1 |
/* |
2 |
* static char *rcsid_map_c = |
3 |
* "$Id: map.C,v 1.8 2006-08-26 08:44:04 root Exp $"; |
4 |
*/ |
5 |
|
6 |
/* |
7 |
CrossFire, A Multiplayer game for X-windows |
8 |
|
9 |
Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team |
10 |
Copyright (C) 1992 Frank Tore Johansen |
11 |
|
12 |
This program is free software; you can redistribute it and/or modify |
13 |
it under the terms of the GNU General Public License as published by |
14 |
the Free Software Foundation; either version 2 of the License, or |
15 |
(at your option) any later version. |
16 |
|
17 |
This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
23 |
along with this program; if not, write to the Free Software |
24 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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|
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#include <global.h> |
31 |
#include <funcpoint.h> |
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|
33 |
#include <loader.h> |
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#ifndef WIN32 /* ---win32 exclude header */ |
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#include <unistd.h> |
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#endif /* win32 */ |
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|
38 |
#include "path.h" |
39 |
|
40 |
|
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extern int nrofallocobjects,nroffreeobjects; |
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|
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/* |
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* Returns the mapstruct which has a name matching the given argument. |
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* return NULL if no match is found. |
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*/ |
47 |
|
48 |
mapstruct *has_been_loaded (const char *name) { |
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mapstruct *map; |
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|
51 |
if (!name || !*name) |
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return 0; |
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for (map = first_map; map; map = map->next) |
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if (!strcmp (name, map->path)) |
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break; |
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return (map); |
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} |
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|
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/* |
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* This makes a path absolute outside the world of Crossfire. |
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* In other words, it prepends LIBDIR/MAPDIR/ to the given path |
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* and returns the pointer to a static array containing the result. |
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* it really should be called create_mapname |
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*/ |
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|
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const char *create_pathname (const char *name) { |
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static char buf[MAX_BUF]; |
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|
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/* Why? having extra / doesn't confuse unix anyplace? Dependancies |
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* someplace else in the code? msw 2-17-97 |
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*/ |
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if (*name == '/') |
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sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name); |
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else |
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sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); |
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return (buf); |
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} |
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|
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/* |
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* same as create_pathname, but for the overlay maps. |
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*/ |
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|
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const char *create_overlay_pathname (const char *name) { |
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static char buf[MAX_BUF]; |
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|
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/* Why? having extra / doesn't confuse unix anyplace? Dependancies |
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* someplace else in the code? msw 2-17-97 |
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*/ |
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if (*name == '/') |
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sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name); |
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else |
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sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name); |
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return (buf); |
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} |
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|
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/* |
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* same as create_pathname, but for the template maps. |
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*/ |
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|
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const char *create_template_pathname (const char *name) { |
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static char buf[MAX_BUF]; |
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|
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/* Why? having extra / doesn't confuse unix anyplace? Dependancies |
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* someplace else in the code? msw 2-17-97 |
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*/ |
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if (*name == '/') |
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sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name); |
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else |
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sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name); |
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return (buf); |
111 |
} |
112 |
|
113 |
/* |
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* This makes absolute path to the itemfile where unique objects |
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* will be saved. Converts '/' to '@'. I think it's essier maintain |
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* files than full directory structure, but if this is problem it can |
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* be changed. |
118 |
*/ |
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static const char *create_items_path (const char *s) { |
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static char buf[MAX_BUF]; |
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char *t; |
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|
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if (*s == '/') |
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s++; |
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|
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sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir); |
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|
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for (t=buf+strlen(buf); *s; s++,t++) |
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if (*s == '/') |
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*t = '@'; |
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else |
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*t = *s; |
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*t = 0; |
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return (buf); |
135 |
} |
136 |
|
137 |
|
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/* |
139 |
* This function checks if a file with the given path exists. |
140 |
* -1 is returned if it fails, otherwise the mode of the file |
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* is returned. |
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* It tries out all the compression suffixes listed in the uncomp[] array. |
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* |
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* If prepend_dir is set, then we call create_pathname (which prepends |
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* libdir & mapdir). Otherwise, we assume the name given is fully |
146 |
* complete. |
147 |
* Only the editor actually cares about the writablity of this - |
148 |
* the rest of the code only cares that the file is readable. |
149 |
* when the editor goes away, the call to stat should probably be |
150 |
* replaced by an access instead (similar to the windows one, but |
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* that seems to be missing the prepend_dir processing |
152 |
*/ |
153 |
|
154 |
int check_path (const char *name, int prepend_dir) |
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{ |
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char buf[MAX_BUF]; |
157 |
#ifndef WIN32 |
158 |
char *endbuf; |
159 |
struct stat statbuf; |
160 |
int mode = 0, i; |
161 |
#endif |
162 |
|
163 |
if (prepend_dir) |
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strcpy (buf, create_pathname(name)); |
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else |
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strcpy(buf, name); |
167 |
#ifdef WIN32 /* ***win32: check this sucker in windows style. */ |
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return(_access(buf,0)); |
169 |
#else |
170 |
|
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/* old method (strchr(buf, '\0')) seemd very odd to me - |
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* this method should be equivalant and is clearer. |
173 |
* Can not use strcat because we need to cycle through |
174 |
* all the names. |
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*/ |
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endbuf = buf + strlen(buf); |
177 |
|
178 |
for (i = 0; i < NROF_COMPRESS_METHODS; i++) { |
179 |
if (uncomp[i][0]) |
180 |
strcpy(endbuf, uncomp[i][0]); |
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else |
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*endbuf = '\0'; |
183 |
if (!stat (buf, &statbuf)) |
184 |
break; |
185 |
} |
186 |
if (i == NROF_COMPRESS_METHODS) |
187 |
return (-1); |
188 |
if (!S_ISREG (statbuf.st_mode)) |
189 |
return (-1); |
190 |
|
191 |
if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || |
192 |
((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || |
193 |
(statbuf.st_mode & S_IROTH)) |
194 |
mode |= 4; |
195 |
|
196 |
if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || |
197 |
(statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || |
198 |
(statbuf.st_mode & S_IWOTH)) |
199 |
mode |= 2; |
200 |
|
201 |
return (mode); |
202 |
#endif |
203 |
} |
204 |
|
205 |
/* |
206 |
* Prints out debug-information about a map. |
207 |
* Dumping these at llevError doesn't seem right, but is |
208 |
* necessary to make sure the information is in fact logged. |
209 |
*/ |
210 |
|
211 |
void dump_map(const mapstruct *m) { |
212 |
LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory); |
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LOG(llevError,"Size: %dx%d Start: %d,%d\n", |
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MAP_WIDTH(m), MAP_HEIGHT(m), |
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MAP_ENTER_X(m), MAP_ENTER_Y(m)); |
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|
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if(m->msg!=NULL) |
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LOG(llevError,"Message:\n%s",m->msg); |
219 |
|
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if(m->maplore!=NULL) |
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LOG(llevError,"Lore:\n%s",m->maplore); |
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|
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if(m->tmpname!=NULL) |
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LOG(llevError,"Tmpname: %s\n",m->tmpname); |
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|
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LOG(llevError,"Difficulty: %d\n",m->difficulty); |
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LOG(llevError,"Darkness: %d\n",m->darkness); |
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} |
229 |
|
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/* |
231 |
* Prints out debug-information about all maps. |
232 |
* This basically just goes through all the maps and calls |
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* dump_map on each one. |
234 |
*/ |
235 |
|
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void dump_all_maps(void) { |
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mapstruct *m; |
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for(m=first_map;m!=NULL;m=m->next) { |
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dump_map(m); |
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} |
241 |
} |
242 |
|
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/* This rolls up wall, blocks_magic, blocks_view, etc, all into |
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* one function that just returns a P_.. value (see map.h) |
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* it will also do map translation for tiled maps, returning |
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* new values into newmap, nx, and ny. Any and all of those |
247 |
* values can be null, in which case if a new map is needed (returned |
248 |
* by a P_NEW_MAP value, another call to get_map_from_coord |
249 |
* is needed. The case of not passing values is if we're just |
250 |
* checking for the existence of something on those spaces, but |
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* don't expect to insert/remove anything from those spaces. |
252 |
*/ |
253 |
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) |
254 |
{ |
255 |
sint16 newx, newy; |
256 |
int retval=0; |
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mapstruct *mp; |
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|
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if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP; |
260 |
newx = x; |
261 |
newy = y; |
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mp = get_map_from_coord(oldmap, &newx, &newy); |
263 |
if (mp != oldmap) |
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retval |= P_NEW_MAP; |
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if (newmap) *newmap = mp; |
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if (nx) *nx = newx; |
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if (ny) *ny = newy; |
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retval |= mp->spaces[newx + mp->width * newy].flags; |
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|
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if (retval & P_SAFE) |
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retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these |
272 |
|
273 |
return retval; |
274 |
} |
275 |
|
276 |
|
277 |
/* |
278 |
* Returns true if the given coordinate is blocked except by the |
279 |
* object passed is not blocking. This is used with |
280 |
* multipart monsters - if we want to see if a 2x2 monster |
281 |
* can move 1 space to the left, we don't want its own area |
282 |
* to block it from moving there. |
283 |
* Returns TRUE if the space is blocked by something other than the |
284 |
* monster. |
285 |
* m, x, y are the target map/coordinates - needed for map tiling. |
286 |
* the coordinates & map passed in should have been updated for tiling |
287 |
* by the caller. |
288 |
*/ |
289 |
|
290 |
int blocked_link(object *ob, mapstruct *m, int sx, int sy) { |
291 |
object *tmp; |
292 |
int mflags, blocked; |
293 |
|
294 |
/* Make sure the coordinates are valid - they should be, as caller should |
295 |
* have already checked this. |
296 |
*/ |
297 |
if (OUT_OF_REAL_MAP(m, sx, sy)) { |
298 |
LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); |
299 |
return 1; |
300 |
} |
301 |
|
302 |
/* Save some cycles - instead of calling get_map_flags(), just get the value |
303 |
* directly. |
304 |
*/ |
305 |
mflags = m->spaces[sx + m->width * sy].flags; |
306 |
|
307 |
blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); |
308 |
|
309 |
/* If space is currently not blocked by anything, no need to |
310 |
* go further. Not true for players - all sorts of special |
311 |
* things we need to do for players. |
312 |
*/ |
313 |
if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; |
314 |
|
315 |
/* if there isn't anytyhing alive on this space, and this space isn't |
316 |
* otherwise blocked, we can return now. Only if there is a living |
317 |
* creature do we need to investigate if it is part of this creature |
318 |
* or another. Likewise, only if something is blocking us do we |
319 |
* need to investigate if there is a special circumstance that would |
320 |
* let the player through (inventory checkers for example) |
321 |
*/ |
322 |
if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; |
323 |
|
324 |
if(ob->head != NULL) |
325 |
ob=ob->head; |
326 |
|
327 |
/* We basically go through the stack of objects, and if there is |
328 |
* some other object that has NO_PASS or FLAG_ALIVE set, return |
329 |
* true. If we get through the entire stack, that must mean |
330 |
* ob is blocking it, so return 0. |
331 |
*/ |
332 |
for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { |
333 |
|
334 |
/* This must be before the checks below. Code for inventory checkers. */ |
335 |
if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { |
336 |
/* If last_sp is set, the player/monster needs an object, |
337 |
* so we check for it. If they don't have it, they can't |
338 |
* pass through this space. |
339 |
*/ |
340 |
if (tmp->last_sp) { |
341 |
if (check_inv_recursive(ob,tmp)==NULL) |
342 |
return 1; |
343 |
else |
344 |
continue; |
345 |
} else { |
346 |
/* In this case, the player must not have the object - |
347 |
* if they do, they can't pass through. |
348 |
*/ |
349 |
if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */ |
350 |
return 1; |
351 |
else |
352 |
continue; |
353 |
} |
354 |
} /* if check_inv */ |
355 |
else { |
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)) return 1; |
363 |
if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && |
364 |
tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) |
365 |
return 1; |
366 |
} |
367 |
|
368 |
} |
369 |
return 0; |
370 |
} |
371 |
|
372 |
|
373 |
/* |
374 |
* Returns true if the given object can't fit in the given spot. |
375 |
* This is meant for multi space objects - for single space objecs, |
376 |
* just calling get_map_blocked and checking that against movement type |
377 |
* of object. This function goes through all the parts of the |
378 |
* multipart object and makes sure they can be inserted. |
379 |
* |
380 |
* While this doesn't call out of map, the get_map_flags does. |
381 |
* |
382 |
* This function has been used to deprecate arch_out_of_map - |
383 |
* this function also does that check, and since in most cases, |
384 |
* a call to one would follow the other, doesn't make a lot of sense to |
385 |
* have two seperate functions for this. |
386 |
* |
387 |
* This returns nonzero if this arch can not go on the space provided, |
388 |
* 0 otherwise. the return value will contain the P_.. value |
389 |
* so the caller can know why this object can't go on the map. |
390 |
* Note that callers should not expect P_NEW_MAP to be set |
391 |
* in return codes - since the object is multispace - if |
392 |
* we did return values, what do you return if half the object |
393 |
* is one map, half on another. |
394 |
* |
395 |
* Note this used to be arch_blocked, but with new movement |
396 |
* code, we need to have actual object to check its move_type |
397 |
* against the move_block values. |
398 |
*/ |
399 |
|
400 |
int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { |
401 |
archetype *tmp; |
402 |
int flag; |
403 |
mapstruct *m1; |
404 |
sint16 sx, sy; |
405 |
|
406 |
if(ob==NULL) { |
407 |
flag= get_map_flags(m,&m1, x,y, &sx, &sy); |
408 |
if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; |
409 |
|
410 |
/* don't have object, so don't know what types would block */ |
411 |
return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); |
412 |
} |
413 |
|
414 |
for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { |
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) return P_OUT_OF_MAP; |
418 |
if (flag & P_IS_ALIVE) return P_IS_ALIVE; |
419 |
|
420 |
/* find_first_free_spot() calls this function. However, often |
421 |
* ob doesn't have any move type (when used to place exits) |
422 |
* so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. |
423 |
*/ |
424 |
|
425 |
if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; |
426 |
|
427 |
/* Note it is intentional that we check ob - the movement type of the |
428 |
* head of the object should correspond for the entire object. |
429 |
*/ |
430 |
if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) |
431 |
return AB_NO_PASS; |
432 |
|
433 |
} |
434 |
return 0; |
435 |
} |
436 |
|
437 |
/* When the map is loaded, load_object does not actually insert objects |
438 |
* into inventory, but just links them. What this does is go through |
439 |
* and insert them properly. |
440 |
* The object 'container' is the object that contains the inventory. |
441 |
* This is needed so that we can update the containers weight. |
442 |
*/ |
443 |
|
444 |
void fix_container(object *container) |
445 |
{ |
446 |
object *tmp=container->inv, *next; |
447 |
|
448 |
container->inv=NULL; |
449 |
while (tmp!=NULL) { |
450 |
next = tmp->below; |
451 |
if (tmp->inv) |
452 |
fix_container(tmp); |
453 |
(void) insert_ob_in_ob(tmp,container); |
454 |
tmp = next; |
455 |
} |
456 |
/* sum_weight will go through and calculate what all the containers are |
457 |
* carrying. |
458 |
*/ |
459 |
sum_weight(container); |
460 |
} |
461 |
|
462 |
/* link_multipart_objects go through all the objects on the map looking |
463 |
* for objects whose arch says they are multipart yet according to the |
464 |
* info we have, they only have the head (as would be expected when |
465 |
* they are saved). We do have to look for the old maps that did save |
466 |
* the more sections and not re-add sections for them. |
467 |
*/ |
468 |
|
469 |
static void link_multipart_objects(mapstruct *m) |
470 |
{ |
471 |
int x,y; |
472 |
object *tmp, *op, *last, *above; |
473 |
archetype *at; |
474 |
|
475 |
for(x=0;x<MAP_WIDTH(m);x++) |
476 |
for(y=0;y<MAP_HEIGHT(m);y++) |
477 |
for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { |
478 |
above=tmp->above; |
479 |
|
480 |
/* already multipart - don't do anything more */ |
481 |
if (tmp->head || tmp->more) continue; |
482 |
|
483 |
/* If there is nothing more to this object, this for loop |
484 |
* won't do anything. |
485 |
*/ |
486 |
for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { |
487 |
op = arch_to_object(at); |
488 |
|
489 |
/* update x,y coordinates */ |
490 |
op->x += tmp->x; |
491 |
op->y += tmp->y; |
492 |
op->head = tmp; |
493 |
op->map = m; |
494 |
last->more = op; |
495 |
if (tmp->name != op->name) { |
496 |
if (op->name) free_string(op->name); |
497 |
op->name = add_string(tmp->name); |
498 |
} |
499 |
if (tmp->title != op->title) { |
500 |
if (op->title) free_string(op->title); |
501 |
op->title = add_string(tmp->title); |
502 |
} |
503 |
/* we could link all the parts onto tmp, and then just |
504 |
* call insert_ob_in_map once, but the effect is the same, |
505 |
* as insert_ob_in_map will call itself with each part, and |
506 |
* the coding is simpler to just to it here with each part. |
507 |
*/ |
508 |
insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); |
509 |
} /* for at = tmp->arch->more */ |
510 |
} /* for objects on this space */ |
511 |
} |
512 |
|
513 |
|
514 |
|
515 |
/* |
516 |
* Loads (ands parses) the objects into a given map from the specified |
517 |
* file pointer. |
518 |
* mapflags is the same as we get with load_original_map |
519 |
*/ |
520 |
|
521 |
void load_objects (mapstruct *m, FILE *fp, object_thawer &thawer, int mapflags) { |
522 |
int i,j,bufstate=LO_NEWFILE; |
523 |
int unique; |
524 |
object *op, *prev=NULL,*last_more=NULL, *otmp; |
525 |
|
526 |
op=get_object(); |
527 |
op->map = m; /* To handle buttons correctly */ |
528 |
|
529 |
while((i = load_object (fp, thawer, op, bufstate, mapflags))) { |
530 |
/* Since the loading of the map header does not load an object |
531 |
* anymore, we need to pass LO_NEWFILE for the first object loaded, |
532 |
* and then switch to LO_REPEAT for faster loading. |
533 |
*/ |
534 |
bufstate = LO_REPEAT; |
535 |
|
536 |
/* if the archetype for the object is null, means that we |
537 |
* got an invalid object. Don't do anything with it - the game |
538 |
* or editor will not be able to do anything with it either. |
539 |
*/ |
540 |
if (op->arch==NULL) { |
541 |
LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); |
542 |
continue; |
543 |
} |
544 |
|
545 |
|
546 |
switch(i) { |
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) || |
550 |
QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) |
551 |
insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); |
552 |
else |
553 |
insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); |
554 |
|
555 |
if (op->inv) |
556 |
sum_weight(op); |
557 |
|
558 |
prev=op,last_more=op; |
559 |
break; |
560 |
|
561 |
case LL_MORE: |
562 |
insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); |
563 |
op->head=prev,last_more->more=op,last_more=op; |
564 |
break; |
565 |
} |
566 |
if (mapflags & MAP_STYLE) { |
567 |
remove_from_active_list(op); |
568 |
} |
569 |
op=get_object(); |
570 |
op->map = m; |
571 |
} |
572 |
for (i=0;i<m->width;i++){ |
573 |
for (j=0;j<m->height;j++){ |
574 |
unique =0; |
575 |
/* check for unique items, or unique squares */ |
576 |
for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { |
577 |
if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) |
578 |
unique = 1; |
579 |
if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) |
580 |
SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); |
581 |
} |
582 |
} |
583 |
} |
584 |
free_object(op); |
585 |
link_multipart_objects(m); |
586 |
} |
587 |
|
588 |
/* This saves all the objects on the map in a non destructive fashion. |
589 |
* Modified by MSW 2001-07-01 to do in a single pass - reduces code, |
590 |
* and we only save the head of multi part objects - this is needed |
591 |
* in order to do map tiling properly. |
592 |
*/ |
593 |
void save_objects (mapstruct *m, FILE *fp, object_freezer &freezer, FILE *fp2, object_freezer &freezer2, int flag) { |
594 |
int i, j = 0,unique=0; |
595 |
object *op; |
596 |
/* first pass - save one-part objects */ |
597 |
for(i = 0; i < MAP_WIDTH(m); i++) |
598 |
for (j = 0; j < MAP_HEIGHT(m); j++) { |
599 |
unique=0; |
600 |
for(op = get_map_ob (m, i, j); op; op = op->above) { |
601 |
if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) |
602 |
unique=1; |
603 |
|
604 |
if(op->type == PLAYER) { |
605 |
LOG(llevDebug, "Player on map that is being saved\n"); |
606 |
continue; |
607 |
} |
608 |
|
609 |
if (op->head || op->owner) |
610 |
continue; |
611 |
|
612 |
if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) |
613 |
save_object( fp2 , freezer2, op, 3); |
614 |
else |
615 |
if (flag == 0 || |
616 |
(flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) && |
617 |
!QUERY_FLAG(op, FLAG_UNPAID)))) |
618 |
save_object(fp, freezer, op, 3); |
619 |
|
620 |
} /* for this space */ |
621 |
} /* for this j */ |
622 |
} |
623 |
|
624 |
/* |
625 |
* Allocates, initialises, and returns a pointer to a mapstruct. |
626 |
* Modified to no longer take a path option which was not being |
627 |
* used anyways. MSW 2001-07-01 |
628 |
*/ |
629 |
|
630 |
mapstruct *get_linked_map(void) { |
631 |
mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct)); |
632 |
mapstruct *mp; |
633 |
|
634 |
if(map==NULL) |
635 |
fatal(OUT_OF_MEMORY); |
636 |
|
637 |
for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next); |
638 |
if(mp==NULL) |
639 |
first_map=map; |
640 |
else |
641 |
mp->next=map; |
642 |
|
643 |
map->in_memory=MAP_SWAPPED; |
644 |
/* The maps used to pick up default x and y values from the |
645 |
* map archetype. Mimic that behaviour. |
646 |
*/ |
647 |
MAP_WIDTH(map)=16; |
648 |
MAP_HEIGHT(map)=16; |
649 |
MAP_RESET_TIMEOUT(map)=0; |
650 |
MAP_TIMEOUT(map)=300; |
651 |
MAP_ENTER_X(map)=0; |
652 |
MAP_ENTER_Y(map)=0; |
653 |
/*set part to -1 indicating conversion to weather map not yet done*/ |
654 |
MAP_WORLDPARTX(map)=-1; |
655 |
MAP_WORLDPARTY(map)=-1; |
656 |
return map; |
657 |
} |
658 |
|
659 |
/* |
660 |
* Allocates the arrays contained in a mapstruct. |
661 |
* This basically allocates the dynamic array of spaces for the |
662 |
* map. |
663 |
*/ |
664 |
|
665 |
void allocate_map(mapstruct *m) { |
666 |
m->in_memory = MAP_IN_MEMORY; |
667 |
/* Log this condition and free the storage. We could I suppose |
668 |
* realloc, but if the caller is presuming the data will be intact, |
669 |
* that is their poor assumption. |
670 |
*/ |
671 |
if (m->spaces) { |
672 |
LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path); |
673 |
free(m->spaces); |
674 |
} |
675 |
|
676 |
m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace)); |
677 |
|
678 |
if(m->spaces==NULL) |
679 |
fatal(OUT_OF_MEMORY); |
680 |
} |
681 |
|
682 |
/* Create and returns a map of the specific size. Used |
683 |
* in random map code and the editor. |
684 |
*/ |
685 |
mapstruct *get_empty_map(int sizex, int sizey) { |
686 |
mapstruct *m = get_linked_map(); |
687 |
m->width = sizex; |
688 |
m->height = sizey; |
689 |
m->in_memory = MAP_SWAPPED; |
690 |
allocate_map(m); |
691 |
return m; |
692 |
} |
693 |
|
694 |
/* Takes a string from a map definition and outputs a pointer to the array of shopitems |
695 |
* corresponding to that string. Memory is allocated for this, it must be freed |
696 |
* at a later date. |
697 |
* Called by parse_map_headers below. |
698 |
*/ |
699 |
|
700 |
static shopitems *parse_shop_string (const char *input_string) { |
701 |
char *shop_string, *p, *q, *next_semicolon, *next_colon; |
702 |
shopitems *items=NULL; |
703 |
int i=0, number_of_entries=0; |
704 |
const typedata *current_type; |
705 |
|
706 |
shop_string=strdup_local(input_string); |
707 |
p=shop_string; |
708 |
/* first we'll count the entries, we'll need that for allocating the array shortly */ |
709 |
while (p) { |
710 |
p=strchr(p, ';'); |
711 |
number_of_entries++; |
712 |
if (p) p++; |
713 |
} |
714 |
p=shop_string; |
715 |
strip_endline(p); |
716 |
items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); |
717 |
memset(items, 0, (sizeof(shopitems) * number_of_entries+1)); |
718 |
for (i=0; i<number_of_entries; i++) { |
719 |
if (!p) { |
720 |
LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); |
721 |
break; |
722 |
} |
723 |
next_semicolon=strchr(p, ';'); |
724 |
next_colon=strchr(p, ':'); |
725 |
/* if there is a stregth specified, figure out what it is, we'll need it soon. */ |
726 |
if (next_colon &&( !next_semicolon || next_colon<next_semicolon)) |
727 |
items[i].strength=atoi(strchr(p,':')+1); |
728 |
|
729 |
if (isdigit(*p) || *p=='*') { |
730 |
items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ |
731 |
current_type=get_typedata(items[i].typenum); |
732 |
if (current_type) { |
733 |
items[i].name=current_type->name; |
734 |
items[i].name_pl=current_type->name_pl; |
735 |
} |
736 |
} |
737 |
else { /*we have a named type, let's figure out what it is */ |
738 |
q=strpbrk(p,";:"); |
739 |
if (q) *q='\0'; |
740 |
|
741 |
current_type=get_typedata_by_name(p); |
742 |
if (current_type) { |
743 |
items[i].name=current_type->name; |
744 |
items[i].typenum=current_type->number; |
745 |
items[i].name_pl=current_type->name_pl; |
746 |
} |
747 |
else { /* oh uh, something's wrong, let's free up this one, and try |
748 |
* the next entry while we're at it, better print a warning |
749 |
*/ |
750 |
LOG(llevError, "invalid type %s defined in shopitems in string %s\n", |
751 |
p, input_string); |
752 |
} |
753 |
} |
754 |
items[i].index=number_of_entries; |
755 |
if (next_semicolon) p=++next_semicolon; |
756 |
else p=NULL; |
757 |
} |
758 |
free(shop_string); |
759 |
return items; |
760 |
} |
761 |
|
762 |
/* opposite of parse string, this puts the string that was originally fed in to |
763 |
* the map (or something equivilent) into output_string. */ |
764 |
static void print_shop_string(mapstruct *m, char *output_string) { |
765 |
int i; |
766 |
char tmp[MAX_BUF]; |
767 |
strcpy(output_string, ""); |
768 |
for (i=0; i< m->shopitems[0].index; i++) { |
769 |
if (m->shopitems[i].typenum) { |
770 |
if (m->shopitems[i].strength) { |
771 |
sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); |
772 |
} |
773 |
else sprintf(tmp, "%s;", m->shopitems[i].name); |
774 |
} |
775 |
else { |
776 |
if (m->shopitems[i].strength) { |
777 |
sprintf(tmp, "*:%d;", m->shopitems[i].strength); |
778 |
} |
779 |
else sprintf(tmp, "*"); |
780 |
} |
781 |
strcat(output_string, tmp); |
782 |
} |
783 |
} |
784 |
|
785 |
/* This loads the header information of the map. The header |
786 |
* contains things like difficulty, size, timeout, etc. |
787 |
* this used to be stored in the map object, but with the |
788 |
* addition of tiling, fields beyond that easily named in an |
789 |
* object structure were needed, so it just made sense to |
790 |
* put all the stuff in the map object so that names actually make |
791 |
* sense. |
792 |
* This could be done in lex (like the object loader), but I think |
793 |
* currently, there are few enough fields this is not a big deal. |
794 |
* MSW 2001-07-01 |
795 |
* return 0 on success, 1 on failure. |
796 |
*/ |
797 |
|
798 |
static int load_map_header(FILE *fp, mapstruct *m) |
799 |
{ |
800 |
char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; |
801 |
int msgpos=0; |
802 |
int maplorepos=0; |
803 |
|
804 |
while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { |
805 |
buf[HUGE_BUF-1] = 0; |
806 |
key = buf; |
807 |
while (isspace(*key)) key++; |
808 |
if (*key == 0) continue; /* empty line */ |
809 |
value = strchr(key, ' '); |
810 |
if (!value) { |
811 |
end = strchr(key, '\n'); |
812 |
if (end != NULL) { |
813 |
*end = 0; |
814 |
} |
815 |
} else { |
816 |
*value = 0; |
817 |
value++; |
818 |
end = strchr(value, '\n'); |
819 |
while (isspace(*value)) { |
820 |
value++; |
821 |
if (*value == '\0' || value == end) { |
822 |
/* Nothing but spaces. */ |
823 |
value = NULL; |
824 |
break; |
825 |
} |
826 |
} |
827 |
} |
828 |
if (!end) { |
829 |
LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", |
830 |
buf); |
831 |
return 1; |
832 |
} |
833 |
|
834 |
|
835 |
/* key is the field name, value is what it should be set |
836 |
* to. We've already done the work to null terminate key, |
837 |
* and strip off any leading spaces for both of these. |
838 |
* We have not touched the newline at the end of the line - |
839 |
* these are needed for some values. the end pointer |
840 |
* points to the first of the newlines. |
841 |
* value could be NULL! It would be easy enough to just point |
842 |
* this to "" to prevent cores, but that would let more errors slide |
843 |
* through. |
844 |
* |
845 |
* First check for entries that do not use the value parameter, then |
846 |
* validate that value is given and check for the remaining entries |
847 |
* that use the parameter. |
848 |
*/ |
849 |
|
850 |
if (!strcmp(key,"msg")) { |
851 |
while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { |
852 |
if (!strcmp(buf,"endmsg\n")) break; |
853 |
else { |
854 |
/* slightly more efficient than strcat */ |
855 |
strcpy(msgbuf+msgpos, buf); |
856 |
msgpos += strlen(buf); |
857 |
} |
858 |
} |
859 |
/* There are lots of maps that have empty messages (eg, msg/endmsg |
860 |
* with nothing between). There is no reason in those cases to |
861 |
* keep the empty message. Also, msgbuf contains garbage data |
862 |
* when msgpos is zero, so copying it results in crashes |
863 |
*/ |
864 |
if (msgpos != 0) |
865 |
m->msg = strdup_local(msgbuf); |
866 |
} |
867 |
else if (!strcmp(key,"maplore")) { |
868 |
while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { |
869 |
if (!strcmp(buf,"endmaplore\n")) break; |
870 |
else { |
871 |
/* slightly more efficient than strcat */ |
872 |
strcpy(maplorebuf+maplorepos, buf); |
873 |
maplorepos += strlen(buf); |
874 |
} |
875 |
} |
876 |
if (maplorepos != 0) |
877 |
m->maplore = strdup_local(maplorebuf); |
878 |
} |
879 |
else if (!strcmp(key,"end")) { |
880 |
break; |
881 |
} |
882 |
else if (value == NULL) { |
883 |
LOG(llevError, "Got '%s' line without parameter in map header\n", key); |
884 |
} |
885 |
else if (!strcmp(key, "arch")) { |
886 |
/* This is an oddity, but not something we care about much. */ |
887 |
if (strcmp(value,"map\n")) |
888 |
LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value); |
889 |
} |
890 |
else if (!strcmp(key,"name")) { |
891 |
*end=0; |
892 |
m->name = strdup_local(value); |
893 |
} |
894 |
/* first strcmp value on these are old names supported |
895 |
* for compatibility reasons. The new values (second) are |
896 |
* what really should be used. |
897 |
*/ |
898 |
else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) { |
899 |
m->enter_x = atoi(value); |
900 |
} else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) { |
901 |
m->enter_y = atoi(value); |
902 |
} else if (!strcmp(key,"x") || !strcmp(key, "width")) { |
903 |
m->width = atoi(value); |
904 |
} else if (!strcmp(key,"y") || !strcmp(key, "height")) { |
905 |
m->height = atoi(value); |
906 |
} else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) { |
907 |
m->reset_timeout = atoi(value); |
908 |
} else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) { |
909 |
m->timeout = atoi(value); |
910 |
} else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) { |
911 |
m->difficulty = atoi(value); |
912 |
} else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) { |
913 |
m->darkness = atoi(value); |
914 |
} else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) { |
915 |
m->fixed_resettime = atoi(value); |
916 |
} else if (!strcmp(key,"unique")) { |
917 |
m->unique = atoi(value); |
918 |
} else if (!strcmp(key,"template")) { |
919 |
m->templatemap = atoi(value); |
920 |
} else if (!strcmp(key,"region")) { |
921 |
m->region = get_region_by_name(value); |
922 |
} else if (!strcmp(key,"shopitems")) { |
923 |
*end=0; |
924 |
m->shopitems = parse_shop_string(value); |
925 |
} else if (!strcmp(key,"shopgreed")) { |
926 |
m->shopgreed = atof(value); |
927 |
} else if (!strcmp(key,"shopmin")) { |
928 |
m->shopmin = atol(value); |
929 |
} else if (!strcmp(key,"shopmax")) { |
930 |
m->shopmax = atol(value); |
931 |
} else if (!strcmp(key,"shoprace")) { |
932 |
*end=0; |
933 |
m->shoprace = strdup_local(value); |
934 |
} else if (!strcmp(key,"outdoor")) { |
935 |
m->outdoor = atoi(value); |
936 |
} else if (!strcmp(key, "temp")) { |
937 |
m->temp = atoi(value); |
938 |
} else if (!strcmp(key, "pressure")) { |
939 |
m->pressure = atoi(value); |
940 |
} else if (!strcmp(key, "humid")) { |
941 |
m->humid = atoi(value); |
942 |
} else if (!strcmp(key, "windspeed")) { |
943 |
m->windspeed = atoi(value); |
944 |
} else if (!strcmp(key, "winddir")) { |
945 |
m->winddir = atoi(value); |
946 |
} else if (!strcmp(key, "sky")) { |
947 |
m->sky = atoi(value); |
948 |
} else if (!strcmp(key, "nosmooth")) { |
949 |
m->nosmooth = atoi(value); |
950 |
} else if (!strcmp(key, "safe_map")) { |
951 |
m->safe_map = atoi(value); |
952 |
} |
953 |
else if (!strncmp(key,"tile_path_", 10)) { |
954 |
int tile=atoi(key+10); |
955 |
|
956 |
if (tile<1 || tile>4) { |
957 |
LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n", |
958 |
tile, m->path); |
959 |
} else { |
960 |
char *path; |
961 |
|
962 |
*end = 0; |
963 |
|
964 |
if (m->tile_path[tile-1]) { |
965 |
LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n", |
966 |
tile, m->path); |
967 |
free(m->tile_path[tile-1]); |
968 |
m->tile_path[tile-1] = NULL; |
969 |
} |
970 |
|
971 |
if (check_path(value, 1) != -1) { |
972 |
/* The unadorned path works. */ |
973 |
path = value; |
974 |
} else { |
975 |
/* Try again; it could be a relative exit. */ |
976 |
|
977 |
path = path_combine_and_normalize(m->path, value); |
978 |
|
979 |
if (check_path(path, 1) == -1) { |
980 |
LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value); |
981 |
path = NULL; |
982 |
} |
983 |
} |
984 |
|
985 |
if (editor) { |
986 |
/* Use the value as in the file. */ |
987 |
m->tile_path[tile-1] = strdup_local(value); |
988 |
} else if (path != NULL) { |
989 |
/* Use the normalized value. */ |
990 |
m->tile_path[tile-1] = strdup_local(path); |
991 |
} |
992 |
} /* end if tile direction (in)valid */ |
993 |
} |
994 |
else { |
995 |
LOG(llevError,"Got unknown value in map header: %s %s\n", key, value); |
996 |
} |
997 |
} |
998 |
if (!key || strcmp(key,"end")) { |
999 |
LOG(llevError,"Got premature eof on map header!\n"); |
1000 |
return 1; |
1001 |
} |
1002 |
return 0; |
1003 |
} |
1004 |
|
1005 |
/* |
1006 |
* Opens the file "filename" and reads information about the map |
1007 |
* from the given file, and stores it in a newly allocated |
1008 |
* mapstruct. A pointer to this structure is returned, or NULL on failure. |
1009 |
* flags correspond to those in map.h. Main ones used are |
1010 |
* MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and |
1011 |
* MAP_BLOCK, in which case we block on this load. This happens in all |
1012 |
* cases, no matter if this flag is set or not. |
1013 |
* MAP_STYLE: style map - don't add active objects, don't add to server |
1014 |
* managed map list. |
1015 |
*/ |
1016 |
|
1017 |
mapstruct *load_original_map(const char *filename, int flags) { |
1018 |
FILE *fp; |
1019 |
mapstruct *m; |
1020 |
int comp; |
1021 |
char pathname[MAX_BUF]; |
1022 |
|
1023 |
LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags); |
1024 |
if (flags & MAP_PLAYER_UNIQUE) |
1025 |
strcpy(pathname, filename); |
1026 |
else if (flags & MAP_OVERLAY) |
1027 |
strcpy(pathname, create_overlay_pathname(filename)); |
1028 |
else |
1029 |
strcpy(pathname, create_pathname(filename)); |
1030 |
|
1031 |
if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) { |
1032 |
LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno)); |
1033 |
return (NULL); |
1034 |
} |
1035 |
|
1036 |
object_thawer thawer (filename); |
1037 |
|
1038 |
m = get_linked_map(); |
1039 |
|
1040 |
strcpy (m->path, filename); |
1041 |
if (load_map_header(fp, m)) { |
1042 |
LOG(llevError,"Error loading map header for %s, flags=%d\n", |
1043 |
filename, flags); |
1044 |
delete_map(m); |
1045 |
return NULL; |
1046 |
} |
1047 |
|
1048 |
allocate_map(m); |
1049 |
m->compressed = comp; |
1050 |
|
1051 |
m->in_memory=MAP_LOADING; |
1052 |
load_objects (m, fp, thawer, flags & (MAP_BLOCK|MAP_STYLE)); |
1053 |
close_and_delete(fp, comp); |
1054 |
m->in_memory=MAP_IN_MEMORY; |
1055 |
if (!MAP_DIFFICULTY(m)) |
1056 |
MAP_DIFFICULTY(m)=calculate_difficulty(m); |
1057 |
set_map_reset_time(m); |
1058 |
INVOKE_MAP (LOAD, m); |
1059 |
return (m); |
1060 |
} |
1061 |
|
1062 |
/* |
1063 |
* Loads a map, which has been loaded earlier, from file. |
1064 |
* Return the map object we load into (this can change from the passed |
1065 |
* option if we can't find the original map) |
1066 |
*/ |
1067 |
|
1068 |
static mapstruct *load_temporary_map(mapstruct *m) { |
1069 |
FILE *fp; |
1070 |
int comp; |
1071 |
char buf[MAX_BUF]; |
1072 |
|
1073 |
if (!m->tmpname) { |
1074 |
LOG(llevError, "No temporary filename for map %s\n", m->path); |
1075 |
strcpy(buf, m->path); |
1076 |
delete_map(m); |
1077 |
m = load_original_map(buf, 0); |
1078 |
if(m==NULL) return NULL; |
1079 |
fix_auto_apply(m); /* Chests which open as default */ |
1080 |
return m; |
1081 |
} |
1082 |
|
1083 |
if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) { |
1084 |
LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno)); |
1085 |
strcpy(buf, m->path); |
1086 |
delete_map(m); |
1087 |
m = load_original_map(buf, 0); |
1088 |
if(m==NULL) return NULL; |
1089 |
fix_auto_apply(m); /* Chests which open as default */ |
1090 |
return m; |
1091 |
} |
1092 |
|
1093 |
object_thawer thawer (m->tmpname); |
1094 |
|
1095 |
if (load_map_header(fp, m)) { |
1096 |
LOG(llevError,"Error loading map header for %s (%s)\n", |
1097 |
m->path, m->tmpname); |
1098 |
delete_map(m); |
1099 |
m = load_original_map(m->path, 0); |
1100 |
return NULL; |
1101 |
} |
1102 |
m->compressed = comp; |
1103 |
allocate_map(m); |
1104 |
|
1105 |
m->in_memory=MAP_LOADING; |
1106 |
load_objects (m, fp, thawer, 0); |
1107 |
close_and_delete(fp, comp); |
1108 |
m->in_memory=MAP_IN_MEMORY; |
1109 |
INVOKE_MAP (SWAPIN, m); |
1110 |
return m; |
1111 |
} |
1112 |
|
1113 |
/* |
1114 |
* Loads a map, which has been loaded earlier, from file. |
1115 |
* Return the map object we load into (this can change from the passed |
1116 |
* option if we can't find the original map) |
1117 |
*/ |
1118 |
|
1119 |
mapstruct *load_overlay_map(const char *filename, mapstruct *m) { |
1120 |
FILE *fp; |
1121 |
int comp; |
1122 |
char pathname[MAX_BUF]; |
1123 |
|
1124 |
strcpy(pathname, create_overlay_pathname(filename)); |
1125 |
|
1126 |
if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) { |
1127 |
/* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/ |
1128 |
return m; |
1129 |
} |
1130 |
|
1131 |
object_thawer thawer (pathname); |
1132 |
|
1133 |
if (load_map_header(fp, m)) { |
1134 |
LOG(llevError,"Error loading map header for overlay %s (%s)\n", |
1135 |
m->path, pathname); |
1136 |
delete_map(m); |
1137 |
m = load_original_map(m->path, 0); |
1138 |
return NULL; |
1139 |
} |
1140 |
m->compressed = comp; |
1141 |
/*allocate_map(m);*/ |
1142 |
|
1143 |
m->in_memory=MAP_LOADING; |
1144 |
load_objects (m, fp, thawer, MAP_OVERLAY); |
1145 |
close_and_delete(fp, comp); |
1146 |
m->in_memory=MAP_IN_MEMORY; |
1147 |
return m; |
1148 |
} |
1149 |
|
1150 |
/****************************************************************************** |
1151 |
* This is the start of unique map handling code |
1152 |
*****************************************************************************/ |
1153 |
|
1154 |
/* This goes through map 'm' and removed any unique items on the map. */ |
1155 |
static void delete_unique_items(mapstruct *m) |
1156 |
{ |
1157 |
int i,j,unique; |
1158 |
object *op, *next; |
1159 |
|
1160 |
for(i=0; i<MAP_WIDTH(m); i++) |
1161 |
for(j=0; j<MAP_HEIGHT(m); j++) { |
1162 |
unique=0; |
1163 |
for (op=get_map_ob(m, i, j); op; op=next) { |
1164 |
next = op->above; |
1165 |
if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) |
1166 |
unique=1; |
1167 |
if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { |
1168 |
clean_object(op); |
1169 |
if (QUERY_FLAG(op, FLAG_IS_LINKED)) |
1170 |
remove_button_link(op); |
1171 |
remove_ob(op); |
1172 |
free_object(op); |
1173 |
} |
1174 |
} |
1175 |
} |
1176 |
} |
1177 |
|
1178 |
|
1179 |
/* |
1180 |
* Loads unique objects from file(s) into the map which is in memory |
1181 |
* m is the map to load unique items into. |
1182 |
*/ |
1183 |
static void load_unique_objects(mapstruct *m) { |
1184 |
FILE *fp; |
1185 |
int comp,count; |
1186 |
char firstname[MAX_BUF]; |
1187 |
|
1188 |
for (count=0; count<10; count++) { |
1189 |
sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); |
1190 |
if (!access(firstname, R_OK)) break; |
1191 |
} |
1192 |
/* If we get here, we did not find any map */ |
1193 |
if (count==10) return; |
1194 |
|
1195 |
if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { |
1196 |
/* There is no expectation that every map will have unique items, but this |
1197 |
* is debug output, so leave it in. |
1198 |
*/ |
1199 |
LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path)); |
1200 |
return; |
1201 |
} |
1202 |
|
1203 |
object_thawer thawer (firstname); |
1204 |
|
1205 |
m->in_memory=MAP_LOADING; |
1206 |
if (m->tmpname == NULL) /* if we have loaded unique items from */ |
1207 |
delete_unique_items(m); /* original map before, don't duplicate them */ |
1208 |
load_object(fp, thawer, NULL, LO_NOREAD,0); |
1209 |
load_objects (m, fp, thawer, 0); |
1210 |
close_and_delete(fp, comp); |
1211 |
m->in_memory=MAP_IN_MEMORY; |
1212 |
} |
1213 |
|
1214 |
|
1215 |
/* |
1216 |
* Saves a map to file. If flag is set, it is saved into the same |
1217 |
* file it was (originally) loaded from. Otherwise a temporary |
1218 |
* filename will be genarated, and the file will be stored there. |
1219 |
* The temporary filename will be stored in the mapstructure. |
1220 |
* If the map is unique, we also save to the filename in the map |
1221 |
* (this should have been updated when first loaded) |
1222 |
*/ |
1223 |
|
1224 |
int new_save_map(mapstruct *m, int flag) { |
1225 |
FILE *fp, *fp2; |
1226 |
char filename[MAX_BUF],buf[MAX_BUF], buf_s[MAX_BUF], |
1227 |
shop[MAX_BUF], filename_s[MAX_BUF]; |
1228 |
int i; |
1229 |
|
1230 |
if (flag && !*m->path) { |
1231 |
LOG(llevError,"Tried to save map without path.\n"); |
1232 |
return -1; |
1233 |
} |
1234 |
|
1235 |
if (flag || (m->unique) || (m->templatemap)) { |
1236 |
if (!m->unique && !m->templatemap) { /* flag is set */ |
1237 |
if (flag == 2) |
1238 |
strcpy(filename, create_overlay_pathname(m->path)); |
1239 |
else |
1240 |
strcpy (filename, create_pathname (m->path)); |
1241 |
} else |
1242 |
strcpy (filename, m->path); |
1243 |
|
1244 |
/* If the compression suffix already exists on the filename, don't |
1245 |
* put it on again. This nasty looking strcmp checks to see if the |
1246 |
* compression suffix is at the end of the filename already. |
1247 |
*/ |
1248 |
if (m->compressed && |
1249 |
strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])), |
1250 |
uncomp[m->compressed][0])) |
1251 |
strcat(filename, uncomp[m->compressed][0]); |
1252 |
make_path_to_file(filename); |
1253 |
} else { |
1254 |
if (!m->tmpname) |
1255 |
m->tmpname = tempnam_local(settings.tmpdir,NULL); |
1256 |
strcpy(filename, m->tmpname); |
1257 |
} |
1258 |
LOG(llevDebug,"Saving map %s to %s\n", m->path, filename); |
1259 |
m->in_memory = MAP_SAVING; |
1260 |
|
1261 |
sprintf (filename_s, "%s~", filename); |
1262 |
|
1263 |
/* Compress if it isn't a temporary save. Do compress if unique */ |
1264 |
if (m->compressed && (m->unique || m->templatemap || flag)) { |
1265 |
char buf[MAX_BUF]; |
1266 |
strcpy(buf, uncomp[m->compressed][2]); |
1267 |
strcat(buf, " > "); |
1268 |
strcat(buf, filename_s); |
1269 |
fp = popen(buf, "w"); |
1270 |
} else |
1271 |
fp = fopen(filename_s, "w"); |
1272 |
|
1273 |
if(fp == NULL) { |
1274 |
LOG(llevError, "Cannot write %s: %s\n", filename_s, strerror_local(errno)); |
1275 |
return -1; |
1276 |
} |
1277 |
|
1278 |
object_freezer freezer (filename); |
1279 |
|
1280 |
/* legacy */ |
1281 |
fprintf(fp,"arch map\n"); |
1282 |
if (m->name) fprintf(fp,"name %s\n", m->name); |
1283 |
if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time); |
1284 |
if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout); |
1285 |
if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime); |
1286 |
/* we unfortunately have no idea if this is a value the creator set |
1287 |
* or a difficulty value we generated when the map was first loaded |
1288 |
*/ |
1289 |
if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty); |
1290 |
if (m->region) fprintf(fp,"region %s\n", m->region->name); |
1291 |
if (m->shopitems) { |
1292 |
print_shop_string(m, shop); |
1293 |
fprintf(fp,"shopitems %s\n", shop); |
1294 |
} |
1295 |
if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed); |
1296 |
#ifndef WIN32 |
1297 |
if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin); |
1298 |
if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax); |
1299 |
#else |
1300 |
if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin); |
1301 |
if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax); |
1302 |
#endif |
1303 |
if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace); |
1304 |
if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness); |
1305 |
if (m->width) fprintf(fp,"width %d\n", m->width); |
1306 |
if (m->height) fprintf(fp,"height %d\n", m->height); |
1307 |
if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x); |
1308 |
if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y); |
1309 |
if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg); |
1310 |
if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore); |
1311 |
if (m->unique) fprintf(fp,"unique %d\n", m->unique); |
1312 |
if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap); |
1313 |
if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor); |
1314 |
if (m->temp) fprintf(fp, "temp %d\n", m->temp); |
1315 |
if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure); |
1316 |
if (m->humid) fprintf(fp, "humid %d\n", m->humid); |
1317 |
if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed); |
1318 |
if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir); |
1319 |
if (m->sky) fprintf(fp, "sky %d\n", m->sky); |
1320 |
if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth); |
1321 |
if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map); |
1322 |
|
1323 |
/* Save any tiling information, except on overlays */ |
1324 |
if (flag != 2) |
1325 |
for (i=0; i<4; i++) |
1326 |
if (m->tile_path[i]) |
1327 |
fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]); |
1328 |
|
1329 |
fprintf(fp,"end\n"); |
1330 |
|
1331 |
/* In the game save unique items in the different file, but |
1332 |
* in the editor save them to the normal map file. |
1333 |
* If unique map, save files in the proper destination (set by |
1334 |
* player) |
1335 |
*/ |
1336 |
if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) { |
1337 |
sprintf (buf,"%s.v00",create_items_path (m->path)); |
1338 |
sprintf (buf_s, "%s~", buf); |
1339 |
if ((fp2 = fopen (buf_s, "w")) == NULL) { |
1340 |
LOG(llevError, "Can't open unique items file %s\n", buf_s); |
1341 |
} |
1342 |
|
1343 |
object_freezer freezer2 (buf); |
1344 |
|
1345 |
if (flag == 2) |
1346 |
save_objects(m, fp, freezer, fp2, freezer2, 2); |
1347 |
else |
1348 |
save_objects (m, fp,freezer, fp2, freezer2, 0); |
1349 |
if (fp2 != NULL) { |
1350 |
if (ftell (fp2) == 0) { |
1351 |
fclose (fp2); |
1352 |
rename (buf_s, buf); |
1353 |
unlink (buf); |
1354 |
} else { |
1355 |
fclose (fp2); |
1356 |
rename (buf_s, buf); |
1357 |
chmod (buf, SAVE_MODE); |
1358 |
} |
1359 |
} |
1360 |
} else { /* save same file when not playing, like in editor */ |
1361 |
save_objects(m, fp, freezer, fp, freezer, 0); |
1362 |
} |
1363 |
|
1364 |
if (m->compressed && (m->unique || m->templatemap || flag)) |
1365 |
pclose(fp); |
1366 |
else |
1367 |
fclose(fp); |
1368 |
|
1369 |
rename (filename_s, filename); |
1370 |
|
1371 |
chmod (filename, SAVE_MODE); |
1372 |
return 0; |
1373 |
} |
1374 |
|
1375 |
|
1376 |
/* |
1377 |
* Remove and free all objects in the inventory of the given object. |
1378 |
* object.c ? |
1379 |
*/ |
1380 |
|
1381 |
void clean_object(object *op) |
1382 |
{ |
1383 |
object *tmp, *next; |
1384 |
|
1385 |
for(tmp = op->inv; tmp; tmp = next) |
1386 |
{ |
1387 |
next = tmp->below; |
1388 |
clean_object(tmp); |
1389 |
if (QUERY_FLAG(tmp, FLAG_IS_LINKED)) |
1390 |
remove_button_link(tmp); |
1391 |
remove_ob(tmp); |
1392 |
free_object(tmp); |
1393 |
} |
1394 |
} |
1395 |
|
1396 |
/* |
1397 |
* Remove and free all objects in the given map. |
1398 |
*/ |
1399 |
|
1400 |
void free_all_objects(mapstruct *m) { |
1401 |
int i,j; |
1402 |
object *op; |
1403 |
|
1404 |
for(i=0;i<MAP_WIDTH(m);i++) |
1405 |
for(j=0;j<MAP_HEIGHT(m);j++) { |
1406 |
object *previous_obj=NULL; |
1407 |
while((op=GET_MAP_OB(m,i,j))!=NULL) { |
1408 |
if (op==previous_obj) { |
1409 |
LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); |
1410 |
break; |
1411 |
} |
1412 |
previous_obj=op; |
1413 |
if(op->head!=NULL) |
1414 |
op = op->head; |
1415 |
|
1416 |
/* If the map isn't in memory, free_object will remove and |
1417 |
* free objects in op's inventory. So let it do the job. |
1418 |
*/ |
1419 |
if (m->in_memory==MAP_IN_MEMORY) |
1420 |
clean_object(op); |
1421 |
remove_ob(op); |
1422 |
free_object(op); |
1423 |
} |
1424 |
} |
1425 |
#ifdef MANY_CORES |
1426 |
/* I see periodic cores on metalforge where a map has been swapped out, but apparantly |
1427 |
* an item on that map was not saved - look for that condition and die as appropriate - |
1428 |
* this leaves more of the map data intact for better debugging. |
1429 |
*/ |
1430 |
for (op=objects; op!=NULL; op=op->next) { |
1431 |
if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { |
1432 |
LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); |
1433 |
abort(); |
1434 |
} |
1435 |
} |
1436 |
#endif |
1437 |
} |
1438 |
|
1439 |
/* |
1440 |
* Frees everything allocated by the given mapstructure. |
1441 |
* don't free tmpname - our caller is left to do that |
1442 |
*/ |
1443 |
|
1444 |
void free_map(mapstruct *m,int flag) { |
1445 |
int i; |
1446 |
|
1447 |
if (!m->in_memory) { |
1448 |
LOG(llevError,"Trying to free freed map.\n"); |
1449 |
return; |
1450 |
} |
1451 |
if (flag && m->spaces) free_all_objects(m); |
1452 |
if (m->name) FREE_AND_CLEAR(m->name); |
1453 |
if (m->spaces) FREE_AND_CLEAR(m->spaces); |
1454 |
if (m->msg) FREE_AND_CLEAR(m->msg); |
1455 |
if (m->maplore) FREE_AND_CLEAR(m->maplore); |
1456 |
if (m->shopitems) FREE_AND_CLEAR(m->shopitems); |
1457 |
if (m->shoprace) FREE_AND_CLEAR(m->shoprace); |
1458 |
if (m->buttons) |
1459 |
free_objectlinkpt(m->buttons); |
1460 |
m->buttons = NULL; |
1461 |
for (i=0; i<4; i++) { |
1462 |
if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); |
1463 |
m->tile_map[i] = NULL; |
1464 |
} |
1465 |
m->in_memory = MAP_SWAPPED; |
1466 |
} |
1467 |
|
1468 |
/* |
1469 |
* function: vanish mapstruct |
1470 |
* m : pointer to mapstruct, if NULL no action |
1471 |
* this deletes all the data on the map (freeing pointers) |
1472 |
* and then removes this map from the global linked list of maps. |
1473 |
*/ |
1474 |
|
1475 |
void delete_map(mapstruct *m) { |
1476 |
mapstruct *tmp, *last; |
1477 |
int i; |
1478 |
|
1479 |
if (!m) |
1480 |
return; |
1481 |
if (m->in_memory == MAP_IN_MEMORY) { |
1482 |
/* change to MAP_SAVING, even though we are not, |
1483 |
* so that remove_ob doesn't do as much work. |
1484 |
*/ |
1485 |
m->in_memory = MAP_SAVING; |
1486 |
free_map (m, 1); |
1487 |
} |
1488 |
/* move this out of free_map, since tmpname can still be needed if |
1489 |
* the map is swapped out. |
1490 |
*/ |
1491 |
if (m->tmpname) { |
1492 |
free(m->tmpname); |
1493 |
m->tmpname=NULL; |
1494 |
} |
1495 |
last = NULL; |
1496 |
/* We need to look through all the maps and see if any maps |
1497 |
* are pointing at this one for tiling information. Since |
1498 |
* tiling can be assymetric, we just can not look to see which |
1499 |
* maps this map tiles with and clears those. |
1500 |
*/ |
1501 |
for (tmp = first_map; tmp != NULL; tmp = tmp->next) { |
1502 |
if (tmp->next == m) last = tmp; |
1503 |
|
1504 |
/* This should hopefully get unrolled on a decent compiler */ |
1505 |
for (i=0; i<4; i++) |
1506 |
if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; |
1507 |
} |
1508 |
|
1509 |
/* If last is null, then this should be the first map in the list */ |
1510 |
if (!last) { |
1511 |
if (m == first_map) |
1512 |
first_map = m->next; |
1513 |
else |
1514 |
/* m->path is a static char, so should hopefully still have |
1515 |
* some useful data in it. |
1516 |
*/ |
1517 |
LOG(llevError,"delete_map: Unable to find map %s in list\n", |
1518 |
m->path); |
1519 |
} |
1520 |
else |
1521 |
last->next = m->next; |
1522 |
|
1523 |
free (m); |
1524 |
} |
1525 |
|
1526 |
|
1527 |
|
1528 |
/* |
1529 |
* Makes sure the given map is loaded and swapped in. |
1530 |
* name is path name of the map. |
1531 |
* flags meaning: |
1532 |
* 0x1 (MAP_FLUSH): flush the map - always load from the map directory, |
1533 |
* and don't do unique items or the like. |
1534 |
* 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. |
1535 |
* dont do any more name translation on it. |
1536 |
* |
1537 |
* Returns a pointer to the given map. |
1538 |
*/ |
1539 |
|
1540 |
mapstruct *ready_map_name(const char *name, int flags) { |
1541 |
mapstruct *m; |
1542 |
|
1543 |
if (!name) |
1544 |
return (NULL); |
1545 |
|
1546 |
/* Have we been at this level before? */ |
1547 |
m = has_been_loaded (name); |
1548 |
|
1549 |
/* Map is good to go, so just return it */ |
1550 |
if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) { |
1551 |
return m; |
1552 |
} |
1553 |
|
1554 |
/* unique maps always get loaded from their original location, and never |
1555 |
* a temp location. Likewise, if map_flush is set, or we have never loaded |
1556 |
* this map, load it now. I removed the reset checking from here - |
1557 |
* it seems the probability of a player trying to enter a map that should |
1558 |
* reset but hasn't yet is quite low, and removing that makes this function |
1559 |
* a bit cleaner (and players probably shouldn't rely on exact timing for |
1560 |
* resets in any case - if they really care, they should use the 'maps command. |
1561 |
*/ |
1562 |
if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) { |
1563 |
|
1564 |
/* first visit or time to reset */ |
1565 |
if (m) { |
1566 |
clean_tmp_map(m); /* Doesn't make much difference */ |
1567 |
delete_map(m); |
1568 |
} |
1569 |
|
1570 |
/* create and load a map */ |
1571 |
if (flags & MAP_PLAYER_UNIQUE) |
1572 |
LOG(llevDebug, "Trying to load map %s.\n", name); |
1573 |
else |
1574 |
LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name)); |
1575 |
|
1576 |
if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE)))) |
1577 |
return (NULL); |
1578 |
|
1579 |
fix_auto_apply(m); /* Chests which open as default */ |
1580 |
|
1581 |
/* If a player unique map, no extra unique object file to load. |
1582 |
* if from the editor, likewise. |
1583 |
*/ |
1584 |
if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) |
1585 |
load_unique_objects(m); |
1586 |
|
1587 |
if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) { |
1588 |
m=load_overlay_map(name, m); |
1589 |
if (m==NULL) |
1590 |
return NULL; |
1591 |
} |
1592 |
|
1593 |
} else { |
1594 |
/* If in this loop, we found a temporary map, so load it up. */ |
1595 |
|
1596 |
m=load_temporary_map (m); |
1597 |
if(m==NULL) return NULL; |
1598 |
load_unique_objects(m); |
1599 |
|
1600 |
clean_tmp_map(m); |
1601 |
m->in_memory = MAP_IN_MEMORY; |
1602 |
/* tempnam() on sun systems (probably others) uses malloc |
1603 |
* to allocated space for the string. Free it here. |
1604 |
* In some cases, load_temporary_map above won't find the |
1605 |
* temporary map, and so has reloaded a new map. If that |
1606 |
* is the case, tmpname is now null |
1607 |
*/ |
1608 |
if (m->tmpname) free(m->tmpname); |
1609 |
m->tmpname = NULL; |
1610 |
/* It's going to be saved anew anyway */ |
1611 |
} |
1612 |
|
1613 |
/* Below here is stuff common to both first time loaded maps and |
1614 |
* temp maps. |
1615 |
*/ |
1616 |
|
1617 |
decay_objects(m); /* start the decay */ |
1618 |
/* In case other objects press some buttons down */ |
1619 |
update_buttons(m); |
1620 |
if (m->outdoor) |
1621 |
set_darkness_map(m); |
1622 |
/* run the weather over this map */ |
1623 |
weather_effect(name); |
1624 |
return m; |
1625 |
} |
1626 |
|
1627 |
|
1628 |
/* |
1629 |
* This routine is supposed to find out the difficulty of the map. |
1630 |
* difficulty does not have a lot to do with character level, |
1631 |
* but does have a lot to do with treasure on the map. |
1632 |
* |
1633 |
* Difficulty can now be set by the map creature. If the value stored |
1634 |
* in the map is zero, then use this routine. Maps should really |
1635 |
* have a difficulty set than using this function - human calculation |
1636 |
* is much better than this functions guesswork. |
1637 |
*/ |
1638 |
|
1639 |
int calculate_difficulty(mapstruct *m) { |
1640 |
object *op; |
1641 |
archetype *at; |
1642 |
int x, y, i, diff; |
1643 |
long monster_cnt = 0; |
1644 |
double avgexp = 0; |
1645 |
sint64 total_exp = 0; |
1646 |
|
1647 |
if (MAP_DIFFICULTY (m)) |
1648 |
{ |
1649 |
LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m)); |
1650 |
return MAP_DIFFICULTY (m); |
1651 |
} |
1652 |
|
1653 |
for(x = 0; x < MAP_WIDTH(m); x++) |
1654 |
for(y = 0; y < MAP_HEIGHT(m); y++) |
1655 |
for(op = get_map_ob(m, x, y); op != NULL; op = op->above) |
1656 |
{ |
1657 |
if(QUERY_FLAG (op, FLAG_MONSTER)) |
1658 |
{ |
1659 |
total_exp += op->stats.exp; |
1660 |
monster_cnt++; |
1661 |
} |
1662 |
|
1663 |
if(QUERY_FLAG (op, FLAG_GENERATOR)) |
1664 |
{ |
1665 |
total_exp += op->stats.exp; |
1666 |
at = type_to_archetype(GENERATE_TYPE (op)); |
1667 |
|
1668 |
if(at != NULL) |
1669 |
total_exp += at->clone.stats.exp * 8; |
1670 |
|
1671 |
monster_cnt++; |
1672 |
} |
1673 |
} |
1674 |
|
1675 |
avgexp = (double) total_exp / monster_cnt; |
1676 |
|
1677 |
for (i = 1; i <= settings.max_level; i++) |
1678 |
{ |
1679 |
if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) |
1680 |
{ |
1681 |
/* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */ |
1682 |
return i; |
1683 |
} |
1684 |
} |
1685 |
|
1686 |
return 1; |
1687 |
} |
1688 |
|
1689 |
void clean_tmp_map(mapstruct *m) { |
1690 |
if(m->tmpname == NULL) |
1691 |
return; |
1692 |
INVOKE_MAP (CLEAN, m); |
1693 |
(void) unlink(m->tmpname); |
1694 |
} |
1695 |
|
1696 |
void free_all_maps(void) |
1697 |
{ |
1698 |
int real_maps=0; |
1699 |
|
1700 |
while (first_map) { |
1701 |
/* I think some of the callers above before it gets here set this to be |
1702 |
* saving, but we still want to free this data |
1703 |
*/ |
1704 |
if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY; |
1705 |
delete_map(first_map); |
1706 |
real_maps++; |
1707 |
} |
1708 |
LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps); |
1709 |
} |
1710 |
|
1711 |
/* change_map_light() - used to change map light level (darkness) |
1712 |
* up or down. Returns true if successful. It should now be |
1713 |
* possible to change a value by more than 1. |
1714 |
* Move this from los.c to map.c since this is more related |
1715 |
* to maps than los. |
1716 |
* postive values make it darker, negative make it brighter |
1717 |
*/ |
1718 |
|
1719 |
int change_map_light(mapstruct *m, int change) { |
1720 |
int new_level = m->darkness + change; |
1721 |
|
1722 |
/* Nothing to do */ |
1723 |
if(!change || (new_level <= 0 && m->darkness == 0) || |
1724 |
(new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) { |
1725 |
return 0; |
1726 |
} |
1727 |
|
1728 |
/* inform all players on the map */ |
1729 |
if (change>0) |
1730 |
new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); |
1731 |
else |
1732 |
new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); |
1733 |
|
1734 |
/* Do extra checking. since m->darkness is a unsigned value, |
1735 |
* we need to be extra careful about negative values. |
1736 |
* In general, the checks below are only needed if change |
1737 |
* is not +/-1 |
1738 |
*/ |
1739 |
if (new_level < 0) m->darkness = 0; |
1740 |
else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; |
1741 |
else m->darkness=new_level; |
1742 |
|
1743 |
/* All clients need to get re-updated for the change */ |
1744 |
update_all_map_los(m); |
1745 |
return 1; |
1746 |
} |
1747 |
|
1748 |
|
1749 |
/* |
1750 |
* This function updates various attributes about a specific space |
1751 |
* on the map (what it looks like, whether it blocks magic, |
1752 |
* has a living creatures, prevents people from passing |
1753 |
* through, etc) |
1754 |
*/ |
1755 |
void update_position (mapstruct *m, int x, int y) { |
1756 |
object *tmp, *last = NULL; |
1757 |
uint8 flags = 0, oldflags, light=0, anywhere=0; |
1758 |
New_Face *top,*floor, *middle; |
1759 |
object *top_obj, *floor_obj, *middle_obj; |
1760 |
MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; |
1761 |
|
1762 |
oldflags = GET_MAP_FLAGS(m,x,y); |
1763 |
if (!(oldflags & P_NEED_UPDATE)) { |
1764 |
LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", |
1765 |
m->path, x, y); |
1766 |
return; |
1767 |
} |
1768 |
|
1769 |
middle=blank_face; |
1770 |
top=blank_face; |
1771 |
floor=blank_face; |
1772 |
|
1773 |
middle_obj = NULL; |
1774 |
top_obj = NULL; |
1775 |
floor_obj = NULL; |
1776 |
|
1777 |
for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { |
1778 |
|
1779 |
/* This could be made additive I guess (two lights better than |
1780 |
* one). But if so, it shouldn't be a simple additive - 2 |
1781 |
* light bulbs do not illuminate twice as far as once since |
1782 |
* it is a disapation factor that is squared (or is it cubed?) |
1783 |
*/ |
1784 |
if (tmp->glow_radius > light) light = tmp->glow_radius; |
1785 |
|
1786 |
/* This call is needed in order to update objects the player |
1787 |
* is standing in that have animations (ie, grass, fire, etc). |
1788 |
* However, it also causes the look window to be re-drawn |
1789 |
* 3 times each time the player moves, because many of the |
1790 |
* functions the move_player calls eventualy call this. |
1791 |
* |
1792 |
* Always put the player down for drawing. |
1793 |
*/ |
1794 |
if (!tmp->invisible) { |
1795 |
if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { |
1796 |
top = tmp->face; |
1797 |
top_obj = tmp; |
1798 |
} |
1799 |
else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { |
1800 |
/* If we got a floor, that means middle and top were below it, |
1801 |
* so should not be visible, so we clear them. |
1802 |
*/ |
1803 |
middle=blank_face; |
1804 |
top=blank_face; |
1805 |
floor = tmp->face; |
1806 |
floor_obj = tmp; |
1807 |
} |
1808 |
/* Flag anywhere have high priority */ |
1809 |
else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { |
1810 |
middle = tmp->face; |
1811 |
|
1812 |
middle_obj = tmp; |
1813 |
anywhere =1; |
1814 |
} |
1815 |
/* Find the highest visible face around. If equal |
1816 |
* visibilities, we still want the one nearer to the |
1817 |
* top |
1818 |
*/ |
1819 |
else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { |
1820 |
middle = tmp->face; |
1821 |
middle_obj = tmp; |
1822 |
} |
1823 |
} |
1824 |
if (tmp==tmp->above) { |
1825 |
LOG(llevError, "Error in structure of map\n"); |
1826 |
exit (-1); |
1827 |
} |
1828 |
|
1829 |
move_slow |= tmp->move_slow; |
1830 |
move_block |= tmp->move_block; |
1831 |
move_on |= tmp->move_on; |
1832 |
move_off |= tmp->move_off; |
1833 |
move_allow |= tmp->move_allow; |
1834 |
|
1835 |
if (QUERY_FLAG(tmp,FLAG_ALIVE)) |
1836 |
flags |= P_IS_ALIVE; |
1837 |
if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) |
1838 |
flags |= P_NO_MAGIC; |
1839 |
if (QUERY_FLAG(tmp,FLAG_DAMNED)) |
1840 |
flags |= P_NO_CLERIC; |
1841 |
if (tmp->type == SAFE_GROUND) |
1842 |
flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC; |
1843 |
|
1844 |
if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) |
1845 |
flags |= P_BLOCKSVIEW; |
1846 |
} /* for stack of objects */ |
1847 |
|
1848 |
/* we don't want to rely on this function to have accurate flags, but |
1849 |
* since we're already doing the work, we calculate them here. |
1850 |
* if they don't match, logic is broken someplace. |
1851 |
*/ |
1852 |
if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) && |
1853 |
(!(oldflags & P_NO_ERROR))) { |
1854 |
LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", |
1855 |
m->path, x, y, |
1856 |
(oldflags & ~P_NEED_UPDATE), flags); |
1857 |
} |
1858 |
SET_MAP_FLAGS(m, x, y, flags); |
1859 |
SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow); |
1860 |
SET_MAP_MOVE_ON(m, x, y, move_on); |
1861 |
SET_MAP_MOVE_OFF(m, x, y, move_off); |
1862 |
SET_MAP_MOVE_SLOW(m, x, y, move_slow); |
1863 |
|
1864 |
/* At this point, we have a floor face (if there is a floor), |
1865 |
* and the floor is set - we are not going to touch it at |
1866 |
* this point. |
1867 |
* middle contains the highest visibility face. |
1868 |
* top contains a player/monster face, if there is one. |
1869 |
* |
1870 |
* We now need to fill in top.face and/or middle.face. |
1871 |
*/ |
1872 |
|
1873 |
/* If the top face also happens to be high visibility, re-do our |
1874 |
* middle face. This should not happen, as we already have the |
1875 |
* else statement above so middle should not get set. OTOH, it |
1876 |
* may be possible for the faces to match but be different objects. |
1877 |
*/ |
1878 |
if (top == middle) middle=blank_face; |
1879 |
|
1880 |
/* There are three posibilities at this point: |
1881 |
* 1) top face is set, need middle to be set. |
1882 |
* 2) middle is set, need to set top. |
1883 |
* 3) neither middle or top is set - need to set both. |
1884 |
*/ |
1885 |
|
1886 |
for (tmp=last; tmp; tmp=tmp->below) { |
1887 |
/* Once we get to a floor, stop, since we already have a floor object */ |
1888 |
if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; |
1889 |
|
1890 |
/* If two top faces are already set, quit processing */ |
1891 |
if ((top != blank_face) && (middle != blank_face)) break; |
1892 |
|
1893 |
/* Only show visible faces, unless its the editor - show all */ |
1894 |
if (!tmp->invisible || editor) { |
1895 |
/* Fill in top if needed */ |
1896 |
if (top == blank_face) { |
1897 |
top = tmp->face; |
1898 |
top_obj = tmp; |
1899 |
if (top == middle) middle=blank_face; |
1900 |
} else { |
1901 |
/* top is already set - we should only get here if |
1902 |
* middle is not set |
1903 |
* |
1904 |
* Set the middle face and break out, since there is nothing |
1905 |
* more to fill in. We don't check visiblity here, since |
1906 |
* |
1907 |
*/ |
1908 |
if (tmp->face != top ) { |
1909 |
middle = tmp->face; |
1910 |
middle_obj = tmp; |
1911 |
break; |
1912 |
} |
1913 |
} |
1914 |
} |
1915 |
} |
1916 |
if (middle == floor) middle = blank_face; |
1917 |
if (top == middle) middle = blank_face; |
1918 |
SET_MAP_FACE(m,x,y,top,0); |
1919 |
if(top != blank_face) |
1920 |
SET_MAP_FACE_OBJ(m,x,y,top_obj,0); |
1921 |
else |
1922 |
SET_MAP_FACE_OBJ(m,x,y,NULL,0); |
1923 |
SET_MAP_FACE(m,x,y,middle,1); |
1924 |
if(middle != blank_face) |
1925 |
SET_MAP_FACE_OBJ(m,x,y,middle_obj,1); |
1926 |
else |
1927 |
SET_MAP_FACE_OBJ(m,x,y,NULL,1); |
1928 |
SET_MAP_FACE(m,x,y,floor,2); |
1929 |
if(floor != blank_face) |
1930 |
SET_MAP_FACE_OBJ(m,x,y,floor_obj,2); |
1931 |
else |
1932 |
SET_MAP_FACE_OBJ(m,x,y,NULL,2); |
1933 |
SET_MAP_LIGHT(m,x,y,light); |
1934 |
} |
1935 |
|
1936 |
|
1937 |
void set_map_reset_time(mapstruct *map) { |
1938 |
int timeout; |
1939 |
|
1940 |
timeout = MAP_RESET_TIMEOUT(map); |
1941 |
if (timeout <= 0) |
1942 |
timeout = MAP_DEFAULTRESET; |
1943 |
if (timeout >= MAP_MAXRESET) |
1944 |
timeout = MAP_MAXRESET; |
1945 |
MAP_WHEN_RESET(map) = seconds()+timeout; |
1946 |
} |
1947 |
|
1948 |
/* this updates the orig_map->tile_map[tile_num] value after loading |
1949 |
* the map. It also takes care of linking back the freshly loaded |
1950 |
* maps tile_map values if it tiles back to this one. It returns |
1951 |
* the value of orig_map->tile_map[tile_num]. It really only does this |
1952 |
* so that it is easier for calling functions to verify success. |
1953 |
*/ |
1954 |
|
1955 |
static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) |
1956 |
{ |
1957 |
int dest_tile = (tile_num +2) % 4; |
1958 |
char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]); |
1959 |
|
1960 |
orig_map->tile_map[tile_num] = ready_map_name(path, 0); |
1961 |
|
1962 |
/* need to do a strcmp here as the orig_map->path is not a shared string */ |
1963 |
if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && |
1964 |
!strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) |
1965 |
orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; |
1966 |
|
1967 |
return orig_map->tile_map[tile_num]; |
1968 |
} |
1969 |
|
1970 |
/* this returns TRUE if the coordinates (x,y) are out of |
1971 |
* map m. This function also takes into account any |
1972 |
* tiling considerations, loading adjacant maps as needed. |
1973 |
* This is the function should always be used when it |
1974 |
* necessary to check for valid coordinates. |
1975 |
* This function will recursively call itself for the |
1976 |
* tiled maps. |
1977 |
* |
1978 |
* |
1979 |
*/ |
1980 |
int out_of_map(mapstruct *m, int x, int y) |
1981 |
{ |
1982 |
|
1983 |
/* If we get passed a null map, this is obviously the |
1984 |
* case. This generally shouldn't happen, but if the |
1985 |
* map loads fail below, it could happen. |
1986 |
*/ |
1987 |
if (!m) return 0; |
1988 |
|
1989 |
if (x<0) { |
1990 |
if (!m->tile_path[3]) return 1; |
1991 |
if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) { |
1992 |
load_and_link_tiled_map(m, 3); |
1993 |
} |
1994 |
return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y)); |
1995 |
} |
1996 |
if (x>=MAP_WIDTH(m)) { |
1997 |
if (!m->tile_path[1]) return 1; |
1998 |
if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) { |
1999 |
load_and_link_tiled_map(m, 1); |
2000 |
} |
2001 |
return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y)); |
2002 |
} |
2003 |
if (y<0) { |
2004 |
if (!m->tile_path[0]) return 1; |
2005 |
if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) { |
2006 |
load_and_link_tiled_map(m, 0); |
2007 |
} |
2008 |
return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0]))); |
2009 |
} |
2010 |
if (y>=MAP_HEIGHT(m)) { |
2011 |
if (!m->tile_path[2]) return 1; |
2012 |
if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) { |
2013 |
load_and_link_tiled_map(m, 2); |
2014 |
} |
2015 |
return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m))); |
2016 |
} |
2017 |
|
2018 |
/* Simple case - coordinates are within this local |
2019 |
* map. |
2020 |
*/ |
2021 |
return 0; |
2022 |
} |
2023 |
|
2024 |
/* This is basically the same as out_of_map above, but |
2025 |
* instead we return NULL if no map is valid (coordinates |
2026 |
* out of bounds and no tiled map), otherwise it returns |
2027 |
* the map as that the coordinates are really on, and |
2028 |
* updates x and y to be the localized coordinates. |
2029 |
* Using this is more efficient of calling out_of_map |
2030 |
* and then figuring out what the real map is |
2031 |
*/ |
2032 |
mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) |
2033 |
{ |
2034 |
|
2035 |
if (*x<0) { |
2036 |
if (!m->tile_path[3]) return NULL; |
2037 |
if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) |
2038 |
load_and_link_tiled_map(m, 3); |
2039 |
|
2040 |
*x += MAP_WIDTH(m->tile_map[3]); |
2041 |
return (get_map_from_coord(m->tile_map[3], x, y)); |
2042 |
} |
2043 |
if (*x>=MAP_WIDTH(m)) { |
2044 |
if (!m->tile_path[1]) return NULL; |
2045 |
if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) |
2046 |
load_and_link_tiled_map(m, 1); |
2047 |
|
2048 |
*x -= MAP_WIDTH(m); |
2049 |
return (get_map_from_coord(m->tile_map[1], x, y)); |
2050 |
} |
2051 |
if (*y<0) { |
2052 |
if (!m->tile_path[0]) return NULL; |
2053 |
if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) |
2054 |
load_and_link_tiled_map(m, 0); |
2055 |
|
2056 |
*y += MAP_HEIGHT(m->tile_map[0]); |
2057 |
return (get_map_from_coord(m->tile_map[0], x, y)); |
2058 |
} |
2059 |
if (*y>=MAP_HEIGHT(m)) { |
2060 |
if (!m->tile_path[2]) return NULL; |
2061 |
if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) |
2062 |
load_and_link_tiled_map(m, 2); |
2063 |
|
2064 |
*y -= MAP_HEIGHT(m); |
2065 |
return (get_map_from_coord(m->tile_map[2], x, y)); |
2066 |
} |
2067 |
|
2068 |
/* Simple case - coordinates are within this local |
2069 |
* map. |
2070 |
*/ |
2071 |
|
2072 |
return m; |
2073 |
} |
2074 |
|
2075 |
/** |
2076 |
* Return whether map2 is adjacent to map1. If so, store the distance from |
2077 |
* map1 to map2 in dx/dy. |
2078 |
*/ |
2079 |
static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { |
2080 |
if (!map1 || !map2) |
2081 |
return 0; |
2082 |
|
2083 |
if (map1 == map2) { |
2084 |
*dx = 0; |
2085 |
*dy = 0; |
2086 |
|
2087 |
} else if (map1->tile_map[0] == map2) { /* up */ |
2088 |
*dx = 0; |
2089 |
*dy = -MAP_HEIGHT(map2); |
2090 |
} else if (map1->tile_map[1] == map2) { /* right */ |
2091 |
*dx = MAP_WIDTH(map1); |
2092 |
*dy = 0; |
2093 |
} else if (map1->tile_map[2] == map2) { /* down */ |
2094 |
*dx = 0; |
2095 |
*dy = MAP_HEIGHT(map1); |
2096 |
} else if (map1->tile_map[3] == map2) { /* left */ |
2097 |
*dx = -MAP_WIDTH(map2); |
2098 |
*dy = 0; |
2099 |
|
2100 |
} else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ |
2101 |
*dx = MAP_WIDTH(map1->tile_map[0]); |
2102 |
*dy = -MAP_HEIGHT(map1->tile_map[0]); |
2103 |
} else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ |
2104 |
*dx = -MAP_WIDTH(map2); |
2105 |
*dy = -MAP_HEIGHT(map1->tile_map[0]); |
2106 |
} else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ |
2107 |
*dx = MAP_WIDTH(map1); |
2108 |
*dy = -MAP_HEIGHT(map2); |
2109 |
} else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ |
2110 |
*dx = MAP_WIDTH(map1); |
2111 |
*dy = MAP_HEIGHT(map1->tile_map[1]); |
2112 |
} else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ |
2113 |
*dx = MAP_WIDTH(map1->tile_map[2]); |
2114 |
*dy = MAP_HEIGHT(map1); |
2115 |
} else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ |
2116 |
*dx = -MAP_WIDTH(map2); |
2117 |
*dy = MAP_HEIGHT(map1); |
2118 |
} else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ |
2119 |
*dx = -MAP_WIDTH(map1->tile_map[3]); |
2120 |
*dy = -MAP_HEIGHT(map2); |
2121 |
} else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ |
2122 |
*dx = -MAP_WIDTH(map1->tile_map[3]); |
2123 |
*dy = MAP_HEIGHT(map1->tile_map[3]); |
2124 |
|
2125 |
} else { /* not "adjacent" enough */ |
2126 |
return 0; |
2127 |
} |
2128 |
|
2129 |
return 1; |
2130 |
} |
2131 |
|
2132 |
/* From map.c |
2133 |
* This is used by get_player to determine where the other |
2134 |
* creature is. get_rangevector takes into account map tiling, |
2135 |
* so you just can not look the the map coordinates and get the |
2136 |
* righte value. distance_x/y are distance away, which |
2137 |
* can be negativbe. direction is the crossfire direction scheme |
2138 |
* that the creature should head. part is the part of the |
2139 |
* monster that is closest. |
2140 |
* |
2141 |
* get_rangevector looks at op1 and op2, and fills in the |
2142 |
* structure for op1 to get to op2. |
2143 |
* We already trust that the caller has verified that the |
2144 |
* two objects are at least on adjacent maps. If not, |
2145 |
* results are not likely to be what is desired. |
2146 |
* if the objects are not on maps, results are also likely to |
2147 |
* be unexpected |
2148 |
* |
2149 |
* currently, the only flag supported (0x1) is don't translate for |
2150 |
* closest body part of 'op1' |
2151 |
*/ |
2152 |
|
2153 |
void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { |
2154 |
if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { |
2155 |
/* be conservative and fill in _some_ data */ |
2156 |
retval->distance = 100000; |
2157 |
retval->distance_x = 32767; |
2158 |
retval->distance_y = 32767; |
2159 |
retval->direction = 0; |
2160 |
retval->part = 0; |
2161 |
} else { |
2162 |
object *best; |
2163 |
|
2164 |
retval->distance_x += op2->x-op1->x; |
2165 |
retval->distance_y += op2->y-op1->y; |
2166 |
|
2167 |
best = op1; |
2168 |
/* If this is multipart, find the closest part now */ |
2169 |
if (!(flags&0x1) && op1->more) { |
2170 |
object *tmp; |
2171 |
int best_distance = retval->distance_x*retval->distance_x+ |
2172 |
retval->distance_y*retval->distance_y, tmpi; |
2173 |
|
2174 |
/* we just take the offset of the piece to head to figure |
2175 |
* distance instead of doing all that work above again |
2176 |
* since the distance fields we set above are positive in the |
2177 |
* same axis as is used for multipart objects, the simply arithmetic |
2178 |
* below works. |
2179 |
*/ |
2180 |
for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { |
2181 |
tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ |
2182 |
(op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); |
2183 |
if (tmpi < best_distance) { |
2184 |
best_distance = tmpi; |
2185 |
best = tmp; |
2186 |
} |
2187 |
} |
2188 |
if (best != op1) { |
2189 |
retval->distance_x += op1->x-best->x; |
2190 |
retval->distance_y += op1->y-best->y; |
2191 |
} |
2192 |
} |
2193 |
retval->part = best; |
2194 |
retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); |
2195 |
retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); |
2196 |
} |
2197 |
} |
2198 |
|
2199 |
/* this is basically the same as get_rangevector above, but instead of |
2200 |
* the first parameter being an object, it instead is the map |
2201 |
* and x,y coordinates - this is used for path to player - |
2202 |
* since the object is not infact moving but we are trying to traverse |
2203 |
* the path, we need this. |
2204 |
* flags has no meaning for this function at this time - I kept it in to |
2205 |
* be more consistant with the above function and also in case they are needed |
2206 |
* for something in the future. Also, since no object is pasted, the best |
2207 |
* field of the rv_vector is set to NULL. |
2208 |
*/ |
2209 |
|
2210 |
void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { |
2211 |
if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { |
2212 |
/* be conservative and fill in _some_ data */ |
2213 |
retval->distance = 100000; |
2214 |
retval->distance_x = 32767; |
2215 |
retval->distance_y = 32767; |
2216 |
retval->direction = 0; |
2217 |
retval->part = 0; |
2218 |
} else { |
2219 |
retval->distance_x += op2->x-x; |
2220 |
retval->distance_y += op2->y-y; |
2221 |
|
2222 |
retval->part = NULL; |
2223 |
retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); |
2224 |
retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); |
2225 |
} |
2226 |
} |
2227 |
|
2228 |
/* Returns true of op1 and op2 are effectively on the same map |
2229 |
* (as related to map tiling). Note that this looks for a path from |
2230 |
* op1 to op2, so if the tiled maps are assymetric and op2 has a path |
2231 |
* to op1, this will still return false. |
2232 |
* Note we only look one map out to keep the processing simple |
2233 |
* and efficient. This could probably be a macro. |
2234 |
* MSW 2001-08-05 |
2235 |
*/ |
2236 |
int on_same_map(const object *op1, const object *op2) { |
2237 |
int dx, dy; |
2238 |
|
2239 |
return adjacent_map(op1->map, op2->map, &dx, &dy); |
2240 |
} |