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Comparing deliantra/server/common/map.C (file contents):
Revision 1.8 by root, Sat Aug 26 08:44:04 2006 UTC vs.
Revision 1.71 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.8 2006/08/26 08:44:04 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32 27
33#include <loader.h> 28#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 29#include <unistd.h>
36#endif /* win32 */
37 30
38#include "path.h" 31#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
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 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179 if (uncomp[i][0])
180 strcpy(endbuf, uncomp[i][0]);
181 else
182 *endbuf = '\0';
183 if (!stat (buf, &statbuf)) 83 if (stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1); 84 return -1;
188 if (!S_ISREG (statbuf.st_mode)) 85 if (!S_ISREG (statbuf.st_mode))
189 return (-1); 86 return (-1);
190 87
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4; 90 mode |= 4;
195 91
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2; 94 mode |= 2;
200 95
201 return (mode); 96 return (mode);
202#endif
203}
204
205/*
206 * Prints out debug-information about a map.
207 * Dumping these at llevError doesn't seem right, but is
208 * necessary to make sure the information is in fact logged.
209 */
210
211void dump_map(const mapstruct *m) {
212 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214 MAP_WIDTH(m), MAP_HEIGHT(m),
215 MAP_ENTER_X(m), MAP_ENTER_Y(m));
216
217 if(m->msg!=NULL)
218 LOG(llevError,"Message:\n%s",m->msg);
219
220 if(m->maplore!=NULL)
221 LOG(llevError,"Lore:\n%s",m->maplore);
222
223 if(m->tmpname!=NULL)
224 LOG(llevError,"Tmpname: %s\n",m->tmpname);
225
226 LOG(llevError,"Difficulty: %d\n",m->difficulty);
227 LOG(llevError,"Darkness: %d\n",m->darkness);
228}
229
230/*
231 * Prints out debug-information about all maps.
232 * This basically just goes through all the maps and calls
233 * dump_map on each one.
234 */
235
236void dump_all_maps(void) {
237 mapstruct *m;
238 for(m=first_map;m!=NULL;m=m->next) {
239 dump_map(m);
240 }
241} 97}
242 98
243/* This rolls up wall, blocks_magic, blocks_view, etc, all into 99/* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h) 100 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning 101 * it will also do map translation for tiled maps, returning
248 * 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
249 * 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
250 * checking for the existence of something on those spaces, but 106 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces. 107 * don't expect to insert/remove anything from those spaces.
252 */ 108 */
109int
253int 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)
254{ 111{
255 sint16 newx, newy;
256 int retval=0;
257 mapstruct *mp;
258
259 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260 newx = x; 112 sint16 newx = x;
261 newy = y; 113 sint16 newy = y;
114
262 mp = get_map_from_coord(oldmap, &newx, &newy); 115 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
263 if (mp != oldmap) 116
264 retval |= P_NEW_MAP; 117 if (!mp)
118 return P_OUT_OF_MAP;
119
265 if (newmap) *newmap = mp; 120 if (newmap) *newmap = mp;
266 if (nx) *nx = newx; 121 if (nx) *nx = newx;
267 if (ny) *ny = newy; 122 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269 123
270 if (retval & P_SAFE) 124 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
271 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272
273 return retval;
274} 125}
275
276 126
277/* 127/*
278 * Returns true if the given coordinate is blocked except by the 128 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with 129 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster 130 * multipart monsters - if we want to see if a 2x2 monster
284 * monster. 134 * monster.
285 * 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.
286 * the coordinates & map passed in should have been updated for tiling 136 * the coordinates & map passed in should have been updated for tiling
287 * by the caller. 137 * by the caller.
288 */ 138 */
289 139int
290int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 140blocked_link (object *ob, maptile *m, int sx, int sy)
141{
291 object *tmp; 142 object *tmp;
292 int mflags, blocked; 143 int mflags, blocked;
293 144
294 /* 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
295 * have already checked this. 146 * have already checked this.
296 */ 147 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) { 148 if (OUT_OF_REAL_MAP (m, sx, sy))
149 {
298 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");
299 return 1; 151 return 1;
300 } 152 }
301 153
302 /* 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
303 * directly. 155 * directly.
304 */ 156 */
305 mflags = m->spaces[sx + m->width * sy].flags; 157 mflags = m->at (sx, sy).flags ();
306 158
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
308 160
309 /* If space is currently not blocked by anything, no need to 161 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special 162 * go further. Not true for players - all sorts of special
311 * things we need to do for players. 163 * things we need to do for players.
312 */ 164 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
314
315 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example)
321 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323
324 if(ob->head != NULL)
325 ob=ob->head;
326
327 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0.
331 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333
334 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */
340 if (tmp->last_sp) {
341 if (check_inv_recursive(ob,tmp)==NULL)
342 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 }
354 } /* if check_inv */
355 else {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1;
366 }
367
368 }
369 return 0; 166 return 0;
167
168 /* if there isn't anytyhing alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example)
174 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0;
177
178 if (ob->head != NULL)
179 ob = ob->head;
180
181 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0.
185 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
187 {
188
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 {
192 /* If last_sp is set, the player/monster needs an object,
193 * so we check for it. If they don't have it, they can't
194 * pass through this space.
195 */
196 if (tmp->last_sp)
197 {
198 if (check_inv_recursive (ob, tmp) == NULL)
199 return 1;
200 else
201 continue;
202 }
203 else
204 {
205 /* In this case, the player must not have the object -
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else
215 {
216 /* Broke apart a big nasty if into several here to make
217 * this more readable. first check - if the space blocks
218 * movement, can't move here.
219 * second - if a monster, can't move there, unles it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1;
227 }
228
229 }
230 return 0;
370} 231}
371 232
372 233
373/* 234/*
374 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
394 * 255 *
395 * Note this used to be arch_blocked, but with new movement 256 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type 257 * code, we need to have actual object to check its move_type
397 * against the move_block values. 258 * against the move_block values.
398 */ 259 */
399 260int
400int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262{
401 archetype *tmp; 263 archetype *tmp;
402 int flag; 264 int flag;
403 mapstruct *m1; 265 maptile *m1;
404 sint16 sx, sy; 266 sint16 sx, sy;
405 267
406 if(ob==NULL) { 268 if (!ob)
269 {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
409 273
410 /* don't have object, so don't know what types would block */ 274 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 275 return m1->at (sx, sy).move_block;
412 } 276 }
413 277
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
416 281
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 282 if (flag & P_OUT_OF_MAP)
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
419 286
287 mapspace &ms = m1->at (sx, sy);
288
420 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
421 * ob doesn't have any move type (when used to place exits) 290 * ob doesn't have any move type (when used to place exits)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */ 292 */
424 293
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
426 296
427 /* Note it is intentional that we check ob - the movement type of the 297 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object. 298 * head of the object should correspond for the entire object.
429 */ 299 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
431 return AB_NO_PASS; 301 return P_NO_PASS;
432
433 } 302 }
303
434 return 0; 304 return 0;
435} 305}
436 306
437/* When the map is loaded, load_object does not actually insert objects 307/* When the map is loaded, load_object does not actually insert objects
438 * into inventory, but just links them. What this does is go through 308 * into inventory, but just links them. What this does is go through
439 * and insert them properly. 309 * and insert them properly.
440 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
442 */ 312 */
443 313void
444void fix_container(object *container) 314fix_container (object *container)
445{ 315{
446 object *tmp=container->inv, *next; 316 object *tmp = container->inv, *next;
447 317
448 container->inv=NULL; 318 container->inv = 0;
449 while (tmp!=NULL) { 319 while (tmp)
320 {
450 next = tmp->below; 321 next = tmp->below;
451 if (tmp->inv) 322 if (tmp->inv)
452 fix_container(tmp); 323 fix_container (tmp);
324
453 (void) insert_ob_in_ob(tmp,container); 325 insert_ob_in_ob (tmp, container);
454 tmp = next; 326 tmp = next;
455 } 327 }
328
456 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
457 * carrying. 330 * carrying.
458 */ 331 */
459 sum_weight(container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
460} 344}
461 345
462/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save 349 * they are saved). We do have to look for the old maps that did save
466 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
467 */ 351 */
468 352void
469static void link_multipart_objects(mapstruct *m) 353maptile::link_multipart_objects ()
470{ 354{
471 int x,y; 355 if (!spaces)
472 object *tmp, *op, *last, *above; 356 return;
473 archetype *at;
474 357
475 for(x=0;x<MAP_WIDTH(m);x++) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
476 for(y=0;y<MAP_HEIGHT(m);y++) 359 for (object *tmp = ms->bot; tmp; )
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 360 {
478 above=tmp->above; 361 object *above = tmp->above;
479 362
480 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue; 364 if (!tmp->head && !tmp->more)
482 365 {
483 /* If there is nothing more to this object, this for loop 366 /* If there is nothing more to this object, this for loop
484 * won't do anything. 367 * won't do anything.
485 */ 368 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
487 op = arch_to_object(at); 375 op = arch_to_object (at);
488 376
489 /* update x,y coordinates */ 377 /* update x,y coordinates */
490 op->x += tmp->x; 378 op->x += tmp->x;
491 op->y += tmp->y; 379 op->y += tmp->y;
492 op->head = tmp; 380 op->head = tmp;
493 op->map = m; 381 op->map = this;
494 last->more = op; 382 last->more = op;
495 if (tmp->name != op->name) { 383 op->name = tmp->name;
496 if (op->name) free_string(op->name); 384 op->title = tmp->title;
497 op->name = add_string(tmp->name); 385
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just 386 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same, 387 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and 388 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part. 389 * the coding is simpler to just to it here with each part.
507 */ 390 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */ 392 }
510 } /* for objects on this space */ 393 }
394
395 tmp = above;
396 }
511} 397}
512
513
514 398
515/* 399/*
516 * Loads (ands parses) the objects into a given map from the specified 400 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer. 401 * file pointer.
518 * mapflags is the same as we get with load_original_map 402 * mapflags is the same as we get with load_original_map
519 */ 403 */
520 404bool
521void load_objects (mapstruct *m, FILE *fp, int mapflags) { 405maptile::load_objects (object_thawer &thawer)
522 int i,j,bufstate=LO_NEWFILE; 406{
523 int unique; 407 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp; 408 object *op, *prev = NULL, *last_more = NULL, *otmp;
525 409
526 op=get_object(); 410 op = object::create ();
527 op->map = m; /* To handle buttons correctly */ 411 op->map = this; /* To handle buttons correctly */
528 412
529 while((i=load_object(fp,op,bufstate, mapflags))) { 413 while (int i = load_object (thawer, op, 0))
530 /* Since the loading of the map header does not load an object 414 {
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */
534 bufstate = LO_REPEAT;
535
536 /* if the archetype for the object is null, means that we 415 /* if the archetype for the object is null, means that we
537 * got an invalid object. Don't do anything with it - the game 416 * got an invalid object. Don't do anything with it - the game
538 * or editor will not be able to do anything with it either. 417 * or editor will not be able to do anything with it either.
539 */ 418 */
540 if (op->arch==NULL) { 419 if (op->arch == NULL)
420 {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
542 continue; 422 continue;
543 } 423 }
544 424
545 425 switch (i)
546 switch(i) { 426 {
547 case LL_NORMAL: 427 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554 429
555 if (op->inv) 430 if (op->inv)
556 sum_weight(op); 431 sum_weight (op);
557 432
558 prev=op,last_more=op; 433 prev = op, last_more = op;
559 break; 434 break;
560 435
561 case LL_MORE: 436 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op; 438 op->head = prev, last_more->more = op, last_more = op;
564 break; 439 break;
565 } 440 }
566 if (mapflags & MAP_STYLE) { 441
567 remove_from_active_list(op); 442 op = object::create ();
568 }
569 op=get_object();
570 op->map = m; 443 op->map = this;
571 } 444 }
445
446 op->destroy ();
447
448#if 0
572 for (i=0;i<m->width;i++){ 449 for (i = 0; i < width; i++)
573 for (j=0;j<m->height;j++){ 450 for (j = 0; j < height; j++)
451 {
574 unique =0; 452 unique = 0;
575 /* check for unique items, or unique squares */ 453 /* check for unique items, or unique squares */
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
578 unique = 1; 457 unique = 1;
458
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 }
463#endif
464
465 return true;
466}
467
468void
469maptile::activate ()
470{
471 if (!spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive ();
477}
478
479void
480maptile::deactivate ()
481{
482 if (!spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive ();
488}
489
490bool
491maptile::save_objects (object_freezer &freezer, int flags)
492{
493 static int cede_count = 0;
494
495 if (flags & IO_HEADER)
496 save_header (freezer);
497
498 if (!spaces)
499 return false;
500
501 for (int i = 0; i < size (); ++i)
502 {
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508
509 int unique = 0;
510 for (object *op = spaces [i].bot; op; op = op->above)
511 {
512 // count per-object, but cede only when modification-safe
513 cede_count++;
514
515 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
516 unique = 1;
517
518 if (!op->can_map_save ())
519 continue;
520
521 if (unique || op->flag [FLAG_UNIQUE])
522 {
523 if (flags & IO_UNIQUES)
524 save_object (freezer, op, 1);
525 }
526 else if (flags & IO_OBJECTS)
527 save_object (freezer, op, 1);
528 }
581 } 529 }
582 } 530
531 return true;
532}
533
534bool
535maptile::load_objects (const char *path, bool skip_header)
536{
537 object_thawer thawer (path);
538
539 if (!thawer)
540 return false;
541
542 if (skip_header)
543 for (;;)
544 {
545 keyword kw = thawer.get_kv ();
546
547 if (kw == KW_end)
548 break;
549
550 thawer.skip_kv (kw);
583 } 551 }
584 free_object(op);
585 link_multipart_objects(m);
586}
587 552
588/* This saves all the objects on the map in a non destructive fashion. 553 return load_objects (thawer);
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 554}
590 * and we only save the head of multi part objects - this is needed 555
591 * in order to do map tiling properly. 556bool
557maptile::save_objects (const char *path, int flags)
558{
559 object_freezer freezer;
560
561 if (!save_objects (freezer, flags))
562 return false;
563
564 return freezer.save (path);
565}
566
567maptile::maptile ()
568{
569 in_memory = MAP_SWAPPED;
570
571 /* The maps used to pick up default x and y values from the
572 * map archetype. Mimic that behaviour.
592 */ 573 */
593void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 574 width = 16;
594 int i, j = 0,unique=0; 575 height = 16;
595 object *op; 576 reset_timeout = 0;
596 /* first pass - save one-part objects */ 577 timeout = 300;
597 for(i = 0; i < MAP_WIDTH(m); i++) 578 enter_x = 0;
598 for (j = 0; j < MAP_HEIGHT(m); j++) { 579 enter_y = 0;
599 unique=0; 580}
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603 581
604 if(op->type == PLAYER) { 582maptile::maptile (int w, int h)
605 LOG(llevDebug, "Player on map that is being saved\n"); 583{
606 continue; 584 in_memory = MAP_SWAPPED;
607 }
608 585
609 if (op->head || op->owner) 586 width = w;
610 continue; 587 height = h;
588 reset_timeout = 0;
589 timeout = 300;
590 enter_x = 0;
591 enter_y = 0;
611 592
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 593 alloc ();
613 save_object( fp2 , op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622} 594}
623 595
624/* 596/*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657}
658
659/*
660 * Allocates the arrays contained in a mapstruct. 597 * Allocates the arrays contained in a maptile.
661 * This basically allocates the dynamic array of spaces for the 598 * This basically allocates the dynamic array of spaces for the
662 * map. 599 * map.
663 */ 600 */
664 601void
665void allocate_map(mapstruct *m) { 602maptile::alloc ()
666 m->in_memory = MAP_IN_MEMORY; 603{
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) { 604 if (spaces)
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680}
681
682/* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m; 605 return;
606
607 spaces = salloc0<mapspace> (size ());
692} 608}
693 609
694/* Takes a string from a map definition and outputs a pointer to the array of shopitems 610/* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed 611 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date. 612 * at a later date.
697 * Called by parse_map_headers below. 613 * Called by parse_map_headers below.
698 */ 614 */
699 615static shopitems *
700static shopitems *parse_shop_string (const char *input_string) { 616parse_shop_string (const char *input_string)
617{
701 char *shop_string, *p, *q, *next_semicolon, *next_colon; 618 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL; 619 shopitems *items = NULL;
703 int i=0, number_of_entries=0; 620 int i = 0, number_of_entries = 0;
704 const typedata *current_type; 621 const typedata *current_type;
705 622
706 shop_string=strdup_local(input_string); 623 shop_string = strdup (input_string);
707 p=shop_string; 624 p = shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */ 625 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) { 626 while (p)
627 {
710 p=strchr(p, ';'); 628 p = strchr (p, ';');
711 number_of_entries++; 629 number_of_entries++;
712 if (p) p++; 630 if (p)
631 p++;
713 } 632 }
633
714 p=shop_string; 634 p = shop_string;
715 strip_endline(p); 635 strip_endline (p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 636 items = new shopitems[number_of_entries + 1];
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) { 637 for (i = 0; i < number_of_entries; i++)
719 if (!p) { 638 {
639 if (!p)
640 {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 641 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break; 642 break;
722 }
723 next_semicolon=strchr(p, ';');
724 next_colon=strchr(p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1);
728
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].name_pl=current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 }
753 } 643 }
644
645 next_semicolon = strchr (p, ';');
646 next_colon = strchr (p, ':');
647 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
648 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
649 items[i].strength = atoi (strchr (p, ':') + 1);
650
651 if (isdigit (*p) || *p == '*')
652 {
653 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
654 current_type = get_typedata (items[i].typenum);
655 if (current_type)
656 {
657 items[i].name = current_type->name;
658 items[i].name_pl = current_type->name_pl;
659 }
660 }
661 else
662 { /*we have a named type, let's figure out what it is */
663 q = strpbrk (p, ";:");
664 if (q)
665 *q = '\0';
666
667 current_type = get_typedata_by_name (p);
668 if (current_type)
669 {
670 items[i].name = current_type->name;
671 items[i].typenum = current_type->number;
672 items[i].name_pl = current_type->name_pl;
673 }
674 else
675 { /* oh uh, something's wrong, let's free up this one, and try
676 * the next entry while we're at it, better print a warning
677 */
678 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
679 }
680 }
681
754 items[i].index=number_of_entries; 682 items[i].index = number_of_entries;
755 if (next_semicolon) p=++next_semicolon; 683 if (next_semicolon)
756 else p=NULL; 684 p = ++next_semicolon;
685 else
686 p = NULL;
757 } 687 }
688
758 free(shop_string); 689 free (shop_string);
759 return items; 690 return items;
760} 691}
761 692
762/* opposite of parse string, this puts the string that was originally fed in to 693/* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */ 694 * the map (or something equivilent) into output_string. */
695static void
764static void print_shop_string(mapstruct *m, char *output_string) { 696print_shop_string (maptile *m, char *output_string)
697{
765 int i; 698 int i;
766 char tmp[MAX_BUF]; 699 char tmp[MAX_BUF];
700
767 strcpy(output_string, ""); 701 strcpy (output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) { 702 for (i = 0; i < m->shopitems[0].index; i++)
703 {
769 if (m->shopitems[i].typenum) { 704 if (m->shopitems[i].typenum)
705 {
770 if (m->shopitems[i].strength) { 706 if (m->shopitems[i].strength)
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 707 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 } 708 else
773 else sprintf(tmp, "%s;", m->shopitems[i].name); 709 sprintf (tmp, "%s;", m->shopitems[i].name);
774 } 710 }
775 else { 711 else
712 {
776 if (m->shopitems[i].strength) { 713 if (m->shopitems[i].strength)
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 714 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
778 } 715 else
779 else sprintf(tmp, "*"); 716 sprintf (tmp, "*");
780 } 717 }
718
781 strcat(output_string, tmp); 719 strcat (output_string, tmp);
782 } 720 }
783} 721}
784 722
785/* This loads the header information of the map. The header 723/* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc. 724 * contains things like difficulty, size, timeout, etc.
790 * put all the stuff in the map object so that names actually make 728 * put all the stuff in the map object so that names actually make
791 * sense. 729 * sense.
792 * This could be done in lex (like the object loader), but I think 730 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal. 731 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01 732 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */ 733 */
797 734bool
798static int load_map_header(FILE *fp, mapstruct *m) 735maptile::load_header (object_thawer &thawer)
799{ 736{
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 737 for (;;)
801 int msgpos=0; 738 {
802 int maplorepos=0; 739 keyword kw = thawer.get_kv ();
803 740
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 741 switch (kw)
805 buf[HUGE_BUF-1] = 0; 742 {
806 key = buf; 743 case KW_EOF:
807 while (isspace(*key)) key++; 744 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
808 if (*key == 0) continue; /* empty line */ 745 return false;
809 value = strchr(key, ' '); 746
810 if (!value) { 747 case KW_end:
811 end = strchr(key, '\n'); 748 return true;
812 if (end != NULL) { 749
813 *end = 0; 750 default:
751 case KW_ERROR:
752 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
753 break;
754
755 case KW_msg:
756 thawer.get_ml (KW_endmsg, msg);
757 break;
758
759 case KW_lore: // CF+ extension
760 thawer.get_ml (KW_endlore, maplore);
761 break;
762
763 case KW_maplore:
764 thawer.get_ml (KW_endmaplore, maplore);
765 break;
766
767 case KW_arch:
768 if (strcmp (thawer.get_str (), "map"))
769 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
770 break;
771
772 case KW_oid:
773 thawer.get (this, thawer.get_sint32 ());
774 break;
775
776 case KW_file_format_version: break; // nop
777
778 case KW_name: thawer.get (name); break;
779 case KW_attach: thawer.get (attach); break;
780 case KW_reset_time: thawer.get (reset_time); break;
781 case KW_shopgreed: thawer.get (shopgreed); break;
782 case KW_shopmin: thawer.get (shopmin); break;
783 case KW_shopmax: thawer.get (shopmax); break;
784 case KW_shoprace: thawer.get (shoprace); break;
785 case KW_outdoor: thawer.get (outdoor); break;
786 case KW_temp: thawer.get (temp); break;
787 case KW_pressure: thawer.get (pressure); break;
788 case KW_humid: thawer.get (humid); break;
789 case KW_windspeed: thawer.get (windspeed); break;
790 case KW_winddir: thawer.get (winddir); break;
791 case KW_sky: thawer.get (sky); break;
792
793 case KW_per_player: thawer.get (per_player); break;
794 case KW_per_party: thawer.get (per_party); break;
795
796 case KW_region: get_region_by_name (thawer.get_str ()); break;
797 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
798
799 // old names new names
800 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
801 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
802 case KW_x: case KW_width: thawer.get (width); break;
803 case KW_y: case KW_height: thawer.get (height); break;
804 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
805 case KW_value: case KW_swap_time: thawer.get (timeout); break;
806 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
807 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
808 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
809
810 case KW_tile_path_1: thawer.get (tile_path [0]); break;
811 case KW_tile_path_2: thawer.get (tile_path [1]); break;
812 case KW_tile_path_3: thawer.get (tile_path [2]); break;
813 case KW_tile_path_4: thawer.get (tile_path [3]); break;
814 }
814 } 815 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 }
828 if (!end) {
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830 buf);
831 return 1;
832 }
833
834 816
835 /* key is the field name, value is what it should be set 817 abort ();
836 * to. We've already done the work to null terminate key, 818}
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849 819
850 if (!strcmp(key,"msg")) { 820bool
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 821maptile::load_header (const char *path)
852 if (!strcmp(buf,"endmsg\n")) break; 822{
853 else { 823 object_thawer thawer (path);
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break;
881 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 } else if (!strcmp(key, "safe_map")) {
951 m->safe_map = atoi(value);
952 }
953 else if (!strncmp(key,"tile_path_", 10)) {
954 int tile=atoi(key+10);
955 824
956 if (tile<1 || tile>4) { 825 if (!thawer)
957 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
958 tile, m->path);
959 } else {
960 char *path;
961
962 *end = 0;
963
964 if (m->tile_path[tile-1]) {
965 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
966 tile, m->path);
967 free(m->tile_path[tile-1]);
968 m->tile_path[tile-1] = NULL;
969 }
970
971 if (check_path(value, 1) != -1) {
972 /* The unadorned path works. */
973 path = value;
974 } else {
975 /* Try again; it could be a relative exit. */
976
977 path = path_combine_and_normalize(m->path, value);
978
979 if (check_path(path, 1) == -1) {
980 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
981 path = NULL;
982 }
983 }
984
985 if (editor) {
986 /* Use the value as in the file. */
987 m->tile_path[tile-1] = strdup_local(value);
988 } else if (path != NULL) {
989 /* Use the normalized value. */
990 m->tile_path[tile-1] = strdup_local(path);
991 }
992 } /* end if tile direction (in)valid */
993 }
994 else {
995 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
996 }
997 }
998 if (!key || strcmp(key,"end")) {
999 LOG(llevError,"Got premature eof on map header!\n");
1000 return 1;
1001 }
1002 return 0; 826 return false;
1003}
1004 827
1005/* 828 return load_header (thawer);
1006 * Opens the file "filename" and reads information about the map
1007 * from the given file, and stores it in a newly allocated
1008 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1009 * flags correspond to those in map.h. Main ones used are
1010 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1011 * MAP_BLOCK, in which case we block on this load. This happens in all
1012 * cases, no matter if this flag is set or not.
1013 * MAP_STYLE: style map - don't add active objects, don't add to server
1014 * managed map list.
1015 */
1016
1017mapstruct *load_original_map(const char *filename, int flags) {
1018 FILE *fp;
1019 mapstruct *m;
1020 int comp;
1021 char pathname[MAX_BUF];
1022
1023 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1024 if (flags & MAP_PLAYER_UNIQUE)
1025 strcpy(pathname, filename);
1026 else if (flags & MAP_OVERLAY)
1027 strcpy(pathname, create_overlay_pathname(filename));
1028 else
1029 strcpy(pathname, create_pathname(filename));
1030
1031 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1032 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1033 return (NULL);
1034 }
1035
1036 m = get_linked_map();
1037
1038 strcpy (m->path, filename);
1039 if (load_map_header(fp, m)) {
1040 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1041 filename, flags);
1042 delete_map(m);
1043 return NULL;
1044 }
1045
1046 allocate_map(m);
1047 m->compressed = comp;
1048
1049 m->in_memory=MAP_LOADING;
1050 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1051 close_and_delete(fp, comp);
1052 m->in_memory=MAP_IN_MEMORY;
1053 if (!MAP_DIFFICULTY(m))
1054 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1055 set_map_reset_time(m);
1056 INVOKE_MAP (LOAD, m);
1057 return (m);
1058}
1059
1060/*
1061 * Loads a map, which has been loaded earlier, from file.
1062 * Return the map object we load into (this can change from the passed
1063 * option if we can't find the original map)
1064 */
1065
1066static mapstruct *load_temporary_map(mapstruct *m) {
1067 FILE *fp;
1068 int comp;
1069 char buf[MAX_BUF];
1070
1071 if (!m->tmpname) {
1072 LOG(llevError, "No temporary filename for map %s\n", m->path);
1073 strcpy(buf, m->path);
1074 delete_map(m);
1075 m = load_original_map(buf, 0);
1076 if(m==NULL) return NULL;
1077 fix_auto_apply(m); /* Chests which open as default */
1078 return m;
1079 }
1080
1081 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1082 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1083 strcpy(buf, m->path);
1084 delete_map(m);
1085 m = load_original_map(buf, 0);
1086 if(m==NULL) return NULL;
1087 fix_auto_apply(m); /* Chests which open as default */
1088 return m;
1089 }
1090
1091
1092 if (load_map_header(fp, m)) {
1093 LOG(llevError,"Error loading map header for %s (%s)\n",
1094 m->path, m->tmpname);
1095 delete_map(m);
1096 m = load_original_map(m->path, 0);
1097 return NULL;
1098 }
1099 m->compressed = comp;
1100 allocate_map(m);
1101
1102 m->in_memory=MAP_LOADING;
1103 load_objects (m, fp, 0);
1104 close_and_delete(fp, comp);
1105 m->in_memory=MAP_IN_MEMORY;
1106 INVOKE_MAP (SWAPIN, m);
1107 return m;
1108}
1109
1110/*
1111 * Loads a map, which has been loaded earlier, from file.
1112 * Return the map object we load into (this can change from the passed
1113 * option if we can't find the original map)
1114 */
1115
1116mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1117 FILE *fp;
1118 int comp;
1119 char pathname[MAX_BUF];
1120
1121 strcpy(pathname, create_overlay_pathname(filename));
1122
1123 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1124/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1125 return m;
1126 }
1127
1128 if (load_map_header(fp, m)) {
1129 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1130 m->path, pathname);
1131 delete_map(m);
1132 m = load_original_map(m->path, 0);
1133 return NULL;
1134 }
1135 m->compressed = comp;
1136 /*allocate_map(m);*/
1137
1138 m->in_memory=MAP_LOADING;
1139 load_objects (m, fp, MAP_OVERLAY);
1140 close_and_delete(fp, comp);
1141 m->in_memory=MAP_IN_MEMORY;
1142 return m;
1143} 829}
1144 830
1145/****************************************************************************** 831/******************************************************************************
1146 * This is the start of unique map handling code 832 * This is the start of unique map handling code
1147 *****************************************************************************/ 833 *****************************************************************************/
1148 834
1149/* This goes through map 'm' and removed any unique items on the map. */ 835/* This goes through the maptile and removed any unique items on the map. */
1150static void delete_unique_items(mapstruct *m) 836void
837maptile::clear_unique_items ()
1151{ 838{
839 for (int i = 0; i < size (); ++i)
840 {
1152 int i,j,unique; 841 int unique = 0;
1153 object *op, *next; 842 for (object *op = spaces [i].bot; op; )
843 {
844 object *above = op->above;
1154 845
1155 for(i=0; i<MAP_WIDTH(m); i++)
1156 for(j=0; j<MAP_HEIGHT(m); j++) {
1157 unique=0;
1158 for (op=get_map_ob(m, i, j); op; op=next) {
1159 next = op->above;
1160 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 846 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1161 unique=1; 847 unique = 1;
848
1162 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 849 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1163 clean_object(op); 850 {
1164 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 851 op->destroy_inv (false);
1165 remove_button_link(op); 852 op->destroy ();
1166 remove_ob(op); 853 }
1167 free_object(op); 854
1168 } 855 op = above;
856 }
1169 } 857 }
1170 }
1171} 858}
1172 859
860bool
861maptile::save_header (object_freezer &freezer)
862{
863#define MAP_OUT(k) freezer.put (KW_ ## k, k)
864#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1173 865
1174/* 866 MAP_OUT2 (arch, "map");
1175 * Loads unique objects from file(s) into the map which is in memory
1176 * m is the map to load unique items into.
1177 */
1178static void load_unique_objects(mapstruct *m) {
1179 FILE *fp;
1180 int comp,count;
1181 char firstname[MAX_BUF];
1182 867
1183 for (count=0; count<10; count++) { 868 if (name) MAP_OUT (name);
1184 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 869 MAP_OUT (swap_time);
1185 if (!access(firstname, R_OK)) break; 870 MAP_OUT (reset_time);
1186 } 871 MAP_OUT (reset_timeout);
1187 /* If we get here, we did not find any map */ 872 MAP_OUT (fixed_resettime);
1188 if (count==10) return; 873 MAP_OUT (difficulty);
1189 874
1190 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 875 if (region) MAP_OUT2 (region, region->name);
1191 /* There is no expectation that every map will have unique items, but this
1192 * is debug output, so leave it in.
1193 */
1194 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1195 return;
1196 }
1197 876
1198 m->in_memory=MAP_LOADING; 877 if (shopitems)
1199 if (m->tmpname == NULL) /* if we have loaded unique items from */
1200 delete_unique_items(m); /* original map before, don't duplicate them */
1201 load_object(fp, NULL, LO_NOREAD,0);
1202 load_objects (m, fp, 0);
1203 close_and_delete(fp, comp);
1204 m->in_memory=MAP_IN_MEMORY;
1205}
1206
1207
1208/*
1209 * Saves a map to file. If flag is set, it is saved into the same
1210 * file it was (originally) loaded from. Otherwise a temporary
1211 * filename will be genarated, and the file will be stored there.
1212 * The temporary filename will be stored in the mapstructure.
1213 * If the map is unique, we also save to the filename in the map
1214 * (this should have been updated when first loaded)
1215 */
1216
1217int new_save_map(mapstruct *m, int flag) {
1218 FILE *fp, *fp2;
1219 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1220 shop[MAX_BUF], filename_s[MAX_BUF];
1221 int i;
1222 878 {
1223 if (flag && !*m->path) { 879 char shop[MAX_BUF];
1224 LOG(llevError,"Tried to save map without path.\n");
1225 return -1;
1226 }
1227
1228 if (flag || (m->unique) || (m->templatemap)) {
1229 if (!m->unique && !m->templatemap) { /* flag is set */
1230 if (flag == 2)
1231 strcpy(filename, create_overlay_pathname(m->path));
1232 else
1233 strcpy (filename, create_pathname (m->path));
1234 } else
1235 strcpy (filename, m->path);
1236
1237 /* If the compression suffix already exists on the filename, don't
1238 * put it on again. This nasty looking strcmp checks to see if the
1239 * compression suffix is at the end of the filename already.
1240 */
1241 if (m->compressed &&
1242 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1243 uncomp[m->compressed][0]))
1244 strcat(filename, uncomp[m->compressed][0]);
1245 make_path_to_file(filename);
1246 } else {
1247 if (!m->tmpname)
1248 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1249 strcpy(filename, m->tmpname);
1250 }
1251 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1252 m->in_memory = MAP_SAVING;
1253
1254 sprintf (filename_s, "%s~", filename);
1255
1256 /* Compress if it isn't a temporary save. Do compress if unique */
1257 if (m->compressed && (m->unique || m->templatemap || flag)) {
1258 char buf[MAX_BUF];
1259 strcpy(buf, uncomp[m->compressed][2]);
1260 strcat(buf, " > ");
1261 strcat(buf, filename_s);
1262 fp = popen(buf, "w");
1263 } else
1264 fp = fopen(filename_s, "w");
1265
1266 if(fp == NULL) {
1267 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1268 return -1;
1269 }
1270
1271 /* legacy */
1272 fprintf(fp,"arch map\n");
1273 if (m->name) fprintf(fp,"name %s\n", m->name);
1274 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1275 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1276 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1277 /* we unfortunately have no idea if this is a value the creator set
1278 * or a difficulty value we generated when the map was first loaded
1279 */
1280 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1281 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1282 if (m->shopitems) {
1283 print_shop_string(m, shop); 880 print_shop_string (this, shop);
1284 fprintf(fp,"shopitems %s\n", shop); 881 MAP_OUT2 (shopitems, shop);
1285 }
1286 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1287#ifndef WIN32
1288 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1289 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1290#else
1291 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1292 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1293#endif
1294 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1295 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1296 if (m->width) fprintf(fp,"width %d\n", m->width);
1297 if (m->height) fprintf(fp,"height %d\n", m->height);
1298 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1299 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1300 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1301 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1302 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1303 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1304 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1305 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1306 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1307 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1308 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1309 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1310 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1311 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1312 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1313
1314 /* Save any tiling information, except on overlays */
1315 if (flag != 2)
1316 for (i=0; i<4; i++)
1317 if (m->tile_path[i])
1318 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1319
1320 fprintf(fp,"end\n");
1321
1322 /* In the game save unique items in the different file, but
1323 * in the editor save them to the normal map file.
1324 * If unique map, save files in the proper destination (set by
1325 * player)
1326 */
1327 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1328 sprintf (buf,"%s.v00",create_items_path (m->path));
1329 sprintf (buf_s, "%s~", buf);
1330 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1331 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1332 }
1333 if (flag == 2)
1334 save_objects(m, fp, fp2, 2);
1335 else
1336 save_objects (m, fp, fp2, 0);
1337 if (fp2 != NULL) {
1338 if (ftell (fp2) == 0) {
1339 fclose (fp2);
1340 rename (buf_s, buf);
1341 unlink (buf);
1342 } else {
1343 fclose (fp2);
1344 rename (buf_s, buf);
1345 chmod (buf, SAVE_MODE);
1346 } 882 }
1347 }
1348 } else { /* save same file when not playing, like in editor */
1349 save_objects(m, fp, fp, 0);
1350 }
1351 883
1352 if (m->compressed && (m->unique || m->templatemap || flag)) 884 MAP_OUT (shopgreed);
1353 pclose(fp); 885 MAP_OUT (shopmin);
1354 else 886 MAP_OUT (shopmax);
1355 fclose(fp); 887 if (shoprace) MAP_OUT (shoprace);
888 MAP_OUT (darkness);
889 MAP_OUT (width);
890 MAP_OUT (height);
891 MAP_OUT (enter_x);
892 MAP_OUT (enter_y);
1356 893
1357 rename (filename_s, filename); 894 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
895 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1358 896
1359 chmod (filename, SAVE_MODE); 897 MAP_OUT (outdoor);
898 MAP_OUT (temp);
899 MAP_OUT (pressure);
900 MAP_OUT (humid);
901 MAP_OUT (windspeed);
902 MAP_OUT (winddir);
903 MAP_OUT (sky);
904
905 MAP_OUT (per_player);
906 MAP_OUT (per_party);
907
908 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
909 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
910 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
911 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
912
913 freezer.put (this);
914 freezer.put (KW_end);
915
916 return true;
917}
918
919bool
920maptile::save_header (const char *path)
921{
922 object_freezer freezer;
923
924 if (!save_header (freezer))
1360 return 0; 925 return false;
1361}
1362 926
1363 927 return freezer.save (path);
1364/*
1365 * Remove and free all objects in the inventory of the given object.
1366 * object.c ?
1367 */
1368
1369void clean_object(object *op)
1370{
1371 object *tmp, *next;
1372
1373 for(tmp = op->inv; tmp; tmp = next)
1374 {
1375 next = tmp->below;
1376 clean_object(tmp);
1377 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1378 remove_button_link(tmp);
1379 remove_ob(tmp);
1380 free_object(tmp);
1381 }
1382} 928}
1383 929
1384/* 930/*
1385 * Remove and free all objects in the given map. 931 * Remove and free all objects in the given map.
1386 */ 932 */
933void
934maptile::clear ()
935{
936 if (!spaces)
937 return;
1387 938
1388void free_all_objects(mapstruct *m) { 939 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1389 int i,j; 940 while (object *op = ms->bot)
1390 object *op; 941 {
1391 942 if (op->head)
1392 for(i=0;i<MAP_WIDTH(m);i++)
1393 for(j=0;j<MAP_HEIGHT(m);j++) {
1394 object *previous_obj=NULL;
1395 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1396 if (op==previous_obj) {
1397 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1398 break;
1399 }
1400 previous_obj=op;
1401 if(op->head!=NULL)
1402 op = op->head; 943 op = op->head;
1403 944
1404 /* If the map isn't in memory, free_object will remove and 945 op->destroy_inv (false);
1405 * free objects in op's inventory. So let it do the job. 946 op->destroy ();
1406 */
1407 if (m->in_memory==MAP_IN_MEMORY)
1408 clean_object(op);
1409 remove_ob(op);
1410 free_object(op);
1411 }
1412 }
1413#ifdef MANY_CORES
1414 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1415 * an item on that map was not saved - look for that condition and die as appropriate -
1416 * this leaves more of the map data intact for better debugging.
1417 */
1418 for (op=objects; op!=NULL; op=op->next) {
1419 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1420 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1421 abort();
1422 }
1423 } 947 }
1424#endif 948
949 sfree (spaces, size ()), spaces = 0;
950
951 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0;
953}
954
955void
956maptile::clear_header ()
957{
958 name = 0;
959 msg = 0;
960 maplore = 0;
961 shoprace = 0;
962 delete [] shopitems, shopitems = 0;
963
964 for (int i = 0; i < 4; i++)
965 tile_path [i] = 0;
966}
967
968maptile::~maptile ()
969{
970 assert (destroyed ());
971}
972
973void
974maptile::clear_links_to (maptile *m)
975{
976 /* We need to look through all the maps and see if any maps
977 * are pointing at this one for tiling information. Since
978 * tiling can be asymetric, we just can not look to see which
979 * maps this map tiles with and clears those.
980 */
981 for (int i = 0; i < 4; i++)
982 if (tile_map[i] == m)
983 tile_map[i] = 0;
984}
985
986void
987maptile::do_destroy ()
988{
989 attachable::do_destroy ();
990
991 clear ();
1425} 992}
1426 993
1427/* 994/*
1428 * Frees everything allocated by the given mapstructure. 995 * Updates every button on the map (by calling update_button() for them).
1429 * don't free tmpname - our caller is left to do that
1430 */
1431
1432void free_map(mapstruct *m,int flag) {
1433 int i;
1434
1435 if (!m->in_memory) {
1436 LOG(llevError,"Trying to free freed map.\n");
1437 return;
1438 }
1439 if (flag && m->spaces) free_all_objects(m);
1440 if (m->name) FREE_AND_CLEAR(m->name);
1441 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1442 if (m->msg) FREE_AND_CLEAR(m->msg);
1443 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1444 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1445 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1446 if (m->buttons)
1447 free_objectlinkpt(m->buttons);
1448 m->buttons = NULL;
1449 for (i=0; i<4; i++) {
1450 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1451 m->tile_map[i] = NULL;
1452 }
1453 m->in_memory = MAP_SWAPPED;
1454}
1455
1456/*
1457 * function: vanish mapstruct
1458 * m : pointer to mapstruct, if NULL no action
1459 * this deletes all the data on the map (freeing pointers)
1460 * and then removes this map from the global linked list of maps.
1461 */
1462
1463void delete_map(mapstruct *m) {
1464 mapstruct *tmp, *last;
1465 int i;
1466
1467 if (!m)
1468 return;
1469 if (m->in_memory == MAP_IN_MEMORY) {
1470 /* change to MAP_SAVING, even though we are not,
1471 * so that remove_ob doesn't do as much work.
1472 */ 996 */
1473 m->in_memory = MAP_SAVING; 997void
1474 free_map (m, 1); 998maptile::update_buttons ()
999{
1000 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1001 for (objectlink *ol = obp->link; ol; ol = ol->next)
1002 {
1003 if (!ol->ob)
1004 {
1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1006 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1007 continue;
1008 }
1009
1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011 {
1012 update_button (ol->ob);
1013 break;
1014 }
1475 } 1015 }
1476 /* move this out of free_map, since tmpname can still be needed if
1477 * the map is swapped out.
1478 */
1479 if (m->tmpname) {
1480 free(m->tmpname);
1481 m->tmpname=NULL;
1482 }
1483 last = NULL;
1484 /* We need to look through all the maps and see if any maps
1485 * are pointing at this one for tiling information. Since
1486 * tiling can be assymetric, we just can not look to see which
1487 * maps this map tiles with and clears those.
1488 */
1489 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1490 if (tmp->next == m) last = tmp;
1491
1492 /* This should hopefully get unrolled on a decent compiler */
1493 for (i=0; i<4; i++)
1494 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1495 }
1496
1497 /* If last is null, then this should be the first map in the list */
1498 if (!last) {
1499 if (m == first_map)
1500 first_map = m->next;
1501 else
1502 /* m->path is a static char, so should hopefully still have
1503 * some useful data in it.
1504 */
1505 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1506 m->path);
1507 }
1508 else
1509 last->next = m->next;
1510
1511 free (m);
1512} 1016}
1513
1514
1515
1516/*
1517 * Makes sure the given map is loaded and swapped in.
1518 * name is path name of the map.
1519 * flags meaning:
1520 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1521 * and don't do unique items or the like.
1522 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1523 * dont do any more name translation on it.
1524 *
1525 * Returns a pointer to the given map.
1526 */
1527
1528mapstruct *ready_map_name(const char *name, int flags) {
1529 mapstruct *m;
1530
1531 if (!name)
1532 return (NULL);
1533
1534 /* Have we been at this level before? */
1535 m = has_been_loaded (name);
1536
1537 /* Map is good to go, so just return it */
1538 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1539 return m;
1540 }
1541
1542 /* unique maps always get loaded from their original location, and never
1543 * a temp location. Likewise, if map_flush is set, or we have never loaded
1544 * this map, load it now. I removed the reset checking from here -
1545 * it seems the probability of a player trying to enter a map that should
1546 * reset but hasn't yet is quite low, and removing that makes this function
1547 * a bit cleaner (and players probably shouldn't rely on exact timing for
1548 * resets in any case - if they really care, they should use the 'maps command.
1549 */
1550 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1551
1552 /* first visit or time to reset */
1553 if (m) {
1554 clean_tmp_map(m); /* Doesn't make much difference */
1555 delete_map(m);
1556 }
1557
1558 /* create and load a map */
1559 if (flags & MAP_PLAYER_UNIQUE)
1560 LOG(llevDebug, "Trying to load map %s.\n", name);
1561 else
1562 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1563
1564 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1565 return (NULL);
1566
1567 fix_auto_apply(m); /* Chests which open as default */
1568
1569 /* If a player unique map, no extra unique object file to load.
1570 * if from the editor, likewise.
1571 */
1572 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1573 load_unique_objects(m);
1574
1575 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1576 m=load_overlay_map(name, m);
1577 if (m==NULL)
1578 return NULL;
1579 }
1580
1581 } else {
1582 /* If in this loop, we found a temporary map, so load it up. */
1583
1584 m=load_temporary_map (m);
1585 if(m==NULL) return NULL;
1586 load_unique_objects(m);
1587
1588 clean_tmp_map(m);
1589 m->in_memory = MAP_IN_MEMORY;
1590 /* tempnam() on sun systems (probably others) uses malloc
1591 * to allocated space for the string. Free it here.
1592 * In some cases, load_temporary_map above won't find the
1593 * temporary map, and so has reloaded a new map. If that
1594 * is the case, tmpname is now null
1595 */
1596 if (m->tmpname) free(m->tmpname);
1597 m->tmpname = NULL;
1598 /* It's going to be saved anew anyway */
1599 }
1600
1601 /* Below here is stuff common to both first time loaded maps and
1602 * temp maps.
1603 */
1604
1605 decay_objects(m); /* start the decay */
1606 /* In case other objects press some buttons down */
1607 update_buttons(m);
1608 if (m->outdoor)
1609 set_darkness_map(m);
1610 /* run the weather over this map */
1611 weather_effect(name);
1612 return m;
1613}
1614
1615 1017
1616/* 1018/*
1617 * This routine is supposed to find out the difficulty of the map. 1019 * This routine is supposed to find out the difficulty of the map.
1618 * difficulty does not have a lot to do with character level, 1020 * difficulty does not have a lot to do with character level,
1619 * but does have a lot to do with treasure on the map. 1021 * but does have a lot to do with treasure on the map.
1621 * Difficulty can now be set by the map creature. If the value stored 1023 * Difficulty can now be set by the map creature. If the value stored
1622 * in the map is zero, then use this routine. Maps should really 1024 * in the map is zero, then use this routine. Maps should really
1623 * have a difficulty set than using this function - human calculation 1025 * have a difficulty set than using this function - human calculation
1624 * is much better than this functions guesswork. 1026 * is much better than this functions guesswork.
1625 */ 1027 */
1626 1028int
1627int calculate_difficulty(mapstruct *m) { 1029maptile::estimate_difficulty () const
1628 object *op; 1030{
1629 archetype *at;
1630 int x, y, i, diff;
1631 long monster_cnt = 0; 1031 long monster_cnt = 0;
1632 double avgexp = 0; 1032 double avgexp = 0;
1633 sint64 total_exp = 0; 1033 sint64 total_exp = 0;
1634 1034
1635 if (MAP_DIFFICULTY (m)) 1035 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1636 { 1036 for (object *op = ms->bot; op; op = op->above)
1637 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1638 return MAP_DIFFICULTY (m);
1639 }
1640
1641 for(x = 0; x < MAP_WIDTH(m); x++)
1642 for(y = 0; y < MAP_HEIGHT(m); y++)
1643 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1644 { 1037 {
1645 if(QUERY_FLAG (op, FLAG_MONSTER)) 1038 if (QUERY_FLAG (op, FLAG_MONSTER))
1646 { 1039 {
1647 total_exp += op->stats.exp; 1040 total_exp += op->stats.exp;
1648 monster_cnt++; 1041 monster_cnt++;
1649 } 1042 }
1650 1043
1651 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1044 if (QUERY_FLAG (op, FLAG_GENERATOR))
1652 { 1045 {
1653 total_exp += op->stats.exp; 1046 total_exp += op->stats.exp;
1047
1654 at = type_to_archetype(GENERATE_TYPE (op)); 1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1655
1656 if(at != NULL)
1657 total_exp += at->clone.stats.exp * 8; 1049 total_exp += at->clone.stats.exp * 8;
1658 1050
1659 monster_cnt++; 1051 monster_cnt++;
1660 } 1052 }
1661 } 1053 }
1662 1054
1663 avgexp = (double) total_exp / monster_cnt; 1055 avgexp = (double) total_exp / monster_cnt;
1664 1056
1665 for (i = 1; i <= settings.max_level; i++) 1057 for (int i = 1; i <= settings.max_level; i++)
1666 {
1667 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) 1058 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1668 {
1669 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1670 return i; 1059 return i;
1671 }
1672 }
1673 1060
1674 return 1; 1061 return 1;
1675}
1676
1677void clean_tmp_map(mapstruct *m) {
1678 if(m->tmpname == NULL)
1679 return;
1680 INVOKE_MAP (CLEAN, m);
1681 (void) unlink(m->tmpname);
1682}
1683
1684void free_all_maps(void)
1685{
1686 int real_maps=0;
1687
1688 while (first_map) {
1689 /* I think some of the callers above before it gets here set this to be
1690 * saving, but we still want to free this data
1691 */
1692 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1693 delete_map(first_map);
1694 real_maps++;
1695 }
1696 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1697} 1062}
1698 1063
1699/* change_map_light() - used to change map light level (darkness) 1064/* change_map_light() - used to change map light level (darkness)
1700 * up or down. Returns true if successful. It should now be 1065 * up or down. Returns true if successful. It should now be
1701 * possible to change a value by more than 1. 1066 * possible to change a value by more than 1.
1702 * Move this from los.c to map.c since this is more related 1067 * Move this from los.c to map.c since this is more related
1703 * to maps than los. 1068 * to maps than los.
1704 * postive values make it darker, negative make it brighter 1069 * postive values make it darker, negative make it brighter
1705 */ 1070 */
1706 1071int
1707int change_map_light(mapstruct *m, int change) { 1072maptile::change_map_light (int change)
1073{
1708 int new_level = m->darkness + change; 1074 int new_level = darkness + change;
1709 1075
1710 /* Nothing to do */ 1076 /* Nothing to do */
1711 if(!change || (new_level <= 0 && m->darkness == 0) || 1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1712 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1713 return 0; 1078 return 0;
1714 }
1715 1079
1716 /* inform all players on the map */ 1080 /* inform all players on the map */
1717 if (change>0) 1081 if (change > 0)
1718 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1719 else 1083 else
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1721 1085
1722 /* Do extra checking. since m->darkness is a unsigned value, 1086 /* Do extra checking. since darkness is a unsigned value,
1723 * we need to be extra careful about negative values. 1087 * we need to be extra careful about negative values.
1724 * In general, the checks below are only needed if change 1088 * In general, the checks below are only needed if change
1725 * is not +/-1 1089 * is not +/-1
1726 */ 1090 */
1727 if (new_level < 0) m->darkness = 0; 1091 if (new_level < 0)
1728 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; 1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1729 else m->darkness=new_level; 1096 darkness = new_level;
1730 1097
1731 /* All clients need to get re-updated for the change */ 1098 /* All clients need to get re-updated for the change */
1732 update_all_map_los(m); 1099 update_all_map_los (this);
1733 return 1; 1100 return 1;
1734} 1101}
1735
1736 1102
1737/* 1103/*
1738 * This function updates various attributes about a specific space 1104 * This function updates various attributes about a specific space
1739 * on the map (what it looks like, whether it blocks magic, 1105 * on the map (what it looks like, whether it blocks magic,
1740 * has a living creatures, prevents people from passing 1106 * has a living creatures, prevents people from passing
1741 * through, etc) 1107 * through, etc)
1742 */ 1108 */
1743void update_position (mapstruct *m, int x, int y) { 1109void
1110mapspace::update_ ()
1111{
1744 object *tmp, *last = NULL; 1112 object *tmp, *last = 0;
1745 uint8 flags = 0, oldflags, light=0, anywhere=0; 1113 uint8 flags = 0, light = 0, anywhere = 0;
1746 New_Face *top,*floor, *middle; 1114 New_Face *top, *floor, *middle;
1747 object *top_obj, *floor_obj, *middle_obj; 1115 object *top_obj, *floor_obj, *middle_obj;
1748 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; 1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1749 1117
1750 oldflags = GET_MAP_FLAGS(m,x,y);
1751 if (!(oldflags & P_NEED_UPDATE)) {
1752 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1753 m->path, x, y);
1754 return;
1755 }
1756
1757 middle=blank_face; 1118 middle = blank_face;
1758 top=blank_face; 1119 top = blank_face;
1759 floor=blank_face; 1120 floor = blank_face;
1760 1121
1761 middle_obj = NULL; 1122 middle_obj = 0;
1762 top_obj = NULL; 1123 top_obj = 0;
1763 floor_obj = NULL; 1124 floor_obj = 0;
1764 1125
1765 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1766 1127 {
1767 /* This could be made additive I guess (two lights better than 1128 /* This could be made additive I guess (two lights better than
1768 * one). But if so, it shouldn't be a simple additive - 2 1129 * one). But if so, it shouldn't be a simple additive - 2
1769 * light bulbs do not illuminate twice as far as once since 1130 * light bulbs do not illuminate twice as far as once since
1770 * it is a disapation factor that is squared (or is it cubed?) 1131 * it is a dissapation factor that is cubed.
1771 */ 1132 */
1772 if (tmp->glow_radius > light) light = tmp->glow_radius; 1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius;
1773 1135
1774 /* This call is needed in order to update objects the player 1136 /* This call is needed in order to update objects the player
1775 * is standing in that have animations (ie, grass, fire, etc). 1137 * is standing in that have animations (ie, grass, fire, etc).
1776 * However, it also causes the look window to be re-drawn 1138 * However, it also causes the look window to be re-drawn
1777 * 3 times each time the player moves, because many of the 1139 * 3 times each time the player moves, because many of the
1778 * functions the move_player calls eventualy call this. 1140 * functions the move_player calls eventualy call this.
1779 * 1141 *
1780 * Always put the player down for drawing. 1142 * Always put the player down for drawing.
1781 */ 1143 */
1782 if (!tmp->invisible) { 1144 if (!tmp->invisible)
1145 {
1783 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1784 top = tmp->face; 1147 {
1785 top_obj = tmp; 1148 top = tmp->face;
1786 } 1149 top_obj = tmp;
1150 }
1787 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 {
1788 /* If we got a floor, that means middle and top were below it, 1153 /* If we got a floor, that means middle and top were below it,
1789 * so should not be visible, so we clear them. 1154 * so should not be visible, so we clear them.
1790 */ 1155 */
1791 middle=blank_face; 1156 middle = blank_face;
1792 top=blank_face; 1157 top = blank_face;
1793 floor = tmp->face; 1158 floor = tmp->face;
1794 floor_obj = tmp; 1159 floor_obj = tmp;
1795 } 1160 }
1796 /* Flag anywhere have high priority */ 1161 /* Flag anywhere have high priority */
1797 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1798 middle = tmp->face; 1163 {
1164 middle = tmp->face;
1799 1165
1800 middle_obj = tmp; 1166 middle_obj = tmp;
1801 anywhere =1; 1167 anywhere = 1;
1802 } 1168 }
1803 /* Find the highest visible face around. If equal 1169 /* Find the highest visible face around. If equal
1804 * visibilities, we still want the one nearer to the 1170 * visibilities, we still want the one nearer to the
1805 * top 1171 * top
1806 */ 1172 */
1807 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174 {
1808 middle = tmp->face; 1175 middle = tmp->face;
1809 middle_obj = tmp; 1176 middle_obj = tmp;
1810 } 1177 }
1811 } 1178 }
1179
1812 if (tmp==tmp->above) { 1180 if (tmp == tmp->above)
1181 {
1813 LOG(llevError, "Error in structure of map\n"); 1182 LOG (llevError, "Error in structure of map\n");
1814 exit (-1); 1183 exit (-1);
1815 }
1816 1184 }
1185
1817 move_slow |= tmp->move_slow; 1186 move_slow |= tmp->move_slow;
1818 move_block |= tmp->move_block; 1187 move_block |= tmp->move_block;
1819 move_on |= tmp->move_on; 1188 move_on |= tmp->move_on;
1820 move_off |= tmp->move_off; 1189 move_off |= tmp->move_off;
1821 move_allow |= tmp->move_allow; 1190 move_allow |= tmp->move_allow;
1822 1191
1823 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1824 flags |= P_IS_ALIVE; 1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1825 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1194 if (tmp->type == PLAYER) flags |= P_PLAYER;
1826 flags |= P_NO_MAGIC; 1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1827 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1828 flags |= P_NO_CLERIC; 1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1829 if (tmp->type == SAFE_GROUND)
1830 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1831
1832 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1833 flags |= P_BLOCKSVIEW;
1834 } /* for stack of objects */
1835
1836 /* we don't want to rely on this function to have accurate flags, but
1837 * since we're already doing the work, we calculate them here.
1838 * if they don't match, logic is broken someplace.
1839 */
1840 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1841 (!(oldflags & P_NO_ERROR))) {
1842 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1843 m->path, x, y,
1844 (oldflags & ~P_NEED_UPDATE), flags);
1845 } 1198 }
1846 SET_MAP_FLAGS(m, x, y, flags);
1847 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1848 SET_MAP_MOVE_ON(m, x, y, move_on);
1849 SET_MAP_MOVE_OFF(m, x, y, move_off);
1850 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1851 1199
1200 this->light = light;
1201 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on;
1204 this->move_off = move_off;
1205 this->move_slow = move_slow;
1206
1852 /* At this point, we have a floor face (if there is a floor), 1207 /* At this point, we have a floor face (if there is a floor),
1853 * and the floor is set - we are not going to touch it at 1208 * and the floor is set - we are not going to touch it at
1854 * this point. 1209 * this point.
1855 * middle contains the highest visibility face. 1210 * middle contains the highest visibility face.
1856 * top contains a player/monster face, if there is one. 1211 * top contains a player/monster face, if there is one.
1857 * 1212 *
1858 * We now need to fill in top.face and/or middle.face. 1213 * We now need to fill in top.face and/or middle.face.
1859 */ 1214 */
1860 1215
1861 /* If the top face also happens to be high visibility, re-do our 1216 /* If the top face also happens to be high visibility, re-do our
1862 * middle face. This should not happen, as we already have the 1217 * middle face. This should not happen, as we already have the
1863 * else statement above so middle should not get set. OTOH, it 1218 * else statement above so middle should not get set. OTOH, it
1864 * may be possible for the faces to match but be different objects. 1219 * may be possible for the faces to match but be different objects.
1865 */ 1220 */
1866 if (top == middle) middle=blank_face; 1221 if (top == middle)
1222 middle = blank_face;
1867 1223
1868 /* There are three posibilities at this point: 1224 /* There are three posibilities at this point:
1869 * 1) top face is set, need middle to be set. 1225 * 1) top face is set, need middle to be set.
1870 * 2) middle is set, need to set top. 1226 * 2) middle is set, need to set top.
1871 * 3) neither middle or top is set - need to set both. 1227 * 3) neither middle or top is set - need to set both.
1872 */ 1228 */
1873 1229
1874 for (tmp=last; tmp; tmp=tmp->below) { 1230 for (tmp = last; tmp; tmp = tmp->below)
1231 {
1875 /* Once we get to a floor, stop, since we already have a floor object */ 1232 /* Once we get to a floor, stop, since we already have a floor object */
1876 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break;
1877 1235
1878 /* If two top faces are already set, quit processing */ 1236 /* If two top faces are already set, quit processing */
1879 if ((top != blank_face) && (middle != blank_face)) break; 1237 if ((top != blank_face) && (middle != blank_face))
1238 break;
1880 1239
1881 /* Only show visible faces, unless its the editor - show all */ 1240 /* Only show visible faces */
1882 if (!tmp->invisible || editor) { 1241 if (!tmp->invisible)
1242 {
1883 /* Fill in top if needed */ 1243 /* Fill in top if needed */
1884 if (top == blank_face) { 1244 if (top == blank_face)
1885 top = tmp->face; 1245 {
1886 top_obj = tmp; 1246 top = tmp->face;
1887 if (top == middle) middle=blank_face; 1247 top_obj = tmp;
1888 } else { 1248 if (top == middle)
1249 middle = blank_face;
1250 }
1251 else
1252 {
1889 /* top is already set - we should only get here if 1253 /* top is already set - we should only get here if
1890 * middle is not set 1254 * middle is not set
1891 * 1255 *
1892 * Set the middle face and break out, since there is nothing 1256 * Set the middle face and break out, since there is nothing
1893 * more to fill in. We don't check visiblity here, since 1257 * more to fill in. We don't check visiblity here, since
1894 * 1258 *
1895 */ 1259 */
1896 if (tmp->face != top ) { 1260 if (tmp->face != top)
1897 middle = tmp->face; 1261 {
1898 middle_obj = tmp; 1262 middle = tmp->face;
1899 break; 1263 middle_obj = tmp;
1900 } 1264 break;
1265 }
1266 }
1267 }
1901 } 1268 }
1902 } 1269
1903 } 1270 if (middle == floor)
1904 if (middle == floor) middle = blank_face;
1905 if (top == middle) middle = blank_face;
1906 SET_MAP_FACE(m,x,y,top,0);
1907 if(top != blank_face)
1908 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1909 else
1910 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1911 SET_MAP_FACE(m,x,y,middle,1);
1912 if(middle != blank_face) 1271 middle = blank_face;
1913 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1914 else
1915 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1916 SET_MAP_FACE(m,x,y,floor,2);
1917 if(floor != blank_face)
1918 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1919 else
1920 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1921 SET_MAP_LIGHT(m,x,y,light);
1922}
1923 1272
1273 if (top == middle)
1274 middle = blank_face;
1924 1275
1925void set_map_reset_time(mapstruct *map) { 1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1926 int timeout; 1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1927 1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1928 timeout = MAP_RESET_TIMEOUT(map);
1929 if (timeout <= 0)
1930 timeout = MAP_DEFAULTRESET;
1931 if (timeout >= MAP_MAXRESET)
1932 timeout = MAP_MAXRESET;
1933 MAP_WHEN_RESET(map) = seconds()+timeout;
1934} 1279}
1935 1280
1936/* this updates the orig_map->tile_map[tile_num] value after loading 1281/* this updates the orig_map->tile_map[tile_num] value after finding
1937 * the map. It also takes care of linking back the freshly loaded 1282 * the map. It also takes care of linking back the freshly found
1938 * maps tile_map values if it tiles back to this one. It returns 1283 * maps tile_map values if it tiles back to this one. It returns
1939 * the value of orig_map->tile_map[tile_num]. It really only does this 1284 * the value of orig_map->tile_map[tile_num].
1940 * so that it is easier for calling functions to verify success.
1941 */ 1285 */
1942 1286static inline maptile *
1943static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1287find_and_link (maptile *orig_map, int tile_num)
1944{ 1288{
1289 maptile *mp = orig_map->tile_map [tile_num];
1290
1291 if (!mp)
1292 {
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294
1295 if (!mp)
1296 {
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 }
1305
1945 int dest_tile = (tile_num +2) % 4; 1306 int dest_tile = (tile_num + 2) % 4;
1946 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1947 1307
1948 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1308 orig_map->tile_map [tile_num] = mp;
1949 1309
1950 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1310 // optimisation: back-link map to origin map if euclidean
1951 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1311 //TODO: non-euclidean maps MUST GO
1952 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1953 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1954 1314
1955 return orig_map->tile_map[tile_num]; 1315 return mp;
1316}
1317
1318static inline void
1319load_and_link (maptile *orig_map, int tile_num)
1320{
1321 find_and_link (orig_map, tile_num)->load_sync ();
1956} 1322}
1957 1323
1958/* this returns TRUE if the coordinates (x,y) are out of 1324/* this returns TRUE if the coordinates (x,y) are out of
1959 * map m. This function also takes into account any 1325 * map m. This function also takes into account any
1960 * tiling considerations, loading adjacant maps as needed. 1326 * tiling considerations, loading adjacant maps as needed.
1961 * This is the function should always be used when it 1327 * This is the function should always be used when it
1962 * necessary to check for valid coordinates. 1328 * necessary to check for valid coordinates.
1963 * This function will recursively call itself for the 1329 * This function will recursively call itself for the
1964 * tiled maps. 1330 * tiled maps.
1965 * 1331 */
1966 * 1332int
1967 */
1968int out_of_map(mapstruct *m, int x, int y) 1333out_of_map (maptile *m, int x, int y)
1969{ 1334{
1970
1971 /* If we get passed a null map, this is obviously the 1335 /* If we get passed a null map, this is obviously the
1972 * case. This generally shouldn't happen, but if the 1336 * case. This generally shouldn't happen, but if the
1973 * map loads fail below, it could happen. 1337 * map loads fail below, it could happen.
1974 */ 1338 */
1975 if (!m) return 0; 1339 if (!m)
1976
1977 if (x<0) {
1978 if (!m->tile_path[3]) return 1;
1979 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 3);
1981 }
1982 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1983 }
1984 if (x>=MAP_WIDTH(m)) {
1985 if (!m->tile_path[1]) return 1;
1986 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 1);
1988 }
1989 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1990 }
1991 if (y<0) {
1992 if (!m->tile_path[0]) return 1;
1993 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 0);
1995 }
1996 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1997 }
1998 if (y>=MAP_HEIGHT(m)) {
1999 if (!m->tile_path[2]) return 1;
2000 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2001 load_and_link_tiled_map(m, 2);
2002 }
2003 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2004 }
2005
2006 /* Simple case - coordinates are within this local
2007 * map.
2008 */
2009 return 0; 1340 return 0;
1341
1342 if (x < 0)
1343 {
1344 if (!m->tile_path[3])
1345 return 1;
1346
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 }
1352
1353 if (x >= m->width)
1354 {
1355 if (!m->tile_path[1])
1356 return 1;
1357
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 return out_of_map (m->tile_map[1], x - m->width, y);
1362 }
1363
1364 if (y < 0)
1365 {
1366 if (!m->tile_path[0])
1367 return 1;
1368
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 }
1374
1375 if (y >= m->height)
1376 {
1377 if (!m->tile_path[2])
1378 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382
1383 return out_of_map (m->tile_map[2], x, y - m->height);
1384 }
1385
1386 /* Simple case - coordinates are within this local
1387 * map.
1388 */
1389 return 0;
2010} 1390}
2011 1391
2012/* This is basically the same as out_of_map above, but 1392/* This is basically the same as out_of_map above, but
2013 * instead we return NULL if no map is valid (coordinates 1393 * instead we return NULL if no map is valid (coordinates
2014 * out of bounds and no tiled map), otherwise it returns 1394 * out of bounds and no tiled map), otherwise it returns
2015 * the map as that the coordinates are really on, and 1395 * the map as that the coordinates are really on, and
2016 * updates x and y to be the localized coordinates. 1396 * updates x and y to be the localised coordinates.
2017 * Using this is more efficient of calling out_of_map 1397 * Using this is more efficient of calling out_of_map
2018 * and then figuring out what the real map is 1398 * and then figuring out what the real map is
2019 */ 1399 */
2020mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1400maptile *
1401maptile::xy_find (sint16 &x, sint16 &y)
2021{ 1402{
2022 1403 if (x < 0)
2023 if (*x<0) {
2024 if (!m->tile_path[3]) return NULL;
2025 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2026 load_and_link_tiled_map(m, 3);
2027
2028 *x += MAP_WIDTH(m->tile_map[3]);
2029 return (get_map_from_coord(m->tile_map[3], x, y));
2030 } 1404 {
2031 if (*x>=MAP_WIDTH(m)) { 1405 if (!tile_path[3])
2032 if (!m->tile_path[1]) return NULL; 1406 return 0;
2033 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2034 load_and_link_tiled_map(m, 1);
2035 1407
2036 *x -= MAP_WIDTH(m); 1408 find_and_link (this, 3);
2037 return (get_map_from_coord(m->tile_map[1], x, y)); 1409 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y);
1411 }
1412
1413 if (x >= width)
2038 } 1414 {
2039 if (*y<0) { 1415 if (!tile_path[1])
2040 if (!m->tile_path[0]) return NULL; 1416 return 0;
2041 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2042 load_and_link_tiled_map(m, 0);
2043 1417
2044 *y += MAP_HEIGHT(m->tile_map[0]); 1418 find_and_link (this, 1);
2045 return (get_map_from_coord(m->tile_map[0], x, y)); 1419 x -= width;
1420 return tile_map[1]->xy_find (x, y);
1421 }
1422
1423 if (y < 0)
2046 } 1424 {
2047 if (*y>=MAP_HEIGHT(m)) { 1425 if (!tile_path[0])
2048 if (!m->tile_path[2]) return NULL; 1426 return 0;
2049 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2050 load_and_link_tiled_map(m, 2);
2051 1427
2052 *y -= MAP_HEIGHT(m); 1428 find_and_link (this, 0);
2053 return (get_map_from_coord(m->tile_map[2], x, y)); 1429 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y);
1431 }
1432
1433 if (y >= height)
2054 } 1434 {
1435 if (!tile_path[2])
1436 return 0;
2055 1437
1438 find_and_link (this, 2);
1439 y -= height;
1440 return tile_map[2]->xy_find (x, y);
1441 }
1442
2056 /* Simple case - coordinates are within this local 1443 /* Simple case - coordinates are within this local
2057 * map. 1444 * map.
2058 */ 1445 */
2059 1446 return this;
2060 return m;
2061} 1447}
2062 1448
2063/** 1449/**
2064 * Return whether map2 is adjacent to map1. If so, store the distance from 1450 * Return whether map2 is adjacent to map1. If so, store the distance from
2065 * map1 to map2 in dx/dy. 1451 * map1 to map2 in dx/dy.
2066 */ 1452 */
1453static int
2067static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{
2068 if (!map1 || !map2) 1456 if (!map1 || !map2)
2069 return 0; 1457 return 0;
2070 1458
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!)
2071 if (map1 == map2) { 1461 if (map1 == map2)
1462 {
2072 *dx = 0; 1463 *dx = 0;
2073 *dy = 0; 1464 *dy = 0;
2074 1465 }
2075 } else if (map1->tile_map[0] == map2) { /* up */ 1466 else if (map1->tile_map[0] == map2)
1467 { /* up */
2076 *dx = 0; 1468 *dx = 0;
2077 *dy = -MAP_HEIGHT(map2); 1469 *dy = -map2->height;
1470 }
2078 } else if (map1->tile_map[1] == map2) { /* right */ 1471 else if (map1->tile_map[1] == map2)
2079 *dx = MAP_WIDTH(map1); 1472 { /* right */
1473 *dx = map1->width;
2080 *dy = 0; 1474 *dy = 0;
1475 }
2081 } else if (map1->tile_map[2] == map2) { /* down */ 1476 else if (map1->tile_map[2] == map2)
1477 { /* down */
2082 *dx = 0; 1478 *dx = 0;
2083 *dy = MAP_HEIGHT(map1); 1479 *dy = map1->height;
1480 }
2084 } else if (map1->tile_map[3] == map2) { /* left */ 1481 else if (map1->tile_map[3] == map2)
2085 *dx = -MAP_WIDTH(map2); 1482 { /* left */
1483 *dx = -map2->width;
2086 *dy = 0; 1484 *dy = 0;
2087 1485 }
2088 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1486 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1487 { /* up right */
2089 *dx = MAP_WIDTH(map1->tile_map[0]); 1488 *dx = map1->tile_map[0]->width;
2090 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1489 *dy = -map1->tile_map[0]->height;
1490 }
2091 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1491 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2092 *dx = -MAP_WIDTH(map2); 1492 { /* up left */
2093 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1493 *dx = -map2->width;
1494 *dy = -map1->tile_map[0]->height;
1495 }
2094 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1496 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2095 *dx = MAP_WIDTH(map1); 1497 { /* right up */
2096 *dy = -MAP_HEIGHT(map2); 1498 *dx = map1->width;
1499 *dy = -map2->height;
1500 }
2097 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1501 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2098 *dx = MAP_WIDTH(map1); 1502 { /* right down */
2099 *dy = MAP_HEIGHT(map1->tile_map[1]); 1503 *dx = map1->width;
1504 *dy = map1->tile_map[1]->height;
1505 }
2100 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1506 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1507 { /* down right */
2101 *dx = MAP_WIDTH(map1->tile_map[2]); 1508 *dx = map1->tile_map[2]->width;
2102 *dy = MAP_HEIGHT(map1); 1509 *dy = map1->height;
1510 }
2103 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1511 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2104 *dx = -MAP_WIDTH(map2); 1512 { /* down left */
2105 *dy = MAP_HEIGHT(map1); 1513 *dx = -map2->width;
1514 *dy = map1->height;
1515 }
2106 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1516 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1517 { /* left up */
2107 *dx = -MAP_WIDTH(map1->tile_map[3]); 1518 *dx = -map1->tile_map[3]->width;
2108 *dy = -MAP_HEIGHT(map2); 1519 *dy = -map2->height;
1520 }
2109 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1521 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1522 { /* left down */
2110 *dx = -MAP_WIDTH(map1->tile_map[3]); 1523 *dx = -map1->tile_map[3]->width;
2111 *dy = MAP_HEIGHT(map1->tile_map[3]); 1524 *dy = map1->tile_map[3]->height;
2112
2113 } else { /* not "adjacent" enough */
2114 return 0;
2115 } 1525 }
2116 1526 else
2117 return 1; 1527 return 0;
1528
1529 return 1;
1530}
1531
1532maptile *
1533maptile::xy_load (sint16 &x, sint16 &y)
1534{
1535 maptile *map = xy_find (x, y);
1536
1537 if (map)
1538 map->load_sync ();
1539
1540 return map;
1541}
1542
1543maptile *
1544get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1545{
1546 return m->xy_load (*x, *y);
2118} 1547}
2119 1548
2120/* From map.c 1549/* From map.c
2121 * This is used by get_player to determine where the other 1550 * This is used by get_player to determine where the other
2122 * creature is. get_rangevector takes into account map tiling, 1551 * creature is. get_rangevector takes into account map tiling,
2135 * be unexpected 1564 * be unexpected
2136 * 1565 *
2137 * currently, the only flag supported (0x1) is don't translate for 1566 * currently, the only flag supported (0x1) is don't translate for
2138 * closest body part of 'op1' 1567 * closest body part of 'op1'
2139 */ 1568 */
2140 1569void
2141void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{
2142 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 {
2143 /* be conservative and fill in _some_ data */ 1574 /* be conservative and fill in _some_ data */
2144 retval->distance = 100000; 1575 retval->distance = 100000;
2145 retval->distance_x = 32767; 1576 retval->distance_x = 32767;
2146 retval->distance_y = 32767; 1577 retval->distance_y = 32767;
2147 retval->direction = 0; 1578 retval->direction = 0;
2148 retval->part = 0; 1579 retval->part = 0;
2149 } else { 1580 }
1581 else
1582 {
2150 object *best; 1583 object *best;
2151 1584
2152 retval->distance_x += op2->x-op1->x; 1585 retval->distance_x += op2->x - op1->x;
2153 retval->distance_y += op2->y-op1->y; 1586 retval->distance_y += op2->y - op1->y;
2154 1587
2155 best = op1; 1588 best = op1;
2156 /* If this is multipart, find the closest part now */ 1589 /* If this is multipart, find the closest part now */
2157 if (!(flags&0x1) && op1->more) { 1590 if (!(flags & 0x1) && op1->more)
1591 {
2158 object *tmp; 1592 object *tmp;
2159 int best_distance = retval->distance_x*retval->distance_x+ 1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2160 retval->distance_y*retval->distance_y, tmpi;
2161 1594
2162 /* we just take the offset of the piece to head to figure 1595 /* we just take the offset of the piece to head to figure
2163 * distance instead of doing all that work above again 1596 * distance instead of doing all that work above again
2164 * since the distance fields we set above are positive in the 1597 * since the distance fields we set above are positive in the
2165 * same axis as is used for multipart objects, the simply arithmetic 1598 * same axis as is used for multipart objects, the simply arithmetic
2166 * below works. 1599 * below works.
2167 */ 1600 */
2168 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1602 {
2169 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2170 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2171 if (tmpi < best_distance) { 1605 if (tmpi < best_distance)
1606 {
2172 best_distance = tmpi; 1607 best_distance = tmpi;
2173 best = tmp; 1608 best = tmp;
2174 } 1609 }
2175 } 1610 }
2176 if (best != op1) { 1611 if (best != op1)
1612 {
2177 retval->distance_x += op1->x-best->x; 1613 retval->distance_x += op1->x - best->x;
2178 retval->distance_y += op1->y-best->y; 1614 retval->distance_y += op1->y - best->y;
2179 } 1615 }
2180 } 1616 }
2181 retval->part = best; 1617 retval->part = best;
2182 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1618 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2183 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2184 } 1620 }
2185} 1621}
2186 1622
2187/* this is basically the same as get_rangevector above, but instead of 1623/* this is basically the same as get_rangevector above, but instead of
2188 * the first parameter being an object, it instead is the map 1624 * the first parameter being an object, it instead is the map
2193 * be more consistant with the above function and also in case they are needed 1629 * be more consistant with the above function and also in case they are needed
2194 * for something in the future. Also, since no object is pasted, the best 1630 * for something in the future. Also, since no object is pasted, the best
2195 * field of the rv_vector is set to NULL. 1631 * field of the rv_vector is set to NULL.
2196 */ 1632 */
2197 1633
1634void
2198void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1635get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
1636{
2199 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1637 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1638 {
2200 /* be conservative and fill in _some_ data */ 1639 /* be conservative and fill in _some_ data */
2201 retval->distance = 100000; 1640 retval->distance = 100000;
2202 retval->distance_x = 32767; 1641 retval->distance_x = 32767;
2203 retval->distance_y = 32767; 1642 retval->distance_y = 32767;
2204 retval->direction = 0; 1643 retval->direction = 0;
2205 retval->part = 0; 1644 retval->part = 0;
2206 } else { 1645 }
1646 else
1647 {
2207 retval->distance_x += op2->x-x; 1648 retval->distance_x += op2->x - x;
2208 retval->distance_y += op2->y-y; 1649 retval->distance_y += op2->y - y;
2209 1650
2210 retval->part = NULL; 1651 retval->part = NULL;
2211 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1652 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2212 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1653 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2213 } 1654 }
2214} 1655}
2215 1656
2216/* Returns true of op1 and op2 are effectively on the same map 1657/* Returns true of op1 and op2 are effectively on the same map
2217 * (as related to map tiling). Note that this looks for a path from 1658 * (as related to map tiling). Note that this looks for a path from
2218 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1659 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2219 * to op1, this will still return false. 1660 * to op1, this will still return false.
2220 * Note we only look one map out to keep the processing simple 1661 * Note we only look one map out to keep the processing simple
2221 * and efficient. This could probably be a macro. 1662 * and efficient. This could probably be a macro.
2222 * MSW 2001-08-05 1663 * MSW 2001-08-05
2223 */ 1664 */
1665int
2224int on_same_map(const object *op1, const object *op2) { 1666on_same_map (const object *op1, const object *op2)
1667{
2225 int dx, dy; 1668 int dx, dy;
2226 1669
2227 return adjacent_map(op1->map, op2->map, &dx, &dy); 1670 return adjacent_map (op1->map, op2->map, &dx, &dy);
2228} 1671}
1672
1673object *
1674maptile::insert (object *op, int x, int y, object *originator, int flags)
1675{
1676 if (!op->flag [FLAG_REMOVED])
1677 op->remove ();
1678
1679 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1680}
1681

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