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Comparing deliantra/server/common/map.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 18:12:20 2006 UTC vs.
Revision 1.60 by root, Sun Dec 31 10:28:35 2006 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.4 2006/08/15 18:12:20 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62 31
63/* 32/*
64 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname 36 * it really should be called create_mapname
68 */ 37 */
69 38const char *
70const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
71 static char buf[MAX_BUF]; 41 static char buf[MAX_BUF];
72 42
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97 44 * someplace else in the code? msw 2-17-97
75 */ 45 */
76 if (*name == '/') 46 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name); 47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else 48 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf); 50 return (buf);
81} 51}
82 52
83/* 53/*
84 * same as create_pathname, but for the overlay maps. 54 * same as create_pathname, but for the overlay maps.
85 */ 55 */
86 56const char *
87const char *create_overlay_pathname (const char *name) { 57create_overlay_pathname (const char *name)
58{
88 static char buf[MAX_BUF]; 59 static char buf[MAX_BUF];
89 60
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97 62 * someplace else in the code? msw 2-17-97
92 */ 63 */
93 if (*name == '/') 64 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name); 65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else 66 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name); 67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf); 68 return (buf);
98} 69}
99 70
100/* 71/*
101 * same as create_pathname, but for the template maps. 72 * same as create_pathname, but for the template maps.
102 */ 73 */
103 74const char *
104const char *create_template_pathname (const char *name) { 75create_template_pathname (const char *name)
76{
105 static char buf[MAX_BUF]; 77 static char buf[MAX_BUF];
106 78
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97 80 * someplace else in the code? msw 2-17-97
109 */ 81 */
110 if (*name == '/') 82 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name); 83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else 84 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name); 85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf); 86 return (buf);
115} 87}
116 88
117/* 89/*
118 * This makes absolute path to the itemfile where unique objects 90 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain 91 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can 92 * files than full directory structure, but if this is problem it can
121 * be changed. 93 * be changed.
122 */ 94 */
95static const char *
123static const char *create_items_path (const char *s) { 96create_items_path (const char *s)
97{
124 static char buf[MAX_BUF]; 98 static char buf[MAX_BUF];
125 char *t; 99 char *t;
126 100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
127 if (*s == '/') 107 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@'; 108 *t = '@';
135 else 109 else
136 *t = *s; 110 *t = *s;
137 *t = 0; 111 *t = 0;
138 return (buf); 112 return (buf);
139} 113}
140
141 114
142/* 115/*
143 * This function checks if a file with the given path exists. 116 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file 117 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned. 118 * is returned.
152 * the rest of the code only cares that the file is readable. 125 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be 126 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but 127 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing 128 * that seems to be missing the prepend_dir processing
156 */ 129 */
157 130int
158int check_path (const char *name, int prepend_dir) 131check_path (const char *name, int prepend_dir)
159{ 132{
160 char buf[MAX_BUF]; 133 char buf[MAX_BUF];
161#ifndef WIN32 134
162 char *endbuf; 135 char *endbuf;
163 struct stat statbuf; 136 struct stat statbuf;
164 int mode = 0, i; 137 int mode = 0;
165#endif
166 138
167 if (prepend_dir) 139 if (prepend_dir)
168 strcpy (buf, create_pathname(name)); 140 strcpy (buf, create_pathname (name));
169 else 141 else
170 strcpy(buf, name); 142 strcpy (buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174 143
175 /* old method (strchr(buf, '\0')) seemd very odd to me - 144 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer. 145 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through 146 * Can not use strcat because we need to cycle through
178 * all the names. 147 * all the names.
179 */ 148 */
180 endbuf = buf + strlen(buf); 149 endbuf = buf + strlen (buf);
181 150
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf)) 151 if (stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1); 152 return -1;
192 if (!S_ISREG (statbuf.st_mode)) 153 if (!S_ISREG (statbuf.st_mode))
193 return (-1); 154 return (-1);
194 155
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4; 158 mode |= 4;
199 159
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2; 162 mode |= 2;
204 163
205 return (mode); 164 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245} 165}
246 166
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 167/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 168 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 169 * it will also do map translation for tiled maps, returning
252 * by a P_NEW_MAP value, another call to get_map_from_coord 172 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 173 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 174 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 175 * don't expect to insert/remove anything from those spaces.
256 */ 176 */
177int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 178get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 179{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 180 sint16 newx = x;
265 newy = y; 181 sint16 newy = y;
182
266 mp = get_map_from_coord(oldmap, &newx, &newy); 183 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 184
268 retval |= P_NEW_MAP; 185 if (!mp)
186 return P_OUT_OF_MAP;
187
269 if (newmap) *newmap = mp; 188 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 189 if (nx) *nx = newx;
271 if (ny) *ny = newy; 190 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 191
274 if (retval & P_SAFE) 192 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
275 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
276
277 return retval;
278} 193}
279
280 194
281/* 195/*
282 * Returns true if the given coordinate is blocked except by the 196 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 197 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 198 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 202 * monster.
289 * m, x, y are the target map/coordinates - needed for map tiling. 203 * m, x, y are the target map/coordinates - needed for map tiling.
290 * the coordinates & map passed in should have been updated for tiling 204 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 205 * by the caller.
292 */ 206 */
293 207int
294int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 208blocked_link (object *ob, maptile *m, int sx, int sy)
209{
295 object *tmp; 210 object *tmp;
296 int mflags, blocked; 211 int mflags, blocked;
297 212
298 /* Make sure the coordinates are valid - they should be, as caller should 213 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this. 214 * have already checked this.
300 */ 215 */
301 if (OUT_OF_REAL_MAP(m, sx, sy)) { 216 if (OUT_OF_REAL_MAP (m, sx, sy))
217 {
302 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 218 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
303 return 1; 219 return 1;
304 } 220 }
305 221
306 /* Save some cycles - instead of calling get_map_flags(), just get the value 222 /* Save some cycles - instead of calling get_map_flags(), just get the value
307 * directly. 223 * directly.
308 */ 224 */
309 mflags = m->spaces[sx + m->width * sy].flags; 225 mflags = m->at (sx, sy).flags ();
310 226
311 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
312 228
313 /* If space is currently not blocked by anything, no need to 229 /* If space is currently not blocked by anything, no need to
314 * go further. Not true for players - all sorts of special 230 * go further. Not true for players - all sorts of special
315 * things we need to do for players. 231 * things we need to do for players.
316 */ 232 */
317 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
318
319 /* if there isn't anytyhing alive on this space, and this space isn't
320 * otherwise blocked, we can return now. Only if there is a living
321 * creature do we need to investigate if it is part of this creature
322 * or another. Likewise, only if something is blocking us do we
323 * need to investigate if there is a special circumstance that would
324 * let the player through (inventory checkers for example)
325 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
327
328 if(ob->head != NULL)
329 ob=ob->head;
330
331 /* We basically go through the stack of objects, and if there is
332 * some other object that has NO_PASS or FLAG_ALIVE set, return
333 * true. If we get through the entire stack, that must mean
334 * ob is blocking it, so return 0.
335 */
336 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
337
338 /* This must be before the checks below. Code for inventory checkers. */
339 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
340 /* If last_sp is set, the player/monster needs an object,
341 * so we check for it. If they don't have it, they can't
342 * pass through this space.
343 */
344 if (tmp->last_sp) {
345 if (check_inv_recursive(ob,tmp)==NULL)
346 return 1;
347 else
348 continue;
349 } else {
350 /* In this case, the player must not have the object -
351 * if they do, they can't pass through.
352 */
353 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
354 return 1;
355 else
356 continue;
357 }
358 } /* if check_inv */
359 else {
360 /* Broke apart a big nasty if into several here to make
361 * this more readable. first check - if the space blocks
362 * movement, can't move here.
363 * second - if a monster, can't move there, unles it is a
364 * hidden dm
365 */
366 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
367 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
369 return 1;
370 }
371
372 }
373 return 0; 234 return 0;
235
236 /* if there isn't anytyhing alive on this space, and this space isn't
237 * otherwise blocked, we can return now. Only if there is a living
238 * creature do we need to investigate if it is part of this creature
239 * or another. Likewise, only if something is blocking us do we
240 * need to investigate if there is a special circumstance that would
241 * let the player through (inventory checkers for example)
242 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0;
245
246 if (ob->head != NULL)
247 ob = ob->head;
248
249 /* We basically go through the stack of objects, and if there is
250 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0.
253 */
254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
255 {
256
257 /* This must be before the checks below. Code for inventory checkers. */
258 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
259 {
260 /* If last_sp is set, the player/monster needs an object,
261 * so we check for it. If they don't have it, they can't
262 * pass through this space.
263 */
264 if (tmp->last_sp)
265 {
266 if (check_inv_recursive (ob, tmp) == NULL)
267 return 1;
268 else
269 continue;
270 }
271 else
272 {
273 /* In this case, the player must not have the object -
274 * if they do, they can't pass through.
275 */
276 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
277 return 1;
278 else
279 continue;
280 }
281 } /* if check_inv */
282 else
283 {
284 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks
286 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a
288 * hidden dm
289 */
290 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
294 return 1;
295 }
296
297 }
298 return 0;
374} 299}
375 300
376 301
377/* 302/*
378 * Returns true if the given object can't fit in the given spot. 303 * Returns true if the given object can't fit in the given spot.
398 * 323 *
399 * Note this used to be arch_blocked, but with new movement 324 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 325 * code, we need to have actual object to check its move_type
401 * against the move_block values. 326 * against the move_block values.
402 */ 327 */
403 328int
404int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
330{
405 archetype *tmp; 331 archetype *tmp;
406 int flag; 332 int flag;
407 mapstruct *m1; 333 maptile *m1;
408 sint16 sx, sy; 334 sint16 sx, sy;
409 335
410 if(ob==NULL) { 336 if (!ob)
337 {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
413 341
414 /* don't have object, so don't know what types would block */ 342 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 343 return m1->at (sx, sy).move_block;
416 } 344 }
417 345
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 346 for (tmp = ob->arch; tmp; tmp = tmp->more)
347 {
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420 349
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 350 if (flag & P_OUT_OF_MAP)
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 351 return P_OUT_OF_MAP;
352 if (flag & P_IS_ALIVE)
353 return P_IS_ALIVE;
423 354
355 mapspace &ms = m1->at (sx, sy);
356
424 /* find_first_free_spot() calls this function. However, often 357 /* find_first_free_spot() calls this function. However, often
425 * ob doesn't have any move type (when used to place exits) 358 * ob doesn't have any move type (when used to place exits)
426 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427 */ 360 */
428 361
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
363 continue;
430 364
431 /* Note it is intentional that we check ob - the movement type of the 365 /* Note it is intentional that we check ob - the movement type of the
432 * head of the object should correspond for the entire object. 366 * head of the object should correspond for the entire object.
433 */ 367 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
435 return AB_NO_PASS; 369 return P_NO_PASS;
436
437 } 370 }
371
438 return 0; 372 return 0;
439} 373}
440 374
441/* When the map is loaded, load_object does not actually insert objects 375/* When the map is loaded, load_object does not actually insert objects
442 * into inventory, but just links them. What this does is go through 376 * into inventory, but just links them. What this does is go through
443 * and insert them properly. 377 * and insert them properly.
444 * The object 'container' is the object that contains the inventory. 378 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight. 379 * This is needed so that we can update the containers weight.
446 */ 380 */
447 381void
448void fix_container(object *container) 382fix_container (object *container)
449{ 383{
450 object *tmp=container->inv, *next; 384 object *tmp = container->inv, *next;
451 385
452 container->inv=NULL; 386 container->inv = 0;
453 while (tmp!=NULL) { 387 while (tmp)
388 {
454 next = tmp->below; 389 next = tmp->below;
455 if (tmp->inv) 390 if (tmp->inv)
456 fix_container(tmp); 391 fix_container (tmp);
392
457 (void) insert_ob_in_ob(tmp,container); 393 insert_ob_in_ob (tmp, container);
458 tmp = next; 394 tmp = next;
459 } 395 }
396
460 /* sum_weight will go through and calculate what all the containers are 397 /* sum_weight will go through and calculate what all the containers are
461 * carrying. 398 * carrying.
462 */ 399 */
463 sum_weight(container); 400 sum_weight (container);
464} 401}
465 402
466/* link_multipart_objects go through all the objects on the map looking 403/* link_multipart_objects go through all the objects on the map looking
467 * for objects whose arch says they are multipart yet according to the 404 * for objects whose arch says they are multipart yet according to the
468 * info we have, they only have the head (as would be expected when 405 * info we have, they only have the head (as would be expected when
469 * they are saved). We do have to look for the old maps that did save 406 * they are saved). We do have to look for the old maps that did save
470 * the more sections and not re-add sections for them. 407 * the more sections and not re-add sections for them.
471 */ 408 */
472 409void
473static void link_multipart_objects(mapstruct *m) 410maptile::link_multipart_objects ()
474{ 411{
475 int x,y; 412 if (!spaces)
476 object *tmp, *op, *last, *above; 413 return;
477 archetype *at;
478 414
479 for(x=0;x<MAP_WIDTH(m);x++) 415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 for(y=0;y<MAP_HEIGHT(m);y++) 416 for (object *tmp = ms->bot; tmp; )
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 417 {
482 above=tmp->above; 418 object *above = tmp->above;
483 419
484 /* already multipart - don't do anything more */ 420 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue; 421 if (!tmp->head && !tmp->more)
486 422 {
487 /* If there is nothing more to this object, this for loop 423 /* If there is nothing more to this object, this for loop
488 * won't do anything. 424 * won't do anything.
489 */ 425 */
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 {
491 op = arch_to_object(at); 432 op = arch_to_object (at);
492 433
493 /* update x,y coordinates */ 434 /* update x,y coordinates */
494 op->x += tmp->x; 435 op->x += tmp->x;
495 op->y += tmp->y; 436 op->y += tmp->y;
496 op->head = tmp; 437 op->head = tmp;
497 op->map = m; 438 op->map = this;
498 last->more = op; 439 last->more = op;
499 if (tmp->name != op->name) { 440 op->name = tmp->name;
500 if (op->name) free_string(op->name); 441 op->title = tmp->title;
501 op->name = add_string(tmp->name); 442
502 }
503 if (tmp->title != op->title) {
504 if (op->title) free_string(op->title);
505 op->title = add_string(tmp->title);
506 }
507 /* we could link all the parts onto tmp, and then just 443 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same, 444 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and 445 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part. 446 * the coding is simpler to just to it here with each part.
511 */ 447 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */ 449 }
514 } /* for objects on this space */ 450 }
451
452 tmp = above;
453 }
515} 454}
516
517
518 455
519/* 456/*
520 * Loads (ands parses) the objects into a given map from the specified 457 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 458 * file pointer.
522 * mapflags is the same as we get with load_original_map 459 * mapflags is the same as we get with load_original_map
523 */ 460 */
524 461bool
525void load_objects (mapstruct *m, FILE *fp, int mapflags) { 462maptile::load_objects (object_thawer &thawer)
526 int i,j,bufstate=LO_NEWFILE; 463{
527 int unique; 464 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp; 465 object *op, *prev = NULL, *last_more = NULL, *otmp;
529 466
530 op=get_object(); 467 op = object::create ();
531 op->map = m; /* To handle buttons correctly */ 468 op->map = this; /* To handle buttons correctly */
532 469
533 while((i=load_object(fp,op,bufstate, mapflags))) { 470 while (int i = load_object (thawer, op, 0))
534 /* Since the loading of the map header does not load an object 471 {
535 * anymore, we need to pass LO_NEWFILE for the first object loaded,
536 * and then switch to LO_REPEAT for faster loading.
537 */
538 bufstate = LO_REPEAT;
539
540 /* if the archetype for the object is null, means that we 472 /* if the archetype for the object is null, means that we
541 * got an invalid object. Don't do anything with it - the game 473 * got an invalid object. Don't do anything with it - the game
542 * or editor will not be able to do anything with it either. 474 * or editor will not be able to do anything with it either.
543 */ 475 */
544 if (op->arch==NULL) { 476 if (op->arch == NULL)
477 {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
546 continue; 479 continue;
547 } 480 }
548 481
549 482 switch (i)
550 switch(i) { 483 {
551 case LL_NORMAL: 484 case LL_NORMAL:
552 /* if we are loading an overlay, put the floors on the bottom */
553 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
554 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558 486
559 if (op->inv) 487 if (op->inv)
560 sum_weight(op); 488 sum_weight (op);
561 489
562 prev=op,last_more=op; 490 prev = op, last_more = op;
563 break; 491 break;
564 492
565 case LL_MORE: 493 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op; 495 op->head = prev, last_more->more = op, last_more = op;
568 break; 496 break;
569 } 497 }
570 if (mapflags & MAP_STYLE) { 498
571 remove_from_active_list(op); 499 op = object::create ();
572 }
573 op=get_object();
574 op->map = m; 500 op->map = this;
575 } 501 }
502
503 op->destroy ();
504
505#if 0
576 for (i=0;i<m->width;i++){ 506 for (i = 0; i < width; i++)
577 for (j=0;j<m->height;j++){ 507 for (j = 0; j < height; j++)
508 {
578 unique =0; 509 unique = 0;
579 /* check for unique items, or unique squares */ 510 /* check for unique items, or unique squares */
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
582 unique = 1; 514 unique = 1;
515
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 }
520#endif
521
522 return true;
523}
524
525void
526maptile::activate ()
527{
528 if (!spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1);
534}
535
536void
537maptile::deactivate ()
538{
539 if (!spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1);
545}
546
547bool
548maptile::save_objects (object_freezer &freezer, int flags)
549{
550 if (flags & IO_HEADER)
551 save_header (freezer);
552
553 if (!spaces)
554 return false;
555
556 for (int i = 0; i < size (); ++i)
557 {
558 int unique = 0;
559 for (object *op = spaces [i].bot; op; op = op->above)
560 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
562 unique = 1;
563
564 if (!op->can_map_save ())
565 continue;
566
567 if (unique || op->flag [FLAG_UNIQUE])
568 {
569 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1);
571 }
572 else if (flags & IO_OBJECTS)
573 save_object (freezer, op, 1);
574 }
585 } 575 }
586 } 576
577 return true;
578}
579
580bool
581maptile::load_objects (const char *path, bool skip_header)
582{
583 object_thawer thawer (path);
584
585 if (!thawer)
586 return false;
587
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
587 } 597 }
588 free_object(op);
589 link_multipart_objects(m);
590}
591 598
592/* This saves all the objects on the map in a non destructive fashion. 599 return load_objects (thawer);
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 600}
594 * and we only save the head of multi part objects - this is needed 601
595 * in order to do map tiling properly. 602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path);
611}
612
613maptile::maptile ()
614{
615 in_memory = MAP_SWAPPED;
616
617 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour.
596 */ 619 */
597void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 620 width = 16;
598 int i, j = 0,unique=0; 621 height = 16;
599 object *op; 622 reset_timeout = 0;
600 /* first pass - save one-part objects */ 623 timeout = 300;
601 for(i = 0; i < MAP_WIDTH(m); i++) 624 enter_x = 0;
602 for (j = 0; j < MAP_HEIGHT(m); j++) { 625 enter_y = 0;
603 unique=0; 626}
604 for(op = get_map_ob (m, i, j); op; op = op->above) {
605 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
606 unique=1;
607 627
608 if(op->type == PLAYER) { 628maptile::maptile (int w, int h)
609 LOG(llevDebug, "Player on map that is being saved\n"); 629{
610 continue; 630 in_memory = MAP_SWAPPED;
611 }
612 631
613 if (op->head || op->owner) 632 width = w;
614 continue; 633 height = h;
634 reset_timeout = 0;
635 timeout = 300;
636 enter_x = 0;
637 enter_y = 0;
615 638
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 639 alloc ();
617 save_object( fp2 , op, 3);
618 else
619 if (flag == 0 ||
620 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
621 !QUERY_FLAG(op, FLAG_UNPAID))))
622 save_object(fp, op, 3);
623
624 } /* for this space */
625 } /* for this j */
626} 640}
627 641
628/* 642/*
629 * Allocates, initialises, and returns a pointer to a mapstruct.
630 * Modified to no longer take a path option which was not being
631 * used anyways. MSW 2001-07-01
632 */
633
634mapstruct *get_linked_map(void) {
635 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
636 mapstruct *mp;
637
638 if(map==NULL)
639 fatal(OUT_OF_MEMORY);
640
641 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
642 if(mp==NULL)
643 first_map=map;
644 else
645 mp->next=map;
646
647 map->in_memory=MAP_SWAPPED;
648 /* The maps used to pick up default x and y values from the
649 * map archetype. Mimic that behaviour.
650 */
651 MAP_WIDTH(map)=16;
652 MAP_HEIGHT(map)=16;
653 MAP_RESET_TIMEOUT(map)=0;
654 MAP_TIMEOUT(map)=300;
655 MAP_ENTER_X(map)=0;
656 MAP_ENTER_Y(map)=0;
657 /*set part to -1 indicating conversion to weather map not yet done*/
658 MAP_WORLDPARTX(map)=-1;
659 MAP_WORLDPARTY(map)=-1;
660 return map;
661}
662
663/*
664 * Allocates the arrays contained in a mapstruct. 643 * Allocates the arrays contained in a maptile.
665 * This basically allocates the dynamic array of spaces for the 644 * This basically allocates the dynamic array of spaces for the
666 * map. 645 * map.
667 */ 646 */
668 647void
669void allocate_map(mapstruct *m) { 648maptile::alloc ()
670 m->in_memory = MAP_IN_MEMORY; 649{
671 /* Log this condition and free the storage. We could I suppose
672 * realloc, but if the caller is presuming the data will be intact,
673 * that is their poor assumption.
674 */
675 if (m->spaces) { 650 if (spaces)
676 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
677 free(m->spaces);
678 }
679
680 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
681
682 if(m->spaces==NULL)
683 fatal(OUT_OF_MEMORY);
684}
685
686/* Create and returns a map of the specific size. Used
687 * in random map code and the editor.
688 */
689mapstruct *get_empty_map(int sizex, int sizey) {
690 mapstruct *m = get_linked_map();
691 m->width = sizex;
692 m->height = sizey;
693 m->in_memory = MAP_SWAPPED;
694 allocate_map(m);
695 return m; 651 return;
652
653 spaces = salloc0<mapspace> (size ());
696} 654}
697 655
698/* Takes a string from a map definition and outputs a pointer to the array of shopitems 656/* Takes a string from a map definition and outputs a pointer to the array of shopitems
699 * corresponding to that string. Memory is allocated for this, it must be freed 657 * corresponding to that string. Memory is allocated for this, it must be freed
700 * at a later date. 658 * at a later date.
701 * Called by parse_map_headers below. 659 * Called by parse_map_headers below.
702 */ 660 */
703 661static shopitems *
704static shopitems *parse_shop_string (const char *input_string) { 662parse_shop_string (const char *input_string)
663{
705 char *shop_string, *p, *q, *next_semicolon, *next_colon; 664 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL; 665 shopitems *items = NULL;
707 int i=0, number_of_entries=0; 666 int i = 0, number_of_entries = 0;
708 const typedata *current_type; 667 const typedata *current_type;
709 668
710 shop_string=strdup_local(input_string); 669 shop_string = strdup (input_string);
711 p=shop_string; 670 p = shop_string;
712 /* first we'll count the entries, we'll need that for allocating the array shortly */ 671 /* first we'll count the entries, we'll need that for allocating the array shortly */
713 while (p) { 672 while (p)
673 {
714 p=strchr(p, ';'); 674 p = strchr (p, ';');
715 number_of_entries++; 675 number_of_entries++;
716 if (p) p++; 676 if (p)
677 p++;
717 } 678 }
679
718 p=shop_string; 680 p = shop_string;
719 strip_endline(p); 681 strip_endline (p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 682 items = new shopitems[number_of_entries + 1];
721 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
722 for (i=0; i<number_of_entries; i++) { 683 for (i = 0; i < number_of_entries; i++)
723 if (!p) { 684 {
685 if (!p)
686 {
724 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 687 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725 break; 688 break;
726 }
727 next_semicolon=strchr(p, ';');
728 next_colon=strchr(p, ':');
729 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
730 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
731 items[i].strength=atoi(strchr(p,':')+1);
732
733 if (isdigit(*p) || *p=='*') {
734 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
735 current_type=get_typedata(items[i].typenum);
736 if (current_type) {
737 items[i].name=current_type->name;
738 items[i].name_pl=current_type->name_pl;
739 }
740 }
741 else { /*we have a named type, let's figure out what it is */
742 q=strpbrk(p,";:");
743 if (q) *q='\0';
744
745 current_type=get_typedata_by_name(p);
746 if (current_type) {
747 items[i].name=current_type->name;
748 items[i].typenum=current_type->number;
749 items[i].name_pl=current_type->name_pl;
750 }
751 else { /* oh uh, something's wrong, let's free up this one, and try
752 * the next entry while we're at it, better print a warning
753 */
754 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
755 p, input_string);
756 }
757 } 689 }
690
691 next_semicolon = strchr (p, ';');
692 next_colon = strchr (p, ':');
693 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
694 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
695 items[i].strength = atoi (strchr (p, ':') + 1);
696
697 if (isdigit (*p) || *p == '*')
698 {
699 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
700 current_type = get_typedata (items[i].typenum);
701 if (current_type)
702 {
703 items[i].name = current_type->name;
704 items[i].name_pl = current_type->name_pl;
705 }
706 }
707 else
708 { /*we have a named type, let's figure out what it is */
709 q = strpbrk (p, ";:");
710 if (q)
711 *q = '\0';
712
713 current_type = get_typedata_by_name (p);
714 if (current_type)
715 {
716 items[i].name = current_type->name;
717 items[i].typenum = current_type->number;
718 items[i].name_pl = current_type->name_pl;
719 }
720 else
721 { /* oh uh, something's wrong, let's free up this one, and try
722 * the next entry while we're at it, better print a warning
723 */
724 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
725 }
726 }
727
758 items[i].index=number_of_entries; 728 items[i].index = number_of_entries;
759 if (next_semicolon) p=++next_semicolon; 729 if (next_semicolon)
760 else p=NULL; 730 p = ++next_semicolon;
731 else
732 p = NULL;
761 } 733 }
734
762 free(shop_string); 735 free (shop_string);
763 return items; 736 return items;
764} 737}
765 738
766/* opposite of parse string, this puts the string that was originally fed in to 739/* opposite of parse string, this puts the string that was originally fed in to
767 * the map (or something equivilent) into output_string. */ 740 * the map (or something equivilent) into output_string. */
741static void
768static void print_shop_string(mapstruct *m, char *output_string) { 742print_shop_string (maptile *m, char *output_string)
743{
769 int i; 744 int i;
770 char tmp[MAX_BUF]; 745 char tmp[MAX_BUF];
746
771 strcpy(output_string, ""); 747 strcpy (output_string, "");
772 for (i=0; i< m->shopitems[0].index; i++) { 748 for (i = 0; i < m->shopitems[0].index; i++)
749 {
773 if (m->shopitems[i].typenum) { 750 if (m->shopitems[i].typenum)
751 {
774 if (m->shopitems[i].strength) { 752 if (m->shopitems[i].strength)
775 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 753 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
776 } 754 else
777 else sprintf(tmp, "%s;", m->shopitems[i].name); 755 sprintf (tmp, "%s;", m->shopitems[i].name);
778 } 756 }
779 else { 757 else
758 {
780 if (m->shopitems[i].strength) { 759 if (m->shopitems[i].strength)
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 760 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
782 } 761 else
783 else sprintf(tmp, "*"); 762 sprintf (tmp, "*");
784 } 763 }
764
785 strcat(output_string, tmp); 765 strcat (output_string, tmp);
786 } 766 }
787} 767}
788 768
789/* This loads the header information of the map. The header 769/* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc. 770 * contains things like difficulty, size, timeout, etc.
794 * put all the stuff in the map object so that names actually make 774 * put all the stuff in the map object so that names actually make
795 * sense. 775 * sense.
796 * This could be done in lex (like the object loader), but I think 776 * This could be done in lex (like the object loader), but I think
797 * currently, there are few enough fields this is not a big deal. 777 * currently, there are few enough fields this is not a big deal.
798 * MSW 2001-07-01 778 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */ 779 */
801 780bool
802static int load_map_header(FILE *fp, mapstruct *m) 781maptile::load_header (object_thawer &thawer)
803{ 782{
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
805 int msgpos=0; 784 int msgpos = 0;
806 int maplorepos=0; 785 int maplorepos = 0;
807 786
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 787 for (;;)
809 buf[HUGE_BUF-1] = 0; 788 {
810 key = buf; 789 keyword kw = thawer.get_kv ();
811 while (isspace(*key)) key++; 790
812 if (*key == 0) continue; /* empty line */ 791 switch (kw)
813 value = strchr(key, ' '); 792 {
814 if (!value) { 793 case KW_EOF:
815 end = strchr(key, '\n'); 794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
816 if (end != NULL) { 795 return false;
817 *end = 0; 796
797 case KW_end:
798 return true;
799
800 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg);
802 break;
803
804 case KW_lore: // CF+ extension
805 thawer.get_ml (KW_endlore, maplore);
806 break;
807
808 case KW_maplore:
809 thawer.get_ml (KW_endmaplore, maplore);
810 break;
811
812 case KW_arch:
813 if (strcmp (thawer.get_str (), "map"))
814 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
815 break;
816
817 case KW_oid:
818 thawer.get (this, thawer.get_sint32 ());
819 break;
820
821 case KW_file_format_version: break; // nop
822
823 case KW_name: thawer.get (name); break;
824 case KW_attach: thawer.get (attach); break;
825 case KW_reset_time: thawer.get (reset_time); break;
826 case KW_shopgreed: thawer.get (shopgreed); break;
827 case KW_shopmin: thawer.get (shopmin); break;
828 case KW_shopmax: thawer.get (shopmax); break;
829 case KW_shoprace: thawer.get (shoprace); break;
830 case KW_outdoor: thawer.get (outdoor); break;
831 case KW_temp: thawer.get (temp); break;
832 case KW_pressure: thawer.get (pressure); break;
833 case KW_humid: thawer.get (humid); break;
834 case KW_windspeed: thawer.get (windspeed); break;
835 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break;
837
838 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break;
840
841 case KW_region: get_region_by_name (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843
844 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
847 case KW_x: case KW_width: thawer.get (width); break;
848 case KW_y: case KW_height: thawer.get (height); break;
849 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
850 case KW_value: case KW_swap_time: thawer.get (timeout); break;
851 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
852 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
853 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
854
855 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859
860 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
862 break;
863 }
818 } 864 }
819 } else {
820 *value = 0;
821 value++;
822 end = strchr(value, '\n');
823 while (isspace(*value)) {
824 value++;
825 if (*value == '\0' || value == end) {
826 /* Nothing but spaces. */
827 value = NULL;
828 break;
829 }
830 }
831 }
832 if (!end) {
833 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
834 buf);
835 return 1;
836 }
837
838 865
839 /* key is the field name, value is what it should be set 866 abort ();
840 * to. We've already done the work to null terminate key, 867}
841 * and strip off any leading spaces for both of these.
842 * We have not touched the newline at the end of the line -
843 * these are needed for some values. the end pointer
844 * points to the first of the newlines.
845 * value could be NULL! It would be easy enough to just point
846 * this to "" to prevent cores, but that would let more errors slide
847 * through.
848 *
849 * First check for entries that do not use the value parameter, then
850 * validate that value is given and check for the remaining entries
851 * that use the parameter.
852 */
853 868
854 if (!strcmp(key,"msg")) { 869bool
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 870maptile::load_header (const char *path)
856 if (!strcmp(buf,"endmsg\n")) break; 871{
857 else { 872 object_thawer thawer (path);
858 /* slightly more efficient than strcat */
859 strcpy(msgbuf+msgpos, buf);
860 msgpos += strlen(buf);
861 }
862 }
863 /* There are lots of maps that have empty messages (eg, msg/endmsg
864 * with nothing between). There is no reason in those cases to
865 * keep the empty message. Also, msgbuf contains garbage data
866 * when msgpos is zero, so copying it results in crashes
867 */
868 if (msgpos != 0)
869 m->msg = strdup_local(msgbuf);
870 }
871 else if (!strcmp(key,"maplore")) {
872 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
873 if (!strcmp(buf,"endmaplore\n")) break;
874 else {
875 /* slightly more efficient than strcat */
876 strcpy(maplorebuf+maplorepos, buf);
877 maplorepos += strlen(buf);
878 }
879 }
880 if (maplorepos != 0)
881 m->maplore = strdup_local(maplorebuf);
882 }
883 else if (!strcmp(key,"end")) {
884 break;
885 }
886 else if (value == NULL) {
887 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
888 }
889 else if (!strcmp(key, "arch")) {
890 /* This is an oddity, but not something we care about much. */
891 if (strcmp(value,"map\n"))
892 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
893 }
894 else if (!strcmp(key,"name")) {
895 *end=0;
896 m->name = strdup_local(value);
897 }
898 /* first strcmp value on these are old names supported
899 * for compatibility reasons. The new values (second) are
900 * what really should be used.
901 */
902 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 } else if (!strcmp(key, "safe_map")) {
955 m->safe_map = atoi(value);
956 }
957 else if (!strncmp(key,"tile_path_", 10)) {
958 int tile=atoi(key+10);
959 873
960 if (tile<1 || tile>4) { 874 if (!thawer)
961 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
962 tile, m->path);
963 } else {
964 char *path;
965
966 *end = 0;
967
968 if (m->tile_path[tile-1]) {
969 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
970 tile, m->path);
971 free(m->tile_path[tile-1]);
972 m->tile_path[tile-1] = NULL;
973 }
974
975 if (check_path(value, 1) != -1) {
976 /* The unadorned path works. */
977 path = value;
978 } else {
979 /* Try again; it could be a relative exit. */
980
981 path = path_combine_and_normalize(m->path, value);
982
983 if (check_path(path, 1) == -1) {
984 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
985 path = NULL;
986 }
987 }
988
989 if (editor) {
990 /* Use the value as in the file. */
991 m->tile_path[tile-1] = strdup_local(value);
992 } else if (path != NULL) {
993 /* Use the normalized value. */
994 m->tile_path[tile-1] = strdup_local(path);
995 }
996 } /* end if tile direction (in)valid */
997 }
998 else {
999 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
1000 }
1001 }
1002 if (!key || strcmp(key,"end")) {
1003 LOG(llevError,"Got premature eof on map header!\n");
1004 return 1;
1005 }
1006 return 0; 875 return false;
1007}
1008 876
1009/* 877 return load_header (thawer);
1010 * Opens the file "filename" and reads information about the map
1011 * from the given file, and stores it in a newly allocated
1012 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1013 * flags correspond to those in map.h. Main ones used are
1014 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1015 * MAP_BLOCK, in which case we block on this load. This happens in all
1016 * cases, no matter if this flag is set or not.
1017 * MAP_STYLE: style map - don't add active objects, don't add to server
1018 * managed map list.
1019 */
1020
1021mapstruct *load_original_map(const char *filename, int flags) {
1022 FILE *fp;
1023 mapstruct *m;
1024 int comp;
1025 char pathname[MAX_BUF];
1026
1027 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1028 if (flags & MAP_PLAYER_UNIQUE)
1029 strcpy(pathname, filename);
1030 else if (flags & MAP_OVERLAY)
1031 strcpy(pathname, create_overlay_pathname(filename));
1032 else
1033 strcpy(pathname, create_pathname(filename));
1034
1035 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1036 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1037 return (NULL);
1038 }
1039
1040 m = get_linked_map();
1041
1042 strcpy (m->path, filename);
1043 if (load_map_header(fp, m)) {
1044 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1045 filename, flags);
1046 delete_map(m);
1047 return NULL;
1048 }
1049
1050 allocate_map(m);
1051 m->compressed = comp;
1052
1053 m->in_memory=MAP_LOADING;
1054 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1055 close_and_delete(fp, comp);
1056 m->in_memory=MAP_IN_MEMORY;
1057 if (!MAP_DIFFICULTY(m))
1058 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1059 set_map_reset_time(m);
1060 if (load_original_map_callback)
1061 load_original_map_callback(m);
1062 return (m);
1063}
1064
1065/*
1066 * Loads a map, which has been loaded earlier, from file.
1067 * Return the map object we load into (this can change from the passed
1068 * option if we can't find the original map)
1069 */
1070
1071static mapstruct *load_temporary_map(mapstruct *m) {
1072 FILE *fp;
1073 int comp;
1074 char buf[MAX_BUF];
1075
1076 if (!m->tmpname) {
1077 LOG(llevError, "No temporary filename for map %s\n", m->path);
1078 strcpy(buf, m->path);
1079 delete_map(m);
1080 m = load_original_map(buf, 0);
1081 if(m==NULL) return NULL;
1082 fix_auto_apply(m); /* Chests which open as default */
1083 return m;
1084 }
1085
1086 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1087 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1088 strcpy(buf, m->path);
1089 delete_map(m);
1090 m = load_original_map(buf, 0);
1091 if(m==NULL) return NULL;
1092 fix_auto_apply(m); /* Chests which open as default */
1093 return m;
1094 }
1095
1096
1097 if (load_map_header(fp, m)) {
1098 LOG(llevError,"Error loading map header for %s (%s)\n",
1099 m->path, m->tmpname);
1100 delete_map(m);
1101 m = load_original_map(m->path, 0);
1102 return NULL;
1103 }
1104 m->compressed = comp;
1105 allocate_map(m);
1106
1107 m->in_memory=MAP_LOADING;
1108 load_objects (m, fp, 0);
1109 close_and_delete(fp, comp);
1110 m->in_memory=MAP_IN_MEMORY;
1111 if (load_temporary_map_callback)
1112 load_temporary_map_callback(m);
1113 return m;
1114}
1115
1116/*
1117 * Loads a map, which has been loaded earlier, from file.
1118 * Return the map object we load into (this can change from the passed
1119 * option if we can't find the original map)
1120 */
1121
1122mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1123 FILE *fp;
1124 int comp;
1125 char pathname[MAX_BUF];
1126
1127 strcpy(pathname, create_overlay_pathname(filename));
1128
1129 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1130/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1131 return m;
1132 }
1133
1134 if (load_map_header(fp, m)) {
1135 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1136 m->path, pathname);
1137 delete_map(m);
1138 m = load_original_map(m->path, 0);
1139 return NULL;
1140 }
1141 m->compressed = comp;
1142 /*allocate_map(m);*/
1143
1144 m->in_memory=MAP_LOADING;
1145 load_objects (m, fp, MAP_OVERLAY);
1146 close_and_delete(fp, comp);
1147 m->in_memory=MAP_IN_MEMORY;
1148 return m;
1149} 878}
1150 879
1151/****************************************************************************** 880/******************************************************************************
1152 * This is the start of unique map handling code 881 * This is the start of unique map handling code
1153 *****************************************************************************/ 882 *****************************************************************************/
1154 883
1155/* This goes through map 'm' and removed any unique items on the map. */ 884/* This goes through the maptile and removed any unique items on the map. */
1156static void delete_unique_items(mapstruct *m) 885void
886maptile::clear_unique_items ()
1157{ 887{
888 for (int i = 0; i < size (); ++i)
889 {
1158 int i,j,unique; 890 int unique = 0;
1159 object *op, *next; 891 for (object *op = spaces [i].bot; op; )
892 {
893 object *above = op->above;
1160 894
1161 for(i=0; i<MAP_WIDTH(m); i++)
1162 for(j=0; j<MAP_HEIGHT(m); j++) {
1163 unique=0;
1164 for (op=get_map_ob(m, i, j); op; op=next) {
1165 next = op->above;
1166 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1167 unique=1; 896 unique = 1;
897
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1169 clean_object(op); 899 {
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 900 op->destroy_inv (false);
1171 remove_button_link(op); 901 op->destroy ();
1172 remove_ob(op); 902 }
1173 free_object(op); 903
1174 } 904 op = above;
905 }
1175 } 906 }
1176 }
1177} 907}
1178 908
909bool
910maptile::save_header (object_freezer &freezer)
911{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1179 914
1180/* 915 MAP_OUT2 (arch, "map");
1181 * Loads unique objects from file(s) into the map which is in memory
1182 * m is the map to load unique items into.
1183 */
1184static void load_unique_objects(mapstruct *m) {
1185 FILE *fp;
1186 int comp,count;
1187 char firstname[MAX_BUF];
1188 916
1189 for (count=0; count<10; count++) { 917 if (name) MAP_OUT (name);
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 918 MAP_OUT (swap_time);
1191 if (!access(firstname, R_OK)) break; 919 MAP_OUT (reset_time);
1192 } 920 MAP_OUT (reset_timeout);
1193 /* If we get here, we did not find any map */ 921 MAP_OUT (fixed_resettime);
1194 if (count==10) return; 922 MAP_OUT (difficulty);
1195 923
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 924 if (region) MAP_OUT2 (region, region->name);
1197 /* There is no expectation that every map will have unique items, but this
1198 * is debug output, so leave it in.
1199 */
1200 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1201 return;
1202 }
1203 925
1204 m->in_memory=MAP_LOADING; 926 if (shopitems)
1205 if (m->tmpname == NULL) /* if we have loaded unique items from */
1206 delete_unique_items(m); /* original map before, don't duplicate them */
1207 load_object(fp, NULL, LO_NOREAD,0);
1208 load_objects (m, fp, 0);
1209 close_and_delete(fp, comp);
1210 m->in_memory=MAP_IN_MEMORY;
1211}
1212
1213
1214/*
1215 * Saves a map to file. If flag is set, it is saved into the same
1216 * file it was (originally) loaded from. Otherwise a temporary
1217 * filename will be genarated, and the file will be stored there.
1218 * The temporary filename will be stored in the mapstructure.
1219 * If the map is unique, we also save to the filename in the map
1220 * (this should have been updated when first loaded)
1221 */
1222
1223int new_save_map(mapstruct *m, int flag) {
1224 FILE *fp, *fp2;
1225 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1226 int i;
1227 927 {
1228 if (flag && !*m->path) { 928 char shop[MAX_BUF];
1229 LOG(llevError,"Tried to save map without path.\n");
1230 return -1;
1231 }
1232
1233 if (flag || (m->unique) || (m->templatemap)) {
1234 if (!m->unique && !m->templatemap) { /* flag is set */
1235 if (flag == 2)
1236 strcpy(filename, create_overlay_pathname(m->path));
1237 else
1238 strcpy (filename, create_pathname (m->path));
1239 } else
1240 strcpy (filename, m->path);
1241
1242 /* If the compression suffix already exists on the filename, don't
1243 * put it on again. This nasty looking strcmp checks to see if the
1244 * compression suffix is at the end of the filename already.
1245 */
1246 if (m->compressed &&
1247 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1248 uncomp[m->compressed][0]))
1249 strcat(filename, uncomp[m->compressed][0]);
1250 make_path_to_file(filename);
1251 } else {
1252 if (!m->tmpname)
1253 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1254 strcpy(filename, m->tmpname);
1255 }
1256 LOG(llevDebug,"Saving map %s\n",m->path);
1257 m->in_memory = MAP_SAVING;
1258
1259 unlink (filename); // do not overwrite backups if done via hardlinks
1260
1261 /* Compress if it isn't a temporary save. Do compress if unique */
1262 if (m->compressed && (m->unique || m->templatemap || flag)) {
1263 char buf[MAX_BUF];
1264 strcpy(buf, uncomp[m->compressed][2]);
1265 strcat(buf, " > ");
1266 strcat(buf, filename);
1267 fp = popen(buf, "w");
1268 } else
1269 fp = fopen(filename, "w");
1270
1271 if(fp == NULL) {
1272 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1273 return -1;
1274 }
1275
1276 /* legacy */
1277 fprintf(fp,"arch map\n");
1278 if (m->name) fprintf(fp,"name %s\n", m->name);
1279 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1280 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1281 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1282 /* we unfortunately have no idea if this is a value the creator set
1283 * or a difficulty value we generated when the map was first loaded
1284 */
1285 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1286 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1287 if (m->shopitems) {
1288 print_shop_string(m, shop); 929 print_shop_string (this, shop);
1289 fprintf(fp,"shopitems %s\n", shop); 930 MAP_OUT2 (shopitems, shop);
1290 }
1291 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1292#ifndef WIN32
1293 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1294 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1295#else
1296 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1297 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1298#endif
1299 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1300 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1301 if (m->width) fprintf(fp,"width %d\n", m->width);
1302 if (m->height) fprintf(fp,"height %d\n", m->height);
1303 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1304 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1305 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1306 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1307 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1308 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1309 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1310 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1311 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1312 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1313 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1314 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1315 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1316 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1317 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1318
1319 /* Save any tiling information, except on overlays */
1320 if (flag != 2)
1321 for (i=0; i<4; i++)
1322 if (m->tile_path[i])
1323 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1324
1325 fprintf(fp,"end\n");
1326
1327 /* In the game save unique items in the different file, but
1328 * in the editor save them to the normal map file.
1329 * If unique map, save files in the proper destination (set by
1330 * player)
1331 */
1332 fp2 = fp; /* save unique items into fp2 */
1333 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334 sprintf (buf,"%s.v00",create_items_path (m->path));
1335 if ((fp2 = fopen (buf, "w")) == NULL) {
1336 LOG(llevError, "Can't open unique items file %s\n", buf);
1337 }
1338 if (flag == 2)
1339 save_objects(m, fp, fp2, 2);
1340 else
1341 save_objects (m, fp, fp2, 0);
1342 if (fp2 != NULL) {
1343 if (ftell (fp2) == 0) {
1344 fclose (fp2);
1345 unlink (buf);
1346 } else {
1347 fclose (fp2);
1348 chmod (buf, SAVE_MODE);
1349 } 931 }
1350 }
1351 } else { /* save same file when not playing, like in editor */
1352 save_objects(m, fp, fp, 0);
1353 }
1354 932
1355 if (m->compressed && (m->unique || m->templatemap || flag)) 933 MAP_OUT (shopgreed);
1356 pclose(fp); 934 MAP_OUT (shopmin);
1357 else 935 MAP_OUT (shopmax);
1358 fclose(fp); 936 if (shoprace) MAP_OUT (shoprace);
937 MAP_OUT (darkness);
938 MAP_OUT (width);
939 MAP_OUT (height);
940 MAP_OUT (enter_x);
941 MAP_OUT (enter_y);
1359 942
1360 chmod (filename, SAVE_MODE); 943 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
944 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
945
946 MAP_OUT (outdoor);
947 MAP_OUT (temp);
948 MAP_OUT (pressure);
949 MAP_OUT (humid);
950 MAP_OUT (windspeed);
951 MAP_OUT (winddir);
952 MAP_OUT (sky);
953
954 MAP_OUT (per_player);
955 MAP_OUT (per_party);
956
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961
962 MAP_OUT2 (end, 0);
963
964 return true;
965}
966
967bool
968maptile::save_header (const char *path)
969{
970 object_freezer freezer;
971
972 if (!save_header (freezer))
1361 return 0; 973 return false;
1362}
1363 974
1364 975 return freezer.save (path);
1365/*
1366 * Remove and free all objects in the inventory of the given object.
1367 * object.c ?
1368 */
1369
1370void clean_object(object *op)
1371{
1372 object *tmp, *next;
1373
1374 for(tmp = op->inv; tmp; tmp = next)
1375 {
1376 next = tmp->below;
1377 clean_object(tmp);
1378 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1379 remove_button_link(tmp);
1380 remove_ob(tmp);
1381 free_object(tmp);
1382 }
1383} 976}
1384 977
1385/* 978/*
1386 * Remove and free all objects in the given map. 979 * Remove and free all objects in the given map.
1387 */ 980 */
981void
982maptile::clear ()
983{
984 if (!spaces)
985 return;
1388 986
1389void free_all_objects(mapstruct *m) { 987 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1390 int i,j; 988 while (object *op = ms->bot)
1391 object *op; 989 {
1392 990 if (op->head)
1393 for(i=0;i<MAP_WIDTH(m);i++)
1394 for(j=0;j<MAP_HEIGHT(m);j++) {
1395 object *previous_obj=NULL;
1396 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1397 if (op==previous_obj) {
1398 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1399 break;
1400 }
1401 previous_obj=op;
1402 if(op->head!=NULL)
1403 op = op->head; 991 op = op->head;
1404 992
1405 /* If the map isn't in memory, free_object will remove and 993 op->destroy_inv (false);
1406 * free objects in op's inventory. So let it do the job. 994 op->destroy ();
1407 */
1408 if (m->in_memory==MAP_IN_MEMORY)
1409 clean_object(op);
1410 remove_ob(op);
1411 free_object(op);
1412 }
1413 }
1414#ifdef MANY_CORES
1415 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1416 * an item on that map was not saved - look for that condition and die as appropriate -
1417 * this leaves more of the map data intact for better debugging.
1418 */
1419 for (op=objects; op!=NULL; op=op->next) {
1420 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1421 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1422 abort();
1423 }
1424 } 995 }
1425#endif 996
997 sfree (spaces, size ()), spaces = 0;
998
999 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0;
1001}
1002
1003void
1004maptile::clear_header ()
1005{
1006 name = 0;
1007 msg = 0;
1008 maplore = 0;
1009 shoprace = 0;
1010 delete [] shopitems, shopitems = 0;
1011
1012 for (int i = 0; i < 4; i++)
1013 tile_path [i] = 0;
1014}
1015
1016maptile::~maptile ()
1017{
1018 assert (destroyed ());
1019}
1020
1021void
1022maptile::clear_links_to (maptile *m)
1023{
1024 /* We need to look through all the maps and see if any maps
1025 * are pointing at this one for tiling information. Since
1026 * tiling can be asymetric, we just can not look to see which
1027 * maps this map tiles with and clears those.
1028 */
1029 for (int i = 0; i < 4; i++)
1030 if (tile_map[i] == m)
1031 tile_map[i] = 0;
1032}
1033
1034void
1035maptile::do_destroy ()
1036{
1037 attachable::do_destroy ();
1038
1039 clear ();
1426} 1040}
1427 1041
1428/* 1042/*
1429 * Frees everything allocated by the given mapstructure. 1043 * Updates every button on the map (by calling update_button() for them).
1430 * don't free tmpname - our caller is left to do that
1431 */
1432
1433void free_map(mapstruct *m,int flag) {
1434 int i;
1435
1436 if (!m->in_memory) {
1437 LOG(llevError,"Trying to free freed map.\n");
1438 return;
1439 }
1440 if (flag && m->spaces) free_all_objects(m);
1441 if (m->name) FREE_AND_CLEAR(m->name);
1442 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1443 if (m->msg) FREE_AND_CLEAR(m->msg);
1444 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1445 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1446 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1447 if (m->buttons)
1448 free_objectlinkpt(m->buttons);
1449 m->buttons = NULL;
1450 for (i=0; i<4; i++) {
1451 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1452 m->tile_map[i] = NULL;
1453 }
1454 m->in_memory = MAP_SWAPPED;
1455}
1456
1457/*
1458 * function: vanish mapstruct
1459 * m : pointer to mapstruct, if NULL no action
1460 * this deletes all the data on the map (freeing pointers)
1461 * and then removes this map from the global linked list of maps.
1462 */
1463
1464void delete_map(mapstruct *m) {
1465 mapstruct *tmp, *last;
1466 int i;
1467
1468 if (!m)
1469 return;
1470 if (m->in_memory == MAP_IN_MEMORY) {
1471 /* change to MAP_SAVING, even though we are not,
1472 * so that remove_ob doesn't do as much work.
1473 */ 1044 */
1474 m->in_memory = MAP_SAVING; 1045void
1475 free_map (m, 1); 1046maptile::update_buttons ()
1047{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1049 for (objectlink *ol = obp->link; ol; ol = ol->next)
1050 {
1051 if (!ol->ob)
1052 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1054 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1055 continue;
1056 }
1057
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 {
1060 update_button (ol->ob);
1061 break;
1062 }
1476 } 1063 }
1477 /* move this out of free_map, since tmpname can still be needed if
1478 * the map is swapped out.
1479 */
1480 if (m->tmpname) {
1481 free(m->tmpname);
1482 m->tmpname=NULL;
1483 }
1484 last = NULL;
1485 /* We need to look through all the maps and see if any maps
1486 * are pointing at this one for tiling information. Since
1487 * tiling can be assymetric, we just can not look to see which
1488 * maps this map tiles with and clears those.
1489 */
1490 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1491 if (tmp->next == m) last = tmp;
1492
1493 /* This should hopefully get unrolled on a decent compiler */
1494 for (i=0; i<4; i++)
1495 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1496 }
1497
1498 /* If last is null, then this should be the first map in the list */
1499 if (!last) {
1500 if (m == first_map)
1501 first_map = m->next;
1502 else
1503 /* m->path is a static char, so should hopefully still have
1504 * some useful data in it.
1505 */
1506 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1507 m->path);
1508 }
1509 else
1510 last->next = m->next;
1511
1512 free (m);
1513} 1064}
1514
1515
1516
1517/*
1518 * Makes sure the given map is loaded and swapped in.
1519 * name is path name of the map.
1520 * flags meaning:
1521 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1522 * and don't do unique items or the like.
1523 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1524 * dont do any more name translation on it.
1525 *
1526 * Returns a pointer to the given map.
1527 */
1528
1529mapstruct *ready_map_name(const char *name, int flags) {
1530 mapstruct *m;
1531
1532 if (!name)
1533 return (NULL);
1534
1535 /* Have we been at this level before? */
1536 m = has_been_loaded (name);
1537
1538 /* Map is good to go, so just return it */
1539 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1540 return m;
1541 }
1542
1543 /* unique maps always get loaded from their original location, and never
1544 * a temp location. Likewise, if map_flush is set, or we have never loaded
1545 * this map, load it now. I removed the reset checking from here -
1546 * it seems the probability of a player trying to enter a map that should
1547 * reset but hasn't yet is quite low, and removing that makes this function
1548 * a bit cleaner (and players probably shouldn't rely on exact timing for
1549 * resets in any case - if they really care, they should use the 'maps command.
1550 */
1551 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1552
1553 /* first visit or time to reset */
1554 if (m) {
1555 clean_tmp_map(m); /* Doesn't make much difference */
1556 delete_map(m);
1557 }
1558
1559 /* create and load a map */
1560 if (flags & MAP_PLAYER_UNIQUE)
1561 LOG(llevDebug, "Trying to load map %s.\n", name);
1562 else
1563 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1564
1565 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1566 return (NULL);
1567
1568 fix_auto_apply(m); /* Chests which open as default */
1569
1570 /* If a player unique map, no extra unique object file to load.
1571 * if from the editor, likewise.
1572 */
1573 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1574 load_unique_objects(m);
1575
1576 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1577 m=load_overlay_map(name, m);
1578 if (m==NULL)
1579 return NULL;
1580 }
1581
1582 } else {
1583 /* If in this loop, we found a temporary map, so load it up. */
1584
1585 m=load_temporary_map (m);
1586 if(m==NULL) return NULL;
1587 load_unique_objects(m);
1588
1589 clean_tmp_map(m);
1590 m->in_memory = MAP_IN_MEMORY;
1591 /* tempnam() on sun systems (probably others) uses malloc
1592 * to allocated space for the string. Free it here.
1593 * In some cases, load_temporary_map above won't find the
1594 * temporary map, and so has reloaded a new map. If that
1595 * is the case, tmpname is now null
1596 */
1597 if (m->tmpname) free(m->tmpname);
1598 m->tmpname = NULL;
1599 /* It's going to be saved anew anyway */
1600 }
1601
1602 /* Below here is stuff common to both first time loaded maps and
1603 * temp maps.
1604 */
1605
1606 decay_objects(m); /* start the decay */
1607 /* In case other objects press some buttons down */
1608 update_buttons(m);
1609 if (m->outdoor)
1610 set_darkness_map(m);
1611 /* run the weather over this map */
1612 weather_effect(name);
1613 return m;
1614}
1615
1616 1065
1617/* 1066/*
1618 * This routine is supposed to find out the difficulty of the map. 1067 * This routine is supposed to find out the difficulty of the map.
1619 * difficulty does not have a lot to do with character level, 1068 * difficulty does not have a lot to do with character level,
1620 * but does have a lot to do with treasure on the map. 1069 * but does have a lot to do with treasure on the map.
1622 * Difficulty can now be set by the map creature. If the value stored 1071 * Difficulty can now be set by the map creature. If the value stored
1623 * in the map is zero, then use this routine. Maps should really 1072 * in the map is zero, then use this routine. Maps should really
1624 * have a difficulty set than using this function - human calculation 1073 * have a difficulty set than using this function - human calculation
1625 * is much better than this functions guesswork. 1074 * is much better than this functions guesswork.
1626 */ 1075 */
1627 1076int
1628int calculate_difficulty(mapstruct *m) { 1077maptile::estimate_difficulty () const
1629 object *op; 1078{
1630 archetype *at;
1631 int x, y, i, diff;
1632 long monster_cnt = 0; 1079 long monster_cnt = 0;
1633 double avgexp = 0; 1080 double avgexp = 0;
1634 sint64 total_exp = 0; 1081 sint64 total_exp = 0;
1635 1082
1636 if (MAP_DIFFICULTY (m)) 1083 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1637 { 1084 for (object *op = ms->bot; op; op = op->above)
1638 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1639 return MAP_DIFFICULTY (m);
1640 }
1641
1642 for(x = 0; x < MAP_WIDTH(m); x++)
1643 for(y = 0; y < MAP_HEIGHT(m); y++)
1644 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1645 { 1085 {
1646 if(QUERY_FLAG (op, FLAG_MONSTER)) 1086 if (QUERY_FLAG (op, FLAG_MONSTER))
1647 { 1087 {
1648 total_exp += op->stats.exp; 1088 total_exp += op->stats.exp;
1649 monster_cnt++; 1089 monster_cnt++;
1650 } 1090 }
1651 1091
1652 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1092 if (QUERY_FLAG (op, FLAG_GENERATOR))
1653 { 1093 {
1654 total_exp += op->stats.exp; 1094 total_exp += op->stats.exp;
1095
1655 at = type_to_archetype(GENERATE_TYPE (op)); 1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1656
1657 if(at != NULL)
1658 total_exp += at->clone.stats.exp * 8; 1097 total_exp += at->clone.stats.exp * 8;
1659 1098
1660 monster_cnt++; 1099 monster_cnt++;
1661 } 1100 }
1662 } 1101 }
1663 1102
1664 avgexp = (double) total_exp / monster_cnt; 1103 avgexp = (double) total_exp / monster_cnt;
1665 1104
1666 for (i = 1; i <= settings.max_level; i++) 1105 for (int i = 1; i <= settings.max_level; i++)
1667 {
1668 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1106 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1669 {
1670 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1671 return i; 1107 return i;
1672 }
1673 }
1674 1108
1675 return 1; 1109 return 1;
1676}
1677
1678void clean_tmp_map(mapstruct *m) {
1679 if(m->tmpname == NULL)
1680 return;
1681 if (clean_temporary_map_callback)
1682 clean_temporary_map_callback (m);
1683 (void) unlink(m->tmpname);
1684}
1685
1686void free_all_maps(void)
1687{
1688 int real_maps=0;
1689
1690 while (first_map) {
1691 /* I think some of the callers above before it gets here set this to be
1692 * saving, but we still want to free this data
1693 */
1694 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1695 delete_map(first_map);
1696 real_maps++;
1697 }
1698 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1699} 1110}
1700 1111
1701/* change_map_light() - used to change map light level (darkness) 1112/* change_map_light() - used to change map light level (darkness)
1702 * up or down. Returns true if successful. It should now be 1113 * up or down. Returns true if successful. It should now be
1703 * possible to change a value by more than 1. 1114 * possible to change a value by more than 1.
1704 * Move this from los.c to map.c since this is more related 1115 * Move this from los.c to map.c since this is more related
1705 * to maps than los. 1116 * to maps than los.
1706 * postive values make it darker, negative make it brighter 1117 * postive values make it darker, negative make it brighter
1707 */ 1118 */
1708 1119int
1709int change_map_light(mapstruct *m, int change) { 1120maptile::change_map_light (int change)
1121{
1710 int new_level = m->darkness + change; 1122 int new_level = darkness + change;
1711 1123
1712 /* Nothing to do */ 1124 /* Nothing to do */
1713 if(!change || (new_level <= 0 && m->darkness == 0) || 1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1714 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1715 return 0; 1126 return 0;
1716 }
1717 1127
1718 /* inform all players on the map */ 1128 /* inform all players on the map */
1719 if (change>0) 1129 if (change > 0)
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1721 else 1131 else
1722 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1723 1133
1724 /* Do extra checking. since m->darkness is a unsigned value, 1134 /* Do extra checking. since darkness is a unsigned value,
1725 * we need to be extra careful about negative values. 1135 * we need to be extra careful about negative values.
1726 * In general, the checks below are only needed if change 1136 * In general, the checks below are only needed if change
1727 * is not +/-1 1137 * is not +/-1
1728 */ 1138 */
1729 if (new_level < 0) m->darkness = 0; 1139 if (new_level < 0)
1730 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1140 darkness = 0;
1141 else if (new_level >= MAX_DARKNESS)
1142 darkness = MAX_DARKNESS;
1143 else
1731 else m->darkness=new_level; 1144 darkness = new_level;
1732 1145
1733 /* All clients need to get re-updated for the change */ 1146 /* All clients need to get re-updated for the change */
1734 update_all_map_los(m); 1147 update_all_map_los (this);
1735 return 1; 1148 return 1;
1736} 1149}
1737
1738 1150
1739/* 1151/*
1740 * This function updates various attributes about a specific space 1152 * This function updates various attributes about a specific space
1741 * on the map (what it looks like, whether it blocks magic, 1153 * on the map (what it looks like, whether it blocks magic,
1742 * has a living creatures, prevents people from passing 1154 * has a living creatures, prevents people from passing
1743 * through, etc) 1155 * through, etc)
1744 */ 1156 */
1745void update_position (mapstruct *m, int x, int y) { 1157void
1158mapspace::update_ ()
1159{
1746 object *tmp, *last = NULL; 1160 object *tmp, *last = 0;
1747 uint8 flags = 0, oldflags, light=0, anywhere=0; 1161 uint8 flags = 0, light = 0, anywhere = 0;
1748 New_Face *top,*floor, *middle; 1162 New_Face *top, *floor, *middle;
1749 object *top_obj, *floor_obj, *middle_obj; 1163 object *top_obj, *floor_obj, *middle_obj;
1750 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1751 1165
1752 oldflags = GET_MAP_FLAGS(m,x,y);
1753 if (!(oldflags & P_NEED_UPDATE)) {
1754 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1755 m->path, x, y);
1756 return;
1757 }
1758
1759 middle=blank_face; 1166 middle = blank_face;
1760 top=blank_face; 1167 top = blank_face;
1761 floor=blank_face; 1168 floor = blank_face;
1762 1169
1763 middle_obj = NULL; 1170 middle_obj = 0;
1764 top_obj = NULL; 1171 top_obj = 0;
1765 floor_obj = NULL; 1172 floor_obj = 0;
1766 1173
1767 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1768 1175 {
1769 /* This could be made additive I guess (two lights better than 1176 /* This could be made additive I guess (two lights better than
1770 * one). But if so, it shouldn't be a simple additive - 2 1177 * one). But if so, it shouldn't be a simple additive - 2
1771 * light bulbs do not illuminate twice as far as once since 1178 * light bulbs do not illuminate twice as far as once since
1772 * it is a disapation factor that is squared (or is it cubed?) 1179 * it is a dissapation factor that is cubed.
1773 */ 1180 */
1774 if (tmp->glow_radius > light) light = tmp->glow_radius; 1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius;
1775 1183
1776 /* This call is needed in order to update objects the player 1184 /* This call is needed in order to update objects the player
1777 * is standing in that have animations (ie, grass, fire, etc). 1185 * is standing in that have animations (ie, grass, fire, etc).
1778 * However, it also causes the look window to be re-drawn 1186 * However, it also causes the look window to be re-drawn
1779 * 3 times each time the player moves, because many of the 1187 * 3 times each time the player moves, because many of the
1780 * functions the move_player calls eventualy call this. 1188 * functions the move_player calls eventualy call this.
1781 * 1189 *
1782 * Always put the player down for drawing. 1190 * Always put the player down for drawing.
1783 */ 1191 */
1784 if (!tmp->invisible) { 1192 if (!tmp->invisible)
1193 {
1785 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1786 top = tmp->face; 1195 {
1787 top_obj = tmp; 1196 top = tmp->face;
1788 } 1197 top_obj = tmp;
1198 }
1789 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 {
1790 /* If we got a floor, that means middle and top were below it, 1201 /* If we got a floor, that means middle and top were below it,
1791 * so should not be visible, so we clear them. 1202 * so should not be visible, so we clear them.
1792 */ 1203 */
1793 middle=blank_face; 1204 middle = blank_face;
1794 top=blank_face; 1205 top = blank_face;
1795 floor = tmp->face; 1206 floor = tmp->face;
1796 floor_obj = tmp; 1207 floor_obj = tmp;
1797 } 1208 }
1798 /* Flag anywhere have high priority */ 1209 /* Flag anywhere have high priority */
1799 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1800 middle = tmp->face; 1211 {
1212 middle = tmp->face;
1801 1213
1802 middle_obj = tmp; 1214 middle_obj = tmp;
1803 anywhere =1; 1215 anywhere = 1;
1804 } 1216 }
1805 /* Find the highest visible face around. If equal 1217 /* Find the highest visible face around. If equal
1806 * visibilities, we still want the one nearer to the 1218 * visibilities, we still want the one nearer to the
1807 * top 1219 * top
1808 */ 1220 */
1809 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1222 {
1810 middle = tmp->face; 1223 middle = tmp->face;
1811 middle_obj = tmp; 1224 middle_obj = tmp;
1812 } 1225 }
1813 } 1226 }
1227
1814 if (tmp==tmp->above) { 1228 if (tmp == tmp->above)
1229 {
1815 LOG(llevError, "Error in structure of map\n"); 1230 LOG (llevError, "Error in structure of map\n");
1816 exit (-1); 1231 exit (-1);
1817 }
1818 1232 }
1233
1819 move_slow |= tmp->move_slow; 1234 move_slow |= tmp->move_slow;
1820 move_block |= tmp->move_block; 1235 move_block |= tmp->move_block;
1821 move_on |= tmp->move_on; 1236 move_on |= tmp->move_on;
1822 move_off |= tmp->move_off; 1237 move_off |= tmp->move_off;
1823 move_allow |= tmp->move_allow; 1238 move_allow |= tmp->move_allow;
1824 1239
1825 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1240 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1826 flags |= P_IS_ALIVE; 1241 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1827 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1242 if (tmp->type == PLAYER) flags |= P_PLAYER;
1828 flags |= P_NO_MAGIC; 1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1829 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1830 flags |= P_NO_CLERIC; 1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1831 if (tmp->type == SAFE_GROUND)
1832 flags |= P_SAFE;
1833
1834 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1835 flags |= P_BLOCKSVIEW;
1836 } /* for stack of objects */
1837
1838 /* we don't want to rely on this function to have accurate flags, but
1839 * since we're already doing the work, we calculate them here.
1840 * if they don't match, logic is broken someplace.
1841 */
1842 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1843 (!(oldflags & P_NO_ERROR))) {
1844 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1845 m->path, x, y,
1846 (oldflags & ~P_NEED_UPDATE), flags);
1847 } 1246 }
1848 SET_MAP_FLAGS(m, x, y, flags);
1849 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1850 SET_MAP_MOVE_ON(m, x, y, move_on);
1851 SET_MAP_MOVE_OFF(m, x, y, move_off);
1852 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1853 1247
1248 this->light = light;
1249 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on;
1252 this->move_off = move_off;
1253 this->move_slow = move_slow;
1254
1854 /* At this point, we have a floor face (if there is a floor), 1255 /* At this point, we have a floor face (if there is a floor),
1855 * and the floor is set - we are not going to touch it at 1256 * and the floor is set - we are not going to touch it at
1856 * this point. 1257 * this point.
1857 * middle contains the highest visibility face. 1258 * middle contains the highest visibility face.
1858 * top contains a player/monster face, if there is one. 1259 * top contains a player/monster face, if there is one.
1859 * 1260 *
1860 * We now need to fill in top.face and/or middle.face. 1261 * We now need to fill in top.face and/or middle.face.
1861 */ 1262 */
1862 1263
1863 /* If the top face also happens to be high visibility, re-do our 1264 /* If the top face also happens to be high visibility, re-do our
1864 * middle face. This should not happen, as we already have the 1265 * middle face. This should not happen, as we already have the
1865 * else statement above so middle should not get set. OTOH, it 1266 * else statement above so middle should not get set. OTOH, it
1866 * may be possible for the faces to match but be different objects. 1267 * may be possible for the faces to match but be different objects.
1867 */ 1268 */
1868 if (top == middle) middle=blank_face; 1269 if (top == middle)
1270 middle = blank_face;
1869 1271
1870 /* There are three posibilities at this point: 1272 /* There are three posibilities at this point:
1871 * 1) top face is set, need middle to be set. 1273 * 1) top face is set, need middle to be set.
1872 * 2) middle is set, need to set top. 1274 * 2) middle is set, need to set top.
1873 * 3) neither middle or top is set - need to set both. 1275 * 3) neither middle or top is set - need to set both.
1874 */ 1276 */
1875 1277
1876 for (tmp=last; tmp; tmp=tmp->below) { 1278 for (tmp = last; tmp; tmp = tmp->below)
1279 {
1877 /* Once we get to a floor, stop, since we already have a floor object */ 1280 /* Once we get to a floor, stop, since we already have a floor object */
1878 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break;
1879 1283
1880 /* If two top faces are already set, quit processing */ 1284 /* If two top faces are already set, quit processing */
1881 if ((top != blank_face) && (middle != blank_face)) break; 1285 if ((top != blank_face) && (middle != blank_face))
1286 break;
1882 1287
1883 /* Only show visible faces, unless its the editor - show all */ 1288 /* Only show visible faces, unless its the editor - show all */
1884 if (!tmp->invisible || editor) { 1289 if (!tmp->invisible || editor)
1290 {
1885 /* Fill in top if needed */ 1291 /* Fill in top if needed */
1886 if (top == blank_face) { 1292 if (top == blank_face)
1887 top = tmp->face; 1293 {
1888 top_obj = tmp; 1294 top = tmp->face;
1889 if (top == middle) middle=blank_face; 1295 top_obj = tmp;
1890 } else { 1296 if (top == middle)
1297 middle = blank_face;
1298 }
1299 else
1300 {
1891 /* top is already set - we should only get here if 1301 /* top is already set - we should only get here if
1892 * middle is not set 1302 * middle is not set
1893 * 1303 *
1894 * Set the middle face and break out, since there is nothing 1304 * Set the middle face and break out, since there is nothing
1895 * more to fill in. We don't check visiblity here, since 1305 * more to fill in. We don't check visiblity here, since
1896 * 1306 *
1897 */ 1307 */
1898 if (tmp->face != top ) { 1308 if (tmp->face != top)
1899 middle = tmp->face; 1309 {
1900 middle_obj = tmp; 1310 middle = tmp->face;
1901 break; 1311 middle_obj = tmp;
1902 } 1312 break;
1313 }
1314 }
1315 }
1903 } 1316 }
1904 } 1317
1905 } 1318 if (middle == floor)
1906 if (middle == floor) middle = blank_face;
1907 if (top == middle) middle = blank_face;
1908 SET_MAP_FACE(m,x,y,top,0);
1909 if(top != blank_face)
1910 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1911 else
1912 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1913 SET_MAP_FACE(m,x,y,middle,1);
1914 if(middle != blank_face) 1319 middle = blank_face;
1915 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1918 SET_MAP_FACE(m,x,y,floor,2);
1919 if(floor != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1923 SET_MAP_LIGHT(m,x,y,light);
1924}
1925 1320
1321 if (top == middle)
1322 middle = blank_face;
1926 1323
1927void set_map_reset_time(mapstruct *map) { 1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1928 int timeout; 1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1929 1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1930 timeout = MAP_RESET_TIMEOUT(map);
1931 if (timeout <= 0)
1932 timeout = MAP_DEFAULTRESET;
1933 if (timeout >= MAP_MAXRESET)
1934 timeout = MAP_MAXRESET;
1935 MAP_WHEN_RESET(map) = seconds()+timeout;
1936} 1327}
1937 1328
1938/* this updates the orig_map->tile_map[tile_num] value after loading 1329/* this updates the orig_map->tile_map[tile_num] value after loading
1939 * the map. It also takes care of linking back the freshly loaded 1330 * the map. It also takes care of linking back the freshly loaded
1940 * maps tile_map values if it tiles back to this one. It returns 1331 * maps tile_map values if it tiles back to this one. It returns
1941 * the value of orig_map->tile_map[tile_num]. It really only does this 1332 * the value of orig_map->tile_map[tile_num]. It really only does this
1942 * so that it is easier for calling functions to verify success. 1333 * so that it is easier for calling functions to verify success.
1943 */ 1334 */
1944 1335static maptile *
1945static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1336load_and_link_tiled_map (maptile *orig_map, int tile_num)
1946{ 1337{
1338 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1339
1340 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1341 {
1342 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1343 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1344 &orig_map->tile_path[tile_num], &orig_map->path);
1345 mp = new maptile (1, 1);
1346 mp->alloc ();
1347 mp->in_memory = MAP_IN_MEMORY;
1348 }
1349
1947 int dest_tile = (tile_num +2) % 4; 1350 int dest_tile = (tile_num + 2) % 4;
1948 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1949 1351
1950 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1352 orig_map->tile_map[tile_num] = mp;
1951 1353
1952 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1354 // optimisation: back-link map to origin map if euclidean
1953 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1355 //TODO: non-euclidean maps MUST GO
1954 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1356 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1955 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1357 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1956 1358
1957 return orig_map->tile_map[tile_num]; 1359 return mp;
1958} 1360}
1959 1361
1960/* this returns TRUE if the coordinates (x,y) are out of 1362/* this returns TRUE if the coordinates (x,y) are out of
1961 * map m. This function also takes into account any 1363 * map m. This function also takes into account any
1962 * tiling considerations, loading adjacant maps as needed. 1364 * tiling considerations, loading adjacant maps as needed.
1963 * This is the function should always be used when it 1365 * This is the function should always be used when it
1964 * necessary to check for valid coordinates. 1366 * necessary to check for valid coordinates.
1965 * This function will recursively call itself for the 1367 * This function will recursively call itself for the
1966 * tiled maps. 1368 * tiled maps.
1967 * 1369 */
1968 * 1370int
1969 */
1970int out_of_map(mapstruct *m, int x, int y) 1371out_of_map (maptile *m, int x, int y)
1971{ 1372{
1972
1973 /* If we get passed a null map, this is obviously the 1373 /* If we get passed a null map, this is obviously the
1974 * case. This generally shouldn't happen, but if the 1374 * case. This generally shouldn't happen, but if the
1975 * map loads fail below, it could happen. 1375 * map loads fail below, it could happen.
1976 */ 1376 */
1977 if (!m) return 0; 1377 if (!m)
1978
1979 if (x<0) {
1980 if (!m->tile_path[3]) return 1;
1981 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 3);
1983 }
1984 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1985 }
1986 if (x>=MAP_WIDTH(m)) {
1987 if (!m->tile_path[1]) return 1;
1988 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1989 load_and_link_tiled_map(m, 1);
1990 }
1991 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1992 }
1993 if (y<0) {
1994 if (!m->tile_path[0]) return 1;
1995 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1996 load_and_link_tiled_map(m, 0);
1997 }
1998 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1999 }
2000 if (y>=MAP_HEIGHT(m)) {
2001 if (!m->tile_path[2]) return 1;
2002 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2003 load_and_link_tiled_map(m, 2);
2004 }
2005 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2006 }
2007
2008 /* Simple case - coordinates are within this local
2009 * map.
2010 */
2011 return 0; 1378 return 0;
1379
1380 if (x < 0)
1381 {
1382 if (!m->tile_path[3])
1383 return 1;
1384
1385 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1386 load_and_link_tiled_map (m, 3);
1387
1388 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1389 }
1390
1391 if (x >= m->width)
1392 {
1393 if (!m->tile_path[1])
1394 return 1;
1395
1396 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1397 load_and_link_tiled_map (m, 1);
1398
1399 return out_of_map (m->tile_map[1], x - m->width, y);
1400 }
1401
1402 if (y < 0)
1403 {
1404 if (!m->tile_path[0])
1405 return 1;
1406
1407 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1408 load_and_link_tiled_map (m, 0);
1409
1410 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1411 }
1412
1413 if (y >= m->height)
1414 {
1415 if (!m->tile_path[2])
1416 return 1;
1417
1418 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1419 load_and_link_tiled_map (m, 2);
1420
1421 return out_of_map (m->tile_map[2], x, y - m->height);
1422 }
1423
1424 /* Simple case - coordinates are within this local
1425 * map.
1426 */
1427 return 0;
2012} 1428}
2013 1429
2014/* This is basically the same as out_of_map above, but 1430/* This is basically the same as out_of_map above, but
2015 * instead we return NULL if no map is valid (coordinates 1431 * instead we return NULL if no map is valid (coordinates
2016 * out of bounds and no tiled map), otherwise it returns 1432 * out of bounds and no tiled map), otherwise it returns
2017 * the map as that the coordinates are really on, and 1433 * the map as that the coordinates are really on, and
2018 * updates x and y to be the localized coordinates. 1434 * updates x and y to be the localized coordinates.
2019 * Using this is more efficient of calling out_of_map 1435 * Using this is more efficient of calling out_of_map
2020 * and then figuring out what the real map is 1436 * and then figuring out what the real map is
2021 */ 1437 */
1438maptile *
2022mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2023{ 1440{
2024
2025 if (*x<0) { 1441 if (*x < 0)
2026 if (!m->tile_path[3]) return NULL; 1442 {
1443 if (!m->tile_path[3])
1444 return 0;
1445
2027 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1446 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 3); 1447 load_and_link_tiled_map (m, 3);
2029 1448
2030 *x += MAP_WIDTH(m->tile_map[3]); 1449 *x += m->tile_map[3]->width;
2031 return (get_map_from_coord(m->tile_map[3], x, y)); 1450 return (get_map_from_coord (m->tile_map[3], x, y));
1451 }
1452
1453 if (*x >= m->width)
2032 } 1454 {
2033 if (*x>=MAP_WIDTH(m)) { 1455 if (!m->tile_path[1])
2034 if (!m->tile_path[1]) return NULL; 1456 return 0;
1457
2035 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1458 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 1); 1459 load_and_link_tiled_map (m, 1);
2037 1460
2038 *x -= MAP_WIDTH(m); 1461 *x -= m->width;
2039 return (get_map_from_coord(m->tile_map[1], x, y)); 1462 return (get_map_from_coord (m->tile_map[1], x, y));
1463 }
1464
1465 if (*y < 0)
2040 } 1466 {
2041 if (*y<0) { 1467 if (!m->tile_path[0])
2042 if (!m->tile_path[0]) return NULL; 1468 return 0;
1469
2043 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1470 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map(m, 0); 1471 load_and_link_tiled_map (m, 0);
2045 1472
2046 *y += MAP_HEIGHT(m->tile_map[0]); 1473 *y += m->tile_map[0]->height;
2047 return (get_map_from_coord(m->tile_map[0], x, y)); 1474 return (get_map_from_coord (m->tile_map[0], x, y));
1475 }
1476
1477 if (*y >= m->height)
2048 } 1478 {
2049 if (*y>=MAP_HEIGHT(m)) { 1479 if (!m->tile_path[2])
2050 if (!m->tile_path[2]) return NULL; 1480 return 0;
1481
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1482 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map(m, 2); 1483 load_and_link_tiled_map (m, 2);
2053 1484
2054 *y -= MAP_HEIGHT(m); 1485 *y -= m->height;
2055 return (get_map_from_coord(m->tile_map[2], x, y)); 1486 return (get_map_from_coord (m->tile_map[2], x, y));
2056 } 1487 }
2057 1488
2058 /* Simple case - coordinates are within this local 1489 /* Simple case - coordinates are within this local
2059 * map. 1490 * map.
2060 */ 1491 */
2061
2062 return m; 1492 return m;
2063} 1493}
2064 1494
2065/** 1495/**
2066 * Return whether map2 is adjacent to map1. If so, store the distance from 1496 * Return whether map2 is adjacent to map1. If so, store the distance from
2067 * map1 to map2 in dx/dy. 1497 * map1 to map2 in dx/dy.
2068 */ 1498 */
1499static int
2069static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1500adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1501{
2070 if (!map1 || !map2) 1502 if (!map1 || !map2)
2071 return 0; 1503 return 0;
2072 1504
2073 if (map1 == map2) { 1505 if (map1 == map2)
1506 {
2074 *dx = 0; 1507 *dx = 0;
2075 *dy = 0; 1508 *dy = 0;
2076 1509 }
2077 } else if (map1->tile_map[0] == map2) { /* up */ 1510 else if (map1->tile_map[0] == map2)
1511 { /* up */
2078 *dx = 0; 1512 *dx = 0;
2079 *dy = -MAP_HEIGHT(map2); 1513 *dy = -map2->height;
1514 }
2080 } else if (map1->tile_map[1] == map2) { /* right */ 1515 else if (map1->tile_map[1] == map2)
2081 *dx = MAP_WIDTH(map1); 1516 { /* right */
1517 *dx = map1->width;
2082 *dy = 0; 1518 *dy = 0;
1519 }
2083 } else if (map1->tile_map[2] == map2) { /* down */ 1520 else if (map1->tile_map[2] == map2)
1521 { /* down */
2084 *dx = 0; 1522 *dx = 0;
2085 *dy = MAP_HEIGHT(map1); 1523 *dy = map1->height;
1524 }
2086 } else if (map1->tile_map[3] == map2) { /* left */ 1525 else if (map1->tile_map[3] == map2)
2087 *dx = -MAP_WIDTH(map2); 1526 { /* left */
1527 *dx = -map2->width;
2088 *dy = 0; 1528 *dy = 0;
2089 1529 }
2090 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1530 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1531 { /* up right */
2091 *dx = MAP_WIDTH(map1->tile_map[0]); 1532 *dx = map1->tile_map[0]->width;
2092 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1533 *dy = -map1->tile_map[0]->height;
1534 }
2093 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1535 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2094 *dx = -MAP_WIDTH(map2); 1536 { /* up left */
2095 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1537 *dx = -map2->width;
1538 *dy = -map1->tile_map[0]->height;
1539 }
2096 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1540 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2097 *dx = MAP_WIDTH(map1); 1541 { /* right up */
2098 *dy = -MAP_HEIGHT(map2); 1542 *dx = map1->width;
1543 *dy = -map2->height;
1544 }
2099 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1545 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2100 *dx = MAP_WIDTH(map1); 1546 { /* right down */
2101 *dy = MAP_HEIGHT(map1->tile_map[1]); 1547 *dx = map1->width;
1548 *dy = map1->tile_map[1]->height;
1549 }
2102 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1550 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1551 { /* down right */
2103 *dx = MAP_WIDTH(map1->tile_map[2]); 1552 *dx = map1->tile_map[2]->width;
2104 *dy = MAP_HEIGHT(map1); 1553 *dy = map1->height;
1554 }
2105 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1555 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2106 *dx = -MAP_WIDTH(map2); 1556 { /* down left */
2107 *dy = MAP_HEIGHT(map1); 1557 *dx = -map2->width;
1558 *dy = map1->height;
1559 }
2108 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1560 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1561 { /* left up */
2109 *dx = -MAP_WIDTH(map1->tile_map[3]); 1562 *dx = -map1->tile_map[3]->width;
2110 *dy = -MAP_HEIGHT(map2); 1563 *dy = -map2->height;
1564 }
2111 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1565 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1566 { /* left down */
2112 *dx = -MAP_WIDTH(map1->tile_map[3]); 1567 *dx = -map1->tile_map[3]->width;
2113 *dy = MAP_HEIGHT(map1->tile_map[3]); 1568 *dy = map1->tile_map[3]->height;
2114
2115 } else { /* not "adjacent" enough */
2116 return 0;
2117 } 1569 }
2118 1570 else
2119 return 1; 1571 return 0;
1572
1573 return 1;
2120} 1574}
2121 1575
2122/* From map.c 1576/* From map.c
2123 * This is used by get_player to determine where the other 1577 * This is used by get_player to determine where the other
2124 * creature is. get_rangevector takes into account map tiling, 1578 * creature is. get_rangevector takes into account map tiling,
2137 * be unexpected 1591 * be unexpected
2138 * 1592 *
2139 * currently, the only flag supported (0x1) is don't translate for 1593 * currently, the only flag supported (0x1) is don't translate for
2140 * closest body part of 'op1' 1594 * closest body part of 'op1'
2141 */ 1595 */
2142 1596void
2143void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1597get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1598{
2144 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1599 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1600 {
2145 /* be conservative and fill in _some_ data */ 1601 /* be conservative and fill in _some_ data */
2146 retval->distance = 100000; 1602 retval->distance = 100000;
2147 retval->distance_x = 32767; 1603 retval->distance_x = 32767;
2148 retval->distance_y = 32767; 1604 retval->distance_y = 32767;
2149 retval->direction = 0; 1605 retval->direction = 0;
2150 retval->part = 0; 1606 retval->part = 0;
2151 } else { 1607 }
1608 else
1609 {
2152 object *best; 1610 object *best;
2153 1611
2154 retval->distance_x += op2->x-op1->x; 1612 retval->distance_x += op2->x - op1->x;
2155 retval->distance_y += op2->y-op1->y; 1613 retval->distance_y += op2->y - op1->y;
2156 1614
2157 best = op1; 1615 best = op1;
2158 /* If this is multipart, find the closest part now */ 1616 /* If this is multipart, find the closest part now */
2159 if (!(flags&0x1) && op1->more) { 1617 if (!(flags & 0x1) && op1->more)
1618 {
2160 object *tmp; 1619 object *tmp;
2161 int best_distance = retval->distance_x*retval->distance_x+ 1620 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2162 retval->distance_y*retval->distance_y, tmpi;
2163 1621
2164 /* we just take the offset of the piece to head to figure 1622 /* we just take the offset of the piece to head to figure
2165 * distance instead of doing all that work above again 1623 * distance instead of doing all that work above again
2166 * since the distance fields we set above are positive in the 1624 * since the distance fields we set above are positive in the
2167 * same axis as is used for multipart objects, the simply arithmetic 1625 * same axis as is used for multipart objects, the simply arithmetic
2168 * below works. 1626 * below works.
2169 */ 1627 */
2170 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1628 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1629 {
2171 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1630 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2172 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1631 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2173 if (tmpi < best_distance) { 1632 if (tmpi < best_distance)
1633 {
2174 best_distance = tmpi; 1634 best_distance = tmpi;
2175 best = tmp; 1635 best = tmp;
2176 } 1636 }
2177 } 1637 }
2178 if (best != op1) { 1638 if (best != op1)
1639 {
2179 retval->distance_x += op1->x-best->x; 1640 retval->distance_x += op1->x - best->x;
2180 retval->distance_y += op1->y-best->y; 1641 retval->distance_y += op1->y - best->y;
2181 } 1642 }
2182 } 1643 }
2183 retval->part = best; 1644 retval->part = best;
2184 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1645 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2185 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1646 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2186 } 1647 }
2187} 1648}
2188 1649
2189/* this is basically the same as get_rangevector above, but instead of 1650/* this is basically the same as get_rangevector above, but instead of
2190 * the first parameter being an object, it instead is the map 1651 * the first parameter being an object, it instead is the map
2195 * be more consistant with the above function and also in case they are needed 1656 * be more consistant with the above function and also in case they are needed
2196 * for something in the future. Also, since no object is pasted, the best 1657 * for something in the future. Also, since no object is pasted, the best
2197 * field of the rv_vector is set to NULL. 1658 * field of the rv_vector is set to NULL.
2198 */ 1659 */
2199 1660
1661void
2200void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1662get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1663{
2201 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1664 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1665 {
2202 /* be conservative and fill in _some_ data */ 1666 /* be conservative and fill in _some_ data */
2203 retval->distance = 100000; 1667 retval->distance = 100000;
2204 retval->distance_x = 32767; 1668 retval->distance_x = 32767;
2205 retval->distance_y = 32767; 1669 retval->distance_y = 32767;
2206 retval->direction = 0; 1670 retval->direction = 0;
2207 retval->part = 0; 1671 retval->part = 0;
2208 } else { 1672 }
1673 else
1674 {
2209 retval->distance_x += op2->x-x; 1675 retval->distance_x += op2->x - x;
2210 retval->distance_y += op2->y-y; 1676 retval->distance_y += op2->y - y;
2211 1677
2212 retval->part = NULL; 1678 retval->part = NULL;
2213 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1679 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2214 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1680 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2215 } 1681 }
2216} 1682}
2217 1683
2218/* Returns true of op1 and op2 are effectively on the same map 1684/* Returns true of op1 and op2 are effectively on the same map
2219 * (as related to map tiling). Note that this looks for a path from 1685 * (as related to map tiling). Note that this looks for a path from
2220 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1686 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2221 * to op1, this will still return false. 1687 * to op1, this will still return false.
2222 * Note we only look one map out to keep the processing simple 1688 * Note we only look one map out to keep the processing simple
2223 * and efficient. This could probably be a macro. 1689 * and efficient. This could probably be a macro.
2224 * MSW 2001-08-05 1690 * MSW 2001-08-05
2225 */ 1691 */
1692int
2226int on_same_map(const object *op1, const object *op2) { 1693on_same_map (const object *op1, const object *op2)
1694{
2227 int dx, dy; 1695 int dx, dy;
2228 1696
2229 return adjacent_map(op1->map, op2->map, &dx, &dy); 1697 return adjacent_map (op1->map, op2->map, &dx, &dy);
2230} 1698}
1699
1700object *
1701maptile::insert (object *op, int x, int y, object *originator, int flags)
1702{
1703 if (!op->flag [FLAG_REMOVED])
1704 op->remove ();
1705
1706 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1707}
1708

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