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/cvs/deliantra/server/common/map.C
Revision: 1.14
Committed: Wed Aug 30 06:06:26 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +23 -41 lines
Log Message:
improve thawer interface, implement some monster event support

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.13 2006-08-29 09:35:51 elmex 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(object_thawer &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,"oid")) {
899 fp.get (m, atoi(value));
900 } else if (!strcmp(key, "attach")) {
901 m->attach = add_string (value);
902 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 }
955 else if (!strncmp(key,"tile_path_", 10)) {
956 int tile=atoi(key+10);
957
958 if (tile<1 || tile>4) {
959 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
960 tile, m->path);
961 } else {
962 char *path;
963
964 *end = 0;
965
966 if (m->tile_path[tile-1]) {
967 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
968 tile, m->path);
969 free(m->tile_path[tile-1]);
970 m->tile_path[tile-1] = NULL;
971 }
972
973 if (check_path(value, 1) != -1) {
974 /* The unadorned path works. */
975 path = value;
976 } else {
977 /* Try again; it could be a relative exit. */
978
979 path = path_combine_and_normalize(m->path, value);
980
981 if (check_path(path, 1) == -1) {
982 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
983 path = NULL;
984 }
985 }
986
987 if (editor) {
988 /* Use the value as in the file. */
989 m->tile_path[tile-1] = strdup_local(value);
990 } else if (path != NULL) {
991 /* Use the normalized value. */
992 m->tile_path[tile-1] = strdup_local(path);
993 }
994 } /* end if tile direction (in)valid */
995 }
996 else {
997 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
998 }
999 }
1000 if (!key || strcmp(key,"end")) {
1001 LOG(llevError,"Got premature eof on map header!\n");
1002 return 1;
1003 }
1004 return 0;
1005 }
1006
1007 /*
1008 * Opens the file "filename" and reads information about the map
1009 * from the given file, and stores it in a newly allocated
1010 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1011 * flags correspond to those in map.h. Main ones used are
1012 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1013 * MAP_BLOCK, in which case we block on this load. This happens in all
1014 * cases, no matter if this flag is set or not.
1015 * MAP_STYLE: style map - don't add active objects, don't add to server
1016 * managed map list.
1017 */
1018
1019 mapstruct *load_original_map(const char *filename, int flags) {
1020 mapstruct *m;
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 object_thawer thawer (pathname);
1032
1033 if (!thawer)
1034 return 0;
1035
1036 m = get_linked_map();
1037
1038 strcpy (m->path, filename);
1039 if (load_map_header(thawer, m)) {
1040 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1041 filename, flags);
1042 delete_map(m);
1043 return NULL;
1044 }
1045
1046 allocate_map(m);
1047
1048 m->in_memory=MAP_LOADING;
1049 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1050
1051 m->in_memory=MAP_IN_MEMORY;
1052 if (!MAP_DIFFICULTY(m))
1053 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1054 set_map_reset_time(m);
1055 m->instantiate ();
1056 return (m);
1057 }
1058
1059 /*
1060 * Loads a map, which has been loaded earlier, from file.
1061 * Return the map object we load into (this can change from the passed
1062 * option if we can't find the original map)
1063 */
1064
1065 static mapstruct *load_temporary_map(mapstruct *m) {
1066 int comp;
1067 char buf[MAX_BUF];
1068
1069 if (!m->tmpname) {
1070 LOG(llevError, "No temporary filename for map %s\n", m->path);
1071 strcpy(buf, m->path);
1072 delete_map(m);
1073 m = load_original_map(buf, 0);
1074 if(m==NULL) return NULL;
1075 fix_auto_apply(m); /* Chests which open as default */
1076 return m;
1077 }
1078
1079 object_thawer thawer (m->tmpname);
1080
1081 if (!thawer)
1082 {
1083 strcpy (buf, m->path);
1084 delete_map (m);
1085 m = load_original_map (buf, 0);
1086 if (!m) return NULL;
1087 fix_auto_apply (m); /* Chests which open as default */
1088 return m;
1089 }
1090
1091 if (load_map_header(thawer, m)) {
1092 LOG(llevError,"Error loading map header for %s (%s)\n",
1093 m->path, m->tmpname);
1094 delete_map(m);
1095 m = load_original_map(m->path, 0);
1096 return NULL;
1097 }
1098 allocate_map(m);
1099
1100 m->in_memory=MAP_LOADING;
1101 load_objects (m, thawer, 0);
1102
1103 m->in_memory=MAP_IN_MEMORY;
1104 INVOKE_MAP (SWAPIN, m);
1105 return m;
1106 }
1107
1108 /*
1109 * Loads a map, which has been loaded earlier, from file.
1110 * Return the map object we load into (this can change from the passed
1111 * option if we can't find the original map)
1112 */
1113
1114 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1115 char pathname[MAX_BUF];
1116
1117 strcpy(pathname, create_overlay_pathname(filename));
1118
1119 object_thawer thawer (pathname);
1120
1121 if (!thawer)
1122 return m;
1123
1124 if (load_map_header(thawer, m)) {
1125 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1126 m->path, pathname);
1127 delete_map(m);
1128 m = load_original_map(m->path, 0);
1129 return NULL;
1130 }
1131 /*allocate_map(m);*/
1132
1133 m->in_memory=MAP_LOADING;
1134 load_objects (m, thawer, MAP_OVERLAY);
1135
1136 m->in_memory=MAP_IN_MEMORY;
1137 return m;
1138 }
1139
1140 /******************************************************************************
1141 * This is the start of unique map handling code
1142 *****************************************************************************/
1143
1144 /* This goes through map 'm' and removed any unique items on the map. */
1145 static void delete_unique_items(mapstruct *m)
1146 {
1147 int i,j,unique;
1148 object *op, *next;
1149
1150 for(i=0; i<MAP_WIDTH(m); i++)
1151 for(j=0; j<MAP_HEIGHT(m); j++) {
1152 unique=0;
1153 for (op=get_map_ob(m, i, j); op; op=next) {
1154 next = op->above;
1155 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1156 unique=1;
1157 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1158 clean_object(op);
1159 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1160 remove_button_link(op);
1161 remove_ob(op);
1162 free_object(op);
1163 }
1164 }
1165 }
1166 }
1167
1168
1169 /*
1170 * Loads unique objects from file(s) into the map which is in memory
1171 * m is the map to load unique items into.
1172 */
1173 static void load_unique_objects(mapstruct *m) {
1174 int count;
1175 char firstname[MAX_BUF];
1176
1177 for (count=0; count<10; count++) {
1178 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1179 if (!access(firstname, R_OK)) break;
1180 }
1181 /* If we get here, we did not find any map */
1182 if (count==10) return;
1183
1184 object_thawer thawer (firstname);
1185
1186 m->in_memory=MAP_LOADING;
1187 if (m->tmpname == NULL) /* if we have loaded unique items from */
1188 delete_unique_items(m); /* original map before, don't duplicate them */
1189 load_object(thawer, NULL, LO_NOREAD,0);
1190 load_objects (m, thawer, 0);
1191
1192 m->in_memory=MAP_IN_MEMORY;
1193 }
1194
1195
1196 /*
1197 * Saves a map to file. If flag is set, it is saved into the same
1198 * file it was (originally) loaded from. Otherwise a temporary
1199 * filename will be genarated, and the file will be stored there.
1200 * The temporary filename will be stored in the mapstructure.
1201 * If the map is unique, we also save to the filename in the map
1202 * (this should have been updated when first loaded)
1203 */
1204
1205 int
1206 new_save_map (mapstruct * m, int flag)
1207 {
1208 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1209 int i;
1210
1211 if (flag && !*m->path)
1212 {
1213 LOG (llevError, "Tried to save map without path.\n");
1214 return -1;
1215 }
1216
1217 if (flag || (m->unique) || (m->templatemap))
1218 {
1219 if (!m->unique && !m->templatemap)
1220 { /* flag is set */
1221 if (flag == 2)
1222 strcpy (filename, create_overlay_pathname (m->path));
1223 else
1224 strcpy (filename, create_pathname (m->path));
1225 }
1226 else
1227 strcpy (filename, m->path);
1228
1229 make_path_to_file (filename);
1230 }
1231 else
1232 {
1233 if (!m->tmpname)
1234 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1235 strcpy (filename, m->tmpname);
1236 }
1237
1238 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1239 m->in_memory = MAP_SAVING;
1240
1241 object_freezer fp (filename);
1242
1243 /* legacy */
1244 fprintf (fp, "arch map\n");
1245 if (m->name)
1246 fprintf (fp, "name %s\n", m->name);
1247 if (!flag)
1248 fprintf (fp, "swap_time %d\n", m->swap_time);
1249 if (m->reset_timeout)
1250 fprintf (fp, "reset_timeout %d\n", m->reset_timeout);
1251 if (m->fixed_resettime)
1252 fprintf (fp, "fixed_resettime %d\n", m->fixed_resettime);
1253 /* we unfortunately have no idea if this is a value the creator set
1254 * or a difficulty value we generated when the map was first loaded
1255 */
1256 if (m->difficulty)
1257 fprintf (fp, "difficulty %d\n", m->difficulty);
1258 if (m->region)
1259 fprintf (fp, "region %s\n", m->region->name);
1260 if (m->shopitems)
1261 {
1262 print_shop_string (m, shop);
1263 fprintf (fp, "shopitems %s\n", shop);
1264 }
1265 if (m->shopgreed)
1266 fprintf (fp, "shopgreed %f\n", m->shopgreed);
1267 #ifndef WIN32
1268 if (m->shopmin)
1269 fprintf (fp, "shopmin %llu\n", m->shopmin);
1270 if (m->shopmax)
1271 fprintf (fp, "shopmax %llu\n", m->shopmax);
1272 #else
1273 if (m->shopmin)
1274 fprintf (fp, "shopmin %I64u\n", m->shopmin);
1275 if (m->shopmax)
1276 fprintf (fp, "shopmax %I64u\n", m->shopmax);
1277 #endif
1278 if (m->shoprace)
1279 fprintf (fp, "shoprace %s\n", m->shoprace);
1280 if (m->darkness)
1281 fprintf (fp, "darkness %d\n", m->darkness);
1282 if (m->width)
1283 fprintf (fp, "width %d\n", m->width);
1284 if (m->height)
1285 fprintf (fp, "height %d\n", m->height);
1286 if (m->enter_x)
1287 fprintf (fp, "enter_x %d\n", m->enter_x);
1288 if (m->enter_y)
1289 fprintf (fp, "enter_y %d\n", m->enter_y);
1290 if (m->msg)
1291 fprintf (fp, "msg\n%sendmsg\n", m->msg);
1292 if (m->maplore)
1293 fprintf (fp, "maplore\n%sendmaplore\n", m->maplore);
1294 if (m->unique)
1295 fprintf (fp, "unique %d\n", m->unique);
1296 if (m->templatemap)
1297 fprintf (fp, "template %d\n", m->templatemap);
1298 if (m->outdoor)
1299 fprintf (fp, "outdoor %d\n", m->outdoor);
1300 if (m->temp)
1301 fprintf (fp, "temp %d\n", m->temp);
1302 if (m->pressure)
1303 fprintf (fp, "pressure %d\n", m->pressure);
1304 if (m->humid)
1305 fprintf (fp, "humid %d\n", m->humid);
1306 if (m->windspeed)
1307 fprintf (fp, "windspeed %d\n", m->windspeed);
1308 if (m->winddir)
1309 fprintf (fp, "winddir %d\n", m->winddir);
1310 if (m->sky)
1311 fprintf (fp, "sky %d\n", m->sky);
1312 if (m->nosmooth)
1313 fprintf (fp, "nosmooth %d\n", m->nosmooth);
1314
1315 /* Save any tiling information, except on overlays */
1316 if (flag != 2)
1317 for (i = 0; i < 4; i++)
1318 if (m->tile_path[i])
1319 fprintf (fp, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1320
1321 fp.put (m);
1322 fprintf (fp, "end\n");
1323
1324 /* In the game save unique items in the different file, but
1325 * in the editor save them to the normal map file.
1326 * If unique map, save files in the proper destination (set by
1327 * player)
1328 */
1329 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1330 {
1331 sprintf (buf, "%s.v00", create_items_path (m->path));
1332
1333 object_freezer fp2 (buf);
1334
1335 if (flag == 2)
1336 save_objects (m, fp, fp2, 2);
1337 else
1338 save_objects (m, fp, fp2, 0);
1339 }
1340 else
1341 { /* save same file when not playing, like in editor */
1342 save_objects (m, fp, fp, 0);
1343 }
1344
1345 return 0;
1346 }
1347
1348
1349 /*
1350 * Remove and free all objects in the inventory of the given object.
1351 * object.c ?
1352 */
1353
1354 void clean_object(object *op)
1355 {
1356 object *tmp, *next;
1357
1358 for(tmp = op->inv; tmp; tmp = next)
1359 {
1360 next = tmp->below;
1361 clean_object(tmp);
1362 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363 remove_button_link(tmp);
1364 remove_ob(tmp);
1365 free_object(tmp);
1366 }
1367 }
1368
1369 /*
1370 * Remove and free all objects in the given map.
1371 */
1372
1373 void free_all_objects(mapstruct *m) {
1374 int i,j;
1375 object *op;
1376
1377 for(i=0;i<MAP_WIDTH(m);i++)
1378 for(j=0;j<MAP_HEIGHT(m);j++) {
1379 object *previous_obj=NULL;
1380 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1381 if (op==previous_obj) {
1382 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1383 break;
1384 }
1385 previous_obj=op;
1386 if(op->head!=NULL)
1387 op = op->head;
1388
1389 /* If the map isn't in memory, free_object will remove and
1390 * free objects in op's inventory. So let it do the job.
1391 */
1392 if (m->in_memory==MAP_IN_MEMORY)
1393 clean_object(op);
1394 remove_ob(op);
1395 free_object(op);
1396 }
1397 }
1398 #ifdef MANY_CORES
1399 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1400 * an item on that map was not saved - look for that condition and die as appropriate -
1401 * this leaves more of the map data intact for better debugging.
1402 */
1403 for (op=objects; op!=NULL; op=op->next) {
1404 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1405 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1406 abort();
1407 }
1408 }
1409 #endif
1410 }
1411
1412 /*
1413 * Frees everything allocated by the given mapstructure.
1414 * don't free tmpname - our caller is left to do that
1415 */
1416
1417 void free_map(mapstruct *m,int flag) {
1418 int i;
1419
1420 if (!m->in_memory) {
1421 LOG(llevError,"Trying to free freed map.\n");
1422 return;
1423 }
1424 if (flag && m->spaces) free_all_objects(m);
1425 if (m->name) FREE_AND_CLEAR(m->name);
1426 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1427 if (m->msg) FREE_AND_CLEAR(m->msg);
1428 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1429 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1430 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1431 if (m->buttons)
1432 free_objectlinkpt(m->buttons);
1433 m->buttons = NULL;
1434 for (i=0; i<4; i++) {
1435 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1436 m->tile_map[i] = NULL;
1437 }
1438 m->in_memory = MAP_SWAPPED;
1439 }
1440
1441 /*
1442 * function: vanish mapstruct
1443 * m : pointer to mapstruct, if NULL no action
1444 * this deletes all the data on the map (freeing pointers)
1445 * and then removes this map from the global linked list of maps.
1446 */
1447
1448 void delete_map(mapstruct *m) {
1449 mapstruct *tmp, *last;
1450 int i;
1451
1452 if (!m)
1453 return;
1454
1455 m->clear ();
1456
1457 if (m->in_memory == MAP_IN_MEMORY) {
1458 /* change to MAP_SAVING, even though we are not,
1459 * so that remove_ob doesn't do as much work.
1460 */
1461 m->in_memory = MAP_SAVING;
1462 free_map (m, 1);
1463 }
1464 /* move this out of free_map, since tmpname can still be needed if
1465 * the map is swapped out.
1466 */
1467 if (m->tmpname) {
1468 free(m->tmpname);
1469 m->tmpname=NULL;
1470 }
1471 last = NULL;
1472 /* We need to look through all the maps and see if any maps
1473 * are pointing at this one for tiling information. Since
1474 * tiling can be assymetric, we just can not look to see which
1475 * maps this map tiles with and clears those.
1476 */
1477 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1478 if (tmp->next == m) last = tmp;
1479
1480 /* This should hopefully get unrolled on a decent compiler */
1481 for (i=0; i<4; i++)
1482 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1483 }
1484
1485 /* If last is null, then this should be the first map in the list */
1486 if (!last) {
1487 if (m == first_map)
1488 first_map = m->next;
1489 else
1490 /* m->path is a static char, so should hopefully still have
1491 * some useful data in it.
1492 */
1493 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1494 m->path);
1495 }
1496 else
1497 last->next = m->next;
1498
1499 free (m);
1500 }
1501
1502
1503
1504 /*
1505 * Makes sure the given map is loaded and swapped in.
1506 * name is path name of the map.
1507 * flags meaning:
1508 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1509 * and don't do unique items or the like.
1510 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1511 * dont do any more name translation on it.
1512 *
1513 * Returns a pointer to the given map.
1514 */
1515
1516 mapstruct *ready_map_name(const char *name, int flags) {
1517 mapstruct *m;
1518
1519 if (!name)
1520 return (NULL);
1521
1522 /* Have we been at this level before? */
1523 m = has_been_loaded (name);
1524
1525 /* Map is good to go, so just return it */
1526 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1527 return m;
1528 }
1529
1530 /* unique maps always get loaded from their original location, and never
1531 * a temp location. Likewise, if map_flush is set, or we have never loaded
1532 * this map, load it now. I removed the reset checking from here -
1533 * it seems the probability of a player trying to enter a map that should
1534 * reset but hasn't yet is quite low, and removing that makes this function
1535 * a bit cleaner (and players probably shouldn't rely on exact timing for
1536 * resets in any case - if they really care, they should use the 'maps command.
1537 */
1538 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1539
1540 /* first visit or time to reset */
1541 if (m) {
1542 clean_tmp_map(m); /* Doesn't make much difference */
1543 delete_map(m);
1544 }
1545
1546 /* create and load a map */
1547 if (flags & MAP_PLAYER_UNIQUE)
1548 LOG(llevDebug, "Trying to load map %s.\n", name);
1549 else
1550 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1551
1552 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1553 return (NULL);
1554
1555 fix_auto_apply(m); /* Chests which open as default */
1556
1557 /* If a player unique map, no extra unique object file to load.
1558 * if from the editor, likewise.
1559 */
1560 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1561 load_unique_objects(m);
1562
1563 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1564 m=load_overlay_map(name, m);
1565 if (m==NULL)
1566 return NULL;
1567 }
1568
1569 } else {
1570 /* If in this loop, we found a temporary map, so load it up. */
1571
1572 m=load_temporary_map (m);
1573 if(m==NULL) return NULL;
1574 load_unique_objects(m);
1575
1576 clean_tmp_map(m);
1577 m->in_memory = MAP_IN_MEMORY;
1578 /* tempnam() on sun systems (probably others) uses malloc
1579 * to allocated space for the string. Free it here.
1580 * In some cases, load_temporary_map above won't find the
1581 * temporary map, and so has reloaded a new map. If that
1582 * is the case, tmpname is now null
1583 */
1584 if (m->tmpname) free(m->tmpname);
1585 m->tmpname = NULL;
1586 /* It's going to be saved anew anyway */
1587 }
1588
1589 /* Below here is stuff common to both first time loaded maps and
1590 * temp maps.
1591 */
1592
1593 decay_objects(m); /* start the decay */
1594 /* In case other objects press some buttons down */
1595 update_buttons(m);
1596 if (m->outdoor)
1597 set_darkness_map(m);
1598 /* run the weather over this map */
1599 weather_effect(name);
1600 return m;
1601 }
1602
1603
1604 /*
1605 * This routine is supposed to find out the difficulty of the map.
1606 * difficulty does not have a lot to do with character level,
1607 * but does have a lot to do with treasure on the map.
1608 *
1609 * Difficulty can now be set by the map creature. If the value stored
1610 * in the map is zero, then use this routine. Maps should really
1611 * have a difficulty set than using this function - human calculation
1612 * is much better than this functions guesswork.
1613 */
1614
1615 int calculate_difficulty(mapstruct *m) {
1616 object *op;
1617 archetype *at;
1618 int x, y, i, diff;
1619 long monster_cnt = 0;
1620 double avgexp = 0;
1621 sint64 total_exp = 0;
1622
1623 if (MAP_DIFFICULTY (m))
1624 {
1625 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1626 return MAP_DIFFICULTY (m);
1627 }
1628
1629 for(x = 0; x < MAP_WIDTH(m); x++)
1630 for(y = 0; y < MAP_HEIGHT(m); y++)
1631 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1632 {
1633 if(QUERY_FLAG (op, FLAG_MONSTER))
1634 {
1635 total_exp += op->stats.exp;
1636 monster_cnt++;
1637 }
1638
1639 if(QUERY_FLAG (op, FLAG_GENERATOR))
1640 {
1641 total_exp += op->stats.exp;
1642 at = type_to_archetype(GENERATE_TYPE (op));
1643
1644 if(at != NULL)
1645 total_exp += at->clone.stats.exp * 8;
1646
1647 monster_cnt++;
1648 }
1649 }
1650
1651 avgexp = (double) total_exp / monster_cnt;
1652
1653 for (i = 1; i <= settings.max_level; i++)
1654 {
1655 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1656 {
1657 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1658 return i;
1659 }
1660 }
1661
1662 return 1;
1663 }
1664
1665 void clean_tmp_map(mapstruct *m) {
1666 if(m->tmpname == NULL)
1667 return;
1668 INVOKE_MAP (CLEAN, m);
1669 (void) unlink(m->tmpname);
1670 }
1671
1672 void free_all_maps(void)
1673 {
1674 int real_maps=0;
1675
1676 while (first_map) {
1677 /* I think some of the callers above before it gets here set this to be
1678 * saving, but we still want to free this data
1679 */
1680 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1681 delete_map(first_map);
1682 real_maps++;
1683 }
1684 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1685 }
1686
1687 /* change_map_light() - used to change map light level (darkness)
1688 * up or down. Returns true if successful. It should now be
1689 * possible to change a value by more than 1.
1690 * Move this from los.c to map.c since this is more related
1691 * to maps than los.
1692 * postive values make it darker, negative make it brighter
1693 */
1694
1695 int change_map_light(mapstruct *m, int change) {
1696 int new_level = m->darkness + change;
1697
1698 /* Nothing to do */
1699 if(!change || (new_level <= 0 && m->darkness == 0) ||
1700 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1701 return 0;
1702 }
1703
1704 /* inform all players on the map */
1705 if (change>0)
1706 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1707 else
1708 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1709
1710 /* Do extra checking. since m->darkness is a unsigned value,
1711 * we need to be extra careful about negative values.
1712 * In general, the checks below are only needed if change
1713 * is not +/-1
1714 */
1715 if (new_level < 0) m->darkness = 0;
1716 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1717 else m->darkness=new_level;
1718
1719 /* All clients need to get re-updated for the change */
1720 update_all_map_los(m);
1721 return 1;
1722 }
1723
1724
1725 /*
1726 * This function updates various attributes about a specific space
1727 * on the map (what it looks like, whether it blocks magic,
1728 * has a living creatures, prevents people from passing
1729 * through, etc)
1730 */
1731 void update_position (mapstruct *m, int x, int y) {
1732 object *tmp, *last = NULL;
1733 uint8 flags = 0, oldflags, light=0, anywhere=0;
1734 New_Face *top,*floor, *middle;
1735 object *top_obj, *floor_obj, *middle_obj;
1736 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1737
1738 oldflags = GET_MAP_FLAGS(m,x,y);
1739 if (!(oldflags & P_NEED_UPDATE)) {
1740 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1741 m->path, x, y);
1742 return;
1743 }
1744
1745 middle=blank_face;
1746 top=blank_face;
1747 floor=blank_face;
1748
1749 middle_obj = NULL;
1750 top_obj = NULL;
1751 floor_obj = NULL;
1752
1753 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1754
1755 /* This could be made additive I guess (two lights better than
1756 * one). But if so, it shouldn't be a simple additive - 2
1757 * light bulbs do not illuminate twice as far as once since
1758 * it is a disapation factor that is squared (or is it cubed?)
1759 */
1760 if (tmp->glow_radius > light) light = tmp->glow_radius;
1761
1762 /* This call is needed in order to update objects the player
1763 * is standing in that have animations (ie, grass, fire, etc).
1764 * However, it also causes the look window to be re-drawn
1765 * 3 times each time the player moves, because many of the
1766 * functions the move_player calls eventualy call this.
1767 *
1768 * Always put the player down for drawing.
1769 */
1770 if (!tmp->invisible) {
1771 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1772 top = tmp->face;
1773 top_obj = tmp;
1774 }
1775 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1776 /* If we got a floor, that means middle and top were below it,
1777 * so should not be visible, so we clear them.
1778 */
1779 middle=blank_face;
1780 top=blank_face;
1781 floor = tmp->face;
1782 floor_obj = tmp;
1783 }
1784 /* Flag anywhere have high priority */
1785 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1786 middle = tmp->face;
1787
1788 middle_obj = tmp;
1789 anywhere =1;
1790 }
1791 /* Find the highest visible face around. If equal
1792 * visibilities, we still want the one nearer to the
1793 * top
1794 */
1795 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1796 middle = tmp->face;
1797 middle_obj = tmp;
1798 }
1799 }
1800 if (tmp==tmp->above) {
1801 LOG(llevError, "Error in structure of map\n");
1802 exit (-1);
1803 }
1804
1805 move_slow |= tmp->move_slow;
1806 move_block |= tmp->move_block;
1807 move_on |= tmp->move_on;
1808 move_off |= tmp->move_off;
1809 move_allow |= tmp->move_allow;
1810
1811 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1812 flags |= P_IS_ALIVE;
1813 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1814 flags |= P_NO_MAGIC;
1815 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1816 flags |= P_NO_CLERIC;
1817 if (tmp->type == SAFE_GROUND)
1818 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1819
1820 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1821 flags |= P_BLOCKSVIEW;
1822 } /* for stack of objects */
1823
1824 /* we don't want to rely on this function to have accurate flags, but
1825 * since we're already doing the work, we calculate them here.
1826 * if they don't match, logic is broken someplace.
1827 */
1828 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1829 (!(oldflags & P_NO_ERROR))) {
1830 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1831 m->path, x, y,
1832 (oldflags & ~P_NEED_UPDATE), flags);
1833 }
1834 SET_MAP_FLAGS(m, x, y, flags);
1835 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1836 SET_MAP_MOVE_ON(m, x, y, move_on);
1837 SET_MAP_MOVE_OFF(m, x, y, move_off);
1838 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1839
1840 /* At this point, we have a floor face (if there is a floor),
1841 * and the floor is set - we are not going to touch it at
1842 * this point.
1843 * middle contains the highest visibility face.
1844 * top contains a player/monster face, if there is one.
1845 *
1846 * We now need to fill in top.face and/or middle.face.
1847 */
1848
1849 /* If the top face also happens to be high visibility, re-do our
1850 * middle face. This should not happen, as we already have the
1851 * else statement above so middle should not get set. OTOH, it
1852 * may be possible for the faces to match but be different objects.
1853 */
1854 if (top == middle) middle=blank_face;
1855
1856 /* There are three posibilities at this point:
1857 * 1) top face is set, need middle to be set.
1858 * 2) middle is set, need to set top.
1859 * 3) neither middle or top is set - need to set both.
1860 */
1861
1862 for (tmp=last; tmp; tmp=tmp->below) {
1863 /* Once we get to a floor, stop, since we already have a floor object */
1864 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1865
1866 /* If two top faces are already set, quit processing */
1867 if ((top != blank_face) && (middle != blank_face)) break;
1868
1869 /* Only show visible faces, unless its the editor - show all */
1870 if (!tmp->invisible || editor) {
1871 /* Fill in top if needed */
1872 if (top == blank_face) {
1873 top = tmp->face;
1874 top_obj = tmp;
1875 if (top == middle) middle=blank_face;
1876 } else {
1877 /* top is already set - we should only get here if
1878 * middle is not set
1879 *
1880 * Set the middle face and break out, since there is nothing
1881 * more to fill in. We don't check visiblity here, since
1882 *
1883 */
1884 if (tmp->face != top ) {
1885 middle = tmp->face;
1886 middle_obj = tmp;
1887 break;
1888 }
1889 }
1890 }
1891 }
1892 if (middle == floor) middle = blank_face;
1893 if (top == middle) middle = blank_face;
1894 SET_MAP_FACE(m,x,y,top,0);
1895 if(top != blank_face)
1896 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1897 else
1898 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1899 SET_MAP_FACE(m,x,y,middle,1);
1900 if(middle != blank_face)
1901 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1902 else
1903 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1904 SET_MAP_FACE(m,x,y,floor,2);
1905 if(floor != blank_face)
1906 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1907 else
1908 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1909 SET_MAP_LIGHT(m,x,y,light);
1910 }
1911
1912
1913 void set_map_reset_time(mapstruct *map) {
1914 int timeout;
1915
1916 timeout = MAP_RESET_TIMEOUT(map);
1917 if (timeout <= 0)
1918 timeout = MAP_DEFAULTRESET;
1919 if (timeout >= MAP_MAXRESET)
1920 timeout = MAP_MAXRESET;
1921 MAP_WHEN_RESET(map) = seconds()+timeout;
1922 }
1923
1924 /* this updates the orig_map->tile_map[tile_num] value after loading
1925 * the map. It also takes care of linking back the freshly loaded
1926 * maps tile_map values if it tiles back to this one. It returns
1927 * the value of orig_map->tile_map[tile_num]. It really only does this
1928 * so that it is easier for calling functions to verify success.
1929 */
1930
1931 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1932 {
1933 int dest_tile = (tile_num +2) % 4;
1934 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1935
1936 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1937
1938 /* need to do a strcmp here as the orig_map->path is not a shared string */
1939 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1940 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1941 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1942
1943 return orig_map->tile_map[tile_num];
1944 }
1945
1946 /* this returns TRUE if the coordinates (x,y) are out of
1947 * map m. This function also takes into account any
1948 * tiling considerations, loading adjacant maps as needed.
1949 * This is the function should always be used when it
1950 * necessary to check for valid coordinates.
1951 * This function will recursively call itself for the
1952 * tiled maps.
1953 *
1954 *
1955 */
1956 int out_of_map(mapstruct *m, int x, int y)
1957 {
1958
1959 /* If we get passed a null map, this is obviously the
1960 * case. This generally shouldn't happen, but if the
1961 * map loads fail below, it could happen.
1962 */
1963 if (!m) return 0;
1964
1965 if (x<0) {
1966 if (!m->tile_path[3]) return 1;
1967 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1968 load_and_link_tiled_map(m, 3);
1969 }
1970 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1971 }
1972 if (x>=MAP_WIDTH(m)) {
1973 if (!m->tile_path[1]) return 1;
1974 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1975 load_and_link_tiled_map(m, 1);
1976 }
1977 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1978 }
1979 if (y<0) {
1980 if (!m->tile_path[0]) return 1;
1981 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 0);
1983 }
1984 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1985 }
1986 if (y>=MAP_HEIGHT(m)) {
1987 if (!m->tile_path[2]) return 1;
1988 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1989 load_and_link_tiled_map(m, 2);
1990 }
1991 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1992 }
1993
1994 /* Simple case - coordinates are within this local
1995 * map.
1996 */
1997 return 0;
1998 }
1999
2000 /* This is basically the same as out_of_map above, but
2001 * instead we return NULL if no map is valid (coordinates
2002 * out of bounds and no tiled map), otherwise it returns
2003 * the map as that the coordinates are really on, and
2004 * updates x and y to be the localized coordinates.
2005 * Using this is more efficient of calling out_of_map
2006 * and then figuring out what the real map is
2007 */
2008 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2009 {
2010
2011 if (*x<0) {
2012 if (!m->tile_path[3]) return NULL;
2013 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2014 load_and_link_tiled_map(m, 3);
2015
2016 *x += MAP_WIDTH(m->tile_map[3]);
2017 return (get_map_from_coord(m->tile_map[3], x, y));
2018 }
2019 if (*x>=MAP_WIDTH(m)) {
2020 if (!m->tile_path[1]) return NULL;
2021 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2022 load_and_link_tiled_map(m, 1);
2023
2024 *x -= MAP_WIDTH(m);
2025 return (get_map_from_coord(m->tile_map[1], x, y));
2026 }
2027 if (*y<0) {
2028 if (!m->tile_path[0]) return NULL;
2029 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2030 load_and_link_tiled_map(m, 0);
2031
2032 *y += MAP_HEIGHT(m->tile_map[0]);
2033 return (get_map_from_coord(m->tile_map[0], x, y));
2034 }
2035 if (*y>=MAP_HEIGHT(m)) {
2036 if (!m->tile_path[2]) return NULL;
2037 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2038 load_and_link_tiled_map(m, 2);
2039
2040 *y -= MAP_HEIGHT(m);
2041 return (get_map_from_coord(m->tile_map[2], x, y));
2042 }
2043
2044 /* Simple case - coordinates are within this local
2045 * map.
2046 */
2047
2048 return m;
2049 }
2050
2051 /**
2052 * Return whether map2 is adjacent to map1. If so, store the distance from
2053 * map1 to map2 in dx/dy.
2054 */
2055 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2056 if (!map1 || !map2)
2057 return 0;
2058
2059 if (map1 == map2) {
2060 *dx = 0;
2061 *dy = 0;
2062
2063 } else if (map1->tile_map[0] == map2) { /* up */
2064 *dx = 0;
2065 *dy = -MAP_HEIGHT(map2);
2066 } else if (map1->tile_map[1] == map2) { /* right */
2067 *dx = MAP_WIDTH(map1);
2068 *dy = 0;
2069 } else if (map1->tile_map[2] == map2) { /* down */
2070 *dx = 0;
2071 *dy = MAP_HEIGHT(map1);
2072 } else if (map1->tile_map[3] == map2) { /* left */
2073 *dx = -MAP_WIDTH(map2);
2074 *dy = 0;
2075
2076 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2077 *dx = MAP_WIDTH(map1->tile_map[0]);
2078 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2079 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2080 *dx = -MAP_WIDTH(map2);
2081 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2082 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2083 *dx = MAP_WIDTH(map1);
2084 *dy = -MAP_HEIGHT(map2);
2085 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2086 *dx = MAP_WIDTH(map1);
2087 *dy = MAP_HEIGHT(map1->tile_map[1]);
2088 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2089 *dx = MAP_WIDTH(map1->tile_map[2]);
2090 *dy = MAP_HEIGHT(map1);
2091 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2092 *dx = -MAP_WIDTH(map2);
2093 *dy = MAP_HEIGHT(map1);
2094 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2095 *dx = -MAP_WIDTH(map1->tile_map[3]);
2096 *dy = -MAP_HEIGHT(map2);
2097 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2098 *dx = -MAP_WIDTH(map1->tile_map[3]);
2099 *dy = MAP_HEIGHT(map1->tile_map[3]);
2100
2101 } else { /* not "adjacent" enough */
2102 return 0;
2103 }
2104
2105 return 1;
2106 }
2107
2108 /* From map.c
2109 * This is used by get_player to determine where the other
2110 * creature is. get_rangevector takes into account map tiling,
2111 * so you just can not look the the map coordinates and get the
2112 * righte value. distance_x/y are distance away, which
2113 * can be negativbe. direction is the crossfire direction scheme
2114 * that the creature should head. part is the part of the
2115 * monster that is closest.
2116 *
2117 * get_rangevector looks at op1 and op2, and fills in the
2118 * structure for op1 to get to op2.
2119 * We already trust that the caller has verified that the
2120 * two objects are at least on adjacent maps. If not,
2121 * results are not likely to be what is desired.
2122 * if the objects are not on maps, results are also likely to
2123 * be unexpected
2124 *
2125 * currently, the only flag supported (0x1) is don't translate for
2126 * closest body part of 'op1'
2127 */
2128
2129 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2130 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2131 /* be conservative and fill in _some_ data */
2132 retval->distance = 100000;
2133 retval->distance_x = 32767;
2134 retval->distance_y = 32767;
2135 retval->direction = 0;
2136 retval->part = 0;
2137 } else {
2138 object *best;
2139
2140 retval->distance_x += op2->x-op1->x;
2141 retval->distance_y += op2->y-op1->y;
2142
2143 best = op1;
2144 /* If this is multipart, find the closest part now */
2145 if (!(flags&0x1) && op1->more) {
2146 object *tmp;
2147 int best_distance = retval->distance_x*retval->distance_x+
2148 retval->distance_y*retval->distance_y, tmpi;
2149
2150 /* we just take the offset of the piece to head to figure
2151 * distance instead of doing all that work above again
2152 * since the distance fields we set above are positive in the
2153 * same axis as is used for multipart objects, the simply arithmetic
2154 * below works.
2155 */
2156 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2157 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2158 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2159 if (tmpi < best_distance) {
2160 best_distance = tmpi;
2161 best = tmp;
2162 }
2163 }
2164 if (best != op1) {
2165 retval->distance_x += op1->x-best->x;
2166 retval->distance_y += op1->y-best->y;
2167 }
2168 }
2169 retval->part = best;
2170 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2171 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2172 }
2173 }
2174
2175 /* this is basically the same as get_rangevector above, but instead of
2176 * the first parameter being an object, it instead is the map
2177 * and x,y coordinates - this is used for path to player -
2178 * since the object is not infact moving but we are trying to traverse
2179 * the path, we need this.
2180 * flags has no meaning for this function at this time - I kept it in to
2181 * be more consistant with the above function and also in case they are needed
2182 * for something in the future. Also, since no object is pasted, the best
2183 * field of the rv_vector is set to NULL.
2184 */
2185
2186 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2187 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2188 /* be conservative and fill in _some_ data */
2189 retval->distance = 100000;
2190 retval->distance_x = 32767;
2191 retval->distance_y = 32767;
2192 retval->direction = 0;
2193 retval->part = 0;
2194 } else {
2195 retval->distance_x += op2->x-x;
2196 retval->distance_y += op2->y-y;
2197
2198 retval->part = NULL;
2199 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2200 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2201 }
2202 }
2203
2204 /* Returns true of op1 and op2 are effectively on the same map
2205 * (as related to map tiling). Note that this looks for a path from
2206 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2207 * to op1, this will still return false.
2208 * Note we only look one map out to keep the processing simple
2209 * and efficient. This could probably be a macro.
2210 * MSW 2001-08-05
2211 */
2212 int on_same_map(const object *op1, const object *op2) {
2213 int dx, dy;
2214
2215 return adjacent_map(op1->map, op2->map, &dx, &dy);
2216 }