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Comparing deliantra/server/common/map.C (file contents):
Revision 1.7 by elmex, Mon Aug 21 02:58:22 2006 UTC vs.
Revision 1.85 by root, Wed Feb 7 23:50:01 2007 UTC

1/* 1/*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.7 2006/08/21 02:58:22 elmex Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29
30#include <global.h>
31#include <funcpoint.h>
32
33#include <loader.h>
34#ifndef WIN32 /* ---win32 exclude header */
35#include <unistd.h> 25#include <unistd.h>
36#endif /* win32 */ 26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
37 31
38#include "path.h" 32#include "path.h"
39
40
41extern int nrofallocobjects,nroffreeobjects;
42
43void (*load_original_map_callback)(mapstruct *map);
44void (*load_temporary_map_callback)(mapstruct *map);
45void (*clean_temporary_map_callback)(mapstruct *map);
46
47/*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61}
62 33
63/* 34/*
64 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path 36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result. 37 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname 38 * it really should be called create_mapname
68 */ 39 */
69 40const char *
70const char *create_pathname (const char *name) { 41create_pathname (const char *name)
42{
71 static char buf[MAX_BUF]; 43 static char buf[8192];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); 44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf); 45 return buf;
81} 46}
82
83/*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98}
99
100/*
101 * same as create_pathname, but for the template maps.
102 */
103
104const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115}
116
117/*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139}
140
141 47
142/* 48/*
143 * This function checks if a file with the given path exists. 49 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file 50 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned. 51 * is returned.
152 * the rest of the code only cares that the file is readable. 58 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be 59 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but 60 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing 61 * that seems to be missing the prepend_dir processing
156 */ 62 */
157 63int
158int check_path (const char *name, int prepend_dir) 64check_path (const char *name, int prepend_dir)
159{ 65{
160 char buf[MAX_BUF]; 66 char buf[MAX_BUF];
161#ifndef WIN32 67
162 char *endbuf; 68 char *endbuf;
163 struct stat statbuf; 69 struct stat statbuf;
164 int mode = 0, i; 70 int mode = 0;
165#endif
166 71
167 if (prepend_dir) 72 if (prepend_dir)
168 strcpy (buf, create_pathname(name)); 73 assign (buf, create_pathname (name));
169 else 74 else
170 strcpy(buf, name); 75 assign (buf, name);
171#ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173#else
174 76
175 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
178 * all the names. 80 * all the names.
179 */ 81 */
180 endbuf = buf + strlen(buf); 82 endbuf = buf + strlen (buf);
181 83
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf)) 84 if (stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1); 85 return -1;
192 if (!S_ISREG (statbuf.st_mode)) 86 if (!S_ISREG (statbuf.st_mode))
193 return (-1); 87 return (-1);
194 88
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || 89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || 90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4; 91 mode |= 4;
199 92
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || 93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || 94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2; 95 mode |= 2;
204 96
205 return (mode); 97 return (mode);
206#endif
207}
208
209/*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232}
233
234/*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245} 98}
246 99
247/* This rolls up wall, blocks_magic, blocks_view, etc, all into 100/* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h) 101 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning 102 * it will also do map translation for tiled maps, returning
252 * by a P_NEW_MAP value, another call to get_map_from_coord 105 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just 106 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but 107 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces. 108 * don't expect to insert/remove anything from those spaces.
256 */ 109 */
110int
257int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) 111get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258{ 112{
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x; 113 sint16 newx = x;
265 newy = y; 114 sint16 newy = y;
115
266 mp = get_map_from_coord(oldmap, &newx, &newy); 116 maptile *mp = get_map_from_coord (oldmap, &newx, &newy);
267 if (mp != oldmap) 117
268 retval |= P_NEW_MAP; 118 if (!mp)
119 return P_OUT_OF_MAP;
120
269 if (newmap) *newmap = mp; 121 if (newmap) *newmap = mp;
270 if (nx) *nx = newx; 122 if (nx) *nx = newx;
271 if (ny) *ny = newy; 123 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 124
274 if (retval & P_SAFE) 125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
275 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
276
277 return retval;
278} 126}
279
280 127
281/* 128/*
282 * Returns true if the given coordinate is blocked except by the 129 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with 130 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster 131 * multipart monsters - if we want to see if a 2x2 monster
288 * monster. 135 * monster.
289 * m, x, y are the target map/coordinates - needed for map tiling. 136 * m, x, y are the target map/coordinates - needed for map tiling.
290 * the coordinates & map passed in should have been updated for tiling 137 * the coordinates & map passed in should have been updated for tiling
291 * by the caller. 138 * by the caller.
292 */ 139 */
293 140int
294int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 141blocked_link (object *ob, maptile *m, int sx, int sy)
142{
295 object *tmp; 143 object *tmp;
296 int mflags, blocked; 144 int mflags, blocked;
297 145
298 /* Make sure the coordinates are valid - they should be, as caller should 146 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this. 147 * have already checked this.
300 */ 148 */
301 if (OUT_OF_REAL_MAP(m, sx, sy)) { 149 if (OUT_OF_REAL_MAP (m, sx, sy))
150 {
302 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); 151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
303 return 1; 152 return 1;
304 } 153 }
305 154
306 /* Save some cycles - instead of calling get_map_flags(), just get the value 155 /* Save some cycles - instead of calling get_map_flags(), just get the value
307 * directly. 156 * directly.
308 */ 157 */
309 mflags = m->spaces[sx + m->width * sy].flags; 158 mflags = m->at (sx, sy).flags ();
310 159
311 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
312 161
313 /* If space is currently not blocked by anything, no need to 162 /* If space is currently not blocked by anything, no need to
314 * go further. Not true for players - all sorts of special 163 * go further. Not true for players - all sorts of special
315 * things we need to do for players. 164 * things we need to do for players.
316 */ 165 */
317 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
318
319 /* if there isn't anytyhing alive on this space, and this space isn't
320 * otherwise blocked, we can return now. Only if there is a living
321 * creature do we need to investigate if it is part of this creature
322 * or another. Likewise, only if something is blocking us do we
323 * need to investigate if there is a special circumstance that would
324 * let the player through (inventory checkers for example)
325 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
327
328 if(ob->head != NULL)
329 ob=ob->head;
330
331 /* We basically go through the stack of objects, and if there is
332 * some other object that has NO_PASS or FLAG_ALIVE set, return
333 * true. If we get through the entire stack, that must mean
334 * ob is blocking it, so return 0.
335 */
336 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
337
338 /* This must be before the checks below. Code for inventory checkers. */
339 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
340 /* If last_sp is set, the player/monster needs an object,
341 * so we check for it. If they don't have it, they can't
342 * pass through this space.
343 */
344 if (tmp->last_sp) {
345 if (check_inv_recursive(ob,tmp)==NULL)
346 return 1;
347 else
348 continue;
349 } else {
350 /* In this case, the player must not have the object -
351 * if they do, they can't pass through.
352 */
353 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
354 return 1;
355 else
356 continue;
357 }
358 } /* if check_inv */
359 else {
360 /* Broke apart a big nasty if into several here to make
361 * this more readable. first check - if the space blocks
362 * movement, can't move here.
363 * second - if a monster, can't move there, unles it is a
364 * hidden dm
365 */
366 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
367 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
369 return 1;
370 }
371
372 }
373 return 0; 167 return 0;
374}
375 168
169 /* if there isn't anytyhing alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example)
175 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0;
178
179 if (ob->head != NULL)
180 ob = ob->head;
181
182 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0.
186 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
188 {
189
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 {
193 /* If last_sp is set, the player/monster needs an object,
194 * so we check for it. If they don't have it, they can't
195 * pass through this space.
196 */
197 if (tmp->last_sp)
198 {
199 if (check_inv_recursive (ob, tmp) == NULL)
200 return 1;
201 else
202 continue;
203 }
204 else
205 {
206 /* In this case, the player must not have the object -
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else
216 {
217 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks
219 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a
221 * hidden dm
222 */
223 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1;
228 }
229
230 }
231 return 0;
232}
376 233
377/* 234/*
378 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
379 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
398 * 255 *
399 * Note this used to be arch_blocked, but with new movement 256 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type 257 * code, we need to have actual object to check its move_type
401 * against the move_block values. 258 * against the move_block values.
402 */ 259 */
403 260int
404int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { 261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
262{
405 archetype *tmp; 263 archetype *tmp;
406 int flag; 264 int flag;
407 mapstruct *m1; 265 maptile *m1;
408 sint16 sx, sy; 266 sint16 sx, sy;
409 267
410 if(ob==NULL) { 268 if (!ob)
269 {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy); 270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
413 273
414 /* don't have object, so don't know what types would block */ 274 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 275 return m1->at (sx, sy).move_block;
416 } 276 }
417 277
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { 278 for (tmp = ob->arch; tmp; tmp = tmp->more)
279 {
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420 281
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 282 if (flag & P_OUT_OF_MAP)
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 283 return P_OUT_OF_MAP;
284 if (flag & P_IS_ALIVE)
285 return P_IS_ALIVE;
423 286
287 mapspace &ms = m1->at (sx, sy);
288
424 /* find_first_free_spot() calls this function. However, often 289 /* find_first_free_spot() calls this function. However, often
425 * ob doesn't have any move type (when used to place exits) 290 * ob doesn't have any move type (when used to place exits)
426 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427 */ 292 */
428 293
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; 294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
295 continue;
430 296
431 /* Note it is intentional that we check ob - the movement type of the 297 /* Note it is intentional that we check ob - the movement type of the
432 * head of the object should correspond for the entire object. 298 * head of the object should correspond for the entire object.
433 */ 299 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
435 return AB_NO_PASS; 301 return P_NO_PASS;
436
437 } 302 }
303
438 return 0; 304 return 0;
439} 305}
440 306
441/* When the map is loaded, load_object does not actually insert objects 307/* When the map is loaded, load_object does not actually insert objects
442 * into inventory, but just links them. What this does is go through 308 * into inventory, but just links them. What this does is go through
443 * and insert them properly. 309 * and insert them properly.
444 * The object 'container' is the object that contains the inventory. 310 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight. 311 * This is needed so that we can update the containers weight.
446 */ 312 */
447 313void
448void fix_container(object *container) 314fix_container (object *container)
449{ 315{
450 object *tmp=container->inv, *next; 316 object *tmp = container->inv, *next;
451 317
452 container->inv=NULL; 318 container->inv = 0;
453 while (tmp!=NULL) { 319 while (tmp)
320 {
454 next = tmp->below; 321 next = tmp->below;
455 if (tmp->inv) 322 if (tmp->inv)
456 fix_container(tmp); 323 fix_container (tmp);
324
457 (void) insert_ob_in_ob(tmp,container); 325 insert_ob_in_ob (tmp, container);
458 tmp = next; 326 tmp = next;
459 } 327 }
328
460 /* sum_weight will go through and calculate what all the containers are 329 /* sum_weight will go through and calculate what all the containers are
461 * carrying. 330 * carrying.
462 */ 331 */
463 sum_weight(container); 332 sum_weight (container);
333}
334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
464} 344}
465 345
466/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
467 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
468 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
469 * they are saved). We do have to look for the old maps that did save 349 * they are saved). We do have to look for the old maps that did save
470 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
471 */ 351 */
472 352void
473static void link_multipart_objects(mapstruct *m) 353maptile::link_multipart_objects ()
474{ 354{
475 int x,y; 355 if (!spaces)
476 object *tmp, *op, *last, *above; 356 return;
477 archetype *at;
478 357
479 for(x=0;x<MAP_WIDTH(m);x++) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
480 for(y=0;y<MAP_HEIGHT(m);y++) 359 for (object *tmp = ms->bot; tmp; )
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 360 {
482 above=tmp->above; 361 object *above = tmp->above;
483 362
484 /* already multipart - don't do anything more */ 363 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue; 364 if (!tmp->head && !tmp->more)
486 365 {
487 /* If there is nothing more to this object, this for loop 366 /* If there is nothing more to this object, this for loop
488 * won't do anything. 367 * won't do anything.
489 */ 368 */
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { 369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 {
491 op = arch_to_object(at); 375 op = arch_to_object (at);
492 376
493 /* update x,y coordinates */ 377 /* update x,y coordinates */
494 op->x += tmp->x; 378 op->x += tmp->x;
495 op->y += tmp->y; 379 op->y += tmp->y;
496 op->head = tmp; 380 op->head = tmp;
497 op->map = m; 381 op->map = this;
498 last->more = op; 382 last->more = op;
499 if (tmp->name != op->name) { 383 op->name = tmp->name;
500 if (op->name) free_string(op->name); 384 op->title = tmp->title;
501 op->name = add_string(tmp->name); 385
502 }
503 if (tmp->title != op->title) {
504 if (op->title) free_string(op->title);
505 op->title = add_string(tmp->title);
506 }
507 /* we could link all the parts onto tmp, and then just 386 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same, 387 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and 388 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part. 389 * the coding is simpler to just to it here with each part.
511 */ 390 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); 391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */ 392 }
514 } /* for objects on this space */ 393 }
394
395 tmp = above;
396 }
515} 397}
516
517
518 398
519/* 399/*
520 * Loads (ands parses) the objects into a given map from the specified 400 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer. 401 * file pointer.
522 * mapflags is the same as we get with load_original_map 402 * mapflags is the same as we get with load_original_map
523 */ 403 */
524 404bool
525void load_objects (mapstruct *m, FILE *fp, int mapflags) { 405maptile::_load_objects (object_thawer &thawer)
526 int i,j,bufstate=LO_NEWFILE; 406{
527 int unique; 407 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp; 408 object *op, *prev = NULL, *last_more = NULL, *otmp;
529 409
530 op=get_object(); 410 op = object::create ();
531 op->map = m; /* To handle buttons correctly */ 411 op->map = this; /* To handle buttons correctly */
532 412
533 while((i=load_object(fp,op,bufstate, mapflags))) { 413 while (int i = load_object (thawer, op, 0))
534 /* Since the loading of the map header does not load an object 414 {
535 * anymore, we need to pass LO_NEWFILE for the first object loaded,
536 * and then switch to LO_REPEAT for faster loading.
537 */
538 bufstate = LO_REPEAT;
539
540 /* if the archetype for the object is null, means that we 415 /* if the archetype for the object is null, means that we
541 * got an invalid object. Don't do anything with it - the game 416 * got an invalid object. Don't do anything with it - the game
542 * or editor will not be able to do anything with it either. 417 * or editor will not be able to do anything with it either.
543 */ 418 */
544 if (op->arch==NULL) { 419 if (op->arch == NULL)
420 {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); 421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
546 continue; 422 continue;
547 } 423 }
548 424
549 425 switch (i)
550 switch(i) { 426 {
551 case LL_NORMAL: 427 case LL_NORMAL:
552 /* if we are loading an overlay, put the floors on the bottom */
553 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
554 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558 429
559 if (op->inv) 430 if (op->inv)
560 sum_weight(op); 431 sum_weight (op);
561 432
562 prev=op,last_more=op; 433 prev = op, last_more = op;
563 break; 434 break;
564 435
565 case LL_MORE: 436 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op; 438 op->head = prev, last_more->more = op, last_more = op;
568 break; 439 break;
569 } 440 }
570 if (mapflags & MAP_STYLE) { 441
571 remove_from_active_list(op); 442 op = object::create ();
572 }
573 op=get_object();
574 op->map = m; 443 op->map = this;
575 } 444 }
445
446 op->destroy ();
447
448#if 0
576 for (i=0;i<m->width;i++){ 449 for (i = 0; i < width; i++)
577 for (j=0;j<m->height;j++){ 450 for (j = 0; j < height; j++)
451 {
578 unique =0; 452 unique = 0;
579 /* check for unique items, or unique squares */ 453 /* check for unique items, or unique squares */
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { 454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) 456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
582 unique = 1; 457 unique = 1;
458
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 }
463#endif
464
465 return true;
466}
467
468void
469maptile::activate ()
470{
471 if (!spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive ();
477}
478
479void
480maptile::deactivate ()
481{
482 if (!spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive ();
488}
489
490bool
491maptile::_save_objects (object_freezer &freezer, int flags)
492{
493 static int cede_count = 0;
494
495 if (flags & IO_HEADER)
496 _save_header (freezer);
497
498 if (!spaces)
499 return false;
500
501 for (int i = 0; i < size (); ++i)
502 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0;
512 for (object *op = spaces [i].bot; op; op = op->above)
513 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
518 unique = 1;
519
520 if (!op->can_map_save ())
521 continue;
522
523 if (unique || op->flag [FLAG_UNIQUE])
524 {
525 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1);
527 }
528 else if (flags & IO_OBJECTS)
529 save_object (freezer, op, 1);
530 }
585 } 531 }
586 } 532
533 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
587 } 553 }
588 free_object(op);
589 link_multipart_objects(m);
590}
591 554
592/* This saves all the objects on the map in a non destructive fashion. 555 return _load_objects (thawer);
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code, 556}
594 * and we only save the head of multi part objects - this is needed 557
595 * in order to do map tiling properly. 558bool
559maptile::_save_objects (const char *path, int flags)
560{
561 object_freezer freezer;
562
563 if (!_save_objects (freezer, flags))
564 return false;
565
566 return freezer.save (path);
567}
568
569maptile::maptile ()
570{
571 in_memory = MAP_SWAPPED;
572
573 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour.
596 */ 575 */
597void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { 576 width = 16;
598 int i, j = 0,unique=0; 577 height = 16;
599 object *op; 578 timeout = 300;
600 /* first pass - save one-part objects */ 579 max_nrof = 1000; // 1000 items of anything
601 for(i = 0; i < MAP_WIDTH(m); i++) 580 max_volume = 2000000; // 2m³
602 for (j = 0; j < MAP_HEIGHT(m); j++) { 581}
603 unique=0;
604 for(op = get_map_ob (m, i, j); op; op = op->above) {
605 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
606 unique=1;
607 582
608 if(op->type == PLAYER) { 583maptile::maptile (int w, int h)
609 LOG(llevDebug, "Player on map that is being saved\n"); 584{
610 continue; 585 in_memory = MAP_SWAPPED;
611 }
612 586
613 if (op->head || op->owner) 587 width = w;
614 continue; 588 height = h;
589 reset_timeout = 0;
590 timeout = 300;
591 enter_x = 0;
592 enter_y = 0;
615 593
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 594 alloc ();
617 save_object( fp2 , op, 3);
618 else
619 if (flag == 0 ||
620 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
621 !QUERY_FLAG(op, FLAG_UNPAID))))
622 save_object(fp, op, 3);
623
624 } /* for this space */
625 } /* for this j */
626} 595}
627 596
628/* 597/*
629 * Allocates, initialises, and returns a pointer to a mapstruct.
630 * Modified to no longer take a path option which was not being
631 * used anyways. MSW 2001-07-01
632 */
633
634mapstruct *get_linked_map(void) {
635 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
636 mapstruct *mp;
637
638 if(map==NULL)
639 fatal(OUT_OF_MEMORY);
640
641 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
642 if(mp==NULL)
643 first_map=map;
644 else
645 mp->next=map;
646
647 map->in_memory=MAP_SWAPPED;
648 /* The maps used to pick up default x and y values from the
649 * map archetype. Mimic that behaviour.
650 */
651 MAP_WIDTH(map)=16;
652 MAP_HEIGHT(map)=16;
653 MAP_RESET_TIMEOUT(map)=0;
654 MAP_TIMEOUT(map)=300;
655 MAP_ENTER_X(map)=0;
656 MAP_ENTER_Y(map)=0;
657 /*set part to -1 indicating conversion to weather map not yet done*/
658 MAP_WORLDPARTX(map)=-1;
659 MAP_WORLDPARTY(map)=-1;
660 return map;
661}
662
663/*
664 * Allocates the arrays contained in a mapstruct. 598 * Allocates the arrays contained in a maptile.
665 * This basically allocates the dynamic array of spaces for the 599 * This basically allocates the dynamic array of spaces for the
666 * map. 600 * map.
667 */ 601 */
668 602void
669void allocate_map(mapstruct *m) { 603maptile::alloc ()
670 m->in_memory = MAP_IN_MEMORY; 604{
671 /* Log this condition and free the storage. We could I suppose
672 * realloc, but if the caller is presuming the data will be intact,
673 * that is their poor assumption.
674 */
675 if (m->spaces) { 605 if (spaces)
676 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
677 free(m->spaces);
678 }
679
680 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
681
682 if(m->spaces==NULL)
683 fatal(OUT_OF_MEMORY);
684}
685
686/* Create and returns a map of the specific size. Used
687 * in random map code and the editor.
688 */
689mapstruct *get_empty_map(int sizex, int sizey) {
690 mapstruct *m = get_linked_map();
691 m->width = sizex;
692 m->height = sizey;
693 m->in_memory = MAP_SWAPPED;
694 allocate_map(m);
695 return m; 606 return;
607
608 spaces = salloc0<mapspace> (size ());
696} 609}
697 610
698/* Takes a string from a map definition and outputs a pointer to the array of shopitems 611/* Takes a string from a map definition and outputs a pointer to the array of shopitems
699 * corresponding to that string. Memory is allocated for this, it must be freed 612 * corresponding to that string. Memory is allocated for this, it must be freed
700 * at a later date. 613 * at a later date.
701 * Called by parse_map_headers below. 614 * Called by parse_map_headers below.
702 */ 615 */
703 616static shopitems *
704static shopitems *parse_shop_string (const char *input_string) { 617parse_shop_string (const char *input_string)
618{
705 char *shop_string, *p, *q, *next_semicolon, *next_colon; 619 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL; 620 shopitems *items = NULL;
707 int i=0, number_of_entries=0; 621 int i = 0, number_of_entries = 0;
708 const typedata *current_type; 622 const typedata *current_type;
709 623
710 shop_string=strdup_local(input_string); 624 shop_string = strdup (input_string);
711 p=shop_string; 625 p = shop_string;
712 /* first we'll count the entries, we'll need that for allocating the array shortly */ 626 /* first we'll count the entries, we'll need that for allocating the array shortly */
713 while (p) { 627 while (p)
628 {
714 p=strchr(p, ';'); 629 p = strchr (p, ';');
715 number_of_entries++; 630 number_of_entries++;
716 if (p) p++; 631 if (p)
632 p++;
717 } 633 }
634
718 p=shop_string; 635 p = shop_string;
719 strip_endline(p); 636 strip_endline (p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); 637 items = new shopitems[number_of_entries + 1];
721 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
722 for (i=0; i<number_of_entries; i++) { 638 for (i = 0; i < number_of_entries; i++)
723 if (!p) { 639 {
640 if (!p)
641 {
724 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 642 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725 break; 643 break;
726 }
727 next_semicolon=strchr(p, ';');
728 next_colon=strchr(p, ':');
729 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
730 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
731 items[i].strength=atoi(strchr(p,':')+1);
732
733 if (isdigit(*p) || *p=='*') {
734 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
735 current_type=get_typedata(items[i].typenum);
736 if (current_type) {
737 items[i].name=current_type->name;
738 items[i].name_pl=current_type->name_pl;
739 }
740 }
741 else { /*we have a named type, let's figure out what it is */
742 q=strpbrk(p,";:");
743 if (q) *q='\0';
744
745 current_type=get_typedata_by_name(p);
746 if (current_type) {
747 items[i].name=current_type->name;
748 items[i].typenum=current_type->number;
749 items[i].name_pl=current_type->name_pl;
750 }
751 else { /* oh uh, something's wrong, let's free up this one, and try
752 * the next entry while we're at it, better print a warning
753 */
754 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
755 p, input_string);
756 }
757 } 644 }
645
646 next_semicolon = strchr (p, ';');
647 next_colon = strchr (p, ':');
648 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
649 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
650 items[i].strength = atoi (strchr (p, ':') + 1);
651
652 if (isdigit (*p) || *p == '*')
653 {
654 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
655 current_type = get_typedata (items[i].typenum);
656 if (current_type)
657 {
658 items[i].name = current_type->name;
659 items[i].name_pl = current_type->name_pl;
660 }
661 }
662 else
663 { /*we have a named type, let's figure out what it is */
664 q = strpbrk (p, ";:");
665 if (q)
666 *q = '\0';
667
668 current_type = get_typedata_by_name (p);
669 if (current_type)
670 {
671 items[i].name = current_type->name;
672 items[i].typenum = current_type->number;
673 items[i].name_pl = current_type->name_pl;
674 }
675 else
676 { /* oh uh, something's wrong, let's free up this one, and try
677 * the next entry while we're at it, better print a warning
678 */
679 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
680 }
681 }
682
758 items[i].index=number_of_entries; 683 items[i].index = number_of_entries;
759 if (next_semicolon) p=++next_semicolon; 684 if (next_semicolon)
760 else p=NULL; 685 p = ++next_semicolon;
686 else
687 p = NULL;
761 } 688 }
689
762 free(shop_string); 690 free (shop_string);
763 return items; 691 return items;
764} 692}
765 693
766/* opposite of parse string, this puts the string that was originally fed in to 694/* opposite of parse string, this puts the string that was originally fed in to
767 * the map (or something equivilent) into output_string. */ 695 * the map (or something equivilent) into output_string. */
696static void
768static void print_shop_string(mapstruct *m, char *output_string) { 697print_shop_string (maptile *m, char *output_string)
698{
769 int i; 699 int i;
770 char tmp[MAX_BUF]; 700 char tmp[MAX_BUF];
701
771 strcpy(output_string, ""); 702 strcpy (output_string, "");
772 for (i=0; i< m->shopitems[0].index; i++) { 703 for (i = 0; i < m->shopitems[0].index; i++)
704 {
773 if (m->shopitems[i].typenum) { 705 if (m->shopitems[i].typenum)
706 {
774 if (m->shopitems[i].strength) { 707 if (m->shopitems[i].strength)
775 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 708 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
776 } 709 else
777 else sprintf(tmp, "%s;", m->shopitems[i].name); 710 sprintf (tmp, "%s;", m->shopitems[i].name);
778 } 711 }
779 else { 712 else
713 {
780 if (m->shopitems[i].strength) { 714 if (m->shopitems[i].strength)
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength); 715 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
782 } 716 else
783 else sprintf(tmp, "*"); 717 sprintf (tmp, "*");
784 } 718 }
719
785 strcat(output_string, tmp); 720 strcat (output_string, tmp);
786 } 721 }
787} 722}
788 723
789/* This loads the header information of the map. The header 724/* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc. 725 * contains things like difficulty, size, timeout, etc.
794 * put all the stuff in the map object so that names actually make 729 * put all the stuff in the map object so that names actually make
795 * sense. 730 * sense.
796 * This could be done in lex (like the object loader), but I think 731 * This could be done in lex (like the object loader), but I think
797 * currently, there are few enough fields this is not a big deal. 732 * currently, there are few enough fields this is not a big deal.
798 * MSW 2001-07-01 733 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */ 734 */
801 735bool
802static int load_map_header(FILE *fp, mapstruct *m) 736maptile::_load_header (object_thawer &thawer)
803{ 737{
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; 738 for (;;)
805 int msgpos=0; 739 {
806 int maplorepos=0; 740 keyword kw = thawer.get_kv ();
807 741
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 742 switch (kw)
809 buf[HUGE_BUF-1] = 0; 743 {
810 key = buf; 744 case KW_msg:
811 while (isspace(*key)) key++; 745 thawer.get_ml (KW_endmsg, msg);
812 if (*key == 0) continue; /* empty line */ 746 break;
813 value = strchr(key, ' '); 747
814 if (!value) { 748 case KW_lore: // CF+ extension
815 end = strchr(key, '\n'); 749 thawer.get_ml (KW_endlore, maplore);
816 if (end != NULL) { 750 break;
817 *end = 0; 751
752 case KW_maplore:
753 thawer.get_ml (KW_endmaplore, maplore);
754 break;
755
756 case KW_arch:
757 if (strcmp (thawer.get_str (), "map"))
758 LOG (llevError, "%s: loading map and got a non 'arch map' line (arch %s), skipping.\n", &path, thawer.get_str ());
759 break;
760
761 case KW_oid:
762 thawer.get (this, thawer.get_sint32 ());
763 break;
764
765 case KW_file_format_version: break; // nop
766
767 case KW_name: thawer.get (name); break;
768 case KW_attach: thawer.get (attach); break;
769 case KW_reset_time: thawer.get (reset_time); break;
770 case KW_shopgreed: thawer.get (shopgreed); break;
771 case KW_shopmin: thawer.get (shopmin); break;
772 case KW_shopmax: thawer.get (shopmax); break;
773 case KW_shoprace: thawer.get (shoprace); break;
774 case KW_outdoor: thawer.get (outdoor); break;
775 case KW_temp: thawer.get (temp); break;
776 case KW_pressure: thawer.get (pressure); break;
777 case KW_humid: thawer.get (humid); break;
778 case KW_windspeed: thawer.get (windspeed); break;
779 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break;
781
782 case KW_per_player: thawer.get (per_player); break;
783 case KW_per_party: thawer.get (per_party); break;
784
785 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787
788 // old names new names
789 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
790 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
791 case KW_x: case KW_width: thawer.get (width); break;
792 case KW_y: case KW_height: thawer.get (height); break;
793 case KW_weight: case KW_reset_timeout: thawer.get (reset_timeout); break;
794 case KW_value: case KW_swap_time: thawer.get (timeout); break;
795 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
796 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
797 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
798
799 case KW_tile_path_1: thawer.get (tile_path [0]); break;
800 case KW_tile_path_2: thawer.get (tile_path [1]); break;
801 case KW_tile_path_3: thawer.get (tile_path [2]); break;
802 case KW_tile_path_4: thawer.get (tile_path [3]); break;
803
804 case KW_end:
805 return true;
806
807 default:
808 if (!thawer.parse_error (kw, "map", 0))
809 return false;
810 break;
811 }
818 } 812 }
819 } else {
820 *value = 0;
821 value++;
822 end = strchr(value, '\n');
823 while (isspace(*value)) {
824 value++;
825 if (*value == '\0' || value == end) {
826 /* Nothing but spaces. */
827 value = NULL;
828 break;
829 }
830 }
831 }
832 if (!end) {
833 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
834 buf);
835 return 1;
836 }
837
838 813
839 /* key is the field name, value is what it should be set 814 abort ();
840 * to. We've already done the work to null terminate key, 815}
841 * and strip off any leading spaces for both of these.
842 * We have not touched the newline at the end of the line -
843 * these are needed for some values. the end pointer
844 * points to the first of the newlines.
845 * value could be NULL! It would be easy enough to just point
846 * this to "" to prevent cores, but that would let more errors slide
847 * through.
848 *
849 * First check for entries that do not use the value parameter, then
850 * validate that value is given and check for the remaining entries
851 * that use the parameter.
852 */
853 816
854 if (!strcmp(key,"msg")) { 817bool
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 818maptile::_load_header (const char *path)
856 if (!strcmp(buf,"endmsg\n")) break; 819{
857 else { 820 object_thawer thawer (path);
858 /* slightly more efficient than strcat */
859 strcpy(msgbuf+msgpos, buf);
860 msgpos += strlen(buf);
861 }
862 }
863 /* There are lots of maps that have empty messages (eg, msg/endmsg
864 * with nothing between). There is no reason in those cases to
865 * keep the empty message. Also, msgbuf contains garbage data
866 * when msgpos is zero, so copying it results in crashes
867 */
868 if (msgpos != 0)
869 m->msg = strdup_local(msgbuf);
870 }
871 else if (!strcmp(key,"maplore")) {
872 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
873 if (!strcmp(buf,"endmaplore\n")) break;
874 else {
875 /* slightly more efficient than strcat */
876 strcpy(maplorebuf+maplorepos, buf);
877 maplorepos += strlen(buf);
878 }
879 }
880 if (maplorepos != 0)
881 m->maplore = strdup_local(maplorebuf);
882 }
883 else if (!strcmp(key,"end")) {
884 break;
885 }
886 else if (value == NULL) {
887 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
888 }
889 else if (!strcmp(key, "arch")) {
890 /* This is an oddity, but not something we care about much. */
891 if (strcmp(value,"map\n"))
892 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
893 }
894 else if (!strcmp(key,"name")) {
895 *end=0;
896 m->name = strdup_local(value);
897 }
898 /* first strcmp value on these are old names supported
899 * for compatibility reasons. The new values (second) are
900 * what really should be used.
901 */
902 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 } else if (!strcmp(key, "safe_map")) {
955 m->safe_map = atoi(value);
956 }
957 else if (!strncmp(key,"tile_path_", 10)) {
958 int tile=atoi(key+10);
959 821
960 if (tile<1 || tile>4) { 822 if (!thawer)
961 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
962 tile, m->path);
963 } else {
964 char *path;
965
966 *end = 0;
967
968 if (m->tile_path[tile-1]) {
969 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
970 tile, m->path);
971 free(m->tile_path[tile-1]);
972 m->tile_path[tile-1] = NULL;
973 }
974
975 if (check_path(value, 1) != -1) {
976 /* The unadorned path works. */
977 path = value;
978 } else {
979 /* Try again; it could be a relative exit. */
980
981 path = path_combine_and_normalize(m->path, value);
982
983 if (check_path(path, 1) == -1) {
984 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
985 path = NULL;
986 }
987 }
988
989 if (editor) {
990 /* Use the value as in the file. */
991 m->tile_path[tile-1] = strdup_local(value);
992 } else if (path != NULL) {
993 /* Use the normalized value. */
994 m->tile_path[tile-1] = strdup_local(path);
995 }
996 } /* end if tile direction (in)valid */
997 }
998 else {
999 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
1000 }
1001 }
1002 if (!key || strcmp(key,"end")) {
1003 LOG(llevError,"Got premature eof on map header!\n");
1004 return 1;
1005 }
1006 return 0; 823 return false;
1007}
1008 824
1009/* 825 return _load_header (thawer);
1010 * Opens the file "filename" and reads information about the map
1011 * from the given file, and stores it in a newly allocated
1012 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1013 * flags correspond to those in map.h. Main ones used are
1014 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1015 * MAP_BLOCK, in which case we block on this load. This happens in all
1016 * cases, no matter if this flag is set or not.
1017 * MAP_STYLE: style map - don't add active objects, don't add to server
1018 * managed map list.
1019 */
1020
1021mapstruct *load_original_map(const char *filename, int flags) {
1022 FILE *fp;
1023 mapstruct *m;
1024 int comp;
1025 char pathname[MAX_BUF];
1026
1027 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1028 if (flags & MAP_PLAYER_UNIQUE)
1029 strcpy(pathname, filename);
1030 else if (flags & MAP_OVERLAY)
1031 strcpy(pathname, create_overlay_pathname(filename));
1032 else
1033 strcpy(pathname, create_pathname(filename));
1034
1035 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1036 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1037 return (NULL);
1038 }
1039
1040 m = get_linked_map();
1041
1042 strcpy (m->path, filename);
1043 if (load_map_header(fp, m)) {
1044 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1045 filename, flags);
1046 delete_map(m);
1047 return NULL;
1048 }
1049
1050 allocate_map(m);
1051 m->compressed = comp;
1052
1053 m->in_memory=MAP_LOADING;
1054 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1055 close_and_delete(fp, comp);
1056 m->in_memory=MAP_IN_MEMORY;
1057 if (!MAP_DIFFICULTY(m))
1058 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1059 set_map_reset_time(m);
1060 if (load_original_map_callback)
1061 load_original_map_callback(m);
1062 return (m);
1063}
1064
1065/*
1066 * Loads a map, which has been loaded earlier, from file.
1067 * Return the map object we load into (this can change from the passed
1068 * option if we can't find the original map)
1069 */
1070
1071static mapstruct *load_temporary_map(mapstruct *m) {
1072 FILE *fp;
1073 int comp;
1074 char buf[MAX_BUF];
1075
1076 if (!m->tmpname) {
1077 LOG(llevError, "No temporary filename for map %s\n", m->path);
1078 strcpy(buf, m->path);
1079 delete_map(m);
1080 m = load_original_map(buf, 0);
1081 if(m==NULL) return NULL;
1082 fix_auto_apply(m); /* Chests which open as default */
1083 return m;
1084 }
1085
1086 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1087 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1088 strcpy(buf, m->path);
1089 delete_map(m);
1090 m = load_original_map(buf, 0);
1091 if(m==NULL) return NULL;
1092 fix_auto_apply(m); /* Chests which open as default */
1093 return m;
1094 }
1095
1096
1097 if (load_map_header(fp, m)) {
1098 LOG(llevError,"Error loading map header for %s (%s)\n",
1099 m->path, m->tmpname);
1100 delete_map(m);
1101 m = load_original_map(m->path, 0);
1102 return NULL;
1103 }
1104 m->compressed = comp;
1105 allocate_map(m);
1106
1107 m->in_memory=MAP_LOADING;
1108 load_objects (m, fp, 0);
1109 close_and_delete(fp, comp);
1110 m->in_memory=MAP_IN_MEMORY;
1111 if (load_temporary_map_callback)
1112 load_temporary_map_callback(m);
1113 return m;
1114}
1115
1116/*
1117 * Loads a map, which has been loaded earlier, from file.
1118 * Return the map object we load into (this can change from the passed
1119 * option if we can't find the original map)
1120 */
1121
1122mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1123 FILE *fp;
1124 int comp;
1125 char pathname[MAX_BUF];
1126
1127 strcpy(pathname, create_overlay_pathname(filename));
1128
1129 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1130/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1131 return m;
1132 }
1133
1134 if (load_map_header(fp, m)) {
1135 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1136 m->path, pathname);
1137 delete_map(m);
1138 m = load_original_map(m->path, 0);
1139 return NULL;
1140 }
1141 m->compressed = comp;
1142 /*allocate_map(m);*/
1143
1144 m->in_memory=MAP_LOADING;
1145 load_objects (m, fp, MAP_OVERLAY);
1146 close_and_delete(fp, comp);
1147 m->in_memory=MAP_IN_MEMORY;
1148 return m;
1149} 826}
1150 827
1151/****************************************************************************** 828/******************************************************************************
1152 * This is the start of unique map handling code 829 * This is the start of unique map handling code
1153 *****************************************************************************/ 830 *****************************************************************************/
1154 831
1155/* This goes through map 'm' and removed any unique items on the map. */ 832/* This goes through the maptile and removed any unique items on the map. */
1156static void delete_unique_items(mapstruct *m) 833void
834maptile::clear_unique_items ()
1157{ 835{
836 for (int i = 0; i < size (); ++i)
837 {
1158 int i,j,unique; 838 int unique = 0;
1159 object *op, *next; 839 for (object *op = spaces [i].bot; op; )
840 {
841 object *above = op->above;
1160 842
1161 for(i=0; i<MAP_WIDTH(m); i++)
1162 for(j=0; j<MAP_HEIGHT(m); j++) {
1163 unique=0;
1164 for (op=get_map_ob(m, i, j); op; op=next) {
1165 next = op->above;
1166 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1167 unique=1; 844 unique = 1;
845
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1169 clean_object(op); 847 {
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 848 op->destroy_inv (false);
1171 remove_button_link(op); 849 op->destroy ();
1172 remove_ob(op); 850 }
1173 free_object(op); 851
1174 } 852 op = above;
853 }
1175 } 854 }
1176 }
1177} 855}
1178 856
857bool
858maptile::_save_header (object_freezer &freezer)
859{
860#define MAP_OUT(k) freezer.put (KW_ ## k, k)
861#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
1179 862
1180/* 863 MAP_OUT2 (arch, "map");
1181 * Loads unique objects from file(s) into the map which is in memory
1182 * m is the map to load unique items into.
1183 */
1184static void load_unique_objects(mapstruct *m) {
1185 FILE *fp;
1186 int comp,count;
1187 char firstname[MAX_BUF];
1188 864
1189 for (count=0; count<10; count++) { 865 if (name) MAP_OUT (name);
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); 866 MAP_OUT (swap_time);
1191 if (!access(firstname, R_OK)) break; 867 MAP_OUT (reset_time);
1192 } 868 MAP_OUT (reset_timeout);
1193 /* If we get here, we did not find any map */ 869 MAP_OUT (fixed_resettime);
1194 if (count==10) return; 870 MAP_OUT (difficulty);
1195 871
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { 872 if (default_region) MAP_OUT2 (region, default_region->name);
1197 /* There is no expectation that every map will have unique items, but this
1198 * is debug output, so leave it in.
1199 */
1200 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1201 return;
1202 }
1203 873
1204 m->in_memory=MAP_LOADING; 874 if (shopitems)
1205 if (m->tmpname == NULL) /* if we have loaded unique items from */
1206 delete_unique_items(m); /* original map before, don't duplicate them */
1207 load_object(fp, NULL, LO_NOREAD,0);
1208 load_objects (m, fp, 0);
1209 close_and_delete(fp, comp);
1210 m->in_memory=MAP_IN_MEMORY;
1211}
1212
1213
1214/*
1215 * Saves a map to file. If flag is set, it is saved into the same
1216 * file it was (originally) loaded from. Otherwise a temporary
1217 * filename will be genarated, and the file will be stored there.
1218 * The temporary filename will be stored in the mapstructure.
1219 * If the map is unique, we also save to the filename in the map
1220 * (this should have been updated when first loaded)
1221 */
1222
1223int new_save_map(mapstruct *m, int flag) {
1224 FILE *fp, *fp2;
1225 char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF],
1226 shop[MAX_BUF], filename_s[MAX_BUF];
1227 int i;
1228 875 {
1229 if (flag && !*m->path) { 876 char shop[MAX_BUF];
1230 LOG(llevError,"Tried to save map without path.\n");
1231 return -1;
1232 }
1233
1234 if (flag || (m->unique) || (m->templatemap)) {
1235 if (!m->unique && !m->templatemap) { /* flag is set */
1236 if (flag == 2)
1237 strcpy(filename, create_overlay_pathname(m->path));
1238 else
1239 strcpy (filename, create_pathname (m->path));
1240 } else
1241 strcpy (filename, m->path);
1242
1243 /* If the compression suffix already exists on the filename, don't
1244 * put it on again. This nasty looking strcmp checks to see if the
1245 * compression suffix is at the end of the filename already.
1246 */
1247 if (m->compressed &&
1248 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1249 uncomp[m->compressed][0]))
1250 strcat(filename, uncomp[m->compressed][0]);
1251 make_path_to_file(filename);
1252 } else {
1253 if (!m->tmpname)
1254 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1255 strcpy(filename, m->tmpname);
1256 }
1257 LOG(llevDebug,"Saving map %s to %s\n", m->path, filename);
1258 m->in_memory = MAP_SAVING;
1259
1260 sprintf (filename_s, "%s~", filename);
1261
1262 /* Compress if it isn't a temporary save. Do compress if unique */
1263 if (m->compressed && (m->unique || m->templatemap || flag)) {
1264 char buf[MAX_BUF];
1265 strcpy(buf, uncomp[m->compressed][2]);
1266 strcat(buf, " > ");
1267 strcat(buf, filename_s);
1268 fp = popen(buf, "w");
1269 } else
1270 fp = fopen(filename_s, "w");
1271
1272 if(fp == NULL) {
1273 LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno));
1274 return -1;
1275 }
1276
1277 /* legacy */
1278 fprintf(fp,"arch map\n");
1279 if (m->name) fprintf(fp,"name %s\n", m->name);
1280 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1281 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1282 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1283 /* we unfortunately have no idea if this is a value the creator set
1284 * or a difficulty value we generated when the map was first loaded
1285 */
1286 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1287 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1288 if (m->shopitems) {
1289 print_shop_string(m, shop); 877 print_shop_string (this, shop);
1290 fprintf(fp,"shopitems %s\n", shop); 878 MAP_OUT2 (shopitems, shop);
1291 }
1292 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1293#ifndef WIN32
1294 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1295 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1296#else
1297 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1298 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1299#endif
1300 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1301 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1302 if (m->width) fprintf(fp,"width %d\n", m->width);
1303 if (m->height) fprintf(fp,"height %d\n", m->height);
1304 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1305 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1306 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1307 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1308 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1309 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1310 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1311 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1312 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1313 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1314 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1315 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1316 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1317 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1318 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1319
1320 /* Save any tiling information, except on overlays */
1321 if (flag != 2)
1322 for (i=0; i<4; i++)
1323 if (m->tile_path[i])
1324 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1325
1326 fprintf(fp,"end\n");
1327
1328 /* In the game save unique items in the different file, but
1329 * in the editor save them to the normal map file.
1330 * If unique map, save files in the proper destination (set by
1331 * player)
1332 */
1333 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334 sprintf (buf,"%s.v00",create_items_path (m->path));
1335 sprintf (buf_s, "%s~", buf);
1336 if ((fp2 = fopen (buf_s, "w")) == NULL) {
1337 LOG(llevError, "Can't open unique items file %s\n", buf_s);
1338 }
1339 if (flag == 2)
1340 save_objects(m, fp, fp2, 2);
1341 else
1342 save_objects (m, fp, fp2, 0);
1343 if (fp2 != NULL) {
1344 if (ftell (fp2) == 0) {
1345 fclose (fp2);
1346 rename (buf_s, buf);
1347 unlink (buf);
1348 } else {
1349 fclose (fp2);
1350 rename (buf_s, buf);
1351 chmod (buf, SAVE_MODE);
1352 } 879 }
1353 }
1354 } else { /* save same file when not playing, like in editor */
1355 save_objects(m, fp, fp, 0);
1356 }
1357 880
1358 if (m->compressed && (m->unique || m->templatemap || flag)) 881 MAP_OUT (shopgreed);
1359 pclose(fp); 882 MAP_OUT (shopmin);
1360 else 883 MAP_OUT (shopmax);
1361 fclose(fp); 884 if (shoprace) MAP_OUT (shoprace);
885 MAP_OUT (darkness);
886 MAP_OUT (width);
887 MAP_OUT (height);
888 MAP_OUT (enter_x);
889 MAP_OUT (enter_y);
1362 890
1363 rename (filename_s, filename); 891 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
892 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
1364 893
1365 chmod (filename, SAVE_MODE); 894 MAP_OUT (outdoor);
895 MAP_OUT (temp);
896 MAP_OUT (pressure);
897 MAP_OUT (humid);
898 MAP_OUT (windspeed);
899 MAP_OUT (winddir);
900 MAP_OUT (sky);
901
902 MAP_OUT (per_player);
903 MAP_OUT (per_party);
904
905 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
906 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
907 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
908 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
909
910 freezer.put (this);
911 freezer.put (KW_end);
912
913 return true;
914}
915
916bool
917maptile::_save_header (const char *path)
918{
919 object_freezer freezer;
920
921 if (!_save_header (freezer))
1366 return 0; 922 return false;
1367}
1368 923
1369 924 return freezer.save (path);
1370/*
1371 * Remove and free all objects in the inventory of the given object.
1372 * object.c ?
1373 */
1374
1375void clean_object(object *op)
1376{
1377 object *tmp, *next;
1378
1379 for(tmp = op->inv; tmp; tmp = next)
1380 {
1381 next = tmp->below;
1382 clean_object(tmp);
1383 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1384 remove_button_link(tmp);
1385 remove_ob(tmp);
1386 free_object(tmp);
1387 }
1388} 925}
1389 926
1390/* 927/*
1391 * Remove and free all objects in the given map. 928 * Remove and free all objects in the given map.
1392 */ 929 */
930void
931maptile::clear ()
932{
933 sfree (regions, size ()), regions = 0;
934 free (regionmap), regionmap = 0;
1393 935
1394void free_all_objects(mapstruct *m) { 936 if (spaces)
1395 int i,j; 937 {
1396 object *op; 938 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1397 939 while (object *op = ms->bot)
1398 for(i=0;i<MAP_WIDTH(m);i++) 940 {
1399 for(j=0;j<MAP_HEIGHT(m);j++) { 941 if (op->head)
1400 object *previous_obj=NULL;
1401 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1402 if (op==previous_obj) {
1403 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1404 break;
1405 }
1406 previous_obj=op;
1407 if(op->head!=NULL)
1408 op = op->head; 942 op = op->head;
1409 943
1410 /* If the map isn't in memory, free_object will remove and 944 op->destroy_inv (false);
1411 * free objects in op's inventory. So let it do the job. 945 op->destroy ();
1412 */ 946 }
1413 if (m->in_memory==MAP_IN_MEMORY) 947
1414 clean_object(op); 948 sfree (spaces, size ()), spaces = 0;
1415 remove_ob(op);
1416 free_object(op);
1417 } 949 }
1418 } 950
1419#ifdef MANY_CORES 951 if (buttons)
1420 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 952 free_objectlinkpt (buttons), buttons = 0;
1421 * an item on that map was not saved - look for that condition and die as appropriate - 953}
1422 * this leaves more of the map data intact for better debugging. 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.
1423 */ 980 */
1424 for (op=objects; op!=NULL; op=op->next) { 981 for (int i = 0; i < 4; i++)
1425 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 982 if (tile_map[i] == m)
1426 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); 983 tile_map[i] = 0;
1427 abort(); 984}
1428 } 985
1429 } 986void
1430#endif 987maptile::do_destroy ()
988{
989 attachable::do_destroy ();
990
991 clear ();
1431} 992}
1432 993
1433/* 994/*
1434 * Frees everything allocated by the given mapstructure. 995 * Updates every button on the map (by calling update_button() for them).
1435 * don't free tmpname - our caller is left to do that
1436 */
1437
1438void free_map(mapstruct *m,int flag) {
1439 int i;
1440
1441 if (!m->in_memory) {
1442 LOG(llevError,"Trying to free freed map.\n");
1443 return;
1444 }
1445 if (flag && m->spaces) free_all_objects(m);
1446 if (m->name) FREE_AND_CLEAR(m->name);
1447 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1448 if (m->msg) FREE_AND_CLEAR(m->msg);
1449 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1450 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1451 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1452 if (m->buttons)
1453 free_objectlinkpt(m->buttons);
1454 m->buttons = NULL;
1455 for (i=0; i<4; i++) {
1456 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1457 m->tile_map[i] = NULL;
1458 }
1459 m->in_memory = MAP_SWAPPED;
1460}
1461
1462/*
1463 * function: vanish mapstruct
1464 * m : pointer to mapstruct, if NULL no action
1465 * this deletes all the data on the map (freeing pointers)
1466 * and then removes this map from the global linked list of maps.
1467 */
1468
1469void delete_map(mapstruct *m) {
1470 mapstruct *tmp, *last;
1471 int i;
1472
1473 if (!m)
1474 return;
1475 if (m->in_memory == MAP_IN_MEMORY) {
1476 /* change to MAP_SAVING, even though we are not,
1477 * so that remove_ob doesn't do as much work.
1478 */ 996 */
1479 m->in_memory = MAP_SAVING; 997void
1480 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 }
1481 } 1015 }
1482 /* move this out of free_map, since tmpname can still be needed if
1483 * the map is swapped out.
1484 */
1485 if (m->tmpname) {
1486 free(m->tmpname);
1487 m->tmpname=NULL;
1488 }
1489 last = NULL;
1490 /* We need to look through all the maps and see if any maps
1491 * are pointing at this one for tiling information. Since
1492 * tiling can be assymetric, we just can not look to see which
1493 * maps this map tiles with and clears those.
1494 */
1495 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1496 if (tmp->next == m) last = tmp;
1497
1498 /* This should hopefully get unrolled on a decent compiler */
1499 for (i=0; i<4; i++)
1500 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1501 }
1502
1503 /* If last is null, then this should be the first map in the list */
1504 if (!last) {
1505 if (m == first_map)
1506 first_map = m->next;
1507 else
1508 /* m->path is a static char, so should hopefully still have
1509 * some useful data in it.
1510 */
1511 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1512 m->path);
1513 }
1514 else
1515 last->next = m->next;
1516
1517 free (m);
1518} 1016}
1519
1520
1521
1522/*
1523 * Makes sure the given map is loaded and swapped in.
1524 * name is path name of the map.
1525 * flags meaning:
1526 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1527 * and don't do unique items or the like.
1528 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1529 * dont do any more name translation on it.
1530 *
1531 * Returns a pointer to the given map.
1532 */
1533
1534mapstruct *ready_map_name(const char *name, int flags) {
1535 mapstruct *m;
1536
1537 if (!name)
1538 return (NULL);
1539
1540 /* Have we been at this level before? */
1541 m = has_been_loaded (name);
1542
1543 /* Map is good to go, so just return it */
1544 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1545 return m;
1546 }
1547
1548 /* unique maps always get loaded from their original location, and never
1549 * a temp location. Likewise, if map_flush is set, or we have never loaded
1550 * this map, load it now. I removed the reset checking from here -
1551 * it seems the probability of a player trying to enter a map that should
1552 * reset but hasn't yet is quite low, and removing that makes this function
1553 * a bit cleaner (and players probably shouldn't rely on exact timing for
1554 * resets in any case - if they really care, they should use the 'maps command.
1555 */
1556 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1557
1558 /* first visit or time to reset */
1559 if (m) {
1560 clean_tmp_map(m); /* Doesn't make much difference */
1561 delete_map(m);
1562 }
1563
1564 /* create and load a map */
1565 if (flags & MAP_PLAYER_UNIQUE)
1566 LOG(llevDebug, "Trying to load map %s.\n", name);
1567 else
1568 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1569
1570 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1571 return (NULL);
1572
1573 fix_auto_apply(m); /* Chests which open as default */
1574
1575 /* If a player unique map, no extra unique object file to load.
1576 * if from the editor, likewise.
1577 */
1578 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1579 load_unique_objects(m);
1580
1581 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1582 m=load_overlay_map(name, m);
1583 if (m==NULL)
1584 return NULL;
1585 }
1586
1587 } else {
1588 /* If in this loop, we found a temporary map, so load it up. */
1589
1590 m=load_temporary_map (m);
1591 if(m==NULL) return NULL;
1592 load_unique_objects(m);
1593
1594 clean_tmp_map(m);
1595 m->in_memory = MAP_IN_MEMORY;
1596 /* tempnam() on sun systems (probably others) uses malloc
1597 * to allocated space for the string. Free it here.
1598 * In some cases, load_temporary_map above won't find the
1599 * temporary map, and so has reloaded a new map. If that
1600 * is the case, tmpname is now null
1601 */
1602 if (m->tmpname) free(m->tmpname);
1603 m->tmpname = NULL;
1604 /* It's going to be saved anew anyway */
1605 }
1606
1607 /* Below here is stuff common to both first time loaded maps and
1608 * temp maps.
1609 */
1610
1611 decay_objects(m); /* start the decay */
1612 /* In case other objects press some buttons down */
1613 update_buttons(m);
1614 if (m->outdoor)
1615 set_darkness_map(m);
1616 /* run the weather over this map */
1617 weather_effect(name);
1618 return m;
1619}
1620
1621 1017
1622/* 1018/*
1623 * 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.
1624 * difficulty does not have a lot to do with character level, 1020 * difficulty does not have a lot to do with character level,
1625 * 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.
1627 * 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
1628 * 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
1629 * have a difficulty set than using this function - human calculation 1025 * have a difficulty set than using this function - human calculation
1630 * is much better than this functions guesswork. 1026 * is much better than this functions guesswork.
1631 */ 1027 */
1632 1028int
1633int calculate_difficulty(mapstruct *m) { 1029maptile::estimate_difficulty () const
1634 object *op; 1030{
1635 archetype *at;
1636 int x, y, i, diff;
1637 long monster_cnt = 0; 1031 long monster_cnt = 0;
1638 double avgexp = 0; 1032 double avgexp = 0;
1639 sint64 total_exp = 0; 1033 sint64 total_exp = 0;
1640 1034
1641 if (MAP_DIFFICULTY (m)) 1035 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1642 { 1036 for (object *op = ms->bot; op; op = op->above)
1643 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1644 return MAP_DIFFICULTY (m);
1645 }
1646
1647 for(x = 0; x < MAP_WIDTH(m); x++)
1648 for(y = 0; y < MAP_HEIGHT(m); y++)
1649 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1650 { 1037 {
1651 if(QUERY_FLAG (op, FLAG_MONSTER)) 1038 if (QUERY_FLAG (op, FLAG_MONSTER))
1652 { 1039 {
1653 total_exp += op->stats.exp; 1040 total_exp += op->stats.exp;
1654 monster_cnt++; 1041 monster_cnt++;
1655 } 1042 }
1656 1043
1657 if(QUERY_FLAG (op, FLAG_GENERATOR)) 1044 if (QUERY_FLAG (op, FLAG_GENERATOR))
1658 { 1045 {
1659 total_exp += op->stats.exp; 1046 total_exp += op->stats.exp;
1047
1660 at = type_to_archetype(GENERATE_TYPE (op)); 1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op)))
1661
1662 if(at != NULL)
1663 total_exp += at->clone.stats.exp * 8; 1049 total_exp += at->clone.stats.exp * 8;
1664 1050
1665 monster_cnt++; 1051 monster_cnt++;
1666 } 1052 }
1667 } 1053 }
1668 1054
1669 avgexp = (double) total_exp / monster_cnt; 1055 avgexp = (double) total_exp / monster_cnt;
1670 1056
1671 for (i = 1; i <= settings.max_level; i++) 1057 for (int i = 1; i <= settings.max_level; i++)
1672 {
1673 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))
1674 {
1675 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1676 return i; 1059 return i;
1677 }
1678 }
1679 1060
1680 return 1; 1061 return 1;
1681}
1682
1683void clean_tmp_map(mapstruct *m) {
1684 if(m->tmpname == NULL)
1685 return;
1686 if (clean_temporary_map_callback)
1687 clean_temporary_map_callback (m);
1688 (void) unlink(m->tmpname);
1689}
1690
1691void free_all_maps(void)
1692{
1693 int real_maps=0;
1694
1695 while (first_map) {
1696 /* I think some of the callers above before it gets here set this to be
1697 * saving, but we still want to free this data
1698 */
1699 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1700 delete_map(first_map);
1701 real_maps++;
1702 }
1703 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1704} 1062}
1705 1063
1706/* change_map_light() - used to change map light level (darkness) 1064/* change_map_light() - used to change map light level (darkness)
1707 * up or down. Returns true if successful. It should now be 1065 * up or down. Returns true if successful. It should now be
1708 * possible to change a value by more than 1. 1066 * possible to change a value by more than 1.
1709 * 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
1710 * to maps than los. 1068 * to maps than los.
1711 * postive values make it darker, negative make it brighter 1069 * postive values make it darker, negative make it brighter
1712 */ 1070 */
1713 1071int
1714int change_map_light(mapstruct *m, int change) { 1072maptile::change_map_light (int change)
1073{
1715 int new_level = m->darkness + change; 1074 int new_level = darkness + change;
1716 1075
1717 /* Nothing to do */ 1076 /* Nothing to do */
1718 if(!change || (new_level <= 0 && m->darkness == 0) || 1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
1719 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1720 return 0; 1078 return 0;
1721 }
1722 1079
1723 /* inform all players on the map */ 1080 /* inform all players on the map */
1724 if (change>0) 1081 if (change > 0)
1725 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); 1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1726 else 1083 else
1727 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); 1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1728 1085
1729 /* Do extra checking. since m->darkness is a unsigned value, 1086 /* Do extra checking. since darkness is a unsigned value,
1730 * we need to be extra careful about negative values. 1087 * we need to be extra careful about negative values.
1731 * In general, the checks below are only needed if change 1088 * In general, the checks below are only needed if change
1732 * is not +/-1 1089 * is not +/-1
1733 */ 1090 */
1734 if (new_level < 0) m->darkness = 0; 1091 if (new_level < 0)
1735 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
1736 else m->darkness=new_level; 1096 darkness = new_level;
1737 1097
1738 /* All clients need to get re-updated for the change */ 1098 /* All clients need to get re-updated for the change */
1739 update_all_map_los(m); 1099 update_all_map_los (this);
1740 return 1; 1100 return 1;
1741} 1101}
1742
1743 1102
1744/* 1103/*
1745 * This function updates various attributes about a specific space 1104 * This function updates various attributes about a specific space
1746 * on the map (what it looks like, whether it blocks magic, 1105 * on the map (what it looks like, whether it blocks magic,
1747 * has a living creatures, prevents people from passing 1106 * has a living creatures, prevents people from passing
1748 * through, etc) 1107 * through, etc)
1749 */ 1108 */
1750void update_position (mapstruct *m, int x, int y) { 1109void
1110mapspace::update_ ()
1111{
1751 object *tmp, *last = NULL; 1112 object *tmp, *last = 0;
1752 uint8 flags = 0, oldflags, light=0, anywhere=0; 1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1753 New_Face *top,*floor, *middle; 1114 facetile *top, *floor, *middle;
1754 object *top_obj, *floor_obj, *middle_obj; 1115 object *top_obj, *floor_obj, *middle_obj;
1755 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;
1756 1117
1757 oldflags = GET_MAP_FLAGS(m,x,y);
1758 if (!(oldflags & P_NEED_UPDATE)) {
1759 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1760 m->path, x, y);
1761 return;
1762 }
1763
1764 middle=blank_face; 1118 middle = blank_face;
1765 top=blank_face; 1119 top = blank_face;
1766 floor=blank_face; 1120 floor = blank_face;
1767 1121
1768 middle_obj = NULL; 1122 middle_obj = 0;
1769 top_obj = NULL; 1123 top_obj = 0;
1770 floor_obj = NULL; 1124 floor_obj = 0;
1771 1125
1772 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { 1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1773 1127 {
1774 /* This could be made additive I guess (two lights better than 1128 /* This could be made additive I guess (two lights better than
1775 * 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
1776 * light bulbs do not illuminate twice as far as once since 1130 * light bulbs do not illuminate twice as far as once since
1777 * it is a disapation factor that is squared (or is it cubed?) 1131 * it is a dissapation factor that is cubed.
1778 */ 1132 */
1779 if (tmp->glow_radius > light) light = tmp->glow_radius; 1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius;
1780 1135
1781 /* This call is needed in order to update objects the player 1136 /* This call is needed in order to update objects the player
1782 * is standing in that have animations (ie, grass, fire, etc). 1137 * is standing in that have animations (ie, grass, fire, etc).
1783 * However, it also causes the look window to be re-drawn 1138 * However, it also causes the look window to be re-drawn
1784 * 3 times each time the player moves, because many of the 1139 * 3 times each time the player moves, because many of the
1785 * functions the move_player calls eventualy call this. 1140 * functions the move_player calls eventualy call this.
1786 * 1141 *
1787 * Always put the player down for drawing. 1142 * Always put the player down for drawing.
1788 */ 1143 */
1789 if (!tmp->invisible) { 1144 if (!tmp->invisible)
1145 {
1790 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1791 top = tmp->face; 1147 {
1792 top_obj = tmp; 1148 top = tmp->face;
1793 } 1149 top_obj = tmp;
1150 }
1794 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { 1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 {
1795 /* 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,
1796 * so should not be visible, so we clear them. 1154 * so should not be visible, so we clear them.
1797 */ 1155 */
1798 middle=blank_face; 1156 middle = blank_face;
1799 top=blank_face; 1157 top = blank_face;
1800 floor = tmp->face; 1158 floor = tmp->face;
1801 floor_obj = tmp; 1159 floor_obj = tmp;
1802 } 1160 }
1803 /* Flag anywhere have high priority */ 1161 /* Flag anywhere have high priority */
1804 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { 1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1805 middle = tmp->face; 1163 {
1164 middle = tmp->face;
1806 1165
1807 middle_obj = tmp; 1166 middle_obj = tmp;
1808 anywhere =1; 1167 anywhere = 1;
1809 } 1168 }
1810 /* Find the highest visible face around. If equal 1169 /* Find the highest visible face around. If equal
1811 * visibilities, we still want the one nearer to the 1170 * visibilities, we still want the one nearer to the
1812 * top 1171 * top
1813 */ 1172 */
1814 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { 1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174 {
1815 middle = tmp->face; 1175 middle = tmp->face;
1816 middle_obj = tmp; 1176 middle_obj = tmp;
1817 } 1177 }
1818 } 1178 }
1179
1819 if (tmp==tmp->above) { 1180 if (tmp == tmp->above)
1181 {
1820 LOG(llevError, "Error in structure of map\n"); 1182 LOG (llevError, "Error in structure of map\n");
1821 exit (-1); 1183 exit (-1);
1822 }
1823 1184 }
1185
1824 move_slow |= tmp->move_slow; 1186 move_slow |= tmp->move_slow;
1825 move_block |= tmp->move_block; 1187 move_block |= tmp->move_block;
1826 move_on |= tmp->move_on; 1188 move_on |= tmp->move_on;
1827 move_off |= tmp->move_off; 1189 move_off |= tmp->move_off;
1828 move_allow |= tmp->move_allow; 1190 move_allow |= tmp->move_allow;
1829 1191
1830 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1831 flags |= P_IS_ALIVE; 1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1832 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1194 if (tmp->type == PLAYER) flags |= P_PLAYER;
1833 flags |= P_NO_MAGIC; 1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1834 if (QUERY_FLAG(tmp,FLAG_DAMNED)) 1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1835 flags |= P_NO_CLERIC; 1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1836 if (tmp->type == SAFE_GROUND)
1837 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1838
1839 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1840 flags |= P_BLOCKSVIEW;
1841 } /* for stack of objects */
1842
1843 /* we don't want to rely on this function to have accurate flags, but
1844 * since we're already doing the work, we calculate them here.
1845 * if they don't match, logic is broken someplace.
1846 */
1847 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1848 (!(oldflags & P_NO_ERROR))) {
1849 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1850 m->path, x, y,
1851 (oldflags & ~P_NEED_UPDATE), flags);
1852 } 1198 }
1853 SET_MAP_FLAGS(m, x, y, flags);
1854 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1855 SET_MAP_MOVE_ON(m, x, y, move_on);
1856 SET_MAP_MOVE_OFF(m, x, y, move_off);
1857 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1858 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
1859 /* 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),
1860 * 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
1861 * this point. 1209 * this point.
1862 * middle contains the highest visibility face. 1210 * middle contains the highest visibility face.
1863 * top contains a player/monster face, if there is one. 1211 * top contains a player/monster face, if there is one.
1864 * 1212 *
1865 * 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.
1866 */ 1214 */
1867 1215
1868 /* 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
1869 * middle face. This should not happen, as we already have the 1217 * middle face. This should not happen, as we already have the
1870 * else statement above so middle should not get set. OTOH, it 1218 * else statement above so middle should not get set. OTOH, it
1871 * 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.
1872 */ 1220 */
1873 if (top == middle) middle=blank_face; 1221 if (top == middle)
1222 middle = blank_face;
1874 1223
1875 /* There are three posibilities at this point: 1224 /* There are three posibilities at this point:
1876 * 1) top face is set, need middle to be set. 1225 * 1) top face is set, need middle to be set.
1877 * 2) middle is set, need to set top. 1226 * 2) middle is set, need to set top.
1878 * 3) neither middle or top is set - need to set both. 1227 * 3) neither middle or top is set - need to set both.
1879 */ 1228 */
1880 1229
1881 for (tmp=last; tmp; tmp=tmp->below) { 1230 for (tmp = last; tmp; tmp = tmp->below)
1231 {
1882 /* 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 */
1883 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break;
1884 1235
1885 /* If two top faces are already set, quit processing */ 1236 /* If two top faces are already set, quit processing */
1886 if ((top != blank_face) && (middle != blank_face)) break; 1237 if ((top != blank_face) && (middle != blank_face))
1238 break;
1887 1239
1888 /* Only show visible faces, unless its the editor - show all */ 1240 /* Only show visible faces */
1889 if (!tmp->invisible || editor) { 1241 if (!tmp->invisible)
1242 {
1890 /* Fill in top if needed */ 1243 /* Fill in top if needed */
1891 if (top == blank_face) { 1244 if (top == blank_face)
1892 top = tmp->face; 1245 {
1893 top_obj = tmp; 1246 top = tmp->face;
1894 if (top == middle) middle=blank_face; 1247 top_obj = tmp;
1895 } else { 1248 if (top == middle)
1249 middle = blank_face;
1250 }
1251 else
1252 {
1896 /* top is already set - we should only get here if 1253 /* top is already set - we should only get here if
1897 * middle is not set 1254 * middle is not set
1898 * 1255 *
1899 * Set the middle face and break out, since there is nothing 1256 * Set the middle face and break out, since there is nothing
1900 * more to fill in. We don't check visiblity here, since 1257 * more to fill in. We don't check visiblity here, since
1901 * 1258 *
1902 */ 1259 */
1903 if (tmp->face != top ) { 1260 if (tmp->face != top)
1904 middle = tmp->face; 1261 {
1905 middle_obj = tmp; 1262 middle = tmp->face;
1906 break; 1263 middle_obj = tmp;
1907 } 1264 break;
1265 }
1266 }
1267 }
1908 } 1268 }
1909 } 1269
1910 } 1270 if (middle == floor)
1911 if (middle == floor) middle = blank_face;
1912 if (top == middle) middle = blank_face;
1913 SET_MAP_FACE(m,x,y,top,0);
1914 if(top != blank_face)
1915 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1918 SET_MAP_FACE(m,x,y,middle,1);
1919 if(middle != blank_face) 1271 middle = blank_face;
1920 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1923 SET_MAP_FACE(m,x,y,floor,2);
1924 if(floor != blank_face)
1925 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1926 else
1927 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1928 SET_MAP_LIGHT(m,x,y,light);
1929}
1930 1272
1273 if (top == middle)
1274 middle = blank_face;
1931 1275
1932void set_map_reset_time(mapstruct *map) { 1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1933 int timeout; 1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1934 1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1935 timeout = MAP_RESET_TIMEOUT(map);
1936 if (timeout <= 0)
1937 timeout = MAP_DEFAULTRESET;
1938 if (timeout >= MAP_MAXRESET)
1939 timeout = MAP_MAXRESET;
1940 MAP_WHEN_RESET(map) = seconds()+timeout;
1941} 1279}
1942 1280
1281uint64
1282mapspace::volume () const
1283{
1284 uint64 vol = 0;
1285
1286 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1287 vol += op->volume ();
1288
1289 return vol;
1290}
1291
1943/* this updates the orig_map->tile_map[tile_num] value after loading 1292/* this updates the orig_map->tile_map[tile_num] value after finding
1944 * the map. It also takes care of linking back the freshly loaded 1293 * the map. It also takes care of linking back the freshly found
1945 * maps tile_map values if it tiles back to this one. It returns 1294 * maps tile_map values if it tiles back to this one. It returns
1946 * the value of orig_map->tile_map[tile_num]. It really only does this 1295 * the value of orig_map->tile_map[tile_num].
1947 * so that it is easier for calling functions to verify success.
1948 */ 1296 */
1949 1297static inline maptile *
1950static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) 1298find_and_link (maptile *orig_map, int tile_num)
1951{ 1299{
1300 maptile *mp = orig_map->tile_map [tile_num];
1301
1302 if (!mp)
1303 {
1304 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1305
1306 if (!mp)
1307 {
1308 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1309 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1310 &orig_map->tile_path[tile_num], &orig_map->path);
1311 mp = new maptile (1, 1);
1312 mp->alloc ();
1313 mp->in_memory = MAP_IN_MEMORY;
1314 }
1315 }
1316
1952 int dest_tile = (tile_num +2) % 4; 1317 int dest_tile = (tile_num + 2) % 4;
1953 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1954 1318
1955 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 1319 orig_map->tile_map [tile_num] = mp;
1956 1320
1957 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1321 // optimisation: back-link map to origin map if euclidean
1958 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && 1322 //TODO: non-euclidean maps MUST GO
1959 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 1323 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1960 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1324 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1961 1325
1962 return orig_map->tile_map[tile_num]; 1326 return mp;
1327}
1328
1329static inline void
1330load_and_link (maptile *orig_map, int tile_num)
1331{
1332 find_and_link (orig_map, tile_num)->load_sync ();
1963} 1333}
1964 1334
1965/* this returns TRUE if the coordinates (x,y) are out of 1335/* this returns TRUE if the coordinates (x,y) are out of
1966 * map m. This function also takes into account any 1336 * map m. This function also takes into account any
1967 * tiling considerations, loading adjacant maps as needed. 1337 * tiling considerations, loading adjacant maps as needed.
1968 * This is the function should always be used when it 1338 * This is the function should always be used when it
1969 * necessary to check for valid coordinates. 1339 * necessary to check for valid coordinates.
1970 * This function will recursively call itself for the 1340 * This function will recursively call itself for the
1971 * tiled maps. 1341 * tiled maps.
1972 * 1342 */
1973 * 1343int
1974 */
1975int out_of_map(mapstruct *m, int x, int y) 1344out_of_map (maptile *m, int x, int y)
1976{ 1345{
1977
1978 /* If we get passed a null map, this is obviously the 1346 /* If we get passed a null map, this is obviously the
1979 * case. This generally shouldn't happen, but if the 1347 * case. This generally shouldn't happen, but if the
1980 * map loads fail below, it could happen. 1348 * map loads fail below, it could happen.
1981 */ 1349 */
1982 if (!m) return 0; 1350 if (!m)
1983
1984 if (x<0) {
1985 if (!m->tile_path[3]) return 1;
1986 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1987 load_and_link_tiled_map(m, 3);
1988 }
1989 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1990 }
1991 if (x>=MAP_WIDTH(m)) {
1992 if (!m->tile_path[1]) return 1;
1993 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1994 load_and_link_tiled_map(m, 1);
1995 }
1996 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1997 }
1998 if (y<0) {
1999 if (!m->tile_path[0]) return 1;
2000 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
2001 load_and_link_tiled_map(m, 0);
2002 }
2003 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
2004 }
2005 if (y>=MAP_HEIGHT(m)) {
2006 if (!m->tile_path[2]) return 1;
2007 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2008 load_and_link_tiled_map(m, 2);
2009 }
2010 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2011 }
2012
2013 /* Simple case - coordinates are within this local
2014 * map.
2015 */
2016 return 0; 1351 return 0;
1352
1353 if (x < 0)
1354 {
1355 if (!m->tile_path[3])
1356 return 1;
1357
1358 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 3);
1360
1361 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1362 }
1363
1364 if (x >= m->width)
1365 {
1366 if (!m->tile_path[1])
1367 return 1;
1368
1369 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 1);
1371
1372 return out_of_map (m->tile_map[1], x - m->width, y);
1373 }
1374
1375 if (y < 0)
1376 {
1377 if (!m->tile_path[0])
1378 return 1;
1379
1380 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 0);
1382
1383 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1384 }
1385
1386 if (y >= m->height)
1387 {
1388 if (!m->tile_path[2])
1389 return 1;
1390
1391 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1392 find_and_link (m, 2);
1393
1394 return out_of_map (m->tile_map[2], x, y - m->height);
1395 }
1396
1397 /* Simple case - coordinates are within this local
1398 * map.
1399 */
1400 return 0;
2017} 1401}
2018 1402
2019/* This is basically the same as out_of_map above, but 1403/* This is basically the same as out_of_map above, but
2020 * instead we return NULL if no map is valid (coordinates 1404 * instead we return NULL if no map is valid (coordinates
2021 * out of bounds and no tiled map), otherwise it returns 1405 * out of bounds and no tiled map), otherwise it returns
2022 * the map as that the coordinates are really on, and 1406 * the map as that the coordinates are really on, and
2023 * updates x and y to be the localized coordinates. 1407 * updates x and y to be the localised coordinates.
2024 * Using this is more efficient of calling out_of_map 1408 * Using this is more efficient of calling out_of_map
2025 * and then figuring out what the real map is 1409 * and then figuring out what the real map is
2026 */ 1410 */
2027mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) 1411maptile *
1412maptile::xy_find (sint16 &x, sint16 &y)
2028{ 1413{
2029 1414 if (x < 0)
2030 if (*x<0) {
2031 if (!m->tile_path[3]) return NULL;
2032 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2033 load_and_link_tiled_map(m, 3);
2034
2035 *x += MAP_WIDTH(m->tile_map[3]);
2036 return (get_map_from_coord(m->tile_map[3], x, y));
2037 } 1415 {
2038 if (*x>=MAP_WIDTH(m)) { 1416 if (!tile_path[3])
2039 if (!m->tile_path[1]) return NULL; 1417 return 0;
2040 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map(m, 1);
2042 1418
2043 *x -= MAP_WIDTH(m); 1419 find_and_link (this, 3);
2044 return (get_map_from_coord(m->tile_map[1], x, y)); 1420 x += tile_map[3]->width;
1421 return tile_map[3]->xy_find (x, y);
1422 }
1423
1424 if (x >= width)
2045 } 1425 {
2046 if (*y<0) { 1426 if (!tile_path[1])
2047 if (!m->tile_path[0]) return NULL; 1427 return 0;
2048 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2049 load_and_link_tiled_map(m, 0);
2050 1428
2051 *y += MAP_HEIGHT(m->tile_map[0]); 1429 find_and_link (this, 1);
2052 return (get_map_from_coord(m->tile_map[0], x, y)); 1430 x -= width;
1431 return tile_map[1]->xy_find (x, y);
1432 }
1433
1434 if (y < 0)
2053 } 1435 {
2054 if (*y>=MAP_HEIGHT(m)) { 1436 if (!tile_path[0])
2055 if (!m->tile_path[2]) return NULL; 1437 return 0;
2056 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2057 load_and_link_tiled_map(m, 2);
2058 1438
2059 *y -= MAP_HEIGHT(m); 1439 find_and_link (this, 0);
2060 return (get_map_from_coord(m->tile_map[2], x, y)); 1440 y += tile_map[0]->height;
1441 return tile_map[0]->xy_find (x, y);
1442 }
1443
1444 if (y >= height)
2061 } 1445 {
1446 if (!tile_path[2])
1447 return 0;
2062 1448
1449 find_and_link (this, 2);
1450 y -= height;
1451 return tile_map[2]->xy_find (x, y);
1452 }
1453
2063 /* Simple case - coordinates are within this local 1454 /* Simple case - coordinates are within this local
2064 * map. 1455 * map.
2065 */ 1456 */
2066 1457 return this;
2067 return m;
2068} 1458}
2069 1459
2070/** 1460/**
2071 * Return whether map2 is adjacent to map1. If so, store the distance from 1461 * Return whether map2 is adjacent to map1. If so, store the distance from
2072 * map1 to map2 in dx/dy. 1462 * map1 to map2 in dx/dy.
2073 */ 1463 */
1464int
2074static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 1465adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1466{
2075 if (!map1 || !map2) 1467 if (!map1 || !map2)
2076 return 0; 1468 return 0;
2077 1469
1470 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1471 //fix: compare paths instead (this is likely faster, too!)
2078 if (map1 == map2) { 1472 if (map1 == map2)
1473 {
2079 *dx = 0; 1474 *dx = 0;
2080 *dy = 0; 1475 *dy = 0;
2081 1476 }
2082 } else if (map1->tile_map[0] == map2) { /* up */ 1477 else if (map1->tile_map[0] == map2)
1478 { /* up */
2083 *dx = 0; 1479 *dx = 0;
2084 *dy = -MAP_HEIGHT(map2); 1480 *dy = -map2->height;
1481 }
2085 } else if (map1->tile_map[1] == map2) { /* right */ 1482 else if (map1->tile_map[1] == map2)
2086 *dx = MAP_WIDTH(map1); 1483 { /* right */
1484 *dx = map1->width;
2087 *dy = 0; 1485 *dy = 0;
1486 }
2088 } else if (map1->tile_map[2] == map2) { /* down */ 1487 else if (map1->tile_map[2] == map2)
1488 { /* down */
2089 *dx = 0; 1489 *dx = 0;
2090 *dy = MAP_HEIGHT(map1); 1490 *dy = map1->height;
1491 }
2091 } else if (map1->tile_map[3] == map2) { /* left */ 1492 else if (map1->tile_map[3] == map2)
2092 *dx = -MAP_WIDTH(map2); 1493 { /* left */
1494 *dx = -map2->width;
2093 *dy = 0; 1495 *dy = 0;
2094 1496 }
2095 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 1497 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
1498 { /* up right */
2096 *dx = MAP_WIDTH(map1->tile_map[0]); 1499 *dx = map1->tile_map[0]->width;
2097 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1500 *dy = -map1->tile_map[0]->height;
1501 }
2098 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 1502 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2099 *dx = -MAP_WIDTH(map2); 1503 { /* up left */
2100 *dy = -MAP_HEIGHT(map1->tile_map[0]); 1504 *dx = -map2->width;
1505 *dy = -map1->tile_map[0]->height;
1506 }
2101 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 1507 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2102 *dx = MAP_WIDTH(map1); 1508 { /* right up */
2103 *dy = -MAP_HEIGHT(map2); 1509 *dx = map1->width;
1510 *dy = -map2->height;
1511 }
2104 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 1512 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2105 *dx = MAP_WIDTH(map1); 1513 { /* right down */
2106 *dy = MAP_HEIGHT(map1->tile_map[1]); 1514 *dx = map1->width;
1515 *dy = map1->tile_map[1]->height;
1516 }
2107 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 1517 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
1518 { /* down right */
2108 *dx = MAP_WIDTH(map1->tile_map[2]); 1519 *dx = map1->tile_map[2]->width;
2109 *dy = MAP_HEIGHT(map1); 1520 *dy = map1->height;
1521 }
2110 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 1522 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2111 *dx = -MAP_WIDTH(map2); 1523 { /* down left */
2112 *dy = MAP_HEIGHT(map1); 1524 *dx = -map2->width;
1525 *dy = map1->height;
1526 }
2113 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 1527 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
1528 { /* left up */
2114 *dx = -MAP_WIDTH(map1->tile_map[3]); 1529 *dx = -map1->tile_map[3]->width;
2115 *dy = -MAP_HEIGHT(map2); 1530 *dy = -map2->height;
1531 }
2116 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 1532 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
1533 { /* left down */
2117 *dx = -MAP_WIDTH(map1->tile_map[3]); 1534 *dx = -map1->tile_map[3]->width;
2118 *dy = MAP_HEIGHT(map1->tile_map[3]); 1535 *dy = map1->tile_map[3]->height;
2119
2120 } else { /* not "adjacent" enough */
2121 return 0;
2122 } 1536 }
2123 1537 else
2124 return 1; 1538 return 0;
1539
1540 return 1;
1541}
1542
1543maptile *
1544maptile::xy_load (sint16 &x, sint16 &y)
1545{
1546 maptile *map = xy_find (x, y);
1547
1548 if (map)
1549 map->load_sync ();
1550
1551 return map;
1552}
1553
1554maptile *
1555get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1556{
1557 return m->xy_load (*x, *y);
2125} 1558}
2126 1559
2127/* From map.c 1560/* From map.c
2128 * This is used by get_player to determine where the other 1561 * This is used by get_player to determine where the other
2129 * creature is. get_rangevector takes into account map tiling, 1562 * creature is. get_rangevector takes into account map tiling,
2130 * so you just can not look the the map coordinates and get the 1563 * so you just can not look the the map coordinates and get the
2131 * righte value. distance_x/y are distance away, which 1564 * righte value. distance_x/y are distance away, which
2132 * can be negativbe. direction is the crossfire direction scheme 1565 * can be negative. direction is the crossfire direction scheme
2133 * that the creature should head. part is the part of the 1566 * that the creature should head. part is the part of the
2134 * monster that is closest. 1567 * monster that is closest.
2135 * 1568 *
2136 * get_rangevector looks at op1 and op2, and fills in the 1569 * get_rangevector looks at op1 and op2, and fills in the
2137 * structure for op1 to get to op2. 1570 * structure for op1 to get to op2.
2142 * be unexpected 1575 * be unexpected
2143 * 1576 *
2144 * currently, the only flag supported (0x1) is don't translate for 1577 * currently, the only flag supported (0x1) is don't translate for
2145 * closest body part of 'op1' 1578 * closest body part of 'op1'
2146 */ 1579 */
2147 1580void
2148void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { 1581get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1582{
2149 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 1583 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1584 {
2150 /* be conservative and fill in _some_ data */ 1585 /* be conservative and fill in _some_ data */
2151 retval->distance = 100000; 1586 retval->distance = 100000;
2152 retval->distance_x = 32767; 1587 retval->distance_x = 32767;
2153 retval->distance_y = 32767; 1588 retval->distance_y = 32767;
2154 retval->direction = 0; 1589 retval->direction = 0;
2155 retval->part = 0; 1590 retval->part = 0;
2156 } else { 1591 }
1592 else
1593 {
2157 object *best; 1594 object *best;
2158 1595
2159 retval->distance_x += op2->x-op1->x; 1596 retval->distance_x += op2->x - op1->x;
2160 retval->distance_y += op2->y-op1->y; 1597 retval->distance_y += op2->y - op1->y;
2161 1598
2162 best = op1; 1599 best = op1;
2163 /* If this is multipart, find the closest part now */ 1600 /* If this is multipart, find the closest part now */
2164 if (!(flags&0x1) && op1->more) { 1601 if (!(flags & 0x1) && op1->more)
1602 {
2165 object *tmp; 1603 object *tmp;
2166 int best_distance = retval->distance_x*retval->distance_x+ 1604 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2167 retval->distance_y*retval->distance_y, tmpi;
2168 1605
2169 /* we just take the offset of the piece to head to figure 1606 /* we just take the offset of the piece to head to figure
2170 * distance instead of doing all that work above again 1607 * distance instead of doing all that work above again
2171 * since the distance fields we set above are positive in the 1608 * since the distance fields we set above are positive in the
2172 * same axis as is used for multipart objects, the simply arithmetic 1609 * same axis as is used for multipart objects, the simply arithmetic
2173 * below works. 1610 * below works.
2174 */ 1611 */
2175 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 1612 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
1613 {
2176 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 1614 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2177 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 1615 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2178 if (tmpi < best_distance) { 1616 if (tmpi < best_distance)
1617 {
2179 best_distance = tmpi; 1618 best_distance = tmpi;
2180 best = tmp; 1619 best = tmp;
2181 } 1620 }
2182 } 1621 }
1622
2183 if (best != op1) { 1623 if (best != op1)
1624 {
2184 retval->distance_x += op1->x-best->x; 1625 retval->distance_x += op1->x - best->x;
2185 retval->distance_y += op1->y-best->y; 1626 retval->distance_y += op1->y - best->y;
2186 } 1627 }
2187 } 1628 }
1629
2188 retval->part = best; 1630 retval->part = best;
2189 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1631 retval->distance = idistance (retval->distance_x, retval->distance_y);
2190 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1632 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2191 } 1633 }
2192} 1634}
2193 1635
2194/* this is basically the same as get_rangevector above, but instead of 1636/* this is basically the same as get_rangevector above, but instead of
2195 * the first parameter being an object, it instead is the map 1637 * the first parameter being an object, it instead is the map
2199 * flags has no meaning for this function at this time - I kept it in to 1641 * flags has no meaning for this function at this time - I kept it in to
2200 * be more consistant with the above function and also in case they are needed 1642 * be more consistant with the above function and also in case they are needed
2201 * for something in the future. Also, since no object is pasted, the best 1643 * for something in the future. Also, since no object is pasted, the best
2202 * field of the rv_vector is set to NULL. 1644 * field of the rv_vector is set to NULL.
2203 */ 1645 */
2204 1646void
2205void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 1647get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1648{
2206 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 1649 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1650 {
2207 /* be conservative and fill in _some_ data */ 1651 /* be conservative and fill in _some_ data */
2208 retval->distance = 100000; 1652 retval->distance = 100000;
2209 retval->distance_x = 32767; 1653 retval->distance_x = 32767;
2210 retval->distance_y = 32767; 1654 retval->distance_y = 32767;
2211 retval->direction = 0; 1655 retval->direction = 0;
2212 retval->part = 0; 1656 retval->part = 0;
2213 } else { 1657 }
1658 else
1659 {
2214 retval->distance_x += op2->x-x; 1660 retval->distance_x += op2->x - x;
2215 retval->distance_y += op2->y-y; 1661 retval->distance_y += op2->y - y;
2216 1662
2217 retval->part = NULL; 1663 retval->part = NULL;
2218 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 1664 retval->distance = idistance (retval->distance_x, retval->distance_y);
2219 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 1665 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2220 } 1666 }
2221} 1667}
2222 1668
2223/* Returns true of op1 and op2 are effectively on the same map 1669/* Returns true of op1 and op2 are effectively on the same map
2224 * (as related to map tiling). Note that this looks for a path from 1670 * (as related to map tiling). Note that this looks for a path from
2225 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 1671 * op1 to op2, so if the tiled maps are asymetric and op2 has a path
2226 * to op1, this will still return false. 1672 * to op1, this will still return false.
2227 * Note we only look one map out to keep the processing simple 1673 * Note we only look one map out to keep the processing simple
2228 * and efficient. This could probably be a macro. 1674 * and efficient. This could probably be a macro.
2229 * MSW 2001-08-05 1675 * MSW 2001-08-05
2230 */ 1676 */
1677int
2231int on_same_map(const object *op1, const object *op2) { 1678on_same_map (const object *op1, const object *op2)
1679{
2232 int dx, dy; 1680 int dx, dy;
2233 1681
2234 return adjacent_map(op1->map, op2->map, &dx, &dy); 1682 return adjacent_map (op1->map, op2->map, &dx, &dy);
2235} 1683}
1684
1685object *
1686maptile::insert (object *op, int x, int y, object *originator, int flags)
1687{
1688 if (!op->flag [FLAG_REMOVED])
1689 op->remove ();
1690
1691 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1692}
1693
1694region *
1695maptile::region (int x, int y) const
1696{
1697 if (regions
1698 && regionmap
1699 && !OUT_OF_REAL_MAP (this, x, y))
1700 if (struct region *reg = regionmap [regions [y * width + x]])
1701 return reg;
1702
1703 if (default_region)
1704 return default_region;
1705
1706 return ::region::default_region ();
1707}
1708
1709

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