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Comparing deliantra/server/common/map.C (file contents):
Revision 1.15 by root, Wed Aug 30 08:28:32 2006 UTC vs.
Revision 1.58 by root, Sat Dec 30 18:45:27 2006 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.15 2006/08/30 08:28:32 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[MAX_BUF];
68 42
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97 44 * someplace else in the code? msw 2-17-97
71 */ 45 */
72 if (*name == '/') 46 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name); 47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else 48 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 50 return (buf);
77} 51}
78 52
79/* 53/*
80 * same as create_pathname, but for the overlay maps. 54 * same as create_pathname, but for the overlay maps.
81 */ 55 */
82 56const char *
83const char *create_overlay_pathname (const char *name) { 57create_overlay_pathname (const char *name)
58{
84 static char buf[MAX_BUF]; 59 static char buf[MAX_BUF];
85 60
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97 62 * someplace else in the code? msw 2-17-97
88 */ 63 */
89 if (*name == '/') 64 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name); 65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else 66 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name); 67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf); 68 return (buf);
94} 69}
95 70
96/* 71/*
97 * same as create_pathname, but for the template maps. 72 * same as create_pathname, but for the template maps.
98 */ 73 */
99 74const char *
100const char *create_template_pathname (const char *name) { 75create_template_pathname (const char *name)
76{
101 static char buf[MAX_BUF]; 77 static char buf[MAX_BUF];
102 78
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97 80 * someplace else in the code? msw 2-17-97
105 */ 81 */
106 if (*name == '/') 82 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name); 83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else 84 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name); 85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf); 86 return (buf);
111} 87}
112 88
113/* 89/*
114 * This makes absolute path to the itemfile where unique objects 90 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain 91 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can 92 * files than full directory structure, but if this is problem it can
117 * be changed. 93 * be changed.
118 */ 94 */
95static const char *
119static const char *create_items_path (const char *s) { 96create_items_path (const char *s)
97{
120 static char buf[MAX_BUF]; 98 static char buf[MAX_BUF];
121 char *t; 99 char *t;
122 100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
123 if (*s == '/') 107 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 = '@'; 108 *t = '@';
131 else 109 else
132 *t = *s; 110 *t = *s;
133 *t = 0; 111 *t = 0;
134 return (buf); 112 return (buf);
135} 113}
136
137 114
138/* 115/*
139 * This function checks if a file with the given path exists. 116 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 117 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 118 * is returned.
148 * the rest of the code only cares that the file is readable. 125 * 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 126 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 127 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 128 * that seems to be missing the prepend_dir processing
152 */ 129 */
153 130int
154int check_path (const char *name, int prepend_dir) 131check_path (const char *name, int prepend_dir)
155{ 132{
156 char buf[MAX_BUF]; 133 char buf[MAX_BUF];
157#ifndef WIN32 134
158 char *endbuf; 135 char *endbuf;
159 struct stat statbuf; 136 struct stat statbuf;
160 int mode = 0, i; 137 int mode = 0;
161#endif
162 138
163 if (prepend_dir) 139 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 140 strcpy (buf, create_pathname (name));
165 else 141 else
166 strcpy(buf, name); 142 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 143
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 144 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 145 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 146 * Can not use strcat because we need to cycle through
174 * all the names. 147 * all the names.
175 */ 148 */
176 endbuf = buf + strlen(buf); 149 endbuf = buf + strlen (buf);
177 150
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)) 151 if (stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1); 152 return -1;
188 if (!S_ISREG (statbuf.st_mode)) 153 if (!S_ISREG (statbuf.st_mode))
189 return (-1); 154 return (-1);
190 155
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4; 158 mode |= 4;
195 159
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2; 162 mode |= 2;
200 163
201 return (mode); 164 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} 165}
242 166
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 167/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 168 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 169 * it will also do map translation for tiled maps, returning
248 * by a P_NEW_MAP value, another call to get_map_from_coord 172 * 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 173 * is needed. The case of not passing values is if we're just
250 * checking for the existence of something on those spaces, but 174 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 175 * don't expect to insert/remove anything from those spaces.
252 */ 176 */
177int
253int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 178get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
254{ 179{
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; 180 sint16 newx = x;
261 newy = y; 181 sint16 newy = y;
182
262 mp = get_map_from_coord(oldmap, &newx, &newy); 183 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 184
264 retval |= P_NEW_MAP; 185 if (!mp)
186 return P_OUT_OF_MAP;
187
265 if (newmap) *newmap = mp; 188 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 189 if (nx) *nx = newx;
267 if (ny) *ny = newy; 190 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 191
270 if (retval & P_SAFE) 192 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} 193}
275
276 194
277/* 195/*
278 * Returns true if the given coordinate is blocked except by the 196 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 197 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 198 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 202 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling. 203 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling 204 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 205 * by the caller.
288 */ 206 */
289 207int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 208blocked_link (object *ob, maptile *m, int sx, int sy)
209{
291 object *tmp; 210 object *tmp;
292 int mflags, blocked; 211 int mflags, blocked;
293 212
294 /* Make sure the coordinates are valid - they should be, as caller should 213 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this. 214 * have already checked this.
296 */ 215 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 216 if (OUT_OF_REAL_MAP (m, sx, sy))
217 {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 218 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1; 219 return 1;
300 } 220 }
301 221
302 /* Save some cycles - instead of calling get_map_flags(), just get the value 222 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly. 223 * directly.
304 */ 224 */
305 mflags = m->spaces[sx + m->width * sy].flags; 225 mflags = m->at (sx, sy).flags ();
306 226
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
308 228
309 /* If space is currently not blocked by anything, no need to 229 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 230 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 231 * things we need to do for players.
312 */ 232 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
234 return 0;
314 235
315 /* if there isn't anytyhing alive on this space, and this space isn't 236 /* 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 237 * 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 238 * 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 239 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would 240 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example) 241 * let the player through (inventory checkers for example)
321 */ 242 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0;
323 245
324 if(ob->head != NULL) 246 if (ob->head != NULL)
325 ob=ob->head; 247 ob = ob->head;
326 248
327 /* We basically go through the stack of objects, and if there is 249 /* 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 250 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean 251 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0. 252 * ob is blocking it, so return 0.
331 */ 253 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
255 {
333 256
334 /* This must be before the checks below. Code for inventory checkers. */ 257 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 258 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
259 {
336 /* If last_sp is set, the player/monster needs an object, 260 /* 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 261 * so we check for it. If they don't have it, they can't
338 * pass through this space. 262 * pass through this space.
339 */ 263 */
340 if (tmp->last_sp) { 264 if (tmp->last_sp)
265 {
341 if (check_inv_recursive(ob,tmp)==NULL) 266 if (check_inv_recursive (ob, tmp) == NULL)
342 return 1; 267 return 1;
343 else 268 else
344 continue; 269 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 } 270 }
354 } /* if check_inv */
355 else { 271 else
272 {
273 /* In this case, the player must not have the object -
274 * if they do, they can't pass through.
275 */
276 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
277 return 1;
278 else
279 continue;
280 }
281 } /* if check_inv */
282 else
283 {
356 /* Broke apart a big nasty if into several here to make 284 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks 285 * this more readable. first check - if the space blocks
358 * movement, can't move here. 286 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a 287 * second - if a monster, can't move there, unles it is a
360 * hidden dm 288 * hidden dm
361 */ 289 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 290 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
365 return 1; 294 return 1;
366 } 295 }
367 296
368 } 297 }
369 return 0; 298 return 0;
370} 299}
371 300
372 301
373/* 302/*
374 * Returns true if the given object can't fit in the given spot. 303 * Returns true if the given object can't fit in the given spot.
394 * 323 *
395 * Note this used to be arch_blocked, but with new movement 324 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 325 * code, we need to have actual object to check its move_type
397 * against the move_block values. 326 * against the move_block values.
398 */ 327 */
399 328int
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
330{
401 archetype *tmp; 331 archetype *tmp;
402 int flag; 332 int flag;
403 mapstruct *m1; 333 maptile *m1;
404 sint16 sx, sy; 334 sint16 sx, sy;
405 335
406 if(ob==NULL) { 336 if (ob == NULL)
337 {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
409 341
410 /* don't have object, so don't know what types would block */ 342 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 343 return m1->at (sx, sy).move_block;
412 } 344 }
413 345
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 346 for (tmp = ob->arch; tmp; tmp = tmp->more)
347 {
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
416 349
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 350 if (flag & P_OUT_OF_MAP)
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 351 return P_OUT_OF_MAP;
352 if (flag & P_IS_ALIVE)
353 return P_IS_ALIVE;
419 354
355 mapspace &ms = m1->at (sx, sy);
356
420 /* find_first_free_spot() calls this function. However, often 357 /* find_first_free_spot() calls this function. However, often
421 * ob doesn't have any move type (when used to place exits) 358 * 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. 359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 360 */
424 361
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
363 continue;
426 364
427 /* Note it is intentional that we check ob - the movement type of the 365 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 366 * head of the object should correspond for the entire object.
429 */ 367 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
431 return AB_NO_PASS; 369 return P_NO_PASS;
432
433 } 370 }
371
434 return 0; 372 return 0;
435} 373}
436 374
437/* When the map is loaded, load_object does not actually insert objects 375/* 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 376 * into inventory, but just links them. What this does is go through
439 * and insert them properly. 377 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 378 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 379 * This is needed so that we can update the containers weight.
442 */ 380 */
443 381void
444void fix_container(object *container) 382fix_container (object *container)
445{ 383{
446 object *tmp=container->inv, *next; 384 object *tmp = container->inv, *next;
447 385
448 container->inv=NULL; 386 container->inv = 0;
449 while (tmp!=NULL) { 387 while (tmp)
388 {
450 next = tmp->below; 389 next = tmp->below;
451 if (tmp->inv) 390 if (tmp->inv)
452 fix_container(tmp); 391 fix_container (tmp);
392
453 (void) insert_ob_in_ob(tmp,container); 393 insert_ob_in_ob (tmp, container);
454 tmp = next; 394 tmp = next;
455 } 395 }
396
456 /* sum_weight will go through and calculate what all the containers are 397 /* sum_weight will go through and calculate what all the containers are
457 * carrying. 398 * carrying.
458 */ 399 */
459 sum_weight(container); 400 sum_weight (container);
460} 401}
461 402
462/* link_multipart_objects go through all the objects on the map looking 403/* 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 404 * 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 405 * 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 406 * 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. 407 * the more sections and not re-add sections for them.
467 */ 408 */
468 409void
469static void link_multipart_objects(mapstruct *m) 410maptile::link_multipart_objects ()
470{ 411{
471 int x,y; 412 if (!spaces)
472 object *tmp, *op, *last, *above; 413 return;
473 archetype *at;
474 414
475 for(x=0;x<MAP_WIDTH(m);x++) 415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 416 for (object *tmp = ms->bot; tmp; )
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 417 {
478 above=tmp->above; 418 object *above = tmp->above;
479 419
480 /* already multipart - don't do anything more */ 420 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 421 if (!tmp->head && !tmp->more)
482 422 {
483 /* If there is nothing more to this object, this for loop 423 /* If there is nothing more to this object, this for loop
484 * won't do anything. 424 * won't do anything.
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 {
432 op = arch_to_object (at);
433
434 /* update x,y coordinates */
435 op->x += tmp->x;
436 op->y += tmp->y;
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
485 */ 447 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
487 op = arch_to_object(at);
488
489 /* update x,y coordinates */
490 op->x += tmp->x;
491 op->y += tmp->y;
492 op->head = tmp;
493 op->map = m;
494 last->more = op;
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
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
504 * 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
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 448 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 */
510 } /* for objects on this space */
511}
512
513 449 }
450 }
451
452 tmp = above;
453 }
454}
514 455
515/* 456/*
516 * Loads (ands parses) the objects into a given map from the specified 457 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 458 * file pointer.
518 * mapflags is the same as we get with load_original_map 459 * mapflags is the same as we get with load_original_map
519 */ 460 */
520 461bool
521void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 462maptile::load_objects (object_thawer &thawer)
522 int i,j,bufstate=LO_NEWFILE; 463{
523 int unique; 464 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp; 465 object *op, *prev = NULL, *last_more = NULL, *otmp;
525 466
526 op=get_object(); 467 op = object::create ();
527 op->map = m; /* To handle buttons correctly */ 468 op->map = this; /* To handle buttons correctly */
528 469
529 while((i = load_object (fp, op, bufstate, mapflags))) { 470 while (int i = load_object (thawer, op, 0))
530 /* Since the loading of the map header does not load an object 471 {
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 472 /* if the archetype for the object is null, means that we
537 * got an invalid object. Don't do anything with it - the game 473 * 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. 474 * or editor will not be able to do anything with it either.
539 */ 475 */
540 if (op->arch==NULL) { 476 if (op->arch == NULL)
477 {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
542 continue; 479 continue;
543 } 480 }
544 481
545
546 switch(i) { 482 switch (i)
483 {
547 case LL_NORMAL: 484 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); 485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554 486
555 if (op->inv) 487 if (op->inv)
556 sum_weight(op); 488 sum_weight (op);
557 489
558 prev=op,last_more=op; 490 prev = op, last_more = op;
559 break; 491 break;
560 492
561 case LL_MORE: 493 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 494 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; 495 op->head = prev, last_more->more = op, last_more = op;
564 break; 496 break;
565 } 497 }
566 if (mapflags & MAP_STYLE) { 498
567 remove_from_active_list(op); 499 op = object::create ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 }
520#endif
521
522 return true;
523}
524
525void
526maptile::activate ()
527{
528 if (!spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1);
534}
535
536void
537maptile::deactivate ()
538{
539 if (!spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1);
545}
546
547bool
548maptile::save_objects (object_freezer &freezer, int flags)
549{
550 if (flags & IO_HEADER)
551 save_header (freezer);
552
553 if (!spaces)
554 return false;
555
556 for (int i = 0; i < size (); ++i)
557 {
558 int unique = 0;
559 for (object *op = spaces [i].bot; op; op = op->above)
560 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
562 unique = 1;
563
564 if (!op->can_map_save ())
565 continue;
566
567 if (unique || op->flag [FLAG_UNIQUE])
568 {
569 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1);
571 }
572 else if (flags & IO_OBJECTS)
573 save_object (freezer, op, 1);
568 } 574 }
569 op=get_object();
570 op->map = m;
571 } 575 }
572 for (i=0;i<m->width;i++){ 576
573 for (j=0;j<m->height;j++){ 577 return true;
574 unique =0; 578}
575 /* check for unique items, or unique squares */ 579
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 580bool
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 581maptile::load_objects (const char *path, bool skip_header)
578 unique = 1; 582{
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 583 object_thawer thawer (path);
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 584
581 } 585 if (!thawer)
586 return false;
587
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
582 } 597 }
583 }
584 free_object(op);
585 link_multipart_objects(m);
586}
587 598
588/* This saves all the objects on the map in a non destructive fashion. 599 return load_objects (thawer);
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 600}
590 * and we only save the head of multi part objects - this is needed 601
591 * in order to do map tiling properly. 602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path);
611}
612
613maptile::maptile ()
614{
615 in_memory = MAP_SWAPPED;
616
617 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour.
592 */ 619 */
593void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 620 width = 16;
594 int i, j = 0,unique=0; 621 height = 16;
595 object *op; 622 reset_timeout = 0;
596 /* first pass - save one-part objects */ 623 timeout = 300;
597 for(i = 0; i < MAP_WIDTH(m); i++) 624 enter_x = 0;
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 625 enter_y = 0;
599 unique=0; 626}
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;
603 627
604 if(op->type == PLAYER) { 628maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 629{
606 continue; 630 in_memory = MAP_SWAPPED;
607 }
608 631
609 if (op->head || op->owner) 632 width = w;
610 continue; 633 height = h;
634 reset_timeout = 0;
635 timeout = 300;
636 enter_x = 0;
637 enter_y = 0;
611 638
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 639 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} 640}
623 641
624/* 642/*
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. 643 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 644 * This basically allocates the dynamic array of spaces for the
662 * map. 645 * map.
663 */ 646 */
664 647void
665void allocate_map(mapstruct *m) { 648maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 649{
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) { 650 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; 651 return;
652
653 spaces = salloc0<mapspace> (size ());
692} 654}
693 655
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 656/* 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 657 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 658 * at a later date.
697 * Called by parse_map_headers below. 659 * Called by parse_map_headers below.
698 */ 660 */
699 661static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 662parse_shop_string (const char *input_string)
663{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 664 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 665 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 666 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 667 const typedata *current_type;
705 668
706 shop_string=strdup_local(input_string); 669 shop_string = strdup (input_string);
707 p=shop_string; 670 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 671 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 672 while (p)
673 {
710 p=strchr(p, ';'); 674 p = strchr (p, ';');
711 number_of_entries++; 675 number_of_entries++;
712 if (p) p++; 676 if (p)
677 p++;
713 } 678 }
679
714 p=shop_string; 680 p = shop_string;
715 strip_endline(p); 681 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 682 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++) { 683 for (i = 0; i < number_of_entries; i++)
684 {
719 if (!p) { 685 if (!p)
686 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 687 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 688 break;
722 } 689 }
690
723 next_semicolon=strchr(p, ';'); 691 next_semicolon = strchr (p, ';');
724 next_colon=strchr(p, ':'); 692 next_colon = strchr (p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 693 /* 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)) 694 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1); 695 items[i].strength = atoi (strchr (p, ':') + 1);
696
697 if (isdigit (*p) || *p == '*')
728 698 {
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 699 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum); 700 current_type = get_typedata (items[i].typenum);
732 if (current_type) { 701 if (current_type)
702 {
733 items[i].name=current_type->name; 703 items[i].name = current_type->name;
734 items[i].name_pl=current_type->name_pl; 704 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 } 705 }
753 } 706 }
707 else
708 { /*we have a named type, let's figure out what it is */
709 q = strpbrk (p, ";:");
710 if (q)
711 *q = '\0';
712
713 current_type = get_typedata_by_name (p);
714 if (current_type)
715 {
716 items[i].name = current_type->name;
717 items[i].typenum = current_type->number;
718 items[i].name_pl = current_type->name_pl;
719 }
720 else
721 { /* oh uh, something's wrong, let's free up this one, and try
722 * the next entry while we're at it, better print a warning
723 */
724 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
725 }
726 }
727
754 items[i].index=number_of_entries; 728 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 729 if (next_semicolon)
730 p = ++next_semicolon;
731 else
756 else p=NULL; 732 p = NULL;
757 } 733 }
734
758 free(shop_string); 735 free (shop_string);
759 return items; 736 return items;
760} 737}
761 738
762/* opposite of parse string, this puts the string that was originally fed in to 739/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 740 * the map (or something equivilent) into output_string. */
741static void
764static void print_shop_string(mapstruct *m, char *output_string) { 742print_shop_string (maptile *m, char *output_string)
743{
765 int i; 744 int i;
766 char tmp[MAX_BUF]; 745 char tmp[MAX_BUF];
746
767 strcpy(output_string, ""); 747 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 748 for (i = 0; i < m->shopitems[0].index; i++)
749 {
769 if (m->shopitems[i].typenum) { 750 if (m->shopitems[i].typenum)
751 {
770 if (m->shopitems[i].strength) { 752 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 753 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 754 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 755 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 756 }
775 else { 757 else
758 {
776 if (m->shopitems[i].strength) { 759 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 760 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 761 else
779 else sprintf(tmp, "*"); 762 sprintf (tmp, "*");
780 } 763 }
764
781 strcat(output_string, tmp); 765 strcat (output_string, tmp);
782 } 766 }
783} 767}
784 768
785/* This loads the header information of the map. The header 769/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 770 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 774 * put all the stuff in the map object so that names actually make
791 * sense. 775 * sense.
792 * This could be done in lex (like the object loader), but I think 776 * 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. 777 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 778 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 779 */
797 780bool
798static int load_map_header(object_thawer &fp, mapstruct *m) 781maptile::load_header (object_thawer &thawer)
799{ 782{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
801 int msgpos=0; 784 int msgpos = 0;
802 int maplorepos=0; 785 int maplorepos = 0;
803 786
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 787 for (;;)
805 buf[HUGE_BUF-1] = 0; 788 {
806 key = buf; 789 keyword kw = thawer.get_kv ();
807 while (isspace(*key)) key++; 790
808 if (*key == 0) continue; /* empty line */ 791 switch (kw)
809 value = strchr(key, ' ');
810 if (!value) {
811 end = strchr(key, '\n');
812 if (end != NULL) {
813 *end = 0;
814 }
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 } 792 {
828 if (!end) { 793 case KW_EOF:
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
830 buf); 795 return false;
796
797 case KW_end:
831 return 1; 798 return true;
832 } 799
800 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg);
833 802 break;
834 803
835 /* key is the field name, value is what it should be set 804 case KW_lore: // CF+ extension
836 * to. We've already done the work to null terminate key, 805 thawer.get_ml (KW_endlore, maplore);
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
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 } 806 break;
859 /* There are lots of maps that have empty messages (eg, msg/endmsg 807
860 * with nothing between). There is no reason in those cases to 808 case KW_maplore:
861 * keep the empty message. Also, msgbuf contains garbage data 809 thawer.get_ml (KW_endmaplore, maplore);
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 } 810 break;
876 if (maplorepos != 0) 811
877 m->maplore = strdup_local(maplorebuf); 812 case KW_arch:
878 } 813 if (strcmp (thawer.get_str (), "map"))
879 else if (!strcmp(key,"end")) { 814 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
815 break;
816
817 case KW_oid:
818 thawer.get (this, thawer.get_sint32 ());
819 break;
820
821 case KW_file_format_version: break; // nop
822
823 case KW_name: thawer.get (name); break;
824 case KW_attach: thawer.get (attach); break;
825 case KW_reset_time: thawer.get (reset_time); break;
826 case KW_shopgreed: thawer.get (shopgreed); break;
827 case KW_shopmin: thawer.get (shopmin); break;
828 case KW_shopmax: thawer.get (shopmax); break;
829 case KW_shoprace: thawer.get (shoprace); break;
830 case KW_outdoor: thawer.get (outdoor); break;
831 case KW_temp: thawer.get (temp); break;
832 case KW_pressure: thawer.get (pressure); break;
833 case KW_humid: thawer.get (humid); break;
834 case KW_windspeed: thawer.get (windspeed); break;
835 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break;
837
838 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break;
840
841 case KW_region: get_region_by_name (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843
844 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
847 case KW_x: case KW_width: thawer.get (width); break;
848 case KW_y: case KW_height: thawer.get (height); break;
849 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
850 case KW_value: case KW_swap_time: thawer.get (timeout); break;
851 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
852 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
853 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
854
855 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859
860 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
880 break; 862 break;
881 } 863 }
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,"oid")) {
899 fp.get (m, atoi(value));
900 } else if (!strcmp(key, "attach")) {
901 m->attach = add_string (value);
902 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 }
955 else if (!strncmp(key,"tile_path_", 10)) {
956 int tile=atoi(key+10);
957
958 if (tile<1 || tile>4) {
959 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
960 tile, m->path);
961 } else {
962 char *path;
963
964 *end = 0;
965
966 if (m->tile_path[tile-1]) {
967 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
968 tile, m->path);
969 free(m->tile_path[tile-1]);
970 m->tile_path[tile-1] = NULL;
971 }
972
973 if (check_path(value, 1) != -1) {
974 /* The unadorned path works. */
975 path = value;
976 } else {
977 /* Try again; it could be a relative exit. */
978
979 path = path_combine_and_normalize(m->path, value);
980
981 if (check_path(path, 1) == -1) {
982 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
983 path = NULL;
984 }
985 }
986
987 if (editor) {
988 /* Use the value as in the file. */
989 m->tile_path[tile-1] = strdup_local(value);
990 } else if (path != NULL) {
991 /* Use the normalized value. */
992 m->tile_path[tile-1] = strdup_local(path);
993 }
994 } /* end if tile direction (in)valid */
995 }
996 else {
997 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
998 }
999 }
1000 if (!key || strcmp(key,"end")) {
1001 LOG(llevError,"Got premature eof on map header!\n");
1002 return 1;
1003 }
1004 return 0;
1005}
1006
1007/*
1008 * Opens the file "filename" and reads information about the map
1009 * from the given file, and stores it in a newly allocated
1010 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1011 * flags correspond to those in map.h. Main ones used are
1012 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1013 * MAP_BLOCK, in which case we block on this load. This happens in all
1014 * cases, no matter if this flag is set or not.
1015 * MAP_STYLE: style map - don't add active objects, don't add to server
1016 * managed map list.
1017 */
1018
1019mapstruct *load_original_map(const char *filename, int flags) {
1020 mapstruct *m;
1021 char pathname[MAX_BUF];
1022 864 }
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 865
866 abort ();
867}
868
869bool
870maptile::load_header (const char *path)
871{
1031 object_thawer thawer (pathname); 872 object_thawer thawer (path);
1032 873
1033 if (!thawer) 874 if (!thawer)
1034 return 0;
1035
1036 m = get_linked_map();
1037
1038 strcpy (m->path, filename);
1039 if (load_map_header(thawer, 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
1048 m->in_memory=MAP_LOADING;
1049 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1050
1051 m->in_memory=MAP_IN_MEMORY;
1052 if (!MAP_DIFFICULTY(m))
1053 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1054 set_map_reset_time(m);
1055 m->instantiate ();
1056 return (m);
1057}
1058
1059/*
1060 * Loads a map, which has been loaded earlier, from file.
1061 * Return the map object we load into (this can change from the passed
1062 * option if we can't find the original map)
1063 */
1064
1065static mapstruct *load_temporary_map(mapstruct *m) {
1066 int comp;
1067 char buf[MAX_BUF];
1068
1069 if (!m->tmpname) {
1070 LOG(llevError, "No temporary filename for map %s\n", m->path);
1071 strcpy(buf, m->path);
1072 delete_map(m);
1073 m = load_original_map(buf, 0);
1074 if(m==NULL) return NULL;
1075 fix_auto_apply(m); /* Chests which open as default */
1076 return m;
1077 }
1078
1079 object_thawer thawer (m->tmpname);
1080
1081 if (!thawer)
1082 {
1083 strcpy (buf, m->path);
1084 delete_map (m);
1085 m = load_original_map (buf, 0);
1086 if (!m) return NULL;
1087 fix_auto_apply (m); /* Chests which open as default */
1088 return m;
1089 }
1090
1091 if (load_map_header(thawer, m)) {
1092 LOG(llevError,"Error loading map header for %s (%s)\n",
1093 m->path, m->tmpname);
1094 delete_map(m);
1095 m = load_original_map(m->path, 0);
1096 return NULL;
1097 }
1098 allocate_map(m);
1099
1100 m->in_memory=MAP_LOADING;
1101 load_objects (m, thawer, 0);
1102
1103 m->in_memory=MAP_IN_MEMORY;
1104 INVOKE_MAP (SWAPIN, m);
1105 return m; 875 return false;
1106}
1107 876
1108/* 877 return load_header (thawer);
1109 * Loads a map, which has been loaded earlier, from file.
1110 * Return the map object we load into (this can change from the passed
1111 * option if we can't find the original map)
1112 */
1113
1114mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1115 char pathname[MAX_BUF];
1116
1117 strcpy(pathname, create_overlay_pathname(filename));
1118
1119 object_thawer thawer (pathname);
1120
1121 if (!thawer)
1122 return m;
1123
1124 if (load_map_header(thawer, m)) {
1125 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1126 m->path, pathname);
1127 delete_map(m);
1128 m = load_original_map(m->path, 0);
1129 return NULL;
1130 }
1131 /*allocate_map(m);*/
1132
1133 m->in_memory=MAP_LOADING;
1134 load_objects (m, thawer, MAP_OVERLAY);
1135
1136 m->in_memory=MAP_IN_MEMORY;
1137 return m;
1138} 878}
1139 879
1140/****************************************************************************** 880/******************************************************************************
1141 * This is the start of unique map handling code 881 * This is the start of unique map handling code
1142 *****************************************************************************/ 882 *****************************************************************************/
1143 883
1144/* This goes through map 'm' and removed any unique items on the map. */ 884/* This goes through the maptile and removed any unique items on the map. */
1145static void delete_unique_items(mapstruct *m) 885void
886maptile::clear_unique_items ()
1146{ 887{
1147 int i,j,unique; 888 for (int i = 0; i < size (); ++i)
1148 object *op, *next; 889 {
1149
1150 for(i=0; i<MAP_WIDTH(m); i++)
1151 for(j=0; j<MAP_HEIGHT(m); j++) {
1152 unique=0; 890 int unique = 0;
1153 for (op=get_map_ob(m, i, j); op; op=next) { 891 for (object *op = spaces [i].bot; op; )
1154 next = op->above; 892 {
893 object *above = op->above;
894
1155 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1156 unique=1; 896 unique = 1;
897
1157 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1158 clean_object(op);
1159 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1160 remove_button_link(op);
1161 remove_ob(op);
1162 free_object(op);
1163 } 899 {
900 op->destroy_inv (false);
901 op->destroy ();
1164 } 902 }
903
904 op = above;
1165 } 905 }
1166}
1167
1168
1169/*
1170 * Loads unique objects from file(s) into the map which is in memory
1171 * m is the map to load unique items into.
1172 */
1173static void load_unique_objects(mapstruct *m) {
1174 int count;
1175 char firstname[MAX_BUF];
1176
1177 for (count=0; count<10; count++) {
1178 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1179 if (!access(firstname, R_OK)) break;
1180 }
1181 /* If we get here, we did not find any map */
1182 if (count==10) return;
1183
1184 object_thawer thawer (firstname);
1185
1186 if (!thawer)
1187 return;
1188
1189 m->in_memory=MAP_LOADING;
1190 if (m->tmpname == NULL) /* if we have loaded unique items from */
1191 delete_unique_items(m); /* original map before, don't duplicate them */
1192 load_object(thawer, NULL, LO_NOREAD,0);
1193 load_objects (m, thawer, 0);
1194
1195 m->in_memory=MAP_IN_MEMORY;
1196}
1197
1198
1199/*
1200 * Saves a map to file. If flag is set, it is saved into the same
1201 * file it was (originally) loaded from. Otherwise a temporary
1202 * filename will be genarated, and the file will be stored there.
1203 * The temporary filename will be stored in the mapstructure.
1204 * If the map is unique, we also save to the filename in the map
1205 * (this should have been updated when first loaded)
1206 */
1207
1208int
1209new_save_map (mapstruct * m, int flag)
1210{
1211 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1212 int i;
1213
1214 if (flag && !*m->path)
1215 { 906 }
1216 LOG (llevError, "Tried to save map without path.\n"); 907}
1217 return -1;
1218 }
1219 908
1220 if (flag || (m->unique) || (m->templatemap)) 909bool
1221 { 910maptile::save_header (object_freezer &freezer)
1222 if (!m->unique && !m->templatemap) 911{
1223 { /* flag is set */ 912#define MAP_OUT(k) freezer.put (KW_ ## k, k)
1224 if (flag == 2) 913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1225 strcpy (filename, create_overlay_pathname (m->path));
1226 else
1227 strcpy (filename, create_pathname (m->path));
1228 }
1229 else
1230 strcpy (filename, m->path);
1231 914
1232 make_path_to_file (filename); 915 MAP_OUT2 (arch, "map");
1233 }
1234 else
1235 {
1236 if (!m->tmpname)
1237 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1238 strcpy (filename, m->tmpname);
1239 }
1240 916
1241 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 917 if (name) MAP_OUT (name);
1242 m->in_memory = MAP_SAVING; 918 MAP_OUT (swap_time);
1243 919 MAP_OUT (reset_time);
1244 object_freezer fp (filename); 920 MAP_OUT (reset_timeout);
1245
1246 /* legacy */
1247 fprintf (fp, "arch map\n");
1248 if (m->name)
1249 fprintf (fp, "name %s\n", m->name);
1250 if (!flag)
1251 fprintf (fp, "swap_time %d\n", m->swap_time);
1252 if (m->reset_timeout)
1253 fprintf (fp, "reset_timeout %d\n", m->reset_timeout);
1254 if (m->fixed_resettime) 921 MAP_OUT (fixed_resettime);
1255 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime); 922 MAP_OUT (difficulty);
1256 /* we unfortunately have no idea if this is a value the creator set 923
1257 * or a difficulty value we generated when the map was first loaded 924 if (region) MAP_OUT2 (region, region->name);
1258 */ 925
1259 if (m->difficulty)
1260 fprintf (fp, "difficulty %d\n", m->difficulty);
1261 if (m->region)
1262 fprintf (fp, "region %s\n", m->region->name);
1263 if (m->shopitems) 926 if (shopitems)
1264 { 927 {
928 char shop[MAX_BUF];
1265 print_shop_string (m, shop); 929 print_shop_string (this, shop);
1266 fprintf (fp, "shopitems %s\n", shop); 930 MAP_OUT2 (shopitems, shop);
1267 }
1268 if (m->shopgreed)
1269 fprintf (fp, "shopgreed %f\n", m->shopgreed);
1270#ifndef WIN32
1271 if (m->shopmin)
1272 fprintf (fp, "shopmin %llu\n", m->shopmin);
1273 if (m->shopmax)
1274 fprintf (fp, "shopmax %llu\n", m->shopmax);
1275#else
1276 if (m->shopmin)
1277 fprintf (fp, "shopmin %I64u\n", m->shopmin);
1278 if (m->shopmax)
1279 fprintf (fp, "shopmax %I64u\n", m->shopmax);
1280#endif
1281 if (m->shoprace)
1282 fprintf (fp, "shoprace %s\n", m->shoprace);
1283 if (m->darkness)
1284 fprintf (fp, "darkness %d\n", m->darkness);
1285 if (m->width)
1286 fprintf (fp, "width %d\n", m->width);
1287 if (m->height)
1288 fprintf (fp, "height %d\n", m->height);
1289 if (m->enter_x)
1290 fprintf (fp, "enter_x %d\n", m->enter_x);
1291 if (m->enter_y)
1292 fprintf (fp, "enter_y %d\n", m->enter_y);
1293 if (m->msg)
1294 fprintf (fp, "msg\n%sendmsg\n", m->msg);
1295 if (m->maplore)
1296 fprintf (fp, "maplore\n%sendmaplore\n", m->maplore);
1297 if (m->unique)
1298 fprintf (fp, "unique %d\n", m->unique);
1299 if (m->templatemap)
1300 fprintf (fp, "template %d\n", m->templatemap);
1301 if (m->outdoor)
1302 fprintf (fp, "outdoor %d\n", m->outdoor);
1303 if (m->temp)
1304 fprintf (fp, "temp %d\n", m->temp);
1305 if (m->pressure)
1306 fprintf (fp, "pressure %d\n", m->pressure);
1307 if (m->humid)
1308 fprintf (fp, "humid %d\n", m->humid);
1309 if (m->windspeed)
1310 fprintf (fp, "windspeed %d\n", m->windspeed);
1311 if (m->winddir)
1312 fprintf (fp, "winddir %d\n", m->winddir);
1313 if (m->sky)
1314 fprintf (fp, "sky %d\n", m->sky);
1315 if (m->nosmooth)
1316 fprintf (fp, "nosmooth %d\n", m->nosmooth);
1317
1318 /* Save any tiling information, except on overlays */
1319 if (flag != 2)
1320 for (i = 0; i < 4; i++)
1321 if (m->tile_path[i])
1322 fprintf (fp, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1323
1324 fp.put (m);
1325 fprintf (fp, "end\n");
1326
1327 /* In the game save unique items in the different file, but
1328 * in the editor save them to the normal map file.
1329 * If unique map, save files in the proper destination (set by
1330 * player)
1331 */
1332 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1333 { 931 }
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335 932
1336 object_freezer fp2 (buf); 933 MAP_OUT (shopgreed);
934 MAP_OUT (shopmin);
935 MAP_OUT (shopmax);
936 if (shoprace) MAP_OUT (shoprace);
937 MAP_OUT (darkness);
938 MAP_OUT (width);
939 MAP_OUT (height);
940 MAP_OUT (enter_x);
941 MAP_OUT (enter_y);
1337 942
1338 if (flag == 2) 943 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1339 save_objects (m, fp, fp2, 2); 944 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1340 else
1341 save_objects (m, fp, fp2, 0);
1342 }
1343 else
1344 { /* save same file when not playing, like in editor */
1345 save_objects (m, fp, fp, 0);
1346 }
1347 945
946 MAP_OUT (outdoor);
947 MAP_OUT (temp);
948 MAP_OUT (pressure);
949 MAP_OUT (humid);
950 MAP_OUT (windspeed);
951 MAP_OUT (winddir);
952 MAP_OUT (sky);
953
954 MAP_OUT (per_player);
955 MAP_OUT (per_party);
956
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961
962 MAP_OUT2 (end, 0);
963
1348 return 0; 964 return true;
1349} 965}
1350 966
1351 967bool
1352/* 968maptile::save_header (const char *path)
1353 * Remove and free all objects in the inventory of the given object.
1354 * object.c ?
1355 */
1356
1357void clean_object(object *op)
1358{ 969{
1359 object *tmp, *next; 970 object_freezer freezer;
1360 971
1361 for(tmp = op->inv; tmp; tmp = next) 972 if (!save_header (freezer))
1362 { 973 return false;
1363 next = tmp->below; 974
1364 clean_object(tmp); 975 return freezer.save (path);
1365 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1366 remove_button_link(tmp);
1367 remove_ob(tmp);
1368 free_object(tmp);
1369 }
1370} 976}
1371 977
1372/* 978/*
1373 * Remove and free all objects in the given map. 979 * Remove and free all objects in the given map.
1374 */ 980 */
981void
982maptile::clear ()
983{
984 if (!spaces)
985 return;
1375 986
1376void free_all_objects(mapstruct *m) { 987 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1377 int i,j; 988 while (object *op = ms->bot)
1378 object *op; 989 {
1379 990 if (op->head)
1380 for(i=0;i<MAP_WIDTH(m);i++)
1381 for(j=0;j<MAP_HEIGHT(m);j++) {
1382 object *previous_obj=NULL;
1383 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1384 if (op==previous_obj) {
1385 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1386 break;
1387 }
1388 previous_obj=op;
1389 if(op->head!=NULL)
1390 op = op->head; 991 op = op->head;
1391 992
1392 /* If the map isn't in memory, free_object will remove and 993 op->destroy_inv (false);
1393 * free objects in op's inventory. So let it do the job. 994 op->destroy ();
1394 */
1395 if (m->in_memory==MAP_IN_MEMORY)
1396 clean_object(op);
1397 remove_ob(op);
1398 free_object(op);
1399 }
1400 } 995 }
1401#ifdef MANY_CORES 996
1402 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 997 sfree (spaces, size ()), spaces = 0;
1403 * an item on that map was not saved - look for that condition and die as appropriate - 998
1404 * this leaves more of the map data intact for better debugging. 999 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0;
1001}
1002
1003void
1004maptile::clear_header ()
1005{
1006 name = 0;
1007 msg = 0;
1008 maplore = 0;
1009 shoprace = 0;
1010 delete [] shopitems, shopitems = 0;
1011
1012 for (int i = 0; i < 4; i++)
1013 tile_path [i] = 0;
1014}
1015
1016maptile::~maptile ()
1017{
1018 assert (destroyed ());
1019}
1020
1021void
1022maptile::clear_links_to (maptile *m)
1023{
1024 /* We need to look through all the maps and see if any maps
1025 * are pointing at this one for tiling information. Since
1026 * tiling can be asymetric, we just can not look to see which
1027 * maps this map tiles with and clears those.
1405 */ 1028 */
1406 for (op=objects; op!=NULL; op=op->next) { 1029 for (int i = 0; i < 4; i++)
1407 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 1030 if (tile_map[i] == m)
1408 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 1031 tile_map[i] = 0;
1409 abort(); 1032}
1410 } 1033
1411 } 1034void
1412#endif 1035maptile::do_destroy ()
1036{
1037 attachable::do_destroy ();
1038
1039 clear ();
1413} 1040}
1414 1041
1415/* 1042/*
1416 * Frees everything allocated by the given mapstructure. 1043 * Updates every button on the map (by calling update_button() for them).
1417 * don't free tmpname - our caller is left to do that
1418 */ 1044 */
1419 1045void
1420void free_map(mapstruct *m,int flag) { 1046maptile::update_buttons ()
1421 int i; 1047{
1422 1048 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1423 if (!m->in_memory) { 1049 for (objectlink *ol = obp->link; ol; ol = ol->next)
1424 LOG(llevError,"Trying to free freed map.\n"); 1050 {
1425 return; 1051 if (!ol->ob)
1426 }
1427 if (flag && m->spaces) free_all_objects(m);
1428 if (m->name) FREE_AND_CLEAR(m->name);
1429 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1430 if (m->msg) FREE_AND_CLEAR(m->msg);
1431 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1432 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1433 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1434 if (m->buttons)
1435 free_objectlinkpt(m->buttons);
1436 m->buttons = NULL;
1437 for (i=0; i<4; i++) {
1438 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1439 m->tile_map[i] = NULL;
1440 }
1441 m->in_memory = MAP_SWAPPED;
1442}
1443
1444/*
1445 * function: vanish mapstruct
1446 * m : pointer to mapstruct, if NULL no action
1447 * this deletes all the data on the map (freeing pointers)
1448 * and then removes this map from the global linked list of maps.
1449 */
1450
1451void delete_map(mapstruct *m) {
1452 mapstruct *tmp, *last;
1453 int i;
1454
1455 if (!m)
1456 return;
1457
1458 m->clear ();
1459
1460 if (m->in_memory == MAP_IN_MEMORY) {
1461 /* change to MAP_SAVING, even though we are not,
1462 * so that remove_ob doesn't do as much work.
1463 */ 1052 {
1464 m->in_memory = MAP_SAVING; 1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1465 free_map (m, 1); 1054 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1466 } 1055 continue;
1467 /* move this out of free_map, since tmpname can still be needed if
1468 * the map is swapped out.
1469 */
1470 if (m->tmpname) {
1471 free(m->tmpname);
1472 m->tmpname=NULL;
1473 }
1474 last = NULL;
1475 /* We need to look through all the maps and see if any maps
1476 * are pointing at this one for tiling information. Since
1477 * tiling can be assymetric, we just can not look to see which
1478 * maps this map tiles with and clears those.
1479 */
1480 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1481 if (tmp->next == m) last = tmp;
1482
1483 /* This should hopefully get unrolled on a decent compiler */
1484 for (i=0; i<4; i++)
1485 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1486 }
1487
1488 /* If last is null, then this should be the first map in the list */
1489 if (!last) {
1490 if (m == first_map)
1491 first_map = m->next;
1492 else
1493 /* m->path is a static char, so should hopefully still have
1494 * some useful data in it.
1495 */
1496 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1497 m->path);
1498 }
1499 else
1500 last->next = m->next;
1501
1502 free (m);
1503}
1504
1505
1506
1507/*
1508 * Makes sure the given map is loaded and swapped in.
1509 * name is path name of the map.
1510 * flags meaning:
1511 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1512 * and don't do unique items or the like.
1513 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1514 * dont do any more name translation on it.
1515 *
1516 * Returns a pointer to the given map.
1517 */
1518
1519mapstruct *ready_map_name(const char *name, int flags) {
1520 mapstruct *m;
1521
1522 if (!name)
1523 return (NULL);
1524
1525 /* Have we been at this level before? */
1526 m = has_been_loaded (name);
1527
1528 /* Map is good to go, so just return it */
1529 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1530 return m;
1531 }
1532
1533 /* unique maps always get loaded from their original location, and never
1534 * a temp location. Likewise, if map_flush is set, or we have never loaded
1535 * this map, load it now. I removed the reset checking from here -
1536 * it seems the probability of a player trying to enter a map that should
1537 * reset but hasn't yet is quite low, and removing that makes this function
1538 * a bit cleaner (and players probably shouldn't rely on exact timing for
1539 * resets in any case - if they really care, they should use the 'maps command.
1540 */
1541 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1542
1543 /* first visit or time to reset */
1544 if (m) {
1545 clean_tmp_map(m); /* Doesn't make much difference */
1546 delete_map(m);
1547 } 1056 }
1548 1057
1549 /* create and load a map */ 1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1550 if (flags & MAP_PLAYER_UNIQUE)
1551 LOG(llevDebug, "Trying to load map %s.\n", name);
1552 else
1553 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1554
1555 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1556 return (NULL);
1557
1558 fix_auto_apply(m); /* Chests which open as default */
1559
1560 /* If a player unique map, no extra unique object file to load.
1561 * if from the editor, likewise.
1562 */ 1059 {
1563 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1060 update_button (ol->ob);
1564 load_unique_objects(m); 1061 break;
1565
1566 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1567 m=load_overlay_map(name, m);
1568 if (m==NULL)
1569 return NULL;
1570 } 1062 }
1571
1572 if (flags & MAP_PLAYER_UNIQUE)
1573 INVOKE_MAP (SWAPIN, m);
1574
1575 } else {
1576 /* If in this loop, we found a temporary map, so load it up. */
1577
1578 m=load_temporary_map (m);
1579 if(m==NULL) return NULL;
1580 load_unique_objects(m);
1581
1582 clean_tmp_map(m);
1583 m->in_memory = MAP_IN_MEMORY;
1584 /* tempnam() on sun systems (probably others) uses malloc
1585 * to allocated space for the string. Free it here.
1586 * In some cases, load_temporary_map above won't find the
1587 * temporary map, and so has reloaded a new map. If that
1588 * is the case, tmpname is now null
1589 */
1590 if (m->tmpname) free(m->tmpname);
1591 m->tmpname = NULL;
1592 /* It's going to be saved anew anyway */
1593 } 1063 }
1594
1595 /* Below here is stuff common to both first time loaded maps and
1596 * temp maps.
1597 */
1598
1599 decay_objects(m); /* start the decay */
1600 /* In case other objects press some buttons down */
1601 update_buttons(m);
1602 if (m->outdoor)
1603 set_darkness_map(m);
1604 /* run the weather over this map */
1605 weather_effect(name);
1606 return m;
1607} 1064}
1608
1609 1065
1610/* 1066/*
1611 * This routine is supposed to find out the difficulty of the map. 1067 * This routine is supposed to find out the difficulty of the map.
1612 * difficulty does not have a lot to do with character level, 1068 * difficulty does not have a lot to do with character level,
1613 * but does have a lot to do with treasure on the map. 1069 * but does have a lot to do with treasure on the map.
1615 * Difficulty can now be set by the map creature. If the value stored 1071 * Difficulty can now be set by the map creature. If the value stored
1616 * in the map is zero, then use this routine. Maps should really 1072 * in the map is zero, then use this routine. Maps should really
1617 * have a difficulty set than using this function - human calculation 1073 * have a difficulty set than using this function - human calculation
1618 * is much better than this functions guesswork. 1074 * is much better than this functions guesswork.
1619 */ 1075 */
1620 1076int
1621int calculate_difficulty(mapstruct *m) { 1077maptile::estimate_difficulty () const
1622 object *op; 1078{
1623 archetype *at;
1624 int x, y, i, diff;
1625 long monster_cnt = 0; 1079 long monster_cnt = 0;
1626 double avgexp = 0; 1080 double avgexp = 0;
1627 sint64 total_exp = 0; 1081 sint64 total_exp = 0;
1628 1082
1629 if (MAP_DIFFICULTY (m)) 1083 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1630 { 1084 for (object *op = ms->bot; op; op = op->above)
1631 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1632 return MAP_DIFFICULTY (m);
1633 }
1634
1635 for(x = 0; x < MAP_WIDTH(m); x++)
1636 for(y = 0; y < MAP_HEIGHT(m); y++)
1637 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1638 { 1085 {
1639 if(QUERY_FLAG (op, FLAG_MONSTER)) 1086 if (QUERY_FLAG (op, FLAG_MONSTER))
1640 { 1087 {
1641 total_exp += op->stats.exp; 1088 total_exp += op->stats.exp;
1642 monster_cnt++; 1089 monster_cnt++;
1643 } 1090 }
1644 1091
1645 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1092 if (QUERY_FLAG (op, FLAG_GENERATOR))
1646 { 1093 {
1647 total_exp += op->stats.exp; 1094 total_exp += op->stats.exp;
1095
1648 at = type_to_archetype(GENERATE_TYPE (op)); 1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1649
1650 if(at != NULL)
1651 total_exp += at->clone.stats.exp * 8; 1097 total_exp += at->clone.stats.exp * 8;
1652 1098
1653 monster_cnt++; 1099 monster_cnt++;
1654 } 1100 }
1655 } 1101 }
1656 1102
1657 avgexp = (double) total_exp / monster_cnt; 1103 avgexp = (double) total_exp / monster_cnt;
1658 1104
1659 for (i = 1; i <= settings.max_level; i++) 1105 for (int i = 1; i <= settings.max_level; i++)
1660 {
1661 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1106 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1662 {
1663 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1664 return i; 1107 return i;
1665 }
1666 }
1667 1108
1668 return 1; 1109 return 1;
1669}
1670
1671void clean_tmp_map(mapstruct *m) {
1672 if(m->tmpname == NULL)
1673 return;
1674 INVOKE_MAP (CLEAN, m);
1675 (void) unlink(m->tmpname);
1676}
1677
1678void free_all_maps(void)
1679{
1680 int real_maps=0;
1681
1682 while (first_map) {
1683 /* I think some of the callers above before it gets here set this to be
1684 * saving, but we still want to free this data
1685 */
1686 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1687 delete_map(first_map);
1688 real_maps++;
1689 }
1690 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1691} 1110}
1692 1111
1693/* change_map_light() - used to change map light level (darkness) 1112/* change_map_light() - used to change map light level (darkness)
1694 * up or down. Returns true if successful. It should now be 1113 * up or down. Returns true if successful. It should now be
1695 * possible to change a value by more than 1. 1114 * possible to change a value by more than 1.
1696 * Move this from los.c to map.c since this is more related 1115 * Move this from los.c to map.c since this is more related
1697 * to maps than los. 1116 * to maps than los.
1698 * postive values make it darker, negative make it brighter 1117 * postive values make it darker, negative make it brighter
1699 */ 1118 */
1700 1119int
1701int change_map_light(mapstruct *m, int change) { 1120maptile::change_map_light (int change)
1121{
1702 int new_level = m->darkness + change; 1122 int new_level = darkness + change;
1703 1123
1704 /* Nothing to do */ 1124 /* Nothing to do */
1705 if(!change || (new_level <= 0 && m->darkness == 0) || 1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1706 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1707 return 0; 1126 return 0;
1708 }
1709 1127
1710 /* inform all players on the map */ 1128 /* inform all players on the map */
1711 if (change>0) 1129 if (change > 0)
1712 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1713 else 1131 else
1714 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1715 1133
1716 /* Do extra checking. since m->darkness is a unsigned value, 1134 /* Do extra checking. since darkness is a unsigned value,
1717 * we need to be extra careful about negative values. 1135 * we need to be extra careful about negative values.
1718 * In general, the checks below are only needed if change 1136 * In general, the checks below are only needed if change
1719 * is not +/-1 1137 * is not +/-1
1720 */ 1138 */
1721 if (new_level < 0) m->darkness = 0; 1139 if (new_level < 0)
1722 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1140 darkness = 0;
1141 else if (new_level >= MAX_DARKNESS)
1142 darkness = MAX_DARKNESS;
1143 else
1723 else m->darkness=new_level; 1144 darkness = new_level;
1724 1145
1725 /* All clients need to get re-updated for the change */ 1146 /* All clients need to get re-updated for the change */
1726 update_all_map_los(m); 1147 update_all_map_los (this);
1727 return 1; 1148 return 1;
1728} 1149}
1729
1730 1150
1731/* 1151/*
1732 * This function updates various attributes about a specific space 1152 * This function updates various attributes about a specific space
1733 * on the map (what it looks like, whether it blocks magic, 1153 * on the map (what it looks like, whether it blocks magic,
1734 * has a living creatures, prevents people from passing 1154 * has a living creatures, prevents people from passing
1735 * through, etc) 1155 * through, etc)
1736 */ 1156 */
1737void update_position (mapstruct *m, int x, int y) { 1157void
1158mapspace::update_ ()
1159{
1738 object *tmp, *last = NULL; 1160 object *tmp, *last = 0;
1739 uint8 flags = 0, oldflags, light=0, anywhere=0; 1161 uint8 flags = 0, light = 0, anywhere = 0;
1740 New_Face *top,*floor, *middle; 1162 New_Face *top, *floor, *middle;
1741 object *top_obj, *floor_obj, *middle_obj; 1163 object *top_obj, *floor_obj, *middle_obj;
1742 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1743 1165
1744 oldflags = GET_MAP_FLAGS(m,x,y);
1745 if (!(oldflags & P_NEED_UPDATE)) {
1746 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1747 m->path, x, y);
1748 return;
1749 }
1750
1751 middle=blank_face; 1166 middle = blank_face;
1752 top=blank_face; 1167 top = blank_face;
1753 floor=blank_face; 1168 floor = blank_face;
1754 1169
1755 middle_obj = NULL; 1170 middle_obj = 0;
1756 top_obj = NULL; 1171 top_obj = 0;
1757 floor_obj = NULL; 1172 floor_obj = 0;
1758 1173
1759 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1760 1175 {
1761 /* This could be made additive I guess (two lights better than 1176 /* This could be made additive I guess (two lights better than
1762 * one). But if so, it shouldn't be a simple additive - 2 1177 * one). But if so, it shouldn't be a simple additive - 2
1763 * light bulbs do not illuminate twice as far as once since 1178 * light bulbs do not illuminate twice as far as once since
1764 * it is a disapation factor that is squared (or is it cubed?) 1179 * it is a dissapation factor that is cubed.
1765 */ 1180 */
1766 if (tmp->glow_radius > light) light = tmp->glow_radius; 1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius;
1767 1183
1768 /* This call is needed in order to update objects the player 1184 /* This call is needed in order to update objects the player
1769 * is standing in that have animations (ie, grass, fire, etc). 1185 * is standing in that have animations (ie, grass, fire, etc).
1770 * However, it also causes the look window to be re-drawn 1186 * However, it also causes the look window to be re-drawn
1771 * 3 times each time the player moves, because many of the 1187 * 3 times each time the player moves, because many of the
1772 * functions the move_player calls eventualy call this. 1188 * functions the move_player calls eventualy call this.
1773 * 1189 *
1774 * Always put the player down for drawing. 1190 * Always put the player down for drawing.
1775 */ 1191 */
1776 if (!tmp->invisible) { 1192 if (!tmp->invisible)
1193 {
1777 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1778 top = tmp->face; 1196 top = tmp->face;
1779 top_obj = tmp; 1197 top_obj = tmp;
1780 } 1198 }
1781 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 {
1782 /* If we got a floor, that means middle and top were below it, 1201 /* If we got a floor, that means middle and top were below it,
1783 * so should not be visible, so we clear them. 1202 * so should not be visible, so we clear them.
1784 */ 1203 */
1785 middle=blank_face; 1204 middle = blank_face;
1786 top=blank_face; 1205 top = blank_face;
1787 floor = tmp->face; 1206 floor = tmp->face;
1788 floor_obj = tmp; 1207 floor_obj = tmp;
1789 } 1208 }
1790 /* Flag anywhere have high priority */ 1209 /* Flag anywhere have high priority */
1791 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 {
1792 middle = tmp->face; 1212 middle = tmp->face;
1793 1213
1794 middle_obj = tmp; 1214 middle_obj = tmp;
1795 anywhere =1; 1215 anywhere = 1;
1796 } 1216 }
1797 /* Find the highest visible face around. If equal 1217 /* Find the highest visible face around. If equal
1798 * visibilities, we still want the one nearer to the 1218 * visibilities, we still want the one nearer to the
1799 * top 1219 * top
1800 */ 1220 */
1801 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1222 {
1802 middle = tmp->face; 1223 middle = tmp->face;
1803 middle_obj = tmp; 1224 middle_obj = tmp;
1804 } 1225 }
1805 } 1226 }
1227
1806 if (tmp==tmp->above) { 1228 if (tmp == tmp->above)
1229 {
1807 LOG(llevError, "Error in structure of map\n"); 1230 LOG (llevError, "Error in structure of map\n");
1808 exit (-1); 1231 exit (-1);
1809 } 1232 }
1810 1233
1811 move_slow |= tmp->move_slow; 1234 move_slow |= tmp->move_slow;
1812 move_block |= tmp->move_block; 1235 move_block |= tmp->move_block;
1813 move_on |= tmp->move_on; 1236 move_on |= tmp->move_on;
1814 move_off |= tmp->move_off; 1237 move_off |= tmp->move_off;
1815 move_allow |= tmp->move_allow; 1238 move_allow |= tmp->move_allow;
1816 1239
1817 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1818 flags |= P_IS_ALIVE;
1819 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1820 flags |= P_NO_MAGIC;
1821 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1822 flags |= P_NO_CLERIC;
1823 if (tmp->type == SAFE_GROUND)
1824 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1825
1826 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1240 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1827 flags |= P_BLOCKSVIEW; 1241 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1828 } /* for stack of objects */ 1242 if (tmp->type == PLAYER) flags |= P_PLAYER;
1829 1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1830 /* we don't want to rely on this function to have accurate flags, but 1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1831 * since we're already doing the work, we calculate them here. 1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1832 * if they don't match, logic is broken someplace.
1833 */
1834 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1835 (!(oldflags & P_NO_ERROR))) {
1836 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1837 m->path, x, y,
1838 (oldflags & ~P_NEED_UPDATE), flags);
1839 } 1246 }
1840 SET_MAP_FLAGS(m, x, y, flags);
1841 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1842 SET_MAP_MOVE_ON(m, x, y, move_on);
1843 SET_MAP_MOVE_OFF(m, x, y, move_off);
1844 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1845 1247
1248 this->light = light;
1249 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on;
1252 this->move_off = move_off;
1253 this->move_slow = move_slow;
1254
1846 /* At this point, we have a floor face (if there is a floor), 1255 /* At this point, we have a floor face (if there is a floor),
1847 * and the floor is set - we are not going to touch it at 1256 * and the floor is set - we are not going to touch it at
1848 * this point. 1257 * this point.
1849 * middle contains the highest visibility face. 1258 * middle contains the highest visibility face.
1850 * top contains a player/monster face, if there is one. 1259 * top contains a player/monster face, if there is one.
1851 * 1260 *
1852 * We now need to fill in top.face and/or middle.face. 1261 * We now need to fill in top.face and/or middle.face.
1853 */ 1262 */
1854 1263
1855 /* If the top face also happens to be high visibility, re-do our 1264 /* If the top face also happens to be high visibility, re-do our
1856 * middle face. This should not happen, as we already have the 1265 * middle face. This should not happen, as we already have the
1857 * else statement above so middle should not get set. OTOH, it 1266 * else statement above so middle should not get set. OTOH, it
1858 * may be possible for the faces to match but be different objects. 1267 * may be possible for the faces to match but be different objects.
1859 */ 1268 */
1860 if (top == middle) middle=blank_face; 1269 if (top == middle)
1270 middle = blank_face;
1861 1271
1862 /* There are three posibilities at this point: 1272 /* There are three posibilities at this point:
1863 * 1) top face is set, need middle to be set. 1273 * 1) top face is set, need middle to be set.
1864 * 2) middle is set, need to set top. 1274 * 2) middle is set, need to set top.
1865 * 3) neither middle or top is set - need to set both. 1275 * 3) neither middle or top is set - need to set both.
1866 */ 1276 */
1867 1277
1868 for (tmp=last; tmp; tmp=tmp->below) { 1278 for (tmp = last; tmp; tmp = tmp->below)
1279 {
1869 /* Once we get to a floor, stop, since we already have a floor object */ 1280 /* Once we get to a floor, stop, since we already have a floor object */
1870 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break;
1871 1283
1872 /* If two top faces are already set, quit processing */ 1284 /* If two top faces are already set, quit processing */
1873 if ((top != blank_face) && (middle != blank_face)) break; 1285 if ((top != blank_face) && (middle != blank_face))
1286 break;
1874 1287
1875 /* Only show visible faces, unless its the editor - show all */ 1288 /* Only show visible faces, unless its the editor - show all */
1876 if (!tmp->invisible || editor) { 1289 if (!tmp->invisible || editor)
1290 {
1877 /* Fill in top if needed */ 1291 /* Fill in top if needed */
1878 if (top == blank_face) { 1292 if (top == blank_face)
1293 {
1879 top = tmp->face; 1294 top = tmp->face;
1880 top_obj = tmp; 1295 top_obj = tmp;
1296 if (top == middle)
1881 if (top == middle) middle=blank_face; 1297 middle = blank_face;
1298 }
1882 } else { 1299 else
1300 {
1883 /* top is already set - we should only get here if 1301 /* top is already set - we should only get here if
1884 * middle is not set 1302 * middle is not set
1885 * 1303 *
1886 * Set the middle face and break out, since there is nothing 1304 * Set the middle face and break out, since there is nothing
1887 * more to fill in. We don't check visiblity here, since 1305 * more to fill in. We don't check visiblity here, since
1888 * 1306 *
1889 */ 1307 */
1890 if (tmp->face != top ) { 1308 if (tmp->face != top)
1309 {
1891 middle = tmp->face; 1310 middle = tmp->face;
1892 middle_obj = tmp; 1311 middle_obj = tmp;
1893 break; 1312 break;
1894 } 1313 }
1895 } 1314 }
1896 } 1315 }
1897 } 1316 }
1898 if (middle == floor) middle = blank_face; 1317
1899 if (top == middle) middle = blank_face; 1318 if (middle == floor)
1900 SET_MAP_FACE(m,x,y,top,0);
1901 if(top != blank_face)
1902 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1903 else
1904 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1905 SET_MAP_FACE(m,x,y,middle,1);
1906 if(middle != blank_face) 1319 middle = blank_face;
1907 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1908 else
1909 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1910 SET_MAP_FACE(m,x,y,floor,2);
1911 if(floor != blank_face)
1912 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1913 else
1914 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1915 SET_MAP_LIGHT(m,x,y,light);
1916}
1917 1320
1321 if (top == middle)
1322 middle = blank_face;
1918 1323
1919void set_map_reset_time(mapstruct *map) { 1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1920 int timeout; 1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1921 1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1922 timeout = MAP_RESET_TIMEOUT(map);
1923 if (timeout <= 0)
1924 timeout = MAP_DEFAULTRESET;
1925 if (timeout >= MAP_MAXRESET)
1926 timeout = MAP_MAXRESET;
1927 MAP_WHEN_RESET(map) = seconds()+timeout;
1928} 1327}
1929 1328
1930/* this updates the orig_map->tile_map[tile_num] value after loading 1329/* this updates the orig_map->tile_map[tile_num] value after loading
1931 * the map. It also takes care of linking back the freshly loaded 1330 * the map. It also takes care of linking back the freshly loaded
1932 * maps tile_map values if it tiles back to this one. It returns 1331 * maps tile_map values if it tiles back to this one. It returns
1933 * the value of orig_map->tile_map[tile_num]. It really only does this 1332 * the value of orig_map->tile_map[tile_num]. It really only does this
1934 * so that it is easier for calling functions to verify success. 1333 * so that it is easier for calling functions to verify success.
1935 */ 1334 */
1936 1335static maptile *
1937static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1336load_and_link_tiled_map (maptile *orig_map, int tile_num)
1938{ 1337{
1338 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]);
1339 mp->load ();
1340
1939 int dest_tile = (tile_num +2) % 4; 1341 int dest_tile = (tile_num + 2) % 4;
1940 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1941 1342
1942 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1343 orig_map->tile_map[tile_num] = mp;
1943 1344
1944 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1345 /* need to do a strcmp here as the orig_map->path is not a shared string */
1945 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1346 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1946 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1947 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1347 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1948 1348
1949 return orig_map->tile_map[tile_num]; 1349 return mp;
1950} 1350}
1951 1351
1952/* this returns TRUE if the coordinates (x,y) are out of 1352/* this returns TRUE if the coordinates (x,y) are out of
1953 * map m. This function also takes into account any 1353 * map m. This function also takes into account any
1954 * tiling considerations, loading adjacant maps as needed. 1354 * tiling considerations, loading adjacant maps as needed.
1955 * This is the function should always be used when it 1355 * This is the function should always be used when it
1956 * necessary to check for valid coordinates. 1356 * necessary to check for valid coordinates.
1957 * This function will recursively call itself for the 1357 * This function will recursively call itself for the
1958 * tiled maps. 1358 * tiled maps.
1959 * 1359 */
1960 * 1360int
1961 */
1962int out_of_map(mapstruct *m, int x, int y) 1361out_of_map (maptile *m, int x, int y)
1963{ 1362{
1964
1965 /* If we get passed a null map, this is obviously the 1363 /* If we get passed a null map, this is obviously the
1966 * case. This generally shouldn't happen, but if the 1364 * case. This generally shouldn't happen, but if the
1967 * map loads fail below, it could happen. 1365 * map loads fail below, it could happen.
1968 */ 1366 */
1969 if (!m) return 0; 1367 if (!m)
1970
1971 if (x<0) {
1972 if (!m->tile_path[3]) return 1;
1973 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1974 load_and_link_tiled_map(m, 3);
1975 }
1976 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1977 }
1978 if (x>=MAP_WIDTH(m)) {
1979 if (!m->tile_path[1]) return 1;
1980 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1981 load_and_link_tiled_map(m, 1);
1982 }
1983 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1984 }
1985 if (y<0) {
1986 if (!m->tile_path[0]) return 1;
1987 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1988 load_and_link_tiled_map(m, 0);
1989 }
1990 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1991 }
1992 if (y>=MAP_HEIGHT(m)) {
1993 if (!m->tile_path[2]) return 1;
1994 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1995 load_and_link_tiled_map(m, 2);
1996 }
1997 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1998 }
1999
2000 /* Simple case - coordinates are within this local
2001 * map.
2002 */
2003 return 0; 1368 return 0;
1369
1370 if (x < 0)
1371 {
1372 if (!m->tile_path[3])
1373 return 1;
1374
1375 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1376 load_and_link_tiled_map (m, 3);
1377
1378 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1379 }
1380
1381 if (x >= m->width)
1382 {
1383 if (!m->tile_path[1])
1384 return 1;
1385
1386 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1387 load_and_link_tiled_map (m, 1);
1388
1389 return out_of_map (m->tile_map[1], x - m->width, y);
1390 }
1391
1392 if (y < 0)
1393 {
1394 if (!m->tile_path[0])
1395 return 1;
1396
1397 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1398 load_and_link_tiled_map (m, 0);
1399
1400 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1401 }
1402
1403 if (y >= m->height)
1404 {
1405 if (!m->tile_path[2])
1406 return 1;
1407
1408 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1409 load_and_link_tiled_map (m, 2);
1410
1411 return out_of_map (m->tile_map[2], x, y - m->height);
1412 }
1413
1414 /* Simple case - coordinates are within this local
1415 * map.
1416 */
1417 return 0;
2004} 1418}
2005 1419
2006/* This is basically the same as out_of_map above, but 1420/* This is basically the same as out_of_map above, but
2007 * instead we return NULL if no map is valid (coordinates 1421 * instead we return NULL if no map is valid (coordinates
2008 * out of bounds and no tiled map), otherwise it returns 1422 * out of bounds and no tiled map), otherwise it returns
2009 * the map as that the coordinates are really on, and 1423 * the map as that the coordinates are really on, and
2010 * updates x and y to be the localized coordinates. 1424 * updates x and y to be the localized coordinates.
2011 * Using this is more efficient of calling out_of_map 1425 * Using this is more efficient of calling out_of_map
2012 * and then figuring out what the real map is 1426 * and then figuring out what the real map is
2013 */ 1427 */
1428maptile *
2014mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1429get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2015{ 1430{
2016
2017 if (*x<0) { 1431 if (*x < 0)
1432 {
2018 if (!m->tile_path[3]) return NULL; 1433 if (!m->tile_path[3])
1434 return 0;
1435
2019 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1436 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 3); 1437 load_and_link_tiled_map (m, 3);
2021 1438
2022 *x += MAP_WIDTH(m->tile_map[3]); 1439 *x += m->tile_map[3]->width;
2023 return (get_map_from_coord(m->tile_map[3], x, y)); 1440 return (get_map_from_coord (m->tile_map[3], x, y));
1441 }
1442
1443 if (*x >= m->width)
2024 } 1444 {
2025 if (*x>=MAP_WIDTH(m)) {
2026 if (!m->tile_path[1]) return NULL; 1445 if (!m->tile_path[1])
1446 return 0;
1447
2027 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1448 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 1); 1449 load_and_link_tiled_map (m, 1);
2029 1450
2030 *x -= MAP_WIDTH(m); 1451 *x -= m->width;
2031 return (get_map_from_coord(m->tile_map[1], x, y)); 1452 return (get_map_from_coord (m->tile_map[1], x, y));
1453 }
1454
1455 if (*y < 0)
2032 } 1456 {
2033 if (*y<0) {
2034 if (!m->tile_path[0]) return NULL; 1457 if (!m->tile_path[0])
1458 return 0;
1459
2035 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1460 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 0); 1461 load_and_link_tiled_map (m, 0);
2037 1462
2038 *y += MAP_HEIGHT(m->tile_map[0]); 1463 *y += m->tile_map[0]->height;
2039 return (get_map_from_coord(m->tile_map[0], x, y)); 1464 return (get_map_from_coord (m->tile_map[0], x, y));
1465 }
1466
1467 if (*y >= m->height)
2040 } 1468 {
2041 if (*y>=MAP_HEIGHT(m)) {
2042 if (!m->tile_path[2]) return NULL; 1469 if (!m->tile_path[2])
1470 return 0;
1471
2043 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1472 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map(m, 2); 1473 load_and_link_tiled_map (m, 2);
2045 1474
2046 *y -= MAP_HEIGHT(m); 1475 *y -= m->height;
2047 return (get_map_from_coord(m->tile_map[2], x, y)); 1476 return (get_map_from_coord (m->tile_map[2], x, y));
2048 } 1477 }
2049 1478
2050 /* Simple case - coordinates are within this local 1479 /* Simple case - coordinates are within this local
2051 * map. 1480 * map.
2052 */ 1481 */
2053
2054 return m; 1482 return m;
2055} 1483}
2056 1484
2057/** 1485/**
2058 * Return whether map2 is adjacent to map1. If so, store the distance from 1486 * Return whether map2 is adjacent to map1. If so, store the distance from
2059 * map1 to map2 in dx/dy. 1487 * map1 to map2 in dx/dy.
2060 */ 1488 */
1489static int
2061static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1490adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1491{
2062 if (!map1 || !map2) 1492 if (!map1 || !map2)
2063 return 0; 1493 return 0;
2064 1494
2065 if (map1 == map2) { 1495 if (map1 == map2)
1496 {
2066 *dx = 0; 1497 *dx = 0;
2067 *dy = 0; 1498 *dy = 0;
2068 1499 }
2069 } else if (map1->tile_map[0] == map2) { /* up */ 1500 else if (map1->tile_map[0] == map2)
1501 { /* up */
2070 *dx = 0; 1502 *dx = 0;
2071 *dy = -MAP_HEIGHT(map2); 1503 *dy = -map2->height;
1504 }
2072 } else if (map1->tile_map[1] == map2) { /* right */ 1505 else if (map1->tile_map[1] == map2)
2073 *dx = MAP_WIDTH(map1); 1506 { /* right */
1507 *dx = map1->width;
2074 *dy = 0; 1508 *dy = 0;
1509 }
2075 } else if (map1->tile_map[2] == map2) { /* down */ 1510 else if (map1->tile_map[2] == map2)
1511 { /* down */
2076 *dx = 0; 1512 *dx = 0;
2077 *dy = MAP_HEIGHT(map1); 1513 *dy = map1->height;
1514 }
2078 } else if (map1->tile_map[3] == map2) { /* left */ 1515 else if (map1->tile_map[3] == map2)
2079 *dx = -MAP_WIDTH(map2); 1516 { /* left */
1517 *dx = -map2->width;
2080 *dy = 0; 1518 *dy = 0;
2081 1519 }
2082 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1520 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1521 { /* up right */
2083 *dx = MAP_WIDTH(map1->tile_map[0]); 1522 *dx = map1->tile_map[0]->width;
2084 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1523 *dy = -map1->tile_map[0]->height;
1524 }
2085 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1525 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2086 *dx = -MAP_WIDTH(map2); 1526 { /* up left */
2087 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1527 *dx = -map2->width;
1528 *dy = -map1->tile_map[0]->height;
1529 }
2088 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1530 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2089 *dx = MAP_WIDTH(map1); 1531 { /* right up */
2090 *dy = -MAP_HEIGHT(map2); 1532 *dx = map1->width;
1533 *dy = -map2->height;
1534 }
2091 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1535 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2092 *dx = MAP_WIDTH(map1); 1536 { /* right down */
2093 *dy = MAP_HEIGHT(map1->tile_map[1]); 1537 *dx = map1->width;
1538 *dy = map1->tile_map[1]->height;
1539 }
2094 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1540 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1541 { /* down right */
2095 *dx = MAP_WIDTH(map1->tile_map[2]); 1542 *dx = map1->tile_map[2]->width;
2096 *dy = MAP_HEIGHT(map1); 1543 *dy = map1->height;
1544 }
2097 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1545 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2098 *dx = -MAP_WIDTH(map2); 1546 { /* down left */
2099 *dy = MAP_HEIGHT(map1); 1547 *dx = -map2->width;
1548 *dy = map1->height;
1549 }
2100 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1550 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1551 { /* left up */
2101 *dx = -MAP_WIDTH(map1->tile_map[3]); 1552 *dx = -map1->tile_map[3]->width;
2102 *dy = -MAP_HEIGHT(map2); 1553 *dy = -map2->height;
1554 }
2103 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1555 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1556 { /* left down */
2104 *dx = -MAP_WIDTH(map1->tile_map[3]); 1557 *dx = -map1->tile_map[3]->width;
2105 *dy = MAP_HEIGHT(map1->tile_map[3]); 1558 *dy = map1->tile_map[3]->height;
2106
2107 } else { /* not "adjacent" enough */
2108 return 0;
2109 } 1559 }
2110 1560 else
2111 return 1; 1561 return 0;
1562
1563 return 1;
2112} 1564}
2113 1565
2114/* From map.c 1566/* From map.c
2115 * This is used by get_player to determine where the other 1567 * This is used by get_player to determine where the other
2116 * creature is. get_rangevector takes into account map tiling, 1568 * creature is. get_rangevector takes into account map tiling,
2129 * be unexpected 1581 * be unexpected
2130 * 1582 *
2131 * currently, the only flag supported (0x1) is don't translate for 1583 * currently, the only flag supported (0x1) is don't translate for
2132 * closest body part of 'op1' 1584 * closest body part of 'op1'
2133 */ 1585 */
2134 1586void
2135void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1587get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1588{
2136 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1589 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1590 {
2137 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
2138 retval->distance = 100000; 1592 retval->distance = 100000;
2139 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
2140 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
2141 retval->direction = 0; 1595 retval->direction = 0;
2142 retval->part = 0; 1596 retval->part = 0;
2143 } else { 1597 }
1598 else
1599 {
2144 object *best; 1600 object *best;
2145 1601
2146 retval->distance_x += op2->x-op1->x; 1602 retval->distance_x += op2->x - op1->x;
2147 retval->distance_y += op2->y-op1->y; 1603 retval->distance_y += op2->y - op1->y;
2148 1604
2149 best = op1; 1605 best = op1;
2150 /* If this is multipart, find the closest part now */ 1606 /* If this is multipart, find the closest part now */
2151 if (!(flags&0x1) && op1->more) { 1607 if (!(flags & 0x1) && op1->more)
1608 {
2152 object *tmp; 1609 object *tmp;
2153 int best_distance = retval->distance_x*retval->distance_x+ 1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2154 retval->distance_y*retval->distance_y, tmpi;
2155 1611
2156 /* we just take the offset of the piece to head to figure 1612 /* we just take the offset of the piece to head to figure
2157 * distance instead of doing all that work above again 1613 * distance instead of doing all that work above again
2158 * since the distance fields we set above are positive in the 1614 * since the distance fields we set above are positive in the
2159 * same axis as is used for multipart objects, the simply arithmetic 1615 * same axis as is used for multipart objects, the simply arithmetic
2160 * below works. 1616 * below works.
2161 */ 1617 */
2162 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1618 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1619 {
2163 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2164 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2165 if (tmpi < best_distance) { 1622 if (tmpi < best_distance)
1623 {
2166 best_distance = tmpi; 1624 best_distance = tmpi;
2167 best = tmp; 1625 best = tmp;
2168 } 1626 }
2169 } 1627 }
2170 if (best != op1) { 1628 if (best != op1)
1629 {
2171 retval->distance_x += op1->x-best->x; 1630 retval->distance_x += op1->x - best->x;
2172 retval->distance_y += op1->y-best->y; 1631 retval->distance_y += op1->y - best->y;
2173 } 1632 }
2174 } 1633 }
2175 retval->part = best; 1634 retval->part = best;
2176 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1635 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2177 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1636 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2178 } 1637 }
2179} 1638}
2180 1639
2181/* this is basically the same as get_rangevector above, but instead of 1640/* this is basically the same as get_rangevector above, but instead of
2182 * the first parameter being an object, it instead is the map 1641 * the first parameter being an object, it instead is the map
2187 * be more consistant with the above function and also in case they are needed 1646 * be more consistant with the above function and also in case they are needed
2188 * for something in the future. Also, since no object is pasted, the best 1647 * for something in the future. Also, since no object is pasted, the best
2189 * field of the rv_vector is set to NULL. 1648 * field of the rv_vector is set to NULL.
2190 */ 1649 */
2191 1650
1651void
2192void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1652get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1653{
2193 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1654 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1655 {
2194 /* be conservative and fill in _some_ data */ 1656 /* be conservative and fill in _some_ data */
2195 retval->distance = 100000; 1657 retval->distance = 100000;
2196 retval->distance_x = 32767; 1658 retval->distance_x = 32767;
2197 retval->distance_y = 32767; 1659 retval->distance_y = 32767;
2198 retval->direction = 0; 1660 retval->direction = 0;
2199 retval->part = 0; 1661 retval->part = 0;
2200 } else { 1662 }
1663 else
1664 {
2201 retval->distance_x += op2->x-x; 1665 retval->distance_x += op2->x - x;
2202 retval->distance_y += op2->y-y; 1666 retval->distance_y += op2->y - y;
2203 1667
2204 retval->part = NULL; 1668 retval->part = NULL;
2205 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1669 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2206 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1670 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2207 } 1671 }
2208} 1672}
2209 1673
2210/* Returns true of op1 and op2 are effectively on the same map 1674/* Returns true of op1 and op2 are effectively on the same map
2211 * (as related to map tiling). Note that this looks for a path from 1675 * (as related to map tiling). Note that this looks for a path from
2212 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1676 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2213 * to op1, this will still return false. 1677 * to op1, this will still return false.
2214 * Note we only look one map out to keep the processing simple 1678 * Note we only look one map out to keep the processing simple
2215 * and efficient. This could probably be a macro. 1679 * and efficient. This could probably be a macro.
2216 * MSW 2001-08-05 1680 * MSW 2001-08-05
2217 */ 1681 */
1682int
2218int on_same_map(const object *op1, const object *op2) { 1683on_same_map (const object *op1, const object *op2)
1684{
2219 int dx, dy; 1685 int dx, dy;
2220 1686
2221 return adjacent_map(op1->map, op2->map, &dx, &dy); 1687 return adjacent_map (op1->map, op2->map, &dx, &dy);
2222} 1688}
1689
1690object *
1691maptile::insert (object *op, int x, int y, object *originator, int flags)
1692{
1693 if (!op->flag [FLAG_REMOVED])
1694 op->remove ();
1695
1696 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1697}
1698

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