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Comparing deliantra/server/common/map.C (file contents):
Revision 1.16 by root, Wed Aug 30 16:30:37 2006 UTC vs.
Revision 1.63 by root, Mon Jan 1 00:41:02 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.16 2006/08/30 16:30:37 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 43 return buf;
77} 44}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 45
138/* 46/*
139 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 49 * is returned.
148 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
152 */ 60 */
153 61int
154int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
155{ 63{
156 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
157#ifndef WIN32 65
158 char *endbuf; 66 char *endbuf;
159 struct stat statbuf; 67 struct stat statbuf;
160 int mode = 0, i; 68 int mode = 0;
161#endif
162 69
163 if (prepend_dir) 70 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
165 else 72 else
166 strcpy(buf, name); 73 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 74
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
174 * all the names. 78 * all the names.
175 */ 79 */
176 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
177 81
178 if (stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
179 return -1; 83 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 85 return (-1);
182 86
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 89 mode |= 4;
187 90
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 93 mode |= 2;
192 94
193 return (mode); 95 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 96}
234 97
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
244 */ 107 */
108int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 110{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 111 sint16 newx = x;
253 newy = y; 112 sint16 newy = y;
113
254 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 115
256 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
257 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 120 if (nx) *nx = newx;
259 if (ny) *ny = newy; 121 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 122
262 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 124}
267
268 125
269/* 126/*
270 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 133 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 136 * by the caller.
280 */ 137 */
281 138int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
283 object *tmp; 141 object *tmp;
284 int mflags, blocked; 142 int mflags, blocked;
285 143
286 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 145 * have already checked this.
288 */ 146 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 150 return 1;
292 } 151 }
293 152
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 154 * directly.
296 */ 155 */
297 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
298 157
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 159
301 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 162 * things we need to do for players.
304 */ 163 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0;
306 166
307 /* if there isn't anytyhing alive on this space, and this space isn't 167 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 168 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 169 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 170 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 171 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 172 * let the player through (inventory checkers for example)
313 */ 173 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
315 176
316 if(ob->head != NULL) 177 if (ob->head != NULL)
317 ob=ob->head; 178 ob = ob->head;
318 179
319 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
323 */ 184 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
325 187
326 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
328 /* If last_sp is set, the player/monster needs an object, 191 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 192 * so we check for it. If they don't have it, they can't
330 * pass through this space. 193 * pass through this space.
331 */ 194 */
332 if (tmp->last_sp) { 195 if (tmp->last_sp)
196 {
333 if (check_inv_recursive(ob,tmp)==NULL) 197 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 198 return 1;
335 else 199 else
336 continue; 200 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 201 }
346 } /* if check_inv */
347 else { 202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
348 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
350 * movement, can't move here. 217 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unles it is a
352 * hidden dm 219 * hidden dm
353 */ 220 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 225 return 1;
358 } 226 }
359 227
360 } 228 }
361 return 0; 229 return 0;
362} 230}
363 231
364 232
365/* 233/*
366 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
386 * 254 *
387 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
389 * against the move_block values. 257 * against the move_block values.
390 */ 258 */
391 259int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
393 archetype *tmp; 262 archetype *tmp;
394 int flag; 263 int flag;
395 mapstruct *m1; 264 maptile *m1;
396 sint16 sx, sy; 265 sint16 sx, sy;
397 266
398 if(ob==NULL) { 267 if (!ob)
268 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
401 272
402 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
404 } 275 }
405 276
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 280
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
411 285
286 mapspace &ms = m1->at (sx, sy);
287
412 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 291 */
416 292
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
418 295
419 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
421 */ 298 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 300 return P_NO_PASS;
424
425 } 301 }
302
426 return 0; 303 return 0;
427} 304}
428 305
429/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 308 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
434 */ 311 */
435 312void
436void fix_container(object *container) 313fix_container (object *container)
437{ 314{
438 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
439 316
440 container->inv=NULL; 317 container->inv = 0;
441 while (tmp!=NULL) { 318 while (tmp)
319 {
442 next = tmp->below; 320 next = tmp->below;
443 if (tmp->inv) 321 if (tmp->inv)
444 fix_container(tmp); 322 fix_container (tmp);
323
445 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
446 tmp = next; 325 tmp = next;
447 } 326 }
327
448 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 329 * carrying.
450 */ 330 */
451 sum_weight(container); 331 sum_weight (container);
452} 332}
453 333
454/* link_multipart_objects go through all the objects on the map looking 334/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 335 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 336 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 337 * they are saved). We do have to look for the old maps that did save
458 * the more sections and not re-add sections for them. 338 * the more sections and not re-add sections for them.
459 */ 339 */
460 340void
461static void link_multipart_objects(mapstruct *m) 341maptile::link_multipart_objects ()
462{ 342{
463 int x,y; 343 if (!spaces)
464 object *tmp, *op, *last, *above; 344 return;
465 archetype *at;
466 345
467 for(x=0;x<MAP_WIDTH(m);x++) 346 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 347 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 348 {
470 above=tmp->above; 349 object *above = tmp->above;
471 350
472 /* already multipart - don't do anything more */ 351 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 352 if (!tmp->head && !tmp->more)
474 353 {
475 /* If there is nothing more to this object, this for loop 354 /* If there is nothing more to this object, this for loop
476 * won't do anything. 355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 {
363 op = arch_to_object (at);
364
365 /* update x,y coordinates */
366 op->x += tmp->x;
367 op->y += tmp->y;
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
477 */ 378 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 if (tmp->name != op->name) {
488 if (op->name) free_string(op->name);
489 op->name = add_string(tmp->name);
490 }
491 if (tmp->title != op->title) {
492 if (op->title) free_string(op->title);
493 op->title = add_string(tmp->title);
494 }
495 /* we could link all the parts onto tmp, and then just
496 * call insert_ob_in_map once, but the effect is the same,
497 * as insert_ob_in_map will call itself with each part, and
498 * the coding is simpler to just to it here with each part.
499 */
500 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
501 } /* for at = tmp->arch->more */
502 } /* for objects on this space */
503}
504
505 380 }
381 }
382
383 tmp = above;
384 }
385}
506 386
507/* 387/*
508 * Loads (ands parses) the objects into a given map from the specified 388 * Loads (ands parses) the objects into a given map from the specified
509 * file pointer. 389 * file pointer.
510 * mapflags is the same as we get with load_original_map 390 * mapflags is the same as we get with load_original_map
511 */ 391 */
512 392bool
513void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 393maptile::load_objects (object_thawer &thawer)
514 int i,j,bufstate=LO_NEWFILE; 394{
515 int unique; 395 int unique;
516 object *op, *prev=NULL,*last_more=NULL, *otmp; 396 object *op, *prev = NULL, *last_more = NULL, *otmp;
517 397
518 op=get_object(); 398 op = object::create ();
519 op->map = m; /* To handle buttons correctly */ 399 op->map = this; /* To handle buttons correctly */
520 400
521 while((i = load_object (fp, op, bufstate, mapflags))) { 401 while (int i = load_object (thawer, op, 0))
522 /* Since the loading of the map header does not load an object 402 {
523 * anymore, we need to pass LO_NEWFILE for the first object loaded,
524 * and then switch to LO_REPEAT for faster loading.
525 */
526 bufstate = LO_REPEAT;
527
528 /* if the archetype for the object is null, means that we 403 /* if the archetype for the object is null, means that we
529 * got an invalid object. Don't do anything with it - the game 404 * got an invalid object. Don't do anything with it - the game
530 * or editor will not be able to do anything with it either. 405 * or editor will not be able to do anything with it either.
531 */ 406 */
532 if (op->arch==NULL) { 407 if (op->arch == NULL)
408 {
533 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
534 continue; 410 continue;
535 } 411 }
536 412
537
538 switch(i) { 413 switch (i)
414 {
539 case LL_NORMAL: 415 case LL_NORMAL:
540 /* if we are loading an overlay, put the floors on the bottom */
541 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
542 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
543 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
544 else
545 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
546 417
547 if (op->inv) 418 if (op->inv)
548 sum_weight(op); 419 sum_weight (op);
549 420
550 prev=op,last_more=op; 421 prev = op, last_more = op;
551 break; 422 break;
552 423
553 case LL_MORE: 424 case LL_MORE:
554 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
555 op->head=prev,last_more->more=op,last_more=op; 426 op->head = prev, last_more->more = op, last_more = op;
556 break; 427 break;
557 } 428 }
558 if (mapflags & MAP_STYLE) { 429
559 remove_from_active_list(op); 430 op = object::create ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 }
451#endif
452
453 return true;
454}
455
456void
457maptile::activate ()
458{
459 if (!spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive ();
465}
466
467void
468maptile::deactivate ()
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->deactivate_recursive ();
476}
477
478bool
479maptile::save_objects (object_freezer &freezer, int flags)
480{
481 if (flags & IO_HEADER)
482 save_header (freezer);
483
484 if (!spaces)
485 return false;
486
487 for (int i = 0; i < size (); ++i)
488 {
489 int unique = 0;
490 for (object *op = spaces [i].bot; op; op = op->above)
491 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
493 unique = 1;
494
495 if (!op->can_map_save ())
496 continue;
497
498 if (unique || op->flag [FLAG_UNIQUE])
499 {
500 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1);
502 }
503 else if (flags & IO_OBJECTS)
504 save_object (freezer, op, 1);
560 } 505 }
561 op=get_object();
562 op->map = m;
563 } 506 }
564 for (i=0;i<m->width;i++){ 507
565 for (j=0;j<m->height;j++){ 508 return true;
566 unique =0; 509}
567 /* check for unique items, or unique squares */ 510
568 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 511bool
569 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 512maptile::load_objects (const char *path, bool skip_header)
570 unique = 1; 513{
571 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 514 object_thawer thawer (path);
572 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 515
573 } 516 if (!thawer)
517 return false;
518
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
574 } 528 }
575 }
576 free_object(op);
577 link_multipart_objects(m);
578}
579 529
580/* This saves all the objects on the map in a non destructive fashion. 530 return load_objects (thawer);
581 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 531}
582 * and we only save the head of multi part objects - this is needed 532
583 * in order to do map tiling properly. 533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path);
542}
543
544maptile::maptile ()
545{
546 in_memory = MAP_SWAPPED;
547
548 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour.
584 */ 550 */
585void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 551 width = 16;
586 int i, j = 0,unique=0; 552 height = 16;
587 object *op; 553 reset_timeout = 0;
588 /* first pass - save one-part objects */ 554 timeout = 300;
589 for(i = 0; i < MAP_WIDTH(m); i++) 555 enter_x = 0;
590 for (j = 0; j < MAP_HEIGHT(m); j++) { 556 enter_y = 0;
591 unique=0; 557}
592 for(op = get_map_ob (m, i, j); op; op = op->above) {
593 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
594 unique=1;
595 558
596 if(op->type == PLAYER) { 559maptile::maptile (int w, int h)
597 LOG(llevDebug, "Player on map that is being saved\n"); 560{
598 continue; 561 in_memory = MAP_SWAPPED;
599 }
600 562
601 if (op->head || op->owner) 563 width = w;
602 continue; 564 height = h;
565 reset_timeout = 0;
566 timeout = 300;
567 enter_x = 0;
568 enter_y = 0;
603 569
604 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 570 alloc ();
605 save_object (fp2, op, 3);
606 else
607 if (flag == 0 ||
608 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
609 !QUERY_FLAG(op, FLAG_UNPAID))))
610 save_object(fp, op, 3);
611
612 } /* for this space */
613 } /* for this j */
614} 571}
615 572
616/* 573/*
617 * Allocates, initialises, and returns a pointer to a mapstruct.
618 * Modified to no longer take a path option which was not being
619 * used anyways. MSW 2001-07-01
620 */
621
622mapstruct *get_linked_map(void) {
623 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
624 mapstruct *mp;
625
626 if(map==NULL)
627 fatal(OUT_OF_MEMORY);
628
629 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
630 if(mp==NULL)
631 first_map=map;
632 else
633 mp->next=map;
634
635 map->in_memory=MAP_SWAPPED;
636 /* The maps used to pick up default x and y values from the
637 * map archetype. Mimic that behaviour.
638 */
639 MAP_WIDTH(map)=16;
640 MAP_HEIGHT(map)=16;
641 MAP_RESET_TIMEOUT(map)=0;
642 MAP_TIMEOUT(map)=300;
643 MAP_ENTER_X(map)=0;
644 MAP_ENTER_Y(map)=0;
645 /*set part to -1 indicating conversion to weather map not yet done*/
646 MAP_WORLDPARTX(map)=-1;
647 MAP_WORLDPARTY(map)=-1;
648 return map;
649}
650
651/*
652 * Allocates the arrays contained in a mapstruct. 574 * Allocates the arrays contained in a maptile.
653 * This basically allocates the dynamic array of spaces for the 575 * This basically allocates the dynamic array of spaces for the
654 * map. 576 * map.
655 */ 577 */
656 578void
657void allocate_map(mapstruct *m) { 579maptile::alloc ()
658 m->in_memory = MAP_IN_MEMORY; 580{
659 /* Log this condition and free the storage. We could I suppose
660 * realloc, but if the caller is presuming the data will be intact,
661 * that is their poor assumption.
662 */
663 if (m->spaces) { 581 if (spaces)
664 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
665 free(m->spaces);
666 }
667
668 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
669
670 if(m->spaces==NULL)
671 fatal(OUT_OF_MEMORY);
672}
673
674/* Create and returns a map of the specific size. Used
675 * in random map code and the editor.
676 */
677mapstruct *get_empty_map(int sizex, int sizey) {
678 mapstruct *m = get_linked_map();
679 m->width = sizex;
680 m->height = sizey;
681 m->in_memory = MAP_SWAPPED;
682 allocate_map(m);
683 return m; 582 return;
583
584 spaces = salloc0<mapspace> (size ());
684} 585}
685 586
686/* Takes a string from a map definition and outputs a pointer to the array of shopitems 587/* Takes a string from a map definition and outputs a pointer to the array of shopitems
687 * corresponding to that string. Memory is allocated for this, it must be freed 588 * corresponding to that string. Memory is allocated for this, it must be freed
688 * at a later date. 589 * at a later date.
689 * Called by parse_map_headers below. 590 * Called by parse_map_headers below.
690 */ 591 */
691 592static shopitems *
692static shopitems *parse_shop_string (const char *input_string) { 593parse_shop_string (const char *input_string)
594{
693 char *shop_string, *p, *q, *next_semicolon, *next_colon; 595 char *shop_string, *p, *q, *next_semicolon, *next_colon;
694 shopitems *items=NULL; 596 shopitems *items = NULL;
695 int i=0, number_of_entries=0; 597 int i = 0, number_of_entries = 0;
696 const typedata *current_type; 598 const typedata *current_type;
697 599
698 shop_string=strdup_local(input_string); 600 shop_string = strdup (input_string);
699 p=shop_string; 601 p = shop_string;
700 /* first we'll count the entries, we'll need that for allocating the array shortly */ 602 /* first we'll count the entries, we'll need that for allocating the array shortly */
701 while (p) { 603 while (p)
604 {
702 p=strchr(p, ';'); 605 p = strchr (p, ';');
703 number_of_entries++; 606 number_of_entries++;
704 if (p) p++; 607 if (p)
608 p++;
705 } 609 }
610
706 p=shop_string; 611 p = shop_string;
707 strip_endline(p); 612 strip_endline (p);
708 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 613 items = new shopitems[number_of_entries + 1];
709 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
710 for (i=0; i<number_of_entries; i++) { 614 for (i = 0; i < number_of_entries; i++)
615 {
711 if (!p) { 616 if (!p)
617 {
712 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 618 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
713 break; 619 break;
714 } 620 }
621
715 next_semicolon=strchr(p, ';'); 622 next_semicolon = strchr (p, ';');
716 next_colon=strchr(p, ':'); 623 next_colon = strchr (p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 624 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 625 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1); 626 items[i].strength = atoi (strchr (p, ':') + 1);
627
628 if (isdigit (*p) || *p == '*')
720 629 {
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 630 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum); 631 current_type = get_typedata (items[i].typenum);
724 if (current_type) { 632 if (current_type)
633 {
725 items[i].name=current_type->name; 634 items[i].name = current_type->name;
726 items[i].name_pl=current_type->name_pl; 635 items[i].name_pl = current_type->name_pl;
727 }
728 }
729 else { /*we have a named type, let's figure out what it is */
730 q=strpbrk(p,";:");
731 if (q) *q='\0';
732
733 current_type=get_typedata_by_name(p);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].typenum=current_type->number;
737 items[i].name_pl=current_type->name_pl;
738 }
739 else { /* oh uh, something's wrong, let's free up this one, and try
740 * the next entry while we're at it, better print a warning
741 */
742 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
743 p, input_string);
744 } 636 }
745 } 637 }
638 else
639 { /*we have a named type, let's figure out what it is */
640 q = strpbrk (p, ";:");
641 if (q)
642 *q = '\0';
643
644 current_type = get_typedata_by_name (p);
645 if (current_type)
646 {
647 items[i].name = current_type->name;
648 items[i].typenum = current_type->number;
649 items[i].name_pl = current_type->name_pl;
650 }
651 else
652 { /* oh uh, something's wrong, let's free up this one, and try
653 * the next entry while we're at it, better print a warning
654 */
655 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
656 }
657 }
658
746 items[i].index=number_of_entries; 659 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 660 if (next_semicolon)
661 p = ++next_semicolon;
662 else
748 else p=NULL; 663 p = NULL;
749 } 664 }
665
750 free(shop_string); 666 free (shop_string);
751 return items; 667 return items;
752} 668}
753 669
754/* opposite of parse string, this puts the string that was originally fed in to 670/* opposite of parse string, this puts the string that was originally fed in to
755 * the map (or something equivilent) into output_string. */ 671 * the map (or something equivilent) into output_string. */
672static void
756static void print_shop_string(mapstruct *m, char *output_string) { 673print_shop_string (maptile *m, char *output_string)
674{
757 int i; 675 int i;
758 char tmp[MAX_BUF]; 676 char tmp[MAX_BUF];
677
759 strcpy(output_string, ""); 678 strcpy (output_string, "");
760 for (i=0; i< m->shopitems[0].index; i++) { 679 for (i = 0; i < m->shopitems[0].index; i++)
680 {
761 if (m->shopitems[i].typenum) { 681 if (m->shopitems[i].typenum)
682 {
762 if (m->shopitems[i].strength) { 683 if (m->shopitems[i].strength)
763 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 684 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
764 } 685 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 686 sprintf (tmp, "%s;", m->shopitems[i].name);
766 } 687 }
767 else { 688 else
689 {
768 if (m->shopitems[i].strength) { 690 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 691 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
770 } 692 else
771 else sprintf(tmp, "*"); 693 sprintf (tmp, "*");
772 } 694 }
695
773 strcat(output_string, tmp); 696 strcat (output_string, tmp);
774 } 697 }
775} 698}
776 699
777/* This loads the header information of the map. The header 700/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 701 * contains things like difficulty, size, timeout, etc.
782 * put all the stuff in the map object so that names actually make 705 * put all the stuff in the map object so that names actually make
783 * sense. 706 * sense.
784 * This could be done in lex (like the object loader), but I think 707 * This could be done in lex (like the object loader), but I think
785 * currently, there are few enough fields this is not a big deal. 708 * currently, there are few enough fields this is not a big deal.
786 * MSW 2001-07-01 709 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 710 */
789 711bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 712maptile::load_header (object_thawer &thawer)
791{ 713{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
793 int msgpos=0; 715 int msgpos = 0;
794 int maplorepos=0; 716 int maplorepos = 0;
795 717
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 718 for (;;)
797 buf[HUGE_BUF-1] = 0; 719 {
798 key = buf; 720 keyword kw = thawer.get_kv ();
799 while (isspace(*key)) key++; 721
800 if (*key == 0) continue; /* empty line */ 722 switch (kw)
801 value = strchr(key, ' ');
802 if (!value) {
803 end = strchr(key, '\n');
804 if (end != NULL) {
805 *end = 0;
806 }
807 } else {
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break;
817 }
818 }
819 } 723 {
820 if (!end) { 724 case KW_EOF:
821 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
822 buf); 726 return false;
727
728 case KW_end:
823 return 1; 729 return true;
824 } 730
731 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg);
825 733 break;
826 734
827 /* key is the field name, value is what it should be set 735 case KW_lore: // CF+ extension
828 * to. We've already done the work to null terminate key, 736 thawer.get_ml (KW_endlore, maplore);
829 * and strip off any leading spaces for both of these.
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 } 737 break;
851 /* There are lots of maps that have empty messages (eg, msg/endmsg 738
852 * with nothing between). There is no reason in those cases to 739 case KW_maplore:
853 * keep the empty message. Also, msgbuf contains garbage data 740 thawer.get_ml (KW_endmaplore, maplore);
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 } 741 break;
868 if (maplorepos != 0) 742
869 m->maplore = strdup_local(maplorebuf); 743 case KW_arch:
870 } 744 if (strcmp (thawer.get_str (), "map"))
871 else if (!strcmp(key,"end")) { 745 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
746 break;
747
748 case KW_oid:
749 thawer.get (this, thawer.get_sint32 ());
750 break;
751
752 case KW_file_format_version: break; // nop
753
754 case KW_name: thawer.get (name); break;
755 case KW_attach: thawer.get (attach); break;
756 case KW_reset_time: thawer.get (reset_time); break;
757 case KW_shopgreed: thawer.get (shopgreed); break;
758 case KW_shopmin: thawer.get (shopmin); break;
759 case KW_shopmax: thawer.get (shopmax); break;
760 case KW_shoprace: thawer.get (shoprace); break;
761 case KW_outdoor: thawer.get (outdoor); break;
762 case KW_temp: thawer.get (temp); break;
763 case KW_pressure: thawer.get (pressure); break;
764 case KW_humid: thawer.get (humid); break;
765 case KW_windspeed: thawer.get (windspeed); break;
766 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break;
768
769 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break;
771
772 case KW_region: get_region_by_name (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774
775 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
778 case KW_x: case KW_width: thawer.get (width); break;
779 case KW_y: case KW_height: thawer.get (height); break;
780 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
781 case KW_value: case KW_swap_time: thawer.get (timeout); break;
782 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
783 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
784 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
785
786 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790
791 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
872 break; 793 break;
873 } 794 }
874 else if (value == NULL) {
875 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876 }
877 else if (!strcmp(key, "arch")) {
878 /* This is an oddity, but not something we care about much. */
879 if (strcmp(value,"map\n"))
880 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881 }
882 else if (!strcmp(key,"name")) {
883 *end=0;
884 m->name = strdup_local(value);
885 }
886 /* first strcmp value on these are old names supported
887 * for compatibility reasons. The new values (second) are
888 * what really should be used.
889 */
890 else if (!strcmp(key,"oid")) {
891 fp.get (m, atoi(value));
892 } else if (!strcmp(key, "attach")) {
893 m->attach = add_string (value);
894 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 m->enter_x = atoi(value);
896 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897 m->enter_y = atoi(value);
898 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899 m->width = atoi(value);
900 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901 m->height = atoi(value);
902 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903 m->reset_timeout = atoi(value);
904 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905 m->timeout = atoi(value);
906 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907 m->difficulty = atoi(value);
908 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909 m->darkness = atoi(value);
910 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911 m->fixed_resettime = atoi(value);
912 } else if (!strcmp(key,"unique")) {
913 m->unique = atoi(value);
914 } else if (!strcmp(key,"template")) {
915 m->templatemap = atoi(value);
916 } else if (!strcmp(key,"region")) {
917 m->region = get_region_by_name(value);
918 } else if (!strcmp(key,"shopitems")) {
919 *end=0;
920 m->shopitems = parse_shop_string(value);
921 } else if (!strcmp(key,"shopgreed")) {
922 m->shopgreed = atof(value);
923 } else if (!strcmp(key,"shopmin")) {
924 m->shopmin = atol(value);
925 } else if (!strcmp(key,"shopmax")) {
926 m->shopmax = atol(value);
927 } else if (!strcmp(key,"shoprace")) {
928 *end=0;
929 m->shoprace = strdup_local(value);
930 } else if (!strcmp(key,"outdoor")) {
931 m->outdoor = atoi(value);
932 } else if (!strcmp(key, "temp")) {
933 m->temp = atoi(value);
934 } else if (!strcmp(key, "pressure")) {
935 m->pressure = atoi(value);
936 } else if (!strcmp(key, "humid")) {
937 m->humid = atoi(value);
938 } else if (!strcmp(key, "windspeed")) {
939 m->windspeed = atoi(value);
940 } else if (!strcmp(key, "winddir")) {
941 m->winddir = atoi(value);
942 } else if (!strcmp(key, "sky")) {
943 m->sky = atoi(value);
944 } else if (!strcmp(key, "nosmooth")) {
945 m->nosmooth = atoi(value);
946 }
947 else if (!strncmp(key,"tile_path_", 10)) {
948 int tile=atoi(key+10);
949
950 if (tile<1 || tile>4) {
951 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952 tile, m->path);
953 } else {
954 char *path;
955
956 *end = 0;
957
958 if (m->tile_path[tile-1]) {
959 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960 tile, m->path);
961 free(m->tile_path[tile-1]);
962 m->tile_path[tile-1] = NULL;
963 }
964
965 if (check_path(value, 1) != -1) {
966 /* The unadorned path works. */
967 path = value;
968 } else {
969 /* Try again; it could be a relative exit. */
970
971 path = path_combine_and_normalize(m->path, value);
972
973 if (check_path(path, 1) == -1) {
974 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975 path = NULL;
976 }
977 }
978
979 if (editor) {
980 /* Use the value as in the file. */
981 m->tile_path[tile-1] = strdup_local(value);
982 } else if (path != NULL) {
983 /* Use the normalized value. */
984 m->tile_path[tile-1] = strdup_local(path);
985 }
986 } /* end if tile direction (in)valid */
987 }
988 else {
989 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990 }
991 }
992 if (!key || strcmp(key,"end")) {
993 LOG(llevError,"Got premature eof on map header!\n");
994 return 1;
995 }
996 return 0;
997}
998
999/*
1000 * Opens the file "filename" and reads information about the map
1001 * from the given file, and stores it in a newly allocated
1002 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003 * flags correspond to those in map.h. Main ones used are
1004 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005 * MAP_BLOCK, in which case we block on this load. This happens in all
1006 * cases, no matter if this flag is set or not.
1007 * MAP_STYLE: style map - don't add active objects, don't add to server
1008 * managed map list.
1009 */
1010
1011mapstruct *load_original_map(const char *filename, int flags) {
1012 mapstruct *m;
1013 char pathname[MAX_BUF];
1014 795 }
1015 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 796
797 abort ();
798}
799
800bool
801maptile::load_header (const char *path)
802{
1023 object_thawer thawer (pathname); 803 object_thawer thawer (path);
1024 804
1025 if (!thawer) 805 if (!thawer)
1026 return 0;
1027
1028 m = get_linked_map();
1029
1030 strcpy (m->path, filename);
1031 if (load_map_header(thawer, m)) {
1032 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1033 filename, flags);
1034 delete_map(m);
1035 return NULL;
1036 }
1037
1038 allocate_map(m);
1039
1040 m->in_memory=MAP_LOADING;
1041 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1042
1043 m->in_memory=MAP_IN_MEMORY;
1044 if (!MAP_DIFFICULTY(m))
1045 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1046 set_map_reset_time(m);
1047 m->instantiate ();
1048 return (m);
1049}
1050
1051/*
1052 * Loads a map, which has been loaded earlier, from file.
1053 * Return the map object we load into (this can change from the passed
1054 * option if we can't find the original map)
1055 */
1056
1057static mapstruct *load_temporary_map(mapstruct *m) {
1058 int comp;
1059 char buf[MAX_BUF];
1060
1061 if (!m->tmpname) {
1062 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063 strcpy(buf, m->path);
1064 delete_map(m);
1065 m = load_original_map(buf, 0);
1066 if(m==NULL) return NULL;
1067 fix_auto_apply(m); /* Chests which open as default */
1068 return m;
1069 }
1070
1071 object_thawer thawer (m->tmpname);
1072
1073 if (!thawer)
1074 {
1075 strcpy (buf, m->path);
1076 delete_map (m);
1077 m = load_original_map (buf, 0);
1078 if (!m) return NULL;
1079 fix_auto_apply (m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if (load_map_header(thawer, m)) {
1084 LOG(llevError,"Error loading map header for %s (%s)\n",
1085 m->path, m->tmpname);
1086 delete_map(m);
1087 m = load_original_map(m->path, 0);
1088 return NULL;
1089 }
1090 allocate_map(m);
1091
1092 m->in_memory=MAP_LOADING;
1093 load_objects (m, thawer, 0);
1094
1095 m->in_memory=MAP_IN_MEMORY;
1096 INVOKE_MAP (SWAPIN, m);
1097 return m; 806 return false;
1098}
1099 807
1100/* 808 return load_header (thawer);
1101 * Loads a map, which has been loaded earlier, from file.
1102 * Return the map object we load into (this can change from the passed
1103 * option if we can't find the original map)
1104 */
1105
1106mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107 char pathname[MAX_BUF];
1108
1109 strcpy(pathname, create_overlay_pathname(filename));
1110
1111 object_thawer thawer (pathname);
1112
1113 if (!thawer)
1114 return m;
1115
1116 if (load_map_header(thawer, m)) {
1117 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118 m->path, pathname);
1119 delete_map(m);
1120 m = load_original_map(m->path, 0);
1121 return NULL;
1122 }
1123 /*allocate_map(m);*/
1124
1125 m->in_memory=MAP_LOADING;
1126 load_objects (m, thawer, MAP_OVERLAY);
1127
1128 m->in_memory=MAP_IN_MEMORY;
1129 return m;
1130} 809}
1131 810
1132/****************************************************************************** 811/******************************************************************************
1133 * This is the start of unique map handling code 812 * This is the start of unique map handling code
1134 *****************************************************************************/ 813 *****************************************************************************/
1135 814
1136/* This goes through map 'm' and removed any unique items on the map. */ 815/* This goes through the maptile and removed any unique items on the map. */
1137static void delete_unique_items(mapstruct *m) 816void
817maptile::clear_unique_items ()
1138{ 818{
1139 int i,j,unique; 819 for (int i = 0; i < size (); ++i)
1140 object *op, *next; 820 {
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 821 int unique = 0;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 822 for (object *op = spaces [i].bot; op; )
1146 next = op->above; 823 {
824 object *above = op->above;
825
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1148 unique=1; 827 unique = 1;
828
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1150 clean_object(op);
1151 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1152 remove_button_link(op);
1153 remove_ob(op);
1154 free_object(op);
1155 } 830 {
831 op->destroy_inv (false);
832 op->destroy ();
1156 } 833 }
834
835 op = above;
1157 } 836 }
1158}
1159
1160
1161/*
1162 * Loads unique objects from file(s) into the map which is in memory
1163 * m is the map to load unique items into.
1164 */
1165static void load_unique_objects(mapstruct *m) {
1166 int count;
1167 char firstname[MAX_BUF];
1168
1169 for (count=0; count<10; count++) {
1170 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171 if (!access(firstname, R_OK)) break;
1172 }
1173 /* If we get here, we did not find any map */
1174 if (count==10) return;
1175
1176 object_thawer thawer (firstname);
1177
1178 if (!thawer)
1179 return;
1180
1181 m->in_memory=MAP_LOADING;
1182 if (m->tmpname == NULL) /* if we have loaded unique items from */
1183 delete_unique_items(m); /* original map before, don't duplicate them */
1184 load_object(thawer, NULL, LO_NOREAD,0);
1185 load_objects (m, thawer, 0);
1186
1187 m->in_memory=MAP_IN_MEMORY;
1188}
1189
1190
1191/*
1192 * Saves a map to file. If flag is set, it is saved into the same
1193 * file it was (originally) loaded from. Otherwise a temporary
1194 * filename will be genarated, and the file will be stored there.
1195 * The temporary filename will be stored in the mapstructure.
1196 * If the map is unique, we also save to the filename in the map
1197 * (this should have been updated when first loaded)
1198 */
1199
1200int
1201new_save_map (mapstruct * m, int flag)
1202{
1203 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 { 837 }
1208 LOG (llevError, "Tried to save map without path.\n"); 838}
1209 return -1;
1210 }
1211 839
1212 if (flag || (m->unique) || (m->templatemap)) 840bool
1213 { 841maptile::save_header (object_freezer &freezer)
1214 if (!m->unique && !m->templatemap) 842{
1215 { /* flag is set */ 843#define MAP_OUT(k) freezer.put (KW_ ## k, k)
1216 if (flag == 2) 844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1217 strcpy (filename, create_overlay_pathname (m->path));
1218 else
1219 strcpy (filename, create_pathname (m->path));
1220 }
1221 else
1222 strcpy (filename, m->path);
1223 845
1224 make_path_to_file (filename); 846 MAP_OUT2 (arch, "map");
1225 }
1226 else
1227 {
1228 if (!m->tmpname)
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1230 strcpy (filename, m->tmpname);
1231 }
1232 847
1233 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 848 if (name) MAP_OUT (name);
1234 m->in_memory = MAP_SAVING; 849 MAP_OUT (swap_time);
1235 850 MAP_OUT (reset_time);
1236 object_freezer fp (filename); 851 MAP_OUT (reset_timeout);
1237
1238 /* legacy */
1239 fprintf (fp, "arch map\n");
1240 if (m->name)
1241 fprintf (fp, "name %s\n", m->name);
1242 if (!flag)
1243 fprintf (fp, "swap_time %d\n", m->swap_time);
1244 if (m->reset_timeout)
1245 fprintf (fp, "reset_timeout %d\n", m->reset_timeout);
1246 if (m->fixed_resettime) 852 MAP_OUT (fixed_resettime);
1247 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime); 853 MAP_OUT (difficulty);
1248 /* we unfortunately have no idea if this is a value the creator set 854
1249 * or a difficulty value we generated when the map was first loaded 855 if (region) MAP_OUT2 (region, region->name);
1250 */ 856
1251 if (m->difficulty)
1252 fprintf (fp, "difficulty %d\n", m->difficulty);
1253 if (m->region)
1254 fprintf (fp, "region %s\n", m->region->name);
1255 if (m->shopitems) 857 if (shopitems)
1256 { 858 {
859 char shop[MAX_BUF];
1257 print_shop_string (m, shop); 860 print_shop_string (this, shop);
1258 fprintf (fp, "shopitems %s\n", shop); 861 MAP_OUT2 (shopitems, shop);
1259 }
1260 if (m->shopgreed)
1261 fprintf (fp, "shopgreed %f\n", m->shopgreed);
1262#ifndef WIN32
1263 if (m->shopmin)
1264 fprintf (fp, "shopmin %llu\n", m->shopmin);
1265 if (m->shopmax)
1266 fprintf (fp, "shopmax %llu\n", m->shopmax);
1267#else
1268 if (m->shopmin)
1269 fprintf (fp, "shopmin %I64u\n", m->shopmin);
1270 if (m->shopmax)
1271 fprintf (fp, "shopmax %I64u\n", m->shopmax);
1272#endif
1273 if (m->shoprace)
1274 fprintf (fp, "shoprace %s\n", m->shoprace);
1275 if (m->darkness)
1276 fprintf (fp, "darkness %d\n", m->darkness);
1277 if (m->width)
1278 fprintf (fp, "width %d\n", m->width);
1279 if (m->height)
1280 fprintf (fp, "height %d\n", m->height);
1281 if (m->enter_x)
1282 fprintf (fp, "enter_x %d\n", m->enter_x);
1283 if (m->enter_y)
1284 fprintf (fp, "enter_y %d\n", m->enter_y);
1285 if (m->msg)
1286 fprintf (fp, "msg\n%sendmsg\n", m->msg);
1287 if (m->maplore)
1288 fprintf (fp, "maplore\n%sendmaplore\n", m->maplore);
1289 if (m->unique)
1290 fprintf (fp, "unique %d\n", m->unique);
1291 if (m->templatemap)
1292 fprintf (fp, "template %d\n", m->templatemap);
1293 if (m->outdoor)
1294 fprintf (fp, "outdoor %d\n", m->outdoor);
1295 if (m->temp)
1296 fprintf (fp, "temp %d\n", m->temp);
1297 if (m->pressure)
1298 fprintf (fp, "pressure %d\n", m->pressure);
1299 if (m->humid)
1300 fprintf (fp, "humid %d\n", m->humid);
1301 if (m->windspeed)
1302 fprintf (fp, "windspeed %d\n", m->windspeed);
1303 if (m->winddir)
1304 fprintf (fp, "winddir %d\n", m->winddir);
1305 if (m->sky)
1306 fprintf (fp, "sky %d\n", m->sky);
1307 if (m->nosmooth)
1308 fprintf (fp, "nosmooth %d\n", m->nosmooth);
1309
1310 /* Save any tiling information, except on overlays */
1311 if (flag != 2)
1312 for (i = 0; i < 4; i++)
1313 if (m->tile_path[i])
1314 fprintf (fp, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1315
1316 fp.put (m);
1317 fprintf (fp, "end\n");
1318
1319 /* In the game save unique items in the different file, but
1320 * in the editor save them to the normal map file.
1321 * If unique map, save files in the proper destination (set by
1322 * player)
1323 */
1324 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1325 { 862 }
1326 sprintf (buf, "%s.v00", create_items_path (m->path));
1327 863
1328 object_freezer fp2 (buf); 864 MAP_OUT (shopgreed);
865 MAP_OUT (shopmin);
866 MAP_OUT (shopmax);
867 if (shoprace) MAP_OUT (shoprace);
868 MAP_OUT (darkness);
869 MAP_OUT (width);
870 MAP_OUT (height);
871 MAP_OUT (enter_x);
872 MAP_OUT (enter_y);
1329 873
1330 if (flag == 2) 874 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1331 save_objects (m, fp, fp2, 2); 875 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1332 else
1333 save_objects (m, fp, fp2, 0);
1334 }
1335 else
1336 { /* save same file when not playing, like in editor */
1337 save_objects (m, fp, fp, 0);
1338 }
1339 876
877 MAP_OUT (outdoor);
878 MAP_OUT (temp);
879 MAP_OUT (pressure);
880 MAP_OUT (humid);
881 MAP_OUT (windspeed);
882 MAP_OUT (winddir);
883 MAP_OUT (sky);
884
885 MAP_OUT (per_player);
886 MAP_OUT (per_party);
887
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892
893 freezer.put (this);
894 freezer.put (KW_end);
895
1340 return 0; 896 return true;
1341} 897}
1342 898
1343 899bool
1344/* 900maptile::save_header (const char *path)
1345 * Remove and free all objects in the inventory of the given object.
1346 * object.c ?
1347 */
1348
1349void clean_object(object *op)
1350{ 901{
1351 object *tmp, *next; 902 object_freezer freezer;
1352 903
1353 for(tmp = op->inv; tmp; tmp = next) 904 if (!save_header (freezer))
1354 { 905 return false;
1355 next = tmp->below; 906
1356 clean_object(tmp); 907 return freezer.save (path);
1357 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1358 remove_button_link(tmp);
1359 remove_ob(tmp);
1360 free_object(tmp);
1361 }
1362} 908}
1363 909
1364/* 910/*
1365 * Remove and free all objects in the given map. 911 * Remove and free all objects in the given map.
1366 */ 912 */
913void
914maptile::clear ()
915{
916 if (!spaces)
917 return;
1367 918
1368void free_all_objects(mapstruct *m) { 919 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1369 int i,j; 920 while (object *op = ms->bot)
1370 object *op; 921 {
1371 922 if (op->head)
1372 for(i=0;i<MAP_WIDTH(m);i++)
1373 for(j=0;j<MAP_HEIGHT(m);j++) {
1374 object *previous_obj=NULL;
1375 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1376 if (op==previous_obj) {
1377 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1378 break;
1379 }
1380 previous_obj=op;
1381 if(op->head!=NULL)
1382 op = op->head; 923 op = op->head;
1383 924
1384 /* If the map isn't in memory, free_object will remove and 925 op->destroy_inv (false);
1385 * free objects in op's inventory. So let it do the job. 926 op->destroy ();
1386 */
1387 if (m->in_memory==MAP_IN_MEMORY)
1388 clean_object(op);
1389 remove_ob(op);
1390 free_object(op);
1391 }
1392 } 927 }
1393#ifdef MANY_CORES 928
1394 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 929 sfree (spaces, size ()), spaces = 0;
1395 * an item on that map was not saved - look for that condition and die as appropriate - 930
1396 * this leaves more of the map data intact for better debugging. 931 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0;
933}
934
935void
936maptile::clear_header ()
937{
938 name = 0;
939 msg = 0;
940 maplore = 0;
941 shoprace = 0;
942 delete [] shopitems, shopitems = 0;
943
944 for (int i = 0; i < 4; i++)
945 tile_path [i] = 0;
946}
947
948maptile::~maptile ()
949{
950 assert (destroyed ());
951}
952
953void
954maptile::clear_links_to (maptile *m)
955{
956 /* We need to look through all the maps and see if any maps
957 * are pointing at this one for tiling information. Since
958 * tiling can be asymetric, we just can not look to see which
959 * maps this map tiles with and clears those.
1397 */ 960 */
1398 for (op=objects; op!=NULL; op=op->next) { 961 for (int i = 0; i < 4; i++)
1399 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 962 if (tile_map[i] == m)
1400 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 963 tile_map[i] = 0;
1401 abort(); 964}
1402 } 965
1403 } 966void
1404#endif 967maptile::do_destroy ()
968{
969 attachable::do_destroy ();
970
971 clear ();
1405} 972}
1406 973
1407/* 974/*
1408 * Frees everything allocated by the given mapstructure. 975 * Updates every button on the map (by calling update_button() for them).
1409 * don't free tmpname - our caller is left to do that
1410 */ 976 */
1411 977void
1412void free_map(mapstruct *m,int flag) { 978maptile::update_buttons ()
1413 int i; 979{
1414 980 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1415 if (!m->in_memory) { 981 for (objectlink *ol = obp->link; ol; ol = ol->next)
1416 LOG(llevError,"Trying to free freed map.\n"); 982 {
1417 return; 983 if (!ol->ob)
1418 }
1419 if (flag && m->spaces) free_all_objects(m);
1420 if (m->name) FREE_AND_CLEAR(m->name);
1421 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1422 if (m->msg) FREE_AND_CLEAR(m->msg);
1423 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1424 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1425 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1426 if (m->buttons)
1427 free_objectlinkpt(m->buttons);
1428 m->buttons = NULL;
1429 for (i=0; i<4; i++) {
1430 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1431 m->tile_map[i] = NULL;
1432 }
1433 m->in_memory = MAP_SWAPPED;
1434}
1435
1436/*
1437 * function: vanish mapstruct
1438 * m : pointer to mapstruct, if NULL no action
1439 * this deletes all the data on the map (freeing pointers)
1440 * and then removes this map from the global linked list of maps.
1441 */
1442
1443void delete_map(mapstruct *m) {
1444 mapstruct *tmp, *last;
1445 int i;
1446
1447 if (!m)
1448 return;
1449
1450 m->clear ();
1451
1452 if (m->in_memory == MAP_IN_MEMORY) {
1453 /* change to MAP_SAVING, even though we are not,
1454 * so that remove_ob doesn't do as much work.
1455 */ 984 {
1456 m->in_memory = MAP_SAVING; 985 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1457 free_map (m, 1); 986 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1458 } 987 continue;
1459 /* move this out of free_map, since tmpname can still be needed if
1460 * the map is swapped out.
1461 */
1462 if (m->tmpname) {
1463 free(m->tmpname);
1464 m->tmpname=NULL;
1465 }
1466 last = NULL;
1467 /* We need to look through all the maps and see if any maps
1468 * are pointing at this one for tiling information. Since
1469 * tiling can be assymetric, we just can not look to see which
1470 * maps this map tiles with and clears those.
1471 */
1472 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1473 if (tmp->next == m) last = tmp;
1474
1475 /* This should hopefully get unrolled on a decent compiler */
1476 for (i=0; i<4; i++)
1477 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1478 }
1479
1480 /* If last is null, then this should be the first map in the list */
1481 if (!last) {
1482 if (m == first_map)
1483 first_map = m->next;
1484 else
1485 /* m->path is a static char, so should hopefully still have
1486 * some useful data in it.
1487 */
1488 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1489 m->path);
1490 }
1491 else
1492 last->next = m->next;
1493
1494 free (m);
1495}
1496
1497
1498
1499/*
1500 * Makes sure the given map is loaded and swapped in.
1501 * name is path name of the map.
1502 * flags meaning:
1503 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1504 * and don't do unique items or the like.
1505 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1506 * dont do any more name translation on it.
1507 *
1508 * Returns a pointer to the given map.
1509 */
1510
1511mapstruct *ready_map_name(const char *name, int flags) {
1512 mapstruct *m;
1513
1514 if (!name)
1515 return (NULL);
1516
1517 /* Have we been at this level before? */
1518 m = has_been_loaded (name);
1519
1520 /* Map is good to go, so just return it */
1521 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1522 return m;
1523 }
1524
1525 /* unique maps always get loaded from their original location, and never
1526 * a temp location. Likewise, if map_flush is set, or we have never loaded
1527 * this map, load it now. I removed the reset checking from here -
1528 * it seems the probability of a player trying to enter a map that should
1529 * reset but hasn't yet is quite low, and removing that makes this function
1530 * a bit cleaner (and players probably shouldn't rely on exact timing for
1531 * resets in any case - if they really care, they should use the 'maps command.
1532 */
1533 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1534
1535 /* first visit or time to reset */
1536 if (m) {
1537 clean_tmp_map(m); /* Doesn't make much difference */
1538 delete_map(m);
1539 } 988 }
1540 989
1541 /* create and load a map */ 990 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1542 if (flags & MAP_PLAYER_UNIQUE)
1543 LOG(llevDebug, "Trying to load map %s.\n", name);
1544 else
1545 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1546
1547 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1548 return (NULL);
1549
1550 fix_auto_apply(m); /* Chests which open as default */
1551
1552 /* If a player unique map, no extra unique object file to load.
1553 * if from the editor, likewise.
1554 */ 991 {
1555 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 992 update_button (ol->ob);
1556 load_unique_objects(m); 993 break;
1557
1558 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1559 m=load_overlay_map(name, m);
1560 if (m==NULL)
1561 return NULL;
1562 } 994 }
1563
1564 if (flags & MAP_PLAYER_UNIQUE)
1565 INVOKE_MAP (SWAPIN, m);
1566
1567 } else {
1568 /* If in this loop, we found a temporary map, so load it up. */
1569
1570 m=load_temporary_map (m);
1571 if(m==NULL) return NULL;
1572 load_unique_objects(m);
1573
1574 clean_tmp_map(m);
1575 m->in_memory = MAP_IN_MEMORY;
1576 /* tempnam() on sun systems (probably others) uses malloc
1577 * to allocated space for the string. Free it here.
1578 * In some cases, load_temporary_map above won't find the
1579 * temporary map, and so has reloaded a new map. If that
1580 * is the case, tmpname is now null
1581 */
1582 if (m->tmpname) free(m->tmpname);
1583 m->tmpname = NULL;
1584 /* It's going to be saved anew anyway */
1585 } 995 }
1586
1587 /* Below here is stuff common to both first time loaded maps and
1588 * temp maps.
1589 */
1590
1591 decay_objects(m); /* start the decay */
1592 /* In case other objects press some buttons down */
1593 update_buttons(m);
1594 if (m->outdoor)
1595 set_darkness_map(m);
1596 /* run the weather over this map */
1597 weather_effect(name);
1598 return m;
1599} 996}
1600
1601 997
1602/* 998/*
1603 * This routine is supposed to find out the difficulty of the map. 999 * This routine is supposed to find out the difficulty of the map.
1604 * difficulty does not have a lot to do with character level, 1000 * difficulty does not have a lot to do with character level,
1605 * but does have a lot to do with treasure on the map. 1001 * but does have a lot to do with treasure on the map.
1607 * Difficulty can now be set by the map creature. If the value stored 1003 * Difficulty can now be set by the map creature. If the value stored
1608 * in the map is zero, then use this routine. Maps should really 1004 * in the map is zero, then use this routine. Maps should really
1609 * have a difficulty set than using this function - human calculation 1005 * have a difficulty set than using this function - human calculation
1610 * is much better than this functions guesswork. 1006 * is much better than this functions guesswork.
1611 */ 1007 */
1612 1008int
1613int calculate_difficulty(mapstruct *m) { 1009maptile::estimate_difficulty () const
1614 object *op; 1010{
1615 archetype *at;
1616 int x, y, i, diff;
1617 long monster_cnt = 0; 1011 long monster_cnt = 0;
1618 double avgexp = 0; 1012 double avgexp = 0;
1619 sint64 total_exp = 0; 1013 sint64 total_exp = 0;
1620 1014
1621 if (MAP_DIFFICULTY (m)) 1015 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1622 { 1016 for (object *op = ms->bot; op; op = op->above)
1623 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1624 return MAP_DIFFICULTY (m);
1625 }
1626
1627 for(x = 0; x < MAP_WIDTH(m); x++)
1628 for(y = 0; y < MAP_HEIGHT(m); y++)
1629 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1630 { 1017 {
1631 if(QUERY_FLAG (op, FLAG_MONSTER)) 1018 if (QUERY_FLAG (op, FLAG_MONSTER))
1632 { 1019 {
1633 total_exp += op->stats.exp; 1020 total_exp += op->stats.exp;
1634 monster_cnt++; 1021 monster_cnt++;
1635 } 1022 }
1636 1023
1637 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1024 if (QUERY_FLAG (op, FLAG_GENERATOR))
1638 { 1025 {
1639 total_exp += op->stats.exp; 1026 total_exp += op->stats.exp;
1027
1640 at = type_to_archetype(GENERATE_TYPE (op)); 1028 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1641
1642 if(at != NULL)
1643 total_exp += at->clone.stats.exp * 8; 1029 total_exp += at->clone.stats.exp * 8;
1644 1030
1645 monster_cnt++; 1031 monster_cnt++;
1646 } 1032 }
1647 } 1033 }
1648 1034
1649 avgexp = (double) total_exp / monster_cnt; 1035 avgexp = (double) total_exp / monster_cnt;
1650 1036
1651 for (i = 1; i <= settings.max_level; i++) 1037 for (int i = 1; i <= settings.max_level; i++)
1652 {
1653 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1038 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1654 {
1655 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1656 return i; 1039 return i;
1657 }
1658 }
1659 1040
1660 return 1; 1041 return 1;
1661}
1662
1663void clean_tmp_map(mapstruct *m) {
1664 if(m->tmpname == NULL)
1665 return;
1666 INVOKE_MAP (CLEAN, m);
1667 (void) unlink(m->tmpname);
1668}
1669
1670void free_all_maps(void)
1671{
1672 int real_maps=0;
1673
1674 while (first_map) {
1675 /* I think some of the callers above before it gets here set this to be
1676 * saving, but we still want to free this data
1677 */
1678 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1679 delete_map(first_map);
1680 real_maps++;
1681 }
1682 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1683} 1042}
1684 1043
1685/* change_map_light() - used to change map light level (darkness) 1044/* change_map_light() - used to change map light level (darkness)
1686 * up or down. Returns true if successful. It should now be 1045 * up or down. Returns true if successful. It should now be
1687 * possible to change a value by more than 1. 1046 * possible to change a value by more than 1.
1688 * Move this from los.c to map.c since this is more related 1047 * Move this from los.c to map.c since this is more related
1689 * to maps than los. 1048 * to maps than los.
1690 * postive values make it darker, negative make it brighter 1049 * postive values make it darker, negative make it brighter
1691 */ 1050 */
1692 1051int
1693int change_map_light(mapstruct *m, int change) { 1052maptile::change_map_light (int change)
1053{
1694 int new_level = m->darkness + change; 1054 int new_level = darkness + change;
1695 1055
1696 /* Nothing to do */ 1056 /* Nothing to do */
1697 if(!change || (new_level <= 0 && m->darkness == 0) || 1057 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1698 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1699 return 0; 1058 return 0;
1700 }
1701 1059
1702 /* inform all players on the map */ 1060 /* inform all players on the map */
1703 if (change>0) 1061 if (change > 0)
1704 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1062 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1705 else 1063 else
1706 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1064 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1707 1065
1708 /* Do extra checking. since m->darkness is a unsigned value, 1066 /* Do extra checking. since darkness is a unsigned value,
1709 * we need to be extra careful about negative values. 1067 * we need to be extra careful about negative values.
1710 * In general, the checks below are only needed if change 1068 * In general, the checks below are only needed if change
1711 * is not +/-1 1069 * is not +/-1
1712 */ 1070 */
1713 if (new_level < 0) m->darkness = 0; 1071 if (new_level < 0)
1714 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1072 darkness = 0;
1073 else if (new_level >= MAX_DARKNESS)
1074 darkness = MAX_DARKNESS;
1075 else
1715 else m->darkness=new_level; 1076 darkness = new_level;
1716 1077
1717 /* All clients need to get re-updated for the change */ 1078 /* All clients need to get re-updated for the change */
1718 update_all_map_los(m); 1079 update_all_map_los (this);
1719 return 1; 1080 return 1;
1720} 1081}
1721
1722 1082
1723/* 1083/*
1724 * This function updates various attributes about a specific space 1084 * This function updates various attributes about a specific space
1725 * on the map (what it looks like, whether it blocks magic, 1085 * on the map (what it looks like, whether it blocks magic,
1726 * has a living creatures, prevents people from passing 1086 * has a living creatures, prevents people from passing
1727 * through, etc) 1087 * through, etc)
1728 */ 1088 */
1729void update_position (mapstruct *m, int x, int y) { 1089void
1090mapspace::update_ ()
1091{
1730 object *tmp, *last = NULL; 1092 object *tmp, *last = 0;
1731 uint8 flags = 0, oldflags, light=0, anywhere=0; 1093 uint8 flags = 0, light = 0, anywhere = 0;
1732 New_Face *top,*floor, *middle; 1094 New_Face *top, *floor, *middle;
1733 object *top_obj, *floor_obj, *middle_obj; 1095 object *top_obj, *floor_obj, *middle_obj;
1734 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1096 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1735 1097
1736 oldflags = GET_MAP_FLAGS(m,x,y);
1737 if (!(oldflags & P_NEED_UPDATE)) {
1738 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1739 m->path, x, y);
1740 return;
1741 }
1742
1743 middle=blank_face; 1098 middle = blank_face;
1744 top=blank_face; 1099 top = blank_face;
1745 floor=blank_face; 1100 floor = blank_face;
1746 1101
1747 middle_obj = NULL; 1102 middle_obj = 0;
1748 top_obj = NULL; 1103 top_obj = 0;
1749 floor_obj = NULL; 1104 floor_obj = 0;
1750 1105
1751 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1752 1107 {
1753 /* This could be made additive I guess (two lights better than 1108 /* This could be made additive I guess (two lights better than
1754 * one). But if so, it shouldn't be a simple additive - 2 1109 * one). But if so, it shouldn't be a simple additive - 2
1755 * light bulbs do not illuminate twice as far as once since 1110 * light bulbs do not illuminate twice as far as once since
1756 * it is a disapation factor that is squared (or is it cubed?) 1111 * it is a dissapation factor that is cubed.
1757 */ 1112 */
1758 if (tmp->glow_radius > light) light = tmp->glow_radius; 1113 if (tmp->glow_radius > light)
1114 light = tmp->glow_radius;
1759 1115
1760 /* This call is needed in order to update objects the player 1116 /* This call is needed in order to update objects the player
1761 * is standing in that have animations (ie, grass, fire, etc). 1117 * is standing in that have animations (ie, grass, fire, etc).
1762 * However, it also causes the look window to be re-drawn 1118 * However, it also causes the look window to be re-drawn
1763 * 3 times each time the player moves, because many of the 1119 * 3 times each time the player moves, because many of the
1764 * functions the move_player calls eventualy call this. 1120 * functions the move_player calls eventualy call this.
1765 * 1121 *
1766 * Always put the player down for drawing. 1122 * Always put the player down for drawing.
1767 */ 1123 */
1768 if (!tmp->invisible) { 1124 if (!tmp->invisible)
1125 {
1769 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1127 {
1770 top = tmp->face; 1128 top = tmp->face;
1771 top_obj = tmp; 1129 top_obj = tmp;
1772 } 1130 }
1773 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 {
1774 /* If we got a floor, that means middle and top were below it, 1133 /* If we got a floor, that means middle and top were below it,
1775 * so should not be visible, so we clear them. 1134 * so should not be visible, so we clear them.
1776 */ 1135 */
1777 middle=blank_face; 1136 middle = blank_face;
1778 top=blank_face; 1137 top = blank_face;
1779 floor = tmp->face; 1138 floor = tmp->face;
1780 floor_obj = tmp; 1139 floor_obj = tmp;
1781 } 1140 }
1782 /* Flag anywhere have high priority */ 1141 /* Flag anywhere have high priority */
1783 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143 {
1784 middle = tmp->face; 1144 middle = tmp->face;
1785 1145
1786 middle_obj = tmp; 1146 middle_obj = tmp;
1787 anywhere =1; 1147 anywhere = 1;
1788 } 1148 }
1789 /* Find the highest visible face around. If equal 1149 /* Find the highest visible face around. If equal
1790 * visibilities, we still want the one nearer to the 1150 * visibilities, we still want the one nearer to the
1791 * top 1151 * top
1792 */ 1152 */
1793 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1154 {
1794 middle = tmp->face; 1155 middle = tmp->face;
1795 middle_obj = tmp; 1156 middle_obj = tmp;
1796 } 1157 }
1797 } 1158 }
1159
1798 if (tmp==tmp->above) { 1160 if (tmp == tmp->above)
1161 {
1799 LOG(llevError, "Error in structure of map\n"); 1162 LOG (llevError, "Error in structure of map\n");
1800 exit (-1); 1163 exit (-1);
1801 } 1164 }
1802 1165
1803 move_slow |= tmp->move_slow; 1166 move_slow |= tmp->move_slow;
1804 move_block |= tmp->move_block; 1167 move_block |= tmp->move_block;
1805 move_on |= tmp->move_on; 1168 move_on |= tmp->move_on;
1806 move_off |= tmp->move_off; 1169 move_off |= tmp->move_off;
1807 move_allow |= tmp->move_allow; 1170 move_allow |= tmp->move_allow;
1808 1171
1809 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1810 flags |= P_IS_ALIVE;
1811 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1812 flags |= P_NO_MAGIC;
1813 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1814 flags |= P_NO_CLERIC;
1815 if (tmp->type == SAFE_GROUND)
1816 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1817
1818 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1172 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1819 flags |= P_BLOCKSVIEW; 1173 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1820 } /* for stack of objects */ 1174 if (tmp->type == PLAYER) flags |= P_PLAYER;
1821 1175 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1822 /* we don't want to rely on this function to have accurate flags, but 1176 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1823 * since we're already doing the work, we calculate them here. 1177 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1824 * if they don't match, logic is broken someplace.
1825 */
1826 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1827 (!(oldflags & P_NO_ERROR))) {
1828 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1829 m->path, x, y,
1830 (oldflags & ~P_NEED_UPDATE), flags);
1831 } 1178 }
1832 SET_MAP_FLAGS(m, x, y, flags);
1833 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1834 SET_MAP_MOVE_ON(m, x, y, move_on);
1835 SET_MAP_MOVE_OFF(m, x, y, move_off);
1836 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1837 1179
1180 this->light = light;
1181 this->flags_ = flags;
1182 this->move_block = move_block & ~move_allow;
1183 this->move_on = move_on;
1184 this->move_off = move_off;
1185 this->move_slow = move_slow;
1186
1838 /* At this point, we have a floor face (if there is a floor), 1187 /* At this point, we have a floor face (if there is a floor),
1839 * and the floor is set - we are not going to touch it at 1188 * and the floor is set - we are not going to touch it at
1840 * this point. 1189 * this point.
1841 * middle contains the highest visibility face. 1190 * middle contains the highest visibility face.
1842 * top contains a player/monster face, if there is one. 1191 * top contains a player/monster face, if there is one.
1843 * 1192 *
1844 * We now need to fill in top.face and/or middle.face. 1193 * We now need to fill in top.face and/or middle.face.
1845 */ 1194 */
1846 1195
1847 /* If the top face also happens to be high visibility, re-do our 1196 /* If the top face also happens to be high visibility, re-do our
1848 * middle face. This should not happen, as we already have the 1197 * middle face. This should not happen, as we already have the
1849 * else statement above so middle should not get set. OTOH, it 1198 * else statement above so middle should not get set. OTOH, it
1850 * may be possible for the faces to match but be different objects. 1199 * may be possible for the faces to match but be different objects.
1851 */ 1200 */
1852 if (top == middle) middle=blank_face; 1201 if (top == middle)
1202 middle = blank_face;
1853 1203
1854 /* There are three posibilities at this point: 1204 /* There are three posibilities at this point:
1855 * 1) top face is set, need middle to be set. 1205 * 1) top face is set, need middle to be set.
1856 * 2) middle is set, need to set top. 1206 * 2) middle is set, need to set top.
1857 * 3) neither middle or top is set - need to set both. 1207 * 3) neither middle or top is set - need to set both.
1858 */ 1208 */
1859 1209
1860 for (tmp=last; tmp; tmp=tmp->below) { 1210 for (tmp = last; tmp; tmp = tmp->below)
1211 {
1861 /* Once we get to a floor, stop, since we already have a floor object */ 1212 /* Once we get to a floor, stop, since we already have a floor object */
1862 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214 break;
1863 1215
1864 /* If two top faces are already set, quit processing */ 1216 /* If two top faces are already set, quit processing */
1865 if ((top != blank_face) && (middle != blank_face)) break; 1217 if ((top != blank_face) && (middle != blank_face))
1218 break;
1866 1219
1867 /* Only show visible faces, unless its the editor - show all */ 1220 /* Only show visible faces, unless its the editor - show all */
1868 if (!tmp->invisible || editor) { 1221 if (!tmp->invisible || editor)
1222 {
1869 /* Fill in top if needed */ 1223 /* Fill in top if needed */
1870 if (top == blank_face) { 1224 if (top == blank_face)
1225 {
1871 top = tmp->face; 1226 top = tmp->face;
1872 top_obj = tmp; 1227 top_obj = tmp;
1228 if (top == middle)
1873 if (top == middle) middle=blank_face; 1229 middle = blank_face;
1230 }
1874 } else { 1231 else
1232 {
1875 /* top is already set - we should only get here if 1233 /* top is already set - we should only get here if
1876 * middle is not set 1234 * middle is not set
1877 * 1235 *
1878 * Set the middle face and break out, since there is nothing 1236 * Set the middle face and break out, since there is nothing
1879 * more to fill in. We don't check visiblity here, since 1237 * more to fill in. We don't check visiblity here, since
1880 * 1238 *
1881 */ 1239 */
1882 if (tmp->face != top ) { 1240 if (tmp->face != top)
1241 {
1883 middle = tmp->face; 1242 middle = tmp->face;
1884 middle_obj = tmp; 1243 middle_obj = tmp;
1885 break; 1244 break;
1886 } 1245 }
1887 } 1246 }
1888 } 1247 }
1889 } 1248 }
1890 if (middle == floor) middle = blank_face; 1249
1891 if (top == middle) middle = blank_face; 1250 if (middle == floor)
1892 SET_MAP_FACE(m,x,y,top,0);
1893 if(top != blank_face)
1894 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1895 else
1896 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1897 SET_MAP_FACE(m,x,y,middle,1);
1898 if(middle != blank_face) 1251 middle = blank_face;
1899 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1900 else
1901 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1902 SET_MAP_FACE(m,x,y,floor,2);
1903 if(floor != blank_face)
1904 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1905 else
1906 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1907 SET_MAP_LIGHT(m,x,y,light);
1908}
1909 1252
1253 if (top == middle)
1254 middle = blank_face;
1910 1255
1911void set_map_reset_time(mapstruct *map) { 1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1912 int timeout; 1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1913 1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1914 timeout = MAP_RESET_TIMEOUT(map);
1915 if (timeout <= 0)
1916 timeout = MAP_DEFAULTRESET;
1917 if (timeout >= MAP_MAXRESET)
1918 timeout = MAP_MAXRESET;
1919 MAP_WHEN_RESET(map) = seconds()+timeout;
1920} 1259}
1921 1260
1922/* this updates the orig_map->tile_map[tile_num] value after loading 1261/* this updates the orig_map->tile_map[tile_num] value after loading
1923 * the map. It also takes care of linking back the freshly loaded 1262 * the map. It also takes care of linking back the freshly loaded
1924 * maps tile_map values if it tiles back to this one. It returns 1263 * maps tile_map values if it tiles back to this one. It returns
1925 * the value of orig_map->tile_map[tile_num]. It really only does this 1264 * the value of orig_map->tile_map[tile_num]. It really only does this
1926 * so that it is easier for calling functions to verify success. 1265 * so that it is easier for calling functions to verify success.
1927 */ 1266 */
1928 1267static maptile *
1929static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1268load_and_link_tiled_map (maptile *orig_map, int tile_num)
1930{ 1269{
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1271
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1273 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1);
1278 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY;
1280 }
1281
1931 int dest_tile = (tile_num +2) % 4; 1282 int dest_tile = (tile_num + 2) % 4;
1932 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1933 1283
1934 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1284 orig_map->tile_map[tile_num] = mp;
1935 1285
1936 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1286 // optimisation: back-link map to origin map if euclidean
1937 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1287 //TODO: non-euclidean maps MUST GO
1938 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1288 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1939 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1289 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1940 1290
1941 return orig_map->tile_map[tile_num]; 1291 return mp;
1942} 1292}
1943 1293
1944/* this returns TRUE if the coordinates (x,y) are out of 1294/* this returns TRUE if the coordinates (x,y) are out of
1945 * map m. This function also takes into account any 1295 * map m. This function also takes into account any
1946 * tiling considerations, loading adjacant maps as needed. 1296 * tiling considerations, loading adjacant maps as needed.
1947 * This is the function should always be used when it 1297 * This is the function should always be used when it
1948 * necessary to check for valid coordinates. 1298 * necessary to check for valid coordinates.
1949 * This function will recursively call itself for the 1299 * This function will recursively call itself for the
1950 * tiled maps. 1300 * tiled maps.
1951 * 1301 */
1952 * 1302int
1953 */
1954int out_of_map(mapstruct *m, int x, int y) 1303out_of_map (maptile *m, int x, int y)
1955{ 1304{
1956
1957 /* If we get passed a null map, this is obviously the 1305 /* If we get passed a null map, this is obviously the
1958 * case. This generally shouldn't happen, but if the 1306 * case. This generally shouldn't happen, but if the
1959 * map loads fail below, it could happen. 1307 * map loads fail below, it could happen.
1960 */ 1308 */
1961 if (!m) return 0; 1309 if (!m)
1962
1963 if (x<0) {
1964 if (!m->tile_path[3]) return 1;
1965 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1966 load_and_link_tiled_map(m, 3);
1967 }
1968 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1969 }
1970 if (x>=MAP_WIDTH(m)) {
1971 if (!m->tile_path[1]) return 1;
1972 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1973 load_and_link_tiled_map(m, 1);
1974 }
1975 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1976 }
1977 if (y<0) {
1978 if (!m->tile_path[0]) return 1;
1979 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 0);
1981 }
1982 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1983 }
1984 if (y>=MAP_HEIGHT(m)) {
1985 if (!m->tile_path[2]) return 1;
1986 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 2);
1988 }
1989 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1990 }
1991
1992 /* Simple case - coordinates are within this local
1993 * map.
1994 */
1995 return 0; 1310 return 0;
1311
1312 if (x < 0)
1313 {
1314 if (!m->tile_path[3])
1315 return 1;
1316
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 load_and_link_tiled_map (m, 3);
1319
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 }
1322
1323 if (x >= m->width)
1324 {
1325 if (!m->tile_path[1])
1326 return 1;
1327
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 1);
1330
1331 return out_of_map (m->tile_map[1], x - m->width, y);
1332 }
1333
1334 if (y < 0)
1335 {
1336 if (!m->tile_path[0])
1337 return 1;
1338
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 0);
1341
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 }
1344
1345 if (y >= m->height)
1346 {
1347 if (!m->tile_path[2])
1348 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 2);
1352
1353 return out_of_map (m->tile_map[2], x, y - m->height);
1354 }
1355
1356 /* Simple case - coordinates are within this local
1357 * map.
1358 */
1359 return 0;
1996} 1360}
1997 1361
1998/* This is basically the same as out_of_map above, but 1362/* This is basically the same as out_of_map above, but
1999 * instead we return NULL if no map is valid (coordinates 1363 * instead we return NULL if no map is valid (coordinates
2000 * out of bounds and no tiled map), otherwise it returns 1364 * out of bounds and no tiled map), otherwise it returns
2001 * the map as that the coordinates are really on, and 1365 * the map as that the coordinates are really on, and
2002 * updates x and y to be the localized coordinates. 1366 * updates x and y to be the localized coordinates.
2003 * Using this is more efficient of calling out_of_map 1367 * Using this is more efficient of calling out_of_map
2004 * and then figuring out what the real map is 1368 * and then figuring out what the real map is
2005 */ 1369 */
1370maptile *
2006mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2007{ 1372{
2008
2009 if (*x<0) { 1373 if (*x < 0)
1374 {
2010 if (!m->tile_path[3]) return NULL; 1375 if (!m->tile_path[3])
1376 return 0;
1377
2011 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 3); 1379 load_and_link_tiled_map (m, 3);
2013 1380
2014 *x += MAP_WIDTH(m->tile_map[3]); 1381 *x += m->tile_map[3]->width;
2015 return (get_map_from_coord(m->tile_map[3], x, y)); 1382 return (get_map_from_coord (m->tile_map[3], x, y));
1383 }
1384
1385 if (*x >= m->width)
2016 } 1386 {
2017 if (*x>=MAP_WIDTH(m)) {
2018 if (!m->tile_path[1]) return NULL; 1387 if (!m->tile_path[1])
1388 return 0;
1389
2019 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1390 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 1); 1391 load_and_link_tiled_map (m, 1);
2021 1392
2022 *x -= MAP_WIDTH(m); 1393 *x -= m->width;
2023 return (get_map_from_coord(m->tile_map[1], x, y)); 1394 return (get_map_from_coord (m->tile_map[1], x, y));
1395 }
1396
1397 if (*y < 0)
2024 } 1398 {
2025 if (*y<0) {
2026 if (!m->tile_path[0]) return NULL; 1399 if (!m->tile_path[0])
1400 return 0;
1401
2027 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1402 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 0); 1403 load_and_link_tiled_map (m, 0);
2029 1404
2030 *y += MAP_HEIGHT(m->tile_map[0]); 1405 *y += m->tile_map[0]->height;
2031 return (get_map_from_coord(m->tile_map[0], x, y)); 1406 return (get_map_from_coord (m->tile_map[0], x, y));
1407 }
1408
1409 if (*y >= m->height)
2032 } 1410 {
2033 if (*y>=MAP_HEIGHT(m)) {
2034 if (!m->tile_path[2]) return NULL; 1411 if (!m->tile_path[2])
1412 return 0;
1413
2035 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1414 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 2); 1415 load_and_link_tiled_map (m, 2);
2037 1416
2038 *y -= MAP_HEIGHT(m); 1417 *y -= m->height;
2039 return (get_map_from_coord(m->tile_map[2], x, y)); 1418 return (get_map_from_coord (m->tile_map[2], x, y));
2040 } 1419 }
2041 1420
2042 /* Simple case - coordinates are within this local 1421 /* Simple case - coordinates are within this local
2043 * map. 1422 * map.
2044 */ 1423 */
2045
2046 return m; 1424 return m;
2047} 1425}
2048 1426
2049/** 1427/**
2050 * Return whether map2 is adjacent to map1. If so, store the distance from 1428 * Return whether map2 is adjacent to map1. If so, store the distance from
2051 * map1 to map2 in dx/dy. 1429 * map1 to map2 in dx/dy.
2052 */ 1430 */
1431static int
2053static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433{
2054 if (!map1 || !map2) 1434 if (!map1 || !map2)
2055 return 0; 1435 return 0;
2056 1436
2057 if (map1 == map2) { 1437 if (map1 == map2)
1438 {
2058 *dx = 0; 1439 *dx = 0;
2059 *dy = 0; 1440 *dy = 0;
2060 1441 }
2061 } else if (map1->tile_map[0] == map2) { /* up */ 1442 else if (map1->tile_map[0] == map2)
1443 { /* up */
2062 *dx = 0; 1444 *dx = 0;
2063 *dy = -MAP_HEIGHT(map2); 1445 *dy = -map2->height;
1446 }
2064 } else if (map1->tile_map[1] == map2) { /* right */ 1447 else if (map1->tile_map[1] == map2)
2065 *dx = MAP_WIDTH(map1); 1448 { /* right */
1449 *dx = map1->width;
2066 *dy = 0; 1450 *dy = 0;
1451 }
2067 } else if (map1->tile_map[2] == map2) { /* down */ 1452 else if (map1->tile_map[2] == map2)
1453 { /* down */
2068 *dx = 0; 1454 *dx = 0;
2069 *dy = MAP_HEIGHT(map1); 1455 *dy = map1->height;
1456 }
2070 } else if (map1->tile_map[3] == map2) { /* left */ 1457 else if (map1->tile_map[3] == map2)
2071 *dx = -MAP_WIDTH(map2); 1458 { /* left */
1459 *dx = -map2->width;
2072 *dy = 0; 1460 *dy = 0;
2073 1461 }
2074 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1462 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1463 { /* up right */
2075 *dx = MAP_WIDTH(map1->tile_map[0]); 1464 *dx = map1->tile_map[0]->width;
2076 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1465 *dy = -map1->tile_map[0]->height;
1466 }
2077 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1467 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2078 *dx = -MAP_WIDTH(map2); 1468 { /* up left */
2079 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1469 *dx = -map2->width;
1470 *dy = -map1->tile_map[0]->height;
1471 }
2080 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1472 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2081 *dx = MAP_WIDTH(map1); 1473 { /* right up */
2082 *dy = -MAP_HEIGHT(map2); 1474 *dx = map1->width;
1475 *dy = -map2->height;
1476 }
2083 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1477 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2084 *dx = MAP_WIDTH(map1); 1478 { /* right down */
2085 *dy = MAP_HEIGHT(map1->tile_map[1]); 1479 *dx = map1->width;
1480 *dy = map1->tile_map[1]->height;
1481 }
2086 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1482 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1483 { /* down right */
2087 *dx = MAP_WIDTH(map1->tile_map[2]); 1484 *dx = map1->tile_map[2]->width;
2088 *dy = MAP_HEIGHT(map1); 1485 *dy = map1->height;
1486 }
2089 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1487 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2090 *dx = -MAP_WIDTH(map2); 1488 { /* down left */
2091 *dy = MAP_HEIGHT(map1); 1489 *dx = -map2->width;
1490 *dy = map1->height;
1491 }
2092 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1492 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1493 { /* left up */
2093 *dx = -MAP_WIDTH(map1->tile_map[3]); 1494 *dx = -map1->tile_map[3]->width;
2094 *dy = -MAP_HEIGHT(map2); 1495 *dy = -map2->height;
1496 }
2095 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1497 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1498 { /* left down */
2096 *dx = -MAP_WIDTH(map1->tile_map[3]); 1499 *dx = -map1->tile_map[3]->width;
2097 *dy = MAP_HEIGHT(map1->tile_map[3]); 1500 *dy = map1->tile_map[3]->height;
2098
2099 } else { /* not "adjacent" enough */
2100 return 0;
2101 } 1501 }
2102 1502 else
2103 return 1; 1503 return 0;
1504
1505 return 1;
2104} 1506}
2105 1507
2106/* From map.c 1508/* From map.c
2107 * This is used by get_player to determine where the other 1509 * This is used by get_player to determine where the other
2108 * creature is. get_rangevector takes into account map tiling, 1510 * creature is. get_rangevector takes into account map tiling,
2121 * be unexpected 1523 * be unexpected
2122 * 1524 *
2123 * currently, the only flag supported (0x1) is don't translate for 1525 * currently, the only flag supported (0x1) is don't translate for
2124 * closest body part of 'op1' 1526 * closest body part of 'op1'
2125 */ 1527 */
2126 1528void
2127void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530{
2128 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 {
2129 /* be conservative and fill in _some_ data */ 1533 /* be conservative and fill in _some_ data */
2130 retval->distance = 100000; 1534 retval->distance = 100000;
2131 retval->distance_x = 32767; 1535 retval->distance_x = 32767;
2132 retval->distance_y = 32767; 1536 retval->distance_y = 32767;
2133 retval->direction = 0; 1537 retval->direction = 0;
2134 retval->part = 0; 1538 retval->part = 0;
2135 } else { 1539 }
1540 else
1541 {
2136 object *best; 1542 object *best;
2137 1543
2138 retval->distance_x += op2->x-op1->x; 1544 retval->distance_x += op2->x - op1->x;
2139 retval->distance_y += op2->y-op1->y; 1545 retval->distance_y += op2->y - op1->y;
2140 1546
2141 best = op1; 1547 best = op1;
2142 /* If this is multipart, find the closest part now */ 1548 /* If this is multipart, find the closest part now */
2143 if (!(flags&0x1) && op1->more) { 1549 if (!(flags & 0x1) && op1->more)
1550 {
2144 object *tmp; 1551 object *tmp;
2145 int best_distance = retval->distance_x*retval->distance_x+ 1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2146 retval->distance_y*retval->distance_y, tmpi;
2147 1553
2148 /* we just take the offset of the piece to head to figure 1554 /* we just take the offset of the piece to head to figure
2149 * distance instead of doing all that work above again 1555 * distance instead of doing all that work above again
2150 * since the distance fields we set above are positive in the 1556 * since the distance fields we set above are positive in the
2151 * same axis as is used for multipart objects, the simply arithmetic 1557 * same axis as is used for multipart objects, the simply arithmetic
2152 * below works. 1558 * below works.
2153 */ 1559 */
2154 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1561 {
2155 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2156 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2157 if (tmpi < best_distance) { 1564 if (tmpi < best_distance)
1565 {
2158 best_distance = tmpi; 1566 best_distance = tmpi;
2159 best = tmp; 1567 best = tmp;
2160 } 1568 }
2161 } 1569 }
2162 if (best != op1) { 1570 if (best != op1)
1571 {
2163 retval->distance_x += op1->x-best->x; 1572 retval->distance_x += op1->x - best->x;
2164 retval->distance_y += op1->y-best->y; 1573 retval->distance_y += op1->y - best->y;
2165 } 1574 }
2166 } 1575 }
2167 retval->part = best; 1576 retval->part = best;
2168 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2169 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2170 } 1579 }
2171} 1580}
2172 1581
2173/* this is basically the same as get_rangevector above, but instead of 1582/* this is basically the same as get_rangevector above, but instead of
2174 * the first parameter being an object, it instead is the map 1583 * the first parameter being an object, it instead is the map
2179 * be more consistant with the above function and also in case they are needed 1588 * be more consistant with the above function and also in case they are needed
2180 * for something in the future. Also, since no object is pasted, the best 1589 * for something in the future. Also, since no object is pasted, the best
2181 * field of the rv_vector is set to NULL. 1590 * field of the rv_vector is set to NULL.
2182 */ 1591 */
2183 1592
1593void
2184void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1595{
2185 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 {
2186 /* be conservative and fill in _some_ data */ 1598 /* be conservative and fill in _some_ data */
2187 retval->distance = 100000; 1599 retval->distance = 100000;
2188 retval->distance_x = 32767; 1600 retval->distance_x = 32767;
2189 retval->distance_y = 32767; 1601 retval->distance_y = 32767;
2190 retval->direction = 0; 1602 retval->direction = 0;
2191 retval->part = 0; 1603 retval->part = 0;
2192 } else { 1604 }
1605 else
1606 {
2193 retval->distance_x += op2->x-x; 1607 retval->distance_x += op2->x - x;
2194 retval->distance_y += op2->y-y; 1608 retval->distance_y += op2->y - y;
2195 1609
2196 retval->part = NULL; 1610 retval->part = NULL;
2197 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2198 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2199 } 1613 }
2200} 1614}
2201 1615
2202/* Returns true of op1 and op2 are effectively on the same map 1616/* Returns true of op1 and op2 are effectively on the same map
2203 * (as related to map tiling). Note that this looks for a path from 1617 * (as related to map tiling). Note that this looks for a path from
2204 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1618 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2205 * to op1, this will still return false. 1619 * to op1, this will still return false.
2206 * Note we only look one map out to keep the processing simple 1620 * Note we only look one map out to keep the processing simple
2207 * and efficient. This could probably be a macro. 1621 * and efficient. This could probably be a macro.
2208 * MSW 2001-08-05 1622 * MSW 2001-08-05
2209 */ 1623 */
1624int
2210int on_same_map(const object *op1, const object *op2) { 1625on_same_map (const object *op1, const object *op2)
1626{
2211 int dx, dy; 1627 int dx, dy;
2212 1628
2213 return adjacent_map(op1->map, op2->map, &dx, &dy); 1629 return adjacent_map (op1->map, op2->map, &dx, &dy);
2214} 1630}
1631
1632object *
1633maptile::insert (object *op, int x, int y, object *originator, int flags)
1634{
1635 if (!op->flag [FLAG_REMOVED])
1636 op->remove ();
1637
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639}
1640

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