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Revision: 1.53
Committed: Wed Dec 27 09:28:01 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +26 -43 lines
Log Message:
introduce for_all_maps

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 #include <loader.h>
29 #include <unistd.h>
30
31 #include "path.h"
32
33 /*
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37 maptile *
38 has_been_loaded (const char *name)
39 {
40 if (!name || !*name)
41 return 0;
42
43 for_all_maps (map)
44 if (!strcmp (name, map->path))
45 return map;
46
47 return 0;
48 }
49
50 /*
51 * This makes a path absolute outside the world of Crossfire.
52 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
53 * and returns the pointer to a static array containing the result.
54 * it really should be called create_mapname
55 */
56
57 const char *
58 create_pathname (const char *name)
59 {
60 static char buf[MAX_BUF];
61
62 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
63 * someplace else in the code? msw 2-17-97
64 */
65 if (*name == '/')
66 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
67 else
68 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
69 return (buf);
70 }
71
72 /*
73 * same as create_pathname, but for the overlay maps.
74 */
75
76 const char *
77 create_overlay_pathname (const char *name)
78 {
79 static char buf[MAX_BUF];
80
81 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
82 * someplace else in the code? msw 2-17-97
83 */
84 if (*name == '/')
85 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
86 else
87 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
88 return (buf);
89 }
90
91 /*
92 * same as create_pathname, but for the template maps.
93 */
94
95 const char *
96 create_template_pathname (const char *name)
97 {
98 static char buf[MAX_BUF];
99
100 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
101 * someplace else in the code? msw 2-17-97
102 */
103 if (*name == '/')
104 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
105 else
106 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
107 return (buf);
108 }
109
110 /*
111 * This makes absolute path to the itemfile where unique objects
112 * will be saved. Converts '/' to '@'. I think it's essier maintain
113 * files than full directory structure, but if this is problem it can
114 * be changed.
115 */
116 static const char *
117 create_items_path (const char *s)
118 {
119 static char buf[MAX_BUF];
120 char *t;
121
122 if (*s == '/')
123 s++;
124
125 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
126
127 for (t = buf + strlen (buf); *s; s++, t++)
128 if (*s == '/')
129 *t = '@';
130 else
131 *t = *s;
132 *t = 0;
133 return (buf);
134 }
135
136
137 /*
138 * This function checks if a file with the given path exists.
139 * -1 is returned if it fails, otherwise the mode of the file
140 * is returned.
141 * It tries out all the compression suffixes listed in the uncomp[] array.
142 *
143 * If prepend_dir is set, then we call create_pathname (which prepends
144 * libdir & mapdir). Otherwise, we assume the name given is fully
145 * complete.
146 * Only the editor actually cares about the writablity of this -
147 * the rest of the code only cares that the file is readable.
148 * when the editor goes away, the call to stat should probably be
149 * replaced by an access instead (similar to the windows one, but
150 * that seems to be missing the prepend_dir processing
151 */
152
153 int
154 check_path (const char *name, int prepend_dir)
155 {
156 char buf[MAX_BUF];
157
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0;
161
162 if (prepend_dir)
163 strcpy (buf, create_pathname (name));
164 else
165 strcpy (buf, name);
166
167 /* old method (strchr(buf, '\0')) seemd very odd to me -
168 * this method should be equivalant and is clearer.
169 * Can not use strcat because we need to cycle through
170 * all the names.
171 */
172 endbuf = buf + strlen (buf);
173
174 if (stat (buf, &statbuf))
175 return -1;
176 if (!S_ISREG (statbuf.st_mode))
177 return (-1);
178
179 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
180 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
181 mode |= 4;
182
183 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
184 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
185 mode |= 2;
186
187 return (mode);
188 }
189
190 /*
191 * Prints out debug-information about a map.
192 * Dumping these at llevError doesn't seem right, but is
193 * necessary to make sure the information is in fact logged.
194 */
195
196 void
197 dump_map (const maptile *m)
198 {
199 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
200 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
201
202 if (m->msg != NULL)
203 LOG (llevError, "Message:\n%s", m->msg);
204
205 if (m->maplore != NULL)
206 LOG (llevError, "Lore:\n%s", m->maplore);
207
208 if (m->tmpname != NULL)
209 LOG (llevError, "Tmpname: %s\n", m->tmpname);
210
211 LOG (llevError, "Difficulty: %d\n", m->difficulty);
212 LOG (llevError, "Darkness: %d\n", m->darkness);
213 }
214
215 /*
216 * Prints out debug-information about all maps.
217 * This basically just goes through all the maps and calls
218 * dump_map on each one.
219 */
220
221 void
222 dump_all_maps (void)
223 {
224 for_all_maps (m)
225 dump_map (m);
226 }
227
228 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
229 * one function that just returns a P_.. value (see map.h)
230 * it will also do map translation for tiled maps, returning
231 * new values into newmap, nx, and ny. Any and all of those
232 * values can be null, in which case if a new map is needed (returned
233 * by a P_NEW_MAP value, another call to get_map_from_coord
234 * is needed. The case of not passing values is if we're just
235 * checking for the existence of something on those spaces, but
236 * don't expect to insert/remove anything from those spaces.
237 */
238 int
239 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
240 {
241 sint16 newx, newy;
242 int retval = 0;
243 maptile *mp;
244
245 newx = x;
246 newy = y;
247
248 mp = get_map_from_coord (oldmap, &newx, &newy);
249
250 if (!mp)
251 return P_OUT_OF_MAP;
252
253 if (mp != oldmap)
254 retval |= P_NEW_MAP;
255
256 if (newmap) *newmap = mp;
257 if (nx) *nx = newx;
258 if (ny) *ny = newy;
259
260 return retval | mp->at (newx, newy).flags ();
261 }
262
263 /*
264 * Returns true if the given coordinate is blocked except by the
265 * object passed is not blocking. This is used with
266 * multipart monsters - if we want to see if a 2x2 monster
267 * can move 1 space to the left, we don't want its own area
268 * to block it from moving there.
269 * Returns TRUE if the space is blocked by something other than the
270 * monster.
271 * m, x, y are the target map/coordinates - needed for map tiling.
272 * the coordinates & map passed in should have been updated for tiling
273 * by the caller.
274 */
275 int
276 blocked_link (object *ob, maptile *m, int sx, int sy)
277 {
278 object *tmp;
279 int mflags, blocked;
280
281 /* Make sure the coordinates are valid - they should be, as caller should
282 * have already checked this.
283 */
284 if (OUT_OF_REAL_MAP (m, sx, sy))
285 {
286 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
287 return 1;
288 }
289
290 /* Save some cycles - instead of calling get_map_flags(), just get the value
291 * directly.
292 */
293 mflags = m->at (sx, sy).flags ();
294
295 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
296
297 /* If space is currently not blocked by anything, no need to
298 * go further. Not true for players - all sorts of special
299 * things we need to do for players.
300 */
301 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
302 return 0;
303
304 /* if there isn't anytyhing alive on this space, and this space isn't
305 * otherwise blocked, we can return now. Only if there is a living
306 * creature do we need to investigate if it is part of this creature
307 * or another. Likewise, only if something is blocking us do we
308 * need to investigate if there is a special circumstance that would
309 * let the player through (inventory checkers for example)
310 */
311 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
312 return 0;
313
314 if (ob->head != NULL)
315 ob = ob->head;
316
317 /* We basically go through the stack of objects, and if there is
318 * some other object that has NO_PASS or FLAG_ALIVE set, return
319 * true. If we get through the entire stack, that must mean
320 * ob is blocking it, so return 0.
321 */
322 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
323 {
324
325 /* This must be before the checks below. Code for inventory checkers. */
326 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
327 {
328 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't
330 * pass through this space.
331 */
332 if (tmp->last_sp)
333 {
334 if (check_inv_recursive (ob, tmp) == NULL)
335 return 1;
336 else
337 continue;
338 }
339 else
340 {
341 /* In this case, the player must not have the object -
342 * if they do, they can't pass through.
343 */
344 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
345 return 1;
346 else
347 continue;
348 }
349 } /* if check_inv */
350 else
351 {
352 /* Broke apart a big nasty if into several here to make
353 * this more readable. first check - if the space blocks
354 * movement, can't move here.
355 * second - if a monster, can't move there, unles it is a
356 * hidden dm
357 */
358 if (OB_MOVE_BLOCK (ob, tmp))
359 return 1;
360 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
361 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
362 return 1;
363 }
364
365 }
366 return 0;
367 }
368
369
370 /*
371 * Returns true if the given object can't fit in the given spot.
372 * This is meant for multi space objects - for single space objecs,
373 * just calling get_map_blocked and checking that against movement type
374 * of object. This function goes through all the parts of the
375 * multipart object and makes sure they can be inserted.
376 *
377 * While this doesn't call out of map, the get_map_flags does.
378 *
379 * This function has been used to deprecate arch_out_of_map -
380 * this function also does that check, and since in most cases,
381 * a call to one would follow the other, doesn't make a lot of sense to
382 * have two seperate functions for this.
383 *
384 * This returns nonzero if this arch can not go on the space provided,
385 * 0 otherwise. the return value will contain the P_.. value
386 * so the caller can know why this object can't go on the map.
387 * Note that callers should not expect P_NEW_MAP to be set
388 * in return codes - since the object is multispace - if
389 * we did return values, what do you return if half the object
390 * is one map, half on another.
391 *
392 * Note this used to be arch_blocked, but with new movement
393 * code, we need to have actual object to check its move_type
394 * against the move_block values.
395 */
396 int
397 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
398 {
399 archetype *tmp;
400 int flag;
401 maptile *m1;
402 sint16 sx, sy;
403
404 if (ob == NULL)
405 {
406 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
407 if (flag & P_OUT_OF_MAP)
408 return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return m1->at (sx, sy).move_block;
412 }
413
414 for (tmp = ob->arch; tmp; tmp = tmp->more)
415 {
416 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
417
418 if (flag & P_OUT_OF_MAP)
419 return P_OUT_OF_MAP;
420 if (flag & P_IS_ALIVE)
421 return P_IS_ALIVE;
422
423 mapspace &ms = m1->at (sx, sy);
424
425
426 /* find_first_free_spot() calls this function. However, often
427 * ob doesn't have any move type (when used to place exits)
428 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
429 */
430
431 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
432 continue;
433
434 /* Note it is intentional that we check ob - the movement type of the
435 * head of the object should correspond for the entire object.
436 */
437 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
438 return P_NO_PASS;
439 }
440
441 return 0;
442 }
443
444 /* When the map is loaded, load_object does not actually insert objects
445 * into inventory, but just links them. What this does is go through
446 * and insert them properly.
447 * The object 'container' is the object that contains the inventory.
448 * This is needed so that we can update the containers weight.
449 */
450
451 void
452 fix_container (object *container)
453 {
454 object *tmp = container->inv, *next;
455
456 container->inv = NULL;
457 while (tmp != NULL)
458 {
459 next = tmp->below;
460 if (tmp->inv)
461 fix_container (tmp);
462 (void) insert_ob_in_ob (tmp, container);
463 tmp = next;
464 }
465 /* sum_weight will go through and calculate what all the containers are
466 * carrying.
467 */
468 sum_weight (container);
469 }
470
471 /* link_multipart_objects go through all the objects on the map looking
472 * for objects whose arch says they are multipart yet according to the
473 * info we have, they only have the head (as would be expected when
474 * they are saved). We do have to look for the old maps that did save
475 * the more sections and not re-add sections for them.
476 */
477 static void
478 link_multipart_objects (maptile *m)
479 {
480 int x, y;
481 object *tmp, *op, *last, *above;
482 archetype *at;
483
484 for (x = 0; x < m->width; x++)
485 for (y = 0; y < m->height; y++)
486 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
487 {
488 above = tmp->above;
489
490 /* already multipart - don't do anything more */
491 if (tmp->head || tmp->more)
492 continue;
493
494 /* If there is nothing more to this object, this for loop
495 * won't do anything.
496 */
497 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
498 {
499 op = arch_to_object (at);
500
501 /* update x,y coordinates */
502 op->x += tmp->x;
503 op->y += tmp->y;
504 op->head = tmp;
505 op->map = m;
506 last->more = op;
507 op->name = tmp->name;
508 op->title = tmp->title;
509 /* we could link all the parts onto tmp, and then just
510 * call insert_ob_in_map once, but the effect is the same,
511 * as insert_ob_in_map will call itself with each part, and
512 * the coding is simpler to just to it here with each part.
513 */
514 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
515 } /* for at = tmp->arch->more */
516 } /* for objects on this space */
517 }
518
519 /*
520 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer.
522 * mapflags is the same as we get with load_original_map
523 */
524 void
525 load_objects (maptile *m, object_thawer & fp, int mapflags)
526 {
527 int i, j;
528 int unique;
529 object *op, *prev = NULL, *last_more = NULL, *otmp;
530
531 op = object::create ();
532 op->map = m; /* To handle buttons correctly */
533
534 while ((i = load_object (fp, op, mapflags)))
535 {
536 /* if the archetype for the object is null, means that we
537 * got an invalid object. Don't do anything with it - the game
538 * or editor will not be able to do anything with it either.
539 */
540 if (op->arch == NULL)
541 {
542 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
543 continue;
544 }
545
546 switch (i)
547 {
548 case LL_NORMAL:
549 /* if we are loading an overlay, put the floors on the bottom */
550 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight (op);
557
558 prev = op, last_more = op;
559 break;
560
561 case LL_MORE:
562 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head = prev, last_more->more = op, last_more = op;
564 break;
565 }
566
567 if (mapflags & MAP_STYLE)
568 remove_from_active_list (op);
569
570 op = object::create ();
571 op->map = m;
572 }
573
574 for (i = 0; i < m->width; i++)
575 {
576 for (j = 0; j < m->height; j++)
577 {
578 unique = 0;
579 /* check for unique items, or unique squares */
580 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
581 {
582 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
583 unique = 1;
584
585 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
586 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
587 }
588 }
589 }
590
591 op->destroy ();
592 link_multipart_objects (m);
593 }
594
595 /* This saves all the objects on the map in a non destructive fashion.
596 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
597 * and we only save the head of multi part objects - this is needed
598 * in order to do map tiling properly.
599 */
600 void
601 save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
602 {
603 int i, j = 0, unique = 0;
604 object *op;
605
606 /* first pass - save one-part objects */
607 for (i = 0; i < m->width; i++)
608 for (j = 0; j < m->height; j++)
609 {
610 unique = 0;
611
612 for (op = m->at (i, j).bot; op; op = op->above)
613 {
614 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
615 unique = 1;
616
617 if (op->type == PLAYER)
618 continue;
619
620 if (op->head || op->owner)
621 continue;
622
623 if (unique || op->flag [FLAG_UNIQUE])
624 save_object (fp2, op, 1);
625 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
626 save_object (fp, op, 1);
627 }
628 }
629 }
630
631 maptile::maptile ()
632 {
633 in_memory = MAP_SWAPPED;
634 /* The maps used to pick up default x and y values from the
635 * map archetype. Mimic that behaviour.
636 */
637 width = 16;
638 height = 16;
639 reset_timeout = 0;
640 timeout = 300;
641 enter_x = 0;
642 enter_y = 0;
643 /*set part to -1 indicating conversion to weather map not yet done */
644 worldpartx = -1;
645 worldparty = -1;
646 }
647
648 /*
649 * Allocates, initialises, and returns a pointer to a maptile.
650 * Modified to no longer take a path option which was not being
651 * used anyways. MSW 2001-07-01
652 */
653 maptile *
654 get_linked_map (void)
655 {
656 maptile *map = new maptile;
657
658 map->next = first_map;
659 first_map = map;
660
661 return map;
662 }
663
664 /*
665 * Allocates the arrays contained in a maptile.
666 * This basically allocates the dynamic array of spaces for the
667 * map.
668 */
669 void
670 maptile::allocate ()
671 {
672 in_memory = MAP_IN_MEMORY;
673
674 /* Log this condition and free the storage. We could I suppose
675 * realloc, but if the caller is presuming the data will be intact,
676 * that is their poor assumption.
677 */
678 if (spaces)
679 {
680 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
681 sfree (spaces, size ());
682 }
683
684 spaces = salloc0<mapspace> (size ());
685 }
686
687 /* Create and returns a map of the specific size. Used
688 * in random map code and the editor.
689 */
690 maptile *
691 get_empty_map (int sizex, int sizey)
692 {
693 maptile *m = get_linked_map ();
694
695 m->width = sizex;
696 m->height = sizey;
697 m->in_memory = MAP_SWAPPED;
698 m->allocate ();
699
700 return m;
701 }
702
703 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
704 * corresponding to that string. Memory is allocated for this, it must be freed
705 * at a later date.
706 * Called by parse_map_headers below.
707 */
708
709 static shopitems *
710 parse_shop_string (const char *input_string)
711 {
712 char *shop_string, *p, *q, *next_semicolon, *next_colon;
713 shopitems *items = NULL;
714 int i = 0, number_of_entries = 0;
715 const typedata *current_type;
716
717 shop_string = strdup (input_string);
718 p = shop_string;
719 /* first we'll count the entries, we'll need that for allocating the array shortly */
720 while (p)
721 {
722 p = strchr (p, ';');
723 number_of_entries++;
724 if (p)
725 p++;
726 }
727 p = shop_string;
728 strip_endline (p);
729 items = new shopitems[number_of_entries + 1];
730 for (i = 0; i < number_of_entries; i++)
731 {
732 if (!p)
733 {
734 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
735 break;
736 }
737 next_semicolon = strchr (p, ';');
738 next_colon = strchr (p, ':');
739 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
740 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
741 items[i].strength = atoi (strchr (p, ':') + 1);
742
743 if (isdigit (*p) || *p == '*')
744 {
745 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
746 current_type = get_typedata (items[i].typenum);
747 if (current_type)
748 {
749 items[i].name = current_type->name;
750 items[i].name_pl = current_type->name_pl;
751 }
752 }
753 else
754 { /*we have a named type, let's figure out what it is */
755 q = strpbrk (p, ";:");
756 if (q)
757 *q = '\0';
758
759 current_type = get_typedata_by_name (p);
760 if (current_type)
761 {
762 items[i].name = current_type->name;
763 items[i].typenum = current_type->number;
764 items[i].name_pl = current_type->name_pl;
765 }
766 else
767 { /* oh uh, something's wrong, let's free up this one, and try
768 * the next entry while we're at it, better print a warning
769 */
770 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
771 }
772 }
773 items[i].index = number_of_entries;
774 if (next_semicolon)
775 p = ++next_semicolon;
776 else
777 p = NULL;
778 }
779 free (shop_string);
780 return items;
781 }
782
783 /* opposite of parse string, this puts the string that was originally fed in to
784 * the map (or something equivilent) into output_string. */
785 static void
786 print_shop_string (maptile *m, char *output_string)
787 {
788 int i;
789 char tmp[MAX_BUF];
790
791 strcpy (output_string, "");
792 for (i = 0; i < m->shopitems[0].index; i++)
793 {
794 if (m->shopitems[i].typenum)
795 {
796 if (m->shopitems[i].strength)
797 {
798 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
799 }
800 else
801 sprintf (tmp, "%s;", m->shopitems[i].name);
802 }
803 else
804 {
805 if (m->shopitems[i].strength)
806 {
807 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
808 }
809 else
810 sprintf (tmp, "*");
811 }
812 strcat (output_string, tmp);
813 }
814 }
815
816 /* This loads the header information of the map. The header
817 * contains things like difficulty, size, timeout, etc.
818 * this used to be stored in the map object, but with the
819 * addition of tiling, fields beyond that easily named in an
820 * object structure were needed, so it just made sense to
821 * put all the stuff in the map object so that names actually make
822 * sense.
823 * This could be done in lex (like the object loader), but I think
824 * currently, there are few enough fields this is not a big deal.
825 * MSW 2001-07-01
826 * return 0 on success, 1 on failure.
827 */
828
829 static int
830 load_map_header (object_thawer & fp, maptile *m)
831 {
832 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
833 int msgpos = 0;
834 int maplorepos = 0;
835
836 while (fgets (buf, HUGE_BUF, fp) != NULL)
837 {
838 buf[HUGE_BUF - 1] = 0;
839 key = buf;
840
841 while (isspace (*key))
842 key++;
843
844 if (*key == 0)
845 continue; /* empty line */
846
847 value = strchr (key, ' ');
848
849 if (!value)
850 {
851 if ((end = strchr (key, '\n')))
852 *end = 0;
853 }
854 else
855 {
856 *value = 0;
857 value++;
858 end = strchr (value, '\n');
859
860 while (isspace (*value))
861 {
862 value++;
863
864 if (*value == '\0' || value == end)
865 {
866 /* Nothing but spaces. */
867 value = NULL;
868 break;
869 }
870 }
871 }
872
873 if (!end)
874 {
875 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
876 return 1;
877 }
878
879 /* key is the field name, value is what it should be set
880 * to. We've already done the work to null terminate key,
881 * and strip off any leading spaces for both of these.
882 * We have not touched the newline at the end of the line -
883 * these are needed for some values. the end pointer
884 * points to the first of the newlines.
885 * value could be NULL! It would be easy enough to just point
886 * this to "" to prevent cores, but that would let more errors slide
887 * through.
888 *
889 * First check for entries that do not use the value parameter, then
890 * validate that value is given and check for the remaining entries
891 * that use the parameter.
892 */
893
894 if (!strcmp (key, "msg"))
895 {
896 while (fgets (buf, HUGE_BUF, fp) != NULL)
897 {
898 if (!strcmp (buf, "endmsg\n"))
899 break;
900 else
901 {
902 /* slightly more efficient than strcat */
903 strcpy (msgbuf + msgpos, buf);
904 msgpos += strlen (buf);
905 }
906 }
907 /* There are lots of maps that have empty messages (eg, msg/endmsg
908 * with nothing between). There is no reason in those cases to
909 * keep the empty message. Also, msgbuf contains garbage data
910 * when msgpos is zero, so copying it results in crashes
911 */
912 if (msgpos != 0)
913 m->msg = strdup (msgbuf);
914 }
915 else if (!strcmp (key, "maplore"))
916 {
917 while (fgets (buf, HUGE_BUF, fp) != NULL)
918 {
919 if (!strcmp (buf, "endmaplore\n"))
920 break;
921 else
922 {
923 /* slightly more efficient than strcat */
924 strcpy (maplorebuf + maplorepos, buf);
925 maplorepos += strlen (buf);
926 }
927 }
928 if (maplorepos != 0)
929 m->maplore = strdup (maplorebuf);
930 }
931 else if (!strcmp (key, "end"))
932 {
933 break;
934 }
935 else if (value == NULL)
936 {
937 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
938 }
939 else if (!strcmp (key, "arch"))
940 {
941 /* This is an oddity, but not something we care about much. */
942 if (strcmp (value, "map\n"))
943 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
944 }
945 else if (!strcmp (key, "name"))
946 {
947 *end = 0;
948 m->name = strdup (value);
949 }
950 /* first strcmp value on these are old names supported
951 * for compatibility reasons. The new values (second) are
952 * what really should be used.
953 */
954 else if (!strcmp (key, "oid"))
955 fp.get (m, atoi (value));
956 else if (!strcmp (key, "attach"))
957 m->attach = value;
958 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
959 m->enter_x = atoi (value);
960 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
961 m->enter_y = atoi (value);
962 else if (!strcmp (key, "x") || !strcmp (key, "width"))
963 m->width = atoi (value);
964 else if (!strcmp (key, "y") || !strcmp (key, "height"))
965 m->height = atoi (value);
966 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
967 m->reset_timeout = atoi (value);
968 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
969 m->timeout = atoi (value);
970 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
971 m->difficulty = clamp (atoi (value), 1, settings.max_level);
972 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
973 m->darkness = atoi (value);
974 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
975 m->fixed_resettime = atoi (value);
976 else if (!strcmp (key, "unique"))
977 m->unique = atoi (value);
978 else if (!strcmp (key, "template"))
979 m->templatemap = atoi (value);
980 else if (!strcmp (key, "region"))
981 m->region = get_region_by_name (value);
982 else if (!strcmp (key, "shopitems"))
983 {
984 *end = 0;
985 m->shopitems = parse_shop_string (value);
986 }
987 else if (!strcmp (key, "shopgreed"))
988 m->shopgreed = atof (value);
989 else if (!strcmp (key, "shopmin"))
990 m->shopmin = atol (value);
991 else if (!strcmp (key, "shopmax"))
992 m->shopmax = atol (value);
993 else if (!strcmp (key, "shoprace"))
994 {
995 *end = 0;
996 m->shoprace = strdup (value);
997 }
998 else if (!strcmp (key, "outdoor"))
999 m->outdoor = atoi (value);
1000 else if (!strcmp (key, "temp"))
1001 m->temp = atoi (value);
1002 else if (!strcmp (key, "pressure"))
1003 m->pressure = atoi (value);
1004 else if (!strcmp (key, "humid"))
1005 m->humid = atoi (value);
1006 else if (!strcmp (key, "windspeed"))
1007 m->windspeed = atoi (value);
1008 else if (!strcmp (key, "winddir"))
1009 m->winddir = atoi (value);
1010 else if (!strcmp (key, "sky"))
1011 m->sky = atoi (value);
1012 else if (!strcmp (key, "nosmooth"))
1013 m->nosmooth = atoi (value);
1014 else if (!strncmp (key, "tile_path_", 10))
1015 {
1016 int tile = atoi (key + 10);
1017
1018 if (tile < 1 || tile > 4)
1019 {
1020 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1021 }
1022 else
1023 {
1024 char *path;
1025
1026 *end = 0;
1027
1028 if (m->tile_path[tile - 1])
1029 {
1030 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1031 free (m->tile_path[tile - 1]);
1032 m->tile_path[tile - 1] = NULL;
1033 }
1034
1035 if (check_path (value, 1) != -1)
1036 {
1037 /* The unadorned path works. */
1038 path = value;
1039 }
1040 else
1041 {
1042 /* Try again; it could be a relative exit. */
1043
1044 path = path_combine_and_normalize (m->path, value);
1045
1046 if (check_path (path, 1) == -1)
1047 {
1048 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1049 path = NULL;
1050 }
1051 }
1052
1053 if (editor)
1054 {
1055 /* Use the value as in the file. */
1056 m->tile_path[tile - 1] = strdup (value);
1057 }
1058 else if (path != NULL)
1059 {
1060 /* Use the normalized value. */
1061 m->tile_path[tile - 1] = strdup (path);
1062 }
1063 } /* end if tile direction (in)valid */
1064 }
1065 else
1066 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1067 }
1068
1069 if (!key || strcmp (key, "end"))
1070 {
1071 LOG (llevError, "Got premature eof on map header!\n");
1072 return 1;
1073 }
1074
1075 return 0;
1076 }
1077
1078 /*
1079 * Opens the file "filename" and reads information about the map
1080 * from the given file, and stores it in a newly allocated
1081 * maptile. A pointer to this structure is returned, or NULL on failure.
1082 * flags correspond to those in map.h. Main ones used are
1083 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1084 * MAP_BLOCK, in which case we block on this load. This happens in all
1085 * cases, no matter if this flag is set or not.
1086 * MAP_STYLE: style map - don't add active objects, don't add to server
1087 * managed map list.
1088 */
1089
1090 maptile *
1091 load_original_map (const char *filename, int flags)
1092 {
1093 maptile *m;
1094 char pathname[MAX_BUF];
1095
1096 if (flags & MAP_PLAYER_UNIQUE)
1097 strcpy (pathname, filename);
1098 else if (flags & MAP_OVERLAY)
1099 strcpy (pathname, create_overlay_pathname (filename));
1100 else
1101 strcpy (pathname, create_pathname (filename));
1102
1103 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1104
1105 object_thawer thawer (pathname);
1106
1107 if (!thawer)
1108 return 0;
1109
1110 m = get_linked_map ();
1111
1112 strcpy (m->path, filename);
1113 if (load_map_header (thawer, m))
1114 {
1115 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1116 delete_map (m);
1117 return 0;
1118 }
1119
1120 m->allocate ();
1121
1122 m->in_memory = MAP_LOADING;
1123 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1124
1125 m->in_memory = MAP_IN_MEMORY;
1126 if (!m->difficulty)
1127 m->difficulty = calculate_difficulty (m);
1128 set_map_reset_time (m);
1129 m->instantiate ();
1130 return (m);
1131 }
1132
1133 /*
1134 * Loads a map, which has been loaded earlier, from file.
1135 * Return the map object we load into (this can change from the passed
1136 * option if we can't find the original map)
1137 */
1138
1139 static maptile *
1140 load_temporary_map (maptile *m)
1141 {
1142 char buf[MAX_BUF];
1143
1144 if (!m->tmpname)
1145 {
1146 LOG (llevError, "No temporary filename for map %s\n", m->path);
1147 strcpy (buf, m->path);
1148 delete_map (m);
1149 m = load_original_map (buf, 0);
1150 if (m == NULL)
1151 return NULL;
1152 fix_auto_apply (m); /* Chests which open as default */
1153 return m;
1154 }
1155
1156 object_thawer thawer (m->tmpname);
1157
1158 if (!thawer)
1159 {
1160 strcpy (buf, m->path);
1161 delete_map (m);
1162 m = load_original_map (buf, 0);
1163 if (!m)
1164 return NULL;
1165 fix_auto_apply (m); /* Chests which open as default */
1166 return m;
1167 }
1168
1169 if (load_map_header (thawer, m))
1170 {
1171 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1172 delete_map (m);
1173 m = load_original_map (m->path, 0);
1174 return NULL;
1175 }
1176
1177 m->allocate ();
1178
1179 m->in_memory = MAP_LOADING;
1180 load_objects (m, thawer, 0);
1181
1182 m->in_memory = MAP_IN_MEMORY;
1183 INVOKE_MAP (SWAPIN, m);
1184 return m;
1185 }
1186
1187 /*
1188 * Loads a map, which has been loaded earlier, from file.
1189 * Return the map object we load into (this can change from the passed
1190 * option if we can't find the original map)
1191 */
1192
1193 maptile *
1194 load_overlay_map (const char *filename, maptile *m)
1195 {
1196 char pathname[MAX_BUF];
1197
1198 strcpy (pathname, create_overlay_pathname (filename));
1199
1200 object_thawer thawer (pathname);
1201
1202 if (!thawer)
1203 return m;
1204
1205 if (load_map_header (thawer, m))
1206 {
1207 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1208 delete_map (m);
1209 m = load_original_map (m->path, 0);
1210 return 0;
1211 }
1212 /*m->allocate ();*/
1213
1214 m->in_memory = MAP_LOADING;
1215 load_objects (m, thawer, MAP_OVERLAY);
1216
1217 m->in_memory = MAP_IN_MEMORY;
1218 return m;
1219 }
1220
1221 /******************************************************************************
1222 * This is the start of unique map handling code
1223 *****************************************************************************/
1224
1225 /* This goes through map 'm' and removed any unique items on the map. */
1226 static void
1227 delete_unique_items (maptile *m)
1228 {
1229 int i, j, unique;
1230 object *op, *next;
1231
1232 for (i = 0; i < m->width; i++)
1233 for (j = 0; j < m->height; j++)
1234 {
1235 unique = 0;
1236
1237 for (op = GET_MAP_OB (m, i, j); op; op = next)
1238 {
1239 next = op->above;
1240
1241 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1242 unique = 1;
1243
1244 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1245 {
1246 op->destroy_inv (false);
1247 op->destroy ();
1248 }
1249 }
1250 }
1251 }
1252
1253 /*
1254 * Loads unique objects from file(s) into the map which is in memory
1255 * m is the map to load unique items into.
1256 */
1257 static void
1258 load_unique_objects (maptile *m)
1259 {
1260 int count;
1261 char firstname[MAX_BUF];
1262
1263 for (count = 0; count < 10; count++)
1264 {
1265 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1266 if (!access (firstname, R_OK))
1267 break;
1268 }
1269 /* If we get here, we did not find any map */
1270 if (count == 10)
1271 return;
1272
1273 object_thawer thawer (firstname);
1274
1275 if (!thawer)
1276 return;
1277
1278 m->in_memory = MAP_LOADING;
1279 if (m->tmpname == NULL) /* if we have loaded unique items from */
1280 delete_unique_items (m); /* original map before, don't duplicate them */
1281
1282 load_objects (m, thawer, 0);
1283
1284 m->in_memory = MAP_IN_MEMORY;
1285 }
1286
1287 /*
1288 * Saves a map to file. If flag is set, it is saved into the same
1289 * file it was (originally) loaded from. Otherwise a temporary
1290 * filename will be genarated, and the file will be stored there.
1291 * The temporary filename will be stored in the maptileure.
1292 * If the map is unique, we also save to the filename in the map
1293 * (this should have been updated when first loaded)
1294 */
1295 int
1296 new_save_map (maptile *m, int flag)
1297 {
1298 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1299 int i;
1300
1301 if (flag && !*m->path)
1302 {
1303 LOG (llevError, "Tried to save map without path.\n");
1304 return -1;
1305 }
1306
1307 if (flag || (m->unique) || (m->templatemap))
1308 {
1309 if (!m->unique && !m->templatemap)
1310 { /* flag is set */
1311 if (flag == 2)
1312 strcpy (filename, create_overlay_pathname (m->path));
1313 else
1314 strcpy (filename, create_pathname (m->path));
1315 }
1316 else
1317 strcpy (filename, m->path);
1318
1319 make_path_to_file (filename);
1320 }
1321 else
1322 {
1323 if (!m->tmpname)
1324 m->tmpname = tempnam (settings.tmpdir, NULL);
1325
1326 strcpy (filename, m->tmpname);
1327 }
1328
1329 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1330 m->in_memory = MAP_SAVING;
1331
1332 object_freezer freezer;
1333
1334 /* legacy */
1335 fprintf (freezer, "arch map\n");
1336 if (m->name)
1337 fprintf (freezer, "name %s\n", m->name);
1338 if (!flag)
1339 fprintf (freezer, "swap_time %d\n", m->swap_time);
1340 if (m->reset_timeout)
1341 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1342 if (m->fixed_resettime)
1343 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1344 /* we unfortunately have no idea if this is a value the creator set
1345 * or a difficulty value we generated when the map was first loaded
1346 */
1347 if (m->difficulty)
1348 fprintf (freezer, "difficulty %d\n", m->difficulty);
1349 if (m->region)
1350 fprintf (freezer, "region %s\n", m->region->name);
1351 if (m->shopitems)
1352 {
1353 print_shop_string (m, shop);
1354 fprintf (freezer, "shopitems %s\n", shop);
1355 }
1356 if (m->shopgreed)
1357 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1358 if (m->shopmin)
1359 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1360 if (m->shopmax)
1361 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1362 if (m->shoprace)
1363 fprintf (freezer, "shoprace %s\n", m->shoprace);
1364 if (m->darkness)
1365 fprintf (freezer, "darkness %d\n", m->darkness);
1366 if (m->width)
1367 fprintf (freezer, "width %d\n", m->width);
1368 if (m->height)
1369 fprintf (freezer, "height %d\n", m->height);
1370 if (m->enter_x)
1371 fprintf (freezer, "enter_x %d\n", m->enter_x);
1372 if (m->enter_y)
1373 fprintf (freezer, "enter_y %d\n", m->enter_y);
1374 if (m->msg)
1375 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1376 if (m->maplore)
1377 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1378 if (m->unique)
1379 fprintf (freezer, "unique %d\n", m->unique);
1380 if (m->templatemap)
1381 fprintf (freezer, "template %d\n", m->templatemap);
1382 if (m->outdoor)
1383 fprintf (freezer, "outdoor %d\n", m->outdoor);
1384 if (m->temp)
1385 fprintf (freezer, "temp %d\n", m->temp);
1386 if (m->pressure)
1387 fprintf (freezer, "pressure %d\n", m->pressure);
1388 if (m->humid)
1389 fprintf (freezer, "humid %d\n", m->humid);
1390 if (m->windspeed)
1391 fprintf (freezer, "windspeed %d\n", m->windspeed);
1392 if (m->winddir)
1393 fprintf (freezer, "winddir %d\n", m->winddir);
1394 if (m->sky)
1395 fprintf (freezer, "sky %d\n", m->sky);
1396 if (m->nosmooth)
1397 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1398
1399 /* Save any tiling information, except on overlays */
1400 if (flag != 2)
1401 for (i = 0; i < 4; i++)
1402 if (m->tile_path[i])
1403 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1404
1405 freezer.put (m);
1406 fprintf (freezer, "end\n");
1407
1408 /* In the game save unique items in the different file, but
1409 * in the editor save them to the normal map file.
1410 * If unique map, save files in the proper destination (set by
1411 * player)
1412 */
1413 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1414 {
1415 object_freezer unique;
1416
1417 if (flag == 2)
1418 save_objects (m, freezer, unique, 2);
1419 else
1420 save_objects (m, freezer, unique, 0);
1421
1422 sprintf (buf, "%s.v00", create_items_path (m->path));
1423
1424 unique.save (buf);
1425 }
1426 else
1427 { /* save same file when not playing, like in editor */
1428 save_objects (m, freezer, freezer, 0);
1429 }
1430
1431 freezer.save (filename);
1432
1433 return 0;
1434 }
1435
1436 /*
1437 * Remove and free all objects in the given map.
1438 */
1439 void
1440 free_all_objects (maptile *m)
1441 {
1442 if (!m->spaces)
1443 return;
1444
1445 for (int i = 0; i < m->width; i++)
1446 for (int j = 0; j < m->height; j++)
1447 {
1448 mapspace &ms = m->at (i, j);
1449
1450 while (object *op = ms.bot)
1451 {
1452 if (op->head)
1453 op = op->head;
1454
1455 op->destroy_inv (false);
1456 op->destroy ();
1457 }
1458 }
1459 }
1460
1461 /*
1462 * Frees everything allocated by the given maptileure.
1463 * don't free tmpname - our caller is left to do that
1464 */
1465 void
1466 free_map (maptile *m, int flag)
1467 {
1468 if (!m->in_memory) //TODO: makes no sense to me?
1469 return;
1470
1471 m->in_memory = MAP_SAVING;
1472
1473 // TODO: use new/delete
1474
1475 if (flag && m->spaces)
1476 free_all_objects (m);
1477
1478 sfree (m->spaces, m->size ()), m->spaces = 0;
1479
1480 free (m->name), m->name = 0;
1481 free (m->msg), m->msg = 0;
1482 free (m->maplore), m->maplore = 0;
1483 free (m->shoprace), m->shoprace = 0;
1484 delete [] m->shopitems, m->shopitems = 0;
1485
1486 if (m->buttons)
1487 free_objectlinkpt (m->buttons), m->buttons = 0;
1488
1489 for (int i = 0; i < 4; i++)
1490 free (m->tile_path[i]), m->tile_path[i] = 0;
1491
1492 m->in_memory = MAP_SWAPPED;
1493 }
1494
1495 maptile::~maptile ()
1496 {
1497 assert (destroyed ());
1498 }
1499
1500 void
1501 maptile::do_destroy ()
1502 {
1503 attachable::do_destroy ();
1504
1505 free_map (this, 1);
1506 free (tmpname), tmpname = 0;
1507
1508 /* We need to look through all the maps and see if any maps
1509 * are pointing at this one for tiling information. Since
1510 * tiling can be asymetric, we just can not look to see which
1511 * maps this map tiles with and clears those.
1512 */
1513 //TODO: non-euclidean-tiling MUST GO
1514 for_all_maps (m)
1515 for (int i = 0; i < 4; i++)
1516 if (m->tile_map[i] == this)
1517 m->tile_map[i] = 0;
1518
1519 if (first_map == this)
1520 first_map = next;
1521 else
1522 for_all_maps (m)
1523 if (m->next = this)
1524 {
1525 m->next = next;
1526 break;
1527 }
1528 }
1529
1530 //TODO: must go
1531 void
1532 delete_map (maptile *m)
1533 {
1534 if (m)
1535 m->destroy ();
1536 }
1537
1538 /*
1539 * Makes sure the given map is loaded and swapped in.
1540 * name is path name of the map.
1541 * flags meaning:
1542 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1543 * and don't do unique items or the like.
1544 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1545 * dont do any more name translation on it.
1546 *
1547 * Returns a pointer to the given map.
1548 */
1549 maptile *
1550 ready_map_name (const char *name, int flags)
1551 {
1552 if (!name)
1553 return 0;
1554
1555 /* Have we been at this level before? */
1556 maptile *m = has_been_loaded (name);
1557
1558 /* Map is good to go, so just return it */
1559 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1560 return m;
1561
1562 /* unique maps always get loaded from their original location, and never
1563 * a temp location. Likewise, if map_flush is set, or we have never loaded
1564 * this map, load it now. I removed the reset checking from here -
1565 * it seems the probability of a player trying to enter a map that should
1566 * reset but hasn't yet is quite low, and removing that makes this function
1567 * a bit cleaner (and players probably shouldn't rely on exact timing for
1568 * resets in any case - if they really care, they should use the 'maps command.
1569 */
1570 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1571 {
1572 /* first visit or time to reset */
1573 if (m)
1574 {
1575 clean_tmp_map (m); /* Doesn't make much difference */
1576 delete_map (m);
1577 }
1578
1579 /* create and load a map */
1580 if (flags & MAP_PLAYER_UNIQUE)
1581 LOG (llevDebug, "Trying to load map %s.\n", name);
1582 else
1583 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1584
1585 //eval_pv ("$x = Event::time", 1);//D
1586 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1587 return (NULL);
1588 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1589
1590 fix_auto_apply (m); /* Chests which open as default */
1591
1592 /* If a player unique map, no extra unique object file to load.
1593 * if from the editor, likewise.
1594 */
1595 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1596 load_unique_objects (m);
1597
1598 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1599 {
1600 m = load_overlay_map (name, m);
1601 if (m == NULL)
1602 return NULL;
1603 }
1604
1605 if (flags & MAP_PLAYER_UNIQUE)
1606 INVOKE_MAP (SWAPIN, m);
1607
1608 }
1609 else
1610 {
1611 /* If in this loop, we found a temporary map, so load it up. */
1612
1613 m = load_temporary_map (m);
1614 if (m == NULL)
1615 return NULL;
1616 load_unique_objects (m);
1617
1618 clean_tmp_map (m);
1619 m->in_memory = MAP_IN_MEMORY;
1620 /* tempnam() on sun systems (probably others) uses malloc
1621 * to allocated space for the string. Free it here.
1622 * In some cases, load_temporary_map above won't find the
1623 * temporary map, and so has reloaded a new map. If that
1624 * is the case, tmpname is now null
1625 */
1626 if (m->tmpname)
1627 free (m->tmpname);
1628 m->tmpname = NULL;
1629 /* It's going to be saved anew anyway */
1630 }
1631
1632 /* Below here is stuff common to both first time loaded maps and
1633 * temp maps.
1634 */
1635
1636 decay_objects (m); /* start the decay */
1637 /* In case other objects press some buttons down */
1638 update_buttons (m);
1639 if (m->outdoor)
1640 set_darkness_map (m);
1641 /* run the weather over this map */
1642 weather_effect (name);
1643 return m;
1644 }
1645
1646
1647 /*
1648 * This routine is supposed to find out the difficulty of the map.
1649 * difficulty does not have a lot to do with character level,
1650 * but does have a lot to do with treasure on the map.
1651 *
1652 * Difficulty can now be set by the map creature. If the value stored
1653 * in the map is zero, then use this routine. Maps should really
1654 * have a difficulty set than using this function - human calculation
1655 * is much better than this functions guesswork.
1656 */
1657
1658 int
1659 calculate_difficulty (maptile *m)
1660 {
1661 object *op;
1662 archetype *at;
1663 int x, y, i;
1664 long monster_cnt = 0;
1665 double avgexp = 0;
1666 sint64 total_exp = 0;
1667
1668 if (m->difficulty)
1669 {
1670 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1671 return m->difficulty;
1672 }
1673
1674 for (x = 0; x < m->width; x++)
1675 for (y = 0; y < m->height; y++)
1676 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1677 {
1678 if (QUERY_FLAG (op, FLAG_MONSTER))
1679 {
1680 total_exp += op->stats.exp;
1681 monster_cnt++;
1682 }
1683
1684 if (QUERY_FLAG (op, FLAG_GENERATOR))
1685 {
1686 total_exp += op->stats.exp;
1687 at = type_to_archetype (GENERATE_TYPE (op));
1688
1689 if (at != NULL)
1690 total_exp += at->clone.stats.exp * 8;
1691
1692 monster_cnt++;
1693 }
1694 }
1695
1696 avgexp = (double) total_exp / monster_cnt;
1697
1698 for (i = 1; i <= settings.max_level; i++)
1699 {
1700 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1701 {
1702 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1703 return i;
1704 }
1705 }
1706
1707 return 1;
1708 }
1709
1710 void
1711 clean_tmp_map (maptile *m)
1712 {
1713 if (m->tmpname == NULL)
1714 return;
1715 INVOKE_MAP (CLEAN, m);
1716 (void) unlink (m->tmpname);
1717 }
1718
1719 void
1720 free_all_maps (void)
1721 {
1722 int real_maps = 0;
1723
1724 while (first_map)
1725 {
1726 /* I think some of the callers above before it gets here set this to be
1727 * saving, but we still want to free this data
1728 */
1729 if (first_map->in_memory == MAP_SAVING)
1730 first_map->in_memory = MAP_IN_MEMORY;
1731 delete_map (first_map);
1732 real_maps++;
1733 }
1734
1735 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1736 }
1737
1738 /* change_map_light() - used to change map light level (darkness)
1739 * up or down. Returns true if successful. It should now be
1740 * possible to change a value by more than 1.
1741 * Move this from los.c to map.c since this is more related
1742 * to maps than los.
1743 * postive values make it darker, negative make it brighter
1744 */
1745
1746 int
1747 change_map_light (maptile *m, int change)
1748 {
1749 int new_level = m->darkness + change;
1750
1751 /* Nothing to do */
1752 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1753 {
1754 return 0;
1755 }
1756
1757 /* inform all players on the map */
1758 if (change > 0)
1759 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1760 else
1761 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1762
1763 /* Do extra checking. since m->darkness is a unsigned value,
1764 * we need to be extra careful about negative values.
1765 * In general, the checks below are only needed if change
1766 * is not +/-1
1767 */
1768 if (new_level < 0)
1769 m->darkness = 0;
1770 else if (new_level >= MAX_DARKNESS)
1771 m->darkness = MAX_DARKNESS;
1772 else
1773 m->darkness = new_level;
1774
1775 /* All clients need to get re-updated for the change */
1776 update_all_map_los (m);
1777 return 1;
1778 }
1779
1780 /*
1781 * This function updates various attributes about a specific space
1782 * on the map (what it looks like, whether it blocks magic,
1783 * has a living creatures, prevents people from passing
1784 * through, etc)
1785 */
1786 void
1787 mapspace::update_ ()
1788 {
1789 object *tmp, *last = 0;
1790 uint8 flags = 0, light = 0, anywhere = 0;
1791 New_Face *top, *floor, *middle;
1792 object *top_obj, *floor_obj, *middle_obj;
1793 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1794
1795 middle = blank_face;
1796 top = blank_face;
1797 floor = blank_face;
1798
1799 middle_obj = 0;
1800 top_obj = 0;
1801 floor_obj = 0;
1802
1803 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1804 {
1805 /* This could be made additive I guess (two lights better than
1806 * one). But if so, it shouldn't be a simple additive - 2
1807 * light bulbs do not illuminate twice as far as once since
1808 * it is a dissapation factor that is cubed.
1809 */
1810 if (tmp->glow_radius > light)
1811 light = tmp->glow_radius;
1812
1813 /* This call is needed in order to update objects the player
1814 * is standing in that have animations (ie, grass, fire, etc).
1815 * However, it also causes the look window to be re-drawn
1816 * 3 times each time the player moves, because many of the
1817 * functions the move_player calls eventualy call this.
1818 *
1819 * Always put the player down for drawing.
1820 */
1821 if (!tmp->invisible)
1822 {
1823 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1824 {
1825 top = tmp->face;
1826 top_obj = tmp;
1827 }
1828 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1829 {
1830 /* If we got a floor, that means middle and top were below it,
1831 * so should not be visible, so we clear them.
1832 */
1833 middle = blank_face;
1834 top = blank_face;
1835 floor = tmp->face;
1836 floor_obj = tmp;
1837 }
1838 /* Flag anywhere have high priority */
1839 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1840 {
1841 middle = tmp->face;
1842
1843 middle_obj = tmp;
1844 anywhere = 1;
1845 }
1846 /* Find the highest visible face around. If equal
1847 * visibilities, we still want the one nearer to the
1848 * top
1849 */
1850 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1851 {
1852 middle = tmp->face;
1853 middle_obj = tmp;
1854 }
1855 }
1856
1857 if (tmp == tmp->above)
1858 {
1859 LOG (llevError, "Error in structure of map\n");
1860 exit (-1);
1861 }
1862
1863 move_slow |= tmp->move_slow;
1864 move_block |= tmp->move_block;
1865 move_on |= tmp->move_on;
1866 move_off |= tmp->move_off;
1867 move_allow |= tmp->move_allow;
1868
1869 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1870 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1871 if (tmp->type == PLAYER) flags |= P_PLAYER;
1872 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1873 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1874 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1875 }
1876
1877 this->light = light;
1878 this->flags_ = flags;
1879 this->move_block = move_block & ~move_allow;
1880 this->move_on = move_on;
1881 this->move_off = move_off;
1882 this->move_slow = move_slow;
1883
1884 /* At this point, we have a floor face (if there is a floor),
1885 * and the floor is set - we are not going to touch it at
1886 * this point.
1887 * middle contains the highest visibility face.
1888 * top contains a player/monster face, if there is one.
1889 *
1890 * We now need to fill in top.face and/or middle.face.
1891 */
1892
1893 /* If the top face also happens to be high visibility, re-do our
1894 * middle face. This should not happen, as we already have the
1895 * else statement above so middle should not get set. OTOH, it
1896 * may be possible for the faces to match but be different objects.
1897 */
1898 if (top == middle)
1899 middle = blank_face;
1900
1901 /* There are three posibilities at this point:
1902 * 1) top face is set, need middle to be set.
1903 * 2) middle is set, need to set top.
1904 * 3) neither middle or top is set - need to set both.
1905 */
1906
1907 for (tmp = last; tmp; tmp = tmp->below)
1908 {
1909 /* Once we get to a floor, stop, since we already have a floor object */
1910 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1911 break;
1912
1913 /* If two top faces are already set, quit processing */
1914 if ((top != blank_face) && (middle != blank_face))
1915 break;
1916
1917 /* Only show visible faces, unless its the editor - show all */
1918 if (!tmp->invisible || editor)
1919 {
1920 /* Fill in top if needed */
1921 if (top == blank_face)
1922 {
1923 top = tmp->face;
1924 top_obj = tmp;
1925 if (top == middle)
1926 middle = blank_face;
1927 }
1928 else
1929 {
1930 /* top is already set - we should only get here if
1931 * middle is not set
1932 *
1933 * Set the middle face and break out, since there is nothing
1934 * more to fill in. We don't check visiblity here, since
1935 *
1936 */
1937 if (tmp->face != top)
1938 {
1939 middle = tmp->face;
1940 middle_obj = tmp;
1941 break;
1942 }
1943 }
1944 }
1945 }
1946
1947 if (middle == floor)
1948 middle = blank_face;
1949
1950 if (top == middle)
1951 middle = blank_face;
1952
1953 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1954 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1955 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1956 }
1957
1958 void
1959 set_map_reset_time (maptile *map)
1960 {
1961 int timeout;
1962
1963 timeout = map->reset_timeout;
1964 if (timeout <= 0)
1965 timeout = MAP_DEFAULTRESET;
1966 if (timeout >= MAP_MAXRESET)
1967 timeout = MAP_MAXRESET;
1968 map->reset_time = time (0) + timeout;
1969 }
1970
1971 /* this updates the orig_map->tile_map[tile_num] value after loading
1972 * the map. It also takes care of linking back the freshly loaded
1973 * maps tile_map values if it tiles back to this one. It returns
1974 * the value of orig_map->tile_map[tile_num]. It really only does this
1975 * so that it is easier for calling functions to verify success.
1976 */
1977
1978 static maptile *
1979 load_and_link_tiled_map (maptile *orig_map, int tile_num)
1980 {
1981 int dest_tile = (tile_num + 2) % 4;
1982 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1983
1984 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
1985
1986 /* need to do a strcmp here as the orig_map->path is not a shared string */
1987 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1988 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1989
1990 return orig_map->tile_map[tile_num];
1991 }
1992
1993 /* this returns TRUE if the coordinates (x,y) are out of
1994 * map m. This function also takes into account any
1995 * tiling considerations, loading adjacant maps as needed.
1996 * This is the function should always be used when it
1997 * necessary to check for valid coordinates.
1998 * This function will recursively call itself for the
1999 * tiled maps.
2000 *
2001 *
2002 */
2003 int
2004 out_of_map (maptile *m, int x, int y)
2005 {
2006 /* If we get passed a null map, this is obviously the
2007 * case. This generally shouldn't happen, but if the
2008 * map loads fail below, it could happen.
2009 */
2010 if (!m)
2011 return 0;
2012
2013 if (x < 0)
2014 {
2015 if (!m->tile_path[3])
2016 return 1;
2017
2018 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2019 load_and_link_tiled_map (m, 3);
2020
2021 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2022 }
2023
2024 if (x >= m->width)
2025 {
2026 if (!m->tile_path[1])
2027 return 1;
2028
2029 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2030 load_and_link_tiled_map (m, 1);
2031
2032 return (out_of_map (m->tile_map[1], x - m->width, y));
2033 }
2034
2035 if (y < 0)
2036 {
2037 if (!m->tile_path[0])
2038 return 1;
2039
2040 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map (m, 0);
2042
2043 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2044 }
2045
2046 if (y >= m->height)
2047 {
2048 if (!m->tile_path[2])
2049 return 1;
2050
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map (m, 2);
2053
2054 return (out_of_map (m->tile_map[2], x, y - m->height));
2055 }
2056
2057 /* Simple case - coordinates are within this local
2058 * map.
2059 */
2060 return 0;
2061 }
2062
2063 /* This is basically the same as out_of_map above, but
2064 * instead we return NULL if no map is valid (coordinates
2065 * out of bounds and no tiled map), otherwise it returns
2066 * the map as that the coordinates are really on, and
2067 * updates x and y to be the localized coordinates.
2068 * Using this is more efficient of calling out_of_map
2069 * and then figuring out what the real map is
2070 */
2071 maptile *
2072 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2073 {
2074
2075 if (*x < 0)
2076 {
2077 if (!m->tile_path[3])
2078 return 0;
2079 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2080 load_and_link_tiled_map (m, 3);
2081
2082 *x += m->tile_map[3]->width;
2083 return (get_map_from_coord (m->tile_map[3], x, y));
2084 }
2085
2086 if (*x >= m->width)
2087 {
2088 if (!m->tile_path[1])
2089 return 0;
2090
2091 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2092 load_and_link_tiled_map (m, 1);
2093
2094 *x -= m->width;
2095 return (get_map_from_coord (m->tile_map[1], x, y));
2096 }
2097
2098 if (*y < 0)
2099 {
2100 if (!m->tile_path[0])
2101 return 0;
2102
2103 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2104 load_and_link_tiled_map (m, 0);
2105
2106 *y += m->tile_map[0]->height;
2107 return (get_map_from_coord (m->tile_map[0], x, y));
2108 }
2109
2110 if (*y >= m->height)
2111 {
2112 if (!m->tile_path[2])
2113 return 0;
2114
2115 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2116 load_and_link_tiled_map (m, 2);
2117
2118 *y -= m->height;
2119 return (get_map_from_coord (m->tile_map[2], x, y));
2120 }
2121
2122 /* Simple case - coordinates are within this local
2123 * map.
2124 */
2125
2126 return m;
2127 }
2128
2129 /**
2130 * Return whether map2 is adjacent to map1. If so, store the distance from
2131 * map1 to map2 in dx/dy.
2132 */
2133 static int
2134 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2135 {
2136 if (!map1 || !map2)
2137 return 0;
2138
2139 if (map1 == map2)
2140 {
2141 *dx = 0;
2142 *dy = 0;
2143
2144 }
2145 else if (map1->tile_map[0] == map2)
2146 { /* up */
2147 *dx = 0;
2148 *dy = -map2->height;
2149 }
2150 else if (map1->tile_map[1] == map2)
2151 { /* right */
2152 *dx = map1->width;
2153 *dy = 0;
2154 }
2155 else if (map1->tile_map[2] == map2)
2156 { /* down */
2157 *dx = 0;
2158 *dy = map1->height;
2159 }
2160 else if (map1->tile_map[3] == map2)
2161 { /* left */
2162 *dx = -map2->width;
2163 *dy = 0;
2164
2165 }
2166 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2167 { /* up right */
2168 *dx = map1->tile_map[0]->width;
2169 *dy = -map1->tile_map[0]->height;
2170 }
2171 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2172 { /* up left */
2173 *dx = -map2->width;
2174 *dy = -map1->tile_map[0]->height;
2175 }
2176 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2177 { /* right up */
2178 *dx = map1->width;
2179 *dy = -map2->height;
2180 }
2181 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2182 { /* right down */
2183 *dx = map1->width;
2184 *dy = map1->tile_map[1]->height;
2185 }
2186 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2187 { /* down right */
2188 *dx = map1->tile_map[2]->width;
2189 *dy = map1->height;
2190 }
2191 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2192 { /* down left */
2193 *dx = -map2->width;
2194 *dy = map1->height;
2195 }
2196 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2197 { /* left up */
2198 *dx = -map1->tile_map[3]->width;
2199 *dy = -map2->height;
2200 }
2201 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2202 { /* left down */
2203 *dx = -map1->tile_map[3]->width;
2204 *dy = map1->tile_map[3]->height;
2205
2206 }
2207 else
2208 { /* not "adjacent" enough */
2209 return 0;
2210 }
2211
2212 return 1;
2213 }
2214
2215 /* From map.c
2216 * This is used by get_player to determine where the other
2217 * creature is. get_rangevector takes into account map tiling,
2218 * so you just can not look the the map coordinates and get the
2219 * righte value. distance_x/y are distance away, which
2220 * can be negativbe. direction is the crossfire direction scheme
2221 * that the creature should head. part is the part of the
2222 * monster that is closest.
2223 *
2224 * get_rangevector looks at op1 and op2, and fills in the
2225 * structure for op1 to get to op2.
2226 * We already trust that the caller has verified that the
2227 * two objects are at least on adjacent maps. If not,
2228 * results are not likely to be what is desired.
2229 * if the objects are not on maps, results are also likely to
2230 * be unexpected
2231 *
2232 * currently, the only flag supported (0x1) is don't translate for
2233 * closest body part of 'op1'
2234 */
2235
2236 void
2237 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2238 {
2239 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2240 {
2241 /* be conservative and fill in _some_ data */
2242 retval->distance = 100000;
2243 retval->distance_x = 32767;
2244 retval->distance_y = 32767;
2245 retval->direction = 0;
2246 retval->part = 0;
2247 }
2248 else
2249 {
2250 object *best;
2251
2252 retval->distance_x += op2->x - op1->x;
2253 retval->distance_y += op2->y - op1->y;
2254
2255 best = op1;
2256 /* If this is multipart, find the closest part now */
2257 if (!(flags & 0x1) && op1->more)
2258 {
2259 object *tmp;
2260 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2261
2262 /* we just take the offset of the piece to head to figure
2263 * distance instead of doing all that work above again
2264 * since the distance fields we set above are positive in the
2265 * same axis as is used for multipart objects, the simply arithmetic
2266 * below works.
2267 */
2268 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2269 {
2270 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2271 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2272 if (tmpi < best_distance)
2273 {
2274 best_distance = tmpi;
2275 best = tmp;
2276 }
2277 }
2278 if (best != op1)
2279 {
2280 retval->distance_x += op1->x - best->x;
2281 retval->distance_y += op1->y - best->y;
2282 }
2283 }
2284 retval->part = best;
2285 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2286 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2287 }
2288 }
2289
2290 /* this is basically the same as get_rangevector above, but instead of
2291 * the first parameter being an object, it instead is the map
2292 * and x,y coordinates - this is used for path to player -
2293 * since the object is not infact moving but we are trying to traverse
2294 * the path, we need this.
2295 * flags has no meaning for this function at this time - I kept it in to
2296 * be more consistant with the above function and also in case they are needed
2297 * for something in the future. Also, since no object is pasted, the best
2298 * field of the rv_vector is set to NULL.
2299 */
2300
2301 void
2302 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2303 {
2304 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2305 {
2306 /* be conservative and fill in _some_ data */
2307 retval->distance = 100000;
2308 retval->distance_x = 32767;
2309 retval->distance_y = 32767;
2310 retval->direction = 0;
2311 retval->part = 0;
2312 }
2313 else
2314 {
2315 retval->distance_x += op2->x - x;
2316 retval->distance_y += op2->y - y;
2317
2318 retval->part = NULL;
2319 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2320 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2321 }
2322 }
2323
2324 /* Returns true of op1 and op2 are effectively on the same map
2325 * (as related to map tiling). Note that this looks for a path from
2326 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2327 * to op1, this will still return false.
2328 * Note we only look one map out to keep the processing simple
2329 * and efficient. This could probably be a macro.
2330 * MSW 2001-08-05
2331 */
2332 int
2333 on_same_map (const object *op1, const object *op2)
2334 {
2335 int dx, dy;
2336
2337 return adjacent_map (op1->map, op2->map, &dx, &dy);
2338 }
2339
2340 object *
2341 maptile::insert (object *op, int x, int y, object *originator, int flags)
2342 {
2343 if (!op->flag [FLAG_REMOVED])
2344 op->remove ();
2345
2346 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2347 }
2348