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Comparing deliantra/server/common/map.C (file contents):
Revision 1.7 by elmex, Mon Aug 21 02:58:22 2006 UTC vs.
Revision 1.56 by root, Sat Dec 30 10:16:10 2006 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.7 2006/08/21 02:58:22 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32 26
33#include <loader.h> 27#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 28#include <unistd.h>
36#endif /* win32 */
37 29
38#include "path.h" 30#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62 31
63/* 32/*
64 * This makes a path absolute outside the world of Crossfire. 33 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result. 35 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname 36 * it really should be called create_mapname
68 */ 37 */
69 38const char *
70const char *create_pathname (const char *name) { 39create_pathname (const char *name)
40{
71 static char buf[MAX_BUF]; 41 static char buf[MAX_BUF];
72 42
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97 44 * someplace else in the code? msw 2-17-97
75 */ 45 */
76 if (*name == '/') 46 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name); 47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else 48 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf); 50 return (buf);
81} 51}
82 52
83/* 53/*
84 * same as create_pathname, but for the overlay maps. 54 * same as create_pathname, but for the overlay maps.
85 */ 55 */
86 56const char *
87const char *create_overlay_pathname (const char *name) { 57create_overlay_pathname (const char *name)
58{
88 static char buf[MAX_BUF]; 59 static char buf[MAX_BUF];
89 60
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97 62 * someplace else in the code? msw 2-17-97
92 */ 63 */
93 if (*name == '/') 64 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name); 65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else 66 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name); 67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf); 68 return (buf);
98} 69}
99 70
100/* 71/*
101 * same as create_pathname, but for the template maps. 72 * same as create_pathname, but for the template maps.
102 */ 73 */
103 74const char *
104const char *create_template_pathname (const char *name) { 75create_template_pathname (const char *name)
76{
105 static char buf[MAX_BUF]; 77 static char buf[MAX_BUF];
106 78
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97 80 * someplace else in the code? msw 2-17-97
109 */ 81 */
110 if (*name == '/') 82 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name); 83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else 84 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name); 85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf); 86 return (buf);
115} 87}
116 88
117/* 89/*
118 * This makes absolute path to the itemfile where unique objects 90 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain 91 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can 92 * files than full directory structure, but if this is problem it can
121 * be changed. 93 * be changed.
122 */ 94 */
95static const char *
123static const char *create_items_path (const char *s) { 96create_items_path (const char *s)
97{
124 static char buf[MAX_BUF]; 98 static char buf[MAX_BUF];
125 char *t; 99 char *t;
126 100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
127 if (*s == '/') 107 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@'; 108 *t = '@';
135 else 109 else
136 *t = *s; 110 *t = *s;
137 *t = 0; 111 *t = 0;
138 return (buf); 112 return (buf);
139} 113}
140
141 114
142/* 115/*
143 * This function checks if a file with the given path exists. 116 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file 117 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned. 118 * is returned.
152 * the rest of the code only cares that the file is readable. 125 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be 126 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but 127 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing 128 * that seems to be missing the prepend_dir processing
156 */ 129 */
157 130int
158int check_path (const char *name, int prepend_dir) 131check_path (const char *name, int prepend_dir)
159{ 132{
160 char buf[MAX_BUF]; 133 char buf[MAX_BUF];
161#ifndef WIN32 134
162 char *endbuf; 135 char *endbuf;
163 struct stat statbuf; 136 struct stat statbuf;
164 int mode = 0, i; 137 int mode = 0;
165#endif
166 138
167 if (prepend_dir) 139 if (prepend_dir)
168 strcpy (buf, create_pathname(name)); 140 strcpy (buf, create_pathname (name));
169 else 141 else
170 strcpy(buf, name); 142 strcpy (buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174 143
175 /* old method (strchr(buf, '\0')) seemd very odd to me - 144 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer. 145 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through 146 * Can not use strcat because we need to cycle through
178 * all the names. 147 * all the names.
179 */ 148 */
180 endbuf = buf + strlen(buf); 149 endbuf = buf + strlen (buf);
181 150
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf)) 151 if (stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1); 152 return -1;
192 if (!S_ISREG (statbuf.st_mode)) 153 if (!S_ISREG (statbuf.st_mode))
193 return (-1); 154 return (-1);
194 155
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4; 158 mode |= 4;
199 159
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2; 162 mode |= 2;
204 163
205 return (mode); 164 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245} 165}
246 166
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 167/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 168 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 169 * it will also do map translation for tiled maps, returning
252 * by a P_NEW_MAP value, another call to get_map_from_coord 172 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 173 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 174 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 175 * don't expect to insert/remove anything from those spaces.
256 */ 176 */
177int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 178get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 179{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 180 sint16 newx = x;
265 newy = y; 181 sint16 newy = y;
182
266 mp = get_map_from_coord(oldmap, &newx, &newy); 183 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 184
268 retval |= P_NEW_MAP; 185 if (!mp)
186 return P_OUT_OF_MAP;
187
269 if (newmap) *newmap = mp; 188 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 189 if (nx) *nx = newx;
271 if (ny) *ny = newy; 190 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 191
274 if (retval & P_SAFE) 192 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
275 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
276
277 return retval;
278} 193}
279
280 194
281/* 195/*
282 * Returns true if the given coordinate is blocked except by the 196 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 197 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 198 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 202 * monster.
289 * m, x, y are the target map/coordinates - needed for map tiling. 203 * m, x, y are the target map/coordinates - needed for map tiling.
290 * the coordinates & map passed in should have been updated for tiling 204 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 205 * by the caller.
292 */ 206 */
293 207int
294int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 208blocked_link (object *ob, maptile *m, int sx, int sy)
209{
295 object *tmp; 210 object *tmp;
296 int mflags, blocked; 211 int mflags, blocked;
297 212
298 /* Make sure the coordinates are valid - they should be, as caller should 213 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this. 214 * have already checked this.
300 */ 215 */
301 if (OUT_OF_REAL_MAP(m, sx, sy)) { 216 if (OUT_OF_REAL_MAP (m, sx, sy))
217 {
302 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 218 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
303 return 1; 219 return 1;
304 } 220 }
305 221
306 /* Save some cycles - instead of calling get_map_flags(), just get the value 222 /* Save some cycles - instead of calling get_map_flags(), just get the value
307 * directly. 223 * directly.
308 */ 224 */
309 mflags = m->spaces[sx + m->width * sy].flags; 225 mflags = m->at (sx, sy).flags ();
310 226
311 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
312 228
313 /* If space is currently not blocked by anything, no need to 229 /* If space is currently not blocked by anything, no need to
314 * go further. Not true for players - all sorts of special 230 * go further. Not true for players - all sorts of special
315 * things we need to do for players. 231 * things we need to do for players.
316 */ 232 */
317 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
318
319 /* if there isn't anytyhing alive on this space, and this space isn't
320 * otherwise blocked, we can return now. Only if there is a living
321 * creature do we need to investigate if it is part of this creature
322 * or another. Likewise, only if something is blocking us do we
323 * need to investigate if there is a special circumstance that would
324 * let the player through (inventory checkers for example)
325 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
327
328 if(ob->head != NULL)
329 ob=ob->head;
330
331 /* We basically go through the stack of objects, and if there is
332 * some other object that has NO_PASS or FLAG_ALIVE set, return
333 * true. If we get through the entire stack, that must mean
334 * ob is blocking it, so return 0.
335 */
336 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
337
338 /* This must be before the checks below. Code for inventory checkers. */
339 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
340 /* If last_sp is set, the player/monster needs an object,
341 * so we check for it. If they don't have it, they can't
342 * pass through this space.
343 */
344 if (tmp->last_sp) {
345 if (check_inv_recursive(ob,tmp)==NULL)
346 return 1;
347 else
348 continue;
349 } else {
350 /* In this case, the player must not have the object -
351 * if they do, they can't pass through.
352 */
353 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
354 return 1;
355 else
356 continue;
357 }
358 } /* if check_inv */
359 else {
360 /* Broke apart a big nasty if into several here to make
361 * this more readable. first check - if the space blocks
362 * movement, can't move here.
363 * second - if a monster, can't move there, unles it is a
364 * hidden dm
365 */
366 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
367 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
369 return 1;
370 }
371
372 }
373 return 0; 234 return 0;
235
236 /* if there isn't anytyhing alive on this space, and this space isn't
237 * otherwise blocked, we can return now. Only if there is a living
238 * creature do we need to investigate if it is part of this creature
239 * or another. Likewise, only if something is blocking us do we
240 * need to investigate if there is a special circumstance that would
241 * let the player through (inventory checkers for example)
242 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0;
245
246 if (ob->head != NULL)
247 ob = ob->head;
248
249 /* We basically go through the stack of objects, and if there is
250 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0.
253 */
254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
255 {
256
257 /* This must be before the checks below. Code for inventory checkers. */
258 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
259 {
260 /* If last_sp is set, the player/monster needs an object,
261 * so we check for it. If they don't have it, they can't
262 * pass through this space.
263 */
264 if (tmp->last_sp)
265 {
266 if (check_inv_recursive (ob, tmp) == NULL)
267 return 1;
268 else
269 continue;
270 }
271 else
272 {
273 /* In this case, the player must not have the object -
274 * if they do, they can't pass through.
275 */
276 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
277 return 1;
278 else
279 continue;
280 }
281 } /* if check_inv */
282 else
283 {
284 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks
286 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a
288 * hidden dm
289 */
290 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
294 return 1;
295 }
296
297 }
298 return 0;
374} 299}
375 300
376 301
377/* 302/*
378 * Returns true if the given object can't fit in the given spot. 303 * Returns true if the given object can't fit in the given spot.
398 * 323 *
399 * Note this used to be arch_blocked, but with new movement 324 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 325 * code, we need to have actual object to check its move_type
401 * against the move_block values. 326 * against the move_block values.
402 */ 327 */
403 328int
404int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
330{
405 archetype *tmp; 331 archetype *tmp;
406 int flag; 332 int flag;
407 mapstruct *m1; 333 maptile *m1;
408 sint16 sx, sy; 334 sint16 sx, sy;
409 335
410 if(ob==NULL) { 336 if (ob == NULL)
337 {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
413 341
414 /* don't have object, so don't know what types would block */ 342 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 343 return m1->at (sx, sy).move_block;
416 } 344 }
417 345
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 346 for (tmp = ob->arch; tmp; tmp = tmp->more)
347 {
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420 349
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 350 if (flag & P_OUT_OF_MAP)
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 351 return P_OUT_OF_MAP;
352 if (flag & P_IS_ALIVE)
353 return P_IS_ALIVE;
423 354
355 mapspace &ms = m1->at (sx, sy);
356
424 /* find_first_free_spot() calls this function. However, often 357 /* find_first_free_spot() calls this function. However, often
425 * ob doesn't have any move type (when used to place exits) 358 * ob doesn't have any move type (when used to place exits)
426 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427 */ 360 */
428 361
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
363 continue;
430 364
431 /* Note it is intentional that we check ob - the movement type of the 365 /* Note it is intentional that we check ob - the movement type of the
432 * head of the object should correspond for the entire object. 366 * head of the object should correspond for the entire object.
433 */ 367 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
435 return AB_NO_PASS; 369 return P_NO_PASS;
436
437 } 370 }
371
438 return 0; 372 return 0;
439} 373}
440 374
441/* When the map is loaded, load_object does not actually insert objects 375/* When the map is loaded, load_object does not actually insert objects
442 * into inventory, but just links them. What this does is go through 376 * into inventory, but just links them. What this does is go through
443 * and insert them properly. 377 * and insert them properly.
444 * The object 'container' is the object that contains the inventory. 378 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight. 379 * This is needed so that we can update the containers weight.
446 */ 380 */
447 381void
448void fix_container(object *container) 382fix_container (object *container)
449{ 383{
450 object *tmp=container->inv, *next; 384 object *tmp = container->inv, *next;
451 385
452 container->inv=NULL; 386 container->inv = 0;
453 while (tmp!=NULL) { 387 while (tmp)
388 {
454 next = tmp->below; 389 next = tmp->below;
455 if (tmp->inv) 390 if (tmp->inv)
456 fix_container(tmp); 391 fix_container (tmp);
392
457 (void) insert_ob_in_ob(tmp,container); 393 insert_ob_in_ob (tmp, container);
458 tmp = next; 394 tmp = next;
459 } 395 }
396
460 /* sum_weight will go through and calculate what all the containers are 397 /* sum_weight will go through and calculate what all the containers are
461 * carrying. 398 * carrying.
462 */ 399 */
463 sum_weight(container); 400 sum_weight (container);
464} 401}
465 402
466/* link_multipart_objects go through all the objects on the map looking 403/* link_multipart_objects go through all the objects on the map looking
467 * for objects whose arch says they are multipart yet according to the 404 * for objects whose arch says they are multipart yet according to the
468 * info we have, they only have the head (as would be expected when 405 * info we have, they only have the head (as would be expected when
469 * they are saved). We do have to look for the old maps that did save 406 * they are saved). We do have to look for the old maps that did save
470 * the more sections and not re-add sections for them. 407 * the more sections and not re-add sections for them.
471 */ 408 */
472 409void
473static void link_multipart_objects(mapstruct *m) 410maptile::link_multipart_objects ()
474{ 411{
475 int x,y; 412 if (!spaces)
476 object *tmp, *op, *last, *above; 413 return;
477 archetype *at;
478 414
479 for(x=0;x<MAP_WIDTH(m);x++) 415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 for(y=0;y<MAP_HEIGHT(m);y++) 416 for (object *tmp = ms->bot; tmp; )
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 417 {
482 above=tmp->above; 418 object *above = tmp->above;
483 419
484 /* already multipart - don't do anything more */ 420 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue; 421 if (!tmp->head && !tmp->more)
486 422 {
487 /* If there is nothing more to this object, this for loop 423 /* If there is nothing more to this object, this for loop
488 * won't do anything. 424 * won't do anything.
489 */ 425 */
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 {
491 op = arch_to_object(at); 432 op = arch_to_object (at);
492 433
493 /* update x,y coordinates */ 434 /* update x,y coordinates */
494 op->x += tmp->x; 435 op->x += tmp->x;
495 op->y += tmp->y; 436 op->y += tmp->y;
496 op->head = tmp; 437 op->head = tmp;
497 op->map = m; 438 op->map = this;
498 last->more = op; 439 last->more = op;
499 if (tmp->name != op->name) { 440 op->name = tmp->name;
500 if (op->name) free_string(op->name); 441 op->title = tmp->title;
501 op->name = add_string(tmp->name); 442
502 }
503 if (tmp->title != op->title) {
504 if (op->title) free_string(op->title);
505 op->title = add_string(tmp->title);
506 }
507 /* we could link all the parts onto tmp, and then just 443 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same, 444 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and 445 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part. 446 * the coding is simpler to just to it here with each part.
511 */ 447 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */ 449 }
514 } /* for objects on this space */ 450 }
451
452 tmp = above;
453 }
515} 454}
516
517
518 455
519/* 456/*
520 * Loads (ands parses) the objects into a given map from the specified 457 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 458 * file pointer.
522 * mapflags is the same as we get with load_original_map 459 * mapflags is the same as we get with load_original_map
523 */ 460 */
524 461bool
525void load_objects (mapstruct *m, FILE *fp, int mapflags) { 462maptile::load_objects (object_thawer &thawer)
526 int i,j,bufstate=LO_NEWFILE; 463{
527 int unique; 464 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp; 465 object *op, *prev = NULL, *last_more = NULL, *otmp;
529 466
530 op=get_object(); 467 op = object::create ();
531 op->map = m; /* To handle buttons correctly */ 468 op->map = this; /* To handle buttons correctly */
532 469
533 while((i=load_object(fp,op,bufstate, mapflags))) { 470 while (int i = load_object (thawer, op, 0))
534 /* Since the loading of the map header does not load an object 471 {
535 * anymore, we need to pass LO_NEWFILE for the first object loaded,
536 * and then switch to LO_REPEAT for faster loading.
537 */
538 bufstate = LO_REPEAT;
539
540 /* if the archetype for the object is null, means that we 472 /* if the archetype for the object is null, means that we
541 * got an invalid object. Don't do anything with it - the game 473 * got an invalid object. Don't do anything with it - the game
542 * or editor will not be able to do anything with it either. 474 * or editor will not be able to do anything with it either.
543 */ 475 */
544 if (op->arch==NULL) { 476 if (op->arch == NULL)
477 {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
546 continue; 479 continue;
547 } 480 }
548 481
549 482 switch (i)
550 switch(i) { 483 {
551 case LL_NORMAL: 484 case LL_NORMAL:
552 /* if we are loading an overlay, put the floors on the bottom */
553 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
554 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558 486
559 if (op->inv) 487 if (op->inv)
560 sum_weight(op); 488 sum_weight (op);
561 489
562 prev=op,last_more=op; 490 prev = op, last_more = op;
563 break; 491 break;
564 492
565 case LL_MORE: 493 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op; 495 op->head = prev, last_more->more = op, last_more = op;
568 break; 496 break;
569 } 497 }
570 if (mapflags & MAP_STYLE) { 498
571 remove_from_active_list(op); 499 op = object::create ();
572 }
573 op=get_object();
574 op->map = m; 500 op->map = this;
575 } 501 }
502
503 op->destroy ();
504
505#if 0
576 for (i=0;i<m->width;i++){ 506 for (i = 0; i < width; i++)
577 for (j=0;j<m->height;j++){ 507 for (j = 0; j < height; j++)
508 {
578 unique =0; 509 unique = 0;
579 /* check for unique items, or unique squares */ 510 /* check for unique items, or unique squares */
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
582 unique = 1; 514 unique = 1;
515
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 }
520#endif
521
522 return true;
523}
524
525void
526maptile::activate ()
527{
528 if (!spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1);
534}
535
536void
537maptile::deactivate ()
538{
539 if (!spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1);
545}
546
547bool
548maptile::save_objects (object_freezer &freezer, int flags)
549{
550 if (flags & IO_HEADER)
551 save_header (freezer);
552
553 if (!spaces)
554 return false;
555
556 for (int i = 0; i < size (); ++i)
557 {
558 int unique = 0;
559 for (object *op = spaces [i].bot; op; op = op->above)
560 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
562 unique = 1;
563
564 if (!op->can_map_save ())
565 continue;
566
567 if (unique || op->flag [FLAG_UNIQUE])
568 {
569 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1);
571 }
572 else if (flags & IO_OBJECTS)
573 save_object (freezer, op, 1);
574 }
585 } 575 }
586 } 576
577 return true;
578}
579
580bool
581maptile::load_objects (const char *path, bool skip_header)
582{
583 object_thawer thawer (path);
584
585 if (!thawer)
586 return false;
587
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
587 } 597 }
588 free_object(op);
589 link_multipart_objects(m);
590}
591 598
592/* This saves all the objects on the map in a non destructive fashion. 599 return load_objects (thawer);
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 600}
594 * and we only save the head of multi part objects - this is needed 601
595 * in order to do map tiling properly. 602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path);
611}
612
613maptile::maptile ()
614{
615 in_memory = MAP_SWAPPED;
616
617 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour.
596 */ 619 */
597void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 620 width = 16;
598 int i, j = 0,unique=0; 621 height = 16;
599 object *op; 622 reset_timeout = 0;
600 /* first pass - save one-part objects */ 623 timeout = 300;
601 for(i = 0; i < MAP_WIDTH(m); i++) 624 enter_x = 0;
602 for (j = 0; j < MAP_HEIGHT(m); j++) { 625 enter_y = 0;
603 unique=0; 626}
604 for(op = get_map_ob (m, i, j); op; op = op->above) {
605 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
606 unique=1;
607 627
608 if(op->type == PLAYER) { 628maptile::maptile (int w, int h)
609 LOG(llevDebug, "Player on map that is being saved\n"); 629{
610 continue; 630 in_memory = MAP_SWAPPED;
611 }
612 631
613 if (op->head || op->owner) 632 width = w;
614 continue; 633 height = h;
634 reset_timeout = 0;
635 timeout = 300;
636 enter_x = 0;
637 enter_y = 0;
615 638
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 639 alloc ();
617 save_object( fp2 , op, 3);
618 else
619 if (flag == 0 ||
620 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
621 !QUERY_FLAG(op, FLAG_UNPAID))))
622 save_object(fp, op, 3);
623
624 } /* for this space */
625 } /* for this j */
626} 640}
627 641
628/* 642/*
629 * Allocates, initialises, and returns a pointer to a mapstruct.
630 * Modified to no longer take a path option which was not being
631 * used anyways. MSW 2001-07-01
632 */
633
634mapstruct *get_linked_map(void) {
635 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
636 mapstruct *mp;
637
638 if(map==NULL)
639 fatal(OUT_OF_MEMORY);
640
641 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
642 if(mp==NULL)
643 first_map=map;
644 else
645 mp->next=map;
646
647 map->in_memory=MAP_SWAPPED;
648 /* The maps used to pick up default x and y values from the
649 * map archetype. Mimic that behaviour.
650 */
651 MAP_WIDTH(map)=16;
652 MAP_HEIGHT(map)=16;
653 MAP_RESET_TIMEOUT(map)=0;
654 MAP_TIMEOUT(map)=300;
655 MAP_ENTER_X(map)=0;
656 MAP_ENTER_Y(map)=0;
657 /*set part to -1 indicating conversion to weather map not yet done*/
658 MAP_WORLDPARTX(map)=-1;
659 MAP_WORLDPARTY(map)=-1;
660 return map;
661}
662
663/*
664 * Allocates the arrays contained in a mapstruct. 643 * Allocates the arrays contained in a maptile.
665 * This basically allocates the dynamic array of spaces for the 644 * This basically allocates the dynamic array of spaces for the
666 * map. 645 * map.
667 */ 646 */
668 647void
669void allocate_map(mapstruct *m) { 648maptile::alloc ()
670 m->in_memory = MAP_IN_MEMORY; 649{
671 /* Log this condition and free the storage. We could I suppose
672 * realloc, but if the caller is presuming the data will be intact,
673 * that is their poor assumption.
674 */
675 if (m->spaces) { 650 if (spaces)
676 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
677 free(m->spaces);
678 }
679
680 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
681
682 if(m->spaces==NULL)
683 fatal(OUT_OF_MEMORY);
684}
685
686/* Create and returns a map of the specific size. Used
687 * in random map code and the editor.
688 */
689mapstruct *get_empty_map(int sizex, int sizey) {
690 mapstruct *m = get_linked_map();
691 m->width = sizex;
692 m->height = sizey;
693 m->in_memory = MAP_SWAPPED;
694 allocate_map(m);
695 return m; 651 return;
652
653 spaces = salloc0<mapspace> (size ());
696} 654}
697 655
698/* Takes a string from a map definition and outputs a pointer to the array of shopitems 656/* Takes a string from a map definition and outputs a pointer to the array of shopitems
699 * corresponding to that string. Memory is allocated for this, it must be freed 657 * corresponding to that string. Memory is allocated for this, it must be freed
700 * at a later date. 658 * at a later date.
701 * Called by parse_map_headers below. 659 * Called by parse_map_headers below.
702 */ 660 */
703 661static shopitems *
704static shopitems *parse_shop_string (const char *input_string) { 662parse_shop_string (const char *input_string)
663{
705 char *shop_string, *p, *q, *next_semicolon, *next_colon; 664 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL; 665 shopitems *items = NULL;
707 int i=0, number_of_entries=0; 666 int i = 0, number_of_entries = 0;
708 const typedata *current_type; 667 const typedata *current_type;
709 668
710 shop_string=strdup_local(input_string); 669 shop_string = strdup (input_string);
711 p=shop_string; 670 p = shop_string;
712 /* first we'll count the entries, we'll need that for allocating the array shortly */ 671 /* first we'll count the entries, we'll need that for allocating the array shortly */
713 while (p) { 672 while (p)
673 {
714 p=strchr(p, ';'); 674 p = strchr (p, ';');
715 number_of_entries++; 675 number_of_entries++;
716 if (p) p++; 676 if (p)
677 p++;
717 } 678 }
679
718 p=shop_string; 680 p = shop_string;
719 strip_endline(p); 681 strip_endline (p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 682 items = new shopitems[number_of_entries + 1];
721 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
722 for (i=0; i<number_of_entries; i++) { 683 for (i = 0; i < number_of_entries; i++)
723 if (!p) { 684 {
685 if (!p)
686 {
724 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 687 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725 break; 688 break;
726 }
727 next_semicolon=strchr(p, ';');
728 next_colon=strchr(p, ':');
729 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
730 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
731 items[i].strength=atoi(strchr(p,':')+1);
732
733 if (isdigit(*p) || *p=='*') {
734 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
735 current_type=get_typedata(items[i].typenum);
736 if (current_type) {
737 items[i].name=current_type->name;
738 items[i].name_pl=current_type->name_pl;
739 }
740 }
741 else { /*we have a named type, let's figure out what it is */
742 q=strpbrk(p,";:");
743 if (q) *q='\0';
744
745 current_type=get_typedata_by_name(p);
746 if (current_type) {
747 items[i].name=current_type->name;
748 items[i].typenum=current_type->number;
749 items[i].name_pl=current_type->name_pl;
750 }
751 else { /* oh uh, something's wrong, let's free up this one, and try
752 * the next entry while we're at it, better print a warning
753 */
754 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
755 p, input_string);
756 }
757 } 689 }
690
691 next_semicolon = strchr (p, ';');
692 next_colon = strchr (p, ':');
693 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
694 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
695 items[i].strength = atoi (strchr (p, ':') + 1);
696
697 if (isdigit (*p) || *p == '*')
698 {
699 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
700 current_type = get_typedata (items[i].typenum);
701 if (current_type)
702 {
703 items[i].name = current_type->name;
704 items[i].name_pl = current_type->name_pl;
705 }
706 }
707 else
708 { /*we have a named type, let's figure out what it is */
709 q = strpbrk (p, ";:");
710 if (q)
711 *q = '\0';
712
713 current_type = get_typedata_by_name (p);
714 if (current_type)
715 {
716 items[i].name = current_type->name;
717 items[i].typenum = current_type->number;
718 items[i].name_pl = current_type->name_pl;
719 }
720 else
721 { /* oh uh, something's wrong, let's free up this one, and try
722 * the next entry while we're at it, better print a warning
723 */
724 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
725 }
726 }
727
758 items[i].index=number_of_entries; 728 items[i].index = number_of_entries;
759 if (next_semicolon) p=++next_semicolon; 729 if (next_semicolon)
760 else p=NULL; 730 p = ++next_semicolon;
731 else
732 p = NULL;
761 } 733 }
734
762 free(shop_string); 735 free (shop_string);
763 return items; 736 return items;
764} 737}
765 738
766/* opposite of parse string, this puts the string that was originally fed in to 739/* opposite of parse string, this puts the string that was originally fed in to
767 * the map (or something equivilent) into output_string. */ 740 * the map (or something equivilent) into output_string. */
741static void
768static void print_shop_string(mapstruct *m, char *output_string) { 742print_shop_string (maptile *m, char *output_string)
743{
769 int i; 744 int i;
770 char tmp[MAX_BUF]; 745 char tmp[MAX_BUF];
746
771 strcpy(output_string, ""); 747 strcpy (output_string, "");
772 for (i=0; i< m->shopitems[0].index; i++) { 748 for (i = 0; i < m->shopitems[0].index; i++)
749 {
773 if (m->shopitems[i].typenum) { 750 if (m->shopitems[i].typenum)
751 {
774 if (m->shopitems[i].strength) { 752 if (m->shopitems[i].strength)
775 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 753 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
776 } 754 else
777 else sprintf(tmp, "%s;", m->shopitems[i].name); 755 sprintf (tmp, "%s;", m->shopitems[i].name);
778 } 756 }
779 else { 757 else
758 {
780 if (m->shopitems[i].strength) { 759 if (m->shopitems[i].strength)
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 760 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
782 } 761 else
783 else sprintf(tmp, "*"); 762 sprintf (tmp, "*");
784 } 763 }
764
785 strcat(output_string, tmp); 765 strcat (output_string, tmp);
786 } 766 }
787} 767}
788 768
789/* This loads the header information of the map. The header 769/* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc. 770 * contains things like difficulty, size, timeout, etc.
794 * put all the stuff in the map object so that names actually make 774 * put all the stuff in the map object so that names actually make
795 * sense. 775 * sense.
796 * This could be done in lex (like the object loader), but I think 776 * This could be done in lex (like the object loader), but I think
797 * currently, there are few enough fields this is not a big deal. 777 * currently, there are few enough fields this is not a big deal.
798 * MSW 2001-07-01 778 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */ 779 */
801 780bool
802static int load_map_header(FILE *fp, mapstruct *m) 781maptile::load_header (object_thawer &thawer)
803{ 782{
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
805 int msgpos=0; 784 int msgpos = 0;
806 int maplorepos=0; 785 int maplorepos = 0;
807 786
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 787 for (;;)
809 buf[HUGE_BUF-1] = 0; 788 {
810 key = buf; 789 keyword kw = thawer.get_kv ();
811 while (isspace(*key)) key++; 790
812 if (*key == 0) continue; /* empty line */ 791 switch (kw)
813 value = strchr(key, ' '); 792 {
814 if (!value) { 793 case KW_EOF:
815 end = strchr(key, '\n'); 794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
816 if (end != NULL) { 795 return false;
817 *end = 0; 796
797 case KW_end:
798 return true;
799
800 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg);
802 break;
803
804 case KW_lore: // CF+ extension
805 thawer.get_ml (KW_endlore, maplore);
806 break;
807
808 case KW_maplore:
809 thawer.get_ml (KW_endmaplore, maplore);
810 break;
811
812 case KW_arch:
813 if (strcmp (thawer.get_str (), "map"))
814 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
815 break;
816
817 case KW_oid:
818 thawer.get (this, thawer.get_sint32 ());
819 break;
820
821 case KW_file_format_version: break; // nop
822
823 case KW_name: thawer.get (name); break;
824 case KW_attach: thawer.get (attach); break;
825 case KW_reset_time: thawer.get (reset_time); break;
826 case KW_shopgreed: thawer.get (shopgreed); break;
827 case KW_shopmin: thawer.get (shopmin); break;
828 case KW_shopmax: thawer.get (shopmax); break;
829 case KW_shoprace: thawer.get (shoprace); break;
830 case KW_outdoor: thawer.get (outdoor); break;
831 case KW_temp: thawer.get (temp); break;
832 case KW_pressure: thawer.get (pressure); break;
833 case KW_humid: thawer.get (humid); break;
834 case KW_windspeed: thawer.get (windspeed); break;
835 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break;
837
838 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break;
840
841 case KW_region: get_region_by_name (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843
844 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
847 case KW_x: case KW_width: thawer.get (width); break;
848 case KW_y: case KW_height: thawer.get (height); break;
849 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
850 case KW_value: case KW_swap_time: thawer.get (timeout); break;
851 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
852 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
853 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
854
855 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859
860 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]);
862 break;
863 }
818 } 864 }
819 } else {
820 *value = 0;
821 value++;
822 end = strchr(value, '\n');
823 while (isspace(*value)) {
824 value++;
825 if (*value == '\0' || value == end) {
826 /* Nothing but spaces. */
827 value = NULL;
828 break;
829 }
830 }
831 }
832 if (!end) {
833 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
834 buf);
835 return 1;
836 }
837
838 865
839 /* key is the field name, value is what it should be set 866 abort ();
840 * to. We've already done the work to null terminate key, 867}
841 * and strip off any leading spaces for both of these.
842 * We have not touched the newline at the end of the line -
843 * these are needed for some values. the end pointer
844 * points to the first of the newlines.
845 * value could be NULL! It would be easy enough to just point
846 * this to "" to prevent cores, but that would let more errors slide
847 * through.
848 *
849 * First check for entries that do not use the value parameter, then
850 * validate that value is given and check for the remaining entries
851 * that use the parameter.
852 */
853 868
854 if (!strcmp(key,"msg")) { 869bool
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 870maptile::load_header (const char *path)
856 if (!strcmp(buf,"endmsg\n")) break; 871{
857 else { 872 object_thawer thawer (path);
858 /* slightly more efficient than strcat */
859 strcpy(msgbuf+msgpos, buf);
860 msgpos += strlen(buf);
861 }
862 }
863 /* There are lots of maps that have empty messages (eg, msg/endmsg
864 * with nothing between). There is no reason in those cases to
865 * keep the empty message. Also, msgbuf contains garbage data
866 * when msgpos is zero, so copying it results in crashes
867 */
868 if (msgpos != 0)
869 m->msg = strdup_local(msgbuf);
870 }
871 else if (!strcmp(key,"maplore")) {
872 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
873 if (!strcmp(buf,"endmaplore\n")) break;
874 else {
875 /* slightly more efficient than strcat */
876 strcpy(maplorebuf+maplorepos, buf);
877 maplorepos += strlen(buf);
878 }
879 }
880 if (maplorepos != 0)
881 m->maplore = strdup_local(maplorebuf);
882 }
883 else if (!strcmp(key,"end")) {
884 break;
885 }
886 else if (value == NULL) {
887 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
888 }
889 else if (!strcmp(key, "arch")) {
890 /* This is an oddity, but not something we care about much. */
891 if (strcmp(value,"map\n"))
892 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
893 }
894 else if (!strcmp(key,"name")) {
895 *end=0;
896 m->name = strdup_local(value);
897 }
898 /* first strcmp value on these are old names supported
899 * for compatibility reasons. The new values (second) are
900 * what really should be used.
901 */
902 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 } else if (!strcmp(key, "safe_map")) {
955 m->safe_map = atoi(value);
956 }
957 else if (!strncmp(key,"tile_path_", 10)) {
958 int tile=atoi(key+10);
959 873
960 if (tile<1 || tile>4) { 874 if (!thawer)
961 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
962 tile, m->path);
963 } else {
964 char *path;
965
966 *end = 0;
967
968 if (m->tile_path[tile-1]) {
969 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
970 tile, m->path);
971 free(m->tile_path[tile-1]);
972 m->tile_path[tile-1] = NULL;
973 }
974
975 if (check_path(value, 1) != -1) {
976 /* The unadorned path works. */
977 path = value;
978 } else {
979 /* Try again; it could be a relative exit. */
980
981 path = path_combine_and_normalize(m->path, value);
982
983 if (check_path(path, 1) == -1) {
984 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
985 path = NULL;
986 }
987 }
988
989 if (editor) {
990 /* Use the value as in the file. */
991 m->tile_path[tile-1] = strdup_local(value);
992 } else if (path != NULL) {
993 /* Use the normalized value. */
994 m->tile_path[tile-1] = strdup_local(path);
995 }
996 } /* end if tile direction (in)valid */
997 }
998 else {
999 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
1000 }
1001 }
1002 if (!key || strcmp(key,"end")) {
1003 LOG(llevError,"Got premature eof on map header!\n");
1004 return 1;
1005 }
1006 return 0; 875 return false;
1007}
1008 876
1009/* 877 return load_header (thawer);
1010 * Opens the file "filename" and reads information about the map
1011 * from the given file, and stores it in a newly allocated
1012 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1013 * flags correspond to those in map.h. Main ones used are
1014 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1015 * MAP_BLOCK, in which case we block on this load. This happens in all
1016 * cases, no matter if this flag is set or not.
1017 * MAP_STYLE: style map - don't add active objects, don't add to server
1018 * managed map list.
1019 */
1020
1021mapstruct *load_original_map(const char *filename, int flags) {
1022 FILE *fp;
1023 mapstruct *m;
1024 int comp;
1025 char pathname[MAX_BUF];
1026
1027 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1028 if (flags & MAP_PLAYER_UNIQUE)
1029 strcpy(pathname, filename);
1030 else if (flags & MAP_OVERLAY)
1031 strcpy(pathname, create_overlay_pathname(filename));
1032 else
1033 strcpy(pathname, create_pathname(filename));
1034
1035 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1036 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1037 return (NULL);
1038 }
1039
1040 m = get_linked_map();
1041
1042 strcpy (m->path, filename);
1043 if (load_map_header(fp, m)) {
1044 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1045 filename, flags);
1046 delete_map(m);
1047 return NULL;
1048 }
1049
1050 allocate_map(m);
1051 m->compressed = comp;
1052
1053 m->in_memory=MAP_LOADING;
1054 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1055 close_and_delete(fp, comp);
1056 m->in_memory=MAP_IN_MEMORY;
1057 if (!MAP_DIFFICULTY(m))
1058 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1059 set_map_reset_time(m);
1060 if (load_original_map_callback)
1061 load_original_map_callback(m);
1062 return (m);
1063}
1064
1065/*
1066 * Loads a map, which has been loaded earlier, from file.
1067 * Return the map object we load into (this can change from the passed
1068 * option if we can't find the original map)
1069 */
1070
1071static mapstruct *load_temporary_map(mapstruct *m) {
1072 FILE *fp;
1073 int comp;
1074 char buf[MAX_BUF];
1075
1076 if (!m->tmpname) {
1077 LOG(llevError, "No temporary filename for map %s\n", m->path);
1078 strcpy(buf, m->path);
1079 delete_map(m);
1080 m = load_original_map(buf, 0);
1081 if(m==NULL) return NULL;
1082 fix_auto_apply(m); /* Chests which open as default */
1083 return m;
1084 }
1085
1086 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1087 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1088 strcpy(buf, m->path);
1089 delete_map(m);
1090 m = load_original_map(buf, 0);
1091 if(m==NULL) return NULL;
1092 fix_auto_apply(m); /* Chests which open as default */
1093 return m;
1094 }
1095
1096
1097 if (load_map_header(fp, m)) {
1098 LOG(llevError,"Error loading map header for %s (%s)\n",
1099 m->path, m->tmpname);
1100 delete_map(m);
1101 m = load_original_map(m->path, 0);
1102 return NULL;
1103 }
1104 m->compressed = comp;
1105 allocate_map(m);
1106
1107 m->in_memory=MAP_LOADING;
1108 load_objects (m, fp, 0);
1109 close_and_delete(fp, comp);
1110 m->in_memory=MAP_IN_MEMORY;
1111 if (load_temporary_map_callback)
1112 load_temporary_map_callback(m);
1113 return m;
1114}
1115
1116/*
1117 * Loads a map, which has been loaded earlier, from file.
1118 * Return the map object we load into (this can change from the passed
1119 * option if we can't find the original map)
1120 */
1121
1122mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1123 FILE *fp;
1124 int comp;
1125 char pathname[MAX_BUF];
1126
1127 strcpy(pathname, create_overlay_pathname(filename));
1128
1129 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1130/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1131 return m;
1132 }
1133
1134 if (load_map_header(fp, m)) {
1135 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1136 m->path, pathname);
1137 delete_map(m);
1138 m = load_original_map(m->path, 0);
1139 return NULL;
1140 }
1141 m->compressed = comp;
1142 /*allocate_map(m);*/
1143
1144 m->in_memory=MAP_LOADING;
1145 load_objects (m, fp, MAP_OVERLAY);
1146 close_and_delete(fp, comp);
1147 m->in_memory=MAP_IN_MEMORY;
1148 return m;
1149} 878}
1150 879
1151/****************************************************************************** 880/******************************************************************************
1152 * This is the start of unique map handling code 881 * This is the start of unique map handling code
1153 *****************************************************************************/ 882 *****************************************************************************/
1154 883
1155/* This goes through map 'm' and removed any unique items on the map. */ 884/* This goes through the maptile and removed any unique items on the map. */
1156static void delete_unique_items(mapstruct *m) 885void
886maptile::clear_unique_items ()
1157{ 887{
888 for (int i = 0; i < size (); ++i)
889 {
1158 int i,j,unique; 890 int unique = 0;
1159 object *op, *next; 891 for (object *op = spaces [i].bot; op; )
892 {
893 object *above = op->above;
1160 894
1161 for(i=0; i<MAP_WIDTH(m); i++)
1162 for(j=0; j<MAP_HEIGHT(m); j++) {
1163 unique=0;
1164 for (op=get_map_ob(m, i, j); op; op=next) {
1165 next = op->above;
1166 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1167 unique=1; 896 unique = 1;
897
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1169 clean_object(op); 899 {
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 900 op->destroy_inv (false);
1171 remove_button_link(op); 901 op->destroy ();
1172 remove_ob(op); 902 }
1173 free_object(op); 903
1174 } 904 op = above;
905 }
1175 } 906 }
1176 }
1177} 907}
1178 908
909bool
910maptile::save_header (object_freezer &freezer)
911{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1179 914
1180/* 915 MAP_OUT2 (arch, "map");
1181 * Loads unique objects from file(s) into the map which is in memory
1182 * m is the map to load unique items into.
1183 */
1184static void load_unique_objects(mapstruct *m) {
1185 FILE *fp;
1186 int comp,count;
1187 char firstname[MAX_BUF];
1188 916
1189 for (count=0; count<10; count++) { 917 if (name) MAP_OUT (name);
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 918 MAP_OUT (swap_time);
1191 if (!access(firstname, R_OK)) break; 919 MAP_OUT (reset_time);
1192 } 920 MAP_OUT (reset_timeout);
1193 /* If we get here, we did not find any map */ 921 MAP_OUT (fixed_resettime);
1194 if (count==10) return; 922 MAP_OUT (difficulty);
1195 923
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 924 if (region) MAP_OUT2 (region, region->name);
1197 /* There is no expectation that every map will have unique items, but this
1198 * is debug output, so leave it in.
1199 */
1200 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1201 return;
1202 }
1203 925
1204 m->in_memory=MAP_LOADING; 926 if (shopitems)
1205 if (m->tmpname == NULL) /* if we have loaded unique items from */
1206 delete_unique_items(m); /* original map before, don't duplicate them */
1207 load_object(fp, NULL, LO_NOREAD,0);
1208 load_objects (m, fp, 0);
1209 close_and_delete(fp, comp);
1210 m->in_memory=MAP_IN_MEMORY;
1211}
1212
1213
1214/*
1215 * Saves a map to file. If flag is set, it is saved into the same
1216 * file it was (originally) loaded from. Otherwise a temporary
1217 * filename will be genarated, and the file will be stored there.
1218 * The temporary filename will be stored in the mapstructure.
1219 * If the map is unique, we also save to the filename in the map
1220 * (this should have been updated when first loaded)
1221 */
1222
1223int new_save_map(mapstruct *m, int flag) {
1224 FILE *fp, *fp2;
1225 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1226 shop[MAX_BUF], filename_s[MAX_BUF];
1227 int i;
1228 927 {
1229 if (flag && !*m->path) { 928 char shop[MAX_BUF];
1230 LOG(llevError,"Tried to save map without path.\n");
1231 return -1;
1232 }
1233
1234 if (flag || (m->unique) || (m->templatemap)) {
1235 if (!m->unique && !m->templatemap) { /* flag is set */
1236 if (flag == 2)
1237 strcpy(filename, create_overlay_pathname(m->path));
1238 else
1239 strcpy (filename, create_pathname (m->path));
1240 } else
1241 strcpy (filename, m->path);
1242
1243 /* If the compression suffix already exists on the filename, don't
1244 * put it on again. This nasty looking strcmp checks to see if the
1245 * compression suffix is at the end of the filename already.
1246 */
1247 if (m->compressed &&
1248 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1249 uncomp[m->compressed][0]))
1250 strcat(filename, uncomp[m->compressed][0]);
1251 make_path_to_file(filename);
1252 } else {
1253 if (!m->tmpname)
1254 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1255 strcpy(filename, m->tmpname);
1256 }
1257 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1258 m->in_memory = MAP_SAVING;
1259
1260 sprintf (filename_s, "%s~", filename);
1261
1262 /* Compress if it isn't a temporary save. Do compress if unique */
1263 if (m->compressed && (m->unique || m->templatemap || flag)) {
1264 char buf[MAX_BUF];
1265 strcpy(buf, uncomp[m->compressed][2]);
1266 strcat(buf, " > ");
1267 strcat(buf, filename_s);
1268 fp = popen(buf, "w");
1269 } else
1270 fp = fopen(filename_s, "w");
1271
1272 if(fp == NULL) {
1273 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1274 return -1;
1275 }
1276
1277 /* legacy */
1278 fprintf(fp,"arch map\n");
1279 if (m->name) fprintf(fp,"name %s\n", m->name);
1280 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1281 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1282 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1283 /* we unfortunately have no idea if this is a value the creator set
1284 * or a difficulty value we generated when the map was first loaded
1285 */
1286 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1287 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1288 if (m->shopitems) {
1289 print_shop_string(m, shop); 929 print_shop_string (this, shop);
1290 fprintf(fp,"shopitems %s\n", shop); 930 MAP_OUT2 (shopitems, shop);
1291 }
1292 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1293#ifndef WIN32
1294 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1295 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1296#else
1297 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1298 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1299#endif
1300 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1301 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1302 if (m->width) fprintf(fp,"width %d\n", m->width);
1303 if (m->height) fprintf(fp,"height %d\n", m->height);
1304 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1305 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1306 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1307 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1308 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1309 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1310 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1311 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1312 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1313 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1314 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1315 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1316 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1317 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1318 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1319
1320 /* Save any tiling information, except on overlays */
1321 if (flag != 2)
1322 for (i=0; i<4; i++)
1323 if (m->tile_path[i])
1324 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1325
1326 fprintf(fp,"end\n");
1327
1328 /* In the game save unique items in the different file, but
1329 * in the editor save them to the normal map file.
1330 * If unique map, save files in the proper destination (set by
1331 * player)
1332 */
1333 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334 sprintf (buf,"%s.v00",create_items_path (m->path));
1335 sprintf (buf_s, "%s~", buf);
1336 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1337 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1338 }
1339 if (flag == 2)
1340 save_objects(m, fp, fp2, 2);
1341 else
1342 save_objects (m, fp, fp2, 0);
1343 if (fp2 != NULL) {
1344 if (ftell (fp2) == 0) {
1345 fclose (fp2);
1346 rename (buf_s, buf);
1347 unlink (buf);
1348 } else {
1349 fclose (fp2);
1350 rename (buf_s, buf);
1351 chmod (buf, SAVE_MODE);
1352 } 931 }
1353 }
1354 } else { /* save same file when not playing, like in editor */
1355 save_objects(m, fp, fp, 0);
1356 }
1357 932
1358 if (m->compressed && (m->unique || m->templatemap || flag)) 933 MAP_OUT (shopgreed);
1359 pclose(fp); 934 MAP_OUT (shopmin);
1360 else 935 MAP_OUT (shopmax);
1361 fclose(fp); 936 if (shoprace) MAP_OUT (shoprace);
937 MAP_OUT (darkness);
938 MAP_OUT (width);
939 MAP_OUT (height);
940 MAP_OUT (enter_x);
941 MAP_OUT (enter_y);
1362 942
1363 rename (filename_s, filename); 943 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
944 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1364 945
1365 chmod (filename, SAVE_MODE); 946 MAP_OUT (outdoor);
947 MAP_OUT (temp);
948 MAP_OUT (pressure);
949 MAP_OUT (humid);
950 MAP_OUT (windspeed);
951 MAP_OUT (winddir);
952 MAP_OUT (sky);
953
954 MAP_OUT (per_player);
955 MAP_OUT (per_party);
956
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961
962 MAP_OUT2 (end, 0);
963
964 return true;
965}
966
967bool
968maptile::save_header (const char *path)
969{
970 object_freezer freezer;
971
972 if (!save_header (freezer))
1366 return 0; 973 return false;
1367}
1368 974
1369 975 return freezer.save (path);
1370/*
1371 * Remove and free all objects in the inventory of the given object.
1372 * object.c ?
1373 */
1374
1375void clean_object(object *op)
1376{
1377 object *tmp, *next;
1378
1379 for(tmp = op->inv; tmp; tmp = next)
1380 {
1381 next = tmp->below;
1382 clean_object(tmp);
1383 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1384 remove_button_link(tmp);
1385 remove_ob(tmp);
1386 free_object(tmp);
1387 }
1388} 976}
1389 977
1390/* 978/*
1391 * Remove and free all objects in the given map. 979 * Remove and free all objects in the given map.
1392 */ 980 */
981void
982maptile::clear ()
983{
984 if (!spaces)
985 return;
1393 986
1394void free_all_objects(mapstruct *m) { 987 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1395 int i,j; 988 while (object *op = ms->bot)
1396 object *op; 989 {
1397 990 if (op->head)
1398 for(i=0;i<MAP_WIDTH(m);i++)
1399 for(j=0;j<MAP_HEIGHT(m);j++) {
1400 object *previous_obj=NULL;
1401 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1402 if (op==previous_obj) {
1403 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1404 break;
1405 }
1406 previous_obj=op;
1407 if(op->head!=NULL)
1408 op = op->head; 991 op = op->head;
1409 992
1410 /* If the map isn't in memory, free_object will remove and 993 op->destroy_inv (false);
1411 * free objects in op's inventory. So let it do the job. 994 op->destroy ();
1412 */
1413 if (m->in_memory==MAP_IN_MEMORY)
1414 clean_object(op);
1415 remove_ob(op);
1416 free_object(op);
1417 }
1418 }
1419#ifdef MANY_CORES
1420 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1421 * an item on that map was not saved - look for that condition and die as appropriate -
1422 * this leaves more of the map data intact for better debugging.
1423 */
1424 for (op=objects; op!=NULL; op=op->next) {
1425 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1426 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1427 abort();
1428 }
1429 } 995 }
1430#endif 996
997 sfree (spaces, size ()), spaces = 0;
998
999 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0;
1001}
1002
1003void
1004maptile::clear_header ()
1005{
1006 name = 0;
1007 msg = 0;
1008 maplore = 0;
1009 shoprace = 0;
1010 delete [] shopitems, shopitems = 0;
1011
1012 for (int i = 0; i < 4; i++)
1013 tile_path [i] = 0;
1014}
1015
1016maptile::~maptile ()
1017{
1018 assert (destroyed ());
1019}
1020
1021void
1022maptile::clear_links_to (maptile *m)
1023{
1024 /* We need to look through all the maps and see if any maps
1025 * are pointing at this one for tiling information. Since
1026 * tiling can be asymetric, we just can not look to see which
1027 * maps this map tiles with and clears those.
1028 */
1029 for (int i = 0; i < 4; i++)
1030 if (tile_map[i] == m)
1031 tile_map[i] = 0;
1032}
1033
1034void
1035maptile::do_destroy ()
1036{
1037 attachable::do_destroy ();
1038
1039 clear ();
1431} 1040}
1432 1041
1433/* 1042/*
1434 * Frees everything allocated by the given mapstructure. 1043 * Updates every button on the map (by calling update_button() for them).
1435 * don't free tmpname - our caller is left to do that
1436 */
1437
1438void free_map(mapstruct *m,int flag) {
1439 int i;
1440
1441 if (!m->in_memory) {
1442 LOG(llevError,"Trying to free freed map.\n");
1443 return;
1444 }
1445 if (flag && m->spaces) free_all_objects(m);
1446 if (m->name) FREE_AND_CLEAR(m->name);
1447 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1448 if (m->msg) FREE_AND_CLEAR(m->msg);
1449 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1450 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1451 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1452 if (m->buttons)
1453 free_objectlinkpt(m->buttons);
1454 m->buttons = NULL;
1455 for (i=0; i<4; i++) {
1456 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1457 m->tile_map[i] = NULL;
1458 }
1459 m->in_memory = MAP_SWAPPED;
1460}
1461
1462/*
1463 * function: vanish mapstruct
1464 * m : pointer to mapstruct, if NULL no action
1465 * this deletes all the data on the map (freeing pointers)
1466 * and then removes this map from the global linked list of maps.
1467 */
1468
1469void delete_map(mapstruct *m) {
1470 mapstruct *tmp, *last;
1471 int i;
1472
1473 if (!m)
1474 return;
1475 if (m->in_memory == MAP_IN_MEMORY) {
1476 /* change to MAP_SAVING, even though we are not,
1477 * so that remove_ob doesn't do as much work.
1478 */ 1044 */
1479 m->in_memory = MAP_SAVING; 1045void
1480 free_map (m, 1); 1046maptile::update_buttons ()
1047{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1049 for (objectlink *ol = obp->link; ol; ol = ol->next)
1050 {
1051 if (!ol->ob)
1052 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1054 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1055 continue;
1056 }
1057
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 {
1060 update_button (ol->ob);
1061 break;
1062 }
1481 } 1063 }
1482 /* move this out of free_map, since tmpname can still be needed if
1483 * the map is swapped out.
1484 */
1485 if (m->tmpname) {
1486 free(m->tmpname);
1487 m->tmpname=NULL;
1488 }
1489 last = NULL;
1490 /* We need to look through all the maps and see if any maps
1491 * are pointing at this one for tiling information. Since
1492 * tiling can be assymetric, we just can not look to see which
1493 * maps this map tiles with and clears those.
1494 */
1495 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1496 if (tmp->next == m) last = tmp;
1497
1498 /* This should hopefully get unrolled on a decent compiler */
1499 for (i=0; i<4; i++)
1500 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1501 }
1502
1503 /* If last is null, then this should be the first map in the list */
1504 if (!last) {
1505 if (m == first_map)
1506 first_map = m->next;
1507 else
1508 /* m->path is a static char, so should hopefully still have
1509 * some useful data in it.
1510 */
1511 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1512 m->path);
1513 }
1514 else
1515 last->next = m->next;
1516
1517 free (m);
1518} 1064}
1519
1520
1521
1522/*
1523 * Makes sure the given map is loaded and swapped in.
1524 * name is path name of the map.
1525 * flags meaning:
1526 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1527 * and don't do unique items or the like.
1528 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1529 * dont do any more name translation on it.
1530 *
1531 * Returns a pointer to the given map.
1532 */
1533
1534mapstruct *ready_map_name(const char *name, int flags) {
1535 mapstruct *m;
1536
1537 if (!name)
1538 return (NULL);
1539
1540 /* Have we been at this level before? */
1541 m = has_been_loaded (name);
1542
1543 /* Map is good to go, so just return it */
1544 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1545 return m;
1546 }
1547
1548 /* unique maps always get loaded from their original location, and never
1549 * a temp location. Likewise, if map_flush is set, or we have never loaded
1550 * this map, load it now. I removed the reset checking from here -
1551 * it seems the probability of a player trying to enter a map that should
1552 * reset but hasn't yet is quite low, and removing that makes this function
1553 * a bit cleaner (and players probably shouldn't rely on exact timing for
1554 * resets in any case - if they really care, they should use the 'maps command.
1555 */
1556 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1557
1558 /* first visit or time to reset */
1559 if (m) {
1560 clean_tmp_map(m); /* Doesn't make much difference */
1561 delete_map(m);
1562 }
1563
1564 /* create and load a map */
1565 if (flags & MAP_PLAYER_UNIQUE)
1566 LOG(llevDebug, "Trying to load map %s.\n", name);
1567 else
1568 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1569
1570 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1571 return (NULL);
1572
1573 fix_auto_apply(m); /* Chests which open as default */
1574
1575 /* If a player unique map, no extra unique object file to load.
1576 * if from the editor, likewise.
1577 */
1578 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1579 load_unique_objects(m);
1580
1581 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1582 m=load_overlay_map(name, m);
1583 if (m==NULL)
1584 return NULL;
1585 }
1586
1587 } else {
1588 /* If in this loop, we found a temporary map, so load it up. */
1589
1590 m=load_temporary_map (m);
1591 if(m==NULL) return NULL;
1592 load_unique_objects(m);
1593
1594 clean_tmp_map(m);
1595 m->in_memory = MAP_IN_MEMORY;
1596 /* tempnam() on sun systems (probably others) uses malloc
1597 * to allocated space for the string. Free it here.
1598 * In some cases, load_temporary_map above won't find the
1599 * temporary map, and so has reloaded a new map. If that
1600 * is the case, tmpname is now null
1601 */
1602 if (m->tmpname) free(m->tmpname);
1603 m->tmpname = NULL;
1604 /* It's going to be saved anew anyway */
1605 }
1606
1607 /* Below here is stuff common to both first time loaded maps and
1608 * temp maps.
1609 */
1610
1611 decay_objects(m); /* start the decay */
1612 /* In case other objects press some buttons down */
1613 update_buttons(m);
1614 if (m->outdoor)
1615 set_darkness_map(m);
1616 /* run the weather over this map */
1617 weather_effect(name);
1618 return m;
1619}
1620
1621 1065
1622/* 1066/*
1623 * This routine is supposed to find out the difficulty of the map. 1067 * This routine is supposed to find out the difficulty of the map.
1624 * difficulty does not have a lot to do with character level, 1068 * difficulty does not have a lot to do with character level,
1625 * but does have a lot to do with treasure on the map. 1069 * but does have a lot to do with treasure on the map.
1627 * Difficulty can now be set by the map creature. If the value stored 1071 * Difficulty can now be set by the map creature. If the value stored
1628 * in the map is zero, then use this routine. Maps should really 1072 * in the map is zero, then use this routine. Maps should really
1629 * have a difficulty set than using this function - human calculation 1073 * have a difficulty set than using this function - human calculation
1630 * is much better than this functions guesswork. 1074 * is much better than this functions guesswork.
1631 */ 1075 */
1632 1076int
1633int calculate_difficulty(mapstruct *m) { 1077maptile::estimate_difficulty () const
1634 object *op; 1078{
1635 archetype *at;
1636 int x, y, i, diff;
1637 long monster_cnt = 0; 1079 long monster_cnt = 0;
1638 double avgexp = 0; 1080 double avgexp = 0;
1639 sint64 total_exp = 0; 1081 sint64 total_exp = 0;
1640 1082
1641 if (MAP_DIFFICULTY (m)) 1083 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1642 { 1084 for (object *op = ms->bot; op; op = op->above)
1643 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1644 return MAP_DIFFICULTY (m);
1645 }
1646
1647 for(x = 0; x < MAP_WIDTH(m); x++)
1648 for(y = 0; y < MAP_HEIGHT(m); y++)
1649 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1650 { 1085 {
1651 if(QUERY_FLAG (op, FLAG_MONSTER)) 1086 if (QUERY_FLAG (op, FLAG_MONSTER))
1652 { 1087 {
1653 total_exp += op->stats.exp; 1088 total_exp += op->stats.exp;
1654 monster_cnt++; 1089 monster_cnt++;
1655 } 1090 }
1656 1091
1657 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1092 if (QUERY_FLAG (op, FLAG_GENERATOR))
1658 { 1093 {
1659 total_exp += op->stats.exp; 1094 total_exp += op->stats.exp;
1095
1660 at = type_to_archetype(GENERATE_TYPE (op)); 1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1661
1662 if(at != NULL)
1663 total_exp += at->clone.stats.exp * 8; 1097 total_exp += at->clone.stats.exp * 8;
1664 1098
1665 monster_cnt++; 1099 monster_cnt++;
1666 } 1100 }
1667 } 1101 }
1668 1102
1669 avgexp = (double) total_exp / monster_cnt; 1103 avgexp = (double) total_exp / monster_cnt;
1670 1104
1671 for (i = 1; i <= settings.max_level; i++) 1105 for (int i = 1; i <= settings.max_level; i++)
1672 {
1673 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1106 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1674 {
1675 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1676 return i; 1107 return i;
1677 }
1678 }
1679 1108
1680 return 1; 1109 return 1;
1681}
1682
1683void clean_tmp_map(mapstruct *m) {
1684 if(m->tmpname == NULL)
1685 return;
1686 if (clean_temporary_map_callback)
1687 clean_temporary_map_callback (m);
1688 (void) unlink(m->tmpname);
1689}
1690
1691void free_all_maps(void)
1692{
1693 int real_maps=0;
1694
1695 while (first_map) {
1696 /* I think some of the callers above before it gets here set this to be
1697 * saving, but we still want to free this data
1698 */
1699 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1700 delete_map(first_map);
1701 real_maps++;
1702 }
1703 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1704} 1110}
1705 1111
1706/* change_map_light() - used to change map light level (darkness) 1112/* change_map_light() - used to change map light level (darkness)
1707 * up or down. Returns true if successful. It should now be 1113 * up or down. Returns true if successful. It should now be
1708 * possible to change a value by more than 1. 1114 * possible to change a value by more than 1.
1709 * Move this from los.c to map.c since this is more related 1115 * Move this from los.c to map.c since this is more related
1710 * to maps than los. 1116 * to maps than los.
1711 * postive values make it darker, negative make it brighter 1117 * postive values make it darker, negative make it brighter
1712 */ 1118 */
1713 1119int
1714int change_map_light(mapstruct *m, int change) { 1120maptile::change_map_light (int change)
1121{
1715 int new_level = m->darkness + change; 1122 int new_level = darkness + change;
1716 1123
1717 /* Nothing to do */ 1124 /* Nothing to do */
1718 if(!change || (new_level <= 0 && m->darkness == 0) || 1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1719 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1720 return 0; 1126 return 0;
1721 }
1722 1127
1723 /* inform all players on the map */ 1128 /* inform all players on the map */
1724 if (change>0) 1129 if (change > 0)
1725 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1726 else 1131 else
1727 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1728 1133
1729 /* Do extra checking. since m->darkness is a unsigned value, 1134 /* Do extra checking. since darkness is a unsigned value,
1730 * we need to be extra careful about negative values. 1135 * we need to be extra careful about negative values.
1731 * In general, the checks below are only needed if change 1136 * In general, the checks below are only needed if change
1732 * is not +/-1 1137 * is not +/-1
1733 */ 1138 */
1734 if (new_level < 0) m->darkness = 0; 1139 if (new_level < 0)
1735 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1140 darkness = 0;
1141 else if (new_level >= MAX_DARKNESS)
1142 darkness = MAX_DARKNESS;
1143 else
1736 else m->darkness=new_level; 1144 darkness = new_level;
1737 1145
1738 /* All clients need to get re-updated for the change */ 1146 /* All clients need to get re-updated for the change */
1739 update_all_map_los(m); 1147 update_all_map_los (this);
1740 return 1; 1148 return 1;
1741} 1149}
1742
1743 1150
1744/* 1151/*
1745 * This function updates various attributes about a specific space 1152 * This function updates various attributes about a specific space
1746 * on the map (what it looks like, whether it blocks magic, 1153 * on the map (what it looks like, whether it blocks magic,
1747 * has a living creatures, prevents people from passing 1154 * has a living creatures, prevents people from passing
1748 * through, etc) 1155 * through, etc)
1749 */ 1156 */
1750void update_position (mapstruct *m, int x, int y) { 1157void
1158mapspace::update_ ()
1159{
1751 object *tmp, *last = NULL; 1160 object *tmp, *last = 0;
1752 uint8 flags = 0, oldflags, light=0, anywhere=0; 1161 uint8 flags = 0, light = 0, anywhere = 0;
1753 New_Face *top,*floor, *middle; 1162 New_Face *top, *floor, *middle;
1754 object *top_obj, *floor_obj, *middle_obj; 1163 object *top_obj, *floor_obj, *middle_obj;
1755 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1756 1165
1757 oldflags = GET_MAP_FLAGS(m,x,y);
1758 if (!(oldflags & P_NEED_UPDATE)) {
1759 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1760 m->path, x, y);
1761 return;
1762 }
1763
1764 middle=blank_face; 1166 middle = blank_face;
1765 top=blank_face; 1167 top = blank_face;
1766 floor=blank_face; 1168 floor = blank_face;
1767 1169
1768 middle_obj = NULL; 1170 middle_obj = 0;
1769 top_obj = NULL; 1171 top_obj = 0;
1770 floor_obj = NULL; 1172 floor_obj = 0;
1771 1173
1772 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1773 1175 {
1774 /* This could be made additive I guess (two lights better than 1176 /* This could be made additive I guess (two lights better than
1775 * one). But if so, it shouldn't be a simple additive - 2 1177 * one). But if so, it shouldn't be a simple additive - 2
1776 * light bulbs do not illuminate twice as far as once since 1178 * light bulbs do not illuminate twice as far as once since
1777 * it is a disapation factor that is squared (or is it cubed?) 1179 * it is a dissapation factor that is cubed.
1778 */ 1180 */
1779 if (tmp->glow_radius > light) light = tmp->glow_radius; 1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius;
1780 1183
1781 /* This call is needed in order to update objects the player 1184 /* This call is needed in order to update objects the player
1782 * is standing in that have animations (ie, grass, fire, etc). 1185 * is standing in that have animations (ie, grass, fire, etc).
1783 * However, it also causes the look window to be re-drawn 1186 * However, it also causes the look window to be re-drawn
1784 * 3 times each time the player moves, because many of the 1187 * 3 times each time the player moves, because many of the
1785 * functions the move_player calls eventualy call this. 1188 * functions the move_player calls eventualy call this.
1786 * 1189 *
1787 * Always put the player down for drawing. 1190 * Always put the player down for drawing.
1788 */ 1191 */
1789 if (!tmp->invisible) { 1192 if (!tmp->invisible)
1193 {
1790 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1791 top = tmp->face; 1195 {
1792 top_obj = tmp; 1196 top = tmp->face;
1793 } 1197 top_obj = tmp;
1198 }
1794 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 {
1795 /* If we got a floor, that means middle and top were below it, 1201 /* If we got a floor, that means middle and top were below it,
1796 * so should not be visible, so we clear them. 1202 * so should not be visible, so we clear them.
1797 */ 1203 */
1798 middle=blank_face; 1204 middle = blank_face;
1799 top=blank_face; 1205 top = blank_face;
1800 floor = tmp->face; 1206 floor = tmp->face;
1801 floor_obj = tmp; 1207 floor_obj = tmp;
1802 } 1208 }
1803 /* Flag anywhere have high priority */ 1209 /* Flag anywhere have high priority */
1804 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1805 middle = tmp->face; 1211 {
1212 middle = tmp->face;
1806 1213
1807 middle_obj = tmp; 1214 middle_obj = tmp;
1808 anywhere =1; 1215 anywhere = 1;
1809 } 1216 }
1810 /* Find the highest visible face around. If equal 1217 /* Find the highest visible face around. If equal
1811 * visibilities, we still want the one nearer to the 1218 * visibilities, we still want the one nearer to the
1812 * top 1219 * top
1813 */ 1220 */
1814 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1222 {
1815 middle = tmp->face; 1223 middle = tmp->face;
1816 middle_obj = tmp; 1224 middle_obj = tmp;
1817 } 1225 }
1818 } 1226 }
1227
1819 if (tmp==tmp->above) { 1228 if (tmp == tmp->above)
1229 {
1820 LOG(llevError, "Error in structure of map\n"); 1230 LOG (llevError, "Error in structure of map\n");
1821 exit (-1); 1231 exit (-1);
1822 }
1823 1232 }
1233
1824 move_slow |= tmp->move_slow; 1234 move_slow |= tmp->move_slow;
1825 move_block |= tmp->move_block; 1235 move_block |= tmp->move_block;
1826 move_on |= tmp->move_on; 1236 move_on |= tmp->move_on;
1827 move_off |= tmp->move_off; 1237 move_off |= tmp->move_off;
1828 move_allow |= tmp->move_allow; 1238 move_allow |= tmp->move_allow;
1829 1239
1830 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1240 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1831 flags |= P_IS_ALIVE; 1241 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1832 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1242 if (tmp->type == PLAYER) flags |= P_PLAYER;
1833 flags |= P_NO_MAGIC; 1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1834 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1835 flags |= P_NO_CLERIC; 1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1836 if (tmp->type == SAFE_GROUND)
1837 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1838
1839 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1840 flags |= P_BLOCKSVIEW;
1841 } /* for stack of objects */
1842
1843 /* we don't want to rely on this function to have accurate flags, but
1844 * since we're already doing the work, we calculate them here.
1845 * if they don't match, logic is broken someplace.
1846 */
1847 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1848 (!(oldflags & P_NO_ERROR))) {
1849 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1850 m->path, x, y,
1851 (oldflags & ~P_NEED_UPDATE), flags);
1852 } 1246 }
1853 SET_MAP_FLAGS(m, x, y, flags);
1854 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1855 SET_MAP_MOVE_ON(m, x, y, move_on);
1856 SET_MAP_MOVE_OFF(m, x, y, move_off);
1857 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1858 1247
1248 this->light = light;
1249 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on;
1252 this->move_off = move_off;
1253 this->move_slow = move_slow;
1254
1859 /* At this point, we have a floor face (if there is a floor), 1255 /* At this point, we have a floor face (if there is a floor),
1860 * and the floor is set - we are not going to touch it at 1256 * and the floor is set - we are not going to touch it at
1861 * this point. 1257 * this point.
1862 * middle contains the highest visibility face. 1258 * middle contains the highest visibility face.
1863 * top contains a player/monster face, if there is one. 1259 * top contains a player/monster face, if there is one.
1864 * 1260 *
1865 * We now need to fill in top.face and/or middle.face. 1261 * We now need to fill in top.face and/or middle.face.
1866 */ 1262 */
1867 1263
1868 /* If the top face also happens to be high visibility, re-do our 1264 /* If the top face also happens to be high visibility, re-do our
1869 * middle face. This should not happen, as we already have the 1265 * middle face. This should not happen, as we already have the
1870 * else statement above so middle should not get set. OTOH, it 1266 * else statement above so middle should not get set. OTOH, it
1871 * may be possible for the faces to match but be different objects. 1267 * may be possible for the faces to match but be different objects.
1872 */ 1268 */
1873 if (top == middle) middle=blank_face; 1269 if (top == middle)
1270 middle = blank_face;
1874 1271
1875 /* There are three posibilities at this point: 1272 /* There are three posibilities at this point:
1876 * 1) top face is set, need middle to be set. 1273 * 1) top face is set, need middle to be set.
1877 * 2) middle is set, need to set top. 1274 * 2) middle is set, need to set top.
1878 * 3) neither middle or top is set - need to set both. 1275 * 3) neither middle or top is set - need to set both.
1879 */ 1276 */
1880 1277
1881 for (tmp=last; tmp; tmp=tmp->below) { 1278 for (tmp = last; tmp; tmp = tmp->below)
1279 {
1882 /* Once we get to a floor, stop, since we already have a floor object */ 1280 /* Once we get to a floor, stop, since we already have a floor object */
1883 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break;
1884 1283
1885 /* If two top faces are already set, quit processing */ 1284 /* If two top faces are already set, quit processing */
1886 if ((top != blank_face) && (middle != blank_face)) break; 1285 if ((top != blank_face) && (middle != blank_face))
1286 break;
1887 1287
1888 /* Only show visible faces, unless its the editor - show all */ 1288 /* Only show visible faces, unless its the editor - show all */
1889 if (!tmp->invisible || editor) { 1289 if (!tmp->invisible || editor)
1290 {
1890 /* Fill in top if needed */ 1291 /* Fill in top if needed */
1891 if (top == blank_face) { 1292 if (top == blank_face)
1892 top = tmp->face; 1293 {
1893 top_obj = tmp; 1294 top = tmp->face;
1894 if (top == middle) middle=blank_face; 1295 top_obj = tmp;
1895 } else { 1296 if (top == middle)
1297 middle = blank_face;
1298 }
1299 else
1300 {
1896 /* top is already set - we should only get here if 1301 /* top is already set - we should only get here if
1897 * middle is not set 1302 * middle is not set
1898 * 1303 *
1899 * Set the middle face and break out, since there is nothing 1304 * Set the middle face and break out, since there is nothing
1900 * more to fill in. We don't check visiblity here, since 1305 * more to fill in. We don't check visiblity here, since
1901 * 1306 *
1902 */ 1307 */
1903 if (tmp->face != top ) { 1308 if (tmp->face != top)
1904 middle = tmp->face; 1309 {
1905 middle_obj = tmp; 1310 middle = tmp->face;
1906 break; 1311 middle_obj = tmp;
1907 } 1312 break;
1313 }
1314 }
1315 }
1908 } 1316 }
1909 } 1317
1910 } 1318 if (middle == floor)
1911 if (middle == floor) middle = blank_face;
1912 if (top == middle) middle = blank_face;
1913 SET_MAP_FACE(m,x,y,top,0);
1914 if(top != blank_face)
1915 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1918 SET_MAP_FACE(m,x,y,middle,1);
1919 if(middle != blank_face) 1319 middle = blank_face;
1920 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1923 SET_MAP_FACE(m,x,y,floor,2);
1924 if(floor != blank_face)
1925 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1926 else
1927 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1928 SET_MAP_LIGHT(m,x,y,light);
1929}
1930 1320
1321 if (top == middle)
1322 middle = blank_face;
1931 1323
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1327}
1328
1329void
1932void set_map_reset_time(mapstruct *map) { 1330set_map_reset_time (maptile *map)
1933 int timeout; 1331{
1332 int timeout = map->reset_timeout;
1934 1333
1935 timeout = MAP_RESET_TIMEOUT(map);
1936 if (timeout <= 0) 1334 if (timeout <= 0)
1937 timeout = MAP_DEFAULTRESET; 1335 timeout = MAP_DEFAULTRESET;
1938 if (timeout >= MAP_MAXRESET) 1336 if (timeout >= MAP_MAXRESET)
1939 timeout = MAP_MAXRESET; 1337 timeout = MAP_MAXRESET;
1940 MAP_WHEN_RESET(map) = seconds()+timeout; 1338
1339 map->reset_time = time (0) + timeout;
1941} 1340}
1942 1341
1943/* this updates the orig_map->tile_map[tile_num] value after loading 1342/* this updates the orig_map->tile_map[tile_num] value after loading
1944 * the map. It also takes care of linking back the freshly loaded 1343 * the map. It also takes care of linking back the freshly loaded
1945 * maps tile_map values if it tiles back to this one. It returns 1344 * maps tile_map values if it tiles back to this one. It returns
1946 * the value of orig_map->tile_map[tile_num]. It really only does this 1345 * the value of orig_map->tile_map[tile_num]. It really only does this
1947 * so that it is easier for calling functions to verify success. 1346 * so that it is easier for calling functions to verify success.
1948 */ 1347 */
1949 1348static maptile *
1950static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1349load_and_link_tiled_map (maptile *orig_map, int tile_num)
1951{ 1350{
1351 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]);
1352 mp->load ();
1353
1952 int dest_tile = (tile_num +2) % 4; 1354 int dest_tile = (tile_num + 2) % 4;
1953 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1954 1355
1955 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1356 orig_map->tile_map[tile_num] = mp;
1956 1357
1957 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1358 /* need to do a strcmp here as the orig_map->path is not a shared string */
1958 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1359 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1959 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1960 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1360 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1961 1361
1962 return orig_map->tile_map[tile_num]; 1362 return mp;
1963} 1363}
1964 1364
1965/* this returns TRUE if the coordinates (x,y) are out of 1365/* this returns TRUE if the coordinates (x,y) are out of
1966 * map m. This function also takes into account any 1366 * map m. This function also takes into account any
1967 * tiling considerations, loading adjacant maps as needed. 1367 * tiling considerations, loading adjacant maps as needed.
1968 * This is the function should always be used when it 1368 * This is the function should always be used when it
1969 * necessary to check for valid coordinates. 1369 * necessary to check for valid coordinates.
1970 * This function will recursively call itself for the 1370 * This function will recursively call itself for the
1971 * tiled maps. 1371 * tiled maps.
1972 * 1372 */
1973 * 1373int
1974 */
1975int out_of_map(mapstruct *m, int x, int y) 1374out_of_map (maptile *m, int x, int y)
1976{ 1375{
1977
1978 /* If we get passed a null map, this is obviously the 1376 /* If we get passed a null map, this is obviously the
1979 * case. This generally shouldn't happen, but if the 1377 * case. This generally shouldn't happen, but if the
1980 * map loads fail below, it could happen. 1378 * map loads fail below, it could happen.
1981 */ 1379 */
1982 if (!m) return 0; 1380 if (!m)
1983
1984 if (x<0) {
1985 if (!m->tile_path[3]) return 1;
1986 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 3);
1988 }
1989 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1990 }
1991 if (x>=MAP_WIDTH(m)) {
1992 if (!m->tile_path[1]) return 1;
1993 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 1);
1995 }
1996 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1997 }
1998 if (y<0) {
1999 if (!m->tile_path[0]) return 1;
2000 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
2001 load_and_link_tiled_map(m, 0);
2002 }
2003 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
2004 }
2005 if (y>=MAP_HEIGHT(m)) {
2006 if (!m->tile_path[2]) return 1;
2007 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2008 load_and_link_tiled_map(m, 2);
2009 }
2010 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2011 }
2012
2013 /* Simple case - coordinates are within this local
2014 * map.
2015 */
2016 return 0; 1381 return 0;
1382
1383 if (x < 0)
1384 {
1385 if (!m->tile_path[3])
1386 return 1;
1387
1388 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1389 load_and_link_tiled_map (m, 3);
1390
1391 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1392 }
1393
1394 if (x >= m->width)
1395 {
1396 if (!m->tile_path[1])
1397 return 1;
1398
1399 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1400 load_and_link_tiled_map (m, 1);
1401
1402 return out_of_map (m->tile_map[1], x - m->width, y);
1403 }
1404
1405 if (y < 0)
1406 {
1407 if (!m->tile_path[0])
1408 return 1;
1409
1410 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1411 load_and_link_tiled_map (m, 0);
1412
1413 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1414 }
1415
1416 if (y >= m->height)
1417 {
1418 if (!m->tile_path[2])
1419 return 1;
1420
1421 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1422 load_and_link_tiled_map (m, 2);
1423
1424 return out_of_map (m->tile_map[2], x, y - m->height);
1425 }
1426
1427 /* Simple case - coordinates are within this local
1428 * map.
1429 */
1430 return 0;
2017} 1431}
2018 1432
2019/* This is basically the same as out_of_map above, but 1433/* This is basically the same as out_of_map above, but
2020 * instead we return NULL if no map is valid (coordinates 1434 * instead we return NULL if no map is valid (coordinates
2021 * out of bounds and no tiled map), otherwise it returns 1435 * out of bounds and no tiled map), otherwise it returns
2022 * the map as that the coordinates are really on, and 1436 * the map as that the coordinates are really on, and
2023 * updates x and y to be the localized coordinates. 1437 * updates x and y to be the localized coordinates.
2024 * Using this is more efficient of calling out_of_map 1438 * Using this is more efficient of calling out_of_map
2025 * and then figuring out what the real map is 1439 * and then figuring out what the real map is
2026 */ 1440 */
1441maptile *
2027mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1442get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
2028{ 1443{
2029
2030 if (*x<0) { 1444 if (*x < 0)
2031 if (!m->tile_path[3]) return NULL; 1445 {
1446 if (!m->tile_path[3])
1447 return 0;
1448
2032 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1449 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2033 load_and_link_tiled_map(m, 3); 1450 load_and_link_tiled_map (m, 3);
2034 1451
2035 *x += MAP_WIDTH(m->tile_map[3]); 1452 *x += m->tile_map[3]->width;
2036 return (get_map_from_coord(m->tile_map[3], x, y)); 1453 return (get_map_from_coord (m->tile_map[3], x, y));
1454 }
1455
1456 if (*x >= m->width)
2037 } 1457 {
2038 if (*x>=MAP_WIDTH(m)) { 1458 if (!m->tile_path[1])
2039 if (!m->tile_path[1]) return NULL; 1459 return 0;
1460
2040 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1461 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map(m, 1); 1462 load_and_link_tiled_map (m, 1);
2042 1463
2043 *x -= MAP_WIDTH(m); 1464 *x -= m->width;
2044 return (get_map_from_coord(m->tile_map[1], x, y)); 1465 return (get_map_from_coord (m->tile_map[1], x, y));
1466 }
1467
1468 if (*y < 0)
2045 } 1469 {
2046 if (*y<0) { 1470 if (!m->tile_path[0])
2047 if (!m->tile_path[0]) return NULL; 1471 return 0;
1472
2048 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1473 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2049 load_and_link_tiled_map(m, 0); 1474 load_and_link_tiled_map (m, 0);
2050 1475
2051 *y += MAP_HEIGHT(m->tile_map[0]); 1476 *y += m->tile_map[0]->height;
2052 return (get_map_from_coord(m->tile_map[0], x, y)); 1477 return (get_map_from_coord (m->tile_map[0], x, y));
1478 }
1479
1480 if (*y >= m->height)
2053 } 1481 {
2054 if (*y>=MAP_HEIGHT(m)) { 1482 if (!m->tile_path[2])
2055 if (!m->tile_path[2]) return NULL; 1483 return 0;
1484
2056 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1485 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2057 load_and_link_tiled_map(m, 2); 1486 load_and_link_tiled_map (m, 2);
2058 1487
2059 *y -= MAP_HEIGHT(m); 1488 *y -= m->height;
2060 return (get_map_from_coord(m->tile_map[2], x, y)); 1489 return (get_map_from_coord (m->tile_map[2], x, y));
2061 } 1490 }
2062 1491
2063 /* Simple case - coordinates are within this local 1492 /* Simple case - coordinates are within this local
2064 * map. 1493 * map.
2065 */ 1494 */
2066 1495
1496 m->last_access = runtime;
2067 return m; 1497 return m;
2068} 1498}
2069 1499
2070/** 1500/**
2071 * Return whether map2 is adjacent to map1. If so, store the distance from 1501 * Return whether map2 is adjacent to map1. If so, store the distance from
2072 * map1 to map2 in dx/dy. 1502 * map1 to map2 in dx/dy.
2073 */ 1503 */
1504static int
2074static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1505adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1506{
2075 if (!map1 || !map2) 1507 if (!map1 || !map2)
2076 return 0; 1508 return 0;
2077 1509
2078 if (map1 == map2) { 1510 if (map1 == map2)
1511 {
2079 *dx = 0; 1512 *dx = 0;
2080 *dy = 0; 1513 *dy = 0;
2081 1514 }
2082 } else if (map1->tile_map[0] == map2) { /* up */ 1515 else if (map1->tile_map[0] == map2)
1516 { /* up */
2083 *dx = 0; 1517 *dx = 0;
2084 *dy = -MAP_HEIGHT(map2); 1518 *dy = -map2->height;
1519 }
2085 } else if (map1->tile_map[1] == map2) { /* right */ 1520 else if (map1->tile_map[1] == map2)
2086 *dx = MAP_WIDTH(map1); 1521 { /* right */
1522 *dx = map1->width;
2087 *dy = 0; 1523 *dy = 0;
1524 }
2088 } else if (map1->tile_map[2] == map2) { /* down */ 1525 else if (map1->tile_map[2] == map2)
1526 { /* down */
2089 *dx = 0; 1527 *dx = 0;
2090 *dy = MAP_HEIGHT(map1); 1528 *dy = map1->height;
1529 }
2091 } else if (map1->tile_map[3] == map2) { /* left */ 1530 else if (map1->tile_map[3] == map2)
2092 *dx = -MAP_WIDTH(map2); 1531 { /* left */
1532 *dx = -map2->width;
2093 *dy = 0; 1533 *dy = 0;
2094 1534 }
2095 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1535 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1536 { /* up right */
2096 *dx = MAP_WIDTH(map1->tile_map[0]); 1537 *dx = map1->tile_map[0]->width;
2097 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1538 *dy = -map1->tile_map[0]->height;
1539 }
2098 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1540 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2099 *dx = -MAP_WIDTH(map2); 1541 { /* up left */
2100 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1542 *dx = -map2->width;
1543 *dy = -map1->tile_map[0]->height;
1544 }
2101 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1545 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2102 *dx = MAP_WIDTH(map1); 1546 { /* right up */
2103 *dy = -MAP_HEIGHT(map2); 1547 *dx = map1->width;
1548 *dy = -map2->height;
1549 }
2104 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1550 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2105 *dx = MAP_WIDTH(map1); 1551 { /* right down */
2106 *dy = MAP_HEIGHT(map1->tile_map[1]); 1552 *dx = map1->width;
1553 *dy = map1->tile_map[1]->height;
1554 }
2107 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1555 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1556 { /* down right */
2108 *dx = MAP_WIDTH(map1->tile_map[2]); 1557 *dx = map1->tile_map[2]->width;
2109 *dy = MAP_HEIGHT(map1); 1558 *dy = map1->height;
1559 }
2110 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1560 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2111 *dx = -MAP_WIDTH(map2); 1561 { /* down left */
2112 *dy = MAP_HEIGHT(map1); 1562 *dx = -map2->width;
1563 *dy = map1->height;
1564 }
2113 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1565 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1566 { /* left up */
2114 *dx = -MAP_WIDTH(map1->tile_map[3]); 1567 *dx = -map1->tile_map[3]->width;
2115 *dy = -MAP_HEIGHT(map2); 1568 *dy = -map2->height;
1569 }
2116 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1570 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1571 { /* left down */
2117 *dx = -MAP_WIDTH(map1->tile_map[3]); 1572 *dx = -map1->tile_map[3]->width;
2118 *dy = MAP_HEIGHT(map1->tile_map[3]); 1573 *dy = map1->tile_map[3]->height;
2119
2120 } else { /* not "adjacent" enough */
2121 return 0;
2122 } 1574 }
2123 1575 else
2124 return 1; 1576 return 0;
1577
1578 return 1;
2125} 1579}
2126 1580
2127/* From map.c 1581/* From map.c
2128 * This is used by get_player to determine where the other 1582 * This is used by get_player to determine where the other
2129 * creature is. get_rangevector takes into account map tiling, 1583 * creature is. get_rangevector takes into account map tiling,
2142 * be unexpected 1596 * be unexpected
2143 * 1597 *
2144 * currently, the only flag supported (0x1) is don't translate for 1598 * currently, the only flag supported (0x1) is don't translate for
2145 * closest body part of 'op1' 1599 * closest body part of 'op1'
2146 */ 1600 */
2147 1601void
2148void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1602get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1603{
2149 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1604 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1605 {
2150 /* be conservative and fill in _some_ data */ 1606 /* be conservative and fill in _some_ data */
2151 retval->distance = 100000; 1607 retval->distance = 100000;
2152 retval->distance_x = 32767; 1608 retval->distance_x = 32767;
2153 retval->distance_y = 32767; 1609 retval->distance_y = 32767;
2154 retval->direction = 0; 1610 retval->direction = 0;
2155 retval->part = 0; 1611 retval->part = 0;
2156 } else { 1612 }
1613 else
1614 {
2157 object *best; 1615 object *best;
2158 1616
2159 retval->distance_x += op2->x-op1->x; 1617 retval->distance_x += op2->x - op1->x;
2160 retval->distance_y += op2->y-op1->y; 1618 retval->distance_y += op2->y - op1->y;
2161 1619
2162 best = op1; 1620 best = op1;
2163 /* If this is multipart, find the closest part now */ 1621 /* If this is multipart, find the closest part now */
2164 if (!(flags&0x1) && op1->more) { 1622 if (!(flags & 0x1) && op1->more)
1623 {
2165 object *tmp; 1624 object *tmp;
2166 int best_distance = retval->distance_x*retval->distance_x+ 1625 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2167 retval->distance_y*retval->distance_y, tmpi;
2168 1626
2169 /* we just take the offset of the piece to head to figure 1627 /* we just take the offset of the piece to head to figure
2170 * distance instead of doing all that work above again 1628 * distance instead of doing all that work above again
2171 * since the distance fields we set above are positive in the 1629 * since the distance fields we set above are positive in the
2172 * same axis as is used for multipart objects, the simply arithmetic 1630 * same axis as is used for multipart objects, the simply arithmetic
2173 * below works. 1631 * below works.
2174 */ 1632 */
2175 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1633 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1634 {
2176 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1635 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2177 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1636 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2178 if (tmpi < best_distance) { 1637 if (tmpi < best_distance)
1638 {
2179 best_distance = tmpi; 1639 best_distance = tmpi;
2180 best = tmp; 1640 best = tmp;
2181 } 1641 }
2182 } 1642 }
2183 if (best != op1) { 1643 if (best != op1)
1644 {
2184 retval->distance_x += op1->x-best->x; 1645 retval->distance_x += op1->x - best->x;
2185 retval->distance_y += op1->y-best->y; 1646 retval->distance_y += op1->y - best->y;
2186 } 1647 }
2187 } 1648 }
2188 retval->part = best; 1649 retval->part = best;
2189 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1650 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2190 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1651 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2191 } 1652 }
2192} 1653}
2193 1654
2194/* this is basically the same as get_rangevector above, but instead of 1655/* this is basically the same as get_rangevector above, but instead of
2195 * the first parameter being an object, it instead is the map 1656 * the first parameter being an object, it instead is the map
2200 * be more consistant with the above function and also in case they are needed 1661 * be more consistant with the above function and also in case they are needed
2201 * for something in the future. Also, since no object is pasted, the best 1662 * for something in the future. Also, since no object is pasted, the best
2202 * field of the rv_vector is set to NULL. 1663 * field of the rv_vector is set to NULL.
2203 */ 1664 */
2204 1665
1666void
2205void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1667get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1668{
2206 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1669 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1670 {
2207 /* be conservative and fill in _some_ data */ 1671 /* be conservative and fill in _some_ data */
2208 retval->distance = 100000; 1672 retval->distance = 100000;
2209 retval->distance_x = 32767; 1673 retval->distance_x = 32767;
2210 retval->distance_y = 32767; 1674 retval->distance_y = 32767;
2211 retval->direction = 0; 1675 retval->direction = 0;
2212 retval->part = 0; 1676 retval->part = 0;
2213 } else { 1677 }
1678 else
1679 {
2214 retval->distance_x += op2->x-x; 1680 retval->distance_x += op2->x - x;
2215 retval->distance_y += op2->y-y; 1681 retval->distance_y += op2->y - y;
2216 1682
2217 retval->part = NULL; 1683 retval->part = NULL;
2218 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1684 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2219 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1685 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2220 } 1686 }
2221} 1687}
2222 1688
2223/* Returns true of op1 and op2 are effectively on the same map 1689/* Returns true of op1 and op2 are effectively on the same map
2224 * (as related to map tiling). Note that this looks for a path from 1690 * (as related to map tiling). Note that this looks for a path from
2225 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1691 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2226 * to op1, this will still return false. 1692 * to op1, this will still return false.
2227 * Note we only look one map out to keep the processing simple 1693 * Note we only look one map out to keep the processing simple
2228 * and efficient. This could probably be a macro. 1694 * and efficient. This could probably be a macro.
2229 * MSW 2001-08-05 1695 * MSW 2001-08-05
2230 */ 1696 */
1697int
2231int on_same_map(const object *op1, const object *op2) { 1698on_same_map (const object *op1, const object *op2)
1699{
2232 int dx, dy; 1700 int dx, dy;
2233 1701
2234 return adjacent_map(op1->map, op2->map, &dx, &dy); 1702 return adjacent_map (op1->map, op2->map, &dx, &dy);
2235} 1703}
1704
1705object *
1706maptile::insert (object *op, int x, int y, object *originator, int flags)
1707{
1708 if (!op->flag [FLAG_REMOVED])
1709 op->remove ();
1710
1711 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1712}
1713

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