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/cvs/deliantra/server/common/map.C
Revision: 1.2
Committed: Tue Aug 15 15:00:20 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.1: +6 -1 lines
Log Message:
added a safe_map flag which prevents bad effects on maps that should be
safe, like some shops and for example the trade shop in scorn.

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.1 2006-08-13 17:16:00 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 void (*load_original_map_callback)(mapstruct *map);
44 void (*load_temporary_map_callback)(mapstruct *map);
45 void (*clean_temporary_map_callback)(mapstruct *map);
46
47 /*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52 mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61 }
62
63 /*
64 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname
68 */
69
70 const char *create_pathname (const char *name) {
71 static char buf[MAX_BUF];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf);
81 }
82
83 /*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87 const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98 }
99
100 /*
101 * same as create_pathname, but for the template maps.
102 */
103
104 const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115 }
116
117 /*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123 static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139 }
140
141
142 /*
143 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned.
146 * It tries out all the compression suffixes listed in the uncomp[] array.
147 *
148 * If prepend_dir is set, then we call create_pathname (which prepends
149 * libdir & mapdir). Otherwise, we assume the name given is fully
150 * complete.
151 * Only the editor actually cares about the writablity of this -
152 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing
156 */
157
158 int check_path (const char *name, int prepend_dir)
159 {
160 char buf[MAX_BUF];
161 #ifndef WIN32
162 char *endbuf;
163 struct stat statbuf;
164 int mode = 0, i;
165 #endif
166
167 if (prepend_dir)
168 strcpy (buf, create_pathname(name));
169 else
170 strcpy(buf, name);
171 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173 #else
174
175 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through
178 * all the names.
179 */
180 endbuf = buf + strlen(buf);
181
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1);
192 if (!S_ISREG (statbuf.st_mode))
193 return (-1);
194
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2;
204
205 return (mode);
206 #endif
207 }
208
209 /*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215 void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232 }
233
234 /*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240 void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245 }
246
247 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning
250 * new values into newmap, nx, and ny. Any and all of those
251 * values can be null, in which case if a new map is needed (returned
252 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces.
256 */
257 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258 {
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x;
265 newy = y;
266 mp = get_map_from_coord(oldmap, &newx, &newy);
267 if (mp != oldmap)
268 retval |= P_NEW_MAP;
269 if (newmap) *newmap = mp;
270 if (nx) *nx = newx;
271 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 if (mp->safe_map)
274 retval |= P_NO_MAGIC | P_NO_CLERIC | P_SAFE_MAP;
275 return retval;
276 }
277
278
279 /*
280 * Returns true if the given coordinate is blocked except by the
281 * object passed is not blocking. This is used with
282 * multipart monsters - if we want to see if a 2x2 monster
283 * can move 1 space to the left, we don't want its own area
284 * to block it from moving there.
285 * Returns TRUE if the space is blocked by something other than the
286 * monster.
287 * m, x, y are the target map/coordinates - needed for map tiling.
288 * the coordinates & map passed in should have been updated for tiling
289 * by the caller.
290 */
291
292 int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
293 object *tmp;
294 int mflags, blocked;
295
296 /* Make sure the coordinates are valid - they should be, as caller should
297 * have already checked this.
298 */
299 if (OUT_OF_REAL_MAP(m, sx, sy)) {
300 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
301 return 1;
302 }
303
304 /* Save some cycles - instead of calling get_map_flags(), just get the value
305 * directly.
306 */
307 mflags = m->spaces[sx + m->width * sy].flags;
308
309 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
310
311 /* If space is currently not blocked by anything, no need to
312 * go further. Not true for players - all sorts of special
313 * things we need to do for players.
314 */
315 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
316
317 /* if there isn't anytyhing alive on this space, and this space isn't
318 * otherwise blocked, we can return now. Only if there is a living
319 * creature do we need to investigate if it is part of this creature
320 * or another. Likewise, only if something is blocking us do we
321 * need to investigate if there is a special circumstance that would
322 * let the player through (inventory checkers for example)
323 */
324 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
325
326 if(ob->head != NULL)
327 ob=ob->head;
328
329 /* We basically go through the stack of objects, and if there is
330 * some other object that has NO_PASS or FLAG_ALIVE set, return
331 * true. If we get through the entire stack, that must mean
332 * ob is blocking it, so return 0.
333 */
334 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
335
336 /* This must be before the checks below. Code for inventory checkers. */
337 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
338 /* If last_sp is set, the player/monster needs an object,
339 * so we check for it. If they don't have it, they can't
340 * pass through this space.
341 */
342 if (tmp->last_sp) {
343 if (check_inv_recursive(ob,tmp)==NULL)
344 return 1;
345 else
346 continue;
347 } else {
348 /* In this case, the player must not have the object -
349 * if they do, they can't pass through.
350 */
351 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
352 return 1;
353 else
354 continue;
355 }
356 } /* if check_inv */
357 else {
358 /* Broke apart a big nasty if into several here to make
359 * this more readable. first check - if the space blocks
360 * movement, can't move here.
361 * second - if a monster, can't move there, unles it is a
362 * hidden dm
363 */
364 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
365 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
366 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
367 return 1;
368 }
369
370 }
371 return 0;
372 }
373
374
375 /*
376 * Returns true if the given object can't fit in the given spot.
377 * This is meant for multi space objects - for single space objecs,
378 * just calling get_map_blocked and checking that against movement type
379 * of object. This function goes through all the parts of the
380 * multipart object and makes sure they can be inserted.
381 *
382 * While this doesn't call out of map, the get_map_flags does.
383 *
384 * This function has been used to deprecate arch_out_of_map -
385 * this function also does that check, and since in most cases,
386 * a call to one would follow the other, doesn't make a lot of sense to
387 * have two seperate functions for this.
388 *
389 * This returns nonzero if this arch can not go on the space provided,
390 * 0 otherwise. the return value will contain the P_.. value
391 * so the caller can know why this object can't go on the map.
392 * Note that callers should not expect P_NEW_MAP to be set
393 * in return codes - since the object is multispace - if
394 * we did return values, what do you return if half the object
395 * is one map, half on another.
396 *
397 * Note this used to be arch_blocked, but with new movement
398 * code, we need to have actual object to check its move_type
399 * against the move_block values.
400 */
401
402 int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
403 archetype *tmp;
404 int flag;
405 mapstruct *m1;
406 sint16 sx, sy;
407
408 if(ob==NULL) {
409 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
410 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
411
412 /* don't have object, so don't know what types would block */
413 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
414 }
415
416 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
417 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
418
419 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
420 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
421
422 /* find_first_free_spot() calls this function. However, often
423 * ob doesn't have any move type (when used to place exits)
424 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
425 */
426
427 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
428
429 /* Note it is intentional that we check ob - the movement type of the
430 * head of the object should correspond for the entire object.
431 */
432 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
433 return AB_NO_PASS;
434
435 }
436 return 0;
437 }
438
439 /* When the map is loaded, load_object does not actually insert objects
440 * into inventory, but just links them. What this does is go through
441 * and insert them properly.
442 * The object 'container' is the object that contains the inventory.
443 * This is needed so that we can update the containers weight.
444 */
445
446 void fix_container(object *container)
447 {
448 object *tmp=container->inv, *next;
449
450 container->inv=NULL;
451 while (tmp!=NULL) {
452 next = tmp->below;
453 if (tmp->inv)
454 fix_container(tmp);
455 (void) insert_ob_in_ob(tmp,container);
456 tmp = next;
457 }
458 /* sum_weight will go through and calculate what all the containers are
459 * carrying.
460 */
461 sum_weight(container);
462 }
463
464 /* link_multipart_objects go through all the objects on the map looking
465 * for objects whose arch says they are multipart yet according to the
466 * info we have, they only have the head (as would be expected when
467 * they are saved). We do have to look for the old maps that did save
468 * the more sections and not re-add sections for them.
469 */
470
471 static void link_multipart_objects(mapstruct *m)
472 {
473 int x,y;
474 object *tmp, *op, *last, *above;
475 archetype *at;
476
477 for(x=0;x<MAP_WIDTH(m);x++)
478 for(y=0;y<MAP_HEIGHT(m);y++)
479 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
480 above=tmp->above;
481
482 /* already multipart - don't do anything more */
483 if (tmp->head || tmp->more) continue;
484
485 /* If there is nothing more to this object, this for loop
486 * won't do anything.
487 */
488 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
489 op = arch_to_object(at);
490
491 /* update x,y coordinates */
492 op->x += tmp->x;
493 op->y += tmp->y;
494 op->head = tmp;
495 op->map = m;
496 last->more = op;
497 if (tmp->name != op->name) {
498 if (op->name) free_string(op->name);
499 op->name = add_string(tmp->name);
500 }
501 if (tmp->title != op->title) {
502 if (op->title) free_string(op->title);
503 op->title = add_string(tmp->title);
504 }
505 /* we could link all the parts onto tmp, and then just
506 * call insert_ob_in_map once, but the effect is the same,
507 * as insert_ob_in_map will call itself with each part, and
508 * the coding is simpler to just to it here with each part.
509 */
510 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
511 } /* for at = tmp->arch->more */
512 } /* for objects on this space */
513 }
514
515
516
517 /*
518 * Loads (ands parses) the objects into a given map from the specified
519 * file pointer.
520 * mapflags is the same as we get with load_original_map
521 */
522
523 void load_objects (mapstruct *m, FILE *fp, int mapflags) {
524 int i,j,bufstate=LO_NEWFILE;
525 int unique;
526 object *op, *prev=NULL,*last_more=NULL, *otmp;
527
528 op=get_object();
529 op->map = m; /* To handle buttons correctly */
530
531 while((i=load_object(fp,op,bufstate, mapflags))) {
532 /* Since the loading of the map header does not load an object
533 * anymore, we need to pass LO_NEWFILE for the first object loaded,
534 * and then switch to LO_REPEAT for faster loading.
535 */
536 bufstate = LO_REPEAT;
537
538 /* if the archetype for the object is null, means that we
539 * got an invalid object. Don't do anything with it - the game
540 * or editor will not be able to do anything with it either.
541 */
542 if (op->arch==NULL) {
543 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
544 continue;
545 }
546
547
548 switch(i) {
549 case LL_NORMAL:
550 /* if we are loading an overlay, put the floors on the bottom */
551 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
552 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
554 else
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
556
557 if (op->inv)
558 sum_weight(op);
559
560 prev=op,last_more=op;
561 break;
562
563 case LL_MORE:
564 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
565 op->head=prev,last_more->more=op,last_more=op;
566 break;
567 }
568 if (mapflags & MAP_STYLE) {
569 remove_from_active_list(op);
570 }
571 op=get_object();
572 op->map = m;
573 }
574 for (i=0;i<m->width;i++){
575 for (j=0;j<m->height;j++){
576 unique =0;
577 /* check for unique items, or unique squares */
578 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
579 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
580 unique = 1;
581 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
582 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
583 }
584 }
585 }
586 free_object(op);
587 link_multipart_objects(m);
588 }
589
590 /* This saves all the objects on the map in a non destructive fashion.
591 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
592 * and we only save the head of multi part objects - this is needed
593 * in order to do map tiling properly.
594 */
595 void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
596 int i, j = 0,unique=0;
597 object *op;
598 /* first pass - save one-part objects */
599 for(i = 0; i < MAP_WIDTH(m); i++)
600 for (j = 0; j < MAP_HEIGHT(m); j++) {
601 unique=0;
602 for(op = get_map_ob (m, i, j); op; op = op->above) {
603 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
604 unique=1;
605
606 if(op->type == PLAYER) {
607 LOG(llevDebug, "Player on map that is being saved\n");
608 continue;
609 }
610
611 if (op->head || op->owner)
612 continue;
613
614 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
615 save_object( fp2 , op, 3);
616 else
617 if (flag == 0 ||
618 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
619 !QUERY_FLAG(op, FLAG_UNPAID))))
620 save_object(fp, op, 3);
621
622 } /* for this space */
623 } /* for this j */
624 }
625
626 /*
627 * Allocates, initialises, and returns a pointer to a mapstruct.
628 * Modified to no longer take a path option which was not being
629 * used anyways. MSW 2001-07-01
630 */
631
632 mapstruct *get_linked_map(void) {
633 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
634 mapstruct *mp;
635
636 if(map==NULL)
637 fatal(OUT_OF_MEMORY);
638
639 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
640 if(mp==NULL)
641 first_map=map;
642 else
643 mp->next=map;
644
645 map->in_memory=MAP_SWAPPED;
646 /* The maps used to pick up default x and y values from the
647 * map archetype. Mimic that behaviour.
648 */
649 MAP_WIDTH(map)=16;
650 MAP_HEIGHT(map)=16;
651 MAP_RESET_TIMEOUT(map)=0;
652 MAP_TIMEOUT(map)=300;
653 MAP_ENTER_X(map)=0;
654 MAP_ENTER_Y(map)=0;
655 /*set part to -1 indicating conversion to weather map not yet done*/
656 MAP_WORLDPARTX(map)=-1;
657 MAP_WORLDPARTY(map)=-1;
658 return map;
659 }
660
661 /*
662 * Allocates the arrays contained in a mapstruct.
663 * This basically allocates the dynamic array of spaces for the
664 * map.
665 */
666
667 void allocate_map(mapstruct *m) {
668 m->in_memory = MAP_IN_MEMORY;
669 /* Log this condition and free the storage. We could I suppose
670 * realloc, but if the caller is presuming the data will be intact,
671 * that is their poor assumption.
672 */
673 if (m->spaces) {
674 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
675 free(m->spaces);
676 }
677
678 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
679
680 if(m->spaces==NULL)
681 fatal(OUT_OF_MEMORY);
682 }
683
684 /* Create and returns a map of the specific size. Used
685 * in random map code and the editor.
686 */
687 mapstruct *get_empty_map(int sizex, int sizey) {
688 mapstruct *m = get_linked_map();
689 m->width = sizex;
690 m->height = sizey;
691 m->in_memory = MAP_SWAPPED;
692 allocate_map(m);
693 return m;
694 }
695
696 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
697 * corresponding to that string. Memory is allocated for this, it must be freed
698 * at a later date.
699 * Called by parse_map_headers below.
700 */
701
702 static shopitems *parse_shop_string (const char *input_string) {
703 char *shop_string, *p, *q, *next_semicolon, *next_colon;
704 shopitems *items=NULL;
705 int i=0, number_of_entries=0;
706 const typedata *current_type;
707
708 shop_string=strdup_local(input_string);
709 p=shop_string;
710 /* first we'll count the entries, we'll need that for allocating the array shortly */
711 while (p) {
712 p=strchr(p, ';');
713 number_of_entries++;
714 if (p) p++;
715 }
716 p=shop_string;
717 strip_endline(p);
718 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
719 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
720 for (i=0; i<number_of_entries; i++) {
721 if (!p) {
722 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
723 break;
724 }
725 next_semicolon=strchr(p, ';');
726 next_colon=strchr(p, ':');
727 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
728 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
729 items[i].strength=atoi(strchr(p,':')+1);
730
731 if (isdigit(*p) || *p=='*') {
732 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
733 current_type=get_typedata(items[i].typenum);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].name_pl=current_type->name_pl;
737 }
738 }
739 else { /*we have a named type, let's figure out what it is */
740 q=strpbrk(p,";:");
741 if (q) *q='\0';
742
743 current_type=get_typedata_by_name(p);
744 if (current_type) {
745 items[i].name=current_type->name;
746 items[i].typenum=current_type->number;
747 items[i].name_pl=current_type->name_pl;
748 }
749 else { /* oh uh, something's wrong, let's free up this one, and try
750 * the next entry while we're at it, better print a warning
751 */
752 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
753 p, input_string);
754 }
755 }
756 items[i].index=number_of_entries;
757 if (next_semicolon) p=++next_semicolon;
758 else p=NULL;
759 }
760 free(shop_string);
761 return items;
762 }
763
764 /* opposite of parse string, this puts the string that was originally fed in to
765 * the map (or something equivilent) into output_string. */
766 static void print_shop_string(mapstruct *m, char *output_string) {
767 int i;
768 char tmp[MAX_BUF];
769 strcpy(output_string, "");
770 for (i=0; i< m->shopitems[0].index; i++) {
771 if (m->shopitems[i].typenum) {
772 if (m->shopitems[i].strength) {
773 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
774 }
775 else sprintf(tmp, "%s;", m->shopitems[i].name);
776 }
777 else {
778 if (m->shopitems[i].strength) {
779 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
780 }
781 else sprintf(tmp, "*");
782 }
783 strcat(output_string, tmp);
784 }
785 }
786
787 /* This loads the header information of the map. The header
788 * contains things like difficulty, size, timeout, etc.
789 * this used to be stored in the map object, but with the
790 * addition of tiling, fields beyond that easily named in an
791 * object structure were needed, so it just made sense to
792 * put all the stuff in the map object so that names actually make
793 * sense.
794 * This could be done in lex (like the object loader), but I think
795 * currently, there are few enough fields this is not a big deal.
796 * MSW 2001-07-01
797 * return 0 on success, 1 on failure.
798 */
799
800 static int load_map_header(FILE *fp, mapstruct *m)
801 {
802 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
803 int msgpos=0;
804 int maplorepos=0;
805
806 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
807 buf[HUGE_BUF-1] = 0;
808 key = buf;
809 while (isspace(*key)) key++;
810 if (*key == 0) continue; /* empty line */
811 value = strchr(key, ' ');
812 if (!value) {
813 end = strchr(key, '\n');
814 if (end != NULL) {
815 *end = 0;
816 }
817 } else {
818 *value = 0;
819 value++;
820 end = strchr(value, '\n');
821 while (isspace(*value)) {
822 value++;
823 if (*value == '\0' || value == end) {
824 /* Nothing but spaces. */
825 value = NULL;
826 break;
827 }
828 }
829 }
830 if (!end) {
831 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
832 buf);
833 return 1;
834 }
835
836
837 /* key is the field name, value is what it should be set
838 * to. We've already done the work to null terminate key,
839 * and strip off any leading spaces for both of these.
840 * We have not touched the newline at the end of the line -
841 * these are needed for some values. the end pointer
842 * points to the first of the newlines.
843 * value could be NULL! It would be easy enough to just point
844 * this to "" to prevent cores, but that would let more errors slide
845 * through.
846 *
847 * First check for entries that do not use the value parameter, then
848 * validate that value is given and check for the remaining entries
849 * that use the parameter.
850 */
851
852 if (!strcmp(key,"msg")) {
853 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
854 if (!strcmp(buf,"endmsg\n")) break;
855 else {
856 /* slightly more efficient than strcat */
857 strcpy(msgbuf+msgpos, buf);
858 msgpos += strlen(buf);
859 }
860 }
861 /* There are lots of maps that have empty messages (eg, msg/endmsg
862 * with nothing between). There is no reason in those cases to
863 * keep the empty message. Also, msgbuf contains garbage data
864 * when msgpos is zero, so copying it results in crashes
865 */
866 if (msgpos != 0)
867 m->msg = strdup_local(msgbuf);
868 }
869 else if (!strcmp(key,"maplore")) {
870 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
871 if (!strcmp(buf,"endmaplore\n")) break;
872 else {
873 /* slightly more efficient than strcat */
874 strcpy(maplorebuf+maplorepos, buf);
875 maplorepos += strlen(buf);
876 }
877 }
878 if (maplorepos != 0)
879 m->maplore = strdup_local(maplorebuf);
880 }
881 else if (!strcmp(key,"end")) {
882 break;
883 }
884 else if (value == NULL) {
885 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
886 }
887 else if (!strcmp(key, "arch")) {
888 /* This is an oddity, but not something we care about much. */
889 if (strcmp(value,"map\n"))
890 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
891 }
892 else if (!strcmp(key,"name")) {
893 *end=0;
894 m->name = strdup_local(value);
895 }
896 /* first strcmp value on these are old names supported
897 * for compatibility reasons. The new values (second) are
898 * what really should be used.
899 */
900 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
901 m->enter_x = atoi(value);
902 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
903 m->enter_y = atoi(value);
904 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
905 m->width = atoi(value);
906 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
907 m->height = atoi(value);
908 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
909 m->reset_timeout = atoi(value);
910 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
911 m->timeout = atoi(value);
912 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
913 m->difficulty = atoi(value);
914 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
915 m->darkness = atoi(value);
916 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
917 m->fixed_resettime = atoi(value);
918 } else if (!strcmp(key,"unique")) {
919 m->unique = atoi(value);
920 } else if (!strcmp(key,"template")) {
921 m->templatemap = atoi(value);
922 } else if (!strcmp(key,"region")) {
923 m->region = get_region_by_name(value);
924 } else if (!strcmp(key,"shopitems")) {
925 *end=0;
926 m->shopitems = parse_shop_string(value);
927 } else if (!strcmp(key,"shopgreed")) {
928 m->shopgreed = atof(value);
929 } else if (!strcmp(key,"shopmin")) {
930 m->shopmin = atol(value);
931 } else if (!strcmp(key,"shopmax")) {
932 m->shopmax = atol(value);
933 } else if (!strcmp(key,"shoprace")) {
934 *end=0;
935 m->shoprace = strdup_local(value);
936 } else if (!strcmp(key,"outdoor")) {
937 m->outdoor = atoi(value);
938 } else if (!strcmp(key, "temp")) {
939 m->temp = atoi(value);
940 } else if (!strcmp(key, "pressure")) {
941 m->pressure = atoi(value);
942 } else if (!strcmp(key, "humid")) {
943 m->humid = atoi(value);
944 } else if (!strcmp(key, "windspeed")) {
945 m->windspeed = atoi(value);
946 } else if (!strcmp(key, "winddir")) {
947 m->winddir = atoi(value);
948 } else if (!strcmp(key, "sky")) {
949 m->sky = atoi(value);
950 } else if (!strcmp(key, "nosmooth")) {
951 m->nosmooth = atoi(value);
952 } else if (!strcmp(key, "safe_map")) {
953 m->safe_map = 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 FILE *fp;
1021 mapstruct *m;
1022 int comp;
1023 char pathname[MAX_BUF];
1024
1025 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1026 if (flags & MAP_PLAYER_UNIQUE)
1027 strcpy(pathname, filename);
1028 else if (flags & MAP_OVERLAY)
1029 strcpy(pathname, create_overlay_pathname(filename));
1030 else
1031 strcpy(pathname, create_pathname(filename));
1032
1033 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1034 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1035 return (NULL);
1036 }
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 m->compressed = comp;
1050
1051 m->in_memory=MAP_LOADING;
1052 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1053 close_and_delete(fp, comp);
1054 m->in_memory=MAP_IN_MEMORY;
1055 if (!MAP_DIFFICULTY(m))
1056 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1057 set_map_reset_time(m);
1058 if (load_original_map_callback)
1059 load_original_map_callback(m);
1060 return (m);
1061 }
1062
1063 /*
1064 * Loads a map, which has been loaded earlier, from file.
1065 * Return the map object we load into (this can change from the passed
1066 * option if we can't find the original map)
1067 */
1068
1069 static mapstruct *load_temporary_map(mapstruct *m) {
1070 FILE *fp;
1071 int comp;
1072 char buf[MAX_BUF];
1073
1074 if (!m->tmpname) {
1075 LOG(llevError, "No temporary filename for map %s\n", m->path);
1076 strcpy(buf, m->path);
1077 delete_map(m);
1078 m = load_original_map(buf, 0);
1079 if(m==NULL) return NULL;
1080 fix_auto_apply(m); /* Chests which open as default */
1081 return m;
1082 }
1083
1084 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1085 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1086 strcpy(buf, m->path);
1087 delete_map(m);
1088 m = load_original_map(buf, 0);
1089 if(m==NULL) return NULL;
1090 fix_auto_apply(m); /* Chests which open as default */
1091 return m;
1092 }
1093
1094
1095 if (load_map_header(fp, m)) {
1096 LOG(llevError,"Error loading map header for %s (%s)\n",
1097 m->path, m->tmpname);
1098 delete_map(m);
1099 m = load_original_map(m->path, 0);
1100 return NULL;
1101 }
1102 m->compressed = comp;
1103 allocate_map(m);
1104
1105 m->in_memory=MAP_LOADING;
1106 load_objects (m, fp, 0);
1107 close_and_delete(fp, comp);
1108 m->in_memory=MAP_IN_MEMORY;
1109 if (load_temporary_map_callback)
1110 load_temporary_map_callback(m);
1111 return m;
1112 }
1113
1114 /*
1115 * Loads a map, which has been loaded earlier, from file.
1116 * Return the map object we load into (this can change from the passed
1117 * option if we can't find the original map)
1118 */
1119
1120 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1121 FILE *fp;
1122 int comp;
1123 char pathname[MAX_BUF];
1124
1125 strcpy(pathname, create_overlay_pathname(filename));
1126
1127 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1128 /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1129 return m;
1130 }
1131
1132 if (load_map_header(fp, m)) {
1133 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1134 m->path, pathname);
1135 delete_map(m);
1136 m = load_original_map(m->path, 0);
1137 return NULL;
1138 }
1139 m->compressed = comp;
1140 /*allocate_map(m);*/
1141
1142 m->in_memory=MAP_LOADING;
1143 load_objects (m, fp, MAP_OVERLAY);
1144 close_and_delete(fp, comp);
1145 m->in_memory=MAP_IN_MEMORY;
1146 return m;
1147 }
1148
1149 /******************************************************************************
1150 * This is the start of unique map handling code
1151 *****************************************************************************/
1152
1153 /* This goes through map 'm' and removed any unique items on the map. */
1154 static void delete_unique_items(mapstruct *m)
1155 {
1156 int i,j,unique;
1157 object *op, *next;
1158
1159 for(i=0; i<MAP_WIDTH(m); i++)
1160 for(j=0; j<MAP_HEIGHT(m); j++) {
1161 unique=0;
1162 for (op=get_map_ob(m, i, j); op; op=next) {
1163 next = op->above;
1164 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1165 unique=1;
1166 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1167 clean_object(op);
1168 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1169 remove_button_link(op);
1170 remove_ob(op);
1171 free_object(op);
1172 }
1173 }
1174 }
1175 }
1176
1177
1178 /*
1179 * Loads unique objects from file(s) into the map which is in memory
1180 * m is the map to load unique items into.
1181 */
1182 static void load_unique_objects(mapstruct *m) {
1183 FILE *fp;
1184 int comp,count;
1185 char firstname[MAX_BUF];
1186
1187 for (count=0; count<10; count++) {
1188 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1189 if (!access(firstname, R_OK)) break;
1190 }
1191 /* If we get here, we did not find any map */
1192 if (count==10) return;
1193
1194 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1195 /* There is no expectation that every map will have unique items, but this
1196 * is debug output, so leave it in.
1197 */
1198 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1199 return;
1200 }
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(fp, NULL, LO_NOREAD,0);
1206 load_objects (m, fp, 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 new_save_map(mapstruct *m, int flag) {
1222 FILE *fp, *fp2;
1223 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1224 int i;
1225
1226 if (flag && !*m->path) {
1227 LOG(llevError,"Tried to save map without path.\n");
1228 return -1;
1229 }
1230
1231 if (flag || (m->unique) || (m->templatemap)) {
1232 if (!m->unique && !m->templatemap) { /* flag is set */
1233 if (flag == 2)
1234 strcpy(filename, create_overlay_pathname(m->path));
1235 else
1236 strcpy (filename, create_pathname (m->path));
1237 } else
1238 strcpy (filename, m->path);
1239
1240 /* If the compression suffix already exists on the filename, don't
1241 * put it on again. This nasty looking strcmp checks to see if the
1242 * compression suffix is at the end of the filename already.
1243 */
1244 if (m->compressed &&
1245 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1246 uncomp[m->compressed][0]))
1247 strcat(filename, uncomp[m->compressed][0]);
1248 make_path_to_file(filename);
1249 } else {
1250 if (!m->tmpname)
1251 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1252 strcpy(filename, m->tmpname);
1253 }
1254 LOG(llevDebug,"Saving map %s\n",m->path);
1255 m->in_memory = MAP_SAVING;
1256
1257 unlink (filename); // do not overwrite backups if done via hardlinks
1258
1259 /* Compress if it isn't a temporary save. Do compress if unique */
1260 if (m->compressed && (m->unique || m->templatemap || flag)) {
1261 char buf[MAX_BUF];
1262 strcpy(buf, uncomp[m->compressed][2]);
1263 strcat(buf, " > ");
1264 strcat(buf, filename);
1265 fp = popen(buf, "w");
1266 } else
1267 fp = fopen(filename, "w");
1268
1269 if(fp == NULL) {
1270 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1271 return -1;
1272 }
1273
1274 /* legacy */
1275 fprintf(fp,"arch map\n");
1276 if (m->name) fprintf(fp,"name %s\n", m->name);
1277 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1278 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1279 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1280 /* we unfortunately have no idea if this is a value the creator set
1281 * or a difficulty value we generated when the map was first loaded
1282 */
1283 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1284 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1285 if (m->shopitems) {
1286 print_shop_string(m, shop);
1287 fprintf(fp,"shopitems %s\n", shop);
1288 }
1289 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1290 #ifndef WIN32
1291 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1292 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1293 #else
1294 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1295 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1296 #endif
1297 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1298 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1299 if (m->width) fprintf(fp,"width %d\n", m->width);
1300 if (m->height) fprintf(fp,"height %d\n", m->height);
1301 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1302 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1303 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1304 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1305 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1306 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1307 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1308 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1309 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1310 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1311 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1312 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1313 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1314 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1315 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1316
1317 /* Save any tiling information, except on overlays */
1318 if (flag != 2)
1319 for (i=0; i<4; i++)
1320 if (m->tile_path[i])
1321 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1322
1323 fprintf(fp,"end\n");
1324
1325 /* In the game save unique items in the different file, but
1326 * in the editor save them to the normal map file.
1327 * If unique map, save files in the proper destination (set by
1328 * player)
1329 */
1330 fp2 = fp; /* save unique items into fp2 */
1331 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1332 sprintf (buf,"%s.v00",create_items_path (m->path));
1333 if ((fp2 = fopen (buf, "w")) == NULL) {
1334 LOG(llevError, "Can't open unique items file %s\n", buf);
1335 }
1336 if (flag == 2)
1337 save_objects(m, fp, fp2, 2);
1338 else
1339 save_objects (m, fp, fp2, 0);
1340 if (fp2 != NULL) {
1341 if (ftell (fp2) == 0) {
1342 fclose (fp2);
1343 unlink (buf);
1344 } else {
1345 fclose (fp2);
1346 chmod (buf, SAVE_MODE);
1347 }
1348 }
1349 } else { /* save same file when not playing, like in editor */
1350 save_objects(m, fp, fp, 0);
1351 }
1352
1353 if (m->compressed && (m->unique || m->templatemap || flag))
1354 pclose(fp);
1355 else
1356 fclose(fp);
1357
1358 chmod (filename, SAVE_MODE);
1359 return 0;
1360 }
1361
1362
1363 /*
1364 * Remove and free all objects in the inventory of the given object.
1365 * object.c ?
1366 */
1367
1368 void clean_object(object *op)
1369 {
1370 object *tmp, *next;
1371
1372 for(tmp = op->inv; tmp; tmp = next)
1373 {
1374 next = tmp->below;
1375 clean_object(tmp);
1376 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1377 remove_button_link(tmp);
1378 remove_ob(tmp);
1379 free_object(tmp);
1380 }
1381 }
1382
1383 /*
1384 * Remove and free all objects in the given map.
1385 */
1386
1387 void free_all_objects(mapstruct *m) {
1388 int i,j;
1389 object *op;
1390
1391 for(i=0;i<MAP_WIDTH(m);i++)
1392 for(j=0;j<MAP_HEIGHT(m);j++) {
1393 object *previous_obj=NULL;
1394 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1395 if (op==previous_obj) {
1396 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1397 break;
1398 }
1399 previous_obj=op;
1400 if(op->head!=NULL)
1401 op = op->head;
1402
1403 /* If the map isn't in memory, free_object will remove and
1404 * free objects in op's inventory. So let it do the job.
1405 */
1406 if (m->in_memory==MAP_IN_MEMORY)
1407 clean_object(op);
1408 remove_ob(op);
1409 free_object(op);
1410 }
1411 }
1412 #ifdef MANY_CORES
1413 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1414 * an item on that map was not saved - look for that condition and die as appropriate -
1415 * this leaves more of the map data intact for better debugging.
1416 */
1417 for (op=objects; op!=NULL; op=op->next) {
1418 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1419 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1420 abort();
1421 }
1422 }
1423 #endif
1424 }
1425
1426 /*
1427 * Frees everything allocated by the given mapstructure.
1428 * don't free tmpname - our caller is left to do that
1429 */
1430
1431 void free_map(mapstruct *m,int flag) {
1432 int i;
1433
1434 if (!m->in_memory) {
1435 LOG(llevError,"Trying to free freed map.\n");
1436 return;
1437 }
1438 if (flag && m->spaces) free_all_objects(m);
1439 if (m->name) FREE_AND_CLEAR(m->name);
1440 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1441 if (m->msg) FREE_AND_CLEAR(m->msg);
1442 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1443 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1444 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1445 if (m->buttons)
1446 free_objectlinkpt(m->buttons);
1447 m->buttons = NULL;
1448 for (i=0; i<4; i++) {
1449 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1450 m->tile_map[i] = NULL;
1451 }
1452 m->in_memory = MAP_SWAPPED;
1453 }
1454
1455 /*
1456 * function: vanish mapstruct
1457 * m : pointer to mapstruct, if NULL no action
1458 * this deletes all the data on the map (freeing pointers)
1459 * and then removes this map from the global linked list of maps.
1460 */
1461
1462 void delete_map(mapstruct *m) {
1463 mapstruct *tmp, *last;
1464 int i;
1465
1466 if (!m)
1467 return;
1468 if (m->in_memory == MAP_IN_MEMORY) {
1469 /* change to MAP_SAVING, even though we are not,
1470 * so that remove_ob doesn't do as much work.
1471 */
1472 m->in_memory = MAP_SAVING;
1473 free_map (m, 1);
1474 }
1475 /* move this out of free_map, since tmpname can still be needed if
1476 * the map is swapped out.
1477 */
1478 if (m->tmpname) {
1479 free(m->tmpname);
1480 m->tmpname=NULL;
1481 }
1482 last = NULL;
1483 /* We need to look through all the maps and see if any maps
1484 * are pointing at this one for tiling information. Since
1485 * tiling can be assymetric, we just can not look to see which
1486 * maps this map tiles with and clears those.
1487 */
1488 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1489 if (tmp->next == m) last = tmp;
1490
1491 /* This should hopefully get unrolled on a decent compiler */
1492 for (i=0; i<4; i++)
1493 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1494 }
1495
1496 /* If last is null, then this should be the first map in the list */
1497 if (!last) {
1498 if (m == first_map)
1499 first_map = m->next;
1500 else
1501 /* m->path is a static char, so should hopefully still have
1502 * some useful data in it.
1503 */
1504 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1505 m->path);
1506 }
1507 else
1508 last->next = m->next;
1509
1510 free (m);
1511 }
1512
1513
1514
1515 /*
1516 * Makes sure the given map is loaded and swapped in.
1517 * name is path name of the map.
1518 * flags meaning:
1519 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1520 * and don't do unique items or the like.
1521 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1522 * dont do any more name translation on it.
1523 *
1524 * Returns a pointer to the given map.
1525 */
1526
1527 mapstruct *ready_map_name(const char *name, int flags) {
1528 mapstruct *m;
1529
1530 if (!name)
1531 return (NULL);
1532
1533 /* Have we been at this level before? */
1534 m = has_been_loaded (name);
1535
1536 /* Map is good to go, so just return it */
1537 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1538 return m;
1539 }
1540
1541 /* unique maps always get loaded from their original location, and never
1542 * a temp location. Likewise, if map_flush is set, or we have never loaded
1543 * this map, load it now. I removed the reset checking from here -
1544 * it seems the probability of a player trying to enter a map that should
1545 * reset but hasn't yet is quite low, and removing that makes this function
1546 * a bit cleaner (and players probably shouldn't rely on exact timing for
1547 * resets in any case - if they really care, they should use the 'maps command.
1548 */
1549 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1550
1551 /* first visit or time to reset */
1552 if (m) {
1553 clean_tmp_map(m); /* Doesn't make much difference */
1554 delete_map(m);
1555 }
1556
1557 /* create and load a map */
1558 if (flags & MAP_PLAYER_UNIQUE)
1559 LOG(llevDebug, "Trying to load map %s.\n", name);
1560 else
1561 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1562
1563 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1564 return (NULL);
1565
1566 fix_auto_apply(m); /* Chests which open as default */
1567
1568 /* If a player unique map, no extra unique object file to load.
1569 * if from the editor, likewise.
1570 */
1571 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1572 load_unique_objects(m);
1573
1574 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1575 m=load_overlay_map(name, m);
1576 if (m==NULL)
1577 return NULL;
1578 }
1579
1580 } else {
1581 /* If in this loop, we found a temporary map, so load it up. */
1582
1583 m=load_temporary_map (m);
1584 if(m==NULL) return NULL;
1585 load_unique_objects(m);
1586
1587 clean_tmp_map(m);
1588 m->in_memory = MAP_IN_MEMORY;
1589 /* tempnam() on sun systems (probably others) uses malloc
1590 * to allocated space for the string. Free it here.
1591 * In some cases, load_temporary_map above won't find the
1592 * temporary map, and so has reloaded a new map. If that
1593 * is the case, tmpname is now null
1594 */
1595 if (m->tmpname) free(m->tmpname);
1596 m->tmpname = NULL;
1597 /* It's going to be saved anew anyway */
1598 }
1599
1600 /* Below here is stuff common to both first time loaded maps and
1601 * temp maps.
1602 */
1603
1604 decay_objects(m); /* start the decay */
1605 /* In case other objects press some buttons down */
1606 update_buttons(m);
1607 if (m->outdoor)
1608 set_darkness_map(m);
1609 /* run the weather over this map */
1610 weather_effect(name);
1611 return m;
1612 }
1613
1614
1615 /*
1616 * This routine is supposed to find out the difficulty of the map.
1617 * difficulty does not have a lot to do with character level,
1618 * but does have a lot to do with treasure on the map.
1619 *
1620 * Difficulty can now be set by the map creature. If the value stored
1621 * in the map is zero, then use this routine. Maps should really
1622 * have a difficulty set than using this function - human calculation
1623 * is much better than this functions guesswork.
1624 */
1625
1626 int calculate_difficulty(mapstruct *m) {
1627 object *op;
1628 archetype *at;
1629 int x, y, i, diff;
1630 long monster_cnt = 0;
1631 double avgexp = 0;
1632 sint64 total_exp = 0;
1633
1634 if (MAP_DIFFICULTY (m))
1635 {
1636 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1637 return MAP_DIFFICULTY (m);
1638 }
1639
1640 for(x = 0; x < MAP_WIDTH(m); x++)
1641 for(y = 0; y < MAP_HEIGHT(m); y++)
1642 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1643 {
1644 if(QUERY_FLAG (op, FLAG_MONSTER))
1645 {
1646 total_exp += op->stats.exp;
1647 monster_cnt++;
1648 }
1649
1650 if(QUERY_FLAG (op, FLAG_GENERATOR))
1651 {
1652 total_exp += op->stats.exp;
1653 at = type_to_archetype(GENERATE_TYPE (op));
1654
1655 if(at != NULL)
1656 total_exp += at->clone.stats.exp * 8;
1657
1658 monster_cnt++;
1659 }
1660 }
1661
1662 avgexp = (double) total_exp / monster_cnt;
1663
1664 for (i = 1; i <= settings.max_level; i++)
1665 {
1666 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1667 {
1668 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1669 return i;
1670 }
1671 }
1672
1673 return 1;
1674 }
1675
1676 void clean_tmp_map(mapstruct *m) {
1677 if(m->tmpname == NULL)
1678 return;
1679 if (clean_temporary_map_callback)
1680 clean_temporary_map_callback (m);
1681 (void) unlink(m->tmpname);
1682 }
1683
1684 void free_all_maps(void)
1685 {
1686 int real_maps=0;
1687
1688 while (first_map) {
1689 /* I think some of the callers above before it gets here set this to be
1690 * saving, but we still want to free this data
1691 */
1692 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1693 delete_map(first_map);
1694 real_maps++;
1695 }
1696 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1697 }
1698
1699 /* change_map_light() - used to change map light level (darkness)
1700 * up or down. Returns true if successful. It should now be
1701 * possible to change a value by more than 1.
1702 * Move this from los.c to map.c since this is more related
1703 * to maps than los.
1704 * postive values make it darker, negative make it brighter
1705 */
1706
1707 int change_map_light(mapstruct *m, int change) {
1708 int new_level = m->darkness + change;
1709
1710 /* Nothing to do */
1711 if(!change || (new_level <= 0 && m->darkness == 0) ||
1712 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1713 return 0;
1714 }
1715
1716 /* inform all players on the map */
1717 if (change>0)
1718 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1719 else
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1721
1722 /* Do extra checking. since m->darkness is a unsigned value,
1723 * we need to be extra careful about negative values.
1724 * In general, the checks below are only needed if change
1725 * is not +/-1
1726 */
1727 if (new_level < 0) m->darkness = 0;
1728 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1729 else m->darkness=new_level;
1730
1731 /* All clients need to get re-updated for the change */
1732 update_all_map_los(m);
1733 return 1;
1734 }
1735
1736
1737 /*
1738 * This function updates various attributes about a specific space
1739 * on the map (what it looks like, whether it blocks magic,
1740 * has a living creatures, prevents people from passing
1741 * through, etc)
1742 */
1743 void update_position (mapstruct *m, int x, int y) {
1744 object *tmp, *last = NULL;
1745 uint8 flags = 0, oldflags, light=0, anywhere=0;
1746 New_Face *top,*floor, *middle;
1747 object *top_obj, *floor_obj, *middle_obj;
1748 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1749
1750 oldflags = GET_MAP_FLAGS(m,x,y);
1751 if (!(oldflags & P_NEED_UPDATE)) {
1752 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1753 m->path, x, y);
1754 return;
1755 }
1756
1757 middle=blank_face;
1758 top=blank_face;
1759 floor=blank_face;
1760
1761 middle_obj = NULL;
1762 top_obj = NULL;
1763 floor_obj = NULL;
1764
1765 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1766
1767 /* This could be made additive I guess (two lights better than
1768 * one). But if so, it shouldn't be a simple additive - 2
1769 * light bulbs do not illuminate twice as far as once since
1770 * it is a disapation factor that is squared (or is it cubed?)
1771 */
1772 if (tmp->glow_radius > light) light = tmp->glow_radius;
1773
1774 /* This call is needed in order to update objects the player
1775 * is standing in that have animations (ie, grass, fire, etc).
1776 * However, it also causes the look window to be re-drawn
1777 * 3 times each time the player moves, because many of the
1778 * functions the move_player calls eventualy call this.
1779 *
1780 * Always put the player down for drawing.
1781 */
1782 if (!tmp->invisible) {
1783 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1784 top = tmp->face;
1785 top_obj = tmp;
1786 }
1787 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1788 /* If we got a floor, that means middle and top were below it,
1789 * so should not be visible, so we clear them.
1790 */
1791 middle=blank_face;
1792 top=blank_face;
1793 floor = tmp->face;
1794 floor_obj = tmp;
1795 }
1796 /* Flag anywhere have high priority */
1797 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1798 middle = tmp->face;
1799
1800 middle_obj = tmp;
1801 anywhere =1;
1802 }
1803 /* Find the highest visible face around. If equal
1804 * visibilities, we still want the one nearer to the
1805 * top
1806 */
1807 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1808 middle = tmp->face;
1809 middle_obj = tmp;
1810 }
1811 }
1812 if (tmp==tmp->above) {
1813 LOG(llevError, "Error in structure of map\n");
1814 exit (-1);
1815 }
1816
1817 move_slow |= tmp->move_slow;
1818 move_block |= tmp->move_block;
1819 move_on |= tmp->move_on;
1820 move_off |= tmp->move_off;
1821 move_allow |= tmp->move_allow;
1822
1823 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1824 flags |= P_IS_ALIVE;
1825 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1826 flags |= P_NO_MAGIC;
1827 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1828 flags |= P_NO_CLERIC;
1829
1830 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1831 flags |= P_BLOCKSVIEW;
1832 } /* for stack of objects */
1833
1834 /* we don't want to rely on this function to have accurate flags, but
1835 * since we're already doing the work, we calculate them here.
1836 * if they don't match, logic is broken someplace.
1837 */
1838 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1839 (!(oldflags & P_NO_ERROR))) {
1840 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1841 m->path, x, y,
1842 (oldflags & ~P_NEED_UPDATE), flags);
1843 }
1844 SET_MAP_FLAGS(m, x, y, flags);
1845 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1846 SET_MAP_MOVE_ON(m, x, y, move_on);
1847 SET_MAP_MOVE_OFF(m, x, y, move_off);
1848 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1849
1850 /* At this point, we have a floor face (if there is a floor),
1851 * and the floor is set - we are not going to touch it at
1852 * this point.
1853 * middle contains the highest visibility face.
1854 * top contains a player/monster face, if there is one.
1855 *
1856 * We now need to fill in top.face and/or middle.face.
1857 */
1858
1859 /* If the top face also happens to be high visibility, re-do our
1860 * middle face. This should not happen, as we already have the
1861 * else statement above so middle should not get set. OTOH, it
1862 * may be possible for the faces to match but be different objects.
1863 */
1864 if (top == middle) middle=blank_face;
1865
1866 /* There are three posibilities at this point:
1867 * 1) top face is set, need middle to be set.
1868 * 2) middle is set, need to set top.
1869 * 3) neither middle or top is set - need to set both.
1870 */
1871
1872 for (tmp=last; tmp; tmp=tmp->below) {
1873 /* Once we get to a floor, stop, since we already have a floor object */
1874 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1875
1876 /* If two top faces are already set, quit processing */
1877 if ((top != blank_face) && (middle != blank_face)) break;
1878
1879 /* Only show visible faces, unless its the editor - show all */
1880 if (!tmp->invisible || editor) {
1881 /* Fill in top if needed */
1882 if (top == blank_face) {
1883 top = tmp->face;
1884 top_obj = tmp;
1885 if (top == middle) middle=blank_face;
1886 } else {
1887 /* top is already set - we should only get here if
1888 * middle is not set
1889 *
1890 * Set the middle face and break out, since there is nothing
1891 * more to fill in. We don't check visiblity here, since
1892 *
1893 */
1894 if (tmp->face != top ) {
1895 middle = tmp->face;
1896 middle_obj = tmp;
1897 break;
1898 }
1899 }
1900 }
1901 }
1902 if (middle == floor) middle = blank_face;
1903 if (top == middle) middle = blank_face;
1904 SET_MAP_FACE(m,x,y,top,0);
1905 if(top != blank_face)
1906 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1907 else
1908 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1909 SET_MAP_FACE(m,x,y,middle,1);
1910 if(middle != blank_face)
1911 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1912 else
1913 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1914 SET_MAP_FACE(m,x,y,floor,2);
1915 if(floor != blank_face)
1916 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1917 else
1918 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1919 SET_MAP_LIGHT(m,x,y,light);
1920 }
1921
1922
1923 void set_map_reset_time(mapstruct *map) {
1924 int timeout;
1925
1926 timeout = MAP_RESET_TIMEOUT(map);
1927 if (timeout <= 0)
1928 timeout = MAP_DEFAULTRESET;
1929 if (timeout >= MAP_MAXRESET)
1930 timeout = MAP_MAXRESET;
1931 MAP_WHEN_RESET(map) = seconds()+timeout;
1932 }
1933
1934 /* this updates the orig_map->tile_map[tile_num] value after loading
1935 * the map. It also takes care of linking back the freshly loaded
1936 * maps tile_map values if it tiles back to this one. It returns
1937 * the value of orig_map->tile_map[tile_num]. It really only does this
1938 * so that it is easier for calling functions to verify success.
1939 */
1940
1941 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1942 {
1943 int dest_tile = (tile_num +2) % 4;
1944 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1945
1946 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1947
1948 /* need to do a strcmp here as the orig_map->path is not a shared string */
1949 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1950 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1951 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1952
1953 return orig_map->tile_map[tile_num];
1954 }
1955
1956 /* this returns TRUE if the coordinates (x,y) are out of
1957 * map m. This function also takes into account any
1958 * tiling considerations, loading adjacant maps as needed.
1959 * This is the function should always be used when it
1960 * necessary to check for valid coordinates.
1961 * This function will recursively call itself for the
1962 * tiled maps.
1963 *
1964 *
1965 */
1966 int out_of_map(mapstruct *m, int x, int y)
1967 {
1968
1969 /* If we get passed a null map, this is obviously the
1970 * case. This generally shouldn't happen, but if the
1971 * map loads fail below, it could happen.
1972 */
1973 if (!m) return 0;
1974
1975 if (x<0) {
1976 if (!m->tile_path[3]) return 1;
1977 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1978 load_and_link_tiled_map(m, 3);
1979 }
1980 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1981 }
1982 if (x>=MAP_WIDTH(m)) {
1983 if (!m->tile_path[1]) return 1;
1984 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1985 load_and_link_tiled_map(m, 1);
1986 }
1987 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1988 }
1989 if (y<0) {
1990 if (!m->tile_path[0]) return 1;
1991 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1992 load_and_link_tiled_map(m, 0);
1993 }
1994 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1995 }
1996 if (y>=MAP_HEIGHT(m)) {
1997 if (!m->tile_path[2]) return 1;
1998 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1999 load_and_link_tiled_map(m, 2);
2000 }
2001 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2002 }
2003
2004 /* Simple case - coordinates are within this local
2005 * map.
2006 */
2007 return 0;
2008 }
2009
2010 /* This is basically the same as out_of_map above, but
2011 * instead we return NULL if no map is valid (coordinates
2012 * out of bounds and no tiled map), otherwise it returns
2013 * the map as that the coordinates are really on, and
2014 * updates x and y to be the localized coordinates.
2015 * Using this is more efficient of calling out_of_map
2016 * and then figuring out what the real map is
2017 */
2018 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2019 {
2020
2021 if (*x<0) {
2022 if (!m->tile_path[3]) return NULL;
2023 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2024 load_and_link_tiled_map(m, 3);
2025
2026 *x += MAP_WIDTH(m->tile_map[3]);
2027 return (get_map_from_coord(m->tile_map[3], x, y));
2028 }
2029 if (*x>=MAP_WIDTH(m)) {
2030 if (!m->tile_path[1]) return NULL;
2031 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2032 load_and_link_tiled_map(m, 1);
2033
2034 *x -= MAP_WIDTH(m);
2035 return (get_map_from_coord(m->tile_map[1], x, y));
2036 }
2037 if (*y<0) {
2038 if (!m->tile_path[0]) return NULL;
2039 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2040 load_and_link_tiled_map(m, 0);
2041
2042 *y += MAP_HEIGHT(m->tile_map[0]);
2043 return (get_map_from_coord(m->tile_map[0], x, y));
2044 }
2045 if (*y>=MAP_HEIGHT(m)) {
2046 if (!m->tile_path[2]) return NULL;
2047 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2048 load_and_link_tiled_map(m, 2);
2049
2050 *y -= MAP_HEIGHT(m);
2051 return (get_map_from_coord(m->tile_map[2], x, y));
2052 }
2053
2054 /* Simple case - coordinates are within this local
2055 * map.
2056 */
2057
2058 return m;
2059 }
2060
2061 /**
2062 * Return whether map2 is adjacent to map1. If so, store the distance from
2063 * map1 to map2 in dx/dy.
2064 */
2065 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2066 if (!map1 || !map2)
2067 return 0;
2068
2069 if (map1 == map2) {
2070 *dx = 0;
2071 *dy = 0;
2072
2073 } else if (map1->tile_map[0] == map2) { /* up */
2074 *dx = 0;
2075 *dy = -MAP_HEIGHT(map2);
2076 } else if (map1->tile_map[1] == map2) { /* right */
2077 *dx = MAP_WIDTH(map1);
2078 *dy = 0;
2079 } else if (map1->tile_map[2] == map2) { /* down */
2080 *dx = 0;
2081 *dy = MAP_HEIGHT(map1);
2082 } else if (map1->tile_map[3] == map2) { /* left */
2083 *dx = -MAP_WIDTH(map2);
2084 *dy = 0;
2085
2086 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2087 *dx = MAP_WIDTH(map1->tile_map[0]);
2088 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2089 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2090 *dx = -MAP_WIDTH(map2);
2091 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2092 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2093 *dx = MAP_WIDTH(map1);
2094 *dy = -MAP_HEIGHT(map2);
2095 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2096 *dx = MAP_WIDTH(map1);
2097 *dy = MAP_HEIGHT(map1->tile_map[1]);
2098 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2099 *dx = MAP_WIDTH(map1->tile_map[2]);
2100 *dy = MAP_HEIGHT(map1);
2101 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2102 *dx = -MAP_WIDTH(map2);
2103 *dy = MAP_HEIGHT(map1);
2104 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2105 *dx = -MAP_WIDTH(map1->tile_map[3]);
2106 *dy = -MAP_HEIGHT(map2);
2107 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2108 *dx = -MAP_WIDTH(map1->tile_map[3]);
2109 *dy = MAP_HEIGHT(map1->tile_map[3]);
2110
2111 } else { /* not "adjacent" enough */
2112 return 0;
2113 }
2114
2115 return 1;
2116 }
2117
2118 /* From map.c
2119 * This is used by get_player to determine where the other
2120 * creature is. get_rangevector takes into account map tiling,
2121 * so you just can not look the the map coordinates and get the
2122 * righte value. distance_x/y are distance away, which
2123 * can be negativbe. direction is the crossfire direction scheme
2124 * that the creature should head. part is the part of the
2125 * monster that is closest.
2126 *
2127 * get_rangevector looks at op1 and op2, and fills in the
2128 * structure for op1 to get to op2.
2129 * We already trust that the caller has verified that the
2130 * two objects are at least on adjacent maps. If not,
2131 * results are not likely to be what is desired.
2132 * if the objects are not on maps, results are also likely to
2133 * be unexpected
2134 *
2135 * currently, the only flag supported (0x1) is don't translate for
2136 * closest body part of 'op1'
2137 */
2138
2139 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2140 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2141 /* be conservative and fill in _some_ data */
2142 retval->distance = 100000;
2143 retval->distance_x = 32767;
2144 retval->distance_y = 32767;
2145 retval->direction = 0;
2146 retval->part = 0;
2147 } else {
2148 object *best;
2149
2150 retval->distance_x += op2->x-op1->x;
2151 retval->distance_y += op2->y-op1->y;
2152
2153 best = op1;
2154 /* If this is multipart, find the closest part now */
2155 if (!(flags&0x1) && op1->more) {
2156 object *tmp;
2157 int best_distance = retval->distance_x*retval->distance_x+
2158 retval->distance_y*retval->distance_y, tmpi;
2159
2160 /* we just take the offset of the piece to head to figure
2161 * distance instead of doing all that work above again
2162 * since the distance fields we set above are positive in the
2163 * same axis as is used for multipart objects, the simply arithmetic
2164 * below works.
2165 */
2166 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2167 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2168 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2169 if (tmpi < best_distance) {
2170 best_distance = tmpi;
2171 best = tmp;
2172 }
2173 }
2174 if (best != op1) {
2175 retval->distance_x += op1->x-best->x;
2176 retval->distance_y += op1->y-best->y;
2177 }
2178 }
2179 retval->part = best;
2180 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2181 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2182 }
2183 }
2184
2185 /* this is basically the same as get_rangevector above, but instead of
2186 * the first parameter being an object, it instead is the map
2187 * and x,y coordinates - this is used for path to player -
2188 * since the object is not infact moving but we are trying to traverse
2189 * the path, we need this.
2190 * flags has no meaning for this function at this time - I kept it in to
2191 * be more consistant with the above function and also in case they are needed
2192 * for something in the future. Also, since no object is pasted, the best
2193 * field of the rv_vector is set to NULL.
2194 */
2195
2196 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2197 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2198 /* be conservative and fill in _some_ data */
2199 retval->distance = 100000;
2200 retval->distance_x = 32767;
2201 retval->distance_y = 32767;
2202 retval->direction = 0;
2203 retval->part = 0;
2204 } else {
2205 retval->distance_x += op2->x-x;
2206 retval->distance_y += op2->y-y;
2207
2208 retval->part = NULL;
2209 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2210 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2211 }
2212 }
2213
2214 /* Returns true of op1 and op2 are effectively on the same map
2215 * (as related to map tiling). Note that this looks for a path from
2216 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2217 * to op1, this will still return false.
2218 * Note we only look one map out to keep the processing simple
2219 * and efficient. This could probably be a macro.
2220 * MSW 2001-08-05
2221 */
2222 int on_same_map(const object *op1, const object *op2) {
2223 int dx, dy;
2224
2225 return adjacent_map(op1->map, op2->map, &dx, &dy);
2226 }