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Comparing deliantra/server/common/map.C (file contents):
Revision 1.6 by elmex, Mon Aug 21 02:55:10 2006 UTC vs.
Revision 1.74 by root, Sun Jan 14 23:35:03 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.6 2006/08/21 02:55:10 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62 32
63/* 33/*
64 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname 37 * it really should be called create_mapname
68 */ 38 */
69 39const char *
70const char *create_pathname (const char *name) { 40create_pathname (const char *name)
41{
71 static char buf[MAX_BUF]; 42 static char buf[8192];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf); 44 return buf;
81} 45}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141 46
142/* 47/*
143 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned. 50 * is returned.
152 * the rest of the code only cares that the file is readable. 57 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be 58 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
156 */ 61 */
157 62int
158int check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
159{ 64{
160 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
161#ifndef WIN32 66
162 char *endbuf; 67 char *endbuf;
163 struct stat statbuf; 68 struct stat statbuf;
164 int mode = 0, i; 69 int mode = 0;
165#endif
166 70
167 if (prepend_dir) 71 if (prepend_dir)
168 strcpy (buf, create_pathname(name)); 72 strcpy (buf, create_pathname (name));
169 else 73 else
170 strcpy(buf, name); 74 strcpy (buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174 75
175 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
178 * all the names. 79 * all the names.
179 */ 80 */
180 endbuf = buf + strlen(buf); 81 endbuf = buf + strlen (buf);
181 82
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf)) 83 if (stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1); 84 return -1;
192 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
193 return (-1); 86 return (-1);
194 87
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4; 90 mode |= 4;
199 91
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2; 94 mode |= 2;
204 95
205 return (mode); 96 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245} 97}
246 98
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
252 * by a P_NEW_MAP value, another call to get_map_from_coord 104 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 105 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
256 */ 108 */
109int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 111{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 112 sint16 newx = x;
265 newy = y; 113 sint16 newy = y;
114
266 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 116
268 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
269 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 121 if (nx) *nx = newx;
271 if (ny) *ny = newy; 122 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 123
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;
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;
374} 231}
375 232
376 233
377/* 234/*
378 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
398 * 255 *
399 * Note this used to be arch_blocked, but with new movement 256 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 257 * code, we need to have actual object to check its move_type
401 * against the move_block values. 258 * against the move_block values.
402 */ 259 */
403 260int
404int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262{
405 archetype *tmp; 263 archetype *tmp;
406 int flag; 264 int flag;
407 mapstruct *m1; 265 maptile *m1;
408 sint16 sx, sy; 266 sint16 sx, sy;
409 267
410 if(ob==NULL) { 268 if (!ob)
269 {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
413 273
414 /* don't have object, so don't know what types would block */ 274 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 275 return m1->at (sx, sy).move_block;
416 } 276 }
417 277
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420 281
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 282 if (flag & P_OUT_OF_MAP)
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
423 286
287 mapspace &ms = m1->at (sx, sy);
288
424 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
425 * ob doesn't have any move type (when used to place exits) 290 * ob doesn't have any move type (when used to place exits)
426 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427 */ 292 */
428 293
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
430 296
431 /* Note it is intentional that we check ob - the movement type of the 297 /* Note it is intentional that we check ob - the movement type of the
432 * head of the object should correspond for the entire object. 298 * head of the object should correspond for the entire object.
433 */ 299 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
435 return AB_NO_PASS; 301 return P_NO_PASS;
436
437 } 302 }
303
438 return 0; 304 return 0;
439} 305}
440 306
441/* When the map is loaded, load_object does not actually insert objects 307/* When the map is loaded, load_object does not actually insert objects
442 * into inventory, but just links them. What this does is go through 308 * into inventory, but just links them. What this does is go through
443 * and insert them properly. 309 * and insert them properly.
444 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
446 */ 312 */
447 313void
448void fix_container(object *container) 314fix_container (object *container)
449{ 315{
450 object *tmp=container->inv, *next; 316 object *tmp = container->inv, *next;
451 317
452 container->inv=NULL; 318 container->inv = 0;
453 while (tmp!=NULL) { 319 while (tmp)
320 {
454 next = tmp->below; 321 next = tmp->below;
455 if (tmp->inv) 322 if (tmp->inv)
456 fix_container(tmp); 323 fix_container (tmp);
324
457 (void) insert_ob_in_ob(tmp,container); 325 insert_ob_in_ob (tmp, container);
458 tmp = next; 326 tmp = next;
459 } 327 }
328
460 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
461 * carrying. 330 * carrying.
462 */ 331 */
463 sum_weight(container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
464} 344}
465 345
466/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
467 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
468 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
469 * they are saved). We do have to look for the old maps that did save 349 * they are saved). We do have to look for the old maps that did save
470 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
471 */ 351 */
472 352void
473static void link_multipart_objects(mapstruct *m) 353maptile::link_multipart_objects ()
474{ 354{
475 int x,y; 355 if (!spaces)
476 object *tmp, *op, *last, *above; 356 return;
477 archetype *at;
478 357
479 for(x=0;x<MAP_WIDTH(m);x++) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 for(y=0;y<MAP_HEIGHT(m);y++) 359 for (object *tmp = ms->bot; tmp; )
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 360 {
482 above=tmp->above; 361 object *above = tmp->above;
483 362
484 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue; 364 if (!tmp->head && !tmp->more)
486 365 {
487 /* If there is nothing more to this object, this for loop 366 /* If there is nothing more to this object, this for loop
488 * won't do anything. 367 * won't do anything.
489 */ 368 */
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
491 op = arch_to_object(at); 375 op = arch_to_object (at);
492 376
493 /* update x,y coordinates */ 377 /* update x,y coordinates */
494 op->x += tmp->x; 378 op->x += tmp->x;
495 op->y += tmp->y; 379 op->y += tmp->y;
496 op->head = tmp; 380 op->head = tmp;
497 op->map = m; 381 op->map = this;
498 last->more = op; 382 last->more = op;
499 if (tmp->name != op->name) { 383 op->name = tmp->name;
500 if (op->name) free_string(op->name); 384 op->title = tmp->title;
501 op->name = add_string(tmp->name); 385
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 386 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same, 387 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and 388 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part. 389 * the coding is simpler to just to it here with each part.
511 */ 390 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */ 392 }
514 } /* for objects on this space */ 393 }
394
395 tmp = above;
396 }
515} 397}
516
517
518 398
519/* 399/*
520 * Loads (ands parses) the objects into a given map from the specified 400 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 401 * file pointer.
522 * mapflags is the same as we get with load_original_map 402 * mapflags is the same as we get with load_original_map
523 */ 403 */
524 404bool
525void load_objects (mapstruct *m, FILE *fp, int mapflags) { 405maptile::_load_objects (object_thawer &thawer)
526 int i,j,bufstate=LO_NEWFILE; 406{
527 int unique; 407 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp; 408 object *op, *prev = NULL, *last_more = NULL, *otmp;
529 409
530 op=get_object(); 410 op = object::create ();
531 op->map = m; /* To handle buttons correctly */ 411 op->map = this; /* To handle buttons correctly */
532 412
533 while((i=load_object(fp,op,bufstate, mapflags))) { 413 while (int i = load_object (thawer, op, 0))
534 /* Since the loading of the map header does not load an object 414 {
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 415 /* if the archetype for the object is null, means that we
541 * got an invalid object. Don't do anything with it - the game 416 * got an invalid object. Don't do anything with it - the game
542 * or editor will not be able to do anything with it either. 417 * or editor will not be able to do anything with it either.
543 */ 418 */
544 if (op->arch==NULL) { 419 if (op->arch == NULL)
420 {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
546 continue; 422 continue;
547 } 423 }
548 424
549 425 switch (i)
550 switch(i) { 426 {
551 case LL_NORMAL: 427 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); 428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558 429
559 if (op->inv) 430 if (op->inv)
560 sum_weight(op); 431 sum_weight (op);
561 432
562 prev=op,last_more=op; 433 prev = op, last_more = op;
563 break; 434 break;
564 435
565 case LL_MORE: 436 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op; 438 op->head = prev, last_more->more = op, last_more = op;
568 break; 439 break;
569 } 440 }
570 if (mapflags & MAP_STYLE) { 441
571 remove_from_active_list(op); 442 op = object::create ();
572 }
573 op=get_object();
574 op->map = m; 443 op->map = this;
575 } 444 }
445
446 op->destroy ();
447
448#if 0
576 for (i=0;i<m->width;i++){ 449 for (i = 0; i < width; i++)
577 for (j=0;j<m->height;j++){ 450 for (j = 0; j < height; j++)
451 {
578 unique =0; 452 unique = 0;
579 /* check for unique items, or unique squares */ 453 /* check for unique items, or unique squares */
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
582 unique = 1; 457 unique = 1;
458
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 }
463#endif
464
465 return true;
466}
467
468void
469maptile::activate ()
470{
471 if (!spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive ();
477}
478
479void
480maptile::deactivate ()
481{
482 if (!spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive ();
488}
489
490bool
491maptile::_save_objects (object_freezer &freezer, int flags)
492{
493 static int cede_count = 0;
494
495 if (flags & IO_HEADER)
496 _save_header (freezer);
497
498 if (!spaces)
499 return false;
500
501 for (int i = 0; i < size (); ++i)
502 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above)
513 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1;
519
520 if (!op->can_map_save ())
521 continue;
522
523 if (unique || op->flag [FLAG_UNIQUE])
524 {
525 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1);
527 }
528 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1);
530 }
585 } 531 }
586 } 532
533 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
587 } 553 }
588 free_object(op);
589 link_multipart_objects(m);
590}
591 554
592/* This saves all the objects on the map in a non destructive fashion. 555 return _load_objects (thawer);
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 556}
594 * and we only save the head of multi part objects - this is needed 557
595 * in order to do map tiling properly. 558bool
559maptile::_save_objects (const char *path, int flags)
560{
561 object_freezer freezer;
562
563 if (!_save_objects (freezer, flags))
564 return false;
565
566 return freezer.save (path);
567}
568
569maptile::maptile ()
570{
571 in_memory = MAP_SWAPPED;
572
573 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour.
596 */ 575 */
597void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 576 width = 16;
598 int i, j = 0,unique=0; 577 height = 16;
599 object *op; 578 reset_timeout = 0;
600 /* first pass - save one-part objects */ 579 timeout = 300;
601 for(i = 0; i < MAP_WIDTH(m); i++) 580 enter_x = 0;
602 for (j = 0; j < MAP_HEIGHT(m); j++) { 581 enter_y = 0;
603 unique=0; 582}
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;
607 583
608 if(op->type == PLAYER) { 584maptile::maptile (int w, int h)
609 LOG(llevDebug, "Player on map that is being saved\n"); 585{
610 continue; 586 in_memory = MAP_SWAPPED;
611 }
612 587
613 if (op->head || op->owner) 588 width = w;
614 continue; 589 height = h;
590 reset_timeout = 0;
591 timeout = 300;
592 enter_x = 0;
593 enter_y = 0;
615 594
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 595 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} 596}
627 597
628/* 598/*
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. 599 * Allocates the arrays contained in a maptile.
665 * This basically allocates the dynamic array of spaces for the 600 * This basically allocates the dynamic array of spaces for the
666 * map. 601 * map.
667 */ 602 */
668 603void
669void allocate_map(mapstruct *m) { 604maptile::alloc ()
670 m->in_memory = MAP_IN_MEMORY; 605{
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) { 606 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; 607 return;
608
609 spaces = salloc0<mapspace> (size ());
696} 610}
697 611
698/* Takes a string from a map definition and outputs a pointer to the array of shopitems 612/* Takes a string from a map definition and outputs a pointer to the array of shopitems
699 * corresponding to that string. Memory is allocated for this, it must be freed 613 * corresponding to that string. Memory is allocated for this, it must be freed
700 * at a later date. 614 * at a later date.
701 * Called by parse_map_headers below. 615 * Called by parse_map_headers below.
702 */ 616 */
703 617static shopitems *
704static shopitems *parse_shop_string (const char *input_string) { 618parse_shop_string (const char *input_string)
619{
705 char *shop_string, *p, *q, *next_semicolon, *next_colon; 620 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL; 621 shopitems *items = NULL;
707 int i=0, number_of_entries=0; 622 int i = 0, number_of_entries = 0;
708 const typedata *current_type; 623 const typedata *current_type;
709 624
710 shop_string=strdup_local(input_string); 625 shop_string = strdup (input_string);
711 p=shop_string; 626 p = shop_string;
712 /* first we'll count the entries, we'll need that for allocating the array shortly */ 627 /* first we'll count the entries, we'll need that for allocating the array shortly */
713 while (p) { 628 while (p)
629 {
714 p=strchr(p, ';'); 630 p = strchr (p, ';');
715 number_of_entries++; 631 number_of_entries++;
716 if (p) p++; 632 if (p)
633 p++;
717 } 634 }
635
718 p=shop_string; 636 p = shop_string;
719 strip_endline(p); 637 strip_endline (p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 638 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++) { 639 for (i = 0; i < number_of_entries; i++)
723 if (!p) { 640 {
641 if (!p)
642 {
724 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 643 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725 break; 644 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 } 645 }
646
647 next_semicolon = strchr (p, ';');
648 next_colon = strchr (p, ':');
649 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
650 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
651 items[i].strength = atoi (strchr (p, ':') + 1);
652
653 if (isdigit (*p) || *p == '*')
654 {
655 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
656 current_type = get_typedata (items[i].typenum);
657 if (current_type)
658 {
659 items[i].name = current_type->name;
660 items[i].name_pl = current_type->name_pl;
661 }
662 }
663 else
664 { /*we have a named type, let's figure out what it is */
665 q = strpbrk (p, ";:");
666 if (q)
667 *q = '\0';
668
669 current_type = get_typedata_by_name (p);
670 if (current_type)
671 {
672 items[i].name = current_type->name;
673 items[i].typenum = current_type->number;
674 items[i].name_pl = current_type->name_pl;
675 }
676 else
677 { /* oh uh, something's wrong, let's free up this one, and try
678 * the next entry while we're at it, better print a warning
679 */
680 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
681 }
682 }
683
758 items[i].index=number_of_entries; 684 items[i].index = number_of_entries;
759 if (next_semicolon) p=++next_semicolon; 685 if (next_semicolon)
760 else p=NULL; 686 p = ++next_semicolon;
687 else
688 p = NULL;
761 } 689 }
690
762 free(shop_string); 691 free (shop_string);
763 return items; 692 return items;
764} 693}
765 694
766/* opposite of parse string, this puts the string that was originally fed in to 695/* opposite of parse string, this puts the string that was originally fed in to
767 * the map (or something equivilent) into output_string. */ 696 * the map (or something equivilent) into output_string. */
697static void
768static void print_shop_string(mapstruct *m, char *output_string) { 698print_shop_string (maptile *m, char *output_string)
699{
769 int i; 700 int i;
770 char tmp[MAX_BUF]; 701 char tmp[MAX_BUF];
702
771 strcpy(output_string, ""); 703 strcpy (output_string, "");
772 for (i=0; i< m->shopitems[0].index; i++) { 704 for (i = 0; i < m->shopitems[0].index; i++)
705 {
773 if (m->shopitems[i].typenum) { 706 if (m->shopitems[i].typenum)
707 {
774 if (m->shopitems[i].strength) { 708 if (m->shopitems[i].strength)
775 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 709 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
776 } 710 else
777 else sprintf(tmp, "%s;", m->shopitems[i].name); 711 sprintf (tmp, "%s;", m->shopitems[i].name);
778 } 712 }
779 else { 713 else
714 {
780 if (m->shopitems[i].strength) { 715 if (m->shopitems[i].strength)
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 716 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
782 } 717 else
783 else sprintf(tmp, "*"); 718 sprintf (tmp, "*");
784 } 719 }
720
785 strcat(output_string, tmp); 721 strcat (output_string, tmp);
786 } 722 }
787} 723}
788 724
789/* This loads the header information of the map. The header 725/* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc. 726 * contains things like difficulty, size, timeout, etc.
794 * put all the stuff in the map object so that names actually make 730 * put all the stuff in the map object so that names actually make
795 * sense. 731 * sense.
796 * This could be done in lex (like the object loader), but I think 732 * This could be done in lex (like the object loader), but I think
797 * currently, there are few enough fields this is not a big deal. 733 * currently, there are few enough fields this is not a big deal.
798 * MSW 2001-07-01 734 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */ 735 */
801 736bool
802static int load_map_header(FILE *fp, mapstruct *m) 737maptile::_load_header (object_thawer &thawer)
803{ 738{
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 739 for (;;)
805 int msgpos=0; 740 {
806 int maplorepos=0; 741 keyword kw = thawer.get_kv ();
807 742
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 743 switch (kw)
809 buf[HUGE_BUF-1] = 0; 744 {
810 key = buf; 745 case KW_EOF:
811 while (isspace(*key)) key++; 746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
812 if (*key == 0) continue; /* empty line */ 747 return false;
813 value = strchr(key, ' '); 748
814 if (!value) { 749 case KW_end:
815 end = strchr(key, '\n'); 750 return true;
816 if (end != NULL) { 751
817 *end = 0; 752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg);
759 break;
760
761 case KW_lore: // CF+ extension
762 thawer.get_ml (KW_endlore, maplore);
763 break;
764
765 case KW_maplore:
766 thawer.get_ml (KW_endmaplore, maplore);
767 break;
768
769 case KW_arch:
770 if (strcmp (thawer.get_str (), "map"))
771 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
772 break;
773
774 case KW_oid:
775 thawer.get (this, thawer.get_sint32 ());
776 break;
777
778 case KW_file_format_version: break; // nop
779
780 case KW_name: thawer.get (name); break;
781 case KW_attach: thawer.get (attach); break;
782 case KW_reset_time: thawer.get (reset_time); break;
783 case KW_shopgreed: thawer.get (shopgreed); break;
784 case KW_shopmin: thawer.get (shopmin); break;
785 case KW_shopmax: thawer.get (shopmax); break;
786 case KW_shoprace: thawer.get (shoprace); break;
787 case KW_outdoor: thawer.get (outdoor); break;
788 case KW_temp: thawer.get (temp); break;
789 case KW_pressure: thawer.get (pressure); break;
790 case KW_humid: thawer.get (humid); break;
791 case KW_windspeed: thawer.get (windspeed); break;
792 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break;
794
795 case KW_per_player: thawer.get (per_player); break;
796 case KW_per_party: thawer.get (per_party); break;
797
798 case KW_region: get_region_by_name (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800
801 // old names new names
802 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
803 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
804 case KW_x: case KW_width: thawer.get (width); break;
805 case KW_y: case KW_height: thawer.get (height); break;
806 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
807 case KW_value: case KW_swap_time: thawer.get (timeout); break;
808 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
809 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
810 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
811
812 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break;
816 }
818 } 817 }
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
838 818
839 /* key is the field name, value is what it should be set 819 abort ();
840 * to. We've already done the work to null terminate key, 820}
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 */
853 821
854 if (!strcmp(key,"msg")) { 822bool
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 823maptile::_load_header (const char *path)
856 if (!strcmp(buf,"endmsg\n")) break; 824{
857 else { 825 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);
959 826
960 if (tile<1 || tile>4) { 827 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; 828 return false;
1007}
1008 829
1009/* 830 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} 831}
1150 832
1151/****************************************************************************** 833/******************************************************************************
1152 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1153 *****************************************************************************/ 835 *****************************************************************************/
1154 836
1155/* This goes through map 'm' and removed any unique items on the map. */ 837/* This goes through the maptile and removed any unique items on the map. */
1156static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1157{ 840{
841 for (int i = 0; i < size (); ++i)
842 {
1158 int i,j,unique; 843 int unique = 0;
1159 object *op, *next; 844 for (object *op = spaces [i].bot; op; )
845 {
846 object *above = op->above;
1160 847
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)) 848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1167 unique=1; 849 unique = 1;
850
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1169 clean_object(op); 852 {
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 853 op->destroy_inv (false);
1171 remove_button_link(op); 854 op->destroy ();
1172 remove_ob(op); 855 }
1173 free_object(op); 856
1174 } 857 op = above;
858 }
1175 } 859 }
1176 }
1177} 860}
1178 861
862bool
863maptile::_save_header (object_freezer &freezer)
864{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1179 867
1180/* 868 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 869
1189 for (count=0; count<10; count++) { 870 if (name) MAP_OUT (name);
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 871 MAP_OUT (swap_time);
1191 if (!access(firstname, R_OK)) break; 872 MAP_OUT (reset_time);
1192 } 873 MAP_OUT (reset_timeout);
1193 /* If we get here, we did not find any map */ 874 MAP_OUT (fixed_resettime);
1194 if (count==10) return; 875 MAP_OUT (difficulty);
1195 876
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 877 if (region) MAP_OUT2 (region, region->name);
1197 /* There is no expectation that every map will have unique items, but this
1198 * is debug output, so leave it in.
1199 */
1200 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1201 return;
1202 }
1203 878
1204 m->in_memory=MAP_LOADING; 879 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], buf_s[MAX_BUF],
1226 shop[MAX_BUF], filename_s[MAX_BUF];
1227 int i;
1228 880 {
1229 if (flag && !*m->path) { 881 char shop[MAX_BUF];
1230 LOG(llevError,"Tried to save map without path.\n");
1231 return -1;
1232 }
1233
1234 if (flag || (m->unique) || (m->templatemap)) {
1235 if (!m->unique && !m->templatemap) { /* flag is set */
1236 if (flag == 2)
1237 strcpy(filename, create_overlay_pathname(m->path));
1238 else
1239 strcpy (filename, create_pathname (m->path));
1240 } else
1241 strcpy (filename, m->path);
1242
1243 /* If the compression suffix already exists on the filename, don't
1244 * put it on again. This nasty looking strcmp checks to see if the
1245 * compression suffix is at the end of the filename already.
1246 */
1247 if (m->compressed &&
1248 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1249 uncomp[m->compressed][0]))
1250 strcat(filename, uncomp[m->compressed][0]);
1251 make_path_to_file(filename);
1252 } else {
1253 if (!m->tmpname)
1254 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1255 strcpy(filename, m->tmpname);
1256 }
1257 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1258 m->in_memory = MAP_SAVING;
1259
1260 sprintf (filename_s, "%s~", filename);
1261
1262 /* Compress if it isn't a temporary save. Do compress if unique */
1263 if (m->compressed && (m->unique || m->templatemap || flag)) {
1264 char buf[MAX_BUF];
1265 strcpy(buf, uncomp[m->compressed][2]);
1266 strcat(buf, " > ");
1267 strcat(buf, filename_s);
1268 fp = popen(buf, "w");
1269 } else
1270 fp = fopen(filename_s, "w");
1271
1272 if(fp == NULL) {
1273 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1274 return -1;
1275 }
1276
1277 /* legacy */
1278 fprintf(fp,"arch map\n");
1279 if (m->name) fprintf(fp,"name %s\n", m->name);
1280 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1281 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1282 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1283 /* we unfortunately have no idea if this is a value the creator set
1284 * or a difficulty value we generated when the map was first loaded
1285 */
1286 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1287 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1288 if (m->shopitems) {
1289 print_shop_string(m, shop); 882 print_shop_string (this, shop);
1290 fprintf(fp,"shopitems %s\n", shop); 883 MAP_OUT2 (shopitems, shop);
1291 }
1292 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1293#ifndef WIN32
1294 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1295 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1296#else
1297 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1298 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1299#endif
1300 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1301 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1302 if (m->width) fprintf(fp,"width %d\n", m->width);
1303 if (m->height) fprintf(fp,"height %d\n", m->height);
1304 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1305 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1306 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1307 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1308 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1309 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1310 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1311 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1312 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1313 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1314 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1315 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1316 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1317 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1318 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1319
1320 /* Save any tiling information, except on overlays */
1321 if (flag != 2)
1322 for (i=0; i<4; i++)
1323 if (m->tile_path[i])
1324 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1325
1326 fprintf(fp,"end\n");
1327
1328 /* In the game save unique items in the different file, but
1329 * in the editor save them to the normal map file.
1330 * If unique map, save files in the proper destination (set by
1331 * player)
1332 */
1333 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334 sprintf (buf,"%s.v00",create_items_path (m->path));
1335 LOG(llevDebug,"Saving unique items of map %s to %s\n", m->path, buf);
1336 sprintf (buf_s, "%s~", buf);
1337 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1338 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1339 }
1340 if (flag == 2)
1341 save_objects(m, fp, fp2, 2);
1342 else
1343 save_objects (m, fp, fp2, 0);
1344 if (fp2 != NULL) {
1345 if (ftell (fp2) == 0) {
1346 fclose (fp2);
1347 rename (buf_s, buf);
1348 unlink (buf);
1349 } else {
1350 fclose (fp2);
1351 rename (buf_s, buf);
1352 chmod (buf, SAVE_MODE);
1353 } 884 }
1354 }
1355 } else { /* save same file when not playing, like in editor */
1356 save_objects(m, fp, fp, 0);
1357 }
1358 885
1359 if (m->compressed && (m->unique || m->templatemap || flag)) 886 MAP_OUT (shopgreed);
1360 pclose(fp); 887 MAP_OUT (shopmin);
1361 else 888 MAP_OUT (shopmax);
1362 fclose(fp); 889 if (shoprace) MAP_OUT (shoprace);
890 MAP_OUT (darkness);
891 MAP_OUT (width);
892 MAP_OUT (height);
893 MAP_OUT (enter_x);
894 MAP_OUT (enter_y);
1363 895
1364 rename (filename_s, filename); 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1365 898
1366 chmod (filename, SAVE_MODE); 899 MAP_OUT (outdoor);
900 MAP_OUT (temp);
901 MAP_OUT (pressure);
902 MAP_OUT (humid);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
906
907 MAP_OUT (per_player);
908 MAP_OUT (per_party);
909
910 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
911 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
912 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
913 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
914
915 freezer.put (this);
916 freezer.put (KW_end);
917
918 return true;
919}
920
921bool
922maptile::_save_header (const char *path)
923{
924 object_freezer freezer;
925
926 if (!_save_header (freezer))
1367 return 0; 927 return false;
1368}
1369 928
1370 929 return freezer.save (path);
1371/*
1372 * Remove and free all objects in the inventory of the given object.
1373 * object.c ?
1374 */
1375
1376void clean_object(object *op)
1377{
1378 object *tmp, *next;
1379
1380 for(tmp = op->inv; tmp; tmp = next)
1381 {
1382 next = tmp->below;
1383 clean_object(tmp);
1384 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1385 remove_button_link(tmp);
1386 remove_ob(tmp);
1387 free_object(tmp);
1388 }
1389} 930}
1390 931
1391/* 932/*
1392 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1393 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1394 940
1395void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1396 int i,j; 942 while (object *op = ms->bot)
1397 object *op; 943 {
1398 944 if (op->head)
1399 for(i=0;i<MAP_WIDTH(m);i++)
1400 for(j=0;j<MAP_HEIGHT(m);j++) {
1401 object *previous_obj=NULL;
1402 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1403 if (op==previous_obj) {
1404 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1405 break;
1406 }
1407 previous_obj=op;
1408 if(op->head!=NULL)
1409 op = op->head; 945 op = op->head;
1410 946
1411 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1412 * free objects in op's inventory. So let it do the job. 948 op->destroy ();
1413 */
1414 if (m->in_memory==MAP_IN_MEMORY)
1415 clean_object(op);
1416 remove_ob(op);
1417 free_object(op);
1418 }
1419 }
1420#ifdef MANY_CORES
1421 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1422 * an item on that map was not saved - look for that condition and die as appropriate -
1423 * this leaves more of the map data intact for better debugging.
1424 */
1425 for (op=objects; op!=NULL; op=op->next) {
1426 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1427 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1428 abort();
1429 }
1430 } 949 }
1431#endif 950
951 sfree (spaces, size ()), spaces = 0;
952
953 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0;
955}
956
957void
958maptile::clear_header ()
959{
960 name = 0;
961 msg = 0;
962 maplore = 0;
963 shoprace = 0;
964 delete [] shopitems, shopitems = 0;
965
966 for (int i = 0; i < 4; i++)
967 tile_path [i] = 0;
968}
969
970maptile::~maptile ()
971{
972 assert (destroyed ());
973}
974
975void
976maptile::clear_links_to (maptile *m)
977{
978 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those.
982 */
983 for (int i = 0; i < 4; i++)
984 if (tile_map[i] == m)
985 tile_map[i] = 0;
986}
987
988void
989maptile::do_destroy ()
990{
991 attachable::do_destroy ();
992
993 clear ();
1432} 994}
1433 995
1434/* 996/*
1435 * Frees everything allocated by the given mapstructure. 997 * Updates every button on the map (by calling update_button() for them).
1436 * don't free tmpname - our caller is left to do that
1437 */
1438
1439void free_map(mapstruct *m,int flag) {
1440 int i;
1441
1442 if (!m->in_memory) {
1443 LOG(llevError,"Trying to free freed map.\n");
1444 return;
1445 }
1446 if (flag && m->spaces) free_all_objects(m);
1447 if (m->name) FREE_AND_CLEAR(m->name);
1448 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1449 if (m->msg) FREE_AND_CLEAR(m->msg);
1450 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1451 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1452 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1453 if (m->buttons)
1454 free_objectlinkpt(m->buttons);
1455 m->buttons = NULL;
1456 for (i=0; i<4; i++) {
1457 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1458 m->tile_map[i] = NULL;
1459 }
1460 m->in_memory = MAP_SWAPPED;
1461}
1462
1463/*
1464 * function: vanish mapstruct
1465 * m : pointer to mapstruct, if NULL no action
1466 * this deletes all the data on the map (freeing pointers)
1467 * and then removes this map from the global linked list of maps.
1468 */
1469
1470void delete_map(mapstruct *m) {
1471 mapstruct *tmp, *last;
1472 int i;
1473
1474 if (!m)
1475 return;
1476 if (m->in_memory == MAP_IN_MEMORY) {
1477 /* change to MAP_SAVING, even though we are not,
1478 * so that remove_ob doesn't do as much work.
1479 */ 998 */
1480 m->in_memory = MAP_SAVING; 999void
1481 free_map (m, 1); 1000maptile::update_buttons ()
1001{
1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1004 {
1005 if (!ol->ob)
1006 {
1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1009 continue;
1010 }
1011
1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013 {
1014 update_button (ol->ob);
1015 break;
1016 }
1482 } 1017 }
1483 /* move this out of free_map, since tmpname can still be needed if
1484 * the map is swapped out.
1485 */
1486 if (m->tmpname) {
1487 free(m->tmpname);
1488 m->tmpname=NULL;
1489 }
1490 last = NULL;
1491 /* We need to look through all the maps and see if any maps
1492 * are pointing at this one for tiling information. Since
1493 * tiling can be assymetric, we just can not look to see which
1494 * maps this map tiles with and clears those.
1495 */
1496 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1497 if (tmp->next == m) last = tmp;
1498
1499 /* This should hopefully get unrolled on a decent compiler */
1500 for (i=0; i<4; i++)
1501 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1502 }
1503
1504 /* If last is null, then this should be the first map in the list */
1505 if (!last) {
1506 if (m == first_map)
1507 first_map = m->next;
1508 else
1509 /* m->path is a static char, so should hopefully still have
1510 * some useful data in it.
1511 */
1512 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1513 m->path);
1514 }
1515 else
1516 last->next = m->next;
1517
1518 free (m);
1519} 1018}
1520
1521
1522
1523/*
1524 * Makes sure the given map is loaded and swapped in.
1525 * name is path name of the map.
1526 * flags meaning:
1527 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1528 * and don't do unique items or the like.
1529 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1530 * dont do any more name translation on it.
1531 *
1532 * Returns a pointer to the given map.
1533 */
1534
1535mapstruct *ready_map_name(const char *name, int flags) {
1536 mapstruct *m;
1537
1538 if (!name)
1539 return (NULL);
1540
1541 /* Have we been at this level before? */
1542 m = has_been_loaded (name);
1543
1544 /* Map is good to go, so just return it */
1545 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1546 return m;
1547 }
1548
1549 /* unique maps always get loaded from their original location, and never
1550 * a temp location. Likewise, if map_flush is set, or we have never loaded
1551 * this map, load it now. I removed the reset checking from here -
1552 * it seems the probability of a player trying to enter a map that should
1553 * reset but hasn't yet is quite low, and removing that makes this function
1554 * a bit cleaner (and players probably shouldn't rely on exact timing for
1555 * resets in any case - if they really care, they should use the 'maps command.
1556 */
1557 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1558
1559 /* first visit or time to reset */
1560 if (m) {
1561 clean_tmp_map(m); /* Doesn't make much difference */
1562 delete_map(m);
1563 }
1564
1565 /* create and load a map */
1566 if (flags & MAP_PLAYER_UNIQUE)
1567 LOG(llevDebug, "Trying to load map %s.\n", name);
1568 else
1569 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1570
1571 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1572 return (NULL);
1573
1574 fix_auto_apply(m); /* Chests which open as default */
1575
1576 /* If a player unique map, no extra unique object file to load.
1577 * if from the editor, likewise.
1578 */
1579 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1580 load_unique_objects(m);
1581
1582 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1583 m=load_overlay_map(name, m);
1584 if (m==NULL)
1585 return NULL;
1586 }
1587
1588 } else {
1589 /* If in this loop, we found a temporary map, so load it up. */
1590
1591 m=load_temporary_map (m);
1592 if(m==NULL) return NULL;
1593 load_unique_objects(m);
1594
1595 clean_tmp_map(m);
1596 m->in_memory = MAP_IN_MEMORY;
1597 /* tempnam() on sun systems (probably others) uses malloc
1598 * to allocated space for the string. Free it here.
1599 * In some cases, load_temporary_map above won't find the
1600 * temporary map, and so has reloaded a new map. If that
1601 * is the case, tmpname is now null
1602 */
1603 if (m->tmpname) free(m->tmpname);
1604 m->tmpname = NULL;
1605 /* It's going to be saved anew anyway */
1606 }
1607
1608 /* Below here is stuff common to both first time loaded maps and
1609 * temp maps.
1610 */
1611
1612 decay_objects(m); /* start the decay */
1613 /* In case other objects press some buttons down */
1614 update_buttons(m);
1615 if (m->outdoor)
1616 set_darkness_map(m);
1617 /* run the weather over this map */
1618 weather_effect(name);
1619 return m;
1620}
1621
1622 1019
1623/* 1020/*
1624 * This routine is supposed to find out the difficulty of the map. 1021 * This routine is supposed to find out the difficulty of the map.
1625 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1626 * but does have a lot to do with treasure on the map. 1023 * but does have a lot to do with treasure on the map.
1628 * Difficulty can now be set by the map creature. If the value stored 1025 * Difficulty can now be set by the map creature. If the value stored
1629 * in the map is zero, then use this routine. Maps should really 1026 * in the map is zero, then use this routine. Maps should really
1630 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1631 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1632 */ 1029 */
1633 1030int
1634int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1635 object *op; 1032{
1636 archetype *at;
1637 int x, y, i, diff;
1638 long monster_cnt = 0; 1033 long monster_cnt = 0;
1639 double avgexp = 0; 1034 double avgexp = 0;
1640 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1641 1036
1642 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1643 { 1038 for (object *op = ms->bot; op; op = op->above)
1644 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1645 return MAP_DIFFICULTY (m);
1646 }
1647
1648 for(x = 0; x < MAP_WIDTH(m); x++)
1649 for(y = 0; y < MAP_HEIGHT(m); y++)
1650 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1651 { 1039 {
1652 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1653 { 1041 {
1654 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1655 monster_cnt++; 1043 monster_cnt++;
1656 } 1044 }
1657 1045
1658 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1659 { 1047 {
1660 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1661 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1662
1663 if(at != NULL)
1664 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1665 1052
1666 monster_cnt++; 1053 monster_cnt++;
1667 } 1054 }
1668 } 1055 }
1669 1056
1670 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1671 1058
1672 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1673 {
1674 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1060 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1675 {
1676 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1677 return i; 1061 return i;
1678 }
1679 }
1680 1062
1681 return 1; 1063 return 1;
1682}
1683
1684void clean_tmp_map(mapstruct *m) {
1685 if(m->tmpname == NULL)
1686 return;
1687 if (clean_temporary_map_callback)
1688 clean_temporary_map_callback (m);
1689 (void) unlink(m->tmpname);
1690}
1691
1692void free_all_maps(void)
1693{
1694 int real_maps=0;
1695
1696 while (first_map) {
1697 /* I think some of the callers above before it gets here set this to be
1698 * saving, but we still want to free this data
1699 */
1700 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1701 delete_map(first_map);
1702 real_maps++;
1703 }
1704 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1705} 1064}
1706 1065
1707/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1708 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1709 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1710 * Move this from los.c to map.c since this is more related 1069 * Move this from los.c to map.c since this is more related
1711 * to maps than los. 1070 * to maps than los.
1712 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1713 */ 1072 */
1714 1073int
1715int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1716 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1717 1077
1718 /* Nothing to do */ 1078 /* Nothing to do */
1719 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1720 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1721 return 0; 1080 return 0;
1722 }
1723 1081
1724 /* inform all players on the map */ 1082 /* inform all players on the map */
1725 if (change>0) 1083 if (change > 0)
1726 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1727 else 1085 else
1728 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1729 1087
1730 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1731 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1732 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1733 * is not +/-1 1091 * is not +/-1
1734 */ 1092 */
1735 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1736 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1737 else m->darkness=new_level; 1098 darkness = new_level;
1738 1099
1739 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1740 update_all_map_los(m); 1101 update_all_map_los (this);
1741 return 1; 1102 return 1;
1742} 1103}
1743
1744 1104
1745/* 1105/*
1746 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1747 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1748 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1749 * through, etc) 1109 * through, etc)
1750 */ 1110 */
1751void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1752 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1753 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1754 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1755 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1756 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1757 1119
1758 oldflags = GET_MAP_FLAGS(m,x,y);
1759 if (!(oldflags & P_NEED_UPDATE)) {
1760 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1761 m->path, x, y);
1762 return;
1763 }
1764
1765 middle=blank_face; 1120 middle = blank_face;
1766 top=blank_face; 1121 top = blank_face;
1767 floor=blank_face; 1122 floor = blank_face;
1768 1123
1769 middle_obj = NULL; 1124 middle_obj = 0;
1770 top_obj = NULL; 1125 top_obj = 0;
1771 floor_obj = NULL; 1126 floor_obj = 0;
1772 1127
1773 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1774 1129 {
1775 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1776 * one). But if so, it shouldn't be a simple additive - 2 1131 * one). But if so, it shouldn't be a simple additive - 2
1777 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1778 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1779 */ 1134 */
1780 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1781 1137
1782 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1783 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1784 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1785 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1786 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1787 * 1143 *
1788 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1789 */ 1145 */
1790 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1791 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1792 top = tmp->face; 1149 {
1793 top_obj = tmp; 1150 top = tmp->face;
1794 } 1151 top_obj = tmp;
1152 }
1795 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1796 /* If we got a floor, that means middle and top were below it, 1155 /* If we got a floor, that means middle and top were below it,
1797 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1798 */ 1157 */
1799 middle=blank_face; 1158 middle = blank_face;
1800 top=blank_face; 1159 top = blank_face;
1801 floor = tmp->face; 1160 floor = tmp->face;
1802 floor_obj = tmp; 1161 floor_obj = tmp;
1803 } 1162 }
1804 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1805 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1806 middle = tmp->face; 1165 {
1166 middle = tmp->face;
1807 1167
1808 middle_obj = tmp; 1168 middle_obj = tmp;
1809 anywhere =1; 1169 anywhere = 1;
1810 } 1170 }
1811 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1812 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1813 * top 1173 * top
1814 */ 1174 */
1815 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1816 middle = tmp->face; 1177 middle = tmp->face;
1817 middle_obj = tmp; 1178 middle_obj = tmp;
1818 } 1179 }
1819 } 1180 }
1181
1820 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1821 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1822 exit (-1); 1185 exit (-1);
1823 }
1824 1186 }
1187
1825 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1826 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1827 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1828 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1829 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1830 1193
1831 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1832 flags |= P_IS_ALIVE; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1833 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1834 flags |= P_NO_MAGIC; 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1835 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1836 flags |= P_NO_CLERIC; 1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1837 if (tmp->type == SAFE_GROUND)
1838 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1839
1840 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1841 flags |= P_BLOCKSVIEW;
1842 } /* for stack of objects */
1843
1844 /* we don't want to rely on this function to have accurate flags, but
1845 * since we're already doing the work, we calculate them here.
1846 * if they don't match, logic is broken someplace.
1847 */
1848 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1849 (!(oldflags & P_NO_ERROR))) {
1850 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1851 m->path, x, y,
1852 (oldflags & ~P_NEED_UPDATE), flags);
1853 } 1200 }
1854 SET_MAP_FLAGS(m, x, y, flags);
1855 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1856 SET_MAP_MOVE_ON(m, x, y, move_on);
1857 SET_MAP_MOVE_OFF(m, x, y, move_off);
1858 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1859 1201
1202 this->light = light;
1203 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on;
1206 this->move_off = move_off;
1207 this->move_slow = move_slow;
1208
1860 /* At this point, we have a floor face (if there is a floor), 1209 /* At this point, we have a floor face (if there is a floor),
1861 * and the floor is set - we are not going to touch it at 1210 * and the floor is set - we are not going to touch it at
1862 * this point. 1211 * this point.
1863 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1864 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1865 * 1214 *
1866 * We now need to fill in top.face and/or middle.face. 1215 * We now need to fill in top.face and/or middle.face.
1867 */ 1216 */
1868 1217
1869 /* If the top face also happens to be high visibility, re-do our 1218 /* If the top face also happens to be high visibility, re-do our
1870 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1871 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1872 * may be possible for the faces to match but be different objects. 1221 * may be possible for the faces to match but be different objects.
1873 */ 1222 */
1874 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1875 1225
1876 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1877 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1878 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1879 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1880 */ 1230 */
1881 1231
1882 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1883 /* Once we get to a floor, stop, since we already have a floor object */ 1234 /* Once we get to a floor, stop, since we already have a floor object */
1884 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1885 1237
1886 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1887 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1888 1241
1889 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces */
1890 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible)
1244 {
1891 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1892 if (top == blank_face) { 1246 if (top == blank_face)
1893 top = tmp->face; 1247 {
1894 top_obj = tmp; 1248 top = tmp->face;
1895 if (top == middle) middle=blank_face; 1249 top_obj = tmp;
1896 } else { 1250 if (top == middle)
1251 middle = blank_face;
1252 }
1253 else
1254 {
1897 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1898 * middle is not set 1256 * middle is not set
1899 * 1257 *
1900 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1901 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1902 * 1260 *
1903 */ 1261 */
1904 if (tmp->face != top ) { 1262 if (tmp->face != top)
1905 middle = tmp->face; 1263 {
1906 middle_obj = tmp; 1264 middle = tmp->face;
1907 break; 1265 middle_obj = tmp;
1908 } 1266 break;
1267 }
1268 }
1269 }
1909 } 1270 }
1910 } 1271
1911 } 1272 if (middle == floor)
1912 if (middle == floor) middle = blank_face;
1913 if (top == middle) middle = blank_face;
1914 SET_MAP_FACE(m,x,y,top,0);
1915 if(top != blank_face)
1916 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1917 else
1918 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1919 SET_MAP_FACE(m,x,y,middle,1);
1920 if(middle != blank_face) 1273 middle = blank_face;
1921 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1922 else
1923 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1924 SET_MAP_FACE(m,x,y,floor,2);
1925 if(floor != blank_face)
1926 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1927 else
1928 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1929 SET_MAP_LIGHT(m,x,y,light);
1930}
1931 1274
1275 if (top == middle)
1276 middle = blank_face;
1932 1277
1933void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1934 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1935 1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1936 timeout = MAP_RESET_TIMEOUT(map);
1937 if (timeout <= 0)
1938 timeout = MAP_DEFAULTRESET;
1939 if (timeout >= MAP_MAXRESET)
1940 timeout = MAP_MAXRESET;
1941 MAP_WHEN_RESET(map) = seconds()+timeout;
1942} 1281}
1943 1282
1944/* this updates the orig_map->tile_map[tile_num] value after loading 1283/* this updates the orig_map->tile_map[tile_num] value after finding
1945 * the map. It also takes care of linking back the freshly loaded 1284 * the map. It also takes care of linking back the freshly found
1946 * maps tile_map values if it tiles back to this one. It returns 1285 * maps tile_map values if it tiles back to this one. It returns
1947 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num].
1948 * so that it is easier for calling functions to verify success.
1949 */ 1287 */
1950 1288static inline maptile *
1951static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1289find_and_link (maptile *orig_map, int tile_num)
1952{ 1290{
1291 maptile *mp = orig_map->tile_map [tile_num];
1292
1293 if (!mp)
1294 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296
1297 if (!mp)
1298 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 }
1307
1953 int dest_tile = (tile_num +2) % 4; 1308 int dest_tile = (tile_num + 2) % 4;
1954 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1955 1309
1956 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1310 orig_map->tile_map [tile_num] = mp;
1957 1311
1958 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1312 // optimisation: back-link map to origin map if euclidean
1959 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1313 //TODO: non-euclidean maps MUST GO
1960 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1961 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1962 1316
1963 return orig_map->tile_map[tile_num]; 1317 return mp;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1964} 1324}
1965 1325
1966/* this returns TRUE if the coordinates (x,y) are out of 1326/* this returns TRUE if the coordinates (x,y) are out of
1967 * map m. This function also takes into account any 1327 * map m. This function also takes into account any
1968 * tiling considerations, loading adjacant maps as needed. 1328 * tiling considerations, loading adjacant maps as needed.
1969 * This is the function should always be used when it 1329 * This is the function should always be used when it
1970 * necessary to check for valid coordinates. 1330 * necessary to check for valid coordinates.
1971 * This function will recursively call itself for the 1331 * This function will recursively call itself for the
1972 * tiled maps. 1332 * tiled maps.
1973 * 1333 */
1974 * 1334int
1975 */
1976int out_of_map(mapstruct *m, int x, int y) 1335out_of_map (maptile *m, int x, int y)
1977{ 1336{
1978
1979 /* If we get passed a null map, this is obviously the 1337 /* If we get passed a null map, this is obviously the
1980 * case. This generally shouldn't happen, but if the 1338 * case. This generally shouldn't happen, but if the
1981 * map loads fail below, it could happen. 1339 * map loads fail below, it could happen.
1982 */ 1340 */
1983 if (!m) return 0; 1341 if (!m)
1984
1985 if (x<0) {
1986 if (!m->tile_path[3]) return 1;
1987 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1988 load_and_link_tiled_map(m, 3);
1989 }
1990 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1991 }
1992 if (x>=MAP_WIDTH(m)) {
1993 if (!m->tile_path[1]) return 1;
1994 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1995 load_and_link_tiled_map(m, 1);
1996 }
1997 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1998 }
1999 if (y<0) {
2000 if (!m->tile_path[0]) return 1;
2001 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
2002 load_and_link_tiled_map(m, 0);
2003 }
2004 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
2005 }
2006 if (y>=MAP_HEIGHT(m)) {
2007 if (!m->tile_path[2]) return 1;
2008 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2009 load_and_link_tiled_map(m, 2);
2010 }
2011 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2012 }
2013
2014 /* Simple case - coordinates are within this local
2015 * map.
2016 */
2017 return 0; 1342 return 0;
1343
1344 if (x < 0)
1345 {
1346 if (!m->tile_path[3])
1347 return 1;
1348
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 }
1354
1355 if (x >= m->width)
1356 {
1357 if (!m->tile_path[1])
1358 return 1;
1359
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y);
1364 }
1365
1366 if (y < 0)
1367 {
1368 if (!m->tile_path[0])
1369 return 1;
1370
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 }
1376
1377 if (y >= m->height)
1378 {
1379 if (!m->tile_path[2])
1380 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384
1385 return out_of_map (m->tile_map[2], x, y - m->height);
1386 }
1387
1388 /* Simple case - coordinates are within this local
1389 * map.
1390 */
1391 return 0;
2018} 1392}
2019 1393
2020/* This is basically the same as out_of_map above, but 1394/* This is basically the same as out_of_map above, but
2021 * instead we return NULL if no map is valid (coordinates 1395 * instead we return NULL if no map is valid (coordinates
2022 * out of bounds and no tiled map), otherwise it returns 1396 * out of bounds and no tiled map), otherwise it returns
2023 * the map as that the coordinates are really on, and 1397 * the map as that the coordinates are really on, and
2024 * updates x and y to be the localized coordinates. 1398 * updates x and y to be the localised coordinates.
2025 * Using this is more efficient of calling out_of_map 1399 * Using this is more efficient of calling out_of_map
2026 * and then figuring out what the real map is 1400 * and then figuring out what the real map is
2027 */ 1401 */
2028mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1402maptile *
1403maptile::xy_find (sint16 &x, sint16 &y)
2029{ 1404{
2030 1405 if (x < 0)
2031 if (*x<0) {
2032 if (!m->tile_path[3]) return NULL;
2033 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2034 load_and_link_tiled_map(m, 3);
2035
2036 *x += MAP_WIDTH(m->tile_map[3]);
2037 return (get_map_from_coord(m->tile_map[3], x, y));
2038 } 1406 {
2039 if (*x>=MAP_WIDTH(m)) { 1407 if (!tile_path[3])
2040 if (!m->tile_path[1]) return NULL; 1408 return 0;
2041 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2042 load_and_link_tiled_map(m, 1);
2043 1409
2044 *x -= MAP_WIDTH(m); 1410 find_and_link (this, 3);
2045 return (get_map_from_coord(m->tile_map[1], x, y)); 1411 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y);
1413 }
1414
1415 if (x >= width)
2046 } 1416 {
2047 if (*y<0) { 1417 if (!tile_path[1])
2048 if (!m->tile_path[0]) return NULL; 1418 return 0;
2049 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2050 load_and_link_tiled_map(m, 0);
2051 1419
2052 *y += MAP_HEIGHT(m->tile_map[0]); 1420 find_and_link (this, 1);
2053 return (get_map_from_coord(m->tile_map[0], x, y)); 1421 x -= width;
1422 return tile_map[1]->xy_find (x, y);
1423 }
1424
1425 if (y < 0)
2054 } 1426 {
2055 if (*y>=MAP_HEIGHT(m)) { 1427 if (!tile_path[0])
2056 if (!m->tile_path[2]) return NULL; 1428 return 0;
2057 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2058 load_and_link_tiled_map(m, 2);
2059 1429
2060 *y -= MAP_HEIGHT(m); 1430 find_and_link (this, 0);
2061 return (get_map_from_coord(m->tile_map[2], x, y)); 1431 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y);
1433 }
1434
1435 if (y >= height)
2062 } 1436 {
1437 if (!tile_path[2])
1438 return 0;
2063 1439
1440 find_and_link (this, 2);
1441 y -= height;
1442 return tile_map[2]->xy_find (x, y);
1443 }
1444
2064 /* Simple case - coordinates are within this local 1445 /* Simple case - coordinates are within this local
2065 * map. 1446 * map.
2066 */ 1447 */
2067 1448 return this;
2068 return m;
2069} 1449}
2070 1450
2071/** 1451/**
2072 * Return whether map2 is adjacent to map1. If so, store the distance from 1452 * Return whether map2 is adjacent to map1. If so, store the distance from
2073 * map1 to map2 in dx/dy. 1453 * map1 to map2 in dx/dy.
2074 */ 1454 */
1455static int
2075static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{
2076 if (!map1 || !map2) 1458 if (!map1 || !map2)
2077 return 0; 1459 return 0;
2078 1460
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!)
2079 if (map1 == map2) { 1463 if (map1 == map2)
1464 {
2080 *dx = 0; 1465 *dx = 0;
2081 *dy = 0; 1466 *dy = 0;
2082 1467 }
2083 } else if (map1->tile_map[0] == map2) { /* up */ 1468 else if (map1->tile_map[0] == map2)
1469 { /* up */
2084 *dx = 0; 1470 *dx = 0;
2085 *dy = -MAP_HEIGHT(map2); 1471 *dy = -map2->height;
1472 }
2086 } else if (map1->tile_map[1] == map2) { /* right */ 1473 else if (map1->tile_map[1] == map2)
2087 *dx = MAP_WIDTH(map1); 1474 { /* right */
1475 *dx = map1->width;
2088 *dy = 0; 1476 *dy = 0;
1477 }
2089 } else if (map1->tile_map[2] == map2) { /* down */ 1478 else if (map1->tile_map[2] == map2)
1479 { /* down */
2090 *dx = 0; 1480 *dx = 0;
2091 *dy = MAP_HEIGHT(map1); 1481 *dy = map1->height;
1482 }
2092 } else if (map1->tile_map[3] == map2) { /* left */ 1483 else if (map1->tile_map[3] == map2)
2093 *dx = -MAP_WIDTH(map2); 1484 { /* left */
1485 *dx = -map2->width;
2094 *dy = 0; 1486 *dy = 0;
2095 1487 }
2096 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1488 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1489 { /* up right */
2097 *dx = MAP_WIDTH(map1->tile_map[0]); 1490 *dx = map1->tile_map[0]->width;
2098 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dy = -map1->tile_map[0]->height;
1492 }
2099 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1493 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2100 *dx = -MAP_WIDTH(map2); 1494 { /* up left */
2101 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1495 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height;
1497 }
2102 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1498 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2103 *dx = MAP_WIDTH(map1); 1499 { /* right up */
2104 *dy = -MAP_HEIGHT(map2); 1500 *dx = map1->width;
1501 *dy = -map2->height;
1502 }
2105 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1503 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2106 *dx = MAP_WIDTH(map1); 1504 { /* right down */
2107 *dy = MAP_HEIGHT(map1->tile_map[1]); 1505 *dx = map1->width;
1506 *dy = map1->tile_map[1]->height;
1507 }
2108 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1508 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1509 { /* down right */
2109 *dx = MAP_WIDTH(map1->tile_map[2]); 1510 *dx = map1->tile_map[2]->width;
2110 *dy = MAP_HEIGHT(map1); 1511 *dy = map1->height;
1512 }
2111 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1513 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2112 *dx = -MAP_WIDTH(map2); 1514 { /* down left */
2113 *dy = MAP_HEIGHT(map1); 1515 *dx = -map2->width;
1516 *dy = map1->height;
1517 }
2114 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1518 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1519 { /* left up */
2115 *dx = -MAP_WIDTH(map1->tile_map[3]); 1520 *dx = -map1->tile_map[3]->width;
2116 *dy = -MAP_HEIGHT(map2); 1521 *dy = -map2->height;
1522 }
2117 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1523 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1524 { /* left down */
2118 *dx = -MAP_WIDTH(map1->tile_map[3]); 1525 *dx = -map1->tile_map[3]->width;
2119 *dy = MAP_HEIGHT(map1->tile_map[3]); 1526 *dy = map1->tile_map[3]->height;
2120
2121 } else { /* not "adjacent" enough */
2122 return 0;
2123 } 1527 }
2124 1528 else
2125 return 1; 1529 return 0;
1530
1531 return 1;
1532}
1533
1534maptile *
1535maptile::xy_load (sint16 &x, sint16 &y)
1536{
1537 maptile *map = xy_find (x, y);
1538
1539 if (map)
1540 map->load_sync ();
1541
1542 return map;
1543}
1544
1545maptile *
1546get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1547{
1548 return m->xy_load (*x, *y);
2126} 1549}
2127 1550
2128/* From map.c 1551/* From map.c
2129 * This is used by get_player to determine where the other 1552 * This is used by get_player to determine where the other
2130 * creature is. get_rangevector takes into account map tiling, 1553 * creature is. get_rangevector takes into account map tiling,
2143 * be unexpected 1566 * be unexpected
2144 * 1567 *
2145 * currently, the only flag supported (0x1) is don't translate for 1568 * currently, the only flag supported (0x1) is don't translate for
2146 * closest body part of 'op1' 1569 * closest body part of 'op1'
2147 */ 1570 */
2148 1571void
2149void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{
2150 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 {
2151 /* be conservative and fill in _some_ data */ 1576 /* be conservative and fill in _some_ data */
2152 retval->distance = 100000; 1577 retval->distance = 100000;
2153 retval->distance_x = 32767; 1578 retval->distance_x = 32767;
2154 retval->distance_y = 32767; 1579 retval->distance_y = 32767;
2155 retval->direction = 0; 1580 retval->direction = 0;
2156 retval->part = 0; 1581 retval->part = 0;
2157 } else { 1582 }
1583 else
1584 {
2158 object *best; 1585 object *best;
2159 1586
2160 retval->distance_x += op2->x-op1->x; 1587 retval->distance_x += op2->x - op1->x;
2161 retval->distance_y += op2->y-op1->y; 1588 retval->distance_y += op2->y - op1->y;
2162 1589
2163 best = op1; 1590 best = op1;
2164 /* If this is multipart, find the closest part now */ 1591 /* If this is multipart, find the closest part now */
2165 if (!(flags&0x1) && op1->more) { 1592 if (!(flags & 0x1) && op1->more)
1593 {
2166 object *tmp; 1594 object *tmp;
2167 int best_distance = retval->distance_x*retval->distance_x+ 1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2168 retval->distance_y*retval->distance_y, tmpi;
2169 1596
2170 /* we just take the offset of the piece to head to figure 1597 /* we just take the offset of the piece to head to figure
2171 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2172 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2173 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2174 * below works. 1601 * below works.
2175 */ 1602 */
2176 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604 {
2177 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2178 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2179 if (tmpi < best_distance) { 1607 if (tmpi < best_distance)
1608 {
2180 best_distance = tmpi; 1609 best_distance = tmpi;
2181 best = tmp; 1610 best = tmp;
2182 } 1611 }
2183 } 1612 }
2184 if (best != op1) { 1613 if (best != op1)
1614 {
2185 retval->distance_x += op1->x-best->x; 1615 retval->distance_x += op1->x - best->x;
2186 retval->distance_y += op1->y-best->y; 1616 retval->distance_y += op1->y - best->y;
2187 } 1617 }
2188 } 1618 }
2189 retval->part = best; 1619 retval->part = best;
2190 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2191 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2192 } 1622 }
2193} 1623}
2194 1624
2195/* this is basically the same as get_rangevector above, but instead of 1625/* this is basically the same as get_rangevector above, but instead of
2196 * the first parameter being an object, it instead is the map 1626 * the first parameter being an object, it instead is the map
2201 * be more consistant with the above function and also in case they are needed 1631 * be more consistant with the above function and also in case they are needed
2202 * for something in the future. Also, since no object is pasted, the best 1632 * for something in the future. Also, since no object is pasted, the best
2203 * field of the rv_vector is set to NULL. 1633 * field of the rv_vector is set to NULL.
2204 */ 1634 */
2205 1635
1636void
2206void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1638{
2207 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 {
2208 /* be conservative and fill in _some_ data */ 1641 /* be conservative and fill in _some_ data */
2209 retval->distance = 100000; 1642 retval->distance = 100000;
2210 retval->distance_x = 32767; 1643 retval->distance_x = 32767;
2211 retval->distance_y = 32767; 1644 retval->distance_y = 32767;
2212 retval->direction = 0; 1645 retval->direction = 0;
2213 retval->part = 0; 1646 retval->part = 0;
2214 } else { 1647 }
1648 else
1649 {
2215 retval->distance_x += op2->x-x; 1650 retval->distance_x += op2->x - x;
2216 retval->distance_y += op2->y-y; 1651 retval->distance_y += op2->y - y;
2217 1652
2218 retval->part = NULL; 1653 retval->part = NULL;
2219 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2220 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2221 } 1656 }
2222} 1657}
2223 1658
2224/* Returns true of op1 and op2 are effectively on the same map 1659/* Returns true of op1 and op2 are effectively on the same map
2225 * (as related to map tiling). Note that this looks for a path from 1660 * (as related to map tiling). Note that this looks for a path from
2226 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1661 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2227 * to op1, this will still return false. 1662 * to op1, this will still return false.
2228 * Note we only look one map out to keep the processing simple 1663 * Note we only look one map out to keep the processing simple
2229 * and efficient. This could probably be a macro. 1664 * and efficient. This could probably be a macro.
2230 * MSW 2001-08-05 1665 * MSW 2001-08-05
2231 */ 1666 */
1667int
2232int on_same_map(const object *op1, const object *op2) { 1668on_same_map (const object *op1, const object *op2)
1669{
2233 int dx, dy; 1670 int dx, dy;
2234 1671
2235 return adjacent_map(op1->map, op2->map, &dx, &dy); 1672 return adjacent_map (op1->map, op2->map, &dx, &dy);
2236} 1673}
1674
1675object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682}
1683

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