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Comparing deliantra/server/common/map.C (file contents):
Revision 1.22 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.69 by root, Thu Jan 4 16:56:39 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.22 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 31
59/* 32/*
60 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 36 * it really should be called create_mapname
64 */ 37 */
65 38const char *
66const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
67 static char buf[MAX_BUF]; 41 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 43 return buf;
77} 44}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 45
138/* 46/*
139 * This function checks if a file with the given path exists. 47 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 48 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 49 * is returned.
148 * the rest of the code only cares that the file is readable. 56 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 57 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 58 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 59 * that seems to be missing the prepend_dir processing
152 */ 60 */
153 61int
154int check_path (const char *name, int prepend_dir) 62check_path (const char *name, int prepend_dir)
155{ 63{
156 char buf[MAX_BUF]; 64 char buf[MAX_BUF];
157#ifndef WIN32 65
158 char *endbuf; 66 char *endbuf;
159 struct stat statbuf; 67 struct stat statbuf;
160 int mode = 0, i; 68 int mode = 0;
161#endif
162 69
163 if (prepend_dir) 70 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 71 strcpy (buf, create_pathname (name));
165 else 72 else
166 strcpy(buf, name); 73 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 74
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 75 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 76 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 77 * Can not use strcat because we need to cycle through
174 * all the names. 78 * all the names.
175 */ 79 */
176 endbuf = buf + strlen(buf); 80 endbuf = buf + strlen (buf);
177 81
178 if (stat (buf, &statbuf)) 82 if (stat (buf, &statbuf))
179 return -1; 83 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 84 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 85 return (-1);
182 86
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 89 mode |= 4;
187 90
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 93 mode |= 2;
192 94
193 return (mode); 95 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 96}
234 97
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 98/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 99 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 100 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 103 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 104 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 105 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 106 * don't expect to insert/remove anything from those spaces.
244 */ 107 */
108int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 109get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 110{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 111 sint16 newx = x;
253 newy = y; 112 sint16 newy = y;
113
254 mp = get_map_from_coord(oldmap, &newx, &newy); 114 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 115
256 retval |= P_NEW_MAP; 116 if (!mp)
117 return P_OUT_OF_MAP;
118
257 if (newmap) *newmap = mp; 119 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 120 if (nx) *nx = newx;
259 if (ny) *ny = newy; 121 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 122
262 if (retval & P_SAFE) 123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 124}
267
268 125
269/* 126/*
270 * Returns true if the given coordinate is blocked except by the 127 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 128 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 129 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 133 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 134 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 135 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 136 * by the caller.
280 */ 137 */
281 138int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 139blocked_link (object *ob, maptile *m, int sx, int sy)
140{
283 object *tmp; 141 object *tmp;
284 int mflags, blocked; 142 int mflags, blocked;
285 143
286 /* Make sure the coordinates are valid - they should be, as caller should 144 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 145 * have already checked this.
288 */ 146 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 147 if (OUT_OF_REAL_MAP (m, sx, sy))
148 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 150 return 1;
292 } 151 }
293 152
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 153 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 154 * directly.
296 */ 155 */
297 mflags = m->spaces[sx + m->width * sy].flags; 156 mflags = m->at (sx, sy).flags ();
298 157
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 159
301 /* If space is currently not blocked by anything, no need to 160 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 161 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 162 * things we need to do for players.
304 */ 163 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0;
306 166
307 /* if there isn't anytyhing alive on this space, and this space isn't 167 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 168 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 169 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 170 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 171 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 172 * let the player through (inventory checkers for example)
313 */ 173 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0;
315 176
316 if(ob->head != NULL) 177 if (ob->head != NULL)
317 ob=ob->head; 178 ob = ob->head;
318 179
319 /* We basically go through the stack of objects, and if there is 180 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 181 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 182 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 183 * ob is blocking it, so return 0.
323 */ 184 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
186 {
325 187
326 /* This must be before the checks below. Code for inventory checkers. */ 188 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 {
328 /* If last_sp is set, the player/monster needs an object, 191 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 192 * so we check for it. If they don't have it, they can't
330 * pass through this space. 193 * pass through this space.
331 */ 194 */
332 if (tmp->last_sp) { 195 if (tmp->last_sp)
196 {
333 if (check_inv_recursive(ob,tmp)==NULL) 197 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 198 return 1;
335 else 199 else
336 continue; 200 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 201 }
346 } /* if check_inv */
347 else { 202 else
203 {
204 /* In this case, the player must not have the object -
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else
214 {
348 /* Broke apart a big nasty if into several here to make 215 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 216 * this more readable. first check - if the space blocks
350 * movement, can't move here. 217 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 218 * second - if a monster, can't move there, unles it is a
352 * hidden dm 219 * hidden dm
353 */ 220 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 225 return 1;
358 } 226 }
359 227
360 } 228 }
361 return 0; 229 return 0;
362} 230}
363 231
364 232
365/* 233/*
366 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
386 * 254 *
387 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
389 * against the move_block values. 257 * against the move_block values.
390 */ 258 */
391 259int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
393 archetype *tmp; 262 archetype *tmp;
394 int flag; 263 int flag;
395 mapstruct *m1; 264 maptile *m1;
396 sint16 sx, sy; 265 sint16 sx, sy;
397 266
398 if(ob==NULL) { 267 if (!ob)
268 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
401 272
402 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
404 } 275 }
405 276
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 280
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
411 285
286 mapspace &ms = m1->at (sx, sy);
287
412 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 291 */
416 292
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
418 295
419 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
421 */ 298 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 300 return P_NO_PASS;
424
425 } 301 }
302
426 return 0; 303 return 0;
427} 304}
428 305
429/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 308 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
434 */ 311 */
435 312void
436void fix_container(object *container) 313fix_container (object *container)
437{ 314{
438 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
439 316
440 container->inv=NULL; 317 container->inv = 0;
441 while (tmp!=NULL) { 318 while (tmp)
319 {
442 next = tmp->below; 320 next = tmp->below;
443 if (tmp->inv) 321 if (tmp->inv)
444 fix_container(tmp); 322 fix_container (tmp);
323
445 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
446 tmp = next; 325 tmp = next;
447 } 326 }
327
448 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 329 * carrying.
450 */ 330 */
451 sum_weight(container); 331 sum_weight (container);
332}
333
334void
335maptile::set_object_flag (int flag, int value)
336{
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
452} 343}
453 344
454/* link_multipart_objects go through all the objects on the map looking 345/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 346 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 347 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 348 * they are saved). We do have to look for the old maps that did save
458 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
459 */ 350 */
460 351void
461static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
462{ 353{
463 int x,y; 354 if (!spaces)
464 object *tmp, *op, *last, *above; 355 return;
465 archetype *at;
466 356
467 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
470 above=tmp->above; 360 object *above = tmp->above;
471 361
472 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
474 364 {
475 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
476 * won't do anything. 366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
477 */ 389 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497}
498
499 391 }
392 }
393
394 tmp = above;
395 }
396}
500 397
501/* 398/*
502 * Loads (ands parses) the objects into a given map from the specified 399 * Loads (ands parses) the objects into a given map from the specified
503 * file pointer. 400 * file pointer.
504 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
505 */ 402 */
506 403bool
507void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 404maptile::load_objects (object_thawer &thawer)
508 int i,j; 405{
509 int unique; 406 int unique;
510 object *op, *prev=NULL,*last_more=NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
511 408
512 op=get_object(); 409 op = object::create ();
513 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
514 411
515 while((i = load_object (fp, op, mapflags))) { 412 while (int i = load_object (thawer, op, 0))
413 {
516 /* if the archetype for the object is null, means that we 414 /* if the archetype for the object is null, means that we
517 * got an invalid object. Don't do anything with it - the game 415 * got an invalid object. Don't do anything with it - the game
518 * or editor will not be able to do anything with it either. 416 * or editor will not be able to do anything with it either.
519 */ 417 */
520 if (op->arch==NULL) { 418 if (op->arch == NULL)
419 {
521 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
522 continue; 421 continue;
523 } 422 }
524 423
525
526 switch(i) { 424 switch (i)
425 {
527 case LL_NORMAL: 426 case LL_NORMAL:
528 /* if we are loading an overlay, put the floors on the bottom */
529 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
530 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
531 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
532 else
533 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
534 428
535 if (op->inv) 429 if (op->inv)
536 sum_weight(op); 430 sum_weight (op);
537 431
538 prev=op,last_more=op; 432 prev = op, last_more = op;
539 break; 433 break;
540 434
541 case LL_MORE: 435 case LL_MORE:
542 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
543 op->head=prev,last_more->more=op,last_more=op; 437 op->head = prev, last_more->more = op, last_more = op;
544 break; 438 break;
545 } 439 }
546 if (mapflags & MAP_STYLE) { 440
547 remove_from_active_list(op); 441 op = object::create ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
548 } 506 }
549 op=get_object(); 507
550 op->map = m; 508 int unique = 0;
551 } 509 for (object *op = spaces [i].bot; op; op = op->above)
552 for (i=0;i<m->width;i++){ 510 {
553 for (j=0;j<m->height;j++){ 511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
554 unique =0; 515 unique = 1;
555 /* check for unique items, or unique squares */ 516
556 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 517 if (!op->can_map_save ())
557 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 518 continue;
558 unique = 1; 519
559 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 520 if (unique || op->flag [FLAG_UNIQUE])
560 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 521 {
522 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1);
561 } 524 }
525 else if (flags & IO_OBJECTS)
526 save_object (freezer, op, 1);
562 } 527 }
563 } 528 }
564 free_object(op);
565 link_multipart_objects(m);
566}
567 529
568/* This saves all the objects on the map in a non destructive fashion. 530 return true;
569 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 531}
570 * and we only save the head of multi part objects - this is needed 532
571 * in order to do map tiling properly. 533bool
534maptile::load_objects (const char *path, bool skip_header)
535{
536 object_thawer thawer (path);
537
538 if (!thawer)
539 return false;
540
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path);
564}
565
566maptile::maptile ()
567{
568 in_memory = MAP_SWAPPED;
569
570 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour.
572 */ 572 */
573void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 573 width = 16;
574 int i, j = 0,unique=0; 574 height = 16;
575 object *op; 575 reset_timeout = 0;
576 /* first pass - save one-part objects */ 576 timeout = 300;
577 for(i = 0; i < MAP_WIDTH(m); i++) 577 enter_x = 0;
578 for (j = 0; j < MAP_HEIGHT(m); j++) { 578 enter_y = 0;
579 unique=0; 579}
580 for(op = get_map_ob (m, i, j); op; op = op->above) {
581 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
582 unique=1;
583 580
584 if(op->type == PLAYER) { 581maptile::maptile (int w, int h)
585 LOG(llevDebug, "Player on map that is being saved\n"); 582{
586 continue; 583 in_memory = MAP_SWAPPED;
587 }
588 584
589 if (op->head || op->owner) 585 width = w;
590 continue; 586 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
591 591
592 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 592 alloc ();
593 save_object (fp2, op, 3);
594 else
595 if (flag == 0 ||
596 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
597 !QUERY_FLAG(op, FLAG_UNPAID))))
598 save_object(fp, op, 3);
599
600 } /* for this space */
601 } /* for this j */
602} 593}
603 594
604/* 595/*
605 * Allocates, initialises, and returns a pointer to a mapstruct.
606 * Modified to no longer take a path option which was not being
607 * used anyways. MSW 2001-07-01
608 */
609
610mapstruct *get_linked_map(void) {
611 mapstruct *map = new mapstruct;
612 mapstruct *mp;
613
614 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
615 if(mp==NULL)
616 first_map=map;
617 else
618 mp->next=map;
619
620 map->in_memory=MAP_SWAPPED;
621 /* The maps used to pick up default x and y values from the
622 * map archetype. Mimic that behaviour.
623 */
624 MAP_WIDTH(map)=16;
625 MAP_HEIGHT(map)=16;
626 MAP_RESET_TIMEOUT(map)=0;
627 MAP_TIMEOUT(map)=300;
628 MAP_ENTER_X(map)=0;
629 MAP_ENTER_Y(map)=0;
630 /*set part to -1 indicating conversion to weather map not yet done*/
631 MAP_WORLDPARTX(map)=-1;
632 MAP_WORLDPARTY(map)=-1;
633 return map;
634}
635
636/*
637 * Allocates the arrays contained in a mapstruct. 596 * Allocates the arrays contained in a maptile.
638 * This basically allocates the dynamic array of spaces for the 597 * This basically allocates the dynamic array of spaces for the
639 * map. 598 * map.
640 */ 599 */
641 600void
642void allocate_map(mapstruct *m) { 601maptile::alloc ()
643 m->in_memory = MAP_IN_MEMORY; 602{
644 /* Log this condition and free the storage. We could I suppose
645 * realloc, but if the caller is presuming the data will be intact,
646 * that is their poor assumption.
647 */
648 if (m->spaces) { 603 if (spaces)
649 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
650 free(m->spaces);
651 }
652
653 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
654
655 if(m->spaces==NULL)
656 fatal(OUT_OF_MEMORY);
657}
658
659/* Create and returns a map of the specific size. Used
660 * in random map code and the editor.
661 */
662mapstruct *get_empty_map(int sizex, int sizey) {
663 mapstruct *m = get_linked_map();
664 m->width = sizex;
665 m->height = sizey;
666 m->in_memory = MAP_SWAPPED;
667 allocate_map(m);
668 return m; 604 return;
605
606 spaces = salloc0<mapspace> (size ());
669} 607}
670 608
671/* Takes a string from a map definition and outputs a pointer to the array of shopitems 609/* Takes a string from a map definition and outputs a pointer to the array of shopitems
672 * corresponding to that string. Memory is allocated for this, it must be freed 610 * corresponding to that string. Memory is allocated for this, it must be freed
673 * at a later date. 611 * at a later date.
674 * Called by parse_map_headers below. 612 * Called by parse_map_headers below.
675 */ 613 */
676 614static shopitems *
677static shopitems *parse_shop_string (const char *input_string) { 615parse_shop_string (const char *input_string)
616{
678 char *shop_string, *p, *q, *next_semicolon, *next_colon; 617 char *shop_string, *p, *q, *next_semicolon, *next_colon;
679 shopitems *items=NULL; 618 shopitems *items = NULL;
680 int i=0, number_of_entries=0; 619 int i = 0, number_of_entries = 0;
681 const typedata *current_type; 620 const typedata *current_type;
682 621
683 shop_string=strdup_local(input_string); 622 shop_string = strdup (input_string);
684 p=shop_string; 623 p = shop_string;
685 /* first we'll count the entries, we'll need that for allocating the array shortly */ 624 /* first we'll count the entries, we'll need that for allocating the array shortly */
686 while (p) { 625 while (p)
626 {
687 p=strchr(p, ';'); 627 p = strchr (p, ';');
688 number_of_entries++; 628 number_of_entries++;
689 if (p) p++; 629 if (p)
630 p++;
690 } 631 }
632
691 p=shop_string; 633 p = shop_string;
692 strip_endline(p); 634 strip_endline (p);
693 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 635 items = new shopitems[number_of_entries + 1];
694 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
695 for (i=0; i<number_of_entries; i++) { 636 for (i = 0; i < number_of_entries; i++)
637 {
696 if (!p) { 638 if (!p)
639 {
697 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 640 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
698 break; 641 break;
699 } 642 }
643
700 next_semicolon=strchr(p, ';'); 644 next_semicolon = strchr (p, ';');
701 next_colon=strchr(p, ':'); 645 next_colon = strchr (p, ':');
702 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 646 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
703 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 647 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
704 items[i].strength=atoi(strchr(p,':')+1); 648 items[i].strength = atoi (strchr (p, ':') + 1);
649
650 if (isdigit (*p) || *p == '*')
705 651 {
706 if (isdigit(*p) || *p=='*') {
707 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 652 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
708 current_type=get_typedata(items[i].typenum); 653 current_type = get_typedata (items[i].typenum);
709 if (current_type) { 654 if (current_type)
655 {
710 items[i].name=current_type->name; 656 items[i].name = current_type->name;
711 items[i].name_pl=current_type->name_pl; 657 items[i].name_pl = current_type->name_pl;
712 }
713 }
714 else { /*we have a named type, let's figure out what it is */
715 q=strpbrk(p,";:");
716 if (q) *q='\0';
717
718 current_type=get_typedata_by_name(p);
719 if (current_type) {
720 items[i].name=current_type->name;
721 items[i].typenum=current_type->number;
722 items[i].name_pl=current_type->name_pl;
723 }
724 else { /* oh uh, something's wrong, let's free up this one, and try
725 * the next entry while we're at it, better print a warning
726 */
727 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
728 p, input_string);
729 } 658 }
730 } 659 }
660 else
661 { /*we have a named type, let's figure out what it is */
662 q = strpbrk (p, ";:");
663 if (q)
664 *q = '\0';
665
666 current_type = get_typedata_by_name (p);
667 if (current_type)
668 {
669 items[i].name = current_type->name;
670 items[i].typenum = current_type->number;
671 items[i].name_pl = current_type->name_pl;
672 }
673 else
674 { /* oh uh, something's wrong, let's free up this one, and try
675 * the next entry while we're at it, better print a warning
676 */
677 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678 }
679 }
680
731 items[i].index=number_of_entries; 681 items[i].index = number_of_entries;
732 if (next_semicolon) p=++next_semicolon; 682 if (next_semicolon)
683 p = ++next_semicolon;
684 else
733 else p=NULL; 685 p = NULL;
734 } 686 }
687
735 free(shop_string); 688 free (shop_string);
736 return items; 689 return items;
737} 690}
738 691
739/* opposite of parse string, this puts the string that was originally fed in to 692/* opposite of parse string, this puts the string that was originally fed in to
740 * the map (or something equivilent) into output_string. */ 693 * the map (or something equivilent) into output_string. */
694static void
741static void print_shop_string(mapstruct *m, char *output_string) { 695print_shop_string (maptile *m, char *output_string)
696{
742 int i; 697 int i;
743 char tmp[MAX_BUF]; 698 char tmp[MAX_BUF];
699
744 strcpy(output_string, ""); 700 strcpy (output_string, "");
745 for (i=0; i< m->shopitems[0].index; i++) { 701 for (i = 0; i < m->shopitems[0].index; i++)
702 {
746 if (m->shopitems[i].typenum) { 703 if (m->shopitems[i].typenum)
704 {
747 if (m->shopitems[i].strength) { 705 if (m->shopitems[i].strength)
748 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
749 } 707 else
750 else sprintf(tmp, "%s;", m->shopitems[i].name); 708 sprintf (tmp, "%s;", m->shopitems[i].name);
751 } 709 }
752 else { 710 else
711 {
753 if (m->shopitems[i].strength) { 712 if (m->shopitems[i].strength)
754 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 713 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
755 } 714 else
756 else sprintf(tmp, "*"); 715 sprintf (tmp, "*");
757 } 716 }
717
758 strcat(output_string, tmp); 718 strcat (output_string, tmp);
759 } 719 }
760} 720}
761 721
762/* This loads the header information of the map. The header 722/* This loads the header information of the map. The header
763 * contains things like difficulty, size, timeout, etc. 723 * contains things like difficulty, size, timeout, etc.
767 * put all the stuff in the map object so that names actually make 727 * put all the stuff in the map object so that names actually make
768 * sense. 728 * sense.
769 * This could be done in lex (like the object loader), but I think 729 * This could be done in lex (like the object loader), but I think
770 * currently, there are few enough fields this is not a big deal. 730 * currently, there are few enough fields this is not a big deal.
771 * MSW 2001-07-01 731 * MSW 2001-07-01
772 * return 0 on success, 1 on failure.
773 */ 732 */
774 733bool
775static int load_map_header(object_thawer &fp, mapstruct *m) 734maptile::load_header (object_thawer &thawer)
776{ 735{
777 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
778 int msgpos=0; 737 int msgpos = 0;
779 int maplorepos=0; 738 int maplorepos = 0;
780 739
781 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 740 for (;;)
782 buf[HUGE_BUF-1] = 0; 741 {
783 key = buf; 742 keyword kw = thawer.get_kv ();
784 while (isspace(*key)) key++; 743
785 if (*key == 0) continue; /* empty line */ 744 switch (kw)
786 value = strchr(key, ' ');
787 if (!value) {
788 end = strchr(key, '\n');
789 if (end != NULL) {
790 *end = 0;
791 }
792 } else {
793 *value = 0;
794 value++;
795 end = strchr(value, '\n');
796 while (isspace(*value)) {
797 value++;
798 if (*value == '\0' || value == end) {
799 /* Nothing but spaces. */
800 value = NULL;
801 break;
802 }
803 }
804 } 745 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
805 749
806 if (!end) { 750 case KW_end:
807 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
808 buf);
809 return 1; 751 return true;
810 }
811 752
812 /* key is the field name, value is what it should be set 753 case KW_msg:
813 * to. We've already done the work to null terminate key, 754 thawer.get_ml (KW_endmsg, msg);
814 * and strip off any leading spaces for both of these.
815 * We have not touched the newline at the end of the line -
816 * these are needed for some values. the end pointer
817 * points to the first of the newlines.
818 * value could be NULL! It would be easy enough to just point
819 * this to "" to prevent cores, but that would let more errors slide
820 * through.
821 *
822 * First check for entries that do not use the value parameter, then
823 * validate that value is given and check for the remaining entries
824 * that use the parameter.
825 */
826
827 if (!strcmp(key,"msg")) {
828 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
829 if (!strcmp(buf,"endmsg\n")) break;
830 else {
831 /* slightly more efficient than strcat */
832 strcpy(msgbuf+msgpos, buf);
833 msgpos += strlen(buf);
834 }
835 } 755 break;
836 /* There are lots of maps that have empty messages (eg, msg/endmsg 756
837 * with nothing between). There is no reason in those cases to 757 case KW_lore: // CF+ extension
838 * keep the empty message. Also, msgbuf contains garbage data 758 thawer.get_ml (KW_endlore, maplore);
839 * when msgpos is zero, so copying it results in crashes
840 */
841 if (msgpos != 0)
842 m->msg = strdup_local(msgbuf);
843 }
844 else if (!strcmp(key,"maplore")) {
845 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
846 if (!strcmp(buf,"endmaplore\n")) break;
847 else {
848 /* slightly more efficient than strcat */
849 strcpy(maplorebuf+maplorepos, buf);
850 maplorepos += strlen(buf);
851 }
852 } 759 break;
853 if (maplorepos != 0) 760
854 m->maplore = strdup_local(maplorebuf); 761 case KW_maplore:
855 } 762 thawer.get_ml (KW_endmaplore, maplore);
856 else if (!strcmp(key,"end")) { 763 break;
764
765 case KW_arch:
766 if (strcmp (thawer.get_str (), "map"))
767 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
768 break;
769
770 case KW_oid:
771 thawer.get (this, thawer.get_sint32 ());
772 break;
773
774 case KW_file_format_version: break; // nop
775
776 case KW_name: thawer.get (name); break;
777 case KW_attach: thawer.get (attach); break;
778 case KW_reset_time: thawer.get (reset_time); break;
779 case KW_shopgreed: thawer.get (shopgreed); break;
780 case KW_shopmin: thawer.get (shopmin); break;
781 case KW_shopmax: thawer.get (shopmax); break;
782 case KW_shoprace: thawer.get (shoprace); break;
783 case KW_outdoor: thawer.get (outdoor); break;
784 case KW_temp: thawer.get (temp); break;
785 case KW_pressure: thawer.get (pressure); break;
786 case KW_humid: thawer.get (humid); break;
787 case KW_windspeed: thawer.get (windspeed); break;
788 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break;
790
791 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break;
793
794 case KW_region: get_region_by_name (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796
797 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
800 case KW_x: case KW_width: thawer.get (width); break;
801 case KW_y: case KW_height: thawer.get (height); break;
802 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
803 case KW_value: case KW_swap_time: thawer.get (timeout); break;
804 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
805 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
806 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
807
808 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812
813 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
857 break; 815 break;
858 } 816 }
859 else if (value == NULL) {
860 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
861 }
862 else if (!strcmp(key, "arch")) {
863 /* This is an oddity, but not something we care about much. */
864 if (strcmp(value,"map\n"))
865 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
866 }
867 else if (!strcmp(key,"name")) {
868 *end=0;
869 m->name = strdup_local(value);
870 }
871 /* first strcmp value on these are old names supported
872 * for compatibility reasons. The new values (second) are
873 * what really should be used.
874 */
875 else if (!strcmp(key,"oid")) {
876 fp.get (m, atoi(value));
877 } else if (!strcmp(key, "attach")) {
878 m->attach = value;
879 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
880 m->enter_x = atoi(value);
881 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
882 m->enter_y = atoi(value);
883 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
884 m->width = atoi(value);
885 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
886 m->height = atoi(value);
887 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
888 m->reset_timeout = atoi(value);
889 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
890 m->timeout = atoi(value);
891 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
892 m->difficulty = atoi(value);
893 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
894 m->darkness = atoi(value);
895 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
896 m->fixed_resettime = atoi(value);
897 } else if (!strcmp(key,"unique")) {
898 m->unique = atoi(value);
899 } else if (!strcmp(key,"template")) {
900 m->templatemap = atoi(value);
901 } else if (!strcmp(key,"region")) {
902 m->region = get_region_by_name(value);
903 } else if (!strcmp(key,"shopitems")) {
904 *end=0;
905 m->shopitems = parse_shop_string(value);
906 } else if (!strcmp(key,"shopgreed")) {
907 m->shopgreed = atof(value);
908 } else if (!strcmp(key,"shopmin")) {
909 m->shopmin = atol(value);
910 } else if (!strcmp(key,"shopmax")) {
911 m->shopmax = atol(value);
912 } else if (!strcmp(key,"shoprace")) {
913 *end=0;
914 m->shoprace = strdup_local(value);
915 } else if (!strcmp(key,"outdoor")) {
916 m->outdoor = atoi(value);
917 } else if (!strcmp(key, "temp")) {
918 m->temp = atoi(value);
919 } else if (!strcmp(key, "pressure")) {
920 m->pressure = atoi(value);
921 } else if (!strcmp(key, "humid")) {
922 m->humid = atoi(value);
923 } else if (!strcmp(key, "windspeed")) {
924 m->windspeed = atoi(value);
925 } else if (!strcmp(key, "winddir")) {
926 m->winddir = atoi(value);
927 } else if (!strcmp(key, "sky")) {
928 m->sky = atoi(value);
929 } else if (!strcmp(key, "nosmooth")) {
930 m->nosmooth = atoi(value);
931 }
932 else if (!strncmp(key,"tile_path_", 10)) {
933 int tile=atoi(key+10);
934
935 if (tile<1 || tile>4) {
936 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
937 tile, m->path);
938 } else {
939 char *path;
940
941 *end = 0;
942
943 if (m->tile_path[tile-1]) {
944 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
945 tile, m->path);
946 free(m->tile_path[tile-1]);
947 m->tile_path[tile-1] = NULL;
948 }
949
950 if (check_path(value, 1) != -1) {
951 /* The unadorned path works. */
952 path = value;
953 } else {
954 /* Try again; it could be a relative exit. */
955
956 path = path_combine_and_normalize(m->path, value);
957
958 if (check_path(path, 1) == -1) {
959 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
960 path = NULL;
961 }
962 }
963
964 if (editor) {
965 /* Use the value as in the file. */
966 m->tile_path[tile-1] = strdup_local(value);
967 } else if (path != NULL) {
968 /* Use the normalized value. */
969 m->tile_path[tile-1] = strdup_local(path);
970 }
971 } /* end if tile direction (in)valid */
972 }
973 else {
974 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
975 }
976 }
977 if (!key || strcmp(key,"end")) {
978 LOG(llevError,"Got premature eof on map header!\n");
979 abort();//D
980 return 1;
981 }
982 return 0;
983}
984
985/*
986 * Opens the file "filename" and reads information about the map
987 * from the given file, and stores it in a newly allocated
988 * mapstruct. A pointer to this structure is returned, or NULL on failure.
989 * flags correspond to those in map.h. Main ones used are
990 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
991 * MAP_BLOCK, in which case we block on this load. This happens in all
992 * cases, no matter if this flag is set or not.
993 * MAP_STYLE: style map - don't add active objects, don't add to server
994 * managed map list.
995 */
996
997mapstruct *load_original_map(const char *filename, int flags) {
998 mapstruct *m;
999 char pathname[MAX_BUF];
1000 817 }
1001 if (flags & MAP_PLAYER_UNIQUE)
1002 strcpy(pathname, filename);
1003 else if (flags & MAP_OVERLAY)
1004 strcpy(pathname, create_overlay_pathname(filename));
1005 else
1006 strcpy(pathname, create_pathname(filename));
1007 818
1008 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); 819 abort ();
820}
1009 821
822bool
823maptile::load_header (const char *path)
824{
1010 object_thawer thawer (pathname); 825 object_thawer thawer (path);
1011 826
1012 if (!thawer) 827 if (!thawer)
1013 return 0;
1014
1015 m = get_linked_map();
1016
1017 strcpy (m->path, filename);
1018 if (load_map_header(thawer, m)) {
1019 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1020 filename, flags);
1021 delete_map(m);
1022 return NULL;
1023 }
1024
1025 allocate_map(m);
1026
1027 m->in_memory=MAP_LOADING;
1028 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1029
1030 m->in_memory=MAP_IN_MEMORY;
1031 if (!MAP_DIFFICULTY(m))
1032 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1033 set_map_reset_time(m);
1034 m->instantiate ();
1035 return (m);
1036}
1037
1038/*
1039 * Loads a map, which has been loaded earlier, from file.
1040 * Return the map object we load into (this can change from the passed
1041 * option if we can't find the original map)
1042 */
1043
1044static mapstruct *load_temporary_map(mapstruct *m) {
1045 int comp;
1046 char buf[MAX_BUF];
1047
1048 if (!m->tmpname) {
1049 LOG(llevError, "No temporary filename for map %s\n", m->path);
1050 strcpy(buf, m->path);
1051 delete_map(m);
1052 m = load_original_map(buf, 0);
1053 if(m==NULL) return NULL;
1054 fix_auto_apply(m); /* Chests which open as default */
1055 return m;
1056 }
1057
1058 object_thawer thawer (m->tmpname);
1059
1060 if (!thawer)
1061 {
1062 strcpy (buf, m->path);
1063 delete_map (m);
1064 m = load_original_map (buf, 0);
1065 if (!m) return NULL;
1066 fix_auto_apply (m); /* Chests which open as default */
1067 return m;
1068 }
1069
1070 if (load_map_header(thawer, m)) {
1071 LOG(llevError,"Error loading map header for %s (%s)\n",
1072 m->path, m->tmpname);
1073 delete_map(m);
1074 m = load_original_map(m->path, 0);
1075 return NULL;
1076 }
1077 allocate_map(m);
1078
1079 m->in_memory=MAP_LOADING;
1080 load_objects (m, thawer, 0);
1081
1082 m->in_memory=MAP_IN_MEMORY;
1083 INVOKE_MAP (SWAPIN, m);
1084 return m; 828 return false;
1085}
1086 829
1087/* 830 return load_header (thawer);
1088 * Loads a map, which has been loaded earlier, from file.
1089 * Return the map object we load into (this can change from the passed
1090 * option if we can't find the original map)
1091 */
1092
1093mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1094 char pathname[MAX_BUF];
1095
1096 strcpy(pathname, create_overlay_pathname(filename));
1097
1098 object_thawer thawer (pathname);
1099
1100 if (!thawer)
1101 return m;
1102
1103 if (load_map_header(thawer, m)) {
1104 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1105 m->path, pathname);
1106 delete_map(m);
1107 m = load_original_map(m->path, 0);
1108 return NULL;
1109 }
1110 /*allocate_map(m);*/
1111
1112 m->in_memory=MAP_LOADING;
1113 load_objects (m, thawer, MAP_OVERLAY);
1114
1115 m->in_memory=MAP_IN_MEMORY;
1116 return m;
1117} 831}
1118 832
1119/****************************************************************************** 833/******************************************************************************
1120 * This is the start of unique map handling code 834 * This is the start of unique map handling code
1121 *****************************************************************************/ 835 *****************************************************************************/
1122 836
1123/* 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. */
1124static void delete_unique_items(mapstruct *m) 838void
839maptile::clear_unique_items ()
1125{ 840{
1126 int i,j,unique; 841 for (int i = 0; i < size (); ++i)
1127 object *op, *next; 842 {
1128
1129 for(i=0; i<MAP_WIDTH(m); i++)
1130 for(j=0; j<MAP_HEIGHT(m); j++) {
1131 unique=0; 843 int unique = 0;
1132 for (op=get_map_ob(m, i, j); op; op=next) { 844 for (object *op = spaces [i].bot; op; )
1133 next = op->above; 845 {
846 object *above = op->above;
847
1134 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))
1135 unique=1; 849 unique = 1;
850
1136 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1137 clean_object(op);
1138 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1139 remove_button_link(op);
1140 remove_ob(op);
1141 free_object(op);
1142 } 852 {
853 op->destroy_inv (false);
854 op->destroy ();
1143 } 855 }
856
857 op = above;
1144 } 858 }
1145}
1146
1147
1148/*
1149 * Loads unique objects from file(s) into the map which is in memory
1150 * m is the map to load unique items into.
1151 */
1152static void load_unique_objects(mapstruct *m) {
1153 int count;
1154 char firstname[MAX_BUF];
1155
1156 for (count=0; count<10; count++) {
1157 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1158 if (!access(firstname, R_OK)) break;
1159 }
1160 /* If we get here, we did not find any map */
1161 if (count==10) return;
1162
1163 object_thawer thawer (firstname);
1164
1165 if (!thawer)
1166 return;
1167
1168 m->in_memory=MAP_LOADING;
1169 if (m->tmpname == NULL) /* if we have loaded unique items from */
1170 delete_unique_items(m); /* original map before, don't duplicate them */
1171 load_objects (m, thawer, 0);
1172
1173 m->in_memory=MAP_IN_MEMORY;
1174}
1175
1176
1177/*
1178 * Saves a map to file. If flag is set, it is saved into the same
1179 * file it was (originally) loaded from. Otherwise a temporary
1180 * filename will be genarated, and the file will be stored there.
1181 * The temporary filename will be stored in the mapstructure.
1182 * If the map is unique, we also save to the filename in the map
1183 * (this should have been updated when first loaded)
1184 */
1185
1186int
1187new_save_map (mapstruct * m, int flag)
1188{
1189 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1190 int i;
1191
1192 if (flag && !*m->path)
1193 { 859 }
1194 LOG (llevError, "Tried to save map without path.\n"); 860}
1195 return -1; 861
862bool
863maptile::save_header (object_freezer &freezer)
864{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867
868 MAP_OUT2 (arch, "map");
869
870 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time);
872 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime);
875 MAP_OUT (difficulty);
876
877 if (region) MAP_OUT2 (region, region->name);
878
879 if (shopitems)
1196 } 880 {
1197 881 char shop[MAX_BUF];
1198 if (flag || (m->unique) || (m->templatemap)) 882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
1199 { 884 }
1200 if (!m->unique && !m->templatemap)
1201 { /* flag is set */
1202 if (flag == 2)
1203 strcpy (filename, create_overlay_pathname (m->path));
1204 else
1205 strcpy (filename, create_pathname (m->path));
1206 }
1207 else
1208 strcpy (filename, m->path);
1209 885
1210 make_path_to_file (filename); 886 MAP_OUT (shopgreed);
1211 } 887 MAP_OUT (shopmin);
1212 else 888 MAP_OUT (shopmax);
1213 { 889 if (shoprace) MAP_OUT (shoprace);
1214 if (!m->tmpname) 890 MAP_OUT (darkness);
1215 m->tmpname = tempnam_local (settings.tmpdir, NULL); 891 MAP_OUT (width);
892 MAP_OUT (height);
893 MAP_OUT (enter_x);
894 MAP_OUT (enter_y);
1216 895
1217 strcpy (filename, m->tmpname); 896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1218 } 897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1219 898
1220 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 899 MAP_OUT (outdoor);
1221 m->in_memory = MAP_SAVING; 900 MAP_OUT (temp);
901 MAP_OUT (pressure);
902 MAP_OUT (humid);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
1222 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{
1223 object_freezer freezer; 924 object_freezer freezer;
1224 925
1225 /* legacy */ 926 if (!save_header (freezer))
1226 fprintf (freezer, "arch map\n"); 927 return false;
1227 if (m->name)
1228 fprintf (freezer, "name %s\n", m->name);
1229 if (!flag)
1230 fprintf (freezer, "swap_time %d\n", m->swap_time);
1231 if (m->reset_timeout)
1232 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1233 if (m->fixed_resettime)
1234 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1235 /* we unfortunately have no idea if this is a value the creator set
1236 * or a difficulty value we generated when the map was first loaded
1237 */
1238 if (m->difficulty)
1239 fprintf (freezer, "difficulty %d\n", m->difficulty);
1240 if (m->region)
1241 fprintf (freezer, "region %s\n", m->region->name);
1242 if (m->shopitems)
1243 {
1244 print_shop_string (m, shop);
1245 fprintf (freezer, "shopitems %s\n", shop);
1246 }
1247 if (m->shopgreed)
1248 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1249#ifndef WIN32
1250 if (m->shopmin)
1251 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1252 if (m->shopmax)
1253 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1254#else
1255 if (m->shopmin)
1256 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1257 if (m->shopmax)
1258 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1259#endif
1260 if (m->shoprace)
1261 fprintf (freezer, "shoprace %s\n", m->shoprace);
1262 if (m->darkness)
1263 fprintf (freezer, "darkness %d\n", m->darkness);
1264 if (m->width)
1265 fprintf (freezer, "width %d\n", m->width);
1266 if (m->height)
1267 fprintf (freezer, "height %d\n", m->height);
1268 if (m->enter_x)
1269 fprintf (freezer, "enter_x %d\n", m->enter_x);
1270 if (m->enter_y)
1271 fprintf (freezer, "enter_y %d\n", m->enter_y);
1272 if (m->msg)
1273 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1274 if (m->maplore)
1275 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1276 if (m->unique)
1277 fprintf (freezer, "unique %d\n", m->unique);
1278 if (m->templatemap)
1279 fprintf (freezer, "template %d\n", m->templatemap);
1280 if (m->outdoor)
1281 fprintf (freezer, "outdoor %d\n", m->outdoor);
1282 if (m->temp)
1283 fprintf (freezer, "temp %d\n", m->temp);
1284 if (m->pressure)
1285 fprintf (freezer, "pressure %d\n", m->pressure);
1286 if (m->humid)
1287 fprintf (freezer, "humid %d\n", m->humid);
1288 if (m->windspeed)
1289 fprintf (freezer, "windspeed %d\n", m->windspeed);
1290 if (m->winddir)
1291 fprintf (freezer, "winddir %d\n", m->winddir);
1292 if (m->sky)
1293 fprintf (freezer, "sky %d\n", m->sky);
1294 if (m->nosmooth)
1295 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1296 928
1297 /* Save any tiling information, except on overlays */ 929 return freezer.save (path);
1298 if (flag != 2)
1299 for (i = 0; i < 4; i++)
1300 if (m->tile_path[i])
1301 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1302
1303 freezer.put (m);
1304 fprintf (freezer, "end\n");
1305
1306 /* In the game save unique items in the different file, but
1307 * in the editor save them to the normal map file.
1308 * If unique map, save files in the proper destination (set by
1309 * player)
1310 */
1311 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1312 {
1313 object_freezer unique;
1314
1315 if (flag == 2)
1316 save_objects (m, freezer, unique, 2);
1317 else
1318 save_objects (m, freezer, unique, 0);
1319
1320 sprintf (buf, "%s.v00", create_items_path (m->path));
1321
1322 unique.save (buf);
1323 }
1324 else
1325 { /* save same file when not playing, like in editor */
1326 save_objects (m, freezer, freezer, 0);
1327 }
1328
1329 freezer.save (filename);
1330
1331 return 0;
1332}
1333
1334
1335/*
1336 * Remove and free all objects in the inventory of the given object.
1337 * object.c ?
1338 */
1339
1340void clean_object(object *op)
1341{
1342 object *tmp, *next;
1343
1344 for(tmp = op->inv; tmp; tmp = next)
1345 {
1346 next = tmp->below;
1347 clean_object(tmp);
1348 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1349 remove_button_link(tmp);
1350 remove_ob(tmp);
1351 free_object(tmp);
1352 }
1353} 930}
1354 931
1355/* 932/*
1356 * Remove and free all objects in the given map. 933 * Remove and free all objects in the given map.
1357 */ 934 */
935void
936maptile::clear ()
937{
938 if (!spaces)
939 return;
1358 940
1359void free_all_objects(mapstruct *m) { 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1360 int i,j; 942 while (object *op = ms->bot)
1361 object *op; 943 {
1362 944 if (op->head)
1363 for(i=0;i<MAP_WIDTH(m);i++)
1364 for(j=0;j<MAP_HEIGHT(m);j++) {
1365 object *previous_obj=NULL;
1366 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1367 if (op==previous_obj) {
1368 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1369 break;
1370 }
1371 previous_obj=op;
1372 if(op->head!=NULL)
1373 op = op->head; 945 op = op->head;
1374 946
1375 /* If the map isn't in memory, free_object will remove and 947 op->destroy_inv (false);
1376 * free objects in op's inventory. So let it do the job. 948 op->destroy ();
1377 */
1378 if (m->in_memory==MAP_IN_MEMORY)
1379 clean_object(op);
1380 remove_ob(op);
1381 free_object(op);
1382 }
1383 } 949 }
950
951 sfree (spaces, size ()), spaces = 0;
952
953 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0;
955}
956
957void
958maptile::clear_header ()
959{
960 name = 0;
961 msg = 0;
962 maplore = 0;
963 shoprace = 0;
964 delete [] shopitems, shopitems = 0;
965
966 for (int i = 0; i < 4; i++)
967 tile_path [i] = 0;
968}
969
970maptile::~maptile ()
971{
972 assert (destroyed ());
973}
974
975void
976maptile::clear_links_to (maptile *m)
977{
978 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those.
982 */
983 for (int i = 0; i < 4; i++)
984 if (tile_map[i] == m)
985 tile_map[i] = 0;
986}
987
988void
989maptile::do_destroy ()
990{
991 attachable::do_destroy ();
992
993 clear ();
1384} 994}
1385 995
1386/* 996/*
1387 * Frees everything allocated by the given mapstructure. 997 * Updates every button on the map (by calling update_button() for them).
1388 * don't free tmpname - our caller is left to do that
1389 */ 998 */
1390 999void
1391void free_map(mapstruct *m,int flag) { 1000maptile::update_buttons ()
1392 int i; 1001{
1393 1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1394 if (!m->in_memory) { 1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1395 LOG(llevError,"Trying to free freed map.\n"); 1004 {
1396 return; 1005 if (!ol->ob)
1397 }
1398 if (flag && m->spaces) free_all_objects(m);
1399 if (m->name) FREE_AND_CLEAR(m->name);
1400 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1401 if (m->msg) FREE_AND_CLEAR(m->msg);
1402 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1403 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1404 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1405 if (m->buttons)
1406 free_objectlinkpt(m->buttons);
1407 m->buttons = NULL;
1408 for (i=0; i<4; i++) {
1409 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1410 m->tile_map[i] = NULL;
1411 }
1412 m->in_memory = MAP_SWAPPED;
1413}
1414
1415/*
1416 * function: vanish mapstruct
1417 * m : pointer to mapstruct, if NULL no action
1418 * this deletes all the data on the map (freeing pointers)
1419 * and then removes this map from the global linked list of maps.
1420 */
1421
1422void delete_map(mapstruct *m) {
1423 mapstruct *tmp, *last;
1424 int i;
1425
1426 if (!m)
1427 return;
1428
1429 m->clear ();
1430
1431 if (m->in_memory == MAP_IN_MEMORY) {
1432 /* change to MAP_SAVING, even though we are not,
1433 * so that remove_ob doesn't do as much work.
1434 */ 1006 {
1435 m->in_memory = MAP_SAVING; 1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1436 free_map (m, 1); 1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1437 } 1009 continue;
1438 /* move this out of free_map, since tmpname can still be needed if
1439 * the map is swapped out.
1440 */
1441 if (m->tmpname) {
1442 free(m->tmpname);
1443 m->tmpname=NULL;
1444 }
1445 last = NULL;
1446 /* We need to look through all the maps and see if any maps
1447 * are pointing at this one for tiling information. Since
1448 * tiling can be assymetric, we just can not look to see which
1449 * maps this map tiles with and clears those.
1450 */
1451 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1452 if (tmp->next == m) last = tmp;
1453
1454 /* This should hopefully get unrolled on a decent compiler */
1455 for (i=0; i<4; i++)
1456 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1457 }
1458
1459 /* If last is null, then this should be the first map in the list */
1460 if (!last) {
1461 if (m == first_map)
1462 first_map = m->next;
1463 else
1464 /* m->path is a static char, so should hopefully still have
1465 * some useful data in it.
1466 */
1467 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1468 m->path);
1469 }
1470 else
1471 last->next = m->next;
1472
1473 delete m;
1474}
1475
1476
1477
1478/*
1479 * Makes sure the given map is loaded and swapped in.
1480 * name is path name of the map.
1481 * flags meaning:
1482 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1483 * and don't do unique items or the like.
1484 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1485 * dont do any more name translation on it.
1486 *
1487 * Returns a pointer to the given map.
1488 */
1489
1490mapstruct *ready_map_name(const char *name, int flags) {
1491 mapstruct *m;
1492
1493 if (!name)
1494 return (NULL);
1495
1496 /* Have we been at this level before? */
1497 m = has_been_loaded (name);
1498
1499 /* Map is good to go, so just return it */
1500 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1501 return m;
1502 }
1503
1504 /* unique maps always get loaded from their original location, and never
1505 * a temp location. Likewise, if map_flush is set, or we have never loaded
1506 * this map, load it now. I removed the reset checking from here -
1507 * it seems the probability of a player trying to enter a map that should
1508 * reset but hasn't yet is quite low, and removing that makes this function
1509 * a bit cleaner (and players probably shouldn't rely on exact timing for
1510 * resets in any case - if they really care, they should use the 'maps command.
1511 */
1512 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1513
1514 /* first visit or time to reset */
1515 if (m) {
1516 clean_tmp_map(m); /* Doesn't make much difference */
1517 delete_map(m);
1518 } 1010 }
1519 1011
1520 /* create and load a map */ 1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1521 if (flags & MAP_PLAYER_UNIQUE)
1522 LOG(llevDebug, "Trying to load map %s.\n", name);
1523 else
1524 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1525
1526 //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
1527 //0.414906024932861
1528 //0.427063941955566
1529 eval_pv ("$x = Event::time", 1);//D
1530 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1531 return (NULL);
1532 eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1533
1534 fix_auto_apply(m); /* Chests which open as default */
1535
1536 /* If a player unique map, no extra unique object file to load.
1537 * if from the editor, likewise.
1538 */ 1013 {
1539 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1014 update_button (ol->ob);
1540 load_unique_objects(m); 1015 break;
1541
1542 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1543 m=load_overlay_map(name, m);
1544 if (m==NULL)
1545 return NULL;
1546 } 1016 }
1547
1548 if (flags & MAP_PLAYER_UNIQUE)
1549 INVOKE_MAP (SWAPIN, m);
1550
1551 } else {
1552 /* If in this loop, we found a temporary map, so load it up. */
1553
1554 m=load_temporary_map (m);
1555 if(m==NULL) return NULL;
1556 load_unique_objects(m);
1557
1558 clean_tmp_map(m);
1559 m->in_memory = MAP_IN_MEMORY;
1560 /* tempnam() on sun systems (probably others) uses malloc
1561 * to allocated space for the string. Free it here.
1562 * In some cases, load_temporary_map above won't find the
1563 * temporary map, and so has reloaded a new map. If that
1564 * is the case, tmpname is now null
1565 */
1566 if (m->tmpname) free(m->tmpname);
1567 m->tmpname = NULL;
1568 /* It's going to be saved anew anyway */
1569 } 1017 }
1570
1571 /* Below here is stuff common to both first time loaded maps and
1572 * temp maps.
1573 */
1574
1575 decay_objects(m); /* start the decay */
1576 /* In case other objects press some buttons down */
1577 update_buttons(m);
1578 if (m->outdoor)
1579 set_darkness_map(m);
1580 /* run the weather over this map */
1581 weather_effect(name);
1582 return m;
1583} 1018}
1584
1585 1019
1586/* 1020/*
1587 * 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.
1588 * difficulty does not have a lot to do with character level, 1022 * difficulty does not have a lot to do with character level,
1589 * 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.
1591 * 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
1592 * 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
1593 * have a difficulty set than using this function - human calculation 1027 * have a difficulty set than using this function - human calculation
1594 * is much better than this functions guesswork. 1028 * is much better than this functions guesswork.
1595 */ 1029 */
1596 1030int
1597int calculate_difficulty(mapstruct *m) { 1031maptile::estimate_difficulty () const
1598 object *op; 1032{
1599 archetype *at;
1600 int x, y, i, diff;
1601 long monster_cnt = 0; 1033 long monster_cnt = 0;
1602 double avgexp = 0; 1034 double avgexp = 0;
1603 sint64 total_exp = 0; 1035 sint64 total_exp = 0;
1604 1036
1605 if (MAP_DIFFICULTY (m)) 1037 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1606 { 1038 for (object *op = ms->bot; op; op = op->above)
1607 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1608 return MAP_DIFFICULTY (m);
1609 }
1610
1611 for(x = 0; x < MAP_WIDTH(m); x++)
1612 for(y = 0; y < MAP_HEIGHT(m); y++)
1613 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1614 { 1039 {
1615 if(QUERY_FLAG (op, FLAG_MONSTER)) 1040 if (QUERY_FLAG (op, FLAG_MONSTER))
1616 { 1041 {
1617 total_exp += op->stats.exp; 1042 total_exp += op->stats.exp;
1618 monster_cnt++; 1043 monster_cnt++;
1619 } 1044 }
1620 1045
1621 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1046 if (QUERY_FLAG (op, FLAG_GENERATOR))
1622 { 1047 {
1623 total_exp += op->stats.exp; 1048 total_exp += op->stats.exp;
1049
1624 at = type_to_archetype(GENERATE_TYPE (op)); 1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1625
1626 if(at != NULL)
1627 total_exp += at->clone.stats.exp * 8; 1051 total_exp += at->clone.stats.exp * 8;
1628 1052
1629 monster_cnt++; 1053 monster_cnt++;
1630 } 1054 }
1631 } 1055 }
1632 1056
1633 avgexp = (double) total_exp / monster_cnt; 1057 avgexp = (double) total_exp / monster_cnt;
1634 1058
1635 for (i = 1; i <= settings.max_level; i++) 1059 for (int i = 1; i <= settings.max_level; i++)
1636 {
1637 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))
1638 {
1639 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1640 return i; 1061 return i;
1641 }
1642 }
1643 1062
1644 return 1; 1063 return 1;
1645}
1646
1647void clean_tmp_map(mapstruct *m) {
1648 if(m->tmpname == NULL)
1649 return;
1650 INVOKE_MAP (CLEAN, m);
1651 (void) unlink(m->tmpname);
1652}
1653
1654void free_all_maps(void)
1655{
1656 int real_maps=0;
1657
1658 while (first_map) {
1659 /* I think some of the callers above before it gets here set this to be
1660 * saving, but we still want to free this data
1661 */
1662 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1663 delete_map(first_map);
1664 real_maps++;
1665 }
1666 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1667} 1064}
1668 1065
1669/* change_map_light() - used to change map light level (darkness) 1066/* change_map_light() - used to change map light level (darkness)
1670 * up or down. Returns true if successful. It should now be 1067 * up or down. Returns true if successful. It should now be
1671 * possible to change a value by more than 1. 1068 * possible to change a value by more than 1.
1672 * 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
1673 * to maps than los. 1070 * to maps than los.
1674 * postive values make it darker, negative make it brighter 1071 * postive values make it darker, negative make it brighter
1675 */ 1072 */
1676 1073int
1677int change_map_light(mapstruct *m, int change) { 1074maptile::change_map_light (int change)
1075{
1678 int new_level = m->darkness + change; 1076 int new_level = darkness + change;
1679 1077
1680 /* Nothing to do */ 1078 /* Nothing to do */
1681 if(!change || (new_level <= 0 && m->darkness == 0) || 1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1682 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1683 return 0; 1080 return 0;
1684 }
1685 1081
1686 /* inform all players on the map */ 1082 /* inform all players on the map */
1687 if (change>0) 1083 if (change > 0)
1688 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1689 else 1085 else
1690 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1691 1087
1692 /* Do extra checking. since m->darkness is a unsigned value, 1088 /* Do extra checking. since darkness is a unsigned value,
1693 * we need to be extra careful about negative values. 1089 * we need to be extra careful about negative values.
1694 * In general, the checks below are only needed if change 1090 * In general, the checks below are only needed if change
1695 * is not +/-1 1091 * is not +/-1
1696 */ 1092 */
1697 if (new_level < 0) m->darkness = 0; 1093 if (new_level < 0)
1698 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
1699 else m->darkness=new_level; 1098 darkness = new_level;
1700 1099
1701 /* All clients need to get re-updated for the change */ 1100 /* All clients need to get re-updated for the change */
1702 update_all_map_los(m); 1101 update_all_map_los (this);
1703 return 1; 1102 return 1;
1704} 1103}
1705
1706 1104
1707/* 1105/*
1708 * This function updates various attributes about a specific space 1106 * This function updates various attributes about a specific space
1709 * on the map (what it looks like, whether it blocks magic, 1107 * on the map (what it looks like, whether it blocks magic,
1710 * has a living creatures, prevents people from passing 1108 * has a living creatures, prevents people from passing
1711 * through, etc) 1109 * through, etc)
1712 */ 1110 */
1713void update_position (mapstruct *m, int x, int y) { 1111void
1112mapspace::update_ ()
1113{
1714 object *tmp, *last = NULL; 1114 object *tmp, *last = 0;
1715 uint8 flags = 0, oldflags, light=0, anywhere=0; 1115 uint8 flags = 0, light = 0, anywhere = 0;
1716 New_Face *top,*floor, *middle; 1116 New_Face *top, *floor, *middle;
1717 object *top_obj, *floor_obj, *middle_obj; 1117 object *top_obj, *floor_obj, *middle_obj;
1718 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;
1719 1119
1720 oldflags = GET_MAP_FLAGS(m,x,y);
1721 if (!(oldflags & P_NEED_UPDATE)) {
1722 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1723 m->path, x, y);
1724 return;
1725 }
1726
1727 middle=blank_face; 1120 middle = blank_face;
1728 top=blank_face; 1121 top = blank_face;
1729 floor=blank_face; 1122 floor = blank_face;
1730 1123
1731 middle_obj = NULL; 1124 middle_obj = 0;
1732 top_obj = NULL; 1125 top_obj = 0;
1733 floor_obj = NULL; 1126 floor_obj = 0;
1734 1127
1735 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1736 1129 {
1737 /* This could be made additive I guess (two lights better than 1130 /* This could be made additive I guess (two lights better than
1738 * 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
1739 * light bulbs do not illuminate twice as far as once since 1132 * light bulbs do not illuminate twice as far as once since
1740 * it is a disapation factor that is squared (or is it cubed?) 1133 * it is a dissapation factor that is cubed.
1741 */ 1134 */
1742 if (tmp->glow_radius > light) light = tmp->glow_radius; 1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius;
1743 1137
1744 /* This call is needed in order to update objects the player 1138 /* This call is needed in order to update objects the player
1745 * is standing in that have animations (ie, grass, fire, etc). 1139 * is standing in that have animations (ie, grass, fire, etc).
1746 * However, it also causes the look window to be re-drawn 1140 * However, it also causes the look window to be re-drawn
1747 * 3 times each time the player moves, because many of the 1141 * 3 times each time the player moves, because many of the
1748 * functions the move_player calls eventualy call this. 1142 * functions the move_player calls eventualy call this.
1749 * 1143 *
1750 * Always put the player down for drawing. 1144 * Always put the player down for drawing.
1751 */ 1145 */
1752 if (!tmp->invisible) { 1146 if (!tmp->invisible)
1147 {
1753 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1754 top = tmp->face; 1150 top = tmp->face;
1755 top_obj = tmp; 1151 top_obj = tmp;
1756 } 1152 }
1757 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 {
1758 /* 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,
1759 * so should not be visible, so we clear them. 1156 * so should not be visible, so we clear them.
1760 */ 1157 */
1761 middle=blank_face; 1158 middle = blank_face;
1762 top=blank_face; 1159 top = blank_face;
1763 floor = tmp->face; 1160 floor = tmp->face;
1764 floor_obj = tmp; 1161 floor_obj = tmp;
1765 } 1162 }
1766 /* Flag anywhere have high priority */ 1163 /* Flag anywhere have high priority */
1767 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 {
1768 middle = tmp->face; 1166 middle = tmp->face;
1769 1167
1770 middle_obj = tmp; 1168 middle_obj = tmp;
1771 anywhere =1; 1169 anywhere = 1;
1772 } 1170 }
1773 /* Find the highest visible face around. If equal 1171 /* Find the highest visible face around. If equal
1774 * visibilities, we still want the one nearer to the 1172 * visibilities, we still want the one nearer to the
1775 * top 1173 * top
1776 */ 1174 */
1777 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1778 middle = tmp->face; 1177 middle = tmp->face;
1779 middle_obj = tmp; 1178 middle_obj = tmp;
1780 } 1179 }
1781 } 1180 }
1181
1782 if (tmp==tmp->above) { 1182 if (tmp == tmp->above)
1183 {
1783 LOG(llevError, "Error in structure of map\n"); 1184 LOG (llevError, "Error in structure of map\n");
1784 exit (-1); 1185 exit (-1);
1785 } 1186 }
1786 1187
1787 move_slow |= tmp->move_slow; 1188 move_slow |= tmp->move_slow;
1788 move_block |= tmp->move_block; 1189 move_block |= tmp->move_block;
1789 move_on |= tmp->move_on; 1190 move_on |= tmp->move_on;
1790 move_off |= tmp->move_off; 1191 move_off |= tmp->move_off;
1791 move_allow |= tmp->move_allow; 1192 move_allow |= tmp->move_allow;
1792 1193
1793 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1794 flags |= P_IS_ALIVE;
1795 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1796 flags |= P_NO_MAGIC;
1797 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1798 flags |= P_NO_CLERIC;
1799 if (tmp->type == SAFE_GROUND)
1800 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1801
1802 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1803 flags |= P_BLOCKSVIEW; 1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1804 } /* for stack of objects */ 1196 if (tmp->type == PLAYER) flags |= P_PLAYER;
1805 1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1806 /* we don't want to rely on this function to have accurate flags, but 1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1807 * since we're already doing the work, we calculate them here. 1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1808 * if they don't match, logic is broken someplace.
1809 */
1810 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1811 (!(oldflags & P_NO_ERROR))) {
1812 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1813 m->path, x, y,
1814 (oldflags & ~P_NEED_UPDATE), flags);
1815 } 1200 }
1816 SET_MAP_FLAGS(m, x, y, flags);
1817 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1818 SET_MAP_MOVE_ON(m, x, y, move_on);
1819 SET_MAP_MOVE_OFF(m, x, y, move_off);
1820 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1821 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
1822 /* 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),
1823 * 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
1824 * this point. 1211 * this point.
1825 * middle contains the highest visibility face. 1212 * middle contains the highest visibility face.
1826 * top contains a player/monster face, if there is one. 1213 * top contains a player/monster face, if there is one.
1827 * 1214 *
1828 * 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.
1829 */ 1216 */
1830 1217
1831 /* 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
1832 * middle face. This should not happen, as we already have the 1219 * middle face. This should not happen, as we already have the
1833 * else statement above so middle should not get set. OTOH, it 1220 * else statement above so middle should not get set. OTOH, it
1834 * 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.
1835 */ 1222 */
1836 if (top == middle) middle=blank_face; 1223 if (top == middle)
1224 middle = blank_face;
1837 1225
1838 /* There are three posibilities at this point: 1226 /* There are three posibilities at this point:
1839 * 1) top face is set, need middle to be set. 1227 * 1) top face is set, need middle to be set.
1840 * 2) middle is set, need to set top. 1228 * 2) middle is set, need to set top.
1841 * 3) neither middle or top is set - need to set both. 1229 * 3) neither middle or top is set - need to set both.
1842 */ 1230 */
1843 1231
1844 for (tmp=last; tmp; tmp=tmp->below) { 1232 for (tmp = last; tmp; tmp = tmp->below)
1233 {
1845 /* 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 */
1846 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break;
1847 1237
1848 /* If two top faces are already set, quit processing */ 1238 /* If two top faces are already set, quit processing */
1849 if ((top != blank_face) && (middle != blank_face)) break; 1239 if ((top != blank_face) && (middle != blank_face))
1240 break;
1850 1241
1851 /* Only show visible faces, unless its the editor - show all */ 1242 /* Only show visible faces */
1852 if (!tmp->invisible || editor) { 1243 if (!tmp->invisible)
1244 {
1853 /* Fill in top if needed */ 1245 /* Fill in top if needed */
1854 if (top == blank_face) { 1246 if (top == blank_face)
1247 {
1855 top = tmp->face; 1248 top = tmp->face;
1856 top_obj = tmp; 1249 top_obj = tmp;
1250 if (top == middle)
1857 if (top == middle) middle=blank_face; 1251 middle = blank_face;
1252 }
1858 } else { 1253 else
1254 {
1859 /* top is already set - we should only get here if 1255 /* top is already set - we should only get here if
1860 * middle is not set 1256 * middle is not set
1861 * 1257 *
1862 * Set the middle face and break out, since there is nothing 1258 * Set the middle face and break out, since there is nothing
1863 * more to fill in. We don't check visiblity here, since 1259 * more to fill in. We don't check visiblity here, since
1864 * 1260 *
1865 */ 1261 */
1866 if (tmp->face != top ) { 1262 if (tmp->face != top)
1263 {
1867 middle = tmp->face; 1264 middle = tmp->face;
1868 middle_obj = tmp; 1265 middle_obj = tmp;
1869 break; 1266 break;
1870 } 1267 }
1871 } 1268 }
1872 } 1269 }
1873 } 1270 }
1874 if (middle == floor) middle = blank_face; 1271
1875 if (top == middle) middle = blank_face; 1272 if (middle == floor)
1876 SET_MAP_FACE(m,x,y,top,0);
1877 if(top != blank_face)
1878 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1879 else
1880 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1881 SET_MAP_FACE(m,x,y,middle,1);
1882 if(middle != blank_face) 1273 middle = blank_face;
1883 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1884 else
1885 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1886 SET_MAP_FACE(m,x,y,floor,2);
1887 if(floor != blank_face)
1888 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1889 else
1890 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1891 SET_MAP_LIGHT(m,x,y,light);
1892}
1893 1274
1275 if (top == middle)
1276 middle = blank_face;
1894 1277
1895void set_map_reset_time(mapstruct *map) { 1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1896 int timeout; 1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1897 1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1898 timeout = MAP_RESET_TIMEOUT(map);
1899 if (timeout <= 0)
1900 timeout = MAP_DEFAULTRESET;
1901 if (timeout >= MAP_MAXRESET)
1902 timeout = MAP_MAXRESET;
1903 MAP_WHEN_RESET(map) = seconds()+timeout;
1904} 1281}
1905 1282
1906/* 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
1907 * 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
1908 * 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
1909 * the value of orig_map->tile_map[tile_num]. It really only does this 1286 * the value of orig_map->tile_map[tile_num].
1910 * so that it is easier for calling functions to verify success.
1911 */ 1287 */
1912 1288static inline maptile *
1913static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1289find_and_link (maptile *orig_map, int tile_num)
1914{ 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
1915 int dest_tile = (tile_num +2) % 4; 1308 int dest_tile = (tile_num + 2) % 4;
1916 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1917 1309
1918 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1310 orig_map->tile_map [tile_num] = mp;
1919 1311
1920 /* 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
1921 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1313 //TODO: non-euclidean maps MUST GO
1922 !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)
1923 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;
1924 1316
1925 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 ();
1926} 1324}
1927 1325
1928/* this returns TRUE if the coordinates (x,y) are out of 1326/* this returns TRUE if the coordinates (x,y) are out of
1929 * map m. This function also takes into account any 1327 * map m. This function also takes into account any
1930 * tiling considerations, loading adjacant maps as needed. 1328 * tiling considerations, loading adjacant maps as needed.
1931 * This is the function should always be used when it 1329 * This is the function should always be used when it
1932 * necessary to check for valid coordinates. 1330 * necessary to check for valid coordinates.
1933 * This function will recursively call itself for the 1331 * This function will recursively call itself for the
1934 * tiled maps. 1332 * tiled maps.
1935 * 1333 */
1936 * 1334int
1937 */
1938int out_of_map(mapstruct *m, int x, int y) 1335out_of_map (maptile *m, int x, int y)
1939{ 1336{
1940
1941 /* If we get passed a null map, this is obviously the 1337 /* If we get passed a null map, this is obviously the
1942 * case. This generally shouldn't happen, but if the 1338 * case. This generally shouldn't happen, but if the
1943 * map loads fail below, it could happen. 1339 * map loads fail below, it could happen.
1944 */ 1340 */
1945 if (!m) return 0; 1341 if (!m)
1946
1947 if (x<0) {
1948 if (!m->tile_path[3]) return 1;
1949 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1950 load_and_link_tiled_map(m, 3);
1951 }
1952 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1953 }
1954 if (x>=MAP_WIDTH(m)) {
1955 if (!m->tile_path[1]) return 1;
1956 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1957 load_and_link_tiled_map(m, 1);
1958 }
1959 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1960 }
1961 if (y<0) {
1962 if (!m->tile_path[0]) return 1;
1963 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1964 load_and_link_tiled_map(m, 0);
1965 }
1966 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1967 }
1968 if (y>=MAP_HEIGHT(m)) {
1969 if (!m->tile_path[2]) return 1;
1970 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1971 load_and_link_tiled_map(m, 2);
1972 }
1973 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1974 }
1975
1976 /* Simple case - coordinates are within this local
1977 * map.
1978 */
1979 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;
1980} 1392}
1981 1393
1982/* This is basically the same as out_of_map above, but 1394/* This is basically the same as out_of_map above, but
1983 * instead we return NULL if no map is valid (coordinates 1395 * instead we return NULL if no map is valid (coordinates
1984 * out of bounds and no tiled map), otherwise it returns 1396 * out of bounds and no tiled map), otherwise it returns
1985 * the map as that the coordinates are really on, and 1397 * the map as that the coordinates are really on, and
1986 * updates x and y to be the localized coordinates. 1398 * updates x and y to be the localised coordinates.
1987 * Using this is more efficient of calling out_of_map 1399 * Using this is more efficient of calling out_of_map
1988 * and then figuring out what the real map is 1400 * and then figuring out what the real map is
1989 */ 1401 */
1990mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1402maptile *
1403maptile::xy_find (sint16 &x, sint16 &y)
1991{ 1404{
1992 1405 if (x < 0)
1993 if (*x<0) {
1994 if (!m->tile_path[3]) return NULL;
1995 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1996 load_and_link_tiled_map(m, 3);
1997
1998 *x += MAP_WIDTH(m->tile_map[3]);
1999 return (get_map_from_coord(m->tile_map[3], x, y));
2000 } 1406 {
2001 if (*x>=MAP_WIDTH(m)) { 1407 if (!tile_path[3])
2002 if (!m->tile_path[1]) return NULL; 1408 return 0;
2003 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2004 load_and_link_tiled_map(m, 1);
2005 1409
2006 *x -= MAP_WIDTH(m); 1410 find_and_link (this, 3);
2007 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)
2008 } 1416 {
2009 if (*y<0) { 1417 if (!tile_path[1])
2010 if (!m->tile_path[0]) return NULL; 1418 return 0;
2011 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 0);
2013 1419
2014 *y += MAP_HEIGHT(m->tile_map[0]); 1420 find_and_link (this, 1);
2015 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)
2016 } 1426 {
2017 if (*y>=MAP_HEIGHT(m)) { 1427 if (!tile_path[0])
2018 if (!m->tile_path[2]) return NULL; 1428 return 0;
2019 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 2);
2021 1429
2022 *y -= MAP_HEIGHT(m); 1430 find_and_link (this, 0);
2023 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)
2024 } 1436 {
1437 if (!tile_path[2])
1438 return 0;
2025 1439
1440 find_and_link (this, 2);
1441 y -= height;
1442 return tile_map[2]->xy_find (x, y);
1443 }
1444
2026 /* Simple case - coordinates are within this local 1445 /* Simple case - coordinates are within this local
2027 * map. 1446 * map.
2028 */ 1447 */
2029 1448 return this;
2030 return m;
2031} 1449}
2032 1450
2033/** 1451/**
2034 * 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
2035 * map1 to map2 in dx/dy. 1453 * map1 to map2 in dx/dy.
2036 */ 1454 */
1455static int
2037static 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{
2038 if (!map1 || !map2) 1458 if (!map1 || !map2)
2039 return 0; 1459 return 0;
2040 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!)
2041 if (map1 == map2) { 1463 if (map1 == map2)
1464 {
2042 *dx = 0; 1465 *dx = 0;
2043 *dy = 0; 1466 *dy = 0;
2044 1467 }
2045 } else if (map1->tile_map[0] == map2) { /* up */ 1468 else if (map1->tile_map[0] == map2)
1469 { /* up */
2046 *dx = 0; 1470 *dx = 0;
2047 *dy = -MAP_HEIGHT(map2); 1471 *dy = -map2->height;
1472 }
2048 } else if (map1->tile_map[1] == map2) { /* right */ 1473 else if (map1->tile_map[1] == map2)
2049 *dx = MAP_WIDTH(map1); 1474 { /* right */
1475 *dx = map1->width;
2050 *dy = 0; 1476 *dy = 0;
1477 }
2051 } else if (map1->tile_map[2] == map2) { /* down */ 1478 else if (map1->tile_map[2] == map2)
1479 { /* down */
2052 *dx = 0; 1480 *dx = 0;
2053 *dy = MAP_HEIGHT(map1); 1481 *dy = map1->height;
1482 }
2054 } else if (map1->tile_map[3] == map2) { /* left */ 1483 else if (map1->tile_map[3] == map2)
2055 *dx = -MAP_WIDTH(map2); 1484 { /* left */
1485 *dx = -map2->width;
2056 *dy = 0; 1486 *dy = 0;
2057 1487 }
2058 } 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 */
2059 *dx = MAP_WIDTH(map1->tile_map[0]); 1490 *dx = map1->tile_map[0]->width;
2060 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1491 *dy = -map1->tile_map[0]->height;
1492 }
2061 } 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)
2062 *dx = -MAP_WIDTH(map2); 1494 { /* up left */
2063 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1495 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height;
1497 }
2064 } 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)
2065 *dx = MAP_WIDTH(map1); 1499 { /* right up */
2066 *dy = -MAP_HEIGHT(map2); 1500 *dx = map1->width;
1501 *dy = -map2->height;
1502 }
2067 } 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)
2068 *dx = MAP_WIDTH(map1); 1504 { /* right down */
2069 *dy = MAP_HEIGHT(map1->tile_map[1]); 1505 *dx = map1->width;
1506 *dy = map1->tile_map[1]->height;
1507 }
2070 } 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 */
2071 *dx = MAP_WIDTH(map1->tile_map[2]); 1510 *dx = map1->tile_map[2]->width;
2072 *dy = MAP_HEIGHT(map1); 1511 *dy = map1->height;
1512 }
2073 } 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)
2074 *dx = -MAP_WIDTH(map2); 1514 { /* down left */
2075 *dy = MAP_HEIGHT(map1); 1515 *dx = -map2->width;
1516 *dy = map1->height;
1517 }
2076 } 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 */
2077 *dx = -MAP_WIDTH(map1->tile_map[3]); 1520 *dx = -map1->tile_map[3]->width;
2078 *dy = -MAP_HEIGHT(map2); 1521 *dy = -map2->height;
1522 }
2079 } 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 */
2080 *dx = -MAP_WIDTH(map1->tile_map[3]); 1525 *dx = -map1->tile_map[3]->width;
2081 *dy = MAP_HEIGHT(map1->tile_map[3]); 1526 *dy = map1->tile_map[3]->height;
2082
2083 } else { /* not "adjacent" enough */
2084 return 0;
2085 } 1527 }
2086 1528 else
2087 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);
2088} 1549}
2089 1550
2090/* From map.c 1551/* From map.c
2091 * This is used by get_player to determine where the other 1552 * This is used by get_player to determine where the other
2092 * creature is. get_rangevector takes into account map tiling, 1553 * creature is. get_rangevector takes into account map tiling,
2105 * be unexpected 1566 * be unexpected
2106 * 1567 *
2107 * currently, the only flag supported (0x1) is don't translate for 1568 * currently, the only flag supported (0x1) is don't translate for
2108 * closest body part of 'op1' 1569 * closest body part of 'op1'
2109 */ 1570 */
2110 1571void
2111void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{
2112 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 {
2113 /* be conservative and fill in _some_ data */ 1576 /* be conservative and fill in _some_ data */
2114 retval->distance = 100000; 1577 retval->distance = 100000;
2115 retval->distance_x = 32767; 1578 retval->distance_x = 32767;
2116 retval->distance_y = 32767; 1579 retval->distance_y = 32767;
2117 retval->direction = 0; 1580 retval->direction = 0;
2118 retval->part = 0; 1581 retval->part = 0;
2119 } else { 1582 }
1583 else
1584 {
2120 object *best; 1585 object *best;
2121 1586
2122 retval->distance_x += op2->x-op1->x; 1587 retval->distance_x += op2->x - op1->x;
2123 retval->distance_y += op2->y-op1->y; 1588 retval->distance_y += op2->y - op1->y;
2124 1589
2125 best = op1; 1590 best = op1;
2126 /* If this is multipart, find the closest part now */ 1591 /* If this is multipart, find the closest part now */
2127 if (!(flags&0x1) && op1->more) { 1592 if (!(flags & 0x1) && op1->more)
1593 {
2128 object *tmp; 1594 object *tmp;
2129 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;
2130 retval->distance_y*retval->distance_y, tmpi;
2131 1596
2132 /* 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
2133 * distance instead of doing all that work above again 1598 * distance instead of doing all that work above again
2134 * since the distance fields we set above are positive in the 1599 * since the distance fields we set above are positive in the
2135 * same axis as is used for multipart objects, the simply arithmetic 1600 * same axis as is used for multipart objects, the simply arithmetic
2136 * below works. 1601 * below works.
2137 */ 1602 */
2138 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1604 {
2139 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) +
2140 (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);
2141 if (tmpi < best_distance) { 1607 if (tmpi < best_distance)
1608 {
2142 best_distance = tmpi; 1609 best_distance = tmpi;
2143 best = tmp; 1610 best = tmp;
2144 } 1611 }
2145 } 1612 }
2146 if (best != op1) { 1613 if (best != op1)
1614 {
2147 retval->distance_x += op1->x-best->x; 1615 retval->distance_x += op1->x - best->x;
2148 retval->distance_y += op1->y-best->y; 1616 retval->distance_y += op1->y - best->y;
2149 } 1617 }
2150 } 1618 }
2151 retval->part = best; 1619 retval->part = best;
2152 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);
2153 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2154 } 1622 }
2155} 1623}
2156 1624
2157/* 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
2158 * the first parameter being an object, it instead is the map 1626 * the first parameter being an object, it instead is the map
2163 * 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
2164 * 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
2165 * field of the rv_vector is set to NULL. 1633 * field of the rv_vector is set to NULL.
2166 */ 1634 */
2167 1635
1636void
2168void 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{
2169 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 {
2170 /* be conservative and fill in _some_ data */ 1641 /* be conservative and fill in _some_ data */
2171 retval->distance = 100000; 1642 retval->distance = 100000;
2172 retval->distance_x = 32767; 1643 retval->distance_x = 32767;
2173 retval->distance_y = 32767; 1644 retval->distance_y = 32767;
2174 retval->direction = 0; 1645 retval->direction = 0;
2175 retval->part = 0; 1646 retval->part = 0;
2176 } else { 1647 }
1648 else
1649 {
2177 retval->distance_x += op2->x-x; 1650 retval->distance_x += op2->x - x;
2178 retval->distance_y += op2->y-y; 1651 retval->distance_y += op2->y - y;
2179 1652
2180 retval->part = NULL; 1653 retval->part = NULL;
2181 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);
2182 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2183 } 1656 }
2184} 1657}
2185 1658
2186/* 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
2187 * (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
2188 * 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
2189 * to op1, this will still return false. 1662 * to op1, this will still return false.
2190 * 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
2191 * and efficient. This could probably be a macro. 1664 * and efficient. This could probably be a macro.
2192 * MSW 2001-08-05 1665 * MSW 2001-08-05
2193 */ 1666 */
1667int
2194int on_same_map(const object *op1, const object *op2) { 1668on_same_map (const object *op1, const object *op2)
1669{
2195 int dx, dy; 1670 int dx, dy;
2196 1671
2197 return adjacent_map(op1->map, op2->map, &dx, &dy); 1672 return adjacent_map (op1->map, op2->map, &dx, &dy);
2198} 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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