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Comparing deliantra/server/common/map.C (file contents):
Revision 1.21 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.66 by pippijn, Wed Jan 3 00:21:35 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.21 2006/09/03 22:45:55 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 43 return buf;
77} 44}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 45
138/* 46/*
139 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 49 * is returned.
148 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
152 */ 60 */
153 61int
154int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
155{ 63{
156 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
157#ifndef WIN32 65
158 char *endbuf; 66 char *endbuf;
159 struct stat statbuf; 67 struct stat statbuf;
160 int mode = 0, i; 68 int mode = 0;
161#endif
162 69
163 if (prepend_dir) 70 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
165 else 72 else
166 strcpy(buf, name); 73 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 74
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
174 * all the names. 78 * all the names.
175 */ 79 */
176 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
177 81
178 if (stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
179 return -1; 83 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 85 return (-1);
182 86
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 89 mode |= 4;
187 90
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 93 mode |= 2;
192 94
193 return (mode); 95 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 96}
234 97
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
244 */ 107 */
108int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 110{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 111 sint16 newx = x;
253 newy = y; 112 sint16 newy = y;
113
254 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 115
256 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
257 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 120 if (nx) *nx = newx;
259 if (ny) *ny = newy; 121 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 122
262 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 124}
267
268 125
269/* 126/*
270 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 133 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 136 * by the caller.
280 */ 137 */
281 138int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
283 object *tmp; 141 object *tmp;
284 int mflags, blocked; 142 int mflags, blocked;
285 143
286 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 145 * have already checked this.
288 */ 146 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 150 return 1;
292 } 151 }
293 152
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 154 * directly.
296 */ 155 */
297 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
298 157
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 159
301 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 162 * things we need to do for players.
304 */ 163 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0;
306 166
307 /* if there isn't anytyhing alive on this space, and this space isn't 167 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 168 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 169 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 170 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 171 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 172 * let the player through (inventory checkers for example)
313 */ 173 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
315 176
316 if(ob->head != NULL) 177 if (ob->head != NULL)
317 ob=ob->head; 178 ob = ob->head;
318 179
319 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
323 */ 184 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
325 187
326 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
328 /* If last_sp is set, the player/monster needs an object, 191 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 192 * so we check for it. If they don't have it, they can't
330 * pass through this space. 193 * pass through this space.
331 */ 194 */
332 if (tmp->last_sp) { 195 if (tmp->last_sp)
196 {
333 if (check_inv_recursive(ob,tmp)==NULL) 197 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 198 return 1;
335 else 199 else
336 continue; 200 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 201 }
346 } /* if check_inv */
347 else { 202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
348 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
350 * movement, can't move here. 217 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unles it is a
352 * hidden dm 219 * hidden dm
353 */ 220 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 225 return 1;
358 } 226 }
359 227
360 } 228 }
361 return 0; 229 return 0;
362} 230}
363 231
364 232
365/* 233/*
366 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
386 * 254 *
387 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
389 * against the move_block values. 257 * against the move_block values.
390 */ 258 */
391 259int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
393 archetype *tmp; 262 archetype *tmp;
394 int flag; 263 int flag;
395 mapstruct *m1; 264 maptile *m1;
396 sint16 sx, sy; 265 sint16 sx, sy;
397 266
398 if(ob==NULL) { 267 if (!ob)
268 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
401 272
402 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
404 } 275 }
405 276
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 280
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
411 285
286 mapspace &ms = m1->at (sx, sy);
287
412 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 291 */
416 292
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
418 295
419 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
421 */ 298 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 300 return P_NO_PASS;
424
425 } 301 }
302
426 return 0; 303 return 0;
427} 304}
428 305
429/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 308 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
434 */ 311 */
435 312void
436void fix_container(object *container) 313fix_container (object *container)
437{ 314{
438 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
439 316
440 container->inv=NULL; 317 container->inv = 0;
441 while (tmp!=NULL) { 318 while (tmp)
319 {
442 next = tmp->below; 320 next = tmp->below;
443 if (tmp->inv) 321 if (tmp->inv)
444 fix_container(tmp); 322 fix_container (tmp);
323
445 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
446 tmp = next; 325 tmp = next;
447 } 326 }
327
448 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 329 * carrying.
450 */ 330 */
451 sum_weight(container); 331 sum_weight (container);
332}
333
334void
335maptile::set_object_flag (int flag, int value)
336{
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
452} 343}
453 344
454/* link_multipart_objects go through all the objects on the map looking 345/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 346 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 347 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 348 * they are saved). We do have to look for the old maps that did save
458 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
459 */ 350 */
460 351void
461static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
462{ 353{
463 int x,y; 354 if (!spaces)
464 object *tmp, *op, *last, *above; 355 return;
465 archetype *at;
466 356
467 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
470 above=tmp->above; 360 object *above = tmp->above;
471 361
472 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
474 364 {
475 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
476 * won't do anything. 366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
477 */ 389 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497}
498
499 391 }
392 }
393
394 tmp = above;
395 }
396}
500 397
501/* 398/*
502 * Loads (ands parses) the objects into a given map from the specified 399 * Loads (ands parses) the objects into a given map from the specified
503 * file pointer. 400 * file pointer.
504 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
505 */ 402 */
506 403bool
507void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 404maptile::load_objects (object_thawer &thawer)
508 int i,j; 405{
509 int unique; 406 int unique;
510 object *op, *prev=NULL,*last_more=NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
511 408
512 op=get_object(); 409 op = object::create ();
513 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
514 411
515 while((i = load_object (fp, op, mapflags))) { 412 while (int i = load_object (thawer, op, 0))
413 {
516 /* if the archetype for the object is null, means that we 414 /* if the archetype for the object is null, means that we
517 * got an invalid object. Don't do anything with it - the game 415 * got an invalid object. Don't do anything with it - the game
518 * or editor will not be able to do anything with it either. 416 * or editor will not be able to do anything with it either.
519 */ 417 */
520 if (op->arch==NULL) { 418 if (op->arch == NULL)
419 {
521 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
522 continue; 421 continue;
523 } 422 }
524 423
525
526 switch(i) { 424 switch (i)
425 {
527 case LL_NORMAL: 426 case LL_NORMAL:
528 /* if we are loading an overlay, put the floors on the bottom */
529 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
530 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
531 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
532 else
533 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
534 428
535 if (op->inv) 429 if (op->inv)
536 sum_weight(op); 430 sum_weight (op);
537 431
538 prev=op,last_more=op; 432 prev = op, last_more = op;
539 break; 433 break;
540 434
541 case LL_MORE: 435 case LL_MORE:
542 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
543 op->head=prev,last_more->more=op,last_more=op; 437 op->head = prev, last_more->more = op, last_more = op;
544 break; 438 break;
545 } 439 }
546 if (mapflags & MAP_STYLE) { 440
547 remove_from_active_list(op); 441 op = object::create ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
548 } 506 }
549 op=get_object(); 507
550 op->map = m; 508 int unique = 0;
551 } 509 for (object *op = spaces [i].bot; op; op = op->above)
552 for (i=0;i<m->width;i++){ 510 {
553 for (j=0;j<m->height;j++){ 511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
554 unique =0; 515 unique = 1;
555 /* check for unique items, or unique squares */ 516
556 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 517 if (!op->can_map_save ())
557 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 518 continue;
558 unique = 1; 519
559 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 520 if (unique || op->flag [FLAG_UNIQUE])
560 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 521 {
522 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1);
561 } 524 }
525 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1);
562 } 527 }
563 } 528 }
564 free_object(op);
565 link_multipart_objects(m);
566}
567 529
568/* This saves all the objects on the map in a non destructive fashion. 530 return true;
569 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 531}
570 * and we only save the head of multi part objects - this is needed 532
571 * in order to do map tiling properly. 533bool
534maptile::load_objects (const char *path, bool skip_header)
535{
536 object_thawer thawer (path);
537
538 if (!thawer)
539 return false;
540
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path);
564}
565
566maptile::maptile ()
567{
568 in_memory = MAP_SWAPPED;
569
570 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour.
572 */ 572 */
573void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 573 width = 16;
574 int i, j = 0,unique=0; 574 height = 16;
575 object *op; 575 reset_timeout = 0;
576 /* first pass - save one-part objects */ 576 timeout = 300;
577 for(i = 0; i < MAP_WIDTH(m); i++) 577 enter_x = 0;
578 for (j = 0; j < MAP_HEIGHT(m); j++) { 578 enter_y = 0;
579 unique=0; 579}
580 for(op = get_map_ob (m, i, j); op; op = op->above) {
581 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
582 unique=1;
583 580
584 if(op->type == PLAYER) { 581maptile::maptile (int w, int h)
585 LOG(llevDebug, "Player on map that is being saved\n"); 582{
586 continue; 583 in_memory = MAP_SWAPPED;
587 }
588 584
589 if (op->head || op->owner) 585 width = w;
590 continue; 586 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
591 591
592 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 592 alloc ();
593 save_object (fp2, op, 3);
594 else
595 if (flag == 0 ||
596 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
597 !QUERY_FLAG(op, FLAG_UNPAID))))
598 save_object(fp, op, 3);
599
600 } /* for this space */
601 } /* for this j */
602} 593}
603 594
604/* 595/*
605 * Allocates, initialises, and returns a pointer to a mapstruct.
606 * Modified to no longer take a path option which was not being
607 * used anyways. MSW 2001-07-01
608 */
609
610mapstruct *get_linked_map(void) {
611 mapstruct *map = new mapstruct;
612 mapstruct *mp;
613
614 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
615 if(mp==NULL)
616 first_map=map;
617 else
618 mp->next=map;
619
620 map->in_memory=MAP_SWAPPED;
621 /* The maps used to pick up default x and y values from the
622 * map archetype. Mimic that behaviour.
623 */
624 MAP_WIDTH(map)=16;
625 MAP_HEIGHT(map)=16;
626 MAP_RESET_TIMEOUT(map)=0;
627 MAP_TIMEOUT(map)=300;
628 MAP_ENTER_X(map)=0;
629 MAP_ENTER_Y(map)=0;
630 /*set part to -1 indicating conversion to weather map not yet done*/
631 MAP_WORLDPARTX(map)=-1;
632 MAP_WORLDPARTY(map)=-1;
633 return map;
634}
635
636/*
637 * Allocates the arrays contained in a mapstruct. 596 * Allocates the arrays contained in a maptile.
638 * This basically allocates the dynamic array of spaces for the 597 * This basically allocates the dynamic array of spaces for the
639 * map. 598 * map.
640 */ 599 */
641 600void
642void allocate_map(mapstruct *m) { 601maptile::alloc ()
643 m->in_memory = MAP_IN_MEMORY; 602{
644 /* Log this condition and free the storage. We could I suppose
645 * realloc, but if the caller is presuming the data will be intact,
646 * that is their poor assumption.
647 */
648 if (m->spaces) { 603 if (spaces)
649 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
650 free(m->spaces);
651 }
652
653 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
654
655 if(m->spaces==NULL)
656 fatal(OUT_OF_MEMORY);
657}
658
659/* Create and returns a map of the specific size. Used
660 * in random map code and the editor.
661 */
662mapstruct *get_empty_map(int sizex, int sizey) {
663 mapstruct *m = get_linked_map();
664 m->width = sizex;
665 m->height = sizey;
666 m->in_memory = MAP_SWAPPED;
667 allocate_map(m);
668 return m; 604 return;
605
606 spaces = salloc0<mapspace> (size ());
669} 607}
670 608
671/* Takes a string from a map definition and outputs a pointer to the array of shopitems 609/* Takes a string from a map definition and outputs a pointer to the array of shopitems
672 * corresponding to that string. Memory is allocated for this, it must be freed 610 * corresponding to that string. Memory is allocated for this, it must be freed
673 * at a later date. 611 * at a later date.
674 * Called by parse_map_headers below. 612 * Called by parse_map_headers below.
675 */ 613 */
676 614static shopitems *
677static shopitems *parse_shop_string (const char *input_string) { 615parse_shop_string (const char *input_string)
616{
678 char *shop_string, *p, *q, *next_semicolon, *next_colon; 617 char *shop_string, *p, *q, *next_semicolon, *next_colon;
679 shopitems *items=NULL; 618 shopitems *items = NULL;
680 int i=0, number_of_entries=0; 619 int i = 0, number_of_entries = 0;
681 const typedata *current_type; 620 const typedata *current_type;
682 621
683 shop_string=strdup_local(input_string); 622 shop_string = strdup (input_string);
684 p=shop_string; 623 p = shop_string;
685 /* first we'll count the entries, we'll need that for allocating the array shortly */ 624 /* first we'll count the entries, we'll need that for allocating the array shortly */
686 while (p) { 625 while (p)
626 {
687 p=strchr(p, ';'); 627 p = strchr (p, ';');
688 number_of_entries++; 628 number_of_entries++;
689 if (p) p++; 629 if (p)
630 p++;
690 } 631 }
632
691 p=shop_string; 633 p = shop_string;
692 strip_endline(p); 634 strip_endline (p);
693 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 635 items = new shopitems[number_of_entries + 1];
694 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
695 for (i=0; i<number_of_entries; i++) { 636 for (i = 0; i < number_of_entries; i++)
637 {
696 if (!p) { 638 if (!p)
639 {
697 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 640 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
698 break; 641 break;
699 } 642 }
643
700 next_semicolon=strchr(p, ';'); 644 next_semicolon = strchr (p, ';');
701 next_colon=strchr(p, ':'); 645 next_colon = strchr (p, ':');
702 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 646 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
703 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 647 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
704 items[i].strength=atoi(strchr(p,':')+1); 648 items[i].strength = atoi (strchr (p, ':') + 1);
649
650 if (isdigit (*p) || *p == '*')
705 651 {
706 if (isdigit(*p) || *p=='*') {
707 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 652 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
708 current_type=get_typedata(items[i].typenum); 653 current_type = get_typedata (items[i].typenum);
709 if (current_type) { 654 if (current_type)
655 {
710 items[i].name=current_type->name; 656 items[i].name = current_type->name;
711 items[i].name_pl=current_type->name_pl; 657 items[i].name_pl = current_type->name_pl;
712 }
713 }
714 else { /*we have a named type, let's figure out what it is */
715 q=strpbrk(p,";:");
716 if (q) *q='\0';
717
718 current_type=get_typedata_by_name(p);
719 if (current_type) {
720 items[i].name=current_type->name;
721 items[i].typenum=current_type->number;
722 items[i].name_pl=current_type->name_pl;
723 }
724 else { /* oh uh, something's wrong, let's free up this one, and try
725 * the next entry while we're at it, better print a warning
726 */
727 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
728 p, input_string);
729 } 658 }
730 } 659 }
660 else
661 { /*we have a named type, let's figure out what it is */
662 q = strpbrk (p, ";:");
663 if (q)
664 *q = '\0';
665
666 current_type = get_typedata_by_name (p);
667 if (current_type)
668 {
669 items[i].name = current_type->name;
670 items[i].typenum = current_type->number;
671 items[i].name_pl = current_type->name_pl;
672 }
673 else
674 { /* oh uh, something's wrong, let's free up this one, and try
675 * the next entry while we're at it, better print a warning
676 */
677 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678 }
679 }
680
731 items[i].index=number_of_entries; 681 items[i].index = number_of_entries;
732 if (next_semicolon) p=++next_semicolon; 682 if (next_semicolon)
683 p = ++next_semicolon;
684 else
733 else p=NULL; 685 p = NULL;
734 } 686 }
687
735 free(shop_string); 688 free (shop_string);
736 return items; 689 return items;
737} 690}
738 691
739/* opposite of parse string, this puts the string that was originally fed in to 692/* opposite of parse string, this puts the string that was originally fed in to
740 * the map (or something equivilent) into output_string. */ 693 * the map (or something equivilent) into output_string. */
694static void
741static void print_shop_string(mapstruct *m, char *output_string) { 695print_shop_string (maptile *m, char *output_string)
696{
742 int i; 697 int i;
743 char tmp[MAX_BUF]; 698 char tmp[MAX_BUF];
699
744 strcpy(output_string, ""); 700 strcpy (output_string, "");
745 for (i=0; i< m->shopitems[0].index; i++) { 701 for (i = 0; i < m->shopitems[0].index; i++)
702 {
746 if (m->shopitems[i].typenum) { 703 if (m->shopitems[i].typenum)
704 {
747 if (m->shopitems[i].strength) { 705 if (m->shopitems[i].strength)
748 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
749 } 707 else
750 else sprintf(tmp, "%s;", m->shopitems[i].name); 708 sprintf (tmp, "%s;", m->shopitems[i].name);
751 } 709 }
752 else { 710 else
711 {
753 if (m->shopitems[i].strength) { 712 if (m->shopitems[i].strength)
754 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 713 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
755 } 714 else
756 else sprintf(tmp, "*"); 715 sprintf (tmp, "*");
757 } 716 }
717
758 strcat(output_string, tmp); 718 strcat (output_string, tmp);
759 } 719 }
760} 720}
761 721
762/* This loads the header information of the map. The header 722/* This loads the header information of the map. The header
763 * contains things like difficulty, size, timeout, etc. 723 * contains things like difficulty, size, timeout, etc.
767 * put all the stuff in the map object so that names actually make 727 * put all the stuff in the map object so that names actually make
768 * sense. 728 * sense.
769 * This could be done in lex (like the object loader), but I think 729 * This could be done in lex (like the object loader), but I think
770 * currently, there are few enough fields this is not a big deal. 730 * currently, there are few enough fields this is not a big deal.
771 * MSW 2001-07-01 731 * MSW 2001-07-01
772 * return 0 on success, 1 on failure.
773 */ 732 */
774 733bool
775static int load_map_header(object_thawer &fp, mapstruct *m) 734maptile::load_header (object_thawer &thawer)
776{ 735{
777 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
778 int msgpos=0; 737 int msgpos = 0;
779 int maplorepos=0; 738 int maplorepos = 0;
780 739
781 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 740 for (;;)
782 buf[HUGE_BUF-1] = 0; 741 {
783 key = buf; 742 keyword kw = thawer.get_kv ();
784 while (isspace(*key)) key++; 743
785 if (*key == 0) continue; /* empty line */ 744 switch (kw)
786 value = strchr(key, ' ');
787 if (!value) {
788 end = strchr(key, '\n');
789 if (end != NULL) {
790 *end = 0;
791 }
792 } else {
793 *value = 0;
794 value++;
795 end = strchr(value, '\n');
796 while (isspace(*value)) {
797 value++;
798 if (*value == '\0' || value == end) {
799 /* Nothing but spaces. */
800 value = NULL;
801 break;
802 }
803 }
804 } 745 {
805 if (!end) { 746 case KW_EOF:
806 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
807 buf); 748 return false;
749
750 case KW_end:
808 return 1; 751 return true;
809 } 752
753 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg);
810 755 break;
811 756
812 /* key is the field name, value is what it should be set 757 case KW_lore: // CF+ extension
813 * to. We've already done the work to null terminate key, 758 thawer.get_ml (KW_endlore, maplore);
814 * and strip off any leading spaces for both of these.
815 * We have not touched the newline at the end of the line -
816 * these are needed for some values. the end pointer
817 * points to the first of the newlines.
818 * value could be NULL! It would be easy enough to just point
819 * this to "" to prevent cores, but that would let more errors slide
820 * through.
821 *
822 * First check for entries that do not use the value parameter, then
823 * validate that value is given and check for the remaining entries
824 * that use the parameter.
825 */
826
827 if (!strcmp(key,"msg")) {
828 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
829 if (!strcmp(buf,"endmsg\n")) break;
830 else {
831 /* slightly more efficient than strcat */
832 strcpy(msgbuf+msgpos, buf);
833 msgpos += strlen(buf);
834 }
835 } 759 break;
836 /* There are lots of maps that have empty messages (eg, msg/endmsg 760
837 * with nothing between). There is no reason in those cases to 761 case KW_maplore:
838 * keep the empty message. Also, msgbuf contains garbage data 762 thawer.get_ml (KW_endmaplore, maplore);
839 * when msgpos is zero, so copying it results in crashes
840 */
841 if (msgpos != 0)
842 m->msg = strdup_local(msgbuf);
843 }
844 else if (!strcmp(key,"maplore")) {
845 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
846 if (!strcmp(buf,"endmaplore\n")) break;
847 else {
848 /* slightly more efficient than strcat */
849 strcpy(maplorebuf+maplorepos, buf);
850 maplorepos += strlen(buf);
851 }
852 } 763 break;
853 if (maplorepos != 0) 764
854 m->maplore = strdup_local(maplorebuf); 765 case KW_arch:
855 } 766 if (strcmp (thawer.get_str (), "map"))
856 else if (!strcmp(key,"end")) { 767 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
768 break;
769
770 case KW_oid:
771 thawer.get (this, thawer.get_sint32 ());
772 break;
773
774 case KW_file_format_version: break; // nop
775
776 case KW_name: thawer.get (name); break;
777 case KW_attach: thawer.get (attach); break;
778 case KW_reset_time: thawer.get (reset_time); break;
779 case KW_shopgreed: thawer.get (shopgreed); break;
780 case KW_shopmin: thawer.get (shopmin); break;
781 case KW_shopmax: thawer.get (shopmax); break;
782 case KW_shoprace: thawer.get (shoprace); break;
783 case KW_outdoor: thawer.get (outdoor); break;
784 case KW_temp: thawer.get (temp); break;
785 case KW_pressure: thawer.get (pressure); break;
786 case KW_humid: thawer.get (humid); break;
787 case KW_windspeed: thawer.get (windspeed); break;
788 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break;
790
791 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break;
793
794 case KW_region: get_region_by_name (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796
797 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
800 case KW_x: case KW_width: thawer.get (width); break;
801 case KW_y: case KW_height: thawer.get (height); break;
802 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
803 case KW_value: case KW_swap_time: thawer.get (timeout); break;
804 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
805 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
806 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
807
808 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812
813 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
857 break; 815 break;
858 } 816 }
859 else if (value == NULL) {
860 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
861 }
862 else if (!strcmp(key, "arch")) {
863 /* This is an oddity, but not something we care about much. */
864 if (strcmp(value,"map\n"))
865 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
866 }
867 else if (!strcmp(key,"name")) {
868 *end=0;
869 m->name = strdup_local(value);
870 }
871 /* first strcmp value on these are old names supported
872 * for compatibility reasons. The new values (second) are
873 * what really should be used.
874 */
875 else if (!strcmp(key,"oid")) {
876 fp.get (m, atoi(value));
877 } else if (!strcmp(key, "attach")) {
878 m->attach = value;
879 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
880 m->enter_x = atoi(value);
881 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
882 m->enter_y = atoi(value);
883 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
884 m->width = atoi(value);
885 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
886 m->height = atoi(value);
887 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
888 m->reset_timeout = atoi(value);
889 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
890 m->timeout = atoi(value);
891 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
892 m->difficulty = atoi(value);
893 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
894 m->darkness = atoi(value);
895 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
896 m->fixed_resettime = atoi(value);
897 } else if (!strcmp(key,"unique")) {
898 m->unique = atoi(value);
899 } else if (!strcmp(key,"template")) {
900 m->templatemap = atoi(value);
901 } else if (!strcmp(key,"region")) {
902 m->region = get_region_by_name(value);
903 } else if (!strcmp(key,"shopitems")) {
904 *end=0;
905 m->shopitems = parse_shop_string(value);
906 } else if (!strcmp(key,"shopgreed")) {
907 m->shopgreed = atof(value);
908 } else if (!strcmp(key,"shopmin")) {
909 m->shopmin = atol(value);
910 } else if (!strcmp(key,"shopmax")) {
911 m->shopmax = atol(value);
912 } else if (!strcmp(key,"shoprace")) {
913 *end=0;
914 m->shoprace = strdup_local(value);
915 } else if (!strcmp(key,"outdoor")) {
916 m->outdoor = atoi(value);
917 } else if (!strcmp(key, "temp")) {
918 m->temp = atoi(value);
919 } else if (!strcmp(key, "pressure")) {
920 m->pressure = atoi(value);
921 } else if (!strcmp(key, "humid")) {
922 m->humid = atoi(value);
923 } else if (!strcmp(key, "windspeed")) {
924 m->windspeed = atoi(value);
925 } else if (!strcmp(key, "winddir")) {
926 m->winddir = atoi(value);
927 } else if (!strcmp(key, "sky")) {
928 m->sky = atoi(value);
929 } else if (!strcmp(key, "nosmooth")) {
930 m->nosmooth = atoi(value);
931 }
932 else if (!strncmp(key,"tile_path_", 10)) {
933 int tile=atoi(key+10);
934
935 if (tile<1 || tile>4) {
936 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
937 tile, m->path);
938 } else {
939 char *path;
940
941 *end = 0;
942
943 if (m->tile_path[tile-1]) {
944 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
945 tile, m->path);
946 free(m->tile_path[tile-1]);
947 m->tile_path[tile-1] = NULL;
948 }
949
950 if (check_path(value, 1) != -1) {
951 /* The unadorned path works. */
952 path = value;
953 } else {
954 /* Try again; it could be a relative exit. */
955
956 path = path_combine_and_normalize(m->path, value);
957
958 if (check_path(path, 1) == -1) {
959 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
960 path = NULL;
961 }
962 }
963
964 if (editor) {
965 /* Use the value as in the file. */
966 m->tile_path[tile-1] = strdup_local(value);
967 } else if (path != NULL) {
968 /* Use the normalized value. */
969 m->tile_path[tile-1] = strdup_local(path);
970 }
971 } /* end if tile direction (in)valid */
972 }
973 else {
974 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
975 }
976 }
977 if (!key || strcmp(key,"end")) {
978 LOG(llevError,"Got premature eof on map header!\n");
979 return 1;
980 }
981 return 0;
982}
983
984/*
985 * Opens the file "filename" and reads information about the map
986 * from the given file, and stores it in a newly allocated
987 * mapstruct. A pointer to this structure is returned, or NULL on failure.
988 * flags correspond to those in map.h. Main ones used are
989 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
990 * MAP_BLOCK, in which case we block on this load. This happens in all
991 * cases, no matter if this flag is set or not.
992 * MAP_STYLE: style map - don't add active objects, don't add to server
993 * managed map list.
994 */
995
996mapstruct *load_original_map(const char *filename, int flags) {
997 mapstruct *m;
998 char pathname[MAX_BUF];
999 817 }
1000 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1001 if (flags & MAP_PLAYER_UNIQUE)
1002 strcpy(pathname, filename);
1003 else if (flags & MAP_OVERLAY)
1004 strcpy(pathname, create_overlay_pathname(filename));
1005 else
1006 strcpy(pathname, create_pathname(filename));
1007 818
819 abort ();
820}
821
822bool
823maptile::load_header (const char *path)
824{
1008 object_thawer thawer (pathname); 825 object_thawer thawer (path);
1009 826
1010 if (!thawer) 827 if (!thawer)
1011 return 0;
1012
1013 m = get_linked_map();
1014
1015 strcpy (m->path, filename);
1016 if (load_map_header(thawer, m)) {
1017 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1018 filename, flags);
1019 delete_map(m);
1020 return NULL;
1021 }
1022
1023 allocate_map(m);
1024
1025 m->in_memory=MAP_LOADING;
1026 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1027
1028 m->in_memory=MAP_IN_MEMORY;
1029 if (!MAP_DIFFICULTY(m))
1030 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1031 set_map_reset_time(m);
1032 m->instantiate ();
1033 return (m);
1034}
1035
1036/*
1037 * Loads a map, which has been loaded earlier, from file.
1038 * Return the map object we load into (this can change from the passed
1039 * option if we can't find the original map)
1040 */
1041
1042static mapstruct *load_temporary_map(mapstruct *m) {
1043 int comp;
1044 char buf[MAX_BUF];
1045
1046 if (!m->tmpname) {
1047 LOG(llevError, "No temporary filename for map %s\n", m->path);
1048 strcpy(buf, m->path);
1049 delete_map(m);
1050 m = load_original_map(buf, 0);
1051 if(m==NULL) return NULL;
1052 fix_auto_apply(m); /* Chests which open as default */
1053 return m;
1054 }
1055
1056 object_thawer thawer (m->tmpname);
1057
1058 if (!thawer)
1059 {
1060 strcpy (buf, m->path);
1061 delete_map (m);
1062 m = load_original_map (buf, 0);
1063 if (!m) return NULL;
1064 fix_auto_apply (m); /* Chests which open as default */
1065 return m;
1066 }
1067
1068 if (load_map_header(thawer, m)) {
1069 LOG(llevError,"Error loading map header for %s (%s)\n",
1070 m->path, m->tmpname);
1071 delete_map(m);
1072 m = load_original_map(m->path, 0);
1073 return NULL;
1074 }
1075 allocate_map(m);
1076
1077 m->in_memory=MAP_LOADING;
1078 load_objects (m, thawer, 0);
1079
1080 m->in_memory=MAP_IN_MEMORY;
1081 INVOKE_MAP (SWAPIN, m);
1082 return m; 828 return false;
1083}
1084 829
1085/* 830 return load_header (thawer);
1086 * Loads a map, which has been loaded earlier, from file.
1087 * Return the map object we load into (this can change from the passed
1088 * option if we can't find the original map)
1089 */
1090
1091mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1092 char pathname[MAX_BUF];
1093
1094 strcpy(pathname, create_overlay_pathname(filename));
1095
1096 object_thawer thawer (pathname);
1097
1098 if (!thawer)
1099 return m;
1100
1101 if (load_map_header(thawer, m)) {
1102 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1103 m->path, pathname);
1104 delete_map(m);
1105 m = load_original_map(m->path, 0);
1106 return NULL;
1107 }
1108 /*allocate_map(m);*/
1109
1110 m->in_memory=MAP_LOADING;
1111 load_objects (m, thawer, MAP_OVERLAY);
1112
1113 m->in_memory=MAP_IN_MEMORY;
1114 return m;
1115} 831}
1116 832
1117/****************************************************************************** 833/******************************************************************************
1118 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1119 *****************************************************************************/ 835 *****************************************************************************/
1120 836
1121/* This goes through map 'm' and removed any unique items on the map. */ 837/* This goes through the maptile and removed any unique items on the map. */
1122static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1123{ 840{
1124 int i,j,unique; 841 for (int i = 0; i < size (); ++i)
1125 object *op, *next; 842 {
1126
1127 for(i=0; i<MAP_WIDTH(m); i++)
1128 for(j=0; j<MAP_HEIGHT(m); j++) {
1129 unique=0; 843 int unique = 0;
1130 for (op=get_map_ob(m, i, j); op; op=next) { 844 for (object *op = spaces [i].bot; op; )
1131 next = op->above; 845 {
846 object *above = op->above;
847
1132 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1133 unique=1; 849 unique = 1;
850
1134 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1135 clean_object(op);
1136 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1137 remove_button_link(op);
1138 remove_ob(op);
1139 free_object(op);
1140 } 852 {
853 op->destroy_inv (false);
854 op->destroy ();
1141 } 855 }
856
857 op = above;
1142 } 858 }
1143}
1144
1145
1146/*
1147 * Loads unique objects from file(s) into the map which is in memory
1148 * m is the map to load unique items into.
1149 */
1150static void load_unique_objects(mapstruct *m) {
1151 int count;
1152 char firstname[MAX_BUF];
1153
1154 for (count=0; count<10; count++) {
1155 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1156 if (!access(firstname, R_OK)) break;
1157 }
1158 /* If we get here, we did not find any map */
1159 if (count==10) return;
1160
1161 object_thawer thawer (firstname);
1162
1163 if (!thawer)
1164 return;
1165
1166 m->in_memory=MAP_LOADING;
1167 if (m->tmpname == NULL) /* if we have loaded unique items from */
1168 delete_unique_items(m); /* original map before, don't duplicate them */
1169 load_objects (m, thawer, 0);
1170
1171 m->in_memory=MAP_IN_MEMORY;
1172}
1173
1174
1175/*
1176 * Saves a map to file. If flag is set, it is saved into the same
1177 * file it was (originally) loaded from. Otherwise a temporary
1178 * filename will be genarated, and the file will be stored there.
1179 * The temporary filename will be stored in the mapstructure.
1180 * If the map is unique, we also save to the filename in the map
1181 * (this should have been updated when first loaded)
1182 */
1183
1184int
1185new_save_map (mapstruct * m, int flag)
1186{
1187 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1188 int i;
1189
1190 if (flag && !*m->path)
1191 { 859 }
1192 LOG (llevError, "Tried to save map without path.\n"); 860}
1193 return -1; 861
862bool
863maptile::save_header (object_freezer &freezer)
864{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867
868 MAP_OUT2 (arch, "map");
869
870 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time);
872 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty);
876
877 if (region) MAP_OUT2 (region, region->name);
878
879 if (shopitems)
1194 } 880 {
1195 881 char shop[MAX_BUF];
1196 if (flag || (m->unique) || (m->templatemap)) 882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
1197 { 884 }
1198 if (!m->unique && !m->templatemap)
1199 { /* flag is set */
1200 if (flag == 2)
1201 strcpy (filename, create_overlay_pathname (m->path));
1202 else
1203 strcpy (filename, create_pathname (m->path));
1204 }
1205 else
1206 strcpy (filename, m->path);
1207 885
1208 make_path_to_file (filename); 886 MAP_OUT (shopgreed);
1209 } 887 MAP_OUT (shopmin);
1210 else 888 MAP_OUT (shopmax);
1211 { 889 if (shoprace) MAP_OUT (shoprace);
1212 if (!m->tmpname) 890 MAP_OUT (darkness);
1213 m->tmpname = tempnam_local (settings.tmpdir, NULL); 891 MAP_OUT (width);
892 MAP_OUT (height);
893 MAP_OUT (enter_x);
894 MAP_OUT (enter_y);
1214 895
1215 strcpy (filename, m->tmpname); 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1216 } 897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1217 898
1218 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 899 MAP_OUT (outdoor);
1219 m->in_memory = MAP_SAVING; 900 MAP_OUT (temp);
901 MAP_OUT (pressure);
902 MAP_OUT (humid);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
1220 906
907 MAP_OUT (per_player);
908 MAP_OUT (per_party);
909
910 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914
915 freezer.put (this);
916 freezer.put (KW_end);
917
918 return true;
919}
920
921bool
922maptile::save_header (const char *path)
923{
1221 object_freezer freezer; 924 object_freezer freezer;
1222 925
1223 /* legacy */ 926 if (!save_header (freezer))
1224 fprintf (freezer, "arch map\n"); 927 return false;
1225 if (m->name)
1226 fprintf (freezer, "name %s\n", m->name);
1227 if (!flag)
1228 fprintf (freezer, "swap_time %d\n", m->swap_time);
1229 if (m->reset_timeout)
1230 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1231 if (m->fixed_resettime)
1232 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1233 /* we unfortunately have no idea if this is a value the creator set
1234 * or a difficulty value we generated when the map was first loaded
1235 */
1236 if (m->difficulty)
1237 fprintf (freezer, "difficulty %d\n", m->difficulty);
1238 if (m->region)
1239 fprintf (freezer, "region %s\n", m->region->name);
1240 if (m->shopitems)
1241 {
1242 print_shop_string (m, shop);
1243 fprintf (freezer, "shopitems %s\n", shop);
1244 }
1245 if (m->shopgreed)
1246 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1247#ifndef WIN32
1248 if (m->shopmin)
1249 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1250 if (m->shopmax)
1251 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1252#else
1253 if (m->shopmin)
1254 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1255 if (m->shopmax)
1256 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1257#endif
1258 if (m->shoprace)
1259 fprintf (freezer, "shoprace %s\n", m->shoprace);
1260 if (m->darkness)
1261 fprintf (freezer, "darkness %d\n", m->darkness);
1262 if (m->width)
1263 fprintf (freezer, "width %d\n", m->width);
1264 if (m->height)
1265 fprintf (freezer, "height %d\n", m->height);
1266 if (m->enter_x)
1267 fprintf (freezer, "enter_x %d\n", m->enter_x);
1268 if (m->enter_y)
1269 fprintf (freezer, "enter_y %d\n", m->enter_y);
1270 if (m->msg)
1271 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1272 if (m->maplore)
1273 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1274 if (m->unique)
1275 fprintf (freezer, "unique %d\n", m->unique);
1276 if (m->templatemap)
1277 fprintf (freezer, "template %d\n", m->templatemap);
1278 if (m->outdoor)
1279 fprintf (freezer, "outdoor %d\n", m->outdoor);
1280 if (m->temp)
1281 fprintf (freezer, "temp %d\n", m->temp);
1282 if (m->pressure)
1283 fprintf (freezer, "pressure %d\n", m->pressure);
1284 if (m->humid)
1285 fprintf (freezer, "humid %d\n", m->humid);
1286 if (m->windspeed)
1287 fprintf (freezer, "windspeed %d\n", m->windspeed);
1288 if (m->winddir)
1289 fprintf (freezer, "winddir %d\n", m->winddir);
1290 if (m->sky)
1291 fprintf (freezer, "sky %d\n", m->sky);
1292 if (m->nosmooth)
1293 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1294 928
1295 /* Save any tiling information, except on overlays */ 929 return freezer.save (path);
1296 if (flag != 2)
1297 for (i = 0; i < 4; i++)
1298 if (m->tile_path[i])
1299 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1300
1301 freezer.put (m);
1302 fprintf (freezer, "end\n");
1303
1304 /* In the game save unique items in the different file, but
1305 * in the editor save them to the normal map file.
1306 * If unique map, save files in the proper destination (set by
1307 * player)
1308 */
1309 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1310 {
1311 object_freezer unique;
1312
1313 if (flag == 2)
1314 save_objects (m, freezer, unique, 2);
1315 else
1316 save_objects (m, freezer, unique, 0);
1317
1318 sprintf (buf, "%s.v00", create_items_path (m->path));
1319
1320 unique.save (buf);
1321 }
1322 else
1323 { /* save same file when not playing, like in editor */
1324 save_objects (m, freezer, freezer, 0);
1325 }
1326
1327 freezer.save (filename);
1328
1329 return 0;
1330}
1331
1332
1333/*
1334 * Remove and free all objects in the inventory of the given object.
1335 * object.c ?
1336 */
1337
1338void clean_object(object *op)
1339{
1340 object *tmp, *next;
1341
1342 for(tmp = op->inv; tmp; tmp = next)
1343 {
1344 next = tmp->below;
1345 clean_object(tmp);
1346 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1347 remove_button_link(tmp);
1348 remove_ob(tmp);
1349 free_object(tmp);
1350 }
1351} 930}
1352 931
1353/* 932/*
1354 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1355 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1356 940
1357void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1358 int i,j; 942 while (object *op = ms->bot)
1359 object *op; 943 {
1360 944 if (op->head)
1361 for(i=0;i<MAP_WIDTH(m);i++)
1362 for(j=0;j<MAP_HEIGHT(m);j++) {
1363 object *previous_obj=NULL;
1364 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1365 if (op==previous_obj) {
1366 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1367 break;
1368 }
1369 previous_obj=op;
1370 if(op->head!=NULL)
1371 op = op->head; 945 op = op->head;
1372 946
1373 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1374 * free objects in op's inventory. So let it do the job. 948 op->destroy ();
1375 */
1376 if (m->in_memory==MAP_IN_MEMORY)
1377 clean_object(op);
1378 remove_ob(op);
1379 free_object(op);
1380 }
1381 } 949 }
950
951 sfree (spaces, size ()), spaces = 0;
952
953 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0;
955}
956
957void
958maptile::clear_header ()
959{
960 name = 0;
961 msg = 0;
962 maplore = 0;
963 shoprace = 0;
964 delete [] shopitems, shopitems = 0;
965
966 for (int i = 0; i < 4; i++)
967 tile_path [i] = 0;
968}
969
970maptile::~maptile ()
971{
972 assert (destroyed ());
973}
974
975void
976maptile::clear_links_to (maptile *m)
977{
978 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those.
982 */
983 for (int i = 0; i < 4; i++)
984 if (tile_map[i] == m)
985 tile_map[i] = 0;
986}
987
988void
989maptile::do_destroy ()
990{
991 attachable::do_destroy ();
992
993 clear ();
1382} 994}
1383 995
1384/* 996/*
1385 * Frees everything allocated by the given mapstructure. 997 * Updates every button on the map (by calling update_button() for them).
1386 * don't free tmpname - our caller is left to do that
1387 */ 998 */
1388 999void
1389void free_map(mapstruct *m,int flag) { 1000maptile::update_buttons ()
1390 int i; 1001{
1391 1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1392 if (!m->in_memory) { 1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1393 LOG(llevError,"Trying to free freed map.\n"); 1004 {
1394 return; 1005 if (!ol->ob)
1395 }
1396 if (flag && m->spaces) free_all_objects(m);
1397 if (m->name) FREE_AND_CLEAR(m->name);
1398 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1399 if (m->msg) FREE_AND_CLEAR(m->msg);
1400 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1401 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1402 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1403 if (m->buttons)
1404 free_objectlinkpt(m->buttons);
1405 m->buttons = NULL;
1406 for (i=0; i<4; i++) {
1407 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1408 m->tile_map[i] = NULL;
1409 }
1410 m->in_memory = MAP_SWAPPED;
1411}
1412
1413/*
1414 * function: vanish mapstruct
1415 * m : pointer to mapstruct, if NULL no action
1416 * this deletes all the data on the map (freeing pointers)
1417 * and then removes this map from the global linked list of maps.
1418 */
1419
1420void delete_map(mapstruct *m) {
1421 mapstruct *tmp, *last;
1422 int i;
1423
1424 if (!m)
1425 return;
1426
1427 m->clear ();
1428
1429 if (m->in_memory == MAP_IN_MEMORY) {
1430 /* change to MAP_SAVING, even though we are not,
1431 * so that remove_ob doesn't do as much work.
1432 */ 1006 {
1433 m->in_memory = MAP_SAVING; 1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1434 free_map (m, 1); 1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1435 } 1009 continue;
1436 /* move this out of free_map, since tmpname can still be needed if
1437 * the map is swapped out.
1438 */
1439 if (m->tmpname) {
1440 free(m->tmpname);
1441 m->tmpname=NULL;
1442 }
1443 last = NULL;
1444 /* We need to look through all the maps and see if any maps
1445 * are pointing at this one for tiling information. Since
1446 * tiling can be assymetric, we just can not look to see which
1447 * maps this map tiles with and clears those.
1448 */
1449 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1450 if (tmp->next == m) last = tmp;
1451
1452 /* This should hopefully get unrolled on a decent compiler */
1453 for (i=0; i<4; i++)
1454 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1455 }
1456
1457 /* If last is null, then this should be the first map in the list */
1458 if (!last) {
1459 if (m == first_map)
1460 first_map = m->next;
1461 else
1462 /* m->path is a static char, so should hopefully still have
1463 * some useful data in it.
1464 */
1465 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1466 m->path);
1467 }
1468 else
1469 last->next = m->next;
1470
1471 delete m;
1472}
1473
1474
1475
1476/*
1477 * Makes sure the given map is loaded and swapped in.
1478 * name is path name of the map.
1479 * flags meaning:
1480 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1481 * and don't do unique items or the like.
1482 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1483 * dont do any more name translation on it.
1484 *
1485 * Returns a pointer to the given map.
1486 */
1487
1488mapstruct *ready_map_name(const char *name, int flags) {
1489 mapstruct *m;
1490
1491 if (!name)
1492 return (NULL);
1493
1494 /* Have we been at this level before? */
1495 m = has_been_loaded (name);
1496
1497 /* Map is good to go, so just return it */
1498 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1499 return m;
1500 }
1501
1502 /* unique maps always get loaded from their original location, and never
1503 * a temp location. Likewise, if map_flush is set, or we have never loaded
1504 * this map, load it now. I removed the reset checking from here -
1505 * it seems the probability of a player trying to enter a map that should
1506 * reset but hasn't yet is quite low, and removing that makes this function
1507 * a bit cleaner (and players probably shouldn't rely on exact timing for
1508 * resets in any case - if they really care, they should use the 'maps command.
1509 */
1510 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1511
1512 /* first visit or time to reset */
1513 if (m) {
1514 clean_tmp_map(m); /* Doesn't make much difference */
1515 delete_map(m);
1516 } 1010 }
1517 1011
1518 /* create and load a map */ 1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1519 if (flags & MAP_PLAYER_UNIQUE)
1520 LOG(llevDebug, "Trying to load map %s.\n", name);
1521 else
1522 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1523
1524 //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
1525 //0.414906024932861
1526 //0.427063941955566
1527 eval_pv ("$x = Event::time", 1);//D
1528 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1529 return (NULL);
1530 eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1531
1532 fix_auto_apply(m); /* Chests which open as default */
1533
1534 /* If a player unique map, no extra unique object file to load.
1535 * if from the editor, likewise.
1536 */ 1013 {
1537 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1014 update_button (ol->ob);
1538 load_unique_objects(m); 1015 break;
1539
1540 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1541 m=load_overlay_map(name, m);
1542 if (m==NULL)
1543 return NULL;
1544 } 1016 }
1545
1546 if (flags & MAP_PLAYER_UNIQUE)
1547 INVOKE_MAP (SWAPIN, m);
1548
1549 } else {
1550 /* If in this loop, we found a temporary map, so load it up. */
1551
1552 m=load_temporary_map (m);
1553 if(m==NULL) return NULL;
1554 load_unique_objects(m);
1555
1556 clean_tmp_map(m);
1557 m->in_memory = MAP_IN_MEMORY;
1558 /* tempnam() on sun systems (probably others) uses malloc
1559 * to allocated space for the string. Free it here.
1560 * In some cases, load_temporary_map above won't find the
1561 * temporary map, and so has reloaded a new map. If that
1562 * is the case, tmpname is now null
1563 */
1564 if (m->tmpname) free(m->tmpname);
1565 m->tmpname = NULL;
1566 /* It's going to be saved anew anyway */
1567 } 1017 }
1568
1569 /* Below here is stuff common to both first time loaded maps and
1570 * temp maps.
1571 */
1572
1573 decay_objects(m); /* start the decay */
1574 /* In case other objects press some buttons down */
1575 update_buttons(m);
1576 if (m->outdoor)
1577 set_darkness_map(m);
1578 /* run the weather over this map */
1579 weather_effect(name);
1580 return m;
1581} 1018}
1582
1583 1019
1584/* 1020/*
1585 * This routine is supposed to find out the difficulty of the map. 1021 * This routine is supposed to find out the difficulty of the map.
1586 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1587 * but does have a lot to do with treasure on the map. 1023 * but does have a lot to do with treasure on the map.
1589 * Difficulty can now be set by the map creature. If the value stored 1025 * Difficulty can now be set by the map creature. If the value stored
1590 * in the map is zero, then use this routine. Maps should really 1026 * in the map is zero, then use this routine. Maps should really
1591 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1592 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1593 */ 1029 */
1594 1030int
1595int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1596 object *op; 1032{
1597 archetype *at;
1598 int x, y, i, diff;
1599 long monster_cnt = 0; 1033 long monster_cnt = 0;
1600 double avgexp = 0; 1034 double avgexp = 0;
1601 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1602 1036
1603 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1604 { 1038 for (object *op = ms->bot; op; op = op->above)
1605 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1606 return MAP_DIFFICULTY (m);
1607 }
1608
1609 for(x = 0; x < MAP_WIDTH(m); x++)
1610 for(y = 0; y < MAP_HEIGHT(m); y++)
1611 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1612 { 1039 {
1613 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1614 { 1041 {
1615 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1616 monster_cnt++; 1043 monster_cnt++;
1617 } 1044 }
1618 1045
1619 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1620 { 1047 {
1621 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1622 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1623
1624 if(at != NULL)
1625 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1626 1052
1627 monster_cnt++; 1053 monster_cnt++;
1628 } 1054 }
1629 } 1055 }
1630 1056
1631 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1632 1058
1633 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1634 {
1635 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1060 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1636 {
1637 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1638 return i; 1061 return i;
1639 }
1640 }
1641 1062
1642 return 1; 1063 return 1;
1643}
1644
1645void clean_tmp_map(mapstruct *m) {
1646 if(m->tmpname == NULL)
1647 return;
1648 INVOKE_MAP (CLEAN, m);
1649 (void) unlink(m->tmpname);
1650}
1651
1652void free_all_maps(void)
1653{
1654 int real_maps=0;
1655
1656 while (first_map) {
1657 /* I think some of the callers above before it gets here set this to be
1658 * saving, but we still want to free this data
1659 */
1660 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1661 delete_map(first_map);
1662 real_maps++;
1663 }
1664 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1665} 1064}
1666 1065
1667/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1668 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1669 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1670 * Move this from los.c to map.c since this is more related 1069 * Move this from los.c to map.c since this is more related
1671 * to maps than los. 1070 * to maps than los.
1672 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1673 */ 1072 */
1674 1073int
1675int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1676 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1677 1077
1678 /* Nothing to do */ 1078 /* Nothing to do */
1679 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1680 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1681 return 0; 1080 return 0;
1682 }
1683 1081
1684 /* inform all players on the map */ 1082 /* inform all players on the map */
1685 if (change>0) 1083 if (change > 0)
1686 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1687 else 1085 else
1688 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1689 1087
1690 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1691 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1692 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1693 * is not +/-1 1091 * is not +/-1
1694 */ 1092 */
1695 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1696 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1697 else m->darkness=new_level; 1098 darkness = new_level;
1698 1099
1699 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1700 update_all_map_los(m); 1101 update_all_map_los (this);
1701 return 1; 1102 return 1;
1702} 1103}
1703
1704 1104
1705/* 1105/*
1706 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1707 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1708 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1709 * through, etc) 1109 * through, etc)
1710 */ 1110 */
1711void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1712 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1713 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = 0, light = 0, anywhere = 0;
1714 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1715 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1716 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1717 1119
1718 oldflags = GET_MAP_FLAGS(m,x,y);
1719 if (!(oldflags & P_NEED_UPDATE)) {
1720 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1721 m->path, x, y);
1722 return;
1723 }
1724
1725 middle=blank_face; 1120 middle = blank_face;
1726 top=blank_face; 1121 top = blank_face;
1727 floor=blank_face; 1122 floor = blank_face;
1728 1123
1729 middle_obj = NULL; 1124 middle_obj = 0;
1730 top_obj = NULL; 1125 top_obj = 0;
1731 floor_obj = NULL; 1126 floor_obj = 0;
1732 1127
1733 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1734 1129 {
1735 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1736 * one). But if so, it shouldn't be a simple additive - 2 1131 * one). But if so, it shouldn't be a simple additive - 2
1737 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1738 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1739 */ 1134 */
1740 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1741 1137
1742 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1743 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1744 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1745 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1746 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1747 * 1143 *
1748 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1749 */ 1145 */
1750 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1751 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1752 top = tmp->face; 1150 top = tmp->face;
1753 top_obj = tmp; 1151 top_obj = tmp;
1754 } 1152 }
1755 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1756 /* If we got a floor, that means middle and top were below it, 1155 /* If we got a floor, that means middle and top were below it,
1757 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1758 */ 1157 */
1759 middle=blank_face; 1158 middle = blank_face;
1760 top=blank_face; 1159 top = blank_face;
1761 floor = tmp->face; 1160 floor = tmp->face;
1762 floor_obj = tmp; 1161 floor_obj = tmp;
1763 } 1162 }
1764 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1765 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 {
1766 middle = tmp->face; 1166 middle = tmp->face;
1767 1167
1768 middle_obj = tmp; 1168 middle_obj = tmp;
1769 anywhere =1; 1169 anywhere = 1;
1770 } 1170 }
1771 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1772 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1773 * top 1173 * top
1774 */ 1174 */
1775 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1776 middle = tmp->face; 1177 middle = tmp->face;
1777 middle_obj = tmp; 1178 middle_obj = tmp;
1778 } 1179 }
1779 } 1180 }
1181
1780 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1781 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1782 exit (-1); 1185 exit (-1);
1783 } 1186 }
1784 1187
1785 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1786 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1787 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1788 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1789 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1790 1193
1791 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1792 flags |= P_IS_ALIVE;
1793 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1794 flags |= P_NO_MAGIC;
1795 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1796 flags |= P_NO_CLERIC;
1797 if (tmp->type == SAFE_GROUND)
1798 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1799
1800 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1801 flags |= P_BLOCKSVIEW; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1802 } /* for stack of objects */ 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1803 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1804 /* we don't want to rely on this function to have accurate flags, but 1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1805 * since we're already doing the work, we calculate them here. 1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1806 * if they don't match, logic is broken someplace.
1807 */
1808 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1809 (!(oldflags & P_NO_ERROR))) {
1810 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1811 m->path, x, y,
1812 (oldflags & ~P_NEED_UPDATE), flags);
1813 } 1200 }
1814 SET_MAP_FLAGS(m, x, y, flags);
1815 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1816 SET_MAP_MOVE_ON(m, x, y, move_on);
1817 SET_MAP_MOVE_OFF(m, x, y, move_off);
1818 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1819 1201
1202 this->light = light;
1203 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on;
1206 this->move_off = move_off;
1207 this->move_slow = move_slow;
1208
1820 /* At this point, we have a floor face (if there is a floor), 1209 /* At this point, we have a floor face (if there is a floor),
1821 * and the floor is set - we are not going to touch it at 1210 * and the floor is set - we are not going to touch it at
1822 * this point. 1211 * this point.
1823 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1824 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1825 * 1214 *
1826 * We now need to fill in top.face and/or middle.face. 1215 * We now need to fill in top.face and/or middle.face.
1827 */ 1216 */
1828 1217
1829 /* If the top face also happens to be high visibility, re-do our 1218 /* If the top face also happens to be high visibility, re-do our
1830 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1831 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1832 * may be possible for the faces to match but be different objects. 1221 * may be possible for the faces to match but be different objects.
1833 */ 1222 */
1834 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1835 1225
1836 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1837 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1838 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1839 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1840 */ 1230 */
1841 1231
1842 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1843 /* Once we get to a floor, stop, since we already have a floor object */ 1234 /* Once we get to a floor, stop, since we already have a floor object */
1844 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1845 1237
1846 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1847 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1848 1241
1849 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces, unless its the editor - show all */
1850 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible || editor)
1244 {
1851 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1852 if (top == blank_face) { 1246 if (top == blank_face)
1247 {
1853 top = tmp->face; 1248 top = tmp->face;
1854 top_obj = tmp; 1249 top_obj = tmp;
1250 if (top == middle)
1855 if (top == middle) middle=blank_face; 1251 middle = blank_face;
1252 }
1856 } else { 1253 else
1254 {
1857 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1858 * middle is not set 1256 * middle is not set
1859 * 1257 *
1860 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1861 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1862 * 1260 *
1863 */ 1261 */
1864 if (tmp->face != top ) { 1262 if (tmp->face != top)
1263 {
1865 middle = tmp->face; 1264 middle = tmp->face;
1866 middle_obj = tmp; 1265 middle_obj = tmp;
1867 break; 1266 break;
1868 } 1267 }
1869 } 1268 }
1870 } 1269 }
1871 } 1270 }
1872 if (middle == floor) middle = blank_face; 1271
1873 if (top == middle) middle = blank_face; 1272 if (middle == floor)
1874 SET_MAP_FACE(m,x,y,top,0);
1875 if(top != blank_face)
1876 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1877 else
1878 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1879 SET_MAP_FACE(m,x,y,middle,1);
1880 if(middle != blank_face) 1273 middle = blank_face;
1881 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1882 else
1883 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1884 SET_MAP_FACE(m,x,y,floor,2);
1885 if(floor != blank_face)
1886 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1887 else
1888 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1889 SET_MAP_LIGHT(m,x,y,light);
1890}
1891 1274
1275 if (top == middle)
1276 middle = blank_face;
1892 1277
1893void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1894 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1895 1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1896 timeout = MAP_RESET_TIMEOUT(map);
1897 if (timeout <= 0)
1898 timeout = MAP_DEFAULTRESET;
1899 if (timeout >= MAP_MAXRESET)
1900 timeout = MAP_MAXRESET;
1901 MAP_WHEN_RESET(map) = seconds()+timeout;
1902} 1281}
1903 1282
1904/* this updates the orig_map->tile_map[tile_num] value after loading 1283/* this updates the orig_map->tile_map[tile_num] value after loading
1905 * the map. It also takes care of linking back the freshly loaded 1284 * the map. It also takes care of linking back the freshly loaded
1906 * maps tile_map values if it tiles back to this one. It returns 1285 * maps tile_map values if it tiles back to this one. It returns
1907 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num]. It really only does this
1908 * so that it is easier for calling functions to verify success. 1287 * so that it is easier for calling functions to verify success.
1909 */ 1288 */
1910 1289static maptile *
1911static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1290load_and_link_tiled_map (maptile *orig_map, int tile_num)
1912{ 1291{
1292 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1293
1294 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1295 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1);
1300 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY;
1302 }
1303
1913 int dest_tile = (tile_num +2) % 4; 1304 int dest_tile = (tile_num + 2) % 4;
1914 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1915 1305
1916 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1306 orig_map->tile_map[tile_num] = mp;
1917 1307
1918 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1308 // optimisation: back-link map to origin map if euclidean
1919 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1309 //TODO: non-euclidean maps MUST GO
1920 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1310 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1921 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1311 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1922 1312
1923 return orig_map->tile_map[tile_num]; 1313 return mp;
1924} 1314}
1925 1315
1926/* this returns TRUE if the coordinates (x,y) are out of 1316/* this returns TRUE if the coordinates (x,y) are out of
1927 * map m. This function also takes into account any 1317 * map m. This function also takes into account any
1928 * tiling considerations, loading adjacant maps as needed. 1318 * tiling considerations, loading adjacant maps as needed.
1929 * This is the function should always be used when it 1319 * This is the function should always be used when it
1930 * necessary to check for valid coordinates. 1320 * necessary to check for valid coordinates.
1931 * This function will recursively call itself for the 1321 * This function will recursively call itself for the
1932 * tiled maps. 1322 * tiled maps.
1933 * 1323 */
1934 * 1324int
1935 */
1936int out_of_map(mapstruct *m, int x, int y) 1325out_of_map (maptile *m, int x, int y)
1937{ 1326{
1938
1939 /* If we get passed a null map, this is obviously the 1327 /* If we get passed a null map, this is obviously the
1940 * case. This generally shouldn't happen, but if the 1328 * case. This generally shouldn't happen, but if the
1941 * map loads fail below, it could happen. 1329 * map loads fail below, it could happen.
1942 */ 1330 */
1943 if (!m) return 0; 1331 if (!m)
1944
1945 if (x<0) {
1946 if (!m->tile_path[3]) return 1;
1947 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1948 load_and_link_tiled_map(m, 3);
1949 }
1950 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1951 }
1952 if (x>=MAP_WIDTH(m)) {
1953 if (!m->tile_path[1]) return 1;
1954 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1955 load_and_link_tiled_map(m, 1);
1956 }
1957 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1958 }
1959 if (y<0) {
1960 if (!m->tile_path[0]) return 1;
1961 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1962 load_and_link_tiled_map(m, 0);
1963 }
1964 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1965 }
1966 if (y>=MAP_HEIGHT(m)) {
1967 if (!m->tile_path[2]) return 1;
1968 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1969 load_and_link_tiled_map(m, 2);
1970 }
1971 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1972 }
1973
1974 /* Simple case - coordinates are within this local
1975 * map.
1976 */
1977 return 0; 1332 return 0;
1333
1334 if (x < 0)
1335 {
1336 if (!m->tile_path[3])
1337 return 1;
1338
1339 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 3);
1341
1342 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1343 }
1344
1345 if (x >= m->width)
1346 {
1347 if (!m->tile_path[1])
1348 return 1;
1349
1350 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 1);
1352
1353 return out_of_map (m->tile_map[1], x - m->width, y);
1354 }
1355
1356 if (y < 0)
1357 {
1358 if (!m->tile_path[0])
1359 return 1;
1360
1361 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 0);
1363
1364 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1365 }
1366
1367 if (y >= m->height)
1368 {
1369 if (!m->tile_path[2])
1370 return 1;
1371
1372 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1373 load_and_link_tiled_map (m, 2);
1374
1375 return out_of_map (m->tile_map[2], x, y - m->height);
1376 }
1377
1378 /* Simple case - coordinates are within this local
1379 * map.
1380 */
1381 return 0;
1978} 1382}
1979 1383
1980/* This is basically the same as out_of_map above, but 1384/* This is basically the same as out_of_map above, but
1981 * instead we return NULL if no map is valid (coordinates 1385 * instead we return NULL if no map is valid (coordinates
1982 * out of bounds and no tiled map), otherwise it returns 1386 * out of bounds and no tiled map), otherwise it returns
1983 * the map as that the coordinates are really on, and 1387 * the map as that the coordinates are really on, and
1984 * updates x and y to be the localized coordinates. 1388 * updates x and y to be the localised coordinates.
1985 * Using this is more efficient of calling out_of_map 1389 * Using this is more efficient of calling out_of_map
1986 * and then figuring out what the real map is 1390 * and then figuring out what the real map is
1987 */ 1391 */
1392maptile *
1988mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1393get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1989{ 1394{
1990
1991 if (*x<0) { 1395 if (*x < 0)
1396 {
1992 if (!m->tile_path[3]) return NULL; 1397 if (!m->tile_path[3])
1398 return 0;
1399
1993 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1400 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1994 load_and_link_tiled_map(m, 3); 1401 load_and_link_tiled_map (m, 3);
1995 1402
1996 *x += MAP_WIDTH(m->tile_map[3]); 1403 *x += m->tile_map[3]->width;
1997 return (get_map_from_coord(m->tile_map[3], x, y)); 1404 return (get_map_from_coord (m->tile_map[3], x, y));
1405 }
1406
1407 if (*x >= m->width)
1998 } 1408 {
1999 if (*x>=MAP_WIDTH(m)) {
2000 if (!m->tile_path[1]) return NULL; 1409 if (!m->tile_path[1])
1410 return 0;
1411
2001 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1412 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2002 load_and_link_tiled_map(m, 1); 1413 load_and_link_tiled_map (m, 1);
2003 1414
2004 *x -= MAP_WIDTH(m); 1415 *x -= m->width;
2005 return (get_map_from_coord(m->tile_map[1], x, y)); 1416 return (get_map_from_coord (m->tile_map[1], x, y));
1417 }
1418
1419 if (*y < 0)
2006 } 1420 {
2007 if (*y<0) {
2008 if (!m->tile_path[0]) return NULL; 1421 if (!m->tile_path[0])
1422 return 0;
1423
2009 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1424 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2010 load_and_link_tiled_map(m, 0); 1425 load_and_link_tiled_map (m, 0);
2011 1426
2012 *y += MAP_HEIGHT(m->tile_map[0]); 1427 *y += m->tile_map[0]->height;
2013 return (get_map_from_coord(m->tile_map[0], x, y)); 1428 return (get_map_from_coord (m->tile_map[0], x, y));
1429 }
1430
1431 if (*y >= m->height)
2014 } 1432 {
2015 if (*y>=MAP_HEIGHT(m)) {
2016 if (!m->tile_path[2]) return NULL; 1433 if (!m->tile_path[2])
1434 return 0;
1435
2017 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1436 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2018 load_and_link_tiled_map(m, 2); 1437 load_and_link_tiled_map (m, 2);
2019 1438
2020 *y -= MAP_HEIGHT(m); 1439 *y -= m->height;
2021 return (get_map_from_coord(m->tile_map[2], x, y)); 1440 return (get_map_from_coord (m->tile_map[2], x, y));
2022 } 1441 }
2023 1442
2024 /* Simple case - coordinates are within this local 1443 /* Simple case - coordinates are within this local
2025 * map. 1444 * map.
2026 */ 1445 */
2027
2028 return m; 1446 return m;
2029} 1447}
2030 1448
2031/** 1449/**
2032 * Return whether map2 is adjacent to map1. If so, store the distance from 1450 * Return whether map2 is adjacent to map1. If so, store the distance from
2033 * map1 to map2 in dx/dy. 1451 * map1 to map2 in dx/dy.
2034 */ 1452 */
1453static int
2035static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{
2036 if (!map1 || !map2) 1456 if (!map1 || !map2)
2037 return 0; 1457 return 0;
2038 1458
2039 if (map1 == map2) { 1459 if (map1 == map2)
1460 {
2040 *dx = 0; 1461 *dx = 0;
2041 *dy = 0; 1462 *dy = 0;
2042 1463 }
2043 } else if (map1->tile_map[0] == map2) { /* up */ 1464 else if (map1->tile_map[0] == map2)
1465 { /* up */
2044 *dx = 0; 1466 *dx = 0;
2045 *dy = -MAP_HEIGHT(map2); 1467 *dy = -map2->height;
1468 }
2046 } else if (map1->tile_map[1] == map2) { /* right */ 1469 else if (map1->tile_map[1] == map2)
2047 *dx = MAP_WIDTH(map1); 1470 { /* right */
1471 *dx = map1->width;
2048 *dy = 0; 1472 *dy = 0;
1473 }
2049 } else if (map1->tile_map[2] == map2) { /* down */ 1474 else if (map1->tile_map[2] == map2)
1475 { /* down */
2050 *dx = 0; 1476 *dx = 0;
2051 *dy = MAP_HEIGHT(map1); 1477 *dy = map1->height;
1478 }
2052 } else if (map1->tile_map[3] == map2) { /* left */ 1479 else if (map1->tile_map[3] == map2)
2053 *dx = -MAP_WIDTH(map2); 1480 { /* left */
1481 *dx = -map2->width;
2054 *dy = 0; 1482 *dy = 0;
2055 1483 }
2056 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1484 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1485 { /* up right */
2057 *dx = MAP_WIDTH(map1->tile_map[0]); 1486 *dx = map1->tile_map[0]->width;
2058 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1487 *dy = -map1->tile_map[0]->height;
1488 }
2059 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1489 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2060 *dx = -MAP_WIDTH(map2); 1490 { /* up left */
2061 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dx = -map2->width;
1492 *dy = -map1->tile_map[0]->height;
1493 }
2062 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1494 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2063 *dx = MAP_WIDTH(map1); 1495 { /* right up */
2064 *dy = -MAP_HEIGHT(map2); 1496 *dx = map1->width;
1497 *dy = -map2->height;
1498 }
2065 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1499 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2066 *dx = MAP_WIDTH(map1); 1500 { /* right down */
2067 *dy = MAP_HEIGHT(map1->tile_map[1]); 1501 *dx = map1->width;
1502 *dy = map1->tile_map[1]->height;
1503 }
2068 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1504 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1505 { /* down right */
2069 *dx = MAP_WIDTH(map1->tile_map[2]); 1506 *dx = map1->tile_map[2]->width;
2070 *dy = MAP_HEIGHT(map1); 1507 *dy = map1->height;
1508 }
2071 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1509 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2072 *dx = -MAP_WIDTH(map2); 1510 { /* down left */
2073 *dy = MAP_HEIGHT(map1); 1511 *dx = -map2->width;
1512 *dy = map1->height;
1513 }
2074 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1514 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1515 { /* left up */
2075 *dx = -MAP_WIDTH(map1->tile_map[3]); 1516 *dx = -map1->tile_map[3]->width;
2076 *dy = -MAP_HEIGHT(map2); 1517 *dy = -map2->height;
1518 }
2077 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1519 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1520 { /* left down */
2078 *dx = -MAP_WIDTH(map1->tile_map[3]); 1521 *dx = -map1->tile_map[3]->width;
2079 *dy = MAP_HEIGHT(map1->tile_map[3]); 1522 *dy = map1->tile_map[3]->height;
2080
2081 } else { /* not "adjacent" enough */
2082 return 0;
2083 } 1523 }
2084 1524 else
2085 return 1; 1525 return 0;
1526
1527 return 1;
2086} 1528}
2087 1529
2088/* From map.c 1530/* From map.c
2089 * This is used by get_player to determine where the other 1531 * This is used by get_player to determine where the other
2090 * creature is. get_rangevector takes into account map tiling, 1532 * creature is. get_rangevector takes into account map tiling,
2103 * be unexpected 1545 * be unexpected
2104 * 1546 *
2105 * currently, the only flag supported (0x1) is don't translate for 1547 * currently, the only flag supported (0x1) is don't translate for
2106 * closest body part of 'op1' 1548 * closest body part of 'op1'
2107 */ 1549 */
2108 1550void
2109void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1551get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552{
2110 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1553 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554 {
2111 /* be conservative and fill in _some_ data */ 1555 /* be conservative and fill in _some_ data */
2112 retval->distance = 100000; 1556 retval->distance = 100000;
2113 retval->distance_x = 32767; 1557 retval->distance_x = 32767;
2114 retval->distance_y = 32767; 1558 retval->distance_y = 32767;
2115 retval->direction = 0; 1559 retval->direction = 0;
2116 retval->part = 0; 1560 retval->part = 0;
2117 } else { 1561 }
1562 else
1563 {
2118 object *best; 1564 object *best;
2119 1565
2120 retval->distance_x += op2->x-op1->x; 1566 retval->distance_x += op2->x - op1->x;
2121 retval->distance_y += op2->y-op1->y; 1567 retval->distance_y += op2->y - op1->y;
2122 1568
2123 best = op1; 1569 best = op1;
2124 /* If this is multipart, find the closest part now */ 1570 /* If this is multipart, find the closest part now */
2125 if (!(flags&0x1) && op1->more) { 1571 if (!(flags & 0x1) && op1->more)
1572 {
2126 object *tmp; 1573 object *tmp;
2127 int best_distance = retval->distance_x*retval->distance_x+ 1574 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2128 retval->distance_y*retval->distance_y, tmpi;
2129 1575
2130 /* we just take the offset of the piece to head to figure 1576 /* we just take the offset of the piece to head to figure
2131 * distance instead of doing all that work above again 1577 * distance instead of doing all that work above again
2132 * since the distance fields we set above are positive in the 1578 * since the distance fields we set above are positive in the
2133 * same axis as is used for multipart objects, the simply arithmetic 1579 * same axis as is used for multipart objects, the simply arithmetic
2134 * below works. 1580 * below works.
2135 */ 1581 */
2136 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1582 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1583 {
2137 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1584 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2138 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1585 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2139 if (tmpi < best_distance) { 1586 if (tmpi < best_distance)
1587 {
2140 best_distance = tmpi; 1588 best_distance = tmpi;
2141 best = tmp; 1589 best = tmp;
2142 } 1590 }
2143 } 1591 }
2144 if (best != op1) { 1592 if (best != op1)
1593 {
2145 retval->distance_x += op1->x-best->x; 1594 retval->distance_x += op1->x - best->x;
2146 retval->distance_y += op1->y-best->y; 1595 retval->distance_y += op1->y - best->y;
2147 } 1596 }
2148 } 1597 }
2149 retval->part = best; 1598 retval->part = best;
2150 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1599 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2151 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1600 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2152 } 1601 }
2153} 1602}
2154 1603
2155/* this is basically the same as get_rangevector above, but instead of 1604/* this is basically the same as get_rangevector above, but instead of
2156 * the first parameter being an object, it instead is the map 1605 * the first parameter being an object, it instead is the map
2161 * be more consistant with the above function and also in case they are needed 1610 * be more consistant with the above function and also in case they are needed
2162 * for something in the future. Also, since no object is pasted, the best 1611 * for something in the future. Also, since no object is pasted, the best
2163 * field of the rv_vector is set to NULL. 1612 * field of the rv_vector is set to NULL.
2164 */ 1613 */
2165 1614
1615void
2166void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1616get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1617{
2167 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1618 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619 {
2168 /* be conservative and fill in _some_ data */ 1620 /* be conservative and fill in _some_ data */
2169 retval->distance = 100000; 1621 retval->distance = 100000;
2170 retval->distance_x = 32767; 1622 retval->distance_x = 32767;
2171 retval->distance_y = 32767; 1623 retval->distance_y = 32767;
2172 retval->direction = 0; 1624 retval->direction = 0;
2173 retval->part = 0; 1625 retval->part = 0;
2174 } else { 1626 }
1627 else
1628 {
2175 retval->distance_x += op2->x-x; 1629 retval->distance_x += op2->x - x;
2176 retval->distance_y += op2->y-y; 1630 retval->distance_y += op2->y - y;
2177 1631
2178 retval->part = NULL; 1632 retval->part = NULL;
2179 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1633 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2180 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2181 } 1635 }
2182} 1636}
2183 1637
2184/* Returns true of op1 and op2 are effectively on the same map 1638/* Returns true of op1 and op2 are effectively on the same map
2185 * (as related to map tiling). Note that this looks for a path from 1639 * (as related to map tiling). Note that this looks for a path from
2186 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1640 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2187 * to op1, this will still return false. 1641 * to op1, this will still return false.
2188 * Note we only look one map out to keep the processing simple 1642 * Note we only look one map out to keep the processing simple
2189 * and efficient. This could probably be a macro. 1643 * and efficient. This could probably be a macro.
2190 * MSW 2001-08-05 1644 * MSW 2001-08-05
2191 */ 1645 */
1646int
2192int on_same_map(const object *op1, const object *op2) { 1647on_same_map (const object *op1, const object *op2)
1648{
2193 int dx, dy; 1649 int dx, dy;
2194 1650
2195 return adjacent_map(op1->map, op2->map, &dx, &dy); 1651 return adjacent_map (op1->map, op2->map, &dx, &dy);
2196} 1652}
1653
1654object *
1655maptile::insert (object *op, int x, int y, object *originator, int flags)
1656{
1657 if (!op->flag [FLAG_REMOVED])
1658 op->remove ();
1659
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661}
1662

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