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Revision: 1.10
Committed: Mon Aug 28 14:05:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +887 -897 lines
Log Message:
improved,more automatic freezer

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.9 2006-08-27 16:15:11 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29
30 #include <global.h>
31 #include <funcpoint.h>
32
33 #include <loader.h>
34 #ifndef WIN32 /* ---win32 exclude header */
35 #include <unistd.h>
36 #endif /* win32 */
37
38 #include "path.h"
39
40
41 extern int nrofallocobjects,nroffreeobjects;
42
43 /*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48 mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57 }
58
59 /*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66 const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77 }
78
79 /*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83 const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94 }
95
96 /*
97 * same as create_pathname, but for the template maps.
98 */
99
100 const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111 }
112
113 /*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119 static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135 }
136
137
138 /*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154 int check_path (const char *name, int prepend_dir)
155 {
156 char buf[MAX_BUF];
157 #ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0, i;
161 #endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169 #else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
179 if (uncomp[i][0])
180 strcpy(endbuf, uncomp[i][0]);
181 else
182 *endbuf = '\0';
183 if (!stat (buf, &statbuf))
184 break;
185 }
186 if (i == NROF_COMPRESS_METHODS)
187 return (-1);
188 if (!S_ISREG (statbuf.st_mode))
189 return (-1);
190
191 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
192 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
193 (statbuf.st_mode & S_IROTH))
194 mode |= 4;
195
196 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
197 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
198 (statbuf.st_mode & S_IWOTH))
199 mode |= 2;
200
201 return (mode);
202 #endif
203 }
204
205 /*
206 * Prints out debug-information about a map.
207 * Dumping these at llevError doesn't seem right, but is
208 * necessary to make sure the information is in fact logged.
209 */
210
211 void dump_map(const mapstruct *m) {
212 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
213 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
214 MAP_WIDTH(m), MAP_HEIGHT(m),
215 MAP_ENTER_X(m), MAP_ENTER_Y(m));
216
217 if(m->msg!=NULL)
218 LOG(llevError,"Message:\n%s",m->msg);
219
220 if(m->maplore!=NULL)
221 LOG(llevError,"Lore:\n%s",m->maplore);
222
223 if(m->tmpname!=NULL)
224 LOG(llevError,"Tmpname: %s\n",m->tmpname);
225
226 LOG(llevError,"Difficulty: %d\n",m->difficulty);
227 LOG(llevError,"Darkness: %d\n",m->darkness);
228 }
229
230 /*
231 * Prints out debug-information about all maps.
232 * This basically just goes through all the maps and calls
233 * dump_map on each one.
234 */
235
236 void dump_all_maps(void) {
237 mapstruct *m;
238 for(m=first_map;m!=NULL;m=m->next) {
239 dump_map(m);
240 }
241 }
242
243 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
244 * one function that just returns a P_.. value (see map.h)
245 * it will also do map translation for tiled maps, returning
246 * new values into newmap, nx, and ny. Any and all of those
247 * values can be null, in which case if a new map is needed (returned
248 * by a P_NEW_MAP value, another call to get_map_from_coord
249 * is needed. The case of not passing values is if we're just
250 * checking for the existence of something on those spaces, but
251 * don't expect to insert/remove anything from those spaces.
252 */
253 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
254 {
255 sint16 newx, newy;
256 int retval=0;
257 mapstruct *mp;
258
259 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
260 newx = x;
261 newy = y;
262 mp = get_map_from_coord(oldmap, &newx, &newy);
263 if (mp != oldmap)
264 retval |= P_NEW_MAP;
265 if (newmap) *newmap = mp;
266 if (nx) *nx = newx;
267 if (ny) *ny = newy;
268 retval |= mp->spaces[newx + mp->width * newy].flags;
269
270 if (retval & P_SAFE)
271 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
272
273 return retval;
274 }
275
276
277 /*
278 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster
281 * can move 1 space to the left, we don't want its own area
282 * to block it from moving there.
283 * Returns TRUE if the space is blocked by something other than the
284 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling
287 * by the caller.
288 */
289
290 int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
291 object *tmp;
292 int mflags, blocked;
293
294 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this.
296 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1;
300 }
301
302 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly.
304 */
305 mflags = m->spaces[sx + m->width * sy].flags;
306
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
308
309 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special
311 * things we need to do for players.
312 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
314
315 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example)
321 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323
324 if(ob->head != NULL)
325 ob=ob->head;
326
327 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0.
331 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333
334 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */
340 if (tmp->last_sp) {
341 if (check_inv_recursive(ob,tmp)==NULL)
342 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 }
354 } /* if check_inv */
355 else {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
363 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
364 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
365 return 1;
366 }
367
368 }
369 return 0;
370 }
371
372
373 /*
374 * Returns true if the given object can't fit in the given spot.
375 * This is meant for multi space objects - for single space objecs,
376 * just calling get_map_blocked and checking that against movement type
377 * of object. This function goes through all the parts of the
378 * multipart object and makes sure they can be inserted.
379 *
380 * While this doesn't call out of map, the get_map_flags does.
381 *
382 * This function has been used to deprecate arch_out_of_map -
383 * this function also does that check, and since in most cases,
384 * a call to one would follow the other, doesn't make a lot of sense to
385 * have two seperate functions for this.
386 *
387 * This returns nonzero if this arch can not go on the space provided,
388 * 0 otherwise. the return value will contain the P_.. value
389 * so the caller can know why this object can't go on the map.
390 * Note that callers should not expect P_NEW_MAP to be set
391 * in return codes - since the object is multispace - if
392 * we did return values, what do you return if half the object
393 * is one map, half on another.
394 *
395 * Note this used to be arch_blocked, but with new movement
396 * code, we need to have actual object to check its move_type
397 * against the move_block values.
398 */
399
400 int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
401 archetype *tmp;
402 int flag;
403 mapstruct *m1;
404 sint16 sx, sy;
405
406 if(ob==NULL) {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
412 }
413
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
416
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419
420 /* find_first_free_spot() calls this function. However, often
421 * ob doesn't have any move type (when used to place exits)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */
424
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
426
427 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object.
429 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
431 return AB_NO_PASS;
432
433 }
434 return 0;
435 }
436
437 /* When the map is loaded, load_object does not actually insert objects
438 * into inventory, but just links them. What this does is go through
439 * and insert them properly.
440 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight.
442 */
443
444 void fix_container(object *container)
445 {
446 object *tmp=container->inv, *next;
447
448 container->inv=NULL;
449 while (tmp!=NULL) {
450 next = tmp->below;
451 if (tmp->inv)
452 fix_container(tmp);
453 (void) insert_ob_in_ob(tmp,container);
454 tmp = next;
455 }
456 /* sum_weight will go through and calculate what all the containers are
457 * carrying.
458 */
459 sum_weight(container);
460 }
461
462 /* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save
466 * the more sections and not re-add sections for them.
467 */
468
469 static void link_multipart_objects(mapstruct *m)
470 {
471 int x,y;
472 object *tmp, *op, *last, *above;
473 archetype *at;
474
475 for(x=0;x<MAP_WIDTH(m);x++)
476 for(y=0;y<MAP_HEIGHT(m);y++)
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
478 above=tmp->above;
479
480 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue;
482
483 /* If there is nothing more to this object, this for loop
484 * won't do anything.
485 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
487 op = arch_to_object(at);
488
489 /* update x,y coordinates */
490 op->x += tmp->x;
491 op->y += tmp->y;
492 op->head = tmp;
493 op->map = m;
494 last->more = op;
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */
510 } /* for objects on this space */
511 }
512
513
514
515 /*
516 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer.
518 * mapflags is the same as we get with load_original_map
519 */
520
521 void load_objects (mapstruct *m, object_thawer &fp, int mapflags) {
522 int i,j,bufstate=LO_NEWFILE;
523 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp;
525
526 op=get_object();
527 op->map = m; /* To handle buttons correctly */
528
529 while((i = load_object (fp, op, bufstate, mapflags))) {
530 /* Since the loading of the map header does not load an object
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */
534 bufstate = LO_REPEAT;
535
536 /* if the archetype for the object is null, means that we
537 * got an invalid object. Don't do anything with it - the game
538 * or editor will not be able to do anything with it either.
539 */
540 if (op->arch==NULL) {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
542 continue;
543 }
544
545
546 switch(i) {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight(op);
557
558 prev=op,last_more=op;
559 break;
560
561 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op;
564 break;
565 }
566 if (mapflags & MAP_STYLE) {
567 remove_from_active_list(op);
568 }
569 op=get_object();
570 op->map = m;
571 }
572 for (i=0;i<m->width;i++){
573 for (j=0;j<m->height;j++){
574 unique =0;
575 /* check for unique items, or unique squares */
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
578 unique = 1;
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
581 }
582 }
583 }
584 free_object(op);
585 link_multipart_objects(m);
586 }
587
588 /* This saves all the objects on the map in a non destructive fashion.
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
590 * and we only save the head of multi part objects - this is needed
591 * in order to do map tiling properly.
592 */
593 void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
594 int i, j = 0,unique=0;
595 object *op;
596 /* first pass - save one-part objects */
597 for(i = 0; i < MAP_WIDTH(m); i++)
598 for (j = 0; j < MAP_HEIGHT(m); j++) {
599 unique=0;
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603
604 if(op->type == PLAYER) {
605 LOG(llevDebug, "Player on map that is being saved\n");
606 continue;
607 }
608
609 if (op->head || op->owner)
610 continue;
611
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
613 save_object (fp2, op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622 }
623
624 /*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630 mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657 }
658
659 /*
660 * Allocates the arrays contained in a mapstruct.
661 * This basically allocates the dynamic array of spaces for the
662 * map.
663 */
664
665 void allocate_map(mapstruct *m) {
666 m->in_memory = MAP_IN_MEMORY;
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) {
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680 }
681
682 /* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685 mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m;
692 }
693
694 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date.
697 * Called by parse_map_headers below.
698 */
699
700 static shopitems *parse_shop_string (const char *input_string) {
701 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL;
703 int i=0, number_of_entries=0;
704 const typedata *current_type;
705
706 shop_string=strdup_local(input_string);
707 p=shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) {
710 p=strchr(p, ';');
711 number_of_entries++;
712 if (p) p++;
713 }
714 p=shop_string;
715 strip_endline(p);
716 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) {
719 if (!p) {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break;
722 }
723 next_semicolon=strchr(p, ';');
724 next_colon=strchr(p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1);
728
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].name_pl=current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 }
753 }
754 items[i].index=number_of_entries;
755 if (next_semicolon) p=++next_semicolon;
756 else p=NULL;
757 }
758 free(shop_string);
759 return items;
760 }
761
762 /* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */
764 static void print_shop_string(mapstruct *m, char *output_string) {
765 int i;
766 char tmp[MAX_BUF];
767 strcpy(output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) {
769 if (m->shopitems[i].typenum) {
770 if (m->shopitems[i].strength) {
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 }
773 else sprintf(tmp, "%s;", m->shopitems[i].name);
774 }
775 else {
776 if (m->shopitems[i].strength) {
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
778 }
779 else sprintf(tmp, "*");
780 }
781 strcat(output_string, tmp);
782 }
783 }
784
785 /* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc.
787 * this used to be stored in the map object, but with the
788 * addition of tiling, fields beyond that easily named in an
789 * object structure were needed, so it just made sense to
790 * put all the stuff in the map object so that names actually make
791 * sense.
792 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */
797
798 static int load_map_header(FILE *fp, mapstruct *m)
799 {
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
801 int msgpos=0;
802 int maplorepos=0;
803
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
805 buf[HUGE_BUF-1] = 0;
806 key = buf;
807 while (isspace(*key)) key++;
808 if (*key == 0) continue; /* empty line */
809 value = strchr(key, ' ');
810 if (!value) {
811 end = strchr(key, '\n');
812 if (end != NULL) {
813 *end = 0;
814 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 }
828 if (!end) {
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830 buf);
831 return 1;
832 }
833
834
835 /* key is the field name, value is what it should be set
836 * to. We've already done the work to null terminate key,
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break;
881 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->templatemap = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 } else if (!strcmp(key, "safe_map")) {
951 m->safe_map = atoi(value);
952 }
953 else if (!strncmp(key,"tile_path_", 10)) {
954 int tile=atoi(key+10);
955
956 if (tile<1 || tile>4) {
957 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
958 tile, m->path);
959 } else {
960 char *path;
961
962 *end = 0;
963
964 if (m->tile_path[tile-1]) {
965 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
966 tile, m->path);
967 free(m->tile_path[tile-1]);
968 m->tile_path[tile-1] = NULL;
969 }
970
971 if (check_path(value, 1) != -1) {
972 /* The unadorned path works. */
973 path = value;
974 } else {
975 /* Try again; it could be a relative exit. */
976
977 path = path_combine_and_normalize(m->path, value);
978
979 if (check_path(path, 1) == -1) {
980 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
981 path = NULL;
982 }
983 }
984
985 if (editor) {
986 /* Use the value as in the file. */
987 m->tile_path[tile-1] = strdup_local(value);
988 } else if (path != NULL) {
989 /* Use the normalized value. */
990 m->tile_path[tile-1] = strdup_local(path);
991 }
992 } /* end if tile direction (in)valid */
993 }
994 else {
995 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
996 }
997 }
998 if (!key || strcmp(key,"end")) {
999 LOG(llevError,"Got premature eof on map header!\n");
1000 return 1;
1001 }
1002 return 0;
1003 }
1004
1005 /*
1006 * Opens the file "filename" and reads information about the map
1007 * from the given file, and stores it in a newly allocated
1008 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1009 * flags correspond to those in map.h. Main ones used are
1010 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1011 * MAP_BLOCK, in which case we block on this load. This happens in all
1012 * cases, no matter if this flag is set or not.
1013 * MAP_STYLE: style map - don't add active objects, don't add to server
1014 * managed map list.
1015 */
1016
1017 mapstruct *load_original_map(const char *filename, int flags) {
1018 FILE *fp;
1019 mapstruct *m;
1020 int comp;
1021 char pathname[MAX_BUF];
1022
1023 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1024 if (flags & MAP_PLAYER_UNIQUE)
1025 strcpy(pathname, filename);
1026 else if (flags & MAP_OVERLAY)
1027 strcpy(pathname, create_overlay_pathname(filename));
1028 else
1029 strcpy(pathname, create_pathname(filename));
1030
1031 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1032 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1033 return (NULL);
1034 }
1035
1036 object_thawer thawer (fp, filename);
1037
1038 m = get_linked_map();
1039
1040 strcpy (m->path, filename);
1041 if (load_map_header(fp, m)) {
1042 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1043 filename, flags);
1044 delete_map(m);
1045 return NULL;
1046 }
1047
1048 allocate_map(m);
1049
1050 m->in_memory=MAP_LOADING;
1051 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1052 close_and_delete(fp, comp);
1053 m->in_memory=MAP_IN_MEMORY;
1054 if (!MAP_DIFFICULTY(m))
1055 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1056 set_map_reset_time(m);
1057 INVOKE_MAP (INSTANTIATE, m);
1058 return (m);
1059 }
1060
1061 /*
1062 * Loads a map, which has been loaded earlier, from file.
1063 * Return the map object we load into (this can change from the passed
1064 * option if we can't find the original map)
1065 */
1066
1067 static mapstruct *load_temporary_map(mapstruct *m) {
1068 FILE *fp;
1069 int comp;
1070 char buf[MAX_BUF];
1071
1072 if (!m->tmpname) {
1073 LOG(llevError, "No temporary filename for map %s\n", m->path);
1074 strcpy(buf, m->path);
1075 delete_map(m);
1076 m = load_original_map(buf, 0);
1077 if(m==NULL) return NULL;
1078 fix_auto_apply(m); /* Chests which open as default */
1079 return m;
1080 }
1081
1082 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1083 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1084 strcpy(buf, m->path);
1085 delete_map(m);
1086 m = load_original_map(buf, 0);
1087 if(m==NULL) return NULL;
1088 fix_auto_apply(m); /* Chests which open as default */
1089 return m;
1090 }
1091
1092 object_thawer thawer (fp, m->tmpname);
1093
1094 if (load_map_header(thawer, m)) {
1095 LOG(llevError,"Error loading map header for %s (%s)\n",
1096 m->path, m->tmpname);
1097 delete_map(m);
1098 m = load_original_map(m->path, 0);
1099 return NULL;
1100 }
1101 allocate_map(m);
1102
1103 m->in_memory=MAP_LOADING;
1104 load_objects (m, thawer, 0);
1105 close_and_delete(fp, comp);
1106 m->in_memory=MAP_IN_MEMORY;
1107 INVOKE_MAP (SWAPIN, m);
1108 return m;
1109 }
1110
1111 /*
1112 * Loads a map, which has been loaded earlier, from file.
1113 * Return the map object we load into (this can change from the passed
1114 * option if we can't find the original map)
1115 */
1116
1117 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1118 FILE *fp;
1119 int comp;
1120 char pathname[MAX_BUF];
1121
1122 strcpy(pathname, create_overlay_pathname(filename));
1123
1124 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1125 /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1126 return m;
1127 }
1128
1129 object_thawer thawer (fp, pathname);
1130
1131 if (load_map_header(thawer, m)) {
1132 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1133 m->path, pathname);
1134 delete_map(m);
1135 m = load_original_map(m->path, 0);
1136 return NULL;
1137 }
1138 /*allocate_map(m);*/
1139
1140 m->in_memory=MAP_LOADING;
1141 load_objects (m, thawer, MAP_OVERLAY);
1142 close_and_delete(fp, comp);
1143 m->in_memory=MAP_IN_MEMORY;
1144 return m;
1145 }
1146
1147 /******************************************************************************
1148 * This is the start of unique map handling code
1149 *****************************************************************************/
1150
1151 /* This goes through map 'm' and removed any unique items on the map. */
1152 static void delete_unique_items(mapstruct *m)
1153 {
1154 int i,j,unique;
1155 object *op, *next;
1156
1157 for(i=0; i<MAP_WIDTH(m); i++)
1158 for(j=0; j<MAP_HEIGHT(m); j++) {
1159 unique=0;
1160 for (op=get_map_ob(m, i, j); op; op=next) {
1161 next = op->above;
1162 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1163 unique=1;
1164 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1165 clean_object(op);
1166 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1167 remove_button_link(op);
1168 remove_ob(op);
1169 free_object(op);
1170 }
1171 }
1172 }
1173 }
1174
1175
1176 /*
1177 * Loads unique objects from file(s) into the map which is in memory
1178 * m is the map to load unique items into.
1179 */
1180 static void load_unique_objects(mapstruct *m) {
1181 FILE *fp;
1182 int comp,count;
1183 char firstname[MAX_BUF];
1184
1185 for (count=0; count<10; count++) {
1186 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1187 if (!access(firstname, R_OK)) break;
1188 }
1189 /* If we get here, we did not find any map */
1190 if (count==10) return;
1191
1192 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1193 /* There is no expectation that every map will have unique items, but this
1194 * is debug output, so leave it in.
1195 */
1196 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1197 return;
1198 }
1199
1200 object_thawer thawer (fp, firstname);
1201
1202 m->in_memory=MAP_LOADING;
1203 if (m->tmpname == NULL) /* if we have loaded unique items from */
1204 delete_unique_items(m); /* original map before, don't duplicate them */
1205 load_object(thawer, NULL, LO_NOREAD,0);
1206 load_objects (m, thawer, 0);
1207 close_and_delete(fp, comp);
1208 m->in_memory=MAP_IN_MEMORY;
1209 }
1210
1211
1212 /*
1213 * Saves a map to file. If flag is set, it is saved into the same
1214 * file it was (originally) loaded from. Otherwise a temporary
1215 * filename will be genarated, and the file will be stored there.
1216 * The temporary filename will be stored in the mapstructure.
1217 * If the map is unique, we also save to the filename in the map
1218 * (this should have been updated when first loaded)
1219 */
1220
1221 int
1222 new_save_map (mapstruct * m, int flag)
1223 {
1224 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1225 int i;
1226
1227 if (flag && !*m->path)
1228 {
1229 LOG (llevError, "Tried to save map without path.\n");
1230 return -1;
1231 }
1232
1233 if (flag || (m->unique) || (m->templatemap))
1234 {
1235 if (!m->unique && !m->templatemap)
1236 { /* flag is set */
1237 if (flag == 2)
1238 strcpy (filename, create_overlay_pathname (m->path));
1239 else
1240 strcpy (filename, create_pathname (m->path));
1241 }
1242 else
1243 strcpy (filename, m->path);
1244
1245 make_path_to_file (filename);
1246 }
1247 else
1248 {
1249 if (!m->tmpname)
1250 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1251 strcpy (filename, m->tmpname);
1252 }
1253
1254 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1255 m->in_memory = MAP_SAVING;
1256
1257 object_freezer fp (filename);
1258
1259 /* legacy */
1260 fprintf (fp, "arch map\n");
1261 if (m->name)
1262 fprintf (fp, "name %s\n", m->name);
1263 if (!flag)
1264 fprintf (fp, "swap_time %d\n", m->swap_time);
1265 if (m->reset_timeout)
1266 fprintf (fp, "reset_timeout %d\n", m->reset_timeout);
1267 if (m->fixed_resettime)
1268 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime);
1269 /* we unfortunately have no idea if this is a value the creator set
1270 * or a difficulty value we generated when the map was first loaded
1271 */
1272 if (m->difficulty)
1273 fprintf (fp, "difficulty %d\n", m->difficulty);
1274 if (m->region)
1275 fprintf (fp, "region %s\n", m->region->name);
1276 if (m->shopitems)
1277 {
1278 print_shop_string (m, shop);
1279 fprintf (fp, "shopitems %s\n", shop);
1280 }
1281 if (m->shopgreed)
1282 fprintf (fp, "shopgreed %f\n", m->shopgreed);
1283 #ifndef WIN32
1284 if (m->shopmin)
1285 fprintf (fp, "shopmin %llu\n", m->shopmin);
1286 if (m->shopmax)
1287 fprintf (fp, "shopmax %llu\n", m->shopmax);
1288 #else
1289 if (m->shopmin)
1290 fprintf (fp, "shopmin %I64u\n", m->shopmin);
1291 if (m->shopmax)
1292 fprintf (fp, "shopmax %I64u\n", m->shopmax);
1293 #endif
1294 if (m->shoprace)
1295 fprintf (fp, "shoprace %s\n", m->shoprace);
1296 if (m->darkness)
1297 fprintf (fp, "darkness %d\n", m->darkness);
1298 if (m->width)
1299 fprintf (fp, "width %d\n", m->width);
1300 if (m->height)
1301 fprintf (fp, "height %d\n", m->height);
1302 if (m->enter_x)
1303 fprintf (fp, "enter_x %d\n", m->enter_x);
1304 if (m->enter_y)
1305 fprintf (fp, "enter_y %d\n", m->enter_y);
1306 if (m->msg)
1307 fprintf (fp, "msg\n%sendmsg\n", m->msg);
1308 if (m->maplore)
1309 fprintf (fp, "maplore\n%sendmaplore\n", m->maplore);
1310 if (m->unique)
1311 fprintf (fp, "unique %d\n", m->unique);
1312 if (m->templatemap)
1313 fprintf (fp, "template %d\n", m->templatemap);
1314 if (m->outdoor)
1315 fprintf (fp, "outdoor %d\n", m->outdoor);
1316 if (m->temp)
1317 fprintf (fp, "temp %d\n", m->temp);
1318 if (m->pressure)
1319 fprintf (fp, "pressure %d\n", m->pressure);
1320 if (m->humid)
1321 fprintf (fp, "humid %d\n", m->humid);
1322 if (m->windspeed)
1323 fprintf (fp, "windspeed %d\n", m->windspeed);
1324 if (m->winddir)
1325 fprintf (fp, "winddir %d\n", m->winddir);
1326 if (m->sky)
1327 fprintf (fp, "sky %d\n", m->sky);
1328 if (m->nosmooth)
1329 fprintf (fp, "nosmooth %d\n", m->nosmooth);
1330 if (m->safe_map)
1331 fprintf (fp, "safe_map %d\n", m->safe_map);
1332
1333 /* Save any tiling information, except on overlays */
1334 if (flag != 2)
1335 for (i = 0; i < 4; i++)
1336 if (m->tile_path[i])
1337 fprintf (fp, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1338
1339 fprintf (fp, "end\n");
1340
1341 /* In the game save unique items in the different file, but
1342 * in the editor save them to the normal map file.
1343 * If unique map, save files in the proper destination (set by
1344 * player)
1345 */
1346 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1347 {
1348 sprintf (buf, "%s.v00", create_items_path (m->path));
1349
1350 object_freezer fp2 (buf);
1351
1352 if (flag == 2)
1353 save_objects (m, fp, fp2, 2);
1354 else
1355 save_objects (m, fp, fp2, 0);
1356 }
1357 else
1358 { /* save same file when not playing, like in editor */
1359 save_objects (m, fp, fp, 0);
1360 }
1361
1362 return 0;
1363 }
1364
1365
1366 /*
1367 * Remove and free all objects in the inventory of the given object.
1368 * object.c ?
1369 */
1370
1371 void clean_object(object *op)
1372 {
1373 object *tmp, *next;
1374
1375 for(tmp = op->inv; tmp; tmp = next)
1376 {
1377 next = tmp->below;
1378 clean_object(tmp);
1379 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1380 remove_button_link(tmp);
1381 remove_ob(tmp);
1382 free_object(tmp);
1383 }
1384 }
1385
1386 /*
1387 * Remove and free all objects in the given map.
1388 */
1389
1390 void free_all_objects(mapstruct *m) {
1391 int i,j;
1392 object *op;
1393
1394 for(i=0;i<MAP_WIDTH(m);i++)
1395 for(j=0;j<MAP_HEIGHT(m);j++) {
1396 object *previous_obj=NULL;
1397 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1398 if (op==previous_obj) {
1399 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1400 break;
1401 }
1402 previous_obj=op;
1403 if(op->head!=NULL)
1404 op = op->head;
1405
1406 /* If the map isn't in memory, free_object will remove and
1407 * free objects in op's inventory. So let it do the job.
1408 */
1409 if (m->in_memory==MAP_IN_MEMORY)
1410 clean_object(op);
1411 remove_ob(op);
1412 free_object(op);
1413 }
1414 }
1415 #ifdef MANY_CORES
1416 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1417 * an item on that map was not saved - look for that condition and die as appropriate -
1418 * this leaves more of the map data intact for better debugging.
1419 */
1420 for (op=objects; op!=NULL; op=op->next) {
1421 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1422 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1423 abort();
1424 }
1425 }
1426 #endif
1427 }
1428
1429 /*
1430 * Frees everything allocated by the given mapstructure.
1431 * don't free tmpname - our caller is left to do that
1432 */
1433
1434 void free_map(mapstruct *m,int flag) {
1435 int i;
1436
1437 if (!m->in_memory) {
1438 LOG(llevError,"Trying to free freed map.\n");
1439 return;
1440 }
1441 if (flag && m->spaces) free_all_objects(m);
1442 if (m->name) FREE_AND_CLEAR(m->name);
1443 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1444 if (m->msg) FREE_AND_CLEAR(m->msg);
1445 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1446 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1447 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1448 if (m->buttons)
1449 free_objectlinkpt(m->buttons);
1450 m->buttons = NULL;
1451 for (i=0; i<4; i++) {
1452 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1453 m->tile_map[i] = NULL;
1454 }
1455 m->in_memory = MAP_SWAPPED;
1456 }
1457
1458 /*
1459 * function: vanish mapstruct
1460 * m : pointer to mapstruct, if NULL no action
1461 * this deletes all the data on the map (freeing pointers)
1462 * and then removes this map from the global linked list of maps.
1463 */
1464
1465 void delete_map(mapstruct *m) {
1466 mapstruct *tmp, *last;
1467 int i;
1468
1469 if (!m)
1470 return;
1471 if (m->in_memory == MAP_IN_MEMORY) {
1472 /* change to MAP_SAVING, even though we are not,
1473 * so that remove_ob doesn't do as much work.
1474 */
1475 m->in_memory = MAP_SAVING;
1476 free_map (m, 1);
1477 }
1478 /* move this out of free_map, since tmpname can still be needed if
1479 * the map is swapped out.
1480 */
1481 if (m->tmpname) {
1482 free(m->tmpname);
1483 m->tmpname=NULL;
1484 }
1485 last = NULL;
1486 /* We need to look through all the maps and see if any maps
1487 * are pointing at this one for tiling information. Since
1488 * tiling can be assymetric, we just can not look to see which
1489 * maps this map tiles with and clears those.
1490 */
1491 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1492 if (tmp->next == m) last = tmp;
1493
1494 /* This should hopefully get unrolled on a decent compiler */
1495 for (i=0; i<4; i++)
1496 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1497 }
1498
1499 /* If last is null, then this should be the first map in the list */
1500 if (!last) {
1501 if (m == first_map)
1502 first_map = m->next;
1503 else
1504 /* m->path is a static char, so should hopefully still have
1505 * some useful data in it.
1506 */
1507 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1508 m->path);
1509 }
1510 else
1511 last->next = m->next;
1512
1513 free (m);
1514 }
1515
1516
1517
1518 /*
1519 * Makes sure the given map is loaded and swapped in.
1520 * name is path name of the map.
1521 * flags meaning:
1522 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1523 * and don't do unique items or the like.
1524 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1525 * dont do any more name translation on it.
1526 *
1527 * Returns a pointer to the given map.
1528 */
1529
1530 mapstruct *ready_map_name(const char *name, int flags) {
1531 mapstruct *m;
1532
1533 if (!name)
1534 return (NULL);
1535
1536 /* Have we been at this level before? */
1537 m = has_been_loaded (name);
1538
1539 /* Map is good to go, so just return it */
1540 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1541 return m;
1542 }
1543
1544 /* unique maps always get loaded from their original location, and never
1545 * a temp location. Likewise, if map_flush is set, or we have never loaded
1546 * this map, load it now. I removed the reset checking from here -
1547 * it seems the probability of a player trying to enter a map that should
1548 * reset but hasn't yet is quite low, and removing that makes this function
1549 * a bit cleaner (and players probably shouldn't rely on exact timing for
1550 * resets in any case - if they really care, they should use the 'maps command.
1551 */
1552 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1553
1554 /* first visit or time to reset */
1555 if (m) {
1556 clean_tmp_map(m); /* Doesn't make much difference */
1557 delete_map(m);
1558 }
1559
1560 /* create and load a map */
1561 if (flags & MAP_PLAYER_UNIQUE)
1562 LOG(llevDebug, "Trying to load map %s.\n", name);
1563 else
1564 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1565
1566 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1567 return (NULL);
1568
1569 fix_auto_apply(m); /* Chests which open as default */
1570
1571 /* If a player unique map, no extra unique object file to load.
1572 * if from the editor, likewise.
1573 */
1574 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1575 load_unique_objects(m);
1576
1577 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1578 m=load_overlay_map(name, m);
1579 if (m==NULL)
1580 return NULL;
1581 }
1582
1583 } else {
1584 /* If in this loop, we found a temporary map, so load it up. */
1585
1586 m=load_temporary_map (m);
1587 if(m==NULL) return NULL;
1588 load_unique_objects(m);
1589
1590 clean_tmp_map(m);
1591 m->in_memory = MAP_IN_MEMORY;
1592 /* tempnam() on sun systems (probably others) uses malloc
1593 * to allocated space for the string. Free it here.
1594 * In some cases, load_temporary_map above won't find the
1595 * temporary map, and so has reloaded a new map. If that
1596 * is the case, tmpname is now null
1597 */
1598 if (m->tmpname) free(m->tmpname);
1599 m->tmpname = NULL;
1600 /* It's going to be saved anew anyway */
1601 }
1602
1603 /* Below here is stuff common to both first time loaded maps and
1604 * temp maps.
1605 */
1606
1607 decay_objects(m); /* start the decay */
1608 /* In case other objects press some buttons down */
1609 update_buttons(m);
1610 if (m->outdoor)
1611 set_darkness_map(m);
1612 /* run the weather over this map */
1613 weather_effect(name);
1614 return m;
1615 }
1616
1617
1618 /*
1619 * This routine is supposed to find out the difficulty of the map.
1620 * difficulty does not have a lot to do with character level,
1621 * but does have a lot to do with treasure on the map.
1622 *
1623 * Difficulty can now be set by the map creature. If the value stored
1624 * in the map is zero, then use this routine. Maps should really
1625 * have a difficulty set than using this function - human calculation
1626 * is much better than this functions guesswork.
1627 */
1628
1629 int calculate_difficulty(mapstruct *m) {
1630 object *op;
1631 archetype *at;
1632 int x, y, i, diff;
1633 long monster_cnt = 0;
1634 double avgexp = 0;
1635 sint64 total_exp = 0;
1636
1637 if (MAP_DIFFICULTY (m))
1638 {
1639 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1640 return MAP_DIFFICULTY (m);
1641 }
1642
1643 for(x = 0; x < MAP_WIDTH(m); x++)
1644 for(y = 0; y < MAP_HEIGHT(m); y++)
1645 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1646 {
1647 if(QUERY_FLAG (op, FLAG_MONSTER))
1648 {
1649 total_exp += op->stats.exp;
1650 monster_cnt++;
1651 }
1652
1653 if(QUERY_FLAG (op, FLAG_GENERATOR))
1654 {
1655 total_exp += op->stats.exp;
1656 at = type_to_archetype(GENERATE_TYPE (op));
1657
1658 if(at != NULL)
1659 total_exp += at->clone.stats.exp * 8;
1660
1661 monster_cnt++;
1662 }
1663 }
1664
1665 avgexp = (double) total_exp / monster_cnt;
1666
1667 for (i = 1; i <= settings.max_level; i++)
1668 {
1669 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1670 {
1671 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1672 return i;
1673 }
1674 }
1675
1676 return 1;
1677 }
1678
1679 void clean_tmp_map(mapstruct *m) {
1680 if(m->tmpname == NULL)
1681 return;
1682 INVOKE_MAP (CLEAN, m);
1683 (void) unlink(m->tmpname);
1684 }
1685
1686 void free_all_maps(void)
1687 {
1688 int real_maps=0;
1689
1690 while (first_map) {
1691 /* I think some of the callers above before it gets here set this to be
1692 * saving, but we still want to free this data
1693 */
1694 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1695 delete_map(first_map);
1696 real_maps++;
1697 }
1698 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1699 }
1700
1701 /* change_map_light() - used to change map light level (darkness)
1702 * up or down. Returns true if successful. It should now be
1703 * possible to change a value by more than 1.
1704 * Move this from los.c to map.c since this is more related
1705 * to maps than los.
1706 * postive values make it darker, negative make it brighter
1707 */
1708
1709 int change_map_light(mapstruct *m, int change) {
1710 int new_level = m->darkness + change;
1711
1712 /* Nothing to do */
1713 if(!change || (new_level <= 0 && m->darkness == 0) ||
1714 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1715 return 0;
1716 }
1717
1718 /* inform all players on the map */
1719 if (change>0)
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1721 else
1722 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1723
1724 /* Do extra checking. since m->darkness is a unsigned value,
1725 * we need to be extra careful about negative values.
1726 * In general, the checks below are only needed if change
1727 * is not +/-1
1728 */
1729 if (new_level < 0) m->darkness = 0;
1730 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1731 else m->darkness=new_level;
1732
1733 /* All clients need to get re-updated for the change */
1734 update_all_map_los(m);
1735 return 1;
1736 }
1737
1738
1739 /*
1740 * This function updates various attributes about a specific space
1741 * on the map (what it looks like, whether it blocks magic,
1742 * has a living creatures, prevents people from passing
1743 * through, etc)
1744 */
1745 void update_position (mapstruct *m, int x, int y) {
1746 object *tmp, *last = NULL;
1747 uint8 flags = 0, oldflags, light=0, anywhere=0;
1748 New_Face *top,*floor, *middle;
1749 object *top_obj, *floor_obj, *middle_obj;
1750 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1751
1752 oldflags = GET_MAP_FLAGS(m,x,y);
1753 if (!(oldflags & P_NEED_UPDATE)) {
1754 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1755 m->path, x, y);
1756 return;
1757 }
1758
1759 middle=blank_face;
1760 top=blank_face;
1761 floor=blank_face;
1762
1763 middle_obj = NULL;
1764 top_obj = NULL;
1765 floor_obj = NULL;
1766
1767 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1768
1769 /* This could be made additive I guess (two lights better than
1770 * one). But if so, it shouldn't be a simple additive - 2
1771 * light bulbs do not illuminate twice as far as once since
1772 * it is a disapation factor that is squared (or is it cubed?)
1773 */
1774 if (tmp->glow_radius > light) light = tmp->glow_radius;
1775
1776 /* This call is needed in order to update objects the player
1777 * is standing in that have animations (ie, grass, fire, etc).
1778 * However, it also causes the look window to be re-drawn
1779 * 3 times each time the player moves, because many of the
1780 * functions the move_player calls eventualy call this.
1781 *
1782 * Always put the player down for drawing.
1783 */
1784 if (!tmp->invisible) {
1785 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1786 top = tmp->face;
1787 top_obj = tmp;
1788 }
1789 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1790 /* If we got a floor, that means middle and top were below it,
1791 * so should not be visible, so we clear them.
1792 */
1793 middle=blank_face;
1794 top=blank_face;
1795 floor = tmp->face;
1796 floor_obj = tmp;
1797 }
1798 /* Flag anywhere have high priority */
1799 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1800 middle = tmp->face;
1801
1802 middle_obj = tmp;
1803 anywhere =1;
1804 }
1805 /* Find the highest visible face around. If equal
1806 * visibilities, we still want the one nearer to the
1807 * top
1808 */
1809 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1810 middle = tmp->face;
1811 middle_obj = tmp;
1812 }
1813 }
1814 if (tmp==tmp->above) {
1815 LOG(llevError, "Error in structure of map\n");
1816 exit (-1);
1817 }
1818
1819 move_slow |= tmp->move_slow;
1820 move_block |= tmp->move_block;
1821 move_on |= tmp->move_on;
1822 move_off |= tmp->move_off;
1823 move_allow |= tmp->move_allow;
1824
1825 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1826 flags |= P_IS_ALIVE;
1827 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1828 flags |= P_NO_MAGIC;
1829 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1830 flags |= P_NO_CLERIC;
1831 if (tmp->type == SAFE_GROUND)
1832 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1833
1834 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1835 flags |= P_BLOCKSVIEW;
1836 } /* for stack of objects */
1837
1838 /* we don't want to rely on this function to have accurate flags, but
1839 * since we're already doing the work, we calculate them here.
1840 * if they don't match, logic is broken someplace.
1841 */
1842 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1843 (!(oldflags & P_NO_ERROR))) {
1844 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1845 m->path, x, y,
1846 (oldflags & ~P_NEED_UPDATE), flags);
1847 }
1848 SET_MAP_FLAGS(m, x, y, flags);
1849 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1850 SET_MAP_MOVE_ON(m, x, y, move_on);
1851 SET_MAP_MOVE_OFF(m, x, y, move_off);
1852 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1853
1854 /* At this point, we have a floor face (if there is a floor),
1855 * and the floor is set - we are not going to touch it at
1856 * this point.
1857 * middle contains the highest visibility face.
1858 * top contains a player/monster face, if there is one.
1859 *
1860 * We now need to fill in top.face and/or middle.face.
1861 */
1862
1863 /* If the top face also happens to be high visibility, re-do our
1864 * middle face. This should not happen, as we already have the
1865 * else statement above so middle should not get set. OTOH, it
1866 * may be possible for the faces to match but be different objects.
1867 */
1868 if (top == middle) middle=blank_face;
1869
1870 /* There are three posibilities at this point:
1871 * 1) top face is set, need middle to be set.
1872 * 2) middle is set, need to set top.
1873 * 3) neither middle or top is set - need to set both.
1874 */
1875
1876 for (tmp=last; tmp; tmp=tmp->below) {
1877 /* Once we get to a floor, stop, since we already have a floor object */
1878 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1879
1880 /* If two top faces are already set, quit processing */
1881 if ((top != blank_face) && (middle != blank_face)) break;
1882
1883 /* Only show visible faces, unless its the editor - show all */
1884 if (!tmp->invisible || editor) {
1885 /* Fill in top if needed */
1886 if (top == blank_face) {
1887 top = tmp->face;
1888 top_obj = tmp;
1889 if (top == middle) middle=blank_face;
1890 } else {
1891 /* top is already set - we should only get here if
1892 * middle is not set
1893 *
1894 * Set the middle face and break out, since there is nothing
1895 * more to fill in. We don't check visiblity here, since
1896 *
1897 */
1898 if (tmp->face != top ) {
1899 middle = tmp->face;
1900 middle_obj = tmp;
1901 break;
1902 }
1903 }
1904 }
1905 }
1906 if (middle == floor) middle = blank_face;
1907 if (top == middle) middle = blank_face;
1908 SET_MAP_FACE(m,x,y,top,0);
1909 if(top != blank_face)
1910 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1911 else
1912 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1913 SET_MAP_FACE(m,x,y,middle,1);
1914 if(middle != blank_face)
1915 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1918 SET_MAP_FACE(m,x,y,floor,2);
1919 if(floor != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1923 SET_MAP_LIGHT(m,x,y,light);
1924 }
1925
1926
1927 void set_map_reset_time(mapstruct *map) {
1928 int timeout;
1929
1930 timeout = MAP_RESET_TIMEOUT(map);
1931 if (timeout <= 0)
1932 timeout = MAP_DEFAULTRESET;
1933 if (timeout >= MAP_MAXRESET)
1934 timeout = MAP_MAXRESET;
1935 MAP_WHEN_RESET(map) = seconds()+timeout;
1936 }
1937
1938 /* this updates the orig_map->tile_map[tile_num] value after loading
1939 * the map. It also takes care of linking back the freshly loaded
1940 * maps tile_map values if it tiles back to this one. It returns
1941 * the value of orig_map->tile_map[tile_num]. It really only does this
1942 * so that it is easier for calling functions to verify success.
1943 */
1944
1945 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1946 {
1947 int dest_tile = (tile_num +2) % 4;
1948 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1949
1950 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1951
1952 /* need to do a strcmp here as the orig_map->path is not a shared string */
1953 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1954 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1955 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1956
1957 return orig_map->tile_map[tile_num];
1958 }
1959
1960 /* this returns TRUE if the coordinates (x,y) are out of
1961 * map m. This function also takes into account any
1962 * tiling considerations, loading adjacant maps as needed.
1963 * This is the function should always be used when it
1964 * necessary to check for valid coordinates.
1965 * This function will recursively call itself for the
1966 * tiled maps.
1967 *
1968 *
1969 */
1970 int out_of_map(mapstruct *m, int x, int y)
1971 {
1972
1973 /* If we get passed a null map, this is obviously the
1974 * case. This generally shouldn't happen, but if the
1975 * map loads fail below, it could happen.
1976 */
1977 if (!m) return 0;
1978
1979 if (x<0) {
1980 if (!m->tile_path[3]) return 1;
1981 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 3);
1983 }
1984 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1985 }
1986 if (x>=MAP_WIDTH(m)) {
1987 if (!m->tile_path[1]) return 1;
1988 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1989 load_and_link_tiled_map(m, 1);
1990 }
1991 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1992 }
1993 if (y<0) {
1994 if (!m->tile_path[0]) return 1;
1995 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1996 load_and_link_tiled_map(m, 0);
1997 }
1998 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1999 }
2000 if (y>=MAP_HEIGHT(m)) {
2001 if (!m->tile_path[2]) return 1;
2002 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2003 load_and_link_tiled_map(m, 2);
2004 }
2005 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2006 }
2007
2008 /* Simple case - coordinates are within this local
2009 * map.
2010 */
2011 return 0;
2012 }
2013
2014 /* This is basically the same as out_of_map above, but
2015 * instead we return NULL if no map is valid (coordinates
2016 * out of bounds and no tiled map), otherwise it returns
2017 * the map as that the coordinates are really on, and
2018 * updates x and y to be the localized coordinates.
2019 * Using this is more efficient of calling out_of_map
2020 * and then figuring out what the real map is
2021 */
2022 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2023 {
2024
2025 if (*x<0) {
2026 if (!m->tile_path[3]) return NULL;
2027 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 3);
2029
2030 *x += MAP_WIDTH(m->tile_map[3]);
2031 return (get_map_from_coord(m->tile_map[3], x, y));
2032 }
2033 if (*x>=MAP_WIDTH(m)) {
2034 if (!m->tile_path[1]) return NULL;
2035 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 1);
2037
2038 *x -= MAP_WIDTH(m);
2039 return (get_map_from_coord(m->tile_map[1], x, y));
2040 }
2041 if (*y<0) {
2042 if (!m->tile_path[0]) return NULL;
2043 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map(m, 0);
2045
2046 *y += MAP_HEIGHT(m->tile_map[0]);
2047 return (get_map_from_coord(m->tile_map[0], x, y));
2048 }
2049 if (*y>=MAP_HEIGHT(m)) {
2050 if (!m->tile_path[2]) return NULL;
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map(m, 2);
2053
2054 *y -= MAP_HEIGHT(m);
2055 return (get_map_from_coord(m->tile_map[2], x, y));
2056 }
2057
2058 /* Simple case - coordinates are within this local
2059 * map.
2060 */
2061
2062 return m;
2063 }
2064
2065 /**
2066 * Return whether map2 is adjacent to map1. If so, store the distance from
2067 * map1 to map2 in dx/dy.
2068 */
2069 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2070 if (!map1 || !map2)
2071 return 0;
2072
2073 if (map1 == map2) {
2074 *dx = 0;
2075 *dy = 0;
2076
2077 } else if (map1->tile_map[0] == map2) { /* up */
2078 *dx = 0;
2079 *dy = -MAP_HEIGHT(map2);
2080 } else if (map1->tile_map[1] == map2) { /* right */
2081 *dx = MAP_WIDTH(map1);
2082 *dy = 0;
2083 } else if (map1->tile_map[2] == map2) { /* down */
2084 *dx = 0;
2085 *dy = MAP_HEIGHT(map1);
2086 } else if (map1->tile_map[3] == map2) { /* left */
2087 *dx = -MAP_WIDTH(map2);
2088 *dy = 0;
2089
2090 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2091 *dx = MAP_WIDTH(map1->tile_map[0]);
2092 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2093 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2094 *dx = -MAP_WIDTH(map2);
2095 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2096 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2097 *dx = MAP_WIDTH(map1);
2098 *dy = -MAP_HEIGHT(map2);
2099 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2100 *dx = MAP_WIDTH(map1);
2101 *dy = MAP_HEIGHT(map1->tile_map[1]);
2102 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2103 *dx = MAP_WIDTH(map1->tile_map[2]);
2104 *dy = MAP_HEIGHT(map1);
2105 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2106 *dx = -MAP_WIDTH(map2);
2107 *dy = MAP_HEIGHT(map1);
2108 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2109 *dx = -MAP_WIDTH(map1->tile_map[3]);
2110 *dy = -MAP_HEIGHT(map2);
2111 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2112 *dx = -MAP_WIDTH(map1->tile_map[3]);
2113 *dy = MAP_HEIGHT(map1->tile_map[3]);
2114
2115 } else { /* not "adjacent" enough */
2116 return 0;
2117 }
2118
2119 return 1;
2120 }
2121
2122 /* From map.c
2123 * This is used by get_player to determine where the other
2124 * creature is. get_rangevector takes into account map tiling,
2125 * so you just can not look the the map coordinates and get the
2126 * righte value. distance_x/y are distance away, which
2127 * can be negativbe. direction is the crossfire direction scheme
2128 * that the creature should head. part is the part of the
2129 * monster that is closest.
2130 *
2131 * get_rangevector looks at op1 and op2, and fills in the
2132 * structure for op1 to get to op2.
2133 * We already trust that the caller has verified that the
2134 * two objects are at least on adjacent maps. If not,
2135 * results are not likely to be what is desired.
2136 * if the objects are not on maps, results are also likely to
2137 * be unexpected
2138 *
2139 * currently, the only flag supported (0x1) is don't translate for
2140 * closest body part of 'op1'
2141 */
2142
2143 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2144 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2145 /* be conservative and fill in _some_ data */
2146 retval->distance = 100000;
2147 retval->distance_x = 32767;
2148 retval->distance_y = 32767;
2149 retval->direction = 0;
2150 retval->part = 0;
2151 } else {
2152 object *best;
2153
2154 retval->distance_x += op2->x-op1->x;
2155 retval->distance_y += op2->y-op1->y;
2156
2157 best = op1;
2158 /* If this is multipart, find the closest part now */
2159 if (!(flags&0x1) && op1->more) {
2160 object *tmp;
2161 int best_distance = retval->distance_x*retval->distance_x+
2162 retval->distance_y*retval->distance_y, tmpi;
2163
2164 /* we just take the offset of the piece to head to figure
2165 * distance instead of doing all that work above again
2166 * since the distance fields we set above are positive in the
2167 * same axis as is used for multipart objects, the simply arithmetic
2168 * below works.
2169 */
2170 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2171 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2172 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2173 if (tmpi < best_distance) {
2174 best_distance = tmpi;
2175 best = tmp;
2176 }
2177 }
2178 if (best != op1) {
2179 retval->distance_x += op1->x-best->x;
2180 retval->distance_y += op1->y-best->y;
2181 }
2182 }
2183 retval->part = best;
2184 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2185 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2186 }
2187 }
2188
2189 /* this is basically the same as get_rangevector above, but instead of
2190 * the first parameter being an object, it instead is the map
2191 * and x,y coordinates - this is used for path to player -
2192 * since the object is not infact moving but we are trying to traverse
2193 * the path, we need this.
2194 * flags has no meaning for this function at this time - I kept it in to
2195 * be more consistant with the above function and also in case they are needed
2196 * for something in the future. Also, since no object is pasted, the best
2197 * field of the rv_vector is set to NULL.
2198 */
2199
2200 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2201 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2202 /* be conservative and fill in _some_ data */
2203 retval->distance = 100000;
2204 retval->distance_x = 32767;
2205 retval->distance_y = 32767;
2206 retval->direction = 0;
2207 retval->part = 0;
2208 } else {
2209 retval->distance_x += op2->x-x;
2210 retval->distance_y += op2->y-y;
2211
2212 retval->part = NULL;
2213 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2214 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2215 }
2216 }
2217
2218 /* Returns true of op1 and op2 are effectively on the same map
2219 * (as related to map tiling). Note that this looks for a path from
2220 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2221 * to op1, this will still return false.
2222 * Note we only look one map out to keep the processing simple
2223 * and efficient. This could probably be a macro.
2224 * MSW 2001-08-05
2225 */
2226 int on_same_map(const object *op1, const object *op2) {
2227 int dx, dy;
2228
2229 return adjacent_map(op1->map, op2->map, &dx, &dy);
2230 }