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Comparing deliantra/server/common/map.C (file contents):
Revision 1.24 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.74 by root, Sun Jan 14 23:35:03 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.24 2006/09/04 16:46:32 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
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}
498 392 }
393 }
394
395 tmp = above;
396 }
397}
398
499/* 399/*
500 * 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
501 * file pointer. 401 * file pointer.
502 * mapflags is the same as we get with load_original_map 402 * mapflags is the same as we get with load_original_map
503 */ 403 */
504void 404bool
505load_objects (mapstruct *m, object_thawer &fp, int mapflags) 405maptile::_load_objects (object_thawer &thawer)
506{ 406{
507 int i, j;
508 int unique; 407 int unique;
509 object *op, *prev = NULL, *last_more = NULL, *otmp; 408 object *op, *prev = NULL, *last_more = NULL, *otmp;
510 409
511 op = get_object (); 410 op = object::create ();
512 op->map = m; /* To handle buttons correctly */ 411 op->map = this; /* To handle buttons correctly */
513 412
514 while ((i = load_object (fp, op, mapflags))) 413 while (int i = load_object (thawer, op, 0))
515 { 414 {
516 /* if the archetype for the object is null, means that we 415 /* if the archetype for the object is null, means that we
517 * 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
518 * 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.
519 */ 418 */
520 if (op->arch == NULL) 419 if (op->arch == NULL)
521 { 420 {
522 LOG (llevDebug, "Discarding object without arch: %s\n", 421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
523 op->name ? (const char *) op->name : "(null)");
524 continue; 422 continue;
525 } 423 }
526
527 424
528 switch (i) 425 switch (i)
529 { 426 {
530 case LL_NORMAL: 427 case LL_NORMAL:
531 /* if we are loading an overlay, put the floors on the bottom */ 428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
532 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
533 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
534 insert_ob_in_map (op, m, op,
535 INS_NO_MERGE | INS_NO_WALK_ON |
536 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
537 else
538 insert_ob_in_map (op, m, op,
539 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
540 INS_MAP_LOAD);
541 429
542 if (op->inv) 430 if (op->inv)
543 sum_weight (op); 431 sum_weight (op);
544 432
545 prev = op, last_more = op; 433 prev = op, last_more = op;
546 break; 434 break;
547 435
548 case LL_MORE: 436 case LL_MORE:
549 insert_ob_in_map (op, m, op, 437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
550 INS_NO_MERGE | INS_NO_WALK_ON |
551 INS_ABOVE_FLOOR_ONLY);
552 op->head = prev, last_more->more = op, last_more = op; 438 op->head = prev, last_more->more = op, last_more = op;
553 break; 439 break;
554 } 440 }
555 441
556 if (mapflags & MAP_STYLE)
557 remove_from_active_list (op);
558
559 op = get_object (); 442 op = object::create ();
560 op->map = m; 443 op->map = this;
561 } 444 }
562 445
446 op->destroy ();
447
448#if 0
563 for (i = 0; i < m->width; i++) 449 for (i = 0; i < width; i++)
564 {
565 for (j = 0; j < m->height; j++) 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)
566 { 505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above)
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])
567 unique = 0; 518 unique = 1;
568 /* check for unique items, or unique squares */ 519
569 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 520 if (!op->can_map_save ())
521 continue;
522
523 if (unique || op->flag [FLAG_UNIQUE])
570 { 524 {
571 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 525 if (flags & IO_UNIQUES)
572 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 526 save_object (freezer, op, 1);
573 unique = 1;
574 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
575 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
576 } 527 }
528 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1);
577 } 530 }
578 } 531 }
579 532
580 free_object (op); 533 return true;
581 link_multipart_objects (m);
582} 534}
583 535
584/* This saves all the objects on the map in a non destructive fashion. 536bool
585 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 537maptile::_load_objects (const char *path, bool skip_header)
586 * and we only save the head of multi part objects - this is needed 538{
587 * in order to do map tiling properly. 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.
588 */ 575 */
589void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 576 width = 16;
590 int i, j = 0,unique=0; 577 height = 16;
591 object *op; 578 reset_timeout = 0;
592 /* first pass - save one-part objects */ 579 timeout = 300;
593 for(i = 0; i < MAP_WIDTH(m); i++) 580 enter_x = 0;
594 for (j = 0; j < MAP_HEIGHT(m); j++) { 581 enter_y = 0;
595 unique=0; 582}
596 for(op = get_map_ob (m, i, j); op; op = op->above) {
597 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
598 unique=1;
599 583
600 if(op->type == PLAYER) { 584maptile::maptile (int w, int h)
601 LOG(llevDebug, "Player on map that is being saved\n"); 585{
602 continue; 586 in_memory = MAP_SWAPPED;
603 }
604 587
605 if (op->head || op->owner) 588 width = w;
606 continue; 589 height = h;
590 reset_timeout = 0;
591 timeout = 300;
592 enter_x = 0;
593 enter_y = 0;
607 594
608 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 595 alloc ();
609 save_object (fp2, op, 3);
610 else
611 if (flag == 0 ||
612 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
613 !QUERY_FLAG(op, FLAG_UNPAID))))
614 save_object(fp, op, 3);
615
616 } /* for this space */
617 } /* for this j */
618} 596}
619 597
620/* 598/*
621 * Allocates, initialises, and returns a pointer to a mapstruct.
622 * Modified to no longer take a path option which was not being
623 * used anyways. MSW 2001-07-01
624 */
625
626mapstruct *get_linked_map(void) {
627 mapstruct *map = new mapstruct;
628 mapstruct *mp;
629
630 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
631 if(mp==NULL)
632 first_map=map;
633 else
634 mp->next=map;
635
636 map->in_memory=MAP_SWAPPED;
637 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour.
639 */
640 MAP_WIDTH(map)=16;
641 MAP_HEIGHT(map)=16;
642 MAP_RESET_TIMEOUT(map)=0;
643 MAP_TIMEOUT(map)=300;
644 MAP_ENTER_X(map)=0;
645 MAP_ENTER_Y(map)=0;
646 /*set part to -1 indicating conversion to weather map not yet done*/
647 MAP_WORLDPARTX(map)=-1;
648 MAP_WORLDPARTY(map)=-1;
649 return map;
650}
651
652/*
653 * Allocates the arrays contained in a mapstruct. 599 * Allocates the arrays contained in a maptile.
654 * This basically allocates the dynamic array of spaces for the 600 * This basically allocates the dynamic array of spaces for the
655 * map. 601 * map.
656 */ 602 */
657 603void
658void allocate_map(mapstruct *m) { 604maptile::alloc ()
659 m->in_memory = MAP_IN_MEMORY; 605{
660 /* Log this condition and free the storage. We could I suppose
661 * realloc, but if the caller is presuming the data will be intact,
662 * that is their poor assumption.
663 */
664 if (m->spaces) { 606 if (spaces)
665 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
666 free(m->spaces);
667 }
668
669 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
670
671 if(m->spaces==NULL)
672 fatal(OUT_OF_MEMORY);
673}
674
675/* Create and returns a map of the specific size. Used
676 * in random map code and the editor.
677 */
678mapstruct *get_empty_map(int sizex, int sizey) {
679 mapstruct *m = get_linked_map();
680 m->width = sizex;
681 m->height = sizey;
682 m->in_memory = MAP_SWAPPED;
683 allocate_map(m);
684 return m; 607 return;
608
609 spaces = salloc0<mapspace> (size ());
685} 610}
686 611
687/* 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
688 * 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
689 * at a later date. 614 * at a later date.
690 * Called by parse_map_headers below. 615 * Called by parse_map_headers below.
691 */ 616 */
692 617static shopitems *
693static shopitems *parse_shop_string (const char *input_string) { 618parse_shop_string (const char *input_string)
619{
694 char *shop_string, *p, *q, *next_semicolon, *next_colon; 620 char *shop_string, *p, *q, *next_semicolon, *next_colon;
695 shopitems *items=NULL; 621 shopitems *items = NULL;
696 int i=0, number_of_entries=0; 622 int i = 0, number_of_entries = 0;
697 const typedata *current_type; 623 const typedata *current_type;
698 624
699 shop_string=strdup_local(input_string); 625 shop_string = strdup (input_string);
700 p=shop_string; 626 p = shop_string;
701 /* 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 */
702 while (p) { 628 while (p)
629 {
703 p=strchr(p, ';'); 630 p = strchr (p, ';');
704 number_of_entries++; 631 number_of_entries++;
705 if (p) p++; 632 if (p)
633 p++;
706 } 634 }
635
707 p=shop_string; 636 p = shop_string;
708 strip_endline(p); 637 strip_endline (p);
709 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 638 items = new shopitems[number_of_entries + 1];
710 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
711 for (i=0; i<number_of_entries; i++) { 639 for (i = 0; i < number_of_entries; i++)
640 {
712 if (!p) { 641 if (!p)
642 {
713 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");
714 break; 644 break;
715 } 645 }
646
716 next_semicolon=strchr(p, ';'); 647 next_semicolon = strchr (p, ';');
717 next_colon=strchr(p, ':'); 648 next_colon = strchr (p, ':');
718 /* 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. */
719 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 650 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
720 items[i].strength=atoi(strchr(p,':')+1); 651 items[i].strength = atoi (strchr (p, ':') + 1);
652
653 if (isdigit (*p) || *p == '*')
721 654 {
722 if (isdigit(*p) || *p=='*') {
723 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 */
724 current_type=get_typedata(items[i].typenum); 656 current_type = get_typedata (items[i].typenum);
725 if (current_type) { 657 if (current_type)
658 {
726 items[i].name=current_type->name; 659 items[i].name = current_type->name;
727 items[i].name_pl=current_type->name_pl; 660 items[i].name_pl = current_type->name_pl;
728 }
729 }
730 else { /*we have a named type, let's figure out what it is */
731 q=strpbrk(p,";:");
732 if (q) *q='\0';
733
734 current_type=get_typedata_by_name(p);
735 if (current_type) {
736 items[i].name=current_type->name;
737 items[i].typenum=current_type->number;
738 items[i].name_pl=current_type->name_pl;
739 }
740 else { /* oh uh, something's wrong, let's free up this one, and try
741 * the next entry while we're at it, better print a warning
742 */
743 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
744 p, input_string);
745 } 661 }
746 } 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
747 items[i].index=number_of_entries; 684 items[i].index = number_of_entries;
748 if (next_semicolon) p=++next_semicolon; 685 if (next_semicolon)
686 p = ++next_semicolon;
687 else
749 else p=NULL; 688 p = NULL;
750 } 689 }
690
751 free(shop_string); 691 free (shop_string);
752 return items; 692 return items;
753} 693}
754 694
755/* 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
756 * the map (or something equivilent) into output_string. */ 696 * the map (or something equivilent) into output_string. */
697static void
757static void print_shop_string(mapstruct *m, char *output_string) { 698print_shop_string (maptile *m, char *output_string)
699{
758 int i; 700 int i;
759 char tmp[MAX_BUF]; 701 char tmp[MAX_BUF];
702
760 strcpy(output_string, ""); 703 strcpy (output_string, "");
761 for (i=0; i< m->shopitems[0].index; i++) { 704 for (i = 0; i < m->shopitems[0].index; i++)
705 {
762 if (m->shopitems[i].typenum) { 706 if (m->shopitems[i].typenum)
707 {
763 if (m->shopitems[i].strength) { 708 if (m->shopitems[i].strength)
764 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);
765 } 710 else
766 else sprintf(tmp, "%s;", m->shopitems[i].name); 711 sprintf (tmp, "%s;", m->shopitems[i].name);
767 } 712 }
768 else { 713 else
714 {
769 if (m->shopitems[i].strength) { 715 if (m->shopitems[i].strength)
770 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 716 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
771 } 717 else
772 else sprintf(tmp, "*"); 718 sprintf (tmp, "*");
773 } 719 }
720
774 strcat(output_string, tmp); 721 strcat (output_string, tmp);
775 } 722 }
776} 723}
777 724
778/* This loads the header information of the map. The header 725/* This loads the header information of the map. The header
779 * contains things like difficulty, size, timeout, etc. 726 * contains things like difficulty, size, timeout, etc.
783 * 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
784 * sense. 731 * sense.
785 * 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
786 * 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.
787 * MSW 2001-07-01 734 * MSW 2001-07-01
788 * return 0 on success, 1 on failure.
789 */ 735 */
790 736bool
791static int load_map_header(object_thawer &fp, mapstruct *m) 737maptile::_load_header (object_thawer &thawer)
792{ 738{
793 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 739 for (;;)
794 int msgpos=0; 740 {
795 int maplorepos=0; 741 keyword kw = thawer.get_kv ();
796 742
797 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 743 switch (kw)
798 buf[HUGE_BUF-1] = 0; 744 {
799 key = buf; 745 case KW_EOF:
800 while (isspace(*key)) key++; 746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
801 if (*key == 0) continue; /* empty line */ 747 return false;
802 value = strchr(key, ' '); 748
803 if (!value) { 749 case KW_end:
804 end = strchr(key, '\n'); 750 return true;
805 if (end != NULL) { 751
806 *end = 0; 752 default:
807 } 753 case KW_ERROR:
808 } else { 754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
809 *value = 0;
810 value++;
811 end = strchr(value, '\n');
812 while (isspace(*value)) {
813 value++;
814 if (*value == '\0' || value == end) {
815 /* Nothing but spaces. */
816 value = NULL;
817 break; 755 break;
818 } 756
757 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg);
819 } 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;
820 } 816 }
821
822 if (!end) {
823 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
824 buf);
825 return 1;
826 }
827
828 /* key is the field name, value is what it should be set
829 * to. We've already done the work to null terminate key,
830 * and strip off any leading spaces for both of these.
831 * We have not touched the newline at the end of the line -
832 * these are needed for some values. the end pointer
833 * points to the first of the newlines.
834 * value could be NULL! It would be easy enough to just point
835 * this to "" to prevent cores, but that would let more errors slide
836 * through.
837 *
838 * First check for entries that do not use the value parameter, then
839 * validate that value is given and check for the remaining entries
840 * that use the parameter.
841 */
842
843 if (!strcmp(key,"msg")) {
844 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
845 if (!strcmp(buf,"endmsg\n")) break;
846 else {
847 /* slightly more efficient than strcat */
848 strcpy(msgbuf+msgpos, buf);
849 msgpos += strlen(buf);
850 }
851 }
852 /* There are lots of maps that have empty messages (eg, msg/endmsg
853 * with nothing between). There is no reason in those cases to
854 * keep the empty message. Also, msgbuf contains garbage data
855 * when msgpos is zero, so copying it results in crashes
856 */
857 if (msgpos != 0)
858 m->msg = strdup_local(msgbuf);
859 }
860 else if (!strcmp(key,"maplore")) {
861 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
862 if (!strcmp(buf,"endmaplore\n")) break;
863 else {
864 /* slightly more efficient than strcat */
865 strcpy(maplorebuf+maplorepos, buf);
866 maplorepos += strlen(buf);
867 }
868 }
869 if (maplorepos != 0)
870 m->maplore = strdup_local(maplorebuf);
871 }
872 else if (!strcmp(key,"end")) {
873 break;
874 }
875 else if (value == NULL) {
876 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
877 }
878 else if (!strcmp(key, "arch")) {
879 /* This is an oddity, but not something we care about much. */
880 if (strcmp(value,"map\n"))
881 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
882 }
883 else if (!strcmp(key,"name")) {
884 *end=0;
885 m->name = strdup_local(value);
886 }
887 /* first strcmp value on these are old names supported
888 * for compatibility reasons. The new values (second) are
889 * what really should be used.
890 */
891 else if (!strcmp(key,"oid")) {
892 fp.get (m, atoi(value));
893 } else if (!strcmp(key, "attach")) {
894 m->attach = value;
895 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
896 m->enter_x = atoi(value);
897 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
898 m->enter_y = atoi(value);
899 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
900 m->width = atoi(value);
901 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
902 m->height = atoi(value);
903 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
904 m->reset_timeout = atoi(value);
905 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
906 m->timeout = atoi(value);
907 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
908 m->difficulty = atoi(value);
909 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
910 m->darkness = atoi(value);
911 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
912 m->fixed_resettime = atoi(value);
913 } else if (!strcmp(key,"unique")) {
914 m->unique = atoi(value);
915 } else if (!strcmp(key,"template")) {
916 m->templatemap = atoi(value);
917 } else if (!strcmp(key,"region")) {
918 m->region = get_region_by_name(value);
919 } else if (!strcmp(key,"shopitems")) {
920 *end=0;
921 m->shopitems = parse_shop_string(value);
922 } else if (!strcmp(key,"shopgreed")) {
923 m->shopgreed = atof(value);
924 } else if (!strcmp(key,"shopmin")) {
925 m->shopmin = atol(value);
926 } else if (!strcmp(key,"shopmax")) {
927 m->shopmax = atol(value);
928 } else if (!strcmp(key,"shoprace")) {
929 *end=0;
930 m->shoprace = strdup_local(value);
931 } else if (!strcmp(key,"outdoor")) {
932 m->outdoor = atoi(value);
933 } else if (!strcmp(key, "temp")) {
934 m->temp = atoi(value);
935 } else if (!strcmp(key, "pressure")) {
936 m->pressure = atoi(value);
937 } else if (!strcmp(key, "humid")) {
938 m->humid = atoi(value);
939 } else if (!strcmp(key, "windspeed")) {
940 m->windspeed = atoi(value);
941 } else if (!strcmp(key, "winddir")) {
942 m->winddir = atoi(value);
943 } else if (!strcmp(key, "sky")) {
944 m->sky = atoi(value);
945 } else if (!strcmp(key, "nosmooth")) {
946 m->nosmooth = atoi(value);
947 }
948 else if (!strncmp(key,"tile_path_", 10)) {
949 int tile=atoi(key+10);
950
951 if (tile<1 || tile>4) {
952 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
953 tile, m->path);
954 } else {
955 char *path;
956
957 *end = 0;
958
959 if (m->tile_path[tile-1]) {
960 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
961 tile, m->path);
962 free(m->tile_path[tile-1]);
963 m->tile_path[tile-1] = NULL;
964 }
965
966 if (check_path(value, 1) != -1) {
967 /* The unadorned path works. */
968 path = value;
969 } else {
970 /* Try again; it could be a relative exit. */
971
972 path = path_combine_and_normalize(m->path, value);
973
974 if (check_path(path, 1) == -1) {
975 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
976 path = NULL;
977 }
978 }
979
980 if (editor) {
981 /* Use the value as in the file. */
982 m->tile_path[tile-1] = strdup_local(value);
983 } else if (path != NULL) {
984 /* Use the normalized value. */
985 m->tile_path[tile-1] = strdup_local(path);
986 }
987 } /* end if tile direction (in)valid */
988 }
989 else {
990 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
991 }
992 }
993 if (!key || strcmp(key,"end")) {
994 LOG(llevError,"Got premature eof on map header!\n");
995 return 1;
996 }
997 return 0;
998}
999
1000/*
1001 * Opens the file "filename" and reads information about the map
1002 * from the given file, and stores it in a newly allocated
1003 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1004 * flags correspond to those in map.h. Main ones used are
1005 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1006 * MAP_BLOCK, in which case we block on this load. This happens in all
1007 * cases, no matter if this flag is set or not.
1008 * MAP_STYLE: style map - don't add active objects, don't add to server
1009 * managed map list.
1010 */
1011
1012mapstruct *load_original_map(const char *filename, int flags) {
1013 mapstruct *m;
1014 char pathname[MAX_BUF];
1015 817 }
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 818
1023 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 819 abort ();
820}
1024 821
822bool
823maptile::_load_header (const char *path)
824{
1025 object_thawer thawer (pathname); 825 object_thawer thawer (path);
1026 826
1027 if (!thawer) 827 if (!thawer)
1028 return 0;
1029
1030 m = get_linked_map();
1031
1032 strcpy (m->path, filename);
1033 if (load_map_header(thawer, m)) {
1034 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1035 filename, flags);
1036 delete_map(m);
1037 return NULL;
1038 }
1039
1040 allocate_map(m);
1041
1042 m->in_memory=MAP_LOADING;
1043 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1044
1045 m->in_memory=MAP_IN_MEMORY;
1046 if (!MAP_DIFFICULTY(m))
1047 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1048 set_map_reset_time(m);
1049 m->instantiate ();
1050 return (m);
1051}
1052
1053/*
1054 * Loads a map, which has been loaded earlier, from file.
1055 * Return the map object we load into (this can change from the passed
1056 * option if we can't find the original map)
1057 */
1058
1059static mapstruct *load_temporary_map(mapstruct *m) {
1060 int comp;
1061 char buf[MAX_BUF];
1062
1063 if (!m->tmpname) {
1064 LOG(llevError, "No temporary filename for map %s\n", m->path);
1065 strcpy(buf, m->path);
1066 delete_map(m);
1067 m = load_original_map(buf, 0);
1068 if(m==NULL) return NULL;
1069 fix_auto_apply(m); /* Chests which open as default */
1070 return m;
1071 }
1072
1073 object_thawer thawer (m->tmpname);
1074
1075 if (!thawer)
1076 {
1077 strcpy (buf, m->path);
1078 delete_map (m);
1079 m = load_original_map (buf, 0);
1080 if (!m) return NULL;
1081 fix_auto_apply (m); /* Chests which open as default */
1082 return m;
1083 }
1084
1085 if (load_map_header(thawer, m)) {
1086 LOG(llevError,"Error loading map header for %s (%s)\n",
1087 m->path, m->tmpname);
1088 delete_map(m);
1089 m = load_original_map(m->path, 0);
1090 return NULL;
1091 }
1092 allocate_map(m);
1093
1094 m->in_memory=MAP_LOADING;
1095 load_objects (m, thawer, 0);
1096
1097 m->in_memory=MAP_IN_MEMORY;
1098 INVOKE_MAP (SWAPIN, m);
1099 return m; 828 return false;
1100}
1101 829
1102/* 830 return _load_header (thawer);
1103 * Loads a map, which has been loaded earlier, from file.
1104 * Return the map object we load into (this can change from the passed
1105 * option if we can't find the original map)
1106 */
1107
1108mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1109 char pathname[MAX_BUF];
1110
1111 strcpy(pathname, create_overlay_pathname(filename));
1112
1113 object_thawer thawer (pathname);
1114
1115 if (!thawer)
1116 return m;
1117
1118 if (load_map_header(thawer, m)) {
1119 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1120 m->path, pathname);
1121 delete_map(m);
1122 m = load_original_map(m->path, 0);
1123 return NULL;
1124 }
1125 /*allocate_map(m);*/
1126
1127 m->in_memory=MAP_LOADING;
1128 load_objects (m, thawer, MAP_OVERLAY);
1129
1130 m->in_memory=MAP_IN_MEMORY;
1131 return m;
1132} 831}
1133 832
1134/****************************************************************************** 833/******************************************************************************
1135 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1136 *****************************************************************************/ 835 *****************************************************************************/
1137 836
1138/* 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. */
1139static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1140{ 840{
1141 int i,j,unique; 841 for (int i = 0; i < size (); ++i)
1142 object *op, *next; 842 {
1143
1144 for(i=0; i<MAP_WIDTH(m); i++)
1145 for(j=0; j<MAP_HEIGHT(m); j++) {
1146 unique=0; 843 int unique = 0;
1147 for (op=get_map_ob(m, i, j); op; op=next) { 844 for (object *op = spaces [i].bot; op; )
1148 next = op->above; 845 {
846 object *above = op->above;
847
1149 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))
1150 unique=1; 849 unique = 1;
850
1151 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1152 clean_object(op);
1153 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1154 remove_button_link(op);
1155 remove_ob(op);
1156 free_object(op);
1157 } 852 {
853 op->destroy_inv (false);
854 op->destroy ();
1158 } 855 }
856
857 op = above;
1159 } 858 }
1160}
1161
1162
1163/*
1164 * Loads unique objects from file(s) into the map which is in memory
1165 * m is the map to load unique items into.
1166 */
1167static void load_unique_objects(mapstruct *m) {
1168 int count;
1169 char firstname[MAX_BUF];
1170
1171 for (count=0; count<10; count++) {
1172 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1173 if (!access(firstname, R_OK)) break;
1174 }
1175 /* If we get here, we did not find any map */
1176 if (count==10) return;
1177
1178 object_thawer thawer (firstname);
1179
1180 if (!thawer)
1181 return;
1182
1183 m->in_memory=MAP_LOADING;
1184 if (m->tmpname == NULL) /* if we have loaded unique items from */
1185 delete_unique_items(m); /* original map before, don't duplicate them */
1186 load_objects (m, thawer, 0);
1187
1188 m->in_memory=MAP_IN_MEMORY;
1189}
1190
1191
1192/*
1193 * Saves a map to file. If flag is set, it is saved into the same
1194 * file it was (originally) loaded from. Otherwise a temporary
1195 * filename will be genarated, and the file will be stored there.
1196 * The temporary filename will be stored in the mapstructure.
1197 * If the map is unique, we also save to the filename in the map
1198 * (this should have been updated when first loaded)
1199 */
1200
1201int
1202new_save_map (mapstruct * m, int flag)
1203{
1204 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1205 int i;
1206
1207 if (flag && !*m->path)
1208 { 859 }
1209 LOG (llevError, "Tried to save map without path.\n"); 860}
1210 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)
1211 } 880 {
1212 881 char shop[MAX_BUF];
1213 if (flag || (m->unique) || (m->templatemap)) 882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
1214 { 884 }
1215 if (!m->unique && !m->templatemap)
1216 { /* flag is set */
1217 if (flag == 2)
1218 strcpy (filename, create_overlay_pathname (m->path));
1219 else
1220 strcpy (filename, create_pathname (m->path));
1221 }
1222 else
1223 strcpy (filename, m->path);
1224 885
1225 make_path_to_file (filename); 886 MAP_OUT (shopgreed);
1226 } 887 MAP_OUT (shopmin);
1227 else 888 MAP_OUT (shopmax);
1228 { 889 if (shoprace) MAP_OUT (shoprace);
1229 if (!m->tmpname) 890 MAP_OUT (darkness);
1230 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);
1231 895
1232 strcpy (filename, m->tmpname); 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1233 } 897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1234 898
1235 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 899 MAP_OUT (outdoor);
1236 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);
1237 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{
1238 object_freezer freezer; 924 object_freezer freezer;
1239 925
1240 /* legacy */ 926 if (!_save_header (freezer))
1241 fprintf (freezer, "arch map\n"); 927 return false;
1242 if (m->name)
1243 fprintf (freezer, "name %s\n", m->name);
1244 if (!flag)
1245 fprintf (freezer, "swap_time %d\n", m->swap_time);
1246 if (m->reset_timeout)
1247 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1248 if (m->fixed_resettime)
1249 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1250 /* we unfortunately have no idea if this is a value the creator set
1251 * or a difficulty value we generated when the map was first loaded
1252 */
1253 if (m->difficulty)
1254 fprintf (freezer, "difficulty %d\n", m->difficulty);
1255 if (m->region)
1256 fprintf (freezer, "region %s\n", m->region->name);
1257 if (m->shopitems)
1258 {
1259 print_shop_string (m, shop);
1260 fprintf (freezer, "shopitems %s\n", shop);
1261 }
1262 if (m->shopgreed)
1263 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1264#ifndef WIN32
1265 if (m->shopmin)
1266 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1267 if (m->shopmax)
1268 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1269#else
1270 if (m->shopmin)
1271 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1272 if (m->shopmax)
1273 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1274#endif
1275 if (m->shoprace)
1276 fprintf (freezer, "shoprace %s\n", m->shoprace);
1277 if (m->darkness)
1278 fprintf (freezer, "darkness %d\n", m->darkness);
1279 if (m->width)
1280 fprintf (freezer, "width %d\n", m->width);
1281 if (m->height)
1282 fprintf (freezer, "height %d\n", m->height);
1283 if (m->enter_x)
1284 fprintf (freezer, "enter_x %d\n", m->enter_x);
1285 if (m->enter_y)
1286 fprintf (freezer, "enter_y %d\n", m->enter_y);
1287 if (m->msg)
1288 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1289 if (m->maplore)
1290 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1291 if (m->unique)
1292 fprintf (freezer, "unique %d\n", m->unique);
1293 if (m->templatemap)
1294 fprintf (freezer, "template %d\n", m->templatemap);
1295 if (m->outdoor)
1296 fprintf (freezer, "outdoor %d\n", m->outdoor);
1297 if (m->temp)
1298 fprintf (freezer, "temp %d\n", m->temp);
1299 if (m->pressure)
1300 fprintf (freezer, "pressure %d\n", m->pressure);
1301 if (m->humid)
1302 fprintf (freezer, "humid %d\n", m->humid);
1303 if (m->windspeed)
1304 fprintf (freezer, "windspeed %d\n", m->windspeed);
1305 if (m->winddir)
1306 fprintf (freezer, "winddir %d\n", m->winddir);
1307 if (m->sky)
1308 fprintf (freezer, "sky %d\n", m->sky);
1309 if (m->nosmooth)
1310 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1311 928
1312 /* Save any tiling information, except on overlays */ 929 return freezer.save (path);
1313 if (flag != 2)
1314 for (i = 0; i < 4; i++)
1315 if (m->tile_path[i])
1316 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1317
1318 freezer.put (m);
1319 fprintf (freezer, "end\n");
1320
1321 /* In the game save unique items in the different file, but
1322 * in the editor save them to the normal map file.
1323 * If unique map, save files in the proper destination (set by
1324 * player)
1325 */
1326 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1327 {
1328 object_freezer unique;
1329
1330 if (flag == 2)
1331 save_objects (m, freezer, unique, 2);
1332 else
1333 save_objects (m, freezer, unique, 0);
1334
1335 sprintf (buf, "%s.v00", create_items_path (m->path));
1336
1337 unique.save (buf);
1338 }
1339 else
1340 { /* save same file when not playing, like in editor */
1341 save_objects (m, freezer, freezer, 0);
1342 }
1343
1344 freezer.save (filename);
1345
1346 return 0;
1347}
1348
1349
1350/*
1351 * Remove and free all objects in the inventory of the given object.
1352 * object.c ?
1353 */
1354
1355void clean_object(object *op)
1356{
1357 object *tmp, *next;
1358
1359 for(tmp = op->inv; tmp; tmp = next)
1360 {
1361 next = tmp->below;
1362 clean_object(tmp);
1363 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1364 remove_button_link(tmp);
1365 remove_ob(tmp);
1366 free_object(tmp);
1367 }
1368} 930}
1369 931
1370/* 932/*
1371 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1372 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1373 940
1374void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1375 int i,j; 942 while (object *op = ms->bot)
1376 object *op; 943 {
1377 944 if (op->head)
1378 for(i=0;i<MAP_WIDTH(m);i++)
1379 for(j=0;j<MAP_HEIGHT(m);j++) {
1380 object *previous_obj=NULL;
1381 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1382 if (op==previous_obj) {
1383 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1384 break;
1385 }
1386 previous_obj=op;
1387 if(op->head!=NULL)
1388 op = op->head; 945 op = op->head;
1389 946
1390 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1391 * free objects in op's inventory. So let it do the job. 948 op->destroy ();
1392 */
1393 if (m->in_memory==MAP_IN_MEMORY)
1394 clean_object(op);
1395 remove_ob(op);
1396 free_object(op);
1397 }
1398 } 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 ();
1399} 994}
1400 995
1401/* 996/*
1402 * Frees everything allocated by the given mapstructure. 997 * Updates every button on the map (by calling update_button() for them).
1403 * don't free tmpname - our caller is left to do that
1404 */ 998 */
1405 999void
1406void free_map(mapstruct *m,int flag) { 1000maptile::update_buttons ()
1407 int i; 1001{
1408 1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1409 if (!m->in_memory) { 1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1410 LOG(llevError,"Trying to free freed map.\n"); 1004 {
1411 return; 1005 if (!ol->ob)
1412 }
1413 if (flag && m->spaces) free_all_objects(m);
1414 if (m->name) FREE_AND_CLEAR(m->name);
1415 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1416 if (m->msg) FREE_AND_CLEAR(m->msg);
1417 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1418 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1419 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1420 if (m->buttons)
1421 free_objectlinkpt(m->buttons);
1422 m->buttons = NULL;
1423 for (i=0; i<4; i++) {
1424 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1425 m->tile_map[i] = NULL;
1426 }
1427 m->in_memory = MAP_SWAPPED;
1428}
1429
1430/*
1431 * function: vanish mapstruct
1432 * m : pointer to mapstruct, if NULL no action
1433 * this deletes all the data on the map (freeing pointers)
1434 * and then removes this map from the global linked list of maps.
1435 */
1436
1437void delete_map(mapstruct *m) {
1438 mapstruct *tmp, *last;
1439 int i;
1440
1441 if (!m)
1442 return;
1443
1444 m->clear ();
1445
1446 if (m->in_memory == MAP_IN_MEMORY) {
1447 /* change to MAP_SAVING, even though we are not,
1448 * so that remove_ob doesn't do as much work.
1449 */ 1006 {
1450 m->in_memory = MAP_SAVING; 1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1451 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);
1452 } 1009 continue;
1453 /* move this out of free_map, since tmpname can still be needed if
1454 * the map is swapped out.
1455 */
1456 if (m->tmpname) {
1457 free(m->tmpname);
1458 m->tmpname=NULL;
1459 }
1460 last = NULL;
1461 /* We need to look through all the maps and see if any maps
1462 * are pointing at this one for tiling information. Since
1463 * tiling can be assymetric, we just can not look to see which
1464 * maps this map tiles with and clears those.
1465 */
1466 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1467 if (tmp->next == m) last = tmp;
1468
1469 /* This should hopefully get unrolled on a decent compiler */
1470 for (i=0; i<4; i++)
1471 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1472 }
1473
1474 /* If last is null, then this should be the first map in the list */
1475 if (!last) {
1476 if (m == first_map)
1477 first_map = m->next;
1478 else
1479 /* m->path is a static char, so should hopefully still have
1480 * some useful data in it.
1481 */
1482 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1483 m->path);
1484 }
1485 else
1486 last->next = m->next;
1487
1488 delete m;
1489}
1490
1491
1492
1493/*
1494 * Makes sure the given map is loaded and swapped in.
1495 * name is path name of the map.
1496 * flags meaning:
1497 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1498 * and don't do unique items or the like.
1499 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1500 * dont do any more name translation on it.
1501 *
1502 * Returns a pointer to the given map.
1503 */
1504
1505mapstruct *ready_map_name(const char *name, int flags) {
1506 mapstruct *m;
1507
1508 if (!name)
1509 return (NULL);
1510
1511 /* Have we been at this level before? */
1512 m = has_been_loaded (name);
1513
1514 /* Map is good to go, so just return it */
1515 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1516 return m;
1517 }
1518
1519 /* unique maps always get loaded from their original location, and never
1520 * a temp location. Likewise, if map_flush is set, or we have never loaded
1521 * this map, load it now. I removed the reset checking from here -
1522 * it seems the probability of a player trying to enter a map that should
1523 * reset but hasn't yet is quite low, and removing that makes this function
1524 * a bit cleaner (and players probably shouldn't rely on exact timing for
1525 * resets in any case - if they really care, they should use the 'maps command.
1526 */
1527 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1528
1529 /* first visit or time to reset */
1530 if (m) {
1531 clean_tmp_map(m); /* Doesn't make much difference */
1532 delete_map(m);
1533 } 1010 }
1534 1011
1535 /* create and load a map */ 1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1536 if (flags & MAP_PLAYER_UNIQUE)
1537 LOG(llevDebug, "Trying to load map %s.\n", name);
1538 else
1539 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1540
1541 //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
1542 //0.414906024932861
1543 //0.427063941955566
1544 eval_pv ("$x = Event::time", 1);//D
1545 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1546 return (NULL);
1547 eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1548
1549 fix_auto_apply(m); /* Chests which open as default */
1550
1551 /* If a player unique map, no extra unique object file to load.
1552 * if from the editor, likewise.
1553 */ 1013 {
1554 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1014 update_button (ol->ob);
1555 load_unique_objects(m); 1015 break;
1556
1557 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1558 m=load_overlay_map(name, m);
1559 if (m==NULL)
1560 return NULL;
1561 } 1016 }
1562
1563 if (flags & MAP_PLAYER_UNIQUE)
1564 INVOKE_MAP (SWAPIN, m);
1565
1566 } else {
1567 /* If in this loop, we found a temporary map, so load it up. */
1568
1569 m=load_temporary_map (m);
1570 if(m==NULL) return NULL;
1571 load_unique_objects(m);
1572
1573 clean_tmp_map(m);
1574 m->in_memory = MAP_IN_MEMORY;
1575 /* tempnam() on sun systems (probably others) uses malloc
1576 * to allocated space for the string. Free it here.
1577 * In some cases, load_temporary_map above won't find the
1578 * temporary map, and so has reloaded a new map. If that
1579 * is the case, tmpname is now null
1580 */
1581 if (m->tmpname) free(m->tmpname);
1582 m->tmpname = NULL;
1583 /* It's going to be saved anew anyway */
1584 } 1017 }
1585
1586 /* Below here is stuff common to both first time loaded maps and
1587 * temp maps.
1588 */
1589
1590 decay_objects(m); /* start the decay */
1591 /* In case other objects press some buttons down */
1592 update_buttons(m);
1593 if (m->outdoor)
1594 set_darkness_map(m);
1595 /* run the weather over this map */
1596 weather_effect(name);
1597 return m;
1598} 1018}
1599
1600 1019
1601/* 1020/*
1602 * 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.
1603 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1604 * 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.
1606 * 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
1607 * 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
1608 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1609 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1610 */ 1029 */
1611 1030int
1612int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1613 object *op; 1032{
1614 archetype *at;
1615 int x, y, i, diff;
1616 long monster_cnt = 0; 1033 long monster_cnt = 0;
1617 double avgexp = 0; 1034 double avgexp = 0;
1618 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1619 1036
1620 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1621 { 1038 for (object *op = ms->bot; op; op = op->above)
1622 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1623 return MAP_DIFFICULTY (m);
1624 }
1625
1626 for(x = 0; x < MAP_WIDTH(m); x++)
1627 for(y = 0; y < MAP_HEIGHT(m); y++)
1628 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1629 { 1039 {
1630 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1631 { 1041 {
1632 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1633 monster_cnt++; 1043 monster_cnt++;
1634 } 1044 }
1635 1045
1636 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1637 { 1047 {
1638 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1639 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1640
1641 if(at != NULL)
1642 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1643 1052
1644 monster_cnt++; 1053 monster_cnt++;
1645 } 1054 }
1646 } 1055 }
1647 1056
1648 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1649 1058
1650 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1651 {
1652 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))
1653 {
1654 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1655 return i; 1061 return i;
1656 }
1657 }
1658 1062
1659 return 1; 1063 return 1;
1660}
1661
1662void clean_tmp_map(mapstruct *m) {
1663 if(m->tmpname == NULL)
1664 return;
1665 INVOKE_MAP (CLEAN, m);
1666 (void) unlink(m->tmpname);
1667}
1668
1669void free_all_maps(void)
1670{
1671 int real_maps=0;
1672
1673 while (first_map) {
1674 /* I think some of the callers above before it gets here set this to be
1675 * saving, but we still want to free this data
1676 */
1677 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1678 delete_map(first_map);
1679 real_maps++;
1680 }
1681 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1682} 1064}
1683 1065
1684/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1685 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1686 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1687 * 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
1688 * to maps than los. 1070 * to maps than los.
1689 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1690 */ 1072 */
1691 1073int
1692int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1693 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1694 1077
1695 /* Nothing to do */ 1078 /* Nothing to do */
1696 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1697 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1698 return 0; 1080 return 0;
1699 }
1700 1081
1701 /* inform all players on the map */ 1082 /* inform all players on the map */
1702 if (change>0) 1083 if (change > 0)
1703 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1704 else 1085 else
1705 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1706 1087
1707 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1708 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1709 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1710 * is not +/-1 1091 * is not +/-1
1711 */ 1092 */
1712 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1713 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
1714 else m->darkness=new_level; 1098 darkness = new_level;
1715 1099
1716 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1717 update_all_map_los(m); 1101 update_all_map_los (this);
1718 return 1; 1102 return 1;
1719} 1103}
1720
1721 1104
1722/* 1105/*
1723 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1724 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1725 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1726 * through, etc) 1109 * through, etc)
1727 */ 1110 */
1728void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1729 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1730 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1731 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1732 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1733 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;
1734 1119
1735 oldflags = GET_MAP_FLAGS(m,x,y);
1736 if (!(oldflags & P_NEED_UPDATE)) {
1737 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1738 m->path, x, y);
1739 return;
1740 }
1741
1742 middle=blank_face; 1120 middle = blank_face;
1743 top=blank_face; 1121 top = blank_face;
1744 floor=blank_face; 1122 floor = blank_face;
1745 1123
1746 middle_obj = NULL; 1124 middle_obj = 0;
1747 top_obj = NULL; 1125 top_obj = 0;
1748 floor_obj = NULL; 1126 floor_obj = 0;
1749 1127
1750 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1751 1129 {
1752 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1753 * 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
1754 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1755 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1756 */ 1134 */
1757 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1758 1137
1759 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1760 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1761 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1762 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1763 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1764 * 1143 *
1765 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1766 */ 1145 */
1767 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1768 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1769 top = tmp->face; 1150 top = tmp->face;
1770 top_obj = tmp; 1151 top_obj = tmp;
1771 } 1152 }
1772 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1773 /* 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,
1774 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1775 */ 1157 */
1776 middle=blank_face; 1158 middle = blank_face;
1777 top=blank_face; 1159 top = blank_face;
1778 floor = tmp->face; 1160 floor = tmp->face;
1779 floor_obj = tmp; 1161 floor_obj = tmp;
1780 } 1162 }
1781 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1782 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 {
1783 middle = tmp->face; 1166 middle = tmp->face;
1784 1167
1785 middle_obj = tmp; 1168 middle_obj = tmp;
1786 anywhere =1; 1169 anywhere = 1;
1787 } 1170 }
1788 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1789 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1790 * top 1173 * top
1791 */ 1174 */
1792 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1793 middle = tmp->face; 1177 middle = tmp->face;
1794 middle_obj = tmp; 1178 middle_obj = tmp;
1795 } 1179 }
1796 } 1180 }
1181
1797 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1798 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1799 exit (-1); 1185 exit (-1);
1800 } 1186 }
1801 1187
1802 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1803 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1804 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1805 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1806 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1807 1193
1808 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1809 flags |= P_IS_ALIVE;
1810 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1811 flags |= P_NO_MAGIC;
1812 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1813 flags |= P_NO_CLERIC;
1814 if (tmp->type == SAFE_GROUND)
1815 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1816
1817 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1818 flags |= P_BLOCKSVIEW; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1819 } /* for stack of objects */ 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1820 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1821 /* 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;
1822 * since we're already doing the work, we calculate them here. 1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1823 * if they don't match, logic is broken someplace.
1824 */
1825 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1826 (!(oldflags & P_NO_ERROR))) {
1827 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1828 m->path, x, y,
1829 (oldflags & ~P_NEED_UPDATE), flags);
1830 } 1200 }
1831 SET_MAP_FLAGS(m, x, y, flags);
1832 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1833 SET_MAP_MOVE_ON(m, x, y, move_on);
1834 SET_MAP_MOVE_OFF(m, x, y, move_off);
1835 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1836 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
1837 /* 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),
1838 * 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
1839 * this point. 1211 * this point.
1840 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1841 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1842 * 1214 *
1843 * 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.
1844 */ 1216 */
1845 1217
1846 /* 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
1847 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1848 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1849 * 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.
1850 */ 1222 */
1851 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1852 1225
1853 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1854 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1855 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1856 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1857 */ 1230 */
1858 1231
1859 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1860 /* 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 */
1861 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1862 1237
1863 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1864 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1865 1241
1866 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces */
1867 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible)
1244 {
1868 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1869 if (top == blank_face) { 1246 if (top == blank_face)
1247 {
1870 top = tmp->face; 1248 top = tmp->face;
1871 top_obj = tmp; 1249 top_obj = tmp;
1250 if (top == middle)
1872 if (top == middle) middle=blank_face; 1251 middle = blank_face;
1252 }
1873 } else { 1253 else
1254 {
1874 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1875 * middle is not set 1256 * middle is not set
1876 * 1257 *
1877 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1878 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1879 * 1260 *
1880 */ 1261 */
1881 if (tmp->face != top ) { 1262 if (tmp->face != top)
1263 {
1882 middle = tmp->face; 1264 middle = tmp->face;
1883 middle_obj = tmp; 1265 middle_obj = tmp;
1884 break; 1266 break;
1885 } 1267 }
1886 } 1268 }
1887 } 1269 }
1888 } 1270 }
1889 if (middle == floor) middle = blank_face; 1271
1890 if (top == middle) middle = blank_face; 1272 if (middle == floor)
1891 SET_MAP_FACE(m,x,y,top,0);
1892 if(top != blank_face)
1893 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1894 else
1895 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1896 SET_MAP_FACE(m,x,y,middle,1);
1897 if(middle != blank_face) 1273 middle = blank_face;
1898 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1899 else
1900 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1901 SET_MAP_FACE(m,x,y,floor,2);
1902 if(floor != blank_face)
1903 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1904 else
1905 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1906 SET_MAP_LIGHT(m,x,y,light);
1907}
1908 1274
1275 if (top == middle)
1276 middle = blank_face;
1909 1277
1910void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1911 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1912 1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1913 timeout = MAP_RESET_TIMEOUT(map);
1914 if (timeout <= 0)
1915 timeout = MAP_DEFAULTRESET;
1916 if (timeout >= MAP_MAXRESET)
1917 timeout = MAP_MAXRESET;
1918 MAP_WHEN_RESET(map) = seconds()+timeout;
1919} 1281}
1920 1282
1921/* 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
1922 * 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
1923 * 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
1924 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num].
1925 * so that it is easier for calling functions to verify success.
1926 */ 1287 */
1927 1288static inline maptile *
1928static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1289find_and_link (maptile *orig_map, int tile_num)
1929{ 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
1930 int dest_tile = (tile_num +2) % 4; 1308 int dest_tile = (tile_num + 2) % 4;
1931 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1932 1309
1933 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1310 orig_map->tile_map [tile_num] = mp;
1934 1311
1935 /* 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
1936 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1313 //TODO: non-euclidean maps MUST GO
1937 !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)
1938 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;
1939 1316
1940 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 ();
1941} 1324}
1942 1325
1943/* this returns TRUE if the coordinates (x,y) are out of 1326/* this returns TRUE if the coordinates (x,y) are out of
1944 * map m. This function also takes into account any 1327 * map m. This function also takes into account any
1945 * tiling considerations, loading adjacant maps as needed. 1328 * tiling considerations, loading adjacant maps as needed.
1946 * This is the function should always be used when it 1329 * This is the function should always be used when it
1947 * necessary to check for valid coordinates. 1330 * necessary to check for valid coordinates.
1948 * This function will recursively call itself for the 1331 * This function will recursively call itself for the
1949 * tiled maps. 1332 * tiled maps.
1950 * 1333 */
1951 * 1334int
1952 */
1953int out_of_map(mapstruct *m, int x, int y) 1335out_of_map (maptile *m, int x, int y)
1954{ 1336{
1955
1956 /* If we get passed a null map, this is obviously the 1337 /* If we get passed a null map, this is obviously the
1957 * case. This generally shouldn't happen, but if the 1338 * case. This generally shouldn't happen, but if the
1958 * map loads fail below, it could happen. 1339 * map loads fail below, it could happen.
1959 */ 1340 */
1960 if (!m) return 0; 1341 if (!m)
1961
1962 if (x<0) {
1963 if (!m->tile_path[3]) return 1;
1964 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1965 load_and_link_tiled_map(m, 3);
1966 }
1967 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1968 }
1969 if (x>=MAP_WIDTH(m)) {
1970 if (!m->tile_path[1]) return 1;
1971 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1972 load_and_link_tiled_map(m, 1);
1973 }
1974 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1975 }
1976 if (y<0) {
1977 if (!m->tile_path[0]) return 1;
1978 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1979 load_and_link_tiled_map(m, 0);
1980 }
1981 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1982 }
1983 if (y>=MAP_HEIGHT(m)) {
1984 if (!m->tile_path[2]) return 1;
1985 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1986 load_and_link_tiled_map(m, 2);
1987 }
1988 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1989 }
1990
1991 /* Simple case - coordinates are within this local
1992 * map.
1993 */
1994 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;
1995} 1392}
1996 1393
1997/* This is basically the same as out_of_map above, but 1394/* This is basically the same as out_of_map above, but
1998 * instead we return NULL if no map is valid (coordinates 1395 * instead we return NULL if no map is valid (coordinates
1999 * out of bounds and no tiled map), otherwise it returns 1396 * out of bounds and no tiled map), otherwise it returns
2000 * the map as that the coordinates are really on, and 1397 * the map as that the coordinates are really on, and
2001 * updates x and y to be the localized coordinates. 1398 * updates x and y to be the localised coordinates.
2002 * Using this is more efficient of calling out_of_map 1399 * Using this is more efficient of calling out_of_map
2003 * and then figuring out what the real map is 1400 * and then figuring out what the real map is
2004 */ 1401 */
2005mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1402maptile *
1403maptile::xy_find (sint16 &x, sint16 &y)
2006{ 1404{
2007 1405 if (x < 0)
2008 if (*x<0) {
2009 if (!m->tile_path[3]) return NULL;
2010 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2011 load_and_link_tiled_map(m, 3);
2012
2013 *x += MAP_WIDTH(m->tile_map[3]);
2014 return (get_map_from_coord(m->tile_map[3], x, y));
2015 } 1406 {
2016 if (*x>=MAP_WIDTH(m)) { 1407 if (!tile_path[3])
2017 if (!m->tile_path[1]) return NULL; 1408 return 0;
2018 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map(m, 1);
2020 1409
2021 *x -= MAP_WIDTH(m); 1410 find_and_link (this, 3);
2022 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)
2023 } 1416 {
2024 if (*y<0) { 1417 if (!tile_path[1])
2025 if (!m->tile_path[0]) return NULL; 1418 return 0;
2026 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2027 load_and_link_tiled_map(m, 0);
2028 1419
2029 *y += MAP_HEIGHT(m->tile_map[0]); 1420 find_and_link (this, 1);
2030 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)
2031 } 1426 {
2032 if (*y>=MAP_HEIGHT(m)) { 1427 if (!tile_path[0])
2033 if (!m->tile_path[2]) return NULL; 1428 return 0;
2034 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2035 load_and_link_tiled_map(m, 2);
2036 1429
2037 *y -= MAP_HEIGHT(m); 1430 find_and_link (this, 0);
2038 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)
2039 } 1436 {
1437 if (!tile_path[2])
1438 return 0;
2040 1439
1440 find_and_link (this, 2);
1441 y -= height;
1442 return tile_map[2]->xy_find (x, y);
1443 }
1444
2041 /* Simple case - coordinates are within this local 1445 /* Simple case - coordinates are within this local
2042 * map. 1446 * map.
2043 */ 1447 */
2044 1448 return this;
2045 return m;
2046} 1449}
2047 1450
2048/** 1451/**
2049 * 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
2050 * map1 to map2 in dx/dy. 1453 * map1 to map2 in dx/dy.
2051 */ 1454 */
1455static int
2052static 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{
2053 if (!map1 || !map2) 1458 if (!map1 || !map2)
2054 return 0; 1459 return 0;
2055 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!)
2056 if (map1 == map2) { 1463 if (map1 == map2)
1464 {
2057 *dx = 0; 1465 *dx = 0;
2058 *dy = 0; 1466 *dy = 0;
2059 1467 }
2060 } else if (map1->tile_map[0] == map2) { /* up */ 1468 else if (map1->tile_map[0] == map2)
1469 { /* up */
2061 *dx = 0; 1470 *dx = 0;
2062 *dy = -MAP_HEIGHT(map2); 1471 *dy = -map2->height;
1472 }
2063 } else if (map1->tile_map[1] == map2) { /* right */ 1473 else if (map1->tile_map[1] == map2)
2064 *dx = MAP_WIDTH(map1); 1474 { /* right */
1475 *dx = map1->width;
2065 *dy = 0; 1476 *dy = 0;
1477 }
2066 } else if (map1->tile_map[2] == map2) { /* down */ 1478 else if (map1->tile_map[2] == map2)
1479 { /* down */
2067 *dx = 0; 1480 *dx = 0;
2068 *dy = MAP_HEIGHT(map1); 1481 *dy = map1->height;
1482 }
2069 } else if (map1->tile_map[3] == map2) { /* left */ 1483 else if (map1->tile_map[3] == map2)
2070 *dx = -MAP_WIDTH(map2); 1484 { /* left */
1485 *dx = -map2->width;
2071 *dy = 0; 1486 *dy = 0;
2072 1487 }
2073 } 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 */
2074 *dx = MAP_WIDTH(map1->tile_map[0]); 1490 *dx = map1->tile_map[0]->width;
2075 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dy = -map1->tile_map[0]->height;
1492 }
2076 } 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)
2077 *dx = -MAP_WIDTH(map2); 1494 { /* up left */
2078 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1495 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height;
1497 }
2079 } 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)
2080 *dx = MAP_WIDTH(map1); 1499 { /* right up */
2081 *dy = -MAP_HEIGHT(map2); 1500 *dx = map1->width;
1501 *dy = -map2->height;
1502 }
2082 } 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)
2083 *dx = MAP_WIDTH(map1); 1504 { /* right down */
2084 *dy = MAP_HEIGHT(map1->tile_map[1]); 1505 *dx = map1->width;
1506 *dy = map1->tile_map[1]->height;
1507 }
2085 } 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 */
2086 *dx = MAP_WIDTH(map1->tile_map[2]); 1510 *dx = map1->tile_map[2]->width;
2087 *dy = MAP_HEIGHT(map1); 1511 *dy = map1->height;
1512 }
2088 } 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)
2089 *dx = -MAP_WIDTH(map2); 1514 { /* down left */
2090 *dy = MAP_HEIGHT(map1); 1515 *dx = -map2->width;
1516 *dy = map1->height;
1517 }
2091 } 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 */
2092 *dx = -MAP_WIDTH(map1->tile_map[3]); 1520 *dx = -map1->tile_map[3]->width;
2093 *dy = -MAP_HEIGHT(map2); 1521 *dy = -map2->height;
1522 }
2094 } 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 */
2095 *dx = -MAP_WIDTH(map1->tile_map[3]); 1525 *dx = -map1->tile_map[3]->width;
2096 *dy = MAP_HEIGHT(map1->tile_map[3]); 1526 *dy = map1->tile_map[3]->height;
2097
2098 } else { /* not "adjacent" enough */
2099 return 0;
2100 } 1527 }
2101 1528 else
2102 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);
2103} 1549}
2104 1550
2105/* From map.c 1551/* From map.c
2106 * This is used by get_player to determine where the other 1552 * This is used by get_player to determine where the other
2107 * creature is. get_rangevector takes into account map tiling, 1553 * creature is. get_rangevector takes into account map tiling,
2120 * be unexpected 1566 * be unexpected
2121 * 1567 *
2122 * currently, the only flag supported (0x1) is don't translate for 1568 * currently, the only flag supported (0x1) is don't translate for
2123 * closest body part of 'op1' 1569 * closest body part of 'op1'
2124 */ 1570 */
2125 1571void
2126void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{
2127 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 {
2128 /* be conservative and fill in _some_ data */ 1576 /* be conservative and fill in _some_ data */
2129 retval->distance = 100000; 1577 retval->distance = 100000;
2130 retval->distance_x = 32767; 1578 retval->distance_x = 32767;
2131 retval->distance_y = 32767; 1579 retval->distance_y = 32767;
2132 retval->direction = 0; 1580 retval->direction = 0;
2133 retval->part = 0; 1581 retval->part = 0;
2134 } else { 1582 }
1583 else
1584 {
2135 object *best; 1585 object *best;
2136 1586
2137 retval->distance_x += op2->x-op1->x; 1587 retval->distance_x += op2->x - op1->x;
2138 retval->distance_y += op2->y-op1->y; 1588 retval->distance_y += op2->y - op1->y;
2139 1589
2140 best = op1; 1590 best = op1;
2141 /* If this is multipart, find the closest part now */ 1591 /* If this is multipart, find the closest part now */
2142 if (!(flags&0x1) && op1->more) { 1592 if (!(flags & 0x1) && op1->more)
1593 {
2143 object *tmp; 1594 object *tmp;
2144 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;
2145 retval->distance_y*retval->distance_y, tmpi;
2146 1596
2147 /* 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
2148 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2149 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2150 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2151 * below works. 1601 * below works.
2152 */ 1602 */
2153 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604 {
2154 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) +
2155 (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);
2156 if (tmpi < best_distance) { 1607 if (tmpi < best_distance)
1608 {
2157 best_distance = tmpi; 1609 best_distance = tmpi;
2158 best = tmp; 1610 best = tmp;
2159 } 1611 }
2160 } 1612 }
2161 if (best != op1) { 1613 if (best != op1)
1614 {
2162 retval->distance_x += op1->x-best->x; 1615 retval->distance_x += op1->x - best->x;
2163 retval->distance_y += op1->y-best->y; 1616 retval->distance_y += op1->y - best->y;
2164 } 1617 }
2165 } 1618 }
2166 retval->part = best; 1619 retval->part = best;
2167 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);
2168 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2169 } 1622 }
2170} 1623}
2171 1624
2172/* 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
2173 * the first parameter being an object, it instead is the map 1626 * the first parameter being an object, it instead is the map
2178 * 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
2179 * 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
2180 * field of the rv_vector is set to NULL. 1633 * field of the rv_vector is set to NULL.
2181 */ 1634 */
2182 1635
1636void
2183void 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{
2184 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 {
2185 /* be conservative and fill in _some_ data */ 1641 /* be conservative and fill in _some_ data */
2186 retval->distance = 100000; 1642 retval->distance = 100000;
2187 retval->distance_x = 32767; 1643 retval->distance_x = 32767;
2188 retval->distance_y = 32767; 1644 retval->distance_y = 32767;
2189 retval->direction = 0; 1645 retval->direction = 0;
2190 retval->part = 0; 1646 retval->part = 0;
2191 } else { 1647 }
1648 else
1649 {
2192 retval->distance_x += op2->x-x; 1650 retval->distance_x += op2->x - x;
2193 retval->distance_y += op2->y-y; 1651 retval->distance_y += op2->y - y;
2194 1652
2195 retval->part = NULL; 1653 retval->part = NULL;
2196 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);
2197 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2198 } 1656 }
2199} 1657}
2200 1658
2201/* 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
2202 * (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
2203 * 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
2204 * to op1, this will still return false. 1662 * to op1, this will still return false.
2205 * 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
2206 * and efficient. This could probably be a macro. 1664 * and efficient. This could probably be a macro.
2207 * MSW 2001-08-05 1665 * MSW 2001-08-05
2208 */ 1666 */
1667int
2209int on_same_map(const object *op1, const object *op2) { 1668on_same_map (const object *op1, const object *op2)
1669{
2210 int dx, dy; 1670 int dx, dy;
2211 1671
2212 return adjacent_map(op1->map, op2->map, &dx, &dy); 1672 return adjacent_map (op1->map, op2->map, &dx, &dy);
2213} 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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