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Comparing deliantra/server/common/map.C (file contents):
Revision 1.8 by root, Sat Aug 26 08:44:04 2006 UTC vs.
Revision 1.63 by root, Mon Jan 1 00:41:02 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.8 2006/08/26 08:44:04 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 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179 if (uncomp[i][0])
180 strcpy(endbuf, uncomp[i][0]);
181 else
182 *endbuf = '\0';
183 if (!stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1); 83 return -1;
188 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
189 return (-1); 85 return (-1);
190 86
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4; 89 mode |= 4;
195 90
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2; 93 mode |= 2;
200 94
201 return (mode); 95 return (mode);
202#endif
203}
204
205/*
206 * Prints out debug-information about a map.
207 * Dumping these at llevError doesn't seem right, but is
208 * necessary to make sure the information is in fact logged.
209 */
210
211void dump_map(const mapstruct *m) {
212 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214 MAP_WIDTH(m), MAP_HEIGHT(m),
215 MAP_ENTER_X(m), MAP_ENTER_Y(m));
216
217 if(m->msg!=NULL)
218 LOG(llevError,"Message:\n%s",m->msg);
219
220 if(m->maplore!=NULL)
221 LOG(llevError,"Lore:\n%s",m->maplore);
222
223 if(m->tmpname!=NULL)
224 LOG(llevError,"Tmpname: %s\n",m->tmpname);
225
226 LOG(llevError,"Difficulty: %d\n",m->difficulty);
227 LOG(llevError,"Darkness: %d\n",m->darkness);
228}
229
230/*
231 * Prints out debug-information about all maps.
232 * This basically just goes through all the maps and calls
233 * dump_map on each one.
234 */
235
236void dump_all_maps(void) {
237 mapstruct *m;
238 for(m=first_map;m!=NULL;m=m->next) {
239 dump_map(m);
240 }
241} 96}
242 97
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
248 * 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
249 * 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
250 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
252 */ 107 */
108int
253int 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)
254{ 110{
255 sint16 newx, newy;
256 int retval=0;
257 mapstruct *mp;
258
259 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260 newx = x; 111 sint16 newx = x;
261 newy = y; 112 sint16 newy = y;
113
262 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 115
264 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
265 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 120 if (nx) *nx = newx;
267 if (ny) *ny = newy; 121 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 122
270 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
271 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272
273 return retval;
274} 124}
275
276 125
277/* 126/*
278 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 133 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 136 * by the caller.
288 */ 137 */
289 138int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
291 object *tmp; 141 object *tmp;
292 int mflags, blocked; 142 int mflags, blocked;
293 143
294 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 145 * have already checked this.
296 */ 146 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 150 return 1;
300 } 151 }
301 152
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly. 154 * directly.
304 */ 155 */
305 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
306 157
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
308 159
309 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 162 * things we need to do for players.
312 */ 163 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
314
315 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example)
321 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323
324 if(ob->head != NULL)
325 ob=ob->head;
326
327 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0.
331 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333
334 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */
340 if (tmp->last_sp) {
341 if (check_inv_recursive(ob,tmp)==NULL)
342 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 }
354 } /* if check_inv */
355 else {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1;
366 }
367
368 }
369 return 0; 165 return 0;
166
167 /* if there isn't anytyhing alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example)
173 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
176
177 if (ob->head != NULL)
178 ob = ob->head;
179
180 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0.
184 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
187
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
191 /* If last_sp is set, the player/monster needs an object,
192 * so we check for it. If they don't have it, they can't
193 * pass through this space.
194 */
195 if (tmp->last_sp)
196 {
197 if (check_inv_recursive (ob, tmp) == NULL)
198 return 1;
199 else
200 continue;
201 }
202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
215 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks
217 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a
219 * hidden dm
220 */
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1;
226 }
227
228 }
229 return 0;
370} 230}
371 231
372 232
373/* 233/*
374 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
394 * 254 *
395 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
397 * against the move_block values. 257 * against the move_block values.
398 */ 258 */
399 259int
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
401 archetype *tmp; 262 archetype *tmp;
402 int flag; 263 int flag;
403 mapstruct *m1; 264 maptile *m1;
404 sint16 sx, sy; 265 sint16 sx, sy;
405 266
406 if(ob==NULL) { 267 if (!ob)
268 {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
409 272
410 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
412 } 275 }
413 276
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
416 280
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
419 285
286 mapspace &ms = m1->at (sx, sy);
287
420 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
421 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 291 */
424 292
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
426 295
427 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
429 */ 298 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
431 return AB_NO_PASS; 300 return P_NO_PASS;
432
433 } 301 }
302
434 return 0; 303 return 0;
435} 304}
436 305
437/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
438 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
439 * and insert them properly. 308 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
442 */ 311 */
443 312void
444void fix_container(object *container) 313fix_container (object *container)
445{ 314{
446 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
447 316
448 container->inv=NULL; 317 container->inv = 0;
449 while (tmp!=NULL) { 318 while (tmp)
319 {
450 next = tmp->below; 320 next = tmp->below;
451 if (tmp->inv) 321 if (tmp->inv)
452 fix_container(tmp); 322 fix_container (tmp);
323
453 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
454 tmp = next; 325 tmp = next;
455 } 326 }
327
456 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
457 * carrying. 329 * carrying.
458 */ 330 */
459 sum_weight(container); 331 sum_weight (container);
460} 332}
461 333
462/* link_multipart_objects go through all the objects on the map looking 334/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 335 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 336 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 337 * they are saved). We do have to look for the old maps that did save
466 * the more sections and not re-add sections for them. 338 * the more sections and not re-add sections for them.
467 */ 339 */
468 340void
469static void link_multipart_objects(mapstruct *m) 341maptile::link_multipart_objects ()
470{ 342{
471 int x,y; 343 if (!spaces)
472 object *tmp, *op, *last, *above; 344 return;
473 archetype *at;
474 345
475 for(x=0;x<MAP_WIDTH(m);x++) 346 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 347 for (object *tmp = ms->bot; tmp; )
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 348 {
478 above=tmp->above; 349 object *above = tmp->above;
479 350
480 /* already multipart - don't do anything more */ 351 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 352 if (!tmp->head && !tmp->more)
482 353 {
483 /* If there is nothing more to this object, this for loop 354 /* If there is nothing more to this object, this for loop
484 * won't do anything. 355 * won't do anything.
485 */ 356 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 {
487 op = arch_to_object(at); 363 op = arch_to_object (at);
488 364
489 /* update x,y coordinates */ 365 /* update x,y coordinates */
490 op->x += tmp->x; 366 op->x += tmp->x;
491 op->y += tmp->y; 367 op->y += tmp->y;
492 op->head = tmp; 368 op->head = tmp;
493 op->map = m; 369 op->map = this;
494 last->more = op; 370 last->more = op;
495 if (tmp->name != op->name) { 371 op->name = tmp->name;
496 if (op->name) free_string(op->name); 372 op->title = tmp->title;
497 op->name = add_string(tmp->name); 373
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just 374 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same, 375 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and 376 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part. 377 * the coding is simpler to just to it here with each part.
507 */ 378 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */ 380 }
510 } /* for objects on this space */ 381 }
382
383 tmp = above;
384 }
511} 385}
512
513
514 386
515/* 387/*
516 * Loads (ands parses) the objects into a given map from the specified 388 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 389 * file pointer.
518 * mapflags is the same as we get with load_original_map 390 * mapflags is the same as we get with load_original_map
519 */ 391 */
520 392bool
521void load_objects (mapstruct *m, FILE *fp, int mapflags) { 393maptile::load_objects (object_thawer &thawer)
522 int i,j,bufstate=LO_NEWFILE; 394{
523 int unique; 395 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp; 396 object *op, *prev = NULL, *last_more = NULL, *otmp;
525 397
526 op=get_object(); 398 op = object::create ();
527 op->map = m; /* To handle buttons correctly */ 399 op->map = this; /* To handle buttons correctly */
528 400
529 while((i=load_object(fp,op,bufstate, mapflags))) { 401 while (int i = load_object (thawer, op, 0))
530 /* Since the loading of the map header does not load an object 402 {
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */
534 bufstate = LO_REPEAT;
535
536 /* if the archetype for the object is null, means that we 403 /* if the archetype for the object is null, means that we
537 * got an invalid object. Don't do anything with it - the game 404 * got an invalid object. Don't do anything with it - the game
538 * or editor will not be able to do anything with it either. 405 * or editor will not be able to do anything with it either.
539 */ 406 */
540 if (op->arch==NULL) { 407 if (op->arch == NULL)
408 {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
542 continue; 410 continue;
543 } 411 }
544 412
545 413 switch (i)
546 switch(i) { 414 {
547 case LL_NORMAL: 415 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554 417
555 if (op->inv) 418 if (op->inv)
556 sum_weight(op); 419 sum_weight (op);
557 420
558 prev=op,last_more=op; 421 prev = op, last_more = op;
559 break; 422 break;
560 423
561 case LL_MORE: 424 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op; 426 op->head = prev, last_more->more = op, last_more = op;
564 break; 427 break;
565 } 428 }
566 if (mapflags & MAP_STYLE) { 429
567 remove_from_active_list(op); 430 op = object::create ();
568 }
569 op=get_object();
570 op->map = m; 431 op->map = this;
571 } 432 }
433
434 op->destroy ();
435
436#if 0
572 for (i=0;i<m->width;i++){ 437 for (i = 0; i < width; i++)
573 for (j=0;j<m->height;j++){ 438 for (j = 0; j < height; j++)
439 {
574 unique =0; 440 unique = 0;
575 /* check for unique items, or unique squares */ 441 /* check for unique items, or unique squares */
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
578 unique = 1; 445 unique = 1;
446
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 }
451#endif
452
453 return true;
454}
455
456void
457maptile::activate ()
458{
459 if (!spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive ();
465}
466
467void
468maptile::deactivate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive ();
476}
477
478bool
479maptile::save_objects (object_freezer &freezer, int flags)
480{
481 if (flags & IO_HEADER)
482 save_header (freezer);
483
484 if (!spaces)
485 return false;
486
487 for (int i = 0; i < size (); ++i)
488 {
489 int unique = 0;
490 for (object *op = spaces [i].bot; op; op = op->above)
491 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
493 unique = 1;
494
495 if (!op->can_map_save ())
496 continue;
497
498 if (unique || op->flag [FLAG_UNIQUE])
499 {
500 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1);
502 }
503 else if (flags & IO_OBJECTS)
504 save_object (freezer, op, 1);
505 }
581 } 506 }
582 } 507
508 return true;
509}
510
511bool
512maptile::load_objects (const char *path, bool skip_header)
513{
514 object_thawer thawer (path);
515
516 if (!thawer)
517 return false;
518
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
583 } 528 }
584 free_object(op);
585 link_multipart_objects(m);
586}
587 529
588/* This saves all the objects on the map in a non destructive fashion. 530 return load_objects (thawer);
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 531}
590 * and we only save the head of multi part objects - this is needed 532
591 * in order to do map tiling properly. 533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path);
542}
543
544maptile::maptile ()
545{
546 in_memory = MAP_SWAPPED;
547
548 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour.
592 */ 550 */
593void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 551 width = 16;
594 int i, j = 0,unique=0; 552 height = 16;
595 object *op; 553 reset_timeout = 0;
596 /* first pass - save one-part objects */ 554 timeout = 300;
597 for(i = 0; i < MAP_WIDTH(m); i++) 555 enter_x = 0;
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 556 enter_y = 0;
599 unique=0; 557}
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 558
604 if(op->type == PLAYER) { 559maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 560{
606 continue; 561 in_memory = MAP_SWAPPED;
607 }
608 562
609 if (op->head || op->owner) 563 width = w;
610 continue; 564 height = h;
565 reset_timeout = 0;
566 timeout = 300;
567 enter_x = 0;
568 enter_y = 0;
611 569
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 570 alloc ();
613 save_object( fp2 , op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 571}
623 572
624/* 573/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 574 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 575 * This basically allocates the dynamic array of spaces for the
662 * map. 576 * map.
663 */ 577 */
664 578void
665void allocate_map(mapstruct *m) { 579maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 580{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 581 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 582 return;
583
584 spaces = salloc0<mapspace> (size ());
692} 585}
693 586
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 587/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 588 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 589 * at a later date.
697 * Called by parse_map_headers below. 590 * Called by parse_map_headers below.
698 */ 591 */
699 592static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 593parse_shop_string (const char *input_string)
594{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 595 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 596 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 597 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 598 const typedata *current_type;
705 599
706 shop_string=strdup_local(input_string); 600 shop_string = strdup (input_string);
707 p=shop_string; 601 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 602 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 603 while (p)
604 {
710 p=strchr(p, ';'); 605 p = strchr (p, ';');
711 number_of_entries++; 606 number_of_entries++;
712 if (p) p++; 607 if (p)
608 p++;
713 } 609 }
610
714 p=shop_string; 611 p = shop_string;
715 strip_endline(p); 612 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 613 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 614 for (i = 0; i < number_of_entries; i++)
719 if (!p) { 615 {
616 if (!p)
617 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 618 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 619 break;
722 }
723 next_semicolon=strchr(p, ';');
724 next_colon=strchr(p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1);
728
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].name_pl=current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 }
753 } 620 }
621
622 next_semicolon = strchr (p, ';');
623 next_colon = strchr (p, ':');
624 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
625 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
626 items[i].strength = atoi (strchr (p, ':') + 1);
627
628 if (isdigit (*p) || *p == '*')
629 {
630 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
631 current_type = get_typedata (items[i].typenum);
632 if (current_type)
633 {
634 items[i].name = current_type->name;
635 items[i].name_pl = current_type->name_pl;
636 }
637 }
638 else
639 { /*we have a named type, let's figure out what it is */
640 q = strpbrk (p, ";:");
641 if (q)
642 *q = '\0';
643
644 current_type = get_typedata_by_name (p);
645 if (current_type)
646 {
647 items[i].name = current_type->name;
648 items[i].typenum = current_type->number;
649 items[i].name_pl = current_type->name_pl;
650 }
651 else
652 { /* oh uh, something's wrong, let's free up this one, and try
653 * the next entry while we're at it, better print a warning
654 */
655 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
656 }
657 }
658
754 items[i].index=number_of_entries; 659 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 660 if (next_semicolon)
756 else p=NULL; 661 p = ++next_semicolon;
662 else
663 p = NULL;
757 } 664 }
665
758 free(shop_string); 666 free (shop_string);
759 return items; 667 return items;
760} 668}
761 669
762/* opposite of parse string, this puts the string that was originally fed in to 670/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 671 * the map (or something equivilent) into output_string. */
672static void
764static void print_shop_string(mapstruct *m, char *output_string) { 673print_shop_string (maptile *m, char *output_string)
674{
765 int i; 675 int i;
766 char tmp[MAX_BUF]; 676 char tmp[MAX_BUF];
677
767 strcpy(output_string, ""); 678 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 679 for (i = 0; i < m->shopitems[0].index; i++)
680 {
769 if (m->shopitems[i].typenum) { 681 if (m->shopitems[i].typenum)
682 {
770 if (m->shopitems[i].strength) { 683 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 684 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 685 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 686 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 687 }
775 else { 688 else
689 {
776 if (m->shopitems[i].strength) { 690 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 691 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 692 else
779 else sprintf(tmp, "*"); 693 sprintf (tmp, "*");
780 } 694 }
695
781 strcat(output_string, tmp); 696 strcat (output_string, tmp);
782 } 697 }
783} 698}
784 699
785/* This loads the header information of the map. The header 700/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 701 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 705 * put all the stuff in the map object so that names actually make
791 * sense. 706 * sense.
792 * This could be done in lex (like the object loader), but I think 707 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 708 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 709 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 710 */
797 711bool
798static int load_map_header(FILE *fp, mapstruct *m) 712maptile::load_header (object_thawer &thawer)
799{ 713{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
801 int msgpos=0; 715 int msgpos = 0;
802 int maplorepos=0; 716 int maplorepos = 0;
803 717
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 718 for (;;)
805 buf[HUGE_BUF-1] = 0; 719 {
806 key = buf; 720 keyword kw = thawer.get_kv ();
807 while (isspace(*key)) key++; 721
808 if (*key == 0) continue; /* empty line */ 722 switch (kw)
809 value = strchr(key, ' '); 723 {
810 if (!value) { 724 case KW_EOF:
811 end = strchr(key, '\n'); 725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
812 if (end != NULL) { 726 return false;
813 *end = 0; 727
728 case KW_end:
729 return true;
730
731 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg);
733 break;
734
735 case KW_lore: // CF+ extension
736 thawer.get_ml (KW_endlore, maplore);
737 break;
738
739 case KW_maplore:
740 thawer.get_ml (KW_endmaplore, maplore);
741 break;
742
743 case KW_arch:
744 if (strcmp (thawer.get_str (), "map"))
745 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
746 break;
747
748 case KW_oid:
749 thawer.get (this, thawer.get_sint32 ());
750 break;
751
752 case KW_file_format_version: break; // nop
753
754 case KW_name: thawer.get (name); break;
755 case KW_attach: thawer.get (attach); break;
756 case KW_reset_time: thawer.get (reset_time); break;
757 case KW_shopgreed: thawer.get (shopgreed); break;
758 case KW_shopmin: thawer.get (shopmin); break;
759 case KW_shopmax: thawer.get (shopmax); break;
760 case KW_shoprace: thawer.get (shoprace); break;
761 case KW_outdoor: thawer.get (outdoor); break;
762 case KW_temp: thawer.get (temp); break;
763 case KW_pressure: thawer.get (pressure); break;
764 case KW_humid: thawer.get (humid); break;
765 case KW_windspeed: thawer.get (windspeed); break;
766 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break;
768
769 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break;
771
772 case KW_region: get_region_by_name (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774
775 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
778 case KW_x: case KW_width: thawer.get (width); break;
779 case KW_y: case KW_height: thawer.get (height); break;
780 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
781 case KW_value: case KW_swap_time: thawer.get (timeout); break;
782 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
783 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
784 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
785
786 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790
791 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
793 break;
794 }
814 } 795 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 }
828 if (!end) {
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830 buf);
831 return 1;
832 }
833
834 796
835 /* key is the field name, value is what it should be set 797 abort ();
836 * to. We've already done the work to null terminate key, 798}
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849 799
850 if (!strcmp(key,"msg")) { 800bool
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 801maptile::load_header (const char *path)
852 if (!strcmp(buf,"endmsg\n")) break; 802{
853 else { 803 object_thawer thawer (path);
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break;
881 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 } else if (!strcmp(key, "safe_map")) {
951 m->safe_map = atoi(value);
952 }
953 else if (!strncmp(key,"tile_path_", 10)) {
954 int tile=atoi(key+10);
955 804
956 if (tile<1 || tile>4) { 805 if (!thawer)
957 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
958 tile, m->path);
959 } else {
960 char *path;
961
962 *end = 0;
963
964 if (m->tile_path[tile-1]) {
965 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
966 tile, m->path);
967 free(m->tile_path[tile-1]);
968 m->tile_path[tile-1] = NULL;
969 }
970
971 if (check_path(value, 1) != -1) {
972 /* The unadorned path works. */
973 path = value;
974 } else {
975 /* Try again; it could be a relative exit. */
976
977 path = path_combine_and_normalize(m->path, value);
978
979 if (check_path(path, 1) == -1) {
980 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
981 path = NULL;
982 }
983 }
984
985 if (editor) {
986 /* Use the value as in the file. */
987 m->tile_path[tile-1] = strdup_local(value);
988 } else if (path != NULL) {
989 /* Use the normalized value. */
990 m->tile_path[tile-1] = strdup_local(path);
991 }
992 } /* end if tile direction (in)valid */
993 }
994 else {
995 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
996 }
997 }
998 if (!key || strcmp(key,"end")) {
999 LOG(llevError,"Got premature eof on map header!\n");
1000 return 1;
1001 }
1002 return 0; 806 return false;
1003}
1004 807
1005/* 808 return load_header (thawer);
1006 * Opens the file "filename" and reads information about the map
1007 * from the given file, and stores it in a newly allocated
1008 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1009 * flags correspond to those in map.h. Main ones used are
1010 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1011 * MAP_BLOCK, in which case we block on this load. This happens in all
1012 * cases, no matter if this flag is set or not.
1013 * MAP_STYLE: style map - don't add active objects, don't add to server
1014 * managed map list.
1015 */
1016
1017mapstruct *load_original_map(const char *filename, int flags) {
1018 FILE *fp;
1019 mapstruct *m;
1020 int comp;
1021 char pathname[MAX_BUF];
1022
1023 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1024 if (flags & MAP_PLAYER_UNIQUE)
1025 strcpy(pathname, filename);
1026 else if (flags & MAP_OVERLAY)
1027 strcpy(pathname, create_overlay_pathname(filename));
1028 else
1029 strcpy(pathname, create_pathname(filename));
1030
1031 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1032 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1033 return (NULL);
1034 }
1035
1036 m = get_linked_map();
1037
1038 strcpy (m->path, filename);
1039 if (load_map_header(fp, m)) {
1040 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1041 filename, flags);
1042 delete_map(m);
1043 return NULL;
1044 }
1045
1046 allocate_map(m);
1047 m->compressed = comp;
1048
1049 m->in_memory=MAP_LOADING;
1050 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1051 close_and_delete(fp, comp);
1052 m->in_memory=MAP_IN_MEMORY;
1053 if (!MAP_DIFFICULTY(m))
1054 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1055 set_map_reset_time(m);
1056 INVOKE_MAP (LOAD, m);
1057 return (m);
1058}
1059
1060/*
1061 * Loads a map, which has been loaded earlier, from file.
1062 * Return the map object we load into (this can change from the passed
1063 * option if we can't find the original map)
1064 */
1065
1066static mapstruct *load_temporary_map(mapstruct *m) {
1067 FILE *fp;
1068 int comp;
1069 char buf[MAX_BUF];
1070
1071 if (!m->tmpname) {
1072 LOG(llevError, "No temporary filename for map %s\n", m->path);
1073 strcpy(buf, m->path);
1074 delete_map(m);
1075 m = load_original_map(buf, 0);
1076 if(m==NULL) return NULL;
1077 fix_auto_apply(m); /* Chests which open as default */
1078 return m;
1079 }
1080
1081 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1082 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1083 strcpy(buf, m->path);
1084 delete_map(m);
1085 m = load_original_map(buf, 0);
1086 if(m==NULL) return NULL;
1087 fix_auto_apply(m); /* Chests which open as default */
1088 return m;
1089 }
1090
1091
1092 if (load_map_header(fp, m)) {
1093 LOG(llevError,"Error loading map header for %s (%s)\n",
1094 m->path, m->tmpname);
1095 delete_map(m);
1096 m = load_original_map(m->path, 0);
1097 return NULL;
1098 }
1099 m->compressed = comp;
1100 allocate_map(m);
1101
1102 m->in_memory=MAP_LOADING;
1103 load_objects (m, fp, 0);
1104 close_and_delete(fp, comp);
1105 m->in_memory=MAP_IN_MEMORY;
1106 INVOKE_MAP (SWAPIN, m);
1107 return m;
1108}
1109
1110/*
1111 * Loads a map, which has been loaded earlier, from file.
1112 * Return the map object we load into (this can change from the passed
1113 * option if we can't find the original map)
1114 */
1115
1116mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1117 FILE *fp;
1118 int comp;
1119 char pathname[MAX_BUF];
1120
1121 strcpy(pathname, create_overlay_pathname(filename));
1122
1123 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1124/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1125 return m;
1126 }
1127
1128 if (load_map_header(fp, m)) {
1129 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1130 m->path, pathname);
1131 delete_map(m);
1132 m = load_original_map(m->path, 0);
1133 return NULL;
1134 }
1135 m->compressed = comp;
1136 /*allocate_map(m);*/
1137
1138 m->in_memory=MAP_LOADING;
1139 load_objects (m, fp, MAP_OVERLAY);
1140 close_and_delete(fp, comp);
1141 m->in_memory=MAP_IN_MEMORY;
1142 return m;
1143} 809}
1144 810
1145/****************************************************************************** 811/******************************************************************************
1146 * This is the start of unique map handling code 812 * This is the start of unique map handling code
1147 *****************************************************************************/ 813 *****************************************************************************/
1148 814
1149/* This goes through map 'm' and removed any unique items on the map. */ 815/* This goes through the maptile and removed any unique items on the map. */
1150static void delete_unique_items(mapstruct *m) 816void
817maptile::clear_unique_items ()
1151{ 818{
819 for (int i = 0; i < size (); ++i)
820 {
1152 int i,j,unique; 821 int unique = 0;
1153 object *op, *next; 822 for (object *op = spaces [i].bot; op; )
823 {
824 object *above = op->above;
1154 825
1155 for(i=0; i<MAP_WIDTH(m); i++)
1156 for(j=0; j<MAP_HEIGHT(m); j++) {
1157 unique=0;
1158 for (op=get_map_ob(m, i, j); op; op=next) {
1159 next = op->above;
1160 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1161 unique=1; 827 unique = 1;
828
1162 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1163 clean_object(op); 830 {
1164 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 831 op->destroy_inv (false);
1165 remove_button_link(op); 832 op->destroy ();
1166 remove_ob(op); 833 }
1167 free_object(op); 834
1168 } 835 op = above;
836 }
1169 } 837 }
1170 }
1171} 838}
1172 839
840bool
841maptile::save_header (object_freezer &freezer)
842{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1173 845
1174/* 846 MAP_OUT2 (arch, "map");
1175 * Loads unique objects from file(s) into the map which is in memory
1176 * m is the map to load unique items into.
1177 */
1178static void load_unique_objects(mapstruct *m) {
1179 FILE *fp;
1180 int comp,count;
1181 char firstname[MAX_BUF];
1182 847
1183 for (count=0; count<10; count++) { 848 if (name) MAP_OUT (name);
1184 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 849 MAP_OUT (swap_time);
1185 if (!access(firstname, R_OK)) break; 850 MAP_OUT (reset_time);
1186 } 851 MAP_OUT (reset_timeout);
1187 /* If we get here, we did not find any map */ 852 MAP_OUT (fixed_resettime);
1188 if (count==10) return; 853 MAP_OUT (difficulty);
1189 854
1190 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 855 if (region) MAP_OUT2 (region, region->name);
1191 /* There is no expectation that every map will have unique items, but this
1192 * is debug output, so leave it in.
1193 */
1194 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1195 return;
1196 }
1197 856
1198 m->in_memory=MAP_LOADING; 857 if (shopitems)
1199 if (m->tmpname == NULL) /* if we have loaded unique items from */
1200 delete_unique_items(m); /* original map before, don't duplicate them */
1201 load_object(fp, NULL, LO_NOREAD,0);
1202 load_objects (m, fp, 0);
1203 close_and_delete(fp, comp);
1204 m->in_memory=MAP_IN_MEMORY;
1205}
1206
1207
1208/*
1209 * Saves a map to file. If flag is set, it is saved into the same
1210 * file it was (originally) loaded from. Otherwise a temporary
1211 * filename will be genarated, and the file will be stored there.
1212 * The temporary filename will be stored in the mapstructure.
1213 * If the map is unique, we also save to the filename in the map
1214 * (this should have been updated when first loaded)
1215 */
1216
1217int new_save_map(mapstruct *m, int flag) {
1218 FILE *fp, *fp2;
1219 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1220 shop[MAX_BUF], filename_s[MAX_BUF];
1221 int i;
1222 858 {
1223 if (flag && !*m->path) { 859 char shop[MAX_BUF];
1224 LOG(llevError,"Tried to save map without path.\n");
1225 return -1;
1226 }
1227
1228 if (flag || (m->unique) || (m->templatemap)) {
1229 if (!m->unique && !m->templatemap) { /* flag is set */
1230 if (flag == 2)
1231 strcpy(filename, create_overlay_pathname(m->path));
1232 else
1233 strcpy (filename, create_pathname (m->path));
1234 } else
1235 strcpy (filename, m->path);
1236
1237 /* If the compression suffix already exists on the filename, don't
1238 * put it on again. This nasty looking strcmp checks to see if the
1239 * compression suffix is at the end of the filename already.
1240 */
1241 if (m->compressed &&
1242 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1243 uncomp[m->compressed][0]))
1244 strcat(filename, uncomp[m->compressed][0]);
1245 make_path_to_file(filename);
1246 } else {
1247 if (!m->tmpname)
1248 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1249 strcpy(filename, m->tmpname);
1250 }
1251 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1252 m->in_memory = MAP_SAVING;
1253
1254 sprintf (filename_s, "%s~", filename);
1255
1256 /* Compress if it isn't a temporary save. Do compress if unique */
1257 if (m->compressed && (m->unique || m->templatemap || flag)) {
1258 char buf[MAX_BUF];
1259 strcpy(buf, uncomp[m->compressed][2]);
1260 strcat(buf, " > ");
1261 strcat(buf, filename_s);
1262 fp = popen(buf, "w");
1263 } else
1264 fp = fopen(filename_s, "w");
1265
1266 if(fp == NULL) {
1267 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1268 return -1;
1269 }
1270
1271 /* legacy */
1272 fprintf(fp,"arch map\n");
1273 if (m->name) fprintf(fp,"name %s\n", m->name);
1274 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1275 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1276 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1277 /* we unfortunately have no idea if this is a value the creator set
1278 * or a difficulty value we generated when the map was first loaded
1279 */
1280 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1281 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1282 if (m->shopitems) {
1283 print_shop_string(m, shop); 860 print_shop_string (this, shop);
1284 fprintf(fp,"shopitems %s\n", shop); 861 MAP_OUT2 (shopitems, shop);
1285 }
1286 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1287#ifndef WIN32
1288 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1289 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1290#else
1291 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1292 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1293#endif
1294 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1295 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1296 if (m->width) fprintf(fp,"width %d\n", m->width);
1297 if (m->height) fprintf(fp,"height %d\n", m->height);
1298 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1299 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1300 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1301 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1302 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1303 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1304 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1305 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1306 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1307 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1308 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1309 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1310 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1311 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1312 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1313
1314 /* Save any tiling information, except on overlays */
1315 if (flag != 2)
1316 for (i=0; i<4; i++)
1317 if (m->tile_path[i])
1318 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1319
1320 fprintf(fp,"end\n");
1321
1322 /* In the game save unique items in the different file, but
1323 * in the editor save them to the normal map file.
1324 * If unique map, save files in the proper destination (set by
1325 * player)
1326 */
1327 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1328 sprintf (buf,"%s.v00",create_items_path (m->path));
1329 sprintf (buf_s, "%s~", buf);
1330 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1331 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1332 }
1333 if (flag == 2)
1334 save_objects(m, fp, fp2, 2);
1335 else
1336 save_objects (m, fp, fp2, 0);
1337 if (fp2 != NULL) {
1338 if (ftell (fp2) == 0) {
1339 fclose (fp2);
1340 rename (buf_s, buf);
1341 unlink (buf);
1342 } else {
1343 fclose (fp2);
1344 rename (buf_s, buf);
1345 chmod (buf, SAVE_MODE);
1346 } 862 }
1347 }
1348 } else { /* save same file when not playing, like in editor */
1349 save_objects(m, fp, fp, 0);
1350 }
1351 863
1352 if (m->compressed && (m->unique || m->templatemap || flag)) 864 MAP_OUT (shopgreed);
1353 pclose(fp); 865 MAP_OUT (shopmin);
1354 else 866 MAP_OUT (shopmax);
1355 fclose(fp); 867 if (shoprace) MAP_OUT (shoprace);
868 MAP_OUT (darkness);
869 MAP_OUT (width);
870 MAP_OUT (height);
871 MAP_OUT (enter_x);
872 MAP_OUT (enter_y);
1356 873
1357 rename (filename_s, filename); 874 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
875 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1358 876
1359 chmod (filename, SAVE_MODE); 877 MAP_OUT (outdoor);
878 MAP_OUT (temp);
879 MAP_OUT (pressure);
880 MAP_OUT (humid);
881 MAP_OUT (windspeed);
882 MAP_OUT (winddir);
883 MAP_OUT (sky);
884
885 MAP_OUT (per_player);
886 MAP_OUT (per_party);
887
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892
893 freezer.put (this);
894 freezer.put (KW_end);
895
896 return true;
897}
898
899bool
900maptile::save_header (const char *path)
901{
902 object_freezer freezer;
903
904 if (!save_header (freezer))
1360 return 0; 905 return false;
1361}
1362 906
1363 907 return freezer.save (path);
1364/*
1365 * Remove and free all objects in the inventory of the given object.
1366 * object.c ?
1367 */
1368
1369void clean_object(object *op)
1370{
1371 object *tmp, *next;
1372
1373 for(tmp = op->inv; tmp; tmp = next)
1374 {
1375 next = tmp->below;
1376 clean_object(tmp);
1377 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1378 remove_button_link(tmp);
1379 remove_ob(tmp);
1380 free_object(tmp);
1381 }
1382} 908}
1383 909
1384/* 910/*
1385 * Remove and free all objects in the given map. 911 * Remove and free all objects in the given map.
1386 */ 912 */
913void
914maptile::clear ()
915{
916 if (!spaces)
917 return;
1387 918
1388void free_all_objects(mapstruct *m) { 919 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1389 int i,j; 920 while (object *op = ms->bot)
1390 object *op; 921 {
1391 922 if (op->head)
1392 for(i=0;i<MAP_WIDTH(m);i++)
1393 for(j=0;j<MAP_HEIGHT(m);j++) {
1394 object *previous_obj=NULL;
1395 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1396 if (op==previous_obj) {
1397 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1398 break;
1399 }
1400 previous_obj=op;
1401 if(op->head!=NULL)
1402 op = op->head; 923 op = op->head;
1403 924
1404 /* If the map isn't in memory, free_object will remove and 925 op->destroy_inv (false);
1405 * free objects in op's inventory. So let it do the job. 926 op->destroy ();
1406 */
1407 if (m->in_memory==MAP_IN_MEMORY)
1408 clean_object(op);
1409 remove_ob(op);
1410 free_object(op);
1411 }
1412 }
1413#ifdef MANY_CORES
1414 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1415 * an item on that map was not saved - look for that condition and die as appropriate -
1416 * this leaves more of the map data intact for better debugging.
1417 */
1418 for (op=objects; op!=NULL; op=op->next) {
1419 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1420 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1421 abort();
1422 }
1423 } 927 }
1424#endif 928
929 sfree (spaces, size ()), spaces = 0;
930
931 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0;
933}
934
935void
936maptile::clear_header ()
937{
938 name = 0;
939 msg = 0;
940 maplore = 0;
941 shoprace = 0;
942 delete [] shopitems, shopitems = 0;
943
944 for (int i = 0; i < 4; i++)
945 tile_path [i] = 0;
946}
947
948maptile::~maptile ()
949{
950 assert (destroyed ());
951}
952
953void
954maptile::clear_links_to (maptile *m)
955{
956 /* We need to look through all the maps and see if any maps
957 * are pointing at this one for tiling information. Since
958 * tiling can be asymetric, we just can not look to see which
959 * maps this map tiles with and clears those.
960 */
961 for (int i = 0; i < 4; i++)
962 if (tile_map[i] == m)
963 tile_map[i] = 0;
964}
965
966void
967maptile::do_destroy ()
968{
969 attachable::do_destroy ();
970
971 clear ();
1425} 972}
1426 973
1427/* 974/*
1428 * Frees everything allocated by the given mapstructure. 975 * Updates every button on the map (by calling update_button() for them).
1429 * don't free tmpname - our caller is left to do that
1430 */
1431
1432void free_map(mapstruct *m,int flag) {
1433 int i;
1434
1435 if (!m->in_memory) {
1436 LOG(llevError,"Trying to free freed map.\n");
1437 return;
1438 }
1439 if (flag && m->spaces) free_all_objects(m);
1440 if (m->name) FREE_AND_CLEAR(m->name);
1441 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1442 if (m->msg) FREE_AND_CLEAR(m->msg);
1443 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1444 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1445 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1446 if (m->buttons)
1447 free_objectlinkpt(m->buttons);
1448 m->buttons = NULL;
1449 for (i=0; i<4; i++) {
1450 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1451 m->tile_map[i] = NULL;
1452 }
1453 m->in_memory = MAP_SWAPPED;
1454}
1455
1456/*
1457 * function: vanish mapstruct
1458 * m : pointer to mapstruct, if NULL no action
1459 * this deletes all the data on the map (freeing pointers)
1460 * and then removes this map from the global linked list of maps.
1461 */
1462
1463void delete_map(mapstruct *m) {
1464 mapstruct *tmp, *last;
1465 int i;
1466
1467 if (!m)
1468 return;
1469 if (m->in_memory == MAP_IN_MEMORY) {
1470 /* change to MAP_SAVING, even though we are not,
1471 * so that remove_ob doesn't do as much work.
1472 */ 976 */
1473 m->in_memory = MAP_SAVING; 977void
1474 free_map (m, 1); 978maptile::update_buttons ()
979{
980 for (oblinkpt *obp = buttons; obp; obp = obp->next)
981 for (objectlink *ol = obp->link; ol; ol = ol->next)
982 {
983 if (!ol->ob)
984 {
985 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
986 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
987 continue;
988 }
989
990 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
991 {
992 update_button (ol->ob);
993 break;
994 }
1475 } 995 }
1476 /* move this out of free_map, since tmpname can still be needed if
1477 * the map is swapped out.
1478 */
1479 if (m->tmpname) {
1480 free(m->tmpname);
1481 m->tmpname=NULL;
1482 }
1483 last = NULL;
1484 /* We need to look through all the maps and see if any maps
1485 * are pointing at this one for tiling information. Since
1486 * tiling can be assymetric, we just can not look to see which
1487 * maps this map tiles with and clears those.
1488 */
1489 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1490 if (tmp->next == m) last = tmp;
1491
1492 /* This should hopefully get unrolled on a decent compiler */
1493 for (i=0; i<4; i++)
1494 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1495 }
1496
1497 /* If last is null, then this should be the first map in the list */
1498 if (!last) {
1499 if (m == first_map)
1500 first_map = m->next;
1501 else
1502 /* m->path is a static char, so should hopefully still have
1503 * some useful data in it.
1504 */
1505 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1506 m->path);
1507 }
1508 else
1509 last->next = m->next;
1510
1511 free (m);
1512} 996}
1513
1514
1515
1516/*
1517 * Makes sure the given map is loaded and swapped in.
1518 * name is path name of the map.
1519 * flags meaning:
1520 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1521 * and don't do unique items or the like.
1522 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1523 * dont do any more name translation on it.
1524 *
1525 * Returns a pointer to the given map.
1526 */
1527
1528mapstruct *ready_map_name(const char *name, int flags) {
1529 mapstruct *m;
1530
1531 if (!name)
1532 return (NULL);
1533
1534 /* Have we been at this level before? */
1535 m = has_been_loaded (name);
1536
1537 /* Map is good to go, so just return it */
1538 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1539 return m;
1540 }
1541
1542 /* unique maps always get loaded from their original location, and never
1543 * a temp location. Likewise, if map_flush is set, or we have never loaded
1544 * this map, load it now. I removed the reset checking from here -
1545 * it seems the probability of a player trying to enter a map that should
1546 * reset but hasn't yet is quite low, and removing that makes this function
1547 * a bit cleaner (and players probably shouldn't rely on exact timing for
1548 * resets in any case - if they really care, they should use the 'maps command.
1549 */
1550 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1551
1552 /* first visit or time to reset */
1553 if (m) {
1554 clean_tmp_map(m); /* Doesn't make much difference */
1555 delete_map(m);
1556 }
1557
1558 /* create and load a map */
1559 if (flags & MAP_PLAYER_UNIQUE)
1560 LOG(llevDebug, "Trying to load map %s.\n", name);
1561 else
1562 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1563
1564 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1565 return (NULL);
1566
1567 fix_auto_apply(m); /* Chests which open as default */
1568
1569 /* If a player unique map, no extra unique object file to load.
1570 * if from the editor, likewise.
1571 */
1572 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1573 load_unique_objects(m);
1574
1575 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1576 m=load_overlay_map(name, m);
1577 if (m==NULL)
1578 return NULL;
1579 }
1580
1581 } else {
1582 /* If in this loop, we found a temporary map, so load it up. */
1583
1584 m=load_temporary_map (m);
1585 if(m==NULL) return NULL;
1586 load_unique_objects(m);
1587
1588 clean_tmp_map(m);
1589 m->in_memory = MAP_IN_MEMORY;
1590 /* tempnam() on sun systems (probably others) uses malloc
1591 * to allocated space for the string. Free it here.
1592 * In some cases, load_temporary_map above won't find the
1593 * temporary map, and so has reloaded a new map. If that
1594 * is the case, tmpname is now null
1595 */
1596 if (m->tmpname) free(m->tmpname);
1597 m->tmpname = NULL;
1598 /* It's going to be saved anew anyway */
1599 }
1600
1601 /* Below here is stuff common to both first time loaded maps and
1602 * temp maps.
1603 */
1604
1605 decay_objects(m); /* start the decay */
1606 /* In case other objects press some buttons down */
1607 update_buttons(m);
1608 if (m->outdoor)
1609 set_darkness_map(m);
1610 /* run the weather over this map */
1611 weather_effect(name);
1612 return m;
1613}
1614
1615 997
1616/* 998/*
1617 * This routine is supposed to find out the difficulty of the map. 999 * This routine is supposed to find out the difficulty of the map.
1618 * difficulty does not have a lot to do with character level, 1000 * difficulty does not have a lot to do with character level,
1619 * but does have a lot to do with treasure on the map. 1001 * but does have a lot to do with treasure on the map.
1621 * Difficulty can now be set by the map creature. If the value stored 1003 * Difficulty can now be set by the map creature. If the value stored
1622 * in the map is zero, then use this routine. Maps should really 1004 * in the map is zero, then use this routine. Maps should really
1623 * have a difficulty set than using this function - human calculation 1005 * have a difficulty set than using this function - human calculation
1624 * is much better than this functions guesswork. 1006 * is much better than this functions guesswork.
1625 */ 1007 */
1626 1008int
1627int calculate_difficulty(mapstruct *m) { 1009maptile::estimate_difficulty () const
1628 object *op; 1010{
1629 archetype *at;
1630 int x, y, i, diff;
1631 long monster_cnt = 0; 1011 long monster_cnt = 0;
1632 double avgexp = 0; 1012 double avgexp = 0;
1633 sint64 total_exp = 0; 1013 sint64 total_exp = 0;
1634 1014
1635 if (MAP_DIFFICULTY (m)) 1015 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1636 { 1016 for (object *op = ms->bot; op; op = op->above)
1637 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1638 return MAP_DIFFICULTY (m);
1639 }
1640
1641 for(x = 0; x < MAP_WIDTH(m); x++)
1642 for(y = 0; y < MAP_HEIGHT(m); y++)
1643 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1644 { 1017 {
1645 if(QUERY_FLAG (op, FLAG_MONSTER)) 1018 if (QUERY_FLAG (op, FLAG_MONSTER))
1646 { 1019 {
1647 total_exp += op->stats.exp; 1020 total_exp += op->stats.exp;
1648 monster_cnt++; 1021 monster_cnt++;
1649 } 1022 }
1650 1023
1651 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1024 if (QUERY_FLAG (op, FLAG_GENERATOR))
1652 { 1025 {
1653 total_exp += op->stats.exp; 1026 total_exp += op->stats.exp;
1027
1654 at = type_to_archetype(GENERATE_TYPE (op)); 1028 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1655
1656 if(at != NULL)
1657 total_exp += at->clone.stats.exp * 8; 1029 total_exp += at->clone.stats.exp * 8;
1658 1030
1659 monster_cnt++; 1031 monster_cnt++;
1660 } 1032 }
1661 } 1033 }
1662 1034
1663 avgexp = (double) total_exp / monster_cnt; 1035 avgexp = (double) total_exp / monster_cnt;
1664 1036
1665 for (i = 1; i <= settings.max_level; i++) 1037 for (int i = 1; i <= settings.max_level; i++)
1666 {
1667 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1038 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1668 {
1669 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1670 return i; 1039 return i;
1671 }
1672 }
1673 1040
1674 return 1; 1041 return 1;
1675}
1676
1677void clean_tmp_map(mapstruct *m) {
1678 if(m->tmpname == NULL)
1679 return;
1680 INVOKE_MAP (CLEAN, m);
1681 (void) unlink(m->tmpname);
1682}
1683
1684void free_all_maps(void)
1685{
1686 int real_maps=0;
1687
1688 while (first_map) {
1689 /* I think some of the callers above before it gets here set this to be
1690 * saving, but we still want to free this data
1691 */
1692 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1693 delete_map(first_map);
1694 real_maps++;
1695 }
1696 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1697} 1042}
1698 1043
1699/* change_map_light() - used to change map light level (darkness) 1044/* change_map_light() - used to change map light level (darkness)
1700 * up or down. Returns true if successful. It should now be 1045 * up or down. Returns true if successful. It should now be
1701 * possible to change a value by more than 1. 1046 * possible to change a value by more than 1.
1702 * Move this from los.c to map.c since this is more related 1047 * Move this from los.c to map.c since this is more related
1703 * to maps than los. 1048 * to maps than los.
1704 * postive values make it darker, negative make it brighter 1049 * postive values make it darker, negative make it brighter
1705 */ 1050 */
1706 1051int
1707int change_map_light(mapstruct *m, int change) { 1052maptile::change_map_light (int change)
1053{
1708 int new_level = m->darkness + change; 1054 int new_level = darkness + change;
1709 1055
1710 /* Nothing to do */ 1056 /* Nothing to do */
1711 if(!change || (new_level <= 0 && m->darkness == 0) || 1057 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1712 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1713 return 0; 1058 return 0;
1714 }
1715 1059
1716 /* inform all players on the map */ 1060 /* inform all players on the map */
1717 if (change>0) 1061 if (change > 0)
1718 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1062 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1719 else 1063 else
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1064 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1721 1065
1722 /* Do extra checking. since m->darkness is a unsigned value, 1066 /* Do extra checking. since darkness is a unsigned value,
1723 * we need to be extra careful about negative values. 1067 * we need to be extra careful about negative values.
1724 * In general, the checks below are only needed if change 1068 * In general, the checks below are only needed if change
1725 * is not +/-1 1069 * is not +/-1
1726 */ 1070 */
1727 if (new_level < 0) m->darkness = 0; 1071 if (new_level < 0)
1728 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1072 darkness = 0;
1073 else if (new_level >= MAX_DARKNESS)
1074 darkness = MAX_DARKNESS;
1075 else
1729 else m->darkness=new_level; 1076 darkness = new_level;
1730 1077
1731 /* All clients need to get re-updated for the change */ 1078 /* All clients need to get re-updated for the change */
1732 update_all_map_los(m); 1079 update_all_map_los (this);
1733 return 1; 1080 return 1;
1734} 1081}
1735
1736 1082
1737/* 1083/*
1738 * This function updates various attributes about a specific space 1084 * This function updates various attributes about a specific space
1739 * on the map (what it looks like, whether it blocks magic, 1085 * on the map (what it looks like, whether it blocks magic,
1740 * has a living creatures, prevents people from passing 1086 * has a living creatures, prevents people from passing
1741 * through, etc) 1087 * through, etc)
1742 */ 1088 */
1743void update_position (mapstruct *m, int x, int y) { 1089void
1090mapspace::update_ ()
1091{
1744 object *tmp, *last = NULL; 1092 object *tmp, *last = 0;
1745 uint8 flags = 0, oldflags, light=0, anywhere=0; 1093 uint8 flags = 0, light = 0, anywhere = 0;
1746 New_Face *top,*floor, *middle; 1094 New_Face *top, *floor, *middle;
1747 object *top_obj, *floor_obj, *middle_obj; 1095 object *top_obj, *floor_obj, *middle_obj;
1748 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1096 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1749 1097
1750 oldflags = GET_MAP_FLAGS(m,x,y);
1751 if (!(oldflags & P_NEED_UPDATE)) {
1752 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1753 m->path, x, y);
1754 return;
1755 }
1756
1757 middle=blank_face; 1098 middle = blank_face;
1758 top=blank_face; 1099 top = blank_face;
1759 floor=blank_face; 1100 floor = blank_face;
1760 1101
1761 middle_obj = NULL; 1102 middle_obj = 0;
1762 top_obj = NULL; 1103 top_obj = 0;
1763 floor_obj = NULL; 1104 floor_obj = 0;
1764 1105
1765 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1766 1107 {
1767 /* This could be made additive I guess (two lights better than 1108 /* This could be made additive I guess (two lights better than
1768 * one). But if so, it shouldn't be a simple additive - 2 1109 * one). But if so, it shouldn't be a simple additive - 2
1769 * light bulbs do not illuminate twice as far as once since 1110 * light bulbs do not illuminate twice as far as once since
1770 * it is a disapation factor that is squared (or is it cubed?) 1111 * it is a dissapation factor that is cubed.
1771 */ 1112 */
1772 if (tmp->glow_radius > light) light = tmp->glow_radius; 1113 if (tmp->glow_radius > light)
1114 light = tmp->glow_radius;
1773 1115
1774 /* This call is needed in order to update objects the player 1116 /* This call is needed in order to update objects the player
1775 * is standing in that have animations (ie, grass, fire, etc). 1117 * is standing in that have animations (ie, grass, fire, etc).
1776 * However, it also causes the look window to be re-drawn 1118 * However, it also causes the look window to be re-drawn
1777 * 3 times each time the player moves, because many of the 1119 * 3 times each time the player moves, because many of the
1778 * functions the move_player calls eventualy call this. 1120 * functions the move_player calls eventualy call this.
1779 * 1121 *
1780 * Always put the player down for drawing. 1122 * Always put the player down for drawing.
1781 */ 1123 */
1782 if (!tmp->invisible) { 1124 if (!tmp->invisible)
1125 {
1783 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1784 top = tmp->face; 1127 {
1785 top_obj = tmp; 1128 top = tmp->face;
1786 } 1129 top_obj = tmp;
1130 }
1787 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 {
1788 /* If we got a floor, that means middle and top were below it, 1133 /* If we got a floor, that means middle and top were below it,
1789 * so should not be visible, so we clear them. 1134 * so should not be visible, so we clear them.
1790 */ 1135 */
1791 middle=blank_face; 1136 middle = blank_face;
1792 top=blank_face; 1137 top = blank_face;
1793 floor = tmp->face; 1138 floor = tmp->face;
1794 floor_obj = tmp; 1139 floor_obj = tmp;
1795 } 1140 }
1796 /* Flag anywhere have high priority */ 1141 /* Flag anywhere have high priority */
1797 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1798 middle = tmp->face; 1143 {
1144 middle = tmp->face;
1799 1145
1800 middle_obj = tmp; 1146 middle_obj = tmp;
1801 anywhere =1; 1147 anywhere = 1;
1802 } 1148 }
1803 /* Find the highest visible face around. If equal 1149 /* Find the highest visible face around. If equal
1804 * visibilities, we still want the one nearer to the 1150 * visibilities, we still want the one nearer to the
1805 * top 1151 * top
1806 */ 1152 */
1807 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1154 {
1808 middle = tmp->face; 1155 middle = tmp->face;
1809 middle_obj = tmp; 1156 middle_obj = tmp;
1810 } 1157 }
1811 } 1158 }
1159
1812 if (tmp==tmp->above) { 1160 if (tmp == tmp->above)
1161 {
1813 LOG(llevError, "Error in structure of map\n"); 1162 LOG (llevError, "Error in structure of map\n");
1814 exit (-1); 1163 exit (-1);
1815 }
1816 1164 }
1165
1817 move_slow |= tmp->move_slow; 1166 move_slow |= tmp->move_slow;
1818 move_block |= tmp->move_block; 1167 move_block |= tmp->move_block;
1819 move_on |= tmp->move_on; 1168 move_on |= tmp->move_on;
1820 move_off |= tmp->move_off; 1169 move_off |= tmp->move_off;
1821 move_allow |= tmp->move_allow; 1170 move_allow |= tmp->move_allow;
1822 1171
1823 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1172 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1824 flags |= P_IS_ALIVE; 1173 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1825 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1174 if (tmp->type == PLAYER) flags |= P_PLAYER;
1826 flags |= P_NO_MAGIC; 1175 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1827 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1176 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1828 flags |= P_NO_CLERIC; 1177 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1829 if (tmp->type == SAFE_GROUND)
1830 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1831
1832 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1833 flags |= P_BLOCKSVIEW;
1834 } /* for stack of objects */
1835
1836 /* we don't want to rely on this function to have accurate flags, but
1837 * since we're already doing the work, we calculate them here.
1838 * if they don't match, logic is broken someplace.
1839 */
1840 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1841 (!(oldflags & P_NO_ERROR))) {
1842 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1843 m->path, x, y,
1844 (oldflags & ~P_NEED_UPDATE), flags);
1845 } 1178 }
1846 SET_MAP_FLAGS(m, x, y, flags);
1847 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1848 SET_MAP_MOVE_ON(m, x, y, move_on);
1849 SET_MAP_MOVE_OFF(m, x, y, move_off);
1850 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1851 1179
1180 this->light = light;
1181 this->flags_ = flags;
1182 this->move_block = move_block & ~move_allow;
1183 this->move_on = move_on;
1184 this->move_off = move_off;
1185 this->move_slow = move_slow;
1186
1852 /* At this point, we have a floor face (if there is a floor), 1187 /* At this point, we have a floor face (if there is a floor),
1853 * and the floor is set - we are not going to touch it at 1188 * and the floor is set - we are not going to touch it at
1854 * this point. 1189 * this point.
1855 * middle contains the highest visibility face. 1190 * middle contains the highest visibility face.
1856 * top contains a player/monster face, if there is one. 1191 * top contains a player/monster face, if there is one.
1857 * 1192 *
1858 * We now need to fill in top.face and/or middle.face. 1193 * We now need to fill in top.face and/or middle.face.
1859 */ 1194 */
1860 1195
1861 /* If the top face also happens to be high visibility, re-do our 1196 /* If the top face also happens to be high visibility, re-do our
1862 * middle face. This should not happen, as we already have the 1197 * middle face. This should not happen, as we already have the
1863 * else statement above so middle should not get set. OTOH, it 1198 * else statement above so middle should not get set. OTOH, it
1864 * may be possible for the faces to match but be different objects. 1199 * may be possible for the faces to match but be different objects.
1865 */ 1200 */
1866 if (top == middle) middle=blank_face; 1201 if (top == middle)
1202 middle = blank_face;
1867 1203
1868 /* There are three posibilities at this point: 1204 /* There are three posibilities at this point:
1869 * 1) top face is set, need middle to be set. 1205 * 1) top face is set, need middle to be set.
1870 * 2) middle is set, need to set top. 1206 * 2) middle is set, need to set top.
1871 * 3) neither middle or top is set - need to set both. 1207 * 3) neither middle or top is set - need to set both.
1872 */ 1208 */
1873 1209
1874 for (tmp=last; tmp; tmp=tmp->below) { 1210 for (tmp = last; tmp; tmp = tmp->below)
1211 {
1875 /* Once we get to a floor, stop, since we already have a floor object */ 1212 /* Once we get to a floor, stop, since we already have a floor object */
1876 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214 break;
1877 1215
1878 /* If two top faces are already set, quit processing */ 1216 /* If two top faces are already set, quit processing */
1879 if ((top != blank_face) && (middle != blank_face)) break; 1217 if ((top != blank_face) && (middle != blank_face))
1218 break;
1880 1219
1881 /* Only show visible faces, unless its the editor - show all */ 1220 /* Only show visible faces, unless its the editor - show all */
1882 if (!tmp->invisible || editor) { 1221 if (!tmp->invisible || editor)
1222 {
1883 /* Fill in top if needed */ 1223 /* Fill in top if needed */
1884 if (top == blank_face) { 1224 if (top == blank_face)
1885 top = tmp->face; 1225 {
1886 top_obj = tmp; 1226 top = tmp->face;
1887 if (top == middle) middle=blank_face; 1227 top_obj = tmp;
1888 } else { 1228 if (top == middle)
1229 middle = blank_face;
1230 }
1231 else
1232 {
1889 /* top is already set - we should only get here if 1233 /* top is already set - we should only get here if
1890 * middle is not set 1234 * middle is not set
1891 * 1235 *
1892 * Set the middle face and break out, since there is nothing 1236 * Set the middle face and break out, since there is nothing
1893 * more to fill in. We don't check visiblity here, since 1237 * more to fill in. We don't check visiblity here, since
1894 * 1238 *
1895 */ 1239 */
1896 if (tmp->face != top ) { 1240 if (tmp->face != top)
1897 middle = tmp->face; 1241 {
1898 middle_obj = tmp; 1242 middle = tmp->face;
1899 break; 1243 middle_obj = tmp;
1900 } 1244 break;
1245 }
1246 }
1247 }
1901 } 1248 }
1902 } 1249
1903 } 1250 if (middle == floor)
1904 if (middle == floor) middle = blank_face;
1905 if (top == middle) middle = blank_face;
1906 SET_MAP_FACE(m,x,y,top,0);
1907 if(top != blank_face)
1908 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1909 else
1910 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1911 SET_MAP_FACE(m,x,y,middle,1);
1912 if(middle != blank_face) 1251 middle = blank_face;
1913 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1914 else
1915 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1916 SET_MAP_FACE(m,x,y,floor,2);
1917 if(floor != blank_face)
1918 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1919 else
1920 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1921 SET_MAP_LIGHT(m,x,y,light);
1922}
1923 1252
1253 if (top == middle)
1254 middle = blank_face;
1924 1255
1925void set_map_reset_time(mapstruct *map) { 1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1926 int timeout; 1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1927 1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1928 timeout = MAP_RESET_TIMEOUT(map);
1929 if (timeout <= 0)
1930 timeout = MAP_DEFAULTRESET;
1931 if (timeout >= MAP_MAXRESET)
1932 timeout = MAP_MAXRESET;
1933 MAP_WHEN_RESET(map) = seconds()+timeout;
1934} 1259}
1935 1260
1936/* this updates the orig_map->tile_map[tile_num] value after loading 1261/* this updates the orig_map->tile_map[tile_num] value after loading
1937 * the map. It also takes care of linking back the freshly loaded 1262 * the map. It also takes care of linking back the freshly loaded
1938 * maps tile_map values if it tiles back to this one. It returns 1263 * maps tile_map values if it tiles back to this one. It returns
1939 * the value of orig_map->tile_map[tile_num]. It really only does this 1264 * the value of orig_map->tile_map[tile_num]. It really only does this
1940 * so that it is easier for calling functions to verify success. 1265 * so that it is easier for calling functions to verify success.
1941 */ 1266 */
1942 1267static maptile *
1943static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1268load_and_link_tiled_map (maptile *orig_map, int tile_num)
1944{ 1269{
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1271
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1273 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1);
1278 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY;
1280 }
1281
1945 int dest_tile = (tile_num +2) % 4; 1282 int dest_tile = (tile_num + 2) % 4;
1946 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1947 1283
1948 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1284 orig_map->tile_map[tile_num] = mp;
1949 1285
1950 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1286 // optimisation: back-link map to origin map if euclidean
1951 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1287 //TODO: non-euclidean maps MUST GO
1952 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1288 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1953 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1289 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1954 1290
1955 return orig_map->tile_map[tile_num]; 1291 return mp;
1956} 1292}
1957 1293
1958/* this returns TRUE if the coordinates (x,y) are out of 1294/* this returns TRUE if the coordinates (x,y) are out of
1959 * map m. This function also takes into account any 1295 * map m. This function also takes into account any
1960 * tiling considerations, loading adjacant maps as needed. 1296 * tiling considerations, loading adjacant maps as needed.
1961 * This is the function should always be used when it 1297 * This is the function should always be used when it
1962 * necessary to check for valid coordinates. 1298 * necessary to check for valid coordinates.
1963 * This function will recursively call itself for the 1299 * This function will recursively call itself for the
1964 * tiled maps. 1300 * tiled maps.
1965 * 1301 */
1966 * 1302int
1967 */
1968int out_of_map(mapstruct *m, int x, int y) 1303out_of_map (maptile *m, int x, int y)
1969{ 1304{
1970
1971 /* If we get passed a null map, this is obviously the 1305 /* If we get passed a null map, this is obviously the
1972 * case. This generally shouldn't happen, but if the 1306 * case. This generally shouldn't happen, but if the
1973 * map loads fail below, it could happen. 1307 * map loads fail below, it could happen.
1974 */ 1308 */
1975 if (!m) return 0; 1309 if (!m)
1976
1977 if (x<0) {
1978 if (!m->tile_path[3]) return 1;
1979 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 3);
1981 }
1982 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1983 }
1984 if (x>=MAP_WIDTH(m)) {
1985 if (!m->tile_path[1]) return 1;
1986 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 1);
1988 }
1989 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1990 }
1991 if (y<0) {
1992 if (!m->tile_path[0]) return 1;
1993 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 0);
1995 }
1996 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1997 }
1998 if (y>=MAP_HEIGHT(m)) {
1999 if (!m->tile_path[2]) return 1;
2000 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2001 load_and_link_tiled_map(m, 2);
2002 }
2003 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2004 }
2005
2006 /* Simple case - coordinates are within this local
2007 * map.
2008 */
2009 return 0; 1310 return 0;
1311
1312 if (x < 0)
1313 {
1314 if (!m->tile_path[3])
1315 return 1;
1316
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 load_and_link_tiled_map (m, 3);
1319
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 }
1322
1323 if (x >= m->width)
1324 {
1325 if (!m->tile_path[1])
1326 return 1;
1327
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 1);
1330
1331 return out_of_map (m->tile_map[1], x - m->width, y);
1332 }
1333
1334 if (y < 0)
1335 {
1336 if (!m->tile_path[0])
1337 return 1;
1338
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 0);
1341
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 }
1344
1345 if (y >= m->height)
1346 {
1347 if (!m->tile_path[2])
1348 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 2);
1352
1353 return out_of_map (m->tile_map[2], x, y - m->height);
1354 }
1355
1356 /* Simple case - coordinates are within this local
1357 * map.
1358 */
1359 return 0;
2010} 1360}
2011 1361
2012/* This is basically the same as out_of_map above, but 1362/* This is basically the same as out_of_map above, but
2013 * instead we return NULL if no map is valid (coordinates 1363 * instead we return NULL if no map is valid (coordinates
2014 * out of bounds and no tiled map), otherwise it returns 1364 * out of bounds and no tiled map), otherwise it returns
2015 * the map as that the coordinates are really on, and 1365 * the map as that the coordinates are really on, and
2016 * updates x and y to be the localized coordinates. 1366 * updates x and y to be the localized coordinates.
2017 * Using this is more efficient of calling out_of_map 1367 * Using this is more efficient of calling out_of_map
2018 * and then figuring out what the real map is 1368 * and then figuring out what the real map is
2019 */ 1369 */
1370maptile *
2020mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2021{ 1372{
2022
2023 if (*x<0) { 1373 if (*x < 0)
2024 if (!m->tile_path[3]) return NULL; 1374 {
1375 if (!m->tile_path[3])
1376 return 0;
1377
2025 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026 load_and_link_tiled_map(m, 3); 1379 load_and_link_tiled_map (m, 3);
2027 1380
2028 *x += MAP_WIDTH(m->tile_map[3]); 1381 *x += m->tile_map[3]->width;
2029 return (get_map_from_coord(m->tile_map[3], x, y)); 1382 return (get_map_from_coord (m->tile_map[3], x, y));
1383 }
1384
1385 if (*x >= m->width)
2030 } 1386 {
2031 if (*x>=MAP_WIDTH(m)) { 1387 if (!m->tile_path[1])
2032 if (!m->tile_path[1]) return NULL; 1388 return 0;
1389
2033 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1390 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2034 load_and_link_tiled_map(m, 1); 1391 load_and_link_tiled_map (m, 1);
2035 1392
2036 *x -= MAP_WIDTH(m); 1393 *x -= m->width;
2037 return (get_map_from_coord(m->tile_map[1], x, y)); 1394 return (get_map_from_coord (m->tile_map[1], x, y));
1395 }
1396
1397 if (*y < 0)
2038 } 1398 {
2039 if (*y<0) { 1399 if (!m->tile_path[0])
2040 if (!m->tile_path[0]) return NULL; 1400 return 0;
1401
2041 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1402 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2042 load_and_link_tiled_map(m, 0); 1403 load_and_link_tiled_map (m, 0);
2043 1404
2044 *y += MAP_HEIGHT(m->tile_map[0]); 1405 *y += m->tile_map[0]->height;
2045 return (get_map_from_coord(m->tile_map[0], x, y)); 1406 return (get_map_from_coord (m->tile_map[0], x, y));
1407 }
1408
1409 if (*y >= m->height)
2046 } 1410 {
2047 if (*y>=MAP_HEIGHT(m)) { 1411 if (!m->tile_path[2])
2048 if (!m->tile_path[2]) return NULL; 1412 return 0;
1413
2049 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1414 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2050 load_and_link_tiled_map(m, 2); 1415 load_and_link_tiled_map (m, 2);
2051 1416
2052 *y -= MAP_HEIGHT(m); 1417 *y -= m->height;
2053 return (get_map_from_coord(m->tile_map[2], x, y)); 1418 return (get_map_from_coord (m->tile_map[2], x, y));
2054 } 1419 }
2055 1420
2056 /* Simple case - coordinates are within this local 1421 /* Simple case - coordinates are within this local
2057 * map. 1422 * map.
2058 */ 1423 */
2059
2060 return m; 1424 return m;
2061} 1425}
2062 1426
2063/** 1427/**
2064 * Return whether map2 is adjacent to map1. If so, store the distance from 1428 * Return whether map2 is adjacent to map1. If so, store the distance from
2065 * map1 to map2 in dx/dy. 1429 * map1 to map2 in dx/dy.
2066 */ 1430 */
1431static int
2067static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433{
2068 if (!map1 || !map2) 1434 if (!map1 || !map2)
2069 return 0; 1435 return 0;
2070 1436
2071 if (map1 == map2) { 1437 if (map1 == map2)
1438 {
2072 *dx = 0; 1439 *dx = 0;
2073 *dy = 0; 1440 *dy = 0;
2074 1441 }
2075 } else if (map1->tile_map[0] == map2) { /* up */ 1442 else if (map1->tile_map[0] == map2)
1443 { /* up */
2076 *dx = 0; 1444 *dx = 0;
2077 *dy = -MAP_HEIGHT(map2); 1445 *dy = -map2->height;
1446 }
2078 } else if (map1->tile_map[1] == map2) { /* right */ 1447 else if (map1->tile_map[1] == map2)
2079 *dx = MAP_WIDTH(map1); 1448 { /* right */
1449 *dx = map1->width;
2080 *dy = 0; 1450 *dy = 0;
1451 }
2081 } else if (map1->tile_map[2] == map2) { /* down */ 1452 else if (map1->tile_map[2] == map2)
1453 { /* down */
2082 *dx = 0; 1454 *dx = 0;
2083 *dy = MAP_HEIGHT(map1); 1455 *dy = map1->height;
1456 }
2084 } else if (map1->tile_map[3] == map2) { /* left */ 1457 else if (map1->tile_map[3] == map2)
2085 *dx = -MAP_WIDTH(map2); 1458 { /* left */
1459 *dx = -map2->width;
2086 *dy = 0; 1460 *dy = 0;
2087 1461 }
2088 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1462 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1463 { /* up right */
2089 *dx = MAP_WIDTH(map1->tile_map[0]); 1464 *dx = map1->tile_map[0]->width;
2090 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1465 *dy = -map1->tile_map[0]->height;
1466 }
2091 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1467 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2092 *dx = -MAP_WIDTH(map2); 1468 { /* up left */
2093 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1469 *dx = -map2->width;
1470 *dy = -map1->tile_map[0]->height;
1471 }
2094 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1472 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2095 *dx = MAP_WIDTH(map1); 1473 { /* right up */
2096 *dy = -MAP_HEIGHT(map2); 1474 *dx = map1->width;
1475 *dy = -map2->height;
1476 }
2097 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1477 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2098 *dx = MAP_WIDTH(map1); 1478 { /* right down */
2099 *dy = MAP_HEIGHT(map1->tile_map[1]); 1479 *dx = map1->width;
1480 *dy = map1->tile_map[1]->height;
1481 }
2100 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1482 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1483 { /* down right */
2101 *dx = MAP_WIDTH(map1->tile_map[2]); 1484 *dx = map1->tile_map[2]->width;
2102 *dy = MAP_HEIGHT(map1); 1485 *dy = map1->height;
1486 }
2103 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1487 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2104 *dx = -MAP_WIDTH(map2); 1488 { /* down left */
2105 *dy = MAP_HEIGHT(map1); 1489 *dx = -map2->width;
1490 *dy = map1->height;
1491 }
2106 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1492 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1493 { /* left up */
2107 *dx = -MAP_WIDTH(map1->tile_map[3]); 1494 *dx = -map1->tile_map[3]->width;
2108 *dy = -MAP_HEIGHT(map2); 1495 *dy = -map2->height;
1496 }
2109 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1497 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1498 { /* left down */
2110 *dx = -MAP_WIDTH(map1->tile_map[3]); 1499 *dx = -map1->tile_map[3]->width;
2111 *dy = MAP_HEIGHT(map1->tile_map[3]); 1500 *dy = map1->tile_map[3]->height;
2112
2113 } else { /* not "adjacent" enough */
2114 return 0;
2115 } 1501 }
2116 1502 else
2117 return 1; 1503 return 0;
1504
1505 return 1;
2118} 1506}
2119 1507
2120/* From map.c 1508/* From map.c
2121 * This is used by get_player to determine where the other 1509 * This is used by get_player to determine where the other
2122 * creature is. get_rangevector takes into account map tiling, 1510 * creature is. get_rangevector takes into account map tiling,
2135 * be unexpected 1523 * be unexpected
2136 * 1524 *
2137 * currently, the only flag supported (0x1) is don't translate for 1525 * currently, the only flag supported (0x1) is don't translate for
2138 * closest body part of 'op1' 1526 * closest body part of 'op1'
2139 */ 1527 */
2140 1528void
2141void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530{
2142 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 {
2143 /* be conservative and fill in _some_ data */ 1533 /* be conservative and fill in _some_ data */
2144 retval->distance = 100000; 1534 retval->distance = 100000;
2145 retval->distance_x = 32767; 1535 retval->distance_x = 32767;
2146 retval->distance_y = 32767; 1536 retval->distance_y = 32767;
2147 retval->direction = 0; 1537 retval->direction = 0;
2148 retval->part = 0; 1538 retval->part = 0;
2149 } else { 1539 }
1540 else
1541 {
2150 object *best; 1542 object *best;
2151 1543
2152 retval->distance_x += op2->x-op1->x; 1544 retval->distance_x += op2->x - op1->x;
2153 retval->distance_y += op2->y-op1->y; 1545 retval->distance_y += op2->y - op1->y;
2154 1546
2155 best = op1; 1547 best = op1;
2156 /* If this is multipart, find the closest part now */ 1548 /* If this is multipart, find the closest part now */
2157 if (!(flags&0x1) && op1->more) { 1549 if (!(flags & 0x1) && op1->more)
1550 {
2158 object *tmp; 1551 object *tmp;
2159 int best_distance = retval->distance_x*retval->distance_x+ 1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2160 retval->distance_y*retval->distance_y, tmpi;
2161 1553
2162 /* we just take the offset of the piece to head to figure 1554 /* we just take the offset of the piece to head to figure
2163 * distance instead of doing all that work above again 1555 * distance instead of doing all that work above again
2164 * since the distance fields we set above are positive in the 1556 * since the distance fields we set above are positive in the
2165 * same axis as is used for multipart objects, the simply arithmetic 1557 * same axis as is used for multipart objects, the simply arithmetic
2166 * below works. 1558 * below works.
2167 */ 1559 */
2168 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1561 {
2169 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2170 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2171 if (tmpi < best_distance) { 1564 if (tmpi < best_distance)
1565 {
2172 best_distance = tmpi; 1566 best_distance = tmpi;
2173 best = tmp; 1567 best = tmp;
2174 } 1568 }
2175 } 1569 }
2176 if (best != op1) { 1570 if (best != op1)
1571 {
2177 retval->distance_x += op1->x-best->x; 1572 retval->distance_x += op1->x - best->x;
2178 retval->distance_y += op1->y-best->y; 1573 retval->distance_y += op1->y - best->y;
2179 } 1574 }
2180 } 1575 }
2181 retval->part = best; 1576 retval->part = best;
2182 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2183 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2184 } 1579 }
2185} 1580}
2186 1581
2187/* this is basically the same as get_rangevector above, but instead of 1582/* this is basically the same as get_rangevector above, but instead of
2188 * the first parameter being an object, it instead is the map 1583 * the first parameter being an object, it instead is the map
2193 * be more consistant with the above function and also in case they are needed 1588 * be more consistant with the above function and also in case they are needed
2194 * for something in the future. Also, since no object is pasted, the best 1589 * for something in the future. Also, since no object is pasted, the best
2195 * field of the rv_vector is set to NULL. 1590 * field of the rv_vector is set to NULL.
2196 */ 1591 */
2197 1592
1593void
2198void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1595{
2199 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 {
2200 /* be conservative and fill in _some_ data */ 1598 /* be conservative and fill in _some_ data */
2201 retval->distance = 100000; 1599 retval->distance = 100000;
2202 retval->distance_x = 32767; 1600 retval->distance_x = 32767;
2203 retval->distance_y = 32767; 1601 retval->distance_y = 32767;
2204 retval->direction = 0; 1602 retval->direction = 0;
2205 retval->part = 0; 1603 retval->part = 0;
2206 } else { 1604 }
1605 else
1606 {
2207 retval->distance_x += op2->x-x; 1607 retval->distance_x += op2->x - x;
2208 retval->distance_y += op2->y-y; 1608 retval->distance_y += op2->y - y;
2209 1609
2210 retval->part = NULL; 1610 retval->part = NULL;
2211 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2212 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2213 } 1613 }
2214} 1614}
2215 1615
2216/* Returns true of op1 and op2 are effectively on the same map 1616/* Returns true of op1 and op2 are effectively on the same map
2217 * (as related to map tiling). Note that this looks for a path from 1617 * (as related to map tiling). Note that this looks for a path from
2218 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1618 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2219 * to op1, this will still return false. 1619 * to op1, this will still return false.
2220 * Note we only look one map out to keep the processing simple 1620 * Note we only look one map out to keep the processing simple
2221 * and efficient. This could probably be a macro. 1621 * and efficient. This could probably be a macro.
2222 * MSW 2001-08-05 1622 * MSW 2001-08-05
2223 */ 1623 */
1624int
2224int on_same_map(const object *op1, const object *op2) { 1625on_same_map (const object *op1, const object *op2)
1626{
2225 int dx, dy; 1627 int dx, dy;
2226 1628
2227 return adjacent_map(op1->map, op2->map, &dx, &dy); 1629 return adjacent_map (op1->map, op2->map, &dx, &dy);
2228} 1630}
1631
1632object *
1633maptile::insert (object *op, int x, int y, object *originator, int flags)
1634{
1635 if (!op->flag [FLAG_REMOVED])
1636 op->remove ();
1637
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639}
1640

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