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/cvs/deliantra/server/common/map.C
Revision: 1.44
Committed: Mon Dec 18 04:07:30 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +0 -4 lines
Log Message:
- check for in-memory map headers on login, so players
  end up on their random map (which has no file) again.
  (this is more efficient in the general case anyways
- in case the temp map does not exist, the emergency position is used.
  (an alternative that avoids this is to make the file some real
  map (like per-player maps))

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 #include <loader.h>
29 #include <unistd.h>
30
31 #include "path.h"
32
33 /*
34 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37
38 maptile *
39 has_been_loaded (const char *name)
40 {
41 maptile *map;
42
43 if (!name || !*name)
44 return 0;
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48 return (map);
49 }
50
51 /*
52 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname
56 */
57
58 const char *
59 create_pathname (const char *name)
60 {
61 static char buf[MAX_BUF];
62
63 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64 * someplace else in the code? msw 2-17-97
65 */
66 if (*name == '/')
67 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68 else
69 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf);
71 }
72
73 /*
74 * same as create_pathname, but for the overlay maps.
75 */
76
77 const char *
78 create_overlay_pathname (const char *name)
79 {
80 static char buf[MAX_BUF];
81
82 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83 * someplace else in the code? msw 2-17-97
84 */
85 if (*name == '/')
86 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87 else
88 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89 return (buf);
90 }
91
92 /*
93 * same as create_pathname, but for the template maps.
94 */
95
96 const char *
97 create_template_pathname (const char *name)
98 {
99 static char buf[MAX_BUF];
100
101 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102 * someplace else in the code? msw 2-17-97
103 */
104 if (*name == '/')
105 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106 else
107 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108 return (buf);
109 }
110
111 /*
112 * This makes absolute path to the itemfile where unique objects
113 * will be saved. Converts '/' to '@'. I think it's essier maintain
114 * files than full directory structure, but if this is problem it can
115 * be changed.
116 */
117 static const char *
118 create_items_path (const char *s)
119 {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t = buf + strlen (buf); *s; s++, t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135 }
136
137
138 /*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154 int
155 check_path (const char *name, int prepend_dir)
156 {
157 char buf[MAX_BUF];
158
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0;
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname (name));
165 else
166 strcpy (buf, name);
167
168 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through
171 * all the names.
172 */
173 endbuf = buf + strlen (buf);
174
175 if (stat (buf, &statbuf))
176 return -1;
177 if (!S_ISREG (statbuf.st_mode))
178 return (-1);
179
180 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182 mode |= 4;
183
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2;
187
188 return (mode);
189 }
190
191 /*
192 * Prints out debug-information about a map.
193 * Dumping these at llevError doesn't seem right, but is
194 * necessary to make sure the information is in fact logged.
195 */
196
197 void
198 dump_map (const maptile *m)
199 {
200 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
202
203 if (m->msg != NULL)
204 LOG (llevError, "Message:\n%s", m->msg);
205
206 if (m->maplore != NULL)
207 LOG (llevError, "Lore:\n%s", m->maplore);
208
209 if (m->tmpname != NULL)
210 LOG (llevError, "Tmpname: %s\n", m->tmpname);
211
212 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213 LOG (llevError, "Darkness: %d\n", m->darkness);
214 }
215
216 /*
217 * Prints out debug-information about all maps.
218 * This basically just goes through all the maps and calls
219 * dump_map on each one.
220 */
221
222 void
223 dump_all_maps (void)
224 {
225 maptile *m;
226
227 for (m = first_map; m != NULL; m = m->next)
228 {
229 dump_map (m);
230 }
231 }
232
233 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
234 * one function that just returns a P_.. value (see map.h)
235 * it will also do map translation for tiled maps, returning
236 * new values into newmap, nx, and ny. Any and all of those
237 * values can be null, in which case if a new map is needed (returned
238 * by a P_NEW_MAP value, another call to get_map_from_coord
239 * is needed. The case of not passing values is if we're just
240 * checking for the existence of something on those spaces, but
241 * don't expect to insert/remove anything from those spaces.
242 */
243 int
244 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
245 {
246 sint16 newx, newy;
247 int retval = 0;
248 maptile *mp;
249
250 if (out_of_map (oldmap, x, y))
251 return P_OUT_OF_MAP;
252 newx = x;
253 newy = y;
254 mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap)
256 retval |= P_NEW_MAP;
257 if (newmap)
258 *newmap = mp;
259 if (nx)
260 *nx = newx;
261 if (ny)
262 *ny = newy;
263
264 retval |= mp->spaces[newx + mp->width * newy].flags;
265
266 return retval;
267 }
268
269 /*
270 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster
273 * can move 1 space to the left, we don't want its own area
274 * to block it from moving there.
275 * Returns TRUE if the space is blocked by something other than the
276 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling
279 * by the caller.
280 */
281 int
282 blocked_link (object *ob, maptile *m, int sx, int sy)
283 {
284 object *tmp;
285 int mflags, blocked;
286
287 /* Make sure the coordinates are valid - they should be, as caller should
288 * have already checked this.
289 */
290 if (OUT_OF_REAL_MAP (m, sx, sy))
291 {
292 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
293 return 1;
294 }
295
296 /* Save some cycles - instead of calling get_map_flags(), just get the value
297 * directly.
298 */
299 mflags = m->spaces[sx + m->width * sy].flags;
300
301 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
302
303 /* If space is currently not blocked by anything, no need to
304 * go further. Not true for players - all sorts of special
305 * things we need to do for players.
306 */
307 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
308 return 0;
309
310 /* if there isn't anytyhing alive on this space, and this space isn't
311 * otherwise blocked, we can return now. Only if there is a living
312 * creature do we need to investigate if it is part of this creature
313 * or another. Likewise, only if something is blocking us do we
314 * need to investigate if there is a special circumstance that would
315 * let the player through (inventory checkers for example)
316 */
317 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
318 return 0;
319
320 if (ob->head != NULL)
321 ob = ob->head;
322
323 /* We basically go through the stack of objects, and if there is
324 * some other object that has NO_PASS or FLAG_ALIVE set, return
325 * true. If we get through the entire stack, that must mean
326 * ob is blocking it, so return 0.
327 */
328 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
329 {
330
331 /* This must be before the checks below. Code for inventory checkers. */
332 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
333 {
334 /* If last_sp is set, the player/monster needs an object,
335 * so we check for it. If they don't have it, they can't
336 * pass through this space.
337 */
338 if (tmp->last_sp)
339 {
340 if (check_inv_recursive (ob, tmp) == NULL)
341 return 1;
342 else
343 continue;
344 }
345 else
346 {
347 /* In this case, the player must not have the object -
348 * if they do, they can't pass through.
349 */
350 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
351 return 1;
352 else
353 continue;
354 }
355 } /* if check_inv */
356 else
357 {
358 /* Broke apart a big nasty if into several here to make
359 * this more readable. first check - if the space blocks
360 * movement, can't move here.
361 * second - if a monster, can't move there, unles it is a
362 * hidden dm
363 */
364 if (OB_MOVE_BLOCK (ob, tmp))
365 return 1;
366 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
367 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
368 return 1;
369 }
370
371 }
372 return 0;
373 }
374
375
376 /*
377 * Returns true if the given object can't fit in the given spot.
378 * This is meant for multi space objects - for single space objecs,
379 * just calling get_map_blocked and checking that against movement type
380 * of object. This function goes through all the parts of the
381 * multipart object and makes sure they can be inserted.
382 *
383 * While this doesn't call out of map, the get_map_flags does.
384 *
385 * This function has been used to deprecate arch_out_of_map -
386 * this function also does that check, and since in most cases,
387 * a call to one would follow the other, doesn't make a lot of sense to
388 * have two seperate functions for this.
389 *
390 * This returns nonzero if this arch can not go on the space provided,
391 * 0 otherwise. the return value will contain the P_.. value
392 * so the caller can know why this object can't go on the map.
393 * Note that callers should not expect P_NEW_MAP to be set
394 * in return codes - since the object is multispace - if
395 * we did return values, what do you return if half the object
396 * is one map, half on another.
397 *
398 * Note this used to be arch_blocked, but with new movement
399 * code, we need to have actual object to check its move_type
400 * against the move_block values.
401 */
402
403 int
404 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
405 {
406 archetype *tmp;
407 int flag;
408 maptile *m1;
409 sint16 sx, sy;
410
411 if (ob == NULL)
412 {
413 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
414 if (flag & P_OUT_OF_MAP)
415 return P_OUT_OF_MAP;
416
417 /* don't have object, so don't know what types would block */
418 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
419 }
420
421 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
422 {
423 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
424
425 if (flag & P_OUT_OF_MAP)
426 return P_OUT_OF_MAP;
427 if (flag & P_IS_ALIVE)
428 return P_IS_ALIVE;
429
430 /* find_first_free_spot() calls this function. However, often
431 * ob doesn't have any move type (when used to place exits)
432 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
433 */
434
435 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
436 continue;
437
438 /* Note it is intentional that we check ob - the movement type of the
439 * head of the object should correspond for the entire object.
440 */
441 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
442 return AB_NO_PASS;
443
444 }
445 return 0;
446 }
447
448 /* When the map is loaded, load_object does not actually insert objects
449 * into inventory, but just links them. What this does is go through
450 * and insert them properly.
451 * The object 'container' is the object that contains the inventory.
452 * This is needed so that we can update the containers weight.
453 */
454
455 void
456 fix_container (object *container)
457 {
458 object *tmp = container->inv, *next;
459
460 container->inv = NULL;
461 while (tmp != NULL)
462 {
463 next = tmp->below;
464 if (tmp->inv)
465 fix_container (tmp);
466 (void) insert_ob_in_ob (tmp, container);
467 tmp = next;
468 }
469 /* sum_weight will go through and calculate what all the containers are
470 * carrying.
471 */
472 sum_weight (container);
473 }
474
475 /* link_multipart_objects go through all the objects on the map looking
476 * for objects whose arch says they are multipart yet according to the
477 * info we have, they only have the head (as would be expected when
478 * they are saved). We do have to look for the old maps that did save
479 * the more sections and not re-add sections for them.
480 */
481
482 static void
483 link_multipart_objects (maptile *m)
484 {
485 int x, y;
486 object *tmp, *op, *last, *above;
487 archetype *at;
488
489 for (x = 0; x < MAP_WIDTH (m); x++)
490 for (y = 0; y < MAP_HEIGHT (m); y++)
491 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
492 {
493 above = tmp->above;
494
495 /* already multipart - don't do anything more */
496 if (tmp->head || tmp->more)
497 continue;
498
499 /* If there is nothing more to this object, this for loop
500 * won't do anything.
501 */
502 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
503 {
504 op = arch_to_object (at);
505
506 /* update x,y coordinates */
507 op->x += tmp->x;
508 op->y += tmp->y;
509 op->head = tmp;
510 op->map = m;
511 last->more = op;
512 op->name = tmp->name;
513 op->title = tmp->title;
514 /* we could link all the parts onto tmp, and then just
515 * call insert_ob_in_map once, but the effect is the same,
516 * as insert_ob_in_map will call itself with each part, and
517 * the coding is simpler to just to it here with each part.
518 */
519 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
520 } /* for at = tmp->arch->more */
521 } /* for objects on this space */
522 }
523
524 /*
525 * Loads (ands parses) the objects into a given map from the specified
526 * file pointer.
527 * mapflags is the same as we get with load_original_map
528 */
529 void
530 load_objects (maptile *m, object_thawer & fp, int mapflags)
531 {
532 int i, j;
533 int unique;
534 object *op, *prev = NULL, *last_more = NULL, *otmp;
535
536 op = object::create ();
537 op->map = m; /* To handle buttons correctly */
538
539 while ((i = load_object (fp, op, mapflags)))
540 {
541 /* if the archetype for the object is null, means that we
542 * got an invalid object. Don't do anything with it - the game
543 * or editor will not be able to do anything with it either.
544 */
545 if (op->arch == NULL)
546 {
547 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
548 continue;
549 }
550
551
552 switch (i)
553 {
554 case LL_NORMAL:
555 /* if we are loading an overlay, put the floors on the bottom */
556 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
557 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
558 else
559 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
560
561 if (op->inv)
562 sum_weight (op);
563
564 prev = op, last_more = op;
565 break;
566
567 case LL_MORE:
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
569 op->head = prev, last_more->more = op, last_more = op;
570 break;
571 }
572
573 if (mapflags & MAP_STYLE)
574 remove_from_active_list (op);
575
576 op = object::create ();
577 op->map = m;
578 }
579
580 for (i = 0; i < m->width; i++)
581 {
582 for (j = 0; j < m->height; j++)
583 {
584 unique = 0;
585 /* check for unique items, or unique squares */
586 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
587 {
588 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
589 unique = 1;
590
591 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
592 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
593 }
594 }
595 }
596
597 op->destroy ();
598 link_multipart_objects (m);
599 }
600
601 /* This saves all the objects on the map in a non destructive fashion.
602 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
603 * and we only save the head of multi part objects - this is needed
604 * in order to do map tiling properly.
605 */
606 void
607 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
608 {
609 int i, j = 0, unique = 0;
610 object *op;
611
612 /* first pass - save one-part objects */
613 for (i = 0; i < MAP_WIDTH (m); i++)
614 for (j = 0; j < MAP_HEIGHT (m); j++)
615 {
616 unique = 0;
617 for (op = get_map_ob (m, i, j); op; op = op->above)
618 {
619 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
620 unique = 1;
621
622 if (op->type == PLAYER)
623 {
624 LOG (llevDebug, "Player on map that is being saved\n");
625 continue;
626 }
627
628 if (op->head || op->owner)
629 continue;
630
631 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
632 save_object (fp2, op, 3);
633 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
634 save_object (fp, op, 3);
635
636 } /* for this space */
637 } /* for this j */
638 }
639
640 maptile::maptile ()
641 {
642 in_memory = MAP_SWAPPED;
643 /* The maps used to pick up default x and y values from the
644 * map archetype. Mimic that behaviour.
645 */
646 MAP_WIDTH (this) = 16;
647 MAP_HEIGHT (this) = 16;
648 MAP_RESET_TIMEOUT (this) = 0;
649 MAP_TIMEOUT (this) = 300;
650 MAP_ENTER_X (this) = 0;
651 MAP_ENTER_Y (this) = 0;
652 /*set part to -1 indicating conversion to weather map not yet done */
653 MAP_WORLDPARTX (this) = -1;
654 MAP_WORLDPARTY (this) = -1;
655 }
656
657 /*
658 * Allocates, initialises, and returns a pointer to a maptile.
659 * Modified to no longer take a path option which was not being
660 * used anyways. MSW 2001-07-01
661 */
662 maptile *
663 get_linked_map (void)
664 {
665 maptile *mp, *map = new maptile;
666
667 for (mp = first_map; mp && mp->next; mp = mp->next);
668
669 if (mp == NULL)
670 first_map = map;
671 else
672 mp->next = map;
673
674 return map;
675 }
676
677 /*
678 * Allocates the arrays contained in a maptile.
679 * This basically allocates the dynamic array of spaces for the
680 * map.
681 */
682 void
683 maptile::allocate ()
684 {
685 in_memory = MAP_IN_MEMORY;
686
687 /* Log this condition and free the storage. We could I suppose
688 * realloc, but if the caller is presuming the data will be intact,
689 * that is their poor assumption.
690 */
691 if (spaces)
692 {
693 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
694 free (spaces);
695 }
696
697 spaces = (MapSpace *)
698 calloc (1, width * height * sizeof (MapSpace));
699
700 if (!spaces)
701 fatal (OUT_OF_MEMORY);
702 }
703
704 /* Create and returns a map of the specific size. Used
705 * in random map code and the editor.
706 */
707 maptile *
708 get_empty_map (int sizex, int sizey)
709 {
710 maptile *m = get_linked_map ();
711
712 m->width = sizex;
713 m->height = sizey;
714 m->in_memory = MAP_SWAPPED;
715 m->allocate ();
716
717 return m;
718 }
719
720 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
721 * corresponding to that string. Memory is allocated for this, it must be freed
722 * at a later date.
723 * Called by parse_map_headers below.
724 */
725
726 static shopitems *
727 parse_shop_string (const char *input_string)
728 {
729 char *shop_string, *p, *q, *next_semicolon, *next_colon;
730 shopitems *items = NULL;
731 int i = 0, number_of_entries = 0;
732 const typedata *current_type;
733
734 shop_string = strdup (input_string);
735 p = shop_string;
736 /* first we'll count the entries, we'll need that for allocating the array shortly */
737 while (p)
738 {
739 p = strchr (p, ';');
740 number_of_entries++;
741 if (p)
742 p++;
743 }
744 p = shop_string;
745 strip_endline (p);
746 items = new shopitems[number_of_entries + 1];
747 for (i = 0; i < number_of_entries; i++)
748 {
749 if (!p)
750 {
751 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
752 break;
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 items[i].index = number_of_entries;
791 if (next_semicolon)
792 p = ++next_semicolon;
793 else
794 p = NULL;
795 }
796 free (shop_string);
797 return items;
798 }
799
800 /* opposite of parse string, this puts the string that was originally fed in to
801 * the map (or something equivilent) into output_string. */
802 static void
803 print_shop_string (maptile *m, char *output_string)
804 {
805 int i;
806 char tmp[MAX_BUF];
807
808 strcpy (output_string, "");
809 for (i = 0; i < m->shopitems[0].index; i++)
810 {
811 if (m->shopitems[i].typenum)
812 {
813 if (m->shopitems[i].strength)
814 {
815 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
816 }
817 else
818 sprintf (tmp, "%s;", m->shopitems[i].name);
819 }
820 else
821 {
822 if (m->shopitems[i].strength)
823 {
824 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
825 }
826 else
827 sprintf (tmp, "*");
828 }
829 strcat (output_string, tmp);
830 }
831 }
832
833 /* This loads the header information of the map. The header
834 * contains things like difficulty, size, timeout, etc.
835 * this used to be stored in the map object, but with the
836 * addition of tiling, fields beyond that easily named in an
837 * object structure were needed, so it just made sense to
838 * put all the stuff in the map object so that names actually make
839 * sense.
840 * This could be done in lex (like the object loader), but I think
841 * currently, there are few enough fields this is not a big deal.
842 * MSW 2001-07-01
843 * return 0 on success, 1 on failure.
844 */
845
846 static int
847 load_map_header (object_thawer & fp, maptile *m)
848 {
849 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
850 int msgpos = 0;
851 int maplorepos = 0;
852
853 while (fgets (buf, HUGE_BUF, fp) != NULL)
854 {
855 buf[HUGE_BUF - 1] = 0;
856 key = buf;
857
858 while (isspace (*key))
859 key++;
860
861 if (*key == 0)
862 continue; /* empty line */
863
864 value = strchr (key, ' ');
865
866 if (!value)
867 {
868 if ((end = strchr (key, '\n')))
869 *end = 0;
870 }
871 else
872 {
873 *value = 0;
874 value++;
875 end = strchr (value, '\n');
876
877 while (isspace (*value))
878 {
879 value++;
880
881 if (*value == '\0' || value == end)
882 {
883 /* Nothing but spaces. */
884 value = NULL;
885 break;
886 }
887 }
888 }
889
890 if (!end)
891 {
892 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
893 return 1;
894 }
895
896 /* key is the field name, value is what it should be set
897 * to. We've already done the work to null terminate key,
898 * and strip off any leading spaces for both of these.
899 * We have not touched the newline at the end of the line -
900 * these are needed for some values. the end pointer
901 * points to the first of the newlines.
902 * value could be NULL! It would be easy enough to just point
903 * this to "" to prevent cores, but that would let more errors slide
904 * through.
905 *
906 * First check for entries that do not use the value parameter, then
907 * validate that value is given and check for the remaining entries
908 * that use the parameter.
909 */
910
911 if (!strcmp (key, "msg"))
912 {
913 while (fgets (buf, HUGE_BUF, fp) != NULL)
914 {
915 if (!strcmp (buf, "endmsg\n"))
916 break;
917 else
918 {
919 /* slightly more efficient than strcat */
920 strcpy (msgbuf + msgpos, buf);
921 msgpos += strlen (buf);
922 }
923 }
924 /* There are lots of maps that have empty messages (eg, msg/endmsg
925 * with nothing between). There is no reason in those cases to
926 * keep the empty message. Also, msgbuf contains garbage data
927 * when msgpos is zero, so copying it results in crashes
928 */
929 if (msgpos != 0)
930 m->msg = strdup (msgbuf);
931 }
932 else if (!strcmp (key, "maplore"))
933 {
934 while (fgets (buf, HUGE_BUF, fp) != NULL)
935 {
936 if (!strcmp (buf, "endmaplore\n"))
937 break;
938 else
939 {
940 /* slightly more efficient than strcat */
941 strcpy (maplorebuf + maplorepos, buf);
942 maplorepos += strlen (buf);
943 }
944 }
945 if (maplorepos != 0)
946 m->maplore = strdup (maplorebuf);
947 }
948 else if (!strcmp (key, "end"))
949 {
950 break;
951 }
952 else if (value == NULL)
953 {
954 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
955 }
956 else if (!strcmp (key, "arch"))
957 {
958 /* This is an oddity, but not something we care about much. */
959 if (strcmp (value, "map\n"))
960 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
961 }
962 else if (!strcmp (key, "name"))
963 {
964 *end = 0;
965 m->name = strdup (value);
966 }
967 /* first strcmp value on these are old names supported
968 * for compatibility reasons. The new values (second) are
969 * what really should be used.
970 */
971 else if (!strcmp (key, "oid"))
972 fp.get (m, atoi (value));
973 else if (!strcmp (key, "attach"))
974 m->attach = value;
975 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
976 m->enter_x = atoi (value);
977 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
978 m->enter_y = atoi (value);
979 else if (!strcmp (key, "x") || !strcmp (key, "width"))
980 m->width = atoi (value);
981 else if (!strcmp (key, "y") || !strcmp (key, "height"))
982 m->height = atoi (value);
983 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
984 m->reset_timeout = atoi (value);
985 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
986 m->timeout = atoi (value);
987 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
988 m->difficulty = clamp (atoi (value), 1, settings.max_level);
989 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
990 m->darkness = atoi (value);
991 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
992 m->fixed_resettime = atoi (value);
993 else if (!strcmp (key, "unique"))
994 m->unique = atoi (value);
995 else if (!strcmp (key, "template"))
996 m->templatemap = atoi (value);
997 else if (!strcmp (key, "region"))
998 m->region = get_region_by_name (value);
999 else if (!strcmp (key, "shopitems"))
1000 {
1001 *end = 0;
1002 m->shopitems = parse_shop_string (value);
1003 }
1004 else if (!strcmp (key, "shopgreed"))
1005 m->shopgreed = atof (value);
1006 else if (!strcmp (key, "shopmin"))
1007 m->shopmin = atol (value);
1008 else if (!strcmp (key, "shopmax"))
1009 m->shopmax = atol (value);
1010 else if (!strcmp (key, "shoprace"))
1011 {
1012 *end = 0;
1013 m->shoprace = strdup (value);
1014 }
1015 else if (!strcmp (key, "outdoor"))
1016 m->outdoor = atoi (value);
1017 else if (!strcmp (key, "temp"))
1018 m->temp = atoi (value);
1019 else if (!strcmp (key, "pressure"))
1020 m->pressure = atoi (value);
1021 else if (!strcmp (key, "humid"))
1022 m->humid = atoi (value);
1023 else if (!strcmp (key, "windspeed"))
1024 m->windspeed = atoi (value);
1025 else if (!strcmp (key, "winddir"))
1026 m->winddir = atoi (value);
1027 else if (!strcmp (key, "sky"))
1028 m->sky = atoi (value);
1029 else if (!strcmp (key, "nosmooth"))
1030 m->nosmooth = atoi (value);
1031 else if (!strncmp (key, "tile_path_", 10))
1032 {
1033 int tile = atoi (key + 10);
1034
1035 if (tile < 1 || tile > 4)
1036 {
1037 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1038 }
1039 else
1040 {
1041 char *path;
1042
1043 *end = 0;
1044
1045 if (m->tile_path[tile - 1])
1046 {
1047 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1048 free (m->tile_path[tile - 1]);
1049 m->tile_path[tile - 1] = NULL;
1050 }
1051
1052 if (check_path (value, 1) != -1)
1053 {
1054 /* The unadorned path works. */
1055 path = value;
1056 }
1057 else
1058 {
1059 /* Try again; it could be a relative exit. */
1060
1061 path = path_combine_and_normalize (m->path, value);
1062
1063 if (check_path (path, 1) == -1)
1064 {
1065 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1066 path = NULL;
1067 }
1068 }
1069
1070 if (editor)
1071 {
1072 /* Use the value as in the file. */
1073 m->tile_path[tile - 1] = strdup (value);
1074 }
1075 else if (path != NULL)
1076 {
1077 /* Use the normalized value. */
1078 m->tile_path[tile - 1] = strdup (path);
1079 }
1080 } /* end if tile direction (in)valid */
1081 }
1082 else
1083 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1084 }
1085
1086 if (!key || strcmp (key, "end"))
1087 {
1088 LOG (llevError, "Got premature eof on map header!\n");
1089 return 1;
1090 }
1091
1092 return 0;
1093 }
1094
1095 /*
1096 * Opens the file "filename" and reads information about the map
1097 * from the given file, and stores it in a newly allocated
1098 * maptile. A pointer to this structure is returned, or NULL on failure.
1099 * flags correspond to those in map.h. Main ones used are
1100 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1101 * MAP_BLOCK, in which case we block on this load. This happens in all
1102 * cases, no matter if this flag is set or not.
1103 * MAP_STYLE: style map - don't add active objects, don't add to server
1104 * managed map list.
1105 */
1106
1107 maptile *
1108 load_original_map (const char *filename, int flags)
1109 {
1110 maptile *m;
1111 char pathname[MAX_BUF];
1112
1113 if (flags & MAP_PLAYER_UNIQUE)
1114 strcpy (pathname, filename);
1115 else if (flags & MAP_OVERLAY)
1116 strcpy (pathname, create_overlay_pathname (filename));
1117 else
1118 strcpy (pathname, create_pathname (filename));
1119
1120 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1121
1122 object_thawer thawer (pathname);
1123
1124 if (!thawer)
1125 return 0;
1126
1127 m = get_linked_map ();
1128
1129 strcpy (m->path, filename);
1130 if (load_map_header (thawer, m))
1131 {
1132 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1133 delete_map (m);
1134 return NULL;
1135 }
1136
1137 m->allocate ();
1138
1139 m->in_memory = MAP_LOADING;
1140 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1141
1142 m->in_memory = MAP_IN_MEMORY;
1143 if (!MAP_DIFFICULTY (m))
1144 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1145 set_map_reset_time (m);
1146 m->instantiate ();
1147 return (m);
1148 }
1149
1150 /*
1151 * Loads a map, which has been loaded earlier, from file.
1152 * Return the map object we load into (this can change from the passed
1153 * option if we can't find the original map)
1154 */
1155
1156 static maptile *
1157 load_temporary_map (maptile *m)
1158 {
1159 char buf[MAX_BUF];
1160
1161 if (!m->tmpname)
1162 {
1163 LOG (llevError, "No temporary filename for map %s\n", m->path);
1164 strcpy (buf, m->path);
1165 delete_map (m);
1166 m = load_original_map (buf, 0);
1167 if (m == NULL)
1168 return NULL;
1169 fix_auto_apply (m); /* Chests which open as default */
1170 return m;
1171 }
1172
1173 object_thawer thawer (m->tmpname);
1174
1175 if (!thawer)
1176 {
1177 strcpy (buf, m->path);
1178 delete_map (m);
1179 m = load_original_map (buf, 0);
1180 if (!m)
1181 return NULL;
1182 fix_auto_apply (m); /* Chests which open as default */
1183 return m;
1184 }
1185
1186 if (load_map_header (thawer, m))
1187 {
1188 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1189 delete_map (m);
1190 m = load_original_map (m->path, 0);
1191 return NULL;
1192 }
1193
1194 m->allocate ();
1195
1196 m->in_memory = MAP_LOADING;
1197 load_objects (m, thawer, 0);
1198
1199 m->in_memory = MAP_IN_MEMORY;
1200 INVOKE_MAP (SWAPIN, m);
1201 return m;
1202 }
1203
1204 /*
1205 * Loads a map, which has been loaded earlier, from file.
1206 * Return the map object we load into (this can change from the passed
1207 * option if we can't find the original map)
1208 */
1209
1210 maptile *
1211 load_overlay_map (const char *filename, maptile *m)
1212 {
1213 char pathname[MAX_BUF];
1214
1215 strcpy (pathname, create_overlay_pathname (filename));
1216
1217 object_thawer thawer (pathname);
1218
1219 if (!thawer)
1220 return m;
1221
1222 if (load_map_header (thawer, m))
1223 {
1224 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1225 delete_map (m);
1226 m = load_original_map (m->path, 0);
1227 return NULL;
1228 }
1229 /*m->allocate ();*/
1230
1231 m->in_memory = MAP_LOADING;
1232 load_objects (m, thawer, MAP_OVERLAY);
1233
1234 m->in_memory = MAP_IN_MEMORY;
1235 return m;
1236 }
1237
1238 /******************************************************************************
1239 * This is the start of unique map handling code
1240 *****************************************************************************/
1241
1242 /* This goes through map 'm' and removed any unique items on the map. */
1243 static void
1244 delete_unique_items (maptile *m)
1245 {
1246 int i, j, unique;
1247 object *op, *next;
1248
1249 for (i = 0; i < MAP_WIDTH (m); i++)
1250 for (j = 0; j < MAP_HEIGHT (m); j++)
1251 {
1252 unique = 0;
1253
1254 for (op = get_map_ob (m, i, j); op; op = next)
1255 {
1256 next = op->above;
1257
1258 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1259 unique = 1;
1260
1261 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1262 {
1263 clean_object (op);
1264
1265 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1266 remove_button_link (op);
1267
1268 op->destroy ();
1269 }
1270 }
1271 }
1272 }
1273
1274
1275 /*
1276 * Loads unique objects from file(s) into the map which is in memory
1277 * m is the map to load unique items into.
1278 */
1279 static void
1280 load_unique_objects (maptile *m)
1281 {
1282 int count;
1283 char firstname[MAX_BUF];
1284
1285 for (count = 0; count < 10; count++)
1286 {
1287 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1288 if (!access (firstname, R_OK))
1289 break;
1290 }
1291 /* If we get here, we did not find any map */
1292 if (count == 10)
1293 return;
1294
1295 object_thawer thawer (firstname);
1296
1297 if (!thawer)
1298 return;
1299
1300 m->in_memory = MAP_LOADING;
1301 if (m->tmpname == NULL) /* if we have loaded unique items from */
1302 delete_unique_items (m); /* original map before, don't duplicate them */
1303 load_objects (m, thawer, 0);
1304
1305 m->in_memory = MAP_IN_MEMORY;
1306 }
1307
1308
1309 /*
1310 * Saves a map to file. If flag is set, it is saved into the same
1311 * file it was (originally) loaded from. Otherwise a temporary
1312 * filename will be genarated, and the file will be stored there.
1313 * The temporary filename will be stored in the maptileure.
1314 * If the map is unique, we also save to the filename in the map
1315 * (this should have been updated when first loaded)
1316 */
1317
1318 int
1319 new_save_map (maptile *m, int flag)
1320 {
1321 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1322 int i;
1323
1324 if (flag && !*m->path)
1325 {
1326 LOG (llevError, "Tried to save map without path.\n");
1327 return -1;
1328 }
1329
1330 if (flag || (m->unique) || (m->templatemap))
1331 {
1332 if (!m->unique && !m->templatemap)
1333 { /* flag is set */
1334 if (flag == 2)
1335 strcpy (filename, create_overlay_pathname (m->path));
1336 else
1337 strcpy (filename, create_pathname (m->path));
1338 }
1339 else
1340 strcpy (filename, m->path);
1341
1342 make_path_to_file (filename);
1343 }
1344 else
1345 {
1346 if (!m->tmpname)
1347 m->tmpname = tempnam (settings.tmpdir, NULL);
1348
1349 strcpy (filename, m->tmpname);
1350 }
1351
1352 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1353 m->in_memory = MAP_SAVING;
1354
1355 object_freezer freezer;
1356
1357 /* legacy */
1358 fprintf (freezer, "arch map\n");
1359 if (m->name)
1360 fprintf (freezer, "name %s\n", m->name);
1361 if (!flag)
1362 fprintf (freezer, "swap_time %d\n", m->swap_time);
1363 if (m->reset_timeout)
1364 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1365 if (m->fixed_resettime)
1366 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1367 /* we unfortunately have no idea if this is a value the creator set
1368 * or a difficulty value we generated when the map was first loaded
1369 */
1370 if (m->difficulty)
1371 fprintf (freezer, "difficulty %d\n", m->difficulty);
1372 if (m->region)
1373 fprintf (freezer, "region %s\n", m->region->name);
1374 if (m->shopitems)
1375 {
1376 print_shop_string (m, shop);
1377 fprintf (freezer, "shopitems %s\n", shop);
1378 }
1379 if (m->shopgreed)
1380 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1381 if (m->shopmin)
1382 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1383 if (m->shopmax)
1384 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1385 if (m->shoprace)
1386 fprintf (freezer, "shoprace %s\n", m->shoprace);
1387 if (m->darkness)
1388 fprintf (freezer, "darkness %d\n", m->darkness);
1389 if (m->width)
1390 fprintf (freezer, "width %d\n", m->width);
1391 if (m->height)
1392 fprintf (freezer, "height %d\n", m->height);
1393 if (m->enter_x)
1394 fprintf (freezer, "enter_x %d\n", m->enter_x);
1395 if (m->enter_y)
1396 fprintf (freezer, "enter_y %d\n", m->enter_y);
1397 if (m->msg)
1398 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1399 if (m->maplore)
1400 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1401 if (m->unique)
1402 fprintf (freezer, "unique %d\n", m->unique);
1403 if (m->templatemap)
1404 fprintf (freezer, "template %d\n", m->templatemap);
1405 if (m->outdoor)
1406 fprintf (freezer, "outdoor %d\n", m->outdoor);
1407 if (m->temp)
1408 fprintf (freezer, "temp %d\n", m->temp);
1409 if (m->pressure)
1410 fprintf (freezer, "pressure %d\n", m->pressure);
1411 if (m->humid)
1412 fprintf (freezer, "humid %d\n", m->humid);
1413 if (m->windspeed)
1414 fprintf (freezer, "windspeed %d\n", m->windspeed);
1415 if (m->winddir)
1416 fprintf (freezer, "winddir %d\n", m->winddir);
1417 if (m->sky)
1418 fprintf (freezer, "sky %d\n", m->sky);
1419 if (m->nosmooth)
1420 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1421
1422 /* Save any tiling information, except on overlays */
1423 if (flag != 2)
1424 for (i = 0; i < 4; i++)
1425 if (m->tile_path[i])
1426 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1427
1428 freezer.put (m);
1429 fprintf (freezer, "end\n");
1430
1431 /* In the game save unique items in the different file, but
1432 * in the editor save them to the normal map file.
1433 * If unique map, save files in the proper destination (set by
1434 * player)
1435 */
1436 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1437 {
1438 object_freezer unique;
1439
1440 if (flag == 2)
1441 save_objects (m, freezer, unique, 2);
1442 else
1443 save_objects (m, freezer, unique, 0);
1444
1445 sprintf (buf, "%s.v00", create_items_path (m->path));
1446
1447 unique.save (buf);
1448 }
1449 else
1450 { /* save same file when not playing, like in editor */
1451 save_objects (m, freezer, freezer, 0);
1452 }
1453
1454 freezer.save (filename);
1455
1456 return 0;
1457 }
1458
1459
1460 /*
1461 * Remove and free all objects in the inventory of the given object.
1462 * object.c ?
1463 */
1464
1465 void
1466 clean_object (object *op)
1467 {
1468 object *tmp, *next;
1469
1470 for (tmp = op->inv; tmp; tmp = next)
1471 {
1472 next = tmp->below;
1473
1474 clean_object (tmp);
1475 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1476 remove_button_link (tmp);
1477
1478 tmp->destroy ();
1479 }
1480 }
1481
1482 /*
1483 * Remove and free all objects in the given map.
1484 */
1485
1486 void
1487 free_all_objects (maptile *m)
1488 {
1489 int i, j;
1490 object *op;
1491
1492 for (i = 0; i < MAP_WIDTH (m); i++)
1493 for (j = 0; j < MAP_HEIGHT (m); j++)
1494 {
1495 object *previous_obj = NULL;
1496
1497 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1498 {
1499 if (op == previous_obj)
1500 {
1501 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1502 break;
1503 }
1504
1505 previous_obj = op;
1506
1507 if (op->head != NULL)
1508 op = op->head;
1509
1510 /* If the map isn't in memory, free_object will remove and
1511 * free objects in op's inventory. So let it do the job.
1512 */
1513 if (m->in_memory == MAP_IN_MEMORY)
1514 clean_object (op);
1515
1516 op->destroy ();
1517 }
1518 }
1519 }
1520
1521 /*
1522 * Frees everything allocated by the given maptileure.
1523 * don't free tmpname - our caller is left to do that
1524 */
1525
1526 void
1527 free_map (maptile *m, int flag)
1528 {
1529 int i;
1530
1531 if (!m->in_memory)
1532 {
1533 LOG (llevError, "Trying to free freed map.\n");
1534 return;
1535 }
1536
1537 // TODO: use new/delete
1538 #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1539
1540 if (flag && m->spaces)
1541 free_all_objects (m);
1542 if (m->name)
1543 FREE_AND_CLEAR (m->name);
1544 if (m->spaces)
1545 FREE_AND_CLEAR (m->spaces);
1546 if (m->msg)
1547 FREE_AND_CLEAR (m->msg);
1548 if (m->maplore)
1549 FREE_AND_CLEAR (m->maplore);
1550
1551 delete [] m->shopitems;
1552 m->shopitems = 0;
1553
1554 if (m->shoprace)
1555 FREE_AND_CLEAR (m->shoprace);
1556
1557 if (m->buttons)
1558 free_objectlinkpt (m->buttons);
1559
1560 m->buttons = NULL;
1561
1562 for (i = 0; i < 4; i++)
1563 {
1564 if (m->tile_path[i])
1565 FREE_AND_CLEAR (m->tile_path[i]);
1566 m->tile_map[i] = NULL;
1567 }
1568
1569 m->in_memory = MAP_SWAPPED;
1570
1571 #undef FREE_AND_CLEAR
1572
1573 }
1574
1575 /*
1576 * function: vanish maptile
1577 * m : pointer to maptile, if NULL no action
1578 * this deletes all the data on the map (freeing pointers)
1579 * and then removes this map from the global linked list of maps.
1580 */
1581
1582 void
1583 delete_map (maptile *m)
1584 {
1585 maptile *tmp, *last;
1586 int i;
1587
1588 if (!m)
1589 return;
1590
1591 m->clear ();
1592
1593 if (m->in_memory == MAP_IN_MEMORY)
1594 {
1595 /* change to MAP_SAVING, even though we are not,
1596 * so that remove_ob doesn't do as much work.
1597 */
1598 m->in_memory = MAP_SAVING;
1599 free_map (m, 1);
1600 }
1601 /* move this out of free_map, since tmpname can still be needed if
1602 * the map is swapped out.
1603 */
1604 if (m->tmpname)
1605 {
1606 free (m->tmpname);
1607 m->tmpname = NULL;
1608 }
1609 last = NULL;
1610 /* We need to look through all the maps and see if any maps
1611 * are pointing at this one for tiling information. Since
1612 * tiling can be assymetric, we just can not look to see which
1613 * maps this map tiles with and clears those.
1614 */
1615 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1616 {
1617 if (tmp->next == m)
1618 last = tmp;
1619
1620 /* This should hopefully get unrolled on a decent compiler */
1621 for (i = 0; i < 4; i++)
1622 if (tmp->tile_map[i] == m)
1623 tmp->tile_map[i] = NULL;
1624 }
1625
1626 /* If last is null, then this should be the first map in the list */
1627 if (!last)
1628 {
1629 if (m == first_map)
1630 first_map = m->next;
1631 else
1632 /* m->path is a static char, so should hopefully still have
1633 * some useful data in it.
1634 */
1635 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1636 }
1637 else
1638 last->next = m->next;
1639
1640 delete m;
1641 }
1642
1643 /*
1644 * Makes sure the given map is loaded and swapped in.
1645 * name is path name of the map.
1646 * flags meaning:
1647 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1648 * and don't do unique items or the like.
1649 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1650 * dont do any more name translation on it.
1651 *
1652 * Returns a pointer to the given map.
1653 */
1654 maptile *
1655 ready_map_name (const char *name, int flags)
1656 {
1657 maptile *m;
1658
1659 if (!name)
1660 return (NULL);
1661
1662 /* Have we been at this level before? */
1663 m = has_been_loaded (name);
1664
1665 /* Map is good to go, so just return it */
1666 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1667 {
1668 return m;
1669 }
1670
1671 /* unique maps always get loaded from their original location, and never
1672 * a temp location. Likewise, if map_flush is set, or we have never loaded
1673 * this map, load it now. I removed the reset checking from here -
1674 * it seems the probability of a player trying to enter a map that should
1675 * reset but hasn't yet is quite low, and removing that makes this function
1676 * a bit cleaner (and players probably shouldn't rely on exact timing for
1677 * resets in any case - if they really care, they should use the 'maps command.
1678 */
1679 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1680 {
1681
1682 /* first visit or time to reset */
1683 if (m)
1684 {
1685 clean_tmp_map (m); /* Doesn't make much difference */
1686 delete_map (m);
1687 }
1688
1689 /* create and load a map */
1690 if (flags & MAP_PLAYER_UNIQUE)
1691 LOG (llevDebug, "Trying to load map %s.\n", name);
1692 else
1693 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1694
1695 //eval_pv ("$x = Event::time", 1);//D
1696 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1697 return (NULL);
1698 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1699
1700 fix_auto_apply (m); /* Chests which open as default */
1701
1702 /* If a player unique map, no extra unique object file to load.
1703 * if from the editor, likewise.
1704 */
1705 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1706 load_unique_objects (m);
1707
1708 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1709 {
1710 m = load_overlay_map (name, m);
1711 if (m == NULL)
1712 return NULL;
1713 }
1714
1715 if (flags & MAP_PLAYER_UNIQUE)
1716 INVOKE_MAP (SWAPIN, m);
1717
1718 }
1719 else
1720 {
1721 /* If in this loop, we found a temporary map, so load it up. */
1722
1723 m = load_temporary_map (m);
1724 if (m == NULL)
1725 return NULL;
1726 load_unique_objects (m);
1727
1728 clean_tmp_map (m);
1729 m->in_memory = MAP_IN_MEMORY;
1730 /* tempnam() on sun systems (probably others) uses malloc
1731 * to allocated space for the string. Free it here.
1732 * In some cases, load_temporary_map above won't find the
1733 * temporary map, and so has reloaded a new map. If that
1734 * is the case, tmpname is now null
1735 */
1736 if (m->tmpname)
1737 free (m->tmpname);
1738 m->tmpname = NULL;
1739 /* It's going to be saved anew anyway */
1740 }
1741
1742 /* Below here is stuff common to both first time loaded maps and
1743 * temp maps.
1744 */
1745
1746 decay_objects (m); /* start the decay */
1747 /* In case other objects press some buttons down */
1748 update_buttons (m);
1749 if (m->outdoor)
1750 set_darkness_map (m);
1751 /* run the weather over this map */
1752 weather_effect (name);
1753 return m;
1754 }
1755
1756
1757 /*
1758 * This routine is supposed to find out the difficulty of the map.
1759 * difficulty does not have a lot to do with character level,
1760 * but does have a lot to do with treasure on the map.
1761 *
1762 * Difficulty can now be set by the map creature. If the value stored
1763 * in the map is zero, then use this routine. Maps should really
1764 * have a difficulty set than using this function - human calculation
1765 * is much better than this functions guesswork.
1766 */
1767
1768 int
1769 calculate_difficulty (maptile *m)
1770 {
1771 object *op;
1772 archetype *at;
1773 int x, y, i;
1774 long monster_cnt = 0;
1775 double avgexp = 0;
1776 sint64 total_exp = 0;
1777
1778 if (MAP_DIFFICULTY (m))
1779 {
1780 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1781 return MAP_DIFFICULTY (m);
1782 }
1783
1784 for (x = 0; x < MAP_WIDTH (m); x++)
1785 for (y = 0; y < MAP_HEIGHT (m); y++)
1786 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1787 {
1788 if (QUERY_FLAG (op, FLAG_MONSTER))
1789 {
1790 total_exp += op->stats.exp;
1791 monster_cnt++;
1792 }
1793
1794 if (QUERY_FLAG (op, FLAG_GENERATOR))
1795 {
1796 total_exp += op->stats.exp;
1797 at = type_to_archetype (GENERATE_TYPE (op));
1798
1799 if (at != NULL)
1800 total_exp += at->clone.stats.exp * 8;
1801
1802 monster_cnt++;
1803 }
1804 }
1805
1806 avgexp = (double) total_exp / monster_cnt;
1807
1808 for (i = 1; i <= settings.max_level; i++)
1809 {
1810 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1811 {
1812 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1813 return i;
1814 }
1815 }
1816
1817 return 1;
1818 }
1819
1820 void
1821 clean_tmp_map (maptile *m)
1822 {
1823 if (m->tmpname == NULL)
1824 return;
1825 INVOKE_MAP (CLEAN, m);
1826 (void) unlink (m->tmpname);
1827 }
1828
1829 void
1830 free_all_maps (void)
1831 {
1832 int real_maps = 0;
1833
1834 while (first_map)
1835 {
1836 /* I think some of the callers above before it gets here set this to be
1837 * saving, but we still want to free this data
1838 */
1839 if (first_map->in_memory == MAP_SAVING)
1840 first_map->in_memory = MAP_IN_MEMORY;
1841 delete_map (first_map);
1842 real_maps++;
1843 }
1844 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1845 }
1846
1847 /* change_map_light() - used to change map light level (darkness)
1848 * up or down. Returns true if successful. It should now be
1849 * possible to change a value by more than 1.
1850 * Move this from los.c to map.c since this is more related
1851 * to maps than los.
1852 * postive values make it darker, negative make it brighter
1853 */
1854
1855 int
1856 change_map_light (maptile *m, int change)
1857 {
1858 int new_level = m->darkness + change;
1859
1860 /* Nothing to do */
1861 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1862 {
1863 return 0;
1864 }
1865
1866 /* inform all players on the map */
1867 if (change > 0)
1868 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1869 else
1870 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1871
1872 /* Do extra checking. since m->darkness is a unsigned value,
1873 * we need to be extra careful about negative values.
1874 * In general, the checks below are only needed if change
1875 * is not +/-1
1876 */
1877 if (new_level < 0)
1878 m->darkness = 0;
1879 else if (new_level >= MAX_DARKNESS)
1880 m->darkness = MAX_DARKNESS;
1881 else
1882 m->darkness = new_level;
1883
1884 /* All clients need to get re-updated for the change */
1885 update_all_map_los (m);
1886 return 1;
1887 }
1888
1889
1890 /*
1891 * This function updates various attributes about a specific space
1892 * on the map (what it looks like, whether it blocks magic,
1893 * has a living creatures, prevents people from passing
1894 * through, etc)
1895 */
1896 void
1897 update_position (maptile *m, int x, int y)
1898 {
1899 object *tmp, *last = NULL;
1900 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1901 New_Face *top, *floor, *middle;
1902 object *top_obj, *floor_obj, *middle_obj;
1903 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1904
1905 oldflags = GET_MAP_FLAGS (m, x, y);
1906 if (!(oldflags & P_NEED_UPDATE))
1907 {
1908 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1909 return;
1910 }
1911
1912 middle = blank_face;
1913 top = blank_face;
1914 floor = blank_face;
1915
1916 middle_obj = NULL;
1917 top_obj = NULL;
1918 floor_obj = NULL;
1919
1920 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1921 {
1922
1923 /* This could be made additive I guess (two lights better than
1924 * one). But if so, it shouldn't be a simple additive - 2
1925 * light bulbs do not illuminate twice as far as once since
1926 * it is a disapation factor that is squared (or is it cubed?)
1927 */
1928 if (tmp->glow_radius > light)
1929 light = tmp->glow_radius;
1930
1931 /* This call is needed in order to update objects the player
1932 * is standing in that have animations (ie, grass, fire, etc).
1933 * However, it also causes the look window to be re-drawn
1934 * 3 times each time the player moves, because many of the
1935 * functions the move_player calls eventualy call this.
1936 *
1937 * Always put the player down for drawing.
1938 */
1939 if (!tmp->invisible)
1940 {
1941 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1942 {
1943 top = tmp->face;
1944 top_obj = tmp;
1945 }
1946 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1947 {
1948 /* If we got a floor, that means middle and top were below it,
1949 * so should not be visible, so we clear them.
1950 */
1951 middle = blank_face;
1952 top = blank_face;
1953 floor = tmp->face;
1954 floor_obj = tmp;
1955 }
1956 /* Flag anywhere have high priority */
1957 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1958 {
1959 middle = tmp->face;
1960
1961 middle_obj = tmp;
1962 anywhere = 1;
1963 }
1964 /* Find the highest visible face around. If equal
1965 * visibilities, we still want the one nearer to the
1966 * top
1967 */
1968 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1969 {
1970 middle = tmp->face;
1971 middle_obj = tmp;
1972 }
1973 }
1974 if (tmp == tmp->above)
1975 {
1976 LOG (llevError, "Error in structure of map\n");
1977 exit (-1);
1978 }
1979
1980 move_slow |= tmp->move_slow;
1981 move_block |= tmp->move_block;
1982 move_on |= tmp->move_on;
1983 move_off |= tmp->move_off;
1984 move_allow |= tmp->move_allow;
1985
1986 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1987 flags |= P_IS_ALIVE;
1988 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
1989 flags |= P_NO_MAGIC;
1990 if (QUERY_FLAG (tmp, FLAG_DAMNED))
1991 flags |= P_NO_CLERIC;
1992 if (tmp->type == SAFE_GROUND)
1993 flags |= P_SAFE;
1994
1995 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1996 flags |= P_BLOCKSVIEW;
1997 } /* for stack of objects */
1998
1999 /* we don't want to rely on this function to have accurate flags, but
2000 * since we're already doing the work, we calculate them here.
2001 * if they don't match, logic is broken someplace.
2002 */
2003 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2004 {
2005 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2006 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2007 }
2008 SET_MAP_FLAGS (m, x, y, flags);
2009 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2010 SET_MAP_MOVE_ON (m, x, y, move_on);
2011 SET_MAP_MOVE_OFF (m, x, y, move_off);
2012 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2013
2014 /* At this point, we have a floor face (if there is a floor),
2015 * and the floor is set - we are not going to touch it at
2016 * this point.
2017 * middle contains the highest visibility face.
2018 * top contains a player/monster face, if there is one.
2019 *
2020 * We now need to fill in top.face and/or middle.face.
2021 */
2022
2023 /* If the top face also happens to be high visibility, re-do our
2024 * middle face. This should not happen, as we already have the
2025 * else statement above so middle should not get set. OTOH, it
2026 * may be possible for the faces to match but be different objects.
2027 */
2028 if (top == middle)
2029 middle = blank_face;
2030
2031 /* There are three posibilities at this point:
2032 * 1) top face is set, need middle to be set.
2033 * 2) middle is set, need to set top.
2034 * 3) neither middle or top is set - need to set both.
2035 */
2036
2037 for (tmp = last; tmp; tmp = tmp->below)
2038 {
2039 /* Once we get to a floor, stop, since we already have a floor object */
2040 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2041 break;
2042
2043 /* If two top faces are already set, quit processing */
2044 if ((top != blank_face) && (middle != blank_face))
2045 break;
2046
2047 /* Only show visible faces, unless its the editor - show all */
2048 if (!tmp->invisible || editor)
2049 {
2050 /* Fill in top if needed */
2051 if (top == blank_face)
2052 {
2053 top = tmp->face;
2054 top_obj = tmp;
2055 if (top == middle)
2056 middle = blank_face;
2057 }
2058 else
2059 {
2060 /* top is already set - we should only get here if
2061 * middle is not set
2062 *
2063 * Set the middle face and break out, since there is nothing
2064 * more to fill in. We don't check visiblity here, since
2065 *
2066 */
2067 if (tmp->face != top)
2068 {
2069 middle = tmp->face;
2070 middle_obj = tmp;
2071 break;
2072 }
2073 }
2074 }
2075 }
2076 if (middle == floor)
2077 middle = blank_face;
2078 if (top == middle)
2079 middle = blank_face;
2080 SET_MAP_FACE (m, x, y, top, 0);
2081 if (top != blank_face)
2082 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2083 else
2084 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2085 SET_MAP_FACE (m, x, y, middle, 1);
2086 if (middle != blank_face)
2087 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2088 else
2089 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2090 SET_MAP_FACE (m, x, y, floor, 2);
2091 if (floor != blank_face)
2092 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2093 else
2094 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2095 SET_MAP_LIGHT (m, x, y, light);
2096 }
2097
2098
2099 void
2100 set_map_reset_time (maptile *map)
2101 {
2102 int timeout;
2103
2104 timeout = MAP_RESET_TIMEOUT (map);
2105 if (timeout <= 0)
2106 timeout = MAP_DEFAULTRESET;
2107 if (timeout >= MAP_MAXRESET)
2108 timeout = MAP_MAXRESET;
2109 MAP_WHEN_RESET (map) = time (0) + timeout;
2110 }
2111
2112 /* this updates the orig_map->tile_map[tile_num] value after loading
2113 * the map. It also takes care of linking back the freshly loaded
2114 * maps tile_map values if it tiles back to this one. It returns
2115 * the value of orig_map->tile_map[tile_num]. It really only does this
2116 * so that it is easier for calling functions to verify success.
2117 */
2118
2119 static maptile *
2120 load_and_link_tiled_map (maptile *orig_map, int tile_num)
2121 {
2122 int dest_tile = (tile_num + 2) % 4;
2123 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2124
2125 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2126
2127 /* need to do a strcmp here as the orig_map->path is not a shared string */
2128 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))
2129 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2130
2131 return orig_map->tile_map[tile_num];
2132 }
2133
2134 /* this returns TRUE if the coordinates (x,y) are out of
2135 * map m. This function also takes into account any
2136 * tiling considerations, loading adjacant maps as needed.
2137 * This is the function should always be used when it
2138 * necessary to check for valid coordinates.
2139 * This function will recursively call itself for the
2140 * tiled maps.
2141 *
2142 *
2143 */
2144 int
2145 out_of_map (maptile *m, int x, int y)
2146 {
2147
2148 /* If we get passed a null map, this is obviously the
2149 * case. This generally shouldn't happen, but if the
2150 * map loads fail below, it could happen.
2151 */
2152 if (!m)
2153 return 0;
2154
2155 if (x < 0)
2156 {
2157 if (!m->tile_path[3])
2158 return 1;
2159 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2160 {
2161 load_and_link_tiled_map (m, 3);
2162 }
2163 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2164 }
2165 if (x >= MAP_WIDTH (m))
2166 {
2167 if (!m->tile_path[1])
2168 return 1;
2169 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2170 {
2171 load_and_link_tiled_map (m, 1);
2172 }
2173 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2174 }
2175 if (y < 0)
2176 {
2177 if (!m->tile_path[0])
2178 return 1;
2179 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2180 {
2181 load_and_link_tiled_map (m, 0);
2182 }
2183 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2184 }
2185 if (y >= MAP_HEIGHT (m))
2186 {
2187 if (!m->tile_path[2])
2188 return 1;
2189 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2190 {
2191 load_and_link_tiled_map (m, 2);
2192 }
2193 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2194 }
2195
2196 /* Simple case - coordinates are within this local
2197 * map.
2198 */
2199 return 0;
2200 }
2201
2202 /* This is basically the same as out_of_map above, but
2203 * instead we return NULL if no map is valid (coordinates
2204 * out of bounds and no tiled map), otherwise it returns
2205 * the map as that the coordinates are really on, and
2206 * updates x and y to be the localized coordinates.
2207 * Using this is more efficient of calling out_of_map
2208 * and then figuring out what the real map is
2209 */
2210 maptile *
2211 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2212 {
2213
2214 if (*x < 0)
2215 {
2216 if (!m->tile_path[3])
2217 return NULL;
2218 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2219 load_and_link_tiled_map (m, 3);
2220
2221 *x += MAP_WIDTH (m->tile_map[3]);
2222 return (get_map_from_coord (m->tile_map[3], x, y));
2223 }
2224 if (*x >= MAP_WIDTH (m))
2225 {
2226 if (!m->tile_path[1])
2227 return NULL;
2228 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2229 load_and_link_tiled_map (m, 1);
2230
2231 *x -= MAP_WIDTH (m);
2232 return (get_map_from_coord (m->tile_map[1], x, y));
2233 }
2234 if (*y < 0)
2235 {
2236 if (!m->tile_path[0])
2237 return NULL;
2238 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2239 load_and_link_tiled_map (m, 0);
2240
2241 *y += MAP_HEIGHT (m->tile_map[0]);
2242 return (get_map_from_coord (m->tile_map[0], x, y));
2243 }
2244 if (*y >= MAP_HEIGHT (m))
2245 {
2246 if (!m->tile_path[2])
2247 return NULL;
2248 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2249 load_and_link_tiled_map (m, 2);
2250
2251 *y -= MAP_HEIGHT (m);
2252 return (get_map_from_coord (m->tile_map[2], x, y));
2253 }
2254
2255 /* Simple case - coordinates are within this local
2256 * map.
2257 */
2258
2259 return m;
2260 }
2261
2262 /**
2263 * Return whether map2 is adjacent to map1. If so, store the distance from
2264 * map1 to map2 in dx/dy.
2265 */
2266 static int
2267 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2268 {
2269 if (!map1 || !map2)
2270 return 0;
2271
2272 if (map1 == map2)
2273 {
2274 *dx = 0;
2275 *dy = 0;
2276
2277 }
2278 else if (map1->tile_map[0] == map2)
2279 { /* up */
2280 *dx = 0;
2281 *dy = -MAP_HEIGHT (map2);
2282 }
2283 else if (map1->tile_map[1] == map2)
2284 { /* right */
2285 *dx = MAP_WIDTH (map1);
2286 *dy = 0;
2287 }
2288 else if (map1->tile_map[2] == map2)
2289 { /* down */
2290 *dx = 0;
2291 *dy = MAP_HEIGHT (map1);
2292 }
2293 else if (map1->tile_map[3] == map2)
2294 { /* left */
2295 *dx = -MAP_WIDTH (map2);
2296 *dy = 0;
2297
2298 }
2299 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2300 { /* up right */
2301 *dx = MAP_WIDTH (map1->tile_map[0]);
2302 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2303 }
2304 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2305 { /* up left */
2306 *dx = -MAP_WIDTH (map2);
2307 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2308 }
2309 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2310 { /* right up */
2311 *dx = MAP_WIDTH (map1);
2312 *dy = -MAP_HEIGHT (map2);
2313 }
2314 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2315 { /* right down */
2316 *dx = MAP_WIDTH (map1);
2317 *dy = MAP_HEIGHT (map1->tile_map[1]);
2318 }
2319 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2320 { /* down right */
2321 *dx = MAP_WIDTH (map1->tile_map[2]);
2322 *dy = MAP_HEIGHT (map1);
2323 }
2324 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2325 { /* down left */
2326 *dx = -MAP_WIDTH (map2);
2327 *dy = MAP_HEIGHT (map1);
2328 }
2329 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2330 { /* left up */
2331 *dx = -MAP_WIDTH (map1->tile_map[3]);
2332 *dy = -MAP_HEIGHT (map2);
2333 }
2334 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2335 { /* left down */
2336 *dx = -MAP_WIDTH (map1->tile_map[3]);
2337 *dy = MAP_HEIGHT (map1->tile_map[3]);
2338
2339 }
2340 else
2341 { /* not "adjacent" enough */
2342 return 0;
2343 }
2344
2345 return 1;
2346 }
2347
2348 /* From map.c
2349 * This is used by get_player to determine where the other
2350 * creature is. get_rangevector takes into account map tiling,
2351 * so you just can not look the the map coordinates and get the
2352 * righte value. distance_x/y are distance away, which
2353 * can be negativbe. direction is the crossfire direction scheme
2354 * that the creature should head. part is the part of the
2355 * monster that is closest.
2356 *
2357 * get_rangevector looks at op1 and op2, and fills in the
2358 * structure for op1 to get to op2.
2359 * We already trust that the caller has verified that the
2360 * two objects are at least on adjacent maps. If not,
2361 * results are not likely to be what is desired.
2362 * if the objects are not on maps, results are also likely to
2363 * be unexpected
2364 *
2365 * currently, the only flag supported (0x1) is don't translate for
2366 * closest body part of 'op1'
2367 */
2368
2369 void
2370 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2371 {
2372 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2373 {
2374 /* be conservative and fill in _some_ data */
2375 retval->distance = 100000;
2376 retval->distance_x = 32767;
2377 retval->distance_y = 32767;
2378 retval->direction = 0;
2379 retval->part = 0;
2380 }
2381 else
2382 {
2383 object *best;
2384
2385 retval->distance_x += op2->x - op1->x;
2386 retval->distance_y += op2->y - op1->y;
2387
2388 best = op1;
2389 /* If this is multipart, find the closest part now */
2390 if (!(flags & 0x1) && op1->more)
2391 {
2392 object *tmp;
2393 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2394
2395 /* we just take the offset of the piece to head to figure
2396 * distance instead of doing all that work above again
2397 * since the distance fields we set above are positive in the
2398 * same axis as is used for multipart objects, the simply arithmetic
2399 * below works.
2400 */
2401 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2402 {
2403 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2404 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2405 if (tmpi < best_distance)
2406 {
2407 best_distance = tmpi;
2408 best = tmp;
2409 }
2410 }
2411 if (best != op1)
2412 {
2413 retval->distance_x += op1->x - best->x;
2414 retval->distance_y += op1->y - best->y;
2415 }
2416 }
2417 retval->part = best;
2418 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2419 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2420 }
2421 }
2422
2423 /* this is basically the same as get_rangevector above, but instead of
2424 * the first parameter being an object, it instead is the map
2425 * and x,y coordinates - this is used for path to player -
2426 * since the object is not infact moving but we are trying to traverse
2427 * the path, we need this.
2428 * flags has no meaning for this function at this time - I kept it in to
2429 * be more consistant with the above function and also in case they are needed
2430 * for something in the future. Also, since no object is pasted, the best
2431 * field of the rv_vector is set to NULL.
2432 */
2433
2434 void
2435 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2436 {
2437 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2438 {
2439 /* be conservative and fill in _some_ data */
2440 retval->distance = 100000;
2441 retval->distance_x = 32767;
2442 retval->distance_y = 32767;
2443 retval->direction = 0;
2444 retval->part = 0;
2445 }
2446 else
2447 {
2448 retval->distance_x += op2->x - x;
2449 retval->distance_y += op2->y - y;
2450
2451 retval->part = NULL;
2452 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2453 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2454 }
2455 }
2456
2457 /* Returns true of op1 and op2 are effectively on the same map
2458 * (as related to map tiling). Note that this looks for a path from
2459 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2460 * to op1, this will still return false.
2461 * Note we only look one map out to keep the processing simple
2462 * and efficient. This could probably be a macro.
2463 * MSW 2001-08-05
2464 */
2465 int
2466 on_same_map (const object *op1, const object *op2)
2467 {
2468 int dx, dy;
2469
2470 return adjacent_map (op1->map, op2->map, &dx, &dy);
2471 }