1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
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Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team |
5 |
Copyright (C) 1992 Frank Tore Johansen |
6 |
|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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|
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#include <global.h> |
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#include <funcpoint.h> |
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|
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#include <loader.h> |
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#ifndef WIN32 /* ---win32 exclude header */ |
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# include <unistd.h> |
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#endif /* win32 */ |
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|
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#include "path.h" |
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|
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|
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/* |
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* Returns the maptile which has a name matching the given argument. |
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* return NULL if no match is found. |
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*/ |
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|
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maptile * |
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has_been_loaded (const char *name) |
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{ |
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maptile *map; |
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|
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if (!name || !*name) |
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return 0; |
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for (map = first_map; map; map = map->next) |
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if (!strcmp (name, map->path)) |
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break; |
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return (map); |
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} |
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|
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/* |
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* This makes a path absolute outside the world of Crossfire. |
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* In other words, it prepends LIBDIR/MAPDIR/ to the given path |
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* and returns the pointer to a static array containing the result. |
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* it really should be called create_mapname |
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*/ |
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|
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const char * |
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create_pathname (const char *name) |
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{ |
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static char buf[MAX_BUF]; |
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|
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/* Why? having extra / doesn't confuse unix anyplace? Dependancies |
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* someplace else in the code? msw 2-17-97 |
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*/ |
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if (*name == '/') |
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sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name); |
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else |
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sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); |
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return (buf); |
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} |
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|
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/* |
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* same as create_pathname, but for the overlay maps. |
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*/ |
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|
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const char * |
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create_overlay_pathname (const char *name) |
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{ |
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static char buf[MAX_BUF]; |
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|
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/* Why? having extra / doesn't confuse unix anyplace? Dependancies |
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* someplace else in the code? msw 2-17-97 |
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*/ |
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if (*name == '/') |
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sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name); |
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else |
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sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name); |
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return (buf); |
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} |
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|
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/* |
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* same as create_pathname, but for the template maps. |
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*/ |
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|
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const char * |
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create_template_pathname (const char *name) |
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{ |
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static char buf[MAX_BUF]; |
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|
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/* Why? having extra / doesn't confuse unix anyplace? Dependancies |
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* someplace else in the code? msw 2-17-97 |
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*/ |
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if (*name == '/') |
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sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name); |
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else |
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sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name); |
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return (buf); |
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} |
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|
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/* |
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* This makes absolute path to the itemfile where unique objects |
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* will be saved. Converts '/' to '@'. I think it's essier maintain |
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* files than full directory structure, but if this is problem it can |
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* be changed. |
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*/ |
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static const char * |
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create_items_path (const char *s) |
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{ |
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static char buf[MAX_BUF]; |
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char *t; |
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|
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if (*s == '/') |
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s++; |
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|
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sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir); |
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|
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for (t = buf + strlen (buf); *s; s++, t++) |
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if (*s == '/') |
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*t = '@'; |
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else |
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*t = *s; |
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*t = 0; |
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return (buf); |
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} |
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|
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|
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/* |
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* This function checks if a file with the given path exists. |
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* -1 is returned if it fails, otherwise the mode of the file |
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* is returned. |
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* It tries out all the compression suffixes listed in the uncomp[] array. |
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* |
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* If prepend_dir is set, then we call create_pathname (which prepends |
148 |
* libdir & mapdir). Otherwise, we assume the name given is fully |
149 |
* complete. |
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* Only the editor actually cares about the writablity of this - |
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* the rest of the code only cares that the file is readable. |
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* when the editor goes away, the call to stat should probably be |
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* replaced by an access instead (similar to the windows one, but |
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* that seems to be missing the prepend_dir processing |
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*/ |
156 |
|
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int |
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check_path (const char *name, int prepend_dir) |
159 |
{ |
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char buf[MAX_BUF]; |
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|
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#ifndef WIN32 |
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char *endbuf; |
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struct stat statbuf; |
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int mode = 0; |
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#endif |
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|
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if (prepend_dir) |
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strcpy (buf, create_pathname (name)); |
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else |
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strcpy (buf, name); |
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#ifdef WIN32 /* ***win32: check this sucker in windows style. */ |
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return (_access (buf, 0)); |
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#else |
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|
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/* old method (strchr(buf, '\0')) seemd very odd to me - |
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* this method should be equivalant and is clearer. |
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* Can not use strcat because we need to cycle through |
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* all the names. |
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*/ |
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endbuf = buf + strlen (buf); |
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|
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if (stat (buf, &statbuf)) |
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return -1; |
185 |
if (!S_ISREG (statbuf.st_mode)) |
186 |
return (-1); |
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|
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if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) || |
189 |
((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH)) |
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mode |= 4; |
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|
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if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || |
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(statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) |
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mode |= 2; |
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|
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return (mode); |
197 |
#endif |
198 |
} |
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|
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/* |
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* Prints out debug-information about a map. |
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* Dumping these at llevError doesn't seem right, but is |
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* necessary to make sure the information is in fact logged. |
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*/ |
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|
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void |
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dump_map (const maptile *m) |
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{ |
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LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory); |
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LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m)); |
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|
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if (m->msg != NULL) |
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LOG (llevError, "Message:\n%s", m->msg); |
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|
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if (m->maplore != NULL) |
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LOG (llevError, "Lore:\n%s", m->maplore); |
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|
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if (m->tmpname != NULL) |
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LOG (llevError, "Tmpname: %s\n", m->tmpname); |
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|
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LOG (llevError, "Difficulty: %d\n", m->difficulty); |
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LOG (llevError, "Darkness: %d\n", m->darkness); |
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} |
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|
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/* |
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* Prints out debug-information about all maps. |
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* This basically just goes through all the maps and calls |
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* dump_map on each one. |
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*/ |
230 |
|
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void |
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dump_all_maps (void) |
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{ |
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maptile *m; |
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|
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for (m = first_map; m != NULL; m = m->next) |
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{ |
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dump_map (m); |
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} |
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} |
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|
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/* This rolls up wall, blocks_magic, blocks_view, etc, all into |
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* one function that just returns a P_.. value (see map.h) |
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* it will also do map translation for tiled maps, returning |
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* new values into newmap, nx, and ny. Any and all of those |
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* values can be null, in which case if a new map is needed (returned |
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* by a P_NEW_MAP value, another call to get_map_from_coord |
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* is needed. The case of not passing values is if we're just |
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* checking for the existence of something on those spaces, but |
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* don't expect to insert/remove anything from those spaces. |
251 |
*/ |
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int |
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get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny) |
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{ |
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sint16 newx, newy; |
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int retval = 0; |
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maptile *mp; |
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|
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if (out_of_map (oldmap, x, y)) |
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return P_OUT_OF_MAP; |
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newx = x; |
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newy = y; |
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mp = get_map_from_coord (oldmap, &newx, &newy); |
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if (mp != oldmap) |
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retval |= P_NEW_MAP; |
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if (newmap) |
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*newmap = mp; |
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if (nx) |
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*nx = newx; |
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if (ny) |
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*ny = newy; |
272 |
|
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retval |= mp->spaces[newx + mp->width * newy].flags; |
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|
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return retval; |
276 |
} |
277 |
|
278 |
/* |
279 |
* Returns true if the given coordinate is blocked except by the |
280 |
* object passed is not blocking. This is used with |
281 |
* multipart monsters - if we want to see if a 2x2 monster |
282 |
* can move 1 space to the left, we don't want its own area |
283 |
* to block it from moving there. |
284 |
* Returns TRUE if the space is blocked by something other than the |
285 |
* monster. |
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* m, x, y are the target map/coordinates - needed for map tiling. |
287 |
* the coordinates & map passed in should have been updated for tiling |
288 |
* by the caller. |
289 |
*/ |
290 |
int |
291 |
blocked_link (object *ob, maptile *m, int sx, int sy) |
292 |
{ |
293 |
object *tmp; |
294 |
int mflags, blocked; |
295 |
|
296 |
/* Make sure the coordinates are valid - they should be, as caller should |
297 |
* have already checked this. |
298 |
*/ |
299 |
if (OUT_OF_REAL_MAP (m, sx, sy)) |
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{ |
301 |
LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); |
302 |
return 1; |
303 |
} |
304 |
|
305 |
/* Save some cycles - instead of calling get_map_flags(), just get the value |
306 |
* directly. |
307 |
*/ |
308 |
mflags = m->spaces[sx + m->width * sy].flags; |
309 |
|
310 |
blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); |
311 |
|
312 |
/* If space is currently not blocked by anything, no need to |
313 |
* go further. Not true for players - all sorts of special |
314 |
* things we need to do for players. |
315 |
*/ |
316 |
if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) |
317 |
return 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)) |
327 |
return 0; |
328 |
|
329 |
if (ob->head != NULL) |
330 |
ob = ob->head; |
331 |
|
332 |
/* We basically go through the stack of objects, and if there is |
333 |
* some other object that has NO_PASS or FLAG_ALIVE set, return |
334 |
* true. If we get through the entire stack, that must mean |
335 |
* ob is blocking it, so return 0. |
336 |
*/ |
337 |
for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above) |
338 |
{ |
339 |
|
340 |
/* This must be before the checks below. Code for inventory checkers. */ |
341 |
if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) |
342 |
{ |
343 |
/* If last_sp is set, the player/monster needs an object, |
344 |
* so we check for it. If they don't have it, they can't |
345 |
* pass through this space. |
346 |
*/ |
347 |
if (tmp->last_sp) |
348 |
{ |
349 |
if (check_inv_recursive (ob, tmp) == NULL) |
350 |
return 1; |
351 |
else |
352 |
continue; |
353 |
} |
354 |
else |
355 |
{ |
356 |
/* In this case, the player must not have the object - |
357 |
* if they do, they can't pass through. |
358 |
*/ |
359 |
if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ |
360 |
return 1; |
361 |
else |
362 |
continue; |
363 |
} |
364 |
} /* if check_inv */ |
365 |
else |
366 |
{ |
367 |
/* Broke apart a big nasty if into several here to make |
368 |
* this more readable. first check - if the space blocks |
369 |
* movement, can't move here. |
370 |
* second - if a monster, can't move there, unles it is a |
371 |
* hidden dm |
372 |
*/ |
373 |
if (OB_MOVE_BLOCK (ob, tmp)) |
374 |
return 1; |
375 |
if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && |
376 |
tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) |
377 |
return 1; |
378 |
} |
379 |
|
380 |
} |
381 |
return 0; |
382 |
} |
383 |
|
384 |
|
385 |
/* |
386 |
* Returns true if the given object can't fit in the given spot. |
387 |
* This is meant for multi space objects - for single space objecs, |
388 |
* just calling get_map_blocked and checking that against movement type |
389 |
* of object. This function goes through all the parts of the |
390 |
* multipart object and makes sure they can be inserted. |
391 |
* |
392 |
* While this doesn't call out of map, the get_map_flags does. |
393 |
* |
394 |
* This function has been used to deprecate arch_out_of_map - |
395 |
* this function also does that check, and since in most cases, |
396 |
* a call to one would follow the other, doesn't make a lot of sense to |
397 |
* have two seperate functions for this. |
398 |
* |
399 |
* This returns nonzero if this arch can not go on the space provided, |
400 |
* 0 otherwise. the return value will contain the P_.. value |
401 |
* so the caller can know why this object can't go on the map. |
402 |
* Note that callers should not expect P_NEW_MAP to be set |
403 |
* in return codes - since the object is multispace - if |
404 |
* we did return values, what do you return if half the object |
405 |
* is one map, half on another. |
406 |
* |
407 |
* Note this used to be arch_blocked, but with new movement |
408 |
* code, we need to have actual object to check its move_type |
409 |
* against the move_block values. |
410 |
*/ |
411 |
|
412 |
int |
413 |
ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) |
414 |
{ |
415 |
archetype *tmp; |
416 |
int flag; |
417 |
maptile *m1; |
418 |
sint16 sx, sy; |
419 |
|
420 |
if (ob == NULL) |
421 |
{ |
422 |
flag = get_map_flags (m, &m1, x, y, &sx, &sy); |
423 |
if (flag & P_OUT_OF_MAP) |
424 |
return P_OUT_OF_MAP; |
425 |
|
426 |
/* don't have object, so don't know what types would block */ |
427 |
return (GET_MAP_MOVE_BLOCK (m1, sx, sy)); |
428 |
} |
429 |
|
430 |
for (tmp = ob->arch; tmp != NULL; tmp = tmp->more) |
431 |
{ |
432 |
flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); |
433 |
|
434 |
if (flag & P_OUT_OF_MAP) |
435 |
return P_OUT_OF_MAP; |
436 |
if (flag & P_IS_ALIVE) |
437 |
return P_IS_ALIVE; |
438 |
|
439 |
/* find_first_free_spot() calls this function. However, often |
440 |
* ob doesn't have any move type (when used to place exits) |
441 |
* so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. |
442 |
*/ |
443 |
|
444 |
if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL) |
445 |
continue; |
446 |
|
447 |
/* Note it is intentional that we check ob - the movement type of the |
448 |
* head of the object should correspond for the entire object. |
449 |
*/ |
450 |
if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy))) |
451 |
return AB_NO_PASS; |
452 |
|
453 |
} |
454 |
return 0; |
455 |
} |
456 |
|
457 |
/* When the map is loaded, load_object does not actually insert objects |
458 |
* into inventory, but just links them. What this does is go through |
459 |
* and insert them properly. |
460 |
* The object 'container' is the object that contains the inventory. |
461 |
* This is needed so that we can update the containers weight. |
462 |
*/ |
463 |
|
464 |
void |
465 |
fix_container (object *container) |
466 |
{ |
467 |
object *tmp = container->inv, *next; |
468 |
|
469 |
container->inv = NULL; |
470 |
while (tmp != NULL) |
471 |
{ |
472 |
next = tmp->below; |
473 |
if (tmp->inv) |
474 |
fix_container (tmp); |
475 |
(void) insert_ob_in_ob (tmp, container); |
476 |
tmp = next; |
477 |
} |
478 |
/* sum_weight will go through and calculate what all the containers are |
479 |
* carrying. |
480 |
*/ |
481 |
sum_weight (container); |
482 |
} |
483 |
|
484 |
/* link_multipart_objects go through all the objects on the map looking |
485 |
* for objects whose arch says they are multipart yet according to the |
486 |
* info we have, they only have the head (as would be expected when |
487 |
* they are saved). We do have to look for the old maps that did save |
488 |
* the more sections and not re-add sections for them. |
489 |
*/ |
490 |
|
491 |
static void |
492 |
link_multipart_objects (maptile *m) |
493 |
{ |
494 |
int x, y; |
495 |
object *tmp, *op, *last, *above; |
496 |
archetype *at; |
497 |
|
498 |
for (x = 0; x < MAP_WIDTH (m); x++) |
499 |
for (y = 0; y < MAP_HEIGHT (m); y++) |
500 |
for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) |
501 |
{ |
502 |
above = tmp->above; |
503 |
|
504 |
/* already multipart - don't do anything more */ |
505 |
if (tmp->head || tmp->more) |
506 |
continue; |
507 |
|
508 |
/* If there is nothing more to this object, this for loop |
509 |
* won't do anything. |
510 |
*/ |
511 |
for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) |
512 |
{ |
513 |
op = arch_to_object (at); |
514 |
|
515 |
/* update x,y coordinates */ |
516 |
op->x += tmp->x; |
517 |
op->y += tmp->y; |
518 |
op->head = tmp; |
519 |
op->map = m; |
520 |
last->more = op; |
521 |
op->name = tmp->name; |
522 |
op->title = tmp->title; |
523 |
/* we could link all the parts onto tmp, and then just |
524 |
* call insert_ob_in_map once, but the effect is the same, |
525 |
* as insert_ob_in_map will call itself with each part, and |
526 |
* the coding is simpler to just to it here with each part. |
527 |
*/ |
528 |
insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); |
529 |
} /* for at = tmp->arch->more */ |
530 |
} /* for objects on this space */ |
531 |
} |
532 |
|
533 |
/* |
534 |
* Loads (ands parses) the objects into a given map from the specified |
535 |
* file pointer. |
536 |
* mapflags is the same as we get with load_original_map |
537 |
*/ |
538 |
void |
539 |
load_objects (maptile *m, object_thawer & fp, int mapflags) |
540 |
{ |
541 |
int i, j; |
542 |
int unique; |
543 |
object *op, *prev = NULL, *last_more = NULL, *otmp; |
544 |
|
545 |
op = get_object (); |
546 |
op->map = m; /* To handle buttons correctly */ |
547 |
|
548 |
while ((i = load_object (fp, op, mapflags))) |
549 |
{ |
550 |
/* if the archetype for the object is null, means that we |
551 |
* got an invalid object. Don't do anything with it - the game |
552 |
* or editor will not be able to do anything with it either. |
553 |
*/ |
554 |
if (op->arch == NULL) |
555 |
{ |
556 |
LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); |
557 |
continue; |
558 |
} |
559 |
|
560 |
|
561 |
switch (i) |
562 |
{ |
563 |
case LL_NORMAL: |
564 |
/* if we are loading an overlay, put the floors on the bottom */ |
565 |
if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) |
566 |
insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); |
567 |
else |
568 |
insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); |
569 |
|
570 |
if (op->inv) |
571 |
sum_weight (op); |
572 |
|
573 |
prev = op, last_more = op; |
574 |
break; |
575 |
|
576 |
case LL_MORE: |
577 |
insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); |
578 |
op->head = prev, last_more->more = op, last_more = op; |
579 |
break; |
580 |
} |
581 |
|
582 |
if (mapflags & MAP_STYLE) |
583 |
remove_from_active_list (op); |
584 |
|
585 |
op = get_object (); |
586 |
op->map = m; |
587 |
} |
588 |
|
589 |
for (i = 0; i < m->width; i++) |
590 |
{ |
591 |
for (j = 0; j < m->height; j++) |
592 |
{ |
593 |
unique = 0; |
594 |
/* check for unique items, or unique squares */ |
595 |
for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) |
596 |
{ |
597 |
if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) |
598 |
unique = 1; |
599 |
if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique)) |
600 |
SET_FLAG (otmp, FLAG_OBJ_ORIGINAL); |
601 |
} |
602 |
} |
603 |
} |
604 |
|
605 |
free_object (op); |
606 |
link_multipart_objects (m); |
607 |
} |
608 |
|
609 |
/* This saves all the objects on the map in a non destructive fashion. |
610 |
* Modified by MSW 2001-07-01 to do in a single pass - reduces code, |
611 |
* and we only save the head of multi part objects - this is needed |
612 |
* in order to do map tiling properly. |
613 |
*/ |
614 |
void |
615 |
save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag) |
616 |
{ |
617 |
int i, j = 0, unique = 0; |
618 |
object *op; |
619 |
|
620 |
/* first pass - save one-part objects */ |
621 |
for (i = 0; i < MAP_WIDTH (m); i++) |
622 |
for (j = 0; j < MAP_HEIGHT (m); j++) |
623 |
{ |
624 |
unique = 0; |
625 |
for (op = get_map_ob (m, i, j); op; op = op->above) |
626 |
{ |
627 |
if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
628 |
unique = 1; |
629 |
|
630 |
if (op->type == PLAYER) |
631 |
{ |
632 |
LOG (llevDebug, "Player on map that is being saved\n"); |
633 |
continue; |
634 |
} |
635 |
|
636 |
if (op->head || op->owner) |
637 |
continue; |
638 |
|
639 |
if (unique || QUERY_FLAG (op, FLAG_UNIQUE)) |
640 |
save_object (fp2, op, 3); |
641 |
else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID)))) |
642 |
save_object (fp, op, 3); |
643 |
|
644 |
} /* for this space */ |
645 |
} /* for this j */ |
646 |
} |
647 |
|
648 |
maptile::maptile () |
649 |
{ |
650 |
in_memory = MAP_SWAPPED; |
651 |
/* The maps used to pick up default x and y values from the |
652 |
* map archetype. Mimic that behaviour. |
653 |
*/ |
654 |
MAP_WIDTH (this) = 16; |
655 |
MAP_HEIGHT (this) = 16; |
656 |
MAP_RESET_TIMEOUT (this) = 0; |
657 |
MAP_TIMEOUT (this) = 300; |
658 |
MAP_ENTER_X (this) = 0; |
659 |
MAP_ENTER_Y (this) = 0; |
660 |
/*set part to -1 indicating conversion to weather map not yet done */ |
661 |
MAP_WORLDPARTX (this) = -1; |
662 |
MAP_WORLDPARTY (this) = -1; |
663 |
} |
664 |
|
665 |
/* |
666 |
* Allocates, initialises, and returns a pointer to a maptile. |
667 |
* Modified to no longer take a path option which was not being |
668 |
* used anyways. MSW 2001-07-01 |
669 |
*/ |
670 |
maptile * |
671 |
get_linked_map (void) |
672 |
{ |
673 |
maptile *mp, *map = new maptile; |
674 |
|
675 |
for (mp = first_map; mp && mp->next; mp = mp->next); |
676 |
|
677 |
if (mp == NULL) |
678 |
first_map = map; |
679 |
else |
680 |
mp->next = map; |
681 |
|
682 |
return map; |
683 |
} |
684 |
|
685 |
/* |
686 |
* Allocates the arrays contained in a maptile. |
687 |
* This basically allocates the dynamic array of spaces for the |
688 |
* map. |
689 |
*/ |
690 |
void |
691 |
maptile::allocate () |
692 |
{ |
693 |
in_memory = MAP_IN_MEMORY; |
694 |
|
695 |
/* Log this condition and free the storage. We could I suppose |
696 |
* realloc, but if the caller is presuming the data will be intact, |
697 |
* that is their poor assumption. |
698 |
*/ |
699 |
if (spaces) |
700 |
{ |
701 |
LOG (llevError, "allocate_map called with already allocated map (%s)\n", path); |
702 |
free (spaces); |
703 |
} |
704 |
|
705 |
spaces = (MapSpace *) |
706 |
calloc (1, width * height * sizeof (MapSpace)); |
707 |
|
708 |
if (!spaces) |
709 |
fatal (OUT_OF_MEMORY); |
710 |
} |
711 |
|
712 |
/* Create and returns a map of the specific size. Used |
713 |
* in random map code and the editor. |
714 |
*/ |
715 |
maptile * |
716 |
get_empty_map (int sizex, int sizey) |
717 |
{ |
718 |
maptile *m = get_linked_map (); |
719 |
|
720 |
m->width = sizex; |
721 |
m->height = sizey; |
722 |
m->in_memory = MAP_SWAPPED; |
723 |
m->allocate (); |
724 |
|
725 |
return m; |
726 |
} |
727 |
|
728 |
/* Takes a string from a map definition and outputs a pointer to the array of shopitems |
729 |
* corresponding to that string. Memory is allocated for this, it must be freed |
730 |
* at a later date. |
731 |
* Called by parse_map_headers below. |
732 |
*/ |
733 |
|
734 |
static shopitems * |
735 |
parse_shop_string (const char *input_string) |
736 |
{ |
737 |
char *shop_string, *p, *q, *next_semicolon, *next_colon; |
738 |
shopitems *items = NULL; |
739 |
int i = 0, number_of_entries = 0; |
740 |
const typedata *current_type; |
741 |
|
742 |
shop_string = strdup_local (input_string); |
743 |
p = shop_string; |
744 |
/* first we'll count the entries, we'll need that for allocating the array shortly */ |
745 |
while (p) |
746 |
{ |
747 |
p = strchr (p, ';'); |
748 |
number_of_entries++; |
749 |
if (p) |
750 |
p++; |
751 |
} |
752 |
p = shop_string; |
753 |
strip_endline (p); |
754 |
items = new shopitems[number_of_entries + 1]; |
755 |
for (i = 0; i < number_of_entries; i++) |
756 |
{ |
757 |
if (!p) |
758 |
{ |
759 |
LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); |
760 |
break; |
761 |
} |
762 |
next_semicolon = strchr (p, ';'); |
763 |
next_colon = strchr (p, ':'); |
764 |
/* if there is a stregth specified, figure out what it is, we'll need it soon. */ |
765 |
if (next_colon && (!next_semicolon || next_colon < next_semicolon)) |
766 |
items[i].strength = atoi (strchr (p, ':') + 1); |
767 |
|
768 |
if (isdigit (*p) || *p == '*') |
769 |
{ |
770 |
items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */ |
771 |
current_type = get_typedata (items[i].typenum); |
772 |
if (current_type) |
773 |
{ |
774 |
items[i].name = current_type->name; |
775 |
items[i].name_pl = current_type->name_pl; |
776 |
} |
777 |
} |
778 |
else |
779 |
{ /*we have a named type, let's figure out what it is */ |
780 |
q = strpbrk (p, ";:"); |
781 |
if (q) |
782 |
*q = '\0'; |
783 |
|
784 |
current_type = get_typedata_by_name (p); |
785 |
if (current_type) |
786 |
{ |
787 |
items[i].name = current_type->name; |
788 |
items[i].typenum = current_type->number; |
789 |
items[i].name_pl = current_type->name_pl; |
790 |
} |
791 |
else |
792 |
{ /* oh uh, something's wrong, let's free up this one, and try |
793 |
* the next entry while we're at it, better print a warning |
794 |
*/ |
795 |
LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); |
796 |
} |
797 |
} |
798 |
items[i].index = number_of_entries; |
799 |
if (next_semicolon) |
800 |
p = ++next_semicolon; |
801 |
else |
802 |
p = NULL; |
803 |
} |
804 |
free (shop_string); |
805 |
return items; |
806 |
} |
807 |
|
808 |
/* opposite of parse string, this puts the string that was originally fed in to |
809 |
* the map (or something equivilent) into output_string. */ |
810 |
static void |
811 |
print_shop_string (maptile *m, char *output_string) |
812 |
{ |
813 |
int i; |
814 |
char tmp[MAX_BUF]; |
815 |
|
816 |
strcpy (output_string, ""); |
817 |
for (i = 0; i < m->shopitems[0].index; i++) |
818 |
{ |
819 |
if (m->shopitems[i].typenum) |
820 |
{ |
821 |
if (m->shopitems[i].strength) |
822 |
{ |
823 |
sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); |
824 |
} |
825 |
else |
826 |
sprintf (tmp, "%s;", m->shopitems[i].name); |
827 |
} |
828 |
else |
829 |
{ |
830 |
if (m->shopitems[i].strength) |
831 |
{ |
832 |
sprintf (tmp, "*:%d;", m->shopitems[i].strength); |
833 |
} |
834 |
else |
835 |
sprintf (tmp, "*"); |
836 |
} |
837 |
strcat (output_string, tmp); |
838 |
} |
839 |
} |
840 |
|
841 |
/* This loads the header information of the map. The header |
842 |
* contains things like difficulty, size, timeout, etc. |
843 |
* this used to be stored in the map object, but with the |
844 |
* addition of tiling, fields beyond that easily named in an |
845 |
* object structure were needed, so it just made sense to |
846 |
* put all the stuff in the map object so that names actually make |
847 |
* sense. |
848 |
* This could be done in lex (like the object loader), but I think |
849 |
* currently, there are few enough fields this is not a big deal. |
850 |
* MSW 2001-07-01 |
851 |
* return 0 on success, 1 on failure. |
852 |
*/ |
853 |
|
854 |
static int |
855 |
load_map_header (object_thawer & fp, maptile *m) |
856 |
{ |
857 |
char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; |
858 |
int msgpos = 0; |
859 |
int maplorepos = 0; |
860 |
|
861 |
while (fgets (buf, HUGE_BUF, fp) != NULL) |
862 |
{ |
863 |
buf[HUGE_BUF - 1] = 0; |
864 |
key = buf; |
865 |
while (isspace (*key)) |
866 |
key++; |
867 |
if (*key == 0) |
868 |
continue; /* empty line */ |
869 |
value = strchr (key, ' '); |
870 |
if (!value) |
871 |
{ |
872 |
end = strchr (key, '\n'); |
873 |
if (end != NULL) |
874 |
{ |
875 |
*end = 0; |
876 |
} |
877 |
} |
878 |
else |
879 |
{ |
880 |
*value = 0; |
881 |
value++; |
882 |
end = strchr (value, '\n'); |
883 |
while (isspace (*value)) |
884 |
{ |
885 |
value++; |
886 |
if (*value == '\0' || value == end) |
887 |
{ |
888 |
/* Nothing but spaces. */ |
889 |
value = NULL; |
890 |
break; |
891 |
} |
892 |
} |
893 |
} |
894 |
|
895 |
if (!end) |
896 |
{ |
897 |
LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf); |
898 |
return 1; |
899 |
} |
900 |
|
901 |
/* key is the field name, value is what it should be set |
902 |
* to. We've already done the work to null terminate key, |
903 |
* and strip off any leading spaces for both of these. |
904 |
* We have not touched the newline at the end of the line - |
905 |
* these are needed for some values. the end pointer |
906 |
* points to the first of the newlines. |
907 |
* value could be NULL! It would be easy enough to just point |
908 |
* this to "" to prevent cores, but that would let more errors slide |
909 |
* through. |
910 |
* |
911 |
* First check for entries that do not use the value parameter, then |
912 |
* validate that value is given and check for the remaining entries |
913 |
* that use the parameter. |
914 |
*/ |
915 |
|
916 |
if (!strcmp (key, "msg")) |
917 |
{ |
918 |
while (fgets (buf, HUGE_BUF, fp) != NULL) |
919 |
{ |
920 |
if (!strcmp (buf, "endmsg\n")) |
921 |
break; |
922 |
else |
923 |
{ |
924 |
/* slightly more efficient than strcat */ |
925 |
strcpy (msgbuf + msgpos, buf); |
926 |
msgpos += strlen (buf); |
927 |
} |
928 |
} |
929 |
/* There are lots of maps that have empty messages (eg, msg/endmsg |
930 |
* with nothing between). There is no reason in those cases to |
931 |
* keep the empty message. Also, msgbuf contains garbage data |
932 |
* when msgpos is zero, so copying it results in crashes |
933 |
*/ |
934 |
if (msgpos != 0) |
935 |
m->msg = strdup_local (msgbuf); |
936 |
} |
937 |
else if (!strcmp (key, "maplore")) |
938 |
{ |
939 |
while (fgets (buf, HUGE_BUF, fp) != NULL) |
940 |
{ |
941 |
if (!strcmp (buf, "endmaplore\n")) |
942 |
break; |
943 |
else |
944 |
{ |
945 |
/* slightly more efficient than strcat */ |
946 |
strcpy (maplorebuf + maplorepos, buf); |
947 |
maplorepos += strlen (buf); |
948 |
} |
949 |
} |
950 |
if (maplorepos != 0) |
951 |
m->maplore = strdup_local (maplorebuf); |
952 |
} |
953 |
else if (!strcmp (key, "end")) |
954 |
{ |
955 |
break; |
956 |
} |
957 |
else if (value == NULL) |
958 |
{ |
959 |
LOG (llevError, "Got '%s' line without parameter in map header\n", key); |
960 |
} |
961 |
else if (!strcmp (key, "arch")) |
962 |
{ |
963 |
/* This is an oddity, but not something we care about much. */ |
964 |
if (strcmp (value, "map\n")) |
965 |
LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value); |
966 |
} |
967 |
else if (!strcmp (key, "name")) |
968 |
{ |
969 |
*end = 0; |
970 |
m->name = strdup_local (value); |
971 |
} |
972 |
/* first strcmp value on these are old names supported |
973 |
* for compatibility reasons. The new values (second) are |
974 |
* what really should be used. |
975 |
*/ |
976 |
else if (!strcmp (key, "oid")) |
977 |
{ |
978 |
fp.get (m, atoi (value)); |
979 |
} |
980 |
else if (!strcmp (key, "attach")) |
981 |
{ |
982 |
m->attach = value; |
983 |
} |
984 |
else if (!strcmp (key, "hp") || !strcmp (key, "enter_x")) |
985 |
{ |
986 |
m->enter_x = atoi (value); |
987 |
} |
988 |
else if (!strcmp (key, "sp") || !strcmp (key, "enter_y")) |
989 |
{ |
990 |
m->enter_y = atoi (value); |
991 |
} |
992 |
else if (!strcmp (key, "x") || !strcmp (key, "width")) |
993 |
{ |
994 |
m->width = atoi (value); |
995 |
} |
996 |
else if (!strcmp (key, "y") || !strcmp (key, "height")) |
997 |
{ |
998 |
m->height = atoi (value); |
999 |
} |
1000 |
else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout")) |
1001 |
{ |
1002 |
m->reset_timeout = atoi (value); |
1003 |
} |
1004 |
else if (!strcmp (key, "value") || !strcmp (key, "swap_time")) |
1005 |
{ |
1006 |
m->timeout = atoi (value); |
1007 |
} |
1008 |
else if (!strcmp (key, "level") || !strcmp (key, "difficulty")) |
1009 |
{ |
1010 |
m->difficulty = atoi (value); |
1011 |
} |
1012 |
else if (!strcmp (key, "invisible") || !strcmp (key, "darkness")) |
1013 |
{ |
1014 |
m->darkness = atoi (value); |
1015 |
} |
1016 |
else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime")) |
1017 |
{ |
1018 |
m->fixed_resettime = atoi (value); |
1019 |
} |
1020 |
else if (!strcmp (key, "unique")) |
1021 |
{ |
1022 |
m->unique = atoi (value); |
1023 |
} |
1024 |
else if (!strcmp (key, "template")) |
1025 |
{ |
1026 |
m->templatemap = atoi (value); |
1027 |
} |
1028 |
else if (!strcmp (key, "region")) |
1029 |
{ |
1030 |
m->region = get_region_by_name (value); |
1031 |
} |
1032 |
else if (!strcmp (key, "shopitems")) |
1033 |
{ |
1034 |
*end = 0; |
1035 |
m->shopitems = parse_shop_string (value); |
1036 |
} |
1037 |
else if (!strcmp (key, "shopgreed")) |
1038 |
{ |
1039 |
m->shopgreed = atof (value); |
1040 |
} |
1041 |
else if (!strcmp (key, "shopmin")) |
1042 |
{ |
1043 |
m->shopmin = atol (value); |
1044 |
} |
1045 |
else if (!strcmp (key, "shopmax")) |
1046 |
{ |
1047 |
m->shopmax = atol (value); |
1048 |
} |
1049 |
else if (!strcmp (key, "shoprace")) |
1050 |
{ |
1051 |
*end = 0; |
1052 |
m->shoprace = strdup_local (value); |
1053 |
} |
1054 |
else if (!strcmp (key, "outdoor")) |
1055 |
{ |
1056 |
m->outdoor = atoi (value); |
1057 |
} |
1058 |
else if (!strcmp (key, "temp")) |
1059 |
{ |
1060 |
m->temp = atoi (value); |
1061 |
} |
1062 |
else if (!strcmp (key, "pressure")) |
1063 |
{ |
1064 |
m->pressure = atoi (value); |
1065 |
} |
1066 |
else if (!strcmp (key, "humid")) |
1067 |
{ |
1068 |
m->humid = atoi (value); |
1069 |
} |
1070 |
else if (!strcmp (key, "windspeed")) |
1071 |
{ |
1072 |
m->windspeed = atoi (value); |
1073 |
} |
1074 |
else if (!strcmp (key, "winddir")) |
1075 |
{ |
1076 |
m->winddir = atoi (value); |
1077 |
} |
1078 |
else if (!strcmp (key, "sky")) |
1079 |
{ |
1080 |
m->sky = atoi (value); |
1081 |
} |
1082 |
else if (!strcmp (key, "nosmooth")) |
1083 |
{ |
1084 |
m->nosmooth = atoi (value); |
1085 |
} |
1086 |
else if (!strncmp (key, "tile_path_", 10)) |
1087 |
{ |
1088 |
int tile = atoi (key + 10); |
1089 |
|
1090 |
if (tile < 1 || tile > 4) |
1091 |
{ |
1092 |
LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path); |
1093 |
} |
1094 |
else |
1095 |
{ |
1096 |
char *path; |
1097 |
|
1098 |
*end = 0; |
1099 |
|
1100 |
if (m->tile_path[tile - 1]) |
1101 |
{ |
1102 |
LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path); |
1103 |
free (m->tile_path[tile - 1]); |
1104 |
m->tile_path[tile - 1] = NULL; |
1105 |
} |
1106 |
|
1107 |
if (check_path (value, 1) != -1) |
1108 |
{ |
1109 |
/* The unadorned path works. */ |
1110 |
path = value; |
1111 |
} |
1112 |
else |
1113 |
{ |
1114 |
/* Try again; it could be a relative exit. */ |
1115 |
|
1116 |
path = path_combine_and_normalize (m->path, value); |
1117 |
|
1118 |
if (check_path (path, 1) == -1) |
1119 |
{ |
1120 |
LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value); |
1121 |
path = NULL; |
1122 |
} |
1123 |
} |
1124 |
|
1125 |
if (editor) |
1126 |
{ |
1127 |
/* Use the value as in the file. */ |
1128 |
m->tile_path[tile - 1] = strdup_local (value); |
1129 |
} |
1130 |
else if (path != NULL) |
1131 |
{ |
1132 |
/* Use the normalized value. */ |
1133 |
m->tile_path[tile - 1] = strdup_local (path); |
1134 |
} |
1135 |
} /* end if tile direction (in)valid */ |
1136 |
} |
1137 |
else |
1138 |
{ |
1139 |
LOG (llevError, "Got unknown value in map header: %s %s\n", key, value); |
1140 |
} |
1141 |
} |
1142 |
if (!key || strcmp (key, "end")) |
1143 |
{ |
1144 |
LOG (llevError, "Got premature eof on map header!\n"); |
1145 |
return 1; |
1146 |
} |
1147 |
return 0; |
1148 |
} |
1149 |
|
1150 |
/* |
1151 |
* Opens the file "filename" and reads information about the map |
1152 |
* from the given file, and stores it in a newly allocated |
1153 |
* maptile. A pointer to this structure is returned, or NULL on failure. |
1154 |
* flags correspond to those in map.h. Main ones used are |
1155 |
* MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and |
1156 |
* MAP_BLOCK, in which case we block on this load. This happens in all |
1157 |
* cases, no matter if this flag is set or not. |
1158 |
* MAP_STYLE: style map - don't add active objects, don't add to server |
1159 |
* managed map list. |
1160 |
*/ |
1161 |
|
1162 |
maptile * |
1163 |
load_original_map (const char *filename, int flags) |
1164 |
{ |
1165 |
maptile *m; |
1166 |
char pathname[MAX_BUF]; |
1167 |
|
1168 |
if (flags & MAP_PLAYER_UNIQUE) |
1169 |
strcpy (pathname, filename); |
1170 |
else if (flags & MAP_OVERLAY) |
1171 |
strcpy (pathname, create_overlay_pathname (filename)); |
1172 |
else |
1173 |
strcpy (pathname, create_pathname (filename)); |
1174 |
|
1175 |
LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); |
1176 |
|
1177 |
object_thawer thawer (pathname); |
1178 |
|
1179 |
if (!thawer) |
1180 |
return 0; |
1181 |
|
1182 |
m = get_linked_map (); |
1183 |
|
1184 |
strcpy (m->path, filename); |
1185 |
if (load_map_header (thawer, m)) |
1186 |
{ |
1187 |
LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags); |
1188 |
delete_map (m); |
1189 |
return NULL; |
1190 |
} |
1191 |
|
1192 |
m->allocate (); |
1193 |
|
1194 |
m->in_memory = MAP_LOADING; |
1195 |
load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE)); |
1196 |
|
1197 |
m->in_memory = MAP_IN_MEMORY; |
1198 |
if (!MAP_DIFFICULTY (m)) |
1199 |
MAP_DIFFICULTY (m) = calculate_difficulty (m); |
1200 |
set_map_reset_time (m); |
1201 |
m->instantiate (); |
1202 |
return (m); |
1203 |
} |
1204 |
|
1205 |
/* |
1206 |
* Loads a map, which has been loaded earlier, from file. |
1207 |
* Return the map object we load into (this can change from the passed |
1208 |
* option if we can't find the original map) |
1209 |
*/ |
1210 |
|
1211 |
static maptile * |
1212 |
load_temporary_map (maptile *m) |
1213 |
{ |
1214 |
char buf[MAX_BUF]; |
1215 |
|
1216 |
if (!m->tmpname) |
1217 |
{ |
1218 |
LOG (llevError, "No temporary filename for map %s\n", m->path); |
1219 |
strcpy (buf, m->path); |
1220 |
delete_map (m); |
1221 |
m = load_original_map (buf, 0); |
1222 |
if (m == NULL) |
1223 |
return NULL; |
1224 |
fix_auto_apply (m); /* Chests which open as default */ |
1225 |
return m; |
1226 |
} |
1227 |
|
1228 |
object_thawer thawer (m->tmpname); |
1229 |
|
1230 |
if (!thawer) |
1231 |
{ |
1232 |
strcpy (buf, m->path); |
1233 |
delete_map (m); |
1234 |
m = load_original_map (buf, 0); |
1235 |
if (!m) |
1236 |
return NULL; |
1237 |
fix_auto_apply (m); /* Chests which open as default */ |
1238 |
return m; |
1239 |
} |
1240 |
|
1241 |
if (load_map_header (thawer, m)) |
1242 |
{ |
1243 |
LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname); |
1244 |
delete_map (m); |
1245 |
m = load_original_map (m->path, 0); |
1246 |
return NULL; |
1247 |
} |
1248 |
|
1249 |
m->allocate (); |
1250 |
|
1251 |
m->in_memory = MAP_LOADING; |
1252 |
load_objects (m, thawer, 0); |
1253 |
|
1254 |
m->in_memory = MAP_IN_MEMORY; |
1255 |
INVOKE_MAP (SWAPIN, m); |
1256 |
return m; |
1257 |
} |
1258 |
|
1259 |
/* |
1260 |
* Loads a map, which has been loaded earlier, from file. |
1261 |
* Return the map object we load into (this can change from the passed |
1262 |
* option if we can't find the original map) |
1263 |
*/ |
1264 |
|
1265 |
maptile * |
1266 |
load_overlay_map (const char *filename, maptile *m) |
1267 |
{ |
1268 |
char pathname[MAX_BUF]; |
1269 |
|
1270 |
strcpy (pathname, create_overlay_pathname (filename)); |
1271 |
|
1272 |
object_thawer thawer (pathname); |
1273 |
|
1274 |
if (!thawer) |
1275 |
return m; |
1276 |
|
1277 |
if (load_map_header (thawer, m)) |
1278 |
{ |
1279 |
LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname); |
1280 |
delete_map (m); |
1281 |
m = load_original_map (m->path, 0); |
1282 |
return NULL; |
1283 |
} |
1284 |
/*m->allocate ();*/ |
1285 |
|
1286 |
m->in_memory = MAP_LOADING; |
1287 |
load_objects (m, thawer, MAP_OVERLAY); |
1288 |
|
1289 |
m->in_memory = MAP_IN_MEMORY; |
1290 |
return m; |
1291 |
} |
1292 |
|
1293 |
/****************************************************************************** |
1294 |
* This is the start of unique map handling code |
1295 |
*****************************************************************************/ |
1296 |
|
1297 |
/* This goes through map 'm' and removed any unique items on the map. */ |
1298 |
static void |
1299 |
delete_unique_items (maptile *m) |
1300 |
{ |
1301 |
int i, j, unique; |
1302 |
object *op, *next; |
1303 |
|
1304 |
for (i = 0; i < MAP_WIDTH (m); i++) |
1305 |
for (j = 0; j < MAP_HEIGHT (m); j++) |
1306 |
{ |
1307 |
unique = 0; |
1308 |
for (op = get_map_ob (m, i, j); op; op = next) |
1309 |
{ |
1310 |
next = op->above; |
1311 |
if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
1312 |
unique = 1; |
1313 |
if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
1314 |
{ |
1315 |
clean_object (op); |
1316 |
if (QUERY_FLAG (op, FLAG_IS_LINKED)) |
1317 |
remove_button_link (op); |
1318 |
remove_ob (op); |
1319 |
free_object (op); |
1320 |
} |
1321 |
} |
1322 |
} |
1323 |
} |
1324 |
|
1325 |
|
1326 |
/* |
1327 |
* Loads unique objects from file(s) into the map which is in memory |
1328 |
* m is the map to load unique items into. |
1329 |
*/ |
1330 |
static void |
1331 |
load_unique_objects (maptile *m) |
1332 |
{ |
1333 |
int count; |
1334 |
char firstname[MAX_BUF]; |
1335 |
|
1336 |
for (count = 0; count < 10; count++) |
1337 |
{ |
1338 |
sprintf (firstname, "%s.v%02d", create_items_path (m->path), count); |
1339 |
if (!access (firstname, R_OK)) |
1340 |
break; |
1341 |
} |
1342 |
/* If we get here, we did not find any map */ |
1343 |
if (count == 10) |
1344 |
return; |
1345 |
|
1346 |
object_thawer thawer (firstname); |
1347 |
|
1348 |
if (!thawer) |
1349 |
return; |
1350 |
|
1351 |
m->in_memory = MAP_LOADING; |
1352 |
if (m->tmpname == NULL) /* if we have loaded unique items from */ |
1353 |
delete_unique_items (m); /* original map before, don't duplicate them */ |
1354 |
load_objects (m, thawer, 0); |
1355 |
|
1356 |
m->in_memory = MAP_IN_MEMORY; |
1357 |
} |
1358 |
|
1359 |
|
1360 |
/* |
1361 |
* Saves a map to file. If flag is set, it is saved into the same |
1362 |
* file it was (originally) loaded from. Otherwise a temporary |
1363 |
* filename will be genarated, and the file will be stored there. |
1364 |
* The temporary filename will be stored in the maptileure. |
1365 |
* If the map is unique, we also save to the filename in the map |
1366 |
* (this should have been updated when first loaded) |
1367 |
*/ |
1368 |
|
1369 |
int |
1370 |
new_save_map (maptile *m, int flag) |
1371 |
{ |
1372 |
char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF]; |
1373 |
int i; |
1374 |
|
1375 |
if (flag && !*m->path) |
1376 |
{ |
1377 |
LOG (llevError, "Tried to save map without path.\n"); |
1378 |
return -1; |
1379 |
} |
1380 |
|
1381 |
if (flag || (m->unique) || (m->templatemap)) |
1382 |
{ |
1383 |
if (!m->unique && !m->templatemap) |
1384 |
{ /* flag is set */ |
1385 |
if (flag == 2) |
1386 |
strcpy (filename, create_overlay_pathname (m->path)); |
1387 |
else |
1388 |
strcpy (filename, create_pathname (m->path)); |
1389 |
} |
1390 |
else |
1391 |
strcpy (filename, m->path); |
1392 |
|
1393 |
make_path_to_file (filename); |
1394 |
} |
1395 |
else |
1396 |
{ |
1397 |
if (!m->tmpname) |
1398 |
m->tmpname = tempnam_local (settings.tmpdir, NULL); |
1399 |
|
1400 |
strcpy (filename, m->tmpname); |
1401 |
} |
1402 |
|
1403 |
LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); |
1404 |
m->in_memory = MAP_SAVING; |
1405 |
|
1406 |
object_freezer freezer; |
1407 |
|
1408 |
/* legacy */ |
1409 |
fprintf (freezer, "arch map\n"); |
1410 |
if (m->name) |
1411 |
fprintf (freezer, "name %s\n", m->name); |
1412 |
if (!flag) |
1413 |
fprintf (freezer, "swap_time %d\n", m->swap_time); |
1414 |
if (m->reset_timeout) |
1415 |
fprintf (freezer, "reset_timeout %d\n", m->reset_timeout); |
1416 |
if (m->fixed_resettime) |
1417 |
fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime); |
1418 |
/* we unfortunately have no idea if this is a value the creator set |
1419 |
* or a difficulty value we generated when the map was first loaded |
1420 |
*/ |
1421 |
if (m->difficulty) |
1422 |
fprintf (freezer, "difficulty %d\n", m->difficulty); |
1423 |
if (m->region) |
1424 |
fprintf (freezer, "region %s\n", m->region->name); |
1425 |
if (m->shopitems) |
1426 |
{ |
1427 |
print_shop_string (m, shop); |
1428 |
fprintf (freezer, "shopitems %s\n", shop); |
1429 |
} |
1430 |
if (m->shopgreed) |
1431 |
fprintf (freezer, "shopgreed %f\n", m->shopgreed); |
1432 |
#ifndef WIN32 |
1433 |
if (m->shopmin) |
1434 |
fprintf (freezer, "shopmin %llu\n", m->shopmin); |
1435 |
if (m->shopmax) |
1436 |
fprintf (freezer, "shopmax %llu\n", m->shopmax); |
1437 |
#else |
1438 |
if (m->shopmin) |
1439 |
fprintf (freezer, "shopmin %I64u\n", m->shopmin); |
1440 |
if (m->shopmax) |
1441 |
fprintf (freezer, "shopmax %I64u\n", m->shopmax); |
1442 |
#endif |
1443 |
if (m->shoprace) |
1444 |
fprintf (freezer, "shoprace %s\n", m->shoprace); |
1445 |
if (m->darkness) |
1446 |
fprintf (freezer, "darkness %d\n", m->darkness); |
1447 |
if (m->width) |
1448 |
fprintf (freezer, "width %d\n", m->width); |
1449 |
if (m->height) |
1450 |
fprintf (freezer, "height %d\n", m->height); |
1451 |
if (m->enter_x) |
1452 |
fprintf (freezer, "enter_x %d\n", m->enter_x); |
1453 |
if (m->enter_y) |
1454 |
fprintf (freezer, "enter_y %d\n", m->enter_y); |
1455 |
if (m->msg) |
1456 |
fprintf (freezer, "msg\n%sendmsg\n", m->msg); |
1457 |
if (m->maplore) |
1458 |
fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore); |
1459 |
if (m->unique) |
1460 |
fprintf (freezer, "unique %d\n", m->unique); |
1461 |
if (m->templatemap) |
1462 |
fprintf (freezer, "template %d\n", m->templatemap); |
1463 |
if (m->outdoor) |
1464 |
fprintf (freezer, "outdoor %d\n", m->outdoor); |
1465 |
if (m->temp) |
1466 |
fprintf (freezer, "temp %d\n", m->temp); |
1467 |
if (m->pressure) |
1468 |
fprintf (freezer, "pressure %d\n", m->pressure); |
1469 |
if (m->humid) |
1470 |
fprintf (freezer, "humid %d\n", m->humid); |
1471 |
if (m->windspeed) |
1472 |
fprintf (freezer, "windspeed %d\n", m->windspeed); |
1473 |
if (m->winddir) |
1474 |
fprintf (freezer, "winddir %d\n", m->winddir); |
1475 |
if (m->sky) |
1476 |
fprintf (freezer, "sky %d\n", m->sky); |
1477 |
if (m->nosmooth) |
1478 |
fprintf (freezer, "nosmooth %d\n", m->nosmooth); |
1479 |
|
1480 |
/* Save any tiling information, except on overlays */ |
1481 |
if (flag != 2) |
1482 |
for (i = 0; i < 4; i++) |
1483 |
if (m->tile_path[i]) |
1484 |
fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]); |
1485 |
|
1486 |
freezer.put (m); |
1487 |
fprintf (freezer, "end\n"); |
1488 |
|
1489 |
/* In the game save unique items in the different file, but |
1490 |
* in the editor save them to the normal map file. |
1491 |
* If unique map, save files in the proper destination (set by |
1492 |
* player) |
1493 |
*/ |
1494 |
if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) |
1495 |
{ |
1496 |
object_freezer unique; |
1497 |
|
1498 |
if (flag == 2) |
1499 |
save_objects (m, freezer, unique, 2); |
1500 |
else |
1501 |
save_objects (m, freezer, unique, 0); |
1502 |
|
1503 |
sprintf (buf, "%s.v00", create_items_path (m->path)); |
1504 |
|
1505 |
unique.save (buf); |
1506 |
} |
1507 |
else |
1508 |
{ /* save same file when not playing, like in editor */ |
1509 |
save_objects (m, freezer, freezer, 0); |
1510 |
} |
1511 |
|
1512 |
freezer.save (filename); |
1513 |
|
1514 |
return 0; |
1515 |
} |
1516 |
|
1517 |
|
1518 |
/* |
1519 |
* Remove and free all objects in the inventory of the given object. |
1520 |
* object.c ? |
1521 |
*/ |
1522 |
|
1523 |
void |
1524 |
clean_object (object *op) |
1525 |
{ |
1526 |
object *tmp, *next; |
1527 |
|
1528 |
for (tmp = op->inv; tmp; tmp = next) |
1529 |
{ |
1530 |
next = tmp->below; |
1531 |
clean_object (tmp); |
1532 |
if (QUERY_FLAG (tmp, FLAG_IS_LINKED)) |
1533 |
remove_button_link (tmp); |
1534 |
remove_ob (tmp); |
1535 |
free_object (tmp); |
1536 |
} |
1537 |
} |
1538 |
|
1539 |
/* |
1540 |
* Remove and free all objects in the given map. |
1541 |
*/ |
1542 |
|
1543 |
void |
1544 |
free_all_objects (maptile *m) |
1545 |
{ |
1546 |
int i, j; |
1547 |
object *op; |
1548 |
|
1549 |
for (i = 0; i < MAP_WIDTH (m); i++) |
1550 |
for (j = 0; j < MAP_HEIGHT (m); j++) |
1551 |
{ |
1552 |
object *previous_obj = NULL; |
1553 |
|
1554 |
while ((op = GET_MAP_OB (m, i, j)) != NULL) |
1555 |
{ |
1556 |
if (op == previous_obj) |
1557 |
{ |
1558 |
LOG (llevDebug, "free_all_objects: Link error, bailing out.\n"); |
1559 |
break; |
1560 |
} |
1561 |
previous_obj = op; |
1562 |
if (op->head != NULL) |
1563 |
op = op->head; |
1564 |
|
1565 |
/* If the map isn't in memory, free_object will remove and |
1566 |
* free objects in op's inventory. So let it do the job. |
1567 |
*/ |
1568 |
if (m->in_memory == MAP_IN_MEMORY) |
1569 |
clean_object (op); |
1570 |
remove_ob (op); |
1571 |
free_object (op); |
1572 |
} |
1573 |
} |
1574 |
} |
1575 |
|
1576 |
/* |
1577 |
* Frees everything allocated by the given maptileure. |
1578 |
* don't free tmpname - our caller is left to do that |
1579 |
*/ |
1580 |
|
1581 |
void |
1582 |
free_map (maptile *m, int flag) |
1583 |
{ |
1584 |
int i; |
1585 |
|
1586 |
if (!m->in_memory) |
1587 |
{ |
1588 |
LOG (llevError, "Trying to free freed map.\n"); |
1589 |
return; |
1590 |
} |
1591 |
if (flag && m->spaces) |
1592 |
free_all_objects (m); |
1593 |
if (m->name) |
1594 |
FREE_AND_CLEAR (m->name); |
1595 |
if (m->spaces) |
1596 |
FREE_AND_CLEAR (m->spaces); |
1597 |
if (m->msg) |
1598 |
FREE_AND_CLEAR (m->msg); |
1599 |
if (m->maplore) |
1600 |
FREE_AND_CLEAR (m->maplore); |
1601 |
if (m->shopitems) |
1602 |
delete[]m->shopitems; |
1603 |
m->shopitems = 0; |
1604 |
if (m->shoprace) |
1605 |
FREE_AND_CLEAR (m->shoprace); |
1606 |
if (m->buttons) |
1607 |
free_objectlinkpt (m->buttons); |
1608 |
m->buttons = NULL; |
1609 |
for (i = 0; i < 4; i++) |
1610 |
{ |
1611 |
if (m->tile_path[i]) |
1612 |
FREE_AND_CLEAR (m->tile_path[i]); |
1613 |
m->tile_map[i] = NULL; |
1614 |
} |
1615 |
m->in_memory = MAP_SWAPPED; |
1616 |
} |
1617 |
|
1618 |
/* |
1619 |
* function: vanish maptile |
1620 |
* m : pointer to maptile, if NULL no action |
1621 |
* this deletes all the data on the map (freeing pointers) |
1622 |
* and then removes this map from the global linked list of maps. |
1623 |
*/ |
1624 |
|
1625 |
void |
1626 |
delete_map (maptile *m) |
1627 |
{ |
1628 |
maptile *tmp, *last; |
1629 |
int i; |
1630 |
|
1631 |
if (!m) |
1632 |
return; |
1633 |
|
1634 |
m->clear (); |
1635 |
|
1636 |
if (m->in_memory == MAP_IN_MEMORY) |
1637 |
{ |
1638 |
/* change to MAP_SAVING, even though we are not, |
1639 |
* so that remove_ob doesn't do as much work. |
1640 |
*/ |
1641 |
m->in_memory = MAP_SAVING; |
1642 |
free_map (m, 1); |
1643 |
} |
1644 |
/* move this out of free_map, since tmpname can still be needed if |
1645 |
* the map is swapped out. |
1646 |
*/ |
1647 |
if (m->tmpname) |
1648 |
{ |
1649 |
free (m->tmpname); |
1650 |
m->tmpname = NULL; |
1651 |
} |
1652 |
last = NULL; |
1653 |
/* We need to look through all the maps and see if any maps |
1654 |
* are pointing at this one for tiling information. Since |
1655 |
* tiling can be assymetric, we just can not look to see which |
1656 |
* maps this map tiles with and clears those. |
1657 |
*/ |
1658 |
for (tmp = first_map; tmp != NULL; tmp = tmp->next) |
1659 |
{ |
1660 |
if (tmp->next == m) |
1661 |
last = tmp; |
1662 |
|
1663 |
/* This should hopefully get unrolled on a decent compiler */ |
1664 |
for (i = 0; i < 4; i++) |
1665 |
if (tmp->tile_map[i] == m) |
1666 |
tmp->tile_map[i] = NULL; |
1667 |
} |
1668 |
|
1669 |
/* If last is null, then this should be the first map in the list */ |
1670 |
if (!last) |
1671 |
{ |
1672 |
if (m == first_map) |
1673 |
first_map = m->next; |
1674 |
else |
1675 |
/* m->path is a static char, so should hopefully still have |
1676 |
* some useful data in it. |
1677 |
*/ |
1678 |
LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path); |
1679 |
} |
1680 |
else |
1681 |
last->next = m->next; |
1682 |
|
1683 |
delete m; |
1684 |
} |
1685 |
|
1686 |
|
1687 |
|
1688 |
/* |
1689 |
* Makes sure the given map is loaded and swapped in. |
1690 |
* name is path name of the map. |
1691 |
* flags meaning: |
1692 |
* 0x1 (MAP_FLUSH): flush the map - always load from the map directory, |
1693 |
* and don't do unique items or the like. |
1694 |
* 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. |
1695 |
* dont do any more name translation on it. |
1696 |
* |
1697 |
* Returns a pointer to the given map. |
1698 |
*/ |
1699 |
|
1700 |
maptile * |
1701 |
ready_map_name (const char *name, int flags) |
1702 |
{ |
1703 |
maptile *m; |
1704 |
|
1705 |
if (!name) |
1706 |
return (NULL); |
1707 |
|
1708 |
/* Have we been at this level before? */ |
1709 |
m = has_been_loaded (name); |
1710 |
|
1711 |
/* Map is good to go, so just return it */ |
1712 |
if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) |
1713 |
{ |
1714 |
return m; |
1715 |
} |
1716 |
|
1717 |
/* unique maps always get loaded from their original location, and never |
1718 |
* a temp location. Likewise, if map_flush is set, or we have never loaded |
1719 |
* this map, load it now. I removed the reset checking from here - |
1720 |
* it seems the probability of a player trying to enter a map that should |
1721 |
* reset but hasn't yet is quite low, and removing that makes this function |
1722 |
* a bit cleaner (and players probably shouldn't rely on exact timing for |
1723 |
* resets in any case - if they really care, they should use the 'maps command. |
1724 |
*/ |
1725 |
if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m) |
1726 |
{ |
1727 |
|
1728 |
/* first visit or time to reset */ |
1729 |
if (m) |
1730 |
{ |
1731 |
clean_tmp_map (m); /* Doesn't make much difference */ |
1732 |
delete_map (m); |
1733 |
} |
1734 |
|
1735 |
/* create and load a map */ |
1736 |
if (flags & MAP_PLAYER_UNIQUE) |
1737 |
LOG (llevDebug, "Trying to load map %s.\n", name); |
1738 |
else |
1739 |
LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name)); |
1740 |
|
1741 |
//eval_pv ("$x = Event::time", 1);//D |
1742 |
if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE)))) |
1743 |
return (NULL); |
1744 |
//eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D |
1745 |
|
1746 |
fix_auto_apply (m); /* Chests which open as default */ |
1747 |
|
1748 |
/* If a player unique map, no extra unique object file to load. |
1749 |
* if from the editor, likewise. |
1750 |
*/ |
1751 |
if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE))) |
1752 |
load_unique_objects (m); |
1753 |
|
1754 |
if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY))) |
1755 |
{ |
1756 |
m = load_overlay_map (name, m); |
1757 |
if (m == NULL) |
1758 |
return NULL; |
1759 |
} |
1760 |
|
1761 |
if (flags & MAP_PLAYER_UNIQUE) |
1762 |
INVOKE_MAP (SWAPIN, m); |
1763 |
|
1764 |
} |
1765 |
else |
1766 |
{ |
1767 |
/* If in this loop, we found a temporary map, so load it up. */ |
1768 |
|
1769 |
m = load_temporary_map (m); |
1770 |
if (m == NULL) |
1771 |
return NULL; |
1772 |
load_unique_objects (m); |
1773 |
|
1774 |
clean_tmp_map (m); |
1775 |
m->in_memory = MAP_IN_MEMORY; |
1776 |
/* tempnam() on sun systems (probably others) uses malloc |
1777 |
* to allocated space for the string. Free it here. |
1778 |
* In some cases, load_temporary_map above won't find the |
1779 |
* temporary map, and so has reloaded a new map. If that |
1780 |
* is the case, tmpname is now null |
1781 |
*/ |
1782 |
if (m->tmpname) |
1783 |
free (m->tmpname); |
1784 |
m->tmpname = NULL; |
1785 |
/* It's going to be saved anew anyway */ |
1786 |
} |
1787 |
|
1788 |
/* Below here is stuff common to both first time loaded maps and |
1789 |
* temp maps. |
1790 |
*/ |
1791 |
|
1792 |
decay_objects (m); /* start the decay */ |
1793 |
/* In case other objects press some buttons down */ |
1794 |
update_buttons (m); |
1795 |
if (m->outdoor) |
1796 |
set_darkness_map (m); |
1797 |
/* run the weather over this map */ |
1798 |
weather_effect (name); |
1799 |
return m; |
1800 |
} |
1801 |
|
1802 |
|
1803 |
/* |
1804 |
* This routine is supposed to find out the difficulty of the map. |
1805 |
* difficulty does not have a lot to do with character level, |
1806 |
* but does have a lot to do with treasure on the map. |
1807 |
* |
1808 |
* Difficulty can now be set by the map creature. If the value stored |
1809 |
* in the map is zero, then use this routine. Maps should really |
1810 |
* have a difficulty set than using this function - human calculation |
1811 |
* is much better than this functions guesswork. |
1812 |
*/ |
1813 |
|
1814 |
int |
1815 |
calculate_difficulty (maptile *m) |
1816 |
{ |
1817 |
object *op; |
1818 |
archetype *at; |
1819 |
int x, y, i; |
1820 |
long monster_cnt = 0; |
1821 |
double avgexp = 0; |
1822 |
sint64 total_exp = 0; |
1823 |
|
1824 |
if (MAP_DIFFICULTY (m)) |
1825 |
{ |
1826 |
LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m)); |
1827 |
return MAP_DIFFICULTY (m); |
1828 |
} |
1829 |
|
1830 |
for (x = 0; x < MAP_WIDTH (m); x++) |
1831 |
for (y = 0; y < MAP_HEIGHT (m); y++) |
1832 |
for (op = get_map_ob (m, x, y); op != NULL; op = op->above) |
1833 |
{ |
1834 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
1835 |
{ |
1836 |
total_exp += op->stats.exp; |
1837 |
monster_cnt++; |
1838 |
} |
1839 |
|
1840 |
if (QUERY_FLAG (op, FLAG_GENERATOR)) |
1841 |
{ |
1842 |
total_exp += op->stats.exp; |
1843 |
at = type_to_archetype (GENERATE_TYPE (op)); |
1844 |
|
1845 |
if (at != NULL) |
1846 |
total_exp += at->clone.stats.exp * 8; |
1847 |
|
1848 |
monster_cnt++; |
1849 |
} |
1850 |
} |
1851 |
|
1852 |
avgexp = (double) total_exp / monster_cnt; |
1853 |
|
1854 |
for (i = 1; i <= settings.max_level; i++) |
1855 |
{ |
1856 |
if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) |
1857 |
{ |
1858 |
/* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */ |
1859 |
return i; |
1860 |
} |
1861 |
} |
1862 |
|
1863 |
return 1; |
1864 |
} |
1865 |
|
1866 |
void |
1867 |
clean_tmp_map (maptile *m) |
1868 |
{ |
1869 |
if (m->tmpname == NULL) |
1870 |
return; |
1871 |
INVOKE_MAP (CLEAN, m); |
1872 |
(void) unlink (m->tmpname); |
1873 |
} |
1874 |
|
1875 |
void |
1876 |
free_all_maps (void) |
1877 |
{ |
1878 |
int real_maps = 0; |
1879 |
|
1880 |
while (first_map) |
1881 |
{ |
1882 |
/* I think some of the callers above before it gets here set this to be |
1883 |
* saving, but we still want to free this data |
1884 |
*/ |
1885 |
if (first_map->in_memory == MAP_SAVING) |
1886 |
first_map->in_memory = MAP_IN_MEMORY; |
1887 |
delete_map (first_map); |
1888 |
real_maps++; |
1889 |
} |
1890 |
LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps); |
1891 |
} |
1892 |
|
1893 |
/* change_map_light() - used to change map light level (darkness) |
1894 |
* up or down. Returns true if successful. It should now be |
1895 |
* possible to change a value by more than 1. |
1896 |
* Move this from los.c to map.c since this is more related |
1897 |
* to maps than los. |
1898 |
* postive values make it darker, negative make it brighter |
1899 |
*/ |
1900 |
|
1901 |
int |
1902 |
change_map_light (maptile *m, int change) |
1903 |
{ |
1904 |
int new_level = m->darkness + change; |
1905 |
|
1906 |
/* Nothing to do */ |
1907 |
if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) |
1908 |
{ |
1909 |
return 0; |
1910 |
} |
1911 |
|
1912 |
/* inform all players on the map */ |
1913 |
if (change > 0) |
1914 |
new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); |
1915 |
else |
1916 |
new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); |
1917 |
|
1918 |
/* Do extra checking. since m->darkness is a unsigned value, |
1919 |
* we need to be extra careful about negative values. |
1920 |
* In general, the checks below are only needed if change |
1921 |
* is not +/-1 |
1922 |
*/ |
1923 |
if (new_level < 0) |
1924 |
m->darkness = 0; |
1925 |
else if (new_level >= MAX_DARKNESS) |
1926 |
m->darkness = MAX_DARKNESS; |
1927 |
else |
1928 |
m->darkness = new_level; |
1929 |
|
1930 |
/* All clients need to get re-updated for the change */ |
1931 |
update_all_map_los (m); |
1932 |
return 1; |
1933 |
} |
1934 |
|
1935 |
|
1936 |
/* |
1937 |
* This function updates various attributes about a specific space |
1938 |
* on the map (what it looks like, whether it blocks magic, |
1939 |
* has a living creatures, prevents people from passing |
1940 |
* through, etc) |
1941 |
*/ |
1942 |
void |
1943 |
update_position (maptile *m, int x, int y) |
1944 |
{ |
1945 |
object *tmp, *last = NULL; |
1946 |
uint8 flags = 0, oldflags, light = 0, anywhere = 0; |
1947 |
New_Face *top, *floor, *middle; |
1948 |
object *top_obj, *floor_obj, *middle_obj; |
1949 |
MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1950 |
|
1951 |
oldflags = GET_MAP_FLAGS (m, x, y); |
1952 |
if (!(oldflags & P_NEED_UPDATE)) |
1953 |
{ |
1954 |
LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); |
1955 |
return; |
1956 |
} |
1957 |
|
1958 |
middle = blank_face; |
1959 |
top = blank_face; |
1960 |
floor = blank_face; |
1961 |
|
1962 |
middle_obj = NULL; |
1963 |
top_obj = NULL; |
1964 |
floor_obj = NULL; |
1965 |
|
1966 |
for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) |
1967 |
{ |
1968 |
|
1969 |
/* This could be made additive I guess (two lights better than |
1970 |
* one). But if so, it shouldn't be a simple additive - 2 |
1971 |
* light bulbs do not illuminate twice as far as once since |
1972 |
* it is a disapation factor that is squared (or is it cubed?) |
1973 |
*/ |
1974 |
if (tmp->glow_radius > light) |
1975 |
light = tmp->glow_radius; |
1976 |
|
1977 |
/* This call is needed in order to update objects the player |
1978 |
* is standing in that have animations (ie, grass, fire, etc). |
1979 |
* However, it also causes the look window to be re-drawn |
1980 |
* 3 times each time the player moves, because many of the |
1981 |
* functions the move_player calls eventualy call this. |
1982 |
* |
1983 |
* Always put the player down for drawing. |
1984 |
*/ |
1985 |
if (!tmp->invisible) |
1986 |
{ |
1987 |
if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
1988 |
{ |
1989 |
top = tmp->face; |
1990 |
top_obj = tmp; |
1991 |
} |
1992 |
else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1993 |
{ |
1994 |
/* If we got a floor, that means middle and top were below it, |
1995 |
* so should not be visible, so we clear them. |
1996 |
*/ |
1997 |
middle = blank_face; |
1998 |
top = blank_face; |
1999 |
floor = tmp->face; |
2000 |
floor_obj = tmp; |
2001 |
} |
2002 |
/* Flag anywhere have high priority */ |
2003 |
else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
2004 |
{ |
2005 |
middle = tmp->face; |
2006 |
|
2007 |
middle_obj = tmp; |
2008 |
anywhere = 1; |
2009 |
} |
2010 |
/* Find the highest visible face around. If equal |
2011 |
* visibilities, we still want the one nearer to the |
2012 |
* top |
2013 |
*/ |
2014 |
else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) |
2015 |
{ |
2016 |
middle = tmp->face; |
2017 |
middle_obj = tmp; |
2018 |
} |
2019 |
} |
2020 |
if (tmp == tmp->above) |
2021 |
{ |
2022 |
LOG (llevError, "Error in structure of map\n"); |
2023 |
exit (-1); |
2024 |
} |
2025 |
|
2026 |
move_slow |= tmp->move_slow; |
2027 |
move_block |= tmp->move_block; |
2028 |
move_on |= tmp->move_on; |
2029 |
move_off |= tmp->move_off; |
2030 |
move_allow |= tmp->move_allow; |
2031 |
|
2032 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2033 |
flags |= P_IS_ALIVE; |
2034 |
if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) |
2035 |
flags |= P_NO_MAGIC; |
2036 |
if (QUERY_FLAG (tmp, FLAG_DAMNED)) |
2037 |
flags |= P_NO_CLERIC; |
2038 |
if (tmp->type == SAFE_GROUND) |
2039 |
flags |= P_SAFE; |
2040 |
|
2041 |
if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) |
2042 |
flags |= P_BLOCKSVIEW; |
2043 |
} /* for stack of objects */ |
2044 |
|
2045 |
/* we don't want to rely on this function to have accurate flags, but |
2046 |
* since we're already doing the work, we calculate them here. |
2047 |
* if they don't match, logic is broken someplace. |
2048 |
*/ |
2049 |
if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR))) |
2050 |
{ |
2051 |
LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", |
2052 |
m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); |
2053 |
} |
2054 |
SET_MAP_FLAGS (m, x, y, flags); |
2055 |
SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow); |
2056 |
SET_MAP_MOVE_ON (m, x, y, move_on); |
2057 |
SET_MAP_MOVE_OFF (m, x, y, move_off); |
2058 |
SET_MAP_MOVE_SLOW (m, x, y, move_slow); |
2059 |
|
2060 |
/* At this point, we have a floor face (if there is a floor), |
2061 |
* and the floor is set - we are not going to touch it at |
2062 |
* this point. |
2063 |
* middle contains the highest visibility face. |
2064 |
* top contains a player/monster face, if there is one. |
2065 |
* |
2066 |
* We now need to fill in top.face and/or middle.face. |
2067 |
*/ |
2068 |
|
2069 |
/* If the top face also happens to be high visibility, re-do our |
2070 |
* middle face. This should not happen, as we already have the |
2071 |
* else statement above so middle should not get set. OTOH, it |
2072 |
* may be possible for the faces to match but be different objects. |
2073 |
*/ |
2074 |
if (top == middle) |
2075 |
middle = blank_face; |
2076 |
|
2077 |
/* There are three posibilities at this point: |
2078 |
* 1) top face is set, need middle to be set. |
2079 |
* 2) middle is set, need to set top. |
2080 |
* 3) neither middle or top is set - need to set both. |
2081 |
*/ |
2082 |
|
2083 |
for (tmp = last; tmp; tmp = tmp->below) |
2084 |
{ |
2085 |
/* Once we get to a floor, stop, since we already have a floor object */ |
2086 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2087 |
break; |
2088 |
|
2089 |
/* If two top faces are already set, quit processing */ |
2090 |
if ((top != blank_face) && (middle != blank_face)) |
2091 |
break; |
2092 |
|
2093 |
/* Only show visible faces, unless its the editor - show all */ |
2094 |
if (!tmp->invisible || editor) |
2095 |
{ |
2096 |
/* Fill in top if needed */ |
2097 |
if (top == blank_face) |
2098 |
{ |
2099 |
top = tmp->face; |
2100 |
top_obj = tmp; |
2101 |
if (top == middle) |
2102 |
middle = blank_face; |
2103 |
} |
2104 |
else |
2105 |
{ |
2106 |
/* top is already set - we should only get here if |
2107 |
* middle is not set |
2108 |
* |
2109 |
* Set the middle face and break out, since there is nothing |
2110 |
* more to fill in. We don't check visiblity here, since |
2111 |
* |
2112 |
*/ |
2113 |
if (tmp->face != top) |
2114 |
{ |
2115 |
middle = tmp->face; |
2116 |
middle_obj = tmp; |
2117 |
break; |
2118 |
} |
2119 |
} |
2120 |
} |
2121 |
} |
2122 |
if (middle == floor) |
2123 |
middle = blank_face; |
2124 |
if (top == middle) |
2125 |
middle = blank_face; |
2126 |
SET_MAP_FACE (m, x, y, top, 0); |
2127 |
if (top != blank_face) |
2128 |
SET_MAP_FACE_OBJ (m, x, y, top_obj, 0); |
2129 |
else |
2130 |
SET_MAP_FACE_OBJ (m, x, y, NULL, 0); |
2131 |
SET_MAP_FACE (m, x, y, middle, 1); |
2132 |
if (middle != blank_face) |
2133 |
SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1); |
2134 |
else |
2135 |
SET_MAP_FACE_OBJ (m, x, y, NULL, 1); |
2136 |
SET_MAP_FACE (m, x, y, floor, 2); |
2137 |
if (floor != blank_face) |
2138 |
SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2); |
2139 |
else |
2140 |
SET_MAP_FACE_OBJ (m, x, y, NULL, 2); |
2141 |
SET_MAP_LIGHT (m, x, y, light); |
2142 |
} |
2143 |
|
2144 |
|
2145 |
void |
2146 |
set_map_reset_time (maptile *map) |
2147 |
{ |
2148 |
int timeout; |
2149 |
|
2150 |
timeout = MAP_RESET_TIMEOUT (map); |
2151 |
if (timeout <= 0) |
2152 |
timeout = MAP_DEFAULTRESET; |
2153 |
if (timeout >= MAP_MAXRESET) |
2154 |
timeout = MAP_MAXRESET; |
2155 |
MAP_WHEN_RESET (map) = seconds () + timeout; |
2156 |
} |
2157 |
|
2158 |
/* this updates the orig_map->tile_map[tile_num] value after loading |
2159 |
* the map. It also takes care of linking back the freshly loaded |
2160 |
* maps tile_map values if it tiles back to this one. It returns |
2161 |
* the value of orig_map->tile_map[tile_num]. It really only does this |
2162 |
* so that it is easier for calling functions to verify success. |
2163 |
*/ |
2164 |
|
2165 |
static maptile * |
2166 |
load_and_link_tiled_map (maptile *orig_map, int tile_num) |
2167 |
{ |
2168 |
int dest_tile = (tile_num + 2) % 4; |
2169 |
char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); |
2170 |
|
2171 |
orig_map->tile_map[tile_num] = ready_map_name (path, 0); |
2172 |
|
2173 |
/* need to do a strcmp here as the orig_map->path is not a shared string */ |
2174 |
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)) |
2175 |
orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; |
2176 |
|
2177 |
return orig_map->tile_map[tile_num]; |
2178 |
} |
2179 |
|
2180 |
/* this returns TRUE if the coordinates (x,y) are out of |
2181 |
* map m. This function also takes into account any |
2182 |
* tiling considerations, loading adjacant maps as needed. |
2183 |
* This is the function should always be used when it |
2184 |
* necessary to check for valid coordinates. |
2185 |
* This function will recursively call itself for the |
2186 |
* tiled maps. |
2187 |
* |
2188 |
* |
2189 |
*/ |
2190 |
int |
2191 |
out_of_map (maptile *m, int x, int y) |
2192 |
{ |
2193 |
|
2194 |
/* If we get passed a null map, this is obviously the |
2195 |
* case. This generally shouldn't happen, but if the |
2196 |
* map loads fail below, it could happen. |
2197 |
*/ |
2198 |
if (!m) |
2199 |
return 0; |
2200 |
|
2201 |
if (x < 0) |
2202 |
{ |
2203 |
if (!m->tile_path[3]) |
2204 |
return 1; |
2205 |
if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) |
2206 |
{ |
2207 |
load_and_link_tiled_map (m, 3); |
2208 |
} |
2209 |
return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y)); |
2210 |
} |
2211 |
if (x >= MAP_WIDTH (m)) |
2212 |
{ |
2213 |
if (!m->tile_path[1]) |
2214 |
return 1; |
2215 |
if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) |
2216 |
{ |
2217 |
load_and_link_tiled_map (m, 1); |
2218 |
} |
2219 |
return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y)); |
2220 |
} |
2221 |
if (y < 0) |
2222 |
{ |
2223 |
if (!m->tile_path[0]) |
2224 |
return 1; |
2225 |
if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) |
2226 |
{ |
2227 |
load_and_link_tiled_map (m, 0); |
2228 |
} |
2229 |
return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0]))); |
2230 |
} |
2231 |
if (y >= MAP_HEIGHT (m)) |
2232 |
{ |
2233 |
if (!m->tile_path[2]) |
2234 |
return 1; |
2235 |
if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) |
2236 |
{ |
2237 |
load_and_link_tiled_map (m, 2); |
2238 |
} |
2239 |
return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m))); |
2240 |
} |
2241 |
|
2242 |
/* Simple case - coordinates are within this local |
2243 |
* map. |
2244 |
*/ |
2245 |
return 0; |
2246 |
} |
2247 |
|
2248 |
/* This is basically the same as out_of_map above, but |
2249 |
* instead we return NULL if no map is valid (coordinates |
2250 |
* out of bounds and no tiled map), otherwise it returns |
2251 |
* the map as that the coordinates are really on, and |
2252 |
* updates x and y to be the localized coordinates. |
2253 |
* Using this is more efficient of calling out_of_map |
2254 |
* and then figuring out what the real map is |
2255 |
*/ |
2256 |
maptile * |
2257 |
get_map_from_coord (maptile *m, sint16 * x, sint16 * y) |
2258 |
{ |
2259 |
|
2260 |
if (*x < 0) |
2261 |
{ |
2262 |
if (!m->tile_path[3]) |
2263 |
return NULL; |
2264 |
if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) |
2265 |
load_and_link_tiled_map (m, 3); |
2266 |
|
2267 |
*x += MAP_WIDTH (m->tile_map[3]); |
2268 |
return (get_map_from_coord (m->tile_map[3], x, y)); |
2269 |
} |
2270 |
if (*x >= MAP_WIDTH (m)) |
2271 |
{ |
2272 |
if (!m->tile_path[1]) |
2273 |
return NULL; |
2274 |
if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) |
2275 |
load_and_link_tiled_map (m, 1); |
2276 |
|
2277 |
*x -= MAP_WIDTH (m); |
2278 |
return (get_map_from_coord (m->tile_map[1], x, y)); |
2279 |
} |
2280 |
if (*y < 0) |
2281 |
{ |
2282 |
if (!m->tile_path[0]) |
2283 |
return NULL; |
2284 |
if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) |
2285 |
load_and_link_tiled_map (m, 0); |
2286 |
|
2287 |
*y += MAP_HEIGHT (m->tile_map[0]); |
2288 |
return (get_map_from_coord (m->tile_map[0], x, y)); |
2289 |
} |
2290 |
if (*y >= MAP_HEIGHT (m)) |
2291 |
{ |
2292 |
if (!m->tile_path[2]) |
2293 |
return NULL; |
2294 |
if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) |
2295 |
load_and_link_tiled_map (m, 2); |
2296 |
|
2297 |
*y -= MAP_HEIGHT (m); |
2298 |
return (get_map_from_coord (m->tile_map[2], x, y)); |
2299 |
} |
2300 |
|
2301 |
/* Simple case - coordinates are within this local |
2302 |
* map. |
2303 |
*/ |
2304 |
|
2305 |
return m; |
2306 |
} |
2307 |
|
2308 |
/** |
2309 |
* Return whether map2 is adjacent to map1. If so, store the distance from |
2310 |
* map1 to map2 in dx/dy. |
2311 |
*/ |
2312 |
static int |
2313 |
adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) |
2314 |
{ |
2315 |
if (!map1 || !map2) |
2316 |
return 0; |
2317 |
|
2318 |
if (map1 == map2) |
2319 |
{ |
2320 |
*dx = 0; |
2321 |
*dy = 0; |
2322 |
|
2323 |
} |
2324 |
else if (map1->tile_map[0] == map2) |
2325 |
{ /* up */ |
2326 |
*dx = 0; |
2327 |
*dy = -MAP_HEIGHT (map2); |
2328 |
} |
2329 |
else if (map1->tile_map[1] == map2) |
2330 |
{ /* right */ |
2331 |
*dx = MAP_WIDTH (map1); |
2332 |
*dy = 0; |
2333 |
} |
2334 |
else if (map1->tile_map[2] == map2) |
2335 |
{ /* down */ |
2336 |
*dx = 0; |
2337 |
*dy = MAP_HEIGHT (map1); |
2338 |
} |
2339 |
else if (map1->tile_map[3] == map2) |
2340 |
{ /* left */ |
2341 |
*dx = -MAP_WIDTH (map2); |
2342 |
*dy = 0; |
2343 |
|
2344 |
} |
2345 |
else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) |
2346 |
{ /* up right */ |
2347 |
*dx = MAP_WIDTH (map1->tile_map[0]); |
2348 |
*dy = -MAP_HEIGHT (map1->tile_map[0]); |
2349 |
} |
2350 |
else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) |
2351 |
{ /* up left */ |
2352 |
*dx = -MAP_WIDTH (map2); |
2353 |
*dy = -MAP_HEIGHT (map1->tile_map[0]); |
2354 |
} |
2355 |
else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) |
2356 |
{ /* right up */ |
2357 |
*dx = MAP_WIDTH (map1); |
2358 |
*dy = -MAP_HEIGHT (map2); |
2359 |
} |
2360 |
else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) |
2361 |
{ /* right down */ |
2362 |
*dx = MAP_WIDTH (map1); |
2363 |
*dy = MAP_HEIGHT (map1->tile_map[1]); |
2364 |
} |
2365 |
else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) |
2366 |
{ /* down right */ |
2367 |
*dx = MAP_WIDTH (map1->tile_map[2]); |
2368 |
*dy = MAP_HEIGHT (map1); |
2369 |
} |
2370 |
else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) |
2371 |
{ /* down left */ |
2372 |
*dx = -MAP_WIDTH (map2); |
2373 |
*dy = MAP_HEIGHT (map1); |
2374 |
} |
2375 |
else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) |
2376 |
{ /* left up */ |
2377 |
*dx = -MAP_WIDTH (map1->tile_map[3]); |
2378 |
*dy = -MAP_HEIGHT (map2); |
2379 |
} |
2380 |
else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) |
2381 |
{ /* left down */ |
2382 |
*dx = -MAP_WIDTH (map1->tile_map[3]); |
2383 |
*dy = MAP_HEIGHT (map1->tile_map[3]); |
2384 |
|
2385 |
} |
2386 |
else |
2387 |
{ /* not "adjacent" enough */ |
2388 |
return 0; |
2389 |
} |
2390 |
|
2391 |
return 1; |
2392 |
} |
2393 |
|
2394 |
/* From map.c |
2395 |
* This is used by get_player to determine where the other |
2396 |
* creature is. get_rangevector takes into account map tiling, |
2397 |
* so you just can not look the the map coordinates and get the |
2398 |
* righte value. distance_x/y are distance away, which |
2399 |
* can be negativbe. direction is the crossfire direction scheme |
2400 |
* that the creature should head. part is the part of the |
2401 |
* monster that is closest. |
2402 |
* |
2403 |
* get_rangevector looks at op1 and op2, and fills in the |
2404 |
* structure for op1 to get to op2. |
2405 |
* We already trust that the caller has verified that the |
2406 |
* two objects are at least on adjacent maps. If not, |
2407 |
* results are not likely to be what is desired. |
2408 |
* if the objects are not on maps, results are also likely to |
2409 |
* be unexpected |
2410 |
* |
2411 |
* currently, the only flag supported (0x1) is don't translate for |
2412 |
* closest body part of 'op1' |
2413 |
*/ |
2414 |
|
2415 |
void |
2416 |
get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) |
2417 |
{ |
2418 |
if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) |
2419 |
{ |
2420 |
/* be conservative and fill in _some_ data */ |
2421 |
retval->distance = 100000; |
2422 |
retval->distance_x = 32767; |
2423 |
retval->distance_y = 32767; |
2424 |
retval->direction = 0; |
2425 |
retval->part = 0; |
2426 |
} |
2427 |
else |
2428 |
{ |
2429 |
object *best; |
2430 |
|
2431 |
retval->distance_x += op2->x - op1->x; |
2432 |
retval->distance_y += op2->y - op1->y; |
2433 |
|
2434 |
best = op1; |
2435 |
/* If this is multipart, find the closest part now */ |
2436 |
if (!(flags & 0x1) && op1->more) |
2437 |
{ |
2438 |
object *tmp; |
2439 |
int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; |
2440 |
|
2441 |
/* we just take the offset of the piece to head to figure |
2442 |
* distance instead of doing all that work above again |
2443 |
* since the distance fields we set above are positive in the |
2444 |
* same axis as is used for multipart objects, the simply arithmetic |
2445 |
* below works. |
2446 |
*/ |
2447 |
for (tmp = op1->more; tmp != NULL; tmp = tmp->more) |
2448 |
{ |
2449 |
tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + |
2450 |
(op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); |
2451 |
if (tmpi < best_distance) |
2452 |
{ |
2453 |
best_distance = tmpi; |
2454 |
best = tmp; |
2455 |
} |
2456 |
} |
2457 |
if (best != op1) |
2458 |
{ |
2459 |
retval->distance_x += op1->x - best->x; |
2460 |
retval->distance_y += op1->y - best->y; |
2461 |
} |
2462 |
} |
2463 |
retval->part = best; |
2464 |
retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); |
2465 |
retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
2466 |
} |
2467 |
} |
2468 |
|
2469 |
/* this is basically the same as get_rangevector above, but instead of |
2470 |
* the first parameter being an object, it instead is the map |
2471 |
* and x,y coordinates - this is used for path to player - |
2472 |
* since the object is not infact moving but we are trying to traverse |
2473 |
* the path, we need this. |
2474 |
* flags has no meaning for this function at this time - I kept it in to |
2475 |
* be more consistant with the above function and also in case they are needed |
2476 |
* for something in the future. Also, since no object is pasted, the best |
2477 |
* field of the rv_vector is set to NULL. |
2478 |
*/ |
2479 |
|
2480 |
void |
2481 |
get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) |
2482 |
{ |
2483 |
if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) |
2484 |
{ |
2485 |
/* be conservative and fill in _some_ data */ |
2486 |
retval->distance = 100000; |
2487 |
retval->distance_x = 32767; |
2488 |
retval->distance_y = 32767; |
2489 |
retval->direction = 0; |
2490 |
retval->part = 0; |
2491 |
} |
2492 |
else |
2493 |
{ |
2494 |
retval->distance_x += op2->x - x; |
2495 |
retval->distance_y += op2->y - y; |
2496 |
|
2497 |
retval->part = NULL; |
2498 |
retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); |
2499 |
retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
2500 |
} |
2501 |
} |
2502 |
|
2503 |
/* Returns true of op1 and op2 are effectively on the same map |
2504 |
* (as related to map tiling). Note that this looks for a path from |
2505 |
* op1 to op2, so if the tiled maps are assymetric and op2 has a path |
2506 |
* to op1, this will still return false. |
2507 |
* Note we only look one map out to keep the processing simple |
2508 |
* and efficient. This could probably be a macro. |
2509 |
* MSW 2001-08-05 |
2510 |
*/ |
2511 |
int |
2512 |
on_same_map (const object *op1, const object *op2) |
2513 |
{ |
2514 |
int dx, dy; |
2515 |
|
2516 |
return adjacent_map (op1->map, op2->map, &dx, &dy); |
2517 |
} |