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Comparing deliantra/server/common/map.C (file contents):
Revision 1.19 by root, Thu Aug 31 18:59:23 2006 UTC vs.
Revision 1.78 by root, Fri Jan 19 17:50:10 2007 UTC

1/* 1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.19 2006/08/31 18:59:23 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43/*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57}
58 32
59/* 33/*
60 * This makes a path absolute outside the world of Crossfire. 34 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result. 36 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname 37 * it really should be called create_mapname
64 */ 38 */
65 39const char *
66const char *create_pathname (const char *name) { 40create_pathname (const char *name)
41{
67 static char buf[MAX_BUF]; 42 static char buf[8192];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf); 44 return buf;
77} 45}
78
79/*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94}
95
96/*
97 * same as create_pathname, but for the template maps.
98 */
99
100const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111}
112
113/*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135}
136
137 46
138/* 47/*
139 * This function checks if a file with the given path exists. 48 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file 49 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned. 50 * is returned.
148 * the rest of the code only cares that the file is readable. 57 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be 58 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but 59 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing 60 * that seems to be missing the prepend_dir processing
152 */ 61 */
153 62int
154int check_path (const char *name, int prepend_dir) 63check_path (const char *name, int prepend_dir)
155{ 64{
156 char buf[MAX_BUF]; 65 char buf[MAX_BUF];
157#ifndef WIN32 66
158 char *endbuf; 67 char *endbuf;
159 struct stat statbuf; 68 struct stat statbuf;
160 int mode = 0, i; 69 int mode = 0;
161#endif
162 70
163 if (prepend_dir) 71 if (prepend_dir)
164 strcpy (buf, create_pathname(name)); 72 strcpy (buf, create_pathname (name));
165 else 73 else
166 strcpy(buf, name); 74 strcpy (buf, name);
167#ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169#else
170 75
171 /* old method (strchr(buf, '\0')) seemd very odd to me - 76 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer. 77 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through 78 * Can not use strcat because we need to cycle through
174 * all the names. 79 * all the names.
175 */ 80 */
176 endbuf = buf + strlen(buf); 81 endbuf = buf + strlen (buf);
177 82
178 if (stat (buf, &statbuf)) 83 if (stat (buf, &statbuf))
179 return -1; 84 return -1;
180 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
181 return (-1); 86 return (-1);
182 87
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4; 90 mode |= 4;
187 91
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2; 94 mode |= 2;
192 95
193 return (mode); 96 return (mode);
194#endif
195}
196
197/*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220}
221
222/*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233} 97}
234 98
235/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
240 * by a P_NEW_MAP value, another call to get_map_from_coord 104 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just 105 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
244 */ 108 */
109int
245int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 110get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246{ 111{
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x; 112 sint16 newx = x;
253 newy = y; 113 sint16 newy = y;
114
254 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap) 116
256 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
257 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
258 if (nx) *nx = newx; 121 if (nx) *nx = newx;
259 if (ny) *ny = newy; 122 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261 123
262 if (retval & P_SAFE) 124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266} 125}
267
268 126
269/* 127/*
270 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster 130 * multipart monsters - if we want to see if a 2x2 monster
276 * monster. 134 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling. 135 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling 136 * the coordinates & map passed in should have been updated for tiling
279 * by the caller. 137 * by the caller.
280 */ 138 */
281 139int
282int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 140blocked_link (object *ob, maptile *m, int sx, int sy)
141{
283 object *tmp; 142 object *tmp;
284 int mflags, blocked; 143 int mflags, blocked;
285 144
286 /* Make sure the coordinates are valid - they should be, as caller should 145 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this. 146 * have already checked this.
288 */ 147 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) { 148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1; 151 return 1;
292 } 152 }
293 153
294 /* Save some cycles - instead of calling get_map_flags(), just get the value 154 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly. 155 * directly.
296 */ 156 */
297 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
298 158
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300 160
301 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
303 * things we need to do for players. 163 * things we need to do for players.
304 */ 164 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0;
306 167
307 /* if there isn't anytyhing alive on this space, and this space isn't 168 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living 169 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature 170 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we 171 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would 172 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example) 173 * let the player through (inventory checkers for example)
313 */ 174 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; 175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
315 177
316 if(ob->head != NULL) 178 if (ob->head != NULL)
317 ob=ob->head; 179 ob = ob->head;
318 180
319 /* We basically go through the stack of objects, and if there is 181 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return 182 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean 183 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0. 184 * ob is blocking it, so return 0.
323 */ 185 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { 186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
325 188
326 /* This must be before the checks below. Code for inventory checkers. */ 189 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
328 /* If last_sp is set, the player/monster needs an object, 192 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't 193 * so we check for it. If they don't have it, they can't
330 * pass through this space. 194 * pass through this space.
331 */ 195 */
332 if (tmp->last_sp) { 196 if (tmp->last_sp)
197 {
333 if (check_inv_recursive(ob,tmp)==NULL) 198 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1; 199 return 1;
335 else 200 else
336 continue; 201 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 } 202 }
346 } /* if check_inv */
347 else { 203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
348 /* Broke apart a big nasty if into several here to make 216 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks 217 * this more readable. first check - if the space blocks
350 * movement, can't move here. 218 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a 219 * second - if a monster, can't move there, unles it is a
352 * hidden dm 220 * hidden dm
353 */ 221 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1; 222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && 224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) 225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
357 return 1; 226 return 1;
358 } 227 }
359 228
360 } 229 }
361 return 0; 230 return 0;
362} 231}
363
364 232
365/* 233/*
366 * Returns true if the given object can't fit in the given spot. 234 * Returns true if the given object can't fit in the given spot.
367 * This is meant for multi space objects - for single space objecs, 235 * This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type 236 * just calling get_map_blocked and checking that against movement type
386 * 254 *
387 * Note this used to be arch_blocked, but with new movement 255 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type 256 * code, we need to have actual object to check its move_type
389 * against the move_block values. 257 * against the move_block values.
390 */ 258 */
391 259int
392int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
261{
393 archetype *tmp; 262 archetype *tmp;
394 int flag; 263 int flag;
395 mapstruct *m1; 264 maptile *m1;
396 sint16 sx, sy; 265 sint16 sx, sy;
397 266
398 if(ob==NULL) { 267 if (!ob)
268 {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
401 272
402 /* don't have object, so don't know what types would block */ 273 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 274 return m1->at (sx, sy).move_block;
404 } 275 }
405 276
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 277 for (tmp = ob->arch; tmp; tmp = tmp->more)
278 {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
408 280
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 281 if (flag & P_OUT_OF_MAP)
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 282 return P_OUT_OF_MAP;
283 if (flag & P_IS_ALIVE)
284 return P_IS_ALIVE;
411 285
286 mapspace &ms = m1->at (sx, sy);
287
412 /* find_first_free_spot() calls this function. However, often 288 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits) 289 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */ 291 */
416 292
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
294 continue;
418 295
419 /* Note it is intentional that we check ob - the movement type of the 296 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object. 297 * head of the object should correspond for the entire object.
421 */ 298 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
423 return AB_NO_PASS; 300 return P_NO_PASS;
424
425 } 301 }
302
426 return 0; 303 return 0;
427} 304}
428 305
429/* When the map is loaded, load_object does not actually insert objects 306/* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through 307 * into inventory, but just links them. What this does is go through
431 * and insert them properly. 308 * and insert them properly.
432 * The object 'container' is the object that contains the inventory. 309 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight. 310 * This is needed so that we can update the containers weight.
434 */ 311 */
435 312void
436void fix_container(object *container) 313fix_container (object *container)
437{ 314{
438 object *tmp=container->inv, *next; 315 object *tmp = container->inv, *next;
439 316
440 container->inv=NULL; 317 container->inv = 0;
441 while (tmp!=NULL) { 318 while (tmp)
319 {
442 next = tmp->below; 320 next = tmp->below;
443 if (tmp->inv) 321 if (tmp->inv)
444 fix_container(tmp); 322 fix_container (tmp);
323
445 (void) insert_ob_in_ob(tmp,container); 324 insert_ob_in_ob (tmp, container);
446 tmp = next; 325 tmp = next;
447 } 326 }
327
448 /* sum_weight will go through and calculate what all the containers are 328 /* sum_weight will go through and calculate what all the containers are
449 * carrying. 329 * carrying.
450 */ 330 */
451 sum_weight(container); 331 sum_weight (container);
332}
333
334void
335maptile::set_object_flag (int flag, int value)
336{
337 if (!spaces)
338 return;
339
340 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value;
452} 343}
453 344
454/* link_multipart_objects go through all the objects on the map looking 345/* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the 346 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when 347 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save 348 * they are saved). We do have to look for the old maps that did save
458 * the more sections and not re-add sections for them. 349 * the more sections and not re-add sections for them.
459 */ 350 */
460 351void
461static void link_multipart_objects(mapstruct *m) 352maptile::link_multipart_objects ()
462{ 353{
463 int x,y; 354 if (!spaces)
464 object *tmp, *op, *last, *above; 355 return;
465 archetype *at;
466 356
467 for(x=0;x<MAP_WIDTH(m);x++) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
468 for(y=0;y<MAP_HEIGHT(m);y++) 358 for (object *tmp = ms->bot; tmp; )
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 359 {
470 above=tmp->above; 360 object *above = tmp->above;
471 361
472 /* already multipart - don't do anything more */ 362 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue; 363 if (!tmp->head && !tmp->more)
474 364 {
475 /* If there is nothing more to this object, this for loop 365 /* If there is nothing more to this object, this for loop
476 * won't do anything. 366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 {
374 op = arch_to_object (at);
375
376 /* update x,y coordinates */
377 op->x += tmp->x;
378 op->y += tmp->y;
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
477 */ 389 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 if (tmp->name != op->name) {
488 if (op->name) free_string(op->name);
489 op->name = add_string(tmp->name);
490 }
491 if (tmp->title != op->title) {
492 if (op->title) free_string(op->title);
493 op->title = add_string(tmp->title);
494 }
495 /* we could link all the parts onto tmp, and then just
496 * call insert_ob_in_map once, but the effect is the same,
497 * as insert_ob_in_map will call itself with each part, and
498 * the coding is simpler to just to it here with each part.
499 */
500 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
501 } /* for at = tmp->arch->more */
502 } /* for objects on this space */
503}
504
505 391 }
392 }
393
394 tmp = above;
395 }
396}
506 397
507/* 398/*
508 * Loads (ands parses) the objects into a given map from the specified 399 * Loads (ands parses) the objects into a given map from the specified
509 * file pointer. 400 * file pointer.
510 * mapflags is the same as we get with load_original_map 401 * mapflags is the same as we get with load_original_map
511 */ 402 */
512 403bool
513void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { 404maptile::_load_objects (object_thawer &thawer)
514 int i,j,bufstate=LO_NEWFILE; 405{
515 int unique; 406 int unique;
516 object *op, *prev=NULL,*last_more=NULL, *otmp; 407 object *op, *prev = NULL, *last_more = NULL, *otmp;
517 408
518 op=get_object(); 409 op = object::create ();
519 op->map = m; /* To handle buttons correctly */ 410 op->map = this; /* To handle buttons correctly */
520 411
521 while((i = load_object (fp, op, bufstate, mapflags))) { 412 while (int i = load_object (thawer, op, 0))
522 /* Since the loading of the map header does not load an object 413 {
523 * anymore, we need to pass LO_NEWFILE for the first object loaded,
524 * and then switch to LO_REPEAT for faster loading.
525 */
526 bufstate = LO_REPEAT;
527
528 /* if the archetype for the object is null, means that we 414 /* if the archetype for the object is null, means that we
529 * got an invalid object. Don't do anything with it - the game 415 * got an invalid object. Don't do anything with it - the game
530 * or editor will not be able to do anything with it either. 416 * or editor will not be able to do anything with it either.
531 */ 417 */
532 if (op->arch==NULL) { 418 if (op->arch == NULL)
419 {
533 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); 420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
534 continue; 421 continue;
535 } 422 }
536 423
537
538 switch(i) { 424 switch (i)
425 {
539 case LL_NORMAL: 426 case LL_NORMAL:
540 /* if we are loading an overlay, put the floors on the bottom */
541 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
542 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
543 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
544 else
545 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
546 428
547 if (op->inv) 429 if (op->inv)
548 sum_weight(op); 430 sum_weight (op);
549 431
550 prev=op,last_more=op; 432 prev = op, last_more = op;
551 break; 433 break;
552 434
553 case LL_MORE: 435 case LL_MORE:
554 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
555 op->head=prev,last_more->more=op,last_more=op; 437 op->head = prev, last_more->more = op, last_more = op;
556 break; 438 break;
557 } 439 }
558 if (mapflags & MAP_STYLE) { 440
559 remove_from_active_list(op); 441 op = object::create ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 }
462#endif
463
464 return true;
465}
466
467void
468maptile::activate ()
469{
470 if (!spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive ();
476}
477
478void
479maptile::deactivate ()
480{
481 if (!spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive ();
487}
488
489bool
490maptile::_save_objects (object_freezer &freezer, int flags)
491{
492 static int cede_count = 0;
493
494 if (flags & IO_HEADER)
495 _save_header (freezer);
496
497 if (!spaces)
498 return false;
499
500 for (int i = 0; i < size (); ++i)
501 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
560 } 507 }
561 op=get_object(); 508#endif
562 op->map = m; 509
563 } 510 int unique = 0;
564 for (i=0;i<m->width;i++){ 511 for (object *op = spaces [i].bot; op; op = op->above)
565 for (j=0;j<m->height;j++){ 512 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
566 unique =0; 517 unique = 1;
567 /* check for unique items, or unique squares */ 518
568 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 519 if (!op->can_map_save ())
569 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 520 continue;
570 unique = 1; 521
571 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 522 if (unique || op->flag [FLAG_UNIQUE])
572 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 523 {
524 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1);
573 } 526 }
527 else if (flags & IO_OBJECTS)
528 save_object (freezer, op, 1);
574 } 529 }
575 } 530 }
576 free_object(op);
577 link_multipart_objects(m);
578}
579 531
580/* This saves all the objects on the map in a non destructive fashion. 532 return true;
581 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 533}
582 * and we only save the head of multi part objects - this is needed 534
583 * in order to do map tiling properly. 535bool
536maptile::_load_objects (const char *path, bool skip_header)
537{
538 object_thawer thawer (path);
539
540 if (!thawer)
541 return false;
542
543 if (skip_header)
544 for (;;)
545 {
546 keyword kw = thawer.get_kv ();
547
548 if (kw == KW_end)
549 break;
550
551 thawer.skip_kv (kw);
552 }
553
554 return _load_objects (thawer);
555}
556
557bool
558maptile::_save_objects (const char *path, int flags)
559{
560 object_freezer freezer;
561
562 if (!_save_objects (freezer, flags))
563 return false;
564
565 return freezer.save (path);
566}
567
568maptile::maptile ()
569{
570 in_memory = MAP_SWAPPED;
571
572 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour.
584 */ 574 */
585void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) { 575 width = 16;
586 int i, j = 0,unique=0; 576 height = 16;
587 object *op; 577 reset_timeout = 0;
588 /* first pass - save one-part objects */ 578 timeout = 300;
589 for(i = 0; i < MAP_WIDTH(m); i++) 579 enter_x = 0;
590 for (j = 0; j < MAP_HEIGHT(m); j++) { 580 enter_y = 0;
591 unique=0; 581}
592 for(op = get_map_ob (m, i, j); op; op = op->above) {
593 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
594 unique=1;
595 582
596 if(op->type == PLAYER) { 583maptile::maptile (int w, int h)
597 LOG(llevDebug, "Player on map that is being saved\n"); 584{
598 continue; 585 in_memory = MAP_SWAPPED;
599 }
600 586
601 if (op->head || op->owner) 587 width = w;
602 continue; 588 height = h;
589 reset_timeout = 0;
590 timeout = 300;
591 enter_x = 0;
592 enter_y = 0;
603 593
604 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 594 alloc ();
605 save_object (fp2, op, 3);
606 else
607 if (flag == 0 ||
608 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
609 !QUERY_FLAG(op, FLAG_UNPAID))))
610 save_object(fp, op, 3);
611
612 } /* for this space */
613 } /* for this j */
614} 595}
615 596
616/* 597/*
617 * Allocates, initialises, and returns a pointer to a mapstruct.
618 * Modified to no longer take a path option which was not being
619 * used anyways. MSW 2001-07-01
620 */
621
622mapstruct *get_linked_map(void) {
623 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
624 mapstruct *mp;
625
626 if(map==NULL)
627 fatal(OUT_OF_MEMORY);
628
629 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
630 if(mp==NULL)
631 first_map=map;
632 else
633 mp->next=map;
634
635 map->in_memory=MAP_SWAPPED;
636 /* The maps used to pick up default x and y values from the
637 * map archetype. Mimic that behaviour.
638 */
639 MAP_WIDTH(map)=16;
640 MAP_HEIGHT(map)=16;
641 MAP_RESET_TIMEOUT(map)=0;
642 MAP_TIMEOUT(map)=300;
643 MAP_ENTER_X(map)=0;
644 MAP_ENTER_Y(map)=0;
645 /*set part to -1 indicating conversion to weather map not yet done*/
646 MAP_WORLDPARTX(map)=-1;
647 MAP_WORLDPARTY(map)=-1;
648 return map;
649}
650
651/*
652 * Allocates the arrays contained in a mapstruct. 598 * Allocates the arrays contained in a maptile.
653 * This basically allocates the dynamic array of spaces for the 599 * This basically allocates the dynamic array of spaces for the
654 * map. 600 * map.
655 */ 601 */
656 602void
657void allocate_map(mapstruct *m) { 603maptile::alloc ()
658 m->in_memory = MAP_IN_MEMORY; 604{
659 /* Log this condition and free the storage. We could I suppose
660 * realloc, but if the caller is presuming the data will be intact,
661 * that is their poor assumption.
662 */
663 if (m->spaces) { 605 if (spaces)
664 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
665 free(m->spaces);
666 }
667
668 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
669
670 if(m->spaces==NULL)
671 fatal(OUT_OF_MEMORY);
672}
673
674/* Create and returns a map of the specific size. Used
675 * in random map code and the editor.
676 */
677mapstruct *get_empty_map(int sizex, int sizey) {
678 mapstruct *m = get_linked_map();
679 m->width = sizex;
680 m->height = sizey;
681 m->in_memory = MAP_SWAPPED;
682 allocate_map(m);
683 return m; 606 return;
607
608 spaces = salloc0<mapspace> (size ());
684} 609}
685 610
686/* Takes a string from a map definition and outputs a pointer to the array of shopitems 611/* Takes a string from a map definition and outputs a pointer to the array of shopitems
687 * corresponding to that string. Memory is allocated for this, it must be freed 612 * corresponding to that string. Memory is allocated for this, it must be freed
688 * at a later date. 613 * at a later date.
689 * Called by parse_map_headers below. 614 * Called by parse_map_headers below.
690 */ 615 */
691 616static shopitems *
692static shopitems *parse_shop_string (const char *input_string) { 617parse_shop_string (const char *input_string)
618{
693 char *shop_string, *p, *q, *next_semicolon, *next_colon; 619 char *shop_string, *p, *q, *next_semicolon, *next_colon;
694 shopitems *items=NULL; 620 shopitems *items = NULL;
695 int i=0, number_of_entries=0; 621 int i = 0, number_of_entries = 0;
696 const typedata *current_type; 622 const typedata *current_type;
697 623
698 shop_string=strdup_local(input_string); 624 shop_string = strdup (input_string);
699 p=shop_string; 625 p = shop_string;
700 /* first we'll count the entries, we'll need that for allocating the array shortly */ 626 /* first we'll count the entries, we'll need that for allocating the array shortly */
701 while (p) { 627 while (p)
628 {
702 p=strchr(p, ';'); 629 p = strchr (p, ';');
703 number_of_entries++; 630 number_of_entries++;
704 if (p) p++; 631 if (p)
632 p++;
705 } 633 }
634
706 p=shop_string; 635 p = shop_string;
707 strip_endline(p); 636 strip_endline (p);
708 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 637 items = new shopitems[number_of_entries + 1];
709 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
710 for (i=0; i<number_of_entries; i++) { 638 for (i = 0; i < number_of_entries; i++)
639 {
711 if (!p) { 640 if (!p)
641 {
712 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 642 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
713 break; 643 break;
714 } 644 }
645
715 next_semicolon=strchr(p, ';'); 646 next_semicolon = strchr (p, ';');
716 next_colon=strchr(p, ':'); 647 next_colon = strchr (p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 648 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) 649 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1); 650 items[i].strength = atoi (strchr (p, ':') + 1);
651
652 if (isdigit (*p) || *p == '*')
720 653 {
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 654 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum); 655 current_type = get_typedata (items[i].typenum);
724 if (current_type) { 656 if (current_type)
657 {
725 items[i].name=current_type->name; 658 items[i].name = current_type->name;
726 items[i].name_pl=current_type->name_pl; 659 items[i].name_pl = current_type->name_pl;
727 }
728 }
729 else { /*we have a named type, let's figure out what it is */
730 q=strpbrk(p,";:");
731 if (q) *q='\0';
732
733 current_type=get_typedata_by_name(p);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].typenum=current_type->number;
737 items[i].name_pl=current_type->name_pl;
738 }
739 else { /* oh uh, something's wrong, let's free up this one, and try
740 * the next entry while we're at it, better print a warning
741 */
742 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
743 p, input_string);
744 } 660 }
745 } 661 }
662 else
663 { /*we have a named type, let's figure out what it is */
664 q = strpbrk (p, ";:");
665 if (q)
666 *q = '\0';
667
668 current_type = get_typedata_by_name (p);
669 if (current_type)
670 {
671 items[i].name = current_type->name;
672 items[i].typenum = current_type->number;
673 items[i].name_pl = current_type->name_pl;
674 }
675 else
676 { /* oh uh, something's wrong, let's free up this one, and try
677 * the next entry while we're at it, better print a warning
678 */
679 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
680 }
681 }
682
746 items[i].index=number_of_entries; 683 items[i].index = number_of_entries;
747 if (next_semicolon) p=++next_semicolon; 684 if (next_semicolon)
685 p = ++next_semicolon;
686 else
748 else p=NULL; 687 p = NULL;
749 } 688 }
689
750 free(shop_string); 690 free (shop_string);
751 return items; 691 return items;
752} 692}
753 693
754/* opposite of parse string, this puts the string that was originally fed in to 694/* opposite of parse string, this puts the string that was originally fed in to
755 * the map (or something equivilent) into output_string. */ 695 * the map (or something equivilent) into output_string. */
696static void
756static void print_shop_string(mapstruct *m, char *output_string) { 697print_shop_string (maptile *m, char *output_string)
698{
757 int i; 699 int i;
758 char tmp[MAX_BUF]; 700 char tmp[MAX_BUF];
701
759 strcpy(output_string, ""); 702 strcpy (output_string, "");
760 for (i=0; i< m->shopitems[0].index; i++) { 703 for (i = 0; i < m->shopitems[0].index; i++)
704 {
761 if (m->shopitems[i].typenum) { 705 if (m->shopitems[i].typenum)
706 {
762 if (m->shopitems[i].strength) { 707 if (m->shopitems[i].strength)
763 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 708 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
764 } 709 else
765 else sprintf(tmp, "%s;", m->shopitems[i].name); 710 sprintf (tmp, "%s;", m->shopitems[i].name);
766 } 711 }
767 else { 712 else
713 {
768 if (m->shopitems[i].strength) { 714 if (m->shopitems[i].strength)
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 715 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
770 } 716 else
771 else sprintf(tmp, "*"); 717 sprintf (tmp, "*");
772 } 718 }
719
773 strcat(output_string, tmp); 720 strcat (output_string, tmp);
774 } 721 }
775} 722}
776 723
777/* This loads the header information of the map. The header 724/* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc. 725 * contains things like difficulty, size, timeout, etc.
782 * put all the stuff in the map object so that names actually make 729 * put all the stuff in the map object so that names actually make
783 * sense. 730 * sense.
784 * This could be done in lex (like the object loader), but I think 731 * This could be done in lex (like the object loader), but I think
785 * currently, there are few enough fields this is not a big deal. 732 * currently, there are few enough fields this is not a big deal.
786 * MSW 2001-07-01 733 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */ 734 */
789 735bool
790static int load_map_header(object_thawer &fp, mapstruct *m) 736maptile::_load_header (object_thawer &thawer)
791{ 737{
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 738 for (;;)
793 int msgpos=0; 739 {
794 int maplorepos=0; 740 keyword kw = thawer.get_kv ();
795 741
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 742 switch (kw)
797 buf[HUGE_BUF-1] = 0; 743 {
798 key = buf; 744 case KW_EOF:
799 while (isspace(*key)) key++; 745 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
800 if (*key == 0) continue; /* empty line */ 746 return false;
801 value = strchr(key, ' '); 747
802 if (!value) { 748 case KW_end:
803 end = strchr(key, '\n'); 749 return true;
804 if (end != NULL) { 750
805 *end = 0; 751 default:
806 } 752 case KW_ERROR:
807 } else { 753 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break; 754 break;
817 } 755
756 case KW_msg:
757 thawer.get_ml (KW_endmsg, msg);
818 } 758 break;
759
760 case KW_lore: // CF+ extension
761 thawer.get_ml (KW_endlore, maplore);
762 break;
763
764 case KW_maplore:
765 thawer.get_ml (KW_endmaplore, maplore);
766 break;
767
768 case KW_arch:
769 if (strcmp (thawer.get_str (), "map"))
770 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
771 break;
772
773 case KW_oid:
774 thawer.get (this, thawer.get_sint32 ());
775 break;
776
777 case KW_file_format_version: break; // nop
778
779 case KW_name: thawer.get (name); break;
780 case KW_attach: thawer.get (attach); break;
781 case KW_reset_time: thawer.get (reset_time); break;
782 case KW_shopgreed: thawer.get (shopgreed); break;
783 case KW_shopmin: thawer.get (shopmin); break;
784 case KW_shopmax: thawer.get (shopmax); break;
785 case KW_shoprace: thawer.get (shoprace); break;
786 case KW_outdoor: thawer.get (outdoor); break;
787 case KW_temp: thawer.get (temp); break;
788 case KW_pressure: thawer.get (pressure); break;
789 case KW_humid: thawer.get (humid); break;
790 case KW_windspeed: thawer.get (windspeed); break;
791 case KW_winddir: thawer.get (winddir); break;
792 case KW_sky: thawer.get (sky); break;
793
794 case KW_per_player: thawer.get (per_player); break;
795 case KW_per_party: thawer.get (per_party); break;
796
797 case KW_region: get_region_by_name (thawer.get_str ()); break;
798 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
799
800 // old names new names
801 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
802 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
803 case KW_x: case KW_width: thawer.get (width); break;
804 case KW_y: case KW_height: thawer.get (height); break;
805 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
806 case KW_value: case KW_swap_time: thawer.get (timeout); break;
807 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
808 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
809 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
810
811 case KW_tile_path_1: thawer.get (tile_path [0]); break;
812 case KW_tile_path_2: thawer.get (tile_path [1]); break;
813 case KW_tile_path_3: thawer.get (tile_path [2]); break;
814 case KW_tile_path_4: thawer.get (tile_path [3]); break;
819 } 815 }
820 if (!end) {
821 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
822 buf);
823 return 1;
824 }
825
826
827 /* key is the field name, value is what it should be set
828 * to. We've already done the work to null terminate key,
829 * and strip off any leading spaces for both of these.
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 }
851 /* There are lots of maps that have empty messages (eg, msg/endmsg
852 * with nothing between). There is no reason in those cases to
853 * keep the empty message. Also, msgbuf contains garbage data
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 }
868 if (maplorepos != 0)
869 m->maplore = strdup_local(maplorebuf);
870 }
871 else if (!strcmp(key,"end")) {
872 break;
873 }
874 else if (value == NULL) {
875 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876 }
877 else if (!strcmp(key, "arch")) {
878 /* This is an oddity, but not something we care about much. */
879 if (strcmp(value,"map\n"))
880 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881 }
882 else if (!strcmp(key,"name")) {
883 *end=0;
884 m->name = strdup_local(value);
885 }
886 /* first strcmp value on these are old names supported
887 * for compatibility reasons. The new values (second) are
888 * what really should be used.
889 */
890 else if (!strcmp(key,"oid")) {
891 fp.get (m, atoi(value));
892 } else if (!strcmp(key, "attach")) {
893 m->attach = add_string (value);
894 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 m->enter_x = atoi(value);
896 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897 m->enter_y = atoi(value);
898 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899 m->width = atoi(value);
900 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901 m->height = atoi(value);
902 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903 m->reset_timeout = atoi(value);
904 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905 m->timeout = atoi(value);
906 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907 m->difficulty = atoi(value);
908 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909 m->darkness = atoi(value);
910 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911 m->fixed_resettime = atoi(value);
912 } else if (!strcmp(key,"unique")) {
913 m->unique = atoi(value);
914 } else if (!strcmp(key,"template")) {
915 m->templatemap = atoi(value);
916 } else if (!strcmp(key,"region")) {
917 m->region = get_region_by_name(value);
918 } else if (!strcmp(key,"shopitems")) {
919 *end=0;
920 m->shopitems = parse_shop_string(value);
921 } else if (!strcmp(key,"shopgreed")) {
922 m->shopgreed = atof(value);
923 } else if (!strcmp(key,"shopmin")) {
924 m->shopmin = atol(value);
925 } else if (!strcmp(key,"shopmax")) {
926 m->shopmax = atol(value);
927 } else if (!strcmp(key,"shoprace")) {
928 *end=0;
929 m->shoprace = strdup_local(value);
930 } else if (!strcmp(key,"outdoor")) {
931 m->outdoor = atoi(value);
932 } else if (!strcmp(key, "temp")) {
933 m->temp = atoi(value);
934 } else if (!strcmp(key, "pressure")) {
935 m->pressure = atoi(value);
936 } else if (!strcmp(key, "humid")) {
937 m->humid = atoi(value);
938 } else if (!strcmp(key, "windspeed")) {
939 m->windspeed = atoi(value);
940 } else if (!strcmp(key, "winddir")) {
941 m->winddir = atoi(value);
942 } else if (!strcmp(key, "sky")) {
943 m->sky = atoi(value);
944 } else if (!strcmp(key, "nosmooth")) {
945 m->nosmooth = atoi(value);
946 }
947 else if (!strncmp(key,"tile_path_", 10)) {
948 int tile=atoi(key+10);
949
950 if (tile<1 || tile>4) {
951 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952 tile, m->path);
953 } else {
954 char *path;
955
956 *end = 0;
957
958 if (m->tile_path[tile-1]) {
959 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960 tile, m->path);
961 free(m->tile_path[tile-1]);
962 m->tile_path[tile-1] = NULL;
963 }
964
965 if (check_path(value, 1) != -1) {
966 /* The unadorned path works. */
967 path = value;
968 } else {
969 /* Try again; it could be a relative exit. */
970
971 path = path_combine_and_normalize(m->path, value);
972
973 if (check_path(path, 1) == -1) {
974 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975 path = NULL;
976 }
977 }
978
979 if (editor) {
980 /* Use the value as in the file. */
981 m->tile_path[tile-1] = strdup_local(value);
982 } else if (path != NULL) {
983 /* Use the normalized value. */
984 m->tile_path[tile-1] = strdup_local(path);
985 }
986 } /* end if tile direction (in)valid */
987 }
988 else {
989 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990 }
991 }
992 if (!key || strcmp(key,"end")) {
993 LOG(llevError,"Got premature eof on map header!\n");
994 return 1;
995 }
996 return 0;
997}
998
999/*
1000 * Opens the file "filename" and reads information about the map
1001 * from the given file, and stores it in a newly allocated
1002 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003 * flags correspond to those in map.h. Main ones used are
1004 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005 * MAP_BLOCK, in which case we block on this load. This happens in all
1006 * cases, no matter if this flag is set or not.
1007 * MAP_STYLE: style map - don't add active objects, don't add to server
1008 * managed map list.
1009 */
1010
1011mapstruct *load_original_map(const char *filename, int flags) {
1012 mapstruct *m;
1013 char pathname[MAX_BUF];
1014 816 }
1015 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022 817
818 abort ();
819}
820
821bool
822maptile::_load_header (const char *path)
823{
1023 object_thawer thawer (pathname); 824 object_thawer thawer (path);
1024 825
1025 if (!thawer) 826 if (!thawer)
1026 return 0;
1027
1028 m = get_linked_map();
1029
1030 strcpy (m->path, filename);
1031 if (load_map_header(thawer, m)) {
1032 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1033 filename, flags);
1034 delete_map(m);
1035 return NULL;
1036 }
1037
1038 allocate_map(m);
1039
1040 m->in_memory=MAP_LOADING;
1041 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1042
1043 m->in_memory=MAP_IN_MEMORY;
1044 if (!MAP_DIFFICULTY(m))
1045 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1046 set_map_reset_time(m);
1047 m->instantiate ();
1048 return (m);
1049}
1050
1051/*
1052 * Loads a map, which has been loaded earlier, from file.
1053 * Return the map object we load into (this can change from the passed
1054 * option if we can't find the original map)
1055 */
1056
1057static mapstruct *load_temporary_map(mapstruct *m) {
1058 int comp;
1059 char buf[MAX_BUF];
1060
1061 if (!m->tmpname) {
1062 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063 strcpy(buf, m->path);
1064 delete_map(m);
1065 m = load_original_map(buf, 0);
1066 if(m==NULL) return NULL;
1067 fix_auto_apply(m); /* Chests which open as default */
1068 return m;
1069 }
1070
1071 object_thawer thawer (m->tmpname);
1072
1073 if (!thawer)
1074 {
1075 strcpy (buf, m->path);
1076 delete_map (m);
1077 m = load_original_map (buf, 0);
1078 if (!m) return NULL;
1079 fix_auto_apply (m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if (load_map_header(thawer, m)) {
1084 LOG(llevError,"Error loading map header for %s (%s)\n",
1085 m->path, m->tmpname);
1086 delete_map(m);
1087 m = load_original_map(m->path, 0);
1088 return NULL;
1089 }
1090 allocate_map(m);
1091
1092 m->in_memory=MAP_LOADING;
1093 load_objects (m, thawer, 0);
1094
1095 m->in_memory=MAP_IN_MEMORY;
1096 INVOKE_MAP (SWAPIN, m);
1097 return m; 827 return false;
1098}
1099 828
1100/* 829 return _load_header (thawer);
1101 * Loads a map, which has been loaded earlier, from file.
1102 * Return the map object we load into (this can change from the passed
1103 * option if we can't find the original map)
1104 */
1105
1106mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107 char pathname[MAX_BUF];
1108
1109 strcpy(pathname, create_overlay_pathname(filename));
1110
1111 object_thawer thawer (pathname);
1112
1113 if (!thawer)
1114 return m;
1115
1116 if (load_map_header(thawer, m)) {
1117 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118 m->path, pathname);
1119 delete_map(m);
1120 m = load_original_map(m->path, 0);
1121 return NULL;
1122 }
1123 /*allocate_map(m);*/
1124
1125 m->in_memory=MAP_LOADING;
1126 load_objects (m, thawer, MAP_OVERLAY);
1127
1128 m->in_memory=MAP_IN_MEMORY;
1129 return m;
1130} 830}
1131 831
1132/****************************************************************************** 832/******************************************************************************
1133 * This is the start of unique map handling code 833 * This is the start of unique map handling code
1134 *****************************************************************************/ 834 *****************************************************************************/
1135 835
1136/* This goes through map 'm' and removed any unique items on the map. */ 836/* This goes through the maptile and removed any unique items on the map. */
1137static void delete_unique_items(mapstruct *m) 837void
838maptile::clear_unique_items ()
1138{ 839{
1139 int i,j,unique; 840 for (int i = 0; i < size (); ++i)
1140 object *op, *next; 841 {
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0; 842 int unique = 0;
1145 for (op=get_map_ob(m, i, j); op; op=next) { 843 for (object *op = spaces [i].bot; op; )
1146 next = op->above; 844 {
845 object *above = op->above;
846
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 847 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1148 unique=1; 848 unique = 1;
849
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 850 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1150 clean_object(op);
1151 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1152 remove_button_link(op);
1153 remove_ob(op);
1154 free_object(op);
1155 } 851 {
852 op->destroy_inv (false);
853 op->destroy ();
1156 } 854 }
855
856 op = above;
1157 } 857 }
1158}
1159
1160
1161/*
1162 * Loads unique objects from file(s) into the map which is in memory
1163 * m is the map to load unique items into.
1164 */
1165static void load_unique_objects(mapstruct *m) {
1166 int count;
1167 char firstname[MAX_BUF];
1168
1169 for (count=0; count<10; count++) {
1170 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171 if (!access(firstname, R_OK)) break;
1172 }
1173 /* If we get here, we did not find any map */
1174 if (count==10) return;
1175
1176 object_thawer thawer (firstname);
1177
1178 if (!thawer)
1179 return;
1180
1181 m->in_memory=MAP_LOADING;
1182 if (m->tmpname == NULL) /* if we have loaded unique items from */
1183 delete_unique_items(m); /* original map before, don't duplicate them */
1184 load_object(thawer, NULL, LO_NOREAD,0);
1185 load_objects (m, thawer, 0);
1186
1187 m->in_memory=MAP_IN_MEMORY;
1188}
1189
1190
1191/*
1192 * Saves a map to file. If flag is set, it is saved into the same
1193 * file it was (originally) loaded from. Otherwise a temporary
1194 * filename will be genarated, and the file will be stored there.
1195 * The temporary filename will be stored in the mapstructure.
1196 * If the map is unique, we also save to the filename in the map
1197 * (this should have been updated when first loaded)
1198 */
1199
1200int
1201new_save_map (mapstruct * m, int flag)
1202{
1203 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 { 858 }
1208 LOG (llevError, "Tried to save map without path.\n"); 859}
1209 return -1; 860
861bool
862maptile::_save_header (object_freezer &freezer)
863{
864#define MAP_OUT(k) freezer.put (KW_ ## k, k)
865#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
866
867 MAP_OUT2 (arch, "map");
868
869 if (name) MAP_OUT (name);
870 MAP_OUT (swap_time);
871 MAP_OUT (reset_time);
872 MAP_OUT (reset_timeout);
873 MAP_OUT (fixed_resettime);
874 MAP_OUT (difficulty);
875
876 if (region) MAP_OUT2 (region, region->name);
877
878 if (shopitems)
1210 } 879 {
1211 880 char shop[MAX_BUF];
1212 if (flag || (m->unique) || (m->templatemap)) 881 print_shop_string (this, shop);
882 MAP_OUT2 (shopitems, shop);
1213 { 883 }
1214 if (!m->unique && !m->templatemap)
1215 { /* flag is set */
1216 if (flag == 2)
1217 strcpy (filename, create_overlay_pathname (m->path));
1218 else
1219 strcpy (filename, create_pathname (m->path));
1220 }
1221 else
1222 strcpy (filename, m->path);
1223 884
1224 make_path_to_file (filename); 885 MAP_OUT (shopgreed);
1225 } 886 MAP_OUT (shopmin);
1226 else 887 MAP_OUT (shopmax);
1227 { 888 if (shoprace) MAP_OUT (shoprace);
1228 if (!m->tmpname) 889 MAP_OUT (darkness);
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL); 890 MAP_OUT (width);
891 MAP_OUT (height);
892 MAP_OUT (enter_x);
893 MAP_OUT (enter_y);
1230 894
1231 strcpy (filename, m->tmpname); 895 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
1232 } 896 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1233 897
1234 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); 898 MAP_OUT (outdoor);
1235 m->in_memory = MAP_SAVING; 899 MAP_OUT (temp);
900 MAP_OUT (pressure);
901 MAP_OUT (humid);
902 MAP_OUT (windspeed);
903 MAP_OUT (winddir);
904 MAP_OUT (sky);
1236 905
906 MAP_OUT (per_player);
907 MAP_OUT (per_party);
908
909 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
910 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
911 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
912 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
913
914 freezer.put (this);
915 freezer.put (KW_end);
916
917 return true;
918}
919
920bool
921maptile::_save_header (const char *path)
922{
1237 object_freezer freezer; 923 object_freezer freezer;
1238 924
1239 /* legacy */ 925 if (!_save_header (freezer))
1240 fprintf (freezer, "arch map\n"); 926 return false;
1241 if (m->name)
1242 fprintf (freezer, "name %s\n", m->name);
1243 if (!flag)
1244 fprintf (freezer, "swap_time %d\n", m->swap_time);
1245 if (m->reset_timeout)
1246 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1247 if (m->fixed_resettime)
1248 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1249 /* we unfortunately have no idea if this is a value the creator set
1250 * or a difficulty value we generated when the map was first loaded
1251 */
1252 if (m->difficulty)
1253 fprintf (freezer, "difficulty %d\n", m->difficulty);
1254 if (m->region)
1255 fprintf (freezer, "region %s\n", m->region->name);
1256 if (m->shopitems)
1257 {
1258 print_shop_string (m, shop);
1259 fprintf (freezer, "shopitems %s\n", shop);
1260 }
1261 if (m->shopgreed)
1262 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1263#ifndef WIN32
1264 if (m->shopmin)
1265 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1266 if (m->shopmax)
1267 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1268#else
1269 if (m->shopmin)
1270 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1271 if (m->shopmax)
1272 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1273#endif
1274 if (m->shoprace)
1275 fprintf (freezer, "shoprace %s\n", m->shoprace);
1276 if (m->darkness)
1277 fprintf (freezer, "darkness %d\n", m->darkness);
1278 if (m->width)
1279 fprintf (freezer, "width %d\n", m->width);
1280 if (m->height)
1281 fprintf (freezer, "height %d\n", m->height);
1282 if (m->enter_x)
1283 fprintf (freezer, "enter_x %d\n", m->enter_x);
1284 if (m->enter_y)
1285 fprintf (freezer, "enter_y %d\n", m->enter_y);
1286 if (m->msg)
1287 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1288 if (m->maplore)
1289 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1290 if (m->unique)
1291 fprintf (freezer, "unique %d\n", m->unique);
1292 if (m->templatemap)
1293 fprintf (freezer, "template %d\n", m->templatemap);
1294 if (m->outdoor)
1295 fprintf (freezer, "outdoor %d\n", m->outdoor);
1296 if (m->temp)
1297 fprintf (freezer, "temp %d\n", m->temp);
1298 if (m->pressure)
1299 fprintf (freezer, "pressure %d\n", m->pressure);
1300 if (m->humid)
1301 fprintf (freezer, "humid %d\n", m->humid);
1302 if (m->windspeed)
1303 fprintf (freezer, "windspeed %d\n", m->windspeed);
1304 if (m->winddir)
1305 fprintf (freezer, "winddir %d\n", m->winddir);
1306 if (m->sky)
1307 fprintf (freezer, "sky %d\n", m->sky);
1308 if (m->nosmooth)
1309 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1310 927
1311 /* Save any tiling information, except on overlays */ 928 return freezer.save (path);
1312 if (flag != 2)
1313 for (i = 0; i < 4; i++)
1314 if (m->tile_path[i])
1315 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1316
1317 freezer.put (m);
1318 fprintf (freezer, "end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1326 {
1327 object_freezer unique;
1328
1329 if (flag == 2)
1330 save_objects (m, freezer, unique, 2);
1331 else
1332 save_objects (m, freezer, unique, 0);
1333
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335
1336 unique.save (buf);
1337 }
1338 else
1339 { /* save same file when not playing, like in editor */
1340 save_objects (m, freezer, freezer, 0);
1341 }
1342
1343 freezer.save (filename);
1344
1345 return 0;
1346}
1347
1348
1349/*
1350 * Remove and free all objects in the inventory of the given object.
1351 * object.c ?
1352 */
1353
1354void clean_object(object *op)
1355{
1356 object *tmp, *next;
1357
1358 for(tmp = op->inv; tmp; tmp = next)
1359 {
1360 next = tmp->below;
1361 clean_object(tmp);
1362 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363 remove_button_link(tmp);
1364 remove_ob(tmp);
1365 free_object(tmp);
1366 }
1367} 929}
1368 930
1369/* 931/*
1370 * Remove and free all objects in the given map. 932 * Remove and free all objects in the given map.
1371 */ 933 */
934void
935maptile::clear ()
936{
937 if (!spaces)
938 return;
1372 939
1373void free_all_objects(mapstruct *m) { 940 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1374 int i,j; 941 while (object *op = ms->bot)
1375 object *op; 942 {
1376 943 if (op->head)
1377 for(i=0;i<MAP_WIDTH(m);i++)
1378 for(j=0;j<MAP_HEIGHT(m);j++) {
1379 object *previous_obj=NULL;
1380 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1381 if (op==previous_obj) {
1382 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1383 break;
1384 }
1385 previous_obj=op;
1386 if(op->head!=NULL)
1387 op = op->head; 944 op = op->head;
1388 945
1389 /* If the map isn't in memory, free_object will remove and 946 op->destroy_inv (false);
1390 * free objects in op's inventory. So let it do the job. 947 op->destroy ();
1391 */
1392 if (m->in_memory==MAP_IN_MEMORY)
1393 clean_object(op);
1394 remove_ob(op);
1395 free_object(op);
1396 }
1397 } 948 }
949
950 sfree (spaces, size ()), spaces = 0;
951
952 if (buttons)
953 free_objectlinkpt (buttons), buttons = 0;
954}
955
956void
957maptile::clear_header ()
958{
959 name = 0;
960 msg = 0;
961 maplore = 0;
962 shoprace = 0;
963 delete [] shopitems, shopitems = 0;
964
965 for (int i = 0; i < 4; i++)
966 tile_path [i] = 0;
967}
968
969maptile::~maptile ()
970{
971 assert (destroyed ());
972}
973
974void
975maptile::clear_links_to (maptile *m)
976{
977 /* We need to look through all the maps and see if any maps
978 * are pointing at this one for tiling information. Since
979 * tiling can be asymetric, we just can not look to see which
980 * maps this map tiles with and clears those.
981 */
982 for (int i = 0; i < 4; i++)
983 if (tile_map[i] == m)
984 tile_map[i] = 0;
985}
986
987void
988maptile::do_destroy ()
989{
990 attachable::do_destroy ();
991
992 clear ();
1398} 993}
1399 994
1400/* 995/*
1401 * Frees everything allocated by the given mapstructure. 996 * Updates every button on the map (by calling update_button() for them).
1402 * don't free tmpname - our caller is left to do that
1403 */ 997 */
1404 998void
1405void free_map(mapstruct *m,int flag) { 999maptile::update_buttons ()
1406 int i; 1000{
1407 1001 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1408 if (!m->in_memory) { 1002 for (objectlink *ol = obp->link; ol; ol = ol->next)
1409 LOG(llevError,"Trying to free freed map.\n"); 1003 {
1410 return; 1004 if (!ol->ob)
1411 }
1412 if (flag && m->spaces) free_all_objects(m);
1413 if (m->name) FREE_AND_CLEAR(m->name);
1414 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1415 if (m->msg) FREE_AND_CLEAR(m->msg);
1416 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1417 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1418 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1419 if (m->buttons)
1420 free_objectlinkpt(m->buttons);
1421 m->buttons = NULL;
1422 for (i=0; i<4; i++) {
1423 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1424 m->tile_map[i] = NULL;
1425 }
1426 m->in_memory = MAP_SWAPPED;
1427}
1428
1429/*
1430 * function: vanish mapstruct
1431 * m : pointer to mapstruct, if NULL no action
1432 * this deletes all the data on the map (freeing pointers)
1433 * and then removes this map from the global linked list of maps.
1434 */
1435
1436void delete_map(mapstruct *m) {
1437 mapstruct *tmp, *last;
1438 int i;
1439
1440 if (!m)
1441 return;
1442
1443 m->clear ();
1444
1445 if (m->in_memory == MAP_IN_MEMORY) {
1446 /* change to MAP_SAVING, even though we are not,
1447 * so that remove_ob doesn't do as much work.
1448 */ 1005 {
1449 m->in_memory = MAP_SAVING; 1006 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1450 free_map (m, 1); 1007 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1451 } 1008 continue;
1452 /* move this out of free_map, since tmpname can still be needed if
1453 * the map is swapped out.
1454 */
1455 if (m->tmpname) {
1456 free(m->tmpname);
1457 m->tmpname=NULL;
1458 }
1459 last = NULL;
1460 /* We need to look through all the maps and see if any maps
1461 * are pointing at this one for tiling information. Since
1462 * tiling can be assymetric, we just can not look to see which
1463 * maps this map tiles with and clears those.
1464 */
1465 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1466 if (tmp->next == m) last = tmp;
1467
1468 /* This should hopefully get unrolled on a decent compiler */
1469 for (i=0; i<4; i++)
1470 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1471 }
1472
1473 /* If last is null, then this should be the first map in the list */
1474 if (!last) {
1475 if (m == first_map)
1476 first_map = m->next;
1477 else
1478 /* m->path is a static char, so should hopefully still have
1479 * some useful data in it.
1480 */
1481 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1482 m->path);
1483 }
1484 else
1485 last->next = m->next;
1486
1487 free (m);
1488}
1489
1490
1491
1492/*
1493 * Makes sure the given map is loaded and swapped in.
1494 * name is path name of the map.
1495 * flags meaning:
1496 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1497 * and don't do unique items or the like.
1498 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1499 * dont do any more name translation on it.
1500 *
1501 * Returns a pointer to the given map.
1502 */
1503
1504mapstruct *ready_map_name(const char *name, int flags) {
1505 mapstruct *m;
1506
1507 if (!name)
1508 return (NULL);
1509
1510 /* Have we been at this level before? */
1511 m = has_been_loaded (name);
1512
1513 /* Map is good to go, so just return it */
1514 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1515 return m;
1516 }
1517
1518 /* unique maps always get loaded from their original location, and never
1519 * a temp location. Likewise, if map_flush is set, or we have never loaded
1520 * this map, load it now. I removed the reset checking from here -
1521 * it seems the probability of a player trying to enter a map that should
1522 * reset but hasn't yet is quite low, and removing that makes this function
1523 * a bit cleaner (and players probably shouldn't rely on exact timing for
1524 * resets in any case - if they really care, they should use the 'maps command.
1525 */
1526 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1527
1528 /* first visit or time to reset */
1529 if (m) {
1530 clean_tmp_map(m); /* Doesn't make much difference */
1531 delete_map(m);
1532 } 1009 }
1533 1010
1534 /* create and load a map */ 1011 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1535 if (flags & MAP_PLAYER_UNIQUE)
1536 LOG(llevDebug, "Trying to load map %s.\n", name);
1537 else
1538 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1539
1540 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1541 return (NULL);
1542
1543 fix_auto_apply(m); /* Chests which open as default */
1544
1545 /* If a player unique map, no extra unique object file to load.
1546 * if from the editor, likewise.
1547 */ 1012 {
1548 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) 1013 update_button (ol->ob);
1549 load_unique_objects(m); 1014 break;
1550
1551 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1552 m=load_overlay_map(name, m);
1553 if (m==NULL)
1554 return NULL;
1555 } 1015 }
1556
1557 if (flags & MAP_PLAYER_UNIQUE)
1558 INVOKE_MAP (SWAPIN, m);
1559
1560 } else {
1561 /* If in this loop, we found a temporary map, so load it up. */
1562
1563 m=load_temporary_map (m);
1564 if(m==NULL) return NULL;
1565 load_unique_objects(m);
1566
1567 clean_tmp_map(m);
1568 m->in_memory = MAP_IN_MEMORY;
1569 /* tempnam() on sun systems (probably others) uses malloc
1570 * to allocated space for the string. Free it here.
1571 * In some cases, load_temporary_map above won't find the
1572 * temporary map, and so has reloaded a new map. If that
1573 * is the case, tmpname is now null
1574 */
1575 if (m->tmpname) free(m->tmpname);
1576 m->tmpname = NULL;
1577 /* It's going to be saved anew anyway */
1578 } 1016 }
1579
1580 /* Below here is stuff common to both first time loaded maps and
1581 * temp maps.
1582 */
1583
1584 decay_objects(m); /* start the decay */
1585 /* In case other objects press some buttons down */
1586 update_buttons(m);
1587 if (m->outdoor)
1588 set_darkness_map(m);
1589 /* run the weather over this map */
1590 weather_effect(name);
1591 return m;
1592} 1017}
1593
1594 1018
1595/* 1019/*
1596 * This routine is supposed to find out the difficulty of the map. 1020 * This routine is supposed to find out the difficulty of the map.
1597 * difficulty does not have a lot to do with character level, 1021 * difficulty does not have a lot to do with character level,
1598 * but does have a lot to do with treasure on the map. 1022 * but does have a lot to do with treasure on the map.
1600 * Difficulty can now be set by the map creature. If the value stored 1024 * Difficulty can now be set by the map creature. If the value stored
1601 * in the map is zero, then use this routine. Maps should really 1025 * in the map is zero, then use this routine. Maps should really
1602 * have a difficulty set than using this function - human calculation 1026 * have a difficulty set than using this function - human calculation
1603 * is much better than this functions guesswork. 1027 * is much better than this functions guesswork.
1604 */ 1028 */
1605 1029int
1606int calculate_difficulty(mapstruct *m) { 1030maptile::estimate_difficulty () const
1607 object *op; 1031{
1608 archetype *at;
1609 int x, y, i, diff;
1610 long monster_cnt = 0; 1032 long monster_cnt = 0;
1611 double avgexp = 0; 1033 double avgexp = 0;
1612 sint64 total_exp = 0; 1034 sint64 total_exp = 0;
1613 1035
1614 if (MAP_DIFFICULTY (m)) 1036 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1615 { 1037 for (object *op = ms->bot; op; op = op->above)
1616 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1617 return MAP_DIFFICULTY (m);
1618 }
1619
1620 for(x = 0; x < MAP_WIDTH(m); x++)
1621 for(y = 0; y < MAP_HEIGHT(m); y++)
1622 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1623 { 1038 {
1624 if(QUERY_FLAG (op, FLAG_MONSTER)) 1039 if (QUERY_FLAG (op, FLAG_MONSTER))
1625 { 1040 {
1626 total_exp += op->stats.exp; 1041 total_exp += op->stats.exp;
1627 monster_cnt++; 1042 monster_cnt++;
1628 } 1043 }
1629 1044
1630 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1045 if (QUERY_FLAG (op, FLAG_GENERATOR))
1631 { 1046 {
1632 total_exp += op->stats.exp; 1047 total_exp += op->stats.exp;
1048
1633 at = type_to_archetype(GENERATE_TYPE (op)); 1049 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1634
1635 if(at != NULL)
1636 total_exp += at->clone.stats.exp * 8; 1050 total_exp += at->clone.stats.exp * 8;
1637 1051
1638 monster_cnt++; 1052 monster_cnt++;
1639 } 1053 }
1640 } 1054 }
1641 1055
1642 avgexp = (double) total_exp / monster_cnt; 1056 avgexp = (double) total_exp / monster_cnt;
1643 1057
1644 for (i = 1; i <= settings.max_level; i++) 1058 for (int i = 1; i <= settings.max_level; i++)
1645 {
1646 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1059 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1647 {
1648 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1649 return i; 1060 return i;
1650 }
1651 }
1652 1061
1653 return 1; 1062 return 1;
1654}
1655
1656void clean_tmp_map(mapstruct *m) {
1657 if(m->tmpname == NULL)
1658 return;
1659 INVOKE_MAP (CLEAN, m);
1660 (void) unlink(m->tmpname);
1661}
1662
1663void free_all_maps(void)
1664{
1665 int real_maps=0;
1666
1667 while (first_map) {
1668 /* I think some of the callers above before it gets here set this to be
1669 * saving, but we still want to free this data
1670 */
1671 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1672 delete_map(first_map);
1673 real_maps++;
1674 }
1675 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1676} 1063}
1677 1064
1678/* change_map_light() - used to change map light level (darkness) 1065/* change_map_light() - used to change map light level (darkness)
1679 * up or down. Returns true if successful. It should now be 1066 * up or down. Returns true if successful. It should now be
1680 * possible to change a value by more than 1. 1067 * possible to change a value by more than 1.
1681 * Move this from los.c to map.c since this is more related 1068 * Move this from los.c to map.c since this is more related
1682 * to maps than los. 1069 * to maps than los.
1683 * postive values make it darker, negative make it brighter 1070 * postive values make it darker, negative make it brighter
1684 */ 1071 */
1685 1072int
1686int change_map_light(mapstruct *m, int change) { 1073maptile::change_map_light (int change)
1074{
1687 int new_level = m->darkness + change; 1075 int new_level = darkness + change;
1688 1076
1689 /* Nothing to do */ 1077 /* Nothing to do */
1690 if(!change || (new_level <= 0 && m->darkness == 0) || 1078 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1691 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1692 return 0; 1079 return 0;
1693 }
1694 1080
1695 /* inform all players on the map */ 1081 /* inform all players on the map */
1696 if (change>0) 1082 if (change > 0)
1697 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1083 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1698 else 1084 else
1699 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1085 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1700 1086
1701 /* Do extra checking. since m->darkness is a unsigned value, 1087 /* Do extra checking. since darkness is a unsigned value,
1702 * we need to be extra careful about negative values. 1088 * we need to be extra careful about negative values.
1703 * In general, the checks below are only needed if change 1089 * In general, the checks below are only needed if change
1704 * is not +/-1 1090 * is not +/-1
1705 */ 1091 */
1706 if (new_level < 0) m->darkness = 0; 1092 if (new_level < 0)
1707 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1093 darkness = 0;
1094 else if (new_level >= MAX_DARKNESS)
1095 darkness = MAX_DARKNESS;
1096 else
1708 else m->darkness=new_level; 1097 darkness = new_level;
1709 1098
1710 /* All clients need to get re-updated for the change */ 1099 /* All clients need to get re-updated for the change */
1711 update_all_map_los(m); 1100 update_all_map_los (this);
1712 return 1; 1101 return 1;
1713} 1102}
1714
1715 1103
1716/* 1104/*
1717 * This function updates various attributes about a specific space 1105 * This function updates various attributes about a specific space
1718 * on the map (what it looks like, whether it blocks magic, 1106 * on the map (what it looks like, whether it blocks magic,
1719 * has a living creatures, prevents people from passing 1107 * has a living creatures, prevents people from passing
1720 * through, etc) 1108 * through, etc)
1721 */ 1109 */
1722void update_position (mapstruct *m, int x, int y) { 1110void
1111mapspace::update_ ()
1112{
1723 object *tmp, *last = NULL; 1113 object *tmp, *last = 0;
1724 uint8 flags = 0, oldflags, light=0, anywhere=0; 1114 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1725 New_Face *top,*floor, *middle; 1115 facetile *top, *floor, *middle;
1726 object *top_obj, *floor_obj, *middle_obj; 1116 object *top_obj, *floor_obj, *middle_obj;
1727 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1728 1118
1729 oldflags = GET_MAP_FLAGS(m,x,y);
1730 if (!(oldflags & P_NEED_UPDATE)) {
1731 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1732 m->path, x, y);
1733 return;
1734 }
1735
1736 middle=blank_face; 1119 middle = blank_face;
1737 top=blank_face; 1120 top = blank_face;
1738 floor=blank_face; 1121 floor = blank_face;
1739 1122
1740 middle_obj = NULL; 1123 middle_obj = 0;
1741 top_obj = NULL; 1124 top_obj = 0;
1742 floor_obj = NULL; 1125 floor_obj = 0;
1743 1126
1744 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1745 1128 {
1746 /* This could be made additive I guess (two lights better than 1129 /* This could be made additive I guess (two lights better than
1747 * one). But if so, it shouldn't be a simple additive - 2 1130 * one). But if so, it shouldn't be a simple additive - 2
1748 * light bulbs do not illuminate twice as far as once since 1131 * light bulbs do not illuminate twice as far as once since
1749 * it is a disapation factor that is squared (or is it cubed?) 1132 * it is a dissapation factor that is cubed.
1750 */ 1133 */
1751 if (tmp->glow_radius > light) light = tmp->glow_radius; 1134 if (tmp->glow_radius > light)
1135 light = tmp->glow_radius;
1752 1136
1753 /* This call is needed in order to update objects the player 1137 /* This call is needed in order to update objects the player
1754 * is standing in that have animations (ie, grass, fire, etc). 1138 * is standing in that have animations (ie, grass, fire, etc).
1755 * However, it also causes the look window to be re-drawn 1139 * However, it also causes the look window to be re-drawn
1756 * 3 times each time the player moves, because many of the 1140 * 3 times each time the player moves, because many of the
1757 * functions the move_player calls eventualy call this. 1141 * functions the move_player calls eventualy call this.
1758 * 1142 *
1759 * Always put the player down for drawing. 1143 * Always put the player down for drawing.
1760 */ 1144 */
1761 if (!tmp->invisible) { 1145 if (!tmp->invisible)
1146 {
1762 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1148 {
1763 top = tmp->face; 1149 top = tmp->face;
1764 top_obj = tmp; 1150 top_obj = tmp;
1765 } 1151 }
1766 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1152 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1153 {
1767 /* If we got a floor, that means middle and top were below it, 1154 /* If we got a floor, that means middle and top were below it,
1768 * so should not be visible, so we clear them. 1155 * so should not be visible, so we clear them.
1769 */ 1156 */
1770 middle=blank_face; 1157 middle = blank_face;
1771 top=blank_face; 1158 top = blank_face;
1772 floor = tmp->face; 1159 floor = tmp->face;
1773 floor_obj = tmp; 1160 floor_obj = tmp;
1774 } 1161 }
1775 /* Flag anywhere have high priority */ 1162 /* Flag anywhere have high priority */
1776 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1163 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1164 {
1777 middle = tmp->face; 1165 middle = tmp->face;
1778 1166
1779 middle_obj = tmp; 1167 middle_obj = tmp;
1780 anywhere =1; 1168 anywhere = 1;
1781 } 1169 }
1782 /* Find the highest visible face around. If equal 1170 /* Find the highest visible face around. If equal
1783 * visibilities, we still want the one nearer to the 1171 * visibilities, we still want the one nearer to the
1784 * top 1172 * top
1785 */ 1173 */
1786 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1174 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1175 {
1787 middle = tmp->face; 1176 middle = tmp->face;
1788 middle_obj = tmp; 1177 middle_obj = tmp;
1789 } 1178 }
1790 } 1179 }
1180
1791 if (tmp==tmp->above) { 1181 if (tmp == tmp->above)
1182 {
1792 LOG(llevError, "Error in structure of map\n"); 1183 LOG (llevError, "Error in structure of map\n");
1793 exit (-1); 1184 exit (-1);
1794 } 1185 }
1795 1186
1796 move_slow |= tmp->move_slow; 1187 move_slow |= tmp->move_slow;
1797 move_block |= tmp->move_block; 1188 move_block |= tmp->move_block;
1798 move_on |= tmp->move_on; 1189 move_on |= tmp->move_on;
1799 move_off |= tmp->move_off; 1190 move_off |= tmp->move_off;
1800 move_allow |= tmp->move_allow; 1191 move_allow |= tmp->move_allow;
1801 1192
1802 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1803 flags |= P_IS_ALIVE;
1804 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1805 flags |= P_NO_MAGIC;
1806 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1807 flags |= P_NO_CLERIC;
1808 if (tmp->type == SAFE_GROUND)
1809 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1810
1811 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) 1193 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1812 flags |= P_BLOCKSVIEW; 1194 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1813 } /* for stack of objects */ 1195 if (tmp->type == PLAYER) flags |= P_PLAYER;
1814 1196 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1815 /* we don't want to rely on this function to have accurate flags, but 1197 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1816 * since we're already doing the work, we calculate them here. 1198 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1817 * if they don't match, logic is broken someplace.
1818 */
1819 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1820 (!(oldflags & P_NO_ERROR))) {
1821 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1822 m->path, x, y,
1823 (oldflags & ~P_NEED_UPDATE), flags);
1824 } 1199 }
1825 SET_MAP_FLAGS(m, x, y, flags);
1826 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1827 SET_MAP_MOVE_ON(m, x, y, move_on);
1828 SET_MAP_MOVE_OFF(m, x, y, move_off);
1829 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1830 1200
1201 this->light = light;
1202 this->flags_ = flags;
1203 this->move_block = move_block & ~move_allow;
1204 this->move_on = move_on;
1205 this->move_off = move_off;
1206 this->move_slow = move_slow;
1207
1831 /* At this point, we have a floor face (if there is a floor), 1208 /* At this point, we have a floor face (if there is a floor),
1832 * and the floor is set - we are not going to touch it at 1209 * and the floor is set - we are not going to touch it at
1833 * this point. 1210 * this point.
1834 * middle contains the highest visibility face. 1211 * middle contains the highest visibility face.
1835 * top contains a player/monster face, if there is one. 1212 * top contains a player/monster face, if there is one.
1836 * 1213 *
1837 * We now need to fill in top.face and/or middle.face. 1214 * We now need to fill in top.face and/or middle.face.
1838 */ 1215 */
1839 1216
1840 /* If the top face also happens to be high visibility, re-do our 1217 /* If the top face also happens to be high visibility, re-do our
1841 * middle face. This should not happen, as we already have the 1218 * middle face. This should not happen, as we already have the
1842 * else statement above so middle should not get set. OTOH, it 1219 * else statement above so middle should not get set. OTOH, it
1843 * may be possible for the faces to match but be different objects. 1220 * may be possible for the faces to match but be different objects.
1844 */ 1221 */
1845 if (top == middle) middle=blank_face; 1222 if (top == middle)
1223 middle = blank_face;
1846 1224
1847 /* There are three posibilities at this point: 1225 /* There are three posibilities at this point:
1848 * 1) top face is set, need middle to be set. 1226 * 1) top face is set, need middle to be set.
1849 * 2) middle is set, need to set top. 1227 * 2) middle is set, need to set top.
1850 * 3) neither middle or top is set - need to set both. 1228 * 3) neither middle or top is set - need to set both.
1851 */ 1229 */
1852 1230
1853 for (tmp=last; tmp; tmp=tmp->below) { 1231 for (tmp = last; tmp; tmp = tmp->below)
1232 {
1854 /* Once we get to a floor, stop, since we already have a floor object */ 1233 /* Once we get to a floor, stop, since we already have a floor object */
1855 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1234 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1235 break;
1856 1236
1857 /* If two top faces are already set, quit processing */ 1237 /* If two top faces are already set, quit processing */
1858 if ((top != blank_face) && (middle != blank_face)) break; 1238 if ((top != blank_face) && (middle != blank_face))
1239 break;
1859 1240
1860 /* Only show visible faces, unless its the editor - show all */ 1241 /* Only show visible faces */
1861 if (!tmp->invisible || editor) { 1242 if (!tmp->invisible)
1243 {
1862 /* Fill in top if needed */ 1244 /* Fill in top if needed */
1863 if (top == blank_face) { 1245 if (top == blank_face)
1246 {
1864 top = tmp->face; 1247 top = tmp->face;
1865 top_obj = tmp; 1248 top_obj = tmp;
1249 if (top == middle)
1866 if (top == middle) middle=blank_face; 1250 middle = blank_face;
1251 }
1867 } else { 1252 else
1253 {
1868 /* top is already set - we should only get here if 1254 /* top is already set - we should only get here if
1869 * middle is not set 1255 * middle is not set
1870 * 1256 *
1871 * Set the middle face and break out, since there is nothing 1257 * Set the middle face and break out, since there is nothing
1872 * more to fill in. We don't check visiblity here, since 1258 * more to fill in. We don't check visiblity here, since
1873 * 1259 *
1874 */ 1260 */
1875 if (tmp->face != top ) { 1261 if (tmp->face != top)
1262 {
1876 middle = tmp->face; 1263 middle = tmp->face;
1877 middle_obj = tmp; 1264 middle_obj = tmp;
1878 break; 1265 break;
1879 } 1266 }
1880 } 1267 }
1881 } 1268 }
1882 } 1269 }
1883 if (middle == floor) middle = blank_face; 1270
1884 if (top == middle) middle = blank_face; 1271 if (middle == floor)
1885 SET_MAP_FACE(m,x,y,top,0);
1886 if(top != blank_face)
1887 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1888 else
1889 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1890 SET_MAP_FACE(m,x,y,middle,1);
1891 if(middle != blank_face) 1272 middle = blank_face;
1892 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1893 else
1894 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1895 SET_MAP_FACE(m,x,y,floor,2);
1896 if(floor != blank_face)
1897 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1898 else
1899 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1900 SET_MAP_LIGHT(m,x,y,light);
1901}
1902 1273
1274 if (top == middle)
1275 middle = blank_face;
1903 1276
1904void set_map_reset_time(mapstruct *map) { 1277 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1905 int timeout; 1278 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1906 1279 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1907 timeout = MAP_RESET_TIMEOUT(map);
1908 if (timeout <= 0)
1909 timeout = MAP_DEFAULTRESET;
1910 if (timeout >= MAP_MAXRESET)
1911 timeout = MAP_MAXRESET;
1912 MAP_WHEN_RESET(map) = seconds()+timeout;
1913} 1280}
1914 1281
1915/* this updates the orig_map->tile_map[tile_num] value after loading 1282/* this updates the orig_map->tile_map[tile_num] value after finding
1916 * the map. It also takes care of linking back the freshly loaded 1283 * the map. It also takes care of linking back the freshly found
1917 * maps tile_map values if it tiles back to this one. It returns 1284 * maps tile_map values if it tiles back to this one. It returns
1918 * the value of orig_map->tile_map[tile_num]. It really only does this 1285 * the value of orig_map->tile_map[tile_num].
1919 * so that it is easier for calling functions to verify success.
1920 */ 1286 */
1921 1287static inline maptile *
1922static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1288find_and_link (maptile *orig_map, int tile_num)
1923{ 1289{
1290 maptile *mp = orig_map->tile_map [tile_num];
1291
1292 if (!mp)
1293 {
1294 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1295
1296 if (!mp)
1297 {
1298 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1299 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1300 &orig_map->tile_path[tile_num], &orig_map->path);
1301 mp = new maptile (1, 1);
1302 mp->alloc ();
1303 mp->in_memory = MAP_IN_MEMORY;
1304 }
1305 }
1306
1924 int dest_tile = (tile_num +2) % 4; 1307 int dest_tile = (tile_num + 2) % 4;
1925 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1926 1308
1927 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1309 orig_map->tile_map [tile_num] = mp;
1928 1310
1929 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1311 // optimisation: back-link map to origin map if euclidean
1930 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1312 //TODO: non-euclidean maps MUST GO
1931 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1313 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1932 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1314 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1933 1315
1934 return orig_map->tile_map[tile_num]; 1316 return mp;
1317}
1318
1319static inline void
1320load_and_link (maptile *orig_map, int tile_num)
1321{
1322 find_and_link (orig_map, tile_num)->load_sync ();
1935} 1323}
1936 1324
1937/* this returns TRUE if the coordinates (x,y) are out of 1325/* this returns TRUE if the coordinates (x,y) are out of
1938 * map m. This function also takes into account any 1326 * map m. This function also takes into account any
1939 * tiling considerations, loading adjacant maps as needed. 1327 * tiling considerations, loading adjacant maps as needed.
1940 * This is the function should always be used when it 1328 * This is the function should always be used when it
1941 * necessary to check for valid coordinates. 1329 * necessary to check for valid coordinates.
1942 * This function will recursively call itself for the 1330 * This function will recursively call itself for the
1943 * tiled maps. 1331 * tiled maps.
1944 * 1332 */
1945 * 1333int
1946 */
1947int out_of_map(mapstruct *m, int x, int y) 1334out_of_map (maptile *m, int x, int y)
1948{ 1335{
1949
1950 /* If we get passed a null map, this is obviously the 1336 /* If we get passed a null map, this is obviously the
1951 * case. This generally shouldn't happen, but if the 1337 * case. This generally shouldn't happen, but if the
1952 * map loads fail below, it could happen. 1338 * map loads fail below, it could happen.
1953 */ 1339 */
1954 if (!m) return 0; 1340 if (!m)
1955
1956 if (x<0) {
1957 if (!m->tile_path[3]) return 1;
1958 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1959 load_and_link_tiled_map(m, 3);
1960 }
1961 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1962 }
1963 if (x>=MAP_WIDTH(m)) {
1964 if (!m->tile_path[1]) return 1;
1965 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1966 load_and_link_tiled_map(m, 1);
1967 }
1968 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1969 }
1970 if (y<0) {
1971 if (!m->tile_path[0]) return 1;
1972 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1973 load_and_link_tiled_map(m, 0);
1974 }
1975 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1976 }
1977 if (y>=MAP_HEIGHT(m)) {
1978 if (!m->tile_path[2]) return 1;
1979 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 2);
1981 }
1982 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1983 }
1984
1985 /* Simple case - coordinates are within this local
1986 * map.
1987 */
1988 return 0; 1341 return 0;
1342
1343 if (x < 0)
1344 {
1345 if (!m->tile_path[3])
1346 return 1;
1347
1348 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1349 find_and_link (m, 3);
1350
1351 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1352 }
1353
1354 if (x >= m->width)
1355 {
1356 if (!m->tile_path[1])
1357 return 1;
1358
1359 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1360 find_and_link (m, 1);
1361
1362 return out_of_map (m->tile_map[1], x - m->width, y);
1363 }
1364
1365 if (y < 0)
1366 {
1367 if (!m->tile_path[0])
1368 return 1;
1369
1370 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1371 find_and_link (m, 0);
1372
1373 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1374 }
1375
1376 if (y >= m->height)
1377 {
1378 if (!m->tile_path[2])
1379 return 1;
1380
1381 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1382 find_and_link (m, 2);
1383
1384 return out_of_map (m->tile_map[2], x, y - m->height);
1385 }
1386
1387 /* Simple case - coordinates are within this local
1388 * map.
1389 */
1390 return 0;
1989} 1391}
1990 1392
1991/* This is basically the same as out_of_map above, but 1393/* This is basically the same as out_of_map above, but
1992 * instead we return NULL if no map is valid (coordinates 1394 * instead we return NULL if no map is valid (coordinates
1993 * out of bounds and no tiled map), otherwise it returns 1395 * out of bounds and no tiled map), otherwise it returns
1994 * the map as that the coordinates are really on, and 1396 * the map as that the coordinates are really on, and
1995 * updates x and y to be the localized coordinates. 1397 * updates x and y to be the localised coordinates.
1996 * Using this is more efficient of calling out_of_map 1398 * Using this is more efficient of calling out_of_map
1997 * and then figuring out what the real map is 1399 * and then figuring out what the real map is
1998 */ 1400 */
1999mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1401maptile *
1402maptile::xy_find (sint16 &x, sint16 &y)
2000{ 1403{
2001 1404 if (x < 0)
2002 if (*x<0) {
2003 if (!m->tile_path[3]) return NULL;
2004 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2005 load_and_link_tiled_map(m, 3);
2006
2007 *x += MAP_WIDTH(m->tile_map[3]);
2008 return (get_map_from_coord(m->tile_map[3], x, y));
2009 } 1405 {
2010 if (*x>=MAP_WIDTH(m)) { 1406 if (!tile_path[3])
2011 if (!m->tile_path[1]) return NULL; 1407 return 0;
2012 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2013 load_and_link_tiled_map(m, 1);
2014 1408
2015 *x -= MAP_WIDTH(m); 1409 find_and_link (this, 3);
2016 return (get_map_from_coord(m->tile_map[1], x, y)); 1410 x += tile_map[3]->width;
1411 return tile_map[3]->xy_find (x, y);
1412 }
1413
1414 if (x >= width)
2017 } 1415 {
2018 if (*y<0) { 1416 if (!tile_path[1])
2019 if (!m->tile_path[0]) return NULL; 1417 return 0;
2020 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2021 load_and_link_tiled_map(m, 0);
2022 1418
2023 *y += MAP_HEIGHT(m->tile_map[0]); 1419 find_and_link (this, 1);
2024 return (get_map_from_coord(m->tile_map[0], x, y)); 1420 x -= width;
1421 return tile_map[1]->xy_find (x, y);
1422 }
1423
1424 if (y < 0)
2025 } 1425 {
2026 if (*y>=MAP_HEIGHT(m)) { 1426 if (!tile_path[0])
2027 if (!m->tile_path[2]) return NULL; 1427 return 0;
2028 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2029 load_and_link_tiled_map(m, 2);
2030 1428
2031 *y -= MAP_HEIGHT(m); 1429 find_and_link (this, 0);
2032 return (get_map_from_coord(m->tile_map[2], x, y)); 1430 y += tile_map[0]->height;
1431 return tile_map[0]->xy_find (x, y);
1432 }
1433
1434 if (y >= height)
2033 } 1435 {
1436 if (!tile_path[2])
1437 return 0;
2034 1438
1439 find_and_link (this, 2);
1440 y -= height;
1441 return tile_map[2]->xy_find (x, y);
1442 }
1443
2035 /* Simple case - coordinates are within this local 1444 /* Simple case - coordinates are within this local
2036 * map. 1445 * map.
2037 */ 1446 */
2038 1447 return this;
2039 return m;
2040} 1448}
2041 1449
2042/** 1450/**
2043 * Return whether map2 is adjacent to map1. If so, store the distance from 1451 * Return whether map2 is adjacent to map1. If so, store the distance from
2044 * map1 to map2 in dx/dy. 1452 * map1 to map2 in dx/dy.
2045 */ 1453 */
1454static int
2046static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1455adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1456{
2047 if (!map1 || !map2) 1457 if (!map1 || !map2)
2048 return 0; 1458 return 0;
2049 1459
1460 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1461 //fix: compare paths instead (this is likely faster, too!)
2050 if (map1 == map2) { 1462 if (map1 == map2)
1463 {
2051 *dx = 0; 1464 *dx = 0;
2052 *dy = 0; 1465 *dy = 0;
2053 1466 }
2054 } else if (map1->tile_map[0] == map2) { /* up */ 1467 else if (map1->tile_map[0] == map2)
1468 { /* up */
2055 *dx = 0; 1469 *dx = 0;
2056 *dy = -MAP_HEIGHT(map2); 1470 *dy = -map2->height;
1471 }
2057 } else if (map1->tile_map[1] == map2) { /* right */ 1472 else if (map1->tile_map[1] == map2)
2058 *dx = MAP_WIDTH(map1); 1473 { /* right */
1474 *dx = map1->width;
2059 *dy = 0; 1475 *dy = 0;
1476 }
2060 } else if (map1->tile_map[2] == map2) { /* down */ 1477 else if (map1->tile_map[2] == map2)
1478 { /* down */
2061 *dx = 0; 1479 *dx = 0;
2062 *dy = MAP_HEIGHT(map1); 1480 *dy = map1->height;
1481 }
2063 } else if (map1->tile_map[3] == map2) { /* left */ 1482 else if (map1->tile_map[3] == map2)
2064 *dx = -MAP_WIDTH(map2); 1483 { /* left */
1484 *dx = -map2->width;
2065 *dy = 0; 1485 *dy = 0;
2066 1486 }
2067 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1487 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1488 { /* up right */
2068 *dx = MAP_WIDTH(map1->tile_map[0]); 1489 *dx = map1->tile_map[0]->width;
2069 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1490 *dy = -map1->tile_map[0]->height;
1491 }
2070 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1492 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2071 *dx = -MAP_WIDTH(map2); 1493 { /* up left */
2072 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1494 *dx = -map2->width;
1495 *dy = -map1->tile_map[0]->height;
1496 }
2073 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1497 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2074 *dx = MAP_WIDTH(map1); 1498 { /* right up */
2075 *dy = -MAP_HEIGHT(map2); 1499 *dx = map1->width;
1500 *dy = -map2->height;
1501 }
2076 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1502 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2077 *dx = MAP_WIDTH(map1); 1503 { /* right down */
2078 *dy = MAP_HEIGHT(map1->tile_map[1]); 1504 *dx = map1->width;
1505 *dy = map1->tile_map[1]->height;
1506 }
2079 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1507 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1508 { /* down right */
2080 *dx = MAP_WIDTH(map1->tile_map[2]); 1509 *dx = map1->tile_map[2]->width;
2081 *dy = MAP_HEIGHT(map1); 1510 *dy = map1->height;
1511 }
2082 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1512 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2083 *dx = -MAP_WIDTH(map2); 1513 { /* down left */
2084 *dy = MAP_HEIGHT(map1); 1514 *dx = -map2->width;
1515 *dy = map1->height;
1516 }
2085 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1517 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1518 { /* left up */
2086 *dx = -MAP_WIDTH(map1->tile_map[3]); 1519 *dx = -map1->tile_map[3]->width;
2087 *dy = -MAP_HEIGHT(map2); 1520 *dy = -map2->height;
1521 }
2088 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1522 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1523 { /* left down */
2089 *dx = -MAP_WIDTH(map1->tile_map[3]); 1524 *dx = -map1->tile_map[3]->width;
2090 *dy = MAP_HEIGHT(map1->tile_map[3]); 1525 *dy = map1->tile_map[3]->height;
2091
2092 } else { /* not "adjacent" enough */
2093 return 0;
2094 } 1526 }
2095 1527 else
2096 return 1; 1528 return 0;
1529
1530 return 1;
1531}
1532
1533maptile *
1534maptile::xy_load (sint16 &x, sint16 &y)
1535{
1536 maptile *map = xy_find (x, y);
1537
1538 if (map)
1539 map->load_sync ();
1540
1541 return map;
1542}
1543
1544maptile *
1545get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1546{
1547 return m->xy_load (*x, *y);
2097} 1548}
2098 1549
2099/* From map.c 1550/* From map.c
2100 * This is used by get_player to determine where the other 1551 * This is used by get_player to determine where the other
2101 * creature is. get_rangevector takes into account map tiling, 1552 * creature is. get_rangevector takes into account map tiling,
2114 * be unexpected 1565 * be unexpected
2115 * 1566 *
2116 * currently, the only flag supported (0x1) is don't translate for 1567 * currently, the only flag supported (0x1) is don't translate for
2117 * closest body part of 'op1' 1568 * closest body part of 'op1'
2118 */ 1569 */
2119 1570void
2120void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1571get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1572{
2121 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1573 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1574 {
2122 /* be conservative and fill in _some_ data */ 1575 /* be conservative and fill in _some_ data */
2123 retval->distance = 100000; 1576 retval->distance = 100000;
2124 retval->distance_x = 32767; 1577 retval->distance_x = 32767;
2125 retval->distance_y = 32767; 1578 retval->distance_y = 32767;
2126 retval->direction = 0; 1579 retval->direction = 0;
2127 retval->part = 0; 1580 retval->part = 0;
2128 } else { 1581 }
1582 else
1583 {
2129 object *best; 1584 object *best;
2130 1585
2131 retval->distance_x += op2->x-op1->x; 1586 retval->distance_x += op2->x - op1->x;
2132 retval->distance_y += op2->y-op1->y; 1587 retval->distance_y += op2->y - op1->y;
2133 1588
2134 best = op1; 1589 best = op1;
2135 /* If this is multipart, find the closest part now */ 1590 /* If this is multipart, find the closest part now */
2136 if (!(flags&0x1) && op1->more) { 1591 if (!(flags & 0x1) && op1->more)
1592 {
2137 object *tmp; 1593 object *tmp;
2138 int best_distance = retval->distance_x*retval->distance_x+ 1594 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2139 retval->distance_y*retval->distance_y, tmpi;
2140 1595
2141 /* we just take the offset of the piece to head to figure 1596 /* we just take the offset of the piece to head to figure
2142 * distance instead of doing all that work above again 1597 * distance instead of doing all that work above again
2143 * since the distance fields we set above are positive in the 1598 * since the distance fields we set above are positive in the
2144 * same axis as is used for multipart objects, the simply arithmetic 1599 * same axis as is used for multipart objects, the simply arithmetic
2145 * below works. 1600 * below works.
2146 */ 1601 */
2147 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1602 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1603 {
2148 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1604 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2149 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1605 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2150 if (tmpi < best_distance) { 1606 if (tmpi < best_distance)
1607 {
2151 best_distance = tmpi; 1608 best_distance = tmpi;
2152 best = tmp; 1609 best = tmp;
2153 } 1610 }
2154 } 1611 }
1612
2155 if (best != op1) { 1613 if (best != op1)
1614 {
2156 retval->distance_x += op1->x-best->x; 1615 retval->distance_x += op1->x - best->x;
2157 retval->distance_y += op1->y-best->y; 1616 retval->distance_y += op1->y - best->y;
2158 } 1617 }
2159 } 1618 }
1619
2160 retval->part = best; 1620 retval->part = best;
2161 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1621 retval->distance = idistance (retval->distance_x, retval->distance_y);
2162 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1622 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2163 } 1623 }
2164} 1624}
2165 1625
2166/* this is basically the same as get_rangevector above, but instead of 1626/* this is basically the same as get_rangevector above, but instead of
2167 * the first parameter being an object, it instead is the map 1627 * the first parameter being an object, it instead is the map
2172 * be more consistant with the above function and also in case they are needed 1632 * be more consistant with the above function and also in case they are needed
2173 * for something in the future. Also, since no object is pasted, the best 1633 * for something in the future. Also, since no object is pasted, the best
2174 * field of the rv_vector is set to NULL. 1634 * field of the rv_vector is set to NULL.
2175 */ 1635 */
2176 1636
1637void
2177void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1638get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1639{
2178 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1640 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1641 {
2179 /* be conservative and fill in _some_ data */ 1642 /* be conservative and fill in _some_ data */
2180 retval->distance = 100000; 1643 retval->distance = 100000;
2181 retval->distance_x = 32767; 1644 retval->distance_x = 32767;
2182 retval->distance_y = 32767; 1645 retval->distance_y = 32767;
2183 retval->direction = 0; 1646 retval->direction = 0;
2184 retval->part = 0; 1647 retval->part = 0;
2185 } else { 1648 }
1649 else
1650 {
2186 retval->distance_x += op2->x-x; 1651 retval->distance_x += op2->x - x;
2187 retval->distance_y += op2->y-y; 1652 retval->distance_y += op2->y - y;
2188 1653
2189 retval->part = NULL; 1654 retval->part = NULL;
2190 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1655 retval->distance = idistance (retval->distance_x, retval->distance_y);
2191 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2192 } 1657 }
2193} 1658}
2194 1659
2195/* Returns true of op1 and op2 are effectively on the same map 1660/* Returns true of op1 and op2 are effectively on the same map
2196 * (as related to map tiling). Note that this looks for a path from 1661 * (as related to map tiling). Note that this looks for a path from
2197 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1662 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2198 * to op1, this will still return false. 1663 * to op1, this will still return false.
2199 * Note we only look one map out to keep the processing simple 1664 * Note we only look one map out to keep the processing simple
2200 * and efficient. This could probably be a macro. 1665 * and efficient. This could probably be a macro.
2201 * MSW 2001-08-05 1666 * MSW 2001-08-05
2202 */ 1667 */
1668int
2203int on_same_map(const object *op1, const object *op2) { 1669on_same_map (const object *op1, const object *op2)
1670{
2204 int dx, dy; 1671 int dx, dy;
2205 1672
2206 return adjacent_map(op1->map, op2->map, &dx, &dy); 1673 return adjacent_map (op1->map, op2->map, &dx, &dy);
2207} 1674}
1675
1676object *
1677maptile::insert (object *op, int x, int y, object *originator, int flags)
1678{
1679 if (!op->flag [FLAG_REMOVED])
1680 op->remove ();
1681
1682 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1683}
1684

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