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Comparing deliantra/server/common/map.C (file contents):
Revision 1.26 by pippijn, Thu Sep 7 09:37:12 2006 UTC vs.
Revision 1.63 by root, Mon Jan 1 00:41:02 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.26 2006/09/07 09:37:12 pippijn Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 43 return buf;
77} 44}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 45
138/* 46/*
139 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 49 * is returned.
148 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
152 */ 60 */
153 61int
154int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
155{ 63{
156 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
157#ifndef WIN32 65
158 char *endbuf; 66 char *endbuf;
159 struct stat statbuf; 67 struct stat statbuf;
160 int mode = 0; 68 int mode = 0;
161#endif
162 69
163 if (prepend_dir) 70 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
165 else 72 else
166 strcpy(buf, name); 73 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 74
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
174 * all the names. 78 * all the names.
175 */ 79 */
176 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
177 81
178 if (stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
179 return -1; 83 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 85 return (-1);
182 86
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 89 mode |= 4;
187 90
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 93 mode |= 2;
192 94
193 return (mode); 95 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 96}
234 97
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
244 */ 107 */
108int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 110{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 111 sint16 newx = x;
253 newy = y; 112 sint16 newy = y;
113
254 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 115
256 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
257 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 120 if (nx) *nx = newx;
259 if (ny) *ny = newy; 121 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 122
262 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 124}
267
268 125
269/* 126/*
270 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 133 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 136 * by the caller.
280 */ 137 */
281 138int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
283 object *tmp; 141 object *tmp;
284 int mflags, blocked; 142 int mflags, blocked;
285 143
286 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 145 * have already checked this.
288 */ 146 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 150 return 1;
292 } 151 }
293 152
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 154 * directly.
296 */ 155 */
297 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
298 157
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 159
301 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 162 * things we need to do for players.
304 */ 163 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0;
306 166
307 /* if there isn't anytyhing alive on this space, and this space isn't 167 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 168 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 169 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 170 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 171 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 172 * let the player through (inventory checkers for example)
313 */ 173 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
315 176
316 if(ob->head != NULL) 177 if (ob->head != NULL)
317 ob=ob->head; 178 ob = ob->head;
318 179
319 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
323 */ 184 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
325 187
326 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
328 /* If last_sp is set, the player/monster needs an object, 191 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 192 * so we check for it. If they don't have it, they can't
330 * pass through this space. 193 * pass through this space.
331 */ 194 */
332 if (tmp->last_sp) { 195 if (tmp->last_sp)
196 {
333 if (check_inv_recursive(ob,tmp)==NULL) 197 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 198 return 1;
335 else 199 else
336 continue; 200 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 201 }
346 } /* if check_inv */
347 else { 202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
348 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
350 * movement, can't move here. 217 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unles it is a
352 * hidden dm 219 * hidden dm
353 */ 220 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 225 return 1;
358 } 226 }
359 227
360 } 228 }
361 return 0; 229 return 0;
362} 230}
363 231
364 232
365/* 233/*
366 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
386 * 254 *
387 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
389 * against the move_block values. 257 * against the move_block values.
390 */ 258 */
391 259int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
393 archetype *tmp; 262 archetype *tmp;
394 int flag; 263 int flag;
395 mapstruct *m1; 264 maptile *m1;
396 sint16 sx, sy; 265 sint16 sx, sy;
397 266
398 if(ob==NULL) { 267 if (!ob)
268 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
401 272
402 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
404 } 275 }
405 276
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 280
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
411 285
286 mapspace &ms = m1->at (sx, sy);
287
412 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 291 */
416 292
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
418 295
419 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
421 */ 298 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 300 return P_NO_PASS;
424
425 } 301 }
302
426 return 0; 303 return 0;
427} 304}
428 305
429/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 308 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
434 */ 311 */
435 312void
436void fix_container(object *container) 313fix_container (object *container)
437{ 314{
438 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
439 316
440 container->inv=NULL; 317 container->inv = 0;
441 while (tmp!=NULL) { 318 while (tmp)
319 {
442 next = tmp->below; 320 next = tmp->below;
443 if (tmp->inv) 321 if (tmp->inv)
444 fix_container(tmp); 322 fix_container (tmp);
323
445 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
446 tmp = next; 325 tmp = next;
447 } 326 }
327
448 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 329 * carrying.
450 */ 330 */
451 sum_weight(container); 331 sum_weight (container);
452} 332}
453 333
454/* link_multipart_objects go through all the objects on the map looking 334/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 335 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 336 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 337 * they are saved). We do have to look for the old maps that did save
458 * the more sections and not re-add sections for them. 338 * the more sections and not re-add sections for them.
459 */ 339 */
460 340void
461static void link_multipart_objects(mapstruct *m) 341maptile::link_multipart_objects ()
462{ 342{
463 int x,y; 343 if (!spaces)
464 object *tmp, *op, *last, *above; 344 return;
465 archetype *at;
466 345
467 for(x=0;x<MAP_WIDTH(m);x++) 346 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 347 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 348 {
470 above=tmp->above; 349 object *above = tmp->above;
471 350
472 /* already multipart - don't do anything more */ 351 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 352 if (!tmp->head && !tmp->more)
474 353 {
475 /* If there is nothing more to this object, this for loop 354 /* If there is nothing more to this object, this for loop
476 * won't do anything. 355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 {
363 op = arch_to_object (at);
364
365 /* update x,y coordinates */
366 op->x += tmp->x;
367 op->y += tmp->y;
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
477 */ 378 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497}
498 380 }
381 }
382
383 tmp = above;
384 }
385}
386
499/* 387/*
500 * Loads (ands parses) the objects into a given map from the specified 388 * Loads (ands parses) the objects into a given map from the specified
501 * file pointer. 389 * file pointer.
502 * mapflags is the same as we get with load_original_map 390 * mapflags is the same as we get with load_original_map
503 */ 391 */
504void 392bool
505load_objects (mapstruct *m, object_thawer &fp, int mapflags) 393maptile::load_objects (object_thawer &thawer)
506{ 394{
507 int i, j;
508 int unique; 395 int unique;
509 object *op, *prev = NULL, *last_more = NULL, *otmp; 396 object *op, *prev = NULL, *last_more = NULL, *otmp;
510 397
511 op = get_object (); 398 op = object::create ();
512 op->map = m; /* To handle buttons correctly */ 399 op->map = this; /* To handle buttons correctly */
513 400
514 while ((i = load_object (fp, op, mapflags))) 401 while (int i = load_object (thawer, op, 0))
515 { 402 {
516 /* if the archetype for the object is null, means that we 403 /* if the archetype for the object is null, means that we
517 * got an invalid object. Don't do anything with it - the game 404 * got an invalid object. Don't do anything with it - the game
518 * or editor will not be able to do anything with it either. 405 * or editor will not be able to do anything with it either.
519 */ 406 */
520 if (op->arch == NULL) 407 if (op->arch == NULL)
521 { 408 {
522 LOG (llevDebug, "Discarding object without arch: %s\n", 409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
523 op->name ? (const char *) op->name : "(null)");
524 continue; 410 continue;
525 } 411 }
526
527 412
528 switch (i) 413 switch (i)
529 { 414 {
530 case LL_NORMAL: 415 case LL_NORMAL:
531 /* if we are loading an overlay, put the floors on the bottom */ 416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
532 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
533 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
534 insert_ob_in_map (op, m, op,
535 INS_NO_MERGE | INS_NO_WALK_ON |
536 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
537 else
538 insert_ob_in_map (op, m, op,
539 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
540 INS_MAP_LOAD);
541 417
542 if (op->inv) 418 if (op->inv)
543 sum_weight (op); 419 sum_weight (op);
544 420
545 prev = op, last_more = op; 421 prev = op, last_more = op;
546 break; 422 break;
547 423
548 case LL_MORE: 424 case LL_MORE:
549 insert_ob_in_map (op, m, op, 425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
550 INS_NO_MERGE | INS_NO_WALK_ON |
551 INS_ABOVE_FLOOR_ONLY);
552 op->head = prev, last_more->more = op, last_more = op; 426 op->head = prev, last_more->more = op, last_more = op;
553 break; 427 break;
554 } 428 }
555 429
556 if (mapflags & MAP_STYLE)
557 remove_from_active_list (op);
558
559 op = get_object (); 430 op = object::create ();
560 op->map = m; 431 op->map = this;
561 } 432 }
562 433
434 op->destroy ();
435
436#if 0
563 for (i = 0; i < m->width; i++) 437 for (i = 0; i < width; i++)
564 {
565 for (j = 0; j < m->height; j++) 438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 }
451#endif
452
453 return true;
454}
455
456void
457maptile::activate ()
458{
459 if (!spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive ();
465}
466
467void
468maptile::deactivate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive ();
476}
477
478bool
479maptile::save_objects (object_freezer &freezer, int flags)
480{
481 if (flags & IO_HEADER)
482 save_header (freezer);
483
484 if (!spaces)
485 return false;
486
487 for (int i = 0; i < size (); ++i)
488 {
489 int unique = 0;
490 for (object *op = spaces [i].bot; op; op = op->above)
566 { 491 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
567 unique = 0; 493 unique = 1;
568 /* check for unique items, or unique squares */ 494
569 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 495 if (!op->can_map_save ())
496 continue;
497
498 if (unique || op->flag [FLAG_UNIQUE])
570 { 499 {
571 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 500 if (flags & IO_UNIQUES)
572 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 501 save_object (freezer, op, 1);
573 unique = 1;
574 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
575 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
576 } 502 }
503 else if (flags & IO_OBJECTS)
504 save_object (freezer, op, 1);
577 } 505 }
578 } 506 }
579 507
580 free_object (op); 508 return true;
581 link_multipart_objects (m);
582} 509}
583 510
584/* This saves all the objects on the map in a non destructive fashion. 511bool
585 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 512maptile::load_objects (const char *path, bool skip_header)
586 * and we only save the head of multi part objects - this is needed 513{
587 * in order to do map tiling properly. 514 object_thawer thawer (path);
515
516 if (!thawer)
517 return false;
518
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path);
542}
543
544maptile::maptile ()
545{
546 in_memory = MAP_SWAPPED;
547
548 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour.
588 */ 550 */
589void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 551 width = 16;
590 int i, j = 0,unique=0; 552 height = 16;
591 object *op; 553 reset_timeout = 0;
592 /* first pass - save one-part objects */ 554 timeout = 300;
593 for(i = 0; i < MAP_WIDTH(m); i++) 555 enter_x = 0;
594 for (j = 0; j < MAP_HEIGHT(m); j++) { 556 enter_y = 0;
595 unique=0; 557}
596 for(op = get_map_ob (m, i, j); op; op = op->above) {
597 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
598 unique=1;
599 558
600 if(op->type == PLAYER) { 559maptile::maptile (int w, int h)
601 LOG(llevDebug, "Player on map that is being saved\n"); 560{
602 continue; 561 in_memory = MAP_SWAPPED;
603 }
604 562
605 if (op->head || op->owner) 563 width = w;
606 continue; 564 height = h;
565 reset_timeout = 0;
566 timeout = 300;
567 enter_x = 0;
568 enter_y = 0;
607 569
608 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 570 alloc ();
609 save_object (fp2, op, 3);
610 else
611 if (flag == 0 ||
612 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
613 !QUERY_FLAG(op, FLAG_UNPAID))))
614 save_object(fp, op, 3);
615
616 } /* for this space */
617 } /* for this j */
618} 571}
619 572
620/* 573/*
621 * Allocates, initialises, and returns a pointer to a mapstruct.
622 * Modified to no longer take a path option which was not being
623 * used anyways. MSW 2001-07-01
624 */
625
626mapstruct *get_linked_map(void) {
627 mapstruct *map = new mapstruct;
628 mapstruct *mp;
629
630 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
631 if(mp==NULL)
632 first_map=map;
633 else
634 mp->next=map;
635
636 map->in_memory=MAP_SWAPPED;
637 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour.
639 */
640 MAP_WIDTH(map)=16;
641 MAP_HEIGHT(map)=16;
642 MAP_RESET_TIMEOUT(map)=0;
643 MAP_TIMEOUT(map)=300;
644 MAP_ENTER_X(map)=0;
645 MAP_ENTER_Y(map)=0;
646 /*set part to -1 indicating conversion to weather map not yet done*/
647 MAP_WORLDPARTX(map)=-1;
648 MAP_WORLDPARTY(map)=-1;
649 return map;
650}
651
652/*
653 * Allocates the arrays contained in a mapstruct. 574 * Allocates the arrays contained in a maptile.
654 * This basically allocates the dynamic array of spaces for the 575 * This basically allocates the dynamic array of spaces for the
655 * map. 576 * map.
656 */ 577 */
657 578void
658void allocate_map(mapstruct *m) { 579maptile::alloc ()
659 m->in_memory = MAP_IN_MEMORY; 580{
660 /* Log this condition and free the storage. We could I suppose
661 * realloc, but if the caller is presuming the data will be intact,
662 * that is their poor assumption.
663 */
664 if (m->spaces) { 581 if (spaces)
665 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
666 free(m->spaces);
667 }
668
669 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
670
671 if(m->spaces==NULL)
672 fatal(OUT_OF_MEMORY);
673}
674
675/* Create and returns a map of the specific size. Used
676 * in random map code and the editor.
677 */
678mapstruct *get_empty_map(int sizex, int sizey) {
679 mapstruct *m = get_linked_map();
680 m->width = sizex;
681 m->height = sizey;
682 m->in_memory = MAP_SWAPPED;
683 allocate_map(m);
684 return m; 582 return;
583
584 spaces = salloc0<mapspace> (size ());
685} 585}
686 586
687/* Takes a string from a map definition and outputs a pointer to the array of shopitems 587/* Takes a string from a map definition and outputs a pointer to the array of shopitems
688 * corresponding to that string. Memory is allocated for this, it must be freed 588 * corresponding to that string. Memory is allocated for this, it must be freed
689 * at a later date. 589 * at a later date.
690 * Called by parse_map_headers below. 590 * Called by parse_map_headers below.
691 */ 591 */
692 592static shopitems *
693static shopitems *parse_shop_string (const char *input_string) { 593parse_shop_string (const char *input_string)
594{
694 char *shop_string, *p, *q, *next_semicolon, *next_colon; 595 char *shop_string, *p, *q, *next_semicolon, *next_colon;
695 shopitems *items=NULL; 596 shopitems *items = NULL;
696 int i=0, number_of_entries=0; 597 int i = 0, number_of_entries = 0;
697 const typedata *current_type; 598 const typedata *current_type;
698 599
699 shop_string=strdup_local(input_string); 600 shop_string = strdup (input_string);
700 p=shop_string; 601 p = shop_string;
701 /* first we'll count the entries, we'll need that for allocating the array shortly */ 602 /* first we'll count the entries, we'll need that for allocating the array shortly */
702 while (p) { 603 while (p)
604 {
703 p=strchr(p, ';'); 605 p = strchr (p, ';');
704 number_of_entries++; 606 number_of_entries++;
705 if (p) p++; 607 if (p)
608 p++;
706 } 609 }
610
707 p=shop_string; 611 p = shop_string;
708 strip_endline(p); 612 strip_endline (p);
709 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 613 items = new shopitems[number_of_entries + 1];
710 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
711 for (i=0; i<number_of_entries; i++) { 614 for (i = 0; i < number_of_entries; i++)
615 {
712 if (!p) { 616 if (!p)
617 {
713 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 618 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
714 break; 619 break;
715 } 620 }
621
716 next_semicolon=strchr(p, ';'); 622 next_semicolon = strchr (p, ';');
717 next_colon=strchr(p, ':'); 623 next_colon = strchr (p, ':');
718 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 624 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
719 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 625 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
720 items[i].strength=atoi(strchr(p,':')+1); 626 items[i].strength = atoi (strchr (p, ':') + 1);
627
628 if (isdigit (*p) || *p == '*')
721 629 {
722 if (isdigit(*p) || *p=='*') {
723 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 630 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
724 current_type=get_typedata(items[i].typenum); 631 current_type = get_typedata (items[i].typenum);
725 if (current_type) { 632 if (current_type)
633 {
726 items[i].name=current_type->name; 634 items[i].name = current_type->name;
727 items[i].name_pl=current_type->name_pl; 635 items[i].name_pl = current_type->name_pl;
728 }
729 }
730 else { /*we have a named type, let's figure out what it is */
731 q=strpbrk(p,";:");
732 if (q) *q='\0';
733
734 current_type=get_typedata_by_name(p);
735 if (current_type) {
736 items[i].name=current_type->name;
737 items[i].typenum=current_type->number;
738 items[i].name_pl=current_type->name_pl;
739 }
740 else { /* oh uh, something's wrong, let's free up this one, and try
741 * the next entry while we're at it, better print a warning
742 */
743 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
744 p, input_string);
745 } 636 }
746 } 637 }
638 else
639 { /*we have a named type, let's figure out what it is */
640 q = strpbrk (p, ";:");
641 if (q)
642 *q = '\0';
643
644 current_type = get_typedata_by_name (p);
645 if (current_type)
646 {
647 items[i].name = current_type->name;
648 items[i].typenum = current_type->number;
649 items[i].name_pl = current_type->name_pl;
650 }
651 else
652 { /* oh uh, something's wrong, let's free up this one, and try
653 * the next entry while we're at it, better print a warning
654 */
655 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
656 }
657 }
658
747 items[i].index=number_of_entries; 659 items[i].index = number_of_entries;
748 if (next_semicolon) p=++next_semicolon; 660 if (next_semicolon)
661 p = ++next_semicolon;
662 else
749 else p=NULL; 663 p = NULL;
750 } 664 }
665
751 free(shop_string); 666 free (shop_string);
752 return items; 667 return items;
753} 668}
754 669
755/* opposite of parse string, this puts the string that was originally fed in to 670/* opposite of parse string, this puts the string that was originally fed in to
756 * the map (or something equivilent) into output_string. */ 671 * the map (or something equivilent) into output_string. */
672static void
757static void print_shop_string(mapstruct *m, char *output_string) { 673print_shop_string (maptile *m, char *output_string)
674{
758 int i; 675 int i;
759 char tmp[MAX_BUF]; 676 char tmp[MAX_BUF];
677
760 strcpy(output_string, ""); 678 strcpy (output_string, "");
761 for (i=0; i< m->shopitems[0].index; i++) { 679 for (i = 0; i < m->shopitems[0].index; i++)
680 {
762 if (m->shopitems[i].typenum) { 681 if (m->shopitems[i].typenum)
682 {
763 if (m->shopitems[i].strength) { 683 if (m->shopitems[i].strength)
764 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 684 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
765 } 685 else
766 else sprintf(tmp, "%s;", m->shopitems[i].name); 686 sprintf (tmp, "%s;", m->shopitems[i].name);
767 } 687 }
768 else { 688 else
689 {
769 if (m->shopitems[i].strength) { 690 if (m->shopitems[i].strength)
770 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 691 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
771 } 692 else
772 else sprintf(tmp, "*"); 693 sprintf (tmp, "*");
773 } 694 }
695
774 strcat(output_string, tmp); 696 strcat (output_string, tmp);
775 } 697 }
776} 698}
777 699
778/* This loads the header information of the map. The header 700/* This loads the header information of the map. The header
779 * contains things like difficulty, size, timeout, etc. 701 * contains things like difficulty, size, timeout, etc.
783 * put all the stuff in the map object so that names actually make 705 * put all the stuff in the map object so that names actually make
784 * sense. 706 * sense.
785 * This could be done in lex (like the object loader), but I think 707 * This could be done in lex (like the object loader), but I think
786 * currently, there are few enough fields this is not a big deal. 708 * currently, there are few enough fields this is not a big deal.
787 * MSW 2001-07-01 709 * MSW 2001-07-01
788 * return 0 on success, 1 on failure.
789 */ 710 */
790 711bool
791static int load_map_header(object_thawer &fp, mapstruct *m) 712maptile::load_header (object_thawer &thawer)
792{ 713{
793 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
794 int msgpos=0; 715 int msgpos = 0;
795 int maplorepos=0; 716 int maplorepos = 0;
796 717
797 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 718 for (;;)
798 buf[HUGE_BUF-1] = 0; 719 {
799 key = buf; 720 keyword kw = thawer.get_kv ();
800 while (isspace(*key)) key++; 721
801 if (*key == 0) continue; /* empty line */ 722 switch (kw)
802 value = strchr(key, ' ');
803 if (!value) {
804 end = strchr(key, '\n');
805 if (end != NULL) {
806 *end = 0;
807 }
808 } else {
809 *value = 0;
810 value++;
811 end = strchr(value, '\n');
812 while (isspace(*value)) {
813 value++;
814 if (*value == '\0' || value == end) {
815 /* Nothing but spaces. */
816 value = NULL;
817 break;
818 }
819 }
820 } 723 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
821 727
822 if (!end) { 728 case KW_end:
823 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
824 buf);
825 return 1; 729 return true;
826 }
827 730
828 /* key is the field name, value is what it should be set 731 case KW_msg:
829 * to. We've already done the work to null terminate key, 732 thawer.get_ml (KW_endmsg, msg);
830 * and strip off any leading spaces for both of these.
831 * We have not touched the newline at the end of the line -
832 * these are needed for some values. the end pointer
833 * points to the first of the newlines.
834 * value could be NULL! It would be easy enough to just point
835 * this to "" to prevent cores, but that would let more errors slide
836 * through.
837 *
838 * First check for entries that do not use the value parameter, then
839 * validate that value is given and check for the remaining entries
840 * that use the parameter.
841 */
842
843 if (!strcmp(key,"msg")) {
844 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
845 if (!strcmp(buf,"endmsg\n")) break;
846 else {
847 /* slightly more efficient than strcat */
848 strcpy(msgbuf+msgpos, buf);
849 msgpos += strlen(buf);
850 }
851 } 733 break;
852 /* There are lots of maps that have empty messages (eg, msg/endmsg 734
853 * with nothing between). There is no reason in those cases to 735 case KW_lore: // CF+ extension
854 * keep the empty message. Also, msgbuf contains garbage data 736 thawer.get_ml (KW_endlore, maplore);
855 * when msgpos is zero, so copying it results in crashes
856 */
857 if (msgpos != 0)
858 m->msg = strdup_local(msgbuf);
859 }
860 else if (!strcmp(key,"maplore")) {
861 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
862 if (!strcmp(buf,"endmaplore\n")) break;
863 else {
864 /* slightly more efficient than strcat */
865 strcpy(maplorebuf+maplorepos, buf);
866 maplorepos += strlen(buf);
867 }
868 } 737 break;
869 if (maplorepos != 0) 738
870 m->maplore = strdup_local(maplorebuf); 739 case KW_maplore:
871 } 740 thawer.get_ml (KW_endmaplore, maplore);
872 else if (!strcmp(key,"end")) { 741 break;
742
743 case KW_arch:
744 if (strcmp (thawer.get_str (), "map"))
745 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
746 break;
747
748 case KW_oid:
749 thawer.get (this, thawer.get_sint32 ());
750 break;
751
752 case KW_file_format_version: break; // nop
753
754 case KW_name: thawer.get (name); break;
755 case KW_attach: thawer.get (attach); break;
756 case KW_reset_time: thawer.get (reset_time); break;
757 case KW_shopgreed: thawer.get (shopgreed); break;
758 case KW_shopmin: thawer.get (shopmin); break;
759 case KW_shopmax: thawer.get (shopmax); break;
760 case KW_shoprace: thawer.get (shoprace); break;
761 case KW_outdoor: thawer.get (outdoor); break;
762 case KW_temp: thawer.get (temp); break;
763 case KW_pressure: thawer.get (pressure); break;
764 case KW_humid: thawer.get (humid); break;
765 case KW_windspeed: thawer.get (windspeed); break;
766 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break;
768
769 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break;
771
772 case KW_region: get_region_by_name (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774
775 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
778 case KW_x: case KW_width: thawer.get (width); break;
779 case KW_y: case KW_height: thawer.get (height); break;
780 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
781 case KW_value: case KW_swap_time: thawer.get (timeout); break;
782 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
783 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
784 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
785
786 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790
791 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
873 break; 793 break;
874 } 794 }
875 else if (value == NULL) {
876 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
877 }
878 else if (!strcmp(key, "arch")) {
879 /* This is an oddity, but not something we care about much. */
880 if (strcmp(value,"map\n"))
881 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
882 }
883 else if (!strcmp(key,"name")) {
884 *end=0;
885 m->name = strdup_local(value);
886 }
887 /* first strcmp value on these are old names supported
888 * for compatibility reasons. The new values (second) are
889 * what really should be used.
890 */
891 else if (!strcmp(key,"oid")) {
892 fp.get (m, atoi(value));
893 } else if (!strcmp(key, "attach")) {
894 m->attach = value;
895 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
896 m->enter_x = atoi(value);
897 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
898 m->enter_y = atoi(value);
899 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
900 m->width = atoi(value);
901 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
902 m->height = atoi(value);
903 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
904 m->reset_timeout = atoi(value);
905 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
906 m->timeout = atoi(value);
907 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
908 m->difficulty = atoi(value);
909 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
910 m->darkness = atoi(value);
911 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
912 m->fixed_resettime = atoi(value);
913 } else if (!strcmp(key,"unique")) {
914 m->unique = atoi(value);
915 } else if (!strcmp(key,"template")) {
916 m->templatemap = atoi(value);
917 } else if (!strcmp(key,"region")) {
918 m->region = get_region_by_name(value);
919 } else if (!strcmp(key,"shopitems")) {
920 *end=0;
921 m->shopitems = parse_shop_string(value);
922 } else if (!strcmp(key,"shopgreed")) {
923 m->shopgreed = atof(value);
924 } else if (!strcmp(key,"shopmin")) {
925 m->shopmin = atol(value);
926 } else if (!strcmp(key,"shopmax")) {
927 m->shopmax = atol(value);
928 } else if (!strcmp(key,"shoprace")) {
929 *end=0;
930 m->shoprace = strdup_local(value);
931 } else if (!strcmp(key,"outdoor")) {
932 m->outdoor = atoi(value);
933 } else if (!strcmp(key, "temp")) {
934 m->temp = atoi(value);
935 } else if (!strcmp(key, "pressure")) {
936 m->pressure = atoi(value);
937 } else if (!strcmp(key, "humid")) {
938 m->humid = atoi(value);
939 } else if (!strcmp(key, "windspeed")) {
940 m->windspeed = atoi(value);
941 } else if (!strcmp(key, "winddir")) {
942 m->winddir = atoi(value);
943 } else if (!strcmp(key, "sky")) {
944 m->sky = atoi(value);
945 } else if (!strcmp(key, "nosmooth")) {
946 m->nosmooth = atoi(value);
947 }
948 else if (!strncmp(key,"tile_path_", 10)) {
949 int tile=atoi(key+10);
950
951 if (tile<1 || tile>4) {
952 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
953 tile, m->path);
954 } else {
955 char *path;
956
957 *end = 0;
958
959 if (m->tile_path[tile-1]) {
960 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
961 tile, m->path);
962 free(m->tile_path[tile-1]);
963 m->tile_path[tile-1] = NULL;
964 }
965
966 if (check_path(value, 1) != -1) {
967 /* The unadorned path works. */
968 path = value;
969 } else {
970 /* Try again; it could be a relative exit. */
971
972 path = path_combine_and_normalize(m->path, value);
973
974 if (check_path(path, 1) == -1) {
975 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
976 path = NULL;
977 }
978 }
979
980 if (editor) {
981 /* Use the value as in the file. */
982 m->tile_path[tile-1] = strdup_local(value);
983 } else if (path != NULL) {
984 /* Use the normalized value. */
985 m->tile_path[tile-1] = strdup_local(path);
986 }
987 } /* end if tile direction (in)valid */
988 }
989 else {
990 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
991 }
992 }
993 if (!key || strcmp(key,"end")) {
994 LOG(llevError,"Got premature eof on map header!\n");
995 return 1;
996 }
997 return 0;
998}
999
1000/*
1001 * Opens the file "filename" and reads information about the map
1002 * from the given file, and stores it in a newly allocated
1003 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1004 * flags correspond to those in map.h. Main ones used are
1005 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1006 * MAP_BLOCK, in which case we block on this load. This happens in all
1007 * cases, no matter if this flag is set or not.
1008 * MAP_STYLE: style map - don't add active objects, don't add to server
1009 * managed map list.
1010 */
1011
1012mapstruct *load_original_map(const char *filename, int flags) {
1013 mapstruct *m;
1014 char pathname[MAX_BUF];
1015 795 }
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 796
1023 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 797 abort ();
798}
1024 799
800bool
801maptile::load_header (const char *path)
802{
1025 object_thawer thawer (pathname); 803 object_thawer thawer (path);
1026 804
1027 if (!thawer) 805 if (!thawer)
1028 return 0;
1029
1030 m = get_linked_map();
1031
1032 strcpy (m->path, filename);
1033 if (load_map_header(thawer, m)) {
1034 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1035 filename, flags);
1036 delete_map(m);
1037 return NULL;
1038 }
1039
1040 allocate_map(m);
1041
1042 m->in_memory=MAP_LOADING;
1043 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1044
1045 m->in_memory=MAP_IN_MEMORY;
1046 if (!MAP_DIFFICULTY(m))
1047 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1048 set_map_reset_time(m);
1049 m->instantiate ();
1050 return (m);
1051}
1052
1053/*
1054 * Loads a map, which has been loaded earlier, from file.
1055 * Return the map object we load into (this can change from the passed
1056 * option if we can't find the original map)
1057 */
1058
1059static mapstruct *load_temporary_map(mapstruct *m) {
1060 char buf[MAX_BUF];
1061
1062 if (!m->tmpname) {
1063 LOG(llevError, "No temporary filename for map %s\n", m->path);
1064 strcpy(buf, m->path);
1065 delete_map(m);
1066 m = load_original_map(buf, 0);
1067 if(m==NULL) return NULL;
1068 fix_auto_apply(m); /* Chests which open as default */
1069 return m;
1070 }
1071
1072 object_thawer thawer (m->tmpname);
1073
1074 if (!thawer)
1075 {
1076 strcpy (buf, m->path);
1077 delete_map (m);
1078 m = load_original_map (buf, 0);
1079 if (!m) return NULL;
1080 fix_auto_apply (m); /* Chests which open as default */
1081 return m;
1082 }
1083
1084 if (load_map_header(thawer, m)) {
1085 LOG(llevError,"Error loading map header for %s (%s)\n",
1086 m->path, m->tmpname);
1087 delete_map(m);
1088 m = load_original_map(m->path, 0);
1089 return NULL;
1090 }
1091 allocate_map(m);
1092
1093 m->in_memory=MAP_LOADING;
1094 load_objects (m, thawer, 0);
1095
1096 m->in_memory=MAP_IN_MEMORY;
1097 INVOKE_MAP (SWAPIN, m);
1098 return m; 806 return false;
1099}
1100 807
1101/* 808 return load_header (thawer);
1102 * Loads a map, which has been loaded earlier, from file.
1103 * Return the map object we load into (this can change from the passed
1104 * option if we can't find the original map)
1105 */
1106
1107mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1108 char pathname[MAX_BUF];
1109
1110 strcpy(pathname, create_overlay_pathname(filename));
1111
1112 object_thawer thawer (pathname);
1113
1114 if (!thawer)
1115 return m;
1116
1117 if (load_map_header(thawer, m)) {
1118 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1119 m->path, pathname);
1120 delete_map(m);
1121 m = load_original_map(m->path, 0);
1122 return NULL;
1123 }
1124 /*allocate_map(m);*/
1125
1126 m->in_memory=MAP_LOADING;
1127 load_objects (m, thawer, MAP_OVERLAY);
1128
1129 m->in_memory=MAP_IN_MEMORY;
1130 return m;
1131} 809}
1132 810
1133/****************************************************************************** 811/******************************************************************************
1134 * This is the start of unique map handling code 812 * This is the start of unique map handling code
1135 *****************************************************************************/ 813 *****************************************************************************/
1136 814
1137/* This goes through map 'm' and removed any unique items on the map. */ 815/* This goes through the maptile and removed any unique items on the map. */
1138static void delete_unique_items(mapstruct *m) 816void
817maptile::clear_unique_items ()
1139{ 818{
1140 int i,j,unique; 819 for (int i = 0; i < size (); ++i)
1141 object *op, *next; 820 {
1142
1143 for(i=0; i<MAP_WIDTH(m); i++)
1144 for(j=0; j<MAP_HEIGHT(m); j++) {
1145 unique=0; 821 int unique = 0;
1146 for (op=get_map_ob(m, i, j); op; op=next) { 822 for (object *op = spaces [i].bot; op; )
1147 next = op->above; 823 {
824 object *above = op->above;
825
1148 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1149 unique=1; 827 unique = 1;
828
1150 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1151 clean_object(op);
1152 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1153 remove_button_link(op);
1154 remove_ob(op);
1155 free_object(op);
1156 } 830 {
831 op->destroy_inv (false);
832 op->destroy ();
1157 } 833 }
834
835 op = above;
1158 } 836 }
1159}
1160
1161
1162/*
1163 * Loads unique objects from file(s) into the map which is in memory
1164 * m is the map to load unique items into.
1165 */
1166static void load_unique_objects(mapstruct *m) {
1167 int count;
1168 char firstname[MAX_BUF];
1169
1170 for (count=0; count<10; count++) {
1171 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1172 if (!access(firstname, R_OK)) break;
1173 }
1174 /* If we get here, we did not find any map */
1175 if (count==10) return;
1176
1177 object_thawer thawer (firstname);
1178
1179 if (!thawer)
1180 return;
1181
1182 m->in_memory=MAP_LOADING;
1183 if (m->tmpname == NULL) /* if we have loaded unique items from */
1184 delete_unique_items(m); /* original map before, don't duplicate them */
1185 load_objects (m, thawer, 0);
1186
1187 m->in_memory=MAP_IN_MEMORY;
1188}
1189
1190
1191/*
1192 * Saves a map to file. If flag is set, it is saved into the same
1193 * file it was (originally) loaded from. Otherwise a temporary
1194 * filename will be genarated, and the file will be stored there.
1195 * The temporary filename will be stored in the mapstructure.
1196 * If the map is unique, we also save to the filename in the map
1197 * (this should have been updated when first loaded)
1198 */
1199
1200int
1201new_save_map (mapstruct * m, int flag)
1202{
1203 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 { 837 }
1208 LOG (llevError, "Tried to save map without path.\n"); 838}
1209 return -1; 839
840bool
841maptile::save_header (object_freezer &freezer)
842{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845
846 MAP_OUT2 (arch, "map");
847
848 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time);
850 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime);
853 MAP_OUT (difficulty);
854
855 if (region) MAP_OUT2 (region, region->name);
856
857 if (shopitems)
1210 } 858 {
1211 859 char shop[MAX_BUF];
1212 if (flag || (m->unique) || (m->templatemap)) 860 print_shop_string (this, shop);
861 MAP_OUT2 (shopitems, shop);
1213 { 862 }
1214 if (!m->unique && !m->templatemap)
1215 { /* flag is set */
1216 if (flag == 2)
1217 strcpy (filename, create_overlay_pathname (m->path));
1218 else
1219 strcpy (filename, create_pathname (m->path));
1220 }
1221 else
1222 strcpy (filename, m->path);
1223 863
1224 make_path_to_file (filename); 864 MAP_OUT (shopgreed);
1225 } 865 MAP_OUT (shopmin);
1226 else 866 MAP_OUT (shopmax);
1227 { 867 if (shoprace) MAP_OUT (shoprace);
1228 if (!m->tmpname) 868 MAP_OUT (darkness);
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL); 869 MAP_OUT (width);
870 MAP_OUT (height);
871 MAP_OUT (enter_x);
872 MAP_OUT (enter_y);
1230 873
1231 strcpy (filename, m->tmpname); 874 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1232 } 875 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1233 876
1234 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 877 MAP_OUT (outdoor);
1235 m->in_memory = MAP_SAVING; 878 MAP_OUT (temp);
879 MAP_OUT (pressure);
880 MAP_OUT (humid);
881 MAP_OUT (windspeed);
882 MAP_OUT (winddir);
883 MAP_OUT (sky);
1236 884
885 MAP_OUT (per_player);
886 MAP_OUT (per_party);
887
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892
893 freezer.put (this);
894 freezer.put (KW_end);
895
896 return true;
897}
898
899bool
900maptile::save_header (const char *path)
901{
1237 object_freezer freezer; 902 object_freezer freezer;
1238 903
1239 /* legacy */ 904 if (!save_header (freezer))
1240 fprintf (freezer, "arch map\n"); 905 return false;
1241 if (m->name)
1242 fprintf (freezer, "name %s\n", m->name);
1243 if (!flag)
1244 fprintf (freezer, "swap_time %d\n", m->swap_time);
1245 if (m->reset_timeout)
1246 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1247 if (m->fixed_resettime)
1248 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1249 /* we unfortunately have no idea if this is a value the creator set
1250 * or a difficulty value we generated when the map was first loaded
1251 */
1252 if (m->difficulty)
1253 fprintf (freezer, "difficulty %d\n", m->difficulty);
1254 if (m->region)
1255 fprintf (freezer, "region %s\n", m->region->name);
1256 if (m->shopitems)
1257 {
1258 print_shop_string (m, shop);
1259 fprintf (freezer, "shopitems %s\n", shop);
1260 }
1261 if (m->shopgreed)
1262 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1263#ifndef WIN32
1264 if (m->shopmin)
1265 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1266 if (m->shopmax)
1267 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1268#else
1269 if (m->shopmin)
1270 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1271 if (m->shopmax)
1272 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1273#endif
1274 if (m->shoprace)
1275 fprintf (freezer, "shoprace %s\n", m->shoprace);
1276 if (m->darkness)
1277 fprintf (freezer, "darkness %d\n", m->darkness);
1278 if (m->width)
1279 fprintf (freezer, "width %d\n", m->width);
1280 if (m->height)
1281 fprintf (freezer, "height %d\n", m->height);
1282 if (m->enter_x)
1283 fprintf (freezer, "enter_x %d\n", m->enter_x);
1284 if (m->enter_y)
1285 fprintf (freezer, "enter_y %d\n", m->enter_y);
1286 if (m->msg)
1287 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1288 if (m->maplore)
1289 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1290 if (m->unique)
1291 fprintf (freezer, "unique %d\n", m->unique);
1292 if (m->templatemap)
1293 fprintf (freezer, "template %d\n", m->templatemap);
1294 if (m->outdoor)
1295 fprintf (freezer, "outdoor %d\n", m->outdoor);
1296 if (m->temp)
1297 fprintf (freezer, "temp %d\n", m->temp);
1298 if (m->pressure)
1299 fprintf (freezer, "pressure %d\n", m->pressure);
1300 if (m->humid)
1301 fprintf (freezer, "humid %d\n", m->humid);
1302 if (m->windspeed)
1303 fprintf (freezer, "windspeed %d\n", m->windspeed);
1304 if (m->winddir)
1305 fprintf (freezer, "winddir %d\n", m->winddir);
1306 if (m->sky)
1307 fprintf (freezer, "sky %d\n", m->sky);
1308 if (m->nosmooth)
1309 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1310 906
1311 /* Save any tiling information, except on overlays */ 907 return freezer.save (path);
1312 if (flag != 2)
1313 for (i = 0; i < 4; i++)
1314 if (m->tile_path[i])
1315 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1316
1317 freezer.put (m);
1318 fprintf (freezer, "end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1326 {
1327 object_freezer unique;
1328
1329 if (flag == 2)
1330 save_objects (m, freezer, unique, 2);
1331 else
1332 save_objects (m, freezer, unique, 0);
1333
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335
1336 unique.save (buf);
1337 }
1338 else
1339 { /* save same file when not playing, like in editor */
1340 save_objects (m, freezer, freezer, 0);
1341 }
1342
1343 freezer.save (filename);
1344
1345 return 0;
1346}
1347
1348
1349/*
1350 * Remove and free all objects in the inventory of the given object.
1351 * object.c ?
1352 */
1353
1354void clean_object(object *op)
1355{
1356 object *tmp, *next;
1357
1358 for(tmp = op->inv; tmp; tmp = next)
1359 {
1360 next = tmp->below;
1361 clean_object(tmp);
1362 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363 remove_button_link(tmp);
1364 remove_ob(tmp);
1365 free_object(tmp);
1366 }
1367} 908}
1368 909
1369/* 910/*
1370 * Remove and free all objects in the given map. 911 * Remove and free all objects in the given map.
1371 */ 912 */
913void
914maptile::clear ()
915{
916 if (!spaces)
917 return;
1372 918
1373void free_all_objects(mapstruct *m) { 919 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1374 int i,j; 920 while (object *op = ms->bot)
1375 object *op; 921 {
1376 922 if (op->head)
1377 for(i=0;i<MAP_WIDTH(m);i++)
1378 for(j=0;j<MAP_HEIGHT(m);j++) {
1379 object *previous_obj=NULL;
1380 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1381 if (op==previous_obj) {
1382 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1383 break;
1384 }
1385 previous_obj=op;
1386 if(op->head!=NULL)
1387 op = op->head; 923 op = op->head;
1388 924
1389 /* If the map isn't in memory, free_object will remove and 925 op->destroy_inv (false);
1390 * free objects in op's inventory. So let it do the job. 926 op->destroy ();
1391 */
1392 if (m->in_memory==MAP_IN_MEMORY)
1393 clean_object(op);
1394 remove_ob(op);
1395 free_object(op);
1396 }
1397 } 927 }
928
929 sfree (spaces, size ()), spaces = 0;
930
931 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0;
933}
934
935void
936maptile::clear_header ()
937{
938 name = 0;
939 msg = 0;
940 maplore = 0;
941 shoprace = 0;
942 delete [] shopitems, shopitems = 0;
943
944 for (int i = 0; i < 4; i++)
945 tile_path [i] = 0;
946}
947
948maptile::~maptile ()
949{
950 assert (destroyed ());
951}
952
953void
954maptile::clear_links_to (maptile *m)
955{
956 /* We need to look through all the maps and see if any maps
957 * are pointing at this one for tiling information. Since
958 * tiling can be asymetric, we just can not look to see which
959 * maps this map tiles with and clears those.
960 */
961 for (int i = 0; i < 4; i++)
962 if (tile_map[i] == m)
963 tile_map[i] = 0;
964}
965
966void
967maptile::do_destroy ()
968{
969 attachable::do_destroy ();
970
971 clear ();
1398} 972}
1399 973
1400/* 974/*
1401 * Frees everything allocated by the given mapstructure. 975 * Updates every button on the map (by calling update_button() for them).
1402 * don't free tmpname - our caller is left to do that
1403 */ 976 */
1404 977void
1405void free_map(mapstruct *m,int flag) { 978maptile::update_buttons ()
1406 int i; 979{
1407 980 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1408 if (!m->in_memory) { 981 for (objectlink *ol = obp->link; ol; ol = ol->next)
1409 LOG(llevError,"Trying to free freed map.\n"); 982 {
1410 return; 983 if (!ol->ob)
1411 }
1412 if (flag && m->spaces) free_all_objects(m);
1413 if (m->name) FREE_AND_CLEAR(m->name);
1414 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1415 if (m->msg) FREE_AND_CLEAR(m->msg);
1416 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1417 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1418 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1419 if (m->buttons)
1420 free_objectlinkpt(m->buttons);
1421 m->buttons = NULL;
1422 for (i=0; i<4; i++) {
1423 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1424 m->tile_map[i] = NULL;
1425 }
1426 m->in_memory = MAP_SWAPPED;
1427}
1428
1429/*
1430 * function: vanish mapstruct
1431 * m : pointer to mapstruct, if NULL no action
1432 * this deletes all the data on the map (freeing pointers)
1433 * and then removes this map from the global linked list of maps.
1434 */
1435
1436void delete_map(mapstruct *m) {
1437 mapstruct *tmp, *last;
1438 int i;
1439
1440 if (!m)
1441 return;
1442
1443 m->clear ();
1444
1445 if (m->in_memory == MAP_IN_MEMORY) {
1446 /* change to MAP_SAVING, even though we are not,
1447 * so that remove_ob doesn't do as much work.
1448 */ 984 {
1449 m->in_memory = MAP_SAVING; 985 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1450 free_map (m, 1); 986 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1451 } 987 continue;
1452 /* move this out of free_map, since tmpname can still be needed if
1453 * the map is swapped out.
1454 */
1455 if (m->tmpname) {
1456 free(m->tmpname);
1457 m->tmpname=NULL;
1458 }
1459 last = NULL;
1460 /* We need to look through all the maps and see if any maps
1461 * are pointing at this one for tiling information. Since
1462 * tiling can be assymetric, we just can not look to see which
1463 * maps this map tiles with and clears those.
1464 */
1465 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1466 if (tmp->next == m) last = tmp;
1467
1468 /* This should hopefully get unrolled on a decent compiler */
1469 for (i=0; i<4; i++)
1470 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1471 }
1472
1473 /* If last is null, then this should be the first map in the list */
1474 if (!last) {
1475 if (m == first_map)
1476 first_map = m->next;
1477 else
1478 /* m->path is a static char, so should hopefully still have
1479 * some useful data in it.
1480 */
1481 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1482 m->path);
1483 }
1484 else
1485 last->next = m->next;
1486
1487 delete m;
1488}
1489
1490
1491
1492/*
1493 * Makes sure the given map is loaded and swapped in.
1494 * name is path name of the map.
1495 * flags meaning:
1496 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1497 * and don't do unique items or the like.
1498 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1499 * dont do any more name translation on it.
1500 *
1501 * Returns a pointer to the given map.
1502 */
1503
1504mapstruct *ready_map_name(const char *name, int flags) {
1505 mapstruct *m;
1506
1507 if (!name)
1508 return (NULL);
1509
1510 /* Have we been at this level before? */
1511 m = has_been_loaded (name);
1512
1513 /* Map is good to go, so just return it */
1514 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1515 return m;
1516 }
1517
1518 /* unique maps always get loaded from their original location, and never
1519 * a temp location. Likewise, if map_flush is set, or we have never loaded
1520 * this map, load it now. I removed the reset checking from here -
1521 * it seems the probability of a player trying to enter a map that should
1522 * reset but hasn't yet is quite low, and removing that makes this function
1523 * a bit cleaner (and players probably shouldn't rely on exact timing for
1524 * resets in any case - if they really care, they should use the 'maps command.
1525 */
1526 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1527
1528 /* first visit or time to reset */
1529 if (m) {
1530 clean_tmp_map(m); /* Doesn't make much difference */
1531 delete_map(m);
1532 } 988 }
1533 989
1534 /* create and load a map */ 990 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1535 if (flags & MAP_PLAYER_UNIQUE)
1536 LOG(llevDebug, "Trying to load map %s.\n", name);
1537 else
1538 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1539
1540 //eval_pv ("$x = Event::time", 1);//D
1541 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1542 return (NULL);
1543 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1544
1545 fix_auto_apply(m); /* Chests which open as default */
1546
1547 /* If a player unique map, no extra unique object file to load.
1548 * if from the editor, likewise.
1549 */ 991 {
1550 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 992 update_button (ol->ob);
1551 load_unique_objects(m); 993 break;
1552
1553 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1554 m=load_overlay_map(name, m);
1555 if (m==NULL)
1556 return NULL;
1557 } 994 }
1558
1559 if (flags & MAP_PLAYER_UNIQUE)
1560 INVOKE_MAP (SWAPIN, m);
1561
1562 } else {
1563 /* If in this loop, we found a temporary map, so load it up. */
1564
1565 m=load_temporary_map (m);
1566 if(m==NULL) return NULL;
1567 load_unique_objects(m);
1568
1569 clean_tmp_map(m);
1570 m->in_memory = MAP_IN_MEMORY;
1571 /* tempnam() on sun systems (probably others) uses malloc
1572 * to allocated space for the string. Free it here.
1573 * In some cases, load_temporary_map above won't find the
1574 * temporary map, and so has reloaded a new map. If that
1575 * is the case, tmpname is now null
1576 */
1577 if (m->tmpname) free(m->tmpname);
1578 m->tmpname = NULL;
1579 /* It's going to be saved anew anyway */
1580 } 995 }
1581
1582 /* Below here is stuff common to both first time loaded maps and
1583 * temp maps.
1584 */
1585
1586 decay_objects(m); /* start the decay */
1587 /* In case other objects press some buttons down */
1588 update_buttons(m);
1589 if (m->outdoor)
1590 set_darkness_map(m);
1591 /* run the weather over this map */
1592 weather_effect(name);
1593 return m;
1594} 996}
1595
1596 997
1597/* 998/*
1598 * This routine is supposed to find out the difficulty of the map. 999 * This routine is supposed to find out the difficulty of the map.
1599 * difficulty does not have a lot to do with character level, 1000 * difficulty does not have a lot to do with character level,
1600 * but does have a lot to do with treasure on the map. 1001 * but does have a lot to do with treasure on the map.
1602 * Difficulty can now be set by the map creature. If the value stored 1003 * Difficulty can now be set by the map creature. If the value stored
1603 * in the map is zero, then use this routine. Maps should really 1004 * in the map is zero, then use this routine. Maps should really
1604 * have a difficulty set than using this function - human calculation 1005 * have a difficulty set than using this function - human calculation
1605 * is much better than this functions guesswork. 1006 * is much better than this functions guesswork.
1606 */ 1007 */
1607 1008int
1608int calculate_difficulty(mapstruct *m) { 1009maptile::estimate_difficulty () const
1609 object *op; 1010{
1610 archetype *at;
1611 int x, y, i;
1612 long monster_cnt = 0; 1011 long monster_cnt = 0;
1613 double avgexp = 0; 1012 double avgexp = 0;
1614 sint64 total_exp = 0; 1013 sint64 total_exp = 0;
1615 1014
1616 if (MAP_DIFFICULTY (m)) 1015 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1617 { 1016 for (object *op = ms->bot; op; op = op->above)
1618 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1619 return MAP_DIFFICULTY (m);
1620 }
1621
1622 for(x = 0; x < MAP_WIDTH(m); x++)
1623 for(y = 0; y < MAP_HEIGHT(m); y++)
1624 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1625 { 1017 {
1626 if(QUERY_FLAG (op, FLAG_MONSTER)) 1018 if (QUERY_FLAG (op, FLAG_MONSTER))
1627 { 1019 {
1628 total_exp += op->stats.exp; 1020 total_exp += op->stats.exp;
1629 monster_cnt++; 1021 monster_cnt++;
1630 } 1022 }
1631 1023
1632 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1024 if (QUERY_FLAG (op, FLAG_GENERATOR))
1633 { 1025 {
1634 total_exp += op->stats.exp; 1026 total_exp += op->stats.exp;
1027
1635 at = type_to_archetype(GENERATE_TYPE (op)); 1028 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1636
1637 if(at != NULL)
1638 total_exp += at->clone.stats.exp * 8; 1029 total_exp += at->clone.stats.exp * 8;
1639 1030
1640 monster_cnt++; 1031 monster_cnt++;
1641 } 1032 }
1642 } 1033 }
1643 1034
1644 avgexp = (double) total_exp / monster_cnt; 1035 avgexp = (double) total_exp / monster_cnt;
1645 1036
1646 for (i = 1; i <= settings.max_level; i++) 1037 for (int i = 1; i <= settings.max_level; i++)
1647 {
1648 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1038 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1649 {
1650 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1651 return i; 1039 return i;
1652 }
1653 }
1654 1040
1655 return 1; 1041 return 1;
1656}
1657
1658void clean_tmp_map(mapstruct *m) {
1659 if(m->tmpname == NULL)
1660 return;
1661 INVOKE_MAP (CLEAN, m);
1662 (void) unlink(m->tmpname);
1663}
1664
1665void free_all_maps(void)
1666{
1667 int real_maps=0;
1668
1669 while (first_map) {
1670 /* I think some of the callers above before it gets here set this to be
1671 * saving, but we still want to free this data
1672 */
1673 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1674 delete_map(first_map);
1675 real_maps++;
1676 }
1677 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1678} 1042}
1679 1043
1680/* change_map_light() - used to change map light level (darkness) 1044/* change_map_light() - used to change map light level (darkness)
1681 * up or down. Returns true if successful. It should now be 1045 * up or down. Returns true if successful. It should now be
1682 * possible to change a value by more than 1. 1046 * possible to change a value by more than 1.
1683 * Move this from los.c to map.c since this is more related 1047 * Move this from los.c to map.c since this is more related
1684 * to maps than los. 1048 * to maps than los.
1685 * postive values make it darker, negative make it brighter 1049 * postive values make it darker, negative make it brighter
1686 */ 1050 */
1687 1051int
1688int change_map_light(mapstruct *m, int change) { 1052maptile::change_map_light (int change)
1053{
1689 int new_level = m->darkness + change; 1054 int new_level = darkness + change;
1690 1055
1691 /* Nothing to do */ 1056 /* Nothing to do */
1692 if(!change || (new_level <= 0 && m->darkness == 0) || 1057 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1693 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1694 return 0; 1058 return 0;
1695 }
1696 1059
1697 /* inform all players on the map */ 1060 /* inform all players on the map */
1698 if (change>0) 1061 if (change > 0)
1699 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1062 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1700 else 1063 else
1701 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1064 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1702 1065
1703 /* Do extra checking. since m->darkness is a unsigned value, 1066 /* Do extra checking. since darkness is a unsigned value,
1704 * we need to be extra careful about negative values. 1067 * we need to be extra careful about negative values.
1705 * In general, the checks below are only needed if change 1068 * In general, the checks below are only needed if change
1706 * is not +/-1 1069 * is not +/-1
1707 */ 1070 */
1708 if (new_level < 0) m->darkness = 0; 1071 if (new_level < 0)
1709 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1072 darkness = 0;
1073 else if (new_level >= MAX_DARKNESS)
1074 darkness = MAX_DARKNESS;
1075 else
1710 else m->darkness=new_level; 1076 darkness = new_level;
1711 1077
1712 /* All clients need to get re-updated for the change */ 1078 /* All clients need to get re-updated for the change */
1713 update_all_map_los(m); 1079 update_all_map_los (this);
1714 return 1; 1080 return 1;
1715} 1081}
1716
1717 1082
1718/* 1083/*
1719 * This function updates various attributes about a specific space 1084 * This function updates various attributes about a specific space
1720 * on the map (what it looks like, whether it blocks magic, 1085 * on the map (what it looks like, whether it blocks magic,
1721 * has a living creatures, prevents people from passing 1086 * has a living creatures, prevents people from passing
1722 * through, etc) 1087 * through, etc)
1723 */ 1088 */
1724void update_position (mapstruct *m, int x, int y) { 1089void
1090mapspace::update_ ()
1091{
1725 object *tmp, *last = NULL; 1092 object *tmp, *last = 0;
1726 uint8 flags = 0, oldflags, light=0, anywhere=0; 1093 uint8 flags = 0, light = 0, anywhere = 0;
1727 New_Face *top,*floor, *middle; 1094 New_Face *top, *floor, *middle;
1728 object *top_obj, *floor_obj, *middle_obj; 1095 object *top_obj, *floor_obj, *middle_obj;
1729 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1096 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1730 1097
1731 oldflags = GET_MAP_FLAGS(m,x,y);
1732 if (!(oldflags & P_NEED_UPDATE)) {
1733 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1734 m->path, x, y);
1735 return;
1736 }
1737
1738 middle=blank_face; 1098 middle = blank_face;
1739 top=blank_face; 1099 top = blank_face;
1740 floor=blank_face; 1100 floor = blank_face;
1741 1101
1742 middle_obj = NULL; 1102 middle_obj = 0;
1743 top_obj = NULL; 1103 top_obj = 0;
1744 floor_obj = NULL; 1104 floor_obj = 0;
1745 1105
1746 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1747 1107 {
1748 /* This could be made additive I guess (two lights better than 1108 /* This could be made additive I guess (two lights better than
1749 * one). But if so, it shouldn't be a simple additive - 2 1109 * one). But if so, it shouldn't be a simple additive - 2
1750 * light bulbs do not illuminate twice as far as once since 1110 * light bulbs do not illuminate twice as far as once since
1751 * it is a disapation factor that is squared (or is it cubed?) 1111 * it is a dissapation factor that is cubed.
1752 */ 1112 */
1753 if (tmp->glow_radius > light) light = tmp->glow_radius; 1113 if (tmp->glow_radius > light)
1114 light = tmp->glow_radius;
1754 1115
1755 /* This call is needed in order to update objects the player 1116 /* This call is needed in order to update objects the player
1756 * is standing in that have animations (ie, grass, fire, etc). 1117 * is standing in that have animations (ie, grass, fire, etc).
1757 * However, it also causes the look window to be re-drawn 1118 * However, it also causes the look window to be re-drawn
1758 * 3 times each time the player moves, because many of the 1119 * 3 times each time the player moves, because many of the
1759 * functions the move_player calls eventualy call this. 1120 * functions the move_player calls eventualy call this.
1760 * 1121 *
1761 * Always put the player down for drawing. 1122 * Always put the player down for drawing.
1762 */ 1123 */
1763 if (!tmp->invisible) { 1124 if (!tmp->invisible)
1125 {
1764 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1127 {
1765 top = tmp->face; 1128 top = tmp->face;
1766 top_obj = tmp; 1129 top_obj = tmp;
1767 } 1130 }
1768 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 {
1769 /* If we got a floor, that means middle and top were below it, 1133 /* If we got a floor, that means middle and top were below it,
1770 * so should not be visible, so we clear them. 1134 * so should not be visible, so we clear them.
1771 */ 1135 */
1772 middle=blank_face; 1136 middle = blank_face;
1773 top=blank_face; 1137 top = blank_face;
1774 floor = tmp->face; 1138 floor = tmp->face;
1775 floor_obj = tmp; 1139 floor_obj = tmp;
1776 } 1140 }
1777 /* Flag anywhere have high priority */ 1141 /* Flag anywhere have high priority */
1778 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143 {
1779 middle = tmp->face; 1144 middle = tmp->face;
1780 1145
1781 middle_obj = tmp; 1146 middle_obj = tmp;
1782 anywhere =1; 1147 anywhere = 1;
1783 } 1148 }
1784 /* Find the highest visible face around. If equal 1149 /* Find the highest visible face around. If equal
1785 * visibilities, we still want the one nearer to the 1150 * visibilities, we still want the one nearer to the
1786 * top 1151 * top
1787 */ 1152 */
1788 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1154 {
1789 middle = tmp->face; 1155 middle = tmp->face;
1790 middle_obj = tmp; 1156 middle_obj = tmp;
1791 } 1157 }
1792 } 1158 }
1159
1793 if (tmp==tmp->above) { 1160 if (tmp == tmp->above)
1161 {
1794 LOG(llevError, "Error in structure of map\n"); 1162 LOG (llevError, "Error in structure of map\n");
1795 exit (-1); 1163 exit (-1);
1796 } 1164 }
1797 1165
1798 move_slow |= tmp->move_slow; 1166 move_slow |= tmp->move_slow;
1799 move_block |= tmp->move_block; 1167 move_block |= tmp->move_block;
1800 move_on |= tmp->move_on; 1168 move_on |= tmp->move_on;
1801 move_off |= tmp->move_off; 1169 move_off |= tmp->move_off;
1802 move_allow |= tmp->move_allow; 1170 move_allow |= tmp->move_allow;
1803 1171
1804 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1805 flags |= P_IS_ALIVE;
1806 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1807 flags |= P_NO_MAGIC;
1808 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1809 flags |= P_NO_CLERIC;
1810 if (tmp->type == SAFE_GROUND)
1811 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1812
1813 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1172 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1814 flags |= P_BLOCKSVIEW; 1173 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1815 } /* for stack of objects */ 1174 if (tmp->type == PLAYER) flags |= P_PLAYER;
1816 1175 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1817 /* we don't want to rely on this function to have accurate flags, but 1176 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1818 * since we're already doing the work, we calculate them here. 1177 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1819 * if they don't match, logic is broken someplace.
1820 */
1821 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1822 (!(oldflags & P_NO_ERROR))) {
1823 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1824 m->path, x, y,
1825 (oldflags & ~P_NEED_UPDATE), flags);
1826 } 1178 }
1827 SET_MAP_FLAGS(m, x, y, flags);
1828 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1829 SET_MAP_MOVE_ON(m, x, y, move_on);
1830 SET_MAP_MOVE_OFF(m, x, y, move_off);
1831 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1832 1179
1180 this->light = light;
1181 this->flags_ = flags;
1182 this->move_block = move_block & ~move_allow;
1183 this->move_on = move_on;
1184 this->move_off = move_off;
1185 this->move_slow = move_slow;
1186
1833 /* At this point, we have a floor face (if there is a floor), 1187 /* At this point, we have a floor face (if there is a floor),
1834 * and the floor is set - we are not going to touch it at 1188 * and the floor is set - we are not going to touch it at
1835 * this point. 1189 * this point.
1836 * middle contains the highest visibility face. 1190 * middle contains the highest visibility face.
1837 * top contains a player/monster face, if there is one. 1191 * top contains a player/monster face, if there is one.
1838 * 1192 *
1839 * We now need to fill in top.face and/or middle.face. 1193 * We now need to fill in top.face and/or middle.face.
1840 */ 1194 */
1841 1195
1842 /* If the top face also happens to be high visibility, re-do our 1196 /* If the top face also happens to be high visibility, re-do our
1843 * middle face. This should not happen, as we already have the 1197 * middle face. This should not happen, as we already have the
1844 * else statement above so middle should not get set. OTOH, it 1198 * else statement above so middle should not get set. OTOH, it
1845 * may be possible for the faces to match but be different objects. 1199 * may be possible for the faces to match but be different objects.
1846 */ 1200 */
1847 if (top == middle) middle=blank_face; 1201 if (top == middle)
1202 middle = blank_face;
1848 1203
1849 /* There are three posibilities at this point: 1204 /* There are three posibilities at this point:
1850 * 1) top face is set, need middle to be set. 1205 * 1) top face is set, need middle to be set.
1851 * 2) middle is set, need to set top. 1206 * 2) middle is set, need to set top.
1852 * 3) neither middle or top is set - need to set both. 1207 * 3) neither middle or top is set - need to set both.
1853 */ 1208 */
1854 1209
1855 for (tmp=last; tmp; tmp=tmp->below) { 1210 for (tmp = last; tmp; tmp = tmp->below)
1211 {
1856 /* Once we get to a floor, stop, since we already have a floor object */ 1212 /* Once we get to a floor, stop, since we already have a floor object */
1857 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214 break;
1858 1215
1859 /* If two top faces are already set, quit processing */ 1216 /* If two top faces are already set, quit processing */
1860 if ((top != blank_face) && (middle != blank_face)) break; 1217 if ((top != blank_face) && (middle != blank_face))
1218 break;
1861 1219
1862 /* Only show visible faces, unless its the editor - show all */ 1220 /* Only show visible faces, unless its the editor - show all */
1863 if (!tmp->invisible || editor) { 1221 if (!tmp->invisible || editor)
1222 {
1864 /* Fill in top if needed */ 1223 /* Fill in top if needed */
1865 if (top == blank_face) { 1224 if (top == blank_face)
1225 {
1866 top = tmp->face; 1226 top = tmp->face;
1867 top_obj = tmp; 1227 top_obj = tmp;
1228 if (top == middle)
1868 if (top == middle) middle=blank_face; 1229 middle = blank_face;
1230 }
1869 } else { 1231 else
1232 {
1870 /* top is already set - we should only get here if 1233 /* top is already set - we should only get here if
1871 * middle is not set 1234 * middle is not set
1872 * 1235 *
1873 * Set the middle face and break out, since there is nothing 1236 * Set the middle face and break out, since there is nothing
1874 * more to fill in. We don't check visiblity here, since 1237 * more to fill in. We don't check visiblity here, since
1875 * 1238 *
1876 */ 1239 */
1877 if (tmp->face != top ) { 1240 if (tmp->face != top)
1241 {
1878 middle = tmp->face; 1242 middle = tmp->face;
1879 middle_obj = tmp; 1243 middle_obj = tmp;
1880 break; 1244 break;
1881 } 1245 }
1882 } 1246 }
1883 } 1247 }
1884 } 1248 }
1885 if (middle == floor) middle = blank_face; 1249
1886 if (top == middle) middle = blank_face; 1250 if (middle == floor)
1887 SET_MAP_FACE(m,x,y,top,0);
1888 if(top != blank_face)
1889 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1890 else
1891 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1892 SET_MAP_FACE(m,x,y,middle,1);
1893 if(middle != blank_face) 1251 middle = blank_face;
1894 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1895 else
1896 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1897 SET_MAP_FACE(m,x,y,floor,2);
1898 if(floor != blank_face)
1899 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1900 else
1901 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1902 SET_MAP_LIGHT(m,x,y,light);
1903}
1904 1252
1253 if (top == middle)
1254 middle = blank_face;
1905 1255
1906void set_map_reset_time(mapstruct *map) { 1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1907 int timeout; 1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1908 1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1909 timeout = MAP_RESET_TIMEOUT(map);
1910 if (timeout <= 0)
1911 timeout = MAP_DEFAULTRESET;
1912 if (timeout >= MAP_MAXRESET)
1913 timeout = MAP_MAXRESET;
1914 MAP_WHEN_RESET(map) = seconds()+timeout;
1915} 1259}
1916 1260
1917/* this updates the orig_map->tile_map[tile_num] value after loading 1261/* this updates the orig_map->tile_map[tile_num] value after loading
1918 * the map. It also takes care of linking back the freshly loaded 1262 * the map. It also takes care of linking back the freshly loaded
1919 * maps tile_map values if it tiles back to this one. It returns 1263 * maps tile_map values if it tiles back to this one. It returns
1920 * the value of orig_map->tile_map[tile_num]. It really only does this 1264 * the value of orig_map->tile_map[tile_num]. It really only does this
1921 * so that it is easier for calling functions to verify success. 1265 * so that it is easier for calling functions to verify success.
1922 */ 1266 */
1923 1267static maptile *
1924static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1268load_and_link_tiled_map (maptile *orig_map, int tile_num)
1925{ 1269{
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1271
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1273 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1);
1278 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY;
1280 }
1281
1926 int dest_tile = (tile_num +2) % 4; 1282 int dest_tile = (tile_num + 2) % 4;
1927 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1928 1283
1929 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1284 orig_map->tile_map[tile_num] = mp;
1930 1285
1931 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1286 // optimisation: back-link map to origin map if euclidean
1932 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1287 //TODO: non-euclidean maps MUST GO
1933 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1288 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1934 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1289 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1935 1290
1936 return orig_map->tile_map[tile_num]; 1291 return mp;
1937} 1292}
1938 1293
1939/* this returns TRUE if the coordinates (x,y) are out of 1294/* this returns TRUE if the coordinates (x,y) are out of
1940 * map m. This function also takes into account any 1295 * map m. This function also takes into account any
1941 * tiling considerations, loading adjacant maps as needed. 1296 * tiling considerations, loading adjacant maps as needed.
1942 * This is the function should always be used when it 1297 * This is the function should always be used when it
1943 * necessary to check for valid coordinates. 1298 * necessary to check for valid coordinates.
1944 * This function will recursively call itself for the 1299 * This function will recursively call itself for the
1945 * tiled maps. 1300 * tiled maps.
1946 * 1301 */
1947 * 1302int
1948 */
1949int out_of_map(mapstruct *m, int x, int y) 1303out_of_map (maptile *m, int x, int y)
1950{ 1304{
1951
1952 /* If we get passed a null map, this is obviously the 1305 /* If we get passed a null map, this is obviously the
1953 * case. This generally shouldn't happen, but if the 1306 * case. This generally shouldn't happen, but if the
1954 * map loads fail below, it could happen. 1307 * map loads fail below, it could happen.
1955 */ 1308 */
1956 if (!m) return 0; 1309 if (!m)
1957
1958 if (x<0) {
1959 if (!m->tile_path[3]) return 1;
1960 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1961 load_and_link_tiled_map(m, 3);
1962 }
1963 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1964 }
1965 if (x>=MAP_WIDTH(m)) {
1966 if (!m->tile_path[1]) return 1;
1967 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1968 load_and_link_tiled_map(m, 1);
1969 }
1970 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1971 }
1972 if (y<0) {
1973 if (!m->tile_path[0]) return 1;
1974 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1975 load_and_link_tiled_map(m, 0);
1976 }
1977 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1978 }
1979 if (y>=MAP_HEIGHT(m)) {
1980 if (!m->tile_path[2]) return 1;
1981 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 2);
1983 }
1984 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1985 }
1986
1987 /* Simple case - coordinates are within this local
1988 * map.
1989 */
1990 return 0; 1310 return 0;
1311
1312 if (x < 0)
1313 {
1314 if (!m->tile_path[3])
1315 return 1;
1316
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 load_and_link_tiled_map (m, 3);
1319
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 }
1322
1323 if (x >= m->width)
1324 {
1325 if (!m->tile_path[1])
1326 return 1;
1327
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 1);
1330
1331 return out_of_map (m->tile_map[1], x - m->width, y);
1332 }
1333
1334 if (y < 0)
1335 {
1336 if (!m->tile_path[0])
1337 return 1;
1338
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 0);
1341
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 }
1344
1345 if (y >= m->height)
1346 {
1347 if (!m->tile_path[2])
1348 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 2);
1352
1353 return out_of_map (m->tile_map[2], x, y - m->height);
1354 }
1355
1356 /* Simple case - coordinates are within this local
1357 * map.
1358 */
1359 return 0;
1991} 1360}
1992 1361
1993/* This is basically the same as out_of_map above, but 1362/* This is basically the same as out_of_map above, but
1994 * instead we return NULL if no map is valid (coordinates 1363 * instead we return NULL if no map is valid (coordinates
1995 * out of bounds and no tiled map), otherwise it returns 1364 * out of bounds and no tiled map), otherwise it returns
1996 * the map as that the coordinates are really on, and 1365 * the map as that the coordinates are really on, and
1997 * updates x and y to be the localized coordinates. 1366 * updates x and y to be the localized coordinates.
1998 * Using this is more efficient of calling out_of_map 1367 * Using this is more efficient of calling out_of_map
1999 * and then figuring out what the real map is 1368 * and then figuring out what the real map is
2000 */ 1369 */
1370maptile *
2001mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2002{ 1372{
2003
2004 if (*x<0) { 1373 if (*x < 0)
1374 {
2005 if (!m->tile_path[3]) return NULL; 1375 if (!m->tile_path[3])
1376 return 0;
1377
2006 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2007 load_and_link_tiled_map(m, 3); 1379 load_and_link_tiled_map (m, 3);
2008 1380
2009 *x += MAP_WIDTH(m->tile_map[3]); 1381 *x += m->tile_map[3]->width;
2010 return (get_map_from_coord(m->tile_map[3], x, y)); 1382 return (get_map_from_coord (m->tile_map[3], x, y));
1383 }
1384
1385 if (*x >= m->width)
2011 } 1386 {
2012 if (*x>=MAP_WIDTH(m)) {
2013 if (!m->tile_path[1]) return NULL; 1387 if (!m->tile_path[1])
1388 return 0;
1389
2014 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1390 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2015 load_and_link_tiled_map(m, 1); 1391 load_and_link_tiled_map (m, 1);
2016 1392
2017 *x -= MAP_WIDTH(m); 1393 *x -= m->width;
2018 return (get_map_from_coord(m->tile_map[1], x, y)); 1394 return (get_map_from_coord (m->tile_map[1], x, y));
1395 }
1396
1397 if (*y < 0)
2019 } 1398 {
2020 if (*y<0) {
2021 if (!m->tile_path[0]) return NULL; 1399 if (!m->tile_path[0])
1400 return 0;
1401
2022 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1402 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2023 load_and_link_tiled_map(m, 0); 1403 load_and_link_tiled_map (m, 0);
2024 1404
2025 *y += MAP_HEIGHT(m->tile_map[0]); 1405 *y += m->tile_map[0]->height;
2026 return (get_map_from_coord(m->tile_map[0], x, y)); 1406 return (get_map_from_coord (m->tile_map[0], x, y));
1407 }
1408
1409 if (*y >= m->height)
2027 } 1410 {
2028 if (*y>=MAP_HEIGHT(m)) {
2029 if (!m->tile_path[2]) return NULL; 1411 if (!m->tile_path[2])
1412 return 0;
1413
2030 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1414 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2031 load_and_link_tiled_map(m, 2); 1415 load_and_link_tiled_map (m, 2);
2032 1416
2033 *y -= MAP_HEIGHT(m); 1417 *y -= m->height;
2034 return (get_map_from_coord(m->tile_map[2], x, y)); 1418 return (get_map_from_coord (m->tile_map[2], x, y));
2035 } 1419 }
2036 1420
2037 /* Simple case - coordinates are within this local 1421 /* Simple case - coordinates are within this local
2038 * map. 1422 * map.
2039 */ 1423 */
2040
2041 return m; 1424 return m;
2042} 1425}
2043 1426
2044/** 1427/**
2045 * Return whether map2 is adjacent to map1. If so, store the distance from 1428 * Return whether map2 is adjacent to map1. If so, store the distance from
2046 * map1 to map2 in dx/dy. 1429 * map1 to map2 in dx/dy.
2047 */ 1430 */
1431static int
2048static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433{
2049 if (!map1 || !map2) 1434 if (!map1 || !map2)
2050 return 0; 1435 return 0;
2051 1436
2052 if (map1 == map2) { 1437 if (map1 == map2)
1438 {
2053 *dx = 0; 1439 *dx = 0;
2054 *dy = 0; 1440 *dy = 0;
2055 1441 }
2056 } else if (map1->tile_map[0] == map2) { /* up */ 1442 else if (map1->tile_map[0] == map2)
1443 { /* up */
2057 *dx = 0; 1444 *dx = 0;
2058 *dy = -MAP_HEIGHT(map2); 1445 *dy = -map2->height;
1446 }
2059 } else if (map1->tile_map[1] == map2) { /* right */ 1447 else if (map1->tile_map[1] == map2)
2060 *dx = MAP_WIDTH(map1); 1448 { /* right */
1449 *dx = map1->width;
2061 *dy = 0; 1450 *dy = 0;
1451 }
2062 } else if (map1->tile_map[2] == map2) { /* down */ 1452 else if (map1->tile_map[2] == map2)
1453 { /* down */
2063 *dx = 0; 1454 *dx = 0;
2064 *dy = MAP_HEIGHT(map1); 1455 *dy = map1->height;
1456 }
2065 } else if (map1->tile_map[3] == map2) { /* left */ 1457 else if (map1->tile_map[3] == map2)
2066 *dx = -MAP_WIDTH(map2); 1458 { /* left */
1459 *dx = -map2->width;
2067 *dy = 0; 1460 *dy = 0;
2068 1461 }
2069 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1462 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1463 { /* up right */
2070 *dx = MAP_WIDTH(map1->tile_map[0]); 1464 *dx = map1->tile_map[0]->width;
2071 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1465 *dy = -map1->tile_map[0]->height;
1466 }
2072 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1467 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2073 *dx = -MAP_WIDTH(map2); 1468 { /* up left */
2074 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1469 *dx = -map2->width;
1470 *dy = -map1->tile_map[0]->height;
1471 }
2075 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1472 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2076 *dx = MAP_WIDTH(map1); 1473 { /* right up */
2077 *dy = -MAP_HEIGHT(map2); 1474 *dx = map1->width;
1475 *dy = -map2->height;
1476 }
2078 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1477 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2079 *dx = MAP_WIDTH(map1); 1478 { /* right down */
2080 *dy = MAP_HEIGHT(map1->tile_map[1]); 1479 *dx = map1->width;
1480 *dy = map1->tile_map[1]->height;
1481 }
2081 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1482 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1483 { /* down right */
2082 *dx = MAP_WIDTH(map1->tile_map[2]); 1484 *dx = map1->tile_map[2]->width;
2083 *dy = MAP_HEIGHT(map1); 1485 *dy = map1->height;
1486 }
2084 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1487 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2085 *dx = -MAP_WIDTH(map2); 1488 { /* down left */
2086 *dy = MAP_HEIGHT(map1); 1489 *dx = -map2->width;
1490 *dy = map1->height;
1491 }
2087 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1492 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1493 { /* left up */
2088 *dx = -MAP_WIDTH(map1->tile_map[3]); 1494 *dx = -map1->tile_map[3]->width;
2089 *dy = -MAP_HEIGHT(map2); 1495 *dy = -map2->height;
1496 }
2090 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1497 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1498 { /* left down */
2091 *dx = -MAP_WIDTH(map1->tile_map[3]); 1499 *dx = -map1->tile_map[3]->width;
2092 *dy = MAP_HEIGHT(map1->tile_map[3]); 1500 *dy = map1->tile_map[3]->height;
2093
2094 } else { /* not "adjacent" enough */
2095 return 0;
2096 } 1501 }
2097 1502 else
2098 return 1; 1503 return 0;
1504
1505 return 1;
2099} 1506}
2100 1507
2101/* From map.c 1508/* From map.c
2102 * This is used by get_player to determine where the other 1509 * This is used by get_player to determine where the other
2103 * creature is. get_rangevector takes into account map tiling, 1510 * creature is. get_rangevector takes into account map tiling,
2116 * be unexpected 1523 * be unexpected
2117 * 1524 *
2118 * currently, the only flag supported (0x1) is don't translate for 1525 * currently, the only flag supported (0x1) is don't translate for
2119 * closest body part of 'op1' 1526 * closest body part of 'op1'
2120 */ 1527 */
2121 1528void
2122void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530{
2123 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 {
2124 /* be conservative and fill in _some_ data */ 1533 /* be conservative and fill in _some_ data */
2125 retval->distance = 100000; 1534 retval->distance = 100000;
2126 retval->distance_x = 32767; 1535 retval->distance_x = 32767;
2127 retval->distance_y = 32767; 1536 retval->distance_y = 32767;
2128 retval->direction = 0; 1537 retval->direction = 0;
2129 retval->part = 0; 1538 retval->part = 0;
2130 } else { 1539 }
1540 else
1541 {
2131 object *best; 1542 object *best;
2132 1543
2133 retval->distance_x += op2->x-op1->x; 1544 retval->distance_x += op2->x - op1->x;
2134 retval->distance_y += op2->y-op1->y; 1545 retval->distance_y += op2->y - op1->y;
2135 1546
2136 best = op1; 1547 best = op1;
2137 /* If this is multipart, find the closest part now */ 1548 /* If this is multipart, find the closest part now */
2138 if (!(flags&0x1) && op1->more) { 1549 if (!(flags & 0x1) && op1->more)
1550 {
2139 object *tmp; 1551 object *tmp;
2140 int best_distance = retval->distance_x*retval->distance_x+ 1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2141 retval->distance_y*retval->distance_y, tmpi;
2142 1553
2143 /* we just take the offset of the piece to head to figure 1554 /* we just take the offset of the piece to head to figure
2144 * distance instead of doing all that work above again 1555 * distance instead of doing all that work above again
2145 * since the distance fields we set above are positive in the 1556 * since the distance fields we set above are positive in the
2146 * same axis as is used for multipart objects, the simply arithmetic 1557 * same axis as is used for multipart objects, the simply arithmetic
2147 * below works. 1558 * below works.
2148 */ 1559 */
2149 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1561 {
2150 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2151 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2152 if (tmpi < best_distance) { 1564 if (tmpi < best_distance)
1565 {
2153 best_distance = tmpi; 1566 best_distance = tmpi;
2154 best = tmp; 1567 best = tmp;
2155 } 1568 }
2156 } 1569 }
2157 if (best != op1) { 1570 if (best != op1)
1571 {
2158 retval->distance_x += op1->x-best->x; 1572 retval->distance_x += op1->x - best->x;
2159 retval->distance_y += op1->y-best->y; 1573 retval->distance_y += op1->y - best->y;
2160 } 1574 }
2161 } 1575 }
2162 retval->part = best; 1576 retval->part = best;
2163 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2164 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2165 } 1579 }
2166} 1580}
2167 1581
2168/* this is basically the same as get_rangevector above, but instead of 1582/* this is basically the same as get_rangevector above, but instead of
2169 * the first parameter being an object, it instead is the map 1583 * the first parameter being an object, it instead is the map
2174 * be more consistant with the above function and also in case they are needed 1588 * be more consistant with the above function and also in case they are needed
2175 * for something in the future. Also, since no object is pasted, the best 1589 * for something in the future. Also, since no object is pasted, the best
2176 * field of the rv_vector is set to NULL. 1590 * field of the rv_vector is set to NULL.
2177 */ 1591 */
2178 1592
1593void
2179void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1595{
2180 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 {
2181 /* be conservative and fill in _some_ data */ 1598 /* be conservative and fill in _some_ data */
2182 retval->distance = 100000; 1599 retval->distance = 100000;
2183 retval->distance_x = 32767; 1600 retval->distance_x = 32767;
2184 retval->distance_y = 32767; 1601 retval->distance_y = 32767;
2185 retval->direction = 0; 1602 retval->direction = 0;
2186 retval->part = 0; 1603 retval->part = 0;
2187 } else { 1604 }
1605 else
1606 {
2188 retval->distance_x += op2->x-x; 1607 retval->distance_x += op2->x - x;
2189 retval->distance_y += op2->y-y; 1608 retval->distance_y += op2->y - y;
2190 1609
2191 retval->part = NULL; 1610 retval->part = NULL;
2192 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2193 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2194 } 1613 }
2195} 1614}
2196 1615
2197/* Returns true of op1 and op2 are effectively on the same map 1616/* Returns true of op1 and op2 are effectively on the same map
2198 * (as related to map tiling). Note that this looks for a path from 1617 * (as related to map tiling). Note that this looks for a path from
2199 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1618 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2200 * to op1, this will still return false. 1619 * to op1, this will still return false.
2201 * Note we only look one map out to keep the processing simple 1620 * Note we only look one map out to keep the processing simple
2202 * and efficient. This could probably be a macro. 1621 * and efficient. This could probably be a macro.
2203 * MSW 2001-08-05 1622 * MSW 2001-08-05
2204 */ 1623 */
1624int
2205int on_same_map(const object *op1, const object *op2) { 1625on_same_map (const object *op1, const object *op2)
1626{
2206 int dx, dy; 1627 int dx, dy;
2207 1628
2208 return adjacent_map(op1->map, op2->map, &dx, &dy); 1629 return adjacent_map (op1->map, op2->map, &dx, &dy);
2209} 1630}
1631
1632object *
1633maptile::insert (object *op, int x, int y, object *originator, int flags)
1634{
1635 if (!op->flag [FLAG_REMOVED])
1636 op->remove ();
1637
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639}
1640

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