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Comparing deliantra/server/common/map.C (file contents):
Revision 1.20 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.73 by root, Sun Jan 14 18:00:33 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.20 2006/09/03 00:18:40 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#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 32
59/* 33/*
60 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 37 * it really should be called create_mapname
64 */ 38 */
65 39const char *
66const char *create_pathname (const char *name) { 40create_pathname (const char *name)
41{
67 static char buf[MAX_BUF]; 42 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); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 44 return buf;
77} 45}
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 46
138/* 47/*
139 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 50 * is returned.
148 * the rest of the code only cares that the file is readable. 57 * 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 58 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
152 */ 61 */
153 62int
154int check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
155{ 64{
156 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
157#ifndef WIN32 66
158 char *endbuf; 67 char *endbuf;
159 struct stat statbuf; 68 struct stat statbuf;
160 int mode = 0, i; 69 int mode = 0;
161#endif
162 70
163 if (prepend_dir) 71 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 72 strcpy (buf, create_pathname (name));
165 else 73 else
166 strcpy(buf, name); 74 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 75
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
174 * all the names. 79 * all the names.
175 */ 80 */
176 endbuf = buf + strlen(buf); 81 endbuf = buf + strlen (buf);
177 82
178 if (stat (buf, &statbuf)) 83 if (stat (buf, &statbuf))
179 return -1; 84 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 86 return (-1);
182 87
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 90 mode |= 4;
187 91
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 94 mode |= 2;
192 95
193 return (mode); 96 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} 97}
234 98
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 104 * 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 105 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
244 */ 108 */
109int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 111{
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; 112 sint16 newx = x;
253 newy = y; 113 sint16 newy = y;
114
254 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 116
256 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
257 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 121 if (nx) *nx = newx;
259 if (ny) *ny = newy; 122 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 123
262 if (retval & P_SAFE) 124 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} 125}
267
268 126
269/* 127/*
270 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 130 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 134 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 135 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 136 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 137 * by the caller.
280 */ 138 */
281 139int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 140blocked_link (object *ob, maptile *m, int sx, int sy)
141{
283 object *tmp; 142 object *tmp;
284 int mflags, blocked; 143 int mflags, blocked;
285 144
286 /* Make sure the coordinates are valid - they should be, as caller should 145 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 146 * have already checked this.
288 */ 147 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 151 return 1;
292 } 152 }
293 153
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 154 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 155 * directly.
296 */ 156 */
297 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
298 158
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 160
301 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 163 * things we need to do for players.
304 */ 164 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0;
306 167
307 /* if there isn't anytyhing alive on this space, and this space isn't 168 /* 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 169 * 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 170 * 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 171 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 172 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
313 */ 174 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
315 177
316 if(ob->head != NULL) 178 if (ob->head != NULL)
317 ob=ob->head; 179 ob = ob->head;
318 180
319 /* We basically go through the stack of objects, and if there is 181 /* 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 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
323 */ 185 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
325 188
326 /* This must be before the checks below. Code for inventory checkers. */ 189 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
328 /* If last_sp is set, the player/monster needs an object, 192 /* 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 193 * so we check for it. If they don't have it, they can't
330 * pass through this space. 194 * pass through this space.
331 */ 195 */
332 if (tmp->last_sp) { 196 if (tmp->last_sp)
197 {
333 if (check_inv_recursive(ob,tmp)==NULL) 198 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 199 return 1;
335 else 200 else
336 continue; 201 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 } 202 }
346 } /* if check_inv */
347 else { 203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
348 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
350 * movement, can't move here. 218 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unles it is a
352 * hidden dm 220 * hidden dm
353 */ 221 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 226 return 1;
358 } 227 }
359 228
360 } 229 }
361 return 0; 230 return 0;
362} 231}
363 232
364 233
365/* 234/*
366 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
386 * 255 *
387 * Note this used to be arch_blocked, but with new movement 256 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 257 * code, we need to have actual object to check its move_type
389 * against the move_block values. 258 * against the move_block values.
390 */ 259 */
391 260int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262{
393 archetype *tmp; 263 archetype *tmp;
394 int flag; 264 int flag;
395 mapstruct *m1; 265 maptile *m1;
396 sint16 sx, sy; 266 sint16 sx, sy;
397 267
398 if(ob==NULL) { 268 if (!ob)
269 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
401 273
402 /* don't have object, so don't know what types would block */ 274 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 275 return m1->at (sx, sy).move_block;
404 } 276 }
405 277
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 281
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 282 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
411 286
287 mapspace &ms = m1->at (sx, sy);
288
412 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 290 * 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. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 292 */
416 293
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
418 296
419 /* Note it is intentional that we check ob - the movement type of the 297 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 298 * head of the object should correspond for the entire object.
421 */ 299 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 301 return P_NO_PASS;
424
425 } 302 }
303
426 return 0; 304 return 0;
427} 305}
428 306
429/* When the map is loaded, load_object does not actually insert objects 307/* 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 308 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 309 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
434 */ 312 */
435 313void
436void fix_container(object *container) 314fix_container (object *container)
437{ 315{
438 object *tmp=container->inv, *next; 316 object *tmp = container->inv, *next;
439 317
440 container->inv=NULL; 318 container->inv = 0;
441 while (tmp!=NULL) { 319 while (tmp)
320 {
442 next = tmp->below; 321 next = tmp->below;
443 if (tmp->inv) 322 if (tmp->inv)
444 fix_container(tmp); 323 fix_container (tmp);
324
445 (void) insert_ob_in_ob(tmp,container); 325 insert_ob_in_ob (tmp, container);
446 tmp = next; 326 tmp = next;
447 } 327 }
328
448 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 330 * carrying.
450 */ 331 */
451 sum_weight(container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
452} 344}
453 345
454/* link_multipart_objects go through all the objects on the map looking 346/* 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 347 * 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 348 * 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 349 * 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. 350 * the more sections and not re-add sections for them.
459 */ 351 */
460 352void
461static void link_multipart_objects(mapstruct *m) 353maptile::link_multipart_objects ()
462{ 354{
463 int x,y; 355 if (!spaces)
464 object *tmp, *op, *last, *above; 356 return;
465 archetype *at;
466 357
467 for(x=0;x<MAP_WIDTH(m);x++) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 359 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 360 {
470 above=tmp->above; 361 object *above = tmp->above;
471 362
472 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 364 if (!tmp->head && !tmp->more)
474 365 {
475 /* If there is nothing more to this object, this for loop 366 /* If there is nothing more to this object, this for loop
476 * won't do anything. 367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
375 op = arch_to_object (at);
376
377 /* update x,y coordinates */
378 op->x += tmp->x;
379 op->y += tmp->y;
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
477 */ 390 */
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); 391 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
499 392 }
393 }
394
395 tmp = above;
396 }
397}
500 398
501/* 399/*
502 * Loads (ands parses) the objects into a given map from the specified 400 * Loads (ands parses) the objects into a given map from the specified
503 * file pointer. 401 * file pointer.
504 * mapflags is the same as we get with load_original_map 402 * mapflags is the same as we get with load_original_map
505 */ 403 */
506 404bool
507void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 405maptile::_load_objects (object_thawer &thawer)
508 int i,j,bufstate=LO_NEWFILE; 406{
509 int unique; 407 int unique;
510 object *op, *prev=NULL,*last_more=NULL, *otmp; 408 object *op, *prev = NULL, *last_more = NULL, *otmp;
511 409
512 op=get_object(); 410 op = object::create ();
513 op->map = m; /* To handle buttons correctly */ 411 op->map = this; /* To handle buttons correctly */
514 412
515 while((i = load_object (fp, op, bufstate, mapflags))) { 413 while (int i = load_object (thawer, op, 0))
516 /* Since the loading of the map header does not load an object 414 {
517 * anymore, we need to pass LO_NEWFILE for the first object loaded,
518 * and then switch to LO_REPEAT for faster loading.
519 */
520 bufstate = LO_REPEAT;
521
522 /* if the archetype for the object is null, means that we 415 /* if the archetype for the object is null, means that we
523 * got an invalid object. Don't do anything with it - the game 416 * got an invalid object. Don't do anything with it - the game
524 * or editor will not be able to do anything with it either. 417 * or editor will not be able to do anything with it either.
525 */ 418 */
526 if (op->arch==NULL) { 419 if (op->arch == NULL)
420 {
527 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
528 continue; 422 continue;
529 } 423 }
530 424
531
532 switch(i) { 425 switch (i)
426 {
533 case LL_NORMAL: 427 case LL_NORMAL:
534 /* if we are loading an overlay, put the floors on the bottom */
535 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
536 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
537 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
538 else
539 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
540 429
541 if (op->inv) 430 if (op->inv)
542 sum_weight(op); 431 sum_weight (op);
543 432
544 prev=op,last_more=op; 433 prev = op, last_more = op;
545 break; 434 break;
546 435
547 case LL_MORE: 436 case LL_MORE:
548 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
549 op->head=prev,last_more->more=op,last_more=op; 438 op->head = prev, last_more->more = op, last_more = op;
550 break; 439 break;
551 } 440 }
552 if (mapflags & MAP_STYLE) { 441
553 remove_from_active_list(op); 442 op = object::create ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 }
463#endif
464
465 return true;
466}
467
468void
469maptile::activate ()
470{
471 if (!spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive ();
477}
478
479void
480maptile::deactivate ()
481{
482 if (!spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive ();
488}
489
490bool
491maptile::_save_objects (object_freezer &freezer, int flags)
492{
493 static int cede_count = 0;
494
495 if (flags & IO_HEADER)
496 _save_header (freezer);
497
498 if (!spaces)
499 return false;
500
501 for (int i = 0; i < size (); ++i)
502 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
554 } 508 }
555 op=get_object(); 509#endif
556 op->map = m; 510
557 } 511 int unique = 0;
558 for (i=0;i<m->width;i++){ 512 for (object *op = spaces [i].bot; op; op = op->above)
559 for (j=0;j<m->height;j++){ 513 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
560 unique =0; 518 unique = 1;
561 /* check for unique items, or unique squares */ 519
562 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 520 if (!op->can_map_save ())
563 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 521 continue;
564 unique = 1; 522
565 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 523 if (unique || op->flag [FLAG_UNIQUE])
566 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 524 {
525 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1);
567 } 527 }
528 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1);
568 } 530 }
569 } 531 }
570 free_object(op);
571 link_multipart_objects(m);
572}
573 532
574/* This saves all the objects on the map in a non destructive fashion. 533 return true;
575 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 534}
576 * and we only save the head of multi part objects - this is needed 535
577 * in order to do map tiling properly. 536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556}
557
558bool
559maptile::_save_objects (const char *path, int flags)
560{
561 object_freezer freezer;
562
563 if (!_save_objects (freezer, flags))
564 return false;
565
566 return freezer.save (path);
567}
568
569maptile::maptile ()
570{
571 in_memory = MAP_SWAPPED;
572
573 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour.
578 */ 575 */
579void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 576 width = 16;
580 int i, j = 0,unique=0; 577 height = 16;
581 object *op; 578 reset_timeout = 0;
582 /* first pass - save one-part objects */ 579 timeout = 300;
583 for(i = 0; i < MAP_WIDTH(m); i++) 580 enter_x = 0;
584 for (j = 0; j < MAP_HEIGHT(m); j++) { 581 enter_y = 0;
585 unique=0; 582}
586 for(op = get_map_ob (m, i, j); op; op = op->above) {
587 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
588 unique=1;
589 583
590 if(op->type == PLAYER) { 584maptile::maptile (int w, int h)
591 LOG(llevDebug, "Player on map that is being saved\n"); 585{
592 continue; 586 in_memory = MAP_SWAPPED;
593 }
594 587
595 if (op->head || op->owner) 588 width = w;
596 continue; 589 height = h;
590 reset_timeout = 0;
591 timeout = 300;
592 enter_x = 0;
593 enter_y = 0;
597 594
598 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 595 alloc ();
599 save_object (fp2, op, 3);
600 else
601 if (flag == 0 ||
602 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
603 !QUERY_FLAG(op, FLAG_UNPAID))))
604 save_object(fp, op, 3);
605
606 } /* for this space */
607 } /* for this j */
608} 596}
609 597
610/* 598/*
611 * Allocates, initialises, and returns a pointer to a mapstruct.
612 * Modified to no longer take a path option which was not being
613 * used anyways. MSW 2001-07-01
614 */
615
616mapstruct *get_linked_map(void) {
617 mapstruct *map = new mapstruct;
618 mapstruct *mp;
619
620 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
621 if(mp==NULL)
622 first_map=map;
623 else
624 mp->next=map;
625
626 map->in_memory=MAP_SWAPPED;
627 /* The maps used to pick up default x and y values from the
628 * map archetype. Mimic that behaviour.
629 */
630 MAP_WIDTH(map)=16;
631 MAP_HEIGHT(map)=16;
632 MAP_RESET_TIMEOUT(map)=0;
633 MAP_TIMEOUT(map)=300;
634 MAP_ENTER_X(map)=0;
635 MAP_ENTER_Y(map)=0;
636 /*set part to -1 indicating conversion to weather map not yet done*/
637 MAP_WORLDPARTX(map)=-1;
638 MAP_WORLDPARTY(map)=-1;
639 return map;
640}
641
642/*
643 * Allocates the arrays contained in a mapstruct. 599 * Allocates the arrays contained in a maptile.
644 * This basically allocates the dynamic array of spaces for the 600 * This basically allocates the dynamic array of spaces for the
645 * map. 601 * map.
646 */ 602 */
647 603void
648void allocate_map(mapstruct *m) { 604maptile::alloc ()
649 m->in_memory = MAP_IN_MEMORY; 605{
650 /* Log this condition and free the storage. We could I suppose
651 * realloc, but if the caller is presuming the data will be intact,
652 * that is their poor assumption.
653 */
654 if (m->spaces) { 606 if (spaces)
655 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
656 free(m->spaces);
657 }
658
659 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
660
661 if(m->spaces==NULL)
662 fatal(OUT_OF_MEMORY);
663}
664
665/* Create and returns a map of the specific size. Used
666 * in random map code and the editor.
667 */
668mapstruct *get_empty_map(int sizex, int sizey) {
669 mapstruct *m = get_linked_map();
670 m->width = sizex;
671 m->height = sizey;
672 m->in_memory = MAP_SWAPPED;
673 allocate_map(m);
674 return m; 607 return;
608
609 spaces = salloc0<mapspace> (size ());
675} 610}
676 611
677/* Takes a string from a map definition and outputs a pointer to the array of shopitems 612/* Takes a string from a map definition and outputs a pointer to the array of shopitems
678 * corresponding to that string. Memory is allocated for this, it must be freed 613 * corresponding to that string. Memory is allocated for this, it must be freed
679 * at a later date. 614 * at a later date.
680 * Called by parse_map_headers below. 615 * Called by parse_map_headers below.
681 */ 616 */
682 617static shopitems *
683static shopitems *parse_shop_string (const char *input_string) { 618parse_shop_string (const char *input_string)
619{
684 char *shop_string, *p, *q, *next_semicolon, *next_colon; 620 char *shop_string, *p, *q, *next_semicolon, *next_colon;
685 shopitems *items=NULL; 621 shopitems *items = NULL;
686 int i=0, number_of_entries=0; 622 int i = 0, number_of_entries = 0;
687 const typedata *current_type; 623 const typedata *current_type;
688 624
689 shop_string=strdup_local(input_string); 625 shop_string = strdup (input_string);
690 p=shop_string; 626 p = shop_string;
691 /* first we'll count the entries, we'll need that for allocating the array shortly */ 627 /* first we'll count the entries, we'll need that for allocating the array shortly */
692 while (p) { 628 while (p)
629 {
693 p=strchr(p, ';'); 630 p = strchr (p, ';');
694 number_of_entries++; 631 number_of_entries++;
695 if (p) p++; 632 if (p)
633 p++;
696 } 634 }
635
697 p=shop_string; 636 p = shop_string;
698 strip_endline(p); 637 strip_endline (p);
699 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 638 items = new shopitems[number_of_entries + 1];
700 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
701 for (i=0; i<number_of_entries; i++) { 639 for (i = 0; i < number_of_entries; i++)
640 {
702 if (!p) { 641 if (!p)
642 {
703 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 643 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
704 break; 644 break;
705 } 645 }
646
706 next_semicolon=strchr(p, ';'); 647 next_semicolon = strchr (p, ';');
707 next_colon=strchr(p, ':'); 648 next_colon = strchr (p, ':');
708 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 649 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
709 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 650 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
710 items[i].strength=atoi(strchr(p,':')+1); 651 items[i].strength = atoi (strchr (p, ':') + 1);
652
653 if (isdigit (*p) || *p == '*')
711 654 {
712 if (isdigit(*p) || *p=='*') {
713 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 655 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
714 current_type=get_typedata(items[i].typenum); 656 current_type = get_typedata (items[i].typenum);
715 if (current_type) { 657 if (current_type)
658 {
716 items[i].name=current_type->name; 659 items[i].name = current_type->name;
717 items[i].name_pl=current_type->name_pl; 660 items[i].name_pl = current_type->name_pl;
718 }
719 }
720 else { /*we have a named type, let's figure out what it is */
721 q=strpbrk(p,";:");
722 if (q) *q='\0';
723
724 current_type=get_typedata_by_name(p);
725 if (current_type) {
726 items[i].name=current_type->name;
727 items[i].typenum=current_type->number;
728 items[i].name_pl=current_type->name_pl;
729 }
730 else { /* oh uh, something's wrong, let's free up this one, and try
731 * the next entry while we're at it, better print a warning
732 */
733 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
734 p, input_string);
735 } 661 }
736 } 662 }
663 else
664 { /*we have a named type, let's figure out what it is */
665 q = strpbrk (p, ";:");
666 if (q)
667 *q = '\0';
668
669 current_type = get_typedata_by_name (p);
670 if (current_type)
671 {
672 items[i].name = current_type->name;
673 items[i].typenum = current_type->number;
674 items[i].name_pl = current_type->name_pl;
675 }
676 else
677 { /* oh uh, something's wrong, let's free up this one, and try
678 * the next entry while we're at it, better print a warning
679 */
680 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
681 }
682 }
683
737 items[i].index=number_of_entries; 684 items[i].index = number_of_entries;
738 if (next_semicolon) p=++next_semicolon; 685 if (next_semicolon)
686 p = ++next_semicolon;
687 else
739 else p=NULL; 688 p = NULL;
740 } 689 }
690
741 free(shop_string); 691 free (shop_string);
742 return items; 692 return items;
743} 693}
744 694
745/* opposite of parse string, this puts the string that was originally fed in to 695/* opposite of parse string, this puts the string that was originally fed in to
746 * the map (or something equivilent) into output_string. */ 696 * the map (or something equivilent) into output_string. */
697static void
747static void print_shop_string(mapstruct *m, char *output_string) { 698print_shop_string (maptile *m, char *output_string)
699{
748 int i; 700 int i;
749 char tmp[MAX_BUF]; 701 char tmp[MAX_BUF];
702
750 strcpy(output_string, ""); 703 strcpy (output_string, "");
751 for (i=0; i< m->shopitems[0].index; i++) { 704 for (i = 0; i < m->shopitems[0].index; i++)
705 {
752 if (m->shopitems[i].typenum) { 706 if (m->shopitems[i].typenum)
707 {
753 if (m->shopitems[i].strength) { 708 if (m->shopitems[i].strength)
754 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 709 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
755 } 710 else
756 else sprintf(tmp, "%s;", m->shopitems[i].name); 711 sprintf (tmp, "%s;", m->shopitems[i].name);
757 } 712 }
758 else { 713 else
714 {
759 if (m->shopitems[i].strength) { 715 if (m->shopitems[i].strength)
760 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 716 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
761 } 717 else
762 else sprintf(tmp, "*"); 718 sprintf (tmp, "*");
763 } 719 }
720
764 strcat(output_string, tmp); 721 strcat (output_string, tmp);
765 } 722 }
766} 723}
767 724
768/* This loads the header information of the map. The header 725/* This loads the header information of the map. The header
769 * contains things like difficulty, size, timeout, etc. 726 * contains things like difficulty, size, timeout, etc.
773 * put all the stuff in the map object so that names actually make 730 * put all the stuff in the map object so that names actually make
774 * sense. 731 * sense.
775 * This could be done in lex (like the object loader), but I think 732 * This could be done in lex (like the object loader), but I think
776 * currently, there are few enough fields this is not a big deal. 733 * currently, there are few enough fields this is not a big deal.
777 * MSW 2001-07-01 734 * MSW 2001-07-01
778 * return 0 on success, 1 on failure.
779 */ 735 */
780 736bool
781static int load_map_header(object_thawer &fp, mapstruct *m) 737maptile::_load_header (object_thawer &thawer)
782{ 738{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 739 for (;;)
784 int msgpos=0; 740 {
785 int maplorepos=0; 741 keyword kw = thawer.get_kv ();
786 742
787 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 743 switch (kw)
788 buf[HUGE_BUF-1] = 0; 744 {
789 key = buf; 745 case KW_EOF:
790 while (isspace(*key)) key++; 746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
791 if (*key == 0) continue; /* empty line */ 747 return false;
792 value = strchr(key, ' '); 748
793 if (!value) { 749 case KW_end:
794 end = strchr(key, '\n'); 750 return true;
795 if (end != NULL) { 751
796 *end = 0; 752 default:
797 } 753 case KW_ERROR:
798 } else { 754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
799 *value = 0;
800 value++;
801 end = strchr(value, '\n');
802 while (isspace(*value)) {
803 value++;
804 if (*value == '\0' || value == end) {
805 /* Nothing but spaces. */
806 value = NULL;
807 break; 755 break;
808 } 756
757 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg);
809 } 759 break;
760
761 case KW_lore: // CF+ extension
762 thawer.get_ml (KW_endlore, maplore);
763 break;
764
765 case KW_maplore:
766 thawer.get_ml (KW_endmaplore, maplore);
767 break;
768
769 case KW_arch:
770 if (strcmp (thawer.get_str (), "map"))
771 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
772 break;
773
774 case KW_oid:
775 thawer.get (this, thawer.get_sint32 ());
776 break;
777
778 case KW_file_format_version: break; // nop
779
780 case KW_name: thawer.get (name); break;
781 case KW_attach: thawer.get (attach); break;
782 case KW_reset_time: thawer.get (reset_time); break;
783 case KW_shopgreed: thawer.get (shopgreed); break;
784 case KW_shopmin: thawer.get (shopmin); break;
785 case KW_shopmax: thawer.get (shopmax); break;
786 case KW_shoprace: thawer.get (shoprace); break;
787 case KW_outdoor: thawer.get (outdoor); break;
788 case KW_temp: thawer.get (temp); break;
789 case KW_pressure: thawer.get (pressure); break;
790 case KW_humid: thawer.get (humid); break;
791 case KW_windspeed: thawer.get (windspeed); break;
792 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break;
794
795 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break;
797
798 case KW_region: get_region_by_name (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800
801 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
804 case KW_x: case KW_width: thawer.get (width); break;
805 case KW_y: case KW_height: thawer.get (height); break;
806 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
807 case KW_value: case KW_swap_time: thawer.get (timeout); break;
808 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
809 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
810 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
811
812 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break;
810 } 816 }
811 if (!end) {
812 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
813 buf);
814 return 1;
815 }
816
817
818 /* key is the field name, value is what it should be set
819 * to. We've already done the work to null terminate key,
820 * and strip off any leading spaces for both of these.
821 * We have not touched the newline at the end of the line -
822 * these are needed for some values. the end pointer
823 * points to the first of the newlines.
824 * value could be NULL! It would be easy enough to just point
825 * this to "" to prevent cores, but that would let more errors slide
826 * through.
827 *
828 * First check for entries that do not use the value parameter, then
829 * validate that value is given and check for the remaining entries
830 * that use the parameter.
831 */
832
833 if (!strcmp(key,"msg")) {
834 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
835 if (!strcmp(buf,"endmsg\n")) break;
836 else {
837 /* slightly more efficient than strcat */
838 strcpy(msgbuf+msgpos, buf);
839 msgpos += strlen(buf);
840 }
841 }
842 /* There are lots of maps that have empty messages (eg, msg/endmsg
843 * with nothing between). There is no reason in those cases to
844 * keep the empty message. Also, msgbuf contains garbage data
845 * when msgpos is zero, so copying it results in crashes
846 */
847 if (msgpos != 0)
848 m->msg = strdup_local(msgbuf);
849 }
850 else if (!strcmp(key,"maplore")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmaplore\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(maplorebuf+maplorepos, buf);
856 maplorepos += strlen(buf);
857 }
858 }
859 if (maplorepos != 0)
860 m->maplore = strdup_local(maplorebuf);
861 }
862 else if (!strcmp(key,"end")) {
863 break;
864 }
865 else if (value == NULL) {
866 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
867 }
868 else if (!strcmp(key, "arch")) {
869 /* This is an oddity, but not something we care about much. */
870 if (strcmp(value,"map\n"))
871 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
872 }
873 else if (!strcmp(key,"name")) {
874 *end=0;
875 m->name = strdup_local(value);
876 }
877 /* first strcmp value on these are old names supported
878 * for compatibility reasons. The new values (second) are
879 * what really should be used.
880 */
881 else if (!strcmp(key,"oid")) {
882 fp.get (m, atoi(value));
883 } else if (!strcmp(key, "attach")) {
884 m->attach = value;
885 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
886 m->enter_x = atoi(value);
887 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
888 m->enter_y = atoi(value);
889 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
890 m->width = atoi(value);
891 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
892 m->height = atoi(value);
893 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
894 m->reset_timeout = atoi(value);
895 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
896 m->timeout = atoi(value);
897 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
898 m->difficulty = atoi(value);
899 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
900 m->darkness = atoi(value);
901 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
902 m->fixed_resettime = atoi(value);
903 } else if (!strcmp(key,"unique")) {
904 m->unique = atoi(value);
905 } else if (!strcmp(key,"template")) {
906 m->templatemap = atoi(value);
907 } else if (!strcmp(key,"region")) {
908 m->region = get_region_by_name(value);
909 } else if (!strcmp(key,"shopitems")) {
910 *end=0;
911 m->shopitems = parse_shop_string(value);
912 } else if (!strcmp(key,"shopgreed")) {
913 m->shopgreed = atof(value);
914 } else if (!strcmp(key,"shopmin")) {
915 m->shopmin = atol(value);
916 } else if (!strcmp(key,"shopmax")) {
917 m->shopmax = atol(value);
918 } else if (!strcmp(key,"shoprace")) {
919 *end=0;
920 m->shoprace = strdup_local(value);
921 } else if (!strcmp(key,"outdoor")) {
922 m->outdoor = atoi(value);
923 } else if (!strcmp(key, "temp")) {
924 m->temp = atoi(value);
925 } else if (!strcmp(key, "pressure")) {
926 m->pressure = atoi(value);
927 } else if (!strcmp(key, "humid")) {
928 m->humid = atoi(value);
929 } else if (!strcmp(key, "windspeed")) {
930 m->windspeed = atoi(value);
931 } else if (!strcmp(key, "winddir")) {
932 m->winddir = atoi(value);
933 } else if (!strcmp(key, "sky")) {
934 m->sky = atoi(value);
935 } else if (!strcmp(key, "nosmooth")) {
936 m->nosmooth = atoi(value);
937 }
938 else if (!strncmp(key,"tile_path_", 10)) {
939 int tile=atoi(key+10);
940
941 if (tile<1 || tile>4) {
942 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
943 tile, m->path);
944 } else {
945 char *path;
946
947 *end = 0;
948
949 if (m->tile_path[tile-1]) {
950 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
951 tile, m->path);
952 free(m->tile_path[tile-1]);
953 m->tile_path[tile-1] = NULL;
954 }
955
956 if (check_path(value, 1) != -1) {
957 /* The unadorned path works. */
958 path = value;
959 } else {
960 /* Try again; it could be a relative exit. */
961
962 path = path_combine_and_normalize(m->path, value);
963
964 if (check_path(path, 1) == -1) {
965 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
966 path = NULL;
967 }
968 }
969
970 if (editor) {
971 /* Use the value as in the file. */
972 m->tile_path[tile-1] = strdup_local(value);
973 } else if (path != NULL) {
974 /* Use the normalized value. */
975 m->tile_path[tile-1] = strdup_local(path);
976 }
977 } /* end if tile direction (in)valid */
978 }
979 else {
980 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
981 }
982 }
983 if (!key || strcmp(key,"end")) {
984 LOG(llevError,"Got premature eof on map header!\n");
985 return 1;
986 }
987 return 0;
988}
989
990/*
991 * Opens the file "filename" and reads information about the map
992 * from the given file, and stores it in a newly allocated
993 * mapstruct. A pointer to this structure is returned, or NULL on failure.
994 * flags correspond to those in map.h. Main ones used are
995 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
996 * MAP_BLOCK, in which case we block on this load. This happens in all
997 * cases, no matter if this flag is set or not.
998 * MAP_STYLE: style map - don't add active objects, don't add to server
999 * managed map list.
1000 */
1001
1002mapstruct *load_original_map(const char *filename, int flags) {
1003 mapstruct *m;
1004 char pathname[MAX_BUF];
1005 817 }
1006 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1007 if (flags & MAP_PLAYER_UNIQUE)
1008 strcpy(pathname, filename);
1009 else if (flags & MAP_OVERLAY)
1010 strcpy(pathname, create_overlay_pathname(filename));
1011 else
1012 strcpy(pathname, create_pathname(filename));
1013 818
819 abort ();
820}
821
822bool
823maptile::_load_header (const char *path)
824{
1014 object_thawer thawer (pathname); 825 object_thawer thawer (path);
1015 826
1016 if (!thawer) 827 if (!thawer)
1017 return 0;
1018
1019 m = get_linked_map();
1020
1021 strcpy (m->path, filename);
1022 if (load_map_header(thawer, m)) {
1023 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1024 filename, flags);
1025 delete_map(m);
1026 return NULL;
1027 }
1028
1029 allocate_map(m);
1030
1031 m->in_memory=MAP_LOADING;
1032 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1033
1034 m->in_memory=MAP_IN_MEMORY;
1035 if (!MAP_DIFFICULTY(m))
1036 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1037 set_map_reset_time(m);
1038 m->instantiate ();
1039 return (m);
1040}
1041
1042/*
1043 * Loads a map, which has been loaded earlier, from file.
1044 * Return the map object we load into (this can change from the passed
1045 * option if we can't find the original map)
1046 */
1047
1048static mapstruct *load_temporary_map(mapstruct *m) {
1049 int comp;
1050 char buf[MAX_BUF];
1051
1052 if (!m->tmpname) {
1053 LOG(llevError, "No temporary filename for map %s\n", m->path);
1054 strcpy(buf, m->path);
1055 delete_map(m);
1056 m = load_original_map(buf, 0);
1057 if(m==NULL) return NULL;
1058 fix_auto_apply(m); /* Chests which open as default */
1059 return m;
1060 }
1061
1062 object_thawer thawer (m->tmpname);
1063
1064 if (!thawer)
1065 {
1066 strcpy (buf, m->path);
1067 delete_map (m);
1068 m = load_original_map (buf, 0);
1069 if (!m) return NULL;
1070 fix_auto_apply (m); /* Chests which open as default */
1071 return m;
1072 }
1073
1074 if (load_map_header(thawer, m)) {
1075 LOG(llevError,"Error loading map header for %s (%s)\n",
1076 m->path, m->tmpname);
1077 delete_map(m);
1078 m = load_original_map(m->path, 0);
1079 return NULL;
1080 }
1081 allocate_map(m);
1082
1083 m->in_memory=MAP_LOADING;
1084 load_objects (m, thawer, 0);
1085
1086 m->in_memory=MAP_IN_MEMORY;
1087 INVOKE_MAP (SWAPIN, m);
1088 return m; 828 return false;
1089}
1090 829
1091/* 830 return _load_header (thawer);
1092 * Loads a map, which has been loaded earlier, from file.
1093 * Return the map object we load into (this can change from the passed
1094 * option if we can't find the original map)
1095 */
1096
1097mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1098 char pathname[MAX_BUF];
1099
1100 strcpy(pathname, create_overlay_pathname(filename));
1101
1102 object_thawer thawer (pathname);
1103
1104 if (!thawer)
1105 return m;
1106
1107 if (load_map_header(thawer, m)) {
1108 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1109 m->path, pathname);
1110 delete_map(m);
1111 m = load_original_map(m->path, 0);
1112 return NULL;
1113 }
1114 /*allocate_map(m);*/
1115
1116 m->in_memory=MAP_LOADING;
1117 load_objects (m, thawer, MAP_OVERLAY);
1118
1119 m->in_memory=MAP_IN_MEMORY;
1120 return m;
1121} 831}
1122 832
1123/****************************************************************************** 833/******************************************************************************
1124 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1125 *****************************************************************************/ 835 *****************************************************************************/
1126 836
1127/* 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. */
1128static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1129{ 840{
1130 int i,j,unique; 841 for (int i = 0; i < size (); ++i)
1131 object *op, *next; 842 {
1132
1133 for(i=0; i<MAP_WIDTH(m); i++)
1134 for(j=0; j<MAP_HEIGHT(m); j++) {
1135 unique=0; 843 int unique = 0;
1136 for (op=get_map_ob(m, i, j); op; op=next) { 844 for (object *op = spaces [i].bot; op; )
1137 next = op->above; 845 {
846 object *above = op->above;
847
1138 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))
1139 unique=1; 849 unique = 1;
850
1140 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1141 clean_object(op);
1142 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1143 remove_button_link(op);
1144 remove_ob(op);
1145 free_object(op);
1146 } 852 {
853 op->destroy_inv (false);
854 op->destroy ();
1147 } 855 }
856
857 op = above;
1148 } 858 }
1149}
1150
1151
1152/*
1153 * Loads unique objects from file(s) into the map which is in memory
1154 * m is the map to load unique items into.
1155 */
1156static void load_unique_objects(mapstruct *m) {
1157 int count;
1158 char firstname[MAX_BUF];
1159
1160 for (count=0; count<10; count++) {
1161 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1162 if (!access(firstname, R_OK)) break;
1163 }
1164 /* If we get here, we did not find any map */
1165 if (count==10) return;
1166
1167 object_thawer thawer (firstname);
1168
1169 if (!thawer)
1170 return;
1171
1172 m->in_memory=MAP_LOADING;
1173 if (m->tmpname == NULL) /* if we have loaded unique items from */
1174 delete_unique_items(m); /* original map before, don't duplicate them */
1175 load_object(thawer, NULL, LO_NOREAD,0);
1176 load_objects (m, thawer, 0);
1177
1178 m->in_memory=MAP_IN_MEMORY;
1179}
1180
1181
1182/*
1183 * Saves a map to file. If flag is set, it is saved into the same
1184 * file it was (originally) loaded from. Otherwise a temporary
1185 * filename will be genarated, and the file will be stored there.
1186 * The temporary filename will be stored in the mapstructure.
1187 * If the map is unique, we also save to the filename in the map
1188 * (this should have been updated when first loaded)
1189 */
1190
1191int
1192new_save_map (mapstruct * m, int flag)
1193{
1194 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1195 int i;
1196
1197 if (flag && !*m->path)
1198 { 859 }
1199 LOG (llevError, "Tried to save map without path.\n"); 860}
1200 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)
1201 } 880 {
1202 881 char shop[MAX_BUF];
1203 if (flag || (m->unique) || (m->templatemap)) 882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
1204 { 884 }
1205 if (!m->unique && !m->templatemap)
1206 { /* flag is set */
1207 if (flag == 2)
1208 strcpy (filename, create_overlay_pathname (m->path));
1209 else
1210 strcpy (filename, create_pathname (m->path));
1211 }
1212 else
1213 strcpy (filename, m->path);
1214 885
1215 make_path_to_file (filename); 886 MAP_OUT (shopgreed);
1216 } 887 MAP_OUT (shopmin);
1217 else 888 MAP_OUT (shopmax);
1218 { 889 if (shoprace) MAP_OUT (shoprace);
1219 if (!m->tmpname) 890 MAP_OUT (darkness);
1220 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);
1221 895
1222 strcpy (filename, m->tmpname); 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1223 } 897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1224 898
1225 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 899 MAP_OUT (outdoor);
1226 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);
1227 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{
1228 object_freezer freezer; 924 object_freezer freezer;
1229 925
1230 /* legacy */ 926 if (!_save_header (freezer))
1231 fprintf (freezer, "arch map\n"); 927 return false;
1232 if (m->name)
1233 fprintf (freezer, "name %s\n", m->name);
1234 if (!flag)
1235 fprintf (freezer, "swap_time %d\n", m->swap_time);
1236 if (m->reset_timeout)
1237 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1238 if (m->fixed_resettime)
1239 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1240 /* we unfortunately have no idea if this is a value the creator set
1241 * or a difficulty value we generated when the map was first loaded
1242 */
1243 if (m->difficulty)
1244 fprintf (freezer, "difficulty %d\n", m->difficulty);
1245 if (m->region)
1246 fprintf (freezer, "region %s\n", m->region->name);
1247 if (m->shopitems)
1248 {
1249 print_shop_string (m, shop);
1250 fprintf (freezer, "shopitems %s\n", shop);
1251 }
1252 if (m->shopgreed)
1253 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1254#ifndef WIN32
1255 if (m->shopmin)
1256 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1257 if (m->shopmax)
1258 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1259#else
1260 if (m->shopmin)
1261 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1262 if (m->shopmax)
1263 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1264#endif
1265 if (m->shoprace)
1266 fprintf (freezer, "shoprace %s\n", m->shoprace);
1267 if (m->darkness)
1268 fprintf (freezer, "darkness %d\n", m->darkness);
1269 if (m->width)
1270 fprintf (freezer, "width %d\n", m->width);
1271 if (m->height)
1272 fprintf (freezer, "height %d\n", m->height);
1273 if (m->enter_x)
1274 fprintf (freezer, "enter_x %d\n", m->enter_x);
1275 if (m->enter_y)
1276 fprintf (freezer, "enter_y %d\n", m->enter_y);
1277 if (m->msg)
1278 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1279 if (m->maplore)
1280 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1281 if (m->unique)
1282 fprintf (freezer, "unique %d\n", m->unique);
1283 if (m->templatemap)
1284 fprintf (freezer, "template %d\n", m->templatemap);
1285 if (m->outdoor)
1286 fprintf (freezer, "outdoor %d\n", m->outdoor);
1287 if (m->temp)
1288 fprintf (freezer, "temp %d\n", m->temp);
1289 if (m->pressure)
1290 fprintf (freezer, "pressure %d\n", m->pressure);
1291 if (m->humid)
1292 fprintf (freezer, "humid %d\n", m->humid);
1293 if (m->windspeed)
1294 fprintf (freezer, "windspeed %d\n", m->windspeed);
1295 if (m->winddir)
1296 fprintf (freezer, "winddir %d\n", m->winddir);
1297 if (m->sky)
1298 fprintf (freezer, "sky %d\n", m->sky);
1299 if (m->nosmooth)
1300 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1301 928
1302 /* Save any tiling information, except on overlays */ 929 return freezer.save (path);
1303 if (flag != 2)
1304 for (i = 0; i < 4; i++)
1305 if (m->tile_path[i])
1306 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1307
1308 freezer.put (m);
1309 fprintf (freezer, "end\n");
1310
1311 /* In the game save unique items in the different file, but
1312 * in the editor save them to the normal map file.
1313 * If unique map, save files in the proper destination (set by
1314 * player)
1315 */
1316 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1317 {
1318 object_freezer unique;
1319
1320 if (flag == 2)
1321 save_objects (m, freezer, unique, 2);
1322 else
1323 save_objects (m, freezer, unique, 0);
1324
1325 sprintf (buf, "%s.v00", create_items_path (m->path));
1326
1327 unique.save (buf);
1328 }
1329 else
1330 { /* save same file when not playing, like in editor */
1331 save_objects (m, freezer, freezer, 0);
1332 }
1333
1334 freezer.save (filename);
1335
1336 return 0;
1337}
1338
1339
1340/*
1341 * Remove and free all objects in the inventory of the given object.
1342 * object.c ?
1343 */
1344
1345void clean_object(object *op)
1346{
1347 object *tmp, *next;
1348
1349 for(tmp = op->inv; tmp; tmp = next)
1350 {
1351 next = tmp->below;
1352 clean_object(tmp);
1353 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1354 remove_button_link(tmp);
1355 remove_ob(tmp);
1356 free_object(tmp);
1357 }
1358} 930}
1359 931
1360/* 932/*
1361 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1362 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1363 940
1364void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1365 int i,j; 942 while (object *op = ms->bot)
1366 object *op; 943 {
1367 944 if (op->head)
1368 for(i=0;i<MAP_WIDTH(m);i++)
1369 for(j=0;j<MAP_HEIGHT(m);j++) {
1370 object *previous_obj=NULL;
1371 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1372 if (op==previous_obj) {
1373 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1374 break;
1375 }
1376 previous_obj=op;
1377 if(op->head!=NULL)
1378 op = op->head; 945 op = op->head;
1379 946
1380 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1381 * free objects in op's inventory. So let it do the job. 948 op->destroy ();
1382 */
1383 if (m->in_memory==MAP_IN_MEMORY)
1384 clean_object(op);
1385 remove_ob(op);
1386 free_object(op);
1387 }
1388 } 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 ();
1389} 994}
1390 995
1391/* 996/*
1392 * Frees everything allocated by the given mapstructure. 997 * Updates every button on the map (by calling update_button() for them).
1393 * don't free tmpname - our caller is left to do that
1394 */ 998 */
1395 999void
1396void free_map(mapstruct *m,int flag) { 1000maptile::update_buttons ()
1397 int i; 1001{
1398 1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1399 if (!m->in_memory) { 1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1400 LOG(llevError,"Trying to free freed map.\n"); 1004 {
1401 return; 1005 if (!ol->ob)
1402 }
1403 if (flag && m->spaces) free_all_objects(m);
1404 if (m->name) FREE_AND_CLEAR(m->name);
1405 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1406 if (m->msg) FREE_AND_CLEAR(m->msg);
1407 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1408 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1409 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1410 if (m->buttons)
1411 free_objectlinkpt(m->buttons);
1412 m->buttons = NULL;
1413 for (i=0; i<4; i++) {
1414 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1415 m->tile_map[i] = NULL;
1416 }
1417 m->in_memory = MAP_SWAPPED;
1418}
1419
1420/*
1421 * function: vanish mapstruct
1422 * m : pointer to mapstruct, if NULL no action
1423 * this deletes all the data on the map (freeing pointers)
1424 * and then removes this map from the global linked list of maps.
1425 */
1426
1427void delete_map(mapstruct *m) {
1428 mapstruct *tmp, *last;
1429 int i;
1430
1431 if (!m)
1432 return;
1433
1434 m->clear ();
1435
1436 if (m->in_memory == MAP_IN_MEMORY) {
1437 /* change to MAP_SAVING, even though we are not,
1438 * so that remove_ob doesn't do as much work.
1439 */ 1006 {
1440 m->in_memory = MAP_SAVING; 1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1441 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);
1442 } 1009 continue;
1443 /* move this out of free_map, since tmpname can still be needed if
1444 * the map is swapped out.
1445 */
1446 if (m->tmpname) {
1447 free(m->tmpname);
1448 m->tmpname=NULL;
1449 }
1450 last = NULL;
1451 /* We need to look through all the maps and see if any maps
1452 * are pointing at this one for tiling information. Since
1453 * tiling can be assymetric, we just can not look to see which
1454 * maps this map tiles with and clears those.
1455 */
1456 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1457 if (tmp->next == m) last = tmp;
1458
1459 /* This should hopefully get unrolled on a decent compiler */
1460 for (i=0; i<4; i++)
1461 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1462 }
1463
1464 /* If last is null, then this should be the first map in the list */
1465 if (!last) {
1466 if (m == first_map)
1467 first_map = m->next;
1468 else
1469 /* m->path is a static char, so should hopefully still have
1470 * some useful data in it.
1471 */
1472 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1473 m->path);
1474 }
1475 else
1476 last->next = m->next;
1477
1478 delete m;
1479}
1480
1481
1482
1483/*
1484 * Makes sure the given map is loaded and swapped in.
1485 * name is path name of the map.
1486 * flags meaning:
1487 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1488 * and don't do unique items or the like.
1489 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1490 * dont do any more name translation on it.
1491 *
1492 * Returns a pointer to the given map.
1493 */
1494
1495mapstruct *ready_map_name(const char *name, int flags) {
1496 mapstruct *m;
1497
1498 if (!name)
1499 return (NULL);
1500
1501 /* Have we been at this level before? */
1502 m = has_been_loaded (name);
1503
1504 /* Map is good to go, so just return it */
1505 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1506 return m;
1507 }
1508
1509 /* unique maps always get loaded from their original location, and never
1510 * a temp location. Likewise, if map_flush is set, or we have never loaded
1511 * this map, load it now. I removed the reset checking from here -
1512 * it seems the probability of a player trying to enter a map that should
1513 * reset but hasn't yet is quite low, and removing that makes this function
1514 * a bit cleaner (and players probably shouldn't rely on exact timing for
1515 * resets in any case - if they really care, they should use the 'maps command.
1516 */
1517 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1518
1519 /* first visit or time to reset */
1520 if (m) {
1521 clean_tmp_map(m); /* Doesn't make much difference */
1522 delete_map(m);
1523 } 1010 }
1524 1011
1525 /* create and load a map */ 1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1526 if (flags & MAP_PLAYER_UNIQUE)
1527 LOG(llevDebug, "Trying to load map %s.\n", name);
1528 else
1529 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1530
1531 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1532 return (NULL);
1533
1534 fix_auto_apply(m); /* Chests which open as default */
1535
1536 /* If a player unique map, no extra unique object file to load.
1537 * if from the editor, likewise.
1538 */ 1013 {
1539 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1014 update_button (ol->ob);
1540 load_unique_objects(m); 1015 break;
1541
1542 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1543 m=load_overlay_map(name, m);
1544 if (m==NULL)
1545 return NULL;
1546 } 1016 }
1547
1548 if (flags & MAP_PLAYER_UNIQUE)
1549 INVOKE_MAP (SWAPIN, m);
1550
1551 } else {
1552 /* If in this loop, we found a temporary map, so load it up. */
1553
1554 m=load_temporary_map (m);
1555 if(m==NULL) return NULL;
1556 load_unique_objects(m);
1557
1558 clean_tmp_map(m);
1559 m->in_memory = MAP_IN_MEMORY;
1560 /* tempnam() on sun systems (probably others) uses malloc
1561 * to allocated space for the string. Free it here.
1562 * In some cases, load_temporary_map above won't find the
1563 * temporary map, and so has reloaded a new map. If that
1564 * is the case, tmpname is now null
1565 */
1566 if (m->tmpname) free(m->tmpname);
1567 m->tmpname = NULL;
1568 /* It's going to be saved anew anyway */
1569 } 1017 }
1570
1571 /* Below here is stuff common to both first time loaded maps and
1572 * temp maps.
1573 */
1574
1575 decay_objects(m); /* start the decay */
1576 /* In case other objects press some buttons down */
1577 update_buttons(m);
1578 if (m->outdoor)
1579 set_darkness_map(m);
1580 /* run the weather over this map */
1581 weather_effect(name);
1582 return m;
1583} 1018}
1584
1585 1019
1586/* 1020/*
1587 * 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.
1588 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1589 * 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.
1591 * 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
1592 * 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
1593 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1594 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1595 */ 1029 */
1596 1030int
1597int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1598 object *op; 1032{
1599 archetype *at;
1600 int x, y, i, diff;
1601 long monster_cnt = 0; 1033 long monster_cnt = 0;
1602 double avgexp = 0; 1034 double avgexp = 0;
1603 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1604 1036
1605 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1606 { 1038 for (object *op = ms->bot; op; op = op->above)
1607 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1608 return MAP_DIFFICULTY (m);
1609 }
1610
1611 for(x = 0; x < MAP_WIDTH(m); x++)
1612 for(y = 0; y < MAP_HEIGHT(m); y++)
1613 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1614 { 1039 {
1615 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1616 { 1041 {
1617 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1618 monster_cnt++; 1043 monster_cnt++;
1619 } 1044 }
1620 1045
1621 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1622 { 1047 {
1623 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1624 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1625
1626 if(at != NULL)
1627 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1628 1052
1629 monster_cnt++; 1053 monster_cnt++;
1630 } 1054 }
1631 } 1055 }
1632 1056
1633 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1634 1058
1635 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1636 {
1637 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))
1638 {
1639 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1640 return i; 1061 return i;
1641 }
1642 }
1643 1062
1644 return 1; 1063 return 1;
1645}
1646
1647void clean_tmp_map(mapstruct *m) {
1648 if(m->tmpname == NULL)
1649 return;
1650 INVOKE_MAP (CLEAN, m);
1651 (void) unlink(m->tmpname);
1652}
1653
1654void free_all_maps(void)
1655{
1656 int real_maps=0;
1657
1658 while (first_map) {
1659 /* I think some of the callers above before it gets here set this to be
1660 * saving, but we still want to free this data
1661 */
1662 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1663 delete_map(first_map);
1664 real_maps++;
1665 }
1666 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1667} 1064}
1668 1065
1669/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1670 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1671 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1672 * 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
1673 * to maps than los. 1070 * to maps than los.
1674 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1675 */ 1072 */
1676 1073int
1677int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1678 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1679 1077
1680 /* Nothing to do */ 1078 /* Nothing to do */
1681 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1682 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1683 return 0; 1080 return 0;
1684 }
1685 1081
1686 /* inform all players on the map */ 1082 /* inform all players on the map */
1687 if (change>0) 1083 if (change > 0)
1688 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1689 else 1085 else
1690 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1691 1087
1692 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1693 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1694 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1695 * is not +/-1 1091 * is not +/-1
1696 */ 1092 */
1697 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1698 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
1699 else m->darkness=new_level; 1098 darkness = new_level;
1700 1099
1701 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1702 update_all_map_los(m); 1101 update_all_map_los (this);
1703 return 1; 1102 return 1;
1704} 1103}
1705
1706 1104
1707/* 1105/*
1708 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1709 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1710 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1711 * through, etc) 1109 * through, etc)
1712 */ 1110 */
1713void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1714 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1715 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = 0, light = 0, anywhere = 0;
1716 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1717 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1718 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;
1719 1119
1720 oldflags = GET_MAP_FLAGS(m,x,y);
1721 if (!(oldflags & P_NEED_UPDATE)) {
1722 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1723 m->path, x, y);
1724 return;
1725 }
1726
1727 middle=blank_face; 1120 middle = blank_face;
1728 top=blank_face; 1121 top = blank_face;
1729 floor=blank_face; 1122 floor = blank_face;
1730 1123
1731 middle_obj = NULL; 1124 middle_obj = 0;
1732 top_obj = NULL; 1125 top_obj = 0;
1733 floor_obj = NULL; 1126 floor_obj = 0;
1734 1127
1735 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1736 1129 {
1737 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1738 * 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
1739 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1740 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1741 */ 1134 */
1742 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1743 1137
1744 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1745 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1746 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1747 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1748 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1749 * 1143 *
1750 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1751 */ 1145 */
1752 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1753 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1754 top = tmp->face; 1150 top = tmp->face;
1755 top_obj = tmp; 1151 top_obj = tmp;
1756 } 1152 }
1757 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1758 /* 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,
1759 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1760 */ 1157 */
1761 middle=blank_face; 1158 middle = blank_face;
1762 top=blank_face; 1159 top = blank_face;
1763 floor = tmp->face; 1160 floor = tmp->face;
1764 floor_obj = tmp; 1161 floor_obj = tmp;
1765 } 1162 }
1766 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1767 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 {
1768 middle = tmp->face; 1166 middle = tmp->face;
1769 1167
1770 middle_obj = tmp; 1168 middle_obj = tmp;
1771 anywhere =1; 1169 anywhere = 1;
1772 } 1170 }
1773 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1774 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1775 * top 1173 * top
1776 */ 1174 */
1777 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1778 middle = tmp->face; 1177 middle = tmp->face;
1779 middle_obj = tmp; 1178 middle_obj = tmp;
1780 } 1179 }
1781 } 1180 }
1181
1782 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1783 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1784 exit (-1); 1185 exit (-1);
1785 } 1186 }
1786 1187
1787 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1788 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1789 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1790 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1791 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1792 1193
1793 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1794 flags |= P_IS_ALIVE;
1795 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1796 flags |= P_NO_MAGIC;
1797 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1798 flags |= P_NO_CLERIC;
1799 if (tmp->type == SAFE_GROUND)
1800 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1801
1802 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1803 flags |= P_BLOCKSVIEW; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1804 } /* for stack of objects */ 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1805 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1806 /* 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;
1807 * since we're already doing the work, we calculate them here. 1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1808 * if they don't match, logic is broken someplace.
1809 */
1810 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1811 (!(oldflags & P_NO_ERROR))) {
1812 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1813 m->path, x, y,
1814 (oldflags & ~P_NEED_UPDATE), flags);
1815 } 1200 }
1816 SET_MAP_FLAGS(m, x, y, flags);
1817 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1818 SET_MAP_MOVE_ON(m, x, y, move_on);
1819 SET_MAP_MOVE_OFF(m, x, y, move_off);
1820 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1821 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
1822 /* 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),
1823 * 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
1824 * this point. 1211 * this point.
1825 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1826 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1827 * 1214 *
1828 * 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.
1829 */ 1216 */
1830 1217
1831 /* 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
1832 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1833 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1834 * 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.
1835 */ 1222 */
1836 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1837 1225
1838 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1839 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1840 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1841 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1842 */ 1230 */
1843 1231
1844 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1845 /* 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 */
1846 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1847 1237
1848 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1849 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1850 1241
1851 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces */
1852 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible)
1244 {
1853 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1854 if (top == blank_face) { 1246 if (top == blank_face)
1247 {
1855 top = tmp->face; 1248 top = tmp->face;
1856 top_obj = tmp; 1249 top_obj = tmp;
1250 if (top == middle)
1857 if (top == middle) middle=blank_face; 1251 middle = blank_face;
1252 }
1858 } else { 1253 else
1254 {
1859 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1860 * middle is not set 1256 * middle is not set
1861 * 1257 *
1862 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1863 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1864 * 1260 *
1865 */ 1261 */
1866 if (tmp->face != top ) { 1262 if (tmp->face != top)
1263 {
1867 middle = tmp->face; 1264 middle = tmp->face;
1868 middle_obj = tmp; 1265 middle_obj = tmp;
1869 break; 1266 break;
1870 } 1267 }
1871 } 1268 }
1872 } 1269 }
1873 } 1270 }
1874 if (middle == floor) middle = blank_face; 1271
1875 if (top == middle) middle = blank_face; 1272 if (middle == floor)
1876 SET_MAP_FACE(m,x,y,top,0);
1877 if(top != blank_face)
1878 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1879 else
1880 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1881 SET_MAP_FACE(m,x,y,middle,1);
1882 if(middle != blank_face) 1273 middle = blank_face;
1883 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1884 else
1885 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1886 SET_MAP_FACE(m,x,y,floor,2);
1887 if(floor != blank_face)
1888 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1889 else
1890 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1891 SET_MAP_LIGHT(m,x,y,light);
1892}
1893 1274
1275 if (top == middle)
1276 middle = blank_face;
1894 1277
1895void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1896 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1897 1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1898 timeout = MAP_RESET_TIMEOUT(map);
1899 if (timeout <= 0)
1900 timeout = MAP_DEFAULTRESET;
1901 if (timeout >= MAP_MAXRESET)
1902 timeout = MAP_MAXRESET;
1903 MAP_WHEN_RESET(map) = seconds()+timeout;
1904} 1281}
1905 1282
1906/* this updates the orig_map->tile_map[tile_num] value after loading 1283/* this updates the orig_map->tile_map[tile_num] value after finding
1907 * the map. It also takes care of linking back the freshly loaded 1284 * the map. It also takes care of linking back the freshly found
1908 * 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
1909 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num].
1910 * so that it is easier for calling functions to verify success.
1911 */ 1287 */
1912 1288static inline maptile *
1913static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1289find_and_link (maptile *orig_map, int tile_num)
1914{ 1290{
1291 maptile *mp = orig_map->tile_map [tile_num];
1292
1293 if (!mp)
1294 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296
1297 if (!mp)
1298 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 }
1307
1915 int dest_tile = (tile_num +2) % 4; 1308 int dest_tile = (tile_num + 2) % 4;
1916 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1917 1309
1918 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1310 orig_map->tile_map [tile_num] = mp;
1919 1311
1920 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1312 // optimisation: back-link map to origin map if euclidean
1921 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1313 //TODO: non-euclidean maps MUST GO
1922 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1923 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1924 1316
1925 return orig_map->tile_map[tile_num]; 1317 return mp;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1926} 1324}
1927 1325
1928/* this returns TRUE if the coordinates (x,y) are out of 1326/* this returns TRUE if the coordinates (x,y) are out of
1929 * map m. This function also takes into account any 1327 * map m. This function also takes into account any
1930 * tiling considerations, loading adjacant maps as needed. 1328 * tiling considerations, loading adjacant maps as needed.
1931 * This is the function should always be used when it 1329 * This is the function should always be used when it
1932 * necessary to check for valid coordinates. 1330 * necessary to check for valid coordinates.
1933 * This function will recursively call itself for the 1331 * This function will recursively call itself for the
1934 * tiled maps. 1332 * tiled maps.
1935 * 1333 */
1936 * 1334int
1937 */
1938int out_of_map(mapstruct *m, int x, int y) 1335out_of_map (maptile *m, int x, int y)
1939{ 1336{
1940
1941 /* If we get passed a null map, this is obviously the 1337 /* If we get passed a null map, this is obviously the
1942 * case. This generally shouldn't happen, but if the 1338 * case. This generally shouldn't happen, but if the
1943 * map loads fail below, it could happen. 1339 * map loads fail below, it could happen.
1944 */ 1340 */
1945 if (!m) return 0; 1341 if (!m)
1946
1947 if (x<0) {
1948 if (!m->tile_path[3]) return 1;
1949 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1950 load_and_link_tiled_map(m, 3);
1951 }
1952 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1953 }
1954 if (x>=MAP_WIDTH(m)) {
1955 if (!m->tile_path[1]) return 1;
1956 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1957 load_and_link_tiled_map(m, 1);
1958 }
1959 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1960 }
1961 if (y<0) {
1962 if (!m->tile_path[0]) return 1;
1963 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1964 load_and_link_tiled_map(m, 0);
1965 }
1966 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1967 }
1968 if (y>=MAP_HEIGHT(m)) {
1969 if (!m->tile_path[2]) return 1;
1970 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1971 load_and_link_tiled_map(m, 2);
1972 }
1973 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1974 }
1975
1976 /* Simple case - coordinates are within this local
1977 * map.
1978 */
1979 return 0; 1342 return 0;
1343
1344 if (x < 0)
1345 {
1346 if (!m->tile_path[3])
1347 return 1;
1348
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 }
1354
1355 if (x >= m->width)
1356 {
1357 if (!m->tile_path[1])
1358 return 1;
1359
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y);
1364 }
1365
1366 if (y < 0)
1367 {
1368 if (!m->tile_path[0])
1369 return 1;
1370
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 }
1376
1377 if (y >= m->height)
1378 {
1379 if (!m->tile_path[2])
1380 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384
1385 return out_of_map (m->tile_map[2], x, y - m->height);
1386 }
1387
1388 /* Simple case - coordinates are within this local
1389 * map.
1390 */
1391 return 0;
1980} 1392}
1981 1393
1982/* This is basically the same as out_of_map above, but 1394/* This is basically the same as out_of_map above, but
1983 * instead we return NULL if no map is valid (coordinates 1395 * instead we return NULL if no map is valid (coordinates
1984 * out of bounds and no tiled map), otherwise it returns 1396 * out of bounds and no tiled map), otherwise it returns
1985 * the map as that the coordinates are really on, and 1397 * the map as that the coordinates are really on, and
1986 * updates x and y to be the localized coordinates. 1398 * updates x and y to be the localised coordinates.
1987 * Using this is more efficient of calling out_of_map 1399 * Using this is more efficient of calling out_of_map
1988 * and then figuring out what the real map is 1400 * and then figuring out what the real map is
1989 */ 1401 */
1990mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1402maptile *
1403maptile::xy_find (sint16 &x, sint16 &y)
1991{ 1404{
1992 1405 if (x < 0)
1993 if (*x<0) {
1994 if (!m->tile_path[3]) return NULL;
1995 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1996 load_and_link_tiled_map(m, 3);
1997
1998 *x += MAP_WIDTH(m->tile_map[3]);
1999 return (get_map_from_coord(m->tile_map[3], x, y));
2000 } 1406 {
2001 if (*x>=MAP_WIDTH(m)) { 1407 if (!tile_path[3])
2002 if (!m->tile_path[1]) return NULL; 1408 return 0;
2003 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2004 load_and_link_tiled_map(m, 1);
2005 1409
2006 *x -= MAP_WIDTH(m); 1410 find_and_link (this, 3);
2007 return (get_map_from_coord(m->tile_map[1], x, y)); 1411 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y);
1413 }
1414
1415 if (x >= width)
2008 } 1416 {
2009 if (*y<0) { 1417 if (!tile_path[1])
2010 if (!m->tile_path[0]) return NULL; 1418 return 0;
2011 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 0);
2013 1419
2014 *y += MAP_HEIGHT(m->tile_map[0]); 1420 find_and_link (this, 1);
2015 return (get_map_from_coord(m->tile_map[0], x, y)); 1421 x -= width;
1422 return tile_map[1]->xy_find (x, y);
1423 }
1424
1425 if (y < 0)
2016 } 1426 {
2017 if (*y>=MAP_HEIGHT(m)) { 1427 if (!tile_path[0])
2018 if (!m->tile_path[2]) return NULL; 1428 return 0;
2019 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 2);
2021 1429
2022 *y -= MAP_HEIGHT(m); 1430 find_and_link (this, 0);
2023 return (get_map_from_coord(m->tile_map[2], x, y)); 1431 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y);
1433 }
1434
1435 if (y >= height)
2024 } 1436 {
1437 if (!tile_path[2])
1438 return 0;
2025 1439
1440 find_and_link (this, 2);
1441 y -= height;
1442 return tile_map[2]->xy_find (x, y);
1443 }
1444
2026 /* Simple case - coordinates are within this local 1445 /* Simple case - coordinates are within this local
2027 * map. 1446 * map.
2028 */ 1447 */
2029 1448 return this;
2030 return m;
2031} 1449}
2032 1450
2033/** 1451/**
2034 * Return whether map2 is adjacent to map1. If so, store the distance from 1452 * Return whether map2 is adjacent to map1. If so, store the distance from
2035 * map1 to map2 in dx/dy. 1453 * map1 to map2 in dx/dy.
2036 */ 1454 */
1455static int
2037static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{
2038 if (!map1 || !map2) 1458 if (!map1 || !map2)
2039 return 0; 1459 return 0;
2040 1460
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!)
2041 if (map1 == map2) { 1463 if (map1 == map2)
1464 {
2042 *dx = 0; 1465 *dx = 0;
2043 *dy = 0; 1466 *dy = 0;
2044 1467 }
2045 } else if (map1->tile_map[0] == map2) { /* up */ 1468 else if (map1->tile_map[0] == map2)
1469 { /* up */
2046 *dx = 0; 1470 *dx = 0;
2047 *dy = -MAP_HEIGHT(map2); 1471 *dy = -map2->height;
1472 }
2048 } else if (map1->tile_map[1] == map2) { /* right */ 1473 else if (map1->tile_map[1] == map2)
2049 *dx = MAP_WIDTH(map1); 1474 { /* right */
1475 *dx = map1->width;
2050 *dy = 0; 1476 *dy = 0;
1477 }
2051 } else if (map1->tile_map[2] == map2) { /* down */ 1478 else if (map1->tile_map[2] == map2)
1479 { /* down */
2052 *dx = 0; 1480 *dx = 0;
2053 *dy = MAP_HEIGHT(map1); 1481 *dy = map1->height;
1482 }
2054 } else if (map1->tile_map[3] == map2) { /* left */ 1483 else if (map1->tile_map[3] == map2)
2055 *dx = -MAP_WIDTH(map2); 1484 { /* left */
1485 *dx = -map2->width;
2056 *dy = 0; 1486 *dy = 0;
2057 1487 }
2058 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1488 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1489 { /* up right */
2059 *dx = MAP_WIDTH(map1->tile_map[0]); 1490 *dx = map1->tile_map[0]->width;
2060 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dy = -map1->tile_map[0]->height;
1492 }
2061 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1493 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2062 *dx = -MAP_WIDTH(map2); 1494 { /* up left */
2063 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1495 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height;
1497 }
2064 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1498 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2065 *dx = MAP_WIDTH(map1); 1499 { /* right up */
2066 *dy = -MAP_HEIGHT(map2); 1500 *dx = map1->width;
1501 *dy = -map2->height;
1502 }
2067 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1503 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2068 *dx = MAP_WIDTH(map1); 1504 { /* right down */
2069 *dy = MAP_HEIGHT(map1->tile_map[1]); 1505 *dx = map1->width;
1506 *dy = map1->tile_map[1]->height;
1507 }
2070 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1508 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1509 { /* down right */
2071 *dx = MAP_WIDTH(map1->tile_map[2]); 1510 *dx = map1->tile_map[2]->width;
2072 *dy = MAP_HEIGHT(map1); 1511 *dy = map1->height;
1512 }
2073 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1513 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2074 *dx = -MAP_WIDTH(map2); 1514 { /* down left */
2075 *dy = MAP_HEIGHT(map1); 1515 *dx = -map2->width;
1516 *dy = map1->height;
1517 }
2076 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1518 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1519 { /* left up */
2077 *dx = -MAP_WIDTH(map1->tile_map[3]); 1520 *dx = -map1->tile_map[3]->width;
2078 *dy = -MAP_HEIGHT(map2); 1521 *dy = -map2->height;
1522 }
2079 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1523 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1524 { /* left down */
2080 *dx = -MAP_WIDTH(map1->tile_map[3]); 1525 *dx = -map1->tile_map[3]->width;
2081 *dy = MAP_HEIGHT(map1->tile_map[3]); 1526 *dy = map1->tile_map[3]->height;
2082
2083 } else { /* not "adjacent" enough */
2084 return 0;
2085 } 1527 }
2086 1528 else
2087 return 1; 1529 return 0;
1530
1531 return 1;
1532}
1533
1534maptile *
1535maptile::xy_load (sint16 &x, sint16 &y)
1536{
1537 maptile *map = xy_find (x, y);
1538
1539 if (map)
1540 map->load_sync ();
1541
1542 return map;
1543}
1544
1545maptile *
1546get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1547{
1548 return m->xy_load (*x, *y);
2088} 1549}
2089 1550
2090/* From map.c 1551/* From map.c
2091 * This is used by get_player to determine where the other 1552 * This is used by get_player to determine where the other
2092 * creature is. get_rangevector takes into account map tiling, 1553 * creature is. get_rangevector takes into account map tiling,
2105 * be unexpected 1566 * be unexpected
2106 * 1567 *
2107 * currently, the only flag supported (0x1) is don't translate for 1568 * currently, the only flag supported (0x1) is don't translate for
2108 * closest body part of 'op1' 1569 * closest body part of 'op1'
2109 */ 1570 */
2110 1571void
2111void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{
2112 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 {
2113 /* be conservative and fill in _some_ data */ 1576 /* be conservative and fill in _some_ data */
2114 retval->distance = 100000; 1577 retval->distance = 100000;
2115 retval->distance_x = 32767; 1578 retval->distance_x = 32767;
2116 retval->distance_y = 32767; 1579 retval->distance_y = 32767;
2117 retval->direction = 0; 1580 retval->direction = 0;
2118 retval->part = 0; 1581 retval->part = 0;
2119 } else { 1582 }
1583 else
1584 {
2120 object *best; 1585 object *best;
2121 1586
2122 retval->distance_x += op2->x-op1->x; 1587 retval->distance_x += op2->x - op1->x;
2123 retval->distance_y += op2->y-op1->y; 1588 retval->distance_y += op2->y - op1->y;
2124 1589
2125 best = op1; 1590 best = op1;
2126 /* If this is multipart, find the closest part now */ 1591 /* If this is multipart, find the closest part now */
2127 if (!(flags&0x1) && op1->more) { 1592 if (!(flags & 0x1) && op1->more)
1593 {
2128 object *tmp; 1594 object *tmp;
2129 int best_distance = retval->distance_x*retval->distance_x+ 1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2130 retval->distance_y*retval->distance_y, tmpi;
2131 1596
2132 /* we just take the offset of the piece to head to figure 1597 /* we just take the offset of the piece to head to figure
2133 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2134 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2135 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2136 * below works. 1601 * below works.
2137 */ 1602 */
2138 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604 {
2139 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2140 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2141 if (tmpi < best_distance) { 1607 if (tmpi < best_distance)
1608 {
2142 best_distance = tmpi; 1609 best_distance = tmpi;
2143 best = tmp; 1610 best = tmp;
2144 } 1611 }
2145 } 1612 }
2146 if (best != op1) { 1613 if (best != op1)
1614 {
2147 retval->distance_x += op1->x-best->x; 1615 retval->distance_x += op1->x - best->x;
2148 retval->distance_y += op1->y-best->y; 1616 retval->distance_y += op1->y - best->y;
2149 } 1617 }
2150 } 1618 }
2151 retval->part = best; 1619 retval->part = best;
2152 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2153 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2154 } 1622 }
2155} 1623}
2156 1624
2157/* this is basically the same as get_rangevector above, but instead of 1625/* this is basically the same as get_rangevector above, but instead of
2158 * the first parameter being an object, it instead is the map 1626 * the first parameter being an object, it instead is the map
2163 * be more consistant with the above function and also in case they are needed 1631 * be more consistant with the above function and also in case they are needed
2164 * for something in the future. Also, since no object is pasted, the best 1632 * for something in the future. Also, since no object is pasted, the best
2165 * field of the rv_vector is set to NULL. 1633 * field of the rv_vector is set to NULL.
2166 */ 1634 */
2167 1635
1636void
2168void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1638{
2169 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 {
2170 /* be conservative and fill in _some_ data */ 1641 /* be conservative and fill in _some_ data */
2171 retval->distance = 100000; 1642 retval->distance = 100000;
2172 retval->distance_x = 32767; 1643 retval->distance_x = 32767;
2173 retval->distance_y = 32767; 1644 retval->distance_y = 32767;
2174 retval->direction = 0; 1645 retval->direction = 0;
2175 retval->part = 0; 1646 retval->part = 0;
2176 } else { 1647 }
1648 else
1649 {
2177 retval->distance_x += op2->x-x; 1650 retval->distance_x += op2->x - x;
2178 retval->distance_y += op2->y-y; 1651 retval->distance_y += op2->y - y;
2179 1652
2180 retval->part = NULL; 1653 retval->part = NULL;
2181 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2182 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2183 } 1656 }
2184} 1657}
2185 1658
2186/* Returns true of op1 and op2 are effectively on the same map 1659/* Returns true of op1 and op2 are effectively on the same map
2187 * (as related to map tiling). Note that this looks for a path from 1660 * (as related to map tiling). Note that this looks for a path from
2188 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1661 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2189 * to op1, this will still return false. 1662 * to op1, this will still return false.
2190 * Note we only look one map out to keep the processing simple 1663 * Note we only look one map out to keep the processing simple
2191 * and efficient. This could probably be a macro. 1664 * and efficient. This could probably be a macro.
2192 * MSW 2001-08-05 1665 * MSW 2001-08-05
2193 */ 1666 */
1667int
2194int on_same_map(const object *op1, const object *op2) { 1668on_same_map (const object *op1, const object *op2)
1669{
2195 int dx, dy; 1670 int dx, dy;
2196 1671
2197 return adjacent_map(op1->map, op2->map, &dx, &dy); 1672 return adjacent_map (op1->map, op2->map, &dx, &dy);
2198} 1673}
1674
1675object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682}
1683

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