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Revision: 1.52
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +10 -0 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

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
617 for (op = m->at (i, j).bot; op; op = op->above)
618 {
619 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
620 unique = 1;
621
622 if (op->type == PLAYER)
623 continue;
624
625 if (op->head || op->owner)
626 continue;
627
628 if (unique || op->flag [FLAG_UNIQUE])
629 save_object (fp2, op, 1);
630 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
631 save_object (fp, op, 1);
632 }
633 }
634 }
635
636 maptile::maptile ()
637 {
638 in_memory = MAP_SWAPPED;
639 /* The maps used to pick up default x and y values from the
640 * map archetype. Mimic that behaviour.
641 */
642 this->width = 16;
643 this->height = 16;
644 this->reset_timeout = 0;
645 this->timeout = 300;
646 this->enter_x = 0;
647 this->enter_y = 0;
648 /*set part to -1 indicating conversion to weather map not yet done */
649 this->worldpartx = -1;
650 this->worldparty = -1;
651 }
652
653 /*
654 * Allocates, initialises, and returns a pointer to a maptile.
655 * Modified to no longer take a path option which was not being
656 * used anyways. MSW 2001-07-01
657 */
658 maptile *
659 get_linked_map (void)
660 {
661 maptile *mp, *map = new maptile;
662
663 for (mp = first_map; mp && mp->next; mp = mp->next);
664
665 if (mp == NULL)
666 first_map = map;
667 else
668 mp->next = map;
669
670 return map;
671 }
672
673 /*
674 * Allocates the arrays contained in a maptile.
675 * This basically allocates the dynamic array of spaces for the
676 * map.
677 */
678 void
679 maptile::allocate ()
680 {
681 in_memory = MAP_IN_MEMORY;
682
683 /* Log this condition and free the storage. We could I suppose
684 * realloc, but if the caller is presuming the data will be intact,
685 * that is their poor assumption.
686 */
687 if (spaces)
688 {
689 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
690 free (spaces);
691 }
692
693 spaces = (mapspace *)
694 calloc (1, width * height * sizeof (mapspace));
695
696 if (!spaces)
697 fatal (OUT_OF_MEMORY);
698 }
699
700 /* Create and returns a map of the specific size. Used
701 * in random map code and the editor.
702 */
703 maptile *
704 get_empty_map (int sizex, int sizey)
705 {
706 maptile *m = get_linked_map ();
707
708 m->width = sizex;
709 m->height = sizey;
710 m->in_memory = MAP_SWAPPED;
711 m->allocate ();
712
713 return m;
714 }
715
716 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
717 * corresponding to that string. Memory is allocated for this, it must be freed
718 * at a later date.
719 * Called by parse_map_headers below.
720 */
721
722 static shopitems *
723 parse_shop_string (const char *input_string)
724 {
725 char *shop_string, *p, *q, *next_semicolon, *next_colon;
726 shopitems *items = NULL;
727 int i = 0, number_of_entries = 0;
728 const typedata *current_type;
729
730 shop_string = strdup (input_string);
731 p = shop_string;
732 /* first we'll count the entries, we'll need that for allocating the array shortly */
733 while (p)
734 {
735 p = strchr (p, ';');
736 number_of_entries++;
737 if (p)
738 p++;
739 }
740 p = shop_string;
741 strip_endline (p);
742 items = new shopitems[number_of_entries + 1];
743 for (i = 0; i < number_of_entries; i++)
744 {
745 if (!p)
746 {
747 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
748 break;
749 }
750 next_semicolon = strchr (p, ';');
751 next_colon = strchr (p, ':');
752 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
753 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
754 items[i].strength = atoi (strchr (p, ':') + 1);
755
756 if (isdigit (*p) || *p == '*')
757 {
758 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
759 current_type = get_typedata (items[i].typenum);
760 if (current_type)
761 {
762 items[i].name = current_type->name;
763 items[i].name_pl = current_type->name_pl;
764 }
765 }
766 else
767 { /*we have a named type, let's figure out what it is */
768 q = strpbrk (p, ";:");
769 if (q)
770 *q = '\0';
771
772 current_type = get_typedata_by_name (p);
773 if (current_type)
774 {
775 items[i].name = current_type->name;
776 items[i].typenum = current_type->number;
777 items[i].name_pl = current_type->name_pl;
778 }
779 else
780 { /* oh uh, something's wrong, let's free up this one, and try
781 * the next entry while we're at it, better print a warning
782 */
783 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
784 }
785 }
786 items[i].index = number_of_entries;
787 if (next_semicolon)
788 p = ++next_semicolon;
789 else
790 p = NULL;
791 }
792 free (shop_string);
793 return items;
794 }
795
796 /* opposite of parse string, this puts the string that was originally fed in to
797 * the map (or something equivilent) into output_string. */
798 static void
799 print_shop_string (maptile *m, char *output_string)
800 {
801 int i;
802 char tmp[MAX_BUF];
803
804 strcpy (output_string, "");
805 for (i = 0; i < m->shopitems[0].index; i++)
806 {
807 if (m->shopitems[i].typenum)
808 {
809 if (m->shopitems[i].strength)
810 {
811 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
812 }
813 else
814 sprintf (tmp, "%s;", m->shopitems[i].name);
815 }
816 else
817 {
818 if (m->shopitems[i].strength)
819 {
820 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
821 }
822 else
823 sprintf (tmp, "*");
824 }
825 strcat (output_string, tmp);
826 }
827 }
828
829 /* This loads the header information of the map. The header
830 * contains things like difficulty, size, timeout, etc.
831 * this used to be stored in the map object, but with the
832 * addition of tiling, fields beyond that easily named in an
833 * object structure were needed, so it just made sense to
834 * put all the stuff in the map object so that names actually make
835 * sense.
836 * This could be done in lex (like the object loader), but I think
837 * currently, there are few enough fields this is not a big deal.
838 * MSW 2001-07-01
839 * return 0 on success, 1 on failure.
840 */
841
842 static int
843 load_map_header (object_thawer & fp, maptile *m)
844 {
845 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
846 int msgpos = 0;
847 int maplorepos = 0;
848
849 while (fgets (buf, HUGE_BUF, fp) != NULL)
850 {
851 buf[HUGE_BUF - 1] = 0;
852 key = buf;
853
854 while (isspace (*key))
855 key++;
856
857 if (*key == 0)
858 continue; /* empty line */
859
860 value = strchr (key, ' ');
861
862 if (!value)
863 {
864 if ((end = strchr (key, '\n')))
865 *end = 0;
866 }
867 else
868 {
869 *value = 0;
870 value++;
871 end = strchr (value, '\n');
872
873 while (isspace (*value))
874 {
875 value++;
876
877 if (*value == '\0' || value == end)
878 {
879 /* Nothing but spaces. */
880 value = NULL;
881 break;
882 }
883 }
884 }
885
886 if (!end)
887 {
888 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
889 return 1;
890 }
891
892 /* key is the field name, value is what it should be set
893 * to. We've already done the work to null terminate key,
894 * and strip off any leading spaces for both of these.
895 * We have not touched the newline at the end of the line -
896 * these are needed for some values. the end pointer
897 * points to the first of the newlines.
898 * value could be NULL! It would be easy enough to just point
899 * this to "" to prevent cores, but that would let more errors slide
900 * through.
901 *
902 * First check for entries that do not use the value parameter, then
903 * validate that value is given and check for the remaining entries
904 * that use the parameter.
905 */
906
907 if (!strcmp (key, "msg"))
908 {
909 while (fgets (buf, HUGE_BUF, fp) != NULL)
910 {
911 if (!strcmp (buf, "endmsg\n"))
912 break;
913 else
914 {
915 /* slightly more efficient than strcat */
916 strcpy (msgbuf + msgpos, buf);
917 msgpos += strlen (buf);
918 }
919 }
920 /* There are lots of maps that have empty messages (eg, msg/endmsg
921 * with nothing between). There is no reason in those cases to
922 * keep the empty message. Also, msgbuf contains garbage data
923 * when msgpos is zero, so copying it results in crashes
924 */
925 if (msgpos != 0)
926 m->msg = strdup (msgbuf);
927 }
928 else if (!strcmp (key, "maplore"))
929 {
930 while (fgets (buf, HUGE_BUF, fp) != NULL)
931 {
932 if (!strcmp (buf, "endmaplore\n"))
933 break;
934 else
935 {
936 /* slightly more efficient than strcat */
937 strcpy (maplorebuf + maplorepos, buf);
938 maplorepos += strlen (buf);
939 }
940 }
941 if (maplorepos != 0)
942 m->maplore = strdup (maplorebuf);
943 }
944 else if (!strcmp (key, "end"))
945 {
946 break;
947 }
948 else if (value == NULL)
949 {
950 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
951 }
952 else if (!strcmp (key, "arch"))
953 {
954 /* This is an oddity, but not something we care about much. */
955 if (strcmp (value, "map\n"))
956 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
957 }
958 else if (!strcmp (key, "name"))
959 {
960 *end = 0;
961 m->name = strdup (value);
962 }
963 /* first strcmp value on these are old names supported
964 * for compatibility reasons. The new values (second) are
965 * what really should be used.
966 */
967 else if (!strcmp (key, "oid"))
968 fp.get (m, atoi (value));
969 else if (!strcmp (key, "attach"))
970 m->attach = value;
971 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
972 m->enter_x = atoi (value);
973 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
974 m->enter_y = atoi (value);
975 else if (!strcmp (key, "x") || !strcmp (key, "width"))
976 m->width = atoi (value);
977 else if (!strcmp (key, "y") || !strcmp (key, "height"))
978 m->height = atoi (value);
979 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
980 m->reset_timeout = atoi (value);
981 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
982 m->timeout = atoi (value);
983 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
984 m->difficulty = clamp (atoi (value), 1, settings.max_level);
985 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
986 m->darkness = atoi (value);
987 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
988 m->fixed_resettime = atoi (value);
989 else if (!strcmp (key, "unique"))
990 m->unique = atoi (value);
991 else if (!strcmp (key, "template"))
992 m->templatemap = atoi (value);
993 else if (!strcmp (key, "region"))
994 m->region = get_region_by_name (value);
995 else if (!strcmp (key, "shopitems"))
996 {
997 *end = 0;
998 m->shopitems = parse_shop_string (value);
999 }
1000 else if (!strcmp (key, "shopgreed"))
1001 m->shopgreed = atof (value);
1002 else if (!strcmp (key, "shopmin"))
1003 m->shopmin = atol (value);
1004 else if (!strcmp (key, "shopmax"))
1005 m->shopmax = atol (value);
1006 else if (!strcmp (key, "shoprace"))
1007 {
1008 *end = 0;
1009 m->shoprace = strdup (value);
1010 }
1011 else if (!strcmp (key, "outdoor"))
1012 m->outdoor = atoi (value);
1013 else if (!strcmp (key, "temp"))
1014 m->temp = atoi (value);
1015 else if (!strcmp (key, "pressure"))
1016 m->pressure = atoi (value);
1017 else if (!strcmp (key, "humid"))
1018 m->humid = atoi (value);
1019 else if (!strcmp (key, "windspeed"))
1020 m->windspeed = atoi (value);
1021 else if (!strcmp (key, "winddir"))
1022 m->winddir = atoi (value);
1023 else if (!strcmp (key, "sky"))
1024 m->sky = atoi (value);
1025 else if (!strcmp (key, "nosmooth"))
1026 m->nosmooth = atoi (value);
1027 else if (!strncmp (key, "tile_path_", 10))
1028 {
1029 int tile = atoi (key + 10);
1030
1031 if (tile < 1 || tile > 4)
1032 {
1033 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1034 }
1035 else
1036 {
1037 char *path;
1038
1039 *end = 0;
1040
1041 if (m->tile_path[tile - 1])
1042 {
1043 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1044 free (m->tile_path[tile - 1]);
1045 m->tile_path[tile - 1] = NULL;
1046 }
1047
1048 if (check_path (value, 1) != -1)
1049 {
1050 /* The unadorned path works. */
1051 path = value;
1052 }
1053 else
1054 {
1055 /* Try again; it could be a relative exit. */
1056
1057 path = path_combine_and_normalize (m->path, value);
1058
1059 if (check_path (path, 1) == -1)
1060 {
1061 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1062 path = NULL;
1063 }
1064 }
1065
1066 if (editor)
1067 {
1068 /* Use the value as in the file. */
1069 m->tile_path[tile - 1] = strdup (value);
1070 }
1071 else if (path != NULL)
1072 {
1073 /* Use the normalized value. */
1074 m->tile_path[tile - 1] = strdup (path);
1075 }
1076 } /* end if tile direction (in)valid */
1077 }
1078 else
1079 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1080 }
1081
1082 if (!key || strcmp (key, "end"))
1083 {
1084 LOG (llevError, "Got premature eof on map header!\n");
1085 return 1;
1086 }
1087
1088 return 0;
1089 }
1090
1091 /*
1092 * Opens the file "filename" and reads information about the map
1093 * from the given file, and stores it in a newly allocated
1094 * maptile. A pointer to this structure is returned, or NULL on failure.
1095 * flags correspond to those in map.h. Main ones used are
1096 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1097 * MAP_BLOCK, in which case we block on this load. This happens in all
1098 * cases, no matter if this flag is set or not.
1099 * MAP_STYLE: style map - don't add active objects, don't add to server
1100 * managed map list.
1101 */
1102
1103 maptile *
1104 load_original_map (const char *filename, int flags)
1105 {
1106 maptile *m;
1107 char pathname[MAX_BUF];
1108
1109 if (flags & MAP_PLAYER_UNIQUE)
1110 strcpy (pathname, filename);
1111 else if (flags & MAP_OVERLAY)
1112 strcpy (pathname, create_overlay_pathname (filename));
1113 else
1114 strcpy (pathname, create_pathname (filename));
1115
1116 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1117
1118 object_thawer thawer (pathname);
1119
1120 if (!thawer)
1121 return 0;
1122
1123 m = get_linked_map ();
1124
1125 strcpy (m->path, filename);
1126 if (load_map_header (thawer, m))
1127 {
1128 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1129 delete_map (m);
1130 return 0;
1131 }
1132
1133 m->allocate ();
1134
1135 m->in_memory = MAP_LOADING;
1136 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1137
1138 m->in_memory = MAP_IN_MEMORY;
1139 if (!m->difficulty)
1140 m->difficulty = calculate_difficulty (m);
1141 set_map_reset_time (m);
1142 m->instantiate ();
1143 return (m);
1144 }
1145
1146 /*
1147 * Loads a map, which has been loaded earlier, from file.
1148 * Return the map object we load into (this can change from the passed
1149 * option if we can't find the original map)
1150 */
1151
1152 static maptile *
1153 load_temporary_map (maptile *m)
1154 {
1155 char buf[MAX_BUF];
1156
1157 if (!m->tmpname)
1158 {
1159 LOG (llevError, "No temporary filename for map %s\n", m->path);
1160 strcpy (buf, m->path);
1161 delete_map (m);
1162 m = load_original_map (buf, 0);
1163 if (m == NULL)
1164 return NULL;
1165 fix_auto_apply (m); /* Chests which open as default */
1166 return m;
1167 }
1168
1169 object_thawer thawer (m->tmpname);
1170
1171 if (!thawer)
1172 {
1173 strcpy (buf, m->path);
1174 delete_map (m);
1175 m = load_original_map (buf, 0);
1176 if (!m)
1177 return NULL;
1178 fix_auto_apply (m); /* Chests which open as default */
1179 return m;
1180 }
1181
1182 if (load_map_header (thawer, m))
1183 {
1184 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1185 delete_map (m);
1186 m = load_original_map (m->path, 0);
1187 return NULL;
1188 }
1189
1190 m->allocate ();
1191
1192 m->in_memory = MAP_LOADING;
1193 load_objects (m, thawer, 0);
1194
1195 m->in_memory = MAP_IN_MEMORY;
1196 INVOKE_MAP (SWAPIN, m);
1197 return m;
1198 }
1199
1200 /*
1201 * Loads a map, which has been loaded earlier, from file.
1202 * Return the map object we load into (this can change from the passed
1203 * option if we can't find the original map)
1204 */
1205
1206 maptile *
1207 load_overlay_map (const char *filename, maptile *m)
1208 {
1209 char pathname[MAX_BUF];
1210
1211 strcpy (pathname, create_overlay_pathname (filename));
1212
1213 object_thawer thawer (pathname);
1214
1215 if (!thawer)
1216 return m;
1217
1218 if (load_map_header (thawer, m))
1219 {
1220 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1221 delete_map (m);
1222 m = load_original_map (m->path, 0);
1223 return 0;
1224 }
1225 /*m->allocate ();*/
1226
1227 m->in_memory = MAP_LOADING;
1228 load_objects (m, thawer, MAP_OVERLAY);
1229
1230 m->in_memory = MAP_IN_MEMORY;
1231 return m;
1232 }
1233
1234 /******************************************************************************
1235 * This is the start of unique map handling code
1236 *****************************************************************************/
1237
1238 /* This goes through map 'm' and removed any unique items on the map. */
1239 static void
1240 delete_unique_items (maptile *m)
1241 {
1242 int i, j, unique;
1243 object *op, *next;
1244
1245 for (i = 0; i < m->width; i++)
1246 for (j = 0; j < m->height; j++)
1247 {
1248 unique = 0;
1249
1250 for (op = GET_MAP_OB (m, i, j); op; op = next)
1251 {
1252 next = op->above;
1253
1254 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1255 unique = 1;
1256
1257 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1258 {
1259 op->destroy_inv (false);
1260 op->destroy ();
1261 }
1262 }
1263 }
1264 }
1265
1266
1267 /*
1268 * Loads unique objects from file(s) into the map which is in memory
1269 * m is the map to load unique items into.
1270 */
1271 static void
1272 load_unique_objects (maptile *m)
1273 {
1274 int count;
1275 char firstname[MAX_BUF];
1276
1277 for (count = 0; count < 10; count++)
1278 {
1279 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1280 if (!access (firstname, R_OK))
1281 break;
1282 }
1283 /* If we get here, we did not find any map */
1284 if (count == 10)
1285 return;
1286
1287 object_thawer thawer (firstname);
1288
1289 if (!thawer)
1290 return;
1291
1292 m->in_memory = MAP_LOADING;
1293 if (m->tmpname == NULL) /* if we have loaded unique items from */
1294 delete_unique_items (m); /* original map before, don't duplicate them */
1295
1296 load_objects (m, thawer, 0);
1297
1298 m->in_memory = MAP_IN_MEMORY;
1299 }
1300
1301 /*
1302 * Saves a map to file. If flag is set, it is saved into the same
1303 * file it was (originally) loaded from. Otherwise a temporary
1304 * filename will be genarated, and the file will be stored there.
1305 * The temporary filename will be stored in the maptileure.
1306 * If the map is unique, we also save to the filename in the map
1307 * (this should have been updated when first loaded)
1308 */
1309 int
1310 new_save_map (maptile *m, int flag)
1311 {
1312 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1313 int i;
1314
1315 if (flag && !*m->path)
1316 {
1317 LOG (llevError, "Tried to save map without path.\n");
1318 return -1;
1319 }
1320
1321 if (flag || (m->unique) || (m->templatemap))
1322 {
1323 if (!m->unique && !m->templatemap)
1324 { /* flag is set */
1325 if (flag == 2)
1326 strcpy (filename, create_overlay_pathname (m->path));
1327 else
1328 strcpy (filename, create_pathname (m->path));
1329 }
1330 else
1331 strcpy (filename, m->path);
1332
1333 make_path_to_file (filename);
1334 }
1335 else
1336 {
1337 if (!m->tmpname)
1338 m->tmpname = tempnam (settings.tmpdir, NULL);
1339
1340 strcpy (filename, m->tmpname);
1341 }
1342
1343 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1344 m->in_memory = MAP_SAVING;
1345
1346 object_freezer freezer;
1347
1348 /* legacy */
1349 fprintf (freezer, "arch map\n");
1350 if (m->name)
1351 fprintf (freezer, "name %s\n", m->name);
1352 if (!flag)
1353 fprintf (freezer, "swap_time %d\n", m->swap_time);
1354 if (m->reset_timeout)
1355 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1356 if (m->fixed_resettime)
1357 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1358 /* we unfortunately have no idea if this is a value the creator set
1359 * or a difficulty value we generated when the map was first loaded
1360 */
1361 if (m->difficulty)
1362 fprintf (freezer, "difficulty %d\n", m->difficulty);
1363 if (m->region)
1364 fprintf (freezer, "region %s\n", m->region->name);
1365 if (m->shopitems)
1366 {
1367 print_shop_string (m, shop);
1368 fprintf (freezer, "shopitems %s\n", shop);
1369 }
1370 if (m->shopgreed)
1371 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1372 if (m->shopmin)
1373 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1374 if (m->shopmax)
1375 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1376 if (m->shoprace)
1377 fprintf (freezer, "shoprace %s\n", m->shoprace);
1378 if (m->darkness)
1379 fprintf (freezer, "darkness %d\n", m->darkness);
1380 if (m->width)
1381 fprintf (freezer, "width %d\n", m->width);
1382 if (m->height)
1383 fprintf (freezer, "height %d\n", m->height);
1384 if (m->enter_x)
1385 fprintf (freezer, "enter_x %d\n", m->enter_x);
1386 if (m->enter_y)
1387 fprintf (freezer, "enter_y %d\n", m->enter_y);
1388 if (m->msg)
1389 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1390 if (m->maplore)
1391 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1392 if (m->unique)
1393 fprintf (freezer, "unique %d\n", m->unique);
1394 if (m->templatemap)
1395 fprintf (freezer, "template %d\n", m->templatemap);
1396 if (m->outdoor)
1397 fprintf (freezer, "outdoor %d\n", m->outdoor);
1398 if (m->temp)
1399 fprintf (freezer, "temp %d\n", m->temp);
1400 if (m->pressure)
1401 fprintf (freezer, "pressure %d\n", m->pressure);
1402 if (m->humid)
1403 fprintf (freezer, "humid %d\n", m->humid);
1404 if (m->windspeed)
1405 fprintf (freezer, "windspeed %d\n", m->windspeed);
1406 if (m->winddir)
1407 fprintf (freezer, "winddir %d\n", m->winddir);
1408 if (m->sky)
1409 fprintf (freezer, "sky %d\n", m->sky);
1410 if (m->nosmooth)
1411 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1412
1413 /* Save any tiling information, except on overlays */
1414 if (flag != 2)
1415 for (i = 0; i < 4; i++)
1416 if (m->tile_path[i])
1417 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1418
1419 freezer.put (m);
1420 fprintf (freezer, "end\n");
1421
1422 /* In the game save unique items in the different file, but
1423 * in the editor save them to the normal map file.
1424 * If unique map, save files in the proper destination (set by
1425 * player)
1426 */
1427 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1428 {
1429 object_freezer unique;
1430
1431 if (flag == 2)
1432 save_objects (m, freezer, unique, 2);
1433 else
1434 save_objects (m, freezer, unique, 0);
1435
1436 sprintf (buf, "%s.v00", create_items_path (m->path));
1437
1438 unique.save (buf);
1439 }
1440 else
1441 { /* save same file when not playing, like in editor */
1442 save_objects (m, freezer, freezer, 0);
1443 }
1444
1445 freezer.save (filename);
1446
1447 return 0;
1448 }
1449
1450 /*
1451 * Remove and free all objects in the given map.
1452 */
1453 void
1454 free_all_objects (maptile *m)
1455 {
1456 if (!m->spaces)
1457 return;
1458
1459 for (int i = 0; i < m->width; i++)
1460 for (int j = 0; j < m->height; j++)
1461 {
1462 mapspace &ms = m->at (i, j);
1463
1464 while (object *op = ms.bot)
1465 {
1466 if (op->head)
1467 op = op->head;
1468
1469 op->destroy_inv (false);
1470 op->destroy ();
1471 }
1472 }
1473 }
1474
1475 /*
1476 * Frees everything allocated by the given maptileure.
1477 * don't free tmpname - our caller is left to do that
1478 */
1479 void
1480 free_map (maptile *m, int flag)
1481 {
1482 if (!m->in_memory) //TODO: makes no sense to me?
1483 return;
1484
1485 m->in_memory = MAP_SAVING;
1486
1487 // TODO: use new/delete
1488
1489 if (flag && m->spaces)
1490 free_all_objects (m);
1491
1492 free (m->name), m->name = 0;
1493 free (m->spaces), m->spaces = 0;
1494 free (m->msg), m->msg = 0;
1495 free (m->maplore), m->maplore = 0;
1496 free (m->shoprace), m->shoprace = 0;
1497 delete [] m->shopitems, m->shopitems = 0;
1498
1499 if (m->buttons)
1500 free_objectlinkpt (m->buttons), m->buttons = 0;
1501
1502 for (int i = 0; i < 4; i++)
1503 {
1504 if (m->tile_path[i])
1505 free (m->tile_path[i]), m->tile_path[i] = 0;
1506
1507 m->tile_map[i] = 0;
1508 }
1509
1510 m->in_memory = MAP_SWAPPED;
1511 }
1512
1513 maptile::~maptile ()
1514 {
1515 free_map (this, 1);
1516 free (tmpname);
1517 }
1518
1519 void
1520 maptile::do_destroy ()
1521 {
1522 attachable::do_destroy ();
1523
1524 free_all_objects (this);
1525
1526 /* We need to look through all the maps and see if any maps
1527 * are pointing at this one for tiling information. Since
1528 * tiling can be asymetric, we just can not look to see which
1529 * maps this map tiles with and clears those.
1530 */
1531 //TODO: non-euclidean-tiling MUST GO
1532 for (maptile *m = first_map; m; m = m->next)
1533 for (int i = 0; i < 4; i++)
1534 if (m->tile_map[i] == this)
1535 m->tile_map[i] = 0;
1536
1537 if (first_map == this)
1538 first_map = next;
1539 else
1540 for (maptile *m = first_map; m; m = m->next)
1541 if (m->next = this)
1542 {
1543 m->next = next;
1544 break;
1545 }
1546 }
1547
1548 //TODO: must go
1549 void
1550 delete_map (maptile *m)
1551 {
1552 if (m)
1553 m->destroy ();
1554 }
1555
1556 /*
1557 * Makes sure the given map is loaded and swapped in.
1558 * name is path name of the map.
1559 * flags meaning:
1560 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1561 * and don't do unique items or the like.
1562 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1563 * dont do any more name translation on it.
1564 *
1565 * Returns a pointer to the given map.
1566 */
1567 maptile *
1568 ready_map_name (const char *name, int flags)
1569 {
1570 if (!name)
1571 return 0;
1572
1573 /* Have we been at this level before? */
1574 maptile *m = has_been_loaded (name);
1575
1576 /* Map is good to go, so just return it */
1577 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1578 return m;
1579
1580 /* unique maps always get loaded from their original location, and never
1581 * a temp location. Likewise, if map_flush is set, or we have never loaded
1582 * this map, load it now. I removed the reset checking from here -
1583 * it seems the probability of a player trying to enter a map that should
1584 * reset but hasn't yet is quite low, and removing that makes this function
1585 * a bit cleaner (and players probably shouldn't rely on exact timing for
1586 * resets in any case - if they really care, they should use the 'maps command.
1587 */
1588 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1589 {
1590 /* first visit or time to reset */
1591 if (m)
1592 {
1593 clean_tmp_map (m); /* Doesn't make much difference */
1594 delete_map (m);
1595 }
1596
1597 /* create and load a map */
1598 if (flags & MAP_PLAYER_UNIQUE)
1599 LOG (llevDebug, "Trying to load map %s.\n", name);
1600 else
1601 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1602
1603 //eval_pv ("$x = Event::time", 1);//D
1604 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1605 return (NULL);
1606 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1607
1608 fix_auto_apply (m); /* Chests which open as default */
1609
1610 /* If a player unique map, no extra unique object file to load.
1611 * if from the editor, likewise.
1612 */
1613 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1614 load_unique_objects (m);
1615
1616 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1617 {
1618 m = load_overlay_map (name, m);
1619 if (m == NULL)
1620 return NULL;
1621 }
1622
1623 if (flags & MAP_PLAYER_UNIQUE)
1624 INVOKE_MAP (SWAPIN, m);
1625
1626 }
1627 else
1628 {
1629 /* If in this loop, we found a temporary map, so load it up. */
1630
1631 m = load_temporary_map (m);
1632 if (m == NULL)
1633 return NULL;
1634 load_unique_objects (m);
1635
1636 clean_tmp_map (m);
1637 m->in_memory = MAP_IN_MEMORY;
1638 /* tempnam() on sun systems (probably others) uses malloc
1639 * to allocated space for the string. Free it here.
1640 * In some cases, load_temporary_map above won't find the
1641 * temporary map, and so has reloaded a new map. If that
1642 * is the case, tmpname is now null
1643 */
1644 if (m->tmpname)
1645 free (m->tmpname);
1646 m->tmpname = NULL;
1647 /* It's going to be saved anew anyway */
1648 }
1649
1650 /* Below here is stuff common to both first time loaded maps and
1651 * temp maps.
1652 */
1653
1654 decay_objects (m); /* start the decay */
1655 /* In case other objects press some buttons down */
1656 update_buttons (m);
1657 if (m->outdoor)
1658 set_darkness_map (m);
1659 /* run the weather over this map */
1660 weather_effect (name);
1661 return m;
1662 }
1663
1664
1665 /*
1666 * This routine is supposed to find out the difficulty of the map.
1667 * difficulty does not have a lot to do with character level,
1668 * but does have a lot to do with treasure on the map.
1669 *
1670 * Difficulty can now be set by the map creature. If the value stored
1671 * in the map is zero, then use this routine. Maps should really
1672 * have a difficulty set than using this function - human calculation
1673 * is much better than this functions guesswork.
1674 */
1675
1676 int
1677 calculate_difficulty (maptile *m)
1678 {
1679 object *op;
1680 archetype *at;
1681 int x, y, i;
1682 long monster_cnt = 0;
1683 double avgexp = 0;
1684 sint64 total_exp = 0;
1685
1686 if (m->difficulty)
1687 {
1688 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1689 return m->difficulty;
1690 }
1691
1692 for (x = 0; x < m->width; x++)
1693 for (y = 0; y < m->height; y++)
1694 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1695 {
1696 if (QUERY_FLAG (op, FLAG_MONSTER))
1697 {
1698 total_exp += op->stats.exp;
1699 monster_cnt++;
1700 }
1701
1702 if (QUERY_FLAG (op, FLAG_GENERATOR))
1703 {
1704 total_exp += op->stats.exp;
1705 at = type_to_archetype (GENERATE_TYPE (op));
1706
1707 if (at != NULL)
1708 total_exp += at->clone.stats.exp * 8;
1709
1710 monster_cnt++;
1711 }
1712 }
1713
1714 avgexp = (double) total_exp / monster_cnt;
1715
1716 for (i = 1; i <= settings.max_level; i++)
1717 {
1718 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1719 {
1720 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1721 return i;
1722 }
1723 }
1724
1725 return 1;
1726 }
1727
1728 void
1729 clean_tmp_map (maptile *m)
1730 {
1731 if (m->tmpname == NULL)
1732 return;
1733 INVOKE_MAP (CLEAN, m);
1734 (void) unlink (m->tmpname);
1735 }
1736
1737 void
1738 free_all_maps (void)
1739 {
1740 int real_maps = 0;
1741
1742 while (first_map)
1743 {
1744 /* I think some of the callers above before it gets here set this to be
1745 * saving, but we still want to free this data
1746 */
1747 if (first_map->in_memory == MAP_SAVING)
1748 first_map->in_memory = MAP_IN_MEMORY;
1749 delete_map (first_map);
1750 real_maps++;
1751 }
1752 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1753 }
1754
1755 /* change_map_light() - used to change map light level (darkness)
1756 * up or down. Returns true if successful. It should now be
1757 * possible to change a value by more than 1.
1758 * Move this from los.c to map.c since this is more related
1759 * to maps than los.
1760 * postive values make it darker, negative make it brighter
1761 */
1762
1763 int
1764 change_map_light (maptile *m, int change)
1765 {
1766 int new_level = m->darkness + change;
1767
1768 /* Nothing to do */
1769 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1770 {
1771 return 0;
1772 }
1773
1774 /* inform all players on the map */
1775 if (change > 0)
1776 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1777 else
1778 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1779
1780 /* Do extra checking. since m->darkness is a unsigned value,
1781 * we need to be extra careful about negative values.
1782 * In general, the checks below are only needed if change
1783 * is not +/-1
1784 */
1785 if (new_level < 0)
1786 m->darkness = 0;
1787 else if (new_level >= MAX_DARKNESS)
1788 m->darkness = MAX_DARKNESS;
1789 else
1790 m->darkness = new_level;
1791
1792 /* All clients need to get re-updated for the change */
1793 update_all_map_los (m);
1794 return 1;
1795 }
1796
1797 /*
1798 * This function updates various attributes about a specific space
1799 * on the map (what it looks like, whether it blocks magic,
1800 * has a living creatures, prevents people from passing
1801 * through, etc)
1802 */
1803 void
1804 mapspace::update_ ()
1805 {
1806 object *tmp, *last = 0;
1807 uint8 flags = 0, light = 0, anywhere = 0;
1808 New_Face *top, *floor, *middle;
1809 object *top_obj, *floor_obj, *middle_obj;
1810 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1811
1812 middle = blank_face;
1813 top = blank_face;
1814 floor = blank_face;
1815
1816 middle_obj = 0;
1817 top_obj = 0;
1818 floor_obj = 0;
1819
1820 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1821 {
1822 /* This could be made additive I guess (two lights better than
1823 * one). But if so, it shouldn't be a simple additive - 2
1824 * light bulbs do not illuminate twice as far as once since
1825 * it is a dissapation factor that is cubed.
1826 */
1827 if (tmp->glow_radius > light)
1828 light = tmp->glow_radius;
1829
1830 /* This call is needed in order to update objects the player
1831 * is standing in that have animations (ie, grass, fire, etc).
1832 * However, it also causes the look window to be re-drawn
1833 * 3 times each time the player moves, because many of the
1834 * functions the move_player calls eventualy call this.
1835 *
1836 * Always put the player down for drawing.
1837 */
1838 if (!tmp->invisible)
1839 {
1840 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1841 {
1842 top = tmp->face;
1843 top_obj = tmp;
1844 }
1845 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1846 {
1847 /* If we got a floor, that means middle and top were below it,
1848 * so should not be visible, so we clear them.
1849 */
1850 middle = blank_face;
1851 top = blank_face;
1852 floor = tmp->face;
1853 floor_obj = tmp;
1854 }
1855 /* Flag anywhere have high priority */
1856 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1857 {
1858 middle = tmp->face;
1859
1860 middle_obj = tmp;
1861 anywhere = 1;
1862 }
1863 /* Find the highest visible face around. If equal
1864 * visibilities, we still want the one nearer to the
1865 * top
1866 */
1867 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1868 {
1869 middle = tmp->face;
1870 middle_obj = tmp;
1871 }
1872 }
1873
1874 if (tmp == tmp->above)
1875 {
1876 LOG (llevError, "Error in structure of map\n");
1877 exit (-1);
1878 }
1879
1880 move_slow |= tmp->move_slow;
1881 move_block |= tmp->move_block;
1882 move_on |= tmp->move_on;
1883 move_off |= tmp->move_off;
1884 move_allow |= tmp->move_allow;
1885
1886 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1887 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1888 if (tmp->type == PLAYER) flags |= P_PLAYER;
1889 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1890 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1891 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1892 }
1893
1894 this->light = light;
1895 this->flags_ = flags;
1896 this->move_block = move_block & ~move_allow;
1897 this->move_on = move_on;
1898 this->move_off = move_off;
1899 this->move_slow = move_slow;
1900
1901 /* At this point, we have a floor face (if there is a floor),
1902 * and the floor is set - we are not going to touch it at
1903 * this point.
1904 * middle contains the highest visibility face.
1905 * top contains a player/monster face, if there is one.
1906 *
1907 * We now need to fill in top.face and/or middle.face.
1908 */
1909
1910 /* If the top face also happens to be high visibility, re-do our
1911 * middle face. This should not happen, as we already have the
1912 * else statement above so middle should not get set. OTOH, it
1913 * may be possible for the faces to match but be different objects.
1914 */
1915 if (top == middle)
1916 middle = blank_face;
1917
1918 /* There are three posibilities at this point:
1919 * 1) top face is set, need middle to be set.
1920 * 2) middle is set, need to set top.
1921 * 3) neither middle or top is set - need to set both.
1922 */
1923
1924 for (tmp = last; tmp; tmp = tmp->below)
1925 {
1926 /* Once we get to a floor, stop, since we already have a floor object */
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 break;
1929
1930 /* If two top faces are already set, quit processing */
1931 if ((top != blank_face) && (middle != blank_face))
1932 break;
1933
1934 /* Only show visible faces, unless its the editor - show all */
1935 if (!tmp->invisible || editor)
1936 {
1937 /* Fill in top if needed */
1938 if (top == blank_face)
1939 {
1940 top = tmp->face;
1941 top_obj = tmp;
1942 if (top == middle)
1943 middle = blank_face;
1944 }
1945 else
1946 {
1947 /* top is already set - we should only get here if
1948 * middle is not set
1949 *
1950 * Set the middle face and break out, since there is nothing
1951 * more to fill in. We don't check visiblity here, since
1952 *
1953 */
1954 if (tmp->face != top)
1955 {
1956 middle = tmp->face;
1957 middle_obj = tmp;
1958 break;
1959 }
1960 }
1961 }
1962 }
1963
1964 if (middle == floor)
1965 middle = blank_face;
1966
1967 if (top == middle)
1968 middle = blank_face;
1969
1970 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1971 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1972 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1973 }
1974
1975 void
1976 set_map_reset_time (maptile *map)
1977 {
1978 int timeout;
1979
1980 timeout = map->reset_timeout;
1981 if (timeout <= 0)
1982 timeout = MAP_DEFAULTRESET;
1983 if (timeout >= MAP_MAXRESET)
1984 timeout = MAP_MAXRESET;
1985 map->reset_time = time (0) + timeout;
1986 }
1987
1988 /* this updates the orig_map->tile_map[tile_num] value after loading
1989 * the map. It also takes care of linking back the freshly loaded
1990 * maps tile_map values if it tiles back to this one. It returns
1991 * the value of orig_map->tile_map[tile_num]. It really only does this
1992 * so that it is easier for calling functions to verify success.
1993 */
1994
1995 static maptile *
1996 load_and_link_tiled_map (maptile *orig_map, int tile_num)
1997 {
1998 int dest_tile = (tile_num + 2) % 4;
1999 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2000
2001 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2002
2003 /* need to do a strcmp here as the orig_map->path is not a shared string */
2004 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))
2005 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2006
2007 return orig_map->tile_map[tile_num];
2008 }
2009
2010 /* this returns TRUE if the coordinates (x,y) are out of
2011 * map m. This function also takes into account any
2012 * tiling considerations, loading adjacant maps as needed.
2013 * This is the function should always be used when it
2014 * necessary to check for valid coordinates.
2015 * This function will recursively call itself for the
2016 * tiled maps.
2017 *
2018 *
2019 */
2020 int
2021 out_of_map (maptile *m, int x, int y)
2022 {
2023 /* If we get passed a null map, this is obviously the
2024 * case. This generally shouldn't happen, but if the
2025 * map loads fail below, it could happen.
2026 */
2027 if (!m)
2028 return 0;
2029
2030 if (x < 0)
2031 {
2032 if (!m->tile_path[3])
2033 return 1;
2034
2035 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map (m, 3);
2037
2038 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2039 }
2040
2041 if (x >= m->width)
2042 {
2043 if (!m->tile_path[1])
2044 return 1;
2045
2046 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2047 load_and_link_tiled_map (m, 1);
2048
2049 return (out_of_map (m->tile_map[1], x - m->width, y));
2050 }
2051
2052 if (y < 0)
2053 {
2054 if (!m->tile_path[0])
2055 return 1;
2056
2057 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2058 load_and_link_tiled_map (m, 0);
2059
2060 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2061 }
2062
2063 if (y >= m->height)
2064 {
2065 if (!m->tile_path[2])
2066 return 1;
2067
2068 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2069 load_and_link_tiled_map (m, 2);
2070
2071 return (out_of_map (m->tile_map[2], x, y - m->height));
2072 }
2073
2074 /* Simple case - coordinates are within this local
2075 * map.
2076 */
2077 return 0;
2078 }
2079
2080 /* This is basically the same as out_of_map above, but
2081 * instead we return NULL if no map is valid (coordinates
2082 * out of bounds and no tiled map), otherwise it returns
2083 * the map as that the coordinates are really on, and
2084 * updates x and y to be the localized coordinates.
2085 * Using this is more efficient of calling out_of_map
2086 * and then figuring out what the real map is
2087 */
2088 maptile *
2089 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2090 {
2091
2092 if (*x < 0)
2093 {
2094 if (!m->tile_path[3])
2095 return 0;
2096 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2097 load_and_link_tiled_map (m, 3);
2098
2099 *x += m->tile_map[3]->width;
2100 return (get_map_from_coord (m->tile_map[3], x, y));
2101 }
2102
2103 if (*x >= m->width)
2104 {
2105 if (!m->tile_path[1])
2106 return 0;
2107
2108 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2109 load_and_link_tiled_map (m, 1);
2110
2111 *x -= m->width;
2112 return (get_map_from_coord (m->tile_map[1], x, y));
2113 }
2114
2115 if (*y < 0)
2116 {
2117 if (!m->tile_path[0])
2118 return 0;
2119
2120 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2121 load_and_link_tiled_map (m, 0);
2122
2123 *y += m->tile_map[0]->height;
2124 return (get_map_from_coord (m->tile_map[0], x, y));
2125 }
2126
2127 if (*y >= m->height)
2128 {
2129 if (!m->tile_path[2])
2130 return 0;
2131
2132 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2133 load_and_link_tiled_map (m, 2);
2134
2135 *y -= m->height;
2136 return (get_map_from_coord (m->tile_map[2], x, y));
2137 }
2138
2139 /* Simple case - coordinates are within this local
2140 * map.
2141 */
2142
2143 return m;
2144 }
2145
2146 /**
2147 * Return whether map2 is adjacent to map1. If so, store the distance from
2148 * map1 to map2 in dx/dy.
2149 */
2150 static int
2151 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2152 {
2153 if (!map1 || !map2)
2154 return 0;
2155
2156 if (map1 == map2)
2157 {
2158 *dx = 0;
2159 *dy = 0;
2160
2161 }
2162 else if (map1->tile_map[0] == map2)
2163 { /* up */
2164 *dx = 0;
2165 *dy = -map2->height;
2166 }
2167 else if (map1->tile_map[1] == map2)
2168 { /* right */
2169 *dx = map1->width;
2170 *dy = 0;
2171 }
2172 else if (map1->tile_map[2] == map2)
2173 { /* down */
2174 *dx = 0;
2175 *dy = map1->height;
2176 }
2177 else if (map1->tile_map[3] == map2)
2178 { /* left */
2179 *dx = -map2->width;
2180 *dy = 0;
2181
2182 }
2183 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2184 { /* up right */
2185 *dx = map1->tile_map[0]->width;
2186 *dy = -map1->tile_map[0]->height;
2187 }
2188 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2189 { /* up left */
2190 *dx = -map2->width;
2191 *dy = -map1->tile_map[0]->height;
2192 }
2193 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2194 { /* right up */
2195 *dx = map1->width;
2196 *dy = -map2->height;
2197 }
2198 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2199 { /* right down */
2200 *dx = map1->width;
2201 *dy = map1->tile_map[1]->height;
2202 }
2203 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2204 { /* down right */
2205 *dx = map1->tile_map[2]->width;
2206 *dy = map1->height;
2207 }
2208 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2209 { /* down left */
2210 *dx = -map2->width;
2211 *dy = map1->height;
2212 }
2213 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2214 { /* left up */
2215 *dx = -map1->tile_map[3]->width;
2216 *dy = -map2->height;
2217 }
2218 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2219 { /* left down */
2220 *dx = -map1->tile_map[3]->width;
2221 *dy = map1->tile_map[3]->height;
2222
2223 }
2224 else
2225 { /* not "adjacent" enough */
2226 return 0;
2227 }
2228
2229 return 1;
2230 }
2231
2232 /* From map.c
2233 * This is used by get_player to determine where the other
2234 * creature is. get_rangevector takes into account map tiling,
2235 * so you just can not look the the map coordinates and get the
2236 * righte value. distance_x/y are distance away, which
2237 * can be negativbe. direction is the crossfire direction scheme
2238 * that the creature should head. part is the part of the
2239 * monster that is closest.
2240 *
2241 * get_rangevector looks at op1 and op2, and fills in the
2242 * structure for op1 to get to op2.
2243 * We already trust that the caller has verified that the
2244 * two objects are at least on adjacent maps. If not,
2245 * results are not likely to be what is desired.
2246 * if the objects are not on maps, results are also likely to
2247 * be unexpected
2248 *
2249 * currently, the only flag supported (0x1) is don't translate for
2250 * closest body part of 'op1'
2251 */
2252
2253 void
2254 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2255 {
2256 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2257 {
2258 /* be conservative and fill in _some_ data */
2259 retval->distance = 100000;
2260 retval->distance_x = 32767;
2261 retval->distance_y = 32767;
2262 retval->direction = 0;
2263 retval->part = 0;
2264 }
2265 else
2266 {
2267 object *best;
2268
2269 retval->distance_x += op2->x - op1->x;
2270 retval->distance_y += op2->y - op1->y;
2271
2272 best = op1;
2273 /* If this is multipart, find the closest part now */
2274 if (!(flags & 0x1) && op1->more)
2275 {
2276 object *tmp;
2277 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2278
2279 /* we just take the offset of the piece to head to figure
2280 * distance instead of doing all that work above again
2281 * since the distance fields we set above are positive in the
2282 * same axis as is used for multipart objects, the simply arithmetic
2283 * below works.
2284 */
2285 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2286 {
2287 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2288 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2289 if (tmpi < best_distance)
2290 {
2291 best_distance = tmpi;
2292 best = tmp;
2293 }
2294 }
2295 if (best != op1)
2296 {
2297 retval->distance_x += op1->x - best->x;
2298 retval->distance_y += op1->y - best->y;
2299 }
2300 }
2301 retval->part = best;
2302 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2303 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2304 }
2305 }
2306
2307 /* this is basically the same as get_rangevector above, but instead of
2308 * the first parameter being an object, it instead is the map
2309 * and x,y coordinates - this is used for path to player -
2310 * since the object is not infact moving but we are trying to traverse
2311 * the path, we need this.
2312 * flags has no meaning for this function at this time - I kept it in to
2313 * be more consistant with the above function and also in case they are needed
2314 * for something in the future. Also, since no object is pasted, the best
2315 * field of the rv_vector is set to NULL.
2316 */
2317
2318 void
2319 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2320 {
2321 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2322 {
2323 /* be conservative and fill in _some_ data */
2324 retval->distance = 100000;
2325 retval->distance_x = 32767;
2326 retval->distance_y = 32767;
2327 retval->direction = 0;
2328 retval->part = 0;
2329 }
2330 else
2331 {
2332 retval->distance_x += op2->x - x;
2333 retval->distance_y += op2->y - y;
2334
2335 retval->part = NULL;
2336 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2337 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2338 }
2339 }
2340
2341 /* Returns true of op1 and op2 are effectively on the same map
2342 * (as related to map tiling). Note that this looks for a path from
2343 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2344 * to op1, this will still return false.
2345 * Note we only look one map out to keep the processing simple
2346 * and efficient. This could probably be a macro.
2347 * MSW 2001-08-05
2348 */
2349 int
2350 on_same_map (const object *op1, const object *op2)
2351 {
2352 int dx, dy;
2353
2354 return adjacent_map (op1->map, op2->map, &dx, &dy);
2355 }
2356
2357 object *
2358 maptile::insert (object *op, int x, int y, object *originator, int flags)
2359 {
2360 if (!op->flag [FLAG_REMOVED])
2361 op->remove ();
2362
2363 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2364 }
2365