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Comparing deliantra/server/common/map.C (file contents):
Revision 1.22 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.62 by root, Sun Dec 31 22:23:11 2006 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.22 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 43 return buf;
77} 44}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 45
138/* 46/*
139 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 49 * is returned.
148 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
152 */ 60 */
153 61int
154int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
155{ 63{
156 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
157#ifndef WIN32 65
158 char *endbuf; 66 char *endbuf;
159 struct stat statbuf; 67 struct stat statbuf;
160 int mode = 0, i; 68 int mode = 0;
161#endif
162 69
163 if (prepend_dir) 70 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
165 else 72 else
166 strcpy(buf, name); 73 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 74
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
174 * all the names. 78 * all the names.
175 */ 79 */
176 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
177 81
178 if (stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
179 return -1; 83 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 85 return (-1);
182 86
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 89 mode |= 4;
187 90
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 93 mode |= 2;
192 94
193 return (mode); 95 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 96}
234 97
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
244 */ 107 */
108int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 110{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 111 sint16 newx = x;
253 newy = y; 112 sint16 newy = y;
113
254 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 115
256 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
257 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 120 if (nx) *nx = newx;
259 if (ny) *ny = newy; 121 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 122
262 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 124}
267
268 125
269/* 126/*
270 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 133 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 136 * by the caller.
280 */ 137 */
281 138int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
283 object *tmp; 141 object *tmp;
284 int mflags, blocked; 142 int mflags, blocked;
285 143
286 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 145 * have already checked this.
288 */ 146 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 150 return 1;
292 } 151 }
293 152
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 154 * directly.
296 */ 155 */
297 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
298 157
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 159
301 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 162 * things we need to do for players.
304 */ 163 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0;
306 166
307 /* if there isn't anytyhing alive on this space, and this space isn't 167 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 168 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 169 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 170 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 171 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 172 * let the player through (inventory checkers for example)
313 */ 173 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
315 176
316 if(ob->head != NULL) 177 if (ob->head != NULL)
317 ob=ob->head; 178 ob = ob->head;
318 179
319 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
323 */ 184 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
325 187
326 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
328 /* If last_sp is set, the player/monster needs an object, 191 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 192 * so we check for it. If they don't have it, they can't
330 * pass through this space. 193 * pass through this space.
331 */ 194 */
332 if (tmp->last_sp) { 195 if (tmp->last_sp)
196 {
333 if (check_inv_recursive(ob,tmp)==NULL) 197 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 198 return 1;
335 else 199 else
336 continue; 200 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 201 }
346 } /* if check_inv */
347 else { 202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
348 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
350 * movement, can't move here. 217 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unles it is a
352 * hidden dm 219 * hidden dm
353 */ 220 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 225 return 1;
358 } 226 }
359 227
360 } 228 }
361 return 0; 229 return 0;
362} 230}
363 231
364 232
365/* 233/*
366 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
386 * 254 *
387 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
389 * against the move_block values. 257 * against the move_block values.
390 */ 258 */
391 259int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
393 archetype *tmp; 262 archetype *tmp;
394 int flag; 263 int flag;
395 mapstruct *m1; 264 maptile *m1;
396 sint16 sx, sy; 265 sint16 sx, sy;
397 266
398 if(ob==NULL) { 267 if (!ob)
268 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
401 272
402 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
404 } 275 }
405 276
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 280
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
411 285
286 mapspace &ms = m1->at (sx, sy);
287
412 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 291 */
416 292
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
418 295
419 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
421 */ 298 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 300 return P_NO_PASS;
424
425 } 301 }
302
426 return 0; 303 return 0;
427} 304}
428 305
429/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 308 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
434 */ 311 */
435 312void
436void fix_container(object *container) 313fix_container (object *container)
437{ 314{
438 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
439 316
440 container->inv=NULL; 317 container->inv = 0;
441 while (tmp!=NULL) { 318 while (tmp)
319 {
442 next = tmp->below; 320 next = tmp->below;
443 if (tmp->inv) 321 if (tmp->inv)
444 fix_container(tmp); 322 fix_container (tmp);
323
445 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
446 tmp = next; 325 tmp = next;
447 } 326 }
327
448 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 329 * carrying.
450 */ 330 */
451 sum_weight(container); 331 sum_weight (container);
452} 332}
453 333
454/* 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
455 * 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
456 * 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
457 * 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
458 * the more sections and not re-add sections for them. 338 * the more sections and not re-add sections for them.
459 */ 339 */
460 340void
461static void link_multipart_objects(mapstruct *m) 341maptile::link_multipart_objects ()
462{ 342{
463 int x,y; 343 if (!spaces)
464 object *tmp, *op, *last, *above; 344 return;
465 archetype *at;
466 345
467 for(x=0;x<MAP_WIDTH(m);x++) 346 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 347 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 348 {
470 above=tmp->above; 349 object *above = tmp->above;
471 350
472 /* already multipart - don't do anything more */ 351 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 352 if (!tmp->head && !tmp->more)
474 353 {
475 /* If there is nothing more to this object, this for loop 354 /* If there is nothing more to this object, this for loop
476 * won't do anything. 355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 {
363 op = arch_to_object (at);
364
365 /* update x,y coordinates */
366 op->x += tmp->x;
367 op->y += tmp->y;
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
477 */ 378 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497}
498
499 380 }
381 }
382
383 tmp = above;
384 }
385}
500 386
501/* 387/*
502 * 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
503 * file pointer. 389 * file pointer.
504 * mapflags is the same as we get with load_original_map 390 * mapflags is the same as we get with load_original_map
505 */ 391 */
506 392bool
507void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 393maptile::load_objects (object_thawer &thawer)
508 int i,j; 394{
509 int unique; 395 int unique;
510 object *op, *prev=NULL,*last_more=NULL, *otmp; 396 object *op, *prev = NULL, *last_more = NULL, *otmp;
511 397
512 op=get_object(); 398 op = object::create ();
513 op->map = m; /* To handle buttons correctly */ 399 op->map = this; /* To handle buttons correctly */
514 400
515 while((i = load_object (fp, op, mapflags))) { 401 while (int i = load_object (thawer, op, 0))
402 {
516 /* if the archetype for the object is null, means that we 403 /* if the archetype for the object is null, means that we
517 * 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
518 * 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.
519 */ 406 */
520 if (op->arch==NULL) { 407 if (op->arch == NULL)
408 {
521 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
522 continue; 410 continue;
523 } 411 }
524 412
525
526 switch(i) { 413 switch (i)
414 {
527 case LL_NORMAL: 415 case LL_NORMAL:
528 /* if we are loading an overlay, put the floors on the bottom */
529 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
530 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
531 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
532 else
533 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
534 417
535 if (op->inv) 418 if (op->inv)
536 sum_weight(op); 419 sum_weight (op);
537 420
538 prev=op,last_more=op; 421 prev = op, last_more = op;
539 break; 422 break;
540 423
541 case LL_MORE: 424 case LL_MORE:
542 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);
543 op->head=prev,last_more->more=op,last_more=op; 426 op->head = prev, last_more->more = op, last_more = op;
544 break; 427 break;
545 } 428 }
546 if (mapflags & MAP_STYLE) { 429
547 remove_from_active_list(op); 430 op = object::create ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
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);
548 } 505 }
549 op=get_object();
550 op->map = m;
551 } 506 }
552 for (i=0;i<m->width;i++){ 507
553 for (j=0;j<m->height;j++){ 508 return true;
554 unique =0; 509}
555 /* check for unique items, or unique squares */ 510
556 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 511bool
557 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 512maptile::load_objects (const char *path, bool skip_header)
558 unique = 1; 513{
559 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 514 object_thawer thawer (path);
560 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 515
561 } 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);
562 } 528 }
563 }
564 free_object(op);
565 link_multipart_objects(m);
566}
567 529
568/* This saves all the objects on the map in a non destructive fashion. 530 return load_objects (thawer);
569 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 531}
570 * and we only save the head of multi part objects - this is needed 532
571 * 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.
572 */ 550 */
573void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 551 width = 16;
574 int i, j = 0,unique=0; 552 height = 16;
575 object *op; 553 reset_timeout = 0;
576 /* first pass - save one-part objects */ 554 timeout = 300;
577 for(i = 0; i < MAP_WIDTH(m); i++) 555 enter_x = 0;
578 for (j = 0; j < MAP_HEIGHT(m); j++) { 556 enter_y = 0;
579 unique=0; 557}
580 for(op = get_map_ob (m, i, j); op; op = op->above) {
581 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
582 unique=1;
583 558
584 if(op->type == PLAYER) { 559maptile::maptile (int w, int h)
585 LOG(llevDebug, "Player on map that is being saved\n"); 560{
586 continue; 561 in_memory = MAP_SWAPPED;
587 }
588 562
589 if (op->head || op->owner) 563 width = w;
590 continue; 564 height = h;
565 reset_timeout = 0;
566 timeout = 300;
567 enter_x = 0;
568 enter_y = 0;
591 569
592 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 570 alloc ();
593 save_object (fp2, op, 3);
594 else
595 if (flag == 0 ||
596 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
597 !QUERY_FLAG(op, FLAG_UNPAID))))
598 save_object(fp, op, 3);
599
600 } /* for this space */
601 } /* for this j */
602} 571}
603 572
604/* 573/*
605 * Allocates, initialises, and returns a pointer to a mapstruct.
606 * Modified to no longer take a path option which was not being
607 * used anyways. MSW 2001-07-01
608 */
609
610mapstruct *get_linked_map(void) {
611 mapstruct *map = new mapstruct;
612 mapstruct *mp;
613
614 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
615 if(mp==NULL)
616 first_map=map;
617 else
618 mp->next=map;
619
620 map->in_memory=MAP_SWAPPED;
621 /* The maps used to pick up default x and y values from the
622 * map archetype. Mimic that behaviour.
623 */
624 MAP_WIDTH(map)=16;
625 MAP_HEIGHT(map)=16;
626 MAP_RESET_TIMEOUT(map)=0;
627 MAP_TIMEOUT(map)=300;
628 MAP_ENTER_X(map)=0;
629 MAP_ENTER_Y(map)=0;
630 /*set part to -1 indicating conversion to weather map not yet done*/
631 MAP_WORLDPARTX(map)=-1;
632 MAP_WORLDPARTY(map)=-1;
633 return map;
634}
635
636/*
637 * Allocates the arrays contained in a mapstruct. 574 * Allocates the arrays contained in a maptile.
638 * This basically allocates the dynamic array of spaces for the 575 * This basically allocates the dynamic array of spaces for the
639 * map. 576 * map.
640 */ 577 */
641 578void
642void allocate_map(mapstruct *m) { 579maptile::alloc ()
643 m->in_memory = MAP_IN_MEMORY; 580{
644 /* Log this condition and free the storage. We could I suppose
645 * realloc, but if the caller is presuming the data will be intact,
646 * that is their poor assumption.
647 */
648 if (m->spaces) { 581 if (spaces)
649 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
650 free(m->spaces);
651 }
652
653 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
654
655 if(m->spaces==NULL)
656 fatal(OUT_OF_MEMORY);
657}
658
659/* Create and returns a map of the specific size. Used
660 * in random map code and the editor.
661 */
662mapstruct *get_empty_map(int sizex, int sizey) {
663 mapstruct *m = get_linked_map();
664 m->width = sizex;
665 m->height = sizey;
666 m->in_memory = MAP_SWAPPED;
667 allocate_map(m);
668 return m; 582 return;
583
584 spaces = salloc0<mapspace> (size ());
669} 585}
670 586
671/* 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
672 * 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
673 * at a later date. 589 * at a later date.
674 * Called by parse_map_headers below. 590 * Called by parse_map_headers below.
675 */ 591 */
676 592static shopitems *
677static shopitems *parse_shop_string (const char *input_string) { 593parse_shop_string (const char *input_string)
594{
678 char *shop_string, *p, *q, *next_semicolon, *next_colon; 595 char *shop_string, *p, *q, *next_semicolon, *next_colon;
679 shopitems *items=NULL; 596 shopitems *items = NULL;
680 int i=0, number_of_entries=0; 597 int i = 0, number_of_entries = 0;
681 const typedata *current_type; 598 const typedata *current_type;
682 599
683 shop_string=strdup_local(input_string); 600 shop_string = strdup (input_string);
684 p=shop_string; 601 p = shop_string;
685 /* 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 */
686 while (p) { 603 while (p)
604 {
687 p=strchr(p, ';'); 605 p = strchr (p, ';');
688 number_of_entries++; 606 number_of_entries++;
689 if (p) p++; 607 if (p)
608 p++;
690 } 609 }
610
691 p=shop_string; 611 p = shop_string;
692 strip_endline(p); 612 strip_endline (p);
693 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 613 items = new shopitems[number_of_entries + 1];
694 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
695 for (i=0; i<number_of_entries; i++) { 614 for (i = 0; i < number_of_entries; i++)
615 {
696 if (!p) { 616 if (!p)
617 {
697 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");
698 break; 619 break;
699 } 620 }
621
700 next_semicolon=strchr(p, ';'); 622 next_semicolon = strchr (p, ';');
701 next_colon=strchr(p, ':'); 623 next_colon = strchr (p, ':');
702 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 624 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
703 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 625 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
704 items[i].strength=atoi(strchr(p,':')+1); 626 items[i].strength = atoi (strchr (p, ':') + 1);
627
628 if (isdigit (*p) || *p == '*')
705 629 {
706 if (isdigit(*p) || *p=='*') {
707 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 630 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
708 current_type=get_typedata(items[i].typenum); 631 current_type = get_typedata (items[i].typenum);
709 if (current_type) { 632 if (current_type)
633 {
710 items[i].name=current_type->name; 634 items[i].name = current_type->name;
711 items[i].name_pl=current_type->name_pl; 635 items[i].name_pl = current_type->name_pl;
712 }
713 }
714 else { /*we have a named type, let's figure out what it is */
715 q=strpbrk(p,";:");
716 if (q) *q='\0';
717
718 current_type=get_typedata_by_name(p);
719 if (current_type) {
720 items[i].name=current_type->name;
721 items[i].typenum=current_type->number;
722 items[i].name_pl=current_type->name_pl;
723 }
724 else { /* oh uh, something's wrong, let's free up this one, and try
725 * the next entry while we're at it, better print a warning
726 */
727 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
728 p, input_string);
729 } 636 }
730 } 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
731 items[i].index=number_of_entries; 659 items[i].index = number_of_entries;
732 if (next_semicolon) p=++next_semicolon; 660 if (next_semicolon)
661 p = ++next_semicolon;
662 else
733 else p=NULL; 663 p = NULL;
734 } 664 }
665
735 free(shop_string); 666 free (shop_string);
736 return items; 667 return items;
737} 668}
738 669
739/* 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
740 * the map (or something equivilent) into output_string. */ 671 * the map (or something equivilent) into output_string. */
672static void
741static void print_shop_string(mapstruct *m, char *output_string) { 673print_shop_string (maptile *m, char *output_string)
674{
742 int i; 675 int i;
743 char tmp[MAX_BUF]; 676 char tmp[MAX_BUF];
677
744 strcpy(output_string, ""); 678 strcpy (output_string, "");
745 for (i=0; i< m->shopitems[0].index; i++) { 679 for (i = 0; i < m->shopitems[0].index; i++)
680 {
746 if (m->shopitems[i].typenum) { 681 if (m->shopitems[i].typenum)
682 {
747 if (m->shopitems[i].strength) { 683 if (m->shopitems[i].strength)
748 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);
749 } 685 else
750 else sprintf(tmp, "%s;", m->shopitems[i].name); 686 sprintf (tmp, "%s;", m->shopitems[i].name);
751 } 687 }
752 else { 688 else
689 {
753 if (m->shopitems[i].strength) { 690 if (m->shopitems[i].strength)
754 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 691 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
755 } 692 else
756 else sprintf(tmp, "*"); 693 sprintf (tmp, "*");
757 } 694 }
695
758 strcat(output_string, tmp); 696 strcat (output_string, tmp);
759 } 697 }
760} 698}
761 699
762/* This loads the header information of the map. The header 700/* This loads the header information of the map. The header
763 * contains things like difficulty, size, timeout, etc. 701 * contains things like difficulty, size, timeout, etc.
767 * 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
768 * sense. 706 * sense.
769 * 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
770 * 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.
771 * MSW 2001-07-01 709 * MSW 2001-07-01
772 * return 0 on success, 1 on failure.
773 */ 710 */
774 711bool
775static int load_map_header(object_thawer &fp, mapstruct *m) 712maptile::load_header (object_thawer &thawer)
776{ 713{
777 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;
778 int msgpos=0; 715 int msgpos = 0;
779 int maplorepos=0; 716 int maplorepos = 0;
780 717
781 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 718 for (;;)
782 buf[HUGE_BUF-1] = 0; 719 {
783 key = buf; 720 keyword kw = thawer.get_kv ();
784 while (isspace(*key)) key++; 721
785 if (*key == 0) continue; /* empty line */ 722 switch (kw)
786 value = strchr(key, ' ');
787 if (!value) {
788 end = strchr(key, '\n');
789 if (end != NULL) {
790 *end = 0;
791 }
792 } else {
793 *value = 0;
794 value++;
795 end = strchr(value, '\n');
796 while (isspace(*value)) {
797 value++;
798 if (*value == '\0' || value == end) {
799 /* Nothing but spaces. */
800 value = NULL;
801 break;
802 }
803 }
804 } 723 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
805 727
806 if (!end) { 728 case KW_end:
807 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
808 buf);
809 return 1; 729 return true;
810 }
811 730
812 /* key is the field name, value is what it should be set 731 case KW_msg:
813 * to. We've already done the work to null terminate key, 732 thawer.get_ml (KW_endmsg, msg);
814 * and strip off any leading spaces for both of these.
815 * We have not touched the newline at the end of the line -
816 * these are needed for some values. the end pointer
817 * points to the first of the newlines.
818 * value could be NULL! It would be easy enough to just point
819 * this to "" to prevent cores, but that would let more errors slide
820 * through.
821 *
822 * First check for entries that do not use the value parameter, then
823 * validate that value is given and check for the remaining entries
824 * that use the parameter.
825 */
826
827 if (!strcmp(key,"msg")) {
828 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
829 if (!strcmp(buf,"endmsg\n")) break;
830 else {
831 /* slightly more efficient than strcat */
832 strcpy(msgbuf+msgpos, buf);
833 msgpos += strlen(buf);
834 }
835 } 733 break;
836 /* There are lots of maps that have empty messages (eg, msg/endmsg 734
837 * with nothing between). There is no reason in those cases to 735 case KW_lore: // CF+ extension
838 * keep the empty message. Also, msgbuf contains garbage data 736 thawer.get_ml (KW_endlore, maplore);
839 * when msgpos is zero, so copying it results in crashes
840 */
841 if (msgpos != 0)
842 m->msg = strdup_local(msgbuf);
843 }
844 else if (!strcmp(key,"maplore")) {
845 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
846 if (!strcmp(buf,"endmaplore\n")) break;
847 else {
848 /* slightly more efficient than strcat */
849 strcpy(maplorebuf+maplorepos, buf);
850 maplorepos += strlen(buf);
851 }
852 } 737 break;
853 if (maplorepos != 0) 738
854 m->maplore = strdup_local(maplorebuf); 739 case KW_maplore:
855 } 740 thawer.get_ml (KW_endmaplore, maplore);
856 else if (!strcmp(key,"end")) { 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]);
857 break; 793 break;
858 } 794 }
859 else if (value == NULL) {
860 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
861 }
862 else if (!strcmp(key, "arch")) {
863 /* This is an oddity, but not something we care about much. */
864 if (strcmp(value,"map\n"))
865 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
866 }
867 else if (!strcmp(key,"name")) {
868 *end=0;
869 m->name = strdup_local(value);
870 }
871 /* first strcmp value on these are old names supported
872 * for compatibility reasons. The new values (second) are
873 * what really should be used.
874 */
875 else if (!strcmp(key,"oid")) {
876 fp.get (m, atoi(value));
877 } else if (!strcmp(key, "attach")) {
878 m->attach = value;
879 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
880 m->enter_x = atoi(value);
881 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
882 m->enter_y = atoi(value);
883 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
884 m->width = atoi(value);
885 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
886 m->height = atoi(value);
887 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
888 m->reset_timeout = atoi(value);
889 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
890 m->timeout = atoi(value);
891 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
892 m->difficulty = atoi(value);
893 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
894 m->darkness = atoi(value);
895 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
896 m->fixed_resettime = atoi(value);
897 } else if (!strcmp(key,"unique")) {
898 m->unique = atoi(value);
899 } else if (!strcmp(key,"template")) {
900 m->templatemap = atoi(value);
901 } else if (!strcmp(key,"region")) {
902 m->region = get_region_by_name(value);
903 } else if (!strcmp(key,"shopitems")) {
904 *end=0;
905 m->shopitems = parse_shop_string(value);
906 } else if (!strcmp(key,"shopgreed")) {
907 m->shopgreed = atof(value);
908 } else if (!strcmp(key,"shopmin")) {
909 m->shopmin = atol(value);
910 } else if (!strcmp(key,"shopmax")) {
911 m->shopmax = atol(value);
912 } else if (!strcmp(key,"shoprace")) {
913 *end=0;
914 m->shoprace = strdup_local(value);
915 } else if (!strcmp(key,"outdoor")) {
916 m->outdoor = atoi(value);
917 } else if (!strcmp(key, "temp")) {
918 m->temp = atoi(value);
919 } else if (!strcmp(key, "pressure")) {
920 m->pressure = atoi(value);
921 } else if (!strcmp(key, "humid")) {
922 m->humid = atoi(value);
923 } else if (!strcmp(key, "windspeed")) {
924 m->windspeed = atoi(value);
925 } else if (!strcmp(key, "winddir")) {
926 m->winddir = atoi(value);
927 } else if (!strcmp(key, "sky")) {
928 m->sky = atoi(value);
929 } else if (!strcmp(key, "nosmooth")) {
930 m->nosmooth = atoi(value);
931 }
932 else if (!strncmp(key,"tile_path_", 10)) {
933 int tile=atoi(key+10);
934
935 if (tile<1 || tile>4) {
936 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
937 tile, m->path);
938 } else {
939 char *path;
940
941 *end = 0;
942
943 if (m->tile_path[tile-1]) {
944 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
945 tile, m->path);
946 free(m->tile_path[tile-1]);
947 m->tile_path[tile-1] = NULL;
948 }
949
950 if (check_path(value, 1) != -1) {
951 /* The unadorned path works. */
952 path = value;
953 } else {
954 /* Try again; it could be a relative exit. */
955
956 path = path_combine_and_normalize(m->path, value);
957
958 if (check_path(path, 1) == -1) {
959 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
960 path = NULL;
961 }
962 }
963
964 if (editor) {
965 /* Use the value as in the file. */
966 m->tile_path[tile-1] = strdup_local(value);
967 } else if (path != NULL) {
968 /* Use the normalized value. */
969 m->tile_path[tile-1] = strdup_local(path);
970 }
971 } /* end if tile direction (in)valid */
972 }
973 else {
974 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
975 }
976 }
977 if (!key || strcmp(key,"end")) {
978 LOG(llevError,"Got premature eof on map header!\n");
979 abort();//D
980 return 1;
981 }
982 return 0;
983}
984
985/*
986 * Opens the file "filename" and reads information about the map
987 * from the given file, and stores it in a newly allocated
988 * mapstruct. A pointer to this structure is returned, or NULL on failure.
989 * flags correspond to those in map.h. Main ones used are
990 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
991 * MAP_BLOCK, in which case we block on this load. This happens in all
992 * cases, no matter if this flag is set or not.
993 * MAP_STYLE: style map - don't add active objects, don't add to server
994 * managed map list.
995 */
996
997mapstruct *load_original_map(const char *filename, int flags) {
998 mapstruct *m;
999 char pathname[MAX_BUF];
1000 795 }
1001 if (flags & MAP_PLAYER_UNIQUE)
1002 strcpy(pathname, filename);
1003 else if (flags & MAP_OVERLAY)
1004 strcpy(pathname, create_overlay_pathname(filename));
1005 else
1006 strcpy(pathname, create_pathname(filename));
1007 796
1008 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 797 abort ();
798}
1009 799
800bool
801maptile::load_header (const char *path)
802{
1010 object_thawer thawer (pathname); 803 object_thawer thawer (path);
1011 804
1012 if (!thawer) 805 if (!thawer)
1013 return 0;
1014
1015 m = get_linked_map();
1016
1017 strcpy (m->path, filename);
1018 if (load_map_header(thawer, m)) {
1019 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1020 filename, flags);
1021 delete_map(m);
1022 return NULL;
1023 }
1024
1025 allocate_map(m);
1026
1027 m->in_memory=MAP_LOADING;
1028 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1029
1030 m->in_memory=MAP_IN_MEMORY;
1031 if (!MAP_DIFFICULTY(m))
1032 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1033 set_map_reset_time(m);
1034 m->instantiate ();
1035 return (m);
1036}
1037
1038/*
1039 * Loads a map, which has been loaded earlier, from file.
1040 * Return the map object we load into (this can change from the passed
1041 * option if we can't find the original map)
1042 */
1043
1044static mapstruct *load_temporary_map(mapstruct *m) {
1045 int comp;
1046 char buf[MAX_BUF];
1047
1048 if (!m->tmpname) {
1049 LOG(llevError, "No temporary filename for map %s\n", m->path);
1050 strcpy(buf, m->path);
1051 delete_map(m);
1052 m = load_original_map(buf, 0);
1053 if(m==NULL) return NULL;
1054 fix_auto_apply(m); /* Chests which open as default */
1055 return m;
1056 }
1057
1058 object_thawer thawer (m->tmpname);
1059
1060 if (!thawer)
1061 {
1062 strcpy (buf, m->path);
1063 delete_map (m);
1064 m = load_original_map (buf, 0);
1065 if (!m) return NULL;
1066 fix_auto_apply (m); /* Chests which open as default */
1067 return m;
1068 }
1069
1070 if (load_map_header(thawer, m)) {
1071 LOG(llevError,"Error loading map header for %s (%s)\n",
1072 m->path, m->tmpname);
1073 delete_map(m);
1074 m = load_original_map(m->path, 0);
1075 return NULL;
1076 }
1077 allocate_map(m);
1078
1079 m->in_memory=MAP_LOADING;
1080 load_objects (m, thawer, 0);
1081
1082 m->in_memory=MAP_IN_MEMORY;
1083 INVOKE_MAP (SWAPIN, m);
1084 return m; 806 return false;
1085}
1086 807
1087/* 808 return load_header (thawer);
1088 * Loads a map, which has been loaded earlier, from file.
1089 * Return the map object we load into (this can change from the passed
1090 * option if we can't find the original map)
1091 */
1092
1093mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1094 char pathname[MAX_BUF];
1095
1096 strcpy(pathname, create_overlay_pathname(filename));
1097
1098 object_thawer thawer (pathname);
1099
1100 if (!thawer)
1101 return m;
1102
1103 if (load_map_header(thawer, m)) {
1104 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1105 m->path, pathname);
1106 delete_map(m);
1107 m = load_original_map(m->path, 0);
1108 return NULL;
1109 }
1110 /*allocate_map(m);*/
1111
1112 m->in_memory=MAP_LOADING;
1113 load_objects (m, thawer, MAP_OVERLAY);
1114
1115 m->in_memory=MAP_IN_MEMORY;
1116 return m;
1117} 809}
1118 810
1119/****************************************************************************** 811/******************************************************************************
1120 * This is the start of unique map handling code 812 * This is the start of unique map handling code
1121 *****************************************************************************/ 813 *****************************************************************************/
1122 814
1123/* 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. */
1124static void delete_unique_items(mapstruct *m) 816void
817maptile::clear_unique_items ()
1125{ 818{
1126 int i,j,unique; 819 for (int i = 0; i < size (); ++i)
1127 object *op, *next; 820 {
1128
1129 for(i=0; i<MAP_WIDTH(m); i++)
1130 for(j=0; j<MAP_HEIGHT(m); j++) {
1131 unique=0; 821 int unique = 0;
1132 for (op=get_map_ob(m, i, j); op; op=next) { 822 for (object *op = spaces [i].bot; op; )
1133 next = op->above; 823 {
824 object *above = op->above;
825
1134 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))
1135 unique=1; 827 unique = 1;
828
1136 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1137 clean_object(op);
1138 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1139 remove_button_link(op);
1140 remove_ob(op);
1141 free_object(op);
1142 } 830 {
831 op->destroy_inv (false);
832 op->destroy ();
1143 } 833 }
834
835 op = above;
1144 } 836 }
1145}
1146
1147
1148/*
1149 * Loads unique objects from file(s) into the map which is in memory
1150 * m is the map to load unique items into.
1151 */
1152static void load_unique_objects(mapstruct *m) {
1153 int count;
1154 char firstname[MAX_BUF];
1155
1156 for (count=0; count<10; count++) {
1157 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1158 if (!access(firstname, R_OK)) break;
1159 }
1160 /* If we get here, we did not find any map */
1161 if (count==10) return;
1162
1163 object_thawer thawer (firstname);
1164
1165 if (!thawer)
1166 return;
1167
1168 m->in_memory=MAP_LOADING;
1169 if (m->tmpname == NULL) /* if we have loaded unique items from */
1170 delete_unique_items(m); /* original map before, don't duplicate them */
1171 load_objects (m, thawer, 0);
1172
1173 m->in_memory=MAP_IN_MEMORY;
1174}
1175
1176
1177/*
1178 * Saves a map to file. If flag is set, it is saved into the same
1179 * file it was (originally) loaded from. Otherwise a temporary
1180 * filename will be genarated, and the file will be stored there.
1181 * The temporary filename will be stored in the mapstructure.
1182 * If the map is unique, we also save to the filename in the map
1183 * (this should have been updated when first loaded)
1184 */
1185
1186int
1187new_save_map (mapstruct * m, int flag)
1188{
1189 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1190 int i;
1191
1192 if (flag && !*m->path)
1193 { 837 }
1194 LOG (llevError, "Tried to save map without path.\n"); 838}
1195 return -1; 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)
845
846 MAP_OUT2 (arch, "map");
847
848 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time);
850 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime);
853 MAP_OUT (difficulty);
854
855 if (region) MAP_OUT2 (region, region->name);
856
857 if (shopitems)
1196 } 858 {
1197 859 char shop[MAX_BUF];
1198 if (flag || (m->unique) || (m->templatemap)) 860 print_shop_string (this, shop);
861 MAP_OUT2 (shopitems, shop);
1199 { 862 }
1200 if (!m->unique && !m->templatemap)
1201 { /* flag is set */
1202 if (flag == 2)
1203 strcpy (filename, create_overlay_pathname (m->path));
1204 else
1205 strcpy (filename, create_pathname (m->path));
1206 }
1207 else
1208 strcpy (filename, m->path);
1209 863
1210 make_path_to_file (filename); 864 MAP_OUT (shopgreed);
1211 } 865 MAP_OUT (shopmin);
1212 else 866 MAP_OUT (shopmax);
1213 { 867 if (shoprace) MAP_OUT (shoprace);
1214 if (!m->tmpname) 868 MAP_OUT (darkness);
1215 m->tmpname = tempnam_local (settings.tmpdir, NULL); 869 MAP_OUT (width);
870 MAP_OUT (height);
871 MAP_OUT (enter_x);
872 MAP_OUT (enter_y);
1216 873
1217 strcpy (filename, m->tmpname); 874 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1218 } 875 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1219 876
1220 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 877 MAP_OUT (outdoor);
1221 m->in_memory = MAP_SAVING; 878 MAP_OUT (temp);
879 MAP_OUT (pressure);
880 MAP_OUT (humid);
881 MAP_OUT (windspeed);
882 MAP_OUT (winddir);
883 MAP_OUT (sky);
1222 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{
1223 object_freezer freezer; 901 object_freezer freezer;
1224 902
1225 /* legacy */ 903 if (!save_header (freezer))
1226 fprintf (freezer, "arch map\n"); 904 return false;
1227 if (m->name)
1228 fprintf (freezer, "name %s\n", m->name);
1229 if (!flag)
1230 fprintf (freezer, "swap_time %d\n", m->swap_time);
1231 if (m->reset_timeout)
1232 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1233 if (m->fixed_resettime)
1234 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1235 /* we unfortunately have no idea if this is a value the creator set
1236 * or a difficulty value we generated when the map was first loaded
1237 */
1238 if (m->difficulty)
1239 fprintf (freezer, "difficulty %d\n", m->difficulty);
1240 if (m->region)
1241 fprintf (freezer, "region %s\n", m->region->name);
1242 if (m->shopitems)
1243 {
1244 print_shop_string (m, shop);
1245 fprintf (freezer, "shopitems %s\n", shop);
1246 }
1247 if (m->shopgreed)
1248 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1249#ifndef WIN32
1250 if (m->shopmin)
1251 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1252 if (m->shopmax)
1253 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1254#else
1255 if (m->shopmin)
1256 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1257 if (m->shopmax)
1258 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1259#endif
1260 if (m->shoprace)
1261 fprintf (freezer, "shoprace %s\n", m->shoprace);
1262 if (m->darkness)
1263 fprintf (freezer, "darkness %d\n", m->darkness);
1264 if (m->width)
1265 fprintf (freezer, "width %d\n", m->width);
1266 if (m->height)
1267 fprintf (freezer, "height %d\n", m->height);
1268 if (m->enter_x)
1269 fprintf (freezer, "enter_x %d\n", m->enter_x);
1270 if (m->enter_y)
1271 fprintf (freezer, "enter_y %d\n", m->enter_y);
1272 if (m->msg)
1273 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1274 if (m->maplore)
1275 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1276 if (m->unique)
1277 fprintf (freezer, "unique %d\n", m->unique);
1278 if (m->templatemap)
1279 fprintf (freezer, "template %d\n", m->templatemap);
1280 if (m->outdoor)
1281 fprintf (freezer, "outdoor %d\n", m->outdoor);
1282 if (m->temp)
1283 fprintf (freezer, "temp %d\n", m->temp);
1284 if (m->pressure)
1285 fprintf (freezer, "pressure %d\n", m->pressure);
1286 if (m->humid)
1287 fprintf (freezer, "humid %d\n", m->humid);
1288 if (m->windspeed)
1289 fprintf (freezer, "windspeed %d\n", m->windspeed);
1290 if (m->winddir)
1291 fprintf (freezer, "winddir %d\n", m->winddir);
1292 if (m->sky)
1293 fprintf (freezer, "sky %d\n", m->sky);
1294 if (m->nosmooth)
1295 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1296 905
1297 /* Save any tiling information, except on overlays */ 906 return freezer.save (path);
1298 if (flag != 2)
1299 for (i = 0; i < 4; i++)
1300 if (m->tile_path[i])
1301 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1302
1303 freezer.put (m);
1304 fprintf (freezer, "end\n");
1305
1306 /* In the game save unique items in the different file, but
1307 * in the editor save them to the normal map file.
1308 * If unique map, save files in the proper destination (set by
1309 * player)
1310 */
1311 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1312 {
1313 object_freezer unique;
1314
1315 if (flag == 2)
1316 save_objects (m, freezer, unique, 2);
1317 else
1318 save_objects (m, freezer, unique, 0);
1319
1320 sprintf (buf, "%s.v00", create_items_path (m->path));
1321
1322 unique.save (buf);
1323 }
1324 else
1325 { /* save same file when not playing, like in editor */
1326 save_objects (m, freezer, freezer, 0);
1327 }
1328
1329 freezer.save (filename);
1330
1331 return 0;
1332}
1333
1334
1335/*
1336 * Remove and free all objects in the inventory of the given object.
1337 * object.c ?
1338 */
1339
1340void clean_object(object *op)
1341{
1342 object *tmp, *next;
1343
1344 for(tmp = op->inv; tmp; tmp = next)
1345 {
1346 next = tmp->below;
1347 clean_object(tmp);
1348 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1349 remove_button_link(tmp);
1350 remove_ob(tmp);
1351 free_object(tmp);
1352 }
1353} 907}
1354 908
1355/* 909/*
1356 * Remove and free all objects in the given map. 910 * Remove and free all objects in the given map.
1357 */ 911 */
912void
913maptile::clear ()
914{
915 if (!spaces)
916 return;
1358 917
1359void free_all_objects(mapstruct *m) { 918 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1360 int i,j; 919 while (object *op = ms->bot)
1361 object *op; 920 {
1362 921 if (op->head)
1363 for(i=0;i<MAP_WIDTH(m);i++)
1364 for(j=0;j<MAP_HEIGHT(m);j++) {
1365 object *previous_obj=NULL;
1366 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1367 if (op==previous_obj) {
1368 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1369 break;
1370 }
1371 previous_obj=op;
1372 if(op->head!=NULL)
1373 op = op->head; 922 op = op->head;
1374 923
1375 /* If the map isn't in memory, free_object will remove and 924 op->destroy_inv (false);
1376 * free objects in op's inventory. So let it do the job. 925 op->destroy ();
1377 */
1378 if (m->in_memory==MAP_IN_MEMORY)
1379 clean_object(op);
1380 remove_ob(op);
1381 free_object(op);
1382 }
1383 } 926 }
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 ();
1384} 971}
1385 972
1386/* 973/*
1387 * Frees everything allocated by the given mapstructure. 974 * Updates every button on the map (by calling update_button() for them).
1388 * don't free tmpname - our caller is left to do that
1389 */ 975 */
1390 976void
1391void free_map(mapstruct *m,int flag) { 977maptile::update_buttons ()
1392 int i; 978{
1393 979 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1394 if (!m->in_memory) { 980 for (objectlink *ol = obp->link; ol; ol = ol->next)
1395 LOG(llevError,"Trying to free freed map.\n"); 981 {
1396 return; 982 if (!ol->ob)
1397 }
1398 if (flag && m->spaces) free_all_objects(m);
1399 if (m->name) FREE_AND_CLEAR(m->name);
1400 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1401 if (m->msg) FREE_AND_CLEAR(m->msg);
1402 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1403 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1404 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1405 if (m->buttons)
1406 free_objectlinkpt(m->buttons);
1407 m->buttons = NULL;
1408 for (i=0; i<4; i++) {
1409 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1410 m->tile_map[i] = NULL;
1411 }
1412 m->in_memory = MAP_SWAPPED;
1413}
1414
1415/*
1416 * function: vanish mapstruct
1417 * m : pointer to mapstruct, if NULL no action
1418 * this deletes all the data on the map (freeing pointers)
1419 * and then removes this map from the global linked list of maps.
1420 */
1421
1422void delete_map(mapstruct *m) {
1423 mapstruct *tmp, *last;
1424 int i;
1425
1426 if (!m)
1427 return;
1428
1429 m->clear ();
1430
1431 if (m->in_memory == MAP_IN_MEMORY) {
1432 /* change to MAP_SAVING, even though we are not,
1433 * so that remove_ob doesn't do as much work.
1434 */ 983 {
1435 m->in_memory = MAP_SAVING; 984 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1436 free_map (m, 1); 985 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1437 } 986 continue;
1438 /* move this out of free_map, since tmpname can still be needed if
1439 * the map is swapped out.
1440 */
1441 if (m->tmpname) {
1442 free(m->tmpname);
1443 m->tmpname=NULL;
1444 }
1445 last = NULL;
1446 /* We need to look through all the maps and see if any maps
1447 * are pointing at this one for tiling information. Since
1448 * tiling can be assymetric, we just can not look to see which
1449 * maps this map tiles with and clears those.
1450 */
1451 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1452 if (tmp->next == m) last = tmp;
1453
1454 /* This should hopefully get unrolled on a decent compiler */
1455 for (i=0; i<4; i++)
1456 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1457 }
1458
1459 /* If last is null, then this should be the first map in the list */
1460 if (!last) {
1461 if (m == first_map)
1462 first_map = m->next;
1463 else
1464 /* m->path is a static char, so should hopefully still have
1465 * some useful data in it.
1466 */
1467 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1468 m->path);
1469 }
1470 else
1471 last->next = m->next;
1472
1473 delete m;
1474}
1475
1476
1477
1478/*
1479 * Makes sure the given map is loaded and swapped in.
1480 * name is path name of the map.
1481 * flags meaning:
1482 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1483 * and don't do unique items or the like.
1484 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1485 * dont do any more name translation on it.
1486 *
1487 * Returns a pointer to the given map.
1488 */
1489
1490mapstruct *ready_map_name(const char *name, int flags) {
1491 mapstruct *m;
1492
1493 if (!name)
1494 return (NULL);
1495
1496 /* Have we been at this level before? */
1497 m = has_been_loaded (name);
1498
1499 /* Map is good to go, so just return it */
1500 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1501 return m;
1502 }
1503
1504 /* unique maps always get loaded from their original location, and never
1505 * a temp location. Likewise, if map_flush is set, or we have never loaded
1506 * this map, load it now. I removed the reset checking from here -
1507 * it seems the probability of a player trying to enter a map that should
1508 * reset but hasn't yet is quite low, and removing that makes this function
1509 * a bit cleaner (and players probably shouldn't rely on exact timing for
1510 * resets in any case - if they really care, they should use the 'maps command.
1511 */
1512 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1513
1514 /* first visit or time to reset */
1515 if (m) {
1516 clean_tmp_map(m); /* Doesn't make much difference */
1517 delete_map(m);
1518 } 987 }
1519 988
1520 /* create and load a map */ 989 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1521 if (flags & MAP_PLAYER_UNIQUE)
1522 LOG(llevDebug, "Trying to load map %s.\n", name);
1523 else
1524 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1525
1526 //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
1527 //0.414906024932861
1528 //0.427063941955566
1529 eval_pv ("$x = Event::time", 1);//D
1530 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1531 return (NULL);
1532 eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1533
1534 fix_auto_apply(m); /* Chests which open as default */
1535
1536 /* If a player unique map, no extra unique object file to load.
1537 * if from the editor, likewise.
1538 */ 990 {
1539 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 991 update_button (ol->ob);
1540 load_unique_objects(m); 992 break;
1541
1542 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1543 m=load_overlay_map(name, m);
1544 if (m==NULL)
1545 return NULL;
1546 } 993 }
1547
1548 if (flags & MAP_PLAYER_UNIQUE)
1549 INVOKE_MAP (SWAPIN, m);
1550
1551 } else {
1552 /* If in this loop, we found a temporary map, so load it up. */
1553
1554 m=load_temporary_map (m);
1555 if(m==NULL) return NULL;
1556 load_unique_objects(m);
1557
1558 clean_tmp_map(m);
1559 m->in_memory = MAP_IN_MEMORY;
1560 /* tempnam() on sun systems (probably others) uses malloc
1561 * to allocated space for the string. Free it here.
1562 * In some cases, load_temporary_map above won't find the
1563 * temporary map, and so has reloaded a new map. If that
1564 * is the case, tmpname is now null
1565 */
1566 if (m->tmpname) free(m->tmpname);
1567 m->tmpname = NULL;
1568 /* It's going to be saved anew anyway */
1569 } 994 }
1570
1571 /* Below here is stuff common to both first time loaded maps and
1572 * temp maps.
1573 */
1574
1575 decay_objects(m); /* start the decay */
1576 /* In case other objects press some buttons down */
1577 update_buttons(m);
1578 if (m->outdoor)
1579 set_darkness_map(m);
1580 /* run the weather over this map */
1581 weather_effect(name);
1582 return m;
1583} 995}
1584
1585 996
1586/* 997/*
1587 * 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.
1588 * difficulty does not have a lot to do with character level, 999 * difficulty does not have a lot to do with character level,
1589 * 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.
1591 * 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
1592 * 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
1593 * have a difficulty set than using this function - human calculation 1004 * have a difficulty set than using this function - human calculation
1594 * is much better than this functions guesswork. 1005 * is much better than this functions guesswork.
1595 */ 1006 */
1596 1007int
1597int calculate_difficulty(mapstruct *m) { 1008maptile::estimate_difficulty () const
1598 object *op; 1009{
1599 archetype *at;
1600 int x, y, i, diff;
1601 long monster_cnt = 0; 1010 long monster_cnt = 0;
1602 double avgexp = 0; 1011 double avgexp = 0;
1603 sint64 total_exp = 0; 1012 sint64 total_exp = 0;
1604 1013
1605 if (MAP_DIFFICULTY (m)) 1014 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1606 { 1015 for (object *op = ms->bot; op; op = op->above)
1607 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1608 return MAP_DIFFICULTY (m);
1609 }
1610
1611 for(x = 0; x < MAP_WIDTH(m); x++)
1612 for(y = 0; y < MAP_HEIGHT(m); y++)
1613 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1614 { 1016 {
1615 if(QUERY_FLAG (op, FLAG_MONSTER)) 1017 if (QUERY_FLAG (op, FLAG_MONSTER))
1616 { 1018 {
1617 total_exp += op->stats.exp; 1019 total_exp += op->stats.exp;
1618 monster_cnt++; 1020 monster_cnt++;
1619 } 1021 }
1620 1022
1621 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1023 if (QUERY_FLAG (op, FLAG_GENERATOR))
1622 { 1024 {
1623 total_exp += op->stats.exp; 1025 total_exp += op->stats.exp;
1026
1624 at = type_to_archetype(GENERATE_TYPE (op)); 1027 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1625
1626 if(at != NULL)
1627 total_exp += at->clone.stats.exp * 8; 1028 total_exp += at->clone.stats.exp * 8;
1628 1029
1629 monster_cnt++; 1030 monster_cnt++;
1630 } 1031 }
1631 } 1032 }
1632 1033
1633 avgexp = (double) total_exp / monster_cnt; 1034 avgexp = (double) total_exp / monster_cnt;
1634 1035
1635 for (i = 1; i <= settings.max_level; i++) 1036 for (int i = 1; i <= settings.max_level; i++)
1636 {
1637 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))
1638 {
1639 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1640 return i; 1038 return i;
1641 }
1642 }
1643 1039
1644 return 1; 1040 return 1;
1645}
1646
1647void clean_tmp_map(mapstruct *m) {
1648 if(m->tmpname == NULL)
1649 return;
1650 INVOKE_MAP (CLEAN, m);
1651 (void) unlink(m->tmpname);
1652}
1653
1654void free_all_maps(void)
1655{
1656 int real_maps=0;
1657
1658 while (first_map) {
1659 /* I think some of the callers above before it gets here set this to be
1660 * saving, but we still want to free this data
1661 */
1662 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1663 delete_map(first_map);
1664 real_maps++;
1665 }
1666 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1667} 1041}
1668 1042
1669/* change_map_light() - used to change map light level (darkness) 1043/* change_map_light() - used to change map light level (darkness)
1670 * up or down. Returns true if successful. It should now be 1044 * up or down. Returns true if successful. It should now be
1671 * possible to change a value by more than 1. 1045 * possible to change a value by more than 1.
1672 * 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
1673 * to maps than los. 1047 * to maps than los.
1674 * postive values make it darker, negative make it brighter 1048 * postive values make it darker, negative make it brighter
1675 */ 1049 */
1676 1050int
1677int change_map_light(mapstruct *m, int change) { 1051maptile::change_map_light (int change)
1052{
1678 int new_level = m->darkness + change; 1053 int new_level = darkness + change;
1679 1054
1680 /* Nothing to do */ 1055 /* Nothing to do */
1681 if(!change || (new_level <= 0 && m->darkness == 0) || 1056 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1682 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1683 return 0; 1057 return 0;
1684 }
1685 1058
1686 /* inform all players on the map */ 1059 /* inform all players on the map */
1687 if (change>0) 1060 if (change > 0)
1688 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1061 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1689 else 1062 else
1690 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1063 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1691 1064
1692 /* Do extra checking. since m->darkness is a unsigned value, 1065 /* Do extra checking. since darkness is a unsigned value,
1693 * we need to be extra careful about negative values. 1066 * we need to be extra careful about negative values.
1694 * In general, the checks below are only needed if change 1067 * In general, the checks below are only needed if change
1695 * is not +/-1 1068 * is not +/-1
1696 */ 1069 */
1697 if (new_level < 0) m->darkness = 0; 1070 if (new_level < 0)
1698 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
1699 else m->darkness=new_level; 1075 darkness = new_level;
1700 1076
1701 /* All clients need to get re-updated for the change */ 1077 /* All clients need to get re-updated for the change */
1702 update_all_map_los(m); 1078 update_all_map_los (this);
1703 return 1; 1079 return 1;
1704} 1080}
1705
1706 1081
1707/* 1082/*
1708 * This function updates various attributes about a specific space 1083 * This function updates various attributes about a specific space
1709 * on the map (what it looks like, whether it blocks magic, 1084 * on the map (what it looks like, whether it blocks magic,
1710 * has a living creatures, prevents people from passing 1085 * has a living creatures, prevents people from passing
1711 * through, etc) 1086 * through, etc)
1712 */ 1087 */
1713void update_position (mapstruct *m, int x, int y) { 1088void
1089mapspace::update_ ()
1090{
1714 object *tmp, *last = NULL; 1091 object *tmp, *last = 0;
1715 uint8 flags = 0, oldflags, light=0, anywhere=0; 1092 uint8 flags = 0, light = 0, anywhere = 0;
1716 New_Face *top,*floor, *middle; 1093 New_Face *top, *floor, *middle;
1717 object *top_obj, *floor_obj, *middle_obj; 1094 object *top_obj, *floor_obj, *middle_obj;
1718 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;
1719 1096
1720 oldflags = GET_MAP_FLAGS(m,x,y);
1721 if (!(oldflags & P_NEED_UPDATE)) {
1722 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1723 m->path, x, y);
1724 return;
1725 }
1726
1727 middle=blank_face; 1097 middle = blank_face;
1728 top=blank_face; 1098 top = blank_face;
1729 floor=blank_face; 1099 floor = blank_face;
1730 1100
1731 middle_obj = NULL; 1101 middle_obj = 0;
1732 top_obj = NULL; 1102 top_obj = 0;
1733 floor_obj = NULL; 1103 floor_obj = 0;
1734 1104
1735 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1105 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1736 1106 {
1737 /* This could be made additive I guess (two lights better than 1107 /* This could be made additive I guess (two lights better than
1738 * 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
1739 * light bulbs do not illuminate twice as far as once since 1109 * light bulbs do not illuminate twice as far as once since
1740 * it is a disapation factor that is squared (or is it cubed?) 1110 * it is a dissapation factor that is cubed.
1741 */ 1111 */
1742 if (tmp->glow_radius > light) light = tmp->glow_radius; 1112 if (tmp->glow_radius > light)
1113 light = tmp->glow_radius;
1743 1114
1744 /* This call is needed in order to update objects the player 1115 /* This call is needed in order to update objects the player
1745 * is standing in that have animations (ie, grass, fire, etc). 1116 * is standing in that have animations (ie, grass, fire, etc).
1746 * However, it also causes the look window to be re-drawn 1117 * However, it also causes the look window to be re-drawn
1747 * 3 times each time the player moves, because many of the 1118 * 3 times each time the player moves, because many of the
1748 * functions the move_player calls eventualy call this. 1119 * functions the move_player calls eventualy call this.
1749 * 1120 *
1750 * Always put the player down for drawing. 1121 * Always put the player down for drawing.
1751 */ 1122 */
1752 if (!tmp->invisible) { 1123 if (!tmp->invisible)
1124 {
1753 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1125 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1126 {
1754 top = tmp->face; 1127 top = tmp->face;
1755 top_obj = tmp; 1128 top_obj = tmp;
1756 } 1129 }
1757 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1130 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1131 {
1758 /* 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,
1759 * so should not be visible, so we clear them. 1133 * so should not be visible, so we clear them.
1760 */ 1134 */
1761 middle=blank_face; 1135 middle = blank_face;
1762 top=blank_face; 1136 top = blank_face;
1763 floor = tmp->face; 1137 floor = tmp->face;
1764 floor_obj = tmp; 1138 floor_obj = tmp;
1765 } 1139 }
1766 /* Flag anywhere have high priority */ 1140 /* Flag anywhere have high priority */
1767 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1141 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1142 {
1768 middle = tmp->face; 1143 middle = tmp->face;
1769 1144
1770 middle_obj = tmp; 1145 middle_obj = tmp;
1771 anywhere =1; 1146 anywhere = 1;
1772 } 1147 }
1773 /* Find the highest visible face around. If equal 1148 /* Find the highest visible face around. If equal
1774 * visibilities, we still want the one nearer to the 1149 * visibilities, we still want the one nearer to the
1775 * top 1150 * top
1776 */ 1151 */
1777 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1152 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1153 {
1778 middle = tmp->face; 1154 middle = tmp->face;
1779 middle_obj = tmp; 1155 middle_obj = tmp;
1780 } 1156 }
1781 } 1157 }
1158
1782 if (tmp==tmp->above) { 1159 if (tmp == tmp->above)
1160 {
1783 LOG(llevError, "Error in structure of map\n"); 1161 LOG (llevError, "Error in structure of map\n");
1784 exit (-1); 1162 exit (-1);
1785 } 1163 }
1786 1164
1787 move_slow |= tmp->move_slow; 1165 move_slow |= tmp->move_slow;
1788 move_block |= tmp->move_block; 1166 move_block |= tmp->move_block;
1789 move_on |= tmp->move_on; 1167 move_on |= tmp->move_on;
1790 move_off |= tmp->move_off; 1168 move_off |= tmp->move_off;
1791 move_allow |= tmp->move_allow; 1169 move_allow |= tmp->move_allow;
1792 1170
1793 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1794 flags |= P_IS_ALIVE;
1795 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1796 flags |= P_NO_MAGIC;
1797 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1798 flags |= P_NO_CLERIC;
1799 if (tmp->type == SAFE_GROUND)
1800 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1801
1802 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1171 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1803 flags |= P_BLOCKSVIEW; 1172 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1804 } /* for stack of objects */ 1173 if (tmp->type == PLAYER) flags |= P_PLAYER;
1805 1174 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1806 /* we don't want to rely on this function to have accurate flags, but 1175 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1807 * since we're already doing the work, we calculate them here. 1176 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1808 * if they don't match, logic is broken someplace.
1809 */
1810 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1811 (!(oldflags & P_NO_ERROR))) {
1812 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1813 m->path, x, y,
1814 (oldflags & ~P_NEED_UPDATE), flags);
1815 } 1177 }
1816 SET_MAP_FLAGS(m, x, y, flags);
1817 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1818 SET_MAP_MOVE_ON(m, x, y, move_on);
1819 SET_MAP_MOVE_OFF(m, x, y, move_off);
1820 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1821 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
1822 /* 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),
1823 * 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
1824 * this point. 1188 * this point.
1825 * middle contains the highest visibility face. 1189 * middle contains the highest visibility face.
1826 * top contains a player/monster face, if there is one. 1190 * top contains a player/monster face, if there is one.
1827 * 1191 *
1828 * 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.
1829 */ 1193 */
1830 1194
1831 /* 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
1832 * middle face. This should not happen, as we already have the 1196 * middle face. This should not happen, as we already have the
1833 * else statement above so middle should not get set. OTOH, it 1197 * else statement above so middle should not get set. OTOH, it
1834 * 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.
1835 */ 1199 */
1836 if (top == middle) middle=blank_face; 1200 if (top == middle)
1201 middle = blank_face;
1837 1202
1838 /* There are three posibilities at this point: 1203 /* There are three posibilities at this point:
1839 * 1) top face is set, need middle to be set. 1204 * 1) top face is set, need middle to be set.
1840 * 2) middle is set, need to set top. 1205 * 2) middle is set, need to set top.
1841 * 3) neither middle or top is set - need to set both. 1206 * 3) neither middle or top is set - need to set both.
1842 */ 1207 */
1843 1208
1844 for (tmp=last; tmp; tmp=tmp->below) { 1209 for (tmp = last; tmp; tmp = tmp->below)
1210 {
1845 /* 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 */
1846 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1212 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1213 break;
1847 1214
1848 /* If two top faces are already set, quit processing */ 1215 /* If two top faces are already set, quit processing */
1849 if ((top != blank_face) && (middle != blank_face)) break; 1216 if ((top != blank_face) && (middle != blank_face))
1217 break;
1850 1218
1851 /* Only show visible faces, unless its the editor - show all */ 1219 /* Only show visible faces, unless its the editor - show all */
1852 if (!tmp->invisible || editor) { 1220 if (!tmp->invisible || editor)
1221 {
1853 /* Fill in top if needed */ 1222 /* Fill in top if needed */
1854 if (top == blank_face) { 1223 if (top == blank_face)
1224 {
1855 top = tmp->face; 1225 top = tmp->face;
1856 top_obj = tmp; 1226 top_obj = tmp;
1227 if (top == middle)
1857 if (top == middle) middle=blank_face; 1228 middle = blank_face;
1229 }
1858 } else { 1230 else
1231 {
1859 /* top is already set - we should only get here if 1232 /* top is already set - we should only get here if
1860 * middle is not set 1233 * middle is not set
1861 * 1234 *
1862 * Set the middle face and break out, since there is nothing 1235 * Set the middle face and break out, since there is nothing
1863 * more to fill in. We don't check visiblity here, since 1236 * more to fill in. We don't check visiblity here, since
1864 * 1237 *
1865 */ 1238 */
1866 if (tmp->face != top ) { 1239 if (tmp->face != top)
1240 {
1867 middle = tmp->face; 1241 middle = tmp->face;
1868 middle_obj = tmp; 1242 middle_obj = tmp;
1869 break; 1243 break;
1870 } 1244 }
1871 } 1245 }
1872 } 1246 }
1873 } 1247 }
1874 if (middle == floor) middle = blank_face; 1248
1875 if (top == middle) middle = blank_face; 1249 if (middle == floor)
1876 SET_MAP_FACE(m,x,y,top,0);
1877 if(top != blank_face)
1878 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1879 else
1880 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1881 SET_MAP_FACE(m,x,y,middle,1);
1882 if(middle != blank_face) 1250 middle = blank_face;
1883 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1884 else
1885 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1886 SET_MAP_FACE(m,x,y,floor,2);
1887 if(floor != blank_face)
1888 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1889 else
1890 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1891 SET_MAP_LIGHT(m,x,y,light);
1892}
1893 1251
1252 if (top == middle)
1253 middle = blank_face;
1894 1254
1895void set_map_reset_time(mapstruct *map) { 1255 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1896 int timeout; 1256 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1897 1257 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1898 timeout = MAP_RESET_TIMEOUT(map);
1899 if (timeout <= 0)
1900 timeout = MAP_DEFAULTRESET;
1901 if (timeout >= MAP_MAXRESET)
1902 timeout = MAP_MAXRESET;
1903 MAP_WHEN_RESET(map) = seconds()+timeout;
1904} 1258}
1905 1259
1906/* 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
1907 * 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
1908 * 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
1909 * 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
1910 * so that it is easier for calling functions to verify success. 1264 * so that it is easier for calling functions to verify success.
1911 */ 1265 */
1912 1266static maptile *
1913static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1267load_and_link_tiled_map (maptile *orig_map, int tile_num)
1914{ 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
1915 int dest_tile = (tile_num +2) % 4; 1281 int dest_tile = (tile_num + 2) % 4;
1916 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1917 1282
1918 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1283 orig_map->tile_map[tile_num] = mp;
1919 1284
1920 /* 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
1921 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1286 //TODO: non-euclidean maps MUST GO
1922 !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)
1923 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;
1924 1289
1925 return orig_map->tile_map[tile_num]; 1290 return mp;
1926} 1291}
1927 1292
1928/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1929 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1930 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1931 * This is the function should always be used when it 1296 * This is the function should always be used when it
1932 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1933 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1934 * tiled maps. 1299 * tiled maps.
1935 * 1300 */
1936 * 1301int
1937 */
1938int out_of_map(mapstruct *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1939{ 1303{
1940
1941 /* If we get passed a null map, this is obviously the 1304 /* If we get passed a null map, this is obviously the
1942 * case. This generally shouldn't happen, but if the 1305 * case. This generally shouldn't happen, but if the
1943 * map loads fail below, it could happen. 1306 * map loads fail below, it could happen.
1944 */ 1307 */
1945 if (!m) return 0; 1308 if (!m)
1946
1947 if (x<0) {
1948 if (!m->tile_path[3]) return 1;
1949 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1950 load_and_link_tiled_map(m, 3);
1951 }
1952 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1953 }
1954 if (x>=MAP_WIDTH(m)) {
1955 if (!m->tile_path[1]) return 1;
1956 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1957 load_and_link_tiled_map(m, 1);
1958 }
1959 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1960 }
1961 if (y<0) {
1962 if (!m->tile_path[0]) return 1;
1963 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1964 load_and_link_tiled_map(m, 0);
1965 }
1966 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1967 }
1968 if (y>=MAP_HEIGHT(m)) {
1969 if (!m->tile_path[2]) return 1;
1970 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1971 load_and_link_tiled_map(m, 2);
1972 }
1973 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1974 }
1975
1976 /* Simple case - coordinates are within this local
1977 * map.
1978 */
1979 return 0; 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;
1980} 1359}
1981 1360
1982/* This is basically the same as out_of_map above, but 1361/* This is basically the same as out_of_map above, but
1983 * instead we return NULL if no map is valid (coordinates 1362 * instead we return NULL if no map is valid (coordinates
1984 * out of bounds and no tiled map), otherwise it returns 1363 * out of bounds and no tiled map), otherwise it returns
1985 * the map as that the coordinates are really on, and 1364 * the map as that the coordinates are really on, and
1986 * updates x and y to be the localized coordinates. 1365 * updates x and y to be the localized coordinates.
1987 * Using this is more efficient of calling out_of_map 1366 * Using this is more efficient of calling out_of_map
1988 * and then figuring out what the real map is 1367 * and then figuring out what the real map is
1989 */ 1368 */
1369maptile *
1990mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1370get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1991{ 1371{
1992
1993 if (*x<0) { 1372 if (*x < 0)
1373 {
1994 if (!m->tile_path[3]) return NULL; 1374 if (!m->tile_path[3])
1375 return 0;
1376
1995 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)
1996 load_and_link_tiled_map(m, 3); 1378 load_and_link_tiled_map (m, 3);
1997 1379
1998 *x += MAP_WIDTH(m->tile_map[3]); 1380 *x += m->tile_map[3]->width;
1999 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)
2000 } 1385 {
2001 if (*x>=MAP_WIDTH(m)) {
2002 if (!m->tile_path[1]) return NULL; 1386 if (!m->tile_path[1])
1387 return 0;
1388
2003 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)
2004 load_and_link_tiled_map(m, 1); 1390 load_and_link_tiled_map (m, 1);
2005 1391
2006 *x -= MAP_WIDTH(m); 1392 *x -= m->width;
2007 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)
2008 } 1397 {
2009 if (*y<0) {
2010 if (!m->tile_path[0]) return NULL; 1398 if (!m->tile_path[0])
1399 return 0;
1400
2011 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)
2012 load_and_link_tiled_map(m, 0); 1402 load_and_link_tiled_map (m, 0);
2013 1403
2014 *y += MAP_HEIGHT(m->tile_map[0]); 1404 *y += m->tile_map[0]->height;
2015 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)
2016 } 1409 {
2017 if (*y>=MAP_HEIGHT(m)) {
2018 if (!m->tile_path[2]) return NULL; 1410 if (!m->tile_path[2])
1411 return 0;
1412
2019 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)
2020 load_and_link_tiled_map(m, 2); 1414 load_and_link_tiled_map (m, 2);
2021 1415
2022 *y -= MAP_HEIGHT(m); 1416 *y -= m->height;
2023 return (get_map_from_coord(m->tile_map[2], x, y)); 1417 return (get_map_from_coord (m->tile_map[2], x, y));
2024 } 1418 }
2025 1419
2026 /* Simple case - coordinates are within this local 1420 /* Simple case - coordinates are within this local
2027 * map. 1421 * map.
2028 */ 1422 */
2029
2030 return m; 1423 return m;
2031} 1424}
2032 1425
2033/** 1426/**
2034 * 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
2035 * map1 to map2 in dx/dy. 1428 * map1 to map2 in dx/dy.
2036 */ 1429 */
1430static int
2037static 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{
2038 if (!map1 || !map2) 1433 if (!map1 || !map2)
2039 return 0; 1434 return 0;
2040 1435
2041 if (map1 == map2) { 1436 if (map1 == map2)
1437 {
2042 *dx = 0; 1438 *dx = 0;
2043 *dy = 0; 1439 *dy = 0;
2044 1440 }
2045 } else if (map1->tile_map[0] == map2) { /* up */ 1441 else if (map1->tile_map[0] == map2)
1442 { /* up */
2046 *dx = 0; 1443 *dx = 0;
2047 *dy = -MAP_HEIGHT(map2); 1444 *dy = -map2->height;
1445 }
2048 } else if (map1->tile_map[1] == map2) { /* right */ 1446 else if (map1->tile_map[1] == map2)
2049 *dx = MAP_WIDTH(map1); 1447 { /* right */
1448 *dx = map1->width;
2050 *dy = 0; 1449 *dy = 0;
1450 }
2051 } else if (map1->tile_map[2] == map2) { /* down */ 1451 else if (map1->tile_map[2] == map2)
1452 { /* down */
2052 *dx = 0; 1453 *dx = 0;
2053 *dy = MAP_HEIGHT(map1); 1454 *dy = map1->height;
1455 }
2054 } else if (map1->tile_map[3] == map2) { /* left */ 1456 else if (map1->tile_map[3] == map2)
2055 *dx = -MAP_WIDTH(map2); 1457 { /* left */
1458 *dx = -map2->width;
2056 *dy = 0; 1459 *dy = 0;
2057 1460 }
2058 } 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 */
2059 *dx = MAP_WIDTH(map1->tile_map[0]); 1463 *dx = map1->tile_map[0]->width;
2060 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1464 *dy = -map1->tile_map[0]->height;
1465 }
2061 } 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)
2062 *dx = -MAP_WIDTH(map2); 1467 { /* up left */
2063 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1468 *dx = -map2->width;
1469 *dy = -map1->tile_map[0]->height;
1470 }
2064 } 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)
2065 *dx = MAP_WIDTH(map1); 1472 { /* right up */
2066 *dy = -MAP_HEIGHT(map2); 1473 *dx = map1->width;
1474 *dy = -map2->height;
1475 }
2067 } 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)
2068 *dx = MAP_WIDTH(map1); 1477 { /* right down */
2069 *dy = MAP_HEIGHT(map1->tile_map[1]); 1478 *dx = map1->width;
1479 *dy = map1->tile_map[1]->height;
1480 }
2070 } 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 */
2071 *dx = MAP_WIDTH(map1->tile_map[2]); 1483 *dx = map1->tile_map[2]->width;
2072 *dy = MAP_HEIGHT(map1); 1484 *dy = map1->height;
1485 }
2073 } 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)
2074 *dx = -MAP_WIDTH(map2); 1487 { /* down left */
2075 *dy = MAP_HEIGHT(map1); 1488 *dx = -map2->width;
1489 *dy = map1->height;
1490 }
2076 } 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 */
2077 *dx = -MAP_WIDTH(map1->tile_map[3]); 1493 *dx = -map1->tile_map[3]->width;
2078 *dy = -MAP_HEIGHT(map2); 1494 *dy = -map2->height;
1495 }
2079 } 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 */
2080 *dx = -MAP_WIDTH(map1->tile_map[3]); 1498 *dx = -map1->tile_map[3]->width;
2081 *dy = MAP_HEIGHT(map1->tile_map[3]); 1499 *dy = map1->tile_map[3]->height;
2082
2083 } else { /* not "adjacent" enough */
2084 return 0;
2085 } 1500 }
2086 1501 else
2087 return 1; 1502 return 0;
1503
1504 return 1;
2088} 1505}
2089 1506
2090/* From map.c 1507/* From map.c
2091 * This is used by get_player to determine where the other 1508 * This is used by get_player to determine where the other
2092 * creature is. get_rangevector takes into account map tiling, 1509 * creature is. get_rangevector takes into account map tiling,
2105 * be unexpected 1522 * be unexpected
2106 * 1523 *
2107 * currently, the only flag supported (0x1) is don't translate for 1524 * currently, the only flag supported (0x1) is don't translate for
2108 * closest body part of 'op1' 1525 * closest body part of 'op1'
2109 */ 1526 */
2110 1527void
2111void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1528get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1529{
2112 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 {
2113 /* be conservative and fill in _some_ data */ 1532 /* be conservative and fill in _some_ data */
2114 retval->distance = 100000; 1533 retval->distance = 100000;
2115 retval->distance_x = 32767; 1534 retval->distance_x = 32767;
2116 retval->distance_y = 32767; 1535 retval->distance_y = 32767;
2117 retval->direction = 0; 1536 retval->direction = 0;
2118 retval->part = 0; 1537 retval->part = 0;
2119 } else { 1538 }
1539 else
1540 {
2120 object *best; 1541 object *best;
2121 1542
2122 retval->distance_x += op2->x-op1->x; 1543 retval->distance_x += op2->x - op1->x;
2123 retval->distance_y += op2->y-op1->y; 1544 retval->distance_y += op2->y - op1->y;
2124 1545
2125 best = op1; 1546 best = op1;
2126 /* If this is multipart, find the closest part now */ 1547 /* If this is multipart, find the closest part now */
2127 if (!(flags&0x1) && op1->more) { 1548 if (!(flags & 0x1) && op1->more)
1549 {
2128 object *tmp; 1550 object *tmp;
2129 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;
2130 retval->distance_y*retval->distance_y, tmpi;
2131 1552
2132 /* 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
2133 * distance instead of doing all that work above again 1554 * distance instead of doing all that work above again
2134 * since the distance fields we set above are positive in the 1555 * since the distance fields we set above are positive in the
2135 * same axis as is used for multipart objects, the simply arithmetic 1556 * same axis as is used for multipart objects, the simply arithmetic
2136 * below works. 1557 * below works.
2137 */ 1558 */
2138 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1559 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1560 {
2139 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) +
2140 (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);
2141 if (tmpi < best_distance) { 1563 if (tmpi < best_distance)
1564 {
2142 best_distance = tmpi; 1565 best_distance = tmpi;
2143 best = tmp; 1566 best = tmp;
2144 } 1567 }
2145 } 1568 }
2146 if (best != op1) { 1569 if (best != op1)
1570 {
2147 retval->distance_x += op1->x-best->x; 1571 retval->distance_x += op1->x - best->x;
2148 retval->distance_y += op1->y-best->y; 1572 retval->distance_y += op1->y - best->y;
2149 } 1573 }
2150 } 1574 }
2151 retval->part = best; 1575 retval->part = best;
2152 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);
2153 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1577 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2154 } 1578 }
2155} 1579}
2156 1580
2157/* 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
2158 * the first parameter being an object, it instead is the map 1582 * the first parameter being an object, it instead is the map
2163 * 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
2164 * 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
2165 * field of the rv_vector is set to NULL. 1589 * field of the rv_vector is set to NULL.
2166 */ 1590 */
2167 1591
1592void
2168void 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{
2169 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 {
2170 /* be conservative and fill in _some_ data */ 1597 /* be conservative and fill in _some_ data */
2171 retval->distance = 100000; 1598 retval->distance = 100000;
2172 retval->distance_x = 32767; 1599 retval->distance_x = 32767;
2173 retval->distance_y = 32767; 1600 retval->distance_y = 32767;
2174 retval->direction = 0; 1601 retval->direction = 0;
2175 retval->part = 0; 1602 retval->part = 0;
2176 } else { 1603 }
1604 else
1605 {
2177 retval->distance_x += op2->x-x; 1606 retval->distance_x += op2->x - x;
2178 retval->distance_y += op2->y-y; 1607 retval->distance_y += op2->y - y;
2179 1608
2180 retval->part = NULL; 1609 retval->part = NULL;
2181 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);
2182 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1611 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2183 } 1612 }
2184} 1613}
2185 1614
2186/* 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
2187 * (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
2188 * 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
2189 * to op1, this will still return false. 1618 * to op1, this will still return false.
2190 * 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
2191 * and efficient. This could probably be a macro. 1620 * and efficient. This could probably be a macro.
2192 * MSW 2001-08-05 1621 * MSW 2001-08-05
2193 */ 1622 */
1623int
2194int on_same_map(const object *op1, const object *op2) { 1624on_same_map (const object *op1, const object *op2)
1625{
2195 int dx, dy; 1626 int dx, dy;
2196 1627
2197 return adjacent_map(op1->map, op2->map, &dx, &dy); 1628 return adjacent_map (op1->map, op2->map, &dx, &dy);
2198} 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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