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Comparing deliantra/server/common/map.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.70 by root, Thu Jan 4 20:29:45 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.2 2006/08/15 15:00:20 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62 31
63/* 32/*
64 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname 36 * it really should be called create_mapname
68 */ 37 */
69 38const char *
70const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
71 static char buf[MAX_BUF]; 41 static char buf[8192];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf); 43 return buf;
81} 44}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141 45
142/* 46/*
143 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned. 49 * is returned.
152 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
156 */ 60 */
157 61int
158int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
159{ 63{
160 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
161#ifndef WIN32 65
162 char *endbuf; 66 char *endbuf;
163 struct stat statbuf; 67 struct stat statbuf;
164 int mode = 0, i; 68 int mode = 0;
165#endif
166 69
167 if (prepend_dir) 70 if (prepend_dir)
168 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
169 else 72 else
170 strcpy(buf, name); 73 strcpy (buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174 74
175 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
178 * all the names. 78 * all the names.
179 */ 79 */
180 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
181 81
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1); 83 return -1;
192 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
193 return (-1); 85 return (-1);
194 86
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4; 89 mode |= 4;
199 90
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2; 93 mode |= 2;
204 94
205 return (mode); 95 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245} 96}
246 97
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
252 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
256 */ 107 */
108int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 110{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 111 sint16 newx = x;
265 newy = y; 112 sint16 newy = y;
113
266 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 115
268 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
269 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 120 if (nx) *nx = newx;
271 if (ny) *ny = newy; 121 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 if (mp->safe_map)
274 retval |= P_NO_MAGIC | P_NO_CLERIC | P_SAFE_MAP;
275 return retval;
276}
277 122
123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
124}
278 125
279/* 126/*
280 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
281 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
282 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
286 * monster. 133 * monster.
287 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
288 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
289 * by the caller. 136 * by the caller.
290 */ 137 */
291 138int
292int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
293 object *tmp; 141 object *tmp;
294 int mflags, blocked; 142 int mflags, blocked;
295 143
296 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
297 * have already checked this. 145 * have already checked this.
298 */ 146 */
299 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
300 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
301 return 1; 150 return 1;
302 } 151 }
303 152
304 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
305 * directly. 154 * directly.
306 */ 155 */
307 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
308 157
309 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
310 159
311 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
312 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
313 * things we need to do for players. 162 * things we need to do for players.
314 */ 163 */
315 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
316
317 /* if there isn't anytyhing alive on this space, and this space isn't
318 * otherwise blocked, we can return now. Only if there is a living
319 * creature do we need to investigate if it is part of this creature
320 * or another. Likewise, only if something is blocking us do we
321 * need to investigate if there is a special circumstance that would
322 * let the player through (inventory checkers for example)
323 */
324 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
325
326 if(ob->head != NULL)
327 ob=ob->head;
328
329 /* We basically go through the stack of objects, and if there is
330 * some other object that has NO_PASS or FLAG_ALIVE set, return
331 * true. If we get through the entire stack, that must mean
332 * ob is blocking it, so return 0.
333 */
334 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
335
336 /* This must be before the checks below. Code for inventory checkers. */
337 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
338 /* If last_sp is set, the player/monster needs an object,
339 * so we check for it. If they don't have it, they can't
340 * pass through this space.
341 */
342 if (tmp->last_sp) {
343 if (check_inv_recursive(ob,tmp)==NULL)
344 return 1;
345 else
346 continue;
347 } else {
348 /* In this case, the player must not have the object -
349 * if they do, they can't pass through.
350 */
351 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
352 return 1;
353 else
354 continue;
355 }
356 } /* if check_inv */
357 else {
358 /* Broke apart a big nasty if into several here to make
359 * this more readable. first check - if the space blocks
360 * movement, can't move here.
361 * second - if a monster, can't move there, unles it is a
362 * hidden dm
363 */
364 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
365 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
366 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
367 return 1;
368 }
369
370 }
371 return 0; 165 return 0;
166
167 /* if there isn't anytyhing alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example)
173 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
176
177 if (ob->head != NULL)
178 ob = ob->head;
179
180 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0.
184 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
187
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
191 /* If last_sp is set, the player/monster needs an object,
192 * so we check for it. If they don't have it, they can't
193 * pass through this space.
194 */
195 if (tmp->last_sp)
196 {
197 if (check_inv_recursive (ob, tmp) == NULL)
198 return 1;
199 else
200 continue;
201 }
202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
215 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks
217 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a
219 * hidden dm
220 */
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1;
226 }
227
228 }
229 return 0;
372} 230}
373 231
374 232
375/* 233/*
376 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
396 * 254 *
397 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
398 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
399 * against the move_block values. 257 * against the move_block values.
400 */ 258 */
401 259int
402int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
403 archetype *tmp; 262 archetype *tmp;
404 int flag; 263 int flag;
405 mapstruct *m1; 264 maptile *m1;
406 sint16 sx, sy; 265 sint16 sx, sy;
407 266
408 if(ob==NULL) { 267 if (!ob)
268 {
409 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
410 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
411 272
412 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
413 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
414 } 275 }
415 276
416 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
417 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
418 280
419 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
420 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
421 285
286 mapspace &ms = m1->at (sx, sy);
287
422 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
423 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
424 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
425 */ 291 */
426 292
427 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
428 295
429 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
430 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
431 */ 298 */
432 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
433 return AB_NO_PASS; 300 return P_NO_PASS;
434
435 } 301 }
302
436 return 0; 303 return 0;
437} 304}
438 305
439/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
440 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
441 * and insert them properly. 308 * and insert them properly.
442 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
443 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
444 */ 311 */
445 312void
446void fix_container(object *container) 313fix_container (object *container)
447{ 314{
448 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
449 316
450 container->inv=NULL; 317 container->inv = 0;
451 while (tmp!=NULL) { 318 while (tmp)
319 {
452 next = tmp->below; 320 next = tmp->below;
453 if (tmp->inv) 321 if (tmp->inv)
454 fix_container(tmp); 322 fix_container (tmp);
323
455 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
456 tmp = next; 325 tmp = next;
457 } 326 }
327
458 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
459 * carrying. 329 * carrying.
460 */ 330 */
461 sum_weight(container); 331 sum_weight (container);
332}
333
334void
335maptile::set_object_flag (int flag, int value)
336{
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
462} 343}
463 344
464/* link_multipart_objects go through all the objects on the map looking 345/* link_multipart_objects go through all the objects on the map looking
465 * for objects whose arch says they are multipart yet according to the 346 * for objects whose arch says they are multipart yet according to the
466 * info we have, they only have the head (as would be expected when 347 * info we have, they only have the head (as would be expected when
467 * they are saved). We do have to look for the old maps that did save 348 * they are saved). We do have to look for the old maps that did save
468 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
469 */ 350 */
470 351void
471static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
472{ 353{
473 int x,y; 354 if (!spaces)
474 object *tmp, *op, *last, *above; 355 return;
475 archetype *at;
476 356
477 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
478 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
479 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
480 above=tmp->above; 360 object *above = tmp->above;
481 361
482 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
483 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
484 364 {
485 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
486 * won't do anything. 366 * won't do anything.
487 */ 367 */
488 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
489 op = arch_to_object(at); 374 op = arch_to_object (at);
490 375
491 /* update x,y coordinates */ 376 /* update x,y coordinates */
492 op->x += tmp->x; 377 op->x += tmp->x;
493 op->y += tmp->y; 378 op->y += tmp->y;
494 op->head = tmp; 379 op->head = tmp;
495 op->map = m; 380 op->map = this;
496 last->more = op; 381 last->more = op;
497 if (tmp->name != op->name) { 382 op->name = tmp->name;
498 if (op->name) free_string(op->name); 383 op->title = tmp->title;
499 op->name = add_string(tmp->name); 384
500 }
501 if (tmp->title != op->title) {
502 if (op->title) free_string(op->title);
503 op->title = add_string(tmp->title);
504 }
505 /* we could link all the parts onto tmp, and then just 385 /* we could link all the parts onto tmp, and then just
506 * call insert_ob_in_map once, but the effect is the same, 386 * call insert_ob_in_map once, but the effect is the same,
507 * as insert_ob_in_map will call itself with each part, and 387 * as insert_ob_in_map will call itself with each part, and
508 * the coding is simpler to just to it here with each part. 388 * the coding is simpler to just to it here with each part.
509 */ 389 */
510 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
511 } /* for at = tmp->arch->more */ 391 }
512 } /* for objects on this space */ 392 }
393
394 tmp = above;
395 }
513} 396}
514
515
516 397
517/* 398/*
518 * Loads (ands parses) the objects into a given map from the specified 399 * Loads (ands parses) the objects into a given map from the specified
519 * file pointer. 400 * file pointer.
520 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
521 */ 402 */
522 403bool
523void load_objects (mapstruct *m, FILE *fp, int mapflags) { 404maptile::load_objects (object_thawer &thawer)
524 int i,j,bufstate=LO_NEWFILE; 405{
525 int unique; 406 int unique;
526 object *op, *prev=NULL,*last_more=NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
527 408
528 op=get_object(); 409 op = object::create ();
529 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
530 411
531 while((i=load_object(fp,op,bufstate, mapflags))) { 412 while (int i = load_object (thawer, op, 0))
532 /* Since the loading of the map header does not load an object 413 {
533 * anymore, we need to pass LO_NEWFILE for the first object loaded,
534 * and then switch to LO_REPEAT for faster loading.
535 */
536 bufstate = LO_REPEAT;
537
538 /* if the archetype for the object is null, means that we 414 /* if the archetype for the object is null, means that we
539 * got an invalid object. Don't do anything with it - the game 415 * got an invalid object. Don't do anything with it - the game
540 * or editor will not be able to do anything with it either. 416 * or editor will not be able to do anything with it either.
541 */ 417 */
542 if (op->arch==NULL) { 418 if (op->arch == NULL)
419 {
543 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
544 continue; 421 continue;
545 } 422 }
546 423
547 424 switch (i)
548 switch(i) { 425 {
549 case LL_NORMAL: 426 case LL_NORMAL:
550 /* if we are loading an overlay, put the floors on the bottom */
551 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
552 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
554 else
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
556 428
557 if (op->inv) 429 if (op->inv)
558 sum_weight(op); 430 sum_weight (op);
559 431
560 prev=op,last_more=op; 432 prev = op, last_more = op;
561 break; 433 break;
562 434
563 case LL_MORE: 435 case LL_MORE:
564 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
565 op->head=prev,last_more->more=op,last_more=op; 437 op->head = prev, last_more->more = op, last_more = op;
566 break; 438 break;
567 } 439 }
568 if (mapflags & MAP_STYLE) { 440
569 remove_from_active_list(op); 441 op = object::create ();
570 }
571 op=get_object();
572 op->map = m; 442 op->map = this;
573 } 443 }
444
445 op->destroy ();
446
447#if 0
574 for (i=0;i<m->width;i++){ 448 for (i = 0; i < width; i++)
575 for (j=0;j<m->height;j++){ 449 for (j = 0; j < height; j++)
450 {
576 unique =0; 451 unique = 0;
577 /* check for unique items, or unique squares */ 452 /* check for unique items, or unique squares */
578 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
579 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
580 unique = 1; 456 unique = 1;
457
581 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
582 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above)
510 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
515 unique = 1;
516
517 if (!op->can_map_save ())
518 continue;
519
520 if (unique || op->flag [FLAG_UNIQUE])
521 {
522 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1);
524 }
525 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1);
527 }
583 } 528 }
584 } 529
530 return true;
531}
532
533bool
534maptile::load_objects (const char *path, bool skip_header)
535{
536 object_thawer thawer (path);
537
538 if (!thawer)
539 return false;
540
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
585 } 550 }
586 free_object(op);
587 link_multipart_objects(m);
588}
589 551
590/* This saves all the objects on the map in a non destructive fashion. 552 return load_objects (thawer);
591 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 553}
592 * and we only save the head of multi part objects - this is needed 554
593 * in order to do map tiling properly. 555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path);
564}
565
566maptile::maptile ()
567{
568 in_memory = MAP_SWAPPED;
569
570 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour.
594 */ 572 */
595void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 573 width = 16;
596 int i, j = 0,unique=0; 574 height = 16;
597 object *op; 575 reset_timeout = 0;
598 /* first pass - save one-part objects */ 576 timeout = 300;
599 for(i = 0; i < MAP_WIDTH(m); i++) 577 enter_x = 0;
600 for (j = 0; j < MAP_HEIGHT(m); j++) { 578 enter_y = 0;
601 unique=0; 579}
602 for(op = get_map_ob (m, i, j); op; op = op->above) {
603 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
604 unique=1;
605 580
606 if(op->type == PLAYER) { 581maptile::maptile (int w, int h)
607 LOG(llevDebug, "Player on map that is being saved\n"); 582{
608 continue; 583 in_memory = MAP_SWAPPED;
609 }
610 584
611 if (op->head || op->owner) 585 width = w;
612 continue; 586 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
613 591
614 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 592 alloc ();
615 save_object( fp2 , op, 3);
616 else
617 if (flag == 0 ||
618 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
619 !QUERY_FLAG(op, FLAG_UNPAID))))
620 save_object(fp, op, 3);
621
622 } /* for this space */
623 } /* for this j */
624} 593}
625 594
626/* 595/*
627 * Allocates, initialises, and returns a pointer to a mapstruct.
628 * Modified to no longer take a path option which was not being
629 * used anyways. MSW 2001-07-01
630 */
631
632mapstruct *get_linked_map(void) {
633 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
634 mapstruct *mp;
635
636 if(map==NULL)
637 fatal(OUT_OF_MEMORY);
638
639 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
640 if(mp==NULL)
641 first_map=map;
642 else
643 mp->next=map;
644
645 map->in_memory=MAP_SWAPPED;
646 /* The maps used to pick up default x and y values from the
647 * map archetype. Mimic that behaviour.
648 */
649 MAP_WIDTH(map)=16;
650 MAP_HEIGHT(map)=16;
651 MAP_RESET_TIMEOUT(map)=0;
652 MAP_TIMEOUT(map)=300;
653 MAP_ENTER_X(map)=0;
654 MAP_ENTER_Y(map)=0;
655 /*set part to -1 indicating conversion to weather map not yet done*/
656 MAP_WORLDPARTX(map)=-1;
657 MAP_WORLDPARTY(map)=-1;
658 return map;
659}
660
661/*
662 * Allocates the arrays contained in a mapstruct. 596 * Allocates the arrays contained in a maptile.
663 * This basically allocates the dynamic array of spaces for the 597 * This basically allocates the dynamic array of spaces for the
664 * map. 598 * map.
665 */ 599 */
666 600void
667void allocate_map(mapstruct *m) { 601maptile::alloc ()
668 m->in_memory = MAP_IN_MEMORY; 602{
669 /* Log this condition and free the storage. We could I suppose
670 * realloc, but if the caller is presuming the data will be intact,
671 * that is their poor assumption.
672 */
673 if (m->spaces) { 603 if (spaces)
674 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
675 free(m->spaces);
676 }
677
678 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
679
680 if(m->spaces==NULL)
681 fatal(OUT_OF_MEMORY);
682}
683
684/* Create and returns a map of the specific size. Used
685 * in random map code and the editor.
686 */
687mapstruct *get_empty_map(int sizex, int sizey) {
688 mapstruct *m = get_linked_map();
689 m->width = sizex;
690 m->height = sizey;
691 m->in_memory = MAP_SWAPPED;
692 allocate_map(m);
693 return m; 604 return;
605
606 spaces = salloc0<mapspace> (size ());
694} 607}
695 608
696/* Takes a string from a map definition and outputs a pointer to the array of shopitems 609/* Takes a string from a map definition and outputs a pointer to the array of shopitems
697 * corresponding to that string. Memory is allocated for this, it must be freed 610 * corresponding to that string. Memory is allocated for this, it must be freed
698 * at a later date. 611 * at a later date.
699 * Called by parse_map_headers below. 612 * Called by parse_map_headers below.
700 */ 613 */
701 614static shopitems *
702static shopitems *parse_shop_string (const char *input_string) { 615parse_shop_string (const char *input_string)
616{
703 char *shop_string, *p, *q, *next_semicolon, *next_colon; 617 char *shop_string, *p, *q, *next_semicolon, *next_colon;
704 shopitems *items=NULL; 618 shopitems *items = NULL;
705 int i=0, number_of_entries=0; 619 int i = 0, number_of_entries = 0;
706 const typedata *current_type; 620 const typedata *current_type;
707 621
708 shop_string=strdup_local(input_string); 622 shop_string = strdup (input_string);
709 p=shop_string; 623 p = shop_string;
710 /* first we'll count the entries, we'll need that for allocating the array shortly */ 624 /* first we'll count the entries, we'll need that for allocating the array shortly */
711 while (p) { 625 while (p)
626 {
712 p=strchr(p, ';'); 627 p = strchr (p, ';');
713 number_of_entries++; 628 number_of_entries++;
714 if (p) p++; 629 if (p)
630 p++;
715 } 631 }
632
716 p=shop_string; 633 p = shop_string;
717 strip_endline(p); 634 strip_endline (p);
718 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 635 items = new shopitems[number_of_entries + 1];
719 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
720 for (i=0; i<number_of_entries; i++) { 636 for (i = 0; i < number_of_entries; i++)
721 if (!p) { 637 {
638 if (!p)
639 {
722 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 640 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
723 break; 641 break;
724 }
725 next_semicolon=strchr(p, ';');
726 next_colon=strchr(p, ':');
727 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
728 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
729 items[i].strength=atoi(strchr(p,':')+1);
730
731 if (isdigit(*p) || *p=='*') {
732 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
733 current_type=get_typedata(items[i].typenum);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].name_pl=current_type->name_pl;
737 }
738 }
739 else { /*we have a named type, let's figure out what it is */
740 q=strpbrk(p,";:");
741 if (q) *q='\0';
742
743 current_type=get_typedata_by_name(p);
744 if (current_type) {
745 items[i].name=current_type->name;
746 items[i].typenum=current_type->number;
747 items[i].name_pl=current_type->name_pl;
748 }
749 else { /* oh uh, something's wrong, let's free up this one, and try
750 * the next entry while we're at it, better print a warning
751 */
752 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
753 p, input_string);
754 }
755 } 642 }
643
644 next_semicolon = strchr (p, ';');
645 next_colon = strchr (p, ':');
646 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
647 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
648 items[i].strength = atoi (strchr (p, ':') + 1);
649
650 if (isdigit (*p) || *p == '*')
651 {
652 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
653 current_type = get_typedata (items[i].typenum);
654 if (current_type)
655 {
656 items[i].name = current_type->name;
657 items[i].name_pl = current_type->name_pl;
658 }
659 }
660 else
661 { /*we have a named type, let's figure out what it is */
662 q = strpbrk (p, ";:");
663 if (q)
664 *q = '\0';
665
666 current_type = get_typedata_by_name (p);
667 if (current_type)
668 {
669 items[i].name = current_type->name;
670 items[i].typenum = current_type->number;
671 items[i].name_pl = current_type->name_pl;
672 }
673 else
674 { /* oh uh, something's wrong, let's free up this one, and try
675 * the next entry while we're at it, better print a warning
676 */
677 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678 }
679 }
680
756 items[i].index=number_of_entries; 681 items[i].index = number_of_entries;
757 if (next_semicolon) p=++next_semicolon; 682 if (next_semicolon)
758 else p=NULL; 683 p = ++next_semicolon;
684 else
685 p = NULL;
759 } 686 }
687
760 free(shop_string); 688 free (shop_string);
761 return items; 689 return items;
762} 690}
763 691
764/* opposite of parse string, this puts the string that was originally fed in to 692/* opposite of parse string, this puts the string that was originally fed in to
765 * the map (or something equivilent) into output_string. */ 693 * the map (or something equivilent) into output_string. */
694static void
766static void print_shop_string(mapstruct *m, char *output_string) { 695print_shop_string (maptile *m, char *output_string)
696{
767 int i; 697 int i;
768 char tmp[MAX_BUF]; 698 char tmp[MAX_BUF];
699
769 strcpy(output_string, ""); 700 strcpy (output_string, "");
770 for (i=0; i< m->shopitems[0].index; i++) { 701 for (i = 0; i < m->shopitems[0].index; i++)
702 {
771 if (m->shopitems[i].typenum) { 703 if (m->shopitems[i].typenum)
704 {
772 if (m->shopitems[i].strength) { 705 if (m->shopitems[i].strength)
773 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
774 } 707 else
775 else sprintf(tmp, "%s;", m->shopitems[i].name); 708 sprintf (tmp, "%s;", m->shopitems[i].name);
776 } 709 }
777 else { 710 else
711 {
778 if (m->shopitems[i].strength) { 712 if (m->shopitems[i].strength)
779 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 713 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
780 } 714 else
781 else sprintf(tmp, "*"); 715 sprintf (tmp, "*");
782 } 716 }
717
783 strcat(output_string, tmp); 718 strcat (output_string, tmp);
784 } 719 }
785} 720}
786 721
787/* This loads the header information of the map. The header 722/* This loads the header information of the map. The header
788 * contains things like difficulty, size, timeout, etc. 723 * contains things like difficulty, size, timeout, etc.
792 * put all the stuff in the map object so that names actually make 727 * put all the stuff in the map object so that names actually make
793 * sense. 728 * sense.
794 * This could be done in lex (like the object loader), but I think 729 * This could be done in lex (like the object loader), but I think
795 * currently, there are few enough fields this is not a big deal. 730 * currently, there are few enough fields this is not a big deal.
796 * MSW 2001-07-01 731 * MSW 2001-07-01
797 * return 0 on success, 1 on failure.
798 */ 732 */
799 733bool
800static int load_map_header(FILE *fp, mapstruct *m) 734maptile::load_header (object_thawer &thawer)
801{ 735{
802 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 736 for (;;)
803 int msgpos=0; 737 {
804 int maplorepos=0; 738 keyword kw = thawer.get_kv ();
805 739
806 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 740 switch (kw)
807 buf[HUGE_BUF-1] = 0; 741 {
808 key = buf; 742 case KW_EOF:
809 while (isspace(*key)) key++; 743 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
810 if (*key == 0) continue; /* empty line */ 744 return false;
811 value = strchr(key, ' '); 745
812 if (!value) { 746 case KW_end:
813 end = strchr(key, '\n'); 747 return true;
814 if (end != NULL) { 748
815 *end = 0; 749 default:
750 case KW_ERROR:
751 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
752 break;
753
754 case KW_msg:
755 thawer.get_ml (KW_endmsg, msg);
756 break;
757
758 case KW_lore: // CF+ extension
759 thawer.get_ml (KW_endlore, maplore);
760 break;
761
762 case KW_maplore:
763 thawer.get_ml (KW_endmaplore, maplore);
764 break;
765
766 case KW_arch:
767 if (strcmp (thawer.get_str (), "map"))
768 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
769 break;
770
771 case KW_oid:
772 thawer.get (this, thawer.get_sint32 ());
773 break;
774
775 case KW_file_format_version: break; // nop
776
777 case KW_name: thawer.get (name); break;
778 case KW_attach: thawer.get (attach); break;
779 case KW_reset_time: thawer.get (reset_time); break;
780 case KW_shopgreed: thawer.get (shopgreed); break;
781 case KW_shopmin: thawer.get (shopmin); break;
782 case KW_shopmax: thawer.get (shopmax); break;
783 case KW_shoprace: thawer.get (shoprace); break;
784 case KW_outdoor: thawer.get (outdoor); break;
785 case KW_temp: thawer.get (temp); break;
786 case KW_pressure: thawer.get (pressure); break;
787 case KW_humid: thawer.get (humid); break;
788 case KW_windspeed: thawer.get (windspeed); break;
789 case KW_winddir: thawer.get (winddir); break;
790 case KW_sky: thawer.get (sky); break;
791
792 case KW_per_player: thawer.get (per_player); break;
793 case KW_per_party: thawer.get (per_party); break;
794
795 case KW_region: get_region_by_name (thawer.get_str ()); break;
796 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
797
798 // old names new names
799 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
800 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
801 case KW_x: case KW_width: thawer.get (width); break;
802 case KW_y: case KW_height: thawer.get (height); break;
803 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
804 case KW_value: case KW_swap_time: thawer.get (timeout); break;
805 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
806 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
807 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
808
809 case KW_tile_path_1: thawer.get (tile_path [0]); break;
810 case KW_tile_path_2: thawer.get (tile_path [1]); break;
811 case KW_tile_path_3: thawer.get (tile_path [2]); break;
812 case KW_tile_path_4: thawer.get (tile_path [3]); break;
813 }
816 } 814 }
817 } else {
818 *value = 0;
819 value++;
820 end = strchr(value, '\n');
821 while (isspace(*value)) {
822 value++;
823 if (*value == '\0' || value == end) {
824 /* Nothing but spaces. */
825 value = NULL;
826 break;
827 }
828 }
829 }
830 if (!end) {
831 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
832 buf);
833 return 1;
834 }
835
836 815
837 /* key is the field name, value is what it should be set 816 abort ();
838 * to. We've already done the work to null terminate key, 817}
839 * and strip off any leading spaces for both of these.
840 * We have not touched the newline at the end of the line -
841 * these are needed for some values. the end pointer
842 * points to the first of the newlines.
843 * value could be NULL! It would be easy enough to just point
844 * this to "" to prevent cores, but that would let more errors slide
845 * through.
846 *
847 * First check for entries that do not use the value parameter, then
848 * validate that value is given and check for the remaining entries
849 * that use the parameter.
850 */
851 818
852 if (!strcmp(key,"msg")) { 819bool
853 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 820maptile::load_header (const char *path)
854 if (!strcmp(buf,"endmsg\n")) break; 821{
855 else { 822 object_thawer thawer (path);
856 /* slightly more efficient than strcat */
857 strcpy(msgbuf+msgpos, buf);
858 msgpos += strlen(buf);
859 }
860 }
861 /* There are lots of maps that have empty messages (eg, msg/endmsg
862 * with nothing between). There is no reason in those cases to
863 * keep the empty message. Also, msgbuf contains garbage data
864 * when msgpos is zero, so copying it results in crashes
865 */
866 if (msgpos != 0)
867 m->msg = strdup_local(msgbuf);
868 }
869 else if (!strcmp(key,"maplore")) {
870 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
871 if (!strcmp(buf,"endmaplore\n")) break;
872 else {
873 /* slightly more efficient than strcat */
874 strcpy(maplorebuf+maplorepos, buf);
875 maplorepos += strlen(buf);
876 }
877 }
878 if (maplorepos != 0)
879 m->maplore = strdup_local(maplorebuf);
880 }
881 else if (!strcmp(key,"end")) {
882 break;
883 }
884 else if (value == NULL) {
885 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
886 }
887 else if (!strcmp(key, "arch")) {
888 /* This is an oddity, but not something we care about much. */
889 if (strcmp(value,"map\n"))
890 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
891 }
892 else if (!strcmp(key,"name")) {
893 *end=0;
894 m->name = strdup_local(value);
895 }
896 /* first strcmp value on these are old names supported
897 * for compatibility reasons. The new values (second) are
898 * what really should be used.
899 */
900 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
901 m->enter_x = atoi(value);
902 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
903 m->enter_y = atoi(value);
904 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
905 m->width = atoi(value);
906 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
907 m->height = atoi(value);
908 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
909 m->reset_timeout = atoi(value);
910 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
911 m->timeout = atoi(value);
912 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
913 m->difficulty = atoi(value);
914 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
915 m->darkness = atoi(value);
916 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
917 m->fixed_resettime = atoi(value);
918 } else if (!strcmp(key,"unique")) {
919 m->unique = atoi(value);
920 } else if (!strcmp(key,"template")) {
921 m->templatemap = atoi(value);
922 } else if (!strcmp(key,"region")) {
923 m->region = get_region_by_name(value);
924 } else if (!strcmp(key,"shopitems")) {
925 *end=0;
926 m->shopitems = parse_shop_string(value);
927 } else if (!strcmp(key,"shopgreed")) {
928 m->shopgreed = atof(value);
929 } else if (!strcmp(key,"shopmin")) {
930 m->shopmin = atol(value);
931 } else if (!strcmp(key,"shopmax")) {
932 m->shopmax = atol(value);
933 } else if (!strcmp(key,"shoprace")) {
934 *end=0;
935 m->shoprace = strdup_local(value);
936 } else if (!strcmp(key,"outdoor")) {
937 m->outdoor = atoi(value);
938 } else if (!strcmp(key, "temp")) {
939 m->temp = atoi(value);
940 } else if (!strcmp(key, "pressure")) {
941 m->pressure = atoi(value);
942 } else if (!strcmp(key, "humid")) {
943 m->humid = atoi(value);
944 } else if (!strcmp(key, "windspeed")) {
945 m->windspeed = atoi(value);
946 } else if (!strcmp(key, "winddir")) {
947 m->winddir = atoi(value);
948 } else if (!strcmp(key, "sky")) {
949 m->sky = atoi(value);
950 } else if (!strcmp(key, "nosmooth")) {
951 m->nosmooth = atoi(value);
952 } else if (!strcmp(key, "safe_map")) {
953 m->safe_map = atoi(value);
954 }
955 else if (!strncmp(key,"tile_path_", 10)) {
956 int tile=atoi(key+10);
957 823
958 if (tile<1 || tile>4) { 824 if (!thawer)
959 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
960 tile, m->path);
961 } else {
962 char *path;
963
964 *end = 0;
965
966 if (m->tile_path[tile-1]) {
967 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
968 tile, m->path);
969 free(m->tile_path[tile-1]);
970 m->tile_path[tile-1] = NULL;
971 }
972
973 if (check_path(value, 1) != -1) {
974 /* The unadorned path works. */
975 path = value;
976 } else {
977 /* Try again; it could be a relative exit. */
978
979 path = path_combine_and_normalize(m->path, value);
980
981 if (check_path(path, 1) == -1) {
982 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
983 path = NULL;
984 }
985 }
986
987 if (editor) {
988 /* Use the value as in the file. */
989 m->tile_path[tile-1] = strdup_local(value);
990 } else if (path != NULL) {
991 /* Use the normalized value. */
992 m->tile_path[tile-1] = strdup_local(path);
993 }
994 } /* end if tile direction (in)valid */
995 }
996 else {
997 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
998 }
999 }
1000 if (!key || strcmp(key,"end")) {
1001 LOG(llevError,"Got premature eof on map header!\n");
1002 return 1;
1003 }
1004 return 0; 825 return false;
1005}
1006 826
1007/* 827 return load_header (thawer);
1008 * Opens the file "filename" and reads information about the map
1009 * from the given file, and stores it in a newly allocated
1010 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1011 * flags correspond to those in map.h. Main ones used are
1012 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1013 * MAP_BLOCK, in which case we block on this load. This happens in all
1014 * cases, no matter if this flag is set or not.
1015 * MAP_STYLE: style map - don't add active objects, don't add to server
1016 * managed map list.
1017 */
1018
1019mapstruct *load_original_map(const char *filename, int flags) {
1020 FILE *fp;
1021 mapstruct *m;
1022 int comp;
1023 char pathname[MAX_BUF];
1024
1025 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1026 if (flags & MAP_PLAYER_UNIQUE)
1027 strcpy(pathname, filename);
1028 else if (flags & MAP_OVERLAY)
1029 strcpy(pathname, create_overlay_pathname(filename));
1030 else
1031 strcpy(pathname, create_pathname(filename));
1032
1033 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1034 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1035 return (NULL);
1036 }
1037
1038 m = get_linked_map();
1039
1040 strcpy (m->path, filename);
1041 if (load_map_header(fp, m)) {
1042 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1043 filename, flags);
1044 delete_map(m);
1045 return NULL;
1046 }
1047
1048 allocate_map(m);
1049 m->compressed = comp;
1050
1051 m->in_memory=MAP_LOADING;
1052 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1053 close_and_delete(fp, comp);
1054 m->in_memory=MAP_IN_MEMORY;
1055 if (!MAP_DIFFICULTY(m))
1056 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1057 set_map_reset_time(m);
1058 if (load_original_map_callback)
1059 load_original_map_callback(m);
1060 return (m);
1061}
1062
1063/*
1064 * Loads a map, which has been loaded earlier, from file.
1065 * Return the map object we load into (this can change from the passed
1066 * option if we can't find the original map)
1067 */
1068
1069static mapstruct *load_temporary_map(mapstruct *m) {
1070 FILE *fp;
1071 int comp;
1072 char buf[MAX_BUF];
1073
1074 if (!m->tmpname) {
1075 LOG(llevError, "No temporary filename for map %s\n", m->path);
1076 strcpy(buf, m->path);
1077 delete_map(m);
1078 m = load_original_map(buf, 0);
1079 if(m==NULL) return NULL;
1080 fix_auto_apply(m); /* Chests which open as default */
1081 return m;
1082 }
1083
1084 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1085 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1086 strcpy(buf, m->path);
1087 delete_map(m);
1088 m = load_original_map(buf, 0);
1089 if(m==NULL) return NULL;
1090 fix_auto_apply(m); /* Chests which open as default */
1091 return m;
1092 }
1093
1094
1095 if (load_map_header(fp, m)) {
1096 LOG(llevError,"Error loading map header for %s (%s)\n",
1097 m->path, m->tmpname);
1098 delete_map(m);
1099 m = load_original_map(m->path, 0);
1100 return NULL;
1101 }
1102 m->compressed = comp;
1103 allocate_map(m);
1104
1105 m->in_memory=MAP_LOADING;
1106 load_objects (m, fp, 0);
1107 close_and_delete(fp, comp);
1108 m->in_memory=MAP_IN_MEMORY;
1109 if (load_temporary_map_callback)
1110 load_temporary_map_callback(m);
1111 return m;
1112}
1113
1114/*
1115 * Loads a map, which has been loaded earlier, from file.
1116 * Return the map object we load into (this can change from the passed
1117 * option if we can't find the original map)
1118 */
1119
1120mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1121 FILE *fp;
1122 int comp;
1123 char pathname[MAX_BUF];
1124
1125 strcpy(pathname, create_overlay_pathname(filename));
1126
1127 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1128/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1129 return m;
1130 }
1131
1132 if (load_map_header(fp, m)) {
1133 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1134 m->path, pathname);
1135 delete_map(m);
1136 m = load_original_map(m->path, 0);
1137 return NULL;
1138 }
1139 m->compressed = comp;
1140 /*allocate_map(m);*/
1141
1142 m->in_memory=MAP_LOADING;
1143 load_objects (m, fp, MAP_OVERLAY);
1144 close_and_delete(fp, comp);
1145 m->in_memory=MAP_IN_MEMORY;
1146 return m;
1147} 828}
1148 829
1149/****************************************************************************** 830/******************************************************************************
1150 * This is the start of unique map handling code 831 * This is the start of unique map handling code
1151 *****************************************************************************/ 832 *****************************************************************************/
1152 833
1153/* This goes through map 'm' and removed any unique items on the map. */ 834/* This goes through the maptile and removed any unique items on the map. */
1154static void delete_unique_items(mapstruct *m) 835void
836maptile::clear_unique_items ()
1155{ 837{
838 for (int i = 0; i < size (); ++i)
839 {
1156 int i,j,unique; 840 int unique = 0;
1157 object *op, *next; 841 for (object *op = spaces [i].bot; op; )
842 {
843 object *above = op->above;
1158 844
1159 for(i=0; i<MAP_WIDTH(m); i++)
1160 for(j=0; j<MAP_HEIGHT(m); j++) {
1161 unique=0;
1162 for (op=get_map_ob(m, i, j); op; op=next) {
1163 next = op->above;
1164 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 845 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1165 unique=1; 846 unique = 1;
847
1166 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 848 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1167 clean_object(op); 849 {
1168 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 850 op->destroy_inv (false);
1169 remove_button_link(op); 851 op->destroy ();
1170 remove_ob(op); 852 }
1171 free_object(op); 853
1172 } 854 op = above;
855 }
1173 } 856 }
1174 }
1175} 857}
1176 858
859bool
860maptile::save_header (object_freezer &freezer)
861{
862#define MAP_OUT(k) freezer.put (KW_ ## k, k)
863#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1177 864
1178/* 865 MAP_OUT2 (arch, "map");
1179 * Loads unique objects from file(s) into the map which is in memory
1180 * m is the map to load unique items into.
1181 */
1182static void load_unique_objects(mapstruct *m) {
1183 FILE *fp;
1184 int comp,count;
1185 char firstname[MAX_BUF];
1186 866
1187 for (count=0; count<10; count++) { 867 if (name) MAP_OUT (name);
1188 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 868 MAP_OUT (swap_time);
1189 if (!access(firstname, R_OK)) break; 869 MAP_OUT (reset_time);
1190 } 870 MAP_OUT (reset_timeout);
1191 /* If we get here, we did not find any map */ 871 MAP_OUT (fixed_resettime);
1192 if (count==10) return; 872 MAP_OUT (difficulty);
1193 873
1194 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 874 if (region) MAP_OUT2 (region, region->name);
1195 /* There is no expectation that every map will have unique items, but this
1196 * is debug output, so leave it in.
1197 */
1198 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1199 return;
1200 }
1201 875
1202 m->in_memory=MAP_LOADING; 876 if (shopitems)
1203 if (m->tmpname == NULL) /* if we have loaded unique items from */
1204 delete_unique_items(m); /* original map before, don't duplicate them */
1205 load_object(fp, NULL, LO_NOREAD,0);
1206 load_objects (m, fp, 0);
1207 close_and_delete(fp, comp);
1208 m->in_memory=MAP_IN_MEMORY;
1209}
1210
1211
1212/*
1213 * Saves a map to file. If flag is set, it is saved into the same
1214 * file it was (originally) loaded from. Otherwise a temporary
1215 * filename will be genarated, and the file will be stored there.
1216 * The temporary filename will be stored in the mapstructure.
1217 * If the map is unique, we also save to the filename in the map
1218 * (this should have been updated when first loaded)
1219 */
1220
1221int new_save_map(mapstruct *m, int flag) {
1222 FILE *fp, *fp2;
1223 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1224 int i;
1225 877 {
1226 if (flag && !*m->path) { 878 char shop[MAX_BUF];
1227 LOG(llevError,"Tried to save map without path.\n");
1228 return -1;
1229 }
1230
1231 if (flag || (m->unique) || (m->templatemap)) {
1232 if (!m->unique && !m->templatemap) { /* flag is set */
1233 if (flag == 2)
1234 strcpy(filename, create_overlay_pathname(m->path));
1235 else
1236 strcpy (filename, create_pathname (m->path));
1237 } else
1238 strcpy (filename, m->path);
1239
1240 /* If the compression suffix already exists on the filename, don't
1241 * put it on again. This nasty looking strcmp checks to see if the
1242 * compression suffix is at the end of the filename already.
1243 */
1244 if (m->compressed &&
1245 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1246 uncomp[m->compressed][0]))
1247 strcat(filename, uncomp[m->compressed][0]);
1248 make_path_to_file(filename);
1249 } else {
1250 if (!m->tmpname)
1251 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1252 strcpy(filename, m->tmpname);
1253 }
1254 LOG(llevDebug,"Saving map %s\n",m->path);
1255 m->in_memory = MAP_SAVING;
1256
1257 unlink (filename); // do not overwrite backups if done via hardlinks
1258
1259 /* Compress if it isn't a temporary save. Do compress if unique */
1260 if (m->compressed && (m->unique || m->templatemap || flag)) {
1261 char buf[MAX_BUF];
1262 strcpy(buf, uncomp[m->compressed][2]);
1263 strcat(buf, " > ");
1264 strcat(buf, filename);
1265 fp = popen(buf, "w");
1266 } else
1267 fp = fopen(filename, "w");
1268
1269 if(fp == NULL) {
1270 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1271 return -1;
1272 }
1273
1274 /* legacy */
1275 fprintf(fp,"arch map\n");
1276 if (m->name) fprintf(fp,"name %s\n", m->name);
1277 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1278 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1279 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1280 /* we unfortunately have no idea if this is a value the creator set
1281 * or a difficulty value we generated when the map was first loaded
1282 */
1283 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1284 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1285 if (m->shopitems) {
1286 print_shop_string(m, shop); 879 print_shop_string (this, shop);
1287 fprintf(fp,"shopitems %s\n", shop); 880 MAP_OUT2 (shopitems, shop);
1288 }
1289 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1290#ifndef WIN32
1291 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1292 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1293#else
1294 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1295 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1296#endif
1297 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1298 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1299 if (m->width) fprintf(fp,"width %d\n", m->width);
1300 if (m->height) fprintf(fp,"height %d\n", m->height);
1301 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1302 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1303 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1304 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1305 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1306 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1307 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1308 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1309 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1310 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1311 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1312 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1313 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1314 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1315 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1316
1317 /* Save any tiling information, except on overlays */
1318 if (flag != 2)
1319 for (i=0; i<4; i++)
1320 if (m->tile_path[i])
1321 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1322
1323 fprintf(fp,"end\n");
1324
1325 /* In the game save unique items in the different file, but
1326 * in the editor save them to the normal map file.
1327 * If unique map, save files in the proper destination (set by
1328 * player)
1329 */
1330 fp2 = fp; /* save unique items into fp2 */
1331 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1332 sprintf (buf,"%s.v00",create_items_path (m->path));
1333 if ((fp2 = fopen (buf, "w")) == NULL) {
1334 LOG(llevError, "Can't open unique items file %s\n", buf);
1335 }
1336 if (flag == 2)
1337 save_objects(m, fp, fp2, 2);
1338 else
1339 save_objects (m, fp, fp2, 0);
1340 if (fp2 != NULL) {
1341 if (ftell (fp2) == 0) {
1342 fclose (fp2);
1343 unlink (buf);
1344 } else {
1345 fclose (fp2);
1346 chmod (buf, SAVE_MODE);
1347 } 881 }
1348 }
1349 } else { /* save same file when not playing, like in editor */
1350 save_objects(m, fp, fp, 0);
1351 }
1352 882
1353 if (m->compressed && (m->unique || m->templatemap || flag)) 883 MAP_OUT (shopgreed);
1354 pclose(fp); 884 MAP_OUT (shopmin);
1355 else 885 MAP_OUT (shopmax);
1356 fclose(fp); 886 if (shoprace) MAP_OUT (shoprace);
887 MAP_OUT (darkness);
888 MAP_OUT (width);
889 MAP_OUT (height);
890 MAP_OUT (enter_x);
891 MAP_OUT (enter_y);
1357 892
1358 chmod (filename, SAVE_MODE); 893 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
894 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
895
896 MAP_OUT (outdoor);
897 MAP_OUT (temp);
898 MAP_OUT (pressure);
899 MAP_OUT (humid);
900 MAP_OUT (windspeed);
901 MAP_OUT (winddir);
902 MAP_OUT (sky);
903
904 MAP_OUT (per_player);
905 MAP_OUT (per_party);
906
907 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
908 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
909 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
910 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
911
912 freezer.put (this);
913 freezer.put (KW_end);
914
915 return true;
916}
917
918bool
919maptile::save_header (const char *path)
920{
921 object_freezer freezer;
922
923 if (!save_header (freezer))
1359 return 0; 924 return false;
1360}
1361 925
1362 926 return freezer.save (path);
1363/*
1364 * Remove and free all objects in the inventory of the given object.
1365 * object.c ?
1366 */
1367
1368void clean_object(object *op)
1369{
1370 object *tmp, *next;
1371
1372 for(tmp = op->inv; tmp; tmp = next)
1373 {
1374 next = tmp->below;
1375 clean_object(tmp);
1376 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1377 remove_button_link(tmp);
1378 remove_ob(tmp);
1379 free_object(tmp);
1380 }
1381} 927}
1382 928
1383/* 929/*
1384 * Remove and free all objects in the given map. 930 * Remove and free all objects in the given map.
1385 */ 931 */
932void
933maptile::clear ()
934{
935 if (!spaces)
936 return;
1386 937
1387void free_all_objects(mapstruct *m) { 938 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1388 int i,j; 939 while (object *op = ms->bot)
1389 object *op; 940 {
1390 941 if (op->head)
1391 for(i=0;i<MAP_WIDTH(m);i++)
1392 for(j=0;j<MAP_HEIGHT(m);j++) {
1393 object *previous_obj=NULL;
1394 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1395 if (op==previous_obj) {
1396 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1397 break;
1398 }
1399 previous_obj=op;
1400 if(op->head!=NULL)
1401 op = op->head; 942 op = op->head;
1402 943
1403 /* If the map isn't in memory, free_object will remove and 944 op->destroy_inv (false);
1404 * free objects in op's inventory. So let it do the job. 945 op->destroy ();
1405 */
1406 if (m->in_memory==MAP_IN_MEMORY)
1407 clean_object(op);
1408 remove_ob(op);
1409 free_object(op);
1410 }
1411 }
1412#ifdef MANY_CORES
1413 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1414 * an item on that map was not saved - look for that condition and die as appropriate -
1415 * this leaves more of the map data intact for better debugging.
1416 */
1417 for (op=objects; op!=NULL; op=op->next) {
1418 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1419 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1420 abort();
1421 }
1422 } 946 }
1423#endif 947
948 sfree (spaces, size ()), spaces = 0;
949
950 if (buttons)
951 free_objectlinkpt (buttons), buttons = 0;
952}
953
954void
955maptile::clear_header ()
956{
957 name = 0;
958 msg = 0;
959 maplore = 0;
960 shoprace = 0;
961 delete [] shopitems, shopitems = 0;
962
963 for (int i = 0; i < 4; i++)
964 tile_path [i] = 0;
965}
966
967maptile::~maptile ()
968{
969 assert (destroyed ());
970}
971
972void
973maptile::clear_links_to (maptile *m)
974{
975 /* We need to look through all the maps and see if any maps
976 * are pointing at this one for tiling information. Since
977 * tiling can be asymetric, we just can not look to see which
978 * maps this map tiles with and clears those.
979 */
980 for (int i = 0; i < 4; i++)
981 if (tile_map[i] == m)
982 tile_map[i] = 0;
983}
984
985void
986maptile::do_destroy ()
987{
988 attachable::do_destroy ();
989
990 clear ();
1424} 991}
1425 992
1426/* 993/*
1427 * Frees everything allocated by the given mapstructure. 994 * Updates every button on the map (by calling update_button() for them).
1428 * don't free tmpname - our caller is left to do that
1429 */
1430
1431void free_map(mapstruct *m,int flag) {
1432 int i;
1433
1434 if (!m->in_memory) {
1435 LOG(llevError,"Trying to free freed map.\n");
1436 return;
1437 }
1438 if (flag && m->spaces) free_all_objects(m);
1439 if (m->name) FREE_AND_CLEAR(m->name);
1440 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1441 if (m->msg) FREE_AND_CLEAR(m->msg);
1442 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1443 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1444 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1445 if (m->buttons)
1446 free_objectlinkpt(m->buttons);
1447 m->buttons = NULL;
1448 for (i=0; i<4; i++) {
1449 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1450 m->tile_map[i] = NULL;
1451 }
1452 m->in_memory = MAP_SWAPPED;
1453}
1454
1455/*
1456 * function: vanish mapstruct
1457 * m : pointer to mapstruct, if NULL no action
1458 * this deletes all the data on the map (freeing pointers)
1459 * and then removes this map from the global linked list of maps.
1460 */
1461
1462void delete_map(mapstruct *m) {
1463 mapstruct *tmp, *last;
1464 int i;
1465
1466 if (!m)
1467 return;
1468 if (m->in_memory == MAP_IN_MEMORY) {
1469 /* change to MAP_SAVING, even though we are not,
1470 * so that remove_ob doesn't do as much work.
1471 */ 995 */
1472 m->in_memory = MAP_SAVING; 996void
1473 free_map (m, 1); 997maptile::update_buttons ()
998{
999 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1000 for (objectlink *ol = obp->link; ol; ol = ol->next)
1001 {
1002 if (!ol->ob)
1003 {
1004 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1005 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1006 continue;
1007 }
1008
1009 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1010 {
1011 update_button (ol->ob);
1012 break;
1013 }
1474 } 1014 }
1475 /* move this out of free_map, since tmpname can still be needed if
1476 * the map is swapped out.
1477 */
1478 if (m->tmpname) {
1479 free(m->tmpname);
1480 m->tmpname=NULL;
1481 }
1482 last = NULL;
1483 /* We need to look through all the maps and see if any maps
1484 * are pointing at this one for tiling information. Since
1485 * tiling can be assymetric, we just can not look to see which
1486 * maps this map tiles with and clears those.
1487 */
1488 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1489 if (tmp->next == m) last = tmp;
1490
1491 /* This should hopefully get unrolled on a decent compiler */
1492 for (i=0; i<4; i++)
1493 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1494 }
1495
1496 /* If last is null, then this should be the first map in the list */
1497 if (!last) {
1498 if (m == first_map)
1499 first_map = m->next;
1500 else
1501 /* m->path is a static char, so should hopefully still have
1502 * some useful data in it.
1503 */
1504 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1505 m->path);
1506 }
1507 else
1508 last->next = m->next;
1509
1510 free (m);
1511} 1015}
1512
1513
1514
1515/*
1516 * Makes sure the given map is loaded and swapped in.
1517 * name is path name of the map.
1518 * flags meaning:
1519 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1520 * and don't do unique items or the like.
1521 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1522 * dont do any more name translation on it.
1523 *
1524 * Returns a pointer to the given map.
1525 */
1526
1527mapstruct *ready_map_name(const char *name, int flags) {
1528 mapstruct *m;
1529
1530 if (!name)
1531 return (NULL);
1532
1533 /* Have we been at this level before? */
1534 m = has_been_loaded (name);
1535
1536 /* Map is good to go, so just return it */
1537 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1538 return m;
1539 }
1540
1541 /* unique maps always get loaded from their original location, and never
1542 * a temp location. Likewise, if map_flush is set, or we have never loaded
1543 * this map, load it now. I removed the reset checking from here -
1544 * it seems the probability of a player trying to enter a map that should
1545 * reset but hasn't yet is quite low, and removing that makes this function
1546 * a bit cleaner (and players probably shouldn't rely on exact timing for
1547 * resets in any case - if they really care, they should use the 'maps command.
1548 */
1549 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1550
1551 /* first visit or time to reset */
1552 if (m) {
1553 clean_tmp_map(m); /* Doesn't make much difference */
1554 delete_map(m);
1555 }
1556
1557 /* create and load a map */
1558 if (flags & MAP_PLAYER_UNIQUE)
1559 LOG(llevDebug, "Trying to load map %s.\n", name);
1560 else
1561 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1562
1563 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1564 return (NULL);
1565
1566 fix_auto_apply(m); /* Chests which open as default */
1567
1568 /* If a player unique map, no extra unique object file to load.
1569 * if from the editor, likewise.
1570 */
1571 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1572 load_unique_objects(m);
1573
1574 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1575 m=load_overlay_map(name, m);
1576 if (m==NULL)
1577 return NULL;
1578 }
1579
1580 } else {
1581 /* If in this loop, we found a temporary map, so load it up. */
1582
1583 m=load_temporary_map (m);
1584 if(m==NULL) return NULL;
1585 load_unique_objects(m);
1586
1587 clean_tmp_map(m);
1588 m->in_memory = MAP_IN_MEMORY;
1589 /* tempnam() on sun systems (probably others) uses malloc
1590 * to allocated space for the string. Free it here.
1591 * In some cases, load_temporary_map above won't find the
1592 * temporary map, and so has reloaded a new map. If that
1593 * is the case, tmpname is now null
1594 */
1595 if (m->tmpname) free(m->tmpname);
1596 m->tmpname = NULL;
1597 /* It's going to be saved anew anyway */
1598 }
1599
1600 /* Below here is stuff common to both first time loaded maps and
1601 * temp maps.
1602 */
1603
1604 decay_objects(m); /* start the decay */
1605 /* In case other objects press some buttons down */
1606 update_buttons(m);
1607 if (m->outdoor)
1608 set_darkness_map(m);
1609 /* run the weather over this map */
1610 weather_effect(name);
1611 return m;
1612}
1613
1614 1016
1615/* 1017/*
1616 * This routine is supposed to find out the difficulty of the map. 1018 * This routine is supposed to find out the difficulty of the map.
1617 * difficulty does not have a lot to do with character level, 1019 * difficulty does not have a lot to do with character level,
1618 * but does have a lot to do with treasure on the map. 1020 * but does have a lot to do with treasure on the map.
1620 * Difficulty can now be set by the map creature. If the value stored 1022 * Difficulty can now be set by the map creature. If the value stored
1621 * in the map is zero, then use this routine. Maps should really 1023 * in the map is zero, then use this routine. Maps should really
1622 * have a difficulty set than using this function - human calculation 1024 * have a difficulty set than using this function - human calculation
1623 * is much better than this functions guesswork. 1025 * is much better than this functions guesswork.
1624 */ 1026 */
1625 1027int
1626int calculate_difficulty(mapstruct *m) { 1028maptile::estimate_difficulty () const
1627 object *op; 1029{
1628 archetype *at;
1629 int x, y, i, diff;
1630 long monster_cnt = 0; 1030 long monster_cnt = 0;
1631 double avgexp = 0; 1031 double avgexp = 0;
1632 sint64 total_exp = 0; 1032 sint64 total_exp = 0;
1633 1033
1634 if (MAP_DIFFICULTY (m)) 1034 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1635 { 1035 for (object *op = ms->bot; op; op = op->above)
1636 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1637 return MAP_DIFFICULTY (m);
1638 }
1639
1640 for(x = 0; x < MAP_WIDTH(m); x++)
1641 for(y = 0; y < MAP_HEIGHT(m); y++)
1642 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1643 { 1036 {
1644 if(QUERY_FLAG (op, FLAG_MONSTER)) 1037 if (QUERY_FLAG (op, FLAG_MONSTER))
1645 { 1038 {
1646 total_exp += op->stats.exp; 1039 total_exp += op->stats.exp;
1647 monster_cnt++; 1040 monster_cnt++;
1648 } 1041 }
1649 1042
1650 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1043 if (QUERY_FLAG (op, FLAG_GENERATOR))
1651 { 1044 {
1652 total_exp += op->stats.exp; 1045 total_exp += op->stats.exp;
1046
1653 at = type_to_archetype(GENERATE_TYPE (op)); 1047 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1654
1655 if(at != NULL)
1656 total_exp += at->clone.stats.exp * 8; 1048 total_exp += at->clone.stats.exp * 8;
1657 1049
1658 monster_cnt++; 1050 monster_cnt++;
1659 } 1051 }
1660 } 1052 }
1661 1053
1662 avgexp = (double) total_exp / monster_cnt; 1054 avgexp = (double) total_exp / monster_cnt;
1663 1055
1664 for (i = 1; i <= settings.max_level; i++) 1056 for (int i = 1; i <= settings.max_level; i++)
1665 {
1666 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1057 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1667 {
1668 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1669 return i; 1058 return i;
1670 }
1671 }
1672 1059
1673 return 1; 1060 return 1;
1674}
1675
1676void clean_tmp_map(mapstruct *m) {
1677 if(m->tmpname == NULL)
1678 return;
1679 if (clean_temporary_map_callback)
1680 clean_temporary_map_callback (m);
1681 (void) unlink(m->tmpname);
1682}
1683
1684void free_all_maps(void)
1685{
1686 int real_maps=0;
1687
1688 while (first_map) {
1689 /* I think some of the callers above before it gets here set this to be
1690 * saving, but we still want to free this data
1691 */
1692 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1693 delete_map(first_map);
1694 real_maps++;
1695 }
1696 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1697} 1061}
1698 1062
1699/* change_map_light() - used to change map light level (darkness) 1063/* change_map_light() - used to change map light level (darkness)
1700 * up or down. Returns true if successful. It should now be 1064 * up or down. Returns true if successful. It should now be
1701 * possible to change a value by more than 1. 1065 * possible to change a value by more than 1.
1702 * Move this from los.c to map.c since this is more related 1066 * Move this from los.c to map.c since this is more related
1703 * to maps than los. 1067 * to maps than los.
1704 * postive values make it darker, negative make it brighter 1068 * postive values make it darker, negative make it brighter
1705 */ 1069 */
1706 1070int
1707int change_map_light(mapstruct *m, int change) { 1071maptile::change_map_light (int change)
1072{
1708 int new_level = m->darkness + change; 1073 int new_level = darkness + change;
1709 1074
1710 /* Nothing to do */ 1075 /* Nothing to do */
1711 if(!change || (new_level <= 0 && m->darkness == 0) || 1076 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1712 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1713 return 0; 1077 return 0;
1714 }
1715 1078
1716 /* inform all players on the map */ 1079 /* inform all players on the map */
1717 if (change>0) 1080 if (change > 0)
1718 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1081 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1719 else 1082 else
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1083 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1721 1084
1722 /* Do extra checking. since m->darkness is a unsigned value, 1085 /* Do extra checking. since darkness is a unsigned value,
1723 * we need to be extra careful about negative values. 1086 * we need to be extra careful about negative values.
1724 * In general, the checks below are only needed if change 1087 * In general, the checks below are only needed if change
1725 * is not +/-1 1088 * is not +/-1
1726 */ 1089 */
1727 if (new_level < 0) m->darkness = 0; 1090 if (new_level < 0)
1728 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1091 darkness = 0;
1092 else if (new_level >= MAX_DARKNESS)
1093 darkness = MAX_DARKNESS;
1094 else
1729 else m->darkness=new_level; 1095 darkness = new_level;
1730 1096
1731 /* All clients need to get re-updated for the change */ 1097 /* All clients need to get re-updated for the change */
1732 update_all_map_los(m); 1098 update_all_map_los (this);
1733 return 1; 1099 return 1;
1734} 1100}
1735
1736 1101
1737/* 1102/*
1738 * This function updates various attributes about a specific space 1103 * This function updates various attributes about a specific space
1739 * on the map (what it looks like, whether it blocks magic, 1104 * on the map (what it looks like, whether it blocks magic,
1740 * has a living creatures, prevents people from passing 1105 * has a living creatures, prevents people from passing
1741 * through, etc) 1106 * through, etc)
1742 */ 1107 */
1743void update_position (mapstruct *m, int x, int y) { 1108void
1109mapspace::update_ ()
1110{
1744 object *tmp, *last = NULL; 1111 object *tmp, *last = 0;
1745 uint8 flags = 0, oldflags, light=0, anywhere=0; 1112 uint8 flags = 0, light = 0, anywhere = 0;
1746 New_Face *top,*floor, *middle; 1113 New_Face *top, *floor, *middle;
1747 object *top_obj, *floor_obj, *middle_obj; 1114 object *top_obj, *floor_obj, *middle_obj;
1748 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1115 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1749 1116
1750 oldflags = GET_MAP_FLAGS(m,x,y);
1751 if (!(oldflags & P_NEED_UPDATE)) {
1752 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1753 m->path, x, y);
1754 return;
1755 }
1756
1757 middle=blank_face; 1117 middle = blank_face;
1758 top=blank_face; 1118 top = blank_face;
1759 floor=blank_face; 1119 floor = blank_face;
1760 1120
1761 middle_obj = NULL; 1121 middle_obj = 0;
1762 top_obj = NULL; 1122 top_obj = 0;
1763 floor_obj = NULL; 1123 floor_obj = 0;
1764 1124
1765 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1125 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1766 1126 {
1767 /* This could be made additive I guess (two lights better than 1127 /* This could be made additive I guess (two lights better than
1768 * one). But if so, it shouldn't be a simple additive - 2 1128 * one). But if so, it shouldn't be a simple additive - 2
1769 * light bulbs do not illuminate twice as far as once since 1129 * light bulbs do not illuminate twice as far as once since
1770 * it is a disapation factor that is squared (or is it cubed?) 1130 * it is a dissapation factor that is cubed.
1771 */ 1131 */
1772 if (tmp->glow_radius > light) light = tmp->glow_radius; 1132 if (tmp->glow_radius > light)
1133 light = tmp->glow_radius;
1773 1134
1774 /* This call is needed in order to update objects the player 1135 /* This call is needed in order to update objects the player
1775 * is standing in that have animations (ie, grass, fire, etc). 1136 * is standing in that have animations (ie, grass, fire, etc).
1776 * However, it also causes the look window to be re-drawn 1137 * However, it also causes the look window to be re-drawn
1777 * 3 times each time the player moves, because many of the 1138 * 3 times each time the player moves, because many of the
1778 * functions the move_player calls eventualy call this. 1139 * functions the move_player calls eventualy call this.
1779 * 1140 *
1780 * Always put the player down for drawing. 1141 * Always put the player down for drawing.
1781 */ 1142 */
1782 if (!tmp->invisible) { 1143 if (!tmp->invisible)
1144 {
1783 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1145 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1784 top = tmp->face; 1146 {
1785 top_obj = tmp; 1147 top = tmp->face;
1786 } 1148 top_obj = tmp;
1149 }
1787 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1150 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1151 {
1788 /* If we got a floor, that means middle and top were below it, 1152 /* If we got a floor, that means middle and top were below it,
1789 * so should not be visible, so we clear them. 1153 * so should not be visible, so we clear them.
1790 */ 1154 */
1791 middle=blank_face; 1155 middle = blank_face;
1792 top=blank_face; 1156 top = blank_face;
1793 floor = tmp->face; 1157 floor = tmp->face;
1794 floor_obj = tmp; 1158 floor_obj = tmp;
1795 } 1159 }
1796 /* Flag anywhere have high priority */ 1160 /* Flag anywhere have high priority */
1797 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1161 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1798 middle = tmp->face; 1162 {
1163 middle = tmp->face;
1799 1164
1800 middle_obj = tmp; 1165 middle_obj = tmp;
1801 anywhere =1; 1166 anywhere = 1;
1802 } 1167 }
1803 /* Find the highest visible face around. If equal 1168 /* Find the highest visible face around. If equal
1804 * visibilities, we still want the one nearer to the 1169 * visibilities, we still want the one nearer to the
1805 * top 1170 * top
1806 */ 1171 */
1807 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1172 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1173 {
1808 middle = tmp->face; 1174 middle = tmp->face;
1809 middle_obj = tmp; 1175 middle_obj = tmp;
1810 } 1176 }
1811 } 1177 }
1178
1812 if (tmp==tmp->above) { 1179 if (tmp == tmp->above)
1180 {
1813 LOG(llevError, "Error in structure of map\n"); 1181 LOG (llevError, "Error in structure of map\n");
1814 exit (-1); 1182 exit (-1);
1815 }
1816 1183 }
1184
1817 move_slow |= tmp->move_slow; 1185 move_slow |= tmp->move_slow;
1818 move_block |= tmp->move_block; 1186 move_block |= tmp->move_block;
1819 move_on |= tmp->move_on; 1187 move_on |= tmp->move_on;
1820 move_off |= tmp->move_off; 1188 move_off |= tmp->move_off;
1821 move_allow |= tmp->move_allow; 1189 move_allow |= tmp->move_allow;
1822 1190
1823 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1191 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1824 flags |= P_IS_ALIVE; 1192 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1825 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1193 if (tmp->type == PLAYER) flags |= P_PLAYER;
1826 flags |= P_NO_MAGIC; 1194 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1827 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1195 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1828 flags |= P_NO_CLERIC; 1196 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1829
1830 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1831 flags |= P_BLOCKSVIEW;
1832 } /* for stack of objects */
1833
1834 /* we don't want to rely on this function to have accurate flags, but
1835 * since we're already doing the work, we calculate them here.
1836 * if they don't match, logic is broken someplace.
1837 */
1838 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1839 (!(oldflags & P_NO_ERROR))) {
1840 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1841 m->path, x, y,
1842 (oldflags & ~P_NEED_UPDATE), flags);
1843 } 1197 }
1844 SET_MAP_FLAGS(m, x, y, flags);
1845 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1846 SET_MAP_MOVE_ON(m, x, y, move_on);
1847 SET_MAP_MOVE_OFF(m, x, y, move_off);
1848 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1849 1198
1199 this->light = light;
1200 this->flags_ = flags;
1201 this->move_block = move_block & ~move_allow;
1202 this->move_on = move_on;
1203 this->move_off = move_off;
1204 this->move_slow = move_slow;
1205
1850 /* At this point, we have a floor face (if there is a floor), 1206 /* At this point, we have a floor face (if there is a floor),
1851 * and the floor is set - we are not going to touch it at 1207 * and the floor is set - we are not going to touch it at
1852 * this point. 1208 * this point.
1853 * middle contains the highest visibility face. 1209 * middle contains the highest visibility face.
1854 * top contains a player/monster face, if there is one. 1210 * top contains a player/monster face, if there is one.
1855 * 1211 *
1856 * We now need to fill in top.face and/or middle.face. 1212 * We now need to fill in top.face and/or middle.face.
1857 */ 1213 */
1858 1214
1859 /* If the top face also happens to be high visibility, re-do our 1215 /* If the top face also happens to be high visibility, re-do our
1860 * middle face. This should not happen, as we already have the 1216 * middle face. This should not happen, as we already have the
1861 * else statement above so middle should not get set. OTOH, it 1217 * else statement above so middle should not get set. OTOH, it
1862 * may be possible for the faces to match but be different objects. 1218 * may be possible for the faces to match but be different objects.
1863 */ 1219 */
1864 if (top == middle) middle=blank_face; 1220 if (top == middle)
1221 middle = blank_face;
1865 1222
1866 /* There are three posibilities at this point: 1223 /* There are three posibilities at this point:
1867 * 1) top face is set, need middle to be set. 1224 * 1) top face is set, need middle to be set.
1868 * 2) middle is set, need to set top. 1225 * 2) middle is set, need to set top.
1869 * 3) neither middle or top is set - need to set both. 1226 * 3) neither middle or top is set - need to set both.
1870 */ 1227 */
1871 1228
1872 for (tmp=last; tmp; tmp=tmp->below) { 1229 for (tmp = last; tmp; tmp = tmp->below)
1230 {
1873 /* Once we get to a floor, stop, since we already have a floor object */ 1231 /* Once we get to a floor, stop, since we already have a floor object */
1874 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1232 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1233 break;
1875 1234
1876 /* If two top faces are already set, quit processing */ 1235 /* If two top faces are already set, quit processing */
1877 if ((top != blank_face) && (middle != blank_face)) break; 1236 if ((top != blank_face) && (middle != blank_face))
1237 break;
1878 1238
1879 /* Only show visible faces, unless its the editor - show all */ 1239 /* Only show visible faces */
1880 if (!tmp->invisible || editor) { 1240 if (!tmp->invisible)
1241 {
1881 /* Fill in top if needed */ 1242 /* Fill in top if needed */
1882 if (top == blank_face) { 1243 if (top == blank_face)
1883 top = tmp->face; 1244 {
1884 top_obj = tmp; 1245 top = tmp->face;
1885 if (top == middle) middle=blank_face; 1246 top_obj = tmp;
1886 } else { 1247 if (top == middle)
1248 middle = blank_face;
1249 }
1250 else
1251 {
1887 /* top is already set - we should only get here if 1252 /* top is already set - we should only get here if
1888 * middle is not set 1253 * middle is not set
1889 * 1254 *
1890 * Set the middle face and break out, since there is nothing 1255 * Set the middle face and break out, since there is nothing
1891 * more to fill in. We don't check visiblity here, since 1256 * more to fill in. We don't check visiblity here, since
1892 * 1257 *
1893 */ 1258 */
1894 if (tmp->face != top ) { 1259 if (tmp->face != top)
1895 middle = tmp->face; 1260 {
1896 middle_obj = tmp; 1261 middle = tmp->face;
1897 break; 1262 middle_obj = tmp;
1898 } 1263 break;
1264 }
1265 }
1266 }
1899 } 1267 }
1900 } 1268
1901 } 1269 if (middle == floor)
1902 if (middle == floor) middle = blank_face;
1903 if (top == middle) middle = blank_face;
1904 SET_MAP_FACE(m,x,y,top,0);
1905 if(top != blank_face)
1906 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1907 else
1908 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1909 SET_MAP_FACE(m,x,y,middle,1);
1910 if(middle != blank_face) 1270 middle = blank_face;
1911 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1912 else
1913 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1914 SET_MAP_FACE(m,x,y,floor,2);
1915 if(floor != blank_face)
1916 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1917 else
1918 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1919 SET_MAP_LIGHT(m,x,y,light);
1920}
1921 1271
1272 if (top == middle)
1273 middle = blank_face;
1922 1274
1923void set_map_reset_time(mapstruct *map) { 1275 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1924 int timeout; 1276 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1925 1277 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1926 timeout = MAP_RESET_TIMEOUT(map);
1927 if (timeout <= 0)
1928 timeout = MAP_DEFAULTRESET;
1929 if (timeout >= MAP_MAXRESET)
1930 timeout = MAP_MAXRESET;
1931 MAP_WHEN_RESET(map) = seconds()+timeout;
1932} 1278}
1933 1279
1934/* this updates the orig_map->tile_map[tile_num] value after loading 1280/* this updates the orig_map->tile_map[tile_num] value after finding
1935 * the map. It also takes care of linking back the freshly loaded 1281 * the map. It also takes care of linking back the freshly found
1936 * maps tile_map values if it tiles back to this one. It returns 1282 * maps tile_map values if it tiles back to this one. It returns
1937 * the value of orig_map->tile_map[tile_num]. It really only does this 1283 * the value of orig_map->tile_map[tile_num].
1938 * so that it is easier for calling functions to verify success.
1939 */ 1284 */
1940 1285static inline maptile *
1941static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1286find_and_link (maptile *orig_map, int tile_num)
1942{ 1287{
1288 maptile *mp = orig_map->tile_map [tile_num];
1289
1290 if (!mp)
1291 {
1292 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1293
1294 if (!mp)
1295 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1);
1300 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY;
1302 }
1303 }
1304
1943 int dest_tile = (tile_num +2) % 4; 1305 int dest_tile = (tile_num + 2) % 4;
1944 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1945 1306
1946 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1307 orig_map->tile_map [tile_num] = mp;
1947 1308
1948 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1309 // optimisation: back-link map to origin map if euclidean
1949 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1310 //TODO: non-euclidean maps MUST GO
1950 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1311 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1951 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1312 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1952 1313
1953 return orig_map->tile_map[tile_num]; 1314 return mp;
1315}
1316
1317static inline void
1318load_and_link (maptile *orig_map, int tile_num)
1319{
1320 find_and_link (orig_map, tile_num)->load_sync ();
1954} 1321}
1955 1322
1956/* this returns TRUE if the coordinates (x,y) are out of 1323/* this returns TRUE if the coordinates (x,y) are out of
1957 * map m. This function also takes into account any 1324 * map m. This function also takes into account any
1958 * tiling considerations, loading adjacant maps as needed. 1325 * tiling considerations, loading adjacant maps as needed.
1959 * This is the function should always be used when it 1326 * This is the function should always be used when it
1960 * necessary to check for valid coordinates. 1327 * necessary to check for valid coordinates.
1961 * This function will recursively call itself for the 1328 * This function will recursively call itself for the
1962 * tiled maps. 1329 * tiled maps.
1963 * 1330 */
1964 * 1331int
1965 */
1966int out_of_map(mapstruct *m, int x, int y) 1332out_of_map (maptile *m, int x, int y)
1967{ 1333{
1968
1969 /* If we get passed a null map, this is obviously the 1334 /* If we get passed a null map, this is obviously the
1970 * case. This generally shouldn't happen, but if the 1335 * case. This generally shouldn't happen, but if the
1971 * map loads fail below, it could happen. 1336 * map loads fail below, it could happen.
1972 */ 1337 */
1973 if (!m) return 0; 1338 if (!m)
1974
1975 if (x<0) {
1976 if (!m->tile_path[3]) return 1;
1977 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1978 load_and_link_tiled_map(m, 3);
1979 }
1980 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1981 }
1982 if (x>=MAP_WIDTH(m)) {
1983 if (!m->tile_path[1]) return 1;
1984 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1985 load_and_link_tiled_map(m, 1);
1986 }
1987 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1988 }
1989 if (y<0) {
1990 if (!m->tile_path[0]) return 1;
1991 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1992 load_and_link_tiled_map(m, 0);
1993 }
1994 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1995 }
1996 if (y>=MAP_HEIGHT(m)) {
1997 if (!m->tile_path[2]) return 1;
1998 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1999 load_and_link_tiled_map(m, 2);
2000 }
2001 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2002 }
2003
2004 /* Simple case - coordinates are within this local
2005 * map.
2006 */
2007 return 0; 1339 return 0;
1340
1341 if (x < 0)
1342 {
1343 if (!m->tile_path[3])
1344 return 1;
1345
1346 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 3);
1348
1349 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1350 }
1351
1352 if (x >= m->width)
1353 {
1354 if (!m->tile_path[1])
1355 return 1;
1356
1357 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1358 find_and_link (m, 1);
1359
1360 return out_of_map (m->tile_map[1], x - m->width, y);
1361 }
1362
1363 if (y < 0)
1364 {
1365 if (!m->tile_path[0])
1366 return 1;
1367
1368 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1369 find_and_link (m, 0);
1370
1371 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1372 }
1373
1374 if (y >= m->height)
1375 {
1376 if (!m->tile_path[2])
1377 return 1;
1378
1379 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1380 find_and_link (m, 2);
1381
1382 return out_of_map (m->tile_map[2], x, y - m->height);
1383 }
1384
1385 /* Simple case - coordinates are within this local
1386 * map.
1387 */
1388 return 0;
2008} 1389}
2009 1390
2010/* This is basically the same as out_of_map above, but 1391/* This is basically the same as out_of_map above, but
2011 * instead we return NULL if no map is valid (coordinates 1392 * instead we return NULL if no map is valid (coordinates
2012 * out of bounds and no tiled map), otherwise it returns 1393 * out of bounds and no tiled map), otherwise it returns
2013 * the map as that the coordinates are really on, and 1394 * the map as that the coordinates are really on, and
2014 * updates x and y to be the localized coordinates. 1395 * updates x and y to be the localised coordinates.
2015 * Using this is more efficient of calling out_of_map 1396 * Using this is more efficient of calling out_of_map
2016 * and then figuring out what the real map is 1397 * and then figuring out what the real map is
2017 */ 1398 */
2018mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1399maptile *
1400maptile::xy_find (sint16 &x, sint16 &y)
2019{ 1401{
2020 1402 if (x < 0)
2021 if (*x<0) {
2022 if (!m->tile_path[3]) return NULL;
2023 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2024 load_and_link_tiled_map(m, 3);
2025
2026 *x += MAP_WIDTH(m->tile_map[3]);
2027 return (get_map_from_coord(m->tile_map[3], x, y));
2028 } 1403 {
2029 if (*x>=MAP_WIDTH(m)) { 1404 if (!tile_path[3])
2030 if (!m->tile_path[1]) return NULL; 1405 return 0;
2031 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2032 load_and_link_tiled_map(m, 1);
2033 1406
2034 *x -= MAP_WIDTH(m); 1407 find_and_link (this, 3);
2035 return (get_map_from_coord(m->tile_map[1], x, y)); 1408 x += tile_map[3]->width;
1409 return tile_map[3]->xy_find (x, y);
1410 }
1411
1412 if (x >= width)
2036 } 1413 {
2037 if (*y<0) { 1414 if (!tile_path[1])
2038 if (!m->tile_path[0]) return NULL; 1415 return 0;
2039 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2040 load_and_link_tiled_map(m, 0);
2041 1416
2042 *y += MAP_HEIGHT(m->tile_map[0]); 1417 find_and_link (this, 1);
2043 return (get_map_from_coord(m->tile_map[0], x, y)); 1418 x -= width;
1419 return tile_map[1]->xy_find (x, y);
1420 }
1421
1422 if (y < 0)
2044 } 1423 {
2045 if (*y>=MAP_HEIGHT(m)) { 1424 if (!tile_path[0])
2046 if (!m->tile_path[2]) return NULL; 1425 return 0;
2047 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map(m, 2);
2049 1426
2050 *y -= MAP_HEIGHT(m); 1427 find_and_link (this, 0);
2051 return (get_map_from_coord(m->tile_map[2], x, y)); 1428 y += tile_map[0]->height;
1429 return tile_map[0]->xy_find (x, y);
1430 }
1431
1432 if (y >= height)
2052 } 1433 {
1434 if (!tile_path[2])
1435 return 0;
2053 1436
1437 find_and_link (this, 2);
1438 y -= height;
1439 return tile_map[2]->xy_find (x, y);
1440 }
1441
2054 /* Simple case - coordinates are within this local 1442 /* Simple case - coordinates are within this local
2055 * map. 1443 * map.
2056 */ 1444 */
2057 1445 return this;
2058 return m;
2059} 1446}
2060 1447
2061/** 1448/**
2062 * Return whether map2 is adjacent to map1. If so, store the distance from 1449 * Return whether map2 is adjacent to map1. If so, store the distance from
2063 * map1 to map2 in dx/dy. 1450 * map1 to map2 in dx/dy.
2064 */ 1451 */
1452static int
2065static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1453adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1454{
2066 if (!map1 || !map2) 1455 if (!map1 || !map2)
2067 return 0; 1456 return 0;
2068 1457
1458 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1459 //fix: compare paths instead (this is likely faster, too!)
2069 if (map1 == map2) { 1460 if (map1 == map2)
1461 {
2070 *dx = 0; 1462 *dx = 0;
2071 *dy = 0; 1463 *dy = 0;
2072 1464 }
2073 } else if (map1->tile_map[0] == map2) { /* up */ 1465 else if (map1->tile_map[0] == map2)
1466 { /* up */
2074 *dx = 0; 1467 *dx = 0;
2075 *dy = -MAP_HEIGHT(map2); 1468 *dy = -map2->height;
1469 }
2076 } else if (map1->tile_map[1] == map2) { /* right */ 1470 else if (map1->tile_map[1] == map2)
2077 *dx = MAP_WIDTH(map1); 1471 { /* right */
1472 *dx = map1->width;
2078 *dy = 0; 1473 *dy = 0;
1474 }
2079 } else if (map1->tile_map[2] == map2) { /* down */ 1475 else if (map1->tile_map[2] == map2)
1476 { /* down */
2080 *dx = 0; 1477 *dx = 0;
2081 *dy = MAP_HEIGHT(map1); 1478 *dy = map1->height;
1479 }
2082 } else if (map1->tile_map[3] == map2) { /* left */ 1480 else if (map1->tile_map[3] == map2)
2083 *dx = -MAP_WIDTH(map2); 1481 { /* left */
1482 *dx = -map2->width;
2084 *dy = 0; 1483 *dy = 0;
2085 1484 }
2086 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1485 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1486 { /* up right */
2087 *dx = MAP_WIDTH(map1->tile_map[0]); 1487 *dx = map1->tile_map[0]->width;
2088 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1488 *dy = -map1->tile_map[0]->height;
1489 }
2089 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1490 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2090 *dx = -MAP_WIDTH(map2); 1491 { /* up left */
2091 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1492 *dx = -map2->width;
1493 *dy = -map1->tile_map[0]->height;
1494 }
2092 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1495 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2093 *dx = MAP_WIDTH(map1); 1496 { /* right up */
2094 *dy = -MAP_HEIGHT(map2); 1497 *dx = map1->width;
1498 *dy = -map2->height;
1499 }
2095 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1500 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2096 *dx = MAP_WIDTH(map1); 1501 { /* right down */
2097 *dy = MAP_HEIGHT(map1->tile_map[1]); 1502 *dx = map1->width;
1503 *dy = map1->tile_map[1]->height;
1504 }
2098 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1505 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1506 { /* down right */
2099 *dx = MAP_WIDTH(map1->tile_map[2]); 1507 *dx = map1->tile_map[2]->width;
2100 *dy = MAP_HEIGHT(map1); 1508 *dy = map1->height;
1509 }
2101 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1510 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2102 *dx = -MAP_WIDTH(map2); 1511 { /* down left */
2103 *dy = MAP_HEIGHT(map1); 1512 *dx = -map2->width;
1513 *dy = map1->height;
1514 }
2104 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1515 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1516 { /* left up */
2105 *dx = -MAP_WIDTH(map1->tile_map[3]); 1517 *dx = -map1->tile_map[3]->width;
2106 *dy = -MAP_HEIGHT(map2); 1518 *dy = -map2->height;
1519 }
2107 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1520 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1521 { /* left down */
2108 *dx = -MAP_WIDTH(map1->tile_map[3]); 1522 *dx = -map1->tile_map[3]->width;
2109 *dy = MAP_HEIGHT(map1->tile_map[3]); 1523 *dy = map1->tile_map[3]->height;
2110
2111 } else { /* not "adjacent" enough */
2112 return 0;
2113 } 1524 }
2114 1525 else
2115 return 1; 1526 return 0;
1527
1528 return 1;
1529}
1530
1531maptile *
1532maptile::xy_load (sint16 &x, sint16 &y)
1533{
1534 maptile *map = xy_find (x, y);
1535
1536 if (map)
1537 map->load_sync ();
1538
1539 return map;
1540}
1541
1542maptile *
1543get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1544{
1545 return m->xy_load (*x, *y);
2116} 1546}
2117 1547
2118/* From map.c 1548/* From map.c
2119 * This is used by get_player to determine where the other 1549 * This is used by get_player to determine where the other
2120 * creature is. get_rangevector takes into account map tiling, 1550 * creature is. get_rangevector takes into account map tiling,
2133 * be unexpected 1563 * be unexpected
2134 * 1564 *
2135 * currently, the only flag supported (0x1) is don't translate for 1565 * currently, the only flag supported (0x1) is don't translate for
2136 * closest body part of 'op1' 1566 * closest body part of 'op1'
2137 */ 1567 */
2138 1568void
2139void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1569get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1570{
2140 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1571 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1572 {
2141 /* be conservative and fill in _some_ data */ 1573 /* be conservative and fill in _some_ data */
2142 retval->distance = 100000; 1574 retval->distance = 100000;
2143 retval->distance_x = 32767; 1575 retval->distance_x = 32767;
2144 retval->distance_y = 32767; 1576 retval->distance_y = 32767;
2145 retval->direction = 0; 1577 retval->direction = 0;
2146 retval->part = 0; 1578 retval->part = 0;
2147 } else { 1579 }
1580 else
1581 {
2148 object *best; 1582 object *best;
2149 1583
2150 retval->distance_x += op2->x-op1->x; 1584 retval->distance_x += op2->x - op1->x;
2151 retval->distance_y += op2->y-op1->y; 1585 retval->distance_y += op2->y - op1->y;
2152 1586
2153 best = op1; 1587 best = op1;
2154 /* If this is multipart, find the closest part now */ 1588 /* If this is multipart, find the closest part now */
2155 if (!(flags&0x1) && op1->more) { 1589 if (!(flags & 0x1) && op1->more)
1590 {
2156 object *tmp; 1591 object *tmp;
2157 int best_distance = retval->distance_x*retval->distance_x+ 1592 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2158 retval->distance_y*retval->distance_y, tmpi;
2159 1593
2160 /* we just take the offset of the piece to head to figure 1594 /* we just take the offset of the piece to head to figure
2161 * distance instead of doing all that work above again 1595 * distance instead of doing all that work above again
2162 * since the distance fields we set above are positive in the 1596 * since the distance fields we set above are positive in the
2163 * same axis as is used for multipart objects, the simply arithmetic 1597 * same axis as is used for multipart objects, the simply arithmetic
2164 * below works. 1598 * below works.
2165 */ 1599 */
2166 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1600 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1601 {
2167 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1602 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2168 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1603 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2169 if (tmpi < best_distance) { 1604 if (tmpi < best_distance)
1605 {
2170 best_distance = tmpi; 1606 best_distance = tmpi;
2171 best = tmp; 1607 best = tmp;
2172 } 1608 }
2173 } 1609 }
2174 if (best != op1) { 1610 if (best != op1)
1611 {
2175 retval->distance_x += op1->x-best->x; 1612 retval->distance_x += op1->x - best->x;
2176 retval->distance_y += op1->y-best->y; 1613 retval->distance_y += op1->y - best->y;
2177 } 1614 }
2178 } 1615 }
2179 retval->part = best; 1616 retval->part = best;
2180 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1617 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2181 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1618 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2182 } 1619 }
2183} 1620}
2184 1621
2185/* this is basically the same as get_rangevector above, but instead of 1622/* this is basically the same as get_rangevector above, but instead of
2186 * the first parameter being an object, it instead is the map 1623 * the first parameter being an object, it instead is the map
2191 * be more consistant with the above function and also in case they are needed 1628 * be more consistant with the above function and also in case they are needed
2192 * for something in the future. Also, since no object is pasted, the best 1629 * for something in the future. Also, since no object is pasted, the best
2193 * field of the rv_vector is set to NULL. 1630 * field of the rv_vector is set to NULL.
2194 */ 1631 */
2195 1632
1633void
2196void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1634get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1635{
2197 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1636 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1637 {
2198 /* be conservative and fill in _some_ data */ 1638 /* be conservative and fill in _some_ data */
2199 retval->distance = 100000; 1639 retval->distance = 100000;
2200 retval->distance_x = 32767; 1640 retval->distance_x = 32767;
2201 retval->distance_y = 32767; 1641 retval->distance_y = 32767;
2202 retval->direction = 0; 1642 retval->direction = 0;
2203 retval->part = 0; 1643 retval->part = 0;
2204 } else { 1644 }
1645 else
1646 {
2205 retval->distance_x += op2->x-x; 1647 retval->distance_x += op2->x - x;
2206 retval->distance_y += op2->y-y; 1648 retval->distance_y += op2->y - y;
2207 1649
2208 retval->part = NULL; 1650 retval->part = NULL;
2209 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1651 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2210 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1652 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2211 } 1653 }
2212} 1654}
2213 1655
2214/* Returns true of op1 and op2 are effectively on the same map 1656/* Returns true of op1 and op2 are effectively on the same map
2215 * (as related to map tiling). Note that this looks for a path from 1657 * (as related to map tiling). Note that this looks for a path from
2216 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1658 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2217 * to op1, this will still return false. 1659 * to op1, this will still return false.
2218 * Note we only look one map out to keep the processing simple 1660 * Note we only look one map out to keep the processing simple
2219 * and efficient. This could probably be a macro. 1661 * and efficient. This could probably be a macro.
2220 * MSW 2001-08-05 1662 * MSW 2001-08-05
2221 */ 1663 */
1664int
2222int on_same_map(const object *op1, const object *op2) { 1665on_same_map (const object *op1, const object *op2)
1666{
2223 int dx, dy; 1667 int dx, dy;
2224 1668
2225 return adjacent_map(op1->map, op2->map, &dx, &dy); 1669 return adjacent_map (op1->map, op2->map, &dx, &dy);
2226} 1670}
1671
1672object *
1673maptile::insert (object *op, int x, int y, object *originator, int flags)
1674{
1675 if (!op->flag [FLAG_REMOVED])
1676 op->remove ();
1677
1678 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1679}
1680

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