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Revision: 1.29
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +1653 -1338 lines
Log Message:
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File Contents

# Content
1
2 /*
3 * static char *rcsid_map_c =
4 * "$Id: map.C,v 1.28 2006-09-08 18:26:22 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30
31 #include <global.h>
32 #include <funcpoint.h>
33
34 #include <loader.h>
35 #ifndef WIN32 /* ---win32 exclude header */
36 # include <unistd.h>
37 #endif /* win32 */
38
39 #include "path.h"
40
41
42 extern int nrofallocobjects, nroffreeobjects;
43
44 /*
45 * Returns the mapstruct which has a name matching the given argument.
46 * return NULL if no match is found.
47 */
48
49 mapstruct *
50 has_been_loaded (const char *name)
51 {
52 mapstruct *map;
53
54 if (!name || !*name)
55 return 0;
56 for (map = first_map; map; map = map->next)
57 if (!strcmp (name, map->path))
58 break;
59 return (map);
60 }
61
62 /*
63 * This makes a path absolute outside the world of Crossfire.
64 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
65 * and returns the pointer to a static array containing the result.
66 * it really should be called create_mapname
67 */
68
69 const char *
70 create_pathname (const char *name)
71 {
72 static char buf[MAX_BUF];
73
74 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
75 * someplace else in the code? msw 2-17-97
76 */
77 if (*name == '/')
78 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
79 else
80 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
81 return (buf);
82 }
83
84 /*
85 * same as create_pathname, but for the overlay maps.
86 */
87
88 const char *
89 create_overlay_pathname (const char *name)
90 {
91 static char buf[MAX_BUF];
92
93 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
94 * someplace else in the code? msw 2-17-97
95 */
96 if (*name == '/')
97 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
98 else
99 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
100 return (buf);
101 }
102
103 /*
104 * same as create_pathname, but for the template maps.
105 */
106
107 const char *
108 create_template_pathname (const char *name)
109 {
110 static char buf[MAX_BUF];
111
112 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
113 * someplace else in the code? msw 2-17-97
114 */
115 if (*name == '/')
116 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
117 else
118 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
119 return (buf);
120 }
121
122 /*
123 * This makes absolute path to the itemfile where unique objects
124 * will be saved. Converts '/' to '@'. I think it's essier maintain
125 * files than full directory structure, but if this is problem it can
126 * be changed.
127 */
128 static const char *
129 create_items_path (const char *s)
130 {
131 static char buf[MAX_BUF];
132 char *t;
133
134 if (*s == '/')
135 s++;
136
137 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
138
139 for (t = buf + strlen (buf); *s; s++, t++)
140 if (*s == '/')
141 *t = '@';
142 else
143 *t = *s;
144 *t = 0;
145 return (buf);
146 }
147
148
149 /*
150 * This function checks if a file with the given path exists.
151 * -1 is returned if it fails, otherwise the mode of the file
152 * is returned.
153 * It tries out all the compression suffixes listed in the uncomp[] array.
154 *
155 * If prepend_dir is set, then we call create_pathname (which prepends
156 * libdir & mapdir). Otherwise, we assume the name given is fully
157 * complete.
158 * Only the editor actually cares about the writablity of this -
159 * the rest of the code only cares that the file is readable.
160 * when the editor goes away, the call to stat should probably be
161 * replaced by an access instead (similar to the windows one, but
162 * that seems to be missing the prepend_dir processing
163 */
164
165 int
166 check_path (const char *name, int prepend_dir)
167 {
168 char buf[MAX_BUF];
169
170 #ifndef WIN32
171 char *endbuf;
172 struct stat statbuf;
173 int mode = 0;
174 #endif
175
176 if (prepend_dir)
177 strcpy (buf, create_pathname (name));
178 else
179 strcpy (buf, name);
180 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
181 return (_access (buf, 0));
182 #else
183
184 /* old method (strchr(buf, '\0')) seemd very odd to me -
185 * this method should be equivalant and is clearer.
186 * Can not use strcat because we need to cycle through
187 * all the names.
188 */
189 endbuf = buf + strlen (buf);
190
191 if (stat (buf, &statbuf))
192 return -1;
193 if (!S_ISREG (statbuf.st_mode))
194 return (-1);
195
196 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
197 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202 mode |= 2;
203
204 return (mode);
205 #endif
206 }
207
208 /*
209 * Prints out debug-information about a map.
210 * Dumping these at llevError doesn't seem right, but is
211 * necessary to make sure the information is in fact logged.
212 */
213
214 void
215 dump_map (const mapstruct *m)
216 {
217 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
218 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
219
220 if (m->msg != NULL)
221 LOG (llevError, "Message:\n%s", m->msg);
222
223 if (m->maplore != NULL)
224 LOG (llevError, "Lore:\n%s", m->maplore);
225
226 if (m->tmpname != NULL)
227 LOG (llevError, "Tmpname: %s\n", m->tmpname);
228
229 LOG (llevError, "Difficulty: %d\n", m->difficulty);
230 LOG (llevError, "Darkness: %d\n", m->darkness);
231 }
232
233 /*
234 * Prints out debug-information about all maps.
235 * This basically just goes through all the maps and calls
236 * dump_map on each one.
237 */
238
239 void
240 dump_all_maps (void)
241 {
242 mapstruct *m;
243
244 for (m = first_map; m != NULL; m = m->next)
245 {
246 dump_map (m);
247 }
248 }
249
250 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
251 * one function that just returns a P_.. value (see map.h)
252 * it will also do map translation for tiled maps, returning
253 * new values into newmap, nx, and ny. Any and all of those
254 * values can be null, in which case if a new map is needed (returned
255 * by a P_NEW_MAP value, another call to get_map_from_coord
256 * is needed. The case of not passing values is if we're just
257 * checking for the existence of something on those spaces, but
258 * don't expect to insert/remove anything from those spaces.
259 */
260 int
261 get_map_flags (mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
262 {
263 sint16 newx, newy;
264 int retval = 0;
265 mapstruct *mp;
266
267 if (out_of_map (oldmap, x, y))
268 return P_OUT_OF_MAP;
269 newx = x;
270 newy = y;
271 mp = get_map_from_coord (oldmap, &newx, &newy);
272 if (mp != oldmap)
273 retval |= P_NEW_MAP;
274 if (newmap)
275 *newmap = mp;
276 if (nx)
277 *nx = newx;
278 if (ny)
279 *ny = newy;
280
281 retval |= mp->spaces[newx + mp->width * newy].flags;
282
283 return retval;
284 }
285
286
287 /*
288 * Returns true if the given coordinate is blocked except by the
289 * object passed is not blocking. This is used with
290 * multipart monsters - if we want to see if a 2x2 monster
291 * can move 1 space to the left, we don't want its own area
292 * to block it from moving there.
293 * Returns TRUE if the space is blocked by something other than the
294 * monster.
295 * m, x, y are the target map/coordinates - needed for map tiling.
296 * the coordinates & map passed in should have been updated for tiling
297 * by the caller.
298 */
299
300 int
301 blocked_link (object *ob, mapstruct *m, int sx, int sy)
302 {
303 object *tmp;
304 int mflags, blocked;
305
306 /* Make sure the coordinates are valid - they should be, as caller should
307 * have already checked this.
308 */
309 if (OUT_OF_REAL_MAP (m, sx, sy))
310 {
311 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
312 return 1;
313 }
314
315 /* Save some cycles - instead of calling get_map_flags(), just get the value
316 * directly.
317 */
318 mflags = m->spaces[sx + m->width * sy].flags;
319
320 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
321
322 /* If space is currently not blocked by anything, no need to
323 * go further. Not true for players - all sorts of special
324 * things we need to do for players.
325 */
326 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
327 return 0;
328
329 /* if there isn't anytyhing alive on this space, and this space isn't
330 * otherwise blocked, we can return now. Only if there is a living
331 * creature do we need to investigate if it is part of this creature
332 * or another. Likewise, only if something is blocking us do we
333 * need to investigate if there is a special circumstance that would
334 * let the player through (inventory checkers for example)
335 */
336 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
337 return 0;
338
339 if (ob->head != NULL)
340 ob = ob->head;
341
342 /* We basically go through the stack of objects, and if there is
343 * some other object that has NO_PASS or FLAG_ALIVE set, return
344 * true. If we get through the entire stack, that must mean
345 * ob is blocking it, so return 0.
346 */
347 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
348 {
349
350 /* This must be before the checks below. Code for inventory checkers. */
351 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
352 {
353 /* If last_sp is set, the player/monster needs an object,
354 * so we check for it. If they don't have it, they can't
355 * pass through this space.
356 */
357 if (tmp->last_sp)
358 {
359 if (check_inv_recursive (ob, tmp) == NULL)
360 return 1;
361 else
362 continue;
363 }
364 else
365 {
366 /* In this case, the player must not have the object -
367 * if they do, they can't pass through.
368 */
369 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
370 return 1;
371 else
372 continue;
373 }
374 } /* if check_inv */
375 else
376 {
377 /* Broke apart a big nasty if into several here to make
378 * this more readable. first check - if the space blocks
379 * movement, can't move here.
380 * second - if a monster, can't move there, unles it is a
381 * hidden dm
382 */
383 if (OB_MOVE_BLOCK (ob, tmp))
384 return 1;
385 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
386 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
387 return 1;
388 }
389
390 }
391 return 0;
392 }
393
394
395 /*
396 * Returns true if the given object can't fit in the given spot.
397 * This is meant for multi space objects - for single space objecs,
398 * just calling get_map_blocked and checking that against movement type
399 * of object. This function goes through all the parts of the
400 * multipart object and makes sure they can be inserted.
401 *
402 * While this doesn't call out of map, the get_map_flags does.
403 *
404 * This function has been used to deprecate arch_out_of_map -
405 * this function also does that check, and since in most cases,
406 * a call to one would follow the other, doesn't make a lot of sense to
407 * have two seperate functions for this.
408 *
409 * This returns nonzero if this arch can not go on the space provided,
410 * 0 otherwise. the return value will contain the P_.. value
411 * so the caller can know why this object can't go on the map.
412 * Note that callers should not expect P_NEW_MAP to be set
413 * in return codes - since the object is multispace - if
414 * we did return values, what do you return if half the object
415 * is one map, half on another.
416 *
417 * Note this used to be arch_blocked, but with new movement
418 * code, we need to have actual object to check its move_type
419 * against the move_block values.
420 */
421
422 int
423 ob_blocked (const object *ob, mapstruct *m, sint16 x, sint16 y)
424 {
425 archetype *tmp;
426 int flag;
427 mapstruct *m1;
428 sint16 sx, sy;
429
430 if (ob == NULL)
431 {
432 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
433 if (flag & P_OUT_OF_MAP)
434 return P_OUT_OF_MAP;
435
436 /* don't have object, so don't know what types would block */
437 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
438 }
439
440 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
441 {
442 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
443
444 if (flag & P_OUT_OF_MAP)
445 return P_OUT_OF_MAP;
446 if (flag & P_IS_ALIVE)
447 return P_IS_ALIVE;
448
449 /* find_first_free_spot() calls this function. However, often
450 * ob doesn't have any move type (when used to place exits)
451 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
452 */
453
454 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
455 continue;
456
457 /* Note it is intentional that we check ob - the movement type of the
458 * head of the object should correspond for the entire object.
459 */
460 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
461 return AB_NO_PASS;
462
463 }
464 return 0;
465 }
466
467 /* When the map is loaded, load_object does not actually insert objects
468 * into inventory, but just links them. What this does is go through
469 * and insert them properly.
470 * The object 'container' is the object that contains the inventory.
471 * This is needed so that we can update the containers weight.
472 */
473
474 void
475 fix_container (object *container)
476 {
477 object *tmp = container->inv, *next;
478
479 container->inv = NULL;
480 while (tmp != NULL)
481 {
482 next = tmp->below;
483 if (tmp->inv)
484 fix_container (tmp);
485 (void) insert_ob_in_ob (tmp, container);
486 tmp = next;
487 }
488 /* sum_weight will go through and calculate what all the containers are
489 * carrying.
490 */
491 sum_weight (container);
492 }
493
494 /* link_multipart_objects go through all the objects on the map looking
495 * for objects whose arch says they are multipart yet according to the
496 * info we have, they only have the head (as would be expected when
497 * they are saved). We do have to look for the old maps that did save
498 * the more sections and not re-add sections for them.
499 */
500
501 static void
502 link_multipart_objects (mapstruct *m)
503 {
504 int x, y;
505 object *tmp, *op, *last, *above;
506 archetype *at;
507
508 for (x = 0; x < MAP_WIDTH (m); x++)
509 for (y = 0; y < MAP_HEIGHT (m); y++)
510 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
511 {
512 above = tmp->above;
513
514 /* already multipart - don't do anything more */
515 if (tmp->head || tmp->more)
516 continue;
517
518 /* If there is nothing more to this object, this for loop
519 * won't do anything.
520 */
521 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
522 {
523 op = arch_to_object (at);
524
525 /* update x,y coordinates */
526 op->x += tmp->x;
527 op->y += tmp->y;
528 op->head = tmp;
529 op->map = m;
530 last->more = op;
531 op->name = tmp->name;
532 op->title = tmp->title;
533 /* we could link all the parts onto tmp, and then just
534 * call insert_ob_in_map once, but the effect is the same,
535 * as insert_ob_in_map will call itself with each part, and
536 * the coding is simpler to just to it here with each part.
537 */
538 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
539 } /* for at = tmp->arch->more */
540 } /* for objects on this space */
541 }
542
543 /*
544 * Loads (ands parses) the objects into a given map from the specified
545 * file pointer.
546 * mapflags is the same as we get with load_original_map
547 */
548 void
549 load_objects (mapstruct *m, object_thawer & fp, int mapflags)
550 {
551 int i, j;
552 int unique;
553 object *op, *prev = NULL, *last_more = NULL, *otmp;
554
555 op = get_object ();
556 op->map = m; /* To handle buttons correctly */
557
558 while ((i = load_object (fp, op, mapflags)))
559 {
560 /* if the archetype for the object is null, means that we
561 * got an invalid object. Don't do anything with it - the game
562 * or editor will not be able to do anything with it either.
563 */
564 if (op->arch == NULL)
565 {
566 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
567 continue;
568 }
569
570
571 switch (i)
572 {
573 case LL_NORMAL:
574 /* if we are loading an overlay, put the floors on the bottom */
575 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
576 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
577 else
578 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
579
580 if (op->inv)
581 sum_weight (op);
582
583 prev = op, last_more = op;
584 break;
585
586 case LL_MORE:
587 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
588 op->head = prev, last_more->more = op, last_more = op;
589 break;
590 }
591
592 if (mapflags & MAP_STYLE)
593 remove_from_active_list (op);
594
595 op = get_object ();
596 op->map = m;
597 }
598
599 for (i = 0; i < m->width; i++)
600 {
601 for (j = 0; j < m->height; j++)
602 {
603 unique = 0;
604 /* check for unique items, or unique squares */
605 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
606 {
607 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
608 unique = 1;
609 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
610 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
611 }
612 }
613 }
614
615 free_object (op);
616 link_multipart_objects (m);
617 }
618
619 /* This saves all the objects on the map in a non destructive fashion.
620 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
621 * and we only save the head of multi part objects - this is needed
622 * in order to do map tiling properly.
623 */
624 void
625 save_objects (mapstruct *m, object_freezer & fp, object_freezer & fp2, int flag)
626 {
627 int i, j = 0, unique = 0;
628 object *op;
629
630 /* first pass - save one-part objects */
631 for (i = 0; i < MAP_WIDTH (m); i++)
632 for (j = 0; j < MAP_HEIGHT (m); j++)
633 {
634 unique = 0;
635 for (op = get_map_ob (m, i, j); op; op = op->above)
636 {
637 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
638 unique = 1;
639
640 if (op->type == PLAYER)
641 {
642 LOG (llevDebug, "Player on map that is being saved\n");
643 continue;
644 }
645
646 if (op->head || op->owner)
647 continue;
648
649 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
650 save_object (fp2, op, 3);
651 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
652 save_object (fp, op, 3);
653
654 } /* for this space */
655 } /* for this j */
656 }
657
658 /*
659 * Allocates, initialises, and returns a pointer to a mapstruct.
660 * Modified to no longer take a path option which was not being
661 * used anyways. MSW 2001-07-01
662 */
663
664 mapstruct *
665 get_linked_map (void)
666 {
667 mapstruct *map = new mapstruct;
668 mapstruct *mp;
669
670 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next);
671 if (mp == NULL)
672 first_map = map;
673 else
674 mp->next = map;
675
676 map->in_memory = MAP_SWAPPED;
677 /* The maps used to pick up default x and y values from the
678 * map archetype. Mimic that behaviour.
679 */
680 MAP_WIDTH (map) = 16;
681 MAP_HEIGHT (map) = 16;
682 MAP_RESET_TIMEOUT (map) = 0;
683 MAP_TIMEOUT (map) = 300;
684 MAP_ENTER_X (map) = 0;
685 MAP_ENTER_Y (map) = 0;
686 /*set part to -1 indicating conversion to weather map not yet done */
687 MAP_WORLDPARTX (map) = -1;
688 MAP_WORLDPARTY (map) = -1;
689 return map;
690 }
691
692 /*
693 * Allocates the arrays contained in a mapstruct.
694 * This basically allocates the dynamic array of spaces for the
695 * map.
696 */
697
698 void
699 allocate_map (mapstruct *m)
700 {
701 m->in_memory = MAP_IN_MEMORY;
702 /* Log this condition and free the storage. We could I suppose
703 * realloc, but if the caller is presuming the data will be intact,
704 * that is their poor assumption.
705 */
706 if (m->spaces)
707 {
708 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
709 free (m->spaces);
710 }
711
712 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
713
714 if (m->spaces == NULL)
715 fatal (OUT_OF_MEMORY);
716 }
717
718 /* Create and returns a map of the specific size. Used
719 * in random map code and the editor.
720 */
721 mapstruct *
722 get_empty_map (int sizex, int sizey)
723 {
724 mapstruct *m = get_linked_map ();
725
726 m->width = sizex;
727 m->height = sizey;
728 m->in_memory = MAP_SWAPPED;
729 allocate_map (m);
730 return m;
731 }
732
733 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
734 * corresponding to that string. Memory is allocated for this, it must be freed
735 * at a later date.
736 * Called by parse_map_headers below.
737 */
738
739 static shopitems *
740 parse_shop_string (const char *input_string)
741 {
742 char *shop_string, *p, *q, *next_semicolon, *next_colon;
743 shopitems *items = NULL;
744 int i = 0, number_of_entries = 0;
745 const typedata *current_type;
746
747 shop_string = strdup_local (input_string);
748 p = shop_string;
749 /* first we'll count the entries, we'll need that for allocating the array shortly */
750 while (p)
751 {
752 p = strchr (p, ';');
753 number_of_entries++;
754 if (p)
755 p++;
756 }
757 p = shop_string;
758 strip_endline (p);
759 items = new shopitems[number_of_entries + 1];
760 for (i = 0; i < number_of_entries; i++)
761 {
762 if (!p)
763 {
764 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
765 break;
766 }
767 next_semicolon = strchr (p, ';');
768 next_colon = strchr (p, ':');
769 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
770 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
771 items[i].strength = atoi (strchr (p, ':') + 1);
772
773 if (isdigit (*p) || *p == '*')
774 {
775 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
776 current_type = get_typedata (items[i].typenum);
777 if (current_type)
778 {
779 items[i].name = current_type->name;
780 items[i].name_pl = current_type->name_pl;
781 }
782 }
783 else
784 { /*we have a named type, let's figure out what it is */
785 q = strpbrk (p, ";:");
786 if (q)
787 *q = '\0';
788
789 current_type = get_typedata_by_name (p);
790 if (current_type)
791 {
792 items[i].name = current_type->name;
793 items[i].typenum = current_type->number;
794 items[i].name_pl = current_type->name_pl;
795 }
796 else
797 { /* oh uh, something's wrong, let's free up this one, and try
798 * the next entry while we're at it, better print a warning
799 */
800 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
801 }
802 }
803 items[i].index = number_of_entries;
804 if (next_semicolon)
805 p = ++next_semicolon;
806 else
807 p = NULL;
808 }
809 free (shop_string);
810 return items;
811 }
812
813 /* opposite of parse string, this puts the string that was originally fed in to
814 * the map (or something equivilent) into output_string. */
815 static void
816 print_shop_string (mapstruct *m, char *output_string)
817 {
818 int i;
819 char tmp[MAX_BUF];
820
821 strcpy (output_string, "");
822 for (i = 0; i < m->shopitems[0].index; i++)
823 {
824 if (m->shopitems[i].typenum)
825 {
826 if (m->shopitems[i].strength)
827 {
828 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
829 }
830 else
831 sprintf (tmp, "%s;", m->shopitems[i].name);
832 }
833 else
834 {
835 if (m->shopitems[i].strength)
836 {
837 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
838 }
839 else
840 sprintf (tmp, "*");
841 }
842 strcat (output_string, tmp);
843 }
844 }
845
846 /* This loads the header information of the map. The header
847 * contains things like difficulty, size, timeout, etc.
848 * this used to be stored in the map object, but with the
849 * addition of tiling, fields beyond that easily named in an
850 * object structure were needed, so it just made sense to
851 * put all the stuff in the map object so that names actually make
852 * sense.
853 * This could be done in lex (like the object loader), but I think
854 * currently, there are few enough fields this is not a big deal.
855 * MSW 2001-07-01
856 * return 0 on success, 1 on failure.
857 */
858
859 static int
860 load_map_header (object_thawer & fp, mapstruct *m)
861 {
862 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
863 int msgpos = 0;
864 int maplorepos = 0;
865
866 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
867 {
868 buf[HUGE_BUF - 1] = 0;
869 key = buf;
870 while (isspace (*key))
871 key++;
872 if (*key == 0)
873 continue; /* empty line */
874 value = strchr (key, ' ');
875 if (!value)
876 {
877 end = strchr (key, '\n');
878 if (end != NULL)
879 {
880 *end = 0;
881 }
882 }
883 else
884 {
885 *value = 0;
886 value++;
887 end = strchr (value, '\n');
888 while (isspace (*value))
889 {
890 value++;
891 if (*value == '\0' || value == end)
892 {
893 /* Nothing but spaces. */
894 value = NULL;
895 break;
896 }
897 }
898 }
899
900 if (!end)
901 {
902 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
903 return 1;
904 }
905
906 /* key is the field name, value is what it should be set
907 * to. We've already done the work to null terminate key,
908 * and strip off any leading spaces for both of these.
909 * We have not touched the newline at the end of the line -
910 * these are needed for some values. the end pointer
911 * points to the first of the newlines.
912 * value could be NULL! It would be easy enough to just point
913 * this to "" to prevent cores, but that would let more errors slide
914 * through.
915 *
916 * First check for entries that do not use the value parameter, then
917 * validate that value is given and check for the remaining entries
918 * that use the parameter.
919 */
920
921 if (!strcmp (key, "msg"))
922 {
923 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
924 {
925 if (!strcmp (buf, "endmsg\n"))
926 break;
927 else
928 {
929 /* slightly more efficient than strcat */
930 strcpy (msgbuf + msgpos, buf);
931 msgpos += strlen (buf);
932 }
933 }
934 /* There are lots of maps that have empty messages (eg, msg/endmsg
935 * with nothing between). There is no reason in those cases to
936 * keep the empty message. Also, msgbuf contains garbage data
937 * when msgpos is zero, so copying it results in crashes
938 */
939 if (msgpos != 0)
940 m->msg = strdup_local (msgbuf);
941 }
942 else if (!strcmp (key, "maplore"))
943 {
944 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
945 {
946 if (!strcmp (buf, "endmaplore\n"))
947 break;
948 else
949 {
950 /* slightly more efficient than strcat */
951 strcpy (maplorebuf + maplorepos, buf);
952 maplorepos += strlen (buf);
953 }
954 }
955 if (maplorepos != 0)
956 m->maplore = strdup_local (maplorebuf);
957 }
958 else if (!strcmp (key, "end"))
959 {
960 break;
961 }
962 else if (value == NULL)
963 {
964 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
965 }
966 else if (!strcmp (key, "arch"))
967 {
968 /* This is an oddity, but not something we care about much. */
969 if (strcmp (value, "map\n"))
970 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
971 }
972 else if (!strcmp (key, "name"))
973 {
974 *end = 0;
975 m->name = strdup_local (value);
976 }
977 /* first strcmp value on these are old names supported
978 * for compatibility reasons. The new values (second) are
979 * what really should be used.
980 */
981 else if (!strcmp (key, "oid"))
982 {
983 fp.get (m, atoi (value));
984 }
985 else if (!strcmp (key, "attach"))
986 {
987 m->attach = value;
988 }
989 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
990 {
991 m->enter_x = atoi (value);
992 }
993 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
994 {
995 m->enter_y = atoi (value);
996 }
997 else if (!strcmp (key, "x") || !strcmp (key, "width"))
998 {
999 m->width = atoi (value);
1000 }
1001 else if (!strcmp (key, "y") || !strcmp (key, "height"))
1002 {
1003 m->height = atoi (value);
1004 }
1005 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1006 {
1007 m->reset_timeout = atoi (value);
1008 }
1009 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1010 {
1011 m->timeout = atoi (value);
1012 }
1013 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1014 {
1015 m->difficulty = atoi (value);
1016 }
1017 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1018 {
1019 m->darkness = atoi (value);
1020 }
1021 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1022 {
1023 m->fixed_resettime = atoi (value);
1024 }
1025 else if (!strcmp (key, "unique"))
1026 {
1027 m->unique = atoi (value);
1028 }
1029 else if (!strcmp (key, "template"))
1030 {
1031 m->templatemap = atoi (value);
1032 }
1033 else if (!strcmp (key, "region"))
1034 {
1035 m->region = get_region_by_name (value);
1036 }
1037 else if (!strcmp (key, "shopitems"))
1038 {
1039 *end = 0;
1040 m->shopitems = parse_shop_string (value);
1041 }
1042 else if (!strcmp (key, "shopgreed"))
1043 {
1044 m->shopgreed = atof (value);
1045 }
1046 else if (!strcmp (key, "shopmin"))
1047 {
1048 m->shopmin = atol (value);
1049 }
1050 else if (!strcmp (key, "shopmax"))
1051 {
1052 m->shopmax = atol (value);
1053 }
1054 else if (!strcmp (key, "shoprace"))
1055 {
1056 *end = 0;
1057 m->shoprace = strdup_local (value);
1058 }
1059 else if (!strcmp (key, "outdoor"))
1060 {
1061 m->outdoor = atoi (value);
1062 }
1063 else if (!strcmp (key, "temp"))
1064 {
1065 m->temp = atoi (value);
1066 }
1067 else if (!strcmp (key, "pressure"))
1068 {
1069 m->pressure = atoi (value);
1070 }
1071 else if (!strcmp (key, "humid"))
1072 {
1073 m->humid = atoi (value);
1074 }
1075 else if (!strcmp (key, "windspeed"))
1076 {
1077 m->windspeed = atoi (value);
1078 }
1079 else if (!strcmp (key, "winddir"))
1080 {
1081 m->winddir = atoi (value);
1082 }
1083 else if (!strcmp (key, "sky"))
1084 {
1085 m->sky = atoi (value);
1086 }
1087 else if (!strcmp (key, "nosmooth"))
1088 {
1089 m->nosmooth = atoi (value);
1090 }
1091 else if (!strncmp (key, "tile_path_", 10))
1092 {
1093 int tile = atoi (key + 10);
1094
1095 if (tile < 1 || tile > 4)
1096 {
1097 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1098 }
1099 else
1100 {
1101 char *path;
1102
1103 *end = 0;
1104
1105 if (m->tile_path[tile - 1])
1106 {
1107 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1108 free (m->tile_path[tile - 1]);
1109 m->tile_path[tile - 1] = NULL;
1110 }
1111
1112 if (check_path (value, 1) != -1)
1113 {
1114 /* The unadorned path works. */
1115 path = value;
1116 }
1117 else
1118 {
1119 /* Try again; it could be a relative exit. */
1120
1121 path = path_combine_and_normalize (m->path, value);
1122
1123 if (check_path (path, 1) == -1)
1124 {
1125 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1126 path = NULL;
1127 }
1128 }
1129
1130 if (editor)
1131 {
1132 /* Use the value as in the file. */
1133 m->tile_path[tile - 1] = strdup_local (value);
1134 }
1135 else if (path != NULL)
1136 {
1137 /* Use the normalized value. */
1138 m->tile_path[tile - 1] = strdup_local (path);
1139 }
1140 } /* end if tile direction (in)valid */
1141 }
1142 else
1143 {
1144 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1145 }
1146 }
1147 if (!key || strcmp (key, "end"))
1148 {
1149 LOG (llevError, "Got premature eof on map header!\n");
1150 return 1;
1151 }
1152 return 0;
1153 }
1154
1155 /*
1156 * Opens the file "filename" and reads information about the map
1157 * from the given file, and stores it in a newly allocated
1158 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1159 * flags correspond to those in map.h. Main ones used are
1160 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1161 * MAP_BLOCK, in which case we block on this load. This happens in all
1162 * cases, no matter if this flag is set or not.
1163 * MAP_STYLE: style map - don't add active objects, don't add to server
1164 * managed map list.
1165 */
1166
1167 mapstruct *
1168 load_original_map (const char *filename, int flags)
1169 {
1170 mapstruct *m;
1171 char pathname[MAX_BUF];
1172
1173 if (flags & MAP_PLAYER_UNIQUE)
1174 strcpy (pathname, filename);
1175 else if (flags & MAP_OVERLAY)
1176 strcpy (pathname, create_overlay_pathname (filename));
1177 else
1178 strcpy (pathname, create_pathname (filename));
1179
1180 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1181
1182 object_thawer thawer (pathname);
1183
1184 if (!thawer)
1185 return 0;
1186
1187 m = get_linked_map ();
1188
1189 strcpy (m->path, filename);
1190 if (load_map_header (thawer, m))
1191 {
1192 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1193 delete_map (m);
1194 return NULL;
1195 }
1196
1197 allocate_map (m);
1198
1199 m->in_memory = MAP_LOADING;
1200 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1201
1202 m->in_memory = MAP_IN_MEMORY;
1203 if (!MAP_DIFFICULTY (m))
1204 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1205 set_map_reset_time (m);
1206 m->instantiate ();
1207 return (m);
1208 }
1209
1210 /*
1211 * Loads a map, which has been loaded earlier, from file.
1212 * Return the map object we load into (this can change from the passed
1213 * option if we can't find the original map)
1214 */
1215
1216 static mapstruct *
1217 load_temporary_map (mapstruct *m)
1218 {
1219 char buf[MAX_BUF];
1220
1221 if (!m->tmpname)
1222 {
1223 LOG (llevError, "No temporary filename for map %s\n", m->path);
1224 strcpy (buf, m->path);
1225 delete_map (m);
1226 m = load_original_map (buf, 0);
1227 if (m == NULL)
1228 return NULL;
1229 fix_auto_apply (m); /* Chests which open as default */
1230 return m;
1231 }
1232
1233 object_thawer thawer (m->tmpname);
1234
1235 if (!thawer)
1236 {
1237 strcpy (buf, m->path);
1238 delete_map (m);
1239 m = load_original_map (buf, 0);
1240 if (!m)
1241 return NULL;
1242 fix_auto_apply (m); /* Chests which open as default */
1243 return m;
1244 }
1245
1246 if (load_map_header (thawer, m))
1247 {
1248 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1249 delete_map (m);
1250 m = load_original_map (m->path, 0);
1251 return NULL;
1252 }
1253 allocate_map (m);
1254
1255 m->in_memory = MAP_LOADING;
1256 load_objects (m, thawer, 0);
1257
1258 m->in_memory = MAP_IN_MEMORY;
1259 INVOKE_MAP (SWAPIN, m);
1260 return m;
1261 }
1262
1263 /*
1264 * Loads a map, which has been loaded earlier, from file.
1265 * Return the map object we load into (this can change from the passed
1266 * option if we can't find the original map)
1267 */
1268
1269 mapstruct *
1270 load_overlay_map (const char *filename, mapstruct *m)
1271 {
1272 char pathname[MAX_BUF];
1273
1274 strcpy (pathname, create_overlay_pathname (filename));
1275
1276 object_thawer thawer (pathname);
1277
1278 if (!thawer)
1279 return m;
1280
1281 if (load_map_header (thawer, m))
1282 {
1283 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1284 delete_map (m);
1285 m = load_original_map (m->path, 0);
1286 return NULL;
1287 }
1288 /*allocate_map(m); */
1289
1290 m->in_memory = MAP_LOADING;
1291 load_objects (m, thawer, MAP_OVERLAY);
1292
1293 m->in_memory = MAP_IN_MEMORY;
1294 return m;
1295 }
1296
1297 /******************************************************************************
1298 * This is the start of unique map handling code
1299 *****************************************************************************/
1300
1301 /* This goes through map 'm' and removed any unique items on the map. */
1302 static void
1303 delete_unique_items (mapstruct *m)
1304 {
1305 int i, j, unique;
1306 object *op, *next;
1307
1308 for (i = 0; i < MAP_WIDTH (m); i++)
1309 for (j = 0; j < MAP_HEIGHT (m); j++)
1310 {
1311 unique = 0;
1312 for (op = get_map_ob (m, i, j); op; op = next)
1313 {
1314 next = op->above;
1315 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1316 unique = 1;
1317 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1318 {
1319 clean_object (op);
1320 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1321 remove_button_link (op);
1322 remove_ob (op);
1323 free_object (op);
1324 }
1325 }
1326 }
1327 }
1328
1329
1330 /*
1331 * Loads unique objects from file(s) into the map which is in memory
1332 * m is the map to load unique items into.
1333 */
1334 static void
1335 load_unique_objects (mapstruct *m)
1336 {
1337 int count;
1338 char firstname[MAX_BUF];
1339
1340 for (count = 0; count < 10; count++)
1341 {
1342 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1343 if (!access (firstname, R_OK))
1344 break;
1345 }
1346 /* If we get here, we did not find any map */
1347 if (count == 10)
1348 return;
1349
1350 object_thawer thawer (firstname);
1351
1352 if (!thawer)
1353 return;
1354
1355 m->in_memory = MAP_LOADING;
1356 if (m->tmpname == NULL) /* if we have loaded unique items from */
1357 delete_unique_items (m); /* original map before, don't duplicate them */
1358 load_objects (m, thawer, 0);
1359
1360 m->in_memory = MAP_IN_MEMORY;
1361 }
1362
1363
1364 /*
1365 * Saves a map to file. If flag is set, it is saved into the same
1366 * file it was (originally) loaded from. Otherwise a temporary
1367 * filename will be genarated, and the file will be stored there.
1368 * The temporary filename will be stored in the mapstructure.
1369 * If the map is unique, we also save to the filename in the map
1370 * (this should have been updated when first loaded)
1371 */
1372
1373 int
1374 new_save_map (mapstruct *m, int flag)
1375 {
1376 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1377 int i;
1378
1379 if (flag && !*m->path)
1380 {
1381 LOG (llevError, "Tried to save map without path.\n");
1382 return -1;
1383 }
1384
1385 if (flag || (m->unique) || (m->templatemap))
1386 {
1387 if (!m->unique && !m->templatemap)
1388 { /* flag is set */
1389 if (flag == 2)
1390 strcpy (filename, create_overlay_pathname (m->path));
1391 else
1392 strcpy (filename, create_pathname (m->path));
1393 }
1394 else
1395 strcpy (filename, m->path);
1396
1397 make_path_to_file (filename);
1398 }
1399 else
1400 {
1401 if (!m->tmpname)
1402 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1403
1404 strcpy (filename, m->tmpname);
1405 }
1406
1407 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1408 m->in_memory = MAP_SAVING;
1409
1410 object_freezer freezer;
1411
1412 /* legacy */
1413 fprintf (freezer, "arch map\n");
1414 if (m->name)
1415 fprintf (freezer, "name %s\n", m->name);
1416 if (!flag)
1417 fprintf (freezer, "swap_time %d\n", m->swap_time);
1418 if (m->reset_timeout)
1419 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1420 if (m->fixed_resettime)
1421 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1422 /* we unfortunately have no idea if this is a value the creator set
1423 * or a difficulty value we generated when the map was first loaded
1424 */
1425 if (m->difficulty)
1426 fprintf (freezer, "difficulty %d\n", m->difficulty);
1427 if (m->region)
1428 fprintf (freezer, "region %s\n", m->region->name);
1429 if (m->shopitems)
1430 {
1431 print_shop_string (m, shop);
1432 fprintf (freezer, "shopitems %s\n", shop);
1433 }
1434 if (m->shopgreed)
1435 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1436 #ifndef WIN32
1437 if (m->shopmin)
1438 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1439 if (m->shopmax)
1440 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1441 #else
1442 if (m->shopmin)
1443 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1444 if (m->shopmax)
1445 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1446 #endif
1447 if (m->shoprace)
1448 fprintf (freezer, "shoprace %s\n", m->shoprace);
1449 if (m->darkness)
1450 fprintf (freezer, "darkness %d\n", m->darkness);
1451 if (m->width)
1452 fprintf (freezer, "width %d\n", m->width);
1453 if (m->height)
1454 fprintf (freezer, "height %d\n", m->height);
1455 if (m->enter_x)
1456 fprintf (freezer, "enter_x %d\n", m->enter_x);
1457 if (m->enter_y)
1458 fprintf (freezer, "enter_y %d\n", m->enter_y);
1459 if (m->msg)
1460 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1461 if (m->maplore)
1462 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1463 if (m->unique)
1464 fprintf (freezer, "unique %d\n", m->unique);
1465 if (m->templatemap)
1466 fprintf (freezer, "template %d\n", m->templatemap);
1467 if (m->outdoor)
1468 fprintf (freezer, "outdoor %d\n", m->outdoor);
1469 if (m->temp)
1470 fprintf (freezer, "temp %d\n", m->temp);
1471 if (m->pressure)
1472 fprintf (freezer, "pressure %d\n", m->pressure);
1473 if (m->humid)
1474 fprintf (freezer, "humid %d\n", m->humid);
1475 if (m->windspeed)
1476 fprintf (freezer, "windspeed %d\n", m->windspeed);
1477 if (m->winddir)
1478 fprintf (freezer, "winddir %d\n", m->winddir);
1479 if (m->sky)
1480 fprintf (freezer, "sky %d\n", m->sky);
1481 if (m->nosmooth)
1482 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1483
1484 /* Save any tiling information, except on overlays */
1485 if (flag != 2)
1486 for (i = 0; i < 4; i++)
1487 if (m->tile_path[i])
1488 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1489
1490 freezer.put (m);
1491 fprintf (freezer, "end\n");
1492
1493 /* In the game save unique items in the different file, but
1494 * in the editor save them to the normal map file.
1495 * If unique map, save files in the proper destination (set by
1496 * player)
1497 */
1498 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1499 {
1500 object_freezer unique;
1501
1502 if (flag == 2)
1503 save_objects (m, freezer, unique, 2);
1504 else
1505 save_objects (m, freezer, unique, 0);
1506
1507 sprintf (buf, "%s.v00", create_items_path (m->path));
1508
1509 unique.save (buf);
1510 }
1511 else
1512 { /* save same file when not playing, like in editor */
1513 save_objects (m, freezer, freezer, 0);
1514 }
1515
1516 freezer.save (filename);
1517
1518 return 0;
1519 }
1520
1521
1522 /*
1523 * Remove and free all objects in the inventory of the given object.
1524 * object.c ?
1525 */
1526
1527 void
1528 clean_object (object *op)
1529 {
1530 object *tmp, *next;
1531
1532 for (tmp = op->inv; tmp; tmp = next)
1533 {
1534 next = tmp->below;
1535 clean_object (tmp);
1536 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1537 remove_button_link (tmp);
1538 remove_ob (tmp);
1539 free_object (tmp);
1540 }
1541 }
1542
1543 /*
1544 * Remove and free all objects in the given map.
1545 */
1546
1547 void
1548 free_all_objects (mapstruct *m)
1549 {
1550 int i, j;
1551 object *op;
1552
1553 for (i = 0; i < MAP_WIDTH (m); i++)
1554 for (j = 0; j < MAP_HEIGHT (m); j++)
1555 {
1556 object *previous_obj = NULL;
1557
1558 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1559 {
1560 if (op == previous_obj)
1561 {
1562 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1563 break;
1564 }
1565 previous_obj = op;
1566 if (op->head != NULL)
1567 op = op->head;
1568
1569 /* If the map isn't in memory, free_object will remove and
1570 * free objects in op's inventory. So let it do the job.
1571 */
1572 if (m->in_memory == MAP_IN_MEMORY)
1573 clean_object (op);
1574 remove_ob (op);
1575 free_object (op);
1576 }
1577 }
1578 }
1579
1580 /*
1581 * Frees everything allocated by the given mapstructure.
1582 * don't free tmpname - our caller is left to do that
1583 */
1584
1585 void
1586 free_map (mapstruct *m, int flag)
1587 {
1588 int i;
1589
1590 if (!m->in_memory)
1591 {
1592 LOG (llevError, "Trying to free freed map.\n");
1593 return;
1594 }
1595 if (flag && m->spaces)
1596 free_all_objects (m);
1597 if (m->name)
1598 FREE_AND_CLEAR (m->name);
1599 if (m->spaces)
1600 FREE_AND_CLEAR (m->spaces);
1601 if (m->msg)
1602 FREE_AND_CLEAR (m->msg);
1603 if (m->maplore)
1604 FREE_AND_CLEAR (m->maplore);
1605 if (m->shopitems)
1606 delete[]m->shopitems;
1607 m->shopitems = 0;
1608 if (m->shoprace)
1609 FREE_AND_CLEAR (m->shoprace);
1610 if (m->buttons)
1611 free_objectlinkpt (m->buttons);
1612 m->buttons = NULL;
1613 for (i = 0; i < 4; i++)
1614 {
1615 if (m->tile_path[i])
1616 FREE_AND_CLEAR (m->tile_path[i]);
1617 m->tile_map[i] = NULL;
1618 }
1619 m->in_memory = MAP_SWAPPED;
1620 }
1621
1622 /*
1623 * function: vanish mapstruct
1624 * m : pointer to mapstruct, if NULL no action
1625 * this deletes all the data on the map (freeing pointers)
1626 * and then removes this map from the global linked list of maps.
1627 */
1628
1629 void
1630 delete_map (mapstruct *m)
1631 {
1632 mapstruct *tmp, *last;
1633 int i;
1634
1635 if (!m)
1636 return;
1637
1638 m->clear ();
1639
1640 if (m->in_memory == MAP_IN_MEMORY)
1641 {
1642 /* change to MAP_SAVING, even though we are not,
1643 * so that remove_ob doesn't do as much work.
1644 */
1645 m->in_memory = MAP_SAVING;
1646 free_map (m, 1);
1647 }
1648 /* move this out of free_map, since tmpname can still be needed if
1649 * the map is swapped out.
1650 */
1651 if (m->tmpname)
1652 {
1653 free (m->tmpname);
1654 m->tmpname = NULL;
1655 }
1656 last = NULL;
1657 /* We need to look through all the maps and see if any maps
1658 * are pointing at this one for tiling information. Since
1659 * tiling can be assymetric, we just can not look to see which
1660 * maps this map tiles with and clears those.
1661 */
1662 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1663 {
1664 if (tmp->next == m)
1665 last = tmp;
1666
1667 /* This should hopefully get unrolled on a decent compiler */
1668 for (i = 0; i < 4; i++)
1669 if (tmp->tile_map[i] == m)
1670 tmp->tile_map[i] = NULL;
1671 }
1672
1673 /* If last is null, then this should be the first map in the list */
1674 if (!last)
1675 {
1676 if (m == first_map)
1677 first_map = m->next;
1678 else
1679 /* m->path is a static char, so should hopefully still have
1680 * some useful data in it.
1681 */
1682 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1683 }
1684 else
1685 last->next = m->next;
1686
1687 delete m;
1688 }
1689
1690
1691
1692 /*
1693 * Makes sure the given map is loaded and swapped in.
1694 * name is path name of the map.
1695 * flags meaning:
1696 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1697 * and don't do unique items or the like.
1698 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1699 * dont do any more name translation on it.
1700 *
1701 * Returns a pointer to the given map.
1702 */
1703
1704 mapstruct *
1705 ready_map_name (const char *name, int flags)
1706 {
1707 mapstruct *m;
1708
1709 if (!name)
1710 return (NULL);
1711
1712 /* Have we been at this level before? */
1713 m = has_been_loaded (name);
1714
1715 /* Map is good to go, so just return it */
1716 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1717 {
1718 return m;
1719 }
1720
1721 /* unique maps always get loaded from their original location, and never
1722 * a temp location. Likewise, if map_flush is set, or we have never loaded
1723 * this map, load it now. I removed the reset checking from here -
1724 * it seems the probability of a player trying to enter a map that should
1725 * reset but hasn't yet is quite low, and removing that makes this function
1726 * a bit cleaner (and players probably shouldn't rely on exact timing for
1727 * resets in any case - if they really care, they should use the 'maps command.
1728 */
1729 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1730 {
1731
1732 /* first visit or time to reset */
1733 if (m)
1734 {
1735 clean_tmp_map (m); /* Doesn't make much difference */
1736 delete_map (m);
1737 }
1738
1739 /* create and load a map */
1740 if (flags & MAP_PLAYER_UNIQUE)
1741 LOG (llevDebug, "Trying to load map %s.\n", name);
1742 else
1743 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1744
1745 //eval_pv ("$x = Event::time", 1);//D
1746 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1747 return (NULL);
1748 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1749
1750 fix_auto_apply (m); /* Chests which open as default */
1751
1752 /* If a player unique map, no extra unique object file to load.
1753 * if from the editor, likewise.
1754 */
1755 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1756 load_unique_objects (m);
1757
1758 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1759 {
1760 m = load_overlay_map (name, m);
1761 if (m == NULL)
1762 return NULL;
1763 }
1764
1765 if (flags & MAP_PLAYER_UNIQUE)
1766 INVOKE_MAP (SWAPIN, m);
1767
1768 }
1769 else
1770 {
1771 /* If in this loop, we found a temporary map, so load it up. */
1772
1773 m = load_temporary_map (m);
1774 if (m == NULL)
1775 return NULL;
1776 load_unique_objects (m);
1777
1778 clean_tmp_map (m);
1779 m->in_memory = MAP_IN_MEMORY;
1780 /* tempnam() on sun systems (probably others) uses malloc
1781 * to allocated space for the string. Free it here.
1782 * In some cases, load_temporary_map above won't find the
1783 * temporary map, and so has reloaded a new map. If that
1784 * is the case, tmpname is now null
1785 */
1786 if (m->tmpname)
1787 free (m->tmpname);
1788 m->tmpname = NULL;
1789 /* It's going to be saved anew anyway */
1790 }
1791
1792 /* Below here is stuff common to both first time loaded maps and
1793 * temp maps.
1794 */
1795
1796 decay_objects (m); /* start the decay */
1797 /* In case other objects press some buttons down */
1798 update_buttons (m);
1799 if (m->outdoor)
1800 set_darkness_map (m);
1801 /* run the weather over this map */
1802 weather_effect (name);
1803 return m;
1804 }
1805
1806
1807 /*
1808 * This routine is supposed to find out the difficulty of the map.
1809 * difficulty does not have a lot to do with character level,
1810 * but does have a lot to do with treasure on the map.
1811 *
1812 * Difficulty can now be set by the map creature. If the value stored
1813 * in the map is zero, then use this routine. Maps should really
1814 * have a difficulty set than using this function - human calculation
1815 * is much better than this functions guesswork.
1816 */
1817
1818 int
1819 calculate_difficulty (mapstruct *m)
1820 {
1821 object *op;
1822 archetype *at;
1823 int x, y, i;
1824 long monster_cnt = 0;
1825 double avgexp = 0;
1826 sint64 total_exp = 0;
1827
1828 if (MAP_DIFFICULTY (m))
1829 {
1830 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1831 return MAP_DIFFICULTY (m);
1832 }
1833
1834 for (x = 0; x < MAP_WIDTH (m); x++)
1835 for (y = 0; y < MAP_HEIGHT (m); y++)
1836 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1837 {
1838 if (QUERY_FLAG (op, FLAG_MONSTER))
1839 {
1840 total_exp += op->stats.exp;
1841 monster_cnt++;
1842 }
1843
1844 if (QUERY_FLAG (op, FLAG_GENERATOR))
1845 {
1846 total_exp += op->stats.exp;
1847 at = type_to_archetype (GENERATE_TYPE (op));
1848
1849 if (at != NULL)
1850 total_exp += at->clone.stats.exp * 8;
1851
1852 monster_cnt++;
1853 }
1854 }
1855
1856 avgexp = (double) total_exp / monster_cnt;
1857
1858 for (i = 1; i <= settings.max_level; i++)
1859 {
1860 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1861 {
1862 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1863 return i;
1864 }
1865 }
1866
1867 return 1;
1868 }
1869
1870 void
1871 clean_tmp_map (mapstruct *m)
1872 {
1873 if (m->tmpname == NULL)
1874 return;
1875 INVOKE_MAP (CLEAN, m);
1876 (void) unlink (m->tmpname);
1877 }
1878
1879 void
1880 free_all_maps (void)
1881 {
1882 int real_maps = 0;
1883
1884 while (first_map)
1885 {
1886 /* I think some of the callers above before it gets here set this to be
1887 * saving, but we still want to free this data
1888 */
1889 if (first_map->in_memory == MAP_SAVING)
1890 first_map->in_memory = MAP_IN_MEMORY;
1891 delete_map (first_map);
1892 real_maps++;
1893 }
1894 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1895 }
1896
1897 /* change_map_light() - used to change map light level (darkness)
1898 * up or down. Returns true if successful. It should now be
1899 * possible to change a value by more than 1.
1900 * Move this from los.c to map.c since this is more related
1901 * to maps than los.
1902 * postive values make it darker, negative make it brighter
1903 */
1904
1905 int
1906 change_map_light (mapstruct *m, int change)
1907 {
1908 int new_level = m->darkness + change;
1909
1910 /* Nothing to do */
1911 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1912 {
1913 return 0;
1914 }
1915
1916 /* inform all players on the map */
1917 if (change > 0)
1918 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1919 else
1920 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1921
1922 /* Do extra checking. since m->darkness is a unsigned value,
1923 * we need to be extra careful about negative values.
1924 * In general, the checks below are only needed if change
1925 * is not +/-1
1926 */
1927 if (new_level < 0)
1928 m->darkness = 0;
1929 else if (new_level >= MAX_DARKNESS)
1930 m->darkness = MAX_DARKNESS;
1931 else
1932 m->darkness = new_level;
1933
1934 /* All clients need to get re-updated for the change */
1935 update_all_map_los (m);
1936 return 1;
1937 }
1938
1939
1940 /*
1941 * This function updates various attributes about a specific space
1942 * on the map (what it looks like, whether it blocks magic,
1943 * has a living creatures, prevents people from passing
1944 * through, etc)
1945 */
1946 void
1947 update_position (mapstruct *m, int x, int y)
1948 {
1949 object *tmp, *last = NULL;
1950 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1951 New_Face *top, *floor, *middle;
1952 object *top_obj, *floor_obj, *middle_obj;
1953 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1954
1955 oldflags = GET_MAP_FLAGS (m, x, y);
1956 if (!(oldflags & P_NEED_UPDATE))
1957 {
1958 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1959 return;
1960 }
1961
1962 middle = blank_face;
1963 top = blank_face;
1964 floor = blank_face;
1965
1966 middle_obj = NULL;
1967 top_obj = NULL;
1968 floor_obj = NULL;
1969
1970 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1971 {
1972
1973 /* This could be made additive I guess (two lights better than
1974 * one). But if so, it shouldn't be a simple additive - 2
1975 * light bulbs do not illuminate twice as far as once since
1976 * it is a disapation factor that is squared (or is it cubed?)
1977 */
1978 if (tmp->glow_radius > light)
1979 light = tmp->glow_radius;
1980
1981 /* This call is needed in order to update objects the player
1982 * is standing in that have animations (ie, grass, fire, etc).
1983 * However, it also causes the look window to be re-drawn
1984 * 3 times each time the player moves, because many of the
1985 * functions the move_player calls eventualy call this.
1986 *
1987 * Always put the player down for drawing.
1988 */
1989 if (!tmp->invisible)
1990 {
1991 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1992 {
1993 top = tmp->face;
1994 top_obj = tmp;
1995 }
1996 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1997 {
1998 /* If we got a floor, that means middle and top were below it,
1999 * so should not be visible, so we clear them.
2000 */
2001 middle = blank_face;
2002 top = blank_face;
2003 floor = tmp->face;
2004 floor_obj = tmp;
2005 }
2006 /* Flag anywhere have high priority */
2007 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2008 {
2009 middle = tmp->face;
2010
2011 middle_obj = tmp;
2012 anywhere = 1;
2013 }
2014 /* Find the highest visible face around. If equal
2015 * visibilities, we still want the one nearer to the
2016 * top
2017 */
2018 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2019 {
2020 middle = tmp->face;
2021 middle_obj = tmp;
2022 }
2023 }
2024 if (tmp == tmp->above)
2025 {
2026 LOG (llevError, "Error in structure of map\n");
2027 exit (-1);
2028 }
2029
2030 move_slow |= tmp->move_slow;
2031 move_block |= tmp->move_block;
2032 move_on |= tmp->move_on;
2033 move_off |= tmp->move_off;
2034 move_allow |= tmp->move_allow;
2035
2036 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2037 flags |= P_IS_ALIVE;
2038 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2039 flags |= P_NO_MAGIC;
2040 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2041 flags |= P_NO_CLERIC;
2042 if (tmp->type == SAFE_GROUND)
2043 flags |= P_SAFE;
2044
2045 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2046 flags |= P_BLOCKSVIEW;
2047 } /* for stack of objects */
2048
2049 /* we don't want to rely on this function to have accurate flags, but
2050 * since we're already doing the work, we calculate them here.
2051 * if they don't match, logic is broken someplace.
2052 */
2053 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2054 {
2055 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2056 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2057 }
2058 SET_MAP_FLAGS (m, x, y, flags);
2059 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2060 SET_MAP_MOVE_ON (m, x, y, move_on);
2061 SET_MAP_MOVE_OFF (m, x, y, move_off);
2062 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2063
2064 /* At this point, we have a floor face (if there is a floor),
2065 * and the floor is set - we are not going to touch it at
2066 * this point.
2067 * middle contains the highest visibility face.
2068 * top contains a player/monster face, if there is one.
2069 *
2070 * We now need to fill in top.face and/or middle.face.
2071 */
2072
2073 /* If the top face also happens to be high visibility, re-do our
2074 * middle face. This should not happen, as we already have the
2075 * else statement above so middle should not get set. OTOH, it
2076 * may be possible for the faces to match but be different objects.
2077 */
2078 if (top == middle)
2079 middle = blank_face;
2080
2081 /* There are three posibilities at this point:
2082 * 1) top face is set, need middle to be set.
2083 * 2) middle is set, need to set top.
2084 * 3) neither middle or top is set - need to set both.
2085 */
2086
2087 for (tmp = last; tmp; tmp = tmp->below)
2088 {
2089 /* Once we get to a floor, stop, since we already have a floor object */
2090 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2091 break;
2092
2093 /* If two top faces are already set, quit processing */
2094 if ((top != blank_face) && (middle != blank_face))
2095 break;
2096
2097 /* Only show visible faces, unless its the editor - show all */
2098 if (!tmp->invisible || editor)
2099 {
2100 /* Fill in top if needed */
2101 if (top == blank_face)
2102 {
2103 top = tmp->face;
2104 top_obj = tmp;
2105 if (top == middle)
2106 middle = blank_face;
2107 }
2108 else
2109 {
2110 /* top is already set - we should only get here if
2111 * middle is not set
2112 *
2113 * Set the middle face and break out, since there is nothing
2114 * more to fill in. We don't check visiblity here, since
2115 *
2116 */
2117 if (tmp->face != top)
2118 {
2119 middle = tmp->face;
2120 middle_obj = tmp;
2121 break;
2122 }
2123 }
2124 }
2125 }
2126 if (middle == floor)
2127 middle = blank_face;
2128 if (top == middle)
2129 middle = blank_face;
2130 SET_MAP_FACE (m, x, y, top, 0);
2131 if (top != blank_face)
2132 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2133 else
2134 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2135 SET_MAP_FACE (m, x, y, middle, 1);
2136 if (middle != blank_face)
2137 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2138 else
2139 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2140 SET_MAP_FACE (m, x, y, floor, 2);
2141 if (floor != blank_face)
2142 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2143 else
2144 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2145 SET_MAP_LIGHT (m, x, y, light);
2146 }
2147
2148
2149 void
2150 set_map_reset_time (mapstruct *map)
2151 {
2152 int timeout;
2153
2154 timeout = MAP_RESET_TIMEOUT (map);
2155 if (timeout <= 0)
2156 timeout = MAP_DEFAULTRESET;
2157 if (timeout >= MAP_MAXRESET)
2158 timeout = MAP_MAXRESET;
2159 MAP_WHEN_RESET (map) = seconds () + timeout;
2160 }
2161
2162 /* this updates the orig_map->tile_map[tile_num] value after loading
2163 * the map. It also takes care of linking back the freshly loaded
2164 * maps tile_map values if it tiles back to this one. It returns
2165 * the value of orig_map->tile_map[tile_num]. It really only does this
2166 * so that it is easier for calling functions to verify success.
2167 */
2168
2169 static mapstruct *
2170 load_and_link_tiled_map (mapstruct *orig_map, int tile_num)
2171 {
2172 int dest_tile = (tile_num + 2) % 4;
2173 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2174
2175 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2176
2177 /* need to do a strcmp here as the orig_map->path is not a shared string */
2178 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))
2179 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2180
2181 return orig_map->tile_map[tile_num];
2182 }
2183
2184 /* this returns TRUE if the coordinates (x,y) are out of
2185 * map m. This function also takes into account any
2186 * tiling considerations, loading adjacant maps as needed.
2187 * This is the function should always be used when it
2188 * necessary to check for valid coordinates.
2189 * This function will recursively call itself for the
2190 * tiled maps.
2191 *
2192 *
2193 */
2194 int
2195 out_of_map (mapstruct *m, int x, int y)
2196 {
2197
2198 /* If we get passed a null map, this is obviously the
2199 * case. This generally shouldn't happen, but if the
2200 * map loads fail below, it could happen.
2201 */
2202 if (!m)
2203 return 0;
2204
2205 if (x < 0)
2206 {
2207 if (!m->tile_path[3])
2208 return 1;
2209 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2210 {
2211 load_and_link_tiled_map (m, 3);
2212 }
2213 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2214 }
2215 if (x >= MAP_WIDTH (m))
2216 {
2217 if (!m->tile_path[1])
2218 return 1;
2219 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2220 {
2221 load_and_link_tiled_map (m, 1);
2222 }
2223 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2224 }
2225 if (y < 0)
2226 {
2227 if (!m->tile_path[0])
2228 return 1;
2229 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2230 {
2231 load_and_link_tiled_map (m, 0);
2232 }
2233 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2234 }
2235 if (y >= MAP_HEIGHT (m))
2236 {
2237 if (!m->tile_path[2])
2238 return 1;
2239 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2240 {
2241 load_and_link_tiled_map (m, 2);
2242 }
2243 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2244 }
2245
2246 /* Simple case - coordinates are within this local
2247 * map.
2248 */
2249 return 0;
2250 }
2251
2252 /* This is basically the same as out_of_map above, but
2253 * instead we return NULL if no map is valid (coordinates
2254 * out of bounds and no tiled map), otherwise it returns
2255 * the map as that the coordinates are really on, and
2256 * updates x and y to be the localized coordinates.
2257 * Using this is more efficient of calling out_of_map
2258 * and then figuring out what the real map is
2259 */
2260 mapstruct *
2261 get_map_from_coord (mapstruct *m, sint16 * x, sint16 * y)
2262 {
2263
2264 if (*x < 0)
2265 {
2266 if (!m->tile_path[3])
2267 return NULL;
2268 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2269 load_and_link_tiled_map (m, 3);
2270
2271 *x += MAP_WIDTH (m->tile_map[3]);
2272 return (get_map_from_coord (m->tile_map[3], x, y));
2273 }
2274 if (*x >= MAP_WIDTH (m))
2275 {
2276 if (!m->tile_path[1])
2277 return NULL;
2278 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2279 load_and_link_tiled_map (m, 1);
2280
2281 *x -= MAP_WIDTH (m);
2282 return (get_map_from_coord (m->tile_map[1], x, y));
2283 }
2284 if (*y < 0)
2285 {
2286 if (!m->tile_path[0])
2287 return NULL;
2288 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2289 load_and_link_tiled_map (m, 0);
2290
2291 *y += MAP_HEIGHT (m->tile_map[0]);
2292 return (get_map_from_coord (m->tile_map[0], x, y));
2293 }
2294 if (*y >= MAP_HEIGHT (m))
2295 {
2296 if (!m->tile_path[2])
2297 return NULL;
2298 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2299 load_and_link_tiled_map (m, 2);
2300
2301 *y -= MAP_HEIGHT (m);
2302 return (get_map_from_coord (m->tile_map[2], x, y));
2303 }
2304
2305 /* Simple case - coordinates are within this local
2306 * map.
2307 */
2308
2309 return m;
2310 }
2311
2312 /**
2313 * Return whether map2 is adjacent to map1. If so, store the distance from
2314 * map1 to map2 in dx/dy.
2315 */
2316 static int
2317 adjacent_map (const mapstruct *map1, const mapstruct *map2, int *dx, int *dy)
2318 {
2319 if (!map1 || !map2)
2320 return 0;
2321
2322 if (map1 == map2)
2323 {
2324 *dx = 0;
2325 *dy = 0;
2326
2327 }
2328 else if (map1->tile_map[0] == map2)
2329 { /* up */
2330 *dx = 0;
2331 *dy = -MAP_HEIGHT (map2);
2332 }
2333 else if (map1->tile_map[1] == map2)
2334 { /* right */
2335 *dx = MAP_WIDTH (map1);
2336 *dy = 0;
2337 }
2338 else if (map1->tile_map[2] == map2)
2339 { /* down */
2340 *dx = 0;
2341 *dy = MAP_HEIGHT (map1);
2342 }
2343 else if (map1->tile_map[3] == map2)
2344 { /* left */
2345 *dx = -MAP_WIDTH (map2);
2346 *dy = 0;
2347
2348 }
2349 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2350 { /* up right */
2351 *dx = MAP_WIDTH (map1->tile_map[0]);
2352 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2353 }
2354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2355 { /* up left */
2356 *dx = -MAP_WIDTH (map2);
2357 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2358 }
2359 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2360 { /* right up */
2361 *dx = MAP_WIDTH (map1);
2362 *dy = -MAP_HEIGHT (map2);
2363 }
2364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2365 { /* right down */
2366 *dx = MAP_WIDTH (map1);
2367 *dy = MAP_HEIGHT (map1->tile_map[1]);
2368 }
2369 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2370 { /* down right */
2371 *dx = MAP_WIDTH (map1->tile_map[2]);
2372 *dy = MAP_HEIGHT (map1);
2373 }
2374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2375 { /* down left */
2376 *dx = -MAP_WIDTH (map2);
2377 *dy = MAP_HEIGHT (map1);
2378 }
2379 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2380 { /* left up */
2381 *dx = -MAP_WIDTH (map1->tile_map[3]);
2382 *dy = -MAP_HEIGHT (map2);
2383 }
2384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2385 { /* left down */
2386 *dx = -MAP_WIDTH (map1->tile_map[3]);
2387 *dy = MAP_HEIGHT (map1->tile_map[3]);
2388
2389 }
2390 else
2391 { /* not "adjacent" enough */
2392 return 0;
2393 }
2394
2395 return 1;
2396 }
2397
2398 /* From map.c
2399 * This is used by get_player to determine where the other
2400 * creature is. get_rangevector takes into account map tiling,
2401 * so you just can not look the the map coordinates and get the
2402 * righte value. distance_x/y are distance away, which
2403 * can be negativbe. direction is the crossfire direction scheme
2404 * that the creature should head. part is the part of the
2405 * monster that is closest.
2406 *
2407 * get_rangevector looks at op1 and op2, and fills in the
2408 * structure for op1 to get to op2.
2409 * We already trust that the caller has verified that the
2410 * two objects are at least on adjacent maps. If not,
2411 * results are not likely to be what is desired.
2412 * if the objects are not on maps, results are also likely to
2413 * be unexpected
2414 *
2415 * currently, the only flag supported (0x1) is don't translate for
2416 * closest body part of 'op1'
2417 */
2418
2419 void
2420 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2421 {
2422 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2423 {
2424 /* be conservative and fill in _some_ data */
2425 retval->distance = 100000;
2426 retval->distance_x = 32767;
2427 retval->distance_y = 32767;
2428 retval->direction = 0;
2429 retval->part = 0;
2430 }
2431 else
2432 {
2433 object *best;
2434
2435 retval->distance_x += op2->x - op1->x;
2436 retval->distance_y += op2->y - op1->y;
2437
2438 best = op1;
2439 /* If this is multipart, find the closest part now */
2440 if (!(flags & 0x1) && op1->more)
2441 {
2442 object *tmp;
2443 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2444
2445 /* we just take the offset of the piece to head to figure
2446 * distance instead of doing all that work above again
2447 * since the distance fields we set above are positive in the
2448 * same axis as is used for multipart objects, the simply arithmetic
2449 * below works.
2450 */
2451 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2452 {
2453 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2454 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2455 if (tmpi < best_distance)
2456 {
2457 best_distance = tmpi;
2458 best = tmp;
2459 }
2460 }
2461 if (best != op1)
2462 {
2463 retval->distance_x += op1->x - best->x;
2464 retval->distance_y += op1->y - best->y;
2465 }
2466 }
2467 retval->part = best;
2468 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2469 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2470 }
2471 }
2472
2473 /* this is basically the same as get_rangevector above, but instead of
2474 * the first parameter being an object, it instead is the map
2475 * and x,y coordinates - this is used for path to player -
2476 * since the object is not infact moving but we are trying to traverse
2477 * the path, we need this.
2478 * flags has no meaning for this function at this time - I kept it in to
2479 * be more consistant with the above function and also in case they are needed
2480 * for something in the future. Also, since no object is pasted, the best
2481 * field of the rv_vector is set to NULL.
2482 */
2483
2484 void
2485 get_rangevector_from_mapcoord (const mapstruct *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2486 {
2487 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2488 {
2489 /* be conservative and fill in _some_ data */
2490 retval->distance = 100000;
2491 retval->distance_x = 32767;
2492 retval->distance_y = 32767;
2493 retval->direction = 0;
2494 retval->part = 0;
2495 }
2496 else
2497 {
2498 retval->distance_x += op2->x - x;
2499 retval->distance_y += op2->y - y;
2500
2501 retval->part = NULL;
2502 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2503 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2504 }
2505 }
2506
2507 /* Returns true of op1 and op2 are effectively on the same map
2508 * (as related to map tiling). Note that this looks for a path from
2509 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2510 * to op1, this will still return false.
2511 * Note we only look one map out to keep the processing simple
2512 * and efficient. This could probably be a macro.
2513 * MSW 2001-08-05
2514 */
2515 int
2516 on_same_map (const object *op1, const object *op2)
2517 {
2518 int dx, dy;
2519
2520 return adjacent_map (op1->map, op2->map, &dx, &dy);
2521 }