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Comparing deliantra/server/common/map.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 17:35:50 2006 UTC vs.
Revision 1.64 by root, Mon Jan 1 12:28:45 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.3 2006/08/15 17:35:50 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62 31
63/* 32/*
64 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname 36 * it really should be called create_mapname
68 */ 37 */
69 38const char *
70const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
71 static char buf[MAX_BUF]; 41 static char buf[8192];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf); 43 return buf;
81} 44}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141 45
142/* 46/*
143 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned. 49 * is returned.
152 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
156 */ 60 */
157 61int
158int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
159{ 63{
160 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
161#ifndef WIN32 65
162 char *endbuf; 66 char *endbuf;
163 struct stat statbuf; 67 struct stat statbuf;
164 int mode = 0, i; 68 int mode = 0;
165#endif
166 69
167 if (prepend_dir) 70 if (prepend_dir)
168 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
169 else 72 else
170 strcpy(buf, name); 73 strcpy (buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174 74
175 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
178 * all the names. 78 * all the names.
179 */ 79 */
180 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
181 81
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1); 83 return -1;
192 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
193 return (-1); 85 return (-1);
194 86
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4; 89 mode |= 4;
199 90
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2; 93 mode |= 2;
204 94
205 return (mode); 95 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245} 96}
246 97
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
252 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
256 */ 107 */
108int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 110{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 111 sint16 newx = x;
265 newy = y; 112 sint16 newy = y;
113
266 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 115
268 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
269 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 120 if (nx) *nx = newx;
271 if (ny) *ny = newy; 121 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 122
274 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
275 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
276
277 return retval;
278} 124}
279
280 125
281/* 126/*
282 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 133 * monster.
289 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
290 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 136 * by the caller.
292 */ 137 */
293 138int
294int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
295 object *tmp; 141 object *tmp;
296 int mflags, blocked; 142 int mflags, blocked;
297 143
298 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this. 145 * have already checked this.
300 */ 146 */
301 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
302 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
303 return 1; 150 return 1;
304 } 151 }
305 152
306 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
307 * directly. 154 * directly.
308 */ 155 */
309 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
310 157
311 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
312 159
313 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
314 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
315 * things we need to do for players. 162 * things we need to do for players.
316 */ 163 */
317 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
318
319 /* if there isn't anytyhing alive on this space, and this space isn't
320 * otherwise blocked, we can return now. Only if there is a living
321 * creature do we need to investigate if it is part of this creature
322 * or another. Likewise, only if something is blocking us do we
323 * need to investigate if there is a special circumstance that would
324 * let the player through (inventory checkers for example)
325 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
327
328 if(ob->head != NULL)
329 ob=ob->head;
330
331 /* We basically go through the stack of objects, and if there is
332 * some other object that has NO_PASS or FLAG_ALIVE set, return
333 * true. If we get through the entire stack, that must mean
334 * ob is blocking it, so return 0.
335 */
336 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
337
338 /* This must be before the checks below. Code for inventory checkers. */
339 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
340 /* If last_sp is set, the player/monster needs an object,
341 * so we check for it. If they don't have it, they can't
342 * pass through this space.
343 */
344 if (tmp->last_sp) {
345 if (check_inv_recursive(ob,tmp)==NULL)
346 return 1;
347 else
348 continue;
349 } else {
350 /* In this case, the player must not have the object -
351 * if they do, they can't pass through.
352 */
353 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
354 return 1;
355 else
356 continue;
357 }
358 } /* if check_inv */
359 else {
360 /* Broke apart a big nasty if into several here to make
361 * this more readable. first check - if the space blocks
362 * movement, can't move here.
363 * second - if a monster, can't move there, unles it is a
364 * hidden dm
365 */
366 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
367 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
369 return 1;
370 }
371
372 }
373 return 0; 165 return 0;
166
167 /* if there isn't anytyhing alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example)
173 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
176
177 if (ob->head != NULL)
178 ob = ob->head;
179
180 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0.
184 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
187
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
191 /* If last_sp is set, the player/monster needs an object,
192 * so we check for it. If they don't have it, they can't
193 * pass through this space.
194 */
195 if (tmp->last_sp)
196 {
197 if (check_inv_recursive (ob, tmp) == NULL)
198 return 1;
199 else
200 continue;
201 }
202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
215 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks
217 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a
219 * hidden dm
220 */
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1;
226 }
227
228 }
229 return 0;
374} 230}
375 231
376 232
377/* 233/*
378 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
398 * 254 *
399 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
401 * against the move_block values. 257 * against the move_block values.
402 */ 258 */
403 259int
404int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
405 archetype *tmp; 262 archetype *tmp;
406 int flag; 263 int flag;
407 mapstruct *m1; 264 maptile *m1;
408 sint16 sx, sy; 265 sint16 sx, sy;
409 266
410 if(ob==NULL) { 267 if (!ob)
268 {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
413 272
414 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
416 } 275 }
417 276
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420 280
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
423 285
286 mapspace &ms = m1->at (sx, sy);
287
424 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
425 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
426 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427 */ 291 */
428 292
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
430 295
431 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
432 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
433 */ 298 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
435 return AB_NO_PASS; 300 return P_NO_PASS;
436
437 } 301 }
302
438 return 0; 303 return 0;
439} 304}
440 305
441/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
442 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
443 * and insert them properly. 308 * and insert them properly.
444 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
446 */ 311 */
447 312void
448void fix_container(object *container) 313fix_container (object *container)
449{ 314{
450 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
451 316
452 container->inv=NULL; 317 container->inv = 0;
453 while (tmp!=NULL) { 318 while (tmp)
319 {
454 next = tmp->below; 320 next = tmp->below;
455 if (tmp->inv) 321 if (tmp->inv)
456 fix_container(tmp); 322 fix_container (tmp);
323
457 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
458 tmp = next; 325 tmp = next;
459 } 326 }
327
460 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
461 * carrying. 329 * carrying.
462 */ 330 */
463 sum_weight(container); 331 sum_weight (container);
332}
333
334void
335maptile::set_object_flag (int flag, int value)
336{
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
464} 343}
465 344
466/* link_multipart_objects go through all the objects on the map looking 345/* link_multipart_objects go through all the objects on the map looking
467 * for objects whose arch says they are multipart yet according to the 346 * for objects whose arch says they are multipart yet according to the
468 * info we have, they only have the head (as would be expected when 347 * info we have, they only have the head (as would be expected when
469 * they are saved). We do have to look for the old maps that did save 348 * they are saved). We do have to look for the old maps that did save
470 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
471 */ 350 */
472 351void
473static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
474{ 353{
475 int x,y; 354 if (!spaces)
476 object *tmp, *op, *last, *above; 355 return;
477 archetype *at;
478 356
479 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
482 above=tmp->above; 360 object *above = tmp->above;
483 361
484 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
486 364 {
487 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
488 * won't do anything. 366 * won't do anything.
489 */ 367 */
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
491 op = arch_to_object(at); 374 op = arch_to_object (at);
492 375
493 /* update x,y coordinates */ 376 /* update x,y coordinates */
494 op->x += tmp->x; 377 op->x += tmp->x;
495 op->y += tmp->y; 378 op->y += tmp->y;
496 op->head = tmp; 379 op->head = tmp;
497 op->map = m; 380 op->map = this;
498 last->more = op; 381 last->more = op;
499 if (tmp->name != op->name) { 382 op->name = tmp->name;
500 if (op->name) free_string(op->name); 383 op->title = tmp->title;
501 op->name = add_string(tmp->name); 384
502 }
503 if (tmp->title != op->title) {
504 if (op->title) free_string(op->title);
505 op->title = add_string(tmp->title);
506 }
507 /* we could link all the parts onto tmp, and then just 385 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same, 386 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and 387 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part. 388 * the coding is simpler to just to it here with each part.
511 */ 389 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */ 391 }
514 } /* for objects on this space */ 392 }
393
394 tmp = above;
395 }
515} 396}
516
517
518 397
519/* 398/*
520 * Loads (ands parses) the objects into a given map from the specified 399 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 400 * file pointer.
522 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
523 */ 402 */
524 403bool
525void load_objects (mapstruct *m, FILE *fp, int mapflags) { 404maptile::load_objects (object_thawer &thawer)
526 int i,j,bufstate=LO_NEWFILE; 405{
527 int unique; 406 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
529 408
530 op=get_object(); 409 op = object::create ();
531 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
532 411
533 while((i=load_object(fp,op,bufstate, mapflags))) { 412 while (int i = load_object (thawer, op, 0))
534 /* Since the loading of the map header does not load an object 413 {
535 * anymore, we need to pass LO_NEWFILE for the first object loaded,
536 * and then switch to LO_REPEAT for faster loading.
537 */
538 bufstate = LO_REPEAT;
539
540 /* if the archetype for the object is null, means that we 414 /* if the archetype for the object is null, means that we
541 * got an invalid object. Don't do anything with it - the game 415 * got an invalid object. Don't do anything with it - the game
542 * or editor will not be able to do anything with it either. 416 * or editor will not be able to do anything with it either.
543 */ 417 */
544 if (op->arch==NULL) { 418 if (op->arch == NULL)
419 {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
546 continue; 421 continue;
547 } 422 }
548 423
549 424 switch (i)
550 switch(i) { 425 {
551 case LL_NORMAL: 426 case LL_NORMAL:
552 /* if we are loading an overlay, put the floors on the bottom */
553 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
554 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558 428
559 if (op->inv) 429 if (op->inv)
560 sum_weight(op); 430 sum_weight (op);
561 431
562 prev=op,last_more=op; 432 prev = op, last_more = op;
563 break; 433 break;
564 434
565 case LL_MORE: 435 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op; 437 op->head = prev, last_more->more = op, last_more = op;
568 break; 438 break;
569 } 439 }
570 if (mapflags & MAP_STYLE) { 440
571 remove_from_active_list(op); 441 op = object::create ();
572 }
573 op=get_object();
574 op->map = m; 442 op->map = this;
575 } 443 }
444
445 op->destroy ();
446
447#if 0
576 for (i=0;i<m->width;i++){ 448 for (i = 0; i < width; i++)
577 for (j=0;j<m->height;j++){ 449 for (j = 0; j < height; j++)
450 {
578 unique =0; 451 unique = 0;
579 /* check for unique items, or unique squares */ 452 /* check for unique items, or unique squares */
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
582 unique = 1; 456 unique = 1;
457
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::save_objects (object_freezer &freezer, int flags)
491{
492 if (flags & IO_HEADER)
493 save_header (freezer);
494
495 if (!spaces)
496 return false;
497
498 for (int i = 0; i < size (); ++i)
499 {
500 int unique = 0;
501 for (object *op = spaces [i].bot; op; op = op->above)
502 {
503 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
504 unique = 1;
505
506 if (!op->can_map_save ())
507 continue;
508
509 if (unique || op->flag [FLAG_UNIQUE])
510 {
511 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1);
513 }
514 else if (flags & IO_OBJECTS)
515 save_object (freezer, op, 1);
516 }
585 } 517 }
586 } 518
519 return true;
520}
521
522bool
523maptile::load_objects (const char *path, bool skip_header)
524{
525 object_thawer thawer (path);
526
527 if (!thawer)
528 return false;
529
530 if (skip_header)
531 for (;;)
532 {
533 keyword kw = thawer.get_kv ();
534
535 if (kw == KW_end)
536 break;
537
538 thawer.skip_kv (kw);
587 } 539 }
588 free_object(op);
589 link_multipart_objects(m);
590}
591 540
592/* This saves all the objects on the map in a non destructive fashion. 541 return load_objects (thawer);
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 542}
594 * and we only save the head of multi part objects - this is needed 543
595 * in order to do map tiling properly. 544bool
545maptile::save_objects (const char *path, int flags)
546{
547 object_freezer freezer;
548
549 if (!save_objects (freezer, flags))
550 return false;
551
552 return freezer.save (path);
553}
554
555maptile::maptile ()
556{
557 in_memory = MAP_SWAPPED;
558
559 /* The maps used to pick up default x and y values from the
560 * map archetype. Mimic that behaviour.
596 */ 561 */
597void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 562 width = 16;
598 int i, j = 0,unique=0; 563 height = 16;
599 object *op; 564 reset_timeout = 0;
600 /* first pass - save one-part objects */ 565 timeout = 300;
601 for(i = 0; i < MAP_WIDTH(m); i++) 566 enter_x = 0;
602 for (j = 0; j < MAP_HEIGHT(m); j++) { 567 enter_y = 0;
603 unique=0; 568}
604 for(op = get_map_ob (m, i, j); op; op = op->above) {
605 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
606 unique=1;
607 569
608 if(op->type == PLAYER) { 570maptile::maptile (int w, int h)
609 LOG(llevDebug, "Player on map that is being saved\n"); 571{
610 continue; 572 in_memory = MAP_SWAPPED;
611 }
612 573
613 if (op->head || op->owner) 574 width = w;
614 continue; 575 height = h;
576 reset_timeout = 0;
577 timeout = 300;
578 enter_x = 0;
579 enter_y = 0;
615 580
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 581 alloc ();
617 save_object( fp2 , op, 3);
618 else
619 if (flag == 0 ||
620 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
621 !QUERY_FLAG(op, FLAG_UNPAID))))
622 save_object(fp, op, 3);
623
624 } /* for this space */
625 } /* for this j */
626} 582}
627 583
628/* 584/*
629 * Allocates, initialises, and returns a pointer to a mapstruct.
630 * Modified to no longer take a path option which was not being
631 * used anyways. MSW 2001-07-01
632 */
633
634mapstruct *get_linked_map(void) {
635 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
636 mapstruct *mp;
637
638 if(map==NULL)
639 fatal(OUT_OF_MEMORY);
640
641 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
642 if(mp==NULL)
643 first_map=map;
644 else
645 mp->next=map;
646
647 map->in_memory=MAP_SWAPPED;
648 /* The maps used to pick up default x and y values from the
649 * map archetype. Mimic that behaviour.
650 */
651 MAP_WIDTH(map)=16;
652 MAP_HEIGHT(map)=16;
653 MAP_RESET_TIMEOUT(map)=0;
654 MAP_TIMEOUT(map)=300;
655 MAP_ENTER_X(map)=0;
656 MAP_ENTER_Y(map)=0;
657 /*set part to -1 indicating conversion to weather map not yet done*/
658 MAP_WORLDPARTX(map)=-1;
659 MAP_WORLDPARTY(map)=-1;
660 return map;
661}
662
663/*
664 * Allocates the arrays contained in a mapstruct. 585 * Allocates the arrays contained in a maptile.
665 * This basically allocates the dynamic array of spaces for the 586 * This basically allocates the dynamic array of spaces for the
666 * map. 587 * map.
667 */ 588 */
668 589void
669void allocate_map(mapstruct *m) { 590maptile::alloc ()
670 m->in_memory = MAP_IN_MEMORY; 591{
671 /* Log this condition and free the storage. We could I suppose
672 * realloc, but if the caller is presuming the data will be intact,
673 * that is their poor assumption.
674 */
675 if (m->spaces) { 592 if (spaces)
676 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
677 free(m->spaces);
678 }
679
680 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
681
682 if(m->spaces==NULL)
683 fatal(OUT_OF_MEMORY);
684}
685
686/* Create and returns a map of the specific size. Used
687 * in random map code and the editor.
688 */
689mapstruct *get_empty_map(int sizex, int sizey) {
690 mapstruct *m = get_linked_map();
691 m->width = sizex;
692 m->height = sizey;
693 m->in_memory = MAP_SWAPPED;
694 allocate_map(m);
695 return m; 593 return;
594
595 spaces = salloc0<mapspace> (size ());
696} 596}
697 597
698/* Takes a string from a map definition and outputs a pointer to the array of shopitems 598/* Takes a string from a map definition and outputs a pointer to the array of shopitems
699 * corresponding to that string. Memory is allocated for this, it must be freed 599 * corresponding to that string. Memory is allocated for this, it must be freed
700 * at a later date. 600 * at a later date.
701 * Called by parse_map_headers below. 601 * Called by parse_map_headers below.
702 */ 602 */
703 603static shopitems *
704static shopitems *parse_shop_string (const char *input_string) { 604parse_shop_string (const char *input_string)
605{
705 char *shop_string, *p, *q, *next_semicolon, *next_colon; 606 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL; 607 shopitems *items = NULL;
707 int i=0, number_of_entries=0; 608 int i = 0, number_of_entries = 0;
708 const typedata *current_type; 609 const typedata *current_type;
709 610
710 shop_string=strdup_local(input_string); 611 shop_string = strdup (input_string);
711 p=shop_string; 612 p = shop_string;
712 /* first we'll count the entries, we'll need that for allocating the array shortly */ 613 /* first we'll count the entries, we'll need that for allocating the array shortly */
713 while (p) { 614 while (p)
615 {
714 p=strchr(p, ';'); 616 p = strchr (p, ';');
715 number_of_entries++; 617 number_of_entries++;
716 if (p) p++; 618 if (p)
619 p++;
717 } 620 }
621
718 p=shop_string; 622 p = shop_string;
719 strip_endline(p); 623 strip_endline (p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 624 items = new shopitems[number_of_entries + 1];
721 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
722 for (i=0; i<number_of_entries; i++) { 625 for (i = 0; i < number_of_entries; i++)
723 if (!p) { 626 {
627 if (!p)
628 {
724 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 629 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725 break; 630 break;
726 }
727 next_semicolon=strchr(p, ';');
728 next_colon=strchr(p, ':');
729 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
730 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
731 items[i].strength=atoi(strchr(p,':')+1);
732
733 if (isdigit(*p) || *p=='*') {
734 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
735 current_type=get_typedata(items[i].typenum);
736 if (current_type) {
737 items[i].name=current_type->name;
738 items[i].name_pl=current_type->name_pl;
739 }
740 }
741 else { /*we have a named type, let's figure out what it is */
742 q=strpbrk(p,";:");
743 if (q) *q='\0';
744
745 current_type=get_typedata_by_name(p);
746 if (current_type) {
747 items[i].name=current_type->name;
748 items[i].typenum=current_type->number;
749 items[i].name_pl=current_type->name_pl;
750 }
751 else { /* oh uh, something's wrong, let's free up this one, and try
752 * the next entry while we're at it, better print a warning
753 */
754 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
755 p, input_string);
756 }
757 } 631 }
632
633 next_semicolon = strchr (p, ';');
634 next_colon = strchr (p, ':');
635 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
636 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
637 items[i].strength = atoi (strchr (p, ':') + 1);
638
639 if (isdigit (*p) || *p == '*')
640 {
641 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
642 current_type = get_typedata (items[i].typenum);
643 if (current_type)
644 {
645 items[i].name = current_type->name;
646 items[i].name_pl = current_type->name_pl;
647 }
648 }
649 else
650 { /*we have a named type, let's figure out what it is */
651 q = strpbrk (p, ";:");
652 if (q)
653 *q = '\0';
654
655 current_type = get_typedata_by_name (p);
656 if (current_type)
657 {
658 items[i].name = current_type->name;
659 items[i].typenum = current_type->number;
660 items[i].name_pl = current_type->name_pl;
661 }
662 else
663 { /* oh uh, something's wrong, let's free up this one, and try
664 * the next entry while we're at it, better print a warning
665 */
666 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
667 }
668 }
669
758 items[i].index=number_of_entries; 670 items[i].index = number_of_entries;
759 if (next_semicolon) p=++next_semicolon; 671 if (next_semicolon)
760 else p=NULL; 672 p = ++next_semicolon;
673 else
674 p = NULL;
761 } 675 }
676
762 free(shop_string); 677 free (shop_string);
763 return items; 678 return items;
764} 679}
765 680
766/* opposite of parse string, this puts the string that was originally fed in to 681/* opposite of parse string, this puts the string that was originally fed in to
767 * the map (or something equivilent) into output_string. */ 682 * the map (or something equivilent) into output_string. */
683static void
768static void print_shop_string(mapstruct *m, char *output_string) { 684print_shop_string (maptile *m, char *output_string)
685{
769 int i; 686 int i;
770 char tmp[MAX_BUF]; 687 char tmp[MAX_BUF];
688
771 strcpy(output_string, ""); 689 strcpy (output_string, "");
772 for (i=0; i< m->shopitems[0].index; i++) { 690 for (i = 0; i < m->shopitems[0].index; i++)
691 {
773 if (m->shopitems[i].typenum) { 692 if (m->shopitems[i].typenum)
693 {
774 if (m->shopitems[i].strength) { 694 if (m->shopitems[i].strength)
775 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 695 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
776 } 696 else
777 else sprintf(tmp, "%s;", m->shopitems[i].name); 697 sprintf (tmp, "%s;", m->shopitems[i].name);
778 } 698 }
779 else { 699 else
700 {
780 if (m->shopitems[i].strength) { 701 if (m->shopitems[i].strength)
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 702 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
782 } 703 else
783 else sprintf(tmp, "*"); 704 sprintf (tmp, "*");
784 } 705 }
706
785 strcat(output_string, tmp); 707 strcat (output_string, tmp);
786 } 708 }
787} 709}
788 710
789/* This loads the header information of the map. The header 711/* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc. 712 * contains things like difficulty, size, timeout, etc.
794 * put all the stuff in the map object so that names actually make 716 * put all the stuff in the map object so that names actually make
795 * sense. 717 * sense.
796 * This could be done in lex (like the object loader), but I think 718 * This could be done in lex (like the object loader), but I think
797 * currently, there are few enough fields this is not a big deal. 719 * currently, there are few enough fields this is not a big deal.
798 * MSW 2001-07-01 720 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */ 721 */
801 722bool
802static int load_map_header(FILE *fp, mapstruct *m) 723maptile::load_header (object_thawer &thawer)
803{ 724{
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 725 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
805 int msgpos=0; 726 int msgpos = 0;
806 int maplorepos=0; 727 int maplorepos = 0;
807 728
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 729 for (;;)
809 buf[HUGE_BUF-1] = 0; 730 {
810 key = buf; 731 keyword kw = thawer.get_kv ();
811 while (isspace(*key)) key++; 732
812 if (*key == 0) continue; /* empty line */ 733 switch (kw)
813 value = strchr(key, ' '); 734 {
814 if (!value) { 735 case KW_EOF:
815 end = strchr(key, '\n'); 736 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
816 if (end != NULL) { 737 return false;
817 *end = 0; 738
739 case KW_end:
740 return true;
741
742 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg);
744 break;
745
746 case KW_lore: // CF+ extension
747 thawer.get_ml (KW_endlore, maplore);
748 break;
749
750 case KW_maplore:
751 thawer.get_ml (KW_endmaplore, maplore);
752 break;
753
754 case KW_arch:
755 if (strcmp (thawer.get_str (), "map"))
756 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
757 break;
758
759 case KW_oid:
760 thawer.get (this, thawer.get_sint32 ());
761 break;
762
763 case KW_file_format_version: break; // nop
764
765 case KW_name: thawer.get (name); break;
766 case KW_attach: thawer.get (attach); break;
767 case KW_reset_time: thawer.get (reset_time); break;
768 case KW_shopgreed: thawer.get (shopgreed); break;
769 case KW_shopmin: thawer.get (shopmin); break;
770 case KW_shopmax: thawer.get (shopmax); break;
771 case KW_shoprace: thawer.get (shoprace); break;
772 case KW_outdoor: thawer.get (outdoor); break;
773 case KW_temp: thawer.get (temp); break;
774 case KW_pressure: thawer.get (pressure); break;
775 case KW_humid: thawer.get (humid); break;
776 case KW_windspeed: thawer.get (windspeed); break;
777 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break;
779
780 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break;
782
783 case KW_region: get_region_by_name (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785
786 // old names new names
787 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
788 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
789 case KW_x: case KW_width: thawer.get (width); break;
790 case KW_y: case KW_height: thawer.get (height); break;
791 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
792 case KW_value: case KW_swap_time: thawer.get (timeout); break;
793 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
794 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
795 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
796
797 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801
802 default:
803 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
804 break;
805 }
818 } 806 }
819 } else {
820 *value = 0;
821 value++;
822 end = strchr(value, '\n');
823 while (isspace(*value)) {
824 value++;
825 if (*value == '\0' || value == end) {
826 /* Nothing but spaces. */
827 value = NULL;
828 break;
829 }
830 }
831 }
832 if (!end) {
833 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
834 buf);
835 return 1;
836 }
837
838 807
839 /* key is the field name, value is what it should be set 808 abort ();
840 * to. We've already done the work to null terminate key, 809}
841 * and strip off any leading spaces for both of these.
842 * We have not touched the newline at the end of the line -
843 * these are needed for some values. the end pointer
844 * points to the first of the newlines.
845 * value could be NULL! It would be easy enough to just point
846 * this to "" to prevent cores, but that would let more errors slide
847 * through.
848 *
849 * First check for entries that do not use the value parameter, then
850 * validate that value is given and check for the remaining entries
851 * that use the parameter.
852 */
853 810
854 if (!strcmp(key,"msg")) { 811bool
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 812maptile::load_header (const char *path)
856 if (!strcmp(buf,"endmsg\n")) break; 813{
857 else { 814 object_thawer thawer (path);
858 /* slightly more efficient than strcat */
859 strcpy(msgbuf+msgpos, buf);
860 msgpos += strlen(buf);
861 }
862 }
863 /* There are lots of maps that have empty messages (eg, msg/endmsg
864 * with nothing between). There is no reason in those cases to
865 * keep the empty message. Also, msgbuf contains garbage data
866 * when msgpos is zero, so copying it results in crashes
867 */
868 if (msgpos != 0)
869 m->msg = strdup_local(msgbuf);
870 }
871 else if (!strcmp(key,"maplore")) {
872 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
873 if (!strcmp(buf,"endmaplore\n")) break;
874 else {
875 /* slightly more efficient than strcat */
876 strcpy(maplorebuf+maplorepos, buf);
877 maplorepos += strlen(buf);
878 }
879 }
880 if (maplorepos != 0)
881 m->maplore = strdup_local(maplorebuf);
882 }
883 else if (!strcmp(key,"end")) {
884 break;
885 }
886 else if (value == NULL) {
887 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
888 }
889 else if (!strcmp(key, "arch")) {
890 /* This is an oddity, but not something we care about much. */
891 if (strcmp(value,"map\n"))
892 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
893 }
894 else if (!strcmp(key,"name")) {
895 *end=0;
896 m->name = strdup_local(value);
897 }
898 /* first strcmp value on these are old names supported
899 * for compatibility reasons. The new values (second) are
900 * what really should be used.
901 */
902 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 } else if (!strcmp(key, "safe_map")) {
955 m->safe_map = atoi(value);
956 }
957 else if (!strncmp(key,"tile_path_", 10)) {
958 int tile=atoi(key+10);
959 815
960 if (tile<1 || tile>4) { 816 if (!thawer)
961 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
962 tile, m->path);
963 } else {
964 char *path;
965
966 *end = 0;
967
968 if (m->tile_path[tile-1]) {
969 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
970 tile, m->path);
971 free(m->tile_path[tile-1]);
972 m->tile_path[tile-1] = NULL;
973 }
974
975 if (check_path(value, 1) != -1) {
976 /* The unadorned path works. */
977 path = value;
978 } else {
979 /* Try again; it could be a relative exit. */
980
981 path = path_combine_and_normalize(m->path, value);
982
983 if (check_path(path, 1) == -1) {
984 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
985 path = NULL;
986 }
987 }
988
989 if (editor) {
990 /* Use the value as in the file. */
991 m->tile_path[tile-1] = strdup_local(value);
992 } else if (path != NULL) {
993 /* Use the normalized value. */
994 m->tile_path[tile-1] = strdup_local(path);
995 }
996 } /* end if tile direction (in)valid */
997 }
998 else {
999 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
1000 }
1001 }
1002 if (!key || strcmp(key,"end")) {
1003 LOG(llevError,"Got premature eof on map header!\n");
1004 return 1;
1005 }
1006 return 0; 817 return false;
1007}
1008 818
1009/* 819 return load_header (thawer);
1010 * Opens the file "filename" and reads information about the map
1011 * from the given file, and stores it in a newly allocated
1012 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1013 * flags correspond to those in map.h. Main ones used are
1014 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1015 * MAP_BLOCK, in which case we block on this load. This happens in all
1016 * cases, no matter if this flag is set or not.
1017 * MAP_STYLE: style map - don't add active objects, don't add to server
1018 * managed map list.
1019 */
1020
1021mapstruct *load_original_map(const char *filename, int flags) {
1022 FILE *fp;
1023 mapstruct *m;
1024 int comp;
1025 char pathname[MAX_BUF];
1026
1027 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1028 if (flags & MAP_PLAYER_UNIQUE)
1029 strcpy(pathname, filename);
1030 else if (flags & MAP_OVERLAY)
1031 strcpy(pathname, create_overlay_pathname(filename));
1032 else
1033 strcpy(pathname, create_pathname(filename));
1034
1035 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1036 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1037 return (NULL);
1038 }
1039
1040 m = get_linked_map();
1041
1042 strcpy (m->path, filename);
1043 if (load_map_header(fp, m)) {
1044 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1045 filename, flags);
1046 delete_map(m);
1047 return NULL;
1048 }
1049
1050 allocate_map(m);
1051 m->compressed = comp;
1052
1053 m->in_memory=MAP_LOADING;
1054 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1055 close_and_delete(fp, comp);
1056 m->in_memory=MAP_IN_MEMORY;
1057 if (!MAP_DIFFICULTY(m))
1058 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1059 set_map_reset_time(m);
1060 if (load_original_map_callback)
1061 load_original_map_callback(m);
1062 return (m);
1063}
1064
1065/*
1066 * Loads a map, which has been loaded earlier, from file.
1067 * Return the map object we load into (this can change from the passed
1068 * option if we can't find the original map)
1069 */
1070
1071static mapstruct *load_temporary_map(mapstruct *m) {
1072 FILE *fp;
1073 int comp;
1074 char buf[MAX_BUF];
1075
1076 if (!m->tmpname) {
1077 LOG(llevError, "No temporary filename for map %s\n", m->path);
1078 strcpy(buf, m->path);
1079 delete_map(m);
1080 m = load_original_map(buf, 0);
1081 if(m==NULL) return NULL;
1082 fix_auto_apply(m); /* Chests which open as default */
1083 return m;
1084 }
1085
1086 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1087 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1088 strcpy(buf, m->path);
1089 delete_map(m);
1090 m = load_original_map(buf, 0);
1091 if(m==NULL) return NULL;
1092 fix_auto_apply(m); /* Chests which open as default */
1093 return m;
1094 }
1095
1096
1097 if (load_map_header(fp, m)) {
1098 LOG(llevError,"Error loading map header for %s (%s)\n",
1099 m->path, m->tmpname);
1100 delete_map(m);
1101 m = load_original_map(m->path, 0);
1102 return NULL;
1103 }
1104 m->compressed = comp;
1105 allocate_map(m);
1106
1107 m->in_memory=MAP_LOADING;
1108 load_objects (m, fp, 0);
1109 close_and_delete(fp, comp);
1110 m->in_memory=MAP_IN_MEMORY;
1111 if (load_temporary_map_callback)
1112 load_temporary_map_callback(m);
1113 return m;
1114}
1115
1116/*
1117 * Loads a map, which has been loaded earlier, from file.
1118 * Return the map object we load into (this can change from the passed
1119 * option if we can't find the original map)
1120 */
1121
1122mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1123 FILE *fp;
1124 int comp;
1125 char pathname[MAX_BUF];
1126
1127 strcpy(pathname, create_overlay_pathname(filename));
1128
1129 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1130/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1131 return m;
1132 }
1133
1134 if (load_map_header(fp, m)) {
1135 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1136 m->path, pathname);
1137 delete_map(m);
1138 m = load_original_map(m->path, 0);
1139 return NULL;
1140 }
1141 m->compressed = comp;
1142 /*allocate_map(m);*/
1143
1144 m->in_memory=MAP_LOADING;
1145 load_objects (m, fp, MAP_OVERLAY);
1146 close_and_delete(fp, comp);
1147 m->in_memory=MAP_IN_MEMORY;
1148 return m;
1149} 820}
1150 821
1151/****************************************************************************** 822/******************************************************************************
1152 * This is the start of unique map handling code 823 * This is the start of unique map handling code
1153 *****************************************************************************/ 824 *****************************************************************************/
1154 825
1155/* This goes through map 'm' and removed any unique items on the map. */ 826/* This goes through the maptile and removed any unique items on the map. */
1156static void delete_unique_items(mapstruct *m) 827void
828maptile::clear_unique_items ()
1157{ 829{
830 for (int i = 0; i < size (); ++i)
831 {
1158 int i,j,unique; 832 int unique = 0;
1159 object *op, *next; 833 for (object *op = spaces [i].bot; op; )
834 {
835 object *above = op->above;
1160 836
1161 for(i=0; i<MAP_WIDTH(m); i++)
1162 for(j=0; j<MAP_HEIGHT(m); j++) {
1163 unique=0;
1164 for (op=get_map_ob(m, i, j); op; op=next) {
1165 next = op->above;
1166 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 837 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1167 unique=1; 838 unique = 1;
839
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1169 clean_object(op); 841 {
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 842 op->destroy_inv (false);
1171 remove_button_link(op); 843 op->destroy ();
1172 remove_ob(op); 844 }
1173 free_object(op); 845
1174 } 846 op = above;
847 }
1175 } 848 }
1176 }
1177} 849}
1178 850
851bool
852maptile::save_header (object_freezer &freezer)
853{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1179 856
1180/* 857 MAP_OUT2 (arch, "map");
1181 * Loads unique objects from file(s) into the map which is in memory
1182 * m is the map to load unique items into.
1183 */
1184static void load_unique_objects(mapstruct *m) {
1185 FILE *fp;
1186 int comp,count;
1187 char firstname[MAX_BUF];
1188 858
1189 for (count=0; count<10; count++) { 859 if (name) MAP_OUT (name);
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 860 MAP_OUT (swap_time);
1191 if (!access(firstname, R_OK)) break; 861 MAP_OUT (reset_time);
1192 } 862 MAP_OUT (reset_timeout);
1193 /* If we get here, we did not find any map */ 863 MAP_OUT (fixed_resettime);
1194 if (count==10) return; 864 MAP_OUT (difficulty);
1195 865
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 866 if (region) MAP_OUT2 (region, region->name);
1197 /* There is no expectation that every map will have unique items, but this
1198 * is debug output, so leave it in.
1199 */
1200 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1201 return;
1202 }
1203 867
1204 m->in_memory=MAP_LOADING; 868 if (shopitems)
1205 if (m->tmpname == NULL) /* if we have loaded unique items from */
1206 delete_unique_items(m); /* original map before, don't duplicate them */
1207 load_object(fp, NULL, LO_NOREAD,0);
1208 load_objects (m, fp, 0);
1209 close_and_delete(fp, comp);
1210 m->in_memory=MAP_IN_MEMORY;
1211}
1212
1213
1214/*
1215 * Saves a map to file. If flag is set, it is saved into the same
1216 * file it was (originally) loaded from. Otherwise a temporary
1217 * filename will be genarated, and the file will be stored there.
1218 * The temporary filename will be stored in the mapstructure.
1219 * If the map is unique, we also save to the filename in the map
1220 * (this should have been updated when first loaded)
1221 */
1222
1223int new_save_map(mapstruct *m, int flag) {
1224 FILE *fp, *fp2;
1225 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1226 int i;
1227 869 {
1228 if (flag && !*m->path) { 870 char shop[MAX_BUF];
1229 LOG(llevError,"Tried to save map without path.\n");
1230 return -1;
1231 }
1232
1233 if (flag || (m->unique) || (m->templatemap)) {
1234 if (!m->unique && !m->templatemap) { /* flag is set */
1235 if (flag == 2)
1236 strcpy(filename, create_overlay_pathname(m->path));
1237 else
1238 strcpy (filename, create_pathname (m->path));
1239 } else
1240 strcpy (filename, m->path);
1241
1242 /* If the compression suffix already exists on the filename, don't
1243 * put it on again. This nasty looking strcmp checks to see if the
1244 * compression suffix is at the end of the filename already.
1245 */
1246 if (m->compressed &&
1247 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1248 uncomp[m->compressed][0]))
1249 strcat(filename, uncomp[m->compressed][0]);
1250 make_path_to_file(filename);
1251 } else {
1252 if (!m->tmpname)
1253 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1254 strcpy(filename, m->tmpname);
1255 }
1256 LOG(llevDebug,"Saving map %s\n",m->path);
1257 m->in_memory = MAP_SAVING;
1258
1259 unlink (filename); // do not overwrite backups if done via hardlinks
1260
1261 /* Compress if it isn't a temporary save. Do compress if unique */
1262 if (m->compressed && (m->unique || m->templatemap || flag)) {
1263 char buf[MAX_BUF];
1264 strcpy(buf, uncomp[m->compressed][2]);
1265 strcat(buf, " > ");
1266 strcat(buf, filename);
1267 fp = popen(buf, "w");
1268 } else
1269 fp = fopen(filename, "w");
1270
1271 if(fp == NULL) {
1272 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1273 return -1;
1274 }
1275
1276 /* legacy */
1277 fprintf(fp,"arch map\n");
1278 if (m->name) fprintf(fp,"name %s\n", m->name);
1279 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1280 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1281 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1282 /* we unfortunately have no idea if this is a value the creator set
1283 * or a difficulty value we generated when the map was first loaded
1284 */
1285 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1286 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1287 if (m->shopitems) {
1288 print_shop_string(m, shop); 871 print_shop_string (this, shop);
1289 fprintf(fp,"shopitems %s\n", shop); 872 MAP_OUT2 (shopitems, shop);
1290 }
1291 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1292#ifndef WIN32
1293 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1294 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1295#else
1296 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1297 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1298#endif
1299 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1300 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1301 if (m->width) fprintf(fp,"width %d\n", m->width);
1302 if (m->height) fprintf(fp,"height %d\n", m->height);
1303 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1304 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1305 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1306 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1307 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1308 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1309 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1310 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1311 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1312 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1313 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1314 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1315 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1316 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1317 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1318
1319 /* Save any tiling information, except on overlays */
1320 if (flag != 2)
1321 for (i=0; i<4; i++)
1322 if (m->tile_path[i])
1323 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1324
1325 fprintf(fp,"end\n");
1326
1327 /* In the game save unique items in the different file, but
1328 * in the editor save them to the normal map file.
1329 * If unique map, save files in the proper destination (set by
1330 * player)
1331 */
1332 fp2 = fp; /* save unique items into fp2 */
1333 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334 sprintf (buf,"%s.v00",create_items_path (m->path));
1335 if ((fp2 = fopen (buf, "w")) == NULL) {
1336 LOG(llevError, "Can't open unique items file %s\n", buf);
1337 }
1338 if (flag == 2)
1339 save_objects(m, fp, fp2, 2);
1340 else
1341 save_objects (m, fp, fp2, 0);
1342 if (fp2 != NULL) {
1343 if (ftell (fp2) == 0) {
1344 fclose (fp2);
1345 unlink (buf);
1346 } else {
1347 fclose (fp2);
1348 chmod (buf, SAVE_MODE);
1349 } 873 }
1350 }
1351 } else { /* save same file when not playing, like in editor */
1352 save_objects(m, fp, fp, 0);
1353 }
1354 874
1355 if (m->compressed && (m->unique || m->templatemap || flag)) 875 MAP_OUT (shopgreed);
1356 pclose(fp); 876 MAP_OUT (shopmin);
1357 else 877 MAP_OUT (shopmax);
1358 fclose(fp); 878 if (shoprace) MAP_OUT (shoprace);
879 MAP_OUT (darkness);
880 MAP_OUT (width);
881 MAP_OUT (height);
882 MAP_OUT (enter_x);
883 MAP_OUT (enter_y);
1359 884
1360 chmod (filename, SAVE_MODE); 885 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
886 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
887
888 MAP_OUT (outdoor);
889 MAP_OUT (temp);
890 MAP_OUT (pressure);
891 MAP_OUT (humid);
892 MAP_OUT (windspeed);
893 MAP_OUT (winddir);
894 MAP_OUT (sky);
895
896 MAP_OUT (per_player);
897 MAP_OUT (per_party);
898
899 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
900 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
901 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
902 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
903
904 freezer.put (this);
905 freezer.put (KW_end);
906
907 return true;
908}
909
910bool
911maptile::save_header (const char *path)
912{
913 object_freezer freezer;
914
915 if (!save_header (freezer))
1361 return 0; 916 return false;
1362}
1363 917
1364 918 return freezer.save (path);
1365/*
1366 * Remove and free all objects in the inventory of the given object.
1367 * object.c ?
1368 */
1369
1370void clean_object(object *op)
1371{
1372 object *tmp, *next;
1373
1374 for(tmp = op->inv; tmp; tmp = next)
1375 {
1376 next = tmp->below;
1377 clean_object(tmp);
1378 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1379 remove_button_link(tmp);
1380 remove_ob(tmp);
1381 free_object(tmp);
1382 }
1383} 919}
1384 920
1385/* 921/*
1386 * Remove and free all objects in the given map. 922 * Remove and free all objects in the given map.
1387 */ 923 */
924void
925maptile::clear ()
926{
927 if (!spaces)
928 return;
1388 929
1389void free_all_objects(mapstruct *m) { 930 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1390 int i,j; 931 while (object *op = ms->bot)
1391 object *op; 932 {
1392 933 if (op->head)
1393 for(i=0;i<MAP_WIDTH(m);i++)
1394 for(j=0;j<MAP_HEIGHT(m);j++) {
1395 object *previous_obj=NULL;
1396 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1397 if (op==previous_obj) {
1398 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1399 break;
1400 }
1401 previous_obj=op;
1402 if(op->head!=NULL)
1403 op = op->head; 934 op = op->head;
1404 935
1405 /* If the map isn't in memory, free_object will remove and 936 op->destroy_inv (false);
1406 * free objects in op's inventory. So let it do the job. 937 op->destroy ();
1407 */
1408 if (m->in_memory==MAP_IN_MEMORY)
1409 clean_object(op);
1410 remove_ob(op);
1411 free_object(op);
1412 }
1413 }
1414#ifdef MANY_CORES
1415 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1416 * an item on that map was not saved - look for that condition and die as appropriate -
1417 * this leaves more of the map data intact for better debugging.
1418 */
1419 for (op=objects; op!=NULL; op=op->next) {
1420 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1421 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1422 abort();
1423 }
1424 } 938 }
1425#endif 939
940 sfree (spaces, size ()), spaces = 0;
941
942 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0;
944}
945
946void
947maptile::clear_header ()
948{
949 name = 0;
950 msg = 0;
951 maplore = 0;
952 shoprace = 0;
953 delete [] shopitems, shopitems = 0;
954
955 for (int i = 0; i < 4; i++)
956 tile_path [i] = 0;
957}
958
959maptile::~maptile ()
960{
961 assert (destroyed ());
962}
963
964void
965maptile::clear_links_to (maptile *m)
966{
967 /* We need to look through all the maps and see if any maps
968 * are pointing at this one for tiling information. Since
969 * tiling can be asymetric, we just can not look to see which
970 * maps this map tiles with and clears those.
971 */
972 for (int i = 0; i < 4; i++)
973 if (tile_map[i] == m)
974 tile_map[i] = 0;
975}
976
977void
978maptile::do_destroy ()
979{
980 attachable::do_destroy ();
981
982 clear ();
1426} 983}
1427 984
1428/* 985/*
1429 * Frees everything allocated by the given mapstructure. 986 * Updates every button on the map (by calling update_button() for them).
1430 * don't free tmpname - our caller is left to do that
1431 */
1432
1433void free_map(mapstruct *m,int flag) {
1434 int i;
1435
1436 if (!m->in_memory) {
1437 LOG(llevError,"Trying to free freed map.\n");
1438 return;
1439 }
1440 if (flag && m->spaces) free_all_objects(m);
1441 if (m->name) FREE_AND_CLEAR(m->name);
1442 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1443 if (m->msg) FREE_AND_CLEAR(m->msg);
1444 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1445 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1446 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1447 if (m->buttons)
1448 free_objectlinkpt(m->buttons);
1449 m->buttons = NULL;
1450 for (i=0; i<4; i++) {
1451 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1452 m->tile_map[i] = NULL;
1453 }
1454 m->in_memory = MAP_SWAPPED;
1455}
1456
1457/*
1458 * function: vanish mapstruct
1459 * m : pointer to mapstruct, if NULL no action
1460 * this deletes all the data on the map (freeing pointers)
1461 * and then removes this map from the global linked list of maps.
1462 */
1463
1464void delete_map(mapstruct *m) {
1465 mapstruct *tmp, *last;
1466 int i;
1467
1468 if (!m)
1469 return;
1470 if (m->in_memory == MAP_IN_MEMORY) {
1471 /* change to MAP_SAVING, even though we are not,
1472 * so that remove_ob doesn't do as much work.
1473 */ 987 */
1474 m->in_memory = MAP_SAVING; 988void
1475 free_map (m, 1); 989maptile::update_buttons ()
990{
991 for (oblinkpt *obp = buttons; obp; obp = obp->next)
992 for (objectlink *ol = obp->link; ol; ol = ol->next)
993 {
994 if (!ol->ob)
995 {
996 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
997 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
998 continue;
999 }
1000
1001 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1002 {
1003 update_button (ol->ob);
1004 break;
1005 }
1476 } 1006 }
1477 /* move this out of free_map, since tmpname can still be needed if
1478 * the map is swapped out.
1479 */
1480 if (m->tmpname) {
1481 free(m->tmpname);
1482 m->tmpname=NULL;
1483 }
1484 last = NULL;
1485 /* We need to look through all the maps and see if any maps
1486 * are pointing at this one for tiling information. Since
1487 * tiling can be assymetric, we just can not look to see which
1488 * maps this map tiles with and clears those.
1489 */
1490 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1491 if (tmp->next == m) last = tmp;
1492
1493 /* This should hopefully get unrolled on a decent compiler */
1494 for (i=0; i<4; i++)
1495 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1496 }
1497
1498 /* If last is null, then this should be the first map in the list */
1499 if (!last) {
1500 if (m == first_map)
1501 first_map = m->next;
1502 else
1503 /* m->path is a static char, so should hopefully still have
1504 * some useful data in it.
1505 */
1506 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1507 m->path);
1508 }
1509 else
1510 last->next = m->next;
1511
1512 free (m);
1513} 1007}
1514
1515
1516
1517/*
1518 * Makes sure the given map is loaded and swapped in.
1519 * name is path name of the map.
1520 * flags meaning:
1521 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1522 * and don't do unique items or the like.
1523 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1524 * dont do any more name translation on it.
1525 *
1526 * Returns a pointer to the given map.
1527 */
1528
1529mapstruct *ready_map_name(const char *name, int flags) {
1530 mapstruct *m;
1531
1532 if (!name)
1533 return (NULL);
1534
1535 /* Have we been at this level before? */
1536 m = has_been_loaded (name);
1537
1538 /* Map is good to go, so just return it */
1539 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1540 return m;
1541 }
1542
1543 /* unique maps always get loaded from their original location, and never
1544 * a temp location. Likewise, if map_flush is set, or we have never loaded
1545 * this map, load it now. I removed the reset checking from here -
1546 * it seems the probability of a player trying to enter a map that should
1547 * reset but hasn't yet is quite low, and removing that makes this function
1548 * a bit cleaner (and players probably shouldn't rely on exact timing for
1549 * resets in any case - if they really care, they should use the 'maps command.
1550 */
1551 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1552
1553 /* first visit or time to reset */
1554 if (m) {
1555 clean_tmp_map(m); /* Doesn't make much difference */
1556 delete_map(m);
1557 }
1558
1559 /* create and load a map */
1560 if (flags & MAP_PLAYER_UNIQUE)
1561 LOG(llevDebug, "Trying to load map %s.\n", name);
1562 else
1563 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1564
1565 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1566 return (NULL);
1567
1568 fix_auto_apply(m); /* Chests which open as default */
1569
1570 /* If a player unique map, no extra unique object file to load.
1571 * if from the editor, likewise.
1572 */
1573 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1574 load_unique_objects(m);
1575
1576 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1577 m=load_overlay_map(name, m);
1578 if (m==NULL)
1579 return NULL;
1580 }
1581
1582 } else {
1583 /* If in this loop, we found a temporary map, so load it up. */
1584
1585 m=load_temporary_map (m);
1586 if(m==NULL) return NULL;
1587 load_unique_objects(m);
1588
1589 clean_tmp_map(m);
1590 m->in_memory = MAP_IN_MEMORY;
1591 /* tempnam() on sun systems (probably others) uses malloc
1592 * to allocated space for the string. Free it here.
1593 * In some cases, load_temporary_map above won't find the
1594 * temporary map, and so has reloaded a new map. If that
1595 * is the case, tmpname is now null
1596 */
1597 if (m->tmpname) free(m->tmpname);
1598 m->tmpname = NULL;
1599 /* It's going to be saved anew anyway */
1600 }
1601
1602 /* Below here is stuff common to both first time loaded maps and
1603 * temp maps.
1604 */
1605
1606 decay_objects(m); /* start the decay */
1607 /* In case other objects press some buttons down */
1608 update_buttons(m);
1609 if (m->outdoor)
1610 set_darkness_map(m);
1611 /* run the weather over this map */
1612 weather_effect(name);
1613 return m;
1614}
1615
1616 1008
1617/* 1009/*
1618 * This routine is supposed to find out the difficulty of the map. 1010 * This routine is supposed to find out the difficulty of the map.
1619 * difficulty does not have a lot to do with character level, 1011 * difficulty does not have a lot to do with character level,
1620 * but does have a lot to do with treasure on the map. 1012 * but does have a lot to do with treasure on the map.
1622 * Difficulty can now be set by the map creature. If the value stored 1014 * Difficulty can now be set by the map creature. If the value stored
1623 * in the map is zero, then use this routine. Maps should really 1015 * in the map is zero, then use this routine. Maps should really
1624 * have a difficulty set than using this function - human calculation 1016 * have a difficulty set than using this function - human calculation
1625 * is much better than this functions guesswork. 1017 * is much better than this functions guesswork.
1626 */ 1018 */
1627 1019int
1628int calculate_difficulty(mapstruct *m) { 1020maptile::estimate_difficulty () const
1629 object *op; 1021{
1630 archetype *at;
1631 int x, y, i, diff;
1632 long monster_cnt = 0; 1022 long monster_cnt = 0;
1633 double avgexp = 0; 1023 double avgexp = 0;
1634 sint64 total_exp = 0; 1024 sint64 total_exp = 0;
1635 1025
1636 if (MAP_DIFFICULTY (m)) 1026 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1637 { 1027 for (object *op = ms->bot; op; op = op->above)
1638 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1639 return MAP_DIFFICULTY (m);
1640 }
1641
1642 for(x = 0; x < MAP_WIDTH(m); x++)
1643 for(y = 0; y < MAP_HEIGHT(m); y++)
1644 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1645 { 1028 {
1646 if(QUERY_FLAG (op, FLAG_MONSTER)) 1029 if (QUERY_FLAG (op, FLAG_MONSTER))
1647 { 1030 {
1648 total_exp += op->stats.exp; 1031 total_exp += op->stats.exp;
1649 monster_cnt++; 1032 monster_cnt++;
1650 } 1033 }
1651 1034
1652 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1035 if (QUERY_FLAG (op, FLAG_GENERATOR))
1653 { 1036 {
1654 total_exp += op->stats.exp; 1037 total_exp += op->stats.exp;
1038
1655 at = type_to_archetype(GENERATE_TYPE (op)); 1039 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1656
1657 if(at != NULL)
1658 total_exp += at->clone.stats.exp * 8; 1040 total_exp += at->clone.stats.exp * 8;
1659 1041
1660 monster_cnt++; 1042 monster_cnt++;
1661 } 1043 }
1662 } 1044 }
1663 1045
1664 avgexp = (double) total_exp / monster_cnt; 1046 avgexp = (double) total_exp / monster_cnt;
1665 1047
1666 for (i = 1; i <= settings.max_level; i++) 1048 for (int i = 1; i <= settings.max_level; i++)
1667 {
1668 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1049 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1669 {
1670 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1671 return i; 1050 return i;
1672 }
1673 }
1674 1051
1675 return 1; 1052 return 1;
1676}
1677
1678void clean_tmp_map(mapstruct *m) {
1679 if(m->tmpname == NULL)
1680 return;
1681 if (clean_temporary_map_callback)
1682 clean_temporary_map_callback (m);
1683 (void) unlink(m->tmpname);
1684}
1685
1686void free_all_maps(void)
1687{
1688 int real_maps=0;
1689
1690 while (first_map) {
1691 /* I think some of the callers above before it gets here set this to be
1692 * saving, but we still want to free this data
1693 */
1694 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1695 delete_map(first_map);
1696 real_maps++;
1697 }
1698 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1699} 1053}
1700 1054
1701/* change_map_light() - used to change map light level (darkness) 1055/* change_map_light() - used to change map light level (darkness)
1702 * up or down. Returns true if successful. It should now be 1056 * up or down. Returns true if successful. It should now be
1703 * possible to change a value by more than 1. 1057 * possible to change a value by more than 1.
1704 * Move this from los.c to map.c since this is more related 1058 * Move this from los.c to map.c since this is more related
1705 * to maps than los. 1059 * to maps than los.
1706 * postive values make it darker, negative make it brighter 1060 * postive values make it darker, negative make it brighter
1707 */ 1061 */
1708 1062int
1709int change_map_light(mapstruct *m, int change) { 1063maptile::change_map_light (int change)
1064{
1710 int new_level = m->darkness + change; 1065 int new_level = darkness + change;
1711 1066
1712 /* Nothing to do */ 1067 /* Nothing to do */
1713 if(!change || (new_level <= 0 && m->darkness == 0) || 1068 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1714 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1715 return 0; 1069 return 0;
1716 }
1717 1070
1718 /* inform all players on the map */ 1071 /* inform all players on the map */
1719 if (change>0) 1072 if (change > 0)
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1073 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1721 else 1074 else
1722 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1075 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1723 1076
1724 /* Do extra checking. since m->darkness is a unsigned value, 1077 /* Do extra checking. since darkness is a unsigned value,
1725 * we need to be extra careful about negative values. 1078 * we need to be extra careful about negative values.
1726 * In general, the checks below are only needed if change 1079 * In general, the checks below are only needed if change
1727 * is not +/-1 1080 * is not +/-1
1728 */ 1081 */
1729 if (new_level < 0) m->darkness = 0; 1082 if (new_level < 0)
1730 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1083 darkness = 0;
1084 else if (new_level >= MAX_DARKNESS)
1085 darkness = MAX_DARKNESS;
1086 else
1731 else m->darkness=new_level; 1087 darkness = new_level;
1732 1088
1733 /* All clients need to get re-updated for the change */ 1089 /* All clients need to get re-updated for the change */
1734 update_all_map_los(m); 1090 update_all_map_los (this);
1735 return 1; 1091 return 1;
1736} 1092}
1737
1738 1093
1739/* 1094/*
1740 * This function updates various attributes about a specific space 1095 * This function updates various attributes about a specific space
1741 * on the map (what it looks like, whether it blocks magic, 1096 * on the map (what it looks like, whether it blocks magic,
1742 * has a living creatures, prevents people from passing 1097 * has a living creatures, prevents people from passing
1743 * through, etc) 1098 * through, etc)
1744 */ 1099 */
1745void update_position (mapstruct *m, int x, int y) { 1100void
1101mapspace::update_ ()
1102{
1746 object *tmp, *last = NULL; 1103 object *tmp, *last = 0;
1747 uint8 flags = 0, oldflags, light=0, anywhere=0; 1104 uint8 flags = 0, light = 0, anywhere = 0;
1748 New_Face *top,*floor, *middle; 1105 New_Face *top, *floor, *middle;
1749 object *top_obj, *floor_obj, *middle_obj; 1106 object *top_obj, *floor_obj, *middle_obj;
1750 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1107 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1751 1108
1752 oldflags = GET_MAP_FLAGS(m,x,y);
1753 if (!(oldflags & P_NEED_UPDATE)) {
1754 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1755 m->path, x, y);
1756 return;
1757 }
1758
1759 middle=blank_face; 1109 middle = blank_face;
1760 top=blank_face; 1110 top = blank_face;
1761 floor=blank_face; 1111 floor = blank_face;
1762 1112
1763 middle_obj = NULL; 1113 middle_obj = 0;
1764 top_obj = NULL; 1114 top_obj = 0;
1765 floor_obj = NULL; 1115 floor_obj = 0;
1766 1116
1767 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1768 1118 {
1769 /* This could be made additive I guess (two lights better than 1119 /* This could be made additive I guess (two lights better than
1770 * one). But if so, it shouldn't be a simple additive - 2 1120 * one). But if so, it shouldn't be a simple additive - 2
1771 * light bulbs do not illuminate twice as far as once since 1121 * light bulbs do not illuminate twice as far as once since
1772 * it is a disapation factor that is squared (or is it cubed?) 1122 * it is a dissapation factor that is cubed.
1773 */ 1123 */
1774 if (tmp->glow_radius > light) light = tmp->glow_radius; 1124 if (tmp->glow_radius > light)
1125 light = tmp->glow_radius;
1775 1126
1776 /* This call is needed in order to update objects the player 1127 /* This call is needed in order to update objects the player
1777 * is standing in that have animations (ie, grass, fire, etc). 1128 * is standing in that have animations (ie, grass, fire, etc).
1778 * However, it also causes the look window to be re-drawn 1129 * However, it also causes the look window to be re-drawn
1779 * 3 times each time the player moves, because many of the 1130 * 3 times each time the player moves, because many of the
1780 * functions the move_player calls eventualy call this. 1131 * functions the move_player calls eventualy call this.
1781 * 1132 *
1782 * Always put the player down for drawing. 1133 * Always put the player down for drawing.
1783 */ 1134 */
1784 if (!tmp->invisible) { 1135 if (!tmp->invisible)
1136 {
1785 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1786 top = tmp->face; 1138 {
1787 top_obj = tmp; 1139 top = tmp->face;
1788 } 1140 top_obj = tmp;
1141 }
1789 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 {
1790 /* If we got a floor, that means middle and top were below it, 1144 /* If we got a floor, that means middle and top were below it,
1791 * so should not be visible, so we clear them. 1145 * so should not be visible, so we clear them.
1792 */ 1146 */
1793 middle=blank_face; 1147 middle = blank_face;
1794 top=blank_face; 1148 top = blank_face;
1795 floor = tmp->face; 1149 floor = tmp->face;
1796 floor_obj = tmp; 1150 floor_obj = tmp;
1797 } 1151 }
1798 /* Flag anywhere have high priority */ 1152 /* Flag anywhere have high priority */
1799 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1800 middle = tmp->face; 1154 {
1155 middle = tmp->face;
1801 1156
1802 middle_obj = tmp; 1157 middle_obj = tmp;
1803 anywhere =1; 1158 anywhere = 1;
1804 } 1159 }
1805 /* Find the highest visible face around. If equal 1160 /* Find the highest visible face around. If equal
1806 * visibilities, we still want the one nearer to the 1161 * visibilities, we still want the one nearer to the
1807 * top 1162 * top
1808 */ 1163 */
1809 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1165 {
1810 middle = tmp->face; 1166 middle = tmp->face;
1811 middle_obj = tmp; 1167 middle_obj = tmp;
1812 } 1168 }
1813 } 1169 }
1170
1814 if (tmp==tmp->above) { 1171 if (tmp == tmp->above)
1172 {
1815 LOG(llevError, "Error in structure of map\n"); 1173 LOG (llevError, "Error in structure of map\n");
1816 exit (-1); 1174 exit (-1);
1817 }
1818 1175 }
1176
1819 move_slow |= tmp->move_slow; 1177 move_slow |= tmp->move_slow;
1820 move_block |= tmp->move_block; 1178 move_block |= tmp->move_block;
1821 move_on |= tmp->move_on; 1179 move_on |= tmp->move_on;
1822 move_off |= tmp->move_off; 1180 move_off |= tmp->move_off;
1823 move_allow |= tmp->move_allow; 1181 move_allow |= tmp->move_allow;
1824 1182
1825 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1183 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1826 flags |= P_IS_ALIVE; 1184 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1827 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1185 if (tmp->type == PLAYER) flags |= P_PLAYER;
1828 flags |= P_NO_MAGIC; 1186 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1829 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1187 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1830 flags |= P_NO_CLERIC; 1188 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1831 if (tmp->type == SAFE_FLOOR)
1832 flags |= P_SAFE;
1833
1834 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1835 flags |= P_BLOCKSVIEW;
1836 } /* for stack of objects */
1837
1838 /* we don't want to rely on this function to have accurate flags, but
1839 * since we're already doing the work, we calculate them here.
1840 * if they don't match, logic is broken someplace.
1841 */
1842 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1843 (!(oldflags & P_NO_ERROR))) {
1844 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1845 m->path, x, y,
1846 (oldflags & ~P_NEED_UPDATE), flags);
1847 } 1189 }
1848 SET_MAP_FLAGS(m, x, y, flags);
1849 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1850 SET_MAP_MOVE_ON(m, x, y, move_on);
1851 SET_MAP_MOVE_OFF(m, x, y, move_off);
1852 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1853 1190
1191 this->light = light;
1192 this->flags_ = flags;
1193 this->move_block = move_block & ~move_allow;
1194 this->move_on = move_on;
1195 this->move_off = move_off;
1196 this->move_slow = move_slow;
1197
1854 /* At this point, we have a floor face (if there is a floor), 1198 /* At this point, we have a floor face (if there is a floor),
1855 * and the floor is set - we are not going to touch it at 1199 * and the floor is set - we are not going to touch it at
1856 * this point. 1200 * this point.
1857 * middle contains the highest visibility face. 1201 * middle contains the highest visibility face.
1858 * top contains a player/monster face, if there is one. 1202 * top contains a player/monster face, if there is one.
1859 * 1203 *
1860 * We now need to fill in top.face and/or middle.face. 1204 * We now need to fill in top.face and/or middle.face.
1861 */ 1205 */
1862 1206
1863 /* If the top face also happens to be high visibility, re-do our 1207 /* If the top face also happens to be high visibility, re-do our
1864 * middle face. This should not happen, as we already have the 1208 * middle face. This should not happen, as we already have the
1865 * else statement above so middle should not get set. OTOH, it 1209 * else statement above so middle should not get set. OTOH, it
1866 * may be possible for the faces to match but be different objects. 1210 * may be possible for the faces to match but be different objects.
1867 */ 1211 */
1868 if (top == middle) middle=blank_face; 1212 if (top == middle)
1213 middle = blank_face;
1869 1214
1870 /* There are three posibilities at this point: 1215 /* There are three posibilities at this point:
1871 * 1) top face is set, need middle to be set. 1216 * 1) top face is set, need middle to be set.
1872 * 2) middle is set, need to set top. 1217 * 2) middle is set, need to set top.
1873 * 3) neither middle or top is set - need to set both. 1218 * 3) neither middle or top is set - need to set both.
1874 */ 1219 */
1875 1220
1876 for (tmp=last; tmp; tmp=tmp->below) { 1221 for (tmp = last; tmp; tmp = tmp->below)
1222 {
1877 /* Once we get to a floor, stop, since we already have a floor object */ 1223 /* Once we get to a floor, stop, since we already have a floor object */
1878 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break;
1879 1226
1880 /* If two top faces are already set, quit processing */ 1227 /* If two top faces are already set, quit processing */
1881 if ((top != blank_face) && (middle != blank_face)) break; 1228 if ((top != blank_face) && (middle != blank_face))
1229 break;
1882 1230
1883 /* Only show visible faces, unless its the editor - show all */ 1231 /* Only show visible faces, unless its the editor - show all */
1884 if (!tmp->invisible || editor) { 1232 if (!tmp->invisible || editor)
1233 {
1885 /* Fill in top if needed */ 1234 /* Fill in top if needed */
1886 if (top == blank_face) { 1235 if (top == blank_face)
1887 top = tmp->face; 1236 {
1888 top_obj = tmp; 1237 top = tmp->face;
1889 if (top == middle) middle=blank_face; 1238 top_obj = tmp;
1890 } else { 1239 if (top == middle)
1240 middle = blank_face;
1241 }
1242 else
1243 {
1891 /* top is already set - we should only get here if 1244 /* top is already set - we should only get here if
1892 * middle is not set 1245 * middle is not set
1893 * 1246 *
1894 * Set the middle face and break out, since there is nothing 1247 * Set the middle face and break out, since there is nothing
1895 * more to fill in. We don't check visiblity here, since 1248 * more to fill in. We don't check visiblity here, since
1896 * 1249 *
1897 */ 1250 */
1898 if (tmp->face != top ) { 1251 if (tmp->face != top)
1899 middle = tmp->face; 1252 {
1900 middle_obj = tmp; 1253 middle = tmp->face;
1901 break; 1254 middle_obj = tmp;
1902 } 1255 break;
1256 }
1257 }
1258 }
1903 } 1259 }
1904 } 1260
1905 } 1261 if (middle == floor)
1906 if (middle == floor) middle = blank_face;
1907 if (top == middle) middle = blank_face;
1908 SET_MAP_FACE(m,x,y,top,0);
1909 if(top != blank_face)
1910 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1911 else
1912 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1913 SET_MAP_FACE(m,x,y,middle,1);
1914 if(middle != blank_face) 1262 middle = blank_face;
1915 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1918 SET_MAP_FACE(m,x,y,floor,2);
1919 if(floor != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1923 SET_MAP_LIGHT(m,x,y,light);
1924}
1925 1263
1264 if (top == middle)
1265 middle = blank_face;
1926 1266
1927void set_map_reset_time(mapstruct *map) { 1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1928 int timeout; 1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1929 1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1930 timeout = MAP_RESET_TIMEOUT(map);
1931 if (timeout <= 0)
1932 timeout = MAP_DEFAULTRESET;
1933 if (timeout >= MAP_MAXRESET)
1934 timeout = MAP_MAXRESET;
1935 MAP_WHEN_RESET(map) = seconds()+timeout;
1936} 1270}
1937 1271
1938/* this updates the orig_map->tile_map[tile_num] value after loading 1272/* this updates the orig_map->tile_map[tile_num] value after loading
1939 * the map. It also takes care of linking back the freshly loaded 1273 * the map. It also takes care of linking back the freshly loaded
1940 * maps tile_map values if it tiles back to this one. It returns 1274 * maps tile_map values if it tiles back to this one. It returns
1941 * the value of orig_map->tile_map[tile_num]. It really only does this 1275 * the value of orig_map->tile_map[tile_num]. It really only does this
1942 * so that it is easier for calling functions to verify success. 1276 * so that it is easier for calling functions to verify success.
1943 */ 1277 */
1944 1278static maptile *
1945static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1279load_and_link_tiled_map (maptile *orig_map, int tile_num)
1946{ 1280{
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1282
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1284 {
1285 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1286 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1287 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1);
1289 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY;
1291 }
1292
1947 int dest_tile = (tile_num +2) % 4; 1293 int dest_tile = (tile_num + 2) % 4;
1948 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1949 1294
1950 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1295 orig_map->tile_map[tile_num] = mp;
1951 1296
1952 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1297 // optimisation: back-link map to origin map if euclidean
1953 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1298 //TODO: non-euclidean maps MUST GO
1954 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1299 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1955 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1300 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1956 1301
1957 return orig_map->tile_map[tile_num]; 1302 return mp;
1958} 1303}
1959 1304
1960/* this returns TRUE if the coordinates (x,y) are out of 1305/* this returns TRUE if the coordinates (x,y) are out of
1961 * map m. This function also takes into account any 1306 * map m. This function also takes into account any
1962 * tiling considerations, loading adjacant maps as needed. 1307 * tiling considerations, loading adjacant maps as needed.
1963 * This is the function should always be used when it 1308 * This is the function should always be used when it
1964 * necessary to check for valid coordinates. 1309 * necessary to check for valid coordinates.
1965 * This function will recursively call itself for the 1310 * This function will recursively call itself for the
1966 * tiled maps. 1311 * tiled maps.
1967 * 1312 */
1968 * 1313int
1969 */
1970int out_of_map(mapstruct *m, int x, int y) 1314out_of_map (maptile *m, int x, int y)
1971{ 1315{
1972
1973 /* If we get passed a null map, this is obviously the 1316 /* If we get passed a null map, this is obviously the
1974 * case. This generally shouldn't happen, but if the 1317 * case. This generally shouldn't happen, but if the
1975 * map loads fail below, it could happen. 1318 * map loads fail below, it could happen.
1976 */ 1319 */
1977 if (!m) return 0; 1320 if (!m)
1978
1979 if (x<0) {
1980 if (!m->tile_path[3]) return 1;
1981 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 3);
1983 }
1984 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1985 }
1986 if (x>=MAP_WIDTH(m)) {
1987 if (!m->tile_path[1]) return 1;
1988 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1989 load_and_link_tiled_map(m, 1);
1990 }
1991 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1992 }
1993 if (y<0) {
1994 if (!m->tile_path[0]) return 1;
1995 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1996 load_and_link_tiled_map(m, 0);
1997 }
1998 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1999 }
2000 if (y>=MAP_HEIGHT(m)) {
2001 if (!m->tile_path[2]) return 1;
2002 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2003 load_and_link_tiled_map(m, 2);
2004 }
2005 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2006 }
2007
2008 /* Simple case - coordinates are within this local
2009 * map.
2010 */
2011 return 0; 1321 return 0;
1322
1323 if (x < 0)
1324 {
1325 if (!m->tile_path[3])
1326 return 1;
1327
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 }
1333
1334 if (x >= m->width)
1335 {
1336 if (!m->tile_path[1])
1337 return 1;
1338
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y);
1343 }
1344
1345 if (y < 0)
1346 {
1347 if (!m->tile_path[0])
1348 return 1;
1349
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 }
1355
1356 if (y >= m->height)
1357 {
1358 if (!m->tile_path[2])
1359 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2);
1363
1364 return out_of_map (m->tile_map[2], x, y - m->height);
1365 }
1366
1367 /* Simple case - coordinates are within this local
1368 * map.
1369 */
1370 return 0;
2012} 1371}
2013 1372
2014/* This is basically the same as out_of_map above, but 1373/* This is basically the same as out_of_map above, but
2015 * instead we return NULL if no map is valid (coordinates 1374 * instead we return NULL if no map is valid (coordinates
2016 * out of bounds and no tiled map), otherwise it returns 1375 * out of bounds and no tiled map), otherwise it returns
2017 * the map as that the coordinates are really on, and 1376 * the map as that the coordinates are really on, and
2018 * updates x and y to be the localized coordinates. 1377 * updates x and y to be the localized coordinates.
2019 * Using this is more efficient of calling out_of_map 1378 * Using this is more efficient of calling out_of_map
2020 * and then figuring out what the real map is 1379 * and then figuring out what the real map is
2021 */ 1380 */
1381maptile *
2022mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2023{ 1383{
2024
2025 if (*x<0) { 1384 if (*x < 0)
2026 if (!m->tile_path[3]) return NULL; 1385 {
1386 if (!m->tile_path[3])
1387 return 0;
1388
2027 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 3); 1390 load_and_link_tiled_map (m, 3);
2029 1391
2030 *x += MAP_WIDTH(m->tile_map[3]); 1392 *x += m->tile_map[3]->width;
2031 return (get_map_from_coord(m->tile_map[3], x, y)); 1393 return (get_map_from_coord (m->tile_map[3], x, y));
1394 }
1395
1396 if (*x >= m->width)
2032 } 1397 {
2033 if (*x>=MAP_WIDTH(m)) { 1398 if (!m->tile_path[1])
2034 if (!m->tile_path[1]) return NULL; 1399 return 0;
1400
2035 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 1); 1402 load_and_link_tiled_map (m, 1);
2037 1403
2038 *x -= MAP_WIDTH(m); 1404 *x -= m->width;
2039 return (get_map_from_coord(m->tile_map[1], x, y)); 1405 return (get_map_from_coord (m->tile_map[1], x, y));
1406 }
1407
1408 if (*y < 0)
2040 } 1409 {
2041 if (*y<0) { 1410 if (!m->tile_path[0])
2042 if (!m->tile_path[0]) return NULL; 1411 return 0;
1412
2043 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map(m, 0); 1414 load_and_link_tiled_map (m, 0);
2045 1415
2046 *y += MAP_HEIGHT(m->tile_map[0]); 1416 *y += m->tile_map[0]->height;
2047 return (get_map_from_coord(m->tile_map[0], x, y)); 1417 return (get_map_from_coord (m->tile_map[0], x, y));
1418 }
1419
1420 if (*y >= m->height)
2048 } 1421 {
2049 if (*y>=MAP_HEIGHT(m)) { 1422 if (!m->tile_path[2])
2050 if (!m->tile_path[2]) return NULL; 1423 return 0;
1424
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map(m, 2); 1426 load_and_link_tiled_map (m, 2);
2053 1427
2054 *y -= MAP_HEIGHT(m); 1428 *y -= m->height;
2055 return (get_map_from_coord(m->tile_map[2], x, y)); 1429 return (get_map_from_coord (m->tile_map[2], x, y));
2056 } 1430 }
2057 1431
2058 /* Simple case - coordinates are within this local 1432 /* Simple case - coordinates are within this local
2059 * map. 1433 * map.
2060 */ 1434 */
2061
2062 return m; 1435 return m;
2063} 1436}
2064 1437
2065/** 1438/**
2066 * Return whether map2 is adjacent to map1. If so, store the distance from 1439 * Return whether map2 is adjacent to map1. If so, store the distance from
2067 * map1 to map2 in dx/dy. 1440 * map1 to map2 in dx/dy.
2068 */ 1441 */
1442static int
2069static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444{
2070 if (!map1 || !map2) 1445 if (!map1 || !map2)
2071 return 0; 1446 return 0;
2072 1447
2073 if (map1 == map2) { 1448 if (map1 == map2)
1449 {
2074 *dx = 0; 1450 *dx = 0;
2075 *dy = 0; 1451 *dy = 0;
2076 1452 }
2077 } else if (map1->tile_map[0] == map2) { /* up */ 1453 else if (map1->tile_map[0] == map2)
1454 { /* up */
2078 *dx = 0; 1455 *dx = 0;
2079 *dy = -MAP_HEIGHT(map2); 1456 *dy = -map2->height;
1457 }
2080 } else if (map1->tile_map[1] == map2) { /* right */ 1458 else if (map1->tile_map[1] == map2)
2081 *dx = MAP_WIDTH(map1); 1459 { /* right */
1460 *dx = map1->width;
2082 *dy = 0; 1461 *dy = 0;
1462 }
2083 } else if (map1->tile_map[2] == map2) { /* down */ 1463 else if (map1->tile_map[2] == map2)
1464 { /* down */
2084 *dx = 0; 1465 *dx = 0;
2085 *dy = MAP_HEIGHT(map1); 1466 *dy = map1->height;
1467 }
2086 } else if (map1->tile_map[3] == map2) { /* left */ 1468 else if (map1->tile_map[3] == map2)
2087 *dx = -MAP_WIDTH(map2); 1469 { /* left */
1470 *dx = -map2->width;
2088 *dy = 0; 1471 *dy = 0;
2089 1472 }
2090 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1473 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1474 { /* up right */
2091 *dx = MAP_WIDTH(map1->tile_map[0]); 1475 *dx = map1->tile_map[0]->width;
2092 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1476 *dy = -map1->tile_map[0]->height;
1477 }
2093 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1478 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2094 *dx = -MAP_WIDTH(map2); 1479 { /* up left */
2095 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1480 *dx = -map2->width;
1481 *dy = -map1->tile_map[0]->height;
1482 }
2096 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1483 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2097 *dx = MAP_WIDTH(map1); 1484 { /* right up */
2098 *dy = -MAP_HEIGHT(map2); 1485 *dx = map1->width;
1486 *dy = -map2->height;
1487 }
2099 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1488 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2100 *dx = MAP_WIDTH(map1); 1489 { /* right down */
2101 *dy = MAP_HEIGHT(map1->tile_map[1]); 1490 *dx = map1->width;
1491 *dy = map1->tile_map[1]->height;
1492 }
2102 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1493 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1494 { /* down right */
2103 *dx = MAP_WIDTH(map1->tile_map[2]); 1495 *dx = map1->tile_map[2]->width;
2104 *dy = MAP_HEIGHT(map1); 1496 *dy = map1->height;
1497 }
2105 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1498 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2106 *dx = -MAP_WIDTH(map2); 1499 { /* down left */
2107 *dy = MAP_HEIGHT(map1); 1500 *dx = -map2->width;
1501 *dy = map1->height;
1502 }
2108 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1503 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1504 { /* left up */
2109 *dx = -MAP_WIDTH(map1->tile_map[3]); 1505 *dx = -map1->tile_map[3]->width;
2110 *dy = -MAP_HEIGHT(map2); 1506 *dy = -map2->height;
1507 }
2111 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1508 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1509 { /* left down */
2112 *dx = -MAP_WIDTH(map1->tile_map[3]); 1510 *dx = -map1->tile_map[3]->width;
2113 *dy = MAP_HEIGHT(map1->tile_map[3]); 1511 *dy = map1->tile_map[3]->height;
2114
2115 } else { /* not "adjacent" enough */
2116 return 0;
2117 } 1512 }
2118 1513 else
2119 return 1; 1514 return 0;
1515
1516 return 1;
2120} 1517}
2121 1518
2122/* From map.c 1519/* From map.c
2123 * This is used by get_player to determine where the other 1520 * This is used by get_player to determine where the other
2124 * creature is. get_rangevector takes into account map tiling, 1521 * creature is. get_rangevector takes into account map tiling,
2137 * be unexpected 1534 * be unexpected
2138 * 1535 *
2139 * currently, the only flag supported (0x1) is don't translate for 1536 * currently, the only flag supported (0x1) is don't translate for
2140 * closest body part of 'op1' 1537 * closest body part of 'op1'
2141 */ 1538 */
2142 1539void
2143void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541{
2144 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 {
2145 /* be conservative and fill in _some_ data */ 1544 /* be conservative and fill in _some_ data */
2146 retval->distance = 100000; 1545 retval->distance = 100000;
2147 retval->distance_x = 32767; 1546 retval->distance_x = 32767;
2148 retval->distance_y = 32767; 1547 retval->distance_y = 32767;
2149 retval->direction = 0; 1548 retval->direction = 0;
2150 retval->part = 0; 1549 retval->part = 0;
2151 } else { 1550 }
1551 else
1552 {
2152 object *best; 1553 object *best;
2153 1554
2154 retval->distance_x += op2->x-op1->x; 1555 retval->distance_x += op2->x - op1->x;
2155 retval->distance_y += op2->y-op1->y; 1556 retval->distance_y += op2->y - op1->y;
2156 1557
2157 best = op1; 1558 best = op1;
2158 /* If this is multipart, find the closest part now */ 1559 /* If this is multipart, find the closest part now */
2159 if (!(flags&0x1) && op1->more) { 1560 if (!(flags & 0x1) && op1->more)
1561 {
2160 object *tmp; 1562 object *tmp;
2161 int best_distance = retval->distance_x*retval->distance_x+ 1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2162 retval->distance_y*retval->distance_y, tmpi;
2163 1564
2164 /* we just take the offset of the piece to head to figure 1565 /* we just take the offset of the piece to head to figure
2165 * distance instead of doing all that work above again 1566 * distance instead of doing all that work above again
2166 * since the distance fields we set above are positive in the 1567 * since the distance fields we set above are positive in the
2167 * same axis as is used for multipart objects, the simply arithmetic 1568 * same axis as is used for multipart objects, the simply arithmetic
2168 * below works. 1569 * below works.
2169 */ 1570 */
2170 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1572 {
2171 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2172 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1574 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2173 if (tmpi < best_distance) { 1575 if (tmpi < best_distance)
1576 {
2174 best_distance = tmpi; 1577 best_distance = tmpi;
2175 best = tmp; 1578 best = tmp;
2176 } 1579 }
2177 } 1580 }
2178 if (best != op1) { 1581 if (best != op1)
1582 {
2179 retval->distance_x += op1->x-best->x; 1583 retval->distance_x += op1->x - best->x;
2180 retval->distance_y += op1->y-best->y; 1584 retval->distance_y += op1->y - best->y;
2181 } 1585 }
2182 } 1586 }
2183 retval->part = best; 1587 retval->part = best;
2184 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2185 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2186 } 1590 }
2187} 1591}
2188 1592
2189/* this is basically the same as get_rangevector above, but instead of 1593/* this is basically the same as get_rangevector above, but instead of
2190 * the first parameter being an object, it instead is the map 1594 * the first parameter being an object, it instead is the map
2195 * be more consistant with the above function and also in case they are needed 1599 * be more consistant with the above function and also in case they are needed
2196 * for something in the future. Also, since no object is pasted, the best 1600 * for something in the future. Also, since no object is pasted, the best
2197 * field of the rv_vector is set to NULL. 1601 * field of the rv_vector is set to NULL.
2198 */ 1602 */
2199 1603
1604void
2200void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1606{
2201 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 {
2202 /* be conservative and fill in _some_ data */ 1609 /* be conservative and fill in _some_ data */
2203 retval->distance = 100000; 1610 retval->distance = 100000;
2204 retval->distance_x = 32767; 1611 retval->distance_x = 32767;
2205 retval->distance_y = 32767; 1612 retval->distance_y = 32767;
2206 retval->direction = 0; 1613 retval->direction = 0;
2207 retval->part = 0; 1614 retval->part = 0;
2208 } else { 1615 }
1616 else
1617 {
2209 retval->distance_x += op2->x-x; 1618 retval->distance_x += op2->x - x;
2210 retval->distance_y += op2->y-y; 1619 retval->distance_y += op2->y - y;
2211 1620
2212 retval->part = NULL; 1621 retval->part = NULL;
2213 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2214 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2215 } 1624 }
2216} 1625}
2217 1626
2218/* Returns true of op1 and op2 are effectively on the same map 1627/* Returns true of op1 and op2 are effectively on the same map
2219 * (as related to map tiling). Note that this looks for a path from 1628 * (as related to map tiling). Note that this looks for a path from
2220 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1629 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2221 * to op1, this will still return false. 1630 * to op1, this will still return false.
2222 * Note we only look one map out to keep the processing simple 1631 * Note we only look one map out to keep the processing simple
2223 * and efficient. This could probably be a macro. 1632 * and efficient. This could probably be a macro.
2224 * MSW 2001-08-05 1633 * MSW 2001-08-05
2225 */ 1634 */
1635int
2226int on_same_map(const object *op1, const object *op2) { 1636on_same_map (const object *op1, const object *op2)
1637{
2227 int dx, dy; 1638 int dx, dy;
2228 1639
2229 return adjacent_map(op1->map, op2->map, &dx, &dy); 1640 return adjacent_map (op1->map, op2->map, &dx, &dy);
2230} 1641}
1642
1643object *
1644maptile::insert (object *op, int x, int y, object *originator, int flags)
1645{
1646 if (!op->flag [FLAG_REMOVED])
1647 op->remove ();
1648
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650}
1651

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