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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 1.74 by root, Sun Jan 14 23:35:03 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 32
59/* 33/*
60 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 37 * it really should be called create_mapname
64 */ 38 */
65 39const char *
66const char *create_pathname (const char *name) { 40create_pathname (const char *name)
41{
67 static char buf[MAX_BUF]; 42 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 44 return buf;
77} 45}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 46
138/* 47/*
139 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 50 * is returned.
148 * the rest of the code only cares that the file is readable. 57 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 58 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
152 */ 61 */
153 62int
154int check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
155{ 64{
156 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
157#ifndef WIN32 66
158 char *endbuf; 67 char *endbuf;
159 struct stat statbuf; 68 struct stat statbuf;
160 int mode = 0, i; 69 int mode = 0;
161#endif
162 70
163 if (prepend_dir) 71 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 72 strcpy (buf, create_pathname (name));
165 else 73 else
166 strcpy(buf, name); 74 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 75
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
174 * all the names. 79 * all the names.
175 */ 80 */
176 endbuf = buf + strlen(buf); 81 endbuf = buf + strlen (buf);
177 82
178 if (stat (buf, &statbuf)) 83 if (stat (buf, &statbuf))
179 return -1; 84 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 86 return (-1);
182 87
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 90 mode |= 4;
187 91
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 94 mode |= 2;
192 95
193 return (mode); 96 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 97}
234 98
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 104 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 105 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
244 */ 108 */
109int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 111{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 112 sint16 newx = x;
253 newy = y; 113 sint16 newy = y;
114
254 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 116
256 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
257 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 121 if (nx) *nx = newx;
259 if (ny) *ny = newy; 122 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 123
262 if (retval & P_SAFE) 124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 125}
267
268 126
269/* 127/*
270 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 130 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 134 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 135 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 136 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 137 * by the caller.
280 */ 138 */
281 139int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 140blocked_link (object *ob, maptile *m, int sx, int sy)
141{
283 object *tmp; 142 object *tmp;
284 int mflags, blocked; 143 int mflags, blocked;
285 144
286 /* Make sure the coordinates are valid - they should be, as caller should 145 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 146 * have already checked this.
288 */ 147 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 151 return 1;
292 } 152 }
293 153
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 154 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 155 * directly.
296 */ 156 */
297 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
298 158
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 160
301 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 163 * things we need to do for players.
304 */ 164 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0;
306 167
307 /* if there isn't anytyhing alive on this space, and this space isn't 168 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 169 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 170 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 171 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 172 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
313 */ 174 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
315 177
316 if(ob->head != NULL) 178 if (ob->head != NULL)
317 ob=ob->head; 179 ob = ob->head;
318 180
319 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
323 */ 185 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
325 188
326 /* This must be before the checks below. Code for inventory checkers. */ 189 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
328 /* If last_sp is set, the player/monster needs an object, 192 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 193 * so we check for it. If they don't have it, they can't
330 * pass through this space. 194 * pass through this space.
331 */ 195 */
332 if (tmp->last_sp) { 196 if (tmp->last_sp)
197 {
333 if (check_inv_recursive(ob,tmp)==NULL) 198 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 199 return 1;
335 else 200 else
336 continue; 201 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 202 }
346 } /* if check_inv */
347 else { 203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
348 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
350 * movement, can't move here. 218 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unles it is a
352 * hidden dm 220 * hidden dm
353 */ 221 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 226 return 1;
358 } 227 }
359 228
360 } 229 }
361 return 0; 230 return 0;
362} 231}
363 232
364 233
365/* 234/*
366 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
386 * 255 *
387 * Note this used to be arch_blocked, but with new movement 256 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 257 * code, we need to have actual object to check its move_type
389 * against the move_block values. 258 * against the move_block values.
390 */ 259 */
391 260int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262{
393 archetype *tmp; 263 archetype *tmp;
394 int flag; 264 int flag;
395 mapstruct *m1; 265 maptile *m1;
396 sint16 sx, sy; 266 sint16 sx, sy;
397 267
398 if(ob==NULL) { 268 if (!ob)
269 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
401 273
402 /* don't have object, so don't know what types would block */ 274 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 275 return m1->at (sx, sy).move_block;
404 } 276 }
405 277
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 281
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 282 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
411 286
287 mapspace &ms = m1->at (sx, sy);
288
412 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 290 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 292 */
416 293
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
418 296
419 /* Note it is intentional that we check ob - the movement type of the 297 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 298 * head of the object should correspond for the entire object.
421 */ 299 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 301 return P_NO_PASS;
424
425 } 302 }
303
426 return 0; 304 return 0;
427} 305}
428 306
429/* When the map is loaded, load_object does not actually insert objects 307/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 308 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 309 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
434 */ 312 */
435 313void
436void fix_container(object *container) 314fix_container (object *container)
437{ 315{
438 object *tmp=container->inv, *next; 316 object *tmp = container->inv, *next;
439 317
440 container->inv=NULL; 318 container->inv = 0;
441 while (tmp!=NULL) { 319 while (tmp)
320 {
442 next = tmp->below; 321 next = tmp->below;
443 if (tmp->inv) 322 if (tmp->inv)
444 fix_container(tmp); 323 fix_container (tmp);
324
445 (void) insert_ob_in_ob(tmp,container); 325 insert_ob_in_ob (tmp, container);
446 tmp = next; 326 tmp = next;
447 } 327 }
328
448 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 330 * carrying.
450 */ 331 */
451 sum_weight(container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
452} 344}
453 345
454/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 349 * they are saved). We do have to look for the old maps that did save
458 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
459 */ 351 */
460 352void
461static void link_multipart_objects(mapstruct *m) 353maptile::link_multipart_objects ()
462{ 354{
463 int x,y; 355 if (!spaces)
464 object *tmp, *op, *last, *above; 356 return;
465 archetype *at;
466 357
467 for(x=0;x<MAP_WIDTH(m);x++) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 359 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 360 {
470 above=tmp->above; 361 object *above = tmp->above;
471 362
472 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 364 if (!tmp->head && !tmp->more)
474 365 {
475 /* If there is nothing more to this object, this for loop 366 /* If there is nothing more to this object, this for loop
476 * won't do anything. 367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
375 op = arch_to_object (at);
376
377 /* update x,y coordinates */
378 op->x += tmp->x;
379 op->y += tmp->y;
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
477 */ 390 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 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); 391 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
505 392 }
393 }
394
395 tmp = above;
396 }
397}
506 398
507/* 399/*
508 * Loads (ands parses) the objects into a given map from the specified 400 * Loads (ands parses) the objects into a given map from the specified
509 * file pointer. 401 * file pointer.
510 * mapflags is the same as we get with load_original_map 402 * mapflags is the same as we get with load_original_map
511 */ 403 */
512 404bool
513void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 405maptile::_load_objects (object_thawer &thawer)
514 int i,j,bufstate=LO_NEWFILE; 406{
515 int unique; 407 int unique;
516 object *op, *prev=NULL,*last_more=NULL, *otmp; 408 object *op, *prev = NULL, *last_more = NULL, *otmp;
517 409
518 op=get_object(); 410 op = object::create ();
519 op->map = m; /* To handle buttons correctly */ 411 op->map = this; /* To handle buttons correctly */
520 412
521 while((i = load_object (fp, op, bufstate, mapflags))) { 413 while (int i = load_object (thawer, op, 0))
522 /* Since the loading of the map header does not load an object 414 {
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 415 /* if the archetype for the object is null, means that we
529 * got an invalid object. Don't do anything with it - the game 416 * got an invalid object. Don't do anything with it - the game
530 * or editor will not be able to do anything with it either. 417 * or editor will not be able to do anything with it either.
531 */ 418 */
532 if (op->arch==NULL) { 419 if (op->arch == NULL)
420 {
533 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
534 continue; 422 continue;
535 } 423 }
536 424
537
538 switch(i) { 425 switch (i)
426 {
539 case LL_NORMAL: 427 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); 428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
546 429
547 if (op->inv) 430 if (op->inv)
548 sum_weight(op); 431 sum_weight (op);
549 432
550 prev=op,last_more=op; 433 prev = op, last_more = op;
551 break; 434 break;
552 435
553 case LL_MORE: 436 case LL_MORE:
554 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
555 op->head=prev,last_more->more=op,last_more=op; 438 op->head = prev, last_more->more = op, last_more = op;
556 break; 439 break;
557 } 440 }
558 if (mapflags & MAP_STYLE) { 441
559 remove_from_active_list(op); 442 op = object::create ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 }
463#endif
464
465 return true;
466}
467
468void
469maptile::activate ()
470{
471 if (!spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive ();
477}
478
479void
480maptile::deactivate ()
481{
482 if (!spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive ();
488}
489
490bool
491maptile::_save_objects (object_freezer &freezer, int flags)
492{
493 static int cede_count = 0;
494
495 if (flags & IO_HEADER)
496 _save_header (freezer);
497
498 if (!spaces)
499 return false;
500
501 for (int i = 0; i < size (); ++i)
502 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
560 } 508 }
561 op=get_object(); 509#endif
562 op->map = m; 510
563 } 511 int unique = 0;
564 for (i=0;i<m->width;i++){ 512 for (object *op = spaces [i].bot; op; op = op->above)
565 for (j=0;j<m->height;j++){ 513 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
566 unique =0; 518 unique = 1;
567 /* check for unique items, or unique squares */ 519
568 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 520 if (!op->can_map_save ())
569 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 521 continue;
570 unique = 1; 522
571 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 523 if (unique || op->flag [FLAG_UNIQUE])
572 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 524 {
525 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1);
573 } 527 }
528 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1);
574 } 530 }
575 } 531 }
576 free_object(op);
577 link_multipart_objects(m);
578}
579 532
580/* This saves all the objects on the map in a non destructive fashion. 533 return true;
581 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 534}
582 * and we only save the head of multi part objects - this is needed 535
583 * in order to do map tiling properly. 536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556}
557
558bool
559maptile::_save_objects (const char *path, int flags)
560{
561 object_freezer freezer;
562
563 if (!_save_objects (freezer, flags))
564 return false;
565
566 return freezer.save (path);
567}
568
569maptile::maptile ()
570{
571 in_memory = MAP_SWAPPED;
572
573 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour.
584 */ 575 */
585void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 576 width = 16;
586 int i, j = 0,unique=0; 577 height = 16;
587 object *op; 578 reset_timeout = 0;
588 /* first pass - save one-part objects */ 579 timeout = 300;
589 for(i = 0; i < MAP_WIDTH(m); i++) 580 enter_x = 0;
590 for (j = 0; j < MAP_HEIGHT(m); j++) { 581 enter_y = 0;
591 unique=0; 582}
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;
595 583
596 if(op->type == PLAYER) { 584maptile::maptile (int w, int h)
597 LOG(llevDebug, "Player on map that is being saved\n"); 585{
598 continue; 586 in_memory = MAP_SWAPPED;
599 }
600 587
601 if (op->head || op->owner) 588 width = w;
602 continue; 589 height = h;
590 reset_timeout = 0;
591 timeout = 300;
592 enter_x = 0;
593 enter_y = 0;
603 594
604 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 595 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} 596}
615 597
616/* 598/*
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. 599 * Allocates the arrays contained in a maptile.
653 * This basically allocates the dynamic array of spaces for the 600 * This basically allocates the dynamic array of spaces for the
654 * map. 601 * map.
655 */ 602 */
656 603void
657void allocate_map(mapstruct *m) { 604maptile::alloc ()
658 m->in_memory = MAP_IN_MEMORY; 605{
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) { 606 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; 607 return;
608
609 spaces = salloc0<mapspace> (size ());
684} 610}
685 611
686/* Takes a string from a map definition and outputs a pointer to the array of shopitems 612/* Takes a string from a map definition and outputs a pointer to the array of shopitems
687 * corresponding to that string. Memory is allocated for this, it must be freed 613 * corresponding to that string. Memory is allocated for this, it must be freed
688 * at a later date. 614 * at a later date.
689 * Called by parse_map_headers below. 615 * Called by parse_map_headers below.
690 */ 616 */
691 617static shopitems *
692static shopitems *parse_shop_string (const char *input_string) { 618parse_shop_string (const char *input_string)
619{
693 char *shop_string, *p, *q, *next_semicolon, *next_colon; 620 char *shop_string, *p, *q, *next_semicolon, *next_colon;
694 shopitems *items=NULL; 621 shopitems *items = NULL;
695 int i=0, number_of_entries=0; 622 int i = 0, number_of_entries = 0;
696 const typedata *current_type; 623 const typedata *current_type;
697 624
698 shop_string=strdup_local(input_string); 625 shop_string = strdup (input_string);
699 p=shop_string; 626 p = shop_string;
700 /* first we'll count the entries, we'll need that for allocating the array shortly */ 627 /* first we'll count the entries, we'll need that for allocating the array shortly */
701 while (p) { 628 while (p)
629 {
702 p=strchr(p, ';'); 630 p = strchr (p, ';');
703 number_of_entries++; 631 number_of_entries++;
704 if (p) p++; 632 if (p)
633 p++;
705 } 634 }
635
706 p=shop_string; 636 p = shop_string;
707 strip_endline(p); 637 strip_endline (p);
708 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 638 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++) { 639 for (i = 0; i < number_of_entries; i++)
640 {
711 if (!p) { 641 if (!p)
642 {
712 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 643 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
713 break; 644 break;
714 } 645 }
646
715 next_semicolon=strchr(p, ';'); 647 next_semicolon = strchr (p, ';');
716 next_colon=strchr(p, ':'); 648 next_colon = strchr (p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 649 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 650 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1); 651 items[i].strength = atoi (strchr (p, ':') + 1);
652
653 if (isdigit (*p) || *p == '*')
720 654 {
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 655 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum); 656 current_type = get_typedata (items[i].typenum);
724 if (current_type) { 657 if (current_type)
658 {
725 items[i].name=current_type->name; 659 items[i].name = current_type->name;
726 items[i].name_pl=current_type->name_pl; 660 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 } 661 }
745 } 662 }
663 else
664 { /*we have a named type, let's figure out what it is */
665 q = strpbrk (p, ";:");
666 if (q)
667 *q = '\0';
668
669 current_type = get_typedata_by_name (p);
670 if (current_type)
671 {
672 items[i].name = current_type->name;
673 items[i].typenum = current_type->number;
674 items[i].name_pl = current_type->name_pl;
675 }
676 else
677 { /* oh uh, something's wrong, let's free up this one, and try
678 * the next entry while we're at it, better print a warning
679 */
680 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
681 }
682 }
683
746 items[i].index=number_of_entries; 684 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 685 if (next_semicolon)
686 p = ++next_semicolon;
687 else
748 else p=NULL; 688 p = NULL;
749 } 689 }
690
750 free(shop_string); 691 free (shop_string);
751 return items; 692 return items;
752} 693}
753 694
754/* opposite of parse string, this puts the string that was originally fed in to 695/* opposite of parse string, this puts the string that was originally fed in to
755 * the map (or something equivilent) into output_string. */ 696 * the map (or something equivilent) into output_string. */
697static void
756static void print_shop_string(mapstruct *m, char *output_string) { 698print_shop_string (maptile *m, char *output_string)
699{
757 int i; 700 int i;
758 char tmp[MAX_BUF]; 701 char tmp[MAX_BUF];
702
759 strcpy(output_string, ""); 703 strcpy (output_string, "");
760 for (i=0; i< m->shopitems[0].index; i++) { 704 for (i = 0; i < m->shopitems[0].index; i++)
705 {
761 if (m->shopitems[i].typenum) { 706 if (m->shopitems[i].typenum)
707 {
762 if (m->shopitems[i].strength) { 708 if (m->shopitems[i].strength)
763 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 709 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
764 } 710 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 711 sprintf (tmp, "%s;", m->shopitems[i].name);
766 } 712 }
767 else { 713 else
714 {
768 if (m->shopitems[i].strength) { 715 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 716 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
770 } 717 else
771 else sprintf(tmp, "*"); 718 sprintf (tmp, "*");
772 } 719 }
720
773 strcat(output_string, tmp); 721 strcat (output_string, tmp);
774 } 722 }
775} 723}
776 724
777/* This loads the header information of the map. The header 725/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 726 * contains things like difficulty, size, timeout, etc.
782 * put all the stuff in the map object so that names actually make 730 * put all the stuff in the map object so that names actually make
783 * sense. 731 * sense.
784 * This could be done in lex (like the object loader), but I think 732 * This could be done in lex (like the object loader), but I think
785 * currently, there are few enough fields this is not a big deal. 733 * currently, there are few enough fields this is not a big deal.
786 * MSW 2001-07-01 734 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 735 */
789 736bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 737maptile::_load_header (object_thawer &thawer)
791{ 738{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 739 for (;;)
793 int msgpos=0; 740 {
794 int maplorepos=0; 741 keyword kw = thawer.get_kv ();
795 742
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 743 switch (kw)
797 buf[HUGE_BUF-1] = 0; 744 {
798 key = buf; 745 case KW_EOF:
799 while (isspace(*key)) key++; 746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
800 if (*key == 0) continue; /* empty line */ 747 return false;
801 value = strchr(key, ' '); 748
802 if (!value) { 749 case KW_end:
803 end = strchr(key, '\n'); 750 return true;
804 if (end != NULL) { 751
805 *end = 0; 752 default:
806 } 753 case KW_ERROR:
807 } else { 754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
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; 755 break;
817 } 756
757 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg);
818 } 759 break;
760
761 case KW_lore: // CF+ extension
762 thawer.get_ml (KW_endlore, maplore);
763 break;
764
765 case KW_maplore:
766 thawer.get_ml (KW_endmaplore, maplore);
767 break;
768
769 case KW_arch:
770 if (strcmp (thawer.get_str (), "map"))
771 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
772 break;
773
774 case KW_oid:
775 thawer.get (this, thawer.get_sint32 ());
776 break;
777
778 case KW_file_format_version: break; // nop
779
780 case KW_name: thawer.get (name); break;
781 case KW_attach: thawer.get (attach); break;
782 case KW_reset_time: thawer.get (reset_time); break;
783 case KW_shopgreed: thawer.get (shopgreed); break;
784 case KW_shopmin: thawer.get (shopmin); break;
785 case KW_shopmax: thawer.get (shopmax); break;
786 case KW_shoprace: thawer.get (shoprace); break;
787 case KW_outdoor: thawer.get (outdoor); break;
788 case KW_temp: thawer.get (temp); break;
789 case KW_pressure: thawer.get (pressure); break;
790 case KW_humid: thawer.get (humid); break;
791 case KW_windspeed: thawer.get (windspeed); break;
792 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break;
794
795 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break;
797
798 case KW_region: get_region_by_name (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800
801 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
804 case KW_x: case KW_width: thawer.get (width); break;
805 case KW_y: case KW_height: thawer.get (height); break;
806 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
807 case KW_value: case KW_swap_time: thawer.get (timeout); break;
808 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
809 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
810 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
811
812 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break;
819 } 816 }
820 if (!end) {
821 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
822 buf);
823 return 1;
824 }
825
826
827 /* key is the field name, value is what it should be set
828 * to. We've already done the work to null terminate key,
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 }
851 /* There are lots of maps that have empty messages (eg, msg/endmsg
852 * with nothing between). There is no reason in those cases to
853 * keep the empty message. Also, msgbuf contains garbage data
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 }
868 if (maplorepos != 0)
869 m->maplore = strdup_local(maplorebuf);
870 }
871 else if (!strcmp(key,"end")) {
872 break;
873 }
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 817 }
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 818
819 abort ();
820}
821
822bool
823maptile::_load_header (const char *path)
824{
1023 object_thawer thawer (pathname); 825 object_thawer thawer (path);
1024 826
1025 if (!thawer) 827 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; 828 return false;
1098}
1099 829
1100/* 830 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} 831}
1131 832
1132/****************************************************************************** 833/******************************************************************************
1133 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1134 *****************************************************************************/ 835 *****************************************************************************/
1135 836
1136/* This goes through map 'm' and removed any unique items on the map. */ 837/* This goes through the maptile and removed any unique items on the map. */
1137static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1138{ 840{
1139 int i,j,unique; 841 for (int i = 0; i < size (); ++i)
1140 object *op, *next; 842 {
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 843 int unique = 0;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 844 for (object *op = spaces [i].bot; op; )
1146 next = op->above; 845 {
846 object *above = op->above;
847
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1148 unique=1; 849 unique = 1;
850
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 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 } 852 {
853 op->destroy_inv (false);
854 op->destroy ();
1156 } 855 }
856
857 op = above;
1157 } 858 }
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 { 859 }
1208 LOG (llevError, "Tried to save map without path.\n"); 860}
1209 return -1;
1210 }
1211 861
1212 if (flag || (m->unique) || (m->templatemap)) 862bool
1213 { 863maptile::_save_header (object_freezer &freezer)
1214 if (!m->unique && !m->templatemap) 864{
1215 { /* flag is set */ 865#define MAP_OUT(k) freezer.put (KW_ ## k, k)
1216 if (flag == 2) 866#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 867
1224 make_path_to_file (filename); 868 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 869
1233 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 870 if (name) MAP_OUT (name);
1234 m->in_memory = MAP_SAVING; 871 MAP_OUT (swap_time);
1235 872 MAP_OUT (reset_time);
1236 object_freezer fp (filename); 873 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) 874 MAP_OUT (fixed_resettime);
1247 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime); 875 MAP_OUT (difficulty);
1248 /* we unfortunately have no idea if this is a value the creator set 876
1249 * or a difficulty value we generated when the map was first loaded 877 if (region) MAP_OUT2 (region, region->name);
1250 */ 878
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) 879 if (shopitems)
1256 { 880 {
881 char shop[MAX_BUF];
1257 print_shop_string (m, shop); 882 print_shop_string (this, shop);
1258 fprintf (fp, "shopitems %s\n", shop); 883 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 { 884 }
1326 sprintf (buf, "%s.v00", create_items_path (m->path));
1327 885
1328 object_freezer fp2 (buf); 886 MAP_OUT (shopgreed);
887 MAP_OUT (shopmin);
888 MAP_OUT (shopmax);
889 if (shoprace) MAP_OUT (shoprace);
890 MAP_OUT (darkness);
891 MAP_OUT (width);
892 MAP_OUT (height);
893 MAP_OUT (enter_x);
894 MAP_OUT (enter_y);
1329 895
1330 if (flag == 2) 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1331 save_objects (m, fp, fp2, 2); 897 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 898
899 MAP_OUT (outdoor);
900 MAP_OUT (temp);
901 MAP_OUT (pressure);
902 MAP_OUT (humid);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
906
907 MAP_OUT (per_player);
908 MAP_OUT (per_party);
909
910 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914
915 freezer.put (this);
916 freezer.put (KW_end);
917
1340 return 0; 918 return true;
1341} 919}
1342 920
1343 921bool
1344/* 922maptile::_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{ 923{
1351 object *tmp, *next; 924 object_freezer freezer;
1352 925
1353 for(tmp = op->inv; tmp; tmp = next) 926 if (!_save_header (freezer))
1354 { 927 return false;
1355 next = tmp->below; 928
1356 clean_object(tmp); 929 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} 930}
1363 931
1364/* 932/*
1365 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1366 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1367 940
1368void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1369 int i,j; 942 while (object *op = ms->bot)
1370 object *op; 943 {
1371 944 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; 945 op = op->head;
1383 946
1384 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1385 * free objects in op's inventory. So let it do the job. 948 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 } 949 }
1393#ifdef MANY_CORES 950
1394 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 951 sfree (spaces, size ()), spaces = 0;
1395 * an item on that map was not saved - look for that condition and die as appropriate - 952
1396 * this leaves more of the map data intact for better debugging. 953 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0;
955}
956
957void
958maptile::clear_header ()
959{
960 name = 0;
961 msg = 0;
962 maplore = 0;
963 shoprace = 0;
964 delete [] shopitems, shopitems = 0;
965
966 for (int i = 0; i < 4; i++)
967 tile_path [i] = 0;
968}
969
970maptile::~maptile ()
971{
972 assert (destroyed ());
973}
974
975void
976maptile::clear_links_to (maptile *m)
977{
978 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those.
1397 */ 982 */
1398 for (op=objects; op!=NULL; op=op->next) { 983 for (int i = 0; i < 4; i++)
1399 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 984 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); 985 tile_map[i] = 0;
1401 abort(); 986}
1402 } 987
1403 } 988void
1404#endif 989maptile::do_destroy ()
990{
991 attachable::do_destroy ();
992
993 clear ();
1405} 994}
1406 995
1407/* 996/*
1408 * Frees everything allocated by the given mapstructure. 997 * 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 */ 998 */
1411 999void
1412void free_map(mapstruct *m,int flag) { 1000maptile::update_buttons ()
1413 int i; 1001{
1414 1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1415 if (!m->in_memory) { 1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1416 LOG(llevError,"Trying to free freed map.\n"); 1004 {
1417 return; 1005 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 */ 1006 {
1456 m->in_memory = MAP_SAVING; 1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1457 free_map (m, 1); 1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1458 } 1009 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 } 1010 }
1540 1011
1541 /* create and load a map */ 1012 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 */ 1013 {
1555 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1014 update_button (ol->ob);
1556 load_unique_objects(m); 1015 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 } 1016 }
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 } 1017 }
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} 1018}
1600
1601 1019
1602/* 1020/*
1603 * This routine is supposed to find out the difficulty of the map. 1021 * This routine is supposed to find out the difficulty of the map.
1604 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1605 * but does have a lot to do with treasure on the map. 1023 * but does have a lot to do with treasure on the map.
1607 * Difficulty can now be set by the map creature. If the value stored 1025 * Difficulty can now be set by the map creature. If the value stored
1608 * in the map is zero, then use this routine. Maps should really 1026 * in the map is zero, then use this routine. Maps should really
1609 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1610 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1611 */ 1029 */
1612 1030int
1613int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1614 object *op; 1032{
1615 archetype *at;
1616 int x, y, i, diff;
1617 long monster_cnt = 0; 1033 long monster_cnt = 0;
1618 double avgexp = 0; 1034 double avgexp = 0;
1619 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1620 1036
1621 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1622 { 1038 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 { 1039 {
1631 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1632 { 1041 {
1633 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1634 monster_cnt++; 1043 monster_cnt++;
1635 } 1044 }
1636 1045
1637 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1638 { 1047 {
1639 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1640 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1641
1642 if(at != NULL)
1643 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1644 1052
1645 monster_cnt++; 1053 monster_cnt++;
1646 } 1054 }
1647 } 1055 }
1648 1056
1649 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1650 1058
1651 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1652 {
1653 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1060 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1654 {
1655 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1656 return i; 1061 return i;
1657 }
1658 }
1659 1062
1660 return 1; 1063 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} 1064}
1684 1065
1685/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1686 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1687 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1688 * Move this from los.c to map.c since this is more related 1069 * Move this from los.c to map.c since this is more related
1689 * to maps than los. 1070 * to maps than los.
1690 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1691 */ 1072 */
1692 1073int
1693int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1694 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1695 1077
1696 /* Nothing to do */ 1078 /* Nothing to do */
1697 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 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; 1080 return 0;
1700 }
1701 1081
1702 /* inform all players on the map */ 1082 /* inform all players on the map */
1703 if (change>0) 1083 if (change > 0)
1704 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1705 else 1085 else
1706 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1707 1087
1708 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1709 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1710 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1711 * is not +/-1 1091 * is not +/-1
1712 */ 1092 */
1713 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1714 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1715 else m->darkness=new_level; 1098 darkness = new_level;
1716 1099
1717 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1718 update_all_map_los(m); 1101 update_all_map_los (this);
1719 return 1; 1102 return 1;
1720} 1103}
1721
1722 1104
1723/* 1105/*
1724 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1725 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1726 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1727 * through, etc) 1109 * through, etc)
1728 */ 1110 */
1729void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1730 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1731 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1732 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1733 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1734 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1735 1119
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; 1120 middle = blank_face;
1744 top=blank_face; 1121 top = blank_face;
1745 floor=blank_face; 1122 floor = blank_face;
1746 1123
1747 middle_obj = NULL; 1124 middle_obj = 0;
1748 top_obj = NULL; 1125 top_obj = 0;
1749 floor_obj = NULL; 1126 floor_obj = 0;
1750 1127
1751 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1752 1129 {
1753 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1754 * one). But if so, it shouldn't be a simple additive - 2 1131 * one). But if so, it shouldn't be a simple additive - 2
1755 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1756 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1757 */ 1134 */
1758 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1759 1137
1760 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1761 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1762 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1763 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1764 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1765 * 1143 *
1766 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1767 */ 1145 */
1768 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1769 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1770 top = tmp->face; 1150 top = tmp->face;
1771 top_obj = tmp; 1151 top_obj = tmp;
1772 } 1152 }
1773 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1774 /* If we got a floor, that means middle and top were below it, 1155 /* If we got a floor, that means middle and top were below it,
1775 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1776 */ 1157 */
1777 middle=blank_face; 1158 middle = blank_face;
1778 top=blank_face; 1159 top = blank_face;
1779 floor = tmp->face; 1160 floor = tmp->face;
1780 floor_obj = tmp; 1161 floor_obj = tmp;
1781 } 1162 }
1782 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1783 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 {
1784 middle = tmp->face; 1166 middle = tmp->face;
1785 1167
1786 middle_obj = tmp; 1168 middle_obj = tmp;
1787 anywhere =1; 1169 anywhere = 1;
1788 } 1170 }
1789 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1790 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1791 * top 1173 * top
1792 */ 1174 */
1793 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1794 middle = tmp->face; 1177 middle = tmp->face;
1795 middle_obj = tmp; 1178 middle_obj = tmp;
1796 } 1179 }
1797 } 1180 }
1181
1798 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1799 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1800 exit (-1); 1185 exit (-1);
1801 } 1186 }
1802 1187
1803 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1804 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1805 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1806 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1807 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1808 1193
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)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1819 flags |= P_BLOCKSVIEW; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1820 } /* for stack of objects */ 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1821 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1822 /* we don't want to rely on this function to have accurate flags, but 1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1823 * since we're already doing the work, we calculate them here. 1199 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 } 1200 }
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 1201
1202 this->light = light;
1203 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on;
1206 this->move_off = move_off;
1207 this->move_slow = move_slow;
1208
1838 /* At this point, we have a floor face (if there is a floor), 1209 /* At this point, we have a floor face (if there is a floor),
1839 * and the floor is set - we are not going to touch it at 1210 * and the floor is set - we are not going to touch it at
1840 * this point. 1211 * this point.
1841 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1842 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1843 * 1214 *
1844 * We now need to fill in top.face and/or middle.face. 1215 * We now need to fill in top.face and/or middle.face.
1845 */ 1216 */
1846 1217
1847 /* If the top face also happens to be high visibility, re-do our 1218 /* If the top face also happens to be high visibility, re-do our
1848 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1849 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1850 * may be possible for the faces to match but be different objects. 1221 * may be possible for the faces to match but be different objects.
1851 */ 1222 */
1852 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1853 1225
1854 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1855 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1856 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1857 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1858 */ 1230 */
1859 1231
1860 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1861 /* Once we get to a floor, stop, since we already have a floor object */ 1234 /* Once we get to a floor, stop, since we already have a floor object */
1862 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1863 1237
1864 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1865 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1866 1241
1867 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces */
1868 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible)
1244 {
1869 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1870 if (top == blank_face) { 1246 if (top == blank_face)
1247 {
1871 top = tmp->face; 1248 top = tmp->face;
1872 top_obj = tmp; 1249 top_obj = tmp;
1250 if (top == middle)
1873 if (top == middle) middle=blank_face; 1251 middle = blank_face;
1252 }
1874 } else { 1253 else
1254 {
1875 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1876 * middle is not set 1256 * middle is not set
1877 * 1257 *
1878 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1879 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1880 * 1260 *
1881 */ 1261 */
1882 if (tmp->face != top ) { 1262 if (tmp->face != top)
1263 {
1883 middle = tmp->face; 1264 middle = tmp->face;
1884 middle_obj = tmp; 1265 middle_obj = tmp;
1885 break; 1266 break;
1886 } 1267 }
1887 } 1268 }
1888 } 1269 }
1889 } 1270 }
1890 if (middle == floor) middle = blank_face; 1271
1891 if (top == middle) middle = blank_face; 1272 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) 1273 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 1274
1275 if (top == middle)
1276 middle = blank_face;
1910 1277
1911void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1912 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1913 1280 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} 1281}
1921 1282
1922/* this updates the orig_map->tile_map[tile_num] value after loading 1283/* this updates the orig_map->tile_map[tile_num] value after finding
1923 * the map. It also takes care of linking back the freshly loaded 1284 * the map. It also takes care of linking back the freshly found
1924 * maps tile_map values if it tiles back to this one. It returns 1285 * maps tile_map values if it tiles back to this one. It returns
1925 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num].
1926 * so that it is easier for calling functions to verify success.
1927 */ 1287 */
1928 1288static inline maptile *
1929static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1289find_and_link (maptile *orig_map, int tile_num)
1930{ 1290{
1291 maptile *mp = orig_map->tile_map [tile_num];
1292
1293 if (!mp)
1294 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296
1297 if (!mp)
1298 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 }
1307
1931 int dest_tile = (tile_num +2) % 4; 1308 int dest_tile = (tile_num + 2) % 4;
1932 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1933 1309
1934 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1310 orig_map->tile_map [tile_num] = mp;
1935 1311
1936 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1312 // optimisation: back-link map to origin map if euclidean
1937 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1313 //TODO: non-euclidean maps MUST GO
1938 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1939 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1940 1316
1941 return orig_map->tile_map[tile_num]; 1317 return mp;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1942} 1324}
1943 1325
1944/* this returns TRUE if the coordinates (x,y) are out of 1326/* this returns TRUE if the coordinates (x,y) are out of
1945 * map m. This function also takes into account any 1327 * map m. This function also takes into account any
1946 * tiling considerations, loading adjacant maps as needed. 1328 * tiling considerations, loading adjacant maps as needed.
1947 * This is the function should always be used when it 1329 * This is the function should always be used when it
1948 * necessary to check for valid coordinates. 1330 * necessary to check for valid coordinates.
1949 * This function will recursively call itself for the 1331 * This function will recursively call itself for the
1950 * tiled maps. 1332 * tiled maps.
1951 * 1333 */
1952 * 1334int
1953 */
1954int out_of_map(mapstruct *m, int x, int y) 1335out_of_map (maptile *m, int x, int y)
1955{ 1336{
1956
1957 /* If we get passed a null map, this is obviously the 1337 /* If we get passed a null map, this is obviously the
1958 * case. This generally shouldn't happen, but if the 1338 * case. This generally shouldn't happen, but if the
1959 * map loads fail below, it could happen. 1339 * map loads fail below, it could happen.
1960 */ 1340 */
1961 if (!m) return 0; 1341 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; 1342 return 0;
1343
1344 if (x < 0)
1345 {
1346 if (!m->tile_path[3])
1347 return 1;
1348
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 }
1354
1355 if (x >= m->width)
1356 {
1357 if (!m->tile_path[1])
1358 return 1;
1359
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y);
1364 }
1365
1366 if (y < 0)
1367 {
1368 if (!m->tile_path[0])
1369 return 1;
1370
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 }
1376
1377 if (y >= m->height)
1378 {
1379 if (!m->tile_path[2])
1380 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384
1385 return out_of_map (m->tile_map[2], x, y - m->height);
1386 }
1387
1388 /* Simple case - coordinates are within this local
1389 * map.
1390 */
1391 return 0;
1996} 1392}
1997 1393
1998/* This is basically the same as out_of_map above, but 1394/* This is basically the same as out_of_map above, but
1999 * instead we return NULL if no map is valid (coordinates 1395 * instead we return NULL if no map is valid (coordinates
2000 * out of bounds and no tiled map), otherwise it returns 1396 * out of bounds and no tiled map), otherwise it returns
2001 * the map as that the coordinates are really on, and 1397 * the map as that the coordinates are really on, and
2002 * updates x and y to be the localized coordinates. 1398 * updates x and y to be the localised coordinates.
2003 * Using this is more efficient of calling out_of_map 1399 * Using this is more efficient of calling out_of_map
2004 * and then figuring out what the real map is 1400 * and then figuring out what the real map is
2005 */ 1401 */
2006mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1402maptile *
1403maptile::xy_find (sint16 &x, sint16 &y)
2007{ 1404{
2008 1405 if (x < 0)
2009 if (*x<0) {
2010 if (!m->tile_path[3]) return NULL;
2011 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 3);
2013
2014 *x += MAP_WIDTH(m->tile_map[3]);
2015 return (get_map_from_coord(m->tile_map[3], x, y));
2016 } 1406 {
2017 if (*x>=MAP_WIDTH(m)) { 1407 if (!tile_path[3])
2018 if (!m->tile_path[1]) return NULL; 1408 return 0;
2019 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 1);
2021 1409
2022 *x -= MAP_WIDTH(m); 1410 find_and_link (this, 3);
2023 return (get_map_from_coord(m->tile_map[1], x, y)); 1411 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y);
1413 }
1414
1415 if (x >= width)
2024 } 1416 {
2025 if (*y<0) { 1417 if (!tile_path[1])
2026 if (!m->tile_path[0]) return NULL; 1418 return 0;
2027 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 0);
2029 1419
2030 *y += MAP_HEIGHT(m->tile_map[0]); 1420 find_and_link (this, 1);
2031 return (get_map_from_coord(m->tile_map[0], x, y)); 1421 x -= width;
1422 return tile_map[1]->xy_find (x, y);
1423 }
1424
1425 if (y < 0)
2032 } 1426 {
2033 if (*y>=MAP_HEIGHT(m)) { 1427 if (!tile_path[0])
2034 if (!m->tile_path[2]) return NULL; 1428 return 0;
2035 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 2);
2037 1429
2038 *y -= MAP_HEIGHT(m); 1430 find_and_link (this, 0);
2039 return (get_map_from_coord(m->tile_map[2], x, y)); 1431 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y);
1433 }
1434
1435 if (y >= height)
2040 } 1436 {
1437 if (!tile_path[2])
1438 return 0;
2041 1439
1440 find_and_link (this, 2);
1441 y -= height;
1442 return tile_map[2]->xy_find (x, y);
1443 }
1444
2042 /* Simple case - coordinates are within this local 1445 /* Simple case - coordinates are within this local
2043 * map. 1446 * map.
2044 */ 1447 */
2045 1448 return this;
2046 return m;
2047} 1449}
2048 1450
2049/** 1451/**
2050 * Return whether map2 is adjacent to map1. If so, store the distance from 1452 * Return whether map2 is adjacent to map1. If so, store the distance from
2051 * map1 to map2 in dx/dy. 1453 * map1 to map2 in dx/dy.
2052 */ 1454 */
1455static int
2053static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{
2054 if (!map1 || !map2) 1458 if (!map1 || !map2)
2055 return 0; 1459 return 0;
2056 1460
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!)
2057 if (map1 == map2) { 1463 if (map1 == map2)
1464 {
2058 *dx = 0; 1465 *dx = 0;
2059 *dy = 0; 1466 *dy = 0;
2060 1467 }
2061 } else if (map1->tile_map[0] == map2) { /* up */ 1468 else if (map1->tile_map[0] == map2)
1469 { /* up */
2062 *dx = 0; 1470 *dx = 0;
2063 *dy = -MAP_HEIGHT(map2); 1471 *dy = -map2->height;
1472 }
2064 } else if (map1->tile_map[1] == map2) { /* right */ 1473 else if (map1->tile_map[1] == map2)
2065 *dx = MAP_WIDTH(map1); 1474 { /* right */
1475 *dx = map1->width;
2066 *dy = 0; 1476 *dy = 0;
1477 }
2067 } else if (map1->tile_map[2] == map2) { /* down */ 1478 else if (map1->tile_map[2] == map2)
1479 { /* down */
2068 *dx = 0; 1480 *dx = 0;
2069 *dy = MAP_HEIGHT(map1); 1481 *dy = map1->height;
1482 }
2070 } else if (map1->tile_map[3] == map2) { /* left */ 1483 else if (map1->tile_map[3] == map2)
2071 *dx = -MAP_WIDTH(map2); 1484 { /* left */
1485 *dx = -map2->width;
2072 *dy = 0; 1486 *dy = 0;
2073 1487 }
2074 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1488 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1489 { /* up right */
2075 *dx = MAP_WIDTH(map1->tile_map[0]); 1490 *dx = map1->tile_map[0]->width;
2076 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dy = -map1->tile_map[0]->height;
1492 }
2077 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1493 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2078 *dx = -MAP_WIDTH(map2); 1494 { /* up left */
2079 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1495 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height;
1497 }
2080 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1498 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2081 *dx = MAP_WIDTH(map1); 1499 { /* right up */
2082 *dy = -MAP_HEIGHT(map2); 1500 *dx = map1->width;
1501 *dy = -map2->height;
1502 }
2083 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1503 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2084 *dx = MAP_WIDTH(map1); 1504 { /* right down */
2085 *dy = MAP_HEIGHT(map1->tile_map[1]); 1505 *dx = map1->width;
1506 *dy = map1->tile_map[1]->height;
1507 }
2086 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1508 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1509 { /* down right */
2087 *dx = MAP_WIDTH(map1->tile_map[2]); 1510 *dx = map1->tile_map[2]->width;
2088 *dy = MAP_HEIGHT(map1); 1511 *dy = map1->height;
1512 }
2089 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1513 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2090 *dx = -MAP_WIDTH(map2); 1514 { /* down left */
2091 *dy = MAP_HEIGHT(map1); 1515 *dx = -map2->width;
1516 *dy = map1->height;
1517 }
2092 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1518 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1519 { /* left up */
2093 *dx = -MAP_WIDTH(map1->tile_map[3]); 1520 *dx = -map1->tile_map[3]->width;
2094 *dy = -MAP_HEIGHT(map2); 1521 *dy = -map2->height;
1522 }
2095 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1523 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1524 { /* left down */
2096 *dx = -MAP_WIDTH(map1->tile_map[3]); 1525 *dx = -map1->tile_map[3]->width;
2097 *dy = MAP_HEIGHT(map1->tile_map[3]); 1526 *dy = map1->tile_map[3]->height;
2098
2099 } else { /* not "adjacent" enough */
2100 return 0;
2101 } 1527 }
2102 1528 else
2103 return 1; 1529 return 0;
1530
1531 return 1;
1532}
1533
1534maptile *
1535maptile::xy_load (sint16 &x, sint16 &y)
1536{
1537 maptile *map = xy_find (x, y);
1538
1539 if (map)
1540 map->load_sync ();
1541
1542 return map;
1543}
1544
1545maptile *
1546get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1547{
1548 return m->xy_load (*x, *y);
2104} 1549}
2105 1550
2106/* From map.c 1551/* From map.c
2107 * This is used by get_player to determine where the other 1552 * This is used by get_player to determine where the other
2108 * creature is. get_rangevector takes into account map tiling, 1553 * creature is. get_rangevector takes into account map tiling,
2121 * be unexpected 1566 * be unexpected
2122 * 1567 *
2123 * currently, the only flag supported (0x1) is don't translate for 1568 * currently, the only flag supported (0x1) is don't translate for
2124 * closest body part of 'op1' 1569 * closest body part of 'op1'
2125 */ 1570 */
2126 1571void
2127void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{
2128 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 {
2129 /* be conservative and fill in _some_ data */ 1576 /* be conservative and fill in _some_ data */
2130 retval->distance = 100000; 1577 retval->distance = 100000;
2131 retval->distance_x = 32767; 1578 retval->distance_x = 32767;
2132 retval->distance_y = 32767; 1579 retval->distance_y = 32767;
2133 retval->direction = 0; 1580 retval->direction = 0;
2134 retval->part = 0; 1581 retval->part = 0;
2135 } else { 1582 }
1583 else
1584 {
2136 object *best; 1585 object *best;
2137 1586
2138 retval->distance_x += op2->x-op1->x; 1587 retval->distance_x += op2->x - op1->x;
2139 retval->distance_y += op2->y-op1->y; 1588 retval->distance_y += op2->y - op1->y;
2140 1589
2141 best = op1; 1590 best = op1;
2142 /* If this is multipart, find the closest part now */ 1591 /* If this is multipart, find the closest part now */
2143 if (!(flags&0x1) && op1->more) { 1592 if (!(flags & 0x1) && op1->more)
1593 {
2144 object *tmp; 1594 object *tmp;
2145 int best_distance = retval->distance_x*retval->distance_x+ 1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2146 retval->distance_y*retval->distance_y, tmpi;
2147 1596
2148 /* we just take the offset of the piece to head to figure 1597 /* we just take the offset of the piece to head to figure
2149 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2150 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2151 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2152 * below works. 1601 * below works.
2153 */ 1602 */
2154 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604 {
2155 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2156 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2157 if (tmpi < best_distance) { 1607 if (tmpi < best_distance)
1608 {
2158 best_distance = tmpi; 1609 best_distance = tmpi;
2159 best = tmp; 1610 best = tmp;
2160 } 1611 }
2161 } 1612 }
2162 if (best != op1) { 1613 if (best != op1)
1614 {
2163 retval->distance_x += op1->x-best->x; 1615 retval->distance_x += op1->x - best->x;
2164 retval->distance_y += op1->y-best->y; 1616 retval->distance_y += op1->y - best->y;
2165 } 1617 }
2166 } 1618 }
2167 retval->part = best; 1619 retval->part = best;
2168 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2169 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2170 } 1622 }
2171} 1623}
2172 1624
2173/* this is basically the same as get_rangevector above, but instead of 1625/* this is basically the same as get_rangevector above, but instead of
2174 * the first parameter being an object, it instead is the map 1626 * 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 1631 * 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 1632 * for something in the future. Also, since no object is pasted, the best
2181 * field of the rv_vector is set to NULL. 1633 * field of the rv_vector is set to NULL.
2182 */ 1634 */
2183 1635
1636void
2184void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1638{
2185 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 {
2186 /* be conservative and fill in _some_ data */ 1641 /* be conservative and fill in _some_ data */
2187 retval->distance = 100000; 1642 retval->distance = 100000;
2188 retval->distance_x = 32767; 1643 retval->distance_x = 32767;
2189 retval->distance_y = 32767; 1644 retval->distance_y = 32767;
2190 retval->direction = 0; 1645 retval->direction = 0;
2191 retval->part = 0; 1646 retval->part = 0;
2192 } else { 1647 }
1648 else
1649 {
2193 retval->distance_x += op2->x-x; 1650 retval->distance_x += op2->x - x;
2194 retval->distance_y += op2->y-y; 1651 retval->distance_y += op2->y - y;
2195 1652
2196 retval->part = NULL; 1653 retval->part = NULL;
2197 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2198 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2199 } 1656 }
2200} 1657}
2201 1658
2202/* Returns true of op1 and op2 are effectively on the same map 1659/* Returns true of op1 and op2 are effectively on the same map
2203 * (as related to map tiling). Note that this looks for a path from 1660 * (as related to map tiling). Note that this looks for a path from
2204 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1661 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2205 * to op1, this will still return false. 1662 * to op1, this will still return false.
2206 * Note we only look one map out to keep the processing simple 1663 * Note we only look one map out to keep the processing simple
2207 * and efficient. This could probably be a macro. 1664 * and efficient. This could probably be a macro.
2208 * MSW 2001-08-05 1665 * MSW 2001-08-05
2209 */ 1666 */
1667int
2210int on_same_map(const object *op1, const object *op2) { 1668on_same_map (const object *op1, const object *op2)
1669{
2211 int dx, dy; 1670 int dx, dy;
2212 1671
2213 return adjacent_map(op1->map, op2->map, &dx, &dy); 1672 return adjacent_map (op1->map, op2->map, &dx, &dy);
2214} 1673}
1674
1675object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682}
1683

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