) { 1088void
1089mapspace::update_ ()
1090{
1739 object *tmp, *last = NULL; 1091 object *tmp, *last = 0;
1740 uint8 flags = 0, oldflags, light=0, anywhere=0; 1092 uint8 flags = 0, light = 0, anywhere = 0;
1741 New_Face *top,*floor, *middle; 1093 New_Face *top, *floor, *middle;
1742 object *top_obj, *floor_obj, *middle_obj; 1094 object *top_obj, *floor_obj, *middle_obj;
1743 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1095 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1744 1096
1745 oldflags = GET_MAP_FLAGS(m,x,y);
1746 if (!(oldflags & P_NEED_UPDATE)) {
1747 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1748 m->path, x, y);
1749 return;
1750 }
1751
1752 middle=blank_face; 1097 middle = blank_face;
1753 top=blank_face; 1098 top = blank_face;
1754 floor=blank_face; 1099 floor = blank_face;
1755 1100
1756 middle_obj = NULL; 1101 middle_obj = 0;
1757 top_obj = NULL; 1102 top_obj = 0;
1758 floor_obj = NULL; 1103 floor_obj = 0;
1759 1104
1760 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1105 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1761 1106 {
1762 /* This could be made additive I guess (two lights better than 1107 /* This could be made additive I guess (two lights better than
1763 * one). But if so, it shouldn't be a simple additive - 2 1108 * one). But if so, it shouldn't be a simple additive - 2
1764 * light bulbs do not illuminate twice as far as once since 1109 * light bulbs do not illuminate twice as far as once since
1765 * it is a disapation factor that is squared (or is it cubed?) 1110 * it is a dissapation factor that is cubed.
1766 */ 1111 */
1767 if (tmp->glow_radius > light) light = tmp->glow_radius; 1112 if (tmp->glow_radius > light)
1113 light = tmp->glow_radius;
1768 1114
1769 /* This call is needed in order to update objects the player 1115 /* This call is needed in order to update objects the player
1770 * is standing in that have animations (ie, grass, fire, etc). 1116 * is standing in that have animations (ie, grass, fire, etc).
1771 * However, it also causes the look window to be re-drawn 1117 * However, it also causes the look window to be re-drawn
1772 * 3 times each time the player moves, because many of the 1118 * 3 times each time the player moves, because many of the
1773 * functions the move_player calls eventualy call this. 1119 * functions the move_player calls eventualy call this.
1774 * 1120 *
1775 * Always put the player down for drawing. 1121 * Always put the player down for drawing.
1776 */ 1122 */
1777 if (!tmp->invisible) { 1123 if (!tmp->invisible)
1124 {
1778 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1125 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1779 top = tmp->face; 1126 {
1780 top_obj = tmp; 1127 top = tmp->face;
1781 } 1128 top_obj = tmp;
1129 }
1782 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1130 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1131 {
1783 /* If we got a floor, that means middle and top were below it, 1132 /* If we got a floor, that means middle and top were below it,
1784 * so should not be visible, so we clear them. 1133 * so should not be visible, so we clear them.
1785 */ 1134 */
1786 middle=blank_face; 1135 middle = blank_face;
1787 top=blank_face; 1136 top = blank_face;
1788 floor = tmp->face; 1137 floor = tmp->face;
1789 floor_obj = tmp; 1138 floor_obj = tmp;
1790 } 1139 }
1791 /* Flag anywhere have high priority */ 1140 /* Flag anywhere have high priority */
1792 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1141 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1793 middle = tmp->face; 1142 {
1143 middle = tmp->face;
1794 1144
1795 middle_obj = tmp; 1145 middle_obj = tmp;
1796 anywhere =1; 1146 anywhere = 1;
1797 } 1147 }
1798 /* Find the highest visible face around. If equal 1148 /* Find the highest visible face around. If equal
1799 * visibilities, we still want the one nearer to the 1149 * visibilities, we still want the one nearer to the
1800 * top 1150 * top
1801 */ 1151 */
1802 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1152 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1153 {
1803 middle = tmp->face; 1154 middle = tmp->face;
1804 middle_obj = tmp; 1155 middle_obj = tmp;
1805 } 1156 }
1806 } 1157 }
1158
1807 if (tmp==tmp->above) { 1159 if (tmp == tmp->above)
1160 {
1808 LOG(llevError, "Error in structure of map\n"); 1161 LOG (llevError, "Error in structure of map\n");
1809 exit (-1); 1162 exit (-1);
1810 }
1811 1163 }
1164
1812 move_slow |= tmp->move_slow; 1165 move_slow |= tmp->move_slow;
1813 move_block |= tmp->move_block; 1166 move_block |= tmp->move_block;
1814 move_on |= tmp->move_on; 1167 move_on |= tmp->move_on;
1815 move_off |= tmp->move_off; 1168 move_off |= tmp->move_off;
1816 move_allow |= tmp->move_allow; 1169 move_allow |= tmp->move_allow;
1817 1170
1818 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1171 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1819 flags |= P_IS_ALIVE; 1172 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1820 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1173 if (tmp->type == PLAYER) flags |= P_PLAYER;
1821 flags |= P_NO_MAGIC; 1174 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1822 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1175 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1823 flags |= P_NO_CLERIC; 1176 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1824
1825 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1826 flags |= P_BLOCKSVIEW;
1827 } /* for stack of objects */
1828
1829 /* we don't want to rely on this function to have accurate flags, but
1830 * since we're already doing the work, we calculate them here.
1831 * if they don't match, logic is broken someplace.
1832 */
1833 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1834 (!(oldflags & P_NO_ERROR))) {
1835 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1836 m->path, x, y,
1837 (oldflags & ~P_NEED_UPDATE), flags);
1838 } 1177 }
1839 SET_MAP_FLAGS(m, x, y, flags);
1840 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1841 SET_MAP_MOVE_ON(m, x, y, move_on);
1842 SET_MAP_MOVE_OFF(m, x, y, move_off);
1843 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1844 1178
1179 this->light = light;
1180 this->flags_ = flags;
1181 this->move_block = move_block & ~move_allow;
1182 this->move_on = move_on;
1183 this->move_off = move_off;
1184 this->move_slow = move_slow;
1185
1845 /* At this point, we have a floor face (if there is a floor), 1186 /* At this point, we have a floor face (if there is a floor),
1846 * and the floor is set - we are not going to touch it at 1187 * and the floor is set - we are not going to touch it at
1847 * this point. 1188 * this point.
1848 * middle contains the highest visibility face. 1189 * middle contains the highest visibility face.
1849 * top contains a player/monster face, if there is one. 1190 * top contains a player/monster face, if there is one.
1850 * 1191 *
1851 * We now need to fill in top.face and/or middle.face. 1192 * We now need to fill in top.face and/or middle.face.
1852 */ 1193 */
1853 1194
1854 /* If the top face also happens to be high visibility, re-do our 1195 /* If the top face also happens to be high visibility, re-do our
1855 * middle face. This should not happen, as we already have the 1196 * middle face. This should not happen, as we already have the
1856 * else statement above so middle should not get set. OTOH, it 1197 * else statement above so middle should not get set. OTOH, it
1857 * may be possible for the faces to match but be different objects. 1198 * may be possible for the faces to match but be different objects.
1858 */ 1199 */
1859 if (top == middle) middle=blank_face; 1200 if (top == middle)
1201 middle = blank_face;
1860 1202
1861 /* There are three posibilities at this point: 1203 /* There are three posibilities at this point:
1862 * 1) top face is set, need middle to be set. 1204 * 1) top face is set, need middle to be set.
1863 * 2) middle is set, need to set top. 1205 * 2) middle is set, need to set top.
1864 * 3) neither middle or top is set - need to set both. 1206 * 3) neither middle or top is set - need to set both.
1865 */ 1207 */
1866 1208
1867 for (tmp=last; tmp; tmp=tmp->below) { 1209 for (tmp = last; tmp; tmp = tmp->below)
1210 {
1868 /* Once we get to a floor, stop, since we already have a floor object */ 1211 /* Once we get to a floor, stop, since we already have a floor object */
1869 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1212 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1213 break;
1870 1214
1871 /* If two top faces are already set, quit processing */ 1215 /* If two top faces are already set, quit processing */
1872 if ((top != blank_face) && (middle != blank_face)) break; 1216 if ((top != blank_face) && (middle != blank_face))
1217 break;
1873 1218
1874 /* Only show visible faces, unless its the editor - show all */ 1219 /* Only show visible faces, unless its the editor - show all */
1875 if (!tmp->invisible || editor) { 1220 if (!tmp->invisible || editor)
1221 {
1876 /* Fill in top if needed */ 1222 /* Fill in top if needed */
1877 if (top == blank_face) { 1223 if (top == blank_face)
1878 top = tmp->face; 1224 {
1879 top_obj = tmp; 1225 top = tmp->face;
1880 if (top == middle) middle=blank_face; 1226 top_obj = tmp;
1881 } else { 1227 if (top == middle)
1228 middle = blank_face;
1229 }
1230 else
1231 {
1882 /* top is already set - we should only get here if 1232 /* top is already set - we should only get here if
1883 * middle is not set 1233 * middle is not set
1884 * 1234 *
1885 * Set the middle face and break out, since there is nothing 1235 * Set the middle face and break out, since there is nothing
1886 * more to fill in. We don't check visiblity here, since 1236 * more to fill in. We don't check visiblity here, since
1887 * 1237 *
1888 */ 1238 */
1889 if (tmp->face != top ) { 1239 if (tmp->face != top)
1890 middle = tmp->face; 1240 {
1891 middle_obj = tmp; 1241 middle = tmp->face;
1892 break; 1242 middle_obj = tmp;
1893 } 1243 break;
1244 }
1245 }
1246 }
1894 } 1247 }
1895 } 1248
1896 } 1249 if (middle == floor)
1897 if (middle == floor) middle = blank_face;
1898 if (top == middle) middle = blank_face;
1899 SET_MAP_FACE(m,x,y,top,0);
1900 if(top != blank_face)
1901 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1902 else
1903 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1904 SET_MAP_FACE(m,x,y,middle,1);
1905 if(middle != blank_face) 1250 middle = blank_face;
1906 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1907 else
1908 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1909 SET_MAP_FACE(m,x,y,floor,2);
1910 if(floor != blank_face)
1911 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1912 else
1913 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1914 SET_MAP_LIGHT(m,x,y,light);
1915}
1916 1251
1252 if (top == middle)
1253 middle = blank_face;
1917 1254
1918void set_map_reset_time(mapstruct *map) { 1255 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1919 int timeout; 1256 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1920 1257 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1921 timeout = MAP_RESET_TIMEOUT(map);
1922 if (timeout <= 0)
1923 timeout = MAP_DEFAULTRESET;
1924 if (timeout >= MAP_MAXRESET)
1925 timeout = MAP_MAXRESET;
1926 MAP_WHEN_RESET(map) = seconds()+timeout;
1927} 1258}
1928 1259
1929/* this updates the orig_map->tile_map[tile_num] value after loading 1260/* this updates the orig_map->tile_map[tile_num] value after loading
1930 * the map. It also takes care of linking back the freshly loaded 1261 * the map. It also takes care of linking back the freshly loaded
1931 * maps tile_map values if it tiles back to this one. It returns 1262 * maps tile_map values if it tiles back to this one. It returns
1932 * the value of orig_map->tile_map[tile_num]. It really only does this 1263 * the value of orig_map->tile_map[tile_num]. It really only does this
1933 * so that it is easier for calling functions to verify success. 1264 * so that it is easier for calling functions to verify success.
1934 */ 1265 */
1935 1266static maptile *
1936static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1267load_and_link_tiled_map (maptile *orig_map, int tile_num)
1937{ 1268{
1269 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1270
1271 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1272 {
1273 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1274 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1275 &orig_map->tile_path[tile_num], &orig_map->path);
1276 mp = new maptile (1, 1);
1277 mp->alloc ();
1278 mp->in_memory = MAP_IN_MEMORY;
1279 }
1280
1938 int dest_tile = (tile_num +2) % 4; 1281 int dest_tile = (tile_num + 2) % 4;
1939 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1940 1282
1941 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1283 orig_map->tile_map[tile_num] = mp;
1942 1284
1943 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1285 // optimisation: back-link map to origin map if euclidean
1944 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1286 //TODO: non-euclidean maps MUST GO
1945 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1287 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1946 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1288 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1947 1289
1948 return orig_map->tile_map[tile_num]; 1290 return mp;
1949} 1291}
1950 1292
1951/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1952 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1953 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1954 * This is the function should always be used when it 1296 * This is the function should always be used when it
1955 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1956 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1957 * tiled maps. 1299 * tiled maps.
1958 * 1300 */
1959 * 1301int
1960 */
1961int out_of_map(mapstruct *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1962{ 1303{
1963
1964 /* If we get passed a null map, this is obviously the 1304 /* If we get passed a null map, this is obviously the
1965 * case. This generally shouldn't happen, but if the 1305 * case. This generally shouldn't happen, but if the
1966 * map loads fail below, it could happen. 1306 * map loads fail below, it could happen.
1967 */ 1307 */
1968 if (!m) return 0; 1308 if (!m)
1969
1970 if (x<0) {
1971 if (!m->tile_path[3]) return 1;
1972 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1973 load_and_link_tiled_map(m, 3);
1974 }
1975 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1976 }
1977 if (x>=MAP_WIDTH(m)) {
1978 if (!m->tile_path[1]) return 1;
1979 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 1);
1981 }
1982 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1983 }
1984 if (y<0) {
1985 if (!m->tile_path[0]) return 1;
1986 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 0);
1988 }
1989 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1990 }
1991 if (y>=MAP_HEIGHT(m)) {
1992 if (!m->tile_path[2]) return 1;
1993 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 2);
1995 }
1996 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1997 }
1998
1999 /* Simple case - coordinates are within this local
2000 * map.
2001 */
2002 return 0; 1309 return 0;
1310
1311 if (x < 0)
1312 {
1313 if (!m->tile_path[3])
1314 return 1;
1315
1316 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1317 load_and_link_tiled_map (m, 3);
1318
1319 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1320 }
1321
1322 if (x >= m->width)
1323 {
1324 if (!m->tile_path[1])
1325 return 1;
1326
1327 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1328 load_and_link_tiled_map (m, 1);
1329
1330 return out_of_map (m->tile_map[1], x - m->width, y);
1331 }
1332
1333 if (y < 0)
1334 {
1335 if (!m->tile_path[0])
1336 return 1;
1337
1338 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1339 load_and_link_tiled_map (m, 0);
1340
1341 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1342 }
1343
1344 if (y >= m->height)
1345 {
1346 if (!m->tile_path[2])
1347 return 1;
1348
1349 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1350 load_and_link_tiled_map (m, 2);
1351
1352 return out_of_map (m->tile_map[2], x, y - m->height);
1353 }
1354
1355 /* Simple case - coordinates are within this local
1356 * map.
1357 */
1358 return 0;
2003} 1359}
2004 1360
2005/* This is basically the same as out_of_map above, but 1361/* This is basically the same as out_of_map above, but
2006 * instead we return NULL if no map is valid (coordinates 1362 * instead we return NULL if no map is valid (coordinates
2007 * out of bounds and no tiled map), otherwise it returns 1363 * out of bounds and no tiled map), otherwise it returns
2008 * the map as that the coordinates are really on, and 1364 * the map as that the coordinates are really on, and
2009 * updates x and y to be the localized coordinates. 1365 * updates x and y to be the localized coordinates.
2010 * Using this is more efficient of calling out_of_map 1366 * Using this is more efficient of calling out_of_map
2011 * and then figuring out what the real map is 1367 * and then figuring out what the real map is
2012 */ 1368 */
1369maptile *
2013mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1370get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2014{ 1371{
2015
2016 if (*x<0) { 1372 if (*x < 0)
2017 if (!m->tile_path[3]) return NULL; 1373 {
1374 if (!m->tile_path[3])
1375 return 0;
1376
2018 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1377 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map(m, 3); 1378 load_and_link_tiled_map (m, 3);
2020 1379
2021 *x += MAP_WIDTH(m->tile_map[3]); 1380 *x += m->tile_map[3]->width;
2022 return (get_map_from_coord(m->tile_map[3], x, y)); 1381 return (get_map_from_coord (m->tile_map[3], x, y));
1382 }
1383
1384 if (*x >= m->width)
2023 } 1385 {
2024 if (*x>=MAP_WIDTH(m)) { 1386 if (!m->tile_path[1])
2025 if (!m->tile_path[1]) return NULL; 1387 return 0;
1388
2026 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1389 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2027 load_and_link_tiled_map(m, 1); 1390 load_and_link_tiled_map (m, 1);
2028 1391
2029 *x -= MAP_WIDTH(m); 1392 *x -= m->width;
2030 return (get_map_from_coord(m->tile_map[1], x, y)); 1393 return (get_map_from_coord (m->tile_map[1], x, y));
1394 }
1395
1396 if (*y < 0)
2031 } 1397 {
2032 if (*y<0) { 1398 if (!m->tile_path[0])
2033 if (!m->tile_path[0]) return NULL; 1399 return 0;
1400
2034 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1401 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2035 load_and_link_tiled_map(m, 0); 1402 load_and_link_tiled_map (m, 0);
2036 1403
2037 *y += MAP_HEIGHT(m->tile_map[0]); 1404 *y += m->tile_map[0]->height;
2038 return (get_map_from_coord(m->tile_map[0], x, y)); 1405 return (get_map_from_coord (m->tile_map[0], x, y));
1406 }
1407
1408 if (*y >= m->height)
2039 } 1409 {
2040 if (*y>=MAP_HEIGHT(m)) { 1410 if (!m->tile_path[2])
2041 if (!m->tile_path[2]) return NULL; 1411 return 0;
1412
2042 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1413 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2043 load_and_link_tiled_map(m, 2); 1414 load_and_link_tiled_map (m, 2);
2044 1415
2045 *y -= MAP_HEIGHT(m); 1416 *y -= m->height;
2046 return (get_map_from_coord(m->tile_map[2], x, y)); 1417 return (get_map_from_coord (m->tile_map[2], x, y));
2047 } 1418 }
2048 1419
2049 /* Simple case - coordinates are within this local 1420 /* Simple case - coordinates are within this local
2050 * map. 1421 * map.
2051 */ 1422 */
2052
2053 return m; 1423 return m;
2054} 1424}
2055 1425
2056/** 1426/**
2057 * Return whether map2 is adjacent to map1. If so, store the distance from 1427 * Return whether map2 is adjacent to map1. If so, store the distance from
2058 * map1 to map2 in dx/dy. 1428 * map1 to map2 in dx/dy.
2059 */ 1429 */
1430static int
2060static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{
2061 if (!map1 || !map2) 1433 if (!map1 || !map2)
2062 return 0; 1434 return 0;
2063 1435
2064 if (map1 == map2) { 1436 if (map1 == map2)
1437 {
2065 *dx = 0; 1438 *dx = 0;
2066 *dy = 0; 1439 *dy = 0;
2067 1440 }
2068 } else if (map1->tile_map[0] == map2) { /* up */ 1441 else if (map1->tile_map[0] == map2)
1442 { /* up */
2069 *dx = 0; 1443 *dx = 0;
2070 *dy = -MAP_HEIGHT(map2); 1444 *dy = -map2->height;
1445 }
2071 } else if (map1->tile_map[1] == map2) { /* right */ 1446 else if (map1->tile_map[1] == map2)
2072 *dx = MAP_WIDTH(map1); 1447 { /* right */
1448 *dx = map1->width;
2073 *dy = 0; 1449 *dy = 0;
1450 }
2074 } else if (map1->tile_map[2] == map2) { /* down */ 1451 else if (map1->tile_map[2] == map2)
1452 { /* down */
2075 *dx = 0; 1453 *dx = 0;
2076 *dy = MAP_HEIGHT(map1); 1454 *dy = map1->height;
1455 }
2077 } else if (map1->tile_map[3] == map2) { /* left */ 1456 else if (map1->tile_map[3] == map2)
2078 *dx = -MAP_WIDTH(map2); 1457 { /* left */
1458 *dx = -map2->width;
2079 *dy = 0; 1459 *dy = 0;
2080 1460 }
2081 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1461 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1462 { /* up right */
2082 *dx = MAP_WIDTH(map1->tile_map[0]); 1463 *dx = map1->tile_map[0]->width;
2083 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1464 *dy = -map1->tile_map[0]->height;
1465 }
2084 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1466 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2085 *dx = -MAP_WIDTH(map2); 1467 { /* up left */
2086 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1468 *dx = -map2->width;
1469 *dy = -map1->tile_map[0]->height;
1470 }
2087 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1471 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2088 *dx = MAP_WIDTH(map1); 1472 { /* right up */
2089 *dy = -MAP_HEIGHT(map2); 1473 *dx = map1->width;
1474 *dy = -map2->height;
1475 }
2090 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1476 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2091 *dx = MAP_WIDTH(map1); 1477 { /* right down */
2092 *dy = MAP_HEIGHT(map1->tile_map[1]); 1478 *dx = map1->width;
1479 *dy = map1->tile_map[1]->height;
1480 }
2093 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1481 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1482 { /* down right */
2094 *dx = MAP_WIDTH(map1->tile_map[2]); 1483 *dx = map1->tile_map[2]->width;
2095 *dy = MAP_HEIGHT(map1); 1484 *dy = map1->height;
1485 }
2096 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1486 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2097 *dx = -MAP_WIDTH(map2); 1487 { /* down left */
2098 *dy = MAP_HEIGHT(map1); 1488 *dx = -map2->width;
1489 *dy = map1->height;
1490 }
2099 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1491 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1492 { /* left up */
2100 *dx = -MAP_WIDTH(map1->tile_map[3]); 1493 *dx = -map1->tile_map[3]->width;
2101 *dy = -MAP_HEIGHT(map2); 1494 *dy = -map2->height;
1495 }
2102 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1496 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1497 { /* left down */
2103 *dx = -MAP_WIDTH(map1->tile_map[3]); 1498 *dx = -map1->tile_map[3]->width;
2104 *dy = MAP_HEIGHT(map1->tile_map[3]); 1499 *dy = map1->tile_map[3]->height;
2105
2106 } else { /* not "adjacent" enough */
2107 return 0;
2108 } 1500 }
2109 1501 else
2110 return 1; 1502 return 0;
1503
1504 return 1;
2111} 1505}
2112 1506
2113/* From map.c 1507/* From map.c
2114 * This is used by get_player to determine where the other 1508 * This is used by get_player to determine where the other
2115 * creature is. get_rangevector takes into account map tiling, 1509 * creature is. get_rangevector takes into account map tiling,
2128 * be unexpected 1522 * be unexpected
2129 * 1523 *
2130 * currently, the only flag supported (0x1) is don't translate for 1524 * currently, the only flag supported (0x1) is don't translate for
2131 * closest body part of 'op1' 1525 * closest body part of 'op1'
2132 */ 1526 */
2133 1527void
2134void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1528get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1529{
2135 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1530 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1531 {
2136 /* be conservative and fill in _some_ data */ 1532 /* be conservative and fill in _some_ data */
2137 retval->distance = 100000; 1533 retval->distance = 100000;
2138 retval->distance_x = 32767; 1534 retval->distance_x = 32767;
2139 retval->distance_y = 32767; 1535 retval->distance_y = 32767;
2140 retval->direction = 0; 1536 retval->direction = 0;
2141 retval->part = 0; 1537 retval->part = 0;
2142 } else { 1538 }
1539 else
1540 {
2143 object *best; 1541 object *best;
2144 1542
2145 retval->distance_x += op2->x-op1->x; 1543 retval->distance_x += op2->x - op1->x;
2146 retval->distance_y += op2->y-op1->y; 1544 retval->distance_y += op2->y - op1->y;
2147 1545
2148 best = op1; 1546 best = op1;
2149 /* If this is multipart, find the closest part now */ 1547 /* If this is multipart, find the closest part now */
2150 if (!(flags&0x1) && op1->more) { 1548 if (!(flags & 0x1) && op1->more)
1549 {
2151 object *tmp; 1550 object *tmp;
2152 int best_distance = retval->distance_x*retval->distance_x+ 1551 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2153 retval->distance_y*retval->distance_y, tmpi;
2154 1552
2155 /* we just take the offset of the piece to head to figure 1553 /* we just take the offset of the piece to head to figure
2156 * distance instead of doing all that work above again 1554 * distance instead of doing all that work above again
2157 * since the distance fields we set above are positive in the 1555 * since the distance fields we set above are positive in the
2158 * same axis as is used for multipart objects, the simply arithmetic 1556 * same axis as is used for multipart objects, the simply arithmetic
2159 * below works. 1557 * below works.
2160 */ 1558 */
2161 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1559 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1560 {
2162 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1561 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2163 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1562 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2164 if (tmpi < best_distance) { 1563 if (tmpi < best_distance)
1564 {
2165 best_distance = tmpi; 1565 best_distance = tmpi;
2166 best = tmp; 1566 best = tmp;
2167 } 1567 }
2168 } 1568 }
2169 if (best != op1) { 1569 if (best != op1)
1570 {
2170 retval->distance_x += op1->x-best->x; 1571 retval->distance_x += op1->x - best->x;
2171 retval->distance_y += op1->y-best->y; 1572 retval->distance_y += op1->y - best->y;
2172 } 1573 }
2173 } 1574 }
2174 retval->part = best; 1575 retval->part = best;
2175 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1576 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2176 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1577 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2177 } 1578 }
2178} 1579}
2179 1580
2180/* this is basically the same as get_rangevector above, but instead of 1581/* this is basically the same as get_rangevector above, but instead of
2181 * the first parameter being an object, it instead is the map 1582 * the first parameter being an object, it instead is the map
2186 * be more consistant with the above function and also in case they are needed 1587 * be more consistant with the above function and also in case they are needed
2187 * for something in the future. Also, since no object is pasted, the best 1588 * for something in the future. Also, since no object is pasted, the best
2188 * field of the rv_vector is set to NULL. 1589 * field of the rv_vector is set to NULL.
2189 */ 1590 */
2190 1591
1592void
2191void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1593get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1594{
2192 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1595 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1596 {
2193 /* be conservative and fill in _some_ data */ 1597 /* be conservative and fill in _some_ data */
2194 retval->distance = 100000; 1598 retval->distance = 100000;
2195 retval->distance_x = 32767; 1599 retval->distance_x = 32767;
2196 retval->distance_y = 32767; 1600 retval->distance_y = 32767;
2197 retval->direction = 0; 1601 retval->direction = 0;
2198 retval->part = 0; 1602 retval->part = 0;
2199 } else { 1603 }
1604 else
1605 {
2200 retval->distance_x += op2->x-x; 1606 retval->distance_x += op2->x - x;
2201 retval->distance_y += op2->y-y; 1607 retval->distance_y += op2->y - y;
2202 1608
2203 retval->part = NULL; 1609 retval->part = NULL;
2204 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1610 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2205 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1611 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2206 } 1612 }
2207} 1613}
2208 1614
2209/* Returns true of op1 and op2 are effectively on the same map 1615/* Returns true of op1 and op2 are effectively on the same map
2210 * (as related to map tiling). Note that this looks for a path from 1616 * (as related to map tiling). Note that this looks for a path from
2211 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1617 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2212 * to op1, this will still return false. 1618 * to op1, this will still return false.
2213 * Note we only look one map out to keep the processing simple 1619 * Note we only look one map out to keep the processing simple
2214 * and efficient. This could probably be a macro. 1620 * and efficient. This could probably be a macro.
2215 * MSW 2001-08-05 1621 * MSW 2001-08-05
2216 */ 1622 */
1623int
2217int on_same_map(const object *op1, const object *op2) { 1624on_same_map (const object *op1, const object *op2)
1625{
2218 int dx, dy; 1626 int dx, dy;
2219 1627
2220 return adjacent_map(op1->map, op2->map, &dx, &dy); 1628 return adjacent_map (op1->map, op2->map, &dx, &dy);
2221} 1629}
1630
1631object *
1632maptile::insert (object *op, int x, int y, object *originator, int flags)
1633{
1634 if (!op->flag [FLAG_REMOVED])
1635 op->remove ();
1636
1637 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1638}
1639

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