ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.48
Committed: Mon Dec 25 14:43:22 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +49 -49 lines
Log Message:
interim.checkin

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 #include <loader.h>
29 #include <unistd.h>
30
31 #include "path.h"
32
33 /*
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37
38 maptile *
39 has_been_loaded (const char *name)
40 {
41 maptile *map;
42
43 if (!name || !*name)
44 return 0;
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48 return (map);
49 }
50
51 /*
52 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname
56 */
57
58 const char *
59 create_pathname (const char *name)
60 {
61 static char buf[MAX_BUF];
62
63 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64 * someplace else in the code? msw 2-17-97
65 */
66 if (*name == '/')
67 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68 else
69 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf);
71 }
72
73 /*
74 * same as create_pathname, but for the overlay maps.
75 */
76
77 const char *
78 create_overlay_pathname (const char *name)
79 {
80 static char buf[MAX_BUF];
81
82 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83 * someplace else in the code? msw 2-17-97
84 */
85 if (*name == '/')
86 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87 else
88 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89 return (buf);
90 }
91
92 /*
93 * same as create_pathname, but for the template maps.
94 */
95
96 const char *
97 create_template_pathname (const char *name)
98 {
99 static char buf[MAX_BUF];
100
101 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102 * someplace else in the code? msw 2-17-97
103 */
104 if (*name == '/')
105 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106 else
107 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108 return (buf);
109 }
110
111 /*
112 * This makes absolute path to the itemfile where unique objects
113 * will be saved. Converts '/' to '@'. I think it's essier maintain
114 * files than full directory structure, but if this is problem it can
115 * be changed.
116 */
117 static const char *
118 create_items_path (const char *s)
119 {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t = buf + strlen (buf); *s; s++, t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135 }
136
137
138 /*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154 int
155 check_path (const char *name, int prepend_dir)
156 {
157 char buf[MAX_BUF];
158
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0;
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname (name));
165 else
166 strcpy (buf, name);
167
168 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through
171 * all the names.
172 */
173 endbuf = buf + strlen (buf);
174
175 if (stat (buf, &statbuf))
176 return -1;
177 if (!S_ISREG (statbuf.st_mode))
178 return (-1);
179
180 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182 mode |= 4;
183
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2;
187
188 return (mode);
189 }
190
191 /*
192 * Prints out debug-information about a map.
193 * Dumping these at llevError doesn't seem right, but is
194 * necessary to make sure the information is in fact logged.
195 */
196
197 void
198 dump_map (const maptile *m)
199 {
200 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, MAP_ENTER_X (m), MAP_ENTER_Y (m));
202
203 if (m->msg != NULL)
204 LOG (llevError, "Message:\n%s", m->msg);
205
206 if (m->maplore != NULL)
207 LOG (llevError, "Lore:\n%s", m->maplore);
208
209 if (m->tmpname != NULL)
210 LOG (llevError, "Tmpname: %s\n", m->tmpname);
211
212 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213 LOG (llevError, "Darkness: %d\n", m->darkness);
214 }
215
216 /*
217 * Prints out debug-information about all maps.
218 * This basically just goes through all the maps and calls
219 * dump_map on each one.
220 */
221
222 void
223 dump_all_maps (void)
224 {
225 maptile *m;
226
227 for (m = first_map; m; m = m->next)
228 dump_map (m);
229 }
230
231 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
232 * one function that just returns a P_.. value (see map.h)
233 * it will also do map translation for tiled maps, returning
234 * new values into newmap, nx, and ny. Any and all of those
235 * values can be null, in which case if a new map is needed (returned
236 * by a P_NEW_MAP value, another call to get_map_from_coord
237 * is needed. The case of not passing values is if we're just
238 * checking for the existence of something on those spaces, but
239 * don't expect to insert/remove anything from those spaces.
240 */
241 int
242 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
243 {
244 sint16 newx, newy;
245 int retval = 0;
246 maptile *mp;
247
248 newx = x;
249 newy = y;
250
251 mp = get_map_from_coord (oldmap, &newx, &newy);
252
253 if (!mp)
254 return P_OUT_OF_MAP;
255
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258
259 if (newmap) *newmap = mp;
260 if (nx) *nx = newx;
261 if (ny) *ny = newy;
262
263 return retval | mp->at (newx, newy).flags ();
264 }
265
266 /*
267 * Returns true if the given coordinate is blocked except by the
268 * object passed is not blocking. This is used with
269 * multipart monsters - if we want to see if a 2x2 monster
270 * can move 1 space to the left, we don't want its own area
271 * to block it from moving there.
272 * Returns TRUE if the space is blocked by something other than the
273 * monster.
274 * m, x, y are the target map/coordinates - needed for map tiling.
275 * the coordinates & map passed in should have been updated for tiling
276 * by the caller.
277 */
278 int
279 blocked_link (object *ob, maptile *m, int sx, int sy)
280 {
281 object *tmp;
282 int mflags, blocked;
283
284 /* Make sure the coordinates are valid - they should be, as caller should
285 * have already checked this.
286 */
287 if (OUT_OF_REAL_MAP (m, sx, sy))
288 {
289 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
290 return 1;
291 }
292
293 /* Save some cycles - instead of calling get_map_flags(), just get the value
294 * directly.
295 */
296 mflags = m->at (sx, sy).flags ();
297
298 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
299
300 /* If space is currently not blocked by anything, no need to
301 * go further. Not true for players - all sorts of special
302 * things we need to do for players.
303 */
304 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
305 return 0;
306
307 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example)
313 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
315 return 0;
316
317 if (ob->head != NULL)
318 ob = ob->head;
319
320 /* We basically go through the stack of objects, and if there is
321 * some other object that has NO_PASS or FLAG_ALIVE set, return
322 * true. If we get through the entire stack, that must mean
323 * ob is blocking it, so return 0.
324 */
325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
326 {
327
328 /* This must be before the checks below. Code for inventory checkers. */
329 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
330 {
331 /* If last_sp is set, the player/monster needs an object,
332 * so we check for it. If they don't have it, they can't
333 * pass through this space.
334 */
335 if (tmp->last_sp)
336 {
337 if (check_inv_recursive (ob, tmp) == NULL)
338 return 1;
339 else
340 continue;
341 }
342 else
343 {
344 /* In this case, the player must not have the object -
345 * if they do, they can't pass through.
346 */
347 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
348 return 1;
349 else
350 continue;
351 }
352 } /* if check_inv */
353 else
354 {
355 /* Broke apart a big nasty if into several here to make
356 * this more readable. first check - if the space blocks
357 * movement, can't move here.
358 * second - if a monster, can't move there, unles it is a
359 * hidden dm
360 */
361 if (OB_MOVE_BLOCK (ob, tmp))
362 return 1;
363 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
365 return 1;
366 }
367
368 }
369 return 0;
370 }
371
372
373 /*
374 * Returns true if the given object can't fit in the given spot.
375 * This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the
378 * multipart object and makes sure they can be inserted.
379 *
380 * While this doesn't call out of map, the get_map_flags does.
381 *
382 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases,
384 * a call to one would follow the other, doesn't make a lot of sense to
385 * have two seperate functions for this.
386 *
387 * This returns nonzero if this arch can not go on the space provided,
388 * 0 otherwise. the return value will contain the P_.. value
389 * so the caller can know why this object can't go on the map.
390 * Note that callers should not expect P_NEW_MAP to be set
391 * in return codes - since the object is multispace - if
392 * we did return values, what do you return if half the object
393 * is one map, half on another.
394 *
395 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type
397 * against the move_block values.
398 */
399 int
400 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
401 {
402 archetype *tmp;
403 int flag;
404 maptile *m1;
405 sint16 sx, sy;
406
407 if (ob == NULL)
408 {
409 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
410 if (flag & P_OUT_OF_MAP)
411 return P_OUT_OF_MAP;
412
413 /* don't have object, so don't know what types would block */
414 return m1->at (sx, sy).move_block;
415 }
416
417 for (tmp = ob->arch; tmp; tmp = tmp->more)
418 {
419 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
420
421 if (flag & P_OUT_OF_MAP)
422 return P_OUT_OF_MAP;
423 if (flag & P_IS_ALIVE)
424 return P_IS_ALIVE;
425
426 mapspace &ms = m1->at (sx, sy);
427
428
429 /* find_first_free_spot() calls this function. However, often
430 * ob doesn't have any move type (when used to place exits)
431 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
432 */
433
434 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
435 continue;
436
437 /* Note it is intentional that we check ob - the movement type of the
438 * head of the object should correspond for the entire object.
439 */
440 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
441 return P_NO_PASS;
442 }
443
444 return 0;
445 }
446
447 /* When the map is loaded, load_object does not actually insert objects
448 * into inventory, but just links them. What this does is go through
449 * and insert them properly.
450 * The object 'container' is the object that contains the inventory.
451 * This is needed so that we can update the containers weight.
452 */
453
454 void
455 fix_container (object *container)
456 {
457 object *tmp = container->inv, *next;
458
459 container->inv = NULL;
460 while (tmp != NULL)
461 {
462 next = tmp->below;
463 if (tmp->inv)
464 fix_container (tmp);
465 (void) insert_ob_in_ob (tmp, container);
466 tmp = next;
467 }
468 /* sum_weight will go through and calculate what all the containers are
469 * carrying.
470 */
471 sum_weight (container);
472 }
473
474 /* link_multipart_objects go through all the objects on the map looking
475 * for objects whose arch says they are multipart yet according to the
476 * info we have, they only have the head (as would be expected when
477 * they are saved). We do have to look for the old maps that did save
478 * the more sections and not re-add sections for them.
479 */
480
481 static void
482 link_multipart_objects (maptile *m)
483 {
484 int x, y;
485 object *tmp, *op, *last, *above;
486 archetype *at;
487
488 for (x = 0; x < m->width; x++)
489 for (y = 0; y < m->height; y++)
490 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
491 {
492 above = tmp->above;
493
494 /* already multipart - don't do anything more */
495 if (tmp->head || tmp->more)
496 continue;
497
498 /* If there is nothing more to this object, this for loop
499 * won't do anything.
500 */
501 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
502 {
503 op = arch_to_object (at);
504
505 /* update x,y coordinates */
506 op->x += tmp->x;
507 op->y += tmp->y;
508 op->head = tmp;
509 op->map = m;
510 last->more = op;
511 op->name = tmp->name;
512 op->title = tmp->title;
513 /* we could link all the parts onto tmp, and then just
514 * call insert_ob_in_map once, but the effect is the same,
515 * as insert_ob_in_map will call itself with each part, and
516 * the coding is simpler to just to it here with each part.
517 */
518 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
519 } /* for at = tmp->arch->more */
520 } /* for objects on this space */
521 }
522
523 /*
524 * Loads (ands parses) the objects into a given map from the specified
525 * file pointer.
526 * mapflags is the same as we get with load_original_map
527 */
528 void
529 load_objects (maptile *m, object_thawer & fp, int mapflags)
530 {
531 int i, j;
532 int unique;
533 object *op, *prev = NULL, *last_more = NULL, *otmp;
534
535 op = object::create ();
536 op->map = m; /* To handle buttons correctly */
537
538 while ((i = load_object (fp, op, mapflags)))
539 {
540 /* if the archetype for the object is null, means that we
541 * got an invalid object. Don't do anything with it - the game
542 * or editor will not be able to do anything with it either.
543 */
544 if (op->arch == NULL)
545 {
546 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
547 continue;
548 }
549
550 switch (i)
551 {
552 case LL_NORMAL:
553 /* if we are loading an overlay, put the floors on the bottom */
554 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558
559 if (op->inv)
560 sum_weight (op);
561
562 prev = op, last_more = op;
563 break;
564
565 case LL_MORE:
566 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head = prev, last_more->more = op, last_more = op;
568 break;
569 }
570
571 if (mapflags & MAP_STYLE)
572 remove_from_active_list (op);
573
574 op = object::create ();
575 op->map = m;
576 }
577
578 for (i = 0; i < m->width; i++)
579 {
580 for (j = 0; j < m->height; j++)
581 {
582 unique = 0;
583 /* check for unique items, or unique squares */
584 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
585 {
586 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
587 unique = 1;
588
589 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
590 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
591 }
592 }
593 }
594
595 op->destroy ();
596 link_multipart_objects (m);
597 }
598
599 /* This saves all the objects on the map in a non destructive fashion.
600 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
601 * and we only save the head of multi part objects - this is needed
602 * in order to do map tiling properly.
603 */
604 void
605 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
606 {
607 int i, j = 0, unique = 0;
608 object *op;
609
610 /* first pass - save one-part objects */
611 for (i = 0; i < m->width; i++)
612 for (j = 0; j < m->height; j++)
613 {
614 unique = 0;
615 for (op = m->at (i, j).bottom; op; op = op->above)
616 {
617 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
618 unique = 1;
619
620 if (op->type == PLAYER)
621 continue;
622
623 if (op->head || op->owner)
624 continue;
625
626 if (unique || op->flag [FLAG_UNIQUE])
627 save_object (fp2, op, 3);
628 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
629 save_object (fp, op, 3);
630 }
631 }
632 }
633
634 maptile::maptile ()
635 {
636 in_memory = MAP_SWAPPED;
637 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour.
639 */
640 this->width = 16;
641 this->height = 16;
642 MAP_RESET_TIMEOUT (this) = 0;
643 MAP_TIMEOUT (this) = 300;
644 MAP_ENTER_X (this) = 0;
645 MAP_ENTER_Y (this) = 0;
646 /*set part to -1 indicating conversion to weather map not yet done */
647 MAP_WORLDPARTX (this) = -1;
648 MAP_WORLDPARTY (this) = -1;
649 }
650
651 /*
652 * Allocates, initialises, and returns a pointer to a maptile.
653 * Modified to no longer take a path option which was not being
654 * used anyways. MSW 2001-07-01
655 */
656 maptile *
657 get_linked_map (void)
658 {
659 maptile *mp, *map = new maptile;
660
661 for (mp = first_map; mp && mp->next; mp = mp->next);
662
663 if (mp == NULL)
664 first_map = map;
665 else
666 mp->next = map;
667
668 return map;
669 }
670
671 /*
672 * Allocates the arrays contained in a maptile.
673 * This basically allocates the dynamic array of spaces for the
674 * map.
675 */
676 void
677 maptile::allocate ()
678 {
679 in_memory = MAP_IN_MEMORY;
680
681 /* Log this condition and free the storage. We could I suppose
682 * realloc, but if the caller is presuming the data will be intact,
683 * that is their poor assumption.
684 */
685 if (spaces)
686 {
687 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
688 free (spaces);
689 }
690
691 spaces = (mapspace *)
692 calloc (1, width * height * sizeof (mapspace));
693
694 if (!spaces)
695 fatal (OUT_OF_MEMORY);
696 }
697
698 /* Create and returns a map of the specific size. Used
699 * in random map code and the editor.
700 */
701 maptile *
702 get_empty_map (int sizex, int sizey)
703 {
704 maptile *m = get_linked_map ();
705
706 m->width = sizex;
707 m->height = sizey;
708 m->in_memory = MAP_SWAPPED;
709 m->allocate ();
710
711 return m;
712 }
713
714 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
715 * corresponding to that string. Memory is allocated for this, it must be freed
716 * at a later date.
717 * Called by parse_map_headers below.
718 */
719
720 static shopitems *
721 parse_shop_string (const char *input_string)
722 {
723 char *shop_string, *p, *q, *next_semicolon, *next_colon;
724 shopitems *items = NULL;
725 int i = 0, number_of_entries = 0;
726 const typedata *current_type;
727
728 shop_string = strdup (input_string);
729 p = shop_string;
730 /* first we'll count the entries, we'll need that for allocating the array shortly */
731 while (p)
732 {
733 p = strchr (p, ';');
734 number_of_entries++;
735 if (p)
736 p++;
737 }
738 p = shop_string;
739 strip_endline (p);
740 items = new shopitems[number_of_entries + 1];
741 for (i = 0; i < number_of_entries; i++)
742 {
743 if (!p)
744 {
745 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
746 break;
747 }
748 next_semicolon = strchr (p, ';');
749 next_colon = strchr (p, ':');
750 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
751 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
752 items[i].strength = atoi (strchr (p, ':') + 1);
753
754 if (isdigit (*p) || *p == '*')
755 {
756 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
757 current_type = get_typedata (items[i].typenum);
758 if (current_type)
759 {
760 items[i].name = current_type->name;
761 items[i].name_pl = current_type->name_pl;
762 }
763 }
764 else
765 { /*we have a named type, let's figure out what it is */
766 q = strpbrk (p, ";:");
767 if (q)
768 *q = '\0';
769
770 current_type = get_typedata_by_name (p);
771 if (current_type)
772 {
773 items[i].name = current_type->name;
774 items[i].typenum = current_type->number;
775 items[i].name_pl = current_type->name_pl;
776 }
777 else
778 { /* oh uh, something's wrong, let's free up this one, and try
779 * the next entry while we're at it, better print a warning
780 */
781 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
782 }
783 }
784 items[i].index = number_of_entries;
785 if (next_semicolon)
786 p = ++next_semicolon;
787 else
788 p = NULL;
789 }
790 free (shop_string);
791 return items;
792 }
793
794 /* opposite of parse string, this puts the string that was originally fed in to
795 * the map (or something equivilent) into output_string. */
796 static void
797 print_shop_string (maptile *m, char *output_string)
798 {
799 int i;
800 char tmp[MAX_BUF];
801
802 strcpy (output_string, "");
803 for (i = 0; i < m->shopitems[0].index; i++)
804 {
805 if (m->shopitems[i].typenum)
806 {
807 if (m->shopitems[i].strength)
808 {
809 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
810 }
811 else
812 sprintf (tmp, "%s;", m->shopitems[i].name);
813 }
814 else
815 {
816 if (m->shopitems[i].strength)
817 {
818 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
819 }
820 else
821 sprintf (tmp, "*");
822 }
823 strcat (output_string, tmp);
824 }
825 }
826
827 /* This loads the header information of the map. The header
828 * contains things like difficulty, size, timeout, etc.
829 * this used to be stored in the map object, but with the
830 * addition of tiling, fields beyond that easily named in an
831 * object structure were needed, so it just made sense to
832 * put all the stuff in the map object so that names actually make
833 * sense.
834 * This could be done in lex (like the object loader), but I think
835 * currently, there are few enough fields this is not a big deal.
836 * MSW 2001-07-01
837 * return 0 on success, 1 on failure.
838 */
839
840 static int
841 load_map_header (object_thawer & fp, maptile *m)
842 {
843 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
844 int msgpos = 0;
845 int maplorepos = 0;
846
847 while (fgets (buf, HUGE_BUF, fp) != NULL)
848 {
849 buf[HUGE_BUF - 1] = 0;
850 key = buf;
851
852 while (isspace (*key))
853 key++;
854
855 if (*key == 0)
856 continue; /* empty line */
857
858 value = strchr (key, ' ');
859
860 if (!value)
861 {
862 if ((end = strchr (key, '\n')))
863 *end = 0;
864 }
865 else
866 {
867 *value = 0;
868 value++;
869 end = strchr (value, '\n');
870
871 while (isspace (*value))
872 {
873 value++;
874
875 if (*value == '\0' || value == end)
876 {
877 /* Nothing but spaces. */
878 value = NULL;
879 break;
880 }
881 }
882 }
883
884 if (!end)
885 {
886 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
887 return 1;
888 }
889
890 /* key is the field name, value is what it should be set
891 * to. We've already done the work to null terminate key,
892 * and strip off any leading spaces for both of these.
893 * We have not touched the newline at the end of the line -
894 * these are needed for some values. the end pointer
895 * points to the first of the newlines.
896 * value could be NULL! It would be easy enough to just point
897 * this to "" to prevent cores, but that would let more errors slide
898 * through.
899 *
900 * First check for entries that do not use the value parameter, then
901 * validate that value is given and check for the remaining entries
902 * that use the parameter.
903 */
904
905 if (!strcmp (key, "msg"))
906 {
907 while (fgets (buf, HUGE_BUF, fp) != NULL)
908 {
909 if (!strcmp (buf, "endmsg\n"))
910 break;
911 else
912 {
913 /* slightly more efficient than strcat */
914 strcpy (msgbuf + msgpos, buf);
915 msgpos += strlen (buf);
916 }
917 }
918 /* There are lots of maps that have empty messages (eg, msg/endmsg
919 * with nothing between). There is no reason in those cases to
920 * keep the empty message. Also, msgbuf contains garbage data
921 * when msgpos is zero, so copying it results in crashes
922 */
923 if (msgpos != 0)
924 m->msg = strdup (msgbuf);
925 }
926 else if (!strcmp (key, "maplore"))
927 {
928 while (fgets (buf, HUGE_BUF, fp) != NULL)
929 {
930 if (!strcmp (buf, "endmaplore\n"))
931 break;
932 else
933 {
934 /* slightly more efficient than strcat */
935 strcpy (maplorebuf + maplorepos, buf);
936 maplorepos += strlen (buf);
937 }
938 }
939 if (maplorepos != 0)
940 m->maplore = strdup (maplorebuf);
941 }
942 else if (!strcmp (key, "end"))
943 {
944 break;
945 }
946 else if (value == NULL)
947 {
948 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
949 }
950 else if (!strcmp (key, "arch"))
951 {
952 /* This is an oddity, but not something we care about much. */
953 if (strcmp (value, "map\n"))
954 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
955 }
956 else if (!strcmp (key, "name"))
957 {
958 *end = 0;
959 m->name = strdup (value);
960 }
961 /* first strcmp value on these are old names supported
962 * for compatibility reasons. The new values (second) are
963 * what really should be used.
964 */
965 else if (!strcmp (key, "oid"))
966 fp.get (m, atoi (value));
967 else if (!strcmp (key, "attach"))
968 m->attach = value;
969 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
970 m->enter_x = atoi (value);
971 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
972 m->enter_y = atoi (value);
973 else if (!strcmp (key, "x") || !strcmp (key, "width"))
974 m->width = atoi (value);
975 else if (!strcmp (key, "y") || !strcmp (key, "height"))
976 m->height = atoi (value);
977 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
978 m->reset_timeout = atoi (value);
979 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
980 m->timeout = atoi (value);
981 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
982 m->difficulty = clamp (atoi (value), 1, settings.max_level);
983 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
984 m->darkness = atoi (value);
985 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
986 m->fixed_resettime = atoi (value);
987 else if (!strcmp (key, "unique"))
988 m->unique = atoi (value);
989 else if (!strcmp (key, "template"))
990 m->templatemap = atoi (value);
991 else if (!strcmp (key, "region"))
992 m->region = get_region_by_name (value);
993 else if (!strcmp (key, "shopitems"))
994 {
995 *end = 0;
996 m->shopitems = parse_shop_string (value);
997 }
998 else if (!strcmp (key, "shopgreed"))
999 m->shopgreed = atof (value);
1000 else if (!strcmp (key, "shopmin"))
1001 m->shopmin = atol (value);
1002 else if (!strcmp (key, "shopmax"))
1003 m->shopmax = atol (value);
1004 else if (!strcmp (key, "shoprace"))
1005 {
1006 *end = 0;
1007 m->shoprace = strdup (value);
1008 }
1009 else if (!strcmp (key, "outdoor"))
1010 m->outdoor = atoi (value);
1011 else if (!strcmp (key, "temp"))
1012 m->temp = atoi (value);
1013 else if (!strcmp (key, "pressure"))
1014 m->pressure = atoi (value);
1015 else if (!strcmp (key, "humid"))
1016 m->humid = atoi (value);
1017 else if (!strcmp (key, "windspeed"))
1018 m->windspeed = atoi (value);
1019 else if (!strcmp (key, "winddir"))
1020 m->winddir = atoi (value);
1021 else if (!strcmp (key, "sky"))
1022 m->sky = atoi (value);
1023 else if (!strcmp (key, "nosmooth"))
1024 m->nosmooth = atoi (value);
1025 else if (!strncmp (key, "tile_path_", 10))
1026 {
1027 int tile = atoi (key + 10);
1028
1029 if (tile < 1 || tile > 4)
1030 {
1031 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1032 }
1033 else
1034 {
1035 char *path;
1036
1037 *end = 0;
1038
1039 if (m->tile_path[tile - 1])
1040 {
1041 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1042 free (m->tile_path[tile - 1]);
1043 m->tile_path[tile - 1] = NULL;
1044 }
1045
1046 if (check_path (value, 1) != -1)
1047 {
1048 /* The unadorned path works. */
1049 path = value;
1050 }
1051 else
1052 {
1053 /* Try again; it could be a relative exit. */
1054
1055 path = path_combine_and_normalize (m->path, value);
1056
1057 if (check_path (path, 1) == -1)
1058 {
1059 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1060 path = NULL;
1061 }
1062 }
1063
1064 if (editor)
1065 {
1066 /* Use the value as in the file. */
1067 m->tile_path[tile - 1] = strdup (value);
1068 }
1069 else if (path != NULL)
1070 {
1071 /* Use the normalized value. */
1072 m->tile_path[tile - 1] = strdup (path);
1073 }
1074 } /* end if tile direction (in)valid */
1075 }
1076 else
1077 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1078 }
1079
1080 if (!key || strcmp (key, "end"))
1081 {
1082 LOG (llevError, "Got premature eof on map header!\n");
1083 return 1;
1084 }
1085
1086 return 0;
1087 }
1088
1089 /*
1090 * Opens the file "filename" and reads information about the map
1091 * from the given file, and stores it in a newly allocated
1092 * maptile. A pointer to this structure is returned, or NULL on failure.
1093 * flags correspond to those in map.h. Main ones used are
1094 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1095 * MAP_BLOCK, in which case we block on this load. This happens in all
1096 * cases, no matter if this flag is set or not.
1097 * MAP_STYLE: style map - don't add active objects, don't add to server
1098 * managed map list.
1099 */
1100
1101 maptile *
1102 load_original_map (const char *filename, int flags)
1103 {
1104 maptile *m;
1105 char pathname[MAX_BUF];
1106
1107 if (flags & MAP_PLAYER_UNIQUE)
1108 strcpy (pathname, filename);
1109 else if (flags & MAP_OVERLAY)
1110 strcpy (pathname, create_overlay_pathname (filename));
1111 else
1112 strcpy (pathname, create_pathname (filename));
1113
1114 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1115
1116 object_thawer thawer (pathname);
1117
1118 if (!thawer)
1119 return 0;
1120
1121 m = get_linked_map ();
1122
1123 strcpy (m->path, filename);
1124 if (load_map_header (thawer, m))
1125 {
1126 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1127 delete_map (m);
1128 return 0;
1129 }
1130
1131 m->allocate ();
1132
1133 m->in_memory = MAP_LOADING;
1134 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1135
1136 m->in_memory = MAP_IN_MEMORY;
1137 if (!MAP_DIFFICULTY (m))
1138 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1139 set_map_reset_time (m);
1140 m->instantiate ();
1141 return (m);
1142 }
1143
1144 /*
1145 * Loads a map, which has been loaded earlier, from file.
1146 * Return the map object we load into (this can change from the passed
1147 * option if we can't find the original map)
1148 */
1149
1150 static maptile *
1151 load_temporary_map (maptile *m)
1152 {
1153 char buf[MAX_BUF];
1154
1155 if (!m->tmpname)
1156 {
1157 LOG (llevError, "No temporary filename for map %s\n", m->path);
1158 strcpy (buf, m->path);
1159 delete_map (m);
1160 m = load_original_map (buf, 0);
1161 if (m == NULL)
1162 return NULL;
1163 fix_auto_apply (m); /* Chests which open as default */
1164 return m;
1165 }
1166
1167 object_thawer thawer (m->tmpname);
1168
1169 if (!thawer)
1170 {
1171 strcpy (buf, m->path);
1172 delete_map (m);
1173 m = load_original_map (buf, 0);
1174 if (!m)
1175 return NULL;
1176 fix_auto_apply (m); /* Chests which open as default */
1177 return m;
1178 }
1179
1180 if (load_map_header (thawer, m))
1181 {
1182 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1183 delete_map (m);
1184 m = load_original_map (m->path, 0);
1185 return NULL;
1186 }
1187
1188 m->allocate ();
1189
1190 m->in_memory = MAP_LOADING;
1191 load_objects (m, thawer, 0);
1192
1193 m->in_memory = MAP_IN_MEMORY;
1194 INVOKE_MAP (SWAPIN, m);
1195 return m;
1196 }
1197
1198 /*
1199 * Loads a map, which has been loaded earlier, from file.
1200 * Return the map object we load into (this can change from the passed
1201 * option if we can't find the original map)
1202 */
1203
1204 maptile *
1205 load_overlay_map (const char *filename, maptile *m)
1206 {
1207 char pathname[MAX_BUF];
1208
1209 strcpy (pathname, create_overlay_pathname (filename));
1210
1211 object_thawer thawer (pathname);
1212
1213 if (!thawer)
1214 return m;
1215
1216 if (load_map_header (thawer, m))
1217 {
1218 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1219 delete_map (m);
1220 m = load_original_map (m->path, 0);
1221 return 0;
1222 }
1223 /*m->allocate ();*/
1224
1225 m->in_memory = MAP_LOADING;
1226 load_objects (m, thawer, MAP_OVERLAY);
1227
1228 m->in_memory = MAP_IN_MEMORY;
1229 return m;
1230 }
1231
1232 /******************************************************************************
1233 * This is the start of unique map handling code
1234 *****************************************************************************/
1235
1236 /* This goes through map 'm' and removed any unique items on the map. */
1237 static void
1238 delete_unique_items (maptile *m)
1239 {
1240 int i, j, unique;
1241 object *op, *next;
1242
1243 for (i = 0; i < m->width; i++)
1244 for (j = 0; j < m->height; j++)
1245 {
1246 unique = 0;
1247
1248 for (op = GET_MAP_OB (m, i, j); op; op = next)
1249 {
1250 next = op->above;
1251
1252 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1253 unique = 1;
1254
1255 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1256 {
1257 op->destroy_inv (false);
1258 op->destroy ();
1259 }
1260 }
1261 }
1262 }
1263
1264
1265 /*
1266 * Loads unique objects from file(s) into the map which is in memory
1267 * m is the map to load unique items into.
1268 */
1269 static void
1270 load_unique_objects (maptile *m)
1271 {
1272 int count;
1273 char firstname[MAX_BUF];
1274
1275 for (count = 0; count < 10; count++)
1276 {
1277 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1278 if (!access (firstname, R_OK))
1279 break;
1280 }
1281 /* If we get here, we did not find any map */
1282 if (count == 10)
1283 return;
1284
1285 object_thawer thawer (firstname);
1286
1287 if (!thawer)
1288 return;
1289
1290 m->in_memory = MAP_LOADING;
1291 if (m->tmpname == NULL) /* if we have loaded unique items from */
1292 delete_unique_items (m); /* original map before, don't duplicate them */
1293 load_objects (m, thawer, 0);
1294
1295 m->in_memory = MAP_IN_MEMORY;
1296 }
1297
1298
1299 /*
1300 * Saves a map to file. If flag is set, it is saved into the same
1301 * file it was (originally) loaded from. Otherwise a temporary
1302 * filename will be genarated, and the file will be stored there.
1303 * The temporary filename will be stored in the maptileure.
1304 * If the map is unique, we also save to the filename in the map
1305 * (this should have been updated when first loaded)
1306 */
1307
1308 int
1309 new_save_map (maptile *m, int flag)
1310 {
1311 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1312 int i;
1313
1314 if (flag && !*m->path)
1315 {
1316 LOG (llevError, "Tried to save map without path.\n");
1317 return -1;
1318 }
1319
1320 if (flag || (m->unique) || (m->templatemap))
1321 {
1322 if (!m->unique && !m->templatemap)
1323 { /* flag is set */
1324 if (flag == 2)
1325 strcpy (filename, create_overlay_pathname (m->path));
1326 else
1327 strcpy (filename, create_pathname (m->path));
1328 }
1329 else
1330 strcpy (filename, m->path);
1331
1332 make_path_to_file (filename);
1333 }
1334 else
1335 {
1336 if (!m->tmpname)
1337 m->tmpname = tempnam (settings.tmpdir, NULL);
1338
1339 strcpy (filename, m->tmpname);
1340 }
1341
1342 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1343 m->in_memory = MAP_SAVING;
1344
1345 object_freezer freezer;
1346
1347 /* legacy */
1348 fprintf (freezer, "arch map\n");
1349 if (m->name)
1350 fprintf (freezer, "name %s\n", m->name);
1351 if (!flag)
1352 fprintf (freezer, "swap_time %d\n", m->swap_time);
1353 if (m->reset_timeout)
1354 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1355 if (m->fixed_resettime)
1356 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1357 /* we unfortunately have no idea if this is a value the creator set
1358 * or a difficulty value we generated when the map was first loaded
1359 */
1360 if (m->difficulty)
1361 fprintf (freezer, "difficulty %d\n", m->difficulty);
1362 if (m->region)
1363 fprintf (freezer, "region %s\n", m->region->name);
1364 if (m->shopitems)
1365 {
1366 print_shop_string (m, shop);
1367 fprintf (freezer, "shopitems %s\n", shop);
1368 }
1369 if (m->shopgreed)
1370 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1371 if (m->shopmin)
1372 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1373 if (m->shopmax)
1374 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1375 if (m->shoprace)
1376 fprintf (freezer, "shoprace %s\n", m->shoprace);
1377 if (m->darkness)
1378 fprintf (freezer, "darkness %d\n", m->darkness);
1379 if (m->width)
1380 fprintf (freezer, "width %d\n", m->width);
1381 if (m->height)
1382 fprintf (freezer, "height %d\n", m->height);
1383 if (m->enter_x)
1384 fprintf (freezer, "enter_x %d\n", m->enter_x);
1385 if (m->enter_y)
1386 fprintf (freezer, "enter_y %d\n", m->enter_y);
1387 if (m->msg)
1388 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1389 if (m->maplore)
1390 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1391 if (m->unique)
1392 fprintf (freezer, "unique %d\n", m->unique);
1393 if (m->templatemap)
1394 fprintf (freezer, "template %d\n", m->templatemap);
1395 if (m->outdoor)
1396 fprintf (freezer, "outdoor %d\n", m->outdoor);
1397 if (m->temp)
1398 fprintf (freezer, "temp %d\n", m->temp);
1399 if (m->pressure)
1400 fprintf (freezer, "pressure %d\n", m->pressure);
1401 if (m->humid)
1402 fprintf (freezer, "humid %d\n", m->humid);
1403 if (m->windspeed)
1404 fprintf (freezer, "windspeed %d\n", m->windspeed);
1405 if (m->winddir)
1406 fprintf (freezer, "winddir %d\n", m->winddir);
1407 if (m->sky)
1408 fprintf (freezer, "sky %d\n", m->sky);
1409 if (m->nosmooth)
1410 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1411
1412 /* Save any tiling information, except on overlays */
1413 if (flag != 2)
1414 for (i = 0; i < 4; i++)
1415 if (m->tile_path[i])
1416 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1417
1418 freezer.put (m);
1419 fprintf (freezer, "end\n");
1420
1421 /* In the game save unique items in the different file, but
1422 * in the editor save them to the normal map file.
1423 * If unique map, save files in the proper destination (set by
1424 * player)
1425 */
1426 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1427 {
1428 object_freezer unique;
1429
1430 if (flag == 2)
1431 save_objects (m, freezer, unique, 2);
1432 else
1433 save_objects (m, freezer, unique, 0);
1434
1435 sprintf (buf, "%s.v00", create_items_path (m->path));
1436
1437 unique.save (buf);
1438 }
1439 else
1440 { /* save same file when not playing, like in editor */
1441 save_objects (m, freezer, freezer, 0);
1442 }
1443
1444 freezer.save (filename);
1445
1446 return 0;
1447 }
1448
1449 /*
1450 * Remove and free all objects in the given map.
1451 */
1452 void
1453 free_all_objects (maptile *m)
1454 {
1455 if (!m->spaces)
1456 return;
1457
1458 for (int i = 0; i < m->width; i++)
1459 for (int j = 0; j < m->height; j++)
1460 {
1461 mapspace &ms = m->at (i, j);
1462
1463 while (object *op = ms.bottom)
1464 {
1465 if (op->head)
1466 op = op->head;
1467
1468 op->destroy_inv (false);
1469 op->destroy ();
1470 }
1471 }
1472 }
1473
1474 /*
1475 * Frees everything allocated by the given maptileure.
1476 * don't free tmpname - our caller is left to do that
1477 */
1478 void
1479 free_map (maptile *m, int flag)
1480 {
1481 if (m->in_memory != MAP_IN_MEMORY)
1482 return;
1483
1484 m->in_memory = MAP_SAVING;
1485
1486 // TODO: use new/delete
1487 #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1488
1489 if (flag && m->spaces)
1490 free_all_objects (m);
1491 if (m->name)
1492 FREE_AND_CLEAR (m->name);
1493 if (m->spaces)
1494 FREE_AND_CLEAR (m->spaces);
1495 if (m->msg)
1496 FREE_AND_CLEAR (m->msg);
1497 if (m->maplore)
1498 FREE_AND_CLEAR (m->maplore);
1499
1500 delete [] m->shopitems;
1501 m->shopitems = 0;
1502
1503 if (m->shoprace)
1504 FREE_AND_CLEAR (m->shoprace);
1505
1506 if (m->buttons)
1507 free_objectlinkpt (m->buttons);
1508
1509 m->buttons = NULL;
1510
1511 for (int i = 0; i < 4; i++)
1512 {
1513 if (m->tile_path[i])
1514 FREE_AND_CLEAR (m->tile_path[i]);
1515
1516 m->tile_map[i] = 0;
1517 }
1518
1519 m->in_memory = MAP_SWAPPED;
1520
1521 #undef FREE_AND_CLEAR
1522 }
1523
1524 maptile::~maptile ()
1525 {
1526 free_map (this, 1);
1527 free (tmpname);
1528 }
1529
1530 void
1531 maptile::do_destroy ()
1532 {
1533 attachable::do_destroy ();
1534
1535 free_all_objects (this);
1536
1537 /* We need to look through all the maps and see if any maps
1538 * are pointing at this one for tiling information. Since
1539 * tiling can be asymetric, we just can not look to see which
1540 * maps this map tiles with and clears those.
1541 */
1542 //TODO: non-euclidean-tiling MUST GO
1543 for (maptile *m = first_map; m; m = m->next)
1544 for (int i = 0; i < 4; i++)
1545 if (m->tile_map[i] == this)
1546 m->tile_map[i] = 0;
1547
1548 if (first_map == this)
1549 first_map = next;
1550 else
1551 for (maptile *m = first_map; m; m = m->next)
1552 if (m->next = this)
1553 {
1554 m->next = next;
1555 break;
1556 }
1557 }
1558
1559 //TODO: must go
1560 void
1561 delete_map (maptile *m)
1562 {
1563 if (m)
1564 m->destroy ();
1565 }
1566
1567 /*
1568 * Makes sure the given map is loaded and swapped in.
1569 * name is path name of the map.
1570 * flags meaning:
1571 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1572 * and don't do unique items or the like.
1573 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1574 * dont do any more name translation on it.
1575 *
1576 * Returns a pointer to the given map.
1577 */
1578 maptile *
1579 ready_map_name (const char *name, int flags)
1580 {
1581 if (!name)
1582 return 0;
1583
1584 /* Have we been at this level before? */
1585 maptile *m = has_been_loaded (name);
1586
1587 /* Map is good to go, so just return it */
1588 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1589 return m;
1590
1591 /* unique maps always get loaded from their original location, and never
1592 * a temp location. Likewise, if map_flush is set, or we have never loaded
1593 * this map, load it now. I removed the reset checking from here -
1594 * it seems the probability of a player trying to enter a map that should
1595 * reset but hasn't yet is quite low, and removing that makes this function
1596 * a bit cleaner (and players probably shouldn't rely on exact timing for
1597 * resets in any case - if they really care, they should use the 'maps command.
1598 */
1599 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1600 {
1601 /* first visit or time to reset */
1602 if (m)
1603 {
1604 clean_tmp_map (m); /* Doesn't make much difference */
1605 delete_map (m);
1606 }
1607
1608 /* create and load a map */
1609 if (flags & MAP_PLAYER_UNIQUE)
1610 LOG (llevDebug, "Trying to load map %s.\n", name);
1611 else
1612 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1613
1614 //eval_pv ("$x = Event::time", 1);//D
1615 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1616 return (NULL);
1617 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1618
1619 fix_auto_apply (m); /* Chests which open as default */
1620
1621 /* If a player unique map, no extra unique object file to load.
1622 * if from the editor, likewise.
1623 */
1624 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1625 load_unique_objects (m);
1626
1627 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1628 {
1629 m = load_overlay_map (name, m);
1630 if (m == NULL)
1631 return NULL;
1632 }
1633
1634 if (flags & MAP_PLAYER_UNIQUE)
1635 INVOKE_MAP (SWAPIN, m);
1636
1637 }
1638 else
1639 {
1640 /* If in this loop, we found a temporary map, so load it up. */
1641
1642 m = load_temporary_map (m);
1643 if (m == NULL)
1644 return NULL;
1645 load_unique_objects (m);
1646
1647 clean_tmp_map (m);
1648 m->in_memory = MAP_IN_MEMORY;
1649 /* tempnam() on sun systems (probably others) uses malloc
1650 * to allocated space for the string. Free it here.
1651 * In some cases, load_temporary_map above won't find the
1652 * temporary map, and so has reloaded a new map. If that
1653 * is the case, tmpname is now null
1654 */
1655 if (m->tmpname)
1656 free (m->tmpname);
1657 m->tmpname = NULL;
1658 /* It's going to be saved anew anyway */
1659 }
1660
1661 /* Below here is stuff common to both first time loaded maps and
1662 * temp maps.
1663 */
1664
1665 decay_objects (m); /* start the decay */
1666 /* In case other objects press some buttons down */
1667 update_buttons (m);
1668 if (m->outdoor)
1669 set_darkness_map (m);
1670 /* run the weather over this map */
1671 weather_effect (name);
1672 return m;
1673 }
1674
1675
1676 /*
1677 * This routine is supposed to find out the difficulty of the map.
1678 * difficulty does not have a lot to do with character level,
1679 * but does have a lot to do with treasure on the map.
1680 *
1681 * Difficulty can now be set by the map creature. If the value stored
1682 * in the map is zero, then use this routine. Maps should really
1683 * have a difficulty set than using this function - human calculation
1684 * is much better than this functions guesswork.
1685 */
1686
1687 int
1688 calculate_difficulty (maptile *m)
1689 {
1690 object *op;
1691 archetype *at;
1692 int x, y, i;
1693 long monster_cnt = 0;
1694 double avgexp = 0;
1695 sint64 total_exp = 0;
1696
1697 if (MAP_DIFFICULTY (m))
1698 {
1699 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1700 return MAP_DIFFICULTY (m);
1701 }
1702
1703 for (x = 0; x < m->width; x++)
1704 for (y = 0; y < m->height; y++)
1705 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1706 {
1707 if (QUERY_FLAG (op, FLAG_MONSTER))
1708 {
1709 total_exp += op->stats.exp;
1710 monster_cnt++;
1711 }
1712
1713 if (QUERY_FLAG (op, FLAG_GENERATOR))
1714 {
1715 total_exp += op->stats.exp;
1716 at = type_to_archetype (GENERATE_TYPE (op));
1717
1718 if (at != NULL)
1719 total_exp += at->clone.stats.exp * 8;
1720
1721 monster_cnt++;
1722 }
1723 }
1724
1725 avgexp = (double) total_exp / monster_cnt;
1726
1727 for (i = 1; i <= settings.max_level; i++)
1728 {
1729 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1730 {
1731 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1732 return i;
1733 }
1734 }
1735
1736 return 1;
1737 }
1738
1739 void
1740 clean_tmp_map (maptile *m)
1741 {
1742 if (m->tmpname == NULL)
1743 return;
1744 INVOKE_MAP (CLEAN, m);
1745 (void) unlink (m->tmpname);
1746 }
1747
1748 void
1749 free_all_maps (void)
1750 {
1751 int real_maps = 0;
1752
1753 while (first_map)
1754 {
1755 /* I think some of the callers above before it gets here set this to be
1756 * saving, but we still want to free this data
1757 */
1758 if (first_map->in_memory == MAP_SAVING)
1759 first_map->in_memory = MAP_IN_MEMORY;
1760 delete_map (first_map);
1761 real_maps++;
1762 }
1763 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1764 }
1765
1766 /* change_map_light() - used to change map light level (darkness)
1767 * up or down. Returns true if successful. It should now be
1768 * possible to change a value by more than 1.
1769 * Move this from los.c to map.c since this is more related
1770 * to maps than los.
1771 * postive values make it darker, negative make it brighter
1772 */
1773
1774 int
1775 change_map_light (maptile *m, int change)
1776 {
1777 int new_level = m->darkness + change;
1778
1779 /* Nothing to do */
1780 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1781 {
1782 return 0;
1783 }
1784
1785 /* inform all players on the map */
1786 if (change > 0)
1787 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1788 else
1789 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1790
1791 /* Do extra checking. since m->darkness is a unsigned value,
1792 * we need to be extra careful about negative values.
1793 * In general, the checks below are only needed if change
1794 * is not +/-1
1795 */
1796 if (new_level < 0)
1797 m->darkness = 0;
1798 else if (new_level >= MAX_DARKNESS)
1799 m->darkness = MAX_DARKNESS;
1800 else
1801 m->darkness = new_level;
1802
1803 /* All clients need to get re-updated for the change */
1804 update_all_map_los (m);
1805 return 1;
1806 }
1807
1808 /*
1809 * This function updates various attributes about a specific space
1810 * on the map (what it looks like, whether it blocks magic,
1811 * has a living creatures, prevents people from passing
1812 * through, etc)
1813 */
1814 void
1815 mapspace::update_ ()
1816 {
1817 object *tmp, *last = 0;
1818 uint8 flags = 0, light = 0, anywhere = 0;
1819 New_Face *top, *floor, *middle;
1820 object *top_obj, *floor_obj, *middle_obj;
1821 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1822
1823 middle = blank_face;
1824 top = blank_face;
1825 floor = blank_face;
1826
1827 middle_obj = 0;
1828 top_obj = 0;
1829 floor_obj = 0;
1830
1831 for (tmp = bottom; tmp; last = tmp, tmp = tmp->above)
1832 {
1833 /* This could be made additive I guess (two lights better than
1834 * one). But if so, it shouldn't be a simple additive - 2
1835 * light bulbs do not illuminate twice as far as once since
1836 * it is a dissapation factor that is cubed.
1837 */
1838 if (tmp->glow_radius > light)
1839 light = tmp->glow_radius;
1840
1841 /* This call is needed in order to update objects the player
1842 * is standing in that have animations (ie, grass, fire, etc).
1843 * However, it also causes the look window to be re-drawn
1844 * 3 times each time the player moves, because many of the
1845 * functions the move_player calls eventualy call this.
1846 *
1847 * Always put the player down for drawing.
1848 */
1849 if (!tmp->invisible)
1850 {
1851 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1852 {
1853 top = tmp->face;
1854 top_obj = tmp;
1855 }
1856 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1857 {
1858 /* If we got a floor, that means middle and top were below it,
1859 * so should not be visible, so we clear them.
1860 */
1861 middle = blank_face;
1862 top = blank_face;
1863 floor = tmp->face;
1864 floor_obj = tmp;
1865 }
1866 /* Flag anywhere have high priority */
1867 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1868 {
1869 middle = tmp->face;
1870
1871 middle_obj = tmp;
1872 anywhere = 1;
1873 }
1874 /* Find the highest visible face around. If equal
1875 * visibilities, we still want the one nearer to the
1876 * top
1877 */
1878 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1879 {
1880 middle = tmp->face;
1881 middle_obj = tmp;
1882 }
1883 }
1884
1885 if (tmp == tmp->above)
1886 {
1887 LOG (llevError, "Error in structure of map\n");
1888 exit (-1);
1889 }
1890
1891 move_slow |= tmp->move_slow;
1892 move_block |= tmp->move_block;
1893 move_on |= tmp->move_on;
1894 move_off |= tmp->move_off;
1895 move_allow |= tmp->move_allow;
1896
1897 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1898 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1899 if (tmp->type == PLAYER) flags |= P_PLAYER;
1900 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1901 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1902 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1903 }
1904
1905 this->light = light;
1906 this->flags_ = flags;
1907 this->move_block = move_block & ~move_allow;
1908 this->move_on = move_on;
1909 this->move_off = move_off;
1910 this->move_slow = move_slow;
1911
1912 /* At this point, we have a floor face (if there is a floor),
1913 * and the floor is set - we are not going to touch it at
1914 * this point.
1915 * middle contains the highest visibility face.
1916 * top contains a player/monster face, if there is one.
1917 *
1918 * We now need to fill in top.face and/or middle.face.
1919 */
1920
1921 /* If the top face also happens to be high visibility, re-do our
1922 * middle face. This should not happen, as we already have the
1923 * else statement above so middle should not get set. OTOH, it
1924 * may be possible for the faces to match but be different objects.
1925 */
1926 if (top == middle)
1927 middle = blank_face;
1928
1929 /* There are three posibilities at this point:
1930 * 1) top face is set, need middle to be set.
1931 * 2) middle is set, need to set top.
1932 * 3) neither middle or top is set - need to set both.
1933 */
1934
1935 for (tmp = last; tmp; tmp = tmp->below)
1936 {
1937 /* Once we get to a floor, stop, since we already have a floor object */
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 break;
1940
1941 /* If two top faces are already set, quit processing */
1942 if ((top != blank_face) && (middle != blank_face))
1943 break;
1944
1945 /* Only show visible faces, unless its the editor - show all */
1946 if (!tmp->invisible || editor)
1947 {
1948 /* Fill in top if needed */
1949 if (top == blank_face)
1950 {
1951 top = tmp->face;
1952 top_obj = tmp;
1953 if (top == middle)
1954 middle = blank_face;
1955 }
1956 else
1957 {
1958 /* top is already set - we should only get here if
1959 * middle is not set
1960 *
1961 * Set the middle face and break out, since there is nothing
1962 * more to fill in. We don't check visiblity here, since
1963 *
1964 */
1965 if (tmp->face != top)
1966 {
1967 middle = tmp->face;
1968 middle_obj = tmp;
1969 break;
1970 }
1971 }
1972 }
1973 }
1974
1975 if (middle == floor)
1976 middle = blank_face;
1977
1978 if (top == middle)
1979 middle = blank_face;
1980
1981 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1982 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1983 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1984 }
1985
1986 void
1987 set_map_reset_time (maptile *map)
1988 {
1989 int timeout;
1990
1991 timeout = MAP_RESET_TIMEOUT (map);
1992 if (timeout <= 0)
1993 timeout = MAP_DEFAULTRESET;
1994 if (timeout >= MAP_MAXRESET)
1995 timeout = MAP_MAXRESET;
1996 MAP_WHEN_RESET (map) = time (0) + timeout;
1997 }
1998
1999 /* this updates the orig_map->tile_map[tile_num] value after loading
2000 * the map. It also takes care of linking back the freshly loaded
2001 * maps tile_map values if it tiles back to this one. It returns
2002 * the value of orig_map->tile_map[tile_num]. It really only does this
2003 * so that it is easier for calling functions to verify success.
2004 */
2005
2006 static maptile *
2007 load_and_link_tiled_map (maptile *orig_map, int tile_num)
2008 {
2009 int dest_tile = (tile_num + 2) % 4;
2010 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2011
2012 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2013
2014 /* need to do a strcmp here as the orig_map->path is not a shared string */
2015 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))
2016 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2017
2018 return orig_map->tile_map[tile_num];
2019 }
2020
2021 /* this returns TRUE if the coordinates (x,y) are out of
2022 * map m. This function also takes into account any
2023 * tiling considerations, loading adjacant maps as needed.
2024 * This is the function should always be used when it
2025 * necessary to check for valid coordinates.
2026 * This function will recursively call itself for the
2027 * tiled maps.
2028 *
2029 *
2030 */
2031 int
2032 out_of_map (maptile *m, int x, int y)
2033 {
2034 /* If we get passed a null map, this is obviously the
2035 * case. This generally shouldn't happen, but if the
2036 * map loads fail below, it could happen.
2037 */
2038 if (!m)
2039 return 0;
2040
2041 if (x < 0)
2042 {
2043 if (!m->tile_path[3])
2044 return 1;
2045
2046 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2047 load_and_link_tiled_map (m, 3);
2048
2049 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2050 }
2051
2052 if (x >= m->width)
2053 {
2054 if (!m->tile_path[1])
2055 return 1;
2056
2057 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2058 load_and_link_tiled_map (m, 1);
2059
2060 return (out_of_map (m->tile_map[1], x - m->width, y));
2061 }
2062
2063 if (y < 0)
2064 {
2065 if (!m->tile_path[0])
2066 return 1;
2067
2068 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2069 load_and_link_tiled_map (m, 0);
2070
2071 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2072 }
2073
2074 if (y >= m->height)
2075 {
2076 if (!m->tile_path[2])
2077 return 1;
2078
2079 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2080 load_and_link_tiled_map (m, 2);
2081
2082 return (out_of_map (m->tile_map[2], x, y - m->height));
2083 }
2084
2085 /* Simple case - coordinates are within this local
2086 * map.
2087 */
2088 return 0;
2089 }
2090
2091 /* This is basically the same as out_of_map above, but
2092 * instead we return NULL if no map is valid (coordinates
2093 * out of bounds and no tiled map), otherwise it returns
2094 * the map as that the coordinates are really on, and
2095 * updates x and y to be the localized coordinates.
2096 * Using this is more efficient of calling out_of_map
2097 * and then figuring out what the real map is
2098 */
2099 maptile *
2100 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2101 {
2102
2103 if (*x < 0)
2104 {
2105 if (!m->tile_path[3])
2106 return 0;
2107 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2108 load_and_link_tiled_map (m, 3);
2109
2110 *x += m->tile_map[3]->width;
2111 return (get_map_from_coord (m->tile_map[3], x, y));
2112 }
2113
2114 if (*x >= m->width)
2115 {
2116 if (!m->tile_path[1])
2117 return 0;
2118
2119 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2120 load_and_link_tiled_map (m, 1);
2121
2122 *x -= m->width;
2123 return (get_map_from_coord (m->tile_map[1], x, y));
2124 }
2125
2126 if (*y < 0)
2127 {
2128 if (!m->tile_path[0])
2129 return 0;
2130
2131 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2132 load_and_link_tiled_map (m, 0);
2133
2134 *y += m->tile_map[0]->height;
2135 return (get_map_from_coord (m->tile_map[0], x, y));
2136 }
2137
2138 if (*y >= m->height)
2139 {
2140 if (!m->tile_path[2])
2141 return 0;
2142
2143 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2144 load_and_link_tiled_map (m, 2);
2145
2146 *y -= m->height;
2147 return (get_map_from_coord (m->tile_map[2], x, y));
2148 }
2149
2150 /* Simple case - coordinates are within this local
2151 * map.
2152 */
2153
2154 return m;
2155 }
2156
2157 /**
2158 * Return whether map2 is adjacent to map1. If so, store the distance from
2159 * map1 to map2 in dx/dy.
2160 */
2161 static int
2162 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2163 {
2164 if (!map1 || !map2)
2165 return 0;
2166
2167 if (map1 == map2)
2168 {
2169 *dx = 0;
2170 *dy = 0;
2171
2172 }
2173 else if (map1->tile_map[0] == map2)
2174 { /* up */
2175 *dx = 0;
2176 *dy = -map2->height;
2177 }
2178 else if (map1->tile_map[1] == map2)
2179 { /* right */
2180 *dx = map1->width;
2181 *dy = 0;
2182 }
2183 else if (map1->tile_map[2] == map2)
2184 { /* down */
2185 *dx = 0;
2186 *dy = map1->height;
2187 }
2188 else if (map1->tile_map[3] == map2)
2189 { /* left */
2190 *dx = -map2->width;
2191 *dy = 0;
2192
2193 }
2194 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2195 { /* up right */
2196 *dx = map1->tile_map[0]->width;
2197 *dy = -map1->tile_map[0]->height;
2198 }
2199 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2200 { /* up left */
2201 *dx = -map2->width;
2202 *dy = -map1->tile_map[0]->height;
2203 }
2204 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2205 { /* right up */
2206 *dx = map1->width;
2207 *dy = -map2->height;
2208 }
2209 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2210 { /* right down */
2211 *dx = map1->width;
2212 *dy = map1->tile_map[1]->height;
2213 }
2214 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2215 { /* down right */
2216 *dx = map1->tile_map[2]->width;
2217 *dy = map1->height;
2218 }
2219 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2220 { /* down left */
2221 *dx = -map2->width;
2222 *dy = map1->height;
2223 }
2224 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2225 { /* left up */
2226 *dx = -map1->tile_map[3]->width;
2227 *dy = -map2->height;
2228 }
2229 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2230 { /* left down */
2231 *dx = -map1->tile_map[3]->width;
2232 *dy = map1->tile_map[3]->height;
2233
2234 }
2235 else
2236 { /* not "adjacent" enough */
2237 return 0;
2238 }
2239
2240 return 1;
2241 }
2242
2243 /* From map.c
2244 * This is used by get_player to determine where the other
2245 * creature is. get_rangevector takes into account map tiling,
2246 * so you just can not look the the map coordinates and get the
2247 * righte value. distance_x/y are distance away, which
2248 * can be negativbe. direction is the crossfire direction scheme
2249 * that the creature should head. part is the part of the
2250 * monster that is closest.
2251 *
2252 * get_rangevector looks at op1 and op2, and fills in the
2253 * structure for op1 to get to op2.
2254 * We already trust that the caller has verified that the
2255 * two objects are at least on adjacent maps. If not,
2256 * results are not likely to be what is desired.
2257 * if the objects are not on maps, results are also likely to
2258 * be unexpected
2259 *
2260 * currently, the only flag supported (0x1) is don't translate for
2261 * closest body part of 'op1'
2262 */
2263
2264 void
2265 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2266 {
2267 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2268 {
2269 /* be conservative and fill in _some_ data */
2270 retval->distance = 100000;
2271 retval->distance_x = 32767;
2272 retval->distance_y = 32767;
2273 retval->direction = 0;
2274 retval->part = 0;
2275 }
2276 else
2277 {
2278 object *best;
2279
2280 retval->distance_x += op2->x - op1->x;
2281 retval->distance_y += op2->y - op1->y;
2282
2283 best = op1;
2284 /* If this is multipart, find the closest part now */
2285 if (!(flags & 0x1) && op1->more)
2286 {
2287 object *tmp;
2288 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2289
2290 /* we just take the offset of the piece to head to figure
2291 * distance instead of doing all that work above again
2292 * since the distance fields we set above are positive in the
2293 * same axis as is used for multipart objects, the simply arithmetic
2294 * below works.
2295 */
2296 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2297 {
2298 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2299 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2300 if (tmpi < best_distance)
2301 {
2302 best_distance = tmpi;
2303 best = tmp;
2304 }
2305 }
2306 if (best != op1)
2307 {
2308 retval->distance_x += op1->x - best->x;
2309 retval->distance_y += op1->y - best->y;
2310 }
2311 }
2312 retval->part = best;
2313 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2314 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2315 }
2316 }
2317
2318 /* this is basically the same as get_rangevector above, but instead of
2319 * the first parameter being an object, it instead is the map
2320 * and x,y coordinates - this is used for path to player -
2321 * since the object is not infact moving but we are trying to traverse
2322 * the path, we need this.
2323 * flags has no meaning for this function at this time - I kept it in to
2324 * be more consistant with the above function and also in case they are needed
2325 * for something in the future. Also, since no object is pasted, the best
2326 * field of the rv_vector is set to NULL.
2327 */
2328
2329 void
2330 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2331 {
2332 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2333 {
2334 /* be conservative and fill in _some_ data */
2335 retval->distance = 100000;
2336 retval->distance_x = 32767;
2337 retval->distance_y = 32767;
2338 retval->direction = 0;
2339 retval->part = 0;
2340 }
2341 else
2342 {
2343 retval->distance_x += op2->x - x;
2344 retval->distance_y += op2->y - y;
2345
2346 retval->part = NULL;
2347 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2348 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2349 }
2350 }
2351
2352 /* Returns true of op1 and op2 are effectively on the same map
2353 * (as related to map tiling). Note that this looks for a path from
2354 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2355 * to op1, this will still return false.
2356 * Note we only look one map out to keep the processing simple
2357 * and efficient. This could probably be a macro.
2358 * MSW 2001-08-05
2359 */
2360 int
2361 on_same_map (const object *op1, const object *op2)
2362 {
2363 int dx, dy;
2364
2365 return adjacent_map (op1->map, op2->map, &dx, &dy);
2366 }