ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.54
Committed: Wed Dec 27 13:13:46 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.53: +33 -30 lines
Log Message:
misc stuff

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 #include <global.h>
25 #include <funcpoint.h>
26
27 #include <loader.h>
28 #include <unistd.h>
29
30 #include "path.h"
31
32 /*
33 * Returns the maptile which has a name matching the given argument.
34 * return NULL if no match is found.
35 */
36 maptile *
37 has_been_loaded (const char *name)
38 {
39 if (!name || !*name)
40 return 0;
41
42 for_all_maps (map)
43 if (!strcmp (name, map->path))
44 return map;
45
46 return 0;
47 }
48
49 /*
50 * This makes a path absolute outside the world of Crossfire.
51 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
52 * and returns the pointer to a static array containing the result.
53 * it really should be called create_mapname
54 */
55
56 const char *
57 create_pathname (const char *name)
58 {
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
68 return (buf);
69 }
70
71 /*
72 * same as create_pathname, but for the overlay maps.
73 */
74
75 const char *
76 create_overlay_pathname (const char *name)
77 {
78 static char buf[MAX_BUF];
79
80 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
81 * someplace else in the code? msw 2-17-97
82 */
83 if (*name == '/')
84 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
85 else
86 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
87 return (buf);
88 }
89
90 /*
91 * same as create_pathname, but for the template maps.
92 */
93
94 const char *
95 create_template_pathname (const char *name)
96 {
97 static char buf[MAX_BUF];
98
99 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
100 * someplace else in the code? msw 2-17-97
101 */
102 if (*name == '/')
103 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
104 else
105 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
106 return (buf);
107 }
108
109 /*
110 * This makes absolute path to the itemfile where unique objects
111 * will be saved. Converts '/' to '@'. I think it's essier maintain
112 * files than full directory structure, but if this is problem it can
113 * be changed.
114 */
115 static const char *
116 create_items_path (const char *s)
117 {
118 static char buf[MAX_BUF];
119 char *t;
120
121 if (*s == '/')
122 s++;
123
124 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
125
126 for (t = buf + strlen (buf); *s; s++, t++)
127 if (*s == '/')
128 *t = '@';
129 else
130 *t = *s;
131 *t = 0;
132 return (buf);
133 }
134
135
136 /*
137 * This function checks if a file with the given path exists.
138 * -1 is returned if it fails, otherwise the mode of the file
139 * is returned.
140 * It tries out all the compression suffixes listed in the uncomp[] array.
141 *
142 * If prepend_dir is set, then we call create_pathname (which prepends
143 * libdir & mapdir). Otherwise, we assume the name given is fully
144 * complete.
145 * Only the editor actually cares about the writablity of this -
146 * the rest of the code only cares that the file is readable.
147 * when the editor goes away, the call to stat should probably be
148 * replaced by an access instead (similar to the windows one, but
149 * that seems to be missing the prepend_dir processing
150 */
151
152 int
153 check_path (const char *name, int prepend_dir)
154 {
155 char buf[MAX_BUF];
156
157 char *endbuf;
158 struct stat statbuf;
159 int mode = 0;
160
161 if (prepend_dir)
162 strcpy (buf, create_pathname (name));
163 else
164 strcpy (buf, name);
165
166 /* old method (strchr(buf, '\0')) seemd very odd to me -
167 * this method should be equivalant and is clearer.
168 * Can not use strcat because we need to cycle through
169 * all the names.
170 */
171 endbuf = buf + strlen (buf);
172
173 if (stat (buf, &statbuf))
174 return -1;
175 if (!S_ISREG (statbuf.st_mode))
176 return (-1);
177
178 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
179 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
180 mode |= 4;
181
182 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
183 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
184 mode |= 2;
185
186 return (mode);
187 }
188
189 /*
190 * Prints out debug-information about a map.
191 * Dumping these at llevError doesn't seem right, but is
192 * necessary to make sure the information is in fact logged.
193 */
194
195 void
196 dump_map (const maptile *m)
197 {
198 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
199 LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y);
200
201 if (m->msg != NULL)
202 LOG (llevError, "Message:\n%s", m->msg);
203
204 if (m->maplore != NULL)
205 LOG (llevError, "Lore:\n%s", m->maplore);
206
207 if (m->tmpname != NULL)
208 LOG (llevError, "Tmpname: %s\n", m->tmpname);
209
210 LOG (llevError, "Difficulty: %d\n", m->difficulty);
211 LOG (llevError, "Darkness: %d\n", m->darkness);
212 }
213
214 /*
215 * Prints out debug-information about all maps.
216 * This basically just goes through all the maps and calls
217 * dump_map on each one.
218 */
219
220 void
221 dump_all_maps (void)
222 {
223 for_all_maps (m)
224 dump_map (m);
225 }
226
227 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
228 * one function that just returns a P_.. value (see map.h)
229 * it will also do map translation for tiled maps, returning
230 * new values into newmap, nx, and ny. Any and all of those
231 * values can be null, in which case if a new map is needed (returned
232 * by a P_NEW_MAP value, another call to get_map_from_coord
233 * is needed. The case of not passing values is if we're just
234 * checking for the existence of something on those spaces, but
235 * don't expect to insert/remove anything from those spaces.
236 */
237 int
238 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
239 {
240 sint16 newx, newy;
241 int retval = 0;
242 maptile *mp;
243
244 newx = x;
245 newy = y;
246
247 mp = get_map_from_coord (oldmap, &newx, &newy);
248
249 if (!mp)
250 return P_OUT_OF_MAP;
251
252 if (mp != oldmap)
253 retval |= P_NEW_MAP;
254
255 if (newmap) *newmap = mp;
256 if (nx) *nx = newx;
257 if (ny) *ny = newy;
258
259 return retval | mp->at (newx, newy).flags ();
260 }
261
262 /*
263 * Returns true if the given coordinate is blocked except by the
264 * object passed is not blocking. This is used with
265 * multipart monsters - if we want to see if a 2x2 monster
266 * can move 1 space to the left, we don't want its own area
267 * to block it from moving there.
268 * Returns TRUE if the space is blocked by something other than the
269 * monster.
270 * m, x, y are the target map/coordinates - needed for map tiling.
271 * the coordinates & map passed in should have been updated for tiling
272 * by the caller.
273 */
274 int
275 blocked_link (object *ob, maptile *m, int sx, int sy)
276 {
277 object *tmp;
278 int mflags, blocked;
279
280 /* Make sure the coordinates are valid - they should be, as caller should
281 * have already checked this.
282 */
283 if (OUT_OF_REAL_MAP (m, sx, sy))
284 {
285 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
286 return 1;
287 }
288
289 /* Save some cycles - instead of calling get_map_flags(), just get the value
290 * directly.
291 */
292 mflags = m->at (sx, sy).flags ();
293
294 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
295
296 /* If space is currently not blocked by anything, no need to
297 * go further. Not true for players - all sorts of special
298 * things we need to do for players.
299 */
300 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
301 return 0;
302
303 /* if there isn't anytyhing alive on this space, and this space isn't
304 * otherwise blocked, we can return now. Only if there is a living
305 * creature do we need to investigate if it is part of this creature
306 * or another. Likewise, only if something is blocking us do we
307 * need to investigate if there is a special circumstance that would
308 * let the player through (inventory checkers for example)
309 */
310 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
311 return 0;
312
313 if (ob->head != NULL)
314 ob = ob->head;
315
316 /* We basically go through the stack of objects, and if there is
317 * some other object that has NO_PASS or FLAG_ALIVE set, return
318 * true. If we get through the entire stack, that must mean
319 * ob is blocking it, so return 0.
320 */
321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
322 {
323
324 /* This must be before the checks below. Code for inventory checkers. */
325 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
326 {
327 /* If last_sp is set, the player/monster needs an object,
328 * so we check for it. If they don't have it, they can't
329 * pass through this space.
330 */
331 if (tmp->last_sp)
332 {
333 if (check_inv_recursive (ob, tmp) == NULL)
334 return 1;
335 else
336 continue;
337 }
338 else
339 {
340 /* In this case, the player must not have the object -
341 * if they do, they can't pass through.
342 */
343 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
344 return 1;
345 else
346 continue;
347 }
348 } /* if check_inv */
349 else
350 {
351 /* Broke apart a big nasty if into several here to make
352 * this more readable. first check - if the space blocks
353 * movement, can't move here.
354 * second - if a monster, can't move there, unles it is a
355 * hidden dm
356 */
357 if (OB_MOVE_BLOCK (ob, tmp))
358 return 1;
359 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
360 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
361 return 1;
362 }
363
364 }
365 return 0;
366 }
367
368
369 /*
370 * Returns true if the given object can't fit in the given spot.
371 * This is meant for multi space objects - for single space objecs,
372 * just calling get_map_blocked and checking that against movement type
373 * of object. This function goes through all the parts of the
374 * multipart object and makes sure they can be inserted.
375 *
376 * While this doesn't call out of map, the get_map_flags does.
377 *
378 * This function has been used to deprecate arch_out_of_map -
379 * this function also does that check, and since in most cases,
380 * a call to one would follow the other, doesn't make a lot of sense to
381 * have two seperate functions for this.
382 *
383 * This returns nonzero if this arch can not go on the space provided,
384 * 0 otherwise. the return value will contain the P_.. value
385 * so the caller can know why this object can't go on the map.
386 * Note that callers should not expect P_NEW_MAP to be set
387 * in return codes - since the object is multispace - if
388 * we did return values, what do you return if half the object
389 * is one map, half on another.
390 *
391 * Note this used to be arch_blocked, but with new movement
392 * code, we need to have actual object to check its move_type
393 * against the move_block values.
394 */
395 int
396 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
397 {
398 archetype *tmp;
399 int flag;
400 maptile *m1;
401 sint16 sx, sy;
402
403 if (ob == NULL)
404 {
405 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
406 if (flag & P_OUT_OF_MAP)
407 return P_OUT_OF_MAP;
408
409 /* don't have object, so don't know what types would block */
410 return m1->at (sx, sy).move_block;
411 }
412
413 for (tmp = ob->arch; tmp; tmp = tmp->more)
414 {
415 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
416
417 if (flag & P_OUT_OF_MAP)
418 return P_OUT_OF_MAP;
419 if (flag & P_IS_ALIVE)
420 return P_IS_ALIVE;
421
422 mapspace &ms = m1->at (sx, sy);
423
424
425 /* find_first_free_spot() calls this function. However, often
426 * ob doesn't have any move type (when used to place exits)
427 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
428 */
429
430 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
431 continue;
432
433 /* Note it is intentional that we check ob - the movement type of the
434 * head of the object should correspond for the entire object.
435 */
436 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
437 return P_NO_PASS;
438 }
439
440 return 0;
441 }
442
443 /* When the map is loaded, load_object does not actually insert objects
444 * into inventory, but just links them. What this does is go through
445 * and insert them properly.
446 * The object 'container' is the object that contains the inventory.
447 * This is needed so that we can update the containers weight.
448 */
449
450 void
451 fix_container (object *container)
452 {
453 object *tmp = container->inv, *next;
454
455 container->inv = NULL;
456 while (tmp != NULL)
457 {
458 next = tmp->below;
459 if (tmp->inv)
460 fix_container (tmp);
461 (void) insert_ob_in_ob (tmp, container);
462 tmp = next;
463 }
464 /* sum_weight will go through and calculate what all the containers are
465 * carrying.
466 */
467 sum_weight (container);
468 }
469
470 /* link_multipart_objects go through all the objects on the map looking
471 * for objects whose arch says they are multipart yet according to the
472 * info we have, they only have the head (as would be expected when
473 * they are saved). We do have to look for the old maps that did save
474 * the more sections and not re-add sections for them.
475 */
476 static void
477 link_multipart_objects (maptile *m)
478 {
479 int x, y;
480 object *tmp, *op, *last, *above;
481 archetype *at;
482
483 for (x = 0; x < m->width; x++)
484 for (y = 0; y < m->height; y++)
485 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
486 {
487 above = tmp->above;
488
489 /* already multipart - don't do anything more */
490 if (tmp->head || tmp->more)
491 continue;
492
493 /* If there is nothing more to this object, this for loop
494 * won't do anything.
495 */
496 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
497 {
498 op = arch_to_object (at);
499
500 /* update x,y coordinates */
501 op->x += tmp->x;
502 op->y += tmp->y;
503 op->head = tmp;
504 op->map = m;
505 last->more = op;
506 op->name = tmp->name;
507 op->title = tmp->title;
508 /* we could link all the parts onto tmp, and then just
509 * call insert_ob_in_map once, but the effect is the same,
510 * as insert_ob_in_map will call itself with each part, and
511 * the coding is simpler to just to it here with each part.
512 */
513 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
514 } /* for at = tmp->arch->more */
515 } /* for objects on this space */
516 }
517
518 /*
519 * Loads (ands parses) the objects into a given map from the specified
520 * file pointer.
521 * mapflags is the same as we get with load_original_map
522 */
523 void
524 load_objects (maptile *m, object_thawer & fp, int mapflags)
525 {
526 int i, j;
527 int unique;
528 object *op, *prev = NULL, *last_more = NULL, *otmp;
529
530 op = object::create ();
531 op->map = m; /* To handle buttons correctly */
532
533 while ((i = load_object (fp, op, mapflags)))
534 {
535 /* if the archetype for the object is null, means that we
536 * got an invalid object. Don't do anything with it - the game
537 * or editor will not be able to do anything with it either.
538 */
539 if (op->arch == NULL)
540 {
541 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
542 continue;
543 }
544
545 switch (i)
546 {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
550 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
551 else
552 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
553
554 if (op->inv)
555 sum_weight (op);
556
557 prev = op, last_more = op;
558 break;
559
560 case LL_MORE:
561 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
562 op->head = prev, last_more->more = op, last_more = op;
563 break;
564 }
565
566 if (mapflags & MAP_STYLE)
567 remove_from_active_list (op);
568
569 op = object::create ();
570 op->map = m;
571 }
572
573 for (i = 0; i < m->width; i++)
574 {
575 for (j = 0; j < m->height; j++)
576 {
577 unique = 0;
578 /* check for unique items, or unique squares */
579 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
580 {
581 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
582 unique = 1;
583
584 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
585 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
586 }
587 }
588 }
589
590 op->destroy ();
591 link_multipart_objects (m);
592 }
593
594 /* This saves all the objects on the map in a non destructive fashion.
595 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
596 * and we only save the head of multi part objects - this is needed
597 * in order to do map tiling properly.
598 */
599 void
600 save_objects (maptile *m, object_freezer &fp, object_freezer &fp2, int flag)
601 {
602 int i, j = 0, unique = 0;
603 object *op;
604
605 /* first pass - save one-part objects */
606 for (i = 0; i < m->width; i++)
607 for (j = 0; j < m->height; j++)
608 {
609 unique = 0;
610
611 for (op = m->at (i, j).bot; op; op = op->above)
612 {
613 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
614 unique = 1;
615
616 if (!op->can_map_save ())
617 continue;
618
619 if (unique || op->flag [FLAG_UNIQUE])
620 save_object (fp2, op, 1);
621 else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID])))
622 save_object (fp, op, 1);
623 }
624 }
625 }
626
627 maptile::maptile ()
628 {
629 in_memory = MAP_SWAPPED;
630
631 /* The maps used to pick up default x and y values from the
632 * map archetype. Mimic that behaviour.
633 */
634 width = 16;
635 height = 16;
636 reset_timeout = 0;
637 timeout = 300;
638 enter_x = 0;
639 enter_y = 0;
640 /*set part to -1 indicating conversion to weather map not yet done */
641 worldpartx = -1;
642 worldparty = -1;
643 }
644
645 void
646 maptile::link ()
647 {
648 next = first_map;
649 first_map = this;
650 }
651
652 void
653 maptile::unlink ()
654 {
655 if (first_map == this)
656 first_map = next;
657 else
658 for_all_maps (m)
659 if (m->next = this)
660 {
661 m->next = next;
662 break;
663 }
664 }
665
666 /*
667 * Allocates, initialises, and returns a pointer to a maptile.
668 * Modified to no longer take a path option which was not being
669 * used anyways. MSW 2001-07-01
670 */
671 maptile *
672 get_linked_map (void)
673 {
674 maptile *map = new maptile;
675 map->link ();
676 return map;
677 }
678
679 /*
680 * Allocates the arrays contained in a maptile.
681 * This basically allocates the dynamic array of spaces for the
682 * map.
683 */
684 void
685 maptile::allocate ()
686 {
687 in_memory = MAP_IN_MEMORY;
688
689 /* Log this condition and free the storage. We could I suppose
690 * realloc, but if the caller is presuming the data will be intact,
691 * that is their poor assumption.
692 */
693 if (spaces)
694 {
695 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
696 sfree (spaces, size ());
697 }
698
699 spaces = salloc0<mapspace> (size ());
700 }
701
702 /* Create and returns a map of the specific size. Used
703 * in random map code and the editor.
704 */
705 maptile *
706 get_empty_map (int sizex, int sizey)
707 {
708 maptile *m = get_linked_map ();
709
710 m->width = sizex;
711 m->height = sizey;
712 m->in_memory = MAP_SWAPPED;
713 m->allocate ();
714
715 return m;
716 }
717
718 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
719 * corresponding to that string. Memory is allocated for this, it must be freed
720 * at a later date.
721 * Called by parse_map_headers below.
722 */
723
724 static shopitems *
725 parse_shop_string (const char *input_string)
726 {
727 char *shop_string, *p, *q, *next_semicolon, *next_colon;
728 shopitems *items = NULL;
729 int i = 0, number_of_entries = 0;
730 const typedata *current_type;
731
732 shop_string = strdup (input_string);
733 p = shop_string;
734 /* first we'll count the entries, we'll need that for allocating the array shortly */
735 while (p)
736 {
737 p = strchr (p, ';');
738 number_of_entries++;
739 if (p)
740 p++;
741 }
742
743 p = shop_string;
744 strip_endline (p);
745 items = new shopitems[number_of_entries + 1];
746 for (i = 0; i < number_of_entries; i++)
747 {
748 if (!p)
749 {
750 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
751 break;
752 }
753
754 next_semicolon = strchr (p, ';');
755 next_colon = strchr (p, ':');
756 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
757 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
758 items[i].strength = atoi (strchr (p, ':') + 1);
759
760 if (isdigit (*p) || *p == '*')
761 {
762 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
763 current_type = get_typedata (items[i].typenum);
764 if (current_type)
765 {
766 items[i].name = current_type->name;
767 items[i].name_pl = current_type->name_pl;
768 }
769 }
770 else
771 { /*we have a named type, let's figure out what it is */
772 q = strpbrk (p, ";:");
773 if (q)
774 *q = '\0';
775
776 current_type = get_typedata_by_name (p);
777 if (current_type)
778 {
779 items[i].name = current_type->name;
780 items[i].typenum = current_type->number;
781 items[i].name_pl = current_type->name_pl;
782 }
783 else
784 { /* oh uh, something's wrong, let's free up this one, and try
785 * the next entry while we're at it, better print a warning
786 */
787 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
788 }
789 }
790
791 items[i].index = number_of_entries;
792 if (next_semicolon)
793 p = ++next_semicolon;
794 else
795 p = NULL;
796 }
797
798 free (shop_string);
799 return items;
800 }
801
802 /* opposite of parse string, this puts the string that was originally fed in to
803 * the map (or something equivilent) into output_string. */
804 static void
805 print_shop_string (maptile *m, char *output_string)
806 {
807 int i;
808 char tmp[MAX_BUF];
809
810 strcpy (output_string, "");
811 for (i = 0; i < m->shopitems[0].index; i++)
812 {
813 if (m->shopitems[i].typenum)
814 {
815 if (m->shopitems[i].strength)
816 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
817 else
818 sprintf (tmp, "%s;", m->shopitems[i].name);
819 }
820 else
821 {
822 if (m->shopitems[i].strength)
823 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
824 else
825 sprintf (tmp, "*");
826 }
827
828 strcat (output_string, tmp);
829 }
830 }
831
832 /* This loads the header information of the map. The header
833 * contains things like difficulty, size, timeout, etc.
834 * this used to be stored in the map object, but with the
835 * addition of tiling, fields beyond that easily named in an
836 * object structure were needed, so it just made sense to
837 * put all the stuff in the map object so that names actually make
838 * sense.
839 * This could be done in lex (like the object loader), but I think
840 * currently, there are few enough fields this is not a big deal.
841 * MSW 2001-07-01
842 * return 0 on success, 1 on failure.
843 */
844
845 static int
846 load_map_header (object_thawer & fp, maptile *m)
847 {
848 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
849 int msgpos = 0;
850 int maplorepos = 0;
851
852 while (fgets (buf, HUGE_BUF, fp) != NULL)
853 {
854 buf[HUGE_BUF - 1] = 0;
855 key = buf;
856
857 while (isspace (*key))
858 key++;
859
860 if (*key == 0)
861 continue; /* empty line */
862
863 value = strchr (key, ' ');
864
865 if (!value)
866 {
867 if ((end = strchr (key, '\n')))
868 *end = 0;
869 }
870 else
871 {
872 *value = 0;
873 value++;
874 end = strchr (value, '\n');
875
876 while (isspace (*value))
877 {
878 value++;
879
880 if (*value == '\0' || value == end)
881 {
882 /* Nothing but spaces. */
883 value = NULL;
884 break;
885 }
886 }
887 }
888
889 if (!end)
890 {
891 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
892 return 1;
893 }
894
895 /* key is the field name, value is what it should be set
896 * to. We've already done the work to null terminate key,
897 * and strip off any leading spaces for both of these.
898 * We have not touched the newline at the end of the line -
899 * these are needed for some values. the end pointer
900 * points to the first of the newlines.
901 * value could be NULL! It would be easy enough to just point
902 * this to "" to prevent cores, but that would let more errors slide
903 * through.
904 *
905 * First check for entries that do not use the value parameter, then
906 * validate that value is given and check for the remaining entries
907 * that use the parameter.
908 */
909
910 if (!strcmp (key, "msg"))
911 {
912 while (fgets (buf, HUGE_BUF, fp) != NULL)
913 {
914 if (!strcmp (buf, "endmsg\n"))
915 break;
916 else
917 {
918 /* slightly more efficient than strcat */
919 strcpy (msgbuf + msgpos, buf);
920 msgpos += strlen (buf);
921 }
922 }
923 /* There are lots of maps that have empty messages (eg, msg/endmsg
924 * with nothing between). There is no reason in those cases to
925 * keep the empty message. Also, msgbuf contains garbage data
926 * when msgpos is zero, so copying it results in crashes
927 */
928 if (msgpos != 0)
929 m->msg = strdup (msgbuf);
930 }
931 else if (!strcmp (key, "maplore"))
932 {
933 while (fgets (buf, HUGE_BUF, fp) != NULL)
934 {
935 if (!strcmp (buf, "endmaplore\n"))
936 break;
937 else
938 {
939 /* slightly more efficient than strcat */
940 strcpy (maplorebuf + maplorepos, buf);
941 maplorepos += strlen (buf);
942 }
943 }
944 if (maplorepos != 0)
945 m->maplore = strdup (maplorebuf);
946 }
947 else if (!strcmp (key, "end"))
948 {
949 break;
950 }
951 else if (value == NULL)
952 {
953 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
954 }
955 else if (!strcmp (key, "arch"))
956 {
957 /* This is an oddity, but not something we care about much. */
958 if (strcmp (value, "map\n"))
959 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
960 }
961 else if (!strcmp (key, "name"))
962 {
963 *end = 0;
964 m->name = strdup (value);
965 }
966 /* first strcmp value on these are old names supported
967 * for compatibility reasons. The new values (second) are
968 * what really should be used.
969 */
970 else if (!strcmp (key, "oid"))
971 fp.get (m, atoi (value));
972 else if (!strcmp (key, "attach"))
973 m->attach = value;
974 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
975 m->enter_x = atoi (value);
976 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
977 m->enter_y = atoi (value);
978 else if (!strcmp (key, "x") || !strcmp (key, "width"))
979 m->width = atoi (value);
980 else if (!strcmp (key, "y") || !strcmp (key, "height"))
981 m->height = atoi (value);
982 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
983 m->reset_timeout = atoi (value);
984 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
985 m->timeout = atoi (value);
986 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
987 m->difficulty = clamp (atoi (value), 1, settings.max_level);
988 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
989 m->darkness = atoi (value);
990 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
991 m->fixed_resettime = atoi (value);
992 else if (!strcmp (key, "unique"))
993 m->unique = atoi (value);
994 else if (!strcmp (key, "template"))
995 m->templatemap = atoi (value);
996 else if (!strcmp (key, "region"))
997 m->region = get_region_by_name (value);
998 else if (!strcmp (key, "shopitems"))
999 {
1000 *end = 0;
1001 m->shopitems = parse_shop_string (value);
1002 }
1003 else if (!strcmp (key, "shopgreed"))
1004 m->shopgreed = atof (value);
1005 else if (!strcmp (key, "shopmin"))
1006 m->shopmin = atol (value);
1007 else if (!strcmp (key, "shopmax"))
1008 m->shopmax = atol (value);
1009 else if (!strcmp (key, "shoprace"))
1010 {
1011 *end = 0;
1012 m->shoprace = strdup (value);
1013 }
1014 else if (!strcmp (key, "outdoor"))
1015 m->outdoor = atoi (value);
1016 else if (!strcmp (key, "temp"))
1017 m->temp = atoi (value);
1018 else if (!strcmp (key, "pressure"))
1019 m->pressure = atoi (value);
1020 else if (!strcmp (key, "humid"))
1021 m->humid = atoi (value);
1022 else if (!strcmp (key, "windspeed"))
1023 m->windspeed = atoi (value);
1024 else if (!strcmp (key, "winddir"))
1025 m->winddir = atoi (value);
1026 else if (!strcmp (key, "sky"))
1027 m->sky = atoi (value);
1028 else if (!strcmp (key, "nosmooth"))
1029 m->nosmooth = atoi (value);
1030 else if (!strncmp (key, "tile_path_", 10))
1031 {
1032 int tile = atoi (key + 10);
1033
1034 if (tile < 1 || tile > 4)
1035 {
1036 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1037 }
1038 else
1039 {
1040 char *path;
1041
1042 *end = 0;
1043
1044 if (m->tile_path[tile - 1])
1045 {
1046 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1047 free (m->tile_path[tile - 1]);
1048 m->tile_path[tile - 1] = NULL;
1049 }
1050
1051 if (check_path (value, 1) != -1)
1052 {
1053 /* The unadorned path works. */
1054 path = value;
1055 }
1056 else
1057 {
1058 /* Try again; it could be a relative exit. */
1059
1060 path = path_combine_and_normalize (m->path, value);
1061
1062 if (check_path (path, 1) == -1)
1063 {
1064 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1065 path = NULL;
1066 }
1067 }
1068
1069 if (editor)
1070 {
1071 /* Use the value as in the file. */
1072 m->tile_path[tile - 1] = strdup (value);
1073 }
1074 else if (path != NULL)
1075 {
1076 /* Use the normalized value. */
1077 m->tile_path[tile - 1] = strdup (path);
1078 }
1079 } /* end if tile direction (in)valid */
1080 }
1081 else
1082 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1083 }
1084
1085 if (!key || strcmp (key, "end"))
1086 {
1087 LOG (llevError, "Got premature eof on map header!\n");
1088 return 1;
1089 }
1090
1091 return 0;
1092 }
1093
1094 /*
1095 * Opens the file "filename" and reads information about the map
1096 * from the given file, and stores it in a newly allocated
1097 * maptile. A pointer to this structure is returned, or NULL on failure.
1098 * flags correspond to those in map.h. Main ones used are
1099 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1100 * MAP_BLOCK, in which case we block on this load. This happens in all
1101 * cases, no matter if this flag is set or not.
1102 * MAP_STYLE: style map - don't add active objects, don't add to server
1103 * managed map list.
1104 */
1105 maptile *
1106 load_original_map (const char *filename, int flags)
1107 {
1108 maptile *m;
1109 char pathname[MAX_BUF];
1110
1111 if (flags & MAP_PLAYER_UNIQUE)
1112 strcpy (pathname, filename);
1113 else if (flags & MAP_OVERLAY)
1114 strcpy (pathname, create_overlay_pathname (filename));
1115 else
1116 strcpy (pathname, create_pathname (filename));
1117
1118 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1119
1120 object_thawer thawer (pathname);
1121
1122 if (!thawer)
1123 return 0;
1124
1125 m = get_linked_map ();
1126
1127 strcpy (m->path, filename);
1128 if (load_map_header (thawer, m))
1129 {
1130 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1131 delete_map (m);
1132 return 0;
1133 }
1134
1135 m->allocate ();
1136
1137 m->in_memory = MAP_LOADING;
1138 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1139
1140 m->in_memory = MAP_IN_MEMORY;
1141 if (!m->difficulty)
1142 m->difficulty = calculate_difficulty (m);
1143 set_map_reset_time (m);
1144 m->instantiate ();
1145 return (m);
1146 }
1147
1148 /*
1149 * Loads a map, which has been loaded earlier, from file.
1150 * Return the map object we load into (this can change from the passed
1151 * option if we can't find the original map)
1152 */
1153 static maptile *
1154 load_temporary_map (maptile *m)
1155 {
1156 char buf[MAX_BUF];
1157
1158 if (!m->tmpname)
1159 {
1160 LOG (llevError, "No temporary filename for map %s\n", m->path);
1161 strcpy (buf, m->path);
1162 delete_map (m);
1163 m = load_original_map (buf, 0);
1164 if (m == NULL)
1165 return NULL;
1166 fix_auto_apply (m); /* Chests which open as default */
1167 return m;
1168 }
1169
1170 object_thawer thawer (m->tmpname);
1171
1172 if (!thawer)
1173 {
1174 strcpy (buf, m->path);
1175 delete_map (m);
1176 m = load_original_map (buf, 0);
1177 if (!m)
1178 return NULL;
1179 fix_auto_apply (m); /* Chests which open as default */
1180 return m;
1181 }
1182
1183 if (load_map_header (thawer, m))
1184 {
1185 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1186 delete_map (m);
1187 m = load_original_map (m->path, 0);
1188 return NULL;
1189 }
1190
1191 m->allocate ();
1192
1193 m->in_memory = MAP_LOADING;
1194 load_objects (m, thawer, 0);
1195
1196 m->in_memory = MAP_IN_MEMORY;
1197 INVOKE_MAP (SWAPIN, m);
1198 return m;
1199 }
1200
1201 /*
1202 * Loads a map, which has been loaded earlier, from file.
1203 * Return the map object we load into (this can change from the passed
1204 * option if we can't find the original map)
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 * 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 sfree (m->spaces, m->size ()), m->spaces = 0;
1492
1493 free (m->name), m->name = 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 free (m->tile_path[i]), m->tile_path[i] = 0;
1504
1505 m->in_memory = MAP_SWAPPED;
1506 }
1507
1508 maptile::~maptile ()
1509 {
1510 assert (destroyed ());
1511 }
1512
1513 void
1514 maptile::do_destroy ()
1515 {
1516 attachable::do_destroy ();
1517
1518 unlink ();
1519
1520 free_map (this, 1);
1521 free (tmpname), tmpname = 0;
1522
1523 /* We need to look through all the maps and see if any maps
1524 * are pointing at this one for tiling information. Since
1525 * tiling can be asymetric, we just can not look to see which
1526 * maps this map tiles with and clears those.
1527 */
1528 //TODO: non-euclidean-tiling MUST GO
1529 for_all_maps (m)
1530 for (int i = 0; i < 4; i++)
1531 if (m->tile_map[i] == this)
1532 m->tile_map[i] = 0;
1533 }
1534
1535 //TODO: must go
1536 void
1537 delete_map (maptile *m)
1538 {
1539 if (m)
1540 m->destroy ();
1541 }
1542
1543 /*
1544 * Makes sure the given map is loaded and swapped in.
1545 * name is path name of the map.
1546 * flags meaning:
1547 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1548 * and don't do unique items or the like.
1549 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1550 * dont do any more name translation on it.
1551 *
1552 * Returns a pointer to the given map.
1553 */
1554 maptile *
1555 ready_map_name (const char *name, int flags)
1556 {
1557 if (!name)
1558 return 0;
1559
1560 /* Have we been at this level before? */
1561 maptile *m = has_been_loaded (name);
1562
1563 /* Map is good to go, so just return it */
1564 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1565 return m;
1566
1567 /* unique maps always get loaded from their original location, and never
1568 * a temp location. Likewise, if map_flush is set, or we have never loaded
1569 * this map, load it now. I removed the reset checking from here -
1570 * it seems the probability of a player trying to enter a map that should
1571 * reset but hasn't yet is quite low, and removing that makes this function
1572 * a bit cleaner (and players probably shouldn't rely on exact timing for
1573 * resets in any case - if they really care, they should use the 'maps command.
1574 */
1575 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1576 {
1577 /* first visit or time to reset */
1578 if (m)
1579 {
1580 clean_tmp_map (m); /* Doesn't make much difference */
1581 delete_map (m);
1582 }
1583
1584 /* create and load a map */
1585 if (flags & MAP_PLAYER_UNIQUE)
1586 LOG (llevDebug, "Trying to load map %s.\n", name);
1587 else
1588 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1589
1590 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1591 return (NULL);
1592
1593 fix_auto_apply (m); /* Chests which open as default */
1594
1595 /* If a player unique map, no extra unique object file to load.
1596 * if from the editor, likewise.
1597 */
1598 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1599 load_unique_objects (m);
1600
1601 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1602 {
1603 m = load_overlay_map (name, m);
1604 if (m == NULL)
1605 return NULL;
1606 }
1607
1608 if (flags & MAP_PLAYER_UNIQUE)
1609 INVOKE_MAP (SWAPIN, m);
1610
1611 }
1612 else
1613 {
1614 /* If in this loop, we found a temporary map, so load it up. */
1615
1616 m = load_temporary_map (m);
1617 if (m == NULL)
1618 return NULL;
1619 load_unique_objects (m);
1620
1621 clean_tmp_map (m);
1622 m->in_memory = MAP_IN_MEMORY;
1623 /* tempnam() on sun systems (probably others) uses malloc
1624 * to allocated space for the string. Free it here.
1625 * In some cases, load_temporary_map above won't find the
1626 * temporary map, and so has reloaded a new map. If that
1627 * is the case, tmpname is now null
1628 */
1629 if (m->tmpname)
1630 free (m->tmpname);
1631 m->tmpname = NULL;
1632 /* It's going to be saved anew anyway */
1633 }
1634
1635 /* Below here is stuff common to both first time loaded maps and
1636 * temp maps.
1637 */
1638
1639 decay_objects (m); /* start the decay */
1640 /* In case other objects press some buttons down */
1641 update_buttons (m);
1642 if (m->outdoor)
1643 set_darkness_map (m);
1644 /* run the weather over this map */
1645 weather_effect (name);
1646 return m;
1647 }
1648
1649
1650 /*
1651 * This routine is supposed to find out the difficulty of the map.
1652 * difficulty does not have a lot to do with character level,
1653 * but does have a lot to do with treasure on the map.
1654 *
1655 * Difficulty can now be set by the map creature. If the value stored
1656 * in the map is zero, then use this routine. Maps should really
1657 * have a difficulty set than using this function - human calculation
1658 * is much better than this functions guesswork.
1659 */
1660
1661 int
1662 calculate_difficulty (maptile *m)
1663 {
1664 object *op;
1665 archetype *at;
1666 int x, y, i;
1667 long monster_cnt = 0;
1668 double avgexp = 0;
1669 sint64 total_exp = 0;
1670
1671 if (m->difficulty)
1672 {
1673 LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty);
1674 return m->difficulty;
1675 }
1676
1677 for (x = 0; x < m->width; x++)
1678 for (y = 0; y < m->height; y++)
1679 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1680 {
1681 if (QUERY_FLAG (op, FLAG_MONSTER))
1682 {
1683 total_exp += op->stats.exp;
1684 monster_cnt++;
1685 }
1686
1687 if (QUERY_FLAG (op, FLAG_GENERATOR))
1688 {
1689 total_exp += op->stats.exp;
1690 at = type_to_archetype (GENERATE_TYPE (op));
1691
1692 if (at != NULL)
1693 total_exp += at->clone.stats.exp * 8;
1694
1695 monster_cnt++;
1696 }
1697 }
1698
1699 avgexp = (double) total_exp / monster_cnt;
1700
1701 for (i = 1; i <= settings.max_level; i++)
1702 {
1703 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1704 {
1705 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1706 return i;
1707 }
1708 }
1709
1710 return 1;
1711 }
1712
1713 void
1714 clean_tmp_map (maptile *m)
1715 {
1716 if (m->tmpname == NULL)
1717 return;
1718 INVOKE_MAP (CLEAN, m);
1719 (void) unlink (m->tmpname);
1720 }
1721
1722 void
1723 free_all_maps (void)
1724 {
1725 int real_maps = 0;
1726
1727 while (first_map)
1728 {
1729 /* I think some of the callers above before it gets here set this to be
1730 * saving, but we still want to free this data
1731 */
1732 if (first_map->in_memory == MAP_SAVING)
1733 first_map->in_memory = MAP_IN_MEMORY;
1734 delete_map (first_map);
1735 real_maps++;
1736 }
1737
1738 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1739 }
1740
1741 /* change_map_light() - used to change map light level (darkness)
1742 * up or down. Returns true if successful. It should now be
1743 * possible to change a value by more than 1.
1744 * Move this from los.c to map.c since this is more related
1745 * to maps than los.
1746 * postive values make it darker, negative make it brighter
1747 */
1748
1749 int
1750 change_map_light (maptile *m, int change)
1751 {
1752 int new_level = m->darkness + change;
1753
1754 /* Nothing to do */
1755 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1756 {
1757 return 0;
1758 }
1759
1760 /* inform all players on the map */
1761 if (change > 0)
1762 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1763 else
1764 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1765
1766 /* Do extra checking. since m->darkness is a unsigned value,
1767 * we need to be extra careful about negative values.
1768 * In general, the checks below are only needed if change
1769 * is not +/-1
1770 */
1771 if (new_level < 0)
1772 m->darkness = 0;
1773 else if (new_level >= MAX_DARKNESS)
1774 m->darkness = MAX_DARKNESS;
1775 else
1776 m->darkness = new_level;
1777
1778 /* All clients need to get re-updated for the change */
1779 update_all_map_los (m);
1780 return 1;
1781 }
1782
1783 /*
1784 * This function updates various attributes about a specific space
1785 * on the map (what it looks like, whether it blocks magic,
1786 * has a living creatures, prevents people from passing
1787 * through, etc)
1788 */
1789 void
1790 mapspace::update_ ()
1791 {
1792 object *tmp, *last = 0;
1793 uint8 flags = 0, light = 0, anywhere = 0;
1794 New_Face *top, *floor, *middle;
1795 object *top_obj, *floor_obj, *middle_obj;
1796 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1797
1798 middle = blank_face;
1799 top = blank_face;
1800 floor = blank_face;
1801
1802 middle_obj = 0;
1803 top_obj = 0;
1804 floor_obj = 0;
1805
1806 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1807 {
1808 /* This could be made additive I guess (two lights better than
1809 * one). But if so, it shouldn't be a simple additive - 2
1810 * light bulbs do not illuminate twice as far as once since
1811 * it is a dissapation factor that is cubed.
1812 */
1813 if (tmp->glow_radius > light)
1814 light = tmp->glow_radius;
1815
1816 /* This call is needed in order to update objects the player
1817 * is standing in that have animations (ie, grass, fire, etc).
1818 * However, it also causes the look window to be re-drawn
1819 * 3 times each time the player moves, because many of the
1820 * functions the move_player calls eventualy call this.
1821 *
1822 * Always put the player down for drawing.
1823 */
1824 if (!tmp->invisible)
1825 {
1826 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1827 {
1828 top = tmp->face;
1829 top_obj = tmp;
1830 }
1831 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1832 {
1833 /* If we got a floor, that means middle and top were below it,
1834 * so should not be visible, so we clear them.
1835 */
1836 middle = blank_face;
1837 top = blank_face;
1838 floor = tmp->face;
1839 floor_obj = tmp;
1840 }
1841 /* Flag anywhere have high priority */
1842 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1843 {
1844 middle = tmp->face;
1845
1846 middle_obj = tmp;
1847 anywhere = 1;
1848 }
1849 /* Find the highest visible face around. If equal
1850 * visibilities, we still want the one nearer to the
1851 * top
1852 */
1853 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1854 {
1855 middle = tmp->face;
1856 middle_obj = tmp;
1857 }
1858 }
1859
1860 if (tmp == tmp->above)
1861 {
1862 LOG (llevError, "Error in structure of map\n");
1863 exit (-1);
1864 }
1865
1866 move_slow |= tmp->move_slow;
1867 move_block |= tmp->move_block;
1868 move_on |= tmp->move_on;
1869 move_off |= tmp->move_off;
1870 move_allow |= tmp->move_allow;
1871
1872 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1873 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1874 if (tmp->type == PLAYER) flags |= P_PLAYER;
1875 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1876 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1877 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1878 }
1879
1880 this->light = light;
1881 this->flags_ = flags;
1882 this->move_block = move_block & ~move_allow;
1883 this->move_on = move_on;
1884 this->move_off = move_off;
1885 this->move_slow = move_slow;
1886
1887 /* At this point, we have a floor face (if there is a floor),
1888 * and the floor is set - we are not going to touch it at
1889 * this point.
1890 * middle contains the highest visibility face.
1891 * top contains a player/monster face, if there is one.
1892 *
1893 * We now need to fill in top.face and/or middle.face.
1894 */
1895
1896 /* If the top face also happens to be high visibility, re-do our
1897 * middle face. This should not happen, as we already have the
1898 * else statement above so middle should not get set. OTOH, it
1899 * may be possible for the faces to match but be different objects.
1900 */
1901 if (top == middle)
1902 middle = blank_face;
1903
1904 /* There are three posibilities at this point:
1905 * 1) top face is set, need middle to be set.
1906 * 2) middle is set, need to set top.
1907 * 3) neither middle or top is set - need to set both.
1908 */
1909
1910 for (tmp = last; tmp; tmp = tmp->below)
1911 {
1912 /* Once we get to a floor, stop, since we already have a floor object */
1913 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1914 break;
1915
1916 /* If two top faces are already set, quit processing */
1917 if ((top != blank_face) && (middle != blank_face))
1918 break;
1919
1920 /* Only show visible faces, unless its the editor - show all */
1921 if (!tmp->invisible || editor)
1922 {
1923 /* Fill in top if needed */
1924 if (top == blank_face)
1925 {
1926 top = tmp->face;
1927 top_obj = tmp;
1928 if (top == middle)
1929 middle = blank_face;
1930 }
1931 else
1932 {
1933 /* top is already set - we should only get here if
1934 * middle is not set
1935 *
1936 * Set the middle face and break out, since there is nothing
1937 * more to fill in. We don't check visiblity here, since
1938 *
1939 */
1940 if (tmp->face != top)
1941 {
1942 middle = tmp->face;
1943 middle_obj = tmp;
1944 break;
1945 }
1946 }
1947 }
1948 }
1949
1950 if (middle == floor)
1951 middle = blank_face;
1952
1953 if (top == middle)
1954 middle = blank_face;
1955
1956 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0;
1957 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0;
1958 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1959 }
1960
1961 void
1962 set_map_reset_time (maptile *map)
1963 {
1964 int timeout;
1965
1966 timeout = map->reset_timeout;
1967 if (timeout <= 0)
1968 timeout = MAP_DEFAULTRESET;
1969 if (timeout >= MAP_MAXRESET)
1970 timeout = MAP_MAXRESET;
1971 map->reset_time = time (0) + timeout;
1972 }
1973
1974 /* this updates the orig_map->tile_map[tile_num] value after loading
1975 * the map. It also takes care of linking back the freshly loaded
1976 * maps tile_map values if it tiles back to this one. It returns
1977 * the value of orig_map->tile_map[tile_num]. It really only does this
1978 * so that it is easier for calling functions to verify success.
1979 */
1980
1981 static maptile *
1982 load_and_link_tiled_map (maptile *orig_map, int tile_num)
1983 {
1984 int dest_tile = (tile_num + 2) % 4;
1985 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
1986
1987 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
1988
1989 /* need to do a strcmp here as the orig_map->path is not a shared string */
1990 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))
1991 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1992
1993 return orig_map->tile_map[tile_num];
1994 }
1995
1996 /* this returns TRUE if the coordinates (x,y) are out of
1997 * map m. This function also takes into account any
1998 * tiling considerations, loading adjacant maps as needed.
1999 * This is the function should always be used when it
2000 * necessary to check for valid coordinates.
2001 * This function will recursively call itself for the
2002 * tiled maps.
2003 *
2004 *
2005 */
2006 int
2007 out_of_map (maptile *m, int x, int y)
2008 {
2009 /* If we get passed a null map, this is obviously the
2010 * case. This generally shouldn't happen, but if the
2011 * map loads fail below, it could happen.
2012 */
2013 if (!m)
2014 return 0;
2015
2016 if (x < 0)
2017 {
2018 if (!m->tile_path[3])
2019 return 1;
2020
2021 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2022 load_and_link_tiled_map (m, 3);
2023
2024 return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y));
2025 }
2026
2027 if (x >= m->width)
2028 {
2029 if (!m->tile_path[1])
2030 return 1;
2031
2032 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2033 load_and_link_tiled_map (m, 1);
2034
2035 return (out_of_map (m->tile_map[1], x - m->width, y));
2036 }
2037
2038 if (y < 0)
2039 {
2040 if (!m->tile_path[0])
2041 return 1;
2042
2043 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map (m, 0);
2045
2046 return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height));
2047 }
2048
2049 if (y >= m->height)
2050 {
2051 if (!m->tile_path[2])
2052 return 1;
2053
2054 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2055 load_and_link_tiled_map (m, 2);
2056
2057 return (out_of_map (m->tile_map[2], x, y - m->height));
2058 }
2059
2060 /* Simple case - coordinates are within this local
2061 * map.
2062 */
2063 return 0;
2064 }
2065
2066 /* This is basically the same as out_of_map above, but
2067 * instead we return NULL if no map is valid (coordinates
2068 * out of bounds and no tiled map), otherwise it returns
2069 * the map as that the coordinates are really on, and
2070 * updates x and y to be the localized coordinates.
2071 * Using this is more efficient of calling out_of_map
2072 * and then figuring out what the real map is
2073 */
2074 maptile *
2075 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2076 {
2077
2078 if (*x < 0)
2079 {
2080 if (!m->tile_path[3])
2081 return 0;
2082 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2083 load_and_link_tiled_map (m, 3);
2084
2085 *x += m->tile_map[3]->width;
2086 return (get_map_from_coord (m->tile_map[3], x, y));
2087 }
2088
2089 if (*x >= m->width)
2090 {
2091 if (!m->tile_path[1])
2092 return 0;
2093
2094 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2095 load_and_link_tiled_map (m, 1);
2096
2097 *x -= m->width;
2098 return (get_map_from_coord (m->tile_map[1], x, y));
2099 }
2100
2101 if (*y < 0)
2102 {
2103 if (!m->tile_path[0])
2104 return 0;
2105
2106 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2107 load_and_link_tiled_map (m, 0);
2108
2109 *y += m->tile_map[0]->height;
2110 return (get_map_from_coord (m->tile_map[0], x, y));
2111 }
2112
2113 if (*y >= m->height)
2114 {
2115 if (!m->tile_path[2])
2116 return 0;
2117
2118 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2119 load_and_link_tiled_map (m, 2);
2120
2121 *y -= m->height;
2122 return (get_map_from_coord (m->tile_map[2], x, y));
2123 }
2124
2125 /* Simple case - coordinates are within this local
2126 * map.
2127 */
2128
2129 return m;
2130 }
2131
2132 /**
2133 * Return whether map2 is adjacent to map1. If so, store the distance from
2134 * map1 to map2 in dx/dy.
2135 */
2136 static int
2137 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2138 {
2139 if (!map1 || !map2)
2140 return 0;
2141
2142 if (map1 == map2)
2143 {
2144 *dx = 0;
2145 *dy = 0;
2146
2147 }
2148 else if (map1->tile_map[0] == map2)
2149 { /* up */
2150 *dx = 0;
2151 *dy = -map2->height;
2152 }
2153 else if (map1->tile_map[1] == map2)
2154 { /* right */
2155 *dx = map1->width;
2156 *dy = 0;
2157 }
2158 else if (map1->tile_map[2] == map2)
2159 { /* down */
2160 *dx = 0;
2161 *dy = map1->height;
2162 }
2163 else if (map1->tile_map[3] == map2)
2164 { /* left */
2165 *dx = -map2->width;
2166 *dy = 0;
2167
2168 }
2169 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2170 { /* up right */
2171 *dx = map1->tile_map[0]->width;
2172 *dy = -map1->tile_map[0]->height;
2173 }
2174 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2175 { /* up left */
2176 *dx = -map2->width;
2177 *dy = -map1->tile_map[0]->height;
2178 }
2179 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2180 { /* right up */
2181 *dx = map1->width;
2182 *dy = -map2->height;
2183 }
2184 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2185 { /* right down */
2186 *dx = map1->width;
2187 *dy = map1->tile_map[1]->height;
2188 }
2189 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2190 { /* down right */
2191 *dx = map1->tile_map[2]->width;
2192 *dy = map1->height;
2193 }
2194 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2195 { /* down left */
2196 *dx = -map2->width;
2197 *dy = map1->height;
2198 }
2199 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2200 { /* left up */
2201 *dx = -map1->tile_map[3]->width;
2202 *dy = -map2->height;
2203 }
2204 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2205 { /* left down */
2206 *dx = -map1->tile_map[3]->width;
2207 *dy = map1->tile_map[3]->height;
2208
2209 }
2210 else
2211 { /* not "adjacent" enough */
2212 return 0;
2213 }
2214
2215 return 1;
2216 }
2217
2218 /* From map.c
2219 * This is used by get_player to determine where the other
2220 * creature is. get_rangevector takes into account map tiling,
2221 * so you just can not look the the map coordinates and get the
2222 * righte value. distance_x/y are distance away, which
2223 * can be negativbe. direction is the crossfire direction scheme
2224 * that the creature should head. part is the part of the
2225 * monster that is closest.
2226 *
2227 * get_rangevector looks at op1 and op2, and fills in the
2228 * structure for op1 to get to op2.
2229 * We already trust that the caller has verified that the
2230 * two objects are at least on adjacent maps. If not,
2231 * results are not likely to be what is desired.
2232 * if the objects are not on maps, results are also likely to
2233 * be unexpected
2234 *
2235 * currently, the only flag supported (0x1) is don't translate for
2236 * closest body part of 'op1'
2237 */
2238
2239 void
2240 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2241 {
2242 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2243 {
2244 /* be conservative and fill in _some_ data */
2245 retval->distance = 100000;
2246 retval->distance_x = 32767;
2247 retval->distance_y = 32767;
2248 retval->direction = 0;
2249 retval->part = 0;
2250 }
2251 else
2252 {
2253 object *best;
2254
2255 retval->distance_x += op2->x - op1->x;
2256 retval->distance_y += op2->y - op1->y;
2257
2258 best = op1;
2259 /* If this is multipart, find the closest part now */
2260 if (!(flags & 0x1) && op1->more)
2261 {
2262 object *tmp;
2263 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2264
2265 /* we just take the offset of the piece to head to figure
2266 * distance instead of doing all that work above again
2267 * since the distance fields we set above are positive in the
2268 * same axis as is used for multipart objects, the simply arithmetic
2269 * below works.
2270 */
2271 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2272 {
2273 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2274 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2275 if (tmpi < best_distance)
2276 {
2277 best_distance = tmpi;
2278 best = tmp;
2279 }
2280 }
2281 if (best != op1)
2282 {
2283 retval->distance_x += op1->x - best->x;
2284 retval->distance_y += op1->y - best->y;
2285 }
2286 }
2287 retval->part = best;
2288 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2289 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2290 }
2291 }
2292
2293 /* this is basically the same as get_rangevector above, but instead of
2294 * the first parameter being an object, it instead is the map
2295 * and x,y coordinates - this is used for path to player -
2296 * since the object is not infact moving but we are trying to traverse
2297 * the path, we need this.
2298 * flags has no meaning for this function at this time - I kept it in to
2299 * be more consistant with the above function and also in case they are needed
2300 * for something in the future. Also, since no object is pasted, the best
2301 * field of the rv_vector is set to NULL.
2302 */
2303
2304 void
2305 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2306 {
2307 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2308 {
2309 /* be conservative and fill in _some_ data */
2310 retval->distance = 100000;
2311 retval->distance_x = 32767;
2312 retval->distance_y = 32767;
2313 retval->direction = 0;
2314 retval->part = 0;
2315 }
2316 else
2317 {
2318 retval->distance_x += op2->x - x;
2319 retval->distance_y += op2->y - y;
2320
2321 retval->part = NULL;
2322 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2323 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2324 }
2325 }
2326
2327 /* Returns true of op1 and op2 are effectively on the same map
2328 * (as related to map tiling). Note that this looks for a path from
2329 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2330 * to op1, this will still return false.
2331 * Note we only look one map out to keep the processing simple
2332 * and efficient. This could probably be a macro.
2333 * MSW 2001-08-05
2334 */
2335 int
2336 on_same_map (const object *op1, const object *op2)
2337 {
2338 int dx, dy;
2339
2340 return adjacent_map (op1->map, op2->map, &dx, &dy);
2341 }
2342
2343 object *
2344 maptile::insert (object *op, int x, int y, object *originator, int flags)
2345 {
2346 if (!op->flag [FLAG_REMOVED])
2347 op->remove ();
2348
2349 return insert_ob_in_map_at (op, this, originator, flags, x, y);
2350 }
2351