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Comparing deliantra/server/common/map.C (file contents):
Revision 1.27 by root, Fri Sep 8 12:56:42 2006 UTC vs.
Revision 1.69 by root, Thu Jan 4 16:56:39 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.27 2006/09/08 12:56:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[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);
332}
333
334void
335maptile::set_object_flag (int flag, int value)
336{
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
452} 343}
453 344
454/* link_multipart_objects go through all the objects on the map looking 345/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 346 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 347 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 348 * they are saved). We do have to look for the old maps that did save
458 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
459 */ 350 */
460 351void
461static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
462{ 353{
463 int x,y; 354 if (!spaces)
464 object *tmp, *op, *last, *above; 355 return;
465 archetype *at;
466 356
467 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
470 above=tmp->above; 360 object *above = tmp->above;
471 361
472 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
474 364 {
475 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
476 * won't do anything. 366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
477 */ 389 */
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); 390 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}
498 391 }
392 }
393
394 tmp = above;
395 }
396}
397
499/* 398/*
500 * Loads (ands parses) the objects into a given map from the specified 399 * Loads (ands parses) the objects into a given map from the specified
501 * file pointer. 400 * file pointer.
502 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
503 */ 402 */
504void 403bool
505load_objects (mapstruct *m, object_thawer &fp, int mapflags) 404maptile::load_objects (object_thawer &thawer)
506{ 405{
507 int i, j;
508 int unique; 406 int unique;
509 object *op, *prev = NULL, *last_more = NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
510 408
511 op = get_object (); 409 op = object::create ();
512 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
513 411
514 while ((i = load_object (fp, op, mapflags))) 412 while (int i = load_object (thawer, op, 0))
515 { 413 {
516 /* if the archetype for the object is null, means that we 414 /* if the archetype for the object is null, means that we
517 * got an invalid object. Don't do anything with it - the game 415 * got an invalid object. Don't do anything with it - the game
518 * or editor will not be able to do anything with it either. 416 * or editor will not be able to do anything with it either.
519 */ 417 */
520 if (op->arch == NULL) 418 if (op->arch == NULL)
521 { 419 {
522 LOG (llevDebug, "Discarding object without arch: %s\n", 420 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; 421 continue;
525 } 422 }
526
527 423
528 switch (i) 424 switch (i)
529 { 425 {
530 case LL_NORMAL: 426 case LL_NORMAL:
531 /* if we are loading an overlay, put the floors on the bottom */ 427 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);
541 428
542 if (op->inv) 429 if (op->inv)
543 sum_weight (op); 430 sum_weight (op);
544 431
545 prev = op, last_more = op; 432 prev = op, last_more = op;
546 break; 433 break;
547 434
548 case LL_MORE: 435 case LL_MORE:
549 insert_ob_in_map (op, m, op, 436 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; 437 op->head = prev, last_more->more = op, last_more = op;
553 break; 438 break;
554 } 439 }
555 440
556 if (mapflags & MAP_STYLE)
557 remove_from_active_list (op);
558
559 op = get_object (); 441 op = object::create ();
560 op->map = m; 442 op->map = this;
561 } 443 }
562 444
445 op->destroy ();
446
447#if 0
563 for (i = 0; i < m->width; i++) 448 for (i = 0; i < width; i++)
564 {
565 for (j = 0; j < m->height; j++) 449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502 if (cede_count >= 500)
566 { 503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0;
509 for (object *op = spaces [i].bot; op; op = op->above)
510 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
567 unique = 0; 515 unique = 1;
568 /* check for unique items, or unique squares */ 516
569 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) 517 if (!op->can_map_save ())
518 continue;
519
520 if (unique || op->flag [FLAG_UNIQUE])
570 { 521 {
571 if (QUERY_FLAG (otmp, FLAG_UNIQUE) 522 if (flags & IO_UNIQUES)
572 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) 523 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 } 524 }
525 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1);
577 } 527 }
578 } 528 }
579 529
580 free_object (op); 530 return true;
581 link_multipart_objects (m);
582} 531}
583 532
584/* This saves all the objects on the map in a non destructive fashion. 533bool
585 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 534maptile::load_objects (const char *path, bool skip_header)
586 * and we only save the head of multi part objects - this is needed 535{
587 * in order to do map tiling properly. 536 object_thawer thawer (path);
537
538 if (!thawer)
539 return false;
540
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path);
564}
565
566maptile::maptile ()
567{
568 in_memory = MAP_SWAPPED;
569
570 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour.
588 */ 572 */
589void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 573 width = 16;
590 int i, j = 0,unique=0; 574 height = 16;
591 object *op; 575 reset_timeout = 0;
592 /* first pass - save one-part objects */ 576 timeout = 300;
593 for(i = 0; i < MAP_WIDTH(m); i++) 577 enter_x = 0;
594 for (j = 0; j < MAP_HEIGHT(m); j++) { 578 enter_y = 0;
595 unique=0; 579}
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;
599 580
600 if(op->type == PLAYER) { 581maptile::maptile (int w, int h)
601 LOG(llevDebug, "Player on map that is being saved\n"); 582{
602 continue; 583 in_memory = MAP_SWAPPED;
603 }
604 584
605 if (op->head || op->owner) 585 width = w;
606 continue; 586 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
607 591
608 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 592 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} 593}
619 594
620/* 595/*
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. 596 * Allocates the arrays contained in a maptile.
654 * This basically allocates the dynamic array of spaces for the 597 * This basically allocates the dynamic array of spaces for the
655 * map. 598 * map.
656 */ 599 */
657 600void
658void allocate_map(mapstruct *m) { 601maptile::alloc ()
659 m->in_memory = MAP_IN_MEMORY; 602{
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) { 603 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; 604 return;
605
606 spaces = salloc0<mapspace> (size ());
685} 607}
686 608
687/* Takes a string from a map definition and outputs a pointer to the array of shopitems 609/* Takes a string from a map definition and outputs a pointer to the array of shopitems
688 * corresponding to that string. Memory is allocated for this, it must be freed 610 * corresponding to that string. Memory is allocated for this, it must be freed
689 * at a later date. 611 * at a later date.
690 * Called by parse_map_headers below. 612 * Called by parse_map_headers below.
691 */ 613 */
692 614static shopitems *
693static shopitems *parse_shop_string (const char *input_string) { 615parse_shop_string (const char *input_string)
616{
694 char *shop_string, *p, *q, *next_semicolon, *next_colon; 617 char *shop_string, *p, *q, *next_semicolon, *next_colon;
695 shopitems *items=NULL; 618 shopitems *items = NULL;
696 int i=0, number_of_entries=0; 619 int i = 0, number_of_entries = 0;
697 const typedata *current_type; 620 const typedata *current_type;
698 621
699 shop_string=strdup_local(input_string); 622 shop_string = strdup (input_string);
700 p=shop_string; 623 p = shop_string;
701 /* first we'll count the entries, we'll need that for allocating the array shortly */ 624 /* first we'll count the entries, we'll need that for allocating the array shortly */
702 while (p) { 625 while (p)
626 {
703 p=strchr(p, ';'); 627 p = strchr (p, ';');
704 number_of_entries++; 628 number_of_entries++;
705 if (p) p++; 629 if (p)
630 p++;
706 } 631 }
632
707 p=shop_string; 633 p = shop_string;
708 strip_endline(p); 634 strip_endline (p);
709 items = new shopitems [number_of_entries + 1]; 635 items = new shopitems[number_of_entries + 1];
710 for (i=0; i<number_of_entries; i++) { 636 for (i = 0; i < number_of_entries; i++)
637 {
711 if (!p) { 638 if (!p)
639 {
712 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 640 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
713 break; 641 break;
714 } 642 }
643
715 next_semicolon=strchr(p, ';'); 644 next_semicolon = strchr (p, ';');
716 next_colon=strchr(p, ':'); 645 next_colon = strchr (p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 646 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 647 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1); 648 items[i].strength = atoi (strchr (p, ':') + 1);
649
650 if (isdigit (*p) || *p == '*')
720 651 {
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 652 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum); 653 current_type = get_typedata (items[i].typenum);
724 if (current_type) { 654 if (current_type)
655 {
725 items[i].name=current_type->name; 656 items[i].name = current_type->name;
726 items[i].name_pl=current_type->name_pl; 657 items[i].name_pl = current_type->name_pl;
727 }
728 }
729 else { /*we have a named type, let's figure out what it is */
730 q=strpbrk(p,";:");
731 if (q) *q='\0';
732
733 current_type=get_typedata_by_name(p);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].typenum=current_type->number;
737 items[i].name_pl=current_type->name_pl;
738 }
739 else { /* oh uh, something's wrong, let's free up this one, and try
740 * the next entry while we're at it, better print a warning
741 */
742 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
743 p, input_string);
744 } 658 }
745 } 659 }
660 else
661 { /*we have a named type, let's figure out what it is */
662 q = strpbrk (p, ";:");
663 if (q)
664 *q = '\0';
665
666 current_type = get_typedata_by_name (p);
667 if (current_type)
668 {
669 items[i].name = current_type->name;
670 items[i].typenum = current_type->number;
671 items[i].name_pl = current_type->name_pl;
672 }
673 else
674 { /* oh uh, something's wrong, let's free up this one, and try
675 * the next entry while we're at it, better print a warning
676 */
677 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678 }
679 }
680
746 items[i].index=number_of_entries; 681 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 682 if (next_semicolon)
683 p = ++next_semicolon;
684 else
748 else p=NULL; 685 p = NULL;
749 } 686 }
687
750 free(shop_string); 688 free (shop_string);
751 return items; 689 return items;
752} 690}
753 691
754/* opposite of parse string, this puts the string that was originally fed in to 692/* opposite of parse string, this puts the string that was originally fed in to
755 * the map (or something equivilent) into output_string. */ 693 * the map (or something equivilent) into output_string. */
694static void
756static void print_shop_string(mapstruct *m, char *output_string) { 695print_shop_string (maptile *m, char *output_string)
696{
757 int i; 697 int i;
758 char tmp[MAX_BUF]; 698 char tmp[MAX_BUF];
699
759 strcpy(output_string, ""); 700 strcpy (output_string, "");
760 for (i=0; i< m->shopitems[0].index; i++) { 701 for (i = 0; i < m->shopitems[0].index; i++)
702 {
761 if (m->shopitems[i].typenum) { 703 if (m->shopitems[i].typenum)
704 {
762 if (m->shopitems[i].strength) { 705 if (m->shopitems[i].strength)
763 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
764 } 707 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 708 sprintf (tmp, "%s;", m->shopitems[i].name);
766 } 709 }
767 else { 710 else
711 {
768 if (m->shopitems[i].strength) { 712 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 713 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
770 } 714 else
771 else sprintf(tmp, "*"); 715 sprintf (tmp, "*");
772 } 716 }
717
773 strcat(output_string, tmp); 718 strcat (output_string, tmp);
774 } 719 }
775} 720}
776 721
777/* This loads the header information of the map. The header 722/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 723 * contains things like difficulty, size, timeout, etc.
782 * put all the stuff in the map object so that names actually make 727 * put all the stuff in the map object so that names actually make
783 * sense. 728 * sense.
784 * This could be done in lex (like the object loader), but I think 729 * This could be done in lex (like the object loader), but I think
785 * currently, there are few enough fields this is not a big deal. 730 * currently, there are few enough fields this is not a big deal.
786 * MSW 2001-07-01 731 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 732 */
789 733bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 734maptile::load_header (object_thawer &thawer)
791{ 735{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
793 int msgpos=0; 737 int msgpos = 0;
794 int maplorepos=0; 738 int maplorepos = 0;
795 739
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 740 for (;;)
797 buf[HUGE_BUF-1] = 0; 741 {
798 key = buf; 742 keyword kw = thawer.get_kv ();
799 while (isspace(*key)) key++; 743
800 if (*key == 0) continue; /* empty line */ 744 switch (kw)
801 value = strchr(key, ' ');
802 if (!value) {
803 end = strchr(key, '\n');
804 if (end != NULL) {
805 *end = 0;
806 }
807 } else {
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break;
817 }
818 }
819 } 745 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
820 749
821 if (!end) { 750 case KW_end:
822 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
823 buf);
824 return 1; 751 return true;
825 }
826 752
827 /* key is the field name, value is what it should be set 753 case KW_msg:
828 * to. We've already done the work to null terminate key, 754 thawer.get_ml (KW_endmsg, msg);
829 * and strip off any leading spaces for both of these.
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 } 755 break;
851 /* There are lots of maps that have empty messages (eg, msg/endmsg 756
852 * with nothing between). There is no reason in those cases to 757 case KW_lore: // CF+ extension
853 * keep the empty message. Also, msgbuf contains garbage data 758 thawer.get_ml (KW_endlore, maplore);
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 } 759 break;
868 if (maplorepos != 0) 760
869 m->maplore = strdup_local(maplorebuf); 761 case KW_maplore:
870 } 762 thawer.get_ml (KW_endmaplore, maplore);
871 else if (!strcmp(key,"end")) { 763 break;
764
765 case KW_arch:
766 if (strcmp (thawer.get_str (), "map"))
767 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
768 break;
769
770 case KW_oid:
771 thawer.get (this, thawer.get_sint32 ());
772 break;
773
774 case KW_file_format_version: break; // nop
775
776 case KW_name: thawer.get (name); break;
777 case KW_attach: thawer.get (attach); break;
778 case KW_reset_time: thawer.get (reset_time); break;
779 case KW_shopgreed: thawer.get (shopgreed); break;
780 case KW_shopmin: thawer.get (shopmin); break;
781 case KW_shopmax: thawer.get (shopmax); break;
782 case KW_shoprace: thawer.get (shoprace); break;
783 case KW_outdoor: thawer.get (outdoor); break;
784 case KW_temp: thawer.get (temp); break;
785 case KW_pressure: thawer.get (pressure); break;
786 case KW_humid: thawer.get (humid); break;
787 case KW_windspeed: thawer.get (windspeed); break;
788 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break;
790
791 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break;
793
794 case KW_region: get_region_by_name (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796
797 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
800 case KW_x: case KW_width: thawer.get (width); break;
801 case KW_y: case KW_height: thawer.get (height); break;
802 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
803 case KW_value: case KW_swap_time: thawer.get (timeout); break;
804 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
805 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
806 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
807
808 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812
813 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
872 break; 815 break;
873 } 816 }
874 else if (value == NULL) {
875 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876 }
877 else if (!strcmp(key, "arch")) {
878 /* This is an oddity, but not something we care about much. */
879 if (strcmp(value,"map\n"))
880 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881 }
882 else if (!strcmp(key,"name")) {
883 *end=0;
884 m->name = strdup_local(value);
885 }
886 /* first strcmp value on these are old names supported
887 * for compatibility reasons. The new values (second) are
888 * what really should be used.
889 */
890 else if (!strcmp(key,"oid")) {
891 fp.get (m, atoi(value));
892 } else if (!strcmp(key, "attach")) {
893 m->attach = value;
894 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 m->enter_x = atoi(value);
896 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897 m->enter_y = atoi(value);
898 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899 m->width = atoi(value);
900 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901 m->height = atoi(value);
902 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903 m->reset_timeout = atoi(value);
904 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905 m->timeout = atoi(value);
906 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907 m->difficulty = atoi(value);
908 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909 m->darkness = atoi(value);
910 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911 m->fixed_resettime = atoi(value);
912 } else if (!strcmp(key,"unique")) {
913 m->unique = atoi(value);
914 } else if (!strcmp(key,"template")) {
915 m->templatemap = atoi(value);
916 } else if (!strcmp(key,"region")) {
917 m->region = get_region_by_name(value);
918 } else if (!strcmp(key,"shopitems")) {
919 *end=0;
920 m->shopitems = parse_shop_string(value);
921 } else if (!strcmp(key,"shopgreed")) {
922 m->shopgreed = atof(value);
923 } else if (!strcmp(key,"shopmin")) {
924 m->shopmin = atol(value);
925 } else if (!strcmp(key,"shopmax")) {
926 m->shopmax = atol(value);
927 } else if (!strcmp(key,"shoprace")) {
928 *end=0;
929 m->shoprace = strdup_local(value);
930 } else if (!strcmp(key,"outdoor")) {
931 m->outdoor = atoi(value);
932 } else if (!strcmp(key, "temp")) {
933 m->temp = atoi(value);
934 } else if (!strcmp(key, "pressure")) {
935 m->pressure = atoi(value);
936 } else if (!strcmp(key, "humid")) {
937 m->humid = atoi(value);
938 } else if (!strcmp(key, "windspeed")) {
939 m->windspeed = atoi(value);
940 } else if (!strcmp(key, "winddir")) {
941 m->winddir = atoi(value);
942 } else if (!strcmp(key, "sky")) {
943 m->sky = atoi(value);
944 } else if (!strcmp(key, "nosmooth")) {
945 m->nosmooth = atoi(value);
946 }
947 else if (!strncmp(key,"tile_path_", 10)) {
948 int tile=atoi(key+10);
949
950 if (tile<1 || tile>4) {
951 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952 tile, m->path);
953 } else {
954 char *path;
955
956 *end = 0;
957
958 if (m->tile_path[tile-1]) {
959 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960 tile, m->path);
961 free(m->tile_path[tile-1]);
962 m->tile_path[tile-1] = NULL;
963 }
964
965 if (check_path(value, 1) != -1) {
966 /* The unadorned path works. */
967 path = value;
968 } else {
969 /* Try again; it could be a relative exit. */
970
971 path = path_combine_and_normalize(m->path, value);
972
973 if (check_path(path, 1) == -1) {
974 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975 path = NULL;
976 }
977 }
978
979 if (editor) {
980 /* Use the value as in the file. */
981 m->tile_path[tile-1] = strdup_local(value);
982 } else if (path != NULL) {
983 /* Use the normalized value. */
984 m->tile_path[tile-1] = strdup_local(path);
985 }
986 } /* end if tile direction (in)valid */
987 }
988 else {
989 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990 }
991 }
992 if (!key || strcmp(key,"end")) {
993 LOG(llevError,"Got premature eof on map header!\n");
994 return 1;
995 }
996 return 0;
997}
998
999/*
1000 * Opens the file "filename" and reads information about the map
1001 * from the given file, and stores it in a newly allocated
1002 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003 * flags correspond to those in map.h. Main ones used are
1004 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005 * MAP_BLOCK, in which case we block on this load. This happens in all
1006 * cases, no matter if this flag is set or not.
1007 * MAP_STYLE: style map - don't add active objects, don't add to server
1008 * managed map list.
1009 */
1010
1011mapstruct *load_original_map(const char *filename, int flags) {
1012 mapstruct *m;
1013 char pathname[MAX_BUF];
1014 817 }
1015 if (flags & MAP_PLAYER_UNIQUE)
1016 strcpy(pathname, filename);
1017 else if (flags & MAP_OVERLAY)
1018 strcpy(pathname, create_overlay_pathname(filename));
1019 else
1020 strcpy(pathname, create_pathname(filename));
1021 818
1022 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 819 abort ();
820}
1023 821
822bool
823maptile::load_header (const char *path)
824{
1024 object_thawer thawer (pathname); 825 object_thawer thawer (path);
1025 826
1026 if (!thawer) 827 if (!thawer)
1027 return 0;
1028
1029 m = get_linked_map();
1030
1031 strcpy (m->path, filename);
1032 if (load_map_header(thawer, m)) {
1033 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1034 filename, flags);
1035 delete_map(m);
1036 return NULL;
1037 }
1038
1039 allocate_map(m);
1040
1041 m->in_memory=MAP_LOADING;
1042 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1043
1044 m->in_memory=MAP_IN_MEMORY;
1045 if (!MAP_DIFFICULTY(m))
1046 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1047 set_map_reset_time(m);
1048 m->instantiate ();
1049 return (m);
1050}
1051
1052/*
1053 * Loads a map, which has been loaded earlier, from file.
1054 * Return the map object we load into (this can change from the passed
1055 * option if we can't find the original map)
1056 */
1057
1058static mapstruct *load_temporary_map(mapstruct *m) {
1059 char buf[MAX_BUF];
1060
1061 if (!m->tmpname) {
1062 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063 strcpy(buf, m->path);
1064 delete_map(m);
1065 m = load_original_map(buf, 0);
1066 if(m==NULL) return NULL;
1067 fix_auto_apply(m); /* Chests which open as default */
1068 return m;
1069 }
1070
1071 object_thawer thawer (m->tmpname);
1072
1073 if (!thawer)
1074 {
1075 strcpy (buf, m->path);
1076 delete_map (m);
1077 m = load_original_map (buf, 0);
1078 if (!m) return NULL;
1079 fix_auto_apply (m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if (load_map_header(thawer, m)) {
1084 LOG(llevError,"Error loading map header for %s (%s)\n",
1085 m->path, m->tmpname);
1086 delete_map(m);
1087 m = load_original_map(m->path, 0);
1088 return NULL;
1089 }
1090 allocate_map(m);
1091
1092 m->in_memory=MAP_LOADING;
1093 load_objects (m, thawer, 0);
1094
1095 m->in_memory=MAP_IN_MEMORY;
1096 INVOKE_MAP (SWAPIN, m);
1097 return m; 828 return false;
1098}
1099 829
1100/* 830 return load_header (thawer);
1101 * Loads a map, which has been loaded earlier, from file.
1102 * Return the map object we load into (this can change from the passed
1103 * option if we can't find the original map)
1104 */
1105
1106mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107 char pathname[MAX_BUF];
1108
1109 strcpy(pathname, create_overlay_pathname(filename));
1110
1111 object_thawer thawer (pathname);
1112
1113 if (!thawer)
1114 return m;
1115
1116 if (load_map_header(thawer, m)) {
1117 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118 m->path, pathname);
1119 delete_map(m);
1120 m = load_original_map(m->path, 0);
1121 return NULL;
1122 }
1123 /*allocate_map(m);*/
1124
1125 m->in_memory=MAP_LOADING;
1126 load_objects (m, thawer, MAP_OVERLAY);
1127
1128 m->in_memory=MAP_IN_MEMORY;
1129 return m;
1130} 831}
1131 832
1132/****************************************************************************** 833/******************************************************************************
1133 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1134 *****************************************************************************/ 835 *****************************************************************************/
1135 836
1136/* This goes through map 'm' and removed any unique items on the map. */ 837/* This goes through the maptile and removed any unique items on the map. */
1137static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1138{ 840{
1139 int i,j,unique; 841 for (int i = 0; i < size (); ++i)
1140 object *op, *next; 842 {
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 843 int unique = 0;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 844 for (object *op = spaces [i].bot; op; )
1146 next = op->above; 845 {
846 object *above = op->above;
847
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1148 unique=1; 849 unique = 1;
850
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1150 clean_object(op);
1151 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1152 remove_button_link(op);
1153 remove_ob(op);
1154 free_object(op);
1155 } 852 {
853 op->destroy_inv (false);
854 op->destroy ();
1156 } 855 }
856
857 op = above;
1157 } 858 }
1158}
1159
1160
1161/*
1162 * Loads unique objects from file(s) into the map which is in memory
1163 * m is the map to load unique items into.
1164 */
1165static void load_unique_objects(mapstruct *m) {
1166 int count;
1167 char firstname[MAX_BUF];
1168
1169 for (count=0; count<10; count++) {
1170 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171 if (!access(firstname, R_OK)) break;
1172 }
1173 /* If we get here, we did not find any map */
1174 if (count==10) return;
1175
1176 object_thawer thawer (firstname);
1177
1178 if (!thawer)
1179 return;
1180
1181 m->in_memory=MAP_LOADING;
1182 if (m->tmpname == NULL) /* if we have loaded unique items from */
1183 delete_unique_items(m); /* original map before, don't duplicate them */
1184 load_objects (m, thawer, 0);
1185
1186 m->in_memory=MAP_IN_MEMORY;
1187}
1188
1189
1190/*
1191 * Saves a map to file. If flag is set, it is saved into the same
1192 * file it was (originally) loaded from. Otherwise a temporary
1193 * filename will be genarated, and the file will be stored there.
1194 * The temporary filename will be stored in the mapstructure.
1195 * If the map is unique, we also save to the filename in the map
1196 * (this should have been updated when first loaded)
1197 */
1198
1199int
1200new_save_map (mapstruct * m, int flag)
1201{
1202 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1203 int i;
1204
1205 if (flag && !*m->path)
1206 { 859 }
1207 LOG (llevError, "Tried to save map without path.\n"); 860}
1208 return -1; 861
862bool
863maptile::save_header (object_freezer &freezer)
864{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867
868 MAP_OUT2 (arch, "map");
869
870 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time);
872 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty);
876
877 if (region) MAP_OUT2 (region, region->name);
878
879 if (shopitems)
1209 } 880 {
1210 881 char shop[MAX_BUF];
1211 if (flag || (m->unique) || (m->templatemap)) 882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
1212 { 884 }
1213 if (!m->unique && !m->templatemap)
1214 { /* flag is set */
1215 if (flag == 2)
1216 strcpy (filename, create_overlay_pathname (m->path));
1217 else
1218 strcpy (filename, create_pathname (m->path));
1219 }
1220 else
1221 strcpy (filename, m->path);
1222 885
1223 make_path_to_file (filename); 886 MAP_OUT (shopgreed);
1224 } 887 MAP_OUT (shopmin);
1225 else 888 MAP_OUT (shopmax);
1226 { 889 if (shoprace) MAP_OUT (shoprace);
1227 if (!m->tmpname) 890 MAP_OUT (darkness);
1228 m->tmpname = tempnam_local (settings.tmpdir, NULL); 891 MAP_OUT (width);
892 MAP_OUT (height);
893 MAP_OUT (enter_x);
894 MAP_OUT (enter_y);
1229 895
1230 strcpy (filename, m->tmpname); 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1231 } 897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1232 898
1233 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 899 MAP_OUT (outdoor);
1234 m->in_memory = MAP_SAVING; 900 MAP_OUT (temp);
901 MAP_OUT (pressure);
902 MAP_OUT (humid);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
1235 906
907 MAP_OUT (per_player);
908 MAP_OUT (per_party);
909
910 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914
915 freezer.put (this);
916 freezer.put (KW_end);
917
918 return true;
919}
920
921bool
922maptile::save_header (const char *path)
923{
1236 object_freezer freezer; 924 object_freezer freezer;
1237 925
1238 /* legacy */ 926 if (!save_header (freezer))
1239 fprintf (freezer, "arch map\n"); 927 return false;
1240 if (m->name)
1241 fprintf (freezer, "name %s\n", m->name);
1242 if (!flag)
1243 fprintf (freezer, "swap_time %d\n", m->swap_time);
1244 if (m->reset_timeout)
1245 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1246 if (m->fixed_resettime)
1247 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1248 /* we unfortunately have no idea if this is a value the creator set
1249 * or a difficulty value we generated when the map was first loaded
1250 */
1251 if (m->difficulty)
1252 fprintf (freezer, "difficulty %d\n", m->difficulty);
1253 if (m->region)
1254 fprintf (freezer, "region %s\n", m->region->name);
1255 if (m->shopitems)
1256 {
1257 print_shop_string (m, shop);
1258 fprintf (freezer, "shopitems %s\n", shop);
1259 }
1260 if (m->shopgreed)
1261 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1262#ifndef WIN32
1263 if (m->shopmin)
1264 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1265 if (m->shopmax)
1266 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1267#else
1268 if (m->shopmin)
1269 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1270 if (m->shopmax)
1271 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1272#endif
1273 if (m->shoprace)
1274 fprintf (freezer, "shoprace %s\n", m->shoprace);
1275 if (m->darkness)
1276 fprintf (freezer, "darkness %d\n", m->darkness);
1277 if (m->width)
1278 fprintf (freezer, "width %d\n", m->width);
1279 if (m->height)
1280 fprintf (freezer, "height %d\n", m->height);
1281 if (m->enter_x)
1282 fprintf (freezer, "enter_x %d\n", m->enter_x);
1283 if (m->enter_y)
1284 fprintf (freezer, "enter_y %d\n", m->enter_y);
1285 if (m->msg)
1286 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1287 if (m->maplore)
1288 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1289 if (m->unique)
1290 fprintf (freezer, "unique %d\n", m->unique);
1291 if (m->templatemap)
1292 fprintf (freezer, "template %d\n", m->templatemap);
1293 if (m->outdoor)
1294 fprintf (freezer, "outdoor %d\n", m->outdoor);
1295 if (m->temp)
1296 fprintf (freezer, "temp %d\n", m->temp);
1297 if (m->pressure)
1298 fprintf (freezer, "pressure %d\n", m->pressure);
1299 if (m->humid)
1300 fprintf (freezer, "humid %d\n", m->humid);
1301 if (m->windspeed)
1302 fprintf (freezer, "windspeed %d\n", m->windspeed);
1303 if (m->winddir)
1304 fprintf (freezer, "winddir %d\n", m->winddir);
1305 if (m->sky)
1306 fprintf (freezer, "sky %d\n", m->sky);
1307 if (m->nosmooth)
1308 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1309 928
1310 /* Save any tiling information, except on overlays */ 929 return freezer.save (path);
1311 if (flag != 2)
1312 for (i = 0; i < 4; i++)
1313 if (m->tile_path[i])
1314 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1315
1316 freezer.put (m);
1317 fprintf (freezer, "end\n");
1318
1319 /* In the game save unique items in the different file, but
1320 * in the editor save them to the normal map file.
1321 * If unique map, save files in the proper destination (set by
1322 * player)
1323 */
1324 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1325 {
1326 object_freezer unique;
1327
1328 if (flag == 2)
1329 save_objects (m, freezer, unique, 2);
1330 else
1331 save_objects (m, freezer, unique, 0);
1332
1333 sprintf (buf, "%s.v00", create_items_path (m->path));
1334
1335 unique.save (buf);
1336 }
1337 else
1338 { /* save same file when not playing, like in editor */
1339 save_objects (m, freezer, freezer, 0);
1340 }
1341
1342 freezer.save (filename);
1343
1344 return 0;
1345}
1346
1347
1348/*
1349 * Remove and free all objects in the inventory of the given object.
1350 * object.c ?
1351 */
1352
1353void clean_object(object *op)
1354{
1355 object *tmp, *next;
1356
1357 for(tmp = op->inv; tmp; tmp = next)
1358 {
1359 next = tmp->below;
1360 clean_object(tmp);
1361 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1362 remove_button_link(tmp);
1363 remove_ob(tmp);
1364 free_object(tmp);
1365 }
1366} 930}
1367 931
1368/* 932/*
1369 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1370 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1371 940
1372void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1373 int i,j; 942 while (object *op = ms->bot)
1374 object *op; 943 {
1375 944 if (op->head)
1376 for(i=0;i<MAP_WIDTH(m);i++)
1377 for(j=0;j<MAP_HEIGHT(m);j++) {
1378 object *previous_obj=NULL;
1379 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1380 if (op==previous_obj) {
1381 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1382 break;
1383 }
1384 previous_obj=op;
1385 if(op->head!=NULL)
1386 op = op->head; 945 op = op->head;
1387 946
1388 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1389 * free objects in op's inventory. So let it do the job. 948 op->destroy ();
1390 */
1391 if (m->in_memory==MAP_IN_MEMORY)
1392 clean_object(op);
1393 remove_ob(op);
1394 free_object(op);
1395 }
1396 } 949 }
950
951 sfree (spaces, size ()), spaces = 0;
952
953 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0;
955}
956
957void
958maptile::clear_header ()
959{
960 name = 0;
961 msg = 0;
962 maplore = 0;
963 shoprace = 0;
964 delete [] shopitems, shopitems = 0;
965
966 for (int i = 0; i < 4; i++)
967 tile_path [i] = 0;
968}
969
970maptile::~maptile ()
971{
972 assert (destroyed ());
973}
974
975void
976maptile::clear_links_to (maptile *m)
977{
978 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those.
982 */
983 for (int i = 0; i < 4; i++)
984 if (tile_map[i] == m)
985 tile_map[i] = 0;
986}
987
988void
989maptile::do_destroy ()
990{
991 attachable::do_destroy ();
992
993 clear ();
1397} 994}
1398 995
1399/* 996/*
1400 * Frees everything allocated by the given mapstructure. 997 * Updates every button on the map (by calling update_button() for them).
1401 * don't free tmpname - our caller is left to do that
1402 */ 998 */
1403 999void
1404void free_map(mapstruct *m,int flag) { 1000maptile::update_buttons ()
1405 int i; 1001{
1406 1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1407 if (!m->in_memory) { 1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1408 LOG(llevError,"Trying to free freed map.\n"); 1004 {
1409 return; 1005 if (!ol->ob)
1410 }
1411 if (flag && m->spaces) free_all_objects(m);
1412 if (m->name) FREE_AND_CLEAR(m->name);
1413 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1414 if (m->msg) FREE_AND_CLEAR(m->msg);
1415 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1416 if (m->shopitems) delete [] m->shopitems; m->shopitems = 0;
1417 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1418 if (m->buttons)
1419 free_objectlinkpt(m->buttons);
1420 m->buttons = NULL;
1421 for (i=0; i<4; i++) {
1422 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1423 m->tile_map[i] = NULL;
1424 }
1425 m->in_memory = MAP_SWAPPED;
1426}
1427
1428/*
1429 * function: vanish mapstruct
1430 * m : pointer to mapstruct, if NULL no action
1431 * this deletes all the data on the map (freeing pointers)
1432 * and then removes this map from the global linked list of maps.
1433 */
1434
1435void delete_map(mapstruct *m) {
1436 mapstruct *tmp, *last;
1437 int i;
1438
1439 if (!m)
1440 return;
1441
1442 m->clear ();
1443
1444 if (m->in_memory == MAP_IN_MEMORY) {
1445 /* change to MAP_SAVING, even though we are not,
1446 * so that remove_ob doesn't do as much work.
1447 */ 1006 {
1448 m->in_memory = MAP_SAVING; 1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1449 free_map (m, 1); 1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1450 } 1009 continue;
1451 /* move this out of free_map, since tmpname can still be needed if
1452 * the map is swapped out.
1453 */
1454 if (m->tmpname) {
1455 free(m->tmpname);
1456 m->tmpname=NULL;
1457 }
1458 last = NULL;
1459 /* We need to look through all the maps and see if any maps
1460 * are pointing at this one for tiling information. Since
1461 * tiling can be assymetric, we just can not look to see which
1462 * maps this map tiles with and clears those.
1463 */
1464 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1465 if (tmp->next == m) last = tmp;
1466
1467 /* This should hopefully get unrolled on a decent compiler */
1468 for (i=0; i<4; i++)
1469 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1470 }
1471
1472 /* If last is null, then this should be the first map in the list */
1473 if (!last) {
1474 if (m == first_map)
1475 first_map = m->next;
1476 else
1477 /* m->path is a static char, so should hopefully still have
1478 * some useful data in it.
1479 */
1480 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1481 m->path);
1482 }
1483 else
1484 last->next = m->next;
1485
1486 delete m;
1487}
1488
1489
1490
1491/*
1492 * Makes sure the given map is loaded and swapped in.
1493 * name is path name of the map.
1494 * flags meaning:
1495 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1496 * and don't do unique items or the like.
1497 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1498 * dont do any more name translation on it.
1499 *
1500 * Returns a pointer to the given map.
1501 */
1502
1503mapstruct *ready_map_name(const char *name, int flags) {
1504 mapstruct *m;
1505
1506 if (!name)
1507 return (NULL);
1508
1509 /* Have we been at this level before? */
1510 m = has_been_loaded (name);
1511
1512 /* Map is good to go, so just return it */
1513 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1514 return m;
1515 }
1516
1517 /* unique maps always get loaded from their original location, and never
1518 * a temp location. Likewise, if map_flush is set, or we have never loaded
1519 * this map, load it now. I removed the reset checking from here -
1520 * it seems the probability of a player trying to enter a map that should
1521 * reset but hasn't yet is quite low, and removing that makes this function
1522 * a bit cleaner (and players probably shouldn't rely on exact timing for
1523 * resets in any case - if they really care, they should use the 'maps command.
1524 */
1525 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1526
1527 /* first visit or time to reset */
1528 if (m) {
1529 clean_tmp_map(m); /* Doesn't make much difference */
1530 delete_map(m);
1531 } 1010 }
1532 1011
1533 /* create and load a map */ 1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1534 if (flags & MAP_PLAYER_UNIQUE)
1535 LOG(llevDebug, "Trying to load map %s.\n", name);
1536 else
1537 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1538
1539 //eval_pv ("$x = Event::time", 1);//D
1540 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1541 return (NULL);
1542 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1543
1544 fix_auto_apply(m); /* Chests which open as default */
1545
1546 /* If a player unique map, no extra unique object file to load.
1547 * if from the editor, likewise.
1548 */ 1013 {
1549 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1014 update_button (ol->ob);
1550 load_unique_objects(m); 1015 break;
1551
1552 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1553 m=load_overlay_map(name, m);
1554 if (m==NULL)
1555 return NULL;
1556 } 1016 }
1557
1558 if (flags & MAP_PLAYER_UNIQUE)
1559 INVOKE_MAP (SWAPIN, m);
1560
1561 } else {
1562 /* If in this loop, we found a temporary map, so load it up. */
1563
1564 m=load_temporary_map (m);
1565 if(m==NULL) return NULL;
1566 load_unique_objects(m);
1567
1568 clean_tmp_map(m);
1569 m->in_memory = MAP_IN_MEMORY;
1570 /* tempnam() on sun systems (probably others) uses malloc
1571 * to allocated space for the string. Free it here.
1572 * In some cases, load_temporary_map above won't find the
1573 * temporary map, and so has reloaded a new map. If that
1574 * is the case, tmpname is now null
1575 */
1576 if (m->tmpname) free(m->tmpname);
1577 m->tmpname = NULL;
1578 /* It's going to be saved anew anyway */
1579 } 1017 }
1580
1581 /* Below here is stuff common to both first time loaded maps and
1582 * temp maps.
1583 */
1584
1585 decay_objects(m); /* start the decay */
1586 /* In case other objects press some buttons down */
1587 update_buttons(m);
1588 if (m->outdoor)
1589 set_darkness_map(m);
1590 /* run the weather over this map */
1591 weather_effect(name);
1592 return m;
1593} 1018}
1594
1595 1019
1596/* 1020/*
1597 * This routine is supposed to find out the difficulty of the map. 1021 * This routine is supposed to find out the difficulty of the map.
1598 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1599 * but does have a lot to do with treasure on the map. 1023 * but does have a lot to do with treasure on the map.
1601 * Difficulty can now be set by the map creature. If the value stored 1025 * Difficulty can now be set by the map creature. If the value stored
1602 * in the map is zero, then use this routine. Maps should really 1026 * in the map is zero, then use this routine. Maps should really
1603 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1604 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1605 */ 1029 */
1606 1030int
1607int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1608 object *op; 1032{
1609 archetype *at;
1610 int x, y, i;
1611 long monster_cnt = 0; 1033 long monster_cnt = 0;
1612 double avgexp = 0; 1034 double avgexp = 0;
1613 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1614 1036
1615 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1616 { 1038 for (object *op = ms->bot; op; op = op->above)
1617 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1618 return MAP_DIFFICULTY (m);
1619 }
1620
1621 for(x = 0; x < MAP_WIDTH(m); x++)
1622 for(y = 0; y < MAP_HEIGHT(m); y++)
1623 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1624 { 1039 {
1625 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1626 { 1041 {
1627 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1628 monster_cnt++; 1043 monster_cnt++;
1629 } 1044 }
1630 1045
1631 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1632 { 1047 {
1633 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1634 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1635
1636 if(at != NULL)
1637 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1638 1052
1639 monster_cnt++; 1053 monster_cnt++;
1640 } 1054 }
1641 } 1055 }
1642 1056
1643 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1644 1058
1645 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1646 {
1647 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1060 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1648 {
1649 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1650 return i; 1061 return i;
1651 }
1652 }
1653 1062
1654 return 1; 1063 return 1;
1655}
1656
1657void clean_tmp_map(mapstruct *m) {
1658 if(m->tmpname == NULL)
1659 return;
1660 INVOKE_MAP (CLEAN, m);
1661 (void) unlink(m->tmpname);
1662}
1663
1664void free_all_maps(void)
1665{
1666 int real_maps=0;
1667
1668 while (first_map) {
1669 /* I think some of the callers above before it gets here set this to be
1670 * saving, but we still want to free this data
1671 */
1672 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1673 delete_map(first_map);
1674 real_maps++;
1675 }
1676 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1677} 1064}
1678 1065
1679/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1680 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1681 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1682 * Move this from los.c to map.c since this is more related 1069 * Move this from los.c to map.c since this is more related
1683 * to maps than los. 1070 * to maps than los.
1684 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1685 */ 1072 */
1686 1073int
1687int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1688 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1689 1077
1690 /* Nothing to do */ 1078 /* Nothing to do */
1691 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1692 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1693 return 0; 1080 return 0;
1694 }
1695 1081
1696 /* inform all players on the map */ 1082 /* inform all players on the map */
1697 if (change>0) 1083 if (change > 0)
1698 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1699 else 1085 else
1700 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1701 1087
1702 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1703 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1704 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1705 * is not +/-1 1091 * is not +/-1
1706 */ 1092 */
1707 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1708 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1709 else m->darkness=new_level; 1098 darkness = new_level;
1710 1099
1711 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1712 update_all_map_los(m); 1101 update_all_map_los (this);
1713 return 1; 1102 return 1;
1714} 1103}
1715
1716 1104
1717/* 1105/*
1718 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1719 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1720 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1721 * through, etc) 1109 * through, etc)
1722 */ 1110 */
1723void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1724 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1725 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = 0, light = 0, anywhere = 0;
1726 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1727 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1728 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1729 1119
1730 oldflags = GET_MAP_FLAGS(m,x,y);
1731 if (!(oldflags & P_NEED_UPDATE)) {
1732 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1733 m->path, x, y);
1734 return;
1735 }
1736
1737 middle=blank_face; 1120 middle = blank_face;
1738 top=blank_face; 1121 top = blank_face;
1739 floor=blank_face; 1122 floor = blank_face;
1740 1123
1741 middle_obj = NULL; 1124 middle_obj = 0;
1742 top_obj = NULL; 1125 top_obj = 0;
1743 floor_obj = NULL; 1126 floor_obj = 0;
1744 1127
1745 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1746 1129 {
1747 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1748 * one). But if so, it shouldn't be a simple additive - 2 1131 * one). But if so, it shouldn't be a simple additive - 2
1749 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1750 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1751 */ 1134 */
1752 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1753 1137
1754 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1755 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1756 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1757 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1758 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1759 * 1143 *
1760 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1761 */ 1145 */
1762 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1763 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1764 top = tmp->face; 1150 top = tmp->face;
1765 top_obj = tmp; 1151 top_obj = tmp;
1766 } 1152 }
1767 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1768 /* If we got a floor, that means middle and top were below it, 1155 /* If we got a floor, that means middle and top were below it,
1769 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1770 */ 1157 */
1771 middle=blank_face; 1158 middle = blank_face;
1772 top=blank_face; 1159 top = blank_face;
1773 floor = tmp->face; 1160 floor = tmp->face;
1774 floor_obj = tmp; 1161 floor_obj = tmp;
1775 } 1162 }
1776 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1777 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 {
1778 middle = tmp->face; 1166 middle = tmp->face;
1779 1167
1780 middle_obj = tmp; 1168 middle_obj = tmp;
1781 anywhere =1; 1169 anywhere = 1;
1782 } 1170 }
1783 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1784 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1785 * top 1173 * top
1786 */ 1174 */
1787 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1788 middle = tmp->face; 1177 middle = tmp->face;
1789 middle_obj = tmp; 1178 middle_obj = tmp;
1790 } 1179 }
1791 } 1180 }
1181
1792 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1793 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1794 exit (-1); 1185 exit (-1);
1795 } 1186 }
1796 1187
1797 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1798 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1799 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1800 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1801 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1802 1193
1803 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1804 flags |= P_IS_ALIVE;
1805 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1806 flags |= P_NO_MAGIC;
1807 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1808 flags |= P_NO_CLERIC;
1809 if (tmp->type == SAFE_GROUND)
1810 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1811
1812 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1813 flags |= P_BLOCKSVIEW; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1814 } /* for stack of objects */ 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1815 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1816 /* we don't want to rely on this function to have accurate flags, but 1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1817 * since we're already doing the work, we calculate them here. 1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1818 * if they don't match, logic is broken someplace.
1819 */
1820 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1821 (!(oldflags & P_NO_ERROR))) {
1822 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1823 m->path, x, y,
1824 (oldflags & ~P_NEED_UPDATE), flags);
1825 } 1200 }
1826 SET_MAP_FLAGS(m, x, y, flags);
1827 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1828 SET_MAP_MOVE_ON(m, x, y, move_on);
1829 SET_MAP_MOVE_OFF(m, x, y, move_off);
1830 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1831 1201
1202 this->light = light;
1203 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on;
1206 this->move_off = move_off;
1207 this->move_slow = move_slow;
1208
1832 /* At this point, we have a floor face (if there is a floor), 1209 /* At this point, we have a floor face (if there is a floor),
1833 * and the floor is set - we are not going to touch it at 1210 * and the floor is set - we are not going to touch it at
1834 * this point. 1211 * this point.
1835 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1836 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1837 * 1214 *
1838 * We now need to fill in top.face and/or middle.face. 1215 * We now need to fill in top.face and/or middle.face.
1839 */ 1216 */
1840 1217
1841 /* If the top face also happens to be high visibility, re-do our 1218 /* If the top face also happens to be high visibility, re-do our
1842 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1843 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1844 * may be possible for the faces to match but be different objects. 1221 * may be possible for the faces to match but be different objects.
1845 */ 1222 */
1846 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1847 1225
1848 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1849 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1850 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1851 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1852 */ 1230 */
1853 1231
1854 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1855 /* Once we get to a floor, stop, since we already have a floor object */ 1234 /* Once we get to a floor, stop, since we already have a floor object */
1856 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1857 1237
1858 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1859 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1860 1241
1861 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces */
1862 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible)
1244 {
1863 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1864 if (top == blank_face) { 1246 if (top == blank_face)
1247 {
1865 top = tmp->face; 1248 top = tmp->face;
1866 top_obj = tmp; 1249 top_obj = tmp;
1250 if (top == middle)
1867 if (top == middle) middle=blank_face; 1251 middle = blank_face;
1252 }
1868 } else { 1253 else
1254 {
1869 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1870 * middle is not set 1256 * middle is not set
1871 * 1257 *
1872 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1873 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1874 * 1260 *
1875 */ 1261 */
1876 if (tmp->face != top ) { 1262 if (tmp->face != top)
1263 {
1877 middle = tmp->face; 1264 middle = tmp->face;
1878 middle_obj = tmp; 1265 middle_obj = tmp;
1879 break; 1266 break;
1880 } 1267 }
1881 } 1268 }
1882 } 1269 }
1883 } 1270 }
1884 if (middle == floor) middle = blank_face; 1271
1885 if (top == middle) middle = blank_face; 1272 if (middle == floor)
1886 SET_MAP_FACE(m,x,y,top,0);
1887 if(top != blank_face)
1888 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1889 else
1890 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1891 SET_MAP_FACE(m,x,y,middle,1);
1892 if(middle != blank_face) 1273 middle = blank_face;
1893 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1894 else
1895 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1896 SET_MAP_FACE(m,x,y,floor,2);
1897 if(floor != blank_face)
1898 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1899 else
1900 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1901 SET_MAP_LIGHT(m,x,y,light);
1902}
1903 1274
1275 if (top == middle)
1276 middle = blank_face;
1904 1277
1905void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1906 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1907 1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1908 timeout = MAP_RESET_TIMEOUT(map);
1909 if (timeout <= 0)
1910 timeout = MAP_DEFAULTRESET;
1911 if (timeout >= MAP_MAXRESET)
1912 timeout = MAP_MAXRESET;
1913 MAP_WHEN_RESET(map) = seconds()+timeout;
1914} 1281}
1915 1282
1916/* this updates the orig_map->tile_map[tile_num] value after loading 1283/* this updates the orig_map->tile_map[tile_num] value after finding
1917 * the map. It also takes care of linking back the freshly loaded 1284 * the map. It also takes care of linking back the freshly found
1918 * maps tile_map values if it tiles back to this one. It returns 1285 * maps tile_map values if it tiles back to this one. It returns
1919 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num].
1920 * so that it is easier for calling functions to verify success.
1921 */ 1287 */
1922 1288static inline maptile *
1923static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1289find_and_link (maptile *orig_map, int tile_num)
1924{ 1290{
1291 maptile *mp = orig_map->tile_map [tile_num];
1292
1293 if (!mp)
1294 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296
1297 if (!mp)
1298 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 }
1307
1925 int dest_tile = (tile_num +2) % 4; 1308 int dest_tile = (tile_num + 2) % 4;
1926 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1927 1309
1928 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1310 orig_map->tile_map [tile_num] = mp;
1929 1311
1930 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1312 // optimisation: back-link map to origin map if euclidean
1931 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1313 //TODO: non-euclidean maps MUST GO
1932 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1933 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1934 1316
1935 return orig_map->tile_map[tile_num]; 1317 return mp;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1936} 1324}
1937 1325
1938/* this returns TRUE if the coordinates (x,y) are out of 1326/* this returns TRUE if the coordinates (x,y) are out of
1939 * map m. This function also takes into account any 1327 * map m. This function also takes into account any
1940 * tiling considerations, loading adjacant maps as needed. 1328 * tiling considerations, loading adjacant maps as needed.
1941 * This is the function should always be used when it 1329 * This is the function should always be used when it
1942 * necessary to check for valid coordinates. 1330 * necessary to check for valid coordinates.
1943 * This function will recursively call itself for the 1331 * This function will recursively call itself for the
1944 * tiled maps. 1332 * tiled maps.
1945 * 1333 */
1946 * 1334int
1947 */
1948int out_of_map(mapstruct *m, int x, int y) 1335out_of_map (maptile *m, int x, int y)
1949{ 1336{
1950
1951 /* If we get passed a null map, this is obviously the 1337 /* If we get passed a null map, this is obviously the
1952 * case. This generally shouldn't happen, but if the 1338 * case. This generally shouldn't happen, but if the
1953 * map loads fail below, it could happen. 1339 * map loads fail below, it could happen.
1954 */ 1340 */
1955 if (!m) return 0; 1341 if (!m)
1956
1957 if (x<0) {
1958 if (!m->tile_path[3]) return 1;
1959 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1960 load_and_link_tiled_map(m, 3);
1961 }
1962 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1963 }
1964 if (x>=MAP_WIDTH(m)) {
1965 if (!m->tile_path[1]) return 1;
1966 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1967 load_and_link_tiled_map(m, 1);
1968 }
1969 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1970 }
1971 if (y<0) {
1972 if (!m->tile_path[0]) return 1;
1973 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1974 load_and_link_tiled_map(m, 0);
1975 }
1976 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1977 }
1978 if (y>=MAP_HEIGHT(m)) {
1979 if (!m->tile_path[2]) return 1;
1980 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1981 load_and_link_tiled_map(m, 2);
1982 }
1983 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1984 }
1985
1986 /* Simple case - coordinates are within this local
1987 * map.
1988 */
1989 return 0; 1342 return 0;
1343
1344 if (x < 0)
1345 {
1346 if (!m->tile_path[3])
1347 return 1;
1348
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 }
1354
1355 if (x >= m->width)
1356 {
1357 if (!m->tile_path[1])
1358 return 1;
1359
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y);
1364 }
1365
1366 if (y < 0)
1367 {
1368 if (!m->tile_path[0])
1369 return 1;
1370
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 }
1376
1377 if (y >= m->height)
1378 {
1379 if (!m->tile_path[2])
1380 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384
1385 return out_of_map (m->tile_map[2], x, y - m->height);
1386 }
1387
1388 /* Simple case - coordinates are within this local
1389 * map.
1390 */
1391 return 0;
1990} 1392}
1991 1393
1992/* This is basically the same as out_of_map above, but 1394/* This is basically the same as out_of_map above, but
1993 * instead we return NULL if no map is valid (coordinates 1395 * instead we return NULL if no map is valid (coordinates
1994 * out of bounds and no tiled map), otherwise it returns 1396 * out of bounds and no tiled map), otherwise it returns
1995 * the map as that the coordinates are really on, and 1397 * the map as that the coordinates are really on, and
1996 * updates x and y to be the localized coordinates. 1398 * updates x and y to be the localised coordinates.
1997 * Using this is more efficient of calling out_of_map 1399 * Using this is more efficient of calling out_of_map
1998 * and then figuring out what the real map is 1400 * and then figuring out what the real map is
1999 */ 1401 */
2000mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1402maptile *
1403maptile::xy_find (sint16 &x, sint16 &y)
2001{ 1404{
2002 1405 if (x < 0)
2003 if (*x<0) {
2004 if (!m->tile_path[3]) return NULL;
2005 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2006 load_and_link_tiled_map(m, 3);
2007
2008 *x += MAP_WIDTH(m->tile_map[3]);
2009 return (get_map_from_coord(m->tile_map[3], x, y));
2010 } 1406 {
2011 if (*x>=MAP_WIDTH(m)) { 1407 if (!tile_path[3])
2012 if (!m->tile_path[1]) return NULL; 1408 return 0;
2013 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2014 load_and_link_tiled_map(m, 1);
2015 1409
2016 *x -= MAP_WIDTH(m); 1410 find_and_link (this, 3);
2017 return (get_map_from_coord(m->tile_map[1], x, y)); 1411 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y);
1413 }
1414
1415 if (x >= width)
2018 } 1416 {
2019 if (*y<0) { 1417 if (!tile_path[1])
2020 if (!m->tile_path[0]) return NULL; 1418 return 0;
2021 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2022 load_and_link_tiled_map(m, 0);
2023 1419
2024 *y += MAP_HEIGHT(m->tile_map[0]); 1420 find_and_link (this, 1);
2025 return (get_map_from_coord(m->tile_map[0], x, y)); 1421 x -= width;
1422 return tile_map[1]->xy_find (x, y);
1423 }
1424
1425 if (y < 0)
2026 } 1426 {
2027 if (*y>=MAP_HEIGHT(m)) { 1427 if (!tile_path[0])
2028 if (!m->tile_path[2]) return NULL; 1428 return 0;
2029 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2030 load_and_link_tiled_map(m, 2);
2031 1429
2032 *y -= MAP_HEIGHT(m); 1430 find_and_link (this, 0);
2033 return (get_map_from_coord(m->tile_map[2], x, y)); 1431 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y);
1433 }
1434
1435 if (y >= height)
2034 } 1436 {
1437 if (!tile_path[2])
1438 return 0;
2035 1439
1440 find_and_link (this, 2);
1441 y -= height;
1442 return tile_map[2]->xy_find (x, y);
1443 }
1444
2036 /* Simple case - coordinates are within this local 1445 /* Simple case - coordinates are within this local
2037 * map. 1446 * map.
2038 */ 1447 */
2039 1448 return this;
2040 return m;
2041} 1449}
2042 1450
2043/** 1451/**
2044 * Return whether map2 is adjacent to map1. If so, store the distance from 1452 * Return whether map2 is adjacent to map1. If so, store the distance from
2045 * map1 to map2 in dx/dy. 1453 * map1 to map2 in dx/dy.
2046 */ 1454 */
1455static int
2047static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{
2048 if (!map1 || !map2) 1458 if (!map1 || !map2)
2049 return 0; 1459 return 0;
2050 1460
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!)
2051 if (map1 == map2) { 1463 if (map1 == map2)
1464 {
2052 *dx = 0; 1465 *dx = 0;
2053 *dy = 0; 1466 *dy = 0;
2054 1467 }
2055 } else if (map1->tile_map[0] == map2) { /* up */ 1468 else if (map1->tile_map[0] == map2)
1469 { /* up */
2056 *dx = 0; 1470 *dx = 0;
2057 *dy = -MAP_HEIGHT(map2); 1471 *dy = -map2->height;
1472 }
2058 } else if (map1->tile_map[1] == map2) { /* right */ 1473 else if (map1->tile_map[1] == map2)
2059 *dx = MAP_WIDTH(map1); 1474 { /* right */
1475 *dx = map1->width;
2060 *dy = 0; 1476 *dy = 0;
1477 }
2061 } else if (map1->tile_map[2] == map2) { /* down */ 1478 else if (map1->tile_map[2] == map2)
1479 { /* down */
2062 *dx = 0; 1480 *dx = 0;
2063 *dy = MAP_HEIGHT(map1); 1481 *dy = map1->height;
1482 }
2064 } else if (map1->tile_map[3] == map2) { /* left */ 1483 else if (map1->tile_map[3] == map2)
2065 *dx = -MAP_WIDTH(map2); 1484 { /* left */
1485 *dx = -map2->width;
2066 *dy = 0; 1486 *dy = 0;
2067 1487 }
2068 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1488 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1489 { /* up right */
2069 *dx = MAP_WIDTH(map1->tile_map[0]); 1490 *dx = map1->tile_map[0]->width;
2070 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dy = -map1->tile_map[0]->height;
1492 }
2071 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1493 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2072 *dx = -MAP_WIDTH(map2); 1494 { /* up left */
2073 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1495 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height;
1497 }
2074 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1498 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2075 *dx = MAP_WIDTH(map1); 1499 { /* right up */
2076 *dy = -MAP_HEIGHT(map2); 1500 *dx = map1->width;
1501 *dy = -map2->height;
1502 }
2077 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1503 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2078 *dx = MAP_WIDTH(map1); 1504 { /* right down */
2079 *dy = MAP_HEIGHT(map1->tile_map[1]); 1505 *dx = map1->width;
1506 *dy = map1->tile_map[1]->height;
1507 }
2080 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1508 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1509 { /* down right */
2081 *dx = MAP_WIDTH(map1->tile_map[2]); 1510 *dx = map1->tile_map[2]->width;
2082 *dy = MAP_HEIGHT(map1); 1511 *dy = map1->height;
1512 }
2083 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1513 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2084 *dx = -MAP_WIDTH(map2); 1514 { /* down left */
2085 *dy = MAP_HEIGHT(map1); 1515 *dx = -map2->width;
1516 *dy = map1->height;
1517 }
2086 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1518 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1519 { /* left up */
2087 *dx = -MAP_WIDTH(map1->tile_map[3]); 1520 *dx = -map1->tile_map[3]->width;
2088 *dy = -MAP_HEIGHT(map2); 1521 *dy = -map2->height;
1522 }
2089 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1523 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1524 { /* left down */
2090 *dx = -MAP_WIDTH(map1->tile_map[3]); 1525 *dx = -map1->tile_map[3]->width;
2091 *dy = MAP_HEIGHT(map1->tile_map[3]); 1526 *dy = map1->tile_map[3]->height;
2092
2093 } else { /* not "adjacent" enough */
2094 return 0;
2095 } 1527 }
2096 1528 else
2097 return 1; 1529 return 0;
1530
1531 return 1;
1532}
1533
1534maptile *
1535maptile::xy_load (sint16 &x, sint16 &y)
1536{
1537 maptile *map = xy_find (x, y);
1538
1539 if (map)
1540 map->load_sync ();
1541
1542 return map;
1543}
1544
1545maptile *
1546get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1547{
1548 return m->xy_load (*x, *y);
2098} 1549}
2099 1550
2100/* From map.c 1551/* From map.c
2101 * This is used by get_player to determine where the other 1552 * This is used by get_player to determine where the other
2102 * creature is. get_rangevector takes into account map tiling, 1553 * creature is. get_rangevector takes into account map tiling,
2115 * be unexpected 1566 * be unexpected
2116 * 1567 *
2117 * currently, the only flag supported (0x1) is don't translate for 1568 * currently, the only flag supported (0x1) is don't translate for
2118 * closest body part of 'op1' 1569 * closest body part of 'op1'
2119 */ 1570 */
2120 1571void
2121void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{
2122 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 {
2123 /* be conservative and fill in _some_ data */ 1576 /* be conservative and fill in _some_ data */
2124 retval->distance = 100000; 1577 retval->distance = 100000;
2125 retval->distance_x = 32767; 1578 retval->distance_x = 32767;
2126 retval->distance_y = 32767; 1579 retval->distance_y = 32767;
2127 retval->direction = 0; 1580 retval->direction = 0;
2128 retval->part = 0; 1581 retval->part = 0;
2129 } else { 1582 }
1583 else
1584 {
2130 object *best; 1585 object *best;
2131 1586
2132 retval->distance_x += op2->x-op1->x; 1587 retval->distance_x += op2->x - op1->x;
2133 retval->distance_y += op2->y-op1->y; 1588 retval->distance_y += op2->y - op1->y;
2134 1589
2135 best = op1; 1590 best = op1;
2136 /* If this is multipart, find the closest part now */ 1591 /* If this is multipart, find the closest part now */
2137 if (!(flags&0x1) && op1->more) { 1592 if (!(flags & 0x1) && op1->more)
1593 {
2138 object *tmp; 1594 object *tmp;
2139 int best_distance = retval->distance_x*retval->distance_x+ 1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2140 retval->distance_y*retval->distance_y, tmpi;
2141 1596
2142 /* we just take the offset of the piece to head to figure 1597 /* we just take the offset of the piece to head to figure
2143 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2144 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2145 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2146 * below works. 1601 * below works.
2147 */ 1602 */
2148 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604 {
2149 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2150 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2151 if (tmpi < best_distance) { 1607 if (tmpi < best_distance)
1608 {
2152 best_distance = tmpi; 1609 best_distance = tmpi;
2153 best = tmp; 1610 best = tmp;
2154 } 1611 }
2155 } 1612 }
2156 if (best != op1) { 1613 if (best != op1)
1614 {
2157 retval->distance_x += op1->x-best->x; 1615 retval->distance_x += op1->x - best->x;
2158 retval->distance_y += op1->y-best->y; 1616 retval->distance_y += op1->y - best->y;
2159 } 1617 }
2160 } 1618 }
2161 retval->part = best; 1619 retval->part = best;
2162 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2163 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2164 } 1622 }
2165} 1623}
2166 1624
2167/* this is basically the same as get_rangevector above, but instead of 1625/* this is basically the same as get_rangevector above, but instead of
2168 * the first parameter being an object, it instead is the map 1626 * the first parameter being an object, it instead is the map
2173 * be more consistant with the above function and also in case they are needed 1631 * be more consistant with the above function and also in case they are needed
2174 * for something in the future. Also, since no object is pasted, the best 1632 * for something in the future. Also, since no object is pasted, the best
2175 * field of the rv_vector is set to NULL. 1633 * field of the rv_vector is set to NULL.
2176 */ 1634 */
2177 1635
1636void
2178void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1638{
2179 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 {
2180 /* be conservative and fill in _some_ data */ 1641 /* be conservative and fill in _some_ data */
2181 retval->distance = 100000; 1642 retval->distance = 100000;
2182 retval->distance_x = 32767; 1643 retval->distance_x = 32767;
2183 retval->distance_y = 32767; 1644 retval->distance_y = 32767;
2184 retval->direction = 0; 1645 retval->direction = 0;
2185 retval->part = 0; 1646 retval->part = 0;
2186 } else { 1647 }
1648 else
1649 {
2187 retval->distance_x += op2->x-x; 1650 retval->distance_x += op2->x - x;
2188 retval->distance_y += op2->y-y; 1651 retval->distance_y += op2->y - y;
2189 1652
2190 retval->part = NULL; 1653 retval->part = NULL;
2191 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2192 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2193 } 1656 }
2194} 1657}
2195 1658
2196/* Returns true of op1 and op2 are effectively on the same map 1659/* Returns true of op1 and op2 are effectively on the same map
2197 * (as related to map tiling). Note that this looks for a path from 1660 * (as related to map tiling). Note that this looks for a path from
2198 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1661 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2199 * to op1, this will still return false. 1662 * to op1, this will still return false.
2200 * Note we only look one map out to keep the processing simple 1663 * Note we only look one map out to keep the processing simple
2201 * and efficient. This could probably be a macro. 1664 * and efficient. This could probably be a macro.
2202 * MSW 2001-08-05 1665 * MSW 2001-08-05
2203 */ 1666 */
1667int
2204int on_same_map(const object *op1, const object *op2) { 1668on_same_map (const object *op1, const object *op2)
1669{
2205 int dx, dy; 1670 int dx, dy;
2206 1671
2207 return adjacent_map(op1->map, op2->map, &dx, &dy); 1672 return adjacent_map (op1->map, op2->map, &dx, &dy);
2208} 1673}
1674
1675object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682}
1683

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