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Revision: 1.32
Committed: Thu Oct 5 16:50:06 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.31: +0 -2 lines
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# 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 #ifndef WIN32 /* ---win32 exclude header */
30 # include <unistd.h>
31 #endif /* win32 */
32
33 #include "path.h"
34
35
36 extern int nrofallocobjects, nroffreeobjects;
37
38 /*
39 * Returns the maptile which has a name matching the given argument.
40 * return NULL if no match is found.
41 */
42
43 maptile *
44 has_been_loaded (const char *name)
45 {
46 maptile *map;
47
48 if (!name || !*name)
49 return 0;
50 for (map = first_map; map; map = map->next)
51 if (!strcmp (name, map->path))
52 break;
53 return (map);
54 }
55
56 /*
57 * This makes a path absolute outside the world of Crossfire.
58 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
59 * and returns the pointer to a static array containing the result.
60 * it really should be called create_mapname
61 */
62
63 const char *
64 create_pathname (const char *name)
65 {
66 static char buf[MAX_BUF];
67
68 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
69 * someplace else in the code? msw 2-17-97
70 */
71 if (*name == '/')
72 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
73 else
74 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
75 return (buf);
76 }
77
78 /*
79 * same as create_pathname, but for the overlay maps.
80 */
81
82 const char *
83 create_overlay_pathname (const char *name)
84 {
85 static char buf[MAX_BUF];
86
87 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
88 * someplace else in the code? msw 2-17-97
89 */
90 if (*name == '/')
91 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
92 else
93 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
94 return (buf);
95 }
96
97 /*
98 * same as create_pathname, but for the template maps.
99 */
100
101 const char *
102 create_template_pathname (const char *name)
103 {
104 static char buf[MAX_BUF];
105
106 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
107 * someplace else in the code? msw 2-17-97
108 */
109 if (*name == '/')
110 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
111 else
112 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
113 return (buf);
114 }
115
116 /*
117 * This makes absolute path to the itemfile where unique objects
118 * will be saved. Converts '/' to '@'. I think it's essier maintain
119 * files than full directory structure, but if this is problem it can
120 * be changed.
121 */
122 static const char *
123 create_items_path (const char *s)
124 {
125 static char buf[MAX_BUF];
126 char *t;
127
128 if (*s == '/')
129 s++;
130
131 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
132
133 for (t = buf + strlen (buf); *s; s++, t++)
134 if (*s == '/')
135 *t = '@';
136 else
137 *t = *s;
138 *t = 0;
139 return (buf);
140 }
141
142
143 /*
144 * This function checks if a file with the given path exists.
145 * -1 is returned if it fails, otherwise the mode of the file
146 * is returned.
147 * It tries out all the compression suffixes listed in the uncomp[] array.
148 *
149 * If prepend_dir is set, then we call create_pathname (which prepends
150 * libdir & mapdir). Otherwise, we assume the name given is fully
151 * complete.
152 * Only the editor actually cares about the writablity of this -
153 * the rest of the code only cares that the file is readable.
154 * when the editor goes away, the call to stat should probably be
155 * replaced by an access instead (similar to the windows one, but
156 * that seems to be missing the prepend_dir processing
157 */
158
159 int
160 check_path (const char *name, int prepend_dir)
161 {
162 char buf[MAX_BUF];
163
164 #ifndef WIN32
165 char *endbuf;
166 struct stat statbuf;
167 int mode = 0;
168 #endif
169
170 if (prepend_dir)
171 strcpy (buf, create_pathname (name));
172 else
173 strcpy (buf, name);
174 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
175 return (_access (buf, 0));
176 #else
177
178 /* old method (strchr(buf, '\0')) seemd very odd to me -
179 * this method should be equivalant and is clearer.
180 * Can not use strcat because we need to cycle through
181 * all the names.
182 */
183 endbuf = buf + strlen (buf);
184
185 if (stat (buf, &statbuf))
186 return -1;
187 if (!S_ISREG (statbuf.st_mode))
188 return (-1);
189
190 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
191 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
192 mode |= 4;
193
194 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
195 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
196 mode |= 2;
197
198 return (mode);
199 #endif
200 }
201
202 /*
203 * Prints out debug-information about a map.
204 * Dumping these at llevError doesn't seem right, but is
205 * necessary to make sure the information is in fact logged.
206 */
207
208 void
209 dump_map (const maptile *m)
210 {
211 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
212 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
213
214 if (m->msg != NULL)
215 LOG (llevError, "Message:\n%s", m->msg);
216
217 if (m->maplore != NULL)
218 LOG (llevError, "Lore:\n%s", m->maplore);
219
220 if (m->tmpname != NULL)
221 LOG (llevError, "Tmpname: %s\n", m->tmpname);
222
223 LOG (llevError, "Difficulty: %d\n", m->difficulty);
224 LOG (llevError, "Darkness: %d\n", m->darkness);
225 }
226
227 /*
228 * Prints out debug-information about all maps.
229 * This basically just goes through all the maps and calls
230 * dump_map on each one.
231 */
232
233 void
234 dump_all_maps (void)
235 {
236 maptile *m;
237
238 for (m = first_map; m != NULL; m = m->next)
239 {
240 dump_map (m);
241 }
242 }
243
244 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
245 * one function that just returns a P_.. value (see map.h)
246 * it will also do map translation for tiled maps, returning
247 * new values into newmap, nx, and ny. Any and all of those
248 * values can be null, in which case if a new map is needed (returned
249 * by a P_NEW_MAP value, another call to get_map_from_coord
250 * is needed. The case of not passing values is if we're just
251 * checking for the existence of something on those spaces, but
252 * don't expect to insert/remove anything from those spaces.
253 */
254 int
255 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
256 {
257 sint16 newx, newy;
258 int retval = 0;
259 maptile *mp;
260
261 if (out_of_map (oldmap, x, y))
262 return P_OUT_OF_MAP;
263 newx = x;
264 newy = y;
265 mp = get_map_from_coord (oldmap, &newx, &newy);
266 if (mp != oldmap)
267 retval |= P_NEW_MAP;
268 if (newmap)
269 *newmap = mp;
270 if (nx)
271 *nx = newx;
272 if (ny)
273 *ny = newy;
274
275 retval |= mp->spaces[newx + mp->width * newy].flags;
276
277 return retval;
278 }
279
280 /*
281 * Returns true if the given coordinate is blocked except by the
282 * object passed is not blocking. This is used with
283 * multipart monsters - if we want to see if a 2x2 monster
284 * can move 1 space to the left, we don't want its own area
285 * to block it from moving there.
286 * Returns TRUE if the space is blocked by something other than the
287 * monster.
288 * m, x, y are the target map/coordinates - needed for map tiling.
289 * the coordinates & map passed in should have been updated for tiling
290 * by the caller.
291 */
292 int
293 blocked_link (object *ob, maptile *m, int sx, int sy)
294 {
295 object *tmp;
296 int mflags, blocked;
297
298 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this.
300 */
301 if (OUT_OF_REAL_MAP (m, sx, sy))
302 {
303 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
304 return 1;
305 }
306
307 /* Save some cycles - instead of calling get_map_flags(), just get the value
308 * directly.
309 */
310 mflags = m->spaces[sx + m->width * sy].flags;
311
312 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
313
314 /* If space is currently not blocked by anything, no need to
315 * go further. Not true for players - all sorts of special
316 * things we need to do for players.
317 */
318 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
319 return 0;
320
321 /* if there isn't anytyhing alive on this space, and this space isn't
322 * otherwise blocked, we can return now. Only if there is a living
323 * creature do we need to investigate if it is part of this creature
324 * or another. Likewise, only if something is blocking us do we
325 * need to investigate if there is a special circumstance that would
326 * let the player through (inventory checkers for example)
327 */
328 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
329 return 0;
330
331 if (ob->head != NULL)
332 ob = ob->head;
333
334 /* We basically go through the stack of objects, and if there is
335 * some other object that has NO_PASS or FLAG_ALIVE set, return
336 * true. If we get through the entire stack, that must mean
337 * ob is blocking it, so return 0.
338 */
339 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
340 {
341
342 /* This must be before the checks below. Code for inventory checkers. */
343 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
344 {
345 /* If last_sp is set, the player/monster needs an object,
346 * so we check for it. If they don't have it, they can't
347 * pass through this space.
348 */
349 if (tmp->last_sp)
350 {
351 if (check_inv_recursive (ob, tmp) == NULL)
352 return 1;
353 else
354 continue;
355 }
356 else
357 {
358 /* In this case, the player must not have the object -
359 * if they do, they can't pass through.
360 */
361 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
362 return 1;
363 else
364 continue;
365 }
366 } /* if check_inv */
367 else
368 {
369 /* Broke apart a big nasty if into several here to make
370 * this more readable. first check - if the space blocks
371 * movement, can't move here.
372 * second - if a monster, can't move there, unles it is a
373 * hidden dm
374 */
375 if (OB_MOVE_BLOCK (ob, tmp))
376 return 1;
377 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
378 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
379 return 1;
380 }
381
382 }
383 return 0;
384 }
385
386
387 /*
388 * Returns true if the given object can't fit in the given spot.
389 * This is meant for multi space objects - for single space objecs,
390 * just calling get_map_blocked and checking that against movement type
391 * of object. This function goes through all the parts of the
392 * multipart object and makes sure they can be inserted.
393 *
394 * While this doesn't call out of map, the get_map_flags does.
395 *
396 * This function has been used to deprecate arch_out_of_map -
397 * this function also does that check, and since in most cases,
398 * a call to one would follow the other, doesn't make a lot of sense to
399 * have two seperate functions for this.
400 *
401 * This returns nonzero if this arch can not go on the space provided,
402 * 0 otherwise. the return value will contain the P_.. value
403 * so the caller can know why this object can't go on the map.
404 * Note that callers should not expect P_NEW_MAP to be set
405 * in return codes - since the object is multispace - if
406 * we did return values, what do you return if half the object
407 * is one map, half on another.
408 *
409 * Note this used to be arch_blocked, but with new movement
410 * code, we need to have actual object to check its move_type
411 * against the move_block values.
412 */
413
414 int
415 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
416 {
417 archetype *tmp;
418 int flag;
419 maptile *m1;
420 sint16 sx, sy;
421
422 if (ob == NULL)
423 {
424 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
425 if (flag & P_OUT_OF_MAP)
426 return P_OUT_OF_MAP;
427
428 /* don't have object, so don't know what types would block */
429 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
430 }
431
432 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
433 {
434 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
435
436 if (flag & P_OUT_OF_MAP)
437 return P_OUT_OF_MAP;
438 if (flag & P_IS_ALIVE)
439 return P_IS_ALIVE;
440
441 /* find_first_free_spot() calls this function. However, often
442 * ob doesn't have any move type (when used to place exits)
443 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
444 */
445
446 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
447 continue;
448
449 /* Note it is intentional that we check ob - the movement type of the
450 * head of the object should correspond for the entire object.
451 */
452 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
453 return AB_NO_PASS;
454
455 }
456 return 0;
457 }
458
459 /* When the map is loaded, load_object does not actually insert objects
460 * into inventory, but just links them. What this does is go through
461 * and insert them properly.
462 * The object 'container' is the object that contains the inventory.
463 * This is needed so that we can update the containers weight.
464 */
465
466 void
467 fix_container (object *container)
468 {
469 object *tmp = container->inv, *next;
470
471 container->inv = NULL;
472 while (tmp != NULL)
473 {
474 next = tmp->below;
475 if (tmp->inv)
476 fix_container (tmp);
477 (void) insert_ob_in_ob (tmp, container);
478 tmp = next;
479 }
480 /* sum_weight will go through and calculate what all the containers are
481 * carrying.
482 */
483 sum_weight (container);
484 }
485
486 /* link_multipart_objects go through all the objects on the map looking
487 * for objects whose arch says they are multipart yet according to the
488 * info we have, they only have the head (as would be expected when
489 * they are saved). We do have to look for the old maps that did save
490 * the more sections and not re-add sections for them.
491 */
492
493 static void
494 link_multipart_objects (maptile *m)
495 {
496 int x, y;
497 object *tmp, *op, *last, *above;
498 archetype *at;
499
500 for (x = 0; x < MAP_WIDTH (m); x++)
501 for (y = 0; y < MAP_HEIGHT (m); y++)
502 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
503 {
504 above = tmp->above;
505
506 /* already multipart - don't do anything more */
507 if (tmp->head || tmp->more)
508 continue;
509
510 /* If there is nothing more to this object, this for loop
511 * won't do anything.
512 */
513 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
514 {
515 op = arch_to_object (at);
516
517 /* update x,y coordinates */
518 op->x += tmp->x;
519 op->y += tmp->y;
520 op->head = tmp;
521 op->map = m;
522 last->more = op;
523 op->name = tmp->name;
524 op->title = tmp->title;
525 /* we could link all the parts onto tmp, and then just
526 * call insert_ob_in_map once, but the effect is the same,
527 * as insert_ob_in_map will call itself with each part, and
528 * the coding is simpler to just to it here with each part.
529 */
530 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
531 } /* for at = tmp->arch->more */
532 } /* for objects on this space */
533 }
534
535 /*
536 * Loads (ands parses) the objects into a given map from the specified
537 * file pointer.
538 * mapflags is the same as we get with load_original_map
539 */
540 void
541 load_objects (maptile *m, object_thawer & fp, int mapflags)
542 {
543 int i, j;
544 int unique;
545 object *op, *prev = NULL, *last_more = NULL, *otmp;
546
547 op = get_object ();
548 op->map = m; /* To handle buttons correctly */
549
550 while ((i = load_object (fp, op, mapflags)))
551 {
552 /* if the archetype for the object is null, means that we
553 * got an invalid object. Don't do anything with it - the game
554 * or editor will not be able to do anything with it either.
555 */
556 if (op->arch == NULL)
557 {
558 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
559 continue;
560 }
561
562
563 switch (i)
564 {
565 case LL_NORMAL:
566 /* if we are loading an overlay, put the floors on the bottom */
567 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
569 else
570 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
571
572 if (op->inv)
573 sum_weight (op);
574
575 prev = op, last_more = op;
576 break;
577
578 case LL_MORE:
579 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
580 op->head = prev, last_more->more = op, last_more = op;
581 break;
582 }
583
584 if (mapflags & MAP_STYLE)
585 remove_from_active_list (op);
586
587 op = get_object ();
588 op->map = m;
589 }
590
591 for (i = 0; i < m->width; i++)
592 {
593 for (j = 0; j < m->height; j++)
594 {
595 unique = 0;
596 /* check for unique items, or unique squares */
597 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
598 {
599 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
600 unique = 1;
601 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
602 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
603 }
604 }
605 }
606
607 free_object (op);
608 link_multipart_objects (m);
609 }
610
611 /* This saves all the objects on the map in a non destructive fashion.
612 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
613 * and we only save the head of multi part objects - this is needed
614 * in order to do map tiling properly.
615 */
616 void
617 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
618 {
619 int i, j = 0, unique = 0;
620 object *op;
621
622 /* first pass - save one-part objects */
623 for (i = 0; i < MAP_WIDTH (m); i++)
624 for (j = 0; j < MAP_HEIGHT (m); j++)
625 {
626 unique = 0;
627 for (op = get_map_ob (m, i, j); op; op = op->above)
628 {
629 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
630 unique = 1;
631
632 if (op->type == PLAYER)
633 {
634 LOG (llevDebug, "Player on map that is being saved\n");
635 continue;
636 }
637
638 if (op->head || op->owner)
639 continue;
640
641 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
642 save_object (fp2, op, 3);
643 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
644 save_object (fp, op, 3);
645
646 } /* for this space */
647 } /* for this j */
648 }
649
650 /*
651 * Allocates, initialises, and returns a pointer to a maptile.
652 * Modified to no longer take a path option which was not being
653 * used anyways. MSW 2001-07-01
654 */
655
656 maptile *
657 get_linked_map (void)
658 {
659 maptile *map = new maptile;
660 maptile *mp;
661
662 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next);
663 if (mp == NULL)
664 first_map = map;
665 else
666 mp->next = map;
667
668 map->in_memory = MAP_SWAPPED;
669 /* The maps used to pick up default x and y values from the
670 * map archetype. Mimic that behaviour.
671 */
672 MAP_WIDTH (map) = 16;
673 MAP_HEIGHT (map) = 16;
674 MAP_RESET_TIMEOUT (map) = 0;
675 MAP_TIMEOUT (map) = 300;
676 MAP_ENTER_X (map) = 0;
677 MAP_ENTER_Y (map) = 0;
678 /*set part to -1 indicating conversion to weather map not yet done */
679 MAP_WORLDPARTX (map) = -1;
680 MAP_WORLDPARTY (map) = -1;
681 return map;
682 }
683
684 /*
685 * Allocates the arrays contained in a maptile.
686 * This basically allocates the dynamic array of spaces for the
687 * map.
688 */
689
690 void
691 allocate_map (maptile *m)
692 {
693 m->in_memory = MAP_IN_MEMORY;
694 /* Log this condition and free the storage. We could I suppose
695 * realloc, but if the caller is presuming the data will be intact,
696 * that is their poor assumption.
697 */
698 if (m->spaces)
699 {
700 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
701 free (m->spaces);
702 }
703
704 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
705
706 if (m->spaces == NULL)
707 fatal (OUT_OF_MEMORY);
708 }
709
710 /* Create and returns a map of the specific size. Used
711 * in random map code and the editor.
712 */
713 maptile *
714 get_empty_map (int sizex, int sizey)
715 {
716 maptile *m = get_linked_map ();
717
718 m->width = sizex;
719 m->height = sizey;
720 m->in_memory = MAP_SWAPPED;
721 allocate_map (m);
722 return m;
723 }
724
725 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
726 * corresponding to that string. Memory is allocated for this, it must be freed
727 * at a later date.
728 * Called by parse_map_headers below.
729 */
730
731 static shopitems *
732 parse_shop_string (const char *input_string)
733 {
734 char *shop_string, *p, *q, *next_semicolon, *next_colon;
735 shopitems *items = NULL;
736 int i = 0, number_of_entries = 0;
737 const typedata *current_type;
738
739 shop_string = strdup_local (input_string);
740 p = shop_string;
741 /* first we'll count the entries, we'll need that for allocating the array shortly */
742 while (p)
743 {
744 p = strchr (p, ';');
745 number_of_entries++;
746 if (p)
747 p++;
748 }
749 p = shop_string;
750 strip_endline (p);
751 items = new shopitems[number_of_entries + 1];
752 for (i = 0; i < number_of_entries; i++)
753 {
754 if (!p)
755 {
756 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
757 break;
758 }
759 next_semicolon = strchr (p, ';');
760 next_colon = strchr (p, ':');
761 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
762 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
763 items[i].strength = atoi (strchr (p, ':') + 1);
764
765 if (isdigit (*p) || *p == '*')
766 {
767 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
768 current_type = get_typedata (items[i].typenum);
769 if (current_type)
770 {
771 items[i].name = current_type->name;
772 items[i].name_pl = current_type->name_pl;
773 }
774 }
775 else
776 { /*we have a named type, let's figure out what it is */
777 q = strpbrk (p, ";:");
778 if (q)
779 *q = '\0';
780
781 current_type = get_typedata_by_name (p);
782 if (current_type)
783 {
784 items[i].name = current_type->name;
785 items[i].typenum = current_type->number;
786 items[i].name_pl = current_type->name_pl;
787 }
788 else
789 { /* oh uh, something's wrong, let's free up this one, and try
790 * the next entry while we're at it, better print a warning
791 */
792 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
793 }
794 }
795 items[i].index = number_of_entries;
796 if (next_semicolon)
797 p = ++next_semicolon;
798 else
799 p = NULL;
800 }
801 free (shop_string);
802 return items;
803 }
804
805 /* opposite of parse string, this puts the string that was originally fed in to
806 * the map (or something equivilent) into output_string. */
807 static void
808 print_shop_string (maptile *m, char *output_string)
809 {
810 int i;
811 char tmp[MAX_BUF];
812
813 strcpy (output_string, "");
814 for (i = 0; i < m->shopitems[0].index; i++)
815 {
816 if (m->shopitems[i].typenum)
817 {
818 if (m->shopitems[i].strength)
819 {
820 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
821 }
822 else
823 sprintf (tmp, "%s;", m->shopitems[i].name);
824 }
825 else
826 {
827 if (m->shopitems[i].strength)
828 {
829 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
830 }
831 else
832 sprintf (tmp, "*");
833 }
834 strcat (output_string, tmp);
835 }
836 }
837
838 /* This loads the header information of the map. The header
839 * contains things like difficulty, size, timeout, etc.
840 * this used to be stored in the map object, but with the
841 * addition of tiling, fields beyond that easily named in an
842 * object structure were needed, so it just made sense to
843 * put all the stuff in the map object so that names actually make
844 * sense.
845 * This could be done in lex (like the object loader), but I think
846 * currently, there are few enough fields this is not a big deal.
847 * MSW 2001-07-01
848 * return 0 on success, 1 on failure.
849 */
850
851 static int
852 load_map_header (object_thawer & fp, maptile *m)
853 {
854 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
855 int msgpos = 0;
856 int maplorepos = 0;
857
858 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
859 {
860 buf[HUGE_BUF - 1] = 0;
861 key = buf;
862 while (isspace (*key))
863 key++;
864 if (*key == 0)
865 continue; /* empty line */
866 value = strchr (key, ' ');
867 if (!value)
868 {
869 end = strchr (key, '\n');
870 if (end != NULL)
871 {
872 *end = 0;
873 }
874 }
875 else
876 {
877 *value = 0;
878 value++;
879 end = strchr (value, '\n');
880 while (isspace (*value))
881 {
882 value++;
883 if (*value == '\0' || value == end)
884 {
885 /* Nothing but spaces. */
886 value = NULL;
887 break;
888 }
889 }
890 }
891
892 if (!end)
893 {
894 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
895 return 1;
896 }
897
898 /* key is the field name, value is what it should be set
899 * to. We've already done the work to null terminate key,
900 * and strip off any leading spaces for both of these.
901 * We have not touched the newline at the end of the line -
902 * these are needed for some values. the end pointer
903 * points to the first of the newlines.
904 * value could be NULL! It would be easy enough to just point
905 * this to "" to prevent cores, but that would let more errors slide
906 * through.
907 *
908 * First check for entries that do not use the value parameter, then
909 * validate that value is given and check for the remaining entries
910 * that use the parameter.
911 */
912
913 if (!strcmp (key, "msg"))
914 {
915 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
916 {
917 if (!strcmp (buf, "endmsg\n"))
918 break;
919 else
920 {
921 /* slightly more efficient than strcat */
922 strcpy (msgbuf + msgpos, buf);
923 msgpos += strlen (buf);
924 }
925 }
926 /* There are lots of maps that have empty messages (eg, msg/endmsg
927 * with nothing between). There is no reason in those cases to
928 * keep the empty message. Also, msgbuf contains garbage data
929 * when msgpos is zero, so copying it results in crashes
930 */
931 if (msgpos != 0)
932 m->msg = strdup_local (msgbuf);
933 }
934 else if (!strcmp (key, "maplore"))
935 {
936 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
937 {
938 if (!strcmp (buf, "endmaplore\n"))
939 break;
940 else
941 {
942 /* slightly more efficient than strcat */
943 strcpy (maplorebuf + maplorepos, buf);
944 maplorepos += strlen (buf);
945 }
946 }
947 if (maplorepos != 0)
948 m->maplore = strdup_local (maplorebuf);
949 }
950 else if (!strcmp (key, "end"))
951 {
952 break;
953 }
954 else if (value == NULL)
955 {
956 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
957 }
958 else if (!strcmp (key, "arch"))
959 {
960 /* This is an oddity, but not something we care about much. */
961 if (strcmp (value, "map\n"))
962 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
963 }
964 else if (!strcmp (key, "name"))
965 {
966 *end = 0;
967 m->name = strdup_local (value);
968 }
969 /* first strcmp value on these are old names supported
970 * for compatibility reasons. The new values (second) are
971 * what really should be used.
972 */
973 else if (!strcmp (key, "oid"))
974 {
975 fp.get (m, atoi (value));
976 }
977 else if (!strcmp (key, "attach"))
978 {
979 m->attach = value;
980 }
981 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
982 {
983 m->enter_x = atoi (value);
984 }
985 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
986 {
987 m->enter_y = atoi (value);
988 }
989 else if (!strcmp (key, "x") || !strcmp (key, "width"))
990 {
991 m->width = atoi (value);
992 }
993 else if (!strcmp (key, "y") || !strcmp (key, "height"))
994 {
995 m->height = atoi (value);
996 }
997 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
998 {
999 m->reset_timeout = atoi (value);
1000 }
1001 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1002 {
1003 m->timeout = atoi (value);
1004 }
1005 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1006 {
1007 m->difficulty = atoi (value);
1008 }
1009 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1010 {
1011 m->darkness = atoi (value);
1012 }
1013 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1014 {
1015 m->fixed_resettime = atoi (value);
1016 }
1017 else if (!strcmp (key, "unique"))
1018 {
1019 m->unique = atoi (value);
1020 }
1021 else if (!strcmp (key, "template"))
1022 {
1023 m->templatemap = atoi (value);
1024 }
1025 else if (!strcmp (key, "region"))
1026 {
1027 m->region = get_region_by_name (value);
1028 }
1029 else if (!strcmp (key, "shopitems"))
1030 {
1031 *end = 0;
1032 m->shopitems = parse_shop_string (value);
1033 }
1034 else if (!strcmp (key, "shopgreed"))
1035 {
1036 m->shopgreed = atof (value);
1037 }
1038 else if (!strcmp (key, "shopmin"))
1039 {
1040 m->shopmin = atol (value);
1041 }
1042 else if (!strcmp (key, "shopmax"))
1043 {
1044 m->shopmax = atol (value);
1045 }
1046 else if (!strcmp (key, "shoprace"))
1047 {
1048 *end = 0;
1049 m->shoprace = strdup_local (value);
1050 }
1051 else if (!strcmp (key, "outdoor"))
1052 {
1053 m->outdoor = atoi (value);
1054 }
1055 else if (!strcmp (key, "temp"))
1056 {
1057 m->temp = atoi (value);
1058 }
1059 else if (!strcmp (key, "pressure"))
1060 {
1061 m->pressure = atoi (value);
1062 }
1063 else if (!strcmp (key, "humid"))
1064 {
1065 m->humid = atoi (value);
1066 }
1067 else if (!strcmp (key, "windspeed"))
1068 {
1069 m->windspeed = atoi (value);
1070 }
1071 else if (!strcmp (key, "winddir"))
1072 {
1073 m->winddir = atoi (value);
1074 }
1075 else if (!strcmp (key, "sky"))
1076 {
1077 m->sky = atoi (value);
1078 }
1079 else if (!strcmp (key, "nosmooth"))
1080 {
1081 m->nosmooth = atoi (value);
1082 }
1083 else if (!strncmp (key, "tile_path_", 10))
1084 {
1085 int tile = atoi (key + 10);
1086
1087 if (tile < 1 || tile > 4)
1088 {
1089 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1090 }
1091 else
1092 {
1093 char *path;
1094
1095 *end = 0;
1096
1097 if (m->tile_path[tile - 1])
1098 {
1099 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1100 free (m->tile_path[tile - 1]);
1101 m->tile_path[tile - 1] = NULL;
1102 }
1103
1104 if (check_path (value, 1) != -1)
1105 {
1106 /* The unadorned path works. */
1107 path = value;
1108 }
1109 else
1110 {
1111 /* Try again; it could be a relative exit. */
1112
1113 path = path_combine_and_normalize (m->path, value);
1114
1115 if (check_path (path, 1) == -1)
1116 {
1117 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1118 path = NULL;
1119 }
1120 }
1121
1122 if (editor)
1123 {
1124 /* Use the value as in the file. */
1125 m->tile_path[tile - 1] = strdup_local (value);
1126 }
1127 else if (path != NULL)
1128 {
1129 /* Use the normalized value. */
1130 m->tile_path[tile - 1] = strdup_local (path);
1131 }
1132 } /* end if tile direction (in)valid */
1133 }
1134 else
1135 {
1136 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1137 }
1138 }
1139 if (!key || strcmp (key, "end"))
1140 {
1141 LOG (llevError, "Got premature eof on map header!\n");
1142 return 1;
1143 }
1144 return 0;
1145 }
1146
1147 /*
1148 * Opens the file "filename" and reads information about the map
1149 * from the given file, and stores it in a newly allocated
1150 * maptile. A pointer to this structure is returned, or NULL on failure.
1151 * flags correspond to those in map.h. Main ones used are
1152 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1153 * MAP_BLOCK, in which case we block on this load. This happens in all
1154 * cases, no matter if this flag is set or not.
1155 * MAP_STYLE: style map - don't add active objects, don't add to server
1156 * managed map list.
1157 */
1158
1159 maptile *
1160 load_original_map (const char *filename, int flags)
1161 {
1162 maptile *m;
1163 char pathname[MAX_BUF];
1164
1165 if (flags & MAP_PLAYER_UNIQUE)
1166 strcpy (pathname, filename);
1167 else if (flags & MAP_OVERLAY)
1168 strcpy (pathname, create_overlay_pathname (filename));
1169 else
1170 strcpy (pathname, create_pathname (filename));
1171
1172 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1173
1174 object_thawer thawer (pathname);
1175
1176 if (!thawer)
1177 return 0;
1178
1179 m = get_linked_map ();
1180
1181 strcpy (m->path, filename);
1182 if (load_map_header (thawer, m))
1183 {
1184 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1185 delete_map (m);
1186 return NULL;
1187 }
1188
1189 allocate_map (m);
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 if (!MAP_DIFFICULTY (m))
1196 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1197 set_map_reset_time (m);
1198 m->instantiate ();
1199 return (m);
1200 }
1201
1202 /*
1203 * Loads a map, which has been loaded earlier, from file.
1204 * Return the map object we load into (this can change from the passed
1205 * option if we can't find the original map)
1206 */
1207
1208 static maptile *
1209 load_temporary_map (maptile *m)
1210 {
1211 char buf[MAX_BUF];
1212
1213 if (!m->tmpname)
1214 {
1215 LOG (llevError, "No temporary filename for map %s\n", m->path);
1216 strcpy (buf, m->path);
1217 delete_map (m);
1218 m = load_original_map (buf, 0);
1219 if (m == NULL)
1220 return NULL;
1221 fix_auto_apply (m); /* Chests which open as default */
1222 return m;
1223 }
1224
1225 object_thawer thawer (m->tmpname);
1226
1227 if (!thawer)
1228 {
1229 strcpy (buf, m->path);
1230 delete_map (m);
1231 m = load_original_map (buf, 0);
1232 if (!m)
1233 return NULL;
1234 fix_auto_apply (m); /* Chests which open as default */
1235 return m;
1236 }
1237
1238 if (load_map_header (thawer, m))
1239 {
1240 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1241 delete_map (m);
1242 m = load_original_map (m->path, 0);
1243 return NULL;
1244 }
1245 allocate_map (m);
1246
1247 m->in_memory = MAP_LOADING;
1248 load_objects (m, thawer, 0);
1249
1250 m->in_memory = MAP_IN_MEMORY;
1251 INVOKE_MAP (SWAPIN, m);
1252 return m;
1253 }
1254
1255 /*
1256 * Loads a map, which has been loaded earlier, from file.
1257 * Return the map object we load into (this can change from the passed
1258 * option if we can't find the original map)
1259 */
1260
1261 maptile *
1262 load_overlay_map (const char *filename, maptile *m)
1263 {
1264 char pathname[MAX_BUF];
1265
1266 strcpy (pathname, create_overlay_pathname (filename));
1267
1268 object_thawer thawer (pathname);
1269
1270 if (!thawer)
1271 return m;
1272
1273 if (load_map_header (thawer, m))
1274 {
1275 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1276 delete_map (m);
1277 m = load_original_map (m->path, 0);
1278 return NULL;
1279 }
1280 /*allocate_map(m); */
1281
1282 m->in_memory = MAP_LOADING;
1283 load_objects (m, thawer, MAP_OVERLAY);
1284
1285 m->in_memory = MAP_IN_MEMORY;
1286 return m;
1287 }
1288
1289 /******************************************************************************
1290 * This is the start of unique map handling code
1291 *****************************************************************************/
1292
1293 /* This goes through map 'm' and removed any unique items on the map. */
1294 static void
1295 delete_unique_items (maptile *m)
1296 {
1297 int i, j, unique;
1298 object *op, *next;
1299
1300 for (i = 0; i < MAP_WIDTH (m); i++)
1301 for (j = 0; j < MAP_HEIGHT (m); j++)
1302 {
1303 unique = 0;
1304 for (op = get_map_ob (m, i, j); op; op = next)
1305 {
1306 next = op->above;
1307 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1308 unique = 1;
1309 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1310 {
1311 clean_object (op);
1312 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1313 remove_button_link (op);
1314 remove_ob (op);
1315 free_object (op);
1316 }
1317 }
1318 }
1319 }
1320
1321
1322 /*
1323 * Loads unique objects from file(s) into the map which is in memory
1324 * m is the map to load unique items into.
1325 */
1326 static void
1327 load_unique_objects (maptile *m)
1328 {
1329 int count;
1330 char firstname[MAX_BUF];
1331
1332 for (count = 0; count < 10; count++)
1333 {
1334 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1335 if (!access (firstname, R_OK))
1336 break;
1337 }
1338 /* If we get here, we did not find any map */
1339 if (count == 10)
1340 return;
1341
1342 object_thawer thawer (firstname);
1343
1344 if (!thawer)
1345 return;
1346
1347 m->in_memory = MAP_LOADING;
1348 if (m->tmpname == NULL) /* if we have loaded unique items from */
1349 delete_unique_items (m); /* original map before, don't duplicate them */
1350 load_objects (m, thawer, 0);
1351
1352 m->in_memory = MAP_IN_MEMORY;
1353 }
1354
1355
1356 /*
1357 * Saves a map to file. If flag is set, it is saved into the same
1358 * file it was (originally) loaded from. Otherwise a temporary
1359 * filename will be genarated, and the file will be stored there.
1360 * The temporary filename will be stored in the maptileure.
1361 * If the map is unique, we also save to the filename in the map
1362 * (this should have been updated when first loaded)
1363 */
1364
1365 int
1366 new_save_map (maptile *m, int flag)
1367 {
1368 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1369 int i;
1370
1371 if (flag && !*m->path)
1372 {
1373 LOG (llevError, "Tried to save map without path.\n");
1374 return -1;
1375 }
1376
1377 if (flag || (m->unique) || (m->templatemap))
1378 {
1379 if (!m->unique && !m->templatemap)
1380 { /* flag is set */
1381 if (flag == 2)
1382 strcpy (filename, create_overlay_pathname (m->path));
1383 else
1384 strcpy (filename, create_pathname (m->path));
1385 }
1386 else
1387 strcpy (filename, m->path);
1388
1389 make_path_to_file (filename);
1390 }
1391 else
1392 {
1393 if (!m->tmpname)
1394 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1395
1396 strcpy (filename, m->tmpname);
1397 }
1398
1399 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1400 m->in_memory = MAP_SAVING;
1401
1402 object_freezer freezer;
1403
1404 /* legacy */
1405 fprintf (freezer, "arch map\n");
1406 if (m->name)
1407 fprintf (freezer, "name %s\n", m->name);
1408 if (!flag)
1409 fprintf (freezer, "swap_time %d\n", m->swap_time);
1410 if (m->reset_timeout)
1411 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1412 if (m->fixed_resettime)
1413 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1414 /* we unfortunately have no idea if this is a value the creator set
1415 * or a difficulty value we generated when the map was first loaded
1416 */
1417 if (m->difficulty)
1418 fprintf (freezer, "difficulty %d\n", m->difficulty);
1419 if (m->region)
1420 fprintf (freezer, "region %s\n", m->region->name);
1421 if (m->shopitems)
1422 {
1423 print_shop_string (m, shop);
1424 fprintf (freezer, "shopitems %s\n", shop);
1425 }
1426 if (m->shopgreed)
1427 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1428 #ifndef WIN32
1429 if (m->shopmin)
1430 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1431 if (m->shopmax)
1432 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1433 #else
1434 if (m->shopmin)
1435 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1436 if (m->shopmax)
1437 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1438 #endif
1439 if (m->shoprace)
1440 fprintf (freezer, "shoprace %s\n", m->shoprace);
1441 if (m->darkness)
1442 fprintf (freezer, "darkness %d\n", m->darkness);
1443 if (m->width)
1444 fprintf (freezer, "width %d\n", m->width);
1445 if (m->height)
1446 fprintf (freezer, "height %d\n", m->height);
1447 if (m->enter_x)
1448 fprintf (freezer, "enter_x %d\n", m->enter_x);
1449 if (m->enter_y)
1450 fprintf (freezer, "enter_y %d\n", m->enter_y);
1451 if (m->msg)
1452 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1453 if (m->maplore)
1454 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1455 if (m->unique)
1456 fprintf (freezer, "unique %d\n", m->unique);
1457 if (m->templatemap)
1458 fprintf (freezer, "template %d\n", m->templatemap);
1459 if (m->outdoor)
1460 fprintf (freezer, "outdoor %d\n", m->outdoor);
1461 if (m->temp)
1462 fprintf (freezer, "temp %d\n", m->temp);
1463 if (m->pressure)
1464 fprintf (freezer, "pressure %d\n", m->pressure);
1465 if (m->humid)
1466 fprintf (freezer, "humid %d\n", m->humid);
1467 if (m->windspeed)
1468 fprintf (freezer, "windspeed %d\n", m->windspeed);
1469 if (m->winddir)
1470 fprintf (freezer, "winddir %d\n", m->winddir);
1471 if (m->sky)
1472 fprintf (freezer, "sky %d\n", m->sky);
1473 if (m->nosmooth)
1474 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1475
1476 /* Save any tiling information, except on overlays */
1477 if (flag != 2)
1478 for (i = 0; i < 4; i++)
1479 if (m->tile_path[i])
1480 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1481
1482 freezer.put (m);
1483 fprintf (freezer, "end\n");
1484
1485 /* In the game save unique items in the different file, but
1486 * in the editor save them to the normal map file.
1487 * If unique map, save files in the proper destination (set by
1488 * player)
1489 */
1490 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1491 {
1492 object_freezer unique;
1493
1494 if (flag == 2)
1495 save_objects (m, freezer, unique, 2);
1496 else
1497 save_objects (m, freezer, unique, 0);
1498
1499 sprintf (buf, "%s.v00", create_items_path (m->path));
1500
1501 unique.save (buf);
1502 }
1503 else
1504 { /* save same file when not playing, like in editor */
1505 save_objects (m, freezer, freezer, 0);
1506 }
1507
1508 freezer.save (filename);
1509
1510 return 0;
1511 }
1512
1513
1514 /*
1515 * Remove and free all objects in the inventory of the given object.
1516 * object.c ?
1517 */
1518
1519 void
1520 clean_object (object *op)
1521 {
1522 object *tmp, *next;
1523
1524 for (tmp = op->inv; tmp; tmp = next)
1525 {
1526 next = tmp->below;
1527 clean_object (tmp);
1528 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1529 remove_button_link (tmp);
1530 remove_ob (tmp);
1531 free_object (tmp);
1532 }
1533 }
1534
1535 /*
1536 * Remove and free all objects in the given map.
1537 */
1538
1539 void
1540 free_all_objects (maptile *m)
1541 {
1542 int i, j;
1543 object *op;
1544
1545 for (i = 0; i < MAP_WIDTH (m); i++)
1546 for (j = 0; j < MAP_HEIGHT (m); j++)
1547 {
1548 object *previous_obj = NULL;
1549
1550 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1551 {
1552 if (op == previous_obj)
1553 {
1554 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1555 break;
1556 }
1557 previous_obj = op;
1558 if (op->head != NULL)
1559 op = op->head;
1560
1561 /* If the map isn't in memory, free_object will remove and
1562 * free objects in op's inventory. So let it do the job.
1563 */
1564 if (m->in_memory == MAP_IN_MEMORY)
1565 clean_object (op);
1566 remove_ob (op);
1567 free_object (op);
1568 }
1569 }
1570 }
1571
1572 /*
1573 * Frees everything allocated by the given maptileure.
1574 * don't free tmpname - our caller is left to do that
1575 */
1576
1577 void
1578 free_map (maptile *m, int flag)
1579 {
1580 int i;
1581
1582 if (!m->in_memory)
1583 {
1584 LOG (llevError, "Trying to free freed map.\n");
1585 return;
1586 }
1587 if (flag && m->spaces)
1588 free_all_objects (m);
1589 if (m->name)
1590 FREE_AND_CLEAR (m->name);
1591 if (m->spaces)
1592 FREE_AND_CLEAR (m->spaces);
1593 if (m->msg)
1594 FREE_AND_CLEAR (m->msg);
1595 if (m->maplore)
1596 FREE_AND_CLEAR (m->maplore);
1597 if (m->shopitems)
1598 delete[]m->shopitems;
1599 m->shopitems = 0;
1600 if (m->shoprace)
1601 FREE_AND_CLEAR (m->shoprace);
1602 if (m->buttons)
1603 free_objectlinkpt (m->buttons);
1604 m->buttons = NULL;
1605 for (i = 0; i < 4; i++)
1606 {
1607 if (m->tile_path[i])
1608 FREE_AND_CLEAR (m->tile_path[i]);
1609 m->tile_map[i] = NULL;
1610 }
1611 m->in_memory = MAP_SWAPPED;
1612 }
1613
1614 /*
1615 * function: vanish maptile
1616 * m : pointer to maptile, if NULL no action
1617 * this deletes all the data on the map (freeing pointers)
1618 * and then removes this map from the global linked list of maps.
1619 */
1620
1621 void
1622 delete_map (maptile *m)
1623 {
1624 maptile *tmp, *last;
1625 int i;
1626
1627 if (!m)
1628 return;
1629
1630 m->clear ();
1631
1632 if (m->in_memory == MAP_IN_MEMORY)
1633 {
1634 /* change to MAP_SAVING, even though we are not,
1635 * so that remove_ob doesn't do as much work.
1636 */
1637 m->in_memory = MAP_SAVING;
1638 free_map (m, 1);
1639 }
1640 /* move this out of free_map, since tmpname can still be needed if
1641 * the map is swapped out.
1642 */
1643 if (m->tmpname)
1644 {
1645 free (m->tmpname);
1646 m->tmpname = NULL;
1647 }
1648 last = NULL;
1649 /* We need to look through all the maps and see if any maps
1650 * are pointing at this one for tiling information. Since
1651 * tiling can be assymetric, we just can not look to see which
1652 * maps this map tiles with and clears those.
1653 */
1654 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1655 {
1656 if (tmp->next == m)
1657 last = tmp;
1658
1659 /* This should hopefully get unrolled on a decent compiler */
1660 for (i = 0; i < 4; i++)
1661 if (tmp->tile_map[i] == m)
1662 tmp->tile_map[i] = NULL;
1663 }
1664
1665 /* If last is null, then this should be the first map in the list */
1666 if (!last)
1667 {
1668 if (m == first_map)
1669 first_map = m->next;
1670 else
1671 /* m->path is a static char, so should hopefully still have
1672 * some useful data in it.
1673 */
1674 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1675 }
1676 else
1677 last->next = m->next;
1678
1679 delete m;
1680 }
1681
1682
1683
1684 /*
1685 * Makes sure the given map is loaded and swapped in.
1686 * name is path name of the map.
1687 * flags meaning:
1688 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1689 * and don't do unique items or the like.
1690 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1691 * dont do any more name translation on it.
1692 *
1693 * Returns a pointer to the given map.
1694 */
1695
1696 maptile *
1697 ready_map_name (const char *name, int flags)
1698 {
1699 maptile *m;
1700
1701 if (!name)
1702 return (NULL);
1703
1704 /* Have we been at this level before? */
1705 m = has_been_loaded (name);
1706
1707 /* Map is good to go, so just return it */
1708 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1709 {
1710 return m;
1711 }
1712
1713 /* unique maps always get loaded from their original location, and never
1714 * a temp location. Likewise, if map_flush is set, or we have never loaded
1715 * this map, load it now. I removed the reset checking from here -
1716 * it seems the probability of a player trying to enter a map that should
1717 * reset but hasn't yet is quite low, and removing that makes this function
1718 * a bit cleaner (and players probably shouldn't rely on exact timing for
1719 * resets in any case - if they really care, they should use the 'maps command.
1720 */
1721 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1722 {
1723
1724 /* first visit or time to reset */
1725 if (m)
1726 {
1727 clean_tmp_map (m); /* Doesn't make much difference */
1728 delete_map (m);
1729 }
1730
1731 /* create and load a map */
1732 if (flags & MAP_PLAYER_UNIQUE)
1733 LOG (llevDebug, "Trying to load map %s.\n", name);
1734 else
1735 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1736
1737 //eval_pv ("$x = Event::time", 1);//D
1738 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1739 return (NULL);
1740 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1741
1742 fix_auto_apply (m); /* Chests which open as default */
1743
1744 /* If a player unique map, no extra unique object file to load.
1745 * if from the editor, likewise.
1746 */
1747 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1748 load_unique_objects (m);
1749
1750 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1751 {
1752 m = load_overlay_map (name, m);
1753 if (m == NULL)
1754 return NULL;
1755 }
1756
1757 if (flags & MAP_PLAYER_UNIQUE)
1758 INVOKE_MAP (SWAPIN, m);
1759
1760 }
1761 else
1762 {
1763 /* If in this loop, we found a temporary map, so load it up. */
1764
1765 m = load_temporary_map (m);
1766 if (m == NULL)
1767 return NULL;
1768 load_unique_objects (m);
1769
1770 clean_tmp_map (m);
1771 m->in_memory = MAP_IN_MEMORY;
1772 /* tempnam() on sun systems (probably others) uses malloc
1773 * to allocated space for the string. Free it here.
1774 * In some cases, load_temporary_map above won't find the
1775 * temporary map, and so has reloaded a new map. If that
1776 * is the case, tmpname is now null
1777 */
1778 if (m->tmpname)
1779 free (m->tmpname);
1780 m->tmpname = NULL;
1781 /* It's going to be saved anew anyway */
1782 }
1783
1784 /* Below here is stuff common to both first time loaded maps and
1785 * temp maps.
1786 */
1787
1788 decay_objects (m); /* start the decay */
1789 /* In case other objects press some buttons down */
1790 update_buttons (m);
1791 if (m->outdoor)
1792 set_darkness_map (m);
1793 /* run the weather over this map */
1794 weather_effect (name);
1795 return m;
1796 }
1797
1798
1799 /*
1800 * This routine is supposed to find out the difficulty of the map.
1801 * difficulty does not have a lot to do with character level,
1802 * but does have a lot to do with treasure on the map.
1803 *
1804 * Difficulty can now be set by the map creature. If the value stored
1805 * in the map is zero, then use this routine. Maps should really
1806 * have a difficulty set than using this function - human calculation
1807 * is much better than this functions guesswork.
1808 */
1809
1810 int
1811 calculate_difficulty (maptile *m)
1812 {
1813 object *op;
1814 archetype *at;
1815 int x, y, i;
1816 long monster_cnt = 0;
1817 double avgexp = 0;
1818 sint64 total_exp = 0;
1819
1820 if (MAP_DIFFICULTY (m))
1821 {
1822 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1823 return MAP_DIFFICULTY (m);
1824 }
1825
1826 for (x = 0; x < MAP_WIDTH (m); x++)
1827 for (y = 0; y < MAP_HEIGHT (m); y++)
1828 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1829 {
1830 if (QUERY_FLAG (op, FLAG_MONSTER))
1831 {
1832 total_exp += op->stats.exp;
1833 monster_cnt++;
1834 }
1835
1836 if (QUERY_FLAG (op, FLAG_GENERATOR))
1837 {
1838 total_exp += op->stats.exp;
1839 at = type_to_archetype (GENERATE_TYPE (op));
1840
1841 if (at != NULL)
1842 total_exp += at->clone.stats.exp * 8;
1843
1844 monster_cnt++;
1845 }
1846 }
1847
1848 avgexp = (double) total_exp / monster_cnt;
1849
1850 for (i = 1; i <= settings.max_level; i++)
1851 {
1852 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1853 {
1854 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1855 return i;
1856 }
1857 }
1858
1859 return 1;
1860 }
1861
1862 void
1863 clean_tmp_map (maptile *m)
1864 {
1865 if (m->tmpname == NULL)
1866 return;
1867 INVOKE_MAP (CLEAN, m);
1868 (void) unlink (m->tmpname);
1869 }
1870
1871 void
1872 free_all_maps (void)
1873 {
1874 int real_maps = 0;
1875
1876 while (first_map)
1877 {
1878 /* I think some of the callers above before it gets here set this to be
1879 * saving, but we still want to free this data
1880 */
1881 if (first_map->in_memory == MAP_SAVING)
1882 first_map->in_memory = MAP_IN_MEMORY;
1883 delete_map (first_map);
1884 real_maps++;
1885 }
1886 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1887 }
1888
1889 /* change_map_light() - used to change map light level (darkness)
1890 * up or down. Returns true if successful. It should now be
1891 * possible to change a value by more than 1.
1892 * Move this from los.c to map.c since this is more related
1893 * to maps than los.
1894 * postive values make it darker, negative make it brighter
1895 */
1896
1897 int
1898 change_map_light (maptile *m, int change)
1899 {
1900 int new_level = m->darkness + change;
1901
1902 /* Nothing to do */
1903 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1904 {
1905 return 0;
1906 }
1907
1908 /* inform all players on the map */
1909 if (change > 0)
1910 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1911 else
1912 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1913
1914 /* Do extra checking. since m->darkness is a unsigned value,
1915 * we need to be extra careful about negative values.
1916 * In general, the checks below are only needed if change
1917 * is not +/-1
1918 */
1919 if (new_level < 0)
1920 m->darkness = 0;
1921 else if (new_level >= MAX_DARKNESS)
1922 m->darkness = MAX_DARKNESS;
1923 else
1924 m->darkness = new_level;
1925
1926 /* All clients need to get re-updated for the change */
1927 update_all_map_los (m);
1928 return 1;
1929 }
1930
1931
1932 /*
1933 * This function updates various attributes about a specific space
1934 * on the map (what it looks like, whether it blocks magic,
1935 * has a living creatures, prevents people from passing
1936 * through, etc)
1937 */
1938 void
1939 update_position (maptile *m, int x, int y)
1940 {
1941 object *tmp, *last = NULL;
1942 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1943 New_Face *top, *floor, *middle;
1944 object *top_obj, *floor_obj, *middle_obj;
1945 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1946
1947 oldflags = GET_MAP_FLAGS (m, x, y);
1948 if (!(oldflags & P_NEED_UPDATE))
1949 {
1950 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1951 return;
1952 }
1953
1954 middle = blank_face;
1955 top = blank_face;
1956 floor = blank_face;
1957
1958 middle_obj = NULL;
1959 top_obj = NULL;
1960 floor_obj = NULL;
1961
1962 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1963 {
1964
1965 /* This could be made additive I guess (two lights better than
1966 * one). But if so, it shouldn't be a simple additive - 2
1967 * light bulbs do not illuminate twice as far as once since
1968 * it is a disapation factor that is squared (or is it cubed?)
1969 */
1970 if (tmp->glow_radius > light)
1971 light = tmp->glow_radius;
1972
1973 /* This call is needed in order to update objects the player
1974 * is standing in that have animations (ie, grass, fire, etc).
1975 * However, it also causes the look window to be re-drawn
1976 * 3 times each time the player moves, because many of the
1977 * functions the move_player calls eventualy call this.
1978 *
1979 * Always put the player down for drawing.
1980 */
1981 if (!tmp->invisible)
1982 {
1983 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1984 {
1985 top = tmp->face;
1986 top_obj = tmp;
1987 }
1988 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1989 {
1990 /* If we got a floor, that means middle and top were below it,
1991 * so should not be visible, so we clear them.
1992 */
1993 middle = blank_face;
1994 top = blank_face;
1995 floor = tmp->face;
1996 floor_obj = tmp;
1997 }
1998 /* Flag anywhere have high priority */
1999 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2000 {
2001 middle = tmp->face;
2002
2003 middle_obj = tmp;
2004 anywhere = 1;
2005 }
2006 /* Find the highest visible face around. If equal
2007 * visibilities, we still want the one nearer to the
2008 * top
2009 */
2010 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2011 {
2012 middle = tmp->face;
2013 middle_obj = tmp;
2014 }
2015 }
2016 if (tmp == tmp->above)
2017 {
2018 LOG (llevError, "Error in structure of map\n");
2019 exit (-1);
2020 }
2021
2022 move_slow |= tmp->move_slow;
2023 move_block |= tmp->move_block;
2024 move_on |= tmp->move_on;
2025 move_off |= tmp->move_off;
2026 move_allow |= tmp->move_allow;
2027
2028 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2029 flags |= P_IS_ALIVE;
2030 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2031 flags |= P_NO_MAGIC;
2032 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2033 flags |= P_NO_CLERIC;
2034 if (tmp->type == SAFE_GROUND)
2035 flags |= P_SAFE;
2036
2037 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2038 flags |= P_BLOCKSVIEW;
2039 } /* for stack of objects */
2040
2041 /* we don't want to rely on this function to have accurate flags, but
2042 * since we're already doing the work, we calculate them here.
2043 * if they don't match, logic is broken someplace.
2044 */
2045 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2046 {
2047 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2048 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2049 }
2050 SET_MAP_FLAGS (m, x, y, flags);
2051 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2052 SET_MAP_MOVE_ON (m, x, y, move_on);
2053 SET_MAP_MOVE_OFF (m, x, y, move_off);
2054 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2055
2056 /* At this point, we have a floor face (if there is a floor),
2057 * and the floor is set - we are not going to touch it at
2058 * this point.
2059 * middle contains the highest visibility face.
2060 * top contains a player/monster face, if there is one.
2061 *
2062 * We now need to fill in top.face and/or middle.face.
2063 */
2064
2065 /* If the top face also happens to be high visibility, re-do our
2066 * middle face. This should not happen, as we already have the
2067 * else statement above so middle should not get set. OTOH, it
2068 * may be possible for the faces to match but be different objects.
2069 */
2070 if (top == middle)
2071 middle = blank_face;
2072
2073 /* There are three posibilities at this point:
2074 * 1) top face is set, need middle to be set.
2075 * 2) middle is set, need to set top.
2076 * 3) neither middle or top is set - need to set both.
2077 */
2078
2079 for (tmp = last; tmp; tmp = tmp->below)
2080 {
2081 /* Once we get to a floor, stop, since we already have a floor object */
2082 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2083 break;
2084
2085 /* If two top faces are already set, quit processing */
2086 if ((top != blank_face) && (middle != blank_face))
2087 break;
2088
2089 /* Only show visible faces, unless its the editor - show all */
2090 if (!tmp->invisible || editor)
2091 {
2092 /* Fill in top if needed */
2093 if (top == blank_face)
2094 {
2095 top = tmp->face;
2096 top_obj = tmp;
2097 if (top == middle)
2098 middle = blank_face;
2099 }
2100 else
2101 {
2102 /* top is already set - we should only get here if
2103 * middle is not set
2104 *
2105 * Set the middle face and break out, since there is nothing
2106 * more to fill in. We don't check visiblity here, since
2107 *
2108 */
2109 if (tmp->face != top)
2110 {
2111 middle = tmp->face;
2112 middle_obj = tmp;
2113 break;
2114 }
2115 }
2116 }
2117 }
2118 if (middle == floor)
2119 middle = blank_face;
2120 if (top == middle)
2121 middle = blank_face;
2122 SET_MAP_FACE (m, x, y, top, 0);
2123 if (top != blank_face)
2124 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2125 else
2126 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2127 SET_MAP_FACE (m, x, y, middle, 1);
2128 if (middle != blank_face)
2129 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2130 else
2131 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2132 SET_MAP_FACE (m, x, y, floor, 2);
2133 if (floor != blank_face)
2134 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2135 else
2136 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2137 SET_MAP_LIGHT (m, x, y, light);
2138 }
2139
2140
2141 void
2142 set_map_reset_time (maptile *map)
2143 {
2144 int timeout;
2145
2146 timeout = MAP_RESET_TIMEOUT (map);
2147 if (timeout <= 0)
2148 timeout = MAP_DEFAULTRESET;
2149 if (timeout >= MAP_MAXRESET)
2150 timeout = MAP_MAXRESET;
2151 MAP_WHEN_RESET (map) = seconds () + timeout;
2152 }
2153
2154 /* this updates the orig_map->tile_map[tile_num] value after loading
2155 * the map. It also takes care of linking back the freshly loaded
2156 * maps tile_map values if it tiles back to this one. It returns
2157 * the value of orig_map->tile_map[tile_num]. It really only does this
2158 * so that it is easier for calling functions to verify success.
2159 */
2160
2161 static maptile *
2162 load_and_link_tiled_map (maptile *orig_map, int tile_num)
2163 {
2164 int dest_tile = (tile_num + 2) % 4;
2165 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2166
2167 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2168
2169 /* need to do a strcmp here as the orig_map->path is not a shared string */
2170 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))
2171 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2172
2173 return orig_map->tile_map[tile_num];
2174 }
2175
2176 /* this returns TRUE if the coordinates (x,y) are out of
2177 * map m. This function also takes into account any
2178 * tiling considerations, loading adjacant maps as needed.
2179 * This is the function should always be used when it
2180 * necessary to check for valid coordinates.
2181 * This function will recursively call itself for the
2182 * tiled maps.
2183 *
2184 *
2185 */
2186 int
2187 out_of_map (maptile *m, int x, int y)
2188 {
2189
2190 /* If we get passed a null map, this is obviously the
2191 * case. This generally shouldn't happen, but if the
2192 * map loads fail below, it could happen.
2193 */
2194 if (!m)
2195 return 0;
2196
2197 if (x < 0)
2198 {
2199 if (!m->tile_path[3])
2200 return 1;
2201 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2202 {
2203 load_and_link_tiled_map (m, 3);
2204 }
2205 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2206 }
2207 if (x >= MAP_WIDTH (m))
2208 {
2209 if (!m->tile_path[1])
2210 return 1;
2211 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2212 {
2213 load_and_link_tiled_map (m, 1);
2214 }
2215 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2216 }
2217 if (y < 0)
2218 {
2219 if (!m->tile_path[0])
2220 return 1;
2221 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2222 {
2223 load_and_link_tiled_map (m, 0);
2224 }
2225 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2226 }
2227 if (y >= MAP_HEIGHT (m))
2228 {
2229 if (!m->tile_path[2])
2230 return 1;
2231 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2232 {
2233 load_and_link_tiled_map (m, 2);
2234 }
2235 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2236 }
2237
2238 /* Simple case - coordinates are within this local
2239 * map.
2240 */
2241 return 0;
2242 }
2243
2244 /* This is basically the same as out_of_map above, but
2245 * instead we return NULL if no map is valid (coordinates
2246 * out of bounds and no tiled map), otherwise it returns
2247 * the map as that the coordinates are really on, and
2248 * updates x and y to be the localized coordinates.
2249 * Using this is more efficient of calling out_of_map
2250 * and then figuring out what the real map is
2251 */
2252 maptile *
2253 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2254 {
2255
2256 if (*x < 0)
2257 {
2258 if (!m->tile_path[3])
2259 return NULL;
2260 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2261 load_and_link_tiled_map (m, 3);
2262
2263 *x += MAP_WIDTH (m->tile_map[3]);
2264 return (get_map_from_coord (m->tile_map[3], x, y));
2265 }
2266 if (*x >= MAP_WIDTH (m))
2267 {
2268 if (!m->tile_path[1])
2269 return NULL;
2270 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2271 load_and_link_tiled_map (m, 1);
2272
2273 *x -= MAP_WIDTH (m);
2274 return (get_map_from_coord (m->tile_map[1], x, y));
2275 }
2276 if (*y < 0)
2277 {
2278 if (!m->tile_path[0])
2279 return NULL;
2280 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2281 load_and_link_tiled_map (m, 0);
2282
2283 *y += MAP_HEIGHT (m->tile_map[0]);
2284 return (get_map_from_coord (m->tile_map[0], x, y));
2285 }
2286 if (*y >= MAP_HEIGHT (m))
2287 {
2288 if (!m->tile_path[2])
2289 return NULL;
2290 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2291 load_and_link_tiled_map (m, 2);
2292
2293 *y -= MAP_HEIGHT (m);
2294 return (get_map_from_coord (m->tile_map[2], x, y));
2295 }
2296
2297 /* Simple case - coordinates are within this local
2298 * map.
2299 */
2300
2301 return m;
2302 }
2303
2304 /**
2305 * Return whether map2 is adjacent to map1. If so, store the distance from
2306 * map1 to map2 in dx/dy.
2307 */
2308 static int
2309 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2310 {
2311 if (!map1 || !map2)
2312 return 0;
2313
2314 if (map1 == map2)
2315 {
2316 *dx = 0;
2317 *dy = 0;
2318
2319 }
2320 else if (map1->tile_map[0] == map2)
2321 { /* up */
2322 *dx = 0;
2323 *dy = -MAP_HEIGHT (map2);
2324 }
2325 else if (map1->tile_map[1] == map2)
2326 { /* right */
2327 *dx = MAP_WIDTH (map1);
2328 *dy = 0;
2329 }
2330 else if (map1->tile_map[2] == map2)
2331 { /* down */
2332 *dx = 0;
2333 *dy = MAP_HEIGHT (map1);
2334 }
2335 else if (map1->tile_map[3] == map2)
2336 { /* left */
2337 *dx = -MAP_WIDTH (map2);
2338 *dy = 0;
2339
2340 }
2341 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2342 { /* up right */
2343 *dx = MAP_WIDTH (map1->tile_map[0]);
2344 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2345 }
2346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2347 { /* up left */
2348 *dx = -MAP_WIDTH (map2);
2349 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2350 }
2351 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2352 { /* right up */
2353 *dx = MAP_WIDTH (map1);
2354 *dy = -MAP_HEIGHT (map2);
2355 }
2356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2357 { /* right down */
2358 *dx = MAP_WIDTH (map1);
2359 *dy = MAP_HEIGHT (map1->tile_map[1]);
2360 }
2361 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2362 { /* down right */
2363 *dx = MAP_WIDTH (map1->tile_map[2]);
2364 *dy = MAP_HEIGHT (map1);
2365 }
2366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2367 { /* down left */
2368 *dx = -MAP_WIDTH (map2);
2369 *dy = MAP_HEIGHT (map1);
2370 }
2371 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2372 { /* left up */
2373 *dx = -MAP_WIDTH (map1->tile_map[3]);
2374 *dy = -MAP_HEIGHT (map2);
2375 }
2376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2377 { /* left down */
2378 *dx = -MAP_WIDTH (map1->tile_map[3]);
2379 *dy = MAP_HEIGHT (map1->tile_map[3]);
2380
2381 }
2382 else
2383 { /* not "adjacent" enough */
2384 return 0;
2385 }
2386
2387 return 1;
2388 }
2389
2390 /* From map.c
2391 * This is used by get_player to determine where the other
2392 * creature is. get_rangevector takes into account map tiling,
2393 * so you just can not look the the map coordinates and get the
2394 * righte value. distance_x/y are distance away, which
2395 * can be negativbe. direction is the crossfire direction scheme
2396 * that the creature should head. part is the part of the
2397 * monster that is closest.
2398 *
2399 * get_rangevector looks at op1 and op2, and fills in the
2400 * structure for op1 to get to op2.
2401 * We already trust that the caller has verified that the
2402 * two objects are at least on adjacent maps. If not,
2403 * results are not likely to be what is desired.
2404 * if the objects are not on maps, results are also likely to
2405 * be unexpected
2406 *
2407 * currently, the only flag supported (0x1) is don't translate for
2408 * closest body part of 'op1'
2409 */
2410
2411 void
2412 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2413 {
2414 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2415 {
2416 /* be conservative and fill in _some_ data */
2417 retval->distance = 100000;
2418 retval->distance_x = 32767;
2419 retval->distance_y = 32767;
2420 retval->direction = 0;
2421 retval->part = 0;
2422 }
2423 else
2424 {
2425 object *best;
2426
2427 retval->distance_x += op2->x - op1->x;
2428 retval->distance_y += op2->y - op1->y;
2429
2430 best = op1;
2431 /* If this is multipart, find the closest part now */
2432 if (!(flags & 0x1) && op1->more)
2433 {
2434 object *tmp;
2435 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2436
2437 /* we just take the offset of the piece to head to figure
2438 * distance instead of doing all that work above again
2439 * since the distance fields we set above are positive in the
2440 * same axis as is used for multipart objects, the simply arithmetic
2441 * below works.
2442 */
2443 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2444 {
2445 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2446 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2447 if (tmpi < best_distance)
2448 {
2449 best_distance = tmpi;
2450 best = tmp;
2451 }
2452 }
2453 if (best != op1)
2454 {
2455 retval->distance_x += op1->x - best->x;
2456 retval->distance_y += op1->y - best->y;
2457 }
2458 }
2459 retval->part = best;
2460 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2461 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2462 }
2463 }
2464
2465 /* this is basically the same as get_rangevector above, but instead of
2466 * the first parameter being an object, it instead is the map
2467 * and x,y coordinates - this is used for path to player -
2468 * since the object is not infact moving but we are trying to traverse
2469 * the path, we need this.
2470 * flags has no meaning for this function at this time - I kept it in to
2471 * be more consistant with the above function and also in case they are needed
2472 * for something in the future. Also, since no object is pasted, the best
2473 * field of the rv_vector is set to NULL.
2474 */
2475
2476 void
2477 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2478 {
2479 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2480 {
2481 /* be conservative and fill in _some_ data */
2482 retval->distance = 100000;
2483 retval->distance_x = 32767;
2484 retval->distance_y = 32767;
2485 retval->direction = 0;
2486 retval->part = 0;
2487 }
2488 else
2489 {
2490 retval->distance_x += op2->x - x;
2491 retval->distance_y += op2->y - y;
2492
2493 retval->part = NULL;
2494 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2495 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2496 }
2497 }
2498
2499 /* Returns true of op1 and op2 are effectively on the same map
2500 * (as related to map tiling). Note that this looks for a path from
2501 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2502 * to op1, this will still return false.
2503 * Note we only look one map out to keep the processing simple
2504 * and efficient. This could probably be a macro.
2505 * MSW 2001-08-05
2506 */
2507 int
2508 on_same_map (const object *op1, const object *op2)
2509 {
2510 int dx, dy;
2511
2512 return adjacent_map (op1->map, op2->map, &dx, &dy);
2513 }