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Revision: 1.50
Committed: Mon Dec 25 15:28:35 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +10 -23 lines
Log Message:
emergency 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 maptile *
38 has_been_loaded (const char *name)
39 {
40 maptile *map;
41
42 if (!name || !*name)
43 return 0;
44
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48
49 return (map);
50 }
51
52 /*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59 const char *
60 create_pathname (const char *name)
61 {
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72 }
73
74 /*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78 const char *
79 create_overlay_pathname (const char *name)
80 {
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91 }
92
93 /*
94 * same as create_pathname, but for the template maps.
95 */
96
97 const char *
98 create_template_pathname (const char *name)
99 {
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110 }
111
112 /*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118 static const char *
119 create_items_path (const char *s)
120 {
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136 }
137
138
139 /*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155 int
156 check_path (const char *name, int prepend_dir)
157 {
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190 }
191
192 /*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198 void
199 dump_map (const maptile *m)
200 {
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215 }
216
217 /*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223 void
224 dump_all_maps (void)
225 {
226 maptile *m;
227
228 for (m = first_map; m; m = m->next)
229 dump_map (m);
230 }
231
232 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
233 * one function that just returns a P_.. value (see map.h)
234 * it will also do map translation for tiled maps, returning
235 * new values into newmap, nx, and ny. Any and all of those
236 * values can be null, in which case if a new map is needed (returned
237 * by a P_NEW_MAP value, another call to get_map_from_coord
238 * is needed. The case of not passing values is if we're just
239 * checking for the existence of something on those spaces, but
240 * don't expect to insert/remove anything from those spaces.
241 */
242 int
243 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
244 {
245 sint16 newx, newy;
246 int retval = 0;
247 maptile *mp;
248
249 newx = x;
250 newy = y;
251
252 mp = get_map_from_coord (oldmap, &newx, &newy);
253
254 if (!mp)
255 return P_OUT_OF_MAP;
256
257 if (mp != oldmap)
258 retval |= P_NEW_MAP;
259
260 if (newmap) *newmap = mp;
261 if (nx) *nx = newx;
262 if (ny) *ny = newy;
263
264 return retval | mp->at (newx, newy).flags ();
265 }
266
267 /*
268 * Returns true if the given coordinate is blocked except by the
269 * object passed is not blocking. This is used with
270 * multipart monsters - if we want to see if a 2x2 monster
271 * can move 1 space to the left, we don't want its own area
272 * to block it from moving there.
273 * Returns TRUE if the space is blocked by something other than the
274 * monster.
275 * m, x, y are the target map/coordinates - needed for map tiling.
276 * the coordinates & map passed in should have been updated for tiling
277 * by the caller.
278 */
279 int
280 blocked_link (object *ob, maptile *m, int sx, int sy)
281 {
282 object *tmp;
283 int mflags, blocked;
284
285 /* Make sure the coordinates are valid - they should be, as caller should
286 * have already checked this.
287 */
288 if (OUT_OF_REAL_MAP (m, sx, sy))
289 {
290 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1;
292 }
293
294 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly.
296 */
297 mflags = m->at (sx, sy).flags ();
298
299 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
300
301 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special
303 * things we need to do for players.
304 */
305 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
306 return 0;
307
308 /* if there isn't anytyhing alive on this space, and this space isn't
309 * otherwise blocked, we can return now. Only if there is a living
310 * creature do we need to investigate if it is part of this creature
311 * or another. Likewise, only if something is blocking us do we
312 * need to investigate if there is a special circumstance that would
313 * let the player through (inventory checkers for example)
314 */
315 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
316 return 0;
317
318 if (ob->head != NULL)
319 ob = ob->head;
320
321 /* We basically go through the stack of objects, and if there is
322 * some other object that has NO_PASS or FLAG_ALIVE set, return
323 * true. If we get through the entire stack, that must mean
324 * ob is blocking it, so return 0.
325 */
326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
327 {
328
329 /* This must be before the checks below. Code for inventory checkers. */
330 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
331 {
332 /* If last_sp is set, the player/monster needs an object,
333 * so we check for it. If they don't have it, they can't
334 * pass through this space.
335 */
336 if (tmp->last_sp)
337 {
338 if (check_inv_recursive (ob, tmp) == NULL)
339 return 1;
340 else
341 continue;
342 }
343 else
344 {
345 /* In this case, the player must not have the object -
346 * if they do, they can't pass through.
347 */
348 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
349 return 1;
350 else
351 continue;
352 }
353 } /* if check_inv */
354 else
355 {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK (ob, tmp))
363 return 1;
364 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
365 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
366 return 1;
367 }
368
369 }
370 return 0;
371 }
372
373
374 /*
375 * Returns true if the given object can't fit in the given spot.
376 * This is meant for multi space objects - for single space objecs,
377 * just calling get_map_blocked and checking that against movement type
378 * of object. This function goes through all the parts of the
379 * multipart object and makes sure they can be inserted.
380 *
381 * While this doesn't call out of map, the get_map_flags does.
382 *
383 * This function has been used to deprecate arch_out_of_map -
384 * this function also does that check, and since in most cases,
385 * a call to one would follow the other, doesn't make a lot of sense to
386 * have two seperate functions for this.
387 *
388 * This returns nonzero if this arch can not go on the space provided,
389 * 0 otherwise. the return value will contain the P_.. value
390 * so the caller can know why this object can't go on the map.
391 * Note that callers should not expect P_NEW_MAP to be set
392 * in return codes - since the object is multispace - if
393 * we did return values, what do you return if half the object
394 * is one map, half on another.
395 *
396 * Note this used to be arch_blocked, but with new movement
397 * code, we need to have actual object to check its move_type
398 * against the move_block values.
399 */
400 int
401 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
402 {
403 archetype *tmp;
404 int flag;
405 maptile *m1;
406 sint16 sx, sy;
407
408 if (ob == NULL)
409 {
410 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
411 if (flag & P_OUT_OF_MAP)
412 return P_OUT_OF_MAP;
413
414 /* don't have object, so don't know what types would block */
415 return m1->at (sx, sy).move_block;
416 }
417
418 for (tmp = ob->arch; tmp; tmp = tmp->more)
419 {
420 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
421
422 if (flag & P_OUT_OF_MAP)
423 return P_OUT_OF_MAP;
424 if (flag & P_IS_ALIVE)
425 return P_IS_ALIVE;
426
427 mapspace &ms = m1->at (sx, sy);
428
429
430 /* find_first_free_spot() calls this function. However, often
431 * ob doesn't have any move type (when used to place exits)
432 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
433 */
434
435 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
436 continue;
437
438 /* Note it is intentional that we check ob - the movement type of the
439 * head of the object should correspond for the entire object.
440 */
441 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
442 return P_NO_PASS;
443 }
444
445 return 0;
446 }
447
448 /* When the map is loaded, load_object does not actually insert objects
449 * into inventory, but just links them. What this does is go through
450 * and insert them properly.
451 * The object 'container' is the object that contains the inventory.
452 * This is needed so that we can update the containers weight.
453 */
454
455 void
456 fix_container (object *container)
457 {
458 object *tmp = container->inv, *next;
459
460 container->inv = NULL;
461 while (tmp != NULL)
462 {
463 next = tmp->below;
464 if (tmp->inv)
465 fix_container (tmp);
466 (void) insert_ob_in_ob (tmp, container);
467 tmp = next;
468 }
469 /* sum_weight will go through and calculate what all the containers are
470 * carrying.
471 */
472 sum_weight (container);
473 }
474
475 /* link_multipart_objects go through all the objects on the map looking
476 * for objects whose arch says they are multipart yet according to the
477 * info we have, they only have the head (as would be expected when
478 * they are saved). We do have to look for the old maps that did save
479 * the more sections and not re-add sections for them.
480 */
481
482 static void
483 link_multipart_objects (maptile *m)
484 {
485 int x, y;
486 object *tmp, *op, *last, *above;
487 archetype *at;
488
489 for (x = 0; x < m->width; x++)
490 for (y = 0; y < m->height; y++)
491 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
492 {
493 above = tmp->above;
494
495 /* already multipart - don't do anything more */
496 if (tmp->head || tmp->more)
497 continue;
498
499 /* If there is nothing more to this object, this for loop
500 * won't do anything.
501 */
502 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503 {
504 op = arch_to_object (at);
505
506 /* update x,y coordinates */
507 op->x += tmp->x;
508 op->y += tmp->y;
509 op->head = tmp;
510 op->map = m;
511 last->more = op;
512 op->name = tmp->name;
513 op->title = tmp->title;
514 /* we could link all the parts onto tmp, and then just
515 * call insert_ob_in_map once, but the effect is the same,
516 * as insert_ob_in_map will call itself with each part, and
517 * the coding is simpler to just to it here with each part.
518 */
519 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
520 } /* for at = tmp->arch->more */
521 } /* for objects on this space */
522 }
523
524 /*
525 * Loads (ands parses) the objects into a given map from the specified
526 * file pointer.
527 * mapflags is the same as we get with load_original_map
528 */
529 void
530 load_objects (maptile *m, object_thawer & fp, int mapflags)
531 {
532 int i, j;
533 int unique;
534 object *op, *prev = NULL, *last_more = NULL, *otmp;
535
536 op = object::create ();
537 op->map = m; /* To handle buttons correctly */
538
539 while ((i = load_object (fp, op, mapflags)))
540 {
541 /* if the archetype for the object is null, means that we
542 * got an invalid object. Don't do anything with it - the game
543 * or editor will not be able to do anything with it either.
544 */
545 if (op->arch == NULL)
546 {
547 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
548 continue;
549 }
550
551 switch (i)
552 {
553 case LL_NORMAL:
554 /* if we are loading an overlay, put the floors on the bottom */
555 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557 else
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
559
560 if (op->inv)
561 sum_weight (op);
562
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
568 op->head = prev, last_more->more = op, last_more = op;
569 break;
570 }
571
572 if (mapflags & MAP_STYLE)
573 remove_from_active_list (op);
574
575 op = object::create ();
576 op->map = m;
577 }
578
579 for (i = 0; i < m->width; i++)
580 {
581 for (j = 0; j < m->height; j++)
582 {
583 unique = 0;
584 /* check for unique items, or unique squares */
585 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
586 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
588 unique = 1;
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 }
593 }
594 }
595
596 op->destroy ();
597 link_multipart_objects (m);
598 }
599
600 /* This saves all the objects on the map in a non destructive fashion.
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
602 * and we only save the head of multi part objects - this is needed
603 * in order to do map tiling properly.
604 */
605 void
606 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
607 {
608 int i, j = 0, unique = 0;
609 object *op;
610
611 /* first pass - save one-part objects */
612 for (i = 0; i < m->width; i++)
613 for (j = 0; j < m->height; j++)
614 {
615 unique = 0;
616 for (op = m->at (i, j).bot; op; op = op->above)
617 {
618 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
619 unique = 1;
620
621 if (op->type == PLAYER)
622 continue;
623
624 if (op->head || op->owner)
625 continue;
626
627 if (unique || op->flag [FLAG_UNIQUE])
628 save_object (fp2, op, 3);
629 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
630 save_object (fp, op, 3);
631 }
632 }
633 }
634
635 maptile::maptile ()
636 {
637 in_memory = MAP_SWAPPED;
638 /* The maps used to pick up default x and y values from the
639 * map archetype. Mimic that behaviour.
640 */
641 this->width = 16;
642 this->height = 16;
643 this->reset_timeout = 0;
644 this->timeout = 300;
645 this->enter_x = 0;
646 this->enter_y = 0;
647 /*set part to -1 indicating conversion to weather map not yet done */
648 this->worldpartx = -1;
649 this->worldparty = -1;
650 }
651
652 /*
653 * Allocates, initialises, and returns a pointer to a maptile.
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657 maptile *
658 get_linked_map (void)
659 {
660 maptile *mp, *map = new maptile;
661
662 for (mp = first_map; mp && mp->next; mp = mp->next);
663
664 if (mp == NULL)
665 first_map = map;
666 else
667 mp->next = map;
668
669 return map;
670 }
671
672 /*
673 * Allocates the arrays contained in a maptile.
674 * This basically allocates the dynamic array of spaces for the
675 * map.
676 */
677 void
678 maptile::allocate ()
679 {
680 in_memory = MAP_IN_MEMORY;
681
682 /* Log this condition and free the storage. We could I suppose
683 * realloc, but if the caller is presuming the data will be intact,
684 * that is their poor assumption.
685 */
686 if (spaces)
687 {
688 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
689 free (spaces);
690 }
691
692 spaces = (mapspace *)
693 calloc (1, width * height * sizeof (mapspace));
694
695 if (!spaces)
696 fatal (OUT_OF_MEMORY);
697 }
698
699 /* Create and returns a map of the specific size. Used
700 * in random map code and the editor.
701 */
702 maptile *
703 get_empty_map (int sizex, int sizey)
704 {
705 maptile *m = get_linked_map ();
706
707 m->width = sizex;
708 m->height = sizey;
709 m->in_memory = MAP_SWAPPED;
710 m->allocate ();
711
712 return m;
713 }
714
715 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
716 * corresponding to that string. Memory is allocated for this, it must be freed
717 * at a later date.
718 * Called by parse_map_headers below.
719 */
720
721 static shopitems *
722 parse_shop_string (const char *input_string)
723 {
724 char *shop_string, *p, *q, *next_semicolon, *next_colon;
725 shopitems *items = NULL;
726 int i = 0, number_of_entries = 0;
727 const typedata *current_type;
728
729 shop_string = strdup (input_string);
730 p = shop_string;
731 /* first we'll count the entries, we'll need that for allocating the array shortly */
732 while (p)
733 {
734 p = strchr (p, ';');
735 number_of_entries++;
736 if (p)
737 p++;
738 }
739 p = shop_string;
740 strip_endline (p);
741 items = new shopitems[number_of_entries + 1];
742 for (i = 0; i < number_of_entries; i++)
743 {
744 if (!p)
745 {
746 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
747 break;
748 }
749 next_semicolon = strchr (p, ';');
750 next_colon = strchr (p, ':');
751 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
752 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753 items[i].strength = atoi (strchr (p, ':') + 1);
754
755 if (isdigit (*p) || *p == '*')
756 {
757 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
758 current_type = get_typedata (items[i].typenum);
759 if (current_type)
760 {
761 items[i].name = current_type->name;
762 items[i].name_pl = current_type->name_pl;
763 }
764 }
765 else
766 { /*we have a named type, let's figure out what it is */
767 q = strpbrk (p, ";:");
768 if (q)
769 *q = '\0';
770
771 current_type = get_typedata_by_name (p);
772 if (current_type)
773 {
774 items[i].name = current_type->name;
775 items[i].typenum = current_type->number;
776 items[i].name_pl = current_type->name_pl;
777 }
778 else
779 { /* oh uh, something's wrong, let's free up this one, and try
780 * the next entry while we're at it, better print a warning
781 */
782 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
783 }
784 }
785 items[i].index = number_of_entries;
786 if (next_semicolon)
787 p = ++next_semicolon;
788 else
789 p = NULL;
790 }
791 free (shop_string);
792 return items;
793 }
794
795 /* opposite of parse string, this puts the string that was originally fed in to
796 * the map (or something equivilent) into output_string. */
797 static void
798 print_shop_string (maptile *m, char *output_string)
799 {
800 int i;
801 char tmp[MAX_BUF];
802
803 strcpy (output_string, "");
804 for (i = 0; i < m->shopitems[0].index; i++)
805 {
806 if (m->shopitems[i].typenum)
807 {
808 if (m->shopitems[i].strength)
809 {
810 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
811 }
812 else
813 sprintf (tmp, "%s;", m->shopitems[i].name);
814 }
815 else
816 {
817 if (m->shopitems[i].strength)
818 {
819 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
820 }
821 else
822 sprintf (tmp, "*");
823 }
824 strcat (output_string, tmp);
825 }
826 }
827
828 /* This loads the header information of the map. The header
829 * contains things like difficulty, size, timeout, etc.
830 * this used to be stored in the map object, but with the
831 * addition of tiling, fields beyond that easily named in an
832 * object structure were needed, so it just made sense to
833 * put all the stuff in the map object so that names actually make
834 * sense.
835 * This could be done in lex (like the object loader), but I think
836 * currently, there are few enough fields this is not a big deal.
837 * MSW 2001-07-01
838 * return 0 on success, 1 on failure.
839 */
840
841 static int
842 load_map_header (object_thawer & fp, maptile *m)
843 {
844 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
845 int msgpos = 0;
846 int maplorepos = 0;
847
848 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 {
850 buf[HUGE_BUF - 1] = 0;
851 key = buf;
852
853 while (isspace (*key))
854 key++;
855
856 if (*key == 0)
857 continue; /* empty line */
858
859 value = strchr (key, ' ');
860
861 if (!value)
862 {
863 if ((end = strchr (key, '\n')))
864 *end = 0;
865 }
866 else
867 {
868 *value = 0;
869 value++;
870 end = strchr (value, '\n');
871
872 while (isspace (*value))
873 {
874 value++;
875
876 if (*value == '\0' || value == end)
877 {
878 /* Nothing but spaces. */
879 value = NULL;
880 break;
881 }
882 }
883 }
884
885 if (!end)
886 {
887 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
888 return 1;
889 }
890
891 /* key is the field name, value is what it should be set
892 * to. We've already done the work to null terminate key,
893 * and strip off any leading spaces for both of these.
894 * We have not touched the newline at the end of the line -
895 * these are needed for some values. the end pointer
896 * points to the first of the newlines.
897 * value could be NULL! It would be easy enough to just point
898 * this to "" to prevent cores, but that would let more errors slide
899 * through.
900 *
901 * First check for entries that do not use the value parameter, then
902 * validate that value is given and check for the remaining entries
903 * that use the parameter.
904 */
905
906 if (!strcmp (key, "msg"))
907 {
908 while (fgets (buf, HUGE_BUF, fp) != NULL)
909 {
910 if (!strcmp (buf, "endmsg\n"))
911 break;
912 else
913 {
914 /* slightly more efficient than strcat */
915 strcpy (msgbuf + msgpos, buf);
916 msgpos += strlen (buf);
917 }
918 }
919 /* There are lots of maps that have empty messages (eg, msg/endmsg
920 * with nothing between). There is no reason in those cases to
921 * keep the empty message. Also, msgbuf contains garbage data
922 * when msgpos is zero, so copying it results in crashes
923 */
924 if (msgpos != 0)
925 m->msg = strdup (msgbuf);
926 }
927 else if (!strcmp (key, "maplore"))
928 {
929 while (fgets (buf, HUGE_BUF, fp) != NULL)
930 {
931 if (!strcmp (buf, "endmaplore\n"))
932 break;
933 else
934 {
935 /* slightly more efficient than strcat */
936 strcpy (maplorebuf + maplorepos, buf);
937 maplorepos += strlen (buf);
938 }
939 }
940 if (maplorepos != 0)
941 m->maplore = strdup (maplorebuf);
942 }
943 else if (!strcmp (key, "end"))
944 {
945 break;
946 }
947 else if (value == NULL)
948 {
949 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
950 }
951 else if (!strcmp (key, "arch"))
952 {
953 /* This is an oddity, but not something we care about much. */
954 if (strcmp (value, "map\n"))
955 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
956 }
957 else if (!strcmp (key, "name"))
958 {
959 *end = 0;
960 m->name = strdup (value);
961 }
962 /* first strcmp value on these are old names supported
963 * for compatibility reasons. The new values (second) are
964 * what really should be used.
965 */
966 else if (!strcmp (key, "oid"))
967 fp.get (m, atoi (value));
968 else if (!strcmp (key, "attach"))
969 m->attach = value;
970 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
971 m->enter_x = atoi (value);
972 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
973 m->enter_y = atoi (value);
974 else if (!strcmp (key, "x") || !strcmp (key, "width"))
975 m->width = atoi (value);
976 else if (!strcmp (key, "y") || !strcmp (key, "height"))
977 m->height = atoi (value);
978 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
979 m->reset_timeout = atoi (value);
980 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
981 m->timeout = atoi (value);
982 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
983 m->difficulty = clamp (atoi (value), 1, settings.max_level);
984 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
985 m->darkness = atoi (value);
986 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
987 m->fixed_resettime = atoi (value);
988 else if (!strcmp (key, "unique"))
989 m->unique = atoi (value);
990 else if (!strcmp (key, "template"))
991 m->templatemap = atoi (value);
992 else if (!strcmp (key, "region"))
993 m->region = get_region_by_name (value);
994 else if (!strcmp (key, "shopitems"))
995 {
996 *end = 0;
997 m->shopitems = parse_shop_string (value);
998 }
999 else if (!strcmp (key, "shopgreed"))
1000 m->shopgreed = atof (value);
1001 else if (!strcmp (key, "shopmin"))
1002 m->shopmin = atol (value);
1003 else if (!strcmp (key, "shopmax"))
1004 m->shopmax = atol (value);
1005 else if (!strcmp (key, "shoprace"))
1006 {
1007 *end = 0;
1008 m->shoprace = strdup (value);
1009 }
1010 else if (!strcmp (key, "outdoor"))
1011 m->outdoor = atoi (value);
1012 else if (!strcmp (key, "temp"))
1013 m->temp = atoi (value);
1014 else if (!strcmp (key, "pressure"))
1015 m->pressure = atoi (value);
1016 else if (!strcmp (key, "humid"))
1017 m->humid = atoi (value);
1018 else if (!strcmp (key, "windspeed"))
1019 m->windspeed = atoi (value);
1020 else if (!strcmp (key, "winddir"))
1021 m->winddir = atoi (value);
1022 else if (!strcmp (key, "sky"))
1023 m->sky = atoi (value);
1024 else if (!strcmp (key, "nosmooth"))
1025 m->nosmooth = atoi (value);
1026 else if (!strncmp (key, "tile_path_", 10))
1027 {
1028 int tile = atoi (key + 10);
1029
1030 if (tile < 1 || tile > 4)
1031 {
1032 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1033 }
1034 else
1035 {
1036 char *path;
1037
1038 *end = 0;
1039
1040 if (m->tile_path[tile - 1])
1041 {
1042 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1043 free (m->tile_path[tile - 1]);
1044 m->tile_path[tile - 1] = NULL;
1045 }
1046
1047 if (check_path (value, 1) != -1)
1048 {
1049 /* The unadorned path works. */
1050 path = value;
1051 }
1052 else
1053 {
1054 /* Try again; it could be a relative exit. */
1055
1056 path = path_combine_and_normalize (m->path, value);
1057
1058 if (check_path (path, 1) == -1)
1059 {
1060 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1061 path = NULL;
1062 }
1063 }
1064
1065 if (editor)
1066 {
1067 /* Use the value as in the file. */
1068 m->tile_path[tile - 1] = strdup (value);
1069 }
1070 else if (path != NULL)
1071 {
1072 /* Use the normalized value. */
1073 m->tile_path[tile - 1] = strdup (path);
1074 }
1075 } /* end if tile direction (in)valid */
1076 }
1077 else
1078 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1079 }
1080
1081 if (!key || strcmp (key, "end"))
1082 {
1083 LOG (llevError, "Got premature eof on map header!\n");
1084 return 1;
1085 }
1086
1087 return 0;
1088 }
1089
1090 /*
1091 * Opens the file "filename" and reads information about the map
1092 * from the given file, and stores it in a newly allocated
1093 * maptile. A pointer to this structure is returned, or NULL on failure.
1094 * flags correspond to those in map.h. Main ones used are
1095 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1096 * MAP_BLOCK, in which case we block on this load. This happens in all
1097 * cases, no matter if this flag is set or not.
1098 * MAP_STYLE: style map - don't add active objects, don't add to server
1099 * managed map list.
1100 */
1101
1102 maptile *
1103 load_original_map (const char *filename, int flags)
1104 {
1105 maptile *m;
1106 char pathname[MAX_BUF];
1107
1108 if (flags & MAP_PLAYER_UNIQUE)
1109 strcpy (pathname, filename);
1110 else if (flags & MAP_OVERLAY)
1111 strcpy (pathname, create_overlay_pathname (filename));
1112 else
1113 strcpy (pathname, create_pathname (filename));
1114
1115 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1116
1117 object_thawer thawer (pathname);
1118
1119 if (!thawer)
1120 return 0;
1121
1122 m = get_linked_map ();
1123
1124 strcpy (m->path, filename);
1125 if (load_map_header (thawer, m))
1126 {
1127 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1128 delete_map (m);
1129 return 0;
1130 }
1131
1132 m->allocate ();
1133
1134 m->in_memory = MAP_LOADING;
1135 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1136
1137 m->in_memory = MAP_IN_MEMORY;
1138 if (!m->difficulty)
1139 m->difficulty = calculate_difficulty (m);
1140 set_map_reset_time (m);
1141 m->instantiate ();
1142 return (m);
1143 }
1144
1145 /*
1146 * Loads a map, which has been loaded earlier, from file.
1147 * Return the map object we load into (this can change from the passed
1148 * option if we can't find the original map)
1149 */
1150
1151 static maptile *
1152 load_temporary_map (maptile *m)
1153 {
1154 char buf[MAX_BUF];
1155
1156 if (!m->tmpname)
1157 {
1158 LOG (llevError, "No temporary filename for map %s\n", m->path);
1159 strcpy (buf, m->path);
1160 delete_map (m);
1161 m = load_original_map (buf, 0);
1162 if (m == NULL)
1163 return NULL;
1164 fix_auto_apply (m); /* Chests which open as default */
1165 return m;
1166 }
1167
1168 object_thawer thawer (m->tmpname);
1169
1170 if (!thawer)
1171 {
1172 strcpy (buf, m->path);
1173 delete_map (m);
1174 m = load_original_map (buf, 0);
1175 if (!m)
1176 return NULL;
1177 fix_auto_apply (m); /* Chests which open as default */
1178 return m;
1179 }
1180
1181 if (load_map_header (thawer, m))
1182 {
1183 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1184 delete_map (m);
1185 m = load_original_map (m->path, 0);
1186 return NULL;
1187 }
1188
1189 m->allocate ();
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, 0);
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 INVOKE_MAP (SWAPIN, m);
1196 return m;
1197 }
1198
1199 /*
1200 * Loads a map, which has been loaded earlier, from file.
1201 * Return the map object we load into (this can change from the passed
1202 * option if we can't find the original map)
1203 */
1204
1205 maptile *
1206 load_overlay_map (const char *filename, maptile *m)
1207 {
1208 char pathname[MAX_BUF];
1209
1210 strcpy (pathname, create_overlay_pathname (filename));
1211
1212 object_thawer thawer (pathname);
1213
1214 if (!thawer)
1215 return m;
1216
1217 if (load_map_header (thawer, m))
1218 {
1219 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1220 delete_map (m);
1221 m = load_original_map (m->path, 0);
1222 return 0;
1223 }
1224 /*m->allocate ();*/
1225
1226 m->in_memory = MAP_LOADING;
1227 load_objects (m, thawer, MAP_OVERLAY);
1228
1229 m->in_memory = MAP_IN_MEMORY;
1230 return m;
1231 }
1232
1233 /******************************************************************************
1234 * This is the start of unique map handling code
1235 *****************************************************************************/
1236
1237 /* This goes through map 'm' and removed any unique items on the map. */
1238 static void
1239 delete_unique_items (maptile *m)
1240 {
1241 int i, j, unique;
1242 object *op, *next;
1243
1244 for (i = 0; i < m->width; i++)
1245 for (j = 0; j < m->height; j++)
1246 {
1247 unique = 0;
1248
1249 for (op = GET_MAP_OB (m, i, j); op; op = next)
1250 {
1251 next = op->above;
1252
1253 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1254 unique = 1;
1255
1256 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1257 {
1258 op->destroy_inv (false);
1259 op->destroy ();
1260 }
1261 }
1262 }
1263 }
1264
1265
1266 /*
1267 * Loads unique objects from file(s) into the map which is in memory
1268 * m is the map to load unique items into.
1269 */
1270 static void
1271 load_unique_objects (maptile *m)
1272 {
1273 int count;
1274 char firstname[MAX_BUF];
1275
1276 for (count = 0; count < 10; count++)
1277 {
1278 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1279 if (!access (firstname, R_OK))
1280 break;
1281 }
1282 /* If we get here, we did not find any map */
1283 if (count == 10)
1284 return;
1285
1286 object_thawer thawer (firstname);
1287
1288 if (!thawer)
1289 return;
1290
1291 m->in_memory = MAP_LOADING;
1292 if (m->tmpname == NULL) /* if we have loaded unique items from */
1293 delete_unique_items (m); /* original map before, don't duplicate them */
1294
1295 load_objects (m, thawer, 0);
1296
1297 m->in_memory = MAP_IN_MEMORY;
1298 }
1299
1300 /*
1301 * Saves a map to file. If flag is set, it is saved into the same
1302 * file it was (originally) loaded from. Otherwise a temporary
1303 * filename will be genarated, and the file will be stored there.
1304 * The temporary filename will be stored in the maptileure.
1305 * If the map is unique, we also save to the filename in the map
1306 * (this should have been updated when first loaded)
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.bot)
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) //TODO: makes no sense to me?
1482 return;
1483
1484 m->in_memory = MAP_SAVING;
1485
1486 // TODO: use new/delete
1487
1488 if (flag && m->spaces)
1489 free_all_objects (m);
1490
1491 free (m->name), m->name = 0;
1492 free (m->spaces), m->spaces = 0;
1493 free (m->msg), m->msg = 0;
1494 free (m->maplore), m->maplore = 0;
1495 free (m->shoprace), m->shoprace = 0;
1496 delete [] m->shopitems, m->shopitems = 0;
1497
1498 if (m->buttons)
1499 free_objectlinkpt (m->buttons), m->buttons = 0;
1500
1501 for (int i = 0; i < 4; i++)
1502 {
1503 if (m->tile_path[i])
1504 free (m->tile_path[i]), m->tile_path[i] = 0;
1505
1506 m->tile_map[i] = 0;
1507 }
1508
1509 m->in_memory = MAP_SWAPPED;
1510 }
1511
1512 maptile::~maptile ()
1513 {
1514 free_map (this, 1);
1515 free (tmpname);
1516 }
1517
1518 void
1519 maptile::do_destroy ()
1520 {
1521 attachable::do_destroy ();
1522
1523 free_all_objects (this);
1524
1525 /* We need to look through all the maps and see if any maps
1526 * are pointing at this one for tiling information. Since
1527 * tiling can be asymetric, we just can not look to see which
1528 * maps this map tiles with and clears those.
1529 */
1530 //TODO: non-euclidean-tiling MUST GO
1531 for (maptile *m = first_map; m; m = m->next)
1532 for (int i = 0; i < 4; i++)
1533 if (m->tile_map[i] == this)
1534 m->tile_map[i] = 0;
1535
1536 if (first_map == this)
1537 first_map = next;
1538 else
1539 for (maptile *m = first_map; m; m = m->next)
1540 if (m->next = this)
1541 {
1542 m->next = next;
1543 break;
1544 }
1545 }
1546
1547 //TODO: must go
1548 void
1549 delete_map (maptile *m)
1550 {
1551 if (m)
1552 m->destroy ();
1553 }
1554
1555 /*
1556 * Makes sure the given map is loaded and swapped in.
1557 * name is path name of the map.
1558 * flags meaning:
1559 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1560 * and don't do unique items or the like.
1561 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1562 * dont do any more name translation on it.
1563 *
1564 * Returns a pointer to the given map.
1565 */
1566 maptile *
1567 ready_map_name (const char *name, int flags)
1568 {
1569 if (!name)
1570 return 0;
1571
1572 /* Have we been at this level before? */
1573 maptile *m = has_been_loaded (name);
1574
1575 /* Map is good to go, so just return it */
1576 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1577 return m;
1578
1579 /* unique maps always get loaded from their original location, and never
1580 * a temp location. Likewise, if map_flush is set, or we have never loaded
1581 * this map, load it now. I removed the reset checking from here -
1582 * it seems the probability of a player trying to enter a map that should
1583 * reset but hasn't yet is quite low, and removing that makes this function
1584 * a bit cleaner (and players probably shouldn't rely on exact timing for
1585 * resets in any case - if they really care, they should use the 'maps command.
1586 */
1587 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1588 {
1589 /* first visit or time to reset */
1590 if (m)
1591 {
1592 clean_tmp_map (m); /* Doesn't make much difference */
1593 delete_map (m);
1594 }
1595
1596 /* create and load a map */
1597 if (flags & MAP_PLAYER_UNIQUE)
1598 LOG (llevDebug, "Trying to load map %s.\n", name);
1599 else
1600 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1601
1602 //eval_pv ("$x = Event::time", 1);//D
1603 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1604 return (NULL);
1605 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1606
1607 fix_auto_apply (m); /* Chests which open as default */
1608
1609 /* If a player unique map, no extra unique object file to load.
1610 * if from the editor, likewise.
1611 */
1612 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1613 load_unique_objects (m);
1614
1615 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1616 {
1617 m = load_overlay_map (name, m);
1618 if (m == NULL)
1619 return NULL;
1620 }
1621
1622 if (flags & MAP_PLAYER_UNIQUE)
1623 INVOKE_MAP (SWAPIN, m);
1624
1625 }
1626 else
1627 {
1628 /* If in this loop, we found a temporary map, so load it up. */
1629
1630 m = load_temporary_map (m);
1631 if (m == NULL)
1632 return NULL;
1633 load_unique_objects (m);
1634
1635 clean_tmp_map (m);
1636 m->in_memory = MAP_IN_MEMORY;
1637 /* tempnam() on sun systems (probably others) uses malloc
1638 * to allocated space for the string. Free it here.
1639 * In some cases, load_temporary_map above won't find the
1640 * temporary map, and so has reloaded a new map. If that
1641 * is the case, tmpname is now null
1642 */
1643 if (m->tmpname)
1644 free (m->tmpname);
1645 m->tmpname = NULL;
1646 /* It's going to be saved anew anyway */
1647 }
1648
1649 /* Below here is stuff common to both first time loaded maps and
1650 * temp maps.
1651 */
1652
1653 decay_objects (m); /* start the decay */
1654 /* In case other objects press some buttons down */
1655 update_buttons (m);
1656 if (m->outdoor)
1657 set_darkness_map (m);
1658 /* run the weather over this map */
1659 weather_effect (name);
1660 return m;
1661 }
1662
1663
1664 /*
1665 * This routine is supposed to find out the difficulty of the map.
1666 * difficulty does not have a lot to do with character level,
1667 * but does have a lot to do with treasure on the map.
1668 *
1669 * Difficulty can now be set by the map creature. If the value stored
1670 * in the map is zero, then use this routine. Maps should really
1671 * have a difficulty set than using this function - human calculation
1672 * is much better than this functions guesswork.
1673 */
1674
1675 int
1676 calculate_difficulty (maptile *m)
1677 {
1678 object *op;
1679 archetype *at;
1680 int x, y, i;
1681 long monster_cnt = 0;
1682 double avgexp = 0;
1683 sint64 total_exp = 0;
1684
1685 if (m->difficulty)
1686 {
1687 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1688 return m->difficulty;
1689 }
1690
1691 for (x = 0; x < m->width; x++)
1692 for (y = 0; y < m->height; y++)
1693 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1694 {
1695 if (QUERY_FLAG (op, FLAG_MONSTER))
1696 {
1697 total_exp += op->stats.exp;
1698 monster_cnt++;
1699 }
1700
1701 if (QUERY_FLAG (op, FLAG_GENERATOR))
1702 {
1703 total_exp += op->stats.exp;
1704 at = type_to_archetype (GENERATE_TYPE (op));
1705
1706 if (at != NULL)
1707 total_exp += at->clone.stats.exp * 8;
1708
1709 monster_cnt++;
1710 }
1711 }
1712
1713 avgexp = (double) total_exp / monster_cnt;
1714
1715 for (i = 1; i <= settings.max_level; i++)
1716 {
1717 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1718 {
1719 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1720 return i;
1721 }
1722 }
1723
1724 return 1;
1725 }
1726
1727 void
1728 clean_tmp_map (maptile *m)
1729 {
1730 if (m->tmpname == NULL)
1731 return;
1732 INVOKE_MAP (CLEAN, m);
1733 (void) unlink (m->tmpname);
1734 }
1735
1736 void
1737 free_all_maps (void)
1738 {
1739 int real_maps = 0;
1740
1741 while (first_map)
1742 {
1743 /* I think some of the callers above before it gets here set this to be
1744 * saving, but we still want to free this data
1745 */
1746 if (first_map->in_memory == MAP_SAVING)
1747 first_map->in_memory = MAP_IN_MEMORY;
1748 delete_map (first_map);
1749 real_maps++;
1750 }
1751 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1752 }
1753
1754 /* change_map_light() - used to change map light level (darkness)
1755 * up or down. Returns true if successful. It should now be
1756 * possible to change a value by more than 1.
1757 * Move this from los.c to map.c since this is more related
1758 * to maps than los.
1759 * postive values make it darker, negative make it brighter
1760 */
1761
1762 int
1763 change_map_light (maptile *m, int change)
1764 {
1765 int new_level = m->darkness + change;
1766
1767 /* Nothing to do */
1768 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1769 {
1770 return 0;
1771 }
1772
1773 /* inform all players on the map */
1774 if (change > 0)
1775 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1776 else
1777 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1778
1779 /* Do extra checking. since m->darkness is a unsigned value,
1780 * we need to be extra careful about negative values.
1781 * In general, the checks below are only needed if change
1782 * is not +/-1
1783 */
1784 if (new_level < 0)
1785 m->darkness = 0;
1786 else if (new_level >= MAX_DARKNESS)
1787 m->darkness = MAX_DARKNESS;
1788 else
1789 m->darkness = new_level;
1790
1791 /* All clients need to get re-updated for the change */
1792 update_all_map_los (m);
1793 return 1;
1794 }
1795
1796 /*
1797 * This function updates various attributes about a specific space
1798 * on the map (what it looks like, whether it blocks magic,
1799 * has a living creatures, prevents people from passing
1800 * through, etc)
1801 */
1802 void
1803 mapspace::update_ ()
1804 {
1805 object *tmp, *last = 0;
1806 uint8 flags = 0, light = 0, anywhere = 0;
1807 New_Face *top, *floor, *middle;
1808 object *top_obj, *floor_obj, *middle_obj;
1809 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1810
1811 middle = blank_face;
1812 top = blank_face;
1813 floor = blank_face;
1814
1815 middle_obj = 0;
1816 top_obj = 0;
1817 floor_obj = 0;
1818
1819 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1820 {
1821 /* This could be made additive I guess (two lights better than
1822 * one). But if so, it shouldn't be a simple additive - 2
1823 * light bulbs do not illuminate twice as far as once since
1824 * it is a dissapation factor that is cubed.
1825 */
1826 if (tmp->glow_radius > light)
1827 light = tmp->glow_radius;
1828
1829 /* This call is needed in order to update objects the player
1830 * is standing in that have animations (ie, grass, fire, etc).
1831 * However, it also causes the look window to be re-drawn
1832 * 3 times each time the player moves, because many of the
1833 * functions the move_player calls eventualy call this.
1834 *
1835 * Always put the player down for drawing.
1836 */
1837 if (!tmp->invisible)
1838 {
1839 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1840 {
1841 top = tmp->face;
1842 top_obj = tmp;
1843 }
1844 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1845 {
1846 /* If we got a floor, that means middle and top were below it,
1847 * so should not be visible, so we clear them.
1848 */
1849 middle = blank_face;
1850 top = blank_face;
1851 floor = tmp->face;
1852 floor_obj = tmp;
1853 }
1854 /* Flag anywhere have high priority */
1855 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1856 {
1857 middle = tmp->face;
1858
1859 middle_obj = tmp;
1860 anywhere = 1;
1861 }
1862 /* Find the highest visible face around. If equal
1863 * visibilities, we still want the one nearer to the
1864 * top
1865 */
1866 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1867 {
1868 middle = tmp->face;
1869 middle_obj = tmp;
1870 }
1871 }
1872
1873 if (tmp == tmp->above)
1874 {
1875 LOG (llevError, "Error in structure of map\n");
1876 exit (-1);
1877 }
1878
1879 move_slow |= tmp->move_slow;
1880 move_block |= tmp->move_block;
1881 move_on |= tmp->move_on;
1882 move_off |= tmp->move_off;
1883 move_allow |= tmp->move_allow;
1884
1885 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1886 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1887 if (tmp->type == PLAYER) flags |= P_PLAYER;
1888 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1889 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1890 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1891 }
1892
1893 this->light = light;
1894 this->flags_ = flags;
1895 this->move_block = move_block & ~move_allow;
1896 this->move_on = move_on;
1897 this->move_off = move_off;
1898 this->move_slow = move_slow;
1899
1900 /* At this point, we have a floor face (if there is a floor),
1901 * and the floor is set - we are not going to touch it at
1902 * this point.
1903 * middle contains the highest visibility face.
1904 * top contains a player/monster face, if there is one.
1905 *
1906 * We now need to fill in top.face and/or middle.face.
1907 */
1908
1909 /* If the top face also happens to be high visibility, re-do our
1910 * middle face. This should not happen, as we already have the
1911 * else statement above so middle should not get set. OTOH, it
1912 * may be possible for the faces to match but be different objects.
1913 */
1914 if (top == middle)
1915 middle = blank_face;
1916
1917 /* There are three posibilities at this point:
1918 * 1) top face is set, need middle to be set.
1919 * 2) middle is set, need to set top.
1920 * 3) neither middle or top is set - need to set both.
1921 */
1922
1923 for (tmp = last; tmp; tmp = tmp->below)
1924 {
1925 /* Once we get to a floor, stop, since we already have a floor object */
1926 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1927 break;
1928
1929 /* If two top faces are already set, quit processing */
1930 if ((top != blank_face) && (middle != blank_face))
1931 break;
1932
1933 /* Only show visible faces, unless its the editor - show all */
1934 if (!tmp->invisible || editor)
1935 {
1936 /* Fill in top if needed */
1937 if (top == blank_face)
1938 {
1939 top = tmp->face;
1940 top_obj = tmp;
1941 if (top == middle)
1942 middle = blank_face;
1943 }
1944 else
1945 {
1946 /* top is already set - we should only get here if
1947 * middle is not set
1948 *
1949 * Set the middle face and break out, since there is nothing
1950 * more to fill in. We don't check visiblity here, since
1951 *
1952 */
1953 if (tmp->face != top)
1954 {
1955 middle = tmp->face;
1956 middle_obj = tmp;
1957 break;
1958 }
1959 }
1960 }
1961 }
1962
1963 if (middle == floor)
1964 middle = blank_face;
1965
1966 if (top == middle)
1967 middle = blank_face;
1968
1969 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1970 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1971 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1972 }
1973
1974 void
1975 set_map_reset_time (maptile *map)
1976 {
1977 int timeout;
1978
1979 timeout = map->reset_timeout;
1980 if (timeout <= 0)
1981 timeout = MAP_DEFAULTRESET;
1982 if (timeout >= MAP_MAXRESET)
1983 timeout = MAP_MAXRESET;
1984 map->reset_time = time (0) + timeout;
1985 }
1986
1987 /* this updates the orig_map->tile_map[tile_num] value after loading
1988 * the map. It also takes care of linking back the freshly loaded
1989 * maps tile_map values if it tiles back to this one. It returns
1990 * the value of orig_map->tile_map[tile_num]. It really only does this
1991 * so that it is easier for calling functions to verify success.
1992 */
1993
1994 static maptile *
1995 load_and_link_tiled_map (maptile *orig_map, int tile_num)
1996 {
1997 int dest_tile = (tile_num + 2) % 4;
1998 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1999
2000 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2001
2002 /* need to do a strcmp here as the orig_map->path is not a shared string */
2003 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))
2004 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2005
2006 return orig_map->tile_map[tile_num];
2007 }
2008
2009 /* this returns TRUE if the coordinates (x,y) are out of
2010 * map m. This function also takes into account any
2011 * tiling considerations, loading adjacant maps as needed.
2012 * This is the function should always be used when it
2013 * necessary to check for valid coordinates.
2014 * This function will recursively call itself for the
2015 * tiled maps.
2016 *
2017 *
2018 */
2019 int
2020 out_of_map (maptile *m, int x, int y)
2021 {
2022 /* If we get passed a null map, this is obviously the
2023 * case. This generally shouldn't happen, but if the
2024 * map loads fail below, it could happen.
2025 */
2026 if (!m)
2027 return 0;
2028
2029 if (x < 0)
2030 {
2031 if (!m->tile_path[3])
2032 return 1;
2033
2034 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2035 load_and_link_tiled_map (m, 3);
2036
2037 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2038 }
2039
2040 if (x >= m->width)
2041 {
2042 if (!m->tile_path[1])
2043 return 1;
2044
2045 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2046 load_and_link_tiled_map (m, 1);
2047
2048 return (out_of_map (m->tile_map[1], x - m->width, y));
2049 }
2050
2051 if (y < 0)
2052 {
2053 if (!m->tile_path[0])
2054 return 1;
2055
2056 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2057 load_and_link_tiled_map (m, 0);
2058
2059 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2060 }
2061
2062 if (y >= m->height)
2063 {
2064 if (!m->tile_path[2])
2065 return 1;
2066
2067 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2068 load_and_link_tiled_map (m, 2);
2069
2070 return (out_of_map (m->tile_map[2], x, y - m->height));
2071 }
2072
2073 /* Simple case - coordinates are within this local
2074 * map.
2075 */
2076 return 0;
2077 }
2078
2079 /* This is basically the same as out_of_map above, but
2080 * instead we return NULL if no map is valid (coordinates
2081 * out of bounds and no tiled map), otherwise it returns
2082 * the map as that the coordinates are really on, and
2083 * updates x and y to be the localized coordinates.
2084 * Using this is more efficient of calling out_of_map
2085 * and then figuring out what the real map is
2086 */
2087 maptile *
2088 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2089 {
2090
2091 if (*x < 0)
2092 {
2093 if (!m->tile_path[3])
2094 return 0;
2095 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2096 load_and_link_tiled_map (m, 3);
2097
2098 *x += m->tile_map[3]->width;
2099 return (get_map_from_coord (m->tile_map[3], x, y));
2100 }
2101
2102 if (*x >= m->width)
2103 {
2104 if (!m->tile_path[1])
2105 return 0;
2106
2107 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2108 load_and_link_tiled_map (m, 1);
2109
2110 *x -= m->width;
2111 return (get_map_from_coord (m->tile_map[1], x, y));
2112 }
2113
2114 if (*y < 0)
2115 {
2116 if (!m->tile_path[0])
2117 return 0;
2118
2119 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2120 load_and_link_tiled_map (m, 0);
2121
2122 *y += m->tile_map[0]->height;
2123 return (get_map_from_coord (m->tile_map[0], x, y));
2124 }
2125
2126 if (*y >= m->height)
2127 {
2128 if (!m->tile_path[2])
2129 return 0;
2130
2131 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2132 load_and_link_tiled_map (m, 2);
2133
2134 *y -= m->height;
2135 return (get_map_from_coord (m->tile_map[2], x, y));
2136 }
2137
2138 /* Simple case - coordinates are within this local
2139 * map.
2140 */
2141
2142 return m;
2143 }
2144
2145 /**
2146 * Return whether map2 is adjacent to map1. If so, store the distance from
2147 * map1 to map2 in dx/dy.
2148 */
2149 static int
2150 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2151 {
2152 if (!map1 || !map2)
2153 return 0;
2154
2155 if (map1 == map2)
2156 {
2157 *dx = 0;
2158 *dy = 0;
2159
2160 }
2161 else if (map1->tile_map[0] == map2)
2162 { /* up */
2163 *dx = 0;
2164 *dy = -map2->height;
2165 }
2166 else if (map1->tile_map[1] == map2)
2167 { /* right */
2168 *dx = map1->width;
2169 *dy = 0;
2170 }
2171 else if (map1->tile_map[2] == map2)
2172 { /* down */
2173 *dx = 0;
2174 *dy = map1->height;
2175 }
2176 else if (map1->tile_map[3] == map2)
2177 { /* left */
2178 *dx = -map2->width;
2179 *dy = 0;
2180
2181 }
2182 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2183 { /* up right */
2184 *dx = map1->tile_map[0]->width;
2185 *dy = -map1->tile_map[0]->height;
2186 }
2187 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2188 { /* up left */
2189 *dx = -map2->width;
2190 *dy = -map1->tile_map[0]->height;
2191 }
2192 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2193 { /* right up */
2194 *dx = map1->width;
2195 *dy = -map2->height;
2196 }
2197 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2198 { /* right down */
2199 *dx = map1->width;
2200 *dy = map1->tile_map[1]->height;
2201 }
2202 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2203 { /* down right */
2204 *dx = map1->tile_map[2]->width;
2205 *dy = map1->height;
2206 }
2207 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2208 { /* down left */
2209 *dx = -map2->width;
2210 *dy = map1->height;
2211 }
2212 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2213 { /* left up */
2214 *dx = -map1->tile_map[3]->width;
2215 *dy = -map2->height;
2216 }
2217 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2218 { /* left down */
2219 *dx = -map1->tile_map[3]->width;
2220 *dy = map1->tile_map[3]->height;
2221
2222 }
2223 else
2224 { /* not "adjacent" enough */
2225 return 0;
2226 }
2227
2228 return 1;
2229 }
2230
2231 /* From map.c
2232 * This is used by get_player to determine where the other
2233 * creature is. get_rangevector takes into account map tiling,
2234 * so you just can not look the the map coordinates and get the
2235 * righte value. distance_x/y are distance away, which
2236 * can be negativbe. direction is the crossfire direction scheme
2237 * that the creature should head. part is the part of the
2238 * monster that is closest.
2239 *
2240 * get_rangevector looks at op1 and op2, and fills in the
2241 * structure for op1 to get to op2.
2242 * We already trust that the caller has verified that the
2243 * two objects are at least on adjacent maps. If not,
2244 * results are not likely to be what is desired.
2245 * if the objects are not on maps, results are also likely to
2246 * be unexpected
2247 *
2248 * currently, the only flag supported (0x1) is don't translate for
2249 * closest body part of 'op1'
2250 */
2251
2252 void
2253 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2254 {
2255 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2256 {
2257 /* be conservative and fill in _some_ data */
2258 retval->distance = 100000;
2259 retval->distance_x = 32767;
2260 retval->distance_y = 32767;
2261 retval->direction = 0;
2262 retval->part = 0;
2263 }
2264 else
2265 {
2266 object *best;
2267
2268 retval->distance_x += op2->x - op1->x;
2269 retval->distance_y += op2->y - op1->y;
2270
2271 best = op1;
2272 /* If this is multipart, find the closest part now */
2273 if (!(flags & 0x1) && op1->more)
2274 {
2275 object *tmp;
2276 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2277
2278 /* we just take the offset of the piece to head to figure
2279 * distance instead of doing all that work above again
2280 * since the distance fields we set above are positive in the
2281 * same axis as is used for multipart objects, the simply arithmetic
2282 * below works.
2283 */
2284 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2285 {
2286 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2287 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2288 if (tmpi < best_distance)
2289 {
2290 best_distance = tmpi;
2291 best = tmp;
2292 }
2293 }
2294 if (best != op1)
2295 {
2296 retval->distance_x += op1->x - best->x;
2297 retval->distance_y += op1->y - best->y;
2298 }
2299 }
2300 retval->part = best;
2301 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2302 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2303 }
2304 }
2305
2306 /* this is basically the same as get_rangevector above, but instead of
2307 * the first parameter being an object, it instead is the map
2308 * and x,y coordinates - this is used for path to player -
2309 * since the object is not infact moving but we are trying to traverse
2310 * the path, we need this.
2311 * flags has no meaning for this function at this time - I kept it in to
2312 * be more consistant with the above function and also in case they are needed
2313 * for something in the future. Also, since no object is pasted, the best
2314 * field of the rv_vector is set to NULL.
2315 */
2316
2317 void
2318 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2319 {
2320 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2321 {
2322 /* be conservative and fill in _some_ data */
2323 retval->distance = 100000;
2324 retval->distance_x = 32767;
2325 retval->distance_y = 32767;
2326 retval->direction = 0;
2327 retval->part = 0;
2328 }
2329 else
2330 {
2331 retval->distance_x += op2->x - x;
2332 retval->distance_y += op2->y - y;
2333
2334 retval->part = NULL;
2335 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2336 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2337 }
2338 }
2339
2340 /* Returns true of op1 and op2 are effectively on the same map
2341 * (as related to map tiling). Note that this looks for a path from
2342 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2343 * to op1, this will still return false.
2344 * Note we only look one map out to keep the processing simple
2345 * and efficient. This could probably be a macro.
2346 * MSW 2001-08-05
2347 */
2348 int
2349 on_same_map (const object *op1, const object *op2)
2350 {
2351 int dx, dy;
2352
2353 return adjacent_map (op1->map, op2->map, &dx, &dy);
2354 }