/* * static char *rcsid_map_c = * "$Id: map.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #include #include #include #ifndef WIN32 /* ---win32 exclude header */ #include #endif /* win32 */ #include "path.h" extern int nrofallocobjects,nroffreeobjects; void (*load_original_map_callback)(mapstruct *map); void (*load_temporary_map_callback)(mapstruct *map); void (*clean_temporary_map_callback)(mapstruct *map); /* * Returns the mapstruct which has a name matching the given argument. * return NULL if no match is found. */ mapstruct *has_been_loaded (const char *name) { mapstruct *map; if (!name || !*name) return 0; for (map = first_map; map; map = map->next) if (!strcmp (name, map->path)) break; return (map); } /* * This makes a path absolute outside the world of Crossfire. * In other words, it prepends LIBDIR/MAPDIR/ to the given path * and returns the pointer to a static array containing the result. * it really should be called create_mapname */ const char *create_pathname (const char *name) { static char buf[MAX_BUF]; /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name); else sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); return (buf); } /* * same as create_pathname, but for the overlay maps. */ const char *create_overlay_pathname (const char *name) { static char buf[MAX_BUF]; /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name); else sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name); return (buf); } /* * same as create_pathname, but for the template maps. */ const char *create_template_pathname (const char *name) { static char buf[MAX_BUF]; /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name); else sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name); return (buf); } /* * This makes absolute path to the itemfile where unique objects * will be saved. Converts '/' to '@'. I think it's essier maintain * files than full directory structure, but if this is problem it can * be changed. */ static const char *create_items_path (const char *s) { static char buf[MAX_BUF]; char *t; if (*s == '/') s++; sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir); for (t=buf+strlen(buf); *s; s++,t++) if (*s == '/') *t = '@'; else *t = *s; *t = 0; return (buf); } /* * This function checks if a file with the given path exists. * -1 is returned if it fails, otherwise the mode of the file * is returned. * It tries out all the compression suffixes listed in the uncomp[] array. * * If prepend_dir is set, then we call create_pathname (which prepends * libdir & mapdir). Otherwise, we assume the name given is fully * complete. * Only the editor actually cares about the writablity of this - * the rest of the code only cares that the file is readable. * when the editor goes away, the call to stat should probably be * replaced by an access instead (similar to the windows one, but * that seems to be missing the prepend_dir processing */ int check_path (const char *name, int prepend_dir) { char buf[MAX_BUF]; #ifndef WIN32 char *endbuf; struct stat statbuf; int mode = 0, i; #endif if (prepend_dir) strcpy (buf, create_pathname(name)); else strcpy(buf, name); #ifdef WIN32 /* ***win32: check this sucker in windows style. */ return(_access(buf,0)); #else /* old method (strchr(buf, '\0')) seemd very odd to me - * this method should be equivalant and is clearer. * Can not use strcat because we need to cycle through * all the names. */ endbuf = buf + strlen(buf); for (i = 0; i < NROF_COMPRESS_METHODS; i++) { if (uncomp[i][0]) strcpy(endbuf, uncomp[i][0]); else *endbuf = '\0'; if (!stat (buf, &statbuf)) break; } if (i == NROF_COMPRESS_METHODS) return (-1); if (!S_ISREG (statbuf.st_mode)) return (-1); if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) || ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) || (statbuf.st_mode & S_IROTH)) mode |= 4; if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) || (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) mode |= 2; return (mode); #endif } /* * Prints out debug-information about a map. * Dumping these at llevError doesn't seem right, but is * necessary to make sure the information is in fact logged. */ void dump_map(const mapstruct *m) { LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory); LOG(llevError,"Size: %dx%d Start: %d,%d\n", MAP_WIDTH(m), MAP_HEIGHT(m), MAP_ENTER_X(m), MAP_ENTER_Y(m)); if(m->msg!=NULL) LOG(llevError,"Message:\n%s",m->msg); if(m->maplore!=NULL) LOG(llevError,"Lore:\n%s",m->maplore); if(m->tmpname!=NULL) LOG(llevError,"Tmpname: %s\n",m->tmpname); LOG(llevError,"Difficulty: %d\n",m->difficulty); LOG(llevError,"Darkness: %d\n",m->darkness); } /* * Prints out debug-information about all maps. * This basically just goes through all the maps and calls * dump_map on each one. */ void dump_all_maps(void) { mapstruct *m; for(m=first_map;m!=NULL;m=m->next) { dump_map(m); } } /* This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) * it will also do map translation for tiled maps, returning * new values into newmap, nx, and ny. Any and all of those * values can be null, in which case if a new map is needed (returned * by a P_NEW_MAP value, another call to get_map_from_coord * is needed. The case of not passing values is if we're just * checking for the existence of something on those spaces, but * don't expect to insert/remove anything from those spaces. */ int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) { sint16 newx, newy; int retval=0; mapstruct *mp; if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP; newx = x; newy = y; mp = get_map_from_coord(oldmap, &newx, &newy); if (mp != oldmap) retval |= P_NEW_MAP; if (newmap) *newmap = mp; if (nx) *nx = newx; if (ny) *ny = newy; retval |= mp->spaces[newx + mp->width * newy].flags; return retval; } /* * Returns true if the given coordinate is blocked except by the * object passed is not blocking. This is used with * multipart monsters - if we want to see if a 2x2 monster * can move 1 space to the left, we don't want its own area * to block it from moving there. * Returns TRUE if the space is blocked by something other than the * monster. * m, x, y are the target map/coordinates - needed for map tiling. * the coordinates & map passed in should have been updated for tiling * by the caller. */ int blocked_link(object *ob, mapstruct *m, int sx, int sy) { object *tmp; int mflags, blocked; /* Make sure the coordinates are valid - they should be, as caller should * have already checked this. */ if (OUT_OF_REAL_MAP(m, sx, sy)) { LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n"); return 1; } /* Save some cycles - instead of calling get_map_flags(), just get the value * directly. */ mflags = m->spaces[sx + m->width * sy].flags; blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); /* If space is currently not blocked by anything, no need to * go further. Not true for players - all sorts of special * things we need to do for players. */ if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; /* if there isn't anytyhing alive on this space, and this space isn't * otherwise blocked, we can return now. Only if there is a living * creature do we need to investigate if it is part of this creature * or another. Likewise, only if something is blocking us do we * need to investigate if there is a special circumstance that would * let the player through (inventory checkers for example) */ if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; if(ob->head != NULL) ob=ob->head; /* We basically go through the stack of objects, and if there is * some other object that has NO_PASS or FLAG_ALIVE set, return * true. If we get through the entire stack, that must mean * ob is blocking it, so return 0. */ for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) { /* This must be before the checks below. Code for inventory checkers. */ if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { /* If last_sp is set, the player/monster needs an object, * so we check for it. If they don't have it, they can't * pass through this space. */ if (tmp->last_sp) { if (check_inv_recursive(ob,tmp)==NULL) return 1; else continue; } else { /* In this case, the player must not have the object - * if they do, they can't pass through. */ if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */ return 1; else continue; } } /* if check_inv */ else { /* Broke apart a big nasty if into several here to make * this more readable. first check - if the space blocks * movement, can't move here. * second - if a monster, can't move there, unles it is a * hidden dm */ if (OB_MOVE_BLOCK(ob, tmp)) return 1; if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob && tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden)) return 1; } } return 0; } /* * Returns true if the given object can't fit in the given spot. * This is meant for multi space objects - for single space objecs, * just calling get_map_blocked and checking that against movement type * of object. This function goes through all the parts of the * multipart object and makes sure they can be inserted. * * While this doesn't call out of map, the get_map_flags does. * * This function has been used to deprecate arch_out_of_map - * this function also does that check, and since in most cases, * a call to one would follow the other, doesn't make a lot of sense to * have two seperate functions for this. * * This returns nonzero if this arch can not go on the space provided, * 0 otherwise. the return value will contain the P_.. value * so the caller can know why this object can't go on the map. * Note that callers should not expect P_NEW_MAP to be set * in return codes - since the object is multispace - if * we did return values, what do you return if half the object * is one map, half on another. * * Note this used to be arch_blocked, but with new movement * code, we need to have actual object to check its move_type * against the move_block values. */ int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) { archetype *tmp; int flag; mapstruct *m1; sint16 sx, sy; if(ob==NULL) { flag= get_map_flags(m,&m1, x,y, &sx, &sy); if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; /* don't have object, so don't know what types would block */ return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); } for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) { flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; if (flag & P_IS_ALIVE) return P_IS_ALIVE; /* find_first_free_spot() calls this function. However, often * ob doesn't have any move type (when used to place exits) * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. */ if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; /* Note it is intentional that we check ob - the movement type of the * head of the object should correspond for the entire object. */ if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) return AB_NO_PASS; } return 0; } /* When the map is loaded, load_object does not actually insert objects * into inventory, but just links them. What this does is go through * and insert them properly. * The object 'container' is the object that contains the inventory. * This is needed so that we can update the containers weight. */ void fix_container(object *container) { object *tmp=container->inv, *next; container->inv=NULL; while (tmp!=NULL) { next = tmp->below; if (tmp->inv) fix_container(tmp); (void) insert_ob_in_ob(tmp,container); tmp = next; } /* sum_weight will go through and calculate what all the containers are * carrying. */ sum_weight(container); } /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when * they are saved). We do have to look for the old maps that did save * the more sections and not re-add sections for them. */ static void link_multipart_objects(mapstruct *m) { int x,y; object *tmp, *op, *last, *above; archetype *at; for(x=0;xabove; /* already multipart - don't do anything more */ if (tmp->head || tmp->more) continue; /* If there is nothing more to this object, this for loop * won't do anything. */ for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) { op = arch_to_object(at); /* update x,y coordinates */ op->x += tmp->x; op->y += tmp->y; op->head = tmp; op->map = m; last->more = op; if (tmp->name != op->name) { if (op->name) free_string(op->name); op->name = add_string(tmp->name); } if (tmp->title != op->title) { if (op->title) free_string(op->title); op->title = add_string(tmp->title); } /* we could link all the parts onto tmp, and then just * call insert_ob_in_map once, but the effect is the same, * as insert_ob_in_map will call itself with each part, and * the coding is simpler to just to it here with each part. */ insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); } /* for at = tmp->arch->more */ } /* for objects on this space */ } /* * Loads (ands parses) the objects into a given map from the specified * file pointer. * mapflags is the same as we get with load_original_map */ void load_objects (mapstruct *m, FILE *fp, int mapflags) { int i,j,bufstate=LO_NEWFILE; int unique; object *op, *prev=NULL,*last_more=NULL, *otmp; op=get_object(); op->map = m; /* To handle buttons correctly */ while((i=load_object(fp,op,bufstate, mapflags))) { /* Since the loading of the map header does not load an object * anymore, we need to pass LO_NEWFILE for the first object loaded, * and then switch to LO_REPEAT for faster loading. */ bufstate = LO_REPEAT; /* if the archetype for the object is null, means that we * got an invalid object. Don't do anything with it - the game * or editor will not be able to do anything with it either. */ if (op->arch==NULL) { LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)"); continue; } switch(i) { case LL_NORMAL: /* if we are loading an overlay, put the floors on the bottom */ if ((QUERY_FLAG(op, FLAG_IS_FLOOR) || QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); else insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); if (op->inv) sum_weight(op); prev=op,last_more=op; break; case LL_MORE: insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); op->head=prev,last_more->more=op,last_more=op; break; } if (mapflags & MAP_STYLE) { remove_from_active_list(op); } op=get_object(); op->map = m; } for (i=0;iwidth;i++){ for (j=0;jheight;j++){ unique =0; /* check for unique items, or unique squares */ for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) unique = 1; if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); } } } free_object(op); link_multipart_objects(m); } /* This saves all the objects on the map in a non destructive fashion. * Modified by MSW 2001-07-01 to do in a single pass - reduces code, * and we only save the head of multi part objects - this is needed * in order to do map tiling properly. */ void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) { int i, j = 0,unique=0; object *op; /* first pass - save one-part objects */ for(i = 0; i < MAP_WIDTH(m); i++) for (j = 0; j < MAP_HEIGHT(m); j++) { unique=0; for(op = get_map_ob (m, i, j); op; op = op->above) { if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) unique=1; if(op->type == PLAYER) { LOG(llevDebug, "Player on map that is being saved\n"); continue; } if (op->head || op->owner) continue; if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) save_object( fp2 , op, 3); else if (flag == 0 || (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG(op, FLAG_UNPAID)))) save_object(fp, op, 3); } /* for this space */ } /* for this j */ } /* * Allocates, initialises, and returns a pointer to a mapstruct. * Modified to no longer take a path option which was not being * used anyways. MSW 2001-07-01 */ mapstruct *get_linked_map(void) { mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct)); mapstruct *mp; if(map==NULL) fatal(OUT_OF_MEMORY); for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next); if(mp==NULL) first_map=map; else mp->next=map; map->in_memory=MAP_SWAPPED; /* The maps used to pick up default x and y values from the * map archetype. Mimic that behaviour. */ MAP_WIDTH(map)=16; MAP_HEIGHT(map)=16; MAP_RESET_TIMEOUT(map)=0; MAP_TIMEOUT(map)=300; MAP_ENTER_X(map)=0; MAP_ENTER_Y(map)=0; /*set part to -1 indicating conversion to weather map not yet done*/ MAP_WORLDPARTX(map)=-1; MAP_WORLDPARTY(map)=-1; return map; } /* * Allocates the arrays contained in a mapstruct. * This basically allocates the dynamic array of spaces for the * map. */ void allocate_map(mapstruct *m) { m->in_memory = MAP_IN_MEMORY; /* Log this condition and free the storage. We could I suppose * realloc, but if the caller is presuming the data will be intact, * that is their poor assumption. */ if (m->spaces) { LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path); free(m->spaces); } m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace)); if(m->spaces==NULL) fatal(OUT_OF_MEMORY); } /* Create and returns a map of the specific size. Used * in random map code and the editor. */ mapstruct *get_empty_map(int sizex, int sizey) { mapstruct *m = get_linked_map(); m->width = sizex; m->height = sizey; m->in_memory = MAP_SWAPPED; allocate_map(m); return m; } /* Takes a string from a map definition and outputs a pointer to the array of shopitems * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. * Called by parse_map_headers below. */ static shopitems *parse_shop_string (const char *input_string) { char *shop_string, *p, *q, *next_semicolon, *next_colon; shopitems *items=NULL; int i=0, number_of_entries=0; const typedata *current_type; shop_string=strdup_local(input_string); p=shop_string; /* first we'll count the entries, we'll need that for allocating the array shortly */ while (p) { p=strchr(p, ';'); number_of_entries++; if (p) p++; } p=shop_string; strip_endline(p); items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems)); memset(items, 0, (sizeof(shopitems) * number_of_entries+1)); for (i=0; iname; items[i].name_pl=current_type->name_pl; } } else { /*we have a named type, let's figure out what it is */ q=strpbrk(p,";:"); if (q) *q='\0'; current_type=get_typedata_by_name(p); if (current_type) { items[i].name=current_type->name; items[i].typenum=current_type->number; items[i].name_pl=current_type->name_pl; } else { /* oh uh, something's wrong, let's free up this one, and try * the next entry while we're at it, better print a warning */ LOG(llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); } } items[i].index=number_of_entries; if (next_semicolon) p=++next_semicolon; else p=NULL; } free(shop_string); return items; } /* opposite of parse string, this puts the string that was originally fed in to * the map (or something equivilent) into output_string. */ static void print_shop_string(mapstruct *m, char *output_string) { int i; char tmp[MAX_BUF]; strcpy(output_string, ""); for (i=0; i< m->shopitems[0].index; i++) { if (m->shopitems[i].typenum) { if (m->shopitems[i].strength) { sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); } else sprintf(tmp, "%s;", m->shopitems[i].name); } else { if (m->shopitems[i].strength) { sprintf(tmp, "*:%d;", m->shopitems[i].strength); } else sprintf(tmp, "*"); } strcat(output_string, tmp); } } /* This loads the header information of the map. The header * contains things like difficulty, size, timeout, etc. * this used to be stored in the map object, but with the * addition of tiling, fields beyond that easily named in an * object structure were needed, so it just made sense to * put all the stuff in the map object so that names actually make * sense. * This could be done in lex (like the object loader), but I think * currently, there are few enough fields this is not a big deal. * MSW 2001-07-01 * return 0 on success, 1 on failure. */ static int load_map_header(FILE *fp, mapstruct *m) { char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end; int msgpos=0; int maplorepos=0; while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { buf[HUGE_BUF-1] = 0; key = buf; while (isspace(*key)) key++; if (*key == 0) continue; /* empty line */ value = strchr(key, ' '); if (!value) { end = strchr(key, '\n'); if (end != NULL) { *end = 0; } } else { *value = 0; value++; end = strchr(value, '\n'); while (isspace(*value)) { value++; if (*value == '\0' || value == end) { /* Nothing but spaces. */ value = NULL; break; } } } if (!end) { LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf); return 1; } /* key is the field name, value is what it should be set * to. We've already done the work to null terminate key, * and strip off any leading spaces for both of these. * We have not touched the newline at the end of the line - * these are needed for some values. the end pointer * points to the first of the newlines. * value could be NULL! It would be easy enough to just point * this to "" to prevent cores, but that would let more errors slide * through. * * First check for entries that do not use the value parameter, then * validate that value is given and check for the remaining entries * that use the parameter. */ if (!strcmp(key,"msg")) { while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { if (!strcmp(buf,"endmsg\n")) break; else { /* slightly more efficient than strcat */ strcpy(msgbuf+msgpos, buf); msgpos += strlen(buf); } } /* There are lots of maps that have empty messages (eg, msg/endmsg * with nothing between). There is no reason in those cases to * keep the empty message. Also, msgbuf contains garbage data * when msgpos is zero, so copying it results in crashes */ if (msgpos != 0) m->msg = strdup_local(msgbuf); } else if (!strcmp(key,"maplore")) { while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { if (!strcmp(buf,"endmaplore\n")) break; else { /* slightly more efficient than strcat */ strcpy(maplorebuf+maplorepos, buf); maplorepos += strlen(buf); } } if (maplorepos != 0) m->maplore = strdup_local(maplorebuf); } else if (!strcmp(key,"end")) { break; } else if (value == NULL) { LOG(llevError, "Got '%s' line without parameter in map header\n", key); } else if (!strcmp(key, "arch")) { /* This is an oddity, but not something we care about much. */ if (strcmp(value,"map\n")) LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value); } else if (!strcmp(key,"name")) { *end=0; m->name = strdup_local(value); } /* first strcmp value on these are old names supported * for compatibility reasons. The new values (second) are * what really should be used. */ else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) { m->enter_x = atoi(value); } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) { m->enter_y = atoi(value); } else if (!strcmp(key,"x") || !strcmp(key, "width")) { m->width = atoi(value); } else if (!strcmp(key,"y") || !strcmp(key, "height")) { m->height = atoi(value); } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) { m->reset_timeout = atoi(value); } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) { m->timeout = atoi(value); } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) { m->difficulty = atoi(value); } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) { m->darkness = atoi(value); } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) { m->fixed_resettime = atoi(value); } else if (!strcmp(key,"unique")) { m->unique = atoi(value); } else if (!strcmp(key,"template")) { m->templatemap = atoi(value); } else if (!strcmp(key,"region")) { m->region = get_region_by_name(value); } else if (!strcmp(key,"shopitems")) { *end=0; m->shopitems = parse_shop_string(value); } else if (!strcmp(key,"shopgreed")) { m->shopgreed = atof(value); } else if (!strcmp(key,"shopmin")) { m->shopmin = atol(value); } else if (!strcmp(key,"shopmax")) { m->shopmax = atol(value); } else if (!strcmp(key,"shoprace")) { *end=0; m->shoprace = strdup_local(value); } else if (!strcmp(key,"outdoor")) { m->outdoor = atoi(value); } else if (!strcmp(key, "temp")) { m->temp = atoi(value); } else if (!strcmp(key, "pressure")) { m->pressure = atoi(value); } else if (!strcmp(key, "humid")) { m->humid = atoi(value); } else if (!strcmp(key, "windspeed")) { m->windspeed = atoi(value); } else if (!strcmp(key, "winddir")) { m->winddir = atoi(value); } else if (!strcmp(key, "sky")) { m->sky = atoi(value); } else if (!strcmp(key, "nosmooth")) { m->nosmooth = atoi(value); } else if (!strncmp(key,"tile_path_", 10)) { int tile=atoi(key+10); if (tile<1 || tile>4) { LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n", tile, m->path); } else { char *path; *end = 0; if (m->tile_path[tile-1]) { LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n", tile, m->path); free(m->tile_path[tile-1]); m->tile_path[tile-1] = NULL; } if (check_path(value, 1) != -1) { /* The unadorned path works. */ path = value; } else { /* Try again; it could be a relative exit. */ path = path_combine_and_normalize(m->path, value); if (check_path(path, 1) == -1) { LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value); path = NULL; } } if (editor) { /* Use the value as in the file. */ m->tile_path[tile-1] = strdup_local(value); } else if (path != NULL) { /* Use the normalized value. */ m->tile_path[tile-1] = strdup_local(path); } } /* end if tile direction (in)valid */ } else { LOG(llevError,"Got unknown value in map header: %s %s\n", key, value); } } if (!key || strcmp(key,"end")) { LOG(llevError,"Got premature eof on map header!\n"); return 1; } return 0; } /* * Opens the file "filename" and reads information about the map * from the given file, and stores it in a newly allocated * mapstruct. A pointer to this structure is returned, or NULL on failure. * flags correspond to those in map.h. Main ones used are * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and * MAP_BLOCK, in which case we block on this load. This happens in all * cases, no matter if this flag is set or not. * MAP_STYLE: style map - don't add active objects, don't add to server * managed map list. */ mapstruct *load_original_map(const char *filename, int flags) { FILE *fp; mapstruct *m; int comp; char pathname[MAX_BUF]; LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags); if (flags & MAP_PLAYER_UNIQUE) strcpy(pathname, filename); else if (flags & MAP_OVERLAY) strcpy(pathname, create_overlay_pathname(filename)); else strcpy(pathname, create_pathname(filename)); if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) { LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno)); return (NULL); } m = get_linked_map(); strcpy (m->path, filename); if (load_map_header(fp, m)) { LOG(llevError,"Error loading map header for %s, flags=%d\n", filename, flags); delete_map(m); return NULL; } allocate_map(m); m->compressed = comp; m->in_memory=MAP_LOADING; load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE)); close_and_delete(fp, comp); m->in_memory=MAP_IN_MEMORY; if (!MAP_DIFFICULTY(m)) MAP_DIFFICULTY(m)=calculate_difficulty(m); set_map_reset_time(m); if (load_original_map_callback) load_original_map_callback(m); return (m); } /* * Loads a map, which has been loaded earlier, from file. * Return the map object we load into (this can change from the passed * option if we can't find the original map) */ static mapstruct *load_temporary_map(mapstruct *m) { FILE *fp; int comp; char buf[MAX_BUF]; if (!m->tmpname) { LOG(llevError, "No temporary filename for map %s\n", m->path); strcpy(buf, m->path); delete_map(m); m = load_original_map(buf, 0); if(m==NULL) return NULL; fix_auto_apply(m); /* Chests which open as default */ return m; } if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) { LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno)); strcpy(buf, m->path); delete_map(m); m = load_original_map(buf, 0); if(m==NULL) return NULL; fix_auto_apply(m); /* Chests which open as default */ return m; } if (load_map_header(fp, m)) { LOG(llevError,"Error loading map header for %s (%s)\n", m->path, m->tmpname); delete_map(m); m = load_original_map(m->path, 0); return NULL; } m->compressed = comp; allocate_map(m); m->in_memory=MAP_LOADING; load_objects (m, fp, 0); close_and_delete(fp, comp); m->in_memory=MAP_IN_MEMORY; if (load_temporary_map_callback) load_temporary_map_callback(m); return m; } /* * Loads a map, which has been loaded earlier, from file. * Return the map object we load into (this can change from the passed * option if we can't find the original map) */ mapstruct *load_overlay_map(const char *filename, mapstruct *m) { FILE *fp; int comp; char pathname[MAX_BUF]; strcpy(pathname, create_overlay_pathname(filename)); if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) { /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/ return m; } if (load_map_header(fp, m)) { LOG(llevError,"Error loading map header for overlay %s (%s)\n", m->path, pathname); delete_map(m); m = load_original_map(m->path, 0); return NULL; } m->compressed = comp; /*allocate_map(m);*/ m->in_memory=MAP_LOADING; load_objects (m, fp, MAP_OVERLAY); close_and_delete(fp, comp); m->in_memory=MAP_IN_MEMORY; return m; } /****************************************************************************** * This is the start of unique map handling code *****************************************************************************/ /* This goes through map 'm' and removed any unique items on the map. */ static void delete_unique_items(mapstruct *m) { int i,j,unique; object *op, *next; for(i=0; iabove; if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) unique=1; if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { clean_object(op); if (QUERY_FLAG(op, FLAG_IS_LINKED)) remove_button_link(op); remove_ob(op); free_object(op); } } } } /* * Loads unique objects from file(s) into the map which is in memory * m is the map to load unique items into. */ static void load_unique_objects(mapstruct *m) { FILE *fp; int comp,count; char firstname[MAX_BUF]; for (count=0; count<10; count++) { sprintf(firstname, "%s.v%02d", create_items_path(m->path), count); if (!access(firstname, R_OK)) break; } /* If we get here, we did not find any map */ if (count==10) return; if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) { /* There is no expectation that every map will have unique items, but this * is debug output, so leave it in. */ LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path)); return; } m->in_memory=MAP_LOADING; if (m->tmpname == NULL) /* if we have loaded unique items from */ delete_unique_items(m); /* original map before, don't duplicate them */ load_object(fp, NULL, LO_NOREAD,0); load_objects (m, fp, 0); close_and_delete(fp, comp); m->in_memory=MAP_IN_MEMORY; } /* * Saves a map to file. If flag is set, it is saved into the same * file it was (originally) loaded from. Otherwise a temporary * filename will be genarated, and the file will be stored there. * The temporary filename will be stored in the mapstructure. * If the map is unique, we also save to the filename in the map * (this should have been updated when first loaded) */ int new_save_map(mapstruct *m, int flag) { FILE *fp, *fp2; char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF]; int i; if (flag && !*m->path) { LOG(llevError,"Tried to save map without path.\n"); return -1; } if (flag || (m->unique) || (m->templatemap)) { if (!m->unique && !m->templatemap) { /* flag is set */ if (flag == 2) strcpy(filename, create_overlay_pathname(m->path)); else strcpy (filename, create_pathname (m->path)); } else strcpy (filename, m->path); /* If the compression suffix already exists on the filename, don't * put it on again. This nasty looking strcmp checks to see if the * compression suffix is at the end of the filename already. */ if (m->compressed && strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])), uncomp[m->compressed][0])) strcat(filename, uncomp[m->compressed][0]); make_path_to_file(filename); } else { if (!m->tmpname) m->tmpname = tempnam_local(settings.tmpdir,NULL); strcpy(filename, m->tmpname); } LOG(llevDebug,"Saving map %s\n",m->path); m->in_memory = MAP_SAVING; unlink (filename); // do not overwrite backups if done via hardlinks /* Compress if it isn't a temporary save. Do compress if unique */ if (m->compressed && (m->unique || m->templatemap || flag)) { char buf[MAX_BUF]; strcpy(buf, uncomp[m->compressed][2]); strcat(buf, " > "); strcat(buf, filename); fp = popen(buf, "w"); } else fp = fopen(filename, "w"); if(fp == NULL) { LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno)); return -1; } /* legacy */ fprintf(fp,"arch map\n"); if (m->name) fprintf(fp,"name %s\n", m->name); if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time); if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout); if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime); /* we unfortunately have no idea if this is a value the creator set * or a difficulty value we generated when the map was first loaded */ if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty); if (m->region) fprintf(fp,"region %s\n", m->region->name); if (m->shopitems) { print_shop_string(m, shop); fprintf(fp,"shopitems %s\n", shop); } if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed); #ifndef WIN32 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin); if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax); #else if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin); if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax); #endif if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace); if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness); if (m->width) fprintf(fp,"width %d\n", m->width); if (m->height) fprintf(fp,"height %d\n", m->height); if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x); if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y); if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg); if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore); if (m->unique) fprintf(fp,"unique %d\n", m->unique); if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap); if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor); if (m->temp) fprintf(fp, "temp %d\n", m->temp); if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure); if (m->humid) fprintf(fp, "humid %d\n", m->humid); if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed); if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir); if (m->sky) fprintf(fp, "sky %d\n", m->sky); if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth); /* Save any tiling information, except on overlays */ if (flag != 2) for (i=0; i<4; i++) if (m->tile_path[i]) fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]); fprintf(fp,"end\n"); /* In the game save unique items in the different file, but * in the editor save them to the normal map file. * If unique map, save files in the proper destination (set by * player) */ fp2 = fp; /* save unique items into fp2 */ if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) { sprintf (buf,"%s.v00",create_items_path (m->path)); if ((fp2 = fopen (buf, "w")) == NULL) { LOG(llevError, "Can't open unique items file %s\n", buf); } if (flag == 2) save_objects(m, fp, fp2, 2); else save_objects (m, fp, fp2, 0); if (fp2 != NULL) { if (ftell (fp2) == 0) { fclose (fp2); unlink (buf); } else { fclose (fp2); chmod (buf, SAVE_MODE); } } } else { /* save same file when not playing, like in editor */ save_objects(m, fp, fp, 0); } if (m->compressed && (m->unique || m->templatemap || flag)) pclose(fp); else fclose(fp); chmod (filename, SAVE_MODE); return 0; } /* * Remove and free all objects in the inventory of the given object. * object.c ? */ void clean_object(object *op) { object *tmp, *next; for(tmp = op->inv; tmp; tmp = next) { next = tmp->below; clean_object(tmp); if (QUERY_FLAG(tmp, FLAG_IS_LINKED)) remove_button_link(tmp); remove_ob(tmp); free_object(tmp); } } /* * Remove and free all objects in the given map. */ void free_all_objects(mapstruct *m) { int i,j; object *op; for(i=0;ihead!=NULL) op = op->head; /* If the map isn't in memory, free_object will remove and * free objects in op's inventory. So let it do the job. */ if (m->in_memory==MAP_IN_MEMORY) clean_object(op); remove_ob(op); free_object(op); } } #ifdef MANY_CORES /* I see periodic cores on metalforge where a map has been swapped out, but apparantly * an item on that map was not saved - look for that condition and die as appropriate - * this leaves more of the map data intact for better debugging. */ for (op=objects; op!=NULL; op=op->next) { if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name); abort(); } } #endif } /* * Frees everything allocated by the given mapstructure. * don't free tmpname - our caller is left to do that */ void free_map(mapstruct *m,int flag) { int i; if (!m->in_memory) { LOG(llevError,"Trying to free freed map.\n"); return; } if (flag && m->spaces) free_all_objects(m); if (m->name) FREE_AND_CLEAR(m->name); if (m->spaces) FREE_AND_CLEAR(m->spaces); if (m->msg) FREE_AND_CLEAR(m->msg); if (m->maplore) FREE_AND_CLEAR(m->maplore); if (m->shopitems) FREE_AND_CLEAR(m->shopitems); if (m->shoprace) FREE_AND_CLEAR(m->shoprace); if (m->buttons) free_objectlinkpt(m->buttons); m->buttons = NULL; for (i=0; i<4; i++) { if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); m->tile_map[i] = NULL; } m->in_memory = MAP_SWAPPED; } /* * function: vanish mapstruct * m : pointer to mapstruct, if NULL no action * this deletes all the data on the map (freeing pointers) * and then removes this map from the global linked list of maps. */ void delete_map(mapstruct *m) { mapstruct *tmp, *last; int i; if (!m) return; if (m->in_memory == MAP_IN_MEMORY) { /* change to MAP_SAVING, even though we are not, * so that remove_ob doesn't do as much work. */ m->in_memory = MAP_SAVING; free_map (m, 1); } /* move this out of free_map, since tmpname can still be needed if * the map is swapped out. */ if (m->tmpname) { free(m->tmpname); m->tmpname=NULL; } last = NULL; /* We need to look through all the maps and see if any maps * are pointing at this one for tiling information. Since * tiling can be assymetric, we just can not look to see which * maps this map tiles with and clears those. */ for (tmp = first_map; tmp != NULL; tmp = tmp->next) { if (tmp->next == m) last = tmp; /* This should hopefully get unrolled on a decent compiler */ for (i=0; i<4; i++) if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL; } /* If last is null, then this should be the first map in the list */ if (!last) { if (m == first_map) first_map = m->next; else /* m->path is a static char, so should hopefully still have * some useful data in it. */ LOG(llevError,"delete_map: Unable to find map %s in list\n", m->path); } else last->next = m->next; free (m); } /* * Makes sure the given map is loaded and swapped in. * name is path name of the map. * flags meaning: * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, * and don't do unique items or the like. * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. * dont do any more name translation on it. * * Returns a pointer to the given map. */ mapstruct *ready_map_name(const char *name, int flags) { mapstruct *m; if (!name) return (NULL); /* Have we been at this level before? */ m = has_been_loaded (name); /* Map is good to go, so just return it */ if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) { return m; } /* unique maps always get loaded from their original location, and never * a temp location. Likewise, if map_flush is set, or we have never loaded * this map, load it now. I removed the reset checking from here - * it seems the probability of a player trying to enter a map that should * reset but hasn't yet is quite low, and removing that makes this function * a bit cleaner (and players probably shouldn't rely on exact timing for * resets in any case - if they really care, they should use the 'maps command. */ if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) { /* first visit or time to reset */ if (m) { clean_tmp_map(m); /* Doesn't make much difference */ delete_map(m); } /* create and load a map */ if (flags & MAP_PLAYER_UNIQUE) LOG(llevDebug, "Trying to load map %s.\n", name); else LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name)); if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE)))) return (NULL); fix_auto_apply(m); /* Chests which open as default */ /* If a player unique map, no extra unique object file to load. * if from the editor, likewise. */ if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) load_unique_objects(m); if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) { m=load_overlay_map(name, m); if (m==NULL) return NULL; } } else { /* If in this loop, we found a temporary map, so load it up. */ m=load_temporary_map (m); if(m==NULL) return NULL; load_unique_objects(m); clean_tmp_map(m); m->in_memory = MAP_IN_MEMORY; /* tempnam() on sun systems (probably others) uses malloc * to allocated space for the string. Free it here. * In some cases, load_temporary_map above won't find the * temporary map, and so has reloaded a new map. If that * is the case, tmpname is now null */ if (m->tmpname) free(m->tmpname); m->tmpname = NULL; /* It's going to be saved anew anyway */ } /* Below here is stuff common to both first time loaded maps and * temp maps. */ decay_objects(m); /* start the decay */ /* In case other objects press some buttons down */ update_buttons(m); if (m->outdoor) set_darkness_map(m); /* run the weather over this map */ weather_effect(name); return m; } /* * This routine is supposed to find out the difficulty of the map. * difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * * Difficulty can now be set by the map creature. If the value stored * in the map is zero, then use this routine. Maps should really * have a difficulty set than using this function - human calculation * is much better than this functions guesswork. */ int calculate_difficulty(mapstruct *m) { object *op; archetype *at; int x, y, i, diff; long monster_cnt = 0; double avgexp = 0; sint64 total_exp = 0; if (MAP_DIFFICULTY (m)) { LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m)); return MAP_DIFFICULTY (m); } for(x = 0; x < MAP_WIDTH(m); x++) for(y = 0; y < MAP_HEIGHT(m); y++) for(op = get_map_ob(m, x, y); op != NULL; op = op->above) { if(QUERY_FLAG (op, FLAG_MONSTER)) { total_exp += op->stats.exp; monster_cnt++; } if(QUERY_FLAG (op, FLAG_GENERATOR)) { total_exp += op->stats.exp; at = type_to_archetype(GENERATE_TYPE (op)); if(at != NULL) total_exp += at->clone.stats.exp * 8; monster_cnt++; } } avgexp = (double) total_exp / monster_cnt; for (i = 1; i <= settings.max_level; i++) { if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) { /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */ return i; } } return 1; } void clean_tmp_map(mapstruct *m) { if(m->tmpname == NULL) return; if (clean_temporary_map_callback) clean_temporary_map_callback (m); (void) unlink(m->tmpname); } void free_all_maps(void) { int real_maps=0; while (first_map) { /* I think some of the callers above before it gets here set this to be * saving, but we still want to free this data */ if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY; delete_map(first_map); real_maps++; } LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps); } /* change_map_light() - used to change map light level (darkness) * up or down. Returns true if successful. It should now be * possible to change a value by more than 1. * Move this from los.c to map.c since this is more related * to maps than los. * postive values make it darker, negative make it brighter */ int change_map_light(mapstruct *m, int change) { int new_level = m->darkness + change; /* Nothing to do */ if(!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) { return 0; } /* inform all players on the map */ if (change>0) new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker."); else new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter."); /* Do extra checking. since m->darkness is a unsigned value, * we need to be extra careful about negative values. * In general, the checks below are only needed if change * is not +/-1 */ if (new_level < 0) m->darkness = 0; else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS; else m->darkness=new_level; /* All clients need to get re-updated for the change */ update_all_map_los(m); return 1; } /* * This function updates various attributes about a specific space * on the map (what it looks like, whether it blocks magic, * has a living creatures, prevents people from passing * through, etc) */ void update_position (mapstruct *m, int x, int y) { object *tmp, *last = NULL; uint8 flags = 0, oldflags, light=0, anywhere=0; New_Face *top,*floor, *middle; object *top_obj, *floor_obj, *middle_obj; MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0; oldflags = GET_MAP_FLAGS(m,x,y); if (!(oldflags & P_NEED_UPDATE)) { LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); return; } middle=blank_face; top=blank_face; floor=blank_face; middle_obj = NULL; top_obj = NULL; floor_obj = NULL; for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) { /* This could be made additive I guess (two lights better than * one). But if so, it shouldn't be a simple additive - 2 * light bulbs do not illuminate twice as far as once since * it is a disapation factor that is squared (or is it cubed?) */ if (tmp->glow_radius > light) light = tmp->glow_radius; /* This call is needed in order to update objects the player * is standing in that have animations (ie, grass, fire, etc). * However, it also causes the look window to be re-drawn * 3 times each time the player moves, because many of the * functions the move_player calls eventualy call this. * * Always put the player down for drawing. */ if (!tmp->invisible) { if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { top = tmp->face; top_obj = tmp; } else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) { /* If we got a floor, that means middle and top were below it, * so should not be visible, so we clear them. */ middle=blank_face; top=blank_face; floor = tmp->face; floor_obj = tmp; } /* Flag anywhere have high priority */ else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) { middle = tmp->face; middle_obj = tmp; anywhere =1; } /* Find the highest visible face around. If equal * visibilities, we still want the one nearer to the * top */ else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { middle = tmp->face; middle_obj = tmp; } } if (tmp==tmp->above) { LOG(llevError, "Error in structure of map\n"); exit (-1); } move_slow |= tmp->move_slow; move_block |= tmp->move_block; move_on |= tmp->move_on; move_off |= tmp->move_off; move_allow |= tmp->move_allow; if (QUERY_FLAG(tmp,FLAG_ALIVE)) flags |= P_IS_ALIVE; if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; if (QUERY_FLAG(tmp,FLAG_DAMNED)) flags |= P_NO_CLERIC; if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; } /* for stack of objects */ /* we don't want to rely on this function to have accurate flags, but * since we're already doing the work, we calculate them here. * if they don't match, logic is broken someplace. */ if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR))) { LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags); } SET_MAP_FLAGS(m, x, y, flags); SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow); SET_MAP_MOVE_ON(m, x, y, move_on); SET_MAP_MOVE_OFF(m, x, y, move_off); SET_MAP_MOVE_SLOW(m, x, y, move_slow); /* At this point, we have a floor face (if there is a floor), * and the floor is set - we are not going to touch it at * this point. * middle contains the highest visibility face. * top contains a player/monster face, if there is one. * * We now need to fill in top.face and/or middle.face. */ /* If the top face also happens to be high visibility, re-do our * middle face. This should not happen, as we already have the * else statement above so middle should not get set. OTOH, it * may be possible for the faces to match but be different objects. */ if (top == middle) middle=blank_face; /* There are three posibilities at this point: * 1) top face is set, need middle to be set. * 2) middle is set, need to set top. * 3) neither middle or top is set - need to set both. */ for (tmp=last; tmp; tmp=tmp->below) { /* Once we get to a floor, stop, since we already have a floor object */ if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; /* If two top faces are already set, quit processing */ if ((top != blank_face) && (middle != blank_face)) break; /* Only show visible faces, unless its the editor - show all */ if (!tmp->invisible || editor) { /* Fill in top if needed */ if (top == blank_face) { top = tmp->face; top_obj = tmp; if (top == middle) middle=blank_face; } else { /* top is already set - we should only get here if * middle is not set * * Set the middle face and break out, since there is nothing * more to fill in. We don't check visiblity here, since * */ if (tmp->face != top ) { middle = tmp->face; middle_obj = tmp; break; } } } } if (middle == floor) middle = blank_face; if (top == middle) middle = blank_face; SET_MAP_FACE(m,x,y,top,0); if(top != blank_face) SET_MAP_FACE_OBJ(m,x,y,top_obj,0); else SET_MAP_FACE_OBJ(m,x,y,NULL,0); SET_MAP_FACE(m,x,y,middle,1); if(middle != blank_face) SET_MAP_FACE_OBJ(m,x,y,middle_obj,1); else SET_MAP_FACE_OBJ(m,x,y,NULL,1); SET_MAP_FACE(m,x,y,floor,2); if(floor != blank_face) SET_MAP_FACE_OBJ(m,x,y,floor_obj,2); else SET_MAP_FACE_OBJ(m,x,y,NULL,2); SET_MAP_LIGHT(m,x,y,light); } void set_map_reset_time(mapstruct *map) { int timeout; timeout = MAP_RESET_TIMEOUT(map); if (timeout <= 0) timeout = MAP_DEFAULTRESET; if (timeout >= MAP_MAXRESET) timeout = MAP_MAXRESET; MAP_WHEN_RESET(map) = seconds()+timeout; } /* this updates the orig_map->tile_map[tile_num] value after loading * the map. It also takes care of linking back the freshly loaded * maps tile_map values if it tiles back to this one. It returns * the value of orig_map->tile_map[tile_num]. It really only does this * so that it is easier for calling functions to verify success. */ static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) { int dest_tile = (tile_num +2) % 4; char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]); orig_map->tile_map[tile_num] = ready_map_name(path, 0); /* need to do a strcmp here as the orig_map->path is not a shared string */ 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)) orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; return orig_map->tile_map[tile_num]; } /* this returns TRUE if the coordinates (x,y) are out of * map m. This function also takes into account any * tiling considerations, loading adjacant maps as needed. * This is the function should always be used when it * necessary to check for valid coordinates. * This function will recursively call itself for the * tiled maps. * * */ int out_of_map(mapstruct *m, int x, int y) { /* If we get passed a null map, this is obviously the * case. This generally shouldn't happen, but if the * map loads fail below, it could happen. */ if (!m) return 0; if (x<0) { if (!m->tile_path[3]) return 1; if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 3); } return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y)); } if (x>=MAP_WIDTH(m)) { if (!m->tile_path[1]) return 1; if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 1); } return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y)); } if (y<0) { if (!m->tile_path[0]) return 1; if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 0); } return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0]))); } if (y>=MAP_HEIGHT(m)) { if (!m->tile_path[2]) return 1; if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 2); } return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m))); } /* Simple case - coordinates are within this local * map. */ return 0; } /* This is basically the same as out_of_map above, but * instead we return NULL if no map is valid (coordinates * out of bounds and no tiled map), otherwise it returns * the map as that the coordinates are really on, and * updates x and y to be the localized coordinates. * Using this is more efficient of calling out_of_map * and then figuring out what the real map is */ mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) { if (*x<0) { if (!m->tile_path[3]) return NULL; if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map(m, 3); *x += MAP_WIDTH(m->tile_map[3]); return (get_map_from_coord(m->tile_map[3], x, y)); } if (*x>=MAP_WIDTH(m)) { if (!m->tile_path[1]) return NULL; if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map(m, 1); *x -= MAP_WIDTH(m); return (get_map_from_coord(m->tile_map[1], x, y)); } if (*y<0) { if (!m->tile_path[0]) return NULL; if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map(m, 0); *y += MAP_HEIGHT(m->tile_map[0]); return (get_map_from_coord(m->tile_map[0], x, y)); } if (*y>=MAP_HEIGHT(m)) { if (!m->tile_path[2]) return NULL; if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map(m, 2); *y -= MAP_HEIGHT(m); return (get_map_from_coord(m->tile_map[2], x, y)); } /* Simple case - coordinates are within this local * map. */ return m; } /** * Return whether map2 is adjacent to map1. If so, store the distance from * map1 to map2 in dx/dy. */ static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { if (!map1 || !map2) return 0; if (map1 == map2) { *dx = 0; *dy = 0; } else if (map1->tile_map[0] == map2) { /* up */ *dx = 0; *dy = -MAP_HEIGHT(map2); } else if (map1->tile_map[1] == map2) { /* right */ *dx = MAP_WIDTH(map1); *dy = 0; } else if (map1->tile_map[2] == map2) { /* down */ *dx = 0; *dy = MAP_HEIGHT(map1); } else if (map1->tile_map[3] == map2) { /* left */ *dx = -MAP_WIDTH(map2); *dy = 0; } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ *dx = MAP_WIDTH(map1->tile_map[0]); *dy = -MAP_HEIGHT(map1->tile_map[0]); } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ *dx = -MAP_WIDTH(map2); *dy = -MAP_HEIGHT(map1->tile_map[0]); } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ *dx = MAP_WIDTH(map1); *dy = -MAP_HEIGHT(map2); } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ *dx = MAP_WIDTH(map1); *dy = MAP_HEIGHT(map1->tile_map[1]); } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ *dx = MAP_WIDTH(map1->tile_map[2]); *dy = MAP_HEIGHT(map1); } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ *dx = -MAP_WIDTH(map2); *dy = MAP_HEIGHT(map1); } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ *dx = -MAP_WIDTH(map1->tile_map[3]); *dy = -MAP_HEIGHT(map2); } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ *dx = -MAP_WIDTH(map1->tile_map[3]); *dy = MAP_HEIGHT(map1->tile_map[3]); } else { /* not "adjacent" enough */ return 0; } return 1; } /* From map.c * This is used by get_player to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which * can be negativbe. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * * get_rangevector looks at op1 and op2, and fills in the * structure for op1 to get to op2. * We already trust that the caller has verified that the * two objects are at least on adjacent maps. If not, * results are not likely to be what is desired. * if the objects are not on maps, results are also likely to * be unexpected * * currently, the only flag supported (0x1) is don't translate for * closest body part of 'op1' */ void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) { if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ retval->distance = 100000; retval->distance_x = 32767; retval->distance_y = 32767; retval->direction = 0; retval->part = 0; } else { object *best; retval->distance_x += op2->x-op1->x; retval->distance_y += op2->y-op1->y; best = op1; /* If this is multipart, find the closest part now */ if (!(flags&0x1) && op1->more) { object *tmp; int best_distance = retval->distance_x*retval->distance_x+ retval->distance_y*retval->distance_y, tmpi; /* we just take the offset of the piece to head to figure * distance instead of doing all that work above again * since the distance fields we set above are positive in the * same axis as is used for multipart objects, the simply arithmetic * below works. */ for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); if (tmpi < best_distance) { best_distance = tmpi; best = tmp; } } if (best != op1) { retval->distance_x += op1->x-best->x; retval->distance_y += op1->y-best->y; } } retval->part = best; retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); } } /* this is basically the same as get_rangevector above, but instead of * the first parameter being an object, it instead is the map * and x,y coordinates - this is used for path to player - * since the object is not infact moving but we are trying to traverse * the path, we need this. * flags has no meaning for this function at this time - I kept it in to * be more consistant with the above function and also in case they are needed * for something in the future. Also, since no object is pasted, the best * field of the rv_vector is set to NULL. */ void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ retval->distance = 100000; retval->distance_x = 32767; retval->distance_y = 32767; retval->direction = 0; retval->part = 0; } else { retval->distance_x += op2->x-x; retval->distance_y += op2->y-y; retval->part = NULL; retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); } } /* Returns true of op1 and op2 are effectively on the same map * (as related to map tiling). Note that this looks for a path from * op1 to op2, so if the tiled maps are assymetric and op2 has a path * to op1, this will still return false. * Note we only look one map out to keep the processing simple * and efficient. This could probably be a macro. * MSW 2001-08-05 */ int on_same_map(const object *op1, const object *op2) { int dx, dy; return adjacent_map(op1->map, op2->map, &dx, &dy); }