ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.19 by root, Thu Aug 31 18:59:23 2006 UTC vs.
Revision 1.60 by root, Sun Dec 31 10:28:35 2006 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.19 2006/08/31 18:59:23 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[MAX_BUF];
68 42
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97 44 * someplace else in the code? msw 2-17-97
71 */ 45 */
72 if (*name == '/') 46 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name); 47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else 48 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 50 return (buf);
77} 51}
78 52
79/* 53/*
80 * same as create_pathname, but for the overlay maps. 54 * same as create_pathname, but for the overlay maps.
81 */ 55 */
82 56const char *
83const char *create_overlay_pathname (const char *name) { 57create_overlay_pathname (const char *name)
58{
84 static char buf[MAX_BUF]; 59 static char buf[MAX_BUF];
85 60
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97 62 * someplace else in the code? msw 2-17-97
88 */ 63 */
89 if (*name == '/') 64 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name); 65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else 66 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name); 67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf); 68 return (buf);
94} 69}
95 70
96/* 71/*
97 * same as create_pathname, but for the template maps. 72 * same as create_pathname, but for the template maps.
98 */ 73 */
99 74const char *
100const char *create_template_pathname (const char *name) { 75create_template_pathname (const char *name)
76{
101 static char buf[MAX_BUF]; 77 static char buf[MAX_BUF];
102 78
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97 80 * someplace else in the code? msw 2-17-97
105 */ 81 */
106 if (*name == '/') 82 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name); 83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else 84 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name); 85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf); 86 return (buf);
111} 87}
112 88
113/* 89/*
114 * This makes absolute path to the itemfile where unique objects 90 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain 91 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can 92 * files than full directory structure, but if this is problem it can
117 * be changed. 93 * be changed.
118 */ 94 */
95static const char *
119static const char *create_items_path (const char *s) { 96create_items_path (const char *s)
97{
120 static char buf[MAX_BUF]; 98 static char buf[MAX_BUF];
121 char *t; 99 char *t;
122 100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
123 if (*s == '/') 107 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 = '@'; 108 *t = '@';
131 else 109 else
132 *t = *s; 110 *t = *s;
133 *t = 0; 111 *t = 0;
134 return (buf); 112 return (buf);
135} 113}
136
137 114
138/* 115/*
139 * This function checks if a file with the given path exists. 116 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 117 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 118 * is returned.
148 * the rest of the code only cares that the file is readable. 125 * 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 126 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 127 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 128 * that seems to be missing the prepend_dir processing
152 */ 129 */
153 130int
154int check_path (const char *name, int prepend_dir) 131check_path (const char *name, int prepend_dir)
155{ 132{
156 char buf[MAX_BUF]; 133 char buf[MAX_BUF];
157#ifndef WIN32 134
158 char *endbuf; 135 char *endbuf;
159 struct stat statbuf; 136 struct stat statbuf;
160 int mode = 0, i; 137 int mode = 0;
161#endif
162 138
163 if (prepend_dir) 139 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 140 strcpy (buf, create_pathname (name));
165 else 141 else
166 strcpy(buf, name); 142 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 143
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 144 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 145 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 146 * Can not use strcat because we need to cycle through
174 * all the names. 147 * all the names.
175 */ 148 */
176 endbuf = buf + strlen(buf); 149 endbuf = buf + strlen (buf);
177 150
178 if (stat (buf, &statbuf)) 151 if (stat (buf, &statbuf))
179 return -1; 152 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 153 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 154 return (-1);
182 155
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 158 mode |= 4;
187 159
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 162 mode |= 2;
192 163
193 return (mode); 164 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} 165}
234 166
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 167/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 168 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 169 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 172 * 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 173 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 174 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 175 * don't expect to insert/remove anything from those spaces.
244 */ 176 */
177int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 178get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 179{
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; 180 sint16 newx = x;
253 newy = y; 181 sint16 newy = y;
182
254 mp = get_map_from_coord(oldmap, &newx, &newy); 183 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 184
256 retval |= P_NEW_MAP; 185 if (!mp)
186 return P_OUT_OF_MAP;
187
257 if (newmap) *newmap = mp; 188 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 189 if (nx) *nx = newx;
259 if (ny) *ny = newy; 190 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 191
262 if (retval & P_SAFE) 192 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} 193}
267
268 194
269/* 195/*
270 * Returns true if the given coordinate is blocked except by the 196 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 197 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 198 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 202 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 203 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 204 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 205 * by the caller.
280 */ 206 */
281 207int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 208blocked_link (object *ob, maptile *m, int sx, int sy)
209{
283 object *tmp; 210 object *tmp;
284 int mflags, blocked; 211 int mflags, blocked;
285 212
286 /* Make sure the coordinates are valid - they should be, as caller should 213 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 214 * have already checked this.
288 */ 215 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 216 if (OUT_OF_REAL_MAP (m, sx, sy))
217 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 218 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 219 return 1;
292 } 220 }
293 221
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 222 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 223 * directly.
296 */ 224 */
297 mflags = m->spaces[sx + m->width * sy].flags; 225 mflags = m->at (sx, sy).flags ();
298 226
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 228
301 /* If space is currently not blocked by anything, no need to 229 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 230 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 231 * things we need to do for players.
304 */ 232 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
234 return 0;
306 235
307 /* if there isn't anytyhing alive on this space, and this space isn't 236 /* 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 237 * 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 238 * 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 239 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 240 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 241 * let the player through (inventory checkers for example)
313 */ 242 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0;
315 245
316 if(ob->head != NULL) 246 if (ob->head != NULL)
317 ob=ob->head; 247 ob = ob->head;
318 248
319 /* We basically go through the stack of objects, and if there is 249 /* 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 250 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 251 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 252 * ob is blocking it, so return 0.
323 */ 253 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
255 {
325 256
326 /* This must be before the checks below. Code for inventory checkers. */ 257 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 258 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
259 {
328 /* If last_sp is set, the player/monster needs an object, 260 /* 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 261 * so we check for it. If they don't have it, they can't
330 * pass through this space. 262 * pass through this space.
331 */ 263 */
332 if (tmp->last_sp) { 264 if (tmp->last_sp)
265 {
333 if (check_inv_recursive(ob,tmp)==NULL) 266 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 267 return 1;
335 else 268 else
336 continue; 269 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 } 270 }
346 } /* if check_inv */
347 else { 271 else
272 {
273 /* In this case, the player must not have the object -
274 * if they do, they can't pass through.
275 */
276 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
277 return 1;
278 else
279 continue;
280 }
281 } /* if check_inv */
282 else
283 {
348 /* Broke apart a big nasty if into several here to make 284 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 285 * this more readable. first check - if the space blocks
350 * movement, can't move here. 286 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 287 * second - if a monster, can't move there, unles it is a
352 * hidden dm 288 * hidden dm
353 */ 289 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 290 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 294 return 1;
358 } 295 }
359 296
360 } 297 }
361 return 0; 298 return 0;
362} 299}
363 300
364 301
365/* 302/*
366 * Returns true if the given object can't fit in the given spot. 303 * Returns true if the given object can't fit in the given spot.
386 * 323 *
387 * Note this used to be arch_blocked, but with new movement 324 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 325 * code, we need to have actual object to check its move_type
389 * against the move_block values. 326 * against the move_block values.
390 */ 327 */
391 328int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
330{
393 archetype *tmp; 331 archetype *tmp;
394 int flag; 332 int flag;
395 mapstruct *m1; 333 maptile *m1;
396 sint16 sx, sy; 334 sint16 sx, sy;
397 335
398 if(ob==NULL) { 336 if (!ob)
337 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
401 341
402 /* don't have object, so don't know what types would block */ 342 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 343 return m1->at (sx, sy).move_block;
404 } 344 }
405 345
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 346 for (tmp = ob->arch; tmp; tmp = tmp->more)
347 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 349
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 350 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 351 return P_OUT_OF_MAP;
352 if (flag & P_IS_ALIVE)
353 return P_IS_ALIVE;
411 354
355 mapspace &ms = m1->at (sx, sy);
356
412 /* find_first_free_spot() calls this function. However, often 357 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 358 * 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. 359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 360 */
416 361
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
363 continue;
418 364
419 /* Note it is intentional that we check ob - the movement type of the 365 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 366 * head of the object should correspond for the entire object.
421 */ 367 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 369 return P_NO_PASS;
424
425 } 370 }
371
426 return 0; 372 return 0;
427} 373}
428 374
429/* When the map is loaded, load_object does not actually insert objects 375/* 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 376 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 377 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 378 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 379 * This is needed so that we can update the containers weight.
434 */ 380 */
435 381void
436void fix_container(object *container) 382fix_container (object *container)
437{ 383{
438 object *tmp=container->inv, *next; 384 object *tmp = container->inv, *next;
439 385
440 container->inv=NULL; 386 container->inv = 0;
441 while (tmp!=NULL) { 387 while (tmp)
388 {
442 next = tmp->below; 389 next = tmp->below;
443 if (tmp->inv) 390 if (tmp->inv)
444 fix_container(tmp); 391 fix_container (tmp);
392
445 (void) insert_ob_in_ob(tmp,container); 393 insert_ob_in_ob (tmp, container);
446 tmp = next; 394 tmp = next;
447 } 395 }
396
448 /* sum_weight will go through and calculate what all the containers are 397 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 398 * carrying.
450 */ 399 */
451 sum_weight(container); 400 sum_weight (container);
452} 401}
453 402
454/* link_multipart_objects go through all the objects on the map looking 403/* 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 404 * 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 405 * 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 406 * 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. 407 * the more sections and not re-add sections for them.
459 */ 408 */
460 409void
461static void link_multipart_objects(mapstruct *m) 410maptile::link_multipart_objects ()
462{ 411{
463 int x,y; 412 if (!spaces)
464 object *tmp, *op, *last, *above; 413 return;
465 archetype *at;
466 414
467 for(x=0;x<MAP_WIDTH(m);x++) 415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 416 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 417 {
470 above=tmp->above; 418 object *above = tmp->above;
471 419
472 /* already multipart - don't do anything more */ 420 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 421 if (!tmp->head && !tmp->more)
474 422 {
475 /* If there is nothing more to this object, this for loop 423 /* If there is nothing more to this object, this for loop
476 * won't do anything. 424 * won't do anything.
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 {
432 op = arch_to_object (at);
433
434 /* update x,y coordinates */
435 op->x += tmp->x;
436 op->y += tmp->y;
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
477 */ 447 */
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); 448 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
505 449 }
450 }
451
452 tmp = above;
453 }
454}
506 455
507/* 456/*
508 * Loads (ands parses) the objects into a given map from the specified 457 * Loads (ands parses) the objects into a given map from the specified
509 * file pointer. 458 * file pointer.
510 * mapflags is the same as we get with load_original_map 459 * mapflags is the same as we get with load_original_map
511 */ 460 */
512 461bool
513void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 462maptile::load_objects (object_thawer &thawer)
514 int i,j,bufstate=LO_NEWFILE; 463{
515 int unique; 464 int unique;
516 object *op, *prev=NULL,*last_more=NULL, *otmp; 465 object *op, *prev = NULL, *last_more = NULL, *otmp;
517 466
518 op=get_object(); 467 op = object::create ();
519 op->map = m; /* To handle buttons correctly */ 468 op->map = this; /* To handle buttons correctly */
520 469
521 while((i = load_object (fp, op, bufstate, mapflags))) { 470 while (int i = load_object (thawer, op, 0))
522 /* Since the loading of the map header does not load an object 471 {
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 472 /* if the archetype for the object is null, means that we
529 * got an invalid object. Don't do anything with it - the game 473 * 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. 474 * or editor will not be able to do anything with it either.
531 */ 475 */
532 if (op->arch==NULL) { 476 if (op->arch == NULL)
477 {
533 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
534 continue; 479 continue;
535 } 480 }
536 481
537
538 switch(i) { 482 switch (i)
483 {
539 case LL_NORMAL: 484 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); 485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
546 486
547 if (op->inv) 487 if (op->inv)
548 sum_weight(op); 488 sum_weight (op);
549 489
550 prev=op,last_more=op; 490 prev = op, last_more = op;
551 break; 491 break;
552 492
553 case LL_MORE: 493 case LL_MORE:
554 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 494 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; 495 op->head = prev, last_more->more = op, last_more = op;
556 break; 496 break;
557 } 497 }
558 if (mapflags & MAP_STYLE) { 498
559 remove_from_active_list(op); 499 op = object::create ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 }
520#endif
521
522 return true;
523}
524
525void
526maptile::activate ()
527{
528 if (!spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1);
534}
535
536void
537maptile::deactivate ()
538{
539 if (!spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1);
545}
546
547bool
548maptile::save_objects (object_freezer &freezer, int flags)
549{
550 if (flags & IO_HEADER)
551 save_header (freezer);
552
553 if (!spaces)
554 return false;
555
556 for (int i = 0; i < size (); ++i)
557 {
558 int unique = 0;
559 for (object *op = spaces [i].bot; op; op = op->above)
560 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
562 unique = 1;
563
564 if (!op->can_map_save ())
565 continue;
566
567 if (unique || op->flag [FLAG_UNIQUE])
568 {
569 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1);
571 }
572 else if (flags & IO_OBJECTS)
573 save_object (freezer, op, 1);
560 } 574 }
561 op=get_object();
562 op->map = m;
563 } 575 }
564 for (i=0;i<m->width;i++){ 576
565 for (j=0;j<m->height;j++){ 577 return true;
566 unique =0; 578}
567 /* check for unique items, or unique squares */ 579
568 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 580bool
569 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 581maptile::load_objects (const char *path, bool skip_header)
570 unique = 1; 582{
571 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 583 object_thawer thawer (path);
572 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 584
573 } 585 if (!thawer)
586 return false;
587
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
574 } 597 }
575 }
576 free_object(op);
577 link_multipart_objects(m);
578}
579 598
580/* This saves all the objects on the map in a non destructive fashion. 599 return load_objects (thawer);
581 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 600}
582 * and we only save the head of multi part objects - this is needed 601
583 * in order to do map tiling properly. 602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path);
611}
612
613maptile::maptile ()
614{
615 in_memory = MAP_SWAPPED;
616
617 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour.
584 */ 619 */
585void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 620 width = 16;
586 int i, j = 0,unique=0; 621 height = 16;
587 object *op; 622 reset_timeout = 0;
588 /* first pass - save one-part objects */ 623 timeout = 300;
589 for(i = 0; i < MAP_WIDTH(m); i++) 624 enter_x = 0;
590 for (j = 0; j < MAP_HEIGHT(m); j++) { 625 enter_y = 0;
591 unique=0; 626}
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;
595 627
596 if(op->type == PLAYER) { 628maptile::maptile (int w, int h)
597 LOG(llevDebug, "Player on map that is being saved\n"); 629{
598 continue; 630 in_memory = MAP_SWAPPED;
599 }
600 631
601 if (op->head || op->owner) 632 width = w;
602 continue; 633 height = h;
634 reset_timeout = 0;
635 timeout = 300;
636 enter_x = 0;
637 enter_y = 0;
603 638
604 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 639 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} 640}
615 641
616/* 642/*
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. 643 * Allocates the arrays contained in a maptile.
653 * This basically allocates the dynamic array of spaces for the 644 * This basically allocates the dynamic array of spaces for the
654 * map. 645 * map.
655 */ 646 */
656 647void
657void allocate_map(mapstruct *m) { 648maptile::alloc ()
658 m->in_memory = MAP_IN_MEMORY; 649{
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) { 650 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; 651 return;
652
653 spaces = salloc0<mapspace> (size ());
684} 654}
685 655
686/* Takes a string from a map definition and outputs a pointer to the array of shopitems 656/* 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 657 * corresponding to that string. Memory is allocated for this, it must be freed
688 * at a later date. 658 * at a later date.
689 * Called by parse_map_headers below. 659 * Called by parse_map_headers below.
690 */ 660 */
691 661static shopitems *
692static shopitems *parse_shop_string (const char *input_string) { 662parse_shop_string (const char *input_string)
663{
693 char *shop_string, *p, *q, *next_semicolon, *next_colon; 664 char *shop_string, *p, *q, *next_semicolon, *next_colon;
694 shopitems *items=NULL; 665 shopitems *items = NULL;
695 int i=0, number_of_entries=0; 666 int i = 0, number_of_entries = 0;
696 const typedata *current_type; 667 const typedata *current_type;
697 668
698 shop_string=strdup_local(input_string); 669 shop_string = strdup (input_string);
699 p=shop_string; 670 p = shop_string;
700 /* first we'll count the entries, we'll need that for allocating the array shortly */ 671 /* first we'll count the entries, we'll need that for allocating the array shortly */
701 while (p) { 672 while (p)
673 {
702 p=strchr(p, ';'); 674 p = strchr (p, ';');
703 number_of_entries++; 675 number_of_entries++;
704 if (p) p++; 676 if (p)
677 p++;
705 } 678 }
679
706 p=shop_string; 680 p = shop_string;
707 strip_endline(p); 681 strip_endline (p);
708 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 682 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++) { 683 for (i = 0; i < number_of_entries; i++)
684 {
711 if (!p) { 685 if (!p)
686 {
712 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 687 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
713 break; 688 break;
714 } 689 }
690
715 next_semicolon=strchr(p, ';'); 691 next_semicolon = strchr (p, ';');
716 next_colon=strchr(p, ':'); 692 next_colon = strchr (p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 693 /* 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)) 694 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1); 695 items[i].strength = atoi (strchr (p, ':') + 1);
696
697 if (isdigit (*p) || *p == '*')
720 698 {
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 699 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum); 700 current_type = get_typedata (items[i].typenum);
724 if (current_type) { 701 if (current_type)
702 {
725 items[i].name=current_type->name; 703 items[i].name = current_type->name;
726 items[i].name_pl=current_type->name_pl; 704 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 } 705 }
745 } 706 }
707 else
708 { /*we have a named type, let's figure out what it is */
709 q = strpbrk (p, ";:");
710 if (q)
711 *q = '\0';
712
713 current_type = get_typedata_by_name (p);
714 if (current_type)
715 {
716 items[i].name = current_type->name;
717 items[i].typenum = current_type->number;
718 items[i].name_pl = current_type->name_pl;
719 }
720 else
721 { /* oh uh, something's wrong, let's free up this one, and try
722 * the next entry while we're at it, better print a warning
723 */
724 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
725 }
726 }
727
746 items[i].index=number_of_entries; 728 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 729 if (next_semicolon)
730 p = ++next_semicolon;
731 else
748 else p=NULL; 732 p = NULL;
749 } 733 }
734
750 free(shop_string); 735 free (shop_string);
751 return items; 736 return items;
752} 737}
753 738
754/* opposite of parse string, this puts the string that was originally fed in to 739/* opposite of parse string, this puts the string that was originally fed in to
755 * the map (or something equivilent) into output_string. */ 740 * the map (or something equivilent) into output_string. */
741static void
756static void print_shop_string(mapstruct *m, char *output_string) { 742print_shop_string (maptile *m, char *output_string)
743{
757 int i; 744 int i;
758 char tmp[MAX_BUF]; 745 char tmp[MAX_BUF];
746
759 strcpy(output_string, ""); 747 strcpy (output_string, "");
760 for (i=0; i< m->shopitems[0].index; i++) { 748 for (i = 0; i < m->shopitems[0].index; i++)
749 {
761 if (m->shopitems[i].typenum) { 750 if (m->shopitems[i].typenum)
751 {
762 if (m->shopitems[i].strength) { 752 if (m->shopitems[i].strength)
763 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 753 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
764 } 754 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 755 sprintf (tmp, "%s;", m->shopitems[i].name);
766 } 756 }
767 else { 757 else
758 {
768 if (m->shopitems[i].strength) { 759 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 760 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
770 } 761 else
771 else sprintf(tmp, "*"); 762 sprintf (tmp, "*");
772 } 763 }
764
773 strcat(output_string, tmp); 765 strcat (output_string, tmp);
774 } 766 }
775} 767}
776 768
777/* This loads the header information of the map. The header 769/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 770 * contains things like difficulty, size, timeout, etc.
782 * put all the stuff in the map object so that names actually make 774 * put all the stuff in the map object so that names actually make
783 * sense. 775 * sense.
784 * This could be done in lex (like the object loader), but I think 776 * 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. 777 * currently, there are few enough fields this is not a big deal.
786 * MSW 2001-07-01 778 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 779 */
789 780bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 781maptile::load_header (object_thawer &thawer)
791{ 782{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
793 int msgpos=0; 784 int msgpos = 0;
794 int maplorepos=0; 785 int maplorepos = 0;
795 786
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 787 for (;;)
797 buf[HUGE_BUF-1] = 0; 788 {
798 key = buf; 789 keyword kw = thawer.get_kv ();
799 while (isspace(*key)) key++; 790
800 if (*key == 0) continue; /* empty line */ 791 switch (kw)
801 value = strchr(key, ' ');
802 if (!value) {
803 end = strchr(key, '\n');
804 if (end != NULL) {
805 *end = 0;
806 }
807 } else {
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break;
817 }
818 }
819 } 792 {
820 if (!end) { 793 case KW_EOF:
821 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", 794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
822 buf); 795 return false;
796
797 case KW_end:
823 return 1; 798 return true;
824 } 799
800 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg);
825 802 break;
826 803
827 /* key is the field name, value is what it should be set 804 case KW_lore: // CF+ extension
828 * to. We've already done the work to null terminate key, 805 thawer.get_ml (KW_endlore, maplore);
829 * and strip off any leading spaces for both of these.
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 } 806 break;
851 /* There are lots of maps that have empty messages (eg, msg/endmsg 807
852 * with nothing between). There is no reason in those cases to 808 case KW_maplore:
853 * keep the empty message. Also, msgbuf contains garbage data 809 thawer.get_ml (KW_endmaplore, maplore);
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 } 810 break;
868 if (maplorepos != 0) 811
869 m->maplore = strdup_local(maplorebuf); 812 case KW_arch:
870 } 813 if (strcmp (thawer.get_str (), "map"))
871 else if (!strcmp(key,"end")) { 814 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
815 break;
816
817 case KW_oid:
818 thawer.get (this, thawer.get_sint32 ());
819 break;
820
821 case KW_file_format_version: break; // nop
822
823 case KW_name: thawer.get (name); break;
824 case KW_attach: thawer.get (attach); break;
825 case KW_reset_time: thawer.get (reset_time); break;
826 case KW_shopgreed: thawer.get (shopgreed); break;
827 case KW_shopmin: thawer.get (shopmin); break;
828 case KW_shopmax: thawer.get (shopmax); break;
829 case KW_shoprace: thawer.get (shoprace); break;
830 case KW_outdoor: thawer.get (outdoor); break;
831 case KW_temp: thawer.get (temp); break;
832 case KW_pressure: thawer.get (pressure); break;
833 case KW_humid: thawer.get (humid); break;
834 case KW_windspeed: thawer.get (windspeed); break;
835 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break;
837
838 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break;
840
841 case KW_region: get_region_by_name (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843
844 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
847 case KW_x: case KW_width: thawer.get (width); break;
848 case KW_y: case KW_height: thawer.get (height); break;
849 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
850 case KW_value: case KW_swap_time: thawer.get (timeout); break;
851 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
852 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
853 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
854
855 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859
860 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
872 break; 862 break;
873 } 863 }
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 864 }
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 865
866 abort ();
867}
868
869bool
870maptile::load_header (const char *path)
871{
1023 object_thawer thawer (pathname); 872 object_thawer thawer (path);
1024 873
1025 if (!thawer) 874 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; 875 return false;
1098}
1099 876
1100/* 877 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} 878}
1131 879
1132/****************************************************************************** 880/******************************************************************************
1133 * This is the start of unique map handling code 881 * This is the start of unique map handling code
1134 *****************************************************************************/ 882 *****************************************************************************/
1135 883
1136/* This goes through map 'm' and removed any unique items on the map. */ 884/* This goes through the maptile and removed any unique items on the map. */
1137static void delete_unique_items(mapstruct *m) 885void
886maptile::clear_unique_items ()
1138{ 887{
1139 int i,j,unique; 888 for (int i = 0; i < size (); ++i)
1140 object *op, *next; 889 {
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 890 int unique = 0;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 891 for (object *op = spaces [i].bot; op; )
1146 next = op->above; 892 {
893 object *above = op->above;
894
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1148 unique=1; 896 unique = 1;
897
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 898 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 } 899 {
900 op->destroy_inv (false);
901 op->destroy ();
1156 } 902 }
903
904 op = above;
1157 } 905 }
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 { 906 }
1208 LOG (llevError, "Tried to save map without path.\n"); 907}
1209 return -1; 908
909bool
910maptile::save_header (object_freezer &freezer)
911{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914
915 MAP_OUT2 (arch, "map");
916
917 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time);
919 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime);
922 MAP_OUT (difficulty);
923
924 if (region) MAP_OUT2 (region, region->name);
925
926 if (shopitems)
1210 } 927 {
1211 928 char shop[MAX_BUF];
1212 if (flag || (m->unique) || (m->templatemap)) 929 print_shop_string (this, shop);
930 MAP_OUT2 (shopitems, shop);
1213 { 931 }
1214 if (!m->unique && !m->templatemap)
1215 { /* flag is set */
1216 if (flag == 2)
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 932
1224 make_path_to_file (filename); 933 MAP_OUT (shopgreed);
1225 } 934 MAP_OUT (shopmin);
1226 else 935 MAP_OUT (shopmax);
1227 { 936 if (shoprace) MAP_OUT (shoprace);
1228 if (!m->tmpname) 937 MAP_OUT (darkness);
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL); 938 MAP_OUT (width);
939 MAP_OUT (height);
940 MAP_OUT (enter_x);
941 MAP_OUT (enter_y);
1230 942
1231 strcpy (filename, m->tmpname); 943 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1232 } 944 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1233 945
1234 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 946 MAP_OUT (outdoor);
1235 m->in_memory = MAP_SAVING; 947 MAP_OUT (temp);
948 MAP_OUT (pressure);
949 MAP_OUT (humid);
950 MAP_OUT (windspeed);
951 MAP_OUT (winddir);
952 MAP_OUT (sky);
1236 953
954 MAP_OUT (per_player);
955 MAP_OUT (per_party);
956
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961
962 MAP_OUT2 (end, 0);
963
964 return true;
965}
966
967bool
968maptile::save_header (const char *path)
969{
1237 object_freezer freezer; 970 object_freezer freezer;
1238 971
1239 /* legacy */ 972 if (!save_header (freezer))
1240 fprintf (freezer, "arch map\n"); 973 return false;
1241 if (m->name)
1242 fprintf (freezer, "name %s\n", m->name);
1243 if (!flag)
1244 fprintf (freezer, "swap_time %d\n", m->swap_time);
1245 if (m->reset_timeout)
1246 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1247 if (m->fixed_resettime)
1248 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1249 /* we unfortunately have no idea if this is a value the creator set
1250 * or a difficulty value we generated when the map was first loaded
1251 */
1252 if (m->difficulty)
1253 fprintf (freezer, "difficulty %d\n", m->difficulty);
1254 if (m->region)
1255 fprintf (freezer, "region %s\n", m->region->name);
1256 if (m->shopitems)
1257 {
1258 print_shop_string (m, shop);
1259 fprintf (freezer, "shopitems %s\n", shop);
1260 }
1261 if (m->shopgreed)
1262 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1263#ifndef WIN32
1264 if (m->shopmin)
1265 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1266 if (m->shopmax)
1267 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1268#else
1269 if (m->shopmin)
1270 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1271 if (m->shopmax)
1272 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1273#endif
1274 if (m->shoprace)
1275 fprintf (freezer, "shoprace %s\n", m->shoprace);
1276 if (m->darkness)
1277 fprintf (freezer, "darkness %d\n", m->darkness);
1278 if (m->width)
1279 fprintf (freezer, "width %d\n", m->width);
1280 if (m->height)
1281 fprintf (freezer, "height %d\n", m->height);
1282 if (m->enter_x)
1283 fprintf (freezer, "enter_x %d\n", m->enter_x);
1284 if (m->enter_y)
1285 fprintf (freezer, "enter_y %d\n", m->enter_y);
1286 if (m->msg)
1287 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1288 if (m->maplore)
1289 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1290 if (m->unique)
1291 fprintf (freezer, "unique %d\n", m->unique);
1292 if (m->templatemap)
1293 fprintf (freezer, "template %d\n", m->templatemap);
1294 if (m->outdoor)
1295 fprintf (freezer, "outdoor %d\n", m->outdoor);
1296 if (m->temp)
1297 fprintf (freezer, "temp %d\n", m->temp);
1298 if (m->pressure)
1299 fprintf (freezer, "pressure %d\n", m->pressure);
1300 if (m->humid)
1301 fprintf (freezer, "humid %d\n", m->humid);
1302 if (m->windspeed)
1303 fprintf (freezer, "windspeed %d\n", m->windspeed);
1304 if (m->winddir)
1305 fprintf (freezer, "winddir %d\n", m->winddir);
1306 if (m->sky)
1307 fprintf (freezer, "sky %d\n", m->sky);
1308 if (m->nosmooth)
1309 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1310 974
1311 /* Save any tiling information, except on overlays */ 975 return freezer.save (path);
1312 if (flag != 2)
1313 for (i = 0; i < 4; i++)
1314 if (m->tile_path[i])
1315 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1316
1317 freezer.put (m);
1318 fprintf (freezer, "end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1326 {
1327 object_freezer unique;
1328
1329 if (flag == 2)
1330 save_objects (m, freezer, unique, 2);
1331 else
1332 save_objects (m, freezer, unique, 0);
1333
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335
1336 unique.save (buf);
1337 }
1338 else
1339 { /* save same file when not playing, like in editor */
1340 save_objects (m, freezer, freezer, 0);
1341 }
1342
1343 freezer.save (filename);
1344
1345 return 0;
1346}
1347
1348
1349/*
1350 * Remove and free all objects in the inventory of the given object.
1351 * object.c ?
1352 */
1353
1354void clean_object(object *op)
1355{
1356 object *tmp, *next;
1357
1358 for(tmp = op->inv; tmp; tmp = next)
1359 {
1360 next = tmp->below;
1361 clean_object(tmp);
1362 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363 remove_button_link(tmp);
1364 remove_ob(tmp);
1365 free_object(tmp);
1366 }
1367} 976}
1368 977
1369/* 978/*
1370 * Remove and free all objects in the given map. 979 * Remove and free all objects in the given map.
1371 */ 980 */
981void
982maptile::clear ()
983{
984 if (!spaces)
985 return;
1372 986
1373void free_all_objects(mapstruct *m) { 987 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1374 int i,j; 988 while (object *op = ms->bot)
1375 object *op; 989 {
1376 990 if (op->head)
1377 for(i=0;i<MAP_WIDTH(m);i++)
1378 for(j=0;j<MAP_HEIGHT(m);j++) {
1379 object *previous_obj=NULL;
1380 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1381 if (op==previous_obj) {
1382 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1383 break;
1384 }
1385 previous_obj=op;
1386 if(op->head!=NULL)
1387 op = op->head; 991 op = op->head;
1388 992
1389 /* If the map isn't in memory, free_object will remove and 993 op->destroy_inv (false);
1390 * free objects in op's inventory. So let it do the job. 994 op->destroy ();
1391 */
1392 if (m->in_memory==MAP_IN_MEMORY)
1393 clean_object(op);
1394 remove_ob(op);
1395 free_object(op);
1396 }
1397 } 995 }
996
997 sfree (spaces, size ()), spaces = 0;
998
999 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0;
1001}
1002
1003void
1004maptile::clear_header ()
1005{
1006 name = 0;
1007 msg = 0;
1008 maplore = 0;
1009 shoprace = 0;
1010 delete [] shopitems, shopitems = 0;
1011
1012 for (int i = 0; i < 4; i++)
1013 tile_path [i] = 0;
1014}
1015
1016maptile::~maptile ()
1017{
1018 assert (destroyed ());
1019}
1020
1021void
1022maptile::clear_links_to (maptile *m)
1023{
1024 /* We need to look through all the maps and see if any maps
1025 * are pointing at this one for tiling information. Since
1026 * tiling can be asymetric, we just can not look to see which
1027 * maps this map tiles with and clears those.
1028 */
1029 for (int i = 0; i < 4; i++)
1030 if (tile_map[i] == m)
1031 tile_map[i] = 0;
1032}
1033
1034void
1035maptile::do_destroy ()
1036{
1037 attachable::do_destroy ();
1038
1039 clear ();
1398} 1040}
1399 1041
1400/* 1042/*
1401 * Frees everything allocated by the given mapstructure. 1043 * Updates every button on the map (by calling update_button() for them).
1402 * don't free tmpname - our caller is left to do that
1403 */ 1044 */
1404 1045void
1405void free_map(mapstruct *m,int flag) { 1046maptile::update_buttons ()
1406 int i; 1047{
1407 1048 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1408 if (!m->in_memory) { 1049 for (objectlink *ol = obp->link; ol; ol = ol->next)
1409 LOG(llevError,"Trying to free freed map.\n"); 1050 {
1410 return; 1051 if (!ol->ob)
1411 }
1412 if (flag && m->spaces) free_all_objects(m);
1413 if (m->name) FREE_AND_CLEAR(m->name);
1414 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1415 if (m->msg) FREE_AND_CLEAR(m->msg);
1416 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1417 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1418 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1419 if (m->buttons)
1420 free_objectlinkpt(m->buttons);
1421 m->buttons = NULL;
1422 for (i=0; i<4; i++) {
1423 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1424 m->tile_map[i] = NULL;
1425 }
1426 m->in_memory = MAP_SWAPPED;
1427}
1428
1429/*
1430 * function: vanish mapstruct
1431 * m : pointer to mapstruct, if NULL no action
1432 * this deletes all the data on the map (freeing pointers)
1433 * and then removes this map from the global linked list of maps.
1434 */
1435
1436void delete_map(mapstruct *m) {
1437 mapstruct *tmp, *last;
1438 int i;
1439
1440 if (!m)
1441 return;
1442
1443 m->clear ();
1444
1445 if (m->in_memory == MAP_IN_MEMORY) {
1446 /* change to MAP_SAVING, even though we are not,
1447 * so that remove_ob doesn't do as much work.
1448 */ 1052 {
1449 m->in_memory = MAP_SAVING; 1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1450 free_map (m, 1); 1054 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1451 } 1055 continue;
1452 /* move this out of free_map, since tmpname can still be needed if
1453 * the map is swapped out.
1454 */
1455 if (m->tmpname) {
1456 free(m->tmpname);
1457 m->tmpname=NULL;
1458 }
1459 last = NULL;
1460 /* We need to look through all the maps and see if any maps
1461 * are pointing at this one for tiling information. Since
1462 * tiling can be assymetric, we just can not look to see which
1463 * maps this map tiles with and clears those.
1464 */
1465 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1466 if (tmp->next == m) last = tmp;
1467
1468 /* This should hopefully get unrolled on a decent compiler */
1469 for (i=0; i<4; i++)
1470 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1471 }
1472
1473 /* If last is null, then this should be the first map in the list */
1474 if (!last) {
1475 if (m == first_map)
1476 first_map = m->next;
1477 else
1478 /* m->path is a static char, so should hopefully still have
1479 * some useful data in it.
1480 */
1481 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1482 m->path);
1483 }
1484 else
1485 last->next = m->next;
1486
1487 free (m);
1488}
1489
1490
1491
1492/*
1493 * Makes sure the given map is loaded and swapped in.
1494 * name is path name of the map.
1495 * flags meaning:
1496 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1497 * and don't do unique items or the like.
1498 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1499 * dont do any more name translation on it.
1500 *
1501 * Returns a pointer to the given map.
1502 */
1503
1504mapstruct *ready_map_name(const char *name, int flags) {
1505 mapstruct *m;
1506
1507 if (!name)
1508 return (NULL);
1509
1510 /* Have we been at this level before? */
1511 m = has_been_loaded (name);
1512
1513 /* Map is good to go, so just return it */
1514 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1515 return m;
1516 }
1517
1518 /* unique maps always get loaded from their original location, and never
1519 * a temp location. Likewise, if map_flush is set, or we have never loaded
1520 * this map, load it now. I removed the reset checking from here -
1521 * it seems the probability of a player trying to enter a map that should
1522 * reset but hasn't yet is quite low, and removing that makes this function
1523 * a bit cleaner (and players probably shouldn't rely on exact timing for
1524 * resets in any case - if they really care, they should use the 'maps command.
1525 */
1526 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1527
1528 /* first visit or time to reset */
1529 if (m) {
1530 clean_tmp_map(m); /* Doesn't make much difference */
1531 delete_map(m);
1532 } 1056 }
1533 1057
1534 /* create and load a map */ 1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1535 if (flags & MAP_PLAYER_UNIQUE)
1536 LOG(llevDebug, "Trying to load map %s.\n", name);
1537 else
1538 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1539
1540 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1541 return (NULL);
1542
1543 fix_auto_apply(m); /* Chests which open as default */
1544
1545 /* If a player unique map, no extra unique object file to load.
1546 * if from the editor, likewise.
1547 */ 1059 {
1548 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1060 update_button (ol->ob);
1549 load_unique_objects(m); 1061 break;
1550
1551 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1552 m=load_overlay_map(name, m);
1553 if (m==NULL)
1554 return NULL;
1555 } 1062 }
1556
1557 if (flags & MAP_PLAYER_UNIQUE)
1558 INVOKE_MAP (SWAPIN, m);
1559
1560 } else {
1561 /* If in this loop, we found a temporary map, so load it up. */
1562
1563 m=load_temporary_map (m);
1564 if(m==NULL) return NULL;
1565 load_unique_objects(m);
1566
1567 clean_tmp_map(m);
1568 m->in_memory = MAP_IN_MEMORY;
1569 /* tempnam() on sun systems (probably others) uses malloc
1570 * to allocated space for the string. Free it here.
1571 * In some cases, load_temporary_map above won't find the
1572 * temporary map, and so has reloaded a new map. If that
1573 * is the case, tmpname is now null
1574 */
1575 if (m->tmpname) free(m->tmpname);
1576 m->tmpname = NULL;
1577 /* It's going to be saved anew anyway */
1578 } 1063 }
1579
1580 /* Below here is stuff common to both first time loaded maps and
1581 * temp maps.
1582 */
1583
1584 decay_objects(m); /* start the decay */
1585 /* In case other objects press some buttons down */
1586 update_buttons(m);
1587 if (m->outdoor)
1588 set_darkness_map(m);
1589 /* run the weather over this map */
1590 weather_effect(name);
1591 return m;
1592} 1064}
1593
1594 1065
1595/* 1066/*
1596 * This routine is supposed to find out the difficulty of the map. 1067 * This routine is supposed to find out the difficulty of the map.
1597 * difficulty does not have a lot to do with character level, 1068 * difficulty does not have a lot to do with character level,
1598 * but does have a lot to do with treasure on the map. 1069 * but does have a lot to do with treasure on the map.
1600 * Difficulty can now be set by the map creature. If the value stored 1071 * Difficulty can now be set by the map creature. If the value stored
1601 * in the map is zero, then use this routine. Maps should really 1072 * in the map is zero, then use this routine. Maps should really
1602 * have a difficulty set than using this function - human calculation 1073 * have a difficulty set than using this function - human calculation
1603 * is much better than this functions guesswork. 1074 * is much better than this functions guesswork.
1604 */ 1075 */
1605 1076int
1606int calculate_difficulty(mapstruct *m) { 1077maptile::estimate_difficulty () const
1607 object *op; 1078{
1608 archetype *at;
1609 int x, y, i, diff;
1610 long monster_cnt = 0; 1079 long monster_cnt = 0;
1611 double avgexp = 0; 1080 double avgexp = 0;
1612 sint64 total_exp = 0; 1081 sint64 total_exp = 0;
1613 1082
1614 if (MAP_DIFFICULTY (m)) 1083 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1615 { 1084 for (object *op = ms->bot; op; op = op->above)
1616 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1617 return MAP_DIFFICULTY (m);
1618 }
1619
1620 for(x = 0; x < MAP_WIDTH(m); x++)
1621 for(y = 0; y < MAP_HEIGHT(m); y++)
1622 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1623 { 1085 {
1624 if(QUERY_FLAG (op, FLAG_MONSTER)) 1086 if (QUERY_FLAG (op, FLAG_MONSTER))
1625 { 1087 {
1626 total_exp += op->stats.exp; 1088 total_exp += op->stats.exp;
1627 monster_cnt++; 1089 monster_cnt++;
1628 } 1090 }
1629 1091
1630 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1092 if (QUERY_FLAG (op, FLAG_GENERATOR))
1631 { 1093 {
1632 total_exp += op->stats.exp; 1094 total_exp += op->stats.exp;
1095
1633 at = type_to_archetype(GENERATE_TYPE (op)); 1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1634
1635 if(at != NULL)
1636 total_exp += at->clone.stats.exp * 8; 1097 total_exp += at->clone.stats.exp * 8;
1637 1098
1638 monster_cnt++; 1099 monster_cnt++;
1639 } 1100 }
1640 } 1101 }
1641 1102
1642 avgexp = (double) total_exp / monster_cnt; 1103 avgexp = (double) total_exp / monster_cnt;
1643 1104
1644 for (i = 1; i <= settings.max_level; i++) 1105 for (int i = 1; i <= settings.max_level; i++)
1645 {
1646 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1106 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1647 {
1648 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1649 return i; 1107 return i;
1650 }
1651 }
1652 1108
1653 return 1; 1109 return 1;
1654}
1655
1656void clean_tmp_map(mapstruct *m) {
1657 if(m->tmpname == NULL)
1658 return;
1659 INVOKE_MAP (CLEAN, m);
1660 (void) unlink(m->tmpname);
1661}
1662
1663void free_all_maps(void)
1664{
1665 int real_maps=0;
1666
1667 while (first_map) {
1668 /* I think some of the callers above before it gets here set this to be
1669 * saving, but we still want to free this data
1670 */
1671 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1672 delete_map(first_map);
1673 real_maps++;
1674 }
1675 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1676} 1110}
1677 1111
1678/* change_map_light() - used to change map light level (darkness) 1112/* change_map_light() - used to change map light level (darkness)
1679 * up or down. Returns true if successful. It should now be 1113 * up or down. Returns true if successful. It should now be
1680 * possible to change a value by more than 1. 1114 * possible to change a value by more than 1.
1681 * Move this from los.c to map.c since this is more related 1115 * Move this from los.c to map.c since this is more related
1682 * to maps than los. 1116 * to maps than los.
1683 * postive values make it darker, negative make it brighter 1117 * postive values make it darker, negative make it brighter
1684 */ 1118 */
1685 1119int
1686int change_map_light(mapstruct *m, int change) { 1120maptile::change_map_light (int change)
1121{
1687 int new_level = m->darkness + change; 1122 int new_level = darkness + change;
1688 1123
1689 /* Nothing to do */ 1124 /* Nothing to do */
1690 if(!change || (new_level <= 0 && m->darkness == 0) || 1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1691 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1692 return 0; 1126 return 0;
1693 }
1694 1127
1695 /* inform all players on the map */ 1128 /* inform all players on the map */
1696 if (change>0) 1129 if (change > 0)
1697 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1698 else 1131 else
1699 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1700 1133
1701 /* Do extra checking. since m->darkness is a unsigned value, 1134 /* Do extra checking. since darkness is a unsigned value,
1702 * we need to be extra careful about negative values. 1135 * we need to be extra careful about negative values.
1703 * In general, the checks below are only needed if change 1136 * In general, the checks below are only needed if change
1704 * is not +/-1 1137 * is not +/-1
1705 */ 1138 */
1706 if (new_level < 0) m->darkness = 0; 1139 if (new_level < 0)
1707 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1140 darkness = 0;
1141 else if (new_level >= MAX_DARKNESS)
1142 darkness = MAX_DARKNESS;
1143 else
1708 else m->darkness=new_level; 1144 darkness = new_level;
1709 1145
1710 /* All clients need to get re-updated for the change */ 1146 /* All clients need to get re-updated for the change */
1711 update_all_map_los(m); 1147 update_all_map_los (this);
1712 return 1; 1148 return 1;
1713} 1149}
1714
1715 1150
1716/* 1151/*
1717 * This function updates various attributes about a specific space 1152 * This function updates various attributes about a specific space
1718 * on the map (what it looks like, whether it blocks magic, 1153 * on the map (what it looks like, whether it blocks magic,
1719 * has a living creatures, prevents people from passing 1154 * has a living creatures, prevents people from passing
1720 * through, etc) 1155 * through, etc)
1721 */ 1156 */
1722void update_position (mapstruct *m, int x, int y) { 1157void
1158mapspace::update_ ()
1159{
1723 object *tmp, *last = NULL; 1160 object *tmp, *last = 0;
1724 uint8 flags = 0, oldflags, light=0, anywhere=0; 1161 uint8 flags = 0, light = 0, anywhere = 0;
1725 New_Face *top,*floor, *middle; 1162 New_Face *top, *floor, *middle;
1726 object *top_obj, *floor_obj, *middle_obj; 1163 object *top_obj, *floor_obj, *middle_obj;
1727 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1728 1165
1729 oldflags = GET_MAP_FLAGS(m,x,y);
1730 if (!(oldflags & P_NEED_UPDATE)) {
1731 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1732 m->path, x, y);
1733 return;
1734 }
1735
1736 middle=blank_face; 1166 middle = blank_face;
1737 top=blank_face; 1167 top = blank_face;
1738 floor=blank_face; 1168 floor = blank_face;
1739 1169
1740 middle_obj = NULL; 1170 middle_obj = 0;
1741 top_obj = NULL; 1171 top_obj = 0;
1742 floor_obj = NULL; 1172 floor_obj = 0;
1743 1173
1744 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1745 1175 {
1746 /* This could be made additive I guess (two lights better than 1176 /* This could be made additive I guess (two lights better than
1747 * one). But if so, it shouldn't be a simple additive - 2 1177 * one). But if so, it shouldn't be a simple additive - 2
1748 * light bulbs do not illuminate twice as far as once since 1178 * light bulbs do not illuminate twice as far as once since
1749 * it is a disapation factor that is squared (or is it cubed?) 1179 * it is a dissapation factor that is cubed.
1750 */ 1180 */
1751 if (tmp->glow_radius > light) light = tmp->glow_radius; 1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius;
1752 1183
1753 /* This call is needed in order to update objects the player 1184 /* This call is needed in order to update objects the player
1754 * is standing in that have animations (ie, grass, fire, etc). 1185 * is standing in that have animations (ie, grass, fire, etc).
1755 * However, it also causes the look window to be re-drawn 1186 * However, it also causes the look window to be re-drawn
1756 * 3 times each time the player moves, because many of the 1187 * 3 times each time the player moves, because many of the
1757 * functions the move_player calls eventualy call this. 1188 * functions the move_player calls eventualy call this.
1758 * 1189 *
1759 * Always put the player down for drawing. 1190 * Always put the player down for drawing.
1760 */ 1191 */
1761 if (!tmp->invisible) { 1192 if (!tmp->invisible)
1193 {
1762 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1763 top = tmp->face; 1196 top = tmp->face;
1764 top_obj = tmp; 1197 top_obj = tmp;
1765 } 1198 }
1766 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 {
1767 /* If we got a floor, that means middle and top were below it, 1201 /* If we got a floor, that means middle and top were below it,
1768 * so should not be visible, so we clear them. 1202 * so should not be visible, so we clear them.
1769 */ 1203 */
1770 middle=blank_face; 1204 middle = blank_face;
1771 top=blank_face; 1205 top = blank_face;
1772 floor = tmp->face; 1206 floor = tmp->face;
1773 floor_obj = tmp; 1207 floor_obj = tmp;
1774 } 1208 }
1775 /* Flag anywhere have high priority */ 1209 /* Flag anywhere have high priority */
1776 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 {
1777 middle = tmp->face; 1212 middle = tmp->face;
1778 1213
1779 middle_obj = tmp; 1214 middle_obj = tmp;
1780 anywhere =1; 1215 anywhere = 1;
1781 } 1216 }
1782 /* Find the highest visible face around. If equal 1217 /* Find the highest visible face around. If equal
1783 * visibilities, we still want the one nearer to the 1218 * visibilities, we still want the one nearer to the
1784 * top 1219 * top
1785 */ 1220 */
1786 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1222 {
1787 middle = tmp->face; 1223 middle = tmp->face;
1788 middle_obj = tmp; 1224 middle_obj = tmp;
1789 } 1225 }
1790 } 1226 }
1227
1791 if (tmp==tmp->above) { 1228 if (tmp == tmp->above)
1229 {
1792 LOG(llevError, "Error in structure of map\n"); 1230 LOG (llevError, "Error in structure of map\n");
1793 exit (-1); 1231 exit (-1);
1794 } 1232 }
1795 1233
1796 move_slow |= tmp->move_slow; 1234 move_slow |= tmp->move_slow;
1797 move_block |= tmp->move_block; 1235 move_block |= tmp->move_block;
1798 move_on |= tmp->move_on; 1236 move_on |= tmp->move_on;
1799 move_off |= tmp->move_off; 1237 move_off |= tmp->move_off;
1800 move_allow |= tmp->move_allow; 1238 move_allow |= tmp->move_allow;
1801 1239
1802 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1803 flags |= P_IS_ALIVE;
1804 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1805 flags |= P_NO_MAGIC;
1806 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1807 flags |= P_NO_CLERIC;
1808 if (tmp->type == SAFE_GROUND)
1809 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1810
1811 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1240 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1812 flags |= P_BLOCKSVIEW; 1241 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1813 } /* for stack of objects */ 1242 if (tmp->type == PLAYER) flags |= P_PLAYER;
1814 1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1815 /* we don't want to rely on this function to have accurate flags, but 1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1816 * since we're already doing the work, we calculate them here. 1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1817 * if they don't match, logic is broken someplace.
1818 */
1819 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1820 (!(oldflags & P_NO_ERROR))) {
1821 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1822 m->path, x, y,
1823 (oldflags & ~P_NEED_UPDATE), flags);
1824 } 1246 }
1825 SET_MAP_FLAGS(m, x, y, flags);
1826 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1827 SET_MAP_MOVE_ON(m, x, y, move_on);
1828 SET_MAP_MOVE_OFF(m, x, y, move_off);
1829 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1830 1247
1248 this->light = light;
1249 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on;
1252 this->move_off = move_off;
1253 this->move_slow = move_slow;
1254
1831 /* At this point, we have a floor face (if there is a floor), 1255 /* At this point, we have a floor face (if there is a floor),
1832 * and the floor is set - we are not going to touch it at 1256 * and the floor is set - we are not going to touch it at
1833 * this point. 1257 * this point.
1834 * middle contains the highest visibility face. 1258 * middle contains the highest visibility face.
1835 * top contains a player/monster face, if there is one. 1259 * top contains a player/monster face, if there is one.
1836 * 1260 *
1837 * We now need to fill in top.face and/or middle.face. 1261 * We now need to fill in top.face and/or middle.face.
1838 */ 1262 */
1839 1263
1840 /* If the top face also happens to be high visibility, re-do our 1264 /* If the top face also happens to be high visibility, re-do our
1841 * middle face. This should not happen, as we already have the 1265 * middle face. This should not happen, as we already have the
1842 * else statement above so middle should not get set. OTOH, it 1266 * else statement above so middle should not get set. OTOH, it
1843 * may be possible for the faces to match but be different objects. 1267 * may be possible for the faces to match but be different objects.
1844 */ 1268 */
1845 if (top == middle) middle=blank_face; 1269 if (top == middle)
1270 middle = blank_face;
1846 1271
1847 /* There are three posibilities at this point: 1272 /* There are three posibilities at this point:
1848 * 1) top face is set, need middle to be set. 1273 * 1) top face is set, need middle to be set.
1849 * 2) middle is set, need to set top. 1274 * 2) middle is set, need to set top.
1850 * 3) neither middle or top is set - need to set both. 1275 * 3) neither middle or top is set - need to set both.
1851 */ 1276 */
1852 1277
1853 for (tmp=last; tmp; tmp=tmp->below) { 1278 for (tmp = last; tmp; tmp = tmp->below)
1279 {
1854 /* Once we get to a floor, stop, since we already have a floor object */ 1280 /* Once we get to a floor, stop, since we already have a floor object */
1855 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break;
1856 1283
1857 /* If two top faces are already set, quit processing */ 1284 /* If two top faces are already set, quit processing */
1858 if ((top != blank_face) && (middle != blank_face)) break; 1285 if ((top != blank_face) && (middle != blank_face))
1286 break;
1859 1287
1860 /* Only show visible faces, unless its the editor - show all */ 1288 /* Only show visible faces, unless its the editor - show all */
1861 if (!tmp->invisible || editor) { 1289 if (!tmp->invisible || editor)
1290 {
1862 /* Fill in top if needed */ 1291 /* Fill in top if needed */
1863 if (top == blank_face) { 1292 if (top == blank_face)
1293 {
1864 top = tmp->face; 1294 top = tmp->face;
1865 top_obj = tmp; 1295 top_obj = tmp;
1296 if (top == middle)
1866 if (top == middle) middle=blank_face; 1297 middle = blank_face;
1298 }
1867 } else { 1299 else
1300 {
1868 /* top is already set - we should only get here if 1301 /* top is already set - we should only get here if
1869 * middle is not set 1302 * middle is not set
1870 * 1303 *
1871 * Set the middle face and break out, since there is nothing 1304 * Set the middle face and break out, since there is nothing
1872 * more to fill in. We don't check visiblity here, since 1305 * more to fill in. We don't check visiblity here, since
1873 * 1306 *
1874 */ 1307 */
1875 if (tmp->face != top ) { 1308 if (tmp->face != top)
1309 {
1876 middle = tmp->face; 1310 middle = tmp->face;
1877 middle_obj = tmp; 1311 middle_obj = tmp;
1878 break; 1312 break;
1879 } 1313 }
1880 } 1314 }
1881 } 1315 }
1882 } 1316 }
1883 if (middle == floor) middle = blank_face; 1317
1884 if (top == middle) middle = blank_face; 1318 if (middle == floor)
1885 SET_MAP_FACE(m,x,y,top,0);
1886 if(top != blank_face)
1887 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1888 else
1889 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1890 SET_MAP_FACE(m,x,y,middle,1);
1891 if(middle != blank_face) 1319 middle = blank_face;
1892 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1893 else
1894 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1895 SET_MAP_FACE(m,x,y,floor,2);
1896 if(floor != blank_face)
1897 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1898 else
1899 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1900 SET_MAP_LIGHT(m,x,y,light);
1901}
1902 1320
1321 if (top == middle)
1322 middle = blank_face;
1903 1323
1904void set_map_reset_time(mapstruct *map) { 1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1905 int timeout; 1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1906 1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1907 timeout = MAP_RESET_TIMEOUT(map);
1908 if (timeout <= 0)
1909 timeout = MAP_DEFAULTRESET;
1910 if (timeout >= MAP_MAXRESET)
1911 timeout = MAP_MAXRESET;
1912 MAP_WHEN_RESET(map) = seconds()+timeout;
1913} 1327}
1914 1328
1915/* this updates the orig_map->tile_map[tile_num] value after loading 1329/* this updates the orig_map->tile_map[tile_num] value after loading
1916 * the map. It also takes care of linking back the freshly loaded 1330 * the map. It also takes care of linking back the freshly loaded
1917 * maps tile_map values if it tiles back to this one. It returns 1331 * maps tile_map values if it tiles back to this one. It returns
1918 * the value of orig_map->tile_map[tile_num]. It really only does this 1332 * the value of orig_map->tile_map[tile_num]. It really only does this
1919 * so that it is easier for calling functions to verify success. 1333 * so that it is easier for calling functions to verify success.
1920 */ 1334 */
1921 1335static maptile *
1922static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1336load_and_link_tiled_map (maptile *orig_map, int tile_num)
1923{ 1337{
1338 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1339
1340 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1341 {
1342 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1343 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1344 &orig_map->tile_path[tile_num], &orig_map->path);
1345 mp = new maptile (1, 1);
1346 mp->alloc ();
1347 mp->in_memory = MAP_IN_MEMORY;
1348 }
1349
1924 int dest_tile = (tile_num +2) % 4; 1350 int dest_tile = (tile_num + 2) % 4;
1925 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1926 1351
1927 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1352 orig_map->tile_map[tile_num] = mp;
1928 1353
1929 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1354 // optimisation: back-link map to origin map if euclidean
1930 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1355 //TODO: non-euclidean maps MUST GO
1931 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1356 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1932 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1357 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1933 1358
1934 return orig_map->tile_map[tile_num]; 1359 return mp;
1935} 1360}
1936 1361
1937/* this returns TRUE if the coordinates (x,y) are out of 1362/* this returns TRUE if the coordinates (x,y) are out of
1938 * map m. This function also takes into account any 1363 * map m. This function also takes into account any
1939 * tiling considerations, loading adjacant maps as needed. 1364 * tiling considerations, loading adjacant maps as needed.
1940 * This is the function should always be used when it 1365 * This is the function should always be used when it
1941 * necessary to check for valid coordinates. 1366 * necessary to check for valid coordinates.
1942 * This function will recursively call itself for the 1367 * This function will recursively call itself for the
1943 * tiled maps. 1368 * tiled maps.
1944 * 1369 */
1945 * 1370int
1946 */
1947int out_of_map(mapstruct *m, int x, int y) 1371out_of_map (maptile *m, int x, int y)
1948{ 1372{
1949
1950 /* If we get passed a null map, this is obviously the 1373 /* If we get passed a null map, this is obviously the
1951 * case. This generally shouldn't happen, but if the 1374 * case. This generally shouldn't happen, but if the
1952 * map loads fail below, it could happen. 1375 * map loads fail below, it could happen.
1953 */ 1376 */
1954 if (!m) return 0; 1377 if (!m)
1955
1956 if (x<0) {
1957 if (!m->tile_path[3]) return 1;
1958 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1959 load_and_link_tiled_map(m, 3);
1960 }
1961 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1962 }
1963 if (x>=MAP_WIDTH(m)) {
1964 if (!m->tile_path[1]) return 1;
1965 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1966 load_and_link_tiled_map(m, 1);
1967 }
1968 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1969 }
1970 if (y<0) {
1971 if (!m->tile_path[0]) return 1;
1972 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1973 load_and_link_tiled_map(m, 0);
1974 }
1975 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1976 }
1977 if (y>=MAP_HEIGHT(m)) {
1978 if (!m->tile_path[2]) return 1;
1979 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 2);
1981 }
1982 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1983 }
1984
1985 /* Simple case - coordinates are within this local
1986 * map.
1987 */
1988 return 0; 1378 return 0;
1379
1380 if (x < 0)
1381 {
1382 if (!m->tile_path[3])
1383 return 1;
1384
1385 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1386 load_and_link_tiled_map (m, 3);
1387
1388 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1389 }
1390
1391 if (x >= m->width)
1392 {
1393 if (!m->tile_path[1])
1394 return 1;
1395
1396 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1397 load_and_link_tiled_map (m, 1);
1398
1399 return out_of_map (m->tile_map[1], x - m->width, y);
1400 }
1401
1402 if (y < 0)
1403 {
1404 if (!m->tile_path[0])
1405 return 1;
1406
1407 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1408 load_and_link_tiled_map (m, 0);
1409
1410 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1411 }
1412
1413 if (y >= m->height)
1414 {
1415 if (!m->tile_path[2])
1416 return 1;
1417
1418 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1419 load_and_link_tiled_map (m, 2);
1420
1421 return out_of_map (m->tile_map[2], x, y - m->height);
1422 }
1423
1424 /* Simple case - coordinates are within this local
1425 * map.
1426 */
1427 return 0;
1989} 1428}
1990 1429
1991/* This is basically the same as out_of_map above, but 1430/* This is basically the same as out_of_map above, but
1992 * instead we return NULL if no map is valid (coordinates 1431 * instead we return NULL if no map is valid (coordinates
1993 * out of bounds and no tiled map), otherwise it returns 1432 * out of bounds and no tiled map), otherwise it returns
1994 * the map as that the coordinates are really on, and 1433 * the map as that the coordinates are really on, and
1995 * updates x and y to be the localized coordinates. 1434 * updates x and y to be the localized coordinates.
1996 * Using this is more efficient of calling out_of_map 1435 * Using this is more efficient of calling out_of_map
1997 * and then figuring out what the real map is 1436 * and then figuring out what the real map is
1998 */ 1437 */
1438maptile *
1999mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2000{ 1440{
2001
2002 if (*x<0) { 1441 if (*x < 0)
1442 {
2003 if (!m->tile_path[3]) return NULL; 1443 if (!m->tile_path[3])
1444 return 0;
1445
2004 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1446 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2005 load_and_link_tiled_map(m, 3); 1447 load_and_link_tiled_map (m, 3);
2006 1448
2007 *x += MAP_WIDTH(m->tile_map[3]); 1449 *x += m->tile_map[3]->width;
2008 return (get_map_from_coord(m->tile_map[3], x, y)); 1450 return (get_map_from_coord (m->tile_map[3], x, y));
1451 }
1452
1453 if (*x >= m->width)
2009 } 1454 {
2010 if (*x>=MAP_WIDTH(m)) {
2011 if (!m->tile_path[1]) return NULL; 1455 if (!m->tile_path[1])
1456 return 0;
1457
2012 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1458 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2013 load_and_link_tiled_map(m, 1); 1459 load_and_link_tiled_map (m, 1);
2014 1460
2015 *x -= MAP_WIDTH(m); 1461 *x -= m->width;
2016 return (get_map_from_coord(m->tile_map[1], x, y)); 1462 return (get_map_from_coord (m->tile_map[1], x, y));
1463 }
1464
1465 if (*y < 0)
2017 } 1466 {
2018 if (*y<0) {
2019 if (!m->tile_path[0]) return NULL; 1467 if (!m->tile_path[0])
1468 return 0;
1469
2020 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1470 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2021 load_and_link_tiled_map(m, 0); 1471 load_and_link_tiled_map (m, 0);
2022 1472
2023 *y += MAP_HEIGHT(m->tile_map[0]); 1473 *y += m->tile_map[0]->height;
2024 return (get_map_from_coord(m->tile_map[0], x, y)); 1474 return (get_map_from_coord (m->tile_map[0], x, y));
1475 }
1476
1477 if (*y >= m->height)
2025 } 1478 {
2026 if (*y>=MAP_HEIGHT(m)) {
2027 if (!m->tile_path[2]) return NULL; 1479 if (!m->tile_path[2])
1480 return 0;
1481
2028 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1482 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2029 load_and_link_tiled_map(m, 2); 1483 load_and_link_tiled_map (m, 2);
2030 1484
2031 *y -= MAP_HEIGHT(m); 1485 *y -= m->height;
2032 return (get_map_from_coord(m->tile_map[2], x, y)); 1486 return (get_map_from_coord (m->tile_map[2], x, y));
2033 } 1487 }
2034 1488
2035 /* Simple case - coordinates are within this local 1489 /* Simple case - coordinates are within this local
2036 * map. 1490 * map.
2037 */ 1491 */
2038
2039 return m; 1492 return m;
2040} 1493}
2041 1494
2042/** 1495/**
2043 * Return whether map2 is adjacent to map1. If so, store the distance from 1496 * Return whether map2 is adjacent to map1. If so, store the distance from
2044 * map1 to map2 in dx/dy. 1497 * map1 to map2 in dx/dy.
2045 */ 1498 */
1499static int
2046static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1500adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1501{
2047 if (!map1 || !map2) 1502 if (!map1 || !map2)
2048 return 0; 1503 return 0;
2049 1504
2050 if (map1 == map2) { 1505 if (map1 == map2)
1506 {
2051 *dx = 0; 1507 *dx = 0;
2052 *dy = 0; 1508 *dy = 0;
2053 1509 }
2054 } else if (map1->tile_map[0] == map2) { /* up */ 1510 else if (map1->tile_map[0] == map2)
1511 { /* up */
2055 *dx = 0; 1512 *dx = 0;
2056 *dy = -MAP_HEIGHT(map2); 1513 *dy = -map2->height;
1514 }
2057 } else if (map1->tile_map[1] == map2) { /* right */ 1515 else if (map1->tile_map[1] == map2)
2058 *dx = MAP_WIDTH(map1); 1516 { /* right */
1517 *dx = map1->width;
2059 *dy = 0; 1518 *dy = 0;
1519 }
2060 } else if (map1->tile_map[2] == map2) { /* down */ 1520 else if (map1->tile_map[2] == map2)
1521 { /* down */
2061 *dx = 0; 1522 *dx = 0;
2062 *dy = MAP_HEIGHT(map1); 1523 *dy = map1->height;
1524 }
2063 } else if (map1->tile_map[3] == map2) { /* left */ 1525 else if (map1->tile_map[3] == map2)
2064 *dx = -MAP_WIDTH(map2); 1526 { /* left */
1527 *dx = -map2->width;
2065 *dy = 0; 1528 *dy = 0;
2066 1529 }
2067 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1530 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1531 { /* up right */
2068 *dx = MAP_WIDTH(map1->tile_map[0]); 1532 *dx = map1->tile_map[0]->width;
2069 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1533 *dy = -map1->tile_map[0]->height;
1534 }
2070 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1535 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2071 *dx = -MAP_WIDTH(map2); 1536 { /* up left */
2072 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1537 *dx = -map2->width;
1538 *dy = -map1->tile_map[0]->height;
1539 }
2073 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1540 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2074 *dx = MAP_WIDTH(map1); 1541 { /* right up */
2075 *dy = -MAP_HEIGHT(map2); 1542 *dx = map1->width;
1543 *dy = -map2->height;
1544 }
2076 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1545 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2077 *dx = MAP_WIDTH(map1); 1546 { /* right down */
2078 *dy = MAP_HEIGHT(map1->tile_map[1]); 1547 *dx = map1->width;
1548 *dy = map1->tile_map[1]->height;
1549 }
2079 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1550 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1551 { /* down right */
2080 *dx = MAP_WIDTH(map1->tile_map[2]); 1552 *dx = map1->tile_map[2]->width;
2081 *dy = MAP_HEIGHT(map1); 1553 *dy = map1->height;
1554 }
2082 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1555 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2083 *dx = -MAP_WIDTH(map2); 1556 { /* down left */
2084 *dy = MAP_HEIGHT(map1); 1557 *dx = -map2->width;
1558 *dy = map1->height;
1559 }
2085 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1560 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1561 { /* left up */
2086 *dx = -MAP_WIDTH(map1->tile_map[3]); 1562 *dx = -map1->tile_map[3]->width;
2087 *dy = -MAP_HEIGHT(map2); 1563 *dy = -map2->height;
1564 }
2088 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1565 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1566 { /* left down */
2089 *dx = -MAP_WIDTH(map1->tile_map[3]); 1567 *dx = -map1->tile_map[3]->width;
2090 *dy = MAP_HEIGHT(map1->tile_map[3]); 1568 *dy = map1->tile_map[3]->height;
2091
2092 } else { /* not "adjacent" enough */
2093 return 0;
2094 } 1569 }
2095 1570 else
2096 return 1; 1571 return 0;
1572
1573 return 1;
2097} 1574}
2098 1575
2099/* From map.c 1576/* From map.c
2100 * This is used by get_player to determine where the other 1577 * This is used by get_player to determine where the other
2101 * creature is. get_rangevector takes into account map tiling, 1578 * creature is. get_rangevector takes into account map tiling,
2114 * be unexpected 1591 * be unexpected
2115 * 1592 *
2116 * currently, the only flag supported (0x1) is don't translate for 1593 * currently, the only flag supported (0x1) is don't translate for
2117 * closest body part of 'op1' 1594 * closest body part of 'op1'
2118 */ 1595 */
2119 1596void
2120void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1597get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1598{
2121 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1599 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1600 {
2122 /* be conservative and fill in _some_ data */ 1601 /* be conservative and fill in _some_ data */
2123 retval->distance = 100000; 1602 retval->distance = 100000;
2124 retval->distance_x = 32767; 1603 retval->distance_x = 32767;
2125 retval->distance_y = 32767; 1604 retval->distance_y = 32767;
2126 retval->direction = 0; 1605 retval->direction = 0;
2127 retval->part = 0; 1606 retval->part = 0;
2128 } else { 1607 }
1608 else
1609 {
2129 object *best; 1610 object *best;
2130 1611
2131 retval->distance_x += op2->x-op1->x; 1612 retval->distance_x += op2->x - op1->x;
2132 retval->distance_y += op2->y-op1->y; 1613 retval->distance_y += op2->y - op1->y;
2133 1614
2134 best = op1; 1615 best = op1;
2135 /* If this is multipart, find the closest part now */ 1616 /* If this is multipart, find the closest part now */
2136 if (!(flags&0x1) && op1->more) { 1617 if (!(flags & 0x1) && op1->more)
1618 {
2137 object *tmp; 1619 object *tmp;
2138 int best_distance = retval->distance_x*retval->distance_x+ 1620 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2139 retval->distance_y*retval->distance_y, tmpi;
2140 1621
2141 /* we just take the offset of the piece to head to figure 1622 /* we just take the offset of the piece to head to figure
2142 * distance instead of doing all that work above again 1623 * distance instead of doing all that work above again
2143 * since the distance fields we set above are positive in the 1624 * since the distance fields we set above are positive in the
2144 * same axis as is used for multipart objects, the simply arithmetic 1625 * same axis as is used for multipart objects, the simply arithmetic
2145 * below works. 1626 * below works.
2146 */ 1627 */
2147 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1628 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1629 {
2148 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1630 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2149 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1631 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2150 if (tmpi < best_distance) { 1632 if (tmpi < best_distance)
1633 {
2151 best_distance = tmpi; 1634 best_distance = tmpi;
2152 best = tmp; 1635 best = tmp;
2153 } 1636 }
2154 } 1637 }
2155 if (best != op1) { 1638 if (best != op1)
1639 {
2156 retval->distance_x += op1->x-best->x; 1640 retval->distance_x += op1->x - best->x;
2157 retval->distance_y += op1->y-best->y; 1641 retval->distance_y += op1->y - best->y;
2158 } 1642 }
2159 } 1643 }
2160 retval->part = best; 1644 retval->part = best;
2161 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1645 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2162 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1646 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2163 } 1647 }
2164} 1648}
2165 1649
2166/* this is basically the same as get_rangevector above, but instead of 1650/* this is basically the same as get_rangevector above, but instead of
2167 * the first parameter being an object, it instead is the map 1651 * the first parameter being an object, it instead is the map
2172 * be more consistant with the above function and also in case they are needed 1656 * be more consistant with the above function and also in case they are needed
2173 * for something in the future. Also, since no object is pasted, the best 1657 * for something in the future. Also, since no object is pasted, the best
2174 * field of the rv_vector is set to NULL. 1658 * field of the rv_vector is set to NULL.
2175 */ 1659 */
2176 1660
1661void
2177void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1662get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1663{
2178 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1664 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1665 {
2179 /* be conservative and fill in _some_ data */ 1666 /* be conservative and fill in _some_ data */
2180 retval->distance = 100000; 1667 retval->distance = 100000;
2181 retval->distance_x = 32767; 1668 retval->distance_x = 32767;
2182 retval->distance_y = 32767; 1669 retval->distance_y = 32767;
2183 retval->direction = 0; 1670 retval->direction = 0;
2184 retval->part = 0; 1671 retval->part = 0;
2185 } else { 1672 }
1673 else
1674 {
2186 retval->distance_x += op2->x-x; 1675 retval->distance_x += op2->x - x;
2187 retval->distance_y += op2->y-y; 1676 retval->distance_y += op2->y - y;
2188 1677
2189 retval->part = NULL; 1678 retval->part = NULL;
2190 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1679 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2191 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1680 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2192 } 1681 }
2193} 1682}
2194 1683
2195/* Returns true of op1 and op2 are effectively on the same map 1684/* Returns true of op1 and op2 are effectively on the same map
2196 * (as related to map tiling). Note that this looks for a path from 1685 * (as related to map tiling). Note that this looks for a path from
2197 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1686 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2198 * to op1, this will still return false. 1687 * to op1, this will still return false.
2199 * Note we only look one map out to keep the processing simple 1688 * Note we only look one map out to keep the processing simple
2200 * and efficient. This could probably be a macro. 1689 * and efficient. This could probably be a macro.
2201 * MSW 2001-08-05 1690 * MSW 2001-08-05
2202 */ 1691 */
1692int
2203int on_same_map(const object *op1, const object *op2) { 1693on_same_map (const object *op1, const object *op2)
1694{
2204 int dx, dy; 1695 int dx, dy;
2205 1696
2206 return adjacent_map(op1->map, op2->map, &dx, &dy); 1697 return adjacent_map (op1->map, op2->map, &dx, &dy);
2207} 1698}
1699
1700object *
1701maptile::insert (object *op, int x, int y, object *originator, int flags)
1702{
1703 if (!op->flag [FLAG_REMOVED])
1704 op->remove ();
1705
1706 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1707}
1708

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines