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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 1.82 by root, Mon Jan 29 16:11:48 2007 UTC

1/* 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/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62 32
63/* 33/*
64 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname 37 * it really should be called create_mapname
68 */ 38 */
69 39const char *
70const char *create_pathname (const char *name) { 40create_pathname (const char *name)
41{
71 static char buf[MAX_BUF]; 42 static char buf[8192];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf); 44 return buf;
81} 45}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141 46
142/* 47/*
143 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned. 50 * is returned.
152 * the rest of the code only cares that the file is readable. 57 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be 58 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
156 */ 61 */
157 62int
158int check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
159{ 64{
160 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
161#ifndef WIN32 66
162 char *endbuf; 67 char *endbuf;
163 struct stat statbuf; 68 struct stat statbuf;
164 int mode = 0, i; 69 int mode = 0;
165#endif
166 70
167 if (prepend_dir) 71 if (prepend_dir)
168 strcpy (buf, create_pathname(name)); 72 strcpy (buf, create_pathname (name));
169 else 73 else
170 strcpy(buf, name); 74 strcpy (buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174 75
175 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
178 * all the names. 79 * all the names.
179 */ 80 */
180 endbuf = buf + strlen(buf); 81 endbuf = buf + strlen (buf);
181 82
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf)) 83 if (stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1); 84 return -1;
192 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
193 return (-1); 86 return (-1);
194 87
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4; 90 mode |= 4;
199 91
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2; 94 mode |= 2;
204 95
205 return (mode); 96 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245} 97}
246 98
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
252 * by a P_NEW_MAP value, another call to get_map_from_coord 104 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 105 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
256 */ 108 */
109int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 111{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 112 sint16 newx = x;
265 newy = y; 113 sint16 newy = y;
114
266 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 116
268 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
269 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 121 if (nx) *nx = newx;
271 if (ny) *ny = newy; 122 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 123
274 if (retval & P_SAFE) 124 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} 125}
279
280 126
281/* 127/*
282 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 130 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 134 * monster.
289 * m, x, y are the target map/coordinates - needed for map tiling. 135 * m, x, y are the target map/coordinates - needed for map tiling.
290 * the coordinates & map passed in should have been updated for tiling 136 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 137 * by the caller.
292 */ 138 */
293 139int
294int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 140blocked_link (object *ob, maptile *m, int sx, int sy)
141{
295 object *tmp; 142 object *tmp;
296 int mflags, blocked; 143 int mflags, blocked;
297 144
298 /* Make sure the coordinates are valid - they should be, as caller should 145 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this. 146 * have already checked this.
300 */ 147 */
301 if (OUT_OF_REAL_MAP(m, sx, sy)) { 148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
302 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
303 return 1; 151 return 1;
304 } 152 }
305 153
306 /* Save some cycles - instead of calling get_map_flags(), just get the value 154 /* Save some cycles - instead of calling get_map_flags(), just get the value
307 * directly. 155 * directly.
308 */ 156 */
309 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
310 158
311 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
312 160
313 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
314 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
315 * things we need to do for players. 163 * things we need to do for players.
316 */ 164 */
317 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 165 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; 166 return 0;
374}
375 167
168 /* if there isn't anytyhing alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example)
174 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
177
178 if (ob->head != NULL)
179 ob = ob->head;
180
181 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0.
185 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
188
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
192 /* If last_sp is set, the player/monster needs an object,
193 * so we check for it. If they don't have it, they can't
194 * pass through this space.
195 */
196 if (tmp->last_sp)
197 {
198 if (check_inv_recursive (ob, tmp) == NULL)
199 return 1;
200 else
201 continue;
202 }
203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
216 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks
218 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1;
227 }
228
229 }
230 return 0;
231}
376 232
377/* 233/*
378 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
379 * This is meant for multi space objects - for single space objecs, 235 * This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 236 * just calling get_map_blocked and checking that against movement type
398 * 254 *
399 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
401 * against the move_block values. 257 * against the move_block values.
402 */ 258 */
403 259int
404int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
405 archetype *tmp; 262 archetype *tmp;
406 int flag; 263 int flag;
407 mapstruct *m1; 264 maptile *m1;
408 sint16 sx, sy; 265 sint16 sx, sy;
409 266
410 if(ob==NULL) { 267 if (!ob)
268 {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
413 272
414 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
416 } 275 }
417 276
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420 280
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
423 285
286 mapspace &ms = m1->at (sx, sy);
287
424 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
425 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
426 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427 */ 291 */
428 292
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
430 295
431 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
432 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
433 */ 298 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
435 return AB_NO_PASS; 300 return P_NO_PASS;
436
437 } 301 }
302
438 return 0; 303 return 0;
439} 304}
440 305
441/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
442 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
443 * and insert them properly. 308 * and insert them properly.
444 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
446 */ 311 */
447 312void
448void fix_container(object *container) 313fix_container (object *container)
449{ 314{
450 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
451 316
452 container->inv=NULL; 317 container->inv = 0;
453 while (tmp!=NULL) { 318 while (tmp)
319 {
454 next = tmp->below; 320 next = tmp->below;
455 if (tmp->inv) 321 if (tmp->inv)
456 fix_container(tmp); 322 fix_container (tmp);
323
457 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
458 tmp = next; 325 tmp = next;
459 } 326 }
327
460 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
461 * carrying. 329 * carrying.
462 */ 330 */
463 sum_weight(container); 331 sum_weight (container);
332}
333
334void
335maptile::set_object_flag (int flag, int value)
336{
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
464} 343}
465 344
466/* link_multipart_objects go through all the objects on the map looking 345/* link_multipart_objects go through all the objects on the map looking
467 * for objects whose arch says they are multipart yet according to the 346 * for objects whose arch says they are multipart yet according to the
468 * info we have, they only have the head (as would be expected when 347 * info we have, they only have the head (as would be expected when
469 * they are saved). We do have to look for the old maps that did save 348 * they are saved). We do have to look for the old maps that did save
470 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
471 */ 350 */
472 351void
473static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
474{ 353{
475 int x,y; 354 if (!spaces)
476 object *tmp, *op, *last, *above; 355 return;
477 archetype *at;
478 356
479 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
482 above=tmp->above; 360 object *above = tmp->above;
483 361
484 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
486 364 {
487 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
488 * won't do anything. 366 * won't do anything.
489 */ 367 */
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
491 op = arch_to_object(at); 374 op = arch_to_object (at);
492 375
493 /* update x,y coordinates */ 376 /* update x,y coordinates */
494 op->x += tmp->x; 377 op->x += tmp->x;
495 op->y += tmp->y; 378 op->y += tmp->y;
496 op->head = tmp; 379 op->head = tmp;
497 op->map = m; 380 op->map = this;
498 last->more = op; 381 last->more = op;
499 if (tmp->name != op->name) { 382 op->name = tmp->name;
500 if (op->name) free_string(op->name); 383 op->title = tmp->title;
501 op->name = add_string(tmp->name); 384
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 385 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same, 386 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and 387 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part. 388 * the coding is simpler to just to it here with each part.
511 */ 389 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */ 391 }
514 } /* for objects on this space */ 392 }
393
394 tmp = above;
395 }
515} 396}
516
517
518 397
519/* 398/*
520 * Loads (ands parses) the objects into a given map from the specified 399 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 400 * file pointer.
522 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
523 */ 402 */
524 403bool
525void load_objects (mapstruct *m, FILE *fp, int mapflags) { 404maptile::_load_objects (object_thawer &thawer)
526 int i,j,bufstate=LO_NEWFILE; 405{
527 int unique; 406 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
529 408
530 op=get_object(); 409 op = object::create ();
531 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
532 411
533 while((i=load_object(fp,op,bufstate, mapflags))) { 412 while (int i = load_object (thawer, op, 0))
534 /* Since the loading of the map header does not load an object 413 {
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 414 /* if the archetype for the object is null, means that we
541 * got an invalid object. Don't do anything with it - the game 415 * got an invalid object. Don't do anything with it - the game
542 * or editor will not be able to do anything with it either. 416 * or editor will not be able to do anything with it either.
543 */ 417 */
544 if (op->arch==NULL) { 418 if (op->arch == NULL)
419 {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
546 continue; 421 continue;
547 } 422 }
548 423
549 424 switch (i)
550 switch(i) { 425 {
551 case LL_NORMAL: 426 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); 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558 428
559 if (op->inv) 429 if (op->inv)
560 sum_weight(op); 430 sum_weight (op);
561 431
562 prev=op,last_more=op; 432 prev = op, last_more = op;
563 break; 433 break;
564 434
565 case LL_MORE: 435 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op; 437 op->head = prev, last_more->more = op, last_more = op;
568 break; 438 break;
569 } 439 }
570 if (mapflags & MAP_STYLE) { 440
571 remove_from_active_list(op); 441 op = object::create ();
572 }
573 op=get_object();
574 op->map = m; 442 op->map = this;
575 } 443 }
444
445 op->destroy ();
446
447#if 0
576 for (i=0;i<m->width;i++){ 448 for (i = 0; i < width; i++)
577 for (j=0;j<m->height;j++){ 449 for (j = 0; j < height; j++)
450 {
578 unique =0; 451 unique = 0;
579 /* check for unique items, or unique squares */ 452 /* check for unique items, or unique squares */
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
582 unique = 1; 456 unique = 1;
457
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::_save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 _save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508#endif
509
510 int unique = 0;
511 for (object *op = spaces [i].bot; op; op = op->above)
512 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
517 unique = 1;
518
519 if (!op->can_map_save ())
520 continue;
521
522 if (unique || op->flag [FLAG_UNIQUE])
523 {
524 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1);
526 }
527 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1);
529 }
585 } 530 }
586 } 531
532 return true;
533}
534
535bool
536maptile::_load_objects (const char *path, bool skip_header)
537{
538 object_thawer thawer (path);
539
540 if (!thawer)
541 return false;
542
543 if (skip_header)
544 for (;;)
545 {
546 keyword kw = thawer.get_kv ();
547
548 if (kw == KW_end)
549 break;
550
551 thawer.skip_kv (kw);
587 } 552 }
588 free_object(op);
589 link_multipart_objects(m);
590}
591 553
592/* This saves all the objects on the map in a non destructive fashion. 554 return _load_objects (thawer);
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 555}
594 * and we only save the head of multi part objects - this is needed 556
595 * in order to do map tiling properly. 557bool
558maptile::_save_objects (const char *path, int flags)
559{
560 object_freezer freezer;
561
562 if (!_save_objects (freezer, flags))
563 return false;
564
565 return freezer.save (path);
566}
567
568maptile::maptile ()
569{
570 in_memory = MAP_SWAPPED;
571
572 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour.
596 */ 574 */
597void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 575 width = 16;
598 int i, j = 0,unique=0; 576 height = 16;
599 object *op; 577 reset_timeout = 0;
600 /* first pass - save one-part objects */ 578 timeout = 300;
601 for(i = 0; i < MAP_WIDTH(m); i++) 579 enter_x = 0;
602 for (j = 0; j < MAP_HEIGHT(m); j++) { 580 enter_y = 0;
603 unique=0; 581}
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;
607 582
608 if(op->type == PLAYER) { 583maptile::maptile (int w, int h)
609 LOG(llevDebug, "Player on map that is being saved\n"); 584{
610 continue; 585 in_memory = MAP_SWAPPED;
611 }
612 586
613 if (op->head || op->owner) 587 width = w;
614 continue; 588 height = h;
589 reset_timeout = 0;
590 timeout = 300;
591 enter_x = 0;
592 enter_y = 0;
615 593
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 594 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} 595}
627 596
628/* 597/*
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. 598 * Allocates the arrays contained in a maptile.
665 * This basically allocates the dynamic array of spaces for the 599 * This basically allocates the dynamic array of spaces for the
666 * map. 600 * map.
667 */ 601 */
668 602void
669void allocate_map(mapstruct *m) { 603maptile::alloc ()
670 m->in_memory = MAP_IN_MEMORY; 604{
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) { 605 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; 606 return;
607
608 spaces = salloc0<mapspace> (size ());
696} 609}
697 610
698/* Takes a string from a map definition and outputs a pointer to the array of shopitems 611/* 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 612 * corresponding to that string. Memory is allocated for this, it must be freed
700 * at a later date. 613 * at a later date.
701 * Called by parse_map_headers below. 614 * Called by parse_map_headers below.
702 */ 615 */
703 616static shopitems *
704static shopitems *parse_shop_string (const char *input_string) { 617parse_shop_string (const char *input_string)
618{
705 char *shop_string, *p, *q, *next_semicolon, *next_colon; 619 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL; 620 shopitems *items = NULL;
707 int i=0, number_of_entries=0; 621 int i = 0, number_of_entries = 0;
708 const typedata *current_type; 622 const typedata *current_type;
709 623
710 shop_string=strdup_local(input_string); 624 shop_string = strdup (input_string);
711 p=shop_string; 625 p = shop_string;
712 /* first we'll count the entries, we'll need that for allocating the array shortly */ 626 /* first we'll count the entries, we'll need that for allocating the array shortly */
713 while (p) { 627 while (p)
628 {
714 p=strchr(p, ';'); 629 p = strchr (p, ';');
715 number_of_entries++; 630 number_of_entries++;
716 if (p) p++; 631 if (p)
632 p++;
717 } 633 }
634
718 p=shop_string; 635 p = shop_string;
719 strip_endline(p); 636 strip_endline (p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 637 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++) { 638 for (i = 0; i < number_of_entries; i++)
723 if (!p) { 639 {
640 if (!p)
641 {
724 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 642 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725 break; 643 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 } 644 }
645
646 next_semicolon = strchr (p, ';');
647 next_colon = strchr (p, ':');
648 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
649 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
650 items[i].strength = atoi (strchr (p, ':') + 1);
651
652 if (isdigit (*p) || *p == '*')
653 {
654 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
655 current_type = get_typedata (items[i].typenum);
656 if (current_type)
657 {
658 items[i].name = current_type->name;
659 items[i].name_pl = current_type->name_pl;
660 }
661 }
662 else
663 { /*we have a named type, let's figure out what it is */
664 q = strpbrk (p, ";:");
665 if (q)
666 *q = '\0';
667
668 current_type = get_typedata_by_name (p);
669 if (current_type)
670 {
671 items[i].name = current_type->name;
672 items[i].typenum = current_type->number;
673 items[i].name_pl = current_type->name_pl;
674 }
675 else
676 { /* oh uh, something's wrong, let's free up this one, and try
677 * the next entry while we're at it, better print a warning
678 */
679 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
680 }
681 }
682
758 items[i].index=number_of_entries; 683 items[i].index = number_of_entries;
759 if (next_semicolon) p=++next_semicolon; 684 if (next_semicolon)
760 else p=NULL; 685 p = ++next_semicolon;
686 else
687 p = NULL;
761 } 688 }
689
762 free(shop_string); 690 free (shop_string);
763 return items; 691 return items;
764} 692}
765 693
766/* opposite of parse string, this puts the string that was originally fed in to 694/* opposite of parse string, this puts the string that was originally fed in to
767 * the map (or something equivilent) into output_string. */ 695 * the map (or something equivilent) into output_string. */
696static void
768static void print_shop_string(mapstruct *m, char *output_string) { 697print_shop_string (maptile *m, char *output_string)
698{
769 int i; 699 int i;
770 char tmp[MAX_BUF]; 700 char tmp[MAX_BUF];
701
771 strcpy(output_string, ""); 702 strcpy (output_string, "");
772 for (i=0; i< m->shopitems[0].index; i++) { 703 for (i = 0; i < m->shopitems[0].index; i++)
704 {
773 if (m->shopitems[i].typenum) { 705 if (m->shopitems[i].typenum)
706 {
774 if (m->shopitems[i].strength) { 707 if (m->shopitems[i].strength)
775 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 708 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
776 } 709 else
777 else sprintf(tmp, "%s;", m->shopitems[i].name); 710 sprintf (tmp, "%s;", m->shopitems[i].name);
778 } 711 }
779 else { 712 else
713 {
780 if (m->shopitems[i].strength) { 714 if (m->shopitems[i].strength)
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 715 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
782 } 716 else
783 else sprintf(tmp, "*"); 717 sprintf (tmp, "*");
784 } 718 }
719
785 strcat(output_string, tmp); 720 strcat (output_string, tmp);
786 } 721 }
787} 722}
788 723
789/* This loads the header information of the map. The header 724/* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc. 725 * contains things like difficulty, size, timeout, etc.
794 * put all the stuff in the map object so that names actually make 729 * put all the stuff in the map object so that names actually make
795 * sense. 730 * sense.
796 * This could be done in lex (like the object loader), but I think 731 * 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. 732 * currently, there are few enough fields this is not a big deal.
798 * MSW 2001-07-01 733 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */ 734 */
801 735bool
802static int load_map_header(FILE *fp, mapstruct *m) 736maptile::_load_header (object_thawer &thawer)
803{ 737{
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 738 for (;;)
805 int msgpos=0; 739 {
806 int maplorepos=0; 740 keyword kw = thawer.get_kv ();
807 741
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 742 switch (kw)
809 buf[HUGE_BUF-1] = 0; 743 {
810 key = buf; 744 case KW_EOF:
811 while (isspace(*key)) key++; 745 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
812 if (*key == 0) continue; /* empty line */ 746 return false;
813 value = strchr(key, ' '); 747
814 if (!value) { 748 case KW_end:
815 end = strchr(key, '\n'); 749 return true;
816 if (end != NULL) { 750
817 *end = 0; 751 default:
752 case KW_ERROR:
753 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
754 break;
755
756 case KW_msg:
757 thawer.get_ml (KW_endmsg, msg);
758 break;
759
760 case KW_lore: // CF+ extension
761 thawer.get_ml (KW_endlore, maplore);
762 break;
763
764 case KW_maplore:
765 thawer.get_ml (KW_endmaplore, maplore);
766 break;
767
768 case KW_arch:
769 if (strcmp (thawer.get_str (), "map"))
770 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
771 break;
772
773 case KW_oid:
774 thawer.get (this, thawer.get_sint32 ());
775 break;
776
777 case KW_file_format_version: break; // nop
778
779 case KW_name: thawer.get (name); break;
780 case KW_attach: thawer.get (attach); break;
781 case KW_reset_time: thawer.get (reset_time); break;
782 case KW_shopgreed: thawer.get (shopgreed); break;
783 case KW_shopmin: thawer.get (shopmin); break;
784 case KW_shopmax: thawer.get (shopmax); break;
785 case KW_shoprace: thawer.get (shoprace); break;
786 case KW_outdoor: thawer.get (outdoor); break;
787 case KW_temp: thawer.get (temp); break;
788 case KW_pressure: thawer.get (pressure); break;
789 case KW_humid: thawer.get (humid); break;
790 case KW_windspeed: thawer.get (windspeed); break;
791 case KW_winddir: thawer.get (winddir); break;
792 case KW_sky: thawer.get (sky); break;
793
794 case KW_per_player: thawer.get (per_player); break;
795 case KW_per_party: thawer.get (per_party); break;
796
797 case KW_region: default_region = region::find (thawer.get_str ()); break;
798 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
799
800 // old names new names
801 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
802 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
803 case KW_x: case KW_width: thawer.get (width); break;
804 case KW_y: case KW_height: thawer.get (height); break;
805 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
806 case KW_value: case KW_swap_time: thawer.get (timeout); break;
807 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
808 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
809 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
810
811 case KW_tile_path_1: thawer.get (tile_path [0]); break;
812 case KW_tile_path_2: thawer.get (tile_path [1]); break;
813 case KW_tile_path_3: thawer.get (tile_path [2]); break;
814 case KW_tile_path_4: thawer.get (tile_path [3]); break;
815 }
818 } 816 }
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
838 817
839 /* key is the field name, value is what it should be set 818 abort ();
840 * to. We've already done the work to null terminate key, 819}
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 */
853 820
854 if (!strcmp(key,"msg")) { 821bool
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 822maptile::_load_header (const char *path)
856 if (!strcmp(buf,"endmsg\n")) break; 823{
857 else { 824 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);
959 825
960 if (tile<1 || tile>4) { 826 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; 827 return false;
1007}
1008 828
1009/* 829 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} 830}
1150 831
1151/****************************************************************************** 832/******************************************************************************
1152 * This is the start of unique map handling code 833 * This is the start of unique map handling code
1153 *****************************************************************************/ 834 *****************************************************************************/
1154 835
1155/* This goes through map 'm' and removed any unique items on the map. */ 836/* This goes through the maptile and removed any unique items on the map. */
1156static void delete_unique_items(mapstruct *m) 837void
838maptile::clear_unique_items ()
1157{ 839{
840 for (int i = 0; i < size (); ++i)
841 {
1158 int i,j,unique; 842 int unique = 0;
1159 object *op, *next; 843 for (object *op = spaces [i].bot; op; )
844 {
845 object *above = op->above;
1160 846
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)) 847 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1167 unique=1; 848 unique = 1;
849
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 850 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1169 clean_object(op); 851 {
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 852 op->destroy_inv (false);
1171 remove_button_link(op); 853 op->destroy ();
1172 remove_ob(op); 854 }
1173 free_object(op); 855
1174 } 856 op = above;
857 }
1175 } 858 }
1176 }
1177} 859}
1178 860
861bool
862maptile::_save_header (object_freezer &freezer)
863{
864#define MAP_OUT(k) freezer.put (KW_ ## k, k)
865#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1179 866
1180/* 867 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 868
1189 for (count=0; count<10; count++) { 869 if (name) MAP_OUT (name);
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 870 MAP_OUT (swap_time);
1191 if (!access(firstname, R_OK)) break; 871 MAP_OUT (reset_time);
1192 } 872 MAP_OUT (reset_timeout);
1193 /* If we get here, we did not find any map */ 873 MAP_OUT (fixed_resettime);
1194 if (count==10) return; 874 MAP_OUT (difficulty);
1195 875
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 876 if (default_region) MAP_OUT2 (region, default_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 877
1204 m->in_memory=MAP_LOADING; 878 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 879 {
1228 if (flag && !*m->path) { 880 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); 881 print_shop_string (this, shop);
1289 fprintf(fp,"shopitems %s\n", shop); 882 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 } 883 }
1350 }
1351 } else { /* save same file when not playing, like in editor */
1352 save_objects(m, fp, fp, 0);
1353 }
1354 884
1355 if (m->compressed && (m->unique || m->templatemap || flag)) 885 MAP_OUT (shopgreed);
1356 pclose(fp); 886 MAP_OUT (shopmin);
1357 else 887 MAP_OUT (shopmax);
1358 fclose(fp); 888 if (shoprace) MAP_OUT (shoprace);
889 MAP_OUT (darkness);
890 MAP_OUT (width);
891 MAP_OUT (height);
892 MAP_OUT (enter_x);
893 MAP_OUT (enter_y);
1359 894
1360 chmod (filename, SAVE_MODE); 895 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
896 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
897
898 MAP_OUT (outdoor);
899 MAP_OUT (temp);
900 MAP_OUT (pressure);
901 MAP_OUT (humid);
902 MAP_OUT (windspeed);
903 MAP_OUT (winddir);
904 MAP_OUT (sky);
905
906 MAP_OUT (per_player);
907 MAP_OUT (per_party);
908
909 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
910 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
911 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
912 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
913
914 freezer.put (this);
915 freezer.put (KW_end);
916
917 return true;
918}
919
920bool
921maptile::_save_header (const char *path)
922{
923 object_freezer freezer;
924
925 if (!_save_header (freezer))
1361 return 0; 926 return false;
1362}
1363 927
1364 928 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} 929}
1384 930
1385/* 931/*
1386 * Remove and free all objects in the given map. 932 * Remove and free all objects in the given map.
1387 */ 933 */
934void
935maptile::clear ()
936{
937 sfree (regions, size ()), regions = 0;
938 free (regionmap), regionmap = 0;
1388 939
1389void free_all_objects(mapstruct *m) { 940 if (spaces)
1390 int i,j; 941 {
1391 object *op; 942 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1392 943 while (object *op = ms->bot)
1393 for(i=0;i<MAP_WIDTH(m);i++) 944 {
1394 for(j=0;j<MAP_HEIGHT(m);j++) { 945 if (op->head)
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; 946 op = op->head;
1404 947
1405 /* If the map isn't in memory, free_object will remove and 948 op->destroy_inv (false);
1406 * free objects in op's inventory. So let it do the job. 949 op->destroy ();
1407 */ 950 }
1408 if (m->in_memory==MAP_IN_MEMORY) 951
1409 clean_object(op); 952 sfree (spaces, size ()), spaces = 0;
1410 remove_ob(op);
1411 free_object(op);
1412 } 953 }
1413 } 954
1414#ifdef MANY_CORES 955 if (buttons)
1415 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 956 free_objectlinkpt (buttons), buttons = 0;
1416 * an item on that map was not saved - look for that condition and die as appropriate - 957}
1417 * this leaves more of the map data intact for better debugging. 958
959void
960maptile::clear_header ()
961{
962 name = 0;
963 msg = 0;
964 maplore = 0;
965 shoprace = 0;
966 delete [] shopitems, shopitems = 0;
967
968 for (int i = 0; i < 4; i++)
969 tile_path [i] = 0;
970}
971
972maptile::~maptile ()
973{
974 assert (destroyed ());
975}
976
977void
978maptile::clear_links_to (maptile *m)
979{
980 /* We need to look through all the maps and see if any maps
981 * are pointing at this one for tiling information. Since
982 * tiling can be asymetric, we just can not look to see which
983 * maps this map tiles with and clears those.
1418 */ 984 */
1419 for (op=objects; op!=NULL; op=op->next) { 985 for (int i = 0; i < 4; i++)
1420 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 986 if (tile_map[i] == m)
1421 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 987 tile_map[i] = 0;
1422 abort(); 988}
1423 } 989
1424 } 990void
1425#endif 991maptile::do_destroy ()
992{
993 attachable::do_destroy ();
994
995 clear ();
1426} 996}
1427 997
1428/* 998/*
1429 * Frees everything allocated by the given mapstructure. 999 * 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 */ 1000 */
1474 m->in_memory = MAP_SAVING; 1001void
1475 free_map (m, 1); 1002maptile::update_buttons ()
1003{
1004 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1005 for (objectlink *ol = obp->link; ol; ol = ol->next)
1006 {
1007 if (!ol->ob)
1008 {
1009 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1010 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1011 continue;
1012 }
1013
1014 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1015 {
1016 update_button (ol->ob);
1017 break;
1018 }
1476 } 1019 }
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} 1020}
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 1021
1617/* 1022/*
1618 * This routine is supposed to find out the difficulty of the map. 1023 * This routine is supposed to find out the difficulty of the map.
1619 * difficulty does not have a lot to do with character level, 1024 * difficulty does not have a lot to do with character level,
1620 * but does have a lot to do with treasure on the map. 1025 * 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 1027 * 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 1028 * in the map is zero, then use this routine. Maps should really
1624 * have a difficulty set than using this function - human calculation 1029 * have a difficulty set than using this function - human calculation
1625 * is much better than this functions guesswork. 1030 * is much better than this functions guesswork.
1626 */ 1031 */
1627 1032int
1628int calculate_difficulty(mapstruct *m) { 1033maptile::estimate_difficulty () const
1629 object *op; 1034{
1630 archetype *at;
1631 int x, y, i, diff;
1632 long monster_cnt = 0; 1035 long monster_cnt = 0;
1633 double avgexp = 0; 1036 double avgexp = 0;
1634 sint64 total_exp = 0; 1037 sint64 total_exp = 0;
1635 1038
1636 if (MAP_DIFFICULTY (m)) 1039 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1637 { 1040 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 { 1041 {
1646 if(QUERY_FLAG (op, FLAG_MONSTER)) 1042 if (QUERY_FLAG (op, FLAG_MONSTER))
1647 { 1043 {
1648 total_exp += op->stats.exp; 1044 total_exp += op->stats.exp;
1649 monster_cnt++; 1045 monster_cnt++;
1650 } 1046 }
1651 1047
1652 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1048 if (QUERY_FLAG (op, FLAG_GENERATOR))
1653 { 1049 {
1654 total_exp += op->stats.exp; 1050 total_exp += op->stats.exp;
1051
1655 at = type_to_archetype(GENERATE_TYPE (op)); 1052 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1656
1657 if(at != NULL)
1658 total_exp += at->clone.stats.exp * 8; 1053 total_exp += at->clone.stats.exp * 8;
1659 1054
1660 monster_cnt++; 1055 monster_cnt++;
1661 } 1056 }
1662 } 1057 }
1663 1058
1664 avgexp = (double) total_exp / monster_cnt; 1059 avgexp = (double) total_exp / monster_cnt;
1665 1060
1666 for (i = 1; i <= settings.max_level; i++) 1061 for (int i = 1; i <= settings.max_level; i++)
1667 {
1668 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1062 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; 1063 return i;
1672 }
1673 }
1674 1064
1675 return 1; 1065 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} 1066}
1700 1067
1701/* change_map_light() - used to change map light level (darkness) 1068/* change_map_light() - used to change map light level (darkness)
1702 * up or down. Returns true if successful. It should now be 1069 * up or down. Returns true if successful. It should now be
1703 * possible to change a value by more than 1. 1070 * possible to change a value by more than 1.
1704 * Move this from los.c to map.c since this is more related 1071 * Move this from los.c to map.c since this is more related
1705 * to maps than los. 1072 * to maps than los.
1706 * postive values make it darker, negative make it brighter 1073 * postive values make it darker, negative make it brighter
1707 */ 1074 */
1708 1075int
1709int change_map_light(mapstruct *m, int change) { 1076maptile::change_map_light (int change)
1077{
1710 int new_level = m->darkness + change; 1078 int new_level = darkness + change;
1711 1079
1712 /* Nothing to do */ 1080 /* Nothing to do */
1713 if(!change || (new_level <= 0 && m->darkness == 0) || 1081 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; 1082 return 0;
1716 }
1717 1083
1718 /* inform all players on the map */ 1084 /* inform all players on the map */
1719 if (change>0) 1085 if (change > 0)
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1721 else 1087 else
1722 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1088 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1723 1089
1724 /* Do extra checking. since m->darkness is a unsigned value, 1090 /* Do extra checking. since darkness is a unsigned value,
1725 * we need to be extra careful about negative values. 1091 * we need to be extra careful about negative values.
1726 * In general, the checks below are only needed if change 1092 * In general, the checks below are only needed if change
1727 * is not +/-1 1093 * is not +/-1
1728 */ 1094 */
1729 if (new_level < 0) m->darkness = 0; 1095 if (new_level < 0)
1730 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1096 darkness = 0;
1097 else if (new_level >= MAX_DARKNESS)
1098 darkness = MAX_DARKNESS;
1099 else
1731 else m->darkness=new_level; 1100 darkness = new_level;
1732 1101
1733 /* All clients need to get re-updated for the change */ 1102 /* All clients need to get re-updated for the change */
1734 update_all_map_los(m); 1103 update_all_map_los (this);
1735 return 1; 1104 return 1;
1736} 1105}
1737
1738 1106
1739/* 1107/*
1740 * This function updates various attributes about a specific space 1108 * This function updates various attributes about a specific space
1741 * on the map (what it looks like, whether it blocks magic, 1109 * on the map (what it looks like, whether it blocks magic,
1742 * has a living creatures, prevents people from passing 1110 * has a living creatures, prevents people from passing
1743 * through, etc) 1111 * through, etc)
1744 */ 1112 */
1745void update_position (mapstruct *m, int x, int y) { 1113void
1114mapspace::update_ ()
1115{
1746 object *tmp, *last = NULL; 1116 object *tmp, *last = 0;
1747 uint8 flags = 0, oldflags, light=0, anywhere=0; 1117 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1748 New_Face *top,*floor, *middle; 1118 facetile *top, *floor, *middle;
1749 object *top_obj, *floor_obj, *middle_obj; 1119 object *top_obj, *floor_obj, *middle_obj;
1750 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1120 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1751 1121
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; 1122 middle = blank_face;
1760 top=blank_face; 1123 top = blank_face;
1761 floor=blank_face; 1124 floor = blank_face;
1762 1125
1763 middle_obj = NULL; 1126 middle_obj = 0;
1764 top_obj = NULL; 1127 top_obj = 0;
1765 floor_obj = NULL; 1128 floor_obj = 0;
1766 1129
1767 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1130 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1768 1131 {
1769 /* This could be made additive I guess (two lights better than 1132 /* This could be made additive I guess (two lights better than
1770 * one). But if so, it shouldn't be a simple additive - 2 1133 * one). But if so, it shouldn't be a simple additive - 2
1771 * light bulbs do not illuminate twice as far as once since 1134 * light bulbs do not illuminate twice as far as once since
1772 * it is a disapation factor that is squared (or is it cubed?) 1135 * it is a dissapation factor that is cubed.
1773 */ 1136 */
1774 if (tmp->glow_radius > light) light = tmp->glow_radius; 1137 if (tmp->glow_radius > light)
1138 light = tmp->glow_radius;
1775 1139
1776 /* This call is needed in order to update objects the player 1140 /* This call is needed in order to update objects the player
1777 * is standing in that have animations (ie, grass, fire, etc). 1141 * is standing in that have animations (ie, grass, fire, etc).
1778 * However, it also causes the look window to be re-drawn 1142 * However, it also causes the look window to be re-drawn
1779 * 3 times each time the player moves, because many of the 1143 * 3 times each time the player moves, because many of the
1780 * functions the move_player calls eventualy call this. 1144 * functions the move_player calls eventualy call this.
1781 * 1145 *
1782 * Always put the player down for drawing. 1146 * Always put the player down for drawing.
1783 */ 1147 */
1784 if (!tmp->invisible) { 1148 if (!tmp->invisible)
1149 {
1785 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1150 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1786 top = tmp->face; 1151 {
1787 top_obj = tmp; 1152 top = tmp->face;
1788 } 1153 top_obj = tmp;
1154 }
1789 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1155 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1156 {
1790 /* If we got a floor, that means middle and top were below it, 1157 /* If we got a floor, that means middle and top were below it,
1791 * so should not be visible, so we clear them. 1158 * so should not be visible, so we clear them.
1792 */ 1159 */
1793 middle=blank_face; 1160 middle = blank_face;
1794 top=blank_face; 1161 top = blank_face;
1795 floor = tmp->face; 1162 floor = tmp->face;
1796 floor_obj = tmp; 1163 floor_obj = tmp;
1797 } 1164 }
1798 /* Flag anywhere have high priority */ 1165 /* Flag anywhere have high priority */
1799 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1166 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1800 middle = tmp->face; 1167 {
1168 middle = tmp->face;
1801 1169
1802 middle_obj = tmp; 1170 middle_obj = tmp;
1803 anywhere =1; 1171 anywhere = 1;
1804 } 1172 }
1805 /* Find the highest visible face around. If equal 1173 /* Find the highest visible face around. If equal
1806 * visibilities, we still want the one nearer to the 1174 * visibilities, we still want the one nearer to the
1807 * top 1175 * top
1808 */ 1176 */
1809 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1177 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1178 {
1810 middle = tmp->face; 1179 middle = tmp->face;
1811 middle_obj = tmp; 1180 middle_obj = tmp;
1812 } 1181 }
1813 } 1182 }
1183
1814 if (tmp==tmp->above) { 1184 if (tmp == tmp->above)
1185 {
1815 LOG(llevError, "Error in structure of map\n"); 1186 LOG (llevError, "Error in structure of map\n");
1816 exit (-1); 1187 exit (-1);
1817 }
1818 1188 }
1189
1819 move_slow |= tmp->move_slow; 1190 move_slow |= tmp->move_slow;
1820 move_block |= tmp->move_block; 1191 move_block |= tmp->move_block;
1821 move_on |= tmp->move_on; 1192 move_on |= tmp->move_on;
1822 move_off |= tmp->move_off; 1193 move_off |= tmp->move_off;
1823 move_allow |= tmp->move_allow; 1194 move_allow |= tmp->move_allow;
1824 1195
1825 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1196 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1826 flags |= P_IS_ALIVE; 1197 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1827 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1198 if (tmp->type == PLAYER) flags |= P_PLAYER;
1828 flags |= P_NO_MAGIC; 1199 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1829 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1200 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1830 flags |= P_NO_CLERIC; 1201 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 } 1202 }
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 1203
1204 this->light = light;
1205 this->flags_ = flags;
1206 this->move_block = move_block & ~move_allow;
1207 this->move_on = move_on;
1208 this->move_off = move_off;
1209 this->move_slow = move_slow;
1210
1854 /* At this point, we have a floor face (if there is a floor), 1211 /* 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 1212 * and the floor is set - we are not going to touch it at
1856 * this point. 1213 * this point.
1857 * middle contains the highest visibility face. 1214 * middle contains the highest visibility face.
1858 * top contains a player/monster face, if there is one. 1215 * top contains a player/monster face, if there is one.
1859 * 1216 *
1860 * We now need to fill in top.face and/or middle.face. 1217 * We now need to fill in top.face and/or middle.face.
1861 */ 1218 */
1862 1219
1863 /* If the top face also happens to be high visibility, re-do our 1220 /* 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 1221 * middle face. This should not happen, as we already have the
1865 * else statement above so middle should not get set. OTOH, it 1222 * else statement above so middle should not get set. OTOH, it
1866 * may be possible for the faces to match but be different objects. 1223 * may be possible for the faces to match but be different objects.
1867 */ 1224 */
1868 if (top == middle) middle=blank_face; 1225 if (top == middle)
1226 middle = blank_face;
1869 1227
1870 /* There are three posibilities at this point: 1228 /* There are three posibilities at this point:
1871 * 1) top face is set, need middle to be set. 1229 * 1) top face is set, need middle to be set.
1872 * 2) middle is set, need to set top. 1230 * 2) middle is set, need to set top.
1873 * 3) neither middle or top is set - need to set both. 1231 * 3) neither middle or top is set - need to set both.
1874 */ 1232 */
1875 1233
1876 for (tmp=last; tmp; tmp=tmp->below) { 1234 for (tmp = last; tmp; tmp = tmp->below)
1235 {
1877 /* Once we get to a floor, stop, since we already have a floor object */ 1236 /* Once we get to a floor, stop, since we already have a floor object */
1878 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1238 break;
1879 1239
1880 /* If two top faces are already set, quit processing */ 1240 /* If two top faces are already set, quit processing */
1881 if ((top != blank_face) && (middle != blank_face)) break; 1241 if ((top != blank_face) && (middle != blank_face))
1242 break;
1882 1243
1883 /* Only show visible faces, unless its the editor - show all */ 1244 /* Only show visible faces */
1884 if (!tmp->invisible || editor) { 1245 if (!tmp->invisible)
1246 {
1885 /* Fill in top if needed */ 1247 /* Fill in top if needed */
1886 if (top == blank_face) { 1248 if (top == blank_face)
1887 top = tmp->face; 1249 {
1888 top_obj = tmp; 1250 top = tmp->face;
1889 if (top == middle) middle=blank_face; 1251 top_obj = tmp;
1890 } else { 1252 if (top == middle)
1253 middle = blank_face;
1254 }
1255 else
1256 {
1891 /* top is already set - we should only get here if 1257 /* top is already set - we should only get here if
1892 * middle is not set 1258 * middle is not set
1893 * 1259 *
1894 * Set the middle face and break out, since there is nothing 1260 * Set the middle face and break out, since there is nothing
1895 * more to fill in. We don't check visiblity here, since 1261 * more to fill in. We don't check visiblity here, since
1896 * 1262 *
1897 */ 1263 */
1898 if (tmp->face != top ) { 1264 if (tmp->face != top)
1899 middle = tmp->face; 1265 {
1900 middle_obj = tmp; 1266 middle = tmp->face;
1901 break; 1267 middle_obj = tmp;
1902 } 1268 break;
1269 }
1270 }
1271 }
1903 } 1272 }
1904 } 1273
1905 } 1274 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) 1275 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 1276
1277 if (top == middle)
1278 middle = blank_face;
1926 1279
1927void set_map_reset_time(mapstruct *map) { 1280 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1928 int timeout; 1281 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1929 1282 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} 1283}
1937 1284
1938/* this updates the orig_map->tile_map[tile_num] value after loading 1285/* this updates the orig_map->tile_map[tile_num] value after finding
1939 * the map. It also takes care of linking back the freshly loaded 1286 * the map. It also takes care of linking back the freshly found
1940 * maps tile_map values if it tiles back to this one. It returns 1287 * 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 1288 * the value of orig_map->tile_map[tile_num].
1942 * so that it is easier for calling functions to verify success.
1943 */ 1289 */
1944 1290static inline maptile *
1945static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1291find_and_link (maptile *orig_map, int tile_num)
1946{ 1292{
1293 maptile *mp = orig_map->tile_map [tile_num];
1294
1295 if (!mp)
1296 {
1297 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1298
1299 if (!mp)
1300 {
1301 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1302 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1303 &orig_map->tile_path[tile_num], &orig_map->path);
1304 mp = new maptile (1, 1);
1305 mp->alloc ();
1306 mp->in_memory = MAP_IN_MEMORY;
1307 }
1308 }
1309
1947 int dest_tile = (tile_num +2) % 4; 1310 int dest_tile = (tile_num + 2) % 4;
1948 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1949 1311
1950 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1312 orig_map->tile_map [tile_num] = mp;
1951 1313
1952 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1314 // optimisation: back-link map to origin map if euclidean
1953 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1315 //TODO: non-euclidean maps MUST GO
1954 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1316 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; 1317 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1956 1318
1957 return orig_map->tile_map[tile_num]; 1319 return mp;
1320}
1321
1322static inline void
1323load_and_link (maptile *orig_map, int tile_num)
1324{
1325 find_and_link (orig_map, tile_num)->load_sync ();
1958} 1326}
1959 1327
1960/* this returns TRUE if the coordinates (x,y) are out of 1328/* this returns TRUE if the coordinates (x,y) are out of
1961 * map m. This function also takes into account any 1329 * map m. This function also takes into account any
1962 * tiling considerations, loading adjacant maps as needed. 1330 * tiling considerations, loading adjacant maps as needed.
1963 * This is the function should always be used when it 1331 * This is the function should always be used when it
1964 * necessary to check for valid coordinates. 1332 * necessary to check for valid coordinates.
1965 * This function will recursively call itself for the 1333 * This function will recursively call itself for the
1966 * tiled maps. 1334 * tiled maps.
1967 * 1335 */
1968 * 1336int
1969 */
1970int out_of_map(mapstruct *m, int x, int y) 1337out_of_map (maptile *m, int x, int y)
1971{ 1338{
1972
1973 /* If we get passed a null map, this is obviously the 1339 /* If we get passed a null map, this is obviously the
1974 * case. This generally shouldn't happen, but if the 1340 * case. This generally shouldn't happen, but if the
1975 * map loads fail below, it could happen. 1341 * map loads fail below, it could happen.
1976 */ 1342 */
1977 if (!m) return 0; 1343 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; 1344 return 0;
1345
1346 if (x < 0)
1347 {
1348 if (!m->tile_path[3])
1349 return 1;
1350
1351 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1352 find_and_link (m, 3);
1353
1354 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1355 }
1356
1357 if (x >= m->width)
1358 {
1359 if (!m->tile_path[1])
1360 return 1;
1361
1362 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1363 find_and_link (m, 1);
1364
1365 return out_of_map (m->tile_map[1], x - m->width, y);
1366 }
1367
1368 if (y < 0)
1369 {
1370 if (!m->tile_path[0])
1371 return 1;
1372
1373 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1374 find_and_link (m, 0);
1375
1376 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1377 }
1378
1379 if (y >= m->height)
1380 {
1381 if (!m->tile_path[2])
1382 return 1;
1383
1384 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1385 find_and_link (m, 2);
1386
1387 return out_of_map (m->tile_map[2], x, y - m->height);
1388 }
1389
1390 /* Simple case - coordinates are within this local
1391 * map.
1392 */
1393 return 0;
2012} 1394}
2013 1395
2014/* This is basically the same as out_of_map above, but 1396/* This is basically the same as out_of_map above, but
2015 * instead we return NULL if no map is valid (coordinates 1397 * instead we return NULL if no map is valid (coordinates
2016 * out of bounds and no tiled map), otherwise it returns 1398 * out of bounds and no tiled map), otherwise it returns
2017 * the map as that the coordinates are really on, and 1399 * the map as that the coordinates are really on, and
2018 * updates x and y to be the localized coordinates. 1400 * updates x and y to be the localised coordinates.
2019 * Using this is more efficient of calling out_of_map 1401 * Using this is more efficient of calling out_of_map
2020 * and then figuring out what the real map is 1402 * and then figuring out what the real map is
2021 */ 1403 */
2022mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1404maptile *
1405maptile::xy_find (sint16 &x, sint16 &y)
2023{ 1406{
2024 1407 if (x < 0)
2025 if (*x<0) {
2026 if (!m->tile_path[3]) return NULL;
2027 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 3);
2029
2030 *x += MAP_WIDTH(m->tile_map[3]);
2031 return (get_map_from_coord(m->tile_map[3], x, y));
2032 } 1408 {
2033 if (*x>=MAP_WIDTH(m)) { 1409 if (!tile_path[3])
2034 if (!m->tile_path[1]) return NULL; 1410 return 0;
2035 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 1);
2037 1411
2038 *x -= MAP_WIDTH(m); 1412 find_and_link (this, 3);
2039 return (get_map_from_coord(m->tile_map[1], x, y)); 1413 x += tile_map[3]->width;
1414 return tile_map[3]->xy_find (x, y);
1415 }
1416
1417 if (x >= width)
2040 } 1418 {
2041 if (*y<0) { 1419 if (!tile_path[1])
2042 if (!m->tile_path[0]) return NULL; 1420 return 0;
2043 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map(m, 0);
2045 1421
2046 *y += MAP_HEIGHT(m->tile_map[0]); 1422 find_and_link (this, 1);
2047 return (get_map_from_coord(m->tile_map[0], x, y)); 1423 x -= width;
1424 return tile_map[1]->xy_find (x, y);
1425 }
1426
1427 if (y < 0)
2048 } 1428 {
2049 if (*y>=MAP_HEIGHT(m)) { 1429 if (!tile_path[0])
2050 if (!m->tile_path[2]) return NULL; 1430 return 0;
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map(m, 2);
2053 1431
2054 *y -= MAP_HEIGHT(m); 1432 find_and_link (this, 0);
2055 return (get_map_from_coord(m->tile_map[2], x, y)); 1433 y += tile_map[0]->height;
1434 return tile_map[0]->xy_find (x, y);
1435 }
1436
1437 if (y >= height)
2056 } 1438 {
1439 if (!tile_path[2])
1440 return 0;
2057 1441
1442 find_and_link (this, 2);
1443 y -= height;
1444 return tile_map[2]->xy_find (x, y);
1445 }
1446
2058 /* Simple case - coordinates are within this local 1447 /* Simple case - coordinates are within this local
2059 * map. 1448 * map.
2060 */ 1449 */
2061 1450 return this;
2062 return m;
2063} 1451}
2064 1452
2065/** 1453/**
2066 * Return whether map2 is adjacent to map1. If so, store the distance from 1454 * Return whether map2 is adjacent to map1. If so, store the distance from
2067 * map1 to map2 in dx/dy. 1455 * map1 to map2 in dx/dy.
2068 */ 1456 */
1457int
2069static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1458adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1459{
2070 if (!map1 || !map2) 1460 if (!map1 || !map2)
2071 return 0; 1461 return 0;
2072 1462
1463 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1464 //fix: compare paths instead (this is likely faster, too!)
2073 if (map1 == map2) { 1465 if (map1 == map2)
1466 {
2074 *dx = 0; 1467 *dx = 0;
2075 *dy = 0; 1468 *dy = 0;
2076 1469 }
2077 } else if (map1->tile_map[0] == map2) { /* up */ 1470 else if (map1->tile_map[0] == map2)
1471 { /* up */
2078 *dx = 0; 1472 *dx = 0;
2079 *dy = -MAP_HEIGHT(map2); 1473 *dy = -map2->height;
1474 }
2080 } else if (map1->tile_map[1] == map2) { /* right */ 1475 else if (map1->tile_map[1] == map2)
2081 *dx = MAP_WIDTH(map1); 1476 { /* right */
1477 *dx = map1->width;
2082 *dy = 0; 1478 *dy = 0;
1479 }
2083 } else if (map1->tile_map[2] == map2) { /* down */ 1480 else if (map1->tile_map[2] == map2)
1481 { /* down */
2084 *dx = 0; 1482 *dx = 0;
2085 *dy = MAP_HEIGHT(map1); 1483 *dy = map1->height;
1484 }
2086 } else if (map1->tile_map[3] == map2) { /* left */ 1485 else if (map1->tile_map[3] == map2)
2087 *dx = -MAP_WIDTH(map2); 1486 { /* left */
1487 *dx = -map2->width;
2088 *dy = 0; 1488 *dy = 0;
2089 1489 }
2090 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1490 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1491 { /* up right */
2091 *dx = MAP_WIDTH(map1->tile_map[0]); 1492 *dx = map1->tile_map[0]->width;
2092 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1493 *dy = -map1->tile_map[0]->height;
1494 }
2093 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1495 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2094 *dx = -MAP_WIDTH(map2); 1496 { /* up left */
2095 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1497 *dx = -map2->width;
1498 *dy = -map1->tile_map[0]->height;
1499 }
2096 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1500 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2097 *dx = MAP_WIDTH(map1); 1501 { /* right up */
2098 *dy = -MAP_HEIGHT(map2); 1502 *dx = map1->width;
1503 *dy = -map2->height;
1504 }
2099 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1505 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2100 *dx = MAP_WIDTH(map1); 1506 { /* right down */
2101 *dy = MAP_HEIGHT(map1->tile_map[1]); 1507 *dx = map1->width;
1508 *dy = map1->tile_map[1]->height;
1509 }
2102 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1510 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1511 { /* down right */
2103 *dx = MAP_WIDTH(map1->tile_map[2]); 1512 *dx = map1->tile_map[2]->width;
2104 *dy = MAP_HEIGHT(map1); 1513 *dy = map1->height;
1514 }
2105 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1515 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2106 *dx = -MAP_WIDTH(map2); 1516 { /* down left */
2107 *dy = MAP_HEIGHT(map1); 1517 *dx = -map2->width;
1518 *dy = map1->height;
1519 }
2108 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1520 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1521 { /* left up */
2109 *dx = -MAP_WIDTH(map1->tile_map[3]); 1522 *dx = -map1->tile_map[3]->width;
2110 *dy = -MAP_HEIGHT(map2); 1523 *dy = -map2->height;
1524 }
2111 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1525 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1526 { /* left down */
2112 *dx = -MAP_WIDTH(map1->tile_map[3]); 1527 *dx = -map1->tile_map[3]->width;
2113 *dy = MAP_HEIGHT(map1->tile_map[3]); 1528 *dy = map1->tile_map[3]->height;
2114
2115 } else { /* not "adjacent" enough */
2116 return 0;
2117 } 1529 }
2118 1530 else
2119 return 1; 1531 return 0;
1532
1533 return 1;
1534}
1535
1536maptile *
1537maptile::xy_load (sint16 &x, sint16 &y)
1538{
1539 maptile *map = xy_find (x, y);
1540
1541 if (map)
1542 map->load_sync ();
1543
1544 return map;
1545}
1546
1547maptile *
1548get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1549{
1550 return m->xy_load (*x, *y);
2120} 1551}
2121 1552
2122/* From map.c 1553/* From map.c
2123 * This is used by get_player to determine where the other 1554 * This is used by get_player to determine where the other
2124 * creature is. get_rangevector takes into account map tiling, 1555 * creature is. get_rangevector takes into account map tiling,
2125 * so you just can not look the the map coordinates and get the 1556 * so you just can not look the the map coordinates and get the
2126 * righte value. distance_x/y are distance away, which 1557 * righte value. distance_x/y are distance away, which
2127 * can be negativbe. direction is the crossfire direction scheme 1558 * can be negative. direction is the crossfire direction scheme
2128 * that the creature should head. part is the part of the 1559 * that the creature should head. part is the part of the
2129 * monster that is closest. 1560 * monster that is closest.
2130 * 1561 *
2131 * get_rangevector looks at op1 and op2, and fills in the 1562 * get_rangevector looks at op1 and op2, and fills in the
2132 * structure for op1 to get to op2. 1563 * structure for op1 to get to op2.
2137 * be unexpected 1568 * be unexpected
2138 * 1569 *
2139 * currently, the only flag supported (0x1) is don't translate for 1570 * currently, the only flag supported (0x1) is don't translate for
2140 * closest body part of 'op1' 1571 * closest body part of 'op1'
2141 */ 1572 */
2142 1573void
2143void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1574get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1575{
2144 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1576 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1577 {
2145 /* be conservative and fill in _some_ data */ 1578 /* be conservative and fill in _some_ data */
2146 retval->distance = 100000; 1579 retval->distance = 100000;
2147 retval->distance_x = 32767; 1580 retval->distance_x = 32767;
2148 retval->distance_y = 32767; 1581 retval->distance_y = 32767;
2149 retval->direction = 0; 1582 retval->direction = 0;
2150 retval->part = 0; 1583 retval->part = 0;
2151 } else { 1584 }
1585 else
1586 {
2152 object *best; 1587 object *best;
2153 1588
2154 retval->distance_x += op2->x-op1->x; 1589 retval->distance_x += op2->x - op1->x;
2155 retval->distance_y += op2->y-op1->y; 1590 retval->distance_y += op2->y - op1->y;
2156 1591
2157 best = op1; 1592 best = op1;
2158 /* If this is multipart, find the closest part now */ 1593 /* If this is multipart, find the closest part now */
2159 if (!(flags&0x1) && op1->more) { 1594 if (!(flags & 0x1) && op1->more)
1595 {
2160 object *tmp; 1596 object *tmp;
2161 int best_distance = retval->distance_x*retval->distance_x+ 1597 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 1598
2164 /* we just take the offset of the piece to head to figure 1599 /* we just take the offset of the piece to head to figure
2165 * distance instead of doing all that work above again 1600 * distance instead of doing all that work above again
2166 * since the distance fields we set above are positive in the 1601 * since the distance fields we set above are positive in the
2167 * same axis as is used for multipart objects, the simply arithmetic 1602 * same axis as is used for multipart objects, the simply arithmetic
2168 * below works. 1603 * below works.
2169 */ 1604 */
2170 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1605 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1606 {
2171 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1607 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); 1608 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2173 if (tmpi < best_distance) { 1609 if (tmpi < best_distance)
1610 {
2174 best_distance = tmpi; 1611 best_distance = tmpi;
2175 best = tmp; 1612 best = tmp;
2176 } 1613 }
2177 } 1614 }
1615
2178 if (best != op1) { 1616 if (best != op1)
1617 {
2179 retval->distance_x += op1->x-best->x; 1618 retval->distance_x += op1->x - best->x;
2180 retval->distance_y += op1->y-best->y; 1619 retval->distance_y += op1->y - best->y;
2181 } 1620 }
2182 } 1621 }
1622
2183 retval->part = best; 1623 retval->part = best;
2184 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1624 retval->distance = idistance (retval->distance_x, retval->distance_y);
2185 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1625 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2186 } 1626 }
2187} 1627}
2188 1628
2189/* this is basically the same as get_rangevector above, but instead of 1629/* this is basically the same as get_rangevector above, but instead of
2190 * the first parameter being an object, it instead is the map 1630 * the first parameter being an object, it instead is the map
2194 * flags has no meaning for this function at this time - I kept it in to 1634 * flags has no meaning for this function at this time - I kept it in to
2195 * be more consistant with the above function and also in case they are needed 1635 * 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 1636 * for something in the future. Also, since no object is pasted, the best
2197 * field of the rv_vector is set to NULL. 1637 * field of the rv_vector is set to NULL.
2198 */ 1638 */
2199 1639void
2200void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1640get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1641{
2201 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1642 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1643 {
2202 /* be conservative and fill in _some_ data */ 1644 /* be conservative and fill in _some_ data */
2203 retval->distance = 100000; 1645 retval->distance = 100000;
2204 retval->distance_x = 32767; 1646 retval->distance_x = 32767;
2205 retval->distance_y = 32767; 1647 retval->distance_y = 32767;
2206 retval->direction = 0; 1648 retval->direction = 0;
2207 retval->part = 0; 1649 retval->part = 0;
2208 } else { 1650 }
1651 else
1652 {
2209 retval->distance_x += op2->x-x; 1653 retval->distance_x += op2->x - x;
2210 retval->distance_y += op2->y-y; 1654 retval->distance_y += op2->y - y;
2211 1655
2212 retval->part = NULL; 1656 retval->part = NULL;
2213 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1657 retval->distance = idistance (retval->distance_x, retval->distance_y);
2214 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1658 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2215 } 1659 }
2216} 1660}
2217 1661
2218/* Returns true of op1 and op2 are effectively on the same map 1662/* 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 1663 * (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 1664 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2221 * to op1, this will still return false. 1665 * to op1, this will still return false.
2222 * Note we only look one map out to keep the processing simple 1666 * Note we only look one map out to keep the processing simple
2223 * and efficient. This could probably be a macro. 1667 * and efficient. This could probably be a macro.
2224 * MSW 2001-08-05 1668 * MSW 2001-08-05
2225 */ 1669 */
1670int
2226int on_same_map(const object *op1, const object *op2) { 1671on_same_map (const object *op1, const object *op2)
1672{
2227 int dx, dy; 1673 int dx, dy;
2228 1674
2229 return adjacent_map(op1->map, op2->map, &dx, &dy); 1675 return adjacent_map (op1->map, op2->map, &dx, &dy);
2230} 1676}
1677
1678object *
1679maptile::insert (object *op, int x, int y, object *originator, int flags)
1680{
1681 if (!op->flag [FLAG_REMOVED])
1682 op->remove ();
1683
1684 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1685}
1686
1687region *
1688maptile::region (int x, int y) const
1689{
1690 if (regions
1691 && regionmap
1692 && !OUT_OF_REAL_MAP (this, x, y))
1693 if (struct region *reg = regionmap [regions [y * width + x]])
1694 return reg;
1695
1696 if (default_region)
1697 return default_region;
1698
1699 return ::region::default_region ();
1700}
1701

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