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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 1.73 by root, Sun Jan 14 18:00:33 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
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 32
63/* 33/*
64 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname 37 * it really should be called create_mapname
68 */ 38 */
69 39const char *
70const char *create_pathname (const char *name) { 40create_pathname (const char *name)
41{
71 static char buf[MAX_BUF]; 42 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); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf); 44 return buf;
81} 45}
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 46
142/* 47/*
143 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned. 50 * is returned.
152 * the rest of the code only cares that the file is readable. 57 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be 58 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
156 */ 61 */
157 62int
158int check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
159{ 64{
160 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
161#ifndef WIN32 66
162 char *endbuf; 67 char *endbuf;
163 struct stat statbuf; 68 struct stat statbuf;
164 int mode = 0, i; 69 int mode = 0;
165#endif
166 70
167 if (prepend_dir) 71 if (prepend_dir)
168 strcpy (buf, create_pathname(name)); 72 strcpy (buf, create_pathname (name));
169 else 73 else
170 strcpy(buf, name); 74 strcpy (buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174 75
175 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
178 * all the names. 79 * all the names.
179 */ 80 */
180 endbuf = buf + strlen(buf); 81 endbuf = buf + strlen (buf);
181 82
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)) 83 if (stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1); 84 return -1;
192 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
193 return (-1); 86 return (-1);
194 87
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4; 90 mode |= 4;
199 91
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2; 94 mode |= 2;
204 95
205 return (mode); 96 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} 97}
246 98
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
252 * by a P_NEW_MAP value, another call to get_map_from_coord 104 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 105 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
256 */ 108 */
109int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 111{
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; 112 sint16 newx = x;
265 newy = y; 113 sint16 newy = y;
114
266 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 116
268 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
269 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 121 if (nx) *nx = newx;
271 if (ny) *ny = newy; 122 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}
277 123
124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
125}
278 126
279/* 127/*
280 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
281 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
282 * multipart monsters - if we want to see if a 2x2 monster 130 * multipart monsters - if we want to see if a 2x2 monster
286 * monster. 134 * monster.
287 * m, x, y are the target map/coordinates - needed for map tiling. 135 * m, x, y are the target map/coordinates - needed for map tiling.
288 * the coordinates & map passed in should have been updated for tiling 136 * the coordinates & map passed in should have been updated for tiling
289 * by the caller. 137 * by the caller.
290 */ 138 */
291 139int
292int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 140blocked_link (object *ob, maptile *m, int sx, int sy)
141{
293 object *tmp; 142 object *tmp;
294 int mflags, blocked; 143 int mflags, blocked;
295 144
296 /* Make sure the coordinates are valid - they should be, as caller should 145 /* Make sure the coordinates are valid - they should be, as caller should
297 * have already checked this. 146 * have already checked this.
298 */ 147 */
299 if (OUT_OF_REAL_MAP(m, sx, sy)) { 148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
300 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
301 return 1; 151 return 1;
302 } 152 }
303 153
304 /* Save some cycles - instead of calling get_map_flags(), just get the value 154 /* Save some cycles - instead of calling get_map_flags(), just get the value
305 * directly. 155 * directly.
306 */ 156 */
307 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
308 158
309 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
310 160
311 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
312 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
313 * things we need to do for players. 163 * things we need to do for players.
314 */ 164 */
315 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 165 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; 166 return 0;
167
168 /* if there isn't anytyhing alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example)
174 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
177
178 if (ob->head != NULL)
179 ob = ob->head;
180
181 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0.
185 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
188
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
192 /* If last_sp is set, the player/monster needs an object,
193 * so we check for it. If they don't have it, they can't
194 * pass through this space.
195 */
196 if (tmp->last_sp)
197 {
198 if (check_inv_recursive (ob, tmp) == NULL)
199 return 1;
200 else
201 continue;
202 }
203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
216 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks
218 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1;
227 }
228
229 }
230 return 0;
372} 231}
373 232
374 233
375/* 234/*
376 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
396 * 255 *
397 * Note this used to be arch_blocked, but with new movement 256 * Note this used to be arch_blocked, but with new movement
398 * code, we need to have actual object to check its move_type 257 * code, we need to have actual object to check its move_type
399 * against the move_block values. 258 * against the move_block values.
400 */ 259 */
401 260int
402int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262{
403 archetype *tmp; 263 archetype *tmp;
404 int flag; 264 int flag;
405 mapstruct *m1; 265 maptile *m1;
406 sint16 sx, sy; 266 sint16 sx, sy;
407 267
408 if(ob==NULL) { 268 if (!ob)
269 {
409 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
410 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
411 273
412 /* don't have object, so don't know what types would block */ 274 /* don't have object, so don't know what types would block */
413 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 275 return m1->at (sx, sy).move_block;
414 } 276 }
415 277
416 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
417 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
418 281
419 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 282 if (flag & P_OUT_OF_MAP)
420 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
421 286
287 mapspace &ms = m1->at (sx, sy);
288
422 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
423 * ob doesn't have any move type (when used to place exits) 290 * ob doesn't have any move type (when used to place exits)
424 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
425 */ 292 */
426 293
427 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
428 296
429 /* Note it is intentional that we check ob - the movement type of the 297 /* Note it is intentional that we check ob - the movement type of the
430 * head of the object should correspond for the entire object. 298 * head of the object should correspond for the entire object.
431 */ 299 */
432 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
433 return AB_NO_PASS; 301 return P_NO_PASS;
434
435 } 302 }
303
436 return 0; 304 return 0;
437} 305}
438 306
439/* When the map is loaded, load_object does not actually insert objects 307/* When the map is loaded, load_object does not actually insert objects
440 * into inventory, but just links them. What this does is go through 308 * into inventory, but just links them. What this does is go through
441 * and insert them properly. 309 * and insert them properly.
442 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
443 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
444 */ 312 */
445 313void
446void fix_container(object *container) 314fix_container (object *container)
447{ 315{
448 object *tmp=container->inv, *next; 316 object *tmp = container->inv, *next;
449 317
450 container->inv=NULL; 318 container->inv = 0;
451 while (tmp!=NULL) { 319 while (tmp)
320 {
452 next = tmp->below; 321 next = tmp->below;
453 if (tmp->inv) 322 if (tmp->inv)
454 fix_container(tmp); 323 fix_container (tmp);
324
455 (void) insert_ob_in_ob(tmp,container); 325 insert_ob_in_ob (tmp, container);
456 tmp = next; 326 tmp = next;
457 } 327 }
328
458 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
459 * carrying. 330 * carrying.
460 */ 331 */
461 sum_weight(container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
462} 344}
463 345
464/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
465 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
466 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
467 * they are saved). We do have to look for the old maps that did save 349 * they are saved). We do have to look for the old maps that did save
468 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
469 */ 351 */
470 352void
471static void link_multipart_objects(mapstruct *m) 353maptile::link_multipart_objects ()
472{ 354{
473 int x,y; 355 if (!spaces)
474 object *tmp, *op, *last, *above; 356 return;
475 archetype *at;
476 357
477 for(x=0;x<MAP_WIDTH(m);x++) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
478 for(y=0;y<MAP_HEIGHT(m);y++) 359 for (object *tmp = ms->bot; tmp; )
479 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 360 {
480 above=tmp->above; 361 object *above = tmp->above;
481 362
482 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
483 if (tmp->head || tmp->more) continue; 364 if (!tmp->head && !tmp->more)
484 365 {
485 /* If there is nothing more to this object, this for loop 366 /* If there is nothing more to this object, this for loop
486 * won't do anything. 367 * won't do anything.
487 */ 368 */
488 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
489 op = arch_to_object(at); 375 op = arch_to_object (at);
490 376
491 /* update x,y coordinates */ 377 /* update x,y coordinates */
492 op->x += tmp->x; 378 op->x += tmp->x;
493 op->y += tmp->y; 379 op->y += tmp->y;
494 op->head = tmp; 380 op->head = tmp;
495 op->map = m; 381 op->map = this;
496 last->more = op; 382 last->more = op;
497 if (tmp->name != op->name) { 383 op->name = tmp->name;
498 if (op->name) free_string(op->name); 384 op->title = tmp->title;
499 op->name = add_string(tmp->name); 385
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 386 /* we could link all the parts onto tmp, and then just
506 * call insert_ob_in_map once, but the effect is the same, 387 * 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 388 * 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. 389 * the coding is simpler to just to it here with each part.
509 */ 390 */
510 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
511 } /* for at = tmp->arch->more */ 392 }
512 } /* for objects on this space */ 393 }
394
395 tmp = above;
396 }
513} 397}
514
515
516 398
517/* 399/*
518 * Loads (ands parses) the objects into a given map from the specified 400 * Loads (ands parses) the objects into a given map from the specified
519 * file pointer. 401 * file pointer.
520 * mapflags is the same as we get with load_original_map 402 * mapflags is the same as we get with load_original_map
521 */ 403 */
522 404bool
523void load_objects (mapstruct *m, FILE *fp, int mapflags) { 405maptile::_load_objects (object_thawer &thawer)
524 int i,j,bufstate=LO_NEWFILE; 406{
525 int unique; 407 int unique;
526 object *op, *prev=NULL,*last_more=NULL, *otmp; 408 object *op, *prev = NULL, *last_more = NULL, *otmp;
527 409
528 op=get_object(); 410 op = object::create ();
529 op->map = m; /* To handle buttons correctly */ 411 op->map = this; /* To handle buttons correctly */
530 412
531 while((i=load_object(fp,op,bufstate, mapflags))) { 413 while (int i = load_object (thawer, op, 0))
532 /* Since the loading of the map header does not load an object 414 {
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 415 /* if the archetype for the object is null, means that we
539 * got an invalid object. Don't do anything with it - the game 416 * got an invalid object. Don't do anything with it - the game
540 * or editor will not be able to do anything with it either. 417 * or editor will not be able to do anything with it either.
541 */ 418 */
542 if (op->arch==NULL) { 419 if (op->arch == NULL)
420 {
543 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
544 continue; 422 continue;
545 } 423 }
546 424
547 425 switch (i)
548 switch(i) { 426 {
549 case LL_NORMAL: 427 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); 428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
556 429
557 if (op->inv) 430 if (op->inv)
558 sum_weight(op); 431 sum_weight (op);
559 432
560 prev=op,last_more=op; 433 prev = op, last_more = op;
561 break; 434 break;
562 435
563 case LL_MORE: 436 case LL_MORE:
564 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
565 op->head=prev,last_more->more=op,last_more=op; 438 op->head = prev, last_more->more = op, last_more = op;
566 break; 439 break;
567 } 440 }
568 if (mapflags & MAP_STYLE) { 441
569 remove_from_active_list(op); 442 op = object::create ();
570 }
571 op=get_object();
572 op->map = m; 443 op->map = this;
573 } 444 }
445
446 op->destroy ();
447
448#if 0
574 for (i=0;i<m->width;i++){ 449 for (i = 0; i < width; i++)
575 for (j=0;j<m->height;j++){ 450 for (j = 0; j < height; j++)
451 {
576 unique =0; 452 unique = 0;
577 /* check for unique items, or unique squares */ 453 /* check for unique items, or unique squares */
578 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
579 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
580 unique = 1; 457 unique = 1;
458
581 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
582 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 }
463#endif
464
465 return true;
466}
467
468void
469maptile::activate ()
470{
471 if (!spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive ();
477}
478
479void
480maptile::deactivate ()
481{
482 if (!spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive ();
488}
489
490bool
491maptile::_save_objects (object_freezer &freezer, int flags)
492{
493 static int cede_count = 0;
494
495 if (flags & IO_HEADER)
496 _save_header (freezer);
497
498 if (!spaces)
499 return false;
500
501 for (int i = 0; i < size (); ++i)
502 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above)
513 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1;
519
520 if (!op->can_map_save ())
521 continue;
522
523 if (unique || op->flag [FLAG_UNIQUE])
524 {
525 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1);
527 }
528 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1);
530 }
583 } 531 }
584 } 532
533 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
585 } 553 }
586 free_object(op);
587 link_multipart_objects(m);
588}
589 554
590/* This saves all the objects on the map in a non destructive fashion. 555 return _load_objects (thawer);
591 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 556}
592 * and we only save the head of multi part objects - this is needed 557
593 * in order to do map tiling properly. 558bool
559maptile::_save_objects (const char *path, int flags)
560{
561 object_freezer freezer;
562
563 if (!_save_objects (freezer, flags))
564 return false;
565
566 return freezer.save (path);
567}
568
569maptile::maptile ()
570{
571 in_memory = MAP_SWAPPED;
572
573 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour.
594 */ 575 */
595void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 576 width = 16;
596 int i, j = 0,unique=0; 577 height = 16;
597 object *op; 578 reset_timeout = 0;
598 /* first pass - save one-part objects */ 579 timeout = 300;
599 for(i = 0; i < MAP_WIDTH(m); i++) 580 enter_x = 0;
600 for (j = 0; j < MAP_HEIGHT(m); j++) { 581 enter_y = 0;
601 unique=0; 582}
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;
605 583
606 if(op->type == PLAYER) { 584maptile::maptile (int w, int h)
607 LOG(llevDebug, "Player on map that is being saved\n"); 585{
608 continue; 586 in_memory = MAP_SWAPPED;
609 }
610 587
611 if (op->head || op->owner) 588 width = w;
612 continue; 589 height = h;
590 reset_timeout = 0;
591 timeout = 300;
592 enter_x = 0;
593 enter_y = 0;
613 594
614 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 595 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} 596}
625 597
626/* 598/*
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. 599 * Allocates the arrays contained in a maptile.
663 * This basically allocates the dynamic array of spaces for the 600 * This basically allocates the dynamic array of spaces for the
664 * map. 601 * map.
665 */ 602 */
666 603void
667void allocate_map(mapstruct *m) { 604maptile::alloc ()
668 m->in_memory = MAP_IN_MEMORY; 605{
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) { 606 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; 607 return;
608
609 spaces = salloc0<mapspace> (size ());
694} 610}
695 611
696/* Takes a string from a map definition and outputs a pointer to the array of shopitems 612/* Takes a string from a map definition and outputs a pointer to the array of shopitems
697 * corresponding to that string. Memory is allocated for this, it must be freed 613 * corresponding to that string. Memory is allocated for this, it must be freed
698 * at a later date. 614 * at a later date.
699 * Called by parse_map_headers below. 615 * Called by parse_map_headers below.
700 */ 616 */
701 617static shopitems *
702static shopitems *parse_shop_string (const char *input_string) { 618parse_shop_string (const char *input_string)
619{
703 char *shop_string, *p, *q, *next_semicolon, *next_colon; 620 char *shop_string, *p, *q, *next_semicolon, *next_colon;
704 shopitems *items=NULL; 621 shopitems *items = NULL;
705 int i=0, number_of_entries=0; 622 int i = 0, number_of_entries = 0;
706 const typedata *current_type; 623 const typedata *current_type;
707 624
708 shop_string=strdup_local(input_string); 625 shop_string = strdup (input_string);
709 p=shop_string; 626 p = shop_string;
710 /* first we'll count the entries, we'll need that for allocating the array shortly */ 627 /* first we'll count the entries, we'll need that for allocating the array shortly */
711 while (p) { 628 while (p)
629 {
712 p=strchr(p, ';'); 630 p = strchr (p, ';');
713 number_of_entries++; 631 number_of_entries++;
714 if (p) p++; 632 if (p)
633 p++;
715 } 634 }
635
716 p=shop_string; 636 p = shop_string;
717 strip_endline(p); 637 strip_endline (p);
718 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 638 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++) { 639 for (i = 0; i < number_of_entries; i++)
721 if (!p) { 640 {
641 if (!p)
642 {
722 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 643 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
723 break; 644 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 } 645 }
646
647 next_semicolon = strchr (p, ';');
648 next_colon = strchr (p, ':');
649 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
650 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
651 items[i].strength = atoi (strchr (p, ':') + 1);
652
653 if (isdigit (*p) || *p == '*')
654 {
655 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
656 current_type = get_typedata (items[i].typenum);
657 if (current_type)
658 {
659 items[i].name = current_type->name;
660 items[i].name_pl = current_type->name_pl;
661 }
662 }
663 else
664 { /*we have a named type, let's figure out what it is */
665 q = strpbrk (p, ";:");
666 if (q)
667 *q = '\0';
668
669 current_type = get_typedata_by_name (p);
670 if (current_type)
671 {
672 items[i].name = current_type->name;
673 items[i].typenum = current_type->number;
674 items[i].name_pl = current_type->name_pl;
675 }
676 else
677 { /* oh uh, something's wrong, let's free up this one, and try
678 * the next entry while we're at it, better print a warning
679 */
680 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
681 }
682 }
683
756 items[i].index=number_of_entries; 684 items[i].index = number_of_entries;
757 if (next_semicolon) p=++next_semicolon; 685 if (next_semicolon)
758 else p=NULL; 686 p = ++next_semicolon;
687 else
688 p = NULL;
759 } 689 }
690
760 free(shop_string); 691 free (shop_string);
761 return items; 692 return items;
762} 693}
763 694
764/* opposite of parse string, this puts the string that was originally fed in to 695/* opposite of parse string, this puts the string that was originally fed in to
765 * the map (or something equivilent) into output_string. */ 696 * the map (or something equivilent) into output_string. */
697static void
766static void print_shop_string(mapstruct *m, char *output_string) { 698print_shop_string (maptile *m, char *output_string)
699{
767 int i; 700 int i;
768 char tmp[MAX_BUF]; 701 char tmp[MAX_BUF];
702
769 strcpy(output_string, ""); 703 strcpy (output_string, "");
770 for (i=0; i< m->shopitems[0].index; i++) { 704 for (i = 0; i < m->shopitems[0].index; i++)
705 {
771 if (m->shopitems[i].typenum) { 706 if (m->shopitems[i].typenum)
707 {
772 if (m->shopitems[i].strength) { 708 if (m->shopitems[i].strength)
773 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 709 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
774 } 710 else
775 else sprintf(tmp, "%s;", m->shopitems[i].name); 711 sprintf (tmp, "%s;", m->shopitems[i].name);
776 } 712 }
777 else { 713 else
714 {
778 if (m->shopitems[i].strength) { 715 if (m->shopitems[i].strength)
779 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 716 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
780 } 717 else
781 else sprintf(tmp, "*"); 718 sprintf (tmp, "*");
782 } 719 }
720
783 strcat(output_string, tmp); 721 strcat (output_string, tmp);
784 } 722 }
785} 723}
786 724
787/* This loads the header information of the map. The header 725/* This loads the header information of the map. The header
788 * contains things like difficulty, size, timeout, etc. 726 * contains things like difficulty, size, timeout, etc.
792 * put all the stuff in the map object so that names actually make 730 * put all the stuff in the map object so that names actually make
793 * sense. 731 * sense.
794 * This could be done in lex (like the object loader), but I think 732 * This could be done in lex (like the object loader), but I think
795 * currently, there are few enough fields this is not a big deal. 733 * currently, there are few enough fields this is not a big deal.
796 * MSW 2001-07-01 734 * MSW 2001-07-01
797 * return 0 on success, 1 on failure.
798 */ 735 */
799 736bool
800static int load_map_header(FILE *fp, mapstruct *m) 737maptile::_load_header (object_thawer &thawer)
801{ 738{
802 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 739 for (;;)
803 int msgpos=0; 740 {
804 int maplorepos=0; 741 keyword kw = thawer.get_kv ();
805 742
806 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 743 switch (kw)
807 buf[HUGE_BUF-1] = 0; 744 {
808 key = buf; 745 case KW_EOF:
809 while (isspace(*key)) key++; 746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
810 if (*key == 0) continue; /* empty line */ 747 return false;
811 value = strchr(key, ' '); 748
812 if (!value) { 749 case KW_end:
813 end = strchr(key, '\n'); 750 return true;
814 if (end != NULL) { 751
815 *end = 0; 752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg);
759 break;
760
761 case KW_lore: // CF+ extension
762 thawer.get_ml (KW_endlore, maplore);
763 break;
764
765 case KW_maplore:
766 thawer.get_ml (KW_endmaplore, maplore);
767 break;
768
769 case KW_arch:
770 if (strcmp (thawer.get_str (), "map"))
771 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
772 break;
773
774 case KW_oid:
775 thawer.get (this, thawer.get_sint32 ());
776 break;
777
778 case KW_file_format_version: break; // nop
779
780 case KW_name: thawer.get (name); break;
781 case KW_attach: thawer.get (attach); break;
782 case KW_reset_time: thawer.get (reset_time); break;
783 case KW_shopgreed: thawer.get (shopgreed); break;
784 case KW_shopmin: thawer.get (shopmin); break;
785 case KW_shopmax: thawer.get (shopmax); break;
786 case KW_shoprace: thawer.get (shoprace); break;
787 case KW_outdoor: thawer.get (outdoor); break;
788 case KW_temp: thawer.get (temp); break;
789 case KW_pressure: thawer.get (pressure); break;
790 case KW_humid: thawer.get (humid); break;
791 case KW_windspeed: thawer.get (windspeed); break;
792 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break;
794
795 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break;
797
798 case KW_region: get_region_by_name (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800
801 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
804 case KW_x: case KW_width: thawer.get (width); break;
805 case KW_y: case KW_height: thawer.get (height); break;
806 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
807 case KW_value: case KW_swap_time: thawer.get (timeout); break;
808 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
809 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
810 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
811
812 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break;
816 }
816 } 817 }
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
836 818
837 /* key is the field name, value is what it should be set 819 abort ();
838 * to. We've already done the work to null terminate key, 820}
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 */
851 821
852 if (!strcmp(key,"msg")) { 822bool
853 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 823maptile::_load_header (const char *path)
854 if (!strcmp(buf,"endmsg\n")) break; 824{
855 else { 825 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);
957 826
958 if (tile<1 || tile>4) { 827 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; 828 return false;
1005}
1006 829
1007/* 830 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} 831}
1148 832
1149/****************************************************************************** 833/******************************************************************************
1150 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1151 *****************************************************************************/ 835 *****************************************************************************/
1152 836
1153/* This goes through map 'm' and removed any unique items on the map. */ 837/* This goes through the maptile and removed any unique items on the map. */
1154static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1155{ 840{
841 for (int i = 0; i < size (); ++i)
842 {
1156 int i,j,unique; 843 int unique = 0;
1157 object *op, *next; 844 for (object *op = spaces [i].bot; op; )
845 {
846 object *above = op->above;
1158 847
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)) 848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1165 unique=1; 849 unique = 1;
850
1166 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1167 clean_object(op); 852 {
1168 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 853 op->destroy_inv (false);
1169 remove_button_link(op); 854 op->destroy ();
1170 remove_ob(op); 855 }
1171 free_object(op); 856
1172 } 857 op = above;
858 }
1173 } 859 }
1174 }
1175} 860}
1176 861
862bool
863maptile::_save_header (object_freezer &freezer)
864{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1177 867
1178/* 868 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 869
1187 for (count=0; count<10; count++) { 870 if (name) MAP_OUT (name);
1188 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 871 MAP_OUT (swap_time);
1189 if (!access(firstname, R_OK)) break; 872 MAP_OUT (reset_time);
1190 } 873 MAP_OUT (reset_timeout);
1191 /* If we get here, we did not find any map */ 874 MAP_OUT (fixed_resettime);
1192 if (count==10) return; 875 MAP_OUT (difficulty);
1193 876
1194 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 877 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 878
1202 m->in_memory=MAP_LOADING; 879 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 880 {
1226 if (flag && !*m->path) { 881 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); 882 print_shop_string (this, shop);
1287 fprintf(fp,"shopitems %s\n", shop); 883 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 } 884 }
1348 }
1349 } else { /* save same file when not playing, like in editor */
1350 save_objects(m, fp, fp, 0);
1351 }
1352 885
1353 if (m->compressed && (m->unique || m->templatemap || flag)) 886 MAP_OUT (shopgreed);
1354 pclose(fp); 887 MAP_OUT (shopmin);
1355 else 888 MAP_OUT (shopmax);
1356 fclose(fp); 889 if (shoprace) MAP_OUT (shoprace);
890 MAP_OUT (darkness);
891 MAP_OUT (width);
892 MAP_OUT (height);
893 MAP_OUT (enter_x);
894 MAP_OUT (enter_y);
1357 895
1358 chmod (filename, SAVE_MODE); 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
898
899 MAP_OUT (outdoor);
900 MAP_OUT (temp);
901 MAP_OUT (pressure);
902 MAP_OUT (humid);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
906
907 MAP_OUT (per_player);
908 MAP_OUT (per_party);
909
910 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914
915 freezer.put (this);
916 freezer.put (KW_end);
917
918 return true;
919}
920
921bool
922maptile::_save_header (const char *path)
923{
924 object_freezer freezer;
925
926 if (!_save_header (freezer))
1359 return 0; 927 return false;
1360}
1361 928
1362 929 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} 930}
1382 931
1383/* 932/*
1384 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1385 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1386 940
1387void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1388 int i,j; 942 while (object *op = ms->bot)
1389 object *op; 943 {
1390 944 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; 945 op = op->head;
1402 946
1403 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1404 * free objects in op's inventory. So let it do the job. 948 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 } 949 }
1423#endif 950
951 sfree (spaces, size ()), spaces = 0;
952
953 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0;
955}
956
957void
958maptile::clear_header ()
959{
960 name = 0;
961 msg = 0;
962 maplore = 0;
963 shoprace = 0;
964 delete [] shopitems, shopitems = 0;
965
966 for (int i = 0; i < 4; i++)
967 tile_path [i] = 0;
968}
969
970maptile::~maptile ()
971{
972 assert (destroyed ());
973}
974
975void
976maptile::clear_links_to (maptile *m)
977{
978 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those.
982 */
983 for (int i = 0; i < 4; i++)
984 if (tile_map[i] == m)
985 tile_map[i] = 0;
986}
987
988void
989maptile::do_destroy ()
990{
991 attachable::do_destroy ();
992
993 clear ();
1424} 994}
1425 995
1426/* 996/*
1427 * Frees everything allocated by the given mapstructure. 997 * 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 */ 998 */
1472 m->in_memory = MAP_SAVING; 999void
1473 free_map (m, 1); 1000maptile::update_buttons ()
1001{
1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1004 {
1005 if (!ol->ob)
1006 {
1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1009 continue;
1010 }
1011
1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013 {
1014 update_button (ol->ob);
1015 break;
1016 }
1474 } 1017 }
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} 1018}
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 1019
1615/* 1020/*
1616 * This routine is supposed to find out the difficulty of the map. 1021 * This routine is supposed to find out the difficulty of the map.
1617 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1618 * but does have a lot to do with treasure on the map. 1023 * but does have a lot to do with treasure on the map.
1620 * Difficulty can now be set by the map creature. If the value stored 1025 * Difficulty can now be set by the map creature. If the value stored
1621 * in the map is zero, then use this routine. Maps should really 1026 * in the map is zero, then use this routine. Maps should really
1622 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1623 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1624 */ 1029 */
1625 1030int
1626int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1627 object *op; 1032{
1628 archetype *at;
1629 int x, y, i, diff;
1630 long monster_cnt = 0; 1033 long monster_cnt = 0;
1631 double avgexp = 0; 1034 double avgexp = 0;
1632 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1633 1036
1634 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1635 { 1038 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 { 1039 {
1644 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1645 { 1041 {
1646 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1647 monster_cnt++; 1043 monster_cnt++;
1648 } 1044 }
1649 1045
1650 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1651 { 1047 {
1652 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1653 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1654
1655 if(at != NULL)
1656 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1657 1052
1658 monster_cnt++; 1053 monster_cnt++;
1659 } 1054 }
1660 } 1055 }
1661 1056
1662 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1663 1058
1664 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1665 {
1666 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1060 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1667 {
1668 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1669 return i; 1061 return i;
1670 }
1671 }
1672 1062
1673 return 1; 1063 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} 1064}
1698 1065
1699/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1700 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1701 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1702 * Move this from los.c to map.c since this is more related 1069 * Move this from los.c to map.c since this is more related
1703 * to maps than los. 1070 * to maps than los.
1704 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1705 */ 1072 */
1706 1073int
1707int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1708 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1709 1077
1710 /* Nothing to do */ 1078 /* Nothing to do */
1711 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 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; 1080 return 0;
1714 }
1715 1081
1716 /* inform all players on the map */ 1082 /* inform all players on the map */
1717 if (change>0) 1083 if (change > 0)
1718 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1719 else 1085 else
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1721 1087
1722 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1723 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1724 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1725 * is not +/-1 1091 * is not +/-1
1726 */ 1092 */
1727 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1728 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1729 else m->darkness=new_level; 1098 darkness = new_level;
1730 1099
1731 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1732 update_all_map_los(m); 1101 update_all_map_los (this);
1733 return 1; 1102 return 1;
1734} 1103}
1735
1736 1104
1737/* 1105/*
1738 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1739 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1740 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1741 * through, etc) 1109 * through, etc)
1742 */ 1110 */
1743void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1744 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1745 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = 0, light = 0, anywhere = 0;
1746 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1747 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1748 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1749 1119
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; 1120 middle = blank_face;
1758 top=blank_face; 1121 top = blank_face;
1759 floor=blank_face; 1122 floor = blank_face;
1760 1123
1761 middle_obj = NULL; 1124 middle_obj = 0;
1762 top_obj = NULL; 1125 top_obj = 0;
1763 floor_obj = NULL; 1126 floor_obj = 0;
1764 1127
1765 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1766 1129 {
1767 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1768 * one). But if so, it shouldn't be a simple additive - 2 1131 * one). But if so, it shouldn't be a simple additive - 2
1769 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1770 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1771 */ 1134 */
1772 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1773 1137
1774 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1775 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1776 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1777 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1778 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1779 * 1143 *
1780 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1781 */ 1145 */
1782 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1783 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1784 top = tmp->face; 1149 {
1785 top_obj = tmp; 1150 top = tmp->face;
1786 } 1151 top_obj = tmp;
1152 }
1787 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1788 /* If we got a floor, that means middle and top were below it, 1155 /* If we got a floor, that means middle and top were below it,
1789 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1790 */ 1157 */
1791 middle=blank_face; 1158 middle = blank_face;
1792 top=blank_face; 1159 top = blank_face;
1793 floor = tmp->face; 1160 floor = tmp->face;
1794 floor_obj = tmp; 1161 floor_obj = tmp;
1795 } 1162 }
1796 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1797 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1798 middle = tmp->face; 1165 {
1166 middle = tmp->face;
1799 1167
1800 middle_obj = tmp; 1168 middle_obj = tmp;
1801 anywhere =1; 1169 anywhere = 1;
1802 } 1170 }
1803 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1804 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1805 * top 1173 * top
1806 */ 1174 */
1807 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1808 middle = tmp->face; 1177 middle = tmp->face;
1809 middle_obj = tmp; 1178 middle_obj = tmp;
1810 } 1179 }
1811 } 1180 }
1181
1812 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1813 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1814 exit (-1); 1185 exit (-1);
1815 }
1816 1186 }
1187
1817 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1818 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1819 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1820 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1821 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1822 1193
1823 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1824 flags |= P_IS_ALIVE; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1825 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1826 flags |= P_NO_MAGIC; 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1827 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1828 flags |= P_NO_CLERIC; 1199 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 } 1200 }
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 1201
1202 this->light = light;
1203 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on;
1206 this->move_off = move_off;
1207 this->move_slow = move_slow;
1208
1850 /* At this point, we have a floor face (if there is a floor), 1209 /* At this point, we have a floor face (if there is a floor),
1851 * and the floor is set - we are not going to touch it at 1210 * and the floor is set - we are not going to touch it at
1852 * this point. 1211 * this point.
1853 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1854 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1855 * 1214 *
1856 * We now need to fill in top.face and/or middle.face. 1215 * We now need to fill in top.face and/or middle.face.
1857 */ 1216 */
1858 1217
1859 /* If the top face also happens to be high visibility, re-do our 1218 /* If the top face also happens to be high visibility, re-do our
1860 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1861 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1862 * may be possible for the faces to match but be different objects. 1221 * may be possible for the faces to match but be different objects.
1863 */ 1222 */
1864 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1865 1225
1866 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1867 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1868 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1869 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1870 */ 1230 */
1871 1231
1872 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1873 /* Once we get to a floor, stop, since we already have a floor object */ 1234 /* Once we get to a floor, stop, since we already have a floor object */
1874 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1875 1237
1876 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1877 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1878 1241
1879 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces */
1880 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible)
1244 {
1881 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1882 if (top == blank_face) { 1246 if (top == blank_face)
1883 top = tmp->face; 1247 {
1884 top_obj = tmp; 1248 top = tmp->face;
1885 if (top == middle) middle=blank_face; 1249 top_obj = tmp;
1886 } else { 1250 if (top == middle)
1251 middle = blank_face;
1252 }
1253 else
1254 {
1887 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1888 * middle is not set 1256 * middle is not set
1889 * 1257 *
1890 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1891 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1892 * 1260 *
1893 */ 1261 */
1894 if (tmp->face != top ) { 1262 if (tmp->face != top)
1895 middle = tmp->face; 1263 {
1896 middle_obj = tmp; 1264 middle = tmp->face;
1897 break; 1265 middle_obj = tmp;
1898 } 1266 break;
1267 }
1268 }
1269 }
1899 } 1270 }
1900 } 1271
1901 } 1272 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) 1273 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 1274
1275 if (top == middle)
1276 middle = blank_face;
1922 1277
1923void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1924 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1925 1280 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} 1281}
1933 1282
1934/* this updates the orig_map->tile_map[tile_num] value after loading 1283/* this updates the orig_map->tile_map[tile_num] value after finding
1935 * the map. It also takes care of linking back the freshly loaded 1284 * the map. It also takes care of linking back the freshly found
1936 * maps tile_map values if it tiles back to this one. It returns 1285 * maps tile_map values if it tiles back to this one. It returns
1937 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num].
1938 * so that it is easier for calling functions to verify success.
1939 */ 1287 */
1940 1288static inline maptile *
1941static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1289find_and_link (maptile *orig_map, int tile_num)
1942{ 1290{
1291 maptile *mp = orig_map->tile_map [tile_num];
1292
1293 if (!mp)
1294 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296
1297 if (!mp)
1298 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 }
1307
1943 int dest_tile = (tile_num +2) % 4; 1308 int dest_tile = (tile_num + 2) % 4;
1944 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1945 1309
1946 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1310 orig_map->tile_map [tile_num] = mp;
1947 1311
1948 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1312 // optimisation: back-link map to origin map if euclidean
1949 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1313 //TODO: non-euclidean maps MUST GO
1950 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1951 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1952 1316
1953 return orig_map->tile_map[tile_num]; 1317 return mp;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1954} 1324}
1955 1325
1956/* this returns TRUE if the coordinates (x,y) are out of 1326/* this returns TRUE if the coordinates (x,y) are out of
1957 * map m. This function also takes into account any 1327 * map m. This function also takes into account any
1958 * tiling considerations, loading adjacant maps as needed. 1328 * tiling considerations, loading adjacant maps as needed.
1959 * This is the function should always be used when it 1329 * This is the function should always be used when it
1960 * necessary to check for valid coordinates. 1330 * necessary to check for valid coordinates.
1961 * This function will recursively call itself for the 1331 * This function will recursively call itself for the
1962 * tiled maps. 1332 * tiled maps.
1963 * 1333 */
1964 * 1334int
1965 */
1966int out_of_map(mapstruct *m, int x, int y) 1335out_of_map (maptile *m, int x, int y)
1967{ 1336{
1968
1969 /* If we get passed a null map, this is obviously the 1337 /* If we get passed a null map, this is obviously the
1970 * case. This generally shouldn't happen, but if the 1338 * case. This generally shouldn't happen, but if the
1971 * map loads fail below, it could happen. 1339 * map loads fail below, it could happen.
1972 */ 1340 */
1973 if (!m) return 0; 1341 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; 1342 return 0;
1343
1344 if (x < 0)
1345 {
1346 if (!m->tile_path[3])
1347 return 1;
1348
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 }
1354
1355 if (x >= m->width)
1356 {
1357 if (!m->tile_path[1])
1358 return 1;
1359
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y);
1364 }
1365
1366 if (y < 0)
1367 {
1368 if (!m->tile_path[0])
1369 return 1;
1370
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 }
1376
1377 if (y >= m->height)
1378 {
1379 if (!m->tile_path[2])
1380 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384
1385 return out_of_map (m->tile_map[2], x, y - m->height);
1386 }
1387
1388 /* Simple case - coordinates are within this local
1389 * map.
1390 */
1391 return 0;
2008} 1392}
2009 1393
2010/* This is basically the same as out_of_map above, but 1394/* This is basically the same as out_of_map above, but
2011 * instead we return NULL if no map is valid (coordinates 1395 * instead we return NULL if no map is valid (coordinates
2012 * out of bounds and no tiled map), otherwise it returns 1396 * out of bounds and no tiled map), otherwise it returns
2013 * the map as that the coordinates are really on, and 1397 * the map as that the coordinates are really on, and
2014 * updates x and y to be the localized coordinates. 1398 * updates x and y to be the localised coordinates.
2015 * Using this is more efficient of calling out_of_map 1399 * Using this is more efficient of calling out_of_map
2016 * and then figuring out what the real map is 1400 * and then figuring out what the real map is
2017 */ 1401 */
2018mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1402maptile *
1403maptile::xy_find (sint16 &x, sint16 &y)
2019{ 1404{
2020 1405 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 } 1406 {
2029 if (*x>=MAP_WIDTH(m)) { 1407 if (!tile_path[3])
2030 if (!m->tile_path[1]) return NULL; 1408 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 1409
2034 *x -= MAP_WIDTH(m); 1410 find_and_link (this, 3);
2035 return (get_map_from_coord(m->tile_map[1], x, y)); 1411 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y);
1413 }
1414
1415 if (x >= width)
2036 } 1416 {
2037 if (*y<0) { 1417 if (!tile_path[1])
2038 if (!m->tile_path[0]) return NULL; 1418 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 1419
2042 *y += MAP_HEIGHT(m->tile_map[0]); 1420 find_and_link (this, 1);
2043 return (get_map_from_coord(m->tile_map[0], x, y)); 1421 x -= width;
1422 return tile_map[1]->xy_find (x, y);
1423 }
1424
1425 if (y < 0)
2044 } 1426 {
2045 if (*y>=MAP_HEIGHT(m)) { 1427 if (!tile_path[0])
2046 if (!m->tile_path[2]) return NULL; 1428 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 1429
2050 *y -= MAP_HEIGHT(m); 1430 find_and_link (this, 0);
2051 return (get_map_from_coord(m->tile_map[2], x, y)); 1431 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y);
1433 }
1434
1435 if (y >= height)
2052 } 1436 {
1437 if (!tile_path[2])
1438 return 0;
2053 1439
1440 find_and_link (this, 2);
1441 y -= height;
1442 return tile_map[2]->xy_find (x, y);
1443 }
1444
2054 /* Simple case - coordinates are within this local 1445 /* Simple case - coordinates are within this local
2055 * map. 1446 * map.
2056 */ 1447 */
2057 1448 return this;
2058 return m;
2059} 1449}
2060 1450
2061/** 1451/**
2062 * Return whether map2 is adjacent to map1. If so, store the distance from 1452 * Return whether map2 is adjacent to map1. If so, store the distance from
2063 * map1 to map2 in dx/dy. 1453 * map1 to map2 in dx/dy.
2064 */ 1454 */
1455static int
2065static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{
2066 if (!map1 || !map2) 1458 if (!map1 || !map2)
2067 return 0; 1459 return 0;
2068 1460
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!)
2069 if (map1 == map2) { 1463 if (map1 == map2)
1464 {
2070 *dx = 0; 1465 *dx = 0;
2071 *dy = 0; 1466 *dy = 0;
2072 1467 }
2073 } else if (map1->tile_map[0] == map2) { /* up */ 1468 else if (map1->tile_map[0] == map2)
1469 { /* up */
2074 *dx = 0; 1470 *dx = 0;
2075 *dy = -MAP_HEIGHT(map2); 1471 *dy = -map2->height;
1472 }
2076 } else if (map1->tile_map[1] == map2) { /* right */ 1473 else if (map1->tile_map[1] == map2)
2077 *dx = MAP_WIDTH(map1); 1474 { /* right */
1475 *dx = map1->width;
2078 *dy = 0; 1476 *dy = 0;
1477 }
2079 } else if (map1->tile_map[2] == map2) { /* down */ 1478 else if (map1->tile_map[2] == map2)
1479 { /* down */
2080 *dx = 0; 1480 *dx = 0;
2081 *dy = MAP_HEIGHT(map1); 1481 *dy = map1->height;
1482 }
2082 } else if (map1->tile_map[3] == map2) { /* left */ 1483 else if (map1->tile_map[3] == map2)
2083 *dx = -MAP_WIDTH(map2); 1484 { /* left */
1485 *dx = -map2->width;
2084 *dy = 0; 1486 *dy = 0;
2085 1487 }
2086 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1488 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1489 { /* up right */
2087 *dx = MAP_WIDTH(map1->tile_map[0]); 1490 *dx = map1->tile_map[0]->width;
2088 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dy = -map1->tile_map[0]->height;
1492 }
2089 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1493 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2090 *dx = -MAP_WIDTH(map2); 1494 { /* up left */
2091 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1495 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height;
1497 }
2092 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1498 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2093 *dx = MAP_WIDTH(map1); 1499 { /* right up */
2094 *dy = -MAP_HEIGHT(map2); 1500 *dx = map1->width;
1501 *dy = -map2->height;
1502 }
2095 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1503 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2096 *dx = MAP_WIDTH(map1); 1504 { /* right down */
2097 *dy = MAP_HEIGHT(map1->tile_map[1]); 1505 *dx = map1->width;
1506 *dy = map1->tile_map[1]->height;
1507 }
2098 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1508 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1509 { /* down right */
2099 *dx = MAP_WIDTH(map1->tile_map[2]); 1510 *dx = map1->tile_map[2]->width;
2100 *dy = MAP_HEIGHT(map1); 1511 *dy = map1->height;
1512 }
2101 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1513 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2102 *dx = -MAP_WIDTH(map2); 1514 { /* down left */
2103 *dy = MAP_HEIGHT(map1); 1515 *dx = -map2->width;
1516 *dy = map1->height;
1517 }
2104 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1518 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1519 { /* left up */
2105 *dx = -MAP_WIDTH(map1->tile_map[3]); 1520 *dx = -map1->tile_map[3]->width;
2106 *dy = -MAP_HEIGHT(map2); 1521 *dy = -map2->height;
1522 }
2107 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1523 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1524 { /* left down */
2108 *dx = -MAP_WIDTH(map1->tile_map[3]); 1525 *dx = -map1->tile_map[3]->width;
2109 *dy = MAP_HEIGHT(map1->tile_map[3]); 1526 *dy = map1->tile_map[3]->height;
2110
2111 } else { /* not "adjacent" enough */
2112 return 0;
2113 } 1527 }
2114 1528 else
2115 return 1; 1529 return 0;
1530
1531 return 1;
1532}
1533
1534maptile *
1535maptile::xy_load (sint16 &x, sint16 &y)
1536{
1537 maptile *map = xy_find (x, y);
1538
1539 if (map)
1540 map->load_sync ();
1541
1542 return map;
1543}
1544
1545maptile *
1546get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1547{
1548 return m->xy_load (*x, *y);
2116} 1549}
2117 1550
2118/* From map.c 1551/* From map.c
2119 * This is used by get_player to determine where the other 1552 * This is used by get_player to determine where the other
2120 * creature is. get_rangevector takes into account map tiling, 1553 * creature is. get_rangevector takes into account map tiling,
2133 * be unexpected 1566 * be unexpected
2134 * 1567 *
2135 * currently, the only flag supported (0x1) is don't translate for 1568 * currently, the only flag supported (0x1) is don't translate for
2136 * closest body part of 'op1' 1569 * closest body part of 'op1'
2137 */ 1570 */
2138 1571void
2139void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{
2140 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 {
2141 /* be conservative and fill in _some_ data */ 1576 /* be conservative and fill in _some_ data */
2142 retval->distance = 100000; 1577 retval->distance = 100000;
2143 retval->distance_x = 32767; 1578 retval->distance_x = 32767;
2144 retval->distance_y = 32767; 1579 retval->distance_y = 32767;
2145 retval->direction = 0; 1580 retval->direction = 0;
2146 retval->part = 0; 1581 retval->part = 0;
2147 } else { 1582 }
1583 else
1584 {
2148 object *best; 1585 object *best;
2149 1586
2150 retval->distance_x += op2->x-op1->x; 1587 retval->distance_x += op2->x - op1->x;
2151 retval->distance_y += op2->y-op1->y; 1588 retval->distance_y += op2->y - op1->y;
2152 1589
2153 best = op1; 1590 best = op1;
2154 /* If this is multipart, find the closest part now */ 1591 /* If this is multipart, find the closest part now */
2155 if (!(flags&0x1) && op1->more) { 1592 if (!(flags & 0x1) && op1->more)
1593 {
2156 object *tmp; 1594 object *tmp;
2157 int best_distance = retval->distance_x*retval->distance_x+ 1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2158 retval->distance_y*retval->distance_y, tmpi;
2159 1596
2160 /* we just take the offset of the piece to head to figure 1597 /* we just take the offset of the piece to head to figure
2161 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2162 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2163 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2164 * below works. 1601 * below works.
2165 */ 1602 */
2166 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604 {
2167 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2168 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2169 if (tmpi < best_distance) { 1607 if (tmpi < best_distance)
1608 {
2170 best_distance = tmpi; 1609 best_distance = tmpi;
2171 best = tmp; 1610 best = tmp;
2172 } 1611 }
2173 } 1612 }
2174 if (best != op1) { 1613 if (best != op1)
1614 {
2175 retval->distance_x += op1->x-best->x; 1615 retval->distance_x += op1->x - best->x;
2176 retval->distance_y += op1->y-best->y; 1616 retval->distance_y += op1->y - best->y;
2177 } 1617 }
2178 } 1618 }
2179 retval->part = best; 1619 retval->part = best;
2180 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2181 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2182 } 1622 }
2183} 1623}
2184 1624
2185/* this is basically the same as get_rangevector above, but instead of 1625/* this is basically the same as get_rangevector above, but instead of
2186 * the first parameter being an object, it instead is the map 1626 * 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 1631 * 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 1632 * for something in the future. Also, since no object is pasted, the best
2193 * field of the rv_vector is set to NULL. 1633 * field of the rv_vector is set to NULL.
2194 */ 1634 */
2195 1635
1636void
2196void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1638{
2197 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 {
2198 /* be conservative and fill in _some_ data */ 1641 /* be conservative and fill in _some_ data */
2199 retval->distance = 100000; 1642 retval->distance = 100000;
2200 retval->distance_x = 32767; 1643 retval->distance_x = 32767;
2201 retval->distance_y = 32767; 1644 retval->distance_y = 32767;
2202 retval->direction = 0; 1645 retval->direction = 0;
2203 retval->part = 0; 1646 retval->part = 0;
2204 } else { 1647 }
1648 else
1649 {
2205 retval->distance_x += op2->x-x; 1650 retval->distance_x += op2->x - x;
2206 retval->distance_y += op2->y-y; 1651 retval->distance_y += op2->y - y;
2207 1652
2208 retval->part = NULL; 1653 retval->part = NULL;
2209 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2210 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2211 } 1656 }
2212} 1657}
2213 1658
2214/* Returns true of op1 and op2 are effectively on the same map 1659/* Returns true of op1 and op2 are effectively on the same map
2215 * (as related to map tiling). Note that this looks for a path from 1660 * (as related to map tiling). Note that this looks for a path from
2216 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1661 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2217 * to op1, this will still return false. 1662 * to op1, this will still return false.
2218 * Note we only look one map out to keep the processing simple 1663 * Note we only look one map out to keep the processing simple
2219 * and efficient. This could probably be a macro. 1664 * and efficient. This could probably be a macro.
2220 * MSW 2001-08-05 1665 * MSW 2001-08-05
2221 */ 1666 */
1667int
2222int on_same_map(const object *op1, const object *op2) { 1668on_same_map (const object *op1, const object *op2)
1669{
2223 int dx, dy; 1670 int dx, dy;
2224 1671
2225 return adjacent_map(op1->map, op2->map, &dx, &dy); 1672 return adjacent_map (op1->map, op2->map, &dx, &dy);
2226} 1673}
1674
1675object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682}
1683

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