ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
Revision: 1.20
Committed: Sun Sep 3 00:18:40 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +6 -15 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.19 2006-08-31 18:59:23 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29
30 #include <global.h>
31 #include <funcpoint.h>
32
33 #include <loader.h>
34 #ifndef WIN32 /* ---win32 exclude header */
35 #include <unistd.h>
36 #endif /* win32 */
37
38 #include "path.h"
39
40
41 extern int nrofallocobjects,nroffreeobjects;
42
43 /*
44 * Returns the mapstruct which has a name matching the given argument.
45 * return NULL if no match is found.
46 */
47
48 mapstruct *has_been_loaded (const char *name) {
49 mapstruct *map;
50
51 if (!name || !*name)
52 return 0;
53 for (map = first_map; map; map = map->next)
54 if (!strcmp (name, map->path))
55 break;
56 return (map);
57 }
58
59 /*
60 * This makes a path absolute outside the world of Crossfire.
61 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62 * and returns the pointer to a static array containing the result.
63 * it really should be called create_mapname
64 */
65
66 const char *create_pathname (const char *name) {
67 static char buf[MAX_BUF];
68
69 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70 * someplace else in the code? msw 2-17-97
71 */
72 if (*name == '/')
73 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74 else
75 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76 return (buf);
77 }
78
79 /*
80 * same as create_pathname, but for the overlay maps.
81 */
82
83 const char *create_overlay_pathname (const char *name) {
84 static char buf[MAX_BUF];
85
86 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87 * someplace else in the code? msw 2-17-97
88 */
89 if (*name == '/')
90 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91 else
92 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93 return (buf);
94 }
95
96 /*
97 * same as create_pathname, but for the template maps.
98 */
99
100 const char *create_template_pathname (const char *name) {
101 static char buf[MAX_BUF];
102
103 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104 * someplace else in the code? msw 2-17-97
105 */
106 if (*name == '/')
107 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108 else
109 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110 return (buf);
111 }
112
113 /*
114 * This makes absolute path to the itemfile where unique objects
115 * will be saved. Converts '/' to '@'. I think it's essier maintain
116 * files than full directory structure, but if this is problem it can
117 * be changed.
118 */
119 static const char *create_items_path (const char *s) {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t=buf+strlen(buf); *s; s++,t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135 }
136
137
138 /*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154 int check_path (const char *name, int prepend_dir)
155 {
156 char buf[MAX_BUF];
157 #ifndef WIN32
158 char *endbuf;
159 struct stat statbuf;
160 int mode = 0, i;
161 #endif
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname(name));
165 else
166 strcpy(buf, name);
167 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 return(_access(buf,0));
169 #else
170
171 /* old method (strchr(buf, '\0')) seemd very odd to me -
172 * this method should be equivalant and is clearer.
173 * Can not use strcat because we need to cycle through
174 * all the names.
175 */
176 endbuf = buf + strlen(buf);
177
178 if (stat (buf, &statbuf))
179 return -1;
180 if (!S_ISREG (statbuf.st_mode))
181 return (-1);
182
183 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
184 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
185 (statbuf.st_mode & S_IROTH))
186 mode |= 4;
187
188 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
189 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
190 (statbuf.st_mode & S_IWOTH))
191 mode |= 2;
192
193 return (mode);
194 #endif
195 }
196
197 /*
198 * Prints out debug-information about a map.
199 * Dumping these at llevError doesn't seem right, but is
200 * necessary to make sure the information is in fact logged.
201 */
202
203 void dump_map(const mapstruct *m) {
204 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 MAP_WIDTH(m), MAP_HEIGHT(m),
207 MAP_ENTER_X(m), MAP_ENTER_Y(m));
208
209 if(m->msg!=NULL)
210 LOG(llevError,"Message:\n%s",m->msg);
211
212 if(m->maplore!=NULL)
213 LOG(llevError,"Lore:\n%s",m->maplore);
214
215 if(m->tmpname!=NULL)
216 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217
218 LOG(llevError,"Difficulty: %d\n",m->difficulty);
219 LOG(llevError,"Darkness: %d\n",m->darkness);
220 }
221
222 /*
223 * Prints out debug-information about all maps.
224 * This basically just goes through all the maps and calls
225 * dump_map on each one.
226 */
227
228 void dump_all_maps(void) {
229 mapstruct *m;
230 for(m=first_map;m!=NULL;m=m->next) {
231 dump_map(m);
232 }
233 }
234
235 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
236 * one function that just returns a P_.. value (see map.h)
237 * it will also do map translation for tiled maps, returning
238 * new values into newmap, nx, and ny. Any and all of those
239 * values can be null, in which case if a new map is needed (returned
240 * by a P_NEW_MAP value, another call to get_map_from_coord
241 * is needed. The case of not passing values is if we're just
242 * checking for the existence of something on those spaces, but
243 * don't expect to insert/remove anything from those spaces.
244 */
245 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246 {
247 sint16 newx, newy;
248 int retval=0;
249 mapstruct *mp;
250
251 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252 newx = x;
253 newy = y;
254 mp = get_map_from_coord(oldmap, &newx, &newy);
255 if (mp != oldmap)
256 retval |= P_NEW_MAP;
257 if (newmap) *newmap = mp;
258 if (nx) *nx = newx;
259 if (ny) *ny = newy;
260 retval |= mp->spaces[newx + mp->width * newy].flags;
261
262 if (retval & P_SAFE)
263 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264
265 return retval;
266 }
267
268
269 /*
270 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster
273 * can move 1 space to the left, we don't want its own area
274 * to block it from moving there.
275 * Returns TRUE if the space is blocked by something other than the
276 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling
279 * by the caller.
280 */
281
282 int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
283 object *tmp;
284 int mflags, blocked;
285
286 /* Make sure the coordinates are valid - they should be, as caller should
287 * have already checked this.
288 */
289 if (OUT_OF_REAL_MAP(m, sx, sy)) {
290 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
291 return 1;
292 }
293
294 /* Save some cycles - instead of calling get_map_flags(), just get the value
295 * directly.
296 */
297 mflags = m->spaces[sx + m->width * sy].flags;
298
299 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
300
301 /* If space is currently not blocked by anything, no need to
302 * go further. Not true for players - all sorts of special
303 * things we need to do for players.
304 */
305 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
306
307 /* if there isn't anytyhing alive on this space, and this space isn't
308 * otherwise blocked, we can return now. Only if there is a living
309 * creature do we need to investigate if it is part of this creature
310 * or another. Likewise, only if something is blocking us do we
311 * need to investigate if there is a special circumstance that would
312 * let the player through (inventory checkers for example)
313 */
314 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
315
316 if(ob->head != NULL)
317 ob=ob->head;
318
319 /* We basically go through the stack of objects, and if there is
320 * some other object that has NO_PASS or FLAG_ALIVE set, return
321 * true. If we get through the entire stack, that must mean
322 * ob is blocking it, so return 0.
323 */
324 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
325
326 /* This must be before the checks below. Code for inventory checkers. */
327 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
328 /* If last_sp is set, the player/monster needs an object,
329 * so we check for it. If they don't have it, they can't
330 * pass through this space.
331 */
332 if (tmp->last_sp) {
333 if (check_inv_recursive(ob,tmp)==NULL)
334 return 1;
335 else
336 continue;
337 } else {
338 /* In this case, the player must not have the object -
339 * if they do, they can't pass through.
340 */
341 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342 return 1;
343 else
344 continue;
345 }
346 } /* if check_inv */
347 else {
348 /* Broke apart a big nasty if into several here to make
349 * this more readable. first check - if the space blocks
350 * movement, can't move here.
351 * second - if a monster, can't move there, unles it is a
352 * hidden dm
353 */
354 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
355 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
357 return 1;
358 }
359
360 }
361 return 0;
362 }
363
364
365 /*
366 * Returns true if the given object can't fit in the given spot.
367 * This is meant for multi space objects - for single space objecs,
368 * just calling get_map_blocked and checking that against movement type
369 * of object. This function goes through all the parts of the
370 * multipart object and makes sure they can be inserted.
371 *
372 * While this doesn't call out of map, the get_map_flags does.
373 *
374 * This function has been used to deprecate arch_out_of_map -
375 * this function also does that check, and since in most cases,
376 * a call to one would follow the other, doesn't make a lot of sense to
377 * have two seperate functions for this.
378 *
379 * This returns nonzero if this arch can not go on the space provided,
380 * 0 otherwise. the return value will contain the P_.. value
381 * so the caller can know why this object can't go on the map.
382 * Note that callers should not expect P_NEW_MAP to be set
383 * in return codes - since the object is multispace - if
384 * we did return values, what do you return if half the object
385 * is one map, half on another.
386 *
387 * Note this used to be arch_blocked, but with new movement
388 * code, we need to have actual object to check its move_type
389 * against the move_block values.
390 */
391
392 int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
393 archetype *tmp;
394 int flag;
395 mapstruct *m1;
396 sint16 sx, sy;
397
398 if(ob==NULL) {
399 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
400 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
401
402 /* don't have object, so don't know what types would block */
403 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
404 }
405
406 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
407 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
408
409 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
410 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
411
412 /* find_first_free_spot() calls this function. However, often
413 * ob doesn't have any move type (when used to place exits)
414 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 */
416
417 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
418
419 /* Note it is intentional that we check ob - the movement type of the
420 * head of the object should correspond for the entire object.
421 */
422 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
423 return AB_NO_PASS;
424
425 }
426 return 0;
427 }
428
429 /* When the map is loaded, load_object does not actually insert objects
430 * into inventory, but just links them. What this does is go through
431 * and insert them properly.
432 * The object 'container' is the object that contains the inventory.
433 * This is needed so that we can update the containers weight.
434 */
435
436 void fix_container(object *container)
437 {
438 object *tmp=container->inv, *next;
439
440 container->inv=NULL;
441 while (tmp!=NULL) {
442 next = tmp->below;
443 if (tmp->inv)
444 fix_container(tmp);
445 (void) insert_ob_in_ob(tmp,container);
446 tmp = next;
447 }
448 /* sum_weight will go through and calculate what all the containers are
449 * carrying.
450 */
451 sum_weight(container);
452 }
453
454 /* link_multipart_objects go through all the objects on the map looking
455 * for objects whose arch says they are multipart yet according to the
456 * info we have, they only have the head (as would be expected when
457 * they are saved). We do have to look for the old maps that did save
458 * the more sections and not re-add sections for them.
459 */
460
461 static void link_multipart_objects(mapstruct *m)
462 {
463 int x,y;
464 object *tmp, *op, *last, *above;
465 archetype *at;
466
467 for(x=0;x<MAP_WIDTH(m);x++)
468 for(y=0;y<MAP_HEIGHT(m);y++)
469 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
470 above=tmp->above;
471
472 /* already multipart - don't do anything more */
473 if (tmp->head || tmp->more) continue;
474
475 /* If there is nothing more to this object, this for loop
476 * won't do anything.
477 */
478 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479 op = arch_to_object(at);
480
481 /* update x,y coordinates */
482 op->x += tmp->x;
483 op->y += tmp->y;
484 op->head = tmp;
485 op->map = m;
486 last->more = op;
487 op->name = tmp->name;
488 op->title = tmp->title;
489 /* we could link all the parts onto tmp, and then just
490 * call insert_ob_in_map once, but the effect is the same,
491 * as insert_ob_in_map will call itself with each part, and
492 * the coding is simpler to just to it here with each part.
493 */
494 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
495 } /* for at = tmp->arch->more */
496 } /* for objects on this space */
497 }
498
499
500
501 /*
502 * Loads (ands parses) the objects into a given map from the specified
503 * file pointer.
504 * mapflags is the same as we get with load_original_map
505 */
506
507 void load_objects (mapstruct *m, object_thawer &fp, int mapflags) {
508 int i,j,bufstate=LO_NEWFILE;
509 int unique;
510 object *op, *prev=NULL,*last_more=NULL, *otmp;
511
512 op=get_object();
513 op->map = m; /* To handle buttons correctly */
514
515 while((i = load_object (fp, op, bufstate, mapflags))) {
516 /* Since the loading of the map header does not load an object
517 * anymore, we need to pass LO_NEWFILE for the first object loaded,
518 * and then switch to LO_REPEAT for faster loading.
519 */
520 bufstate = LO_REPEAT;
521
522 /* if the archetype for the object is null, means that we
523 * got an invalid object. Don't do anything with it - the game
524 * or editor will not be able to do anything with it either.
525 */
526 if (op->arch==NULL) {
527 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)");
528 continue;
529 }
530
531
532 switch(i) {
533 case LL_NORMAL:
534 /* if we are loading an overlay, put the floors on the bottom */
535 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
536 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
537 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
538 else
539 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
540
541 if (op->inv)
542 sum_weight(op);
543
544 prev=op,last_more=op;
545 break;
546
547 case LL_MORE:
548 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
549 op->head=prev,last_more->more=op,last_more=op;
550 break;
551 }
552 if (mapflags & MAP_STYLE) {
553 remove_from_active_list(op);
554 }
555 op=get_object();
556 op->map = m;
557 }
558 for (i=0;i<m->width;i++){
559 for (j=0;j<m->height;j++){
560 unique =0;
561 /* check for unique items, or unique squares */
562 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
563 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
564 unique = 1;
565 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
566 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
567 }
568 }
569 }
570 free_object(op);
571 link_multipart_objects(m);
572 }
573
574 /* This saves all the objects on the map in a non destructive fashion.
575 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
576 * and we only save the head of multi part objects - this is needed
577 * in order to do map tiling properly.
578 */
579 void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
580 int i, j = 0,unique=0;
581 object *op;
582 /* first pass - save one-part objects */
583 for(i = 0; i < MAP_WIDTH(m); i++)
584 for (j = 0; j < MAP_HEIGHT(m); j++) {
585 unique=0;
586 for(op = get_map_ob (m, i, j); op; op = op->above) {
587 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
588 unique=1;
589
590 if(op->type == PLAYER) {
591 LOG(llevDebug, "Player on map that is being saved\n");
592 continue;
593 }
594
595 if (op->head || op->owner)
596 continue;
597
598 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
599 save_object (fp2, op, 3);
600 else
601 if (flag == 0 ||
602 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
603 !QUERY_FLAG(op, FLAG_UNPAID))))
604 save_object(fp, op, 3);
605
606 } /* for this space */
607 } /* for this j */
608 }
609
610 /*
611 * Allocates, initialises, and returns a pointer to a mapstruct.
612 * Modified to no longer take a path option which was not being
613 * used anyways. MSW 2001-07-01
614 */
615
616 mapstruct *get_linked_map(void) {
617 mapstruct *map = new mapstruct;
618 mapstruct *mp;
619
620 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
621 if(mp==NULL)
622 first_map=map;
623 else
624 mp->next=map;
625
626 map->in_memory=MAP_SWAPPED;
627 /* The maps used to pick up default x and y values from the
628 * map archetype. Mimic that behaviour.
629 */
630 MAP_WIDTH(map)=16;
631 MAP_HEIGHT(map)=16;
632 MAP_RESET_TIMEOUT(map)=0;
633 MAP_TIMEOUT(map)=300;
634 MAP_ENTER_X(map)=0;
635 MAP_ENTER_Y(map)=0;
636 /*set part to -1 indicating conversion to weather map not yet done*/
637 MAP_WORLDPARTX(map)=-1;
638 MAP_WORLDPARTY(map)=-1;
639 return map;
640 }
641
642 /*
643 * Allocates the arrays contained in a mapstruct.
644 * This basically allocates the dynamic array of spaces for the
645 * map.
646 */
647
648 void allocate_map(mapstruct *m) {
649 m->in_memory = MAP_IN_MEMORY;
650 /* Log this condition and free the storage. We could I suppose
651 * realloc, but if the caller is presuming the data will be intact,
652 * that is their poor assumption.
653 */
654 if (m->spaces) {
655 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
656 free(m->spaces);
657 }
658
659 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
660
661 if(m->spaces==NULL)
662 fatal(OUT_OF_MEMORY);
663 }
664
665 /* Create and returns a map of the specific size. Used
666 * in random map code and the editor.
667 */
668 mapstruct *get_empty_map(int sizex, int sizey) {
669 mapstruct *m = get_linked_map();
670 m->width = sizex;
671 m->height = sizey;
672 m->in_memory = MAP_SWAPPED;
673 allocate_map(m);
674 return m;
675 }
676
677 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
678 * corresponding to that string. Memory is allocated for this, it must be freed
679 * at a later date.
680 * Called by parse_map_headers below.
681 */
682
683 static shopitems *parse_shop_string (const char *input_string) {
684 char *shop_string, *p, *q, *next_semicolon, *next_colon;
685 shopitems *items=NULL;
686 int i=0, number_of_entries=0;
687 const typedata *current_type;
688
689 shop_string=strdup_local(input_string);
690 p=shop_string;
691 /* first we'll count the entries, we'll need that for allocating the array shortly */
692 while (p) {
693 p=strchr(p, ';');
694 number_of_entries++;
695 if (p) p++;
696 }
697 p=shop_string;
698 strip_endline(p);
699 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
700 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
701 for (i=0; i<number_of_entries; i++) {
702 if (!p) {
703 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
704 break;
705 }
706 next_semicolon=strchr(p, ';');
707 next_colon=strchr(p, ':');
708 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
709 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
710 items[i].strength=atoi(strchr(p,':')+1);
711
712 if (isdigit(*p) || *p=='*') {
713 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
714 current_type=get_typedata(items[i].typenum);
715 if (current_type) {
716 items[i].name=current_type->name;
717 items[i].name_pl=current_type->name_pl;
718 }
719 }
720 else { /*we have a named type, let's figure out what it is */
721 q=strpbrk(p,";:");
722 if (q) *q='\0';
723
724 current_type=get_typedata_by_name(p);
725 if (current_type) {
726 items[i].name=current_type->name;
727 items[i].typenum=current_type->number;
728 items[i].name_pl=current_type->name_pl;
729 }
730 else { /* oh uh, something's wrong, let's free up this one, and try
731 * the next entry while we're at it, better print a warning
732 */
733 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
734 p, input_string);
735 }
736 }
737 items[i].index=number_of_entries;
738 if (next_semicolon) p=++next_semicolon;
739 else p=NULL;
740 }
741 free(shop_string);
742 return items;
743 }
744
745 /* opposite of parse string, this puts the string that was originally fed in to
746 * the map (or something equivilent) into output_string. */
747 static void print_shop_string(mapstruct *m, char *output_string) {
748 int i;
749 char tmp[MAX_BUF];
750 strcpy(output_string, "");
751 for (i=0; i< m->shopitems[0].index; i++) {
752 if (m->shopitems[i].typenum) {
753 if (m->shopitems[i].strength) {
754 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
755 }
756 else sprintf(tmp, "%s;", m->shopitems[i].name);
757 }
758 else {
759 if (m->shopitems[i].strength) {
760 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
761 }
762 else sprintf(tmp, "*");
763 }
764 strcat(output_string, tmp);
765 }
766 }
767
768 /* This loads the header information of the map. The header
769 * contains things like difficulty, size, timeout, etc.
770 * this used to be stored in the map object, but with the
771 * addition of tiling, fields beyond that easily named in an
772 * object structure were needed, so it just made sense to
773 * put all the stuff in the map object so that names actually make
774 * sense.
775 * This could be done in lex (like the object loader), but I think
776 * currently, there are few enough fields this is not a big deal.
777 * MSW 2001-07-01
778 * return 0 on success, 1 on failure.
779 */
780
781 static int load_map_header(object_thawer &fp, mapstruct *m)
782 {
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
784 int msgpos=0;
785 int maplorepos=0;
786
787 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
788 buf[HUGE_BUF-1] = 0;
789 key = buf;
790 while (isspace(*key)) key++;
791 if (*key == 0) continue; /* empty line */
792 value = strchr(key, ' ');
793 if (!value) {
794 end = strchr(key, '\n');
795 if (end != NULL) {
796 *end = 0;
797 }
798 } else {
799 *value = 0;
800 value++;
801 end = strchr(value, '\n');
802 while (isspace(*value)) {
803 value++;
804 if (*value == '\0' || value == end) {
805 /* Nothing but spaces. */
806 value = NULL;
807 break;
808 }
809 }
810 }
811 if (!end) {
812 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
813 buf);
814 return 1;
815 }
816
817
818 /* key is the field name, value is what it should be set
819 * to. We've already done the work to null terminate key,
820 * and strip off any leading spaces for both of these.
821 * We have not touched the newline at the end of the line -
822 * these are needed for some values. the end pointer
823 * points to the first of the newlines.
824 * value could be NULL! It would be easy enough to just point
825 * this to "" to prevent cores, but that would let more errors slide
826 * through.
827 *
828 * First check for entries that do not use the value parameter, then
829 * validate that value is given and check for the remaining entries
830 * that use the parameter.
831 */
832
833 if (!strcmp(key,"msg")) {
834 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
835 if (!strcmp(buf,"endmsg\n")) break;
836 else {
837 /* slightly more efficient than strcat */
838 strcpy(msgbuf+msgpos, buf);
839 msgpos += strlen(buf);
840 }
841 }
842 /* There are lots of maps that have empty messages (eg, msg/endmsg
843 * with nothing between). There is no reason in those cases to
844 * keep the empty message. Also, msgbuf contains garbage data
845 * when msgpos is zero, so copying it results in crashes
846 */
847 if (msgpos != 0)
848 m->msg = strdup_local(msgbuf);
849 }
850 else if (!strcmp(key,"maplore")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmaplore\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(maplorebuf+maplorepos, buf);
856 maplorepos += strlen(buf);
857 }
858 }
859 if (maplorepos != 0)
860 m->maplore = strdup_local(maplorebuf);
861 }
862 else if (!strcmp(key,"end")) {
863 break;
864 }
865 else if (value == NULL) {
866 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
867 }
868 else if (!strcmp(key, "arch")) {
869 /* This is an oddity, but not something we care about much. */
870 if (strcmp(value,"map\n"))
871 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
872 }
873 else if (!strcmp(key,"name")) {
874 *end=0;
875 m->name = strdup_local(value);
876 }
877 /* first strcmp value on these are old names supported
878 * for compatibility reasons. The new values (second) are
879 * what really should be used.
880 */
881 else if (!strcmp(key,"oid")) {
882 fp.get (m, atoi(value));
883 } else if (!strcmp(key, "attach")) {
884 m->attach = value;
885 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
886 m->enter_x = atoi(value);
887 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
888 m->enter_y = atoi(value);
889 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
890 m->width = atoi(value);
891 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
892 m->height = atoi(value);
893 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
894 m->reset_timeout = atoi(value);
895 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
896 m->timeout = atoi(value);
897 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
898 m->difficulty = atoi(value);
899 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
900 m->darkness = atoi(value);
901 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
902 m->fixed_resettime = atoi(value);
903 } else if (!strcmp(key,"unique")) {
904 m->unique = atoi(value);
905 } else if (!strcmp(key,"template")) {
906 m->templatemap = atoi(value);
907 } else if (!strcmp(key,"region")) {
908 m->region = get_region_by_name(value);
909 } else if (!strcmp(key,"shopitems")) {
910 *end=0;
911 m->shopitems = parse_shop_string(value);
912 } else if (!strcmp(key,"shopgreed")) {
913 m->shopgreed = atof(value);
914 } else if (!strcmp(key,"shopmin")) {
915 m->shopmin = atol(value);
916 } else if (!strcmp(key,"shopmax")) {
917 m->shopmax = atol(value);
918 } else if (!strcmp(key,"shoprace")) {
919 *end=0;
920 m->shoprace = strdup_local(value);
921 } else if (!strcmp(key,"outdoor")) {
922 m->outdoor = atoi(value);
923 } else if (!strcmp(key, "temp")) {
924 m->temp = atoi(value);
925 } else if (!strcmp(key, "pressure")) {
926 m->pressure = atoi(value);
927 } else if (!strcmp(key, "humid")) {
928 m->humid = atoi(value);
929 } else if (!strcmp(key, "windspeed")) {
930 m->windspeed = atoi(value);
931 } else if (!strcmp(key, "winddir")) {
932 m->winddir = atoi(value);
933 } else if (!strcmp(key, "sky")) {
934 m->sky = atoi(value);
935 } else if (!strcmp(key, "nosmooth")) {
936 m->nosmooth = atoi(value);
937 }
938 else if (!strncmp(key,"tile_path_", 10)) {
939 int tile=atoi(key+10);
940
941 if (tile<1 || tile>4) {
942 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
943 tile, m->path);
944 } else {
945 char *path;
946
947 *end = 0;
948
949 if (m->tile_path[tile-1]) {
950 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
951 tile, m->path);
952 free(m->tile_path[tile-1]);
953 m->tile_path[tile-1] = NULL;
954 }
955
956 if (check_path(value, 1) != -1) {
957 /* The unadorned path works. */
958 path = value;
959 } else {
960 /* Try again; it could be a relative exit. */
961
962 path = path_combine_and_normalize(m->path, value);
963
964 if (check_path(path, 1) == -1) {
965 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
966 path = NULL;
967 }
968 }
969
970 if (editor) {
971 /* Use the value as in the file. */
972 m->tile_path[tile-1] = strdup_local(value);
973 } else if (path != NULL) {
974 /* Use the normalized value. */
975 m->tile_path[tile-1] = strdup_local(path);
976 }
977 } /* end if tile direction (in)valid */
978 }
979 else {
980 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
981 }
982 }
983 if (!key || strcmp(key,"end")) {
984 LOG(llevError,"Got premature eof on map header!\n");
985 return 1;
986 }
987 return 0;
988 }
989
990 /*
991 * Opens the file "filename" and reads information about the map
992 * from the given file, and stores it in a newly allocated
993 * mapstruct. A pointer to this structure is returned, or NULL on failure.
994 * flags correspond to those in map.h. Main ones used are
995 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
996 * MAP_BLOCK, in which case we block on this load. This happens in all
997 * cases, no matter if this flag is set or not.
998 * MAP_STYLE: style map - don't add active objects, don't add to server
999 * managed map list.
1000 */
1001
1002 mapstruct *load_original_map(const char *filename, int flags) {
1003 mapstruct *m;
1004 char pathname[MAX_BUF];
1005
1006 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1007 if (flags & MAP_PLAYER_UNIQUE)
1008 strcpy(pathname, filename);
1009 else if (flags & MAP_OVERLAY)
1010 strcpy(pathname, create_overlay_pathname(filename));
1011 else
1012 strcpy(pathname, create_pathname(filename));
1013
1014 object_thawer thawer (pathname);
1015
1016 if (!thawer)
1017 return 0;
1018
1019 m = get_linked_map();
1020
1021 strcpy (m->path, filename);
1022 if (load_map_header(thawer, m)) {
1023 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1024 filename, flags);
1025 delete_map(m);
1026 return NULL;
1027 }
1028
1029 allocate_map(m);
1030
1031 m->in_memory=MAP_LOADING;
1032 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1033
1034 m->in_memory=MAP_IN_MEMORY;
1035 if (!MAP_DIFFICULTY(m))
1036 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1037 set_map_reset_time(m);
1038 m->instantiate ();
1039 return (m);
1040 }
1041
1042 /*
1043 * Loads a map, which has been loaded earlier, from file.
1044 * Return the map object we load into (this can change from the passed
1045 * option if we can't find the original map)
1046 */
1047
1048 static mapstruct *load_temporary_map(mapstruct *m) {
1049 int comp;
1050 char buf[MAX_BUF];
1051
1052 if (!m->tmpname) {
1053 LOG(llevError, "No temporary filename for map %s\n", m->path);
1054 strcpy(buf, m->path);
1055 delete_map(m);
1056 m = load_original_map(buf, 0);
1057 if(m==NULL) return NULL;
1058 fix_auto_apply(m); /* Chests which open as default */
1059 return m;
1060 }
1061
1062 object_thawer thawer (m->tmpname);
1063
1064 if (!thawer)
1065 {
1066 strcpy (buf, m->path);
1067 delete_map (m);
1068 m = load_original_map (buf, 0);
1069 if (!m) return NULL;
1070 fix_auto_apply (m); /* Chests which open as default */
1071 return m;
1072 }
1073
1074 if (load_map_header(thawer, m)) {
1075 LOG(llevError,"Error loading map header for %s (%s)\n",
1076 m->path, m->tmpname);
1077 delete_map(m);
1078 m = load_original_map(m->path, 0);
1079 return NULL;
1080 }
1081 allocate_map(m);
1082
1083 m->in_memory=MAP_LOADING;
1084 load_objects (m, thawer, 0);
1085
1086 m->in_memory=MAP_IN_MEMORY;
1087 INVOKE_MAP (SWAPIN, m);
1088 return m;
1089 }
1090
1091 /*
1092 * Loads a map, which has been loaded earlier, from file.
1093 * Return the map object we load into (this can change from the passed
1094 * option if we can't find the original map)
1095 */
1096
1097 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1098 char pathname[MAX_BUF];
1099
1100 strcpy(pathname, create_overlay_pathname(filename));
1101
1102 object_thawer thawer (pathname);
1103
1104 if (!thawer)
1105 return m;
1106
1107 if (load_map_header(thawer, m)) {
1108 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1109 m->path, pathname);
1110 delete_map(m);
1111 m = load_original_map(m->path, 0);
1112 return NULL;
1113 }
1114 /*allocate_map(m);*/
1115
1116 m->in_memory=MAP_LOADING;
1117 load_objects (m, thawer, MAP_OVERLAY);
1118
1119 m->in_memory=MAP_IN_MEMORY;
1120 return m;
1121 }
1122
1123 /******************************************************************************
1124 * This is the start of unique map handling code
1125 *****************************************************************************/
1126
1127 /* This goes through map 'm' and removed any unique items on the map. */
1128 static void delete_unique_items(mapstruct *m)
1129 {
1130 int i,j,unique;
1131 object *op, *next;
1132
1133 for(i=0; i<MAP_WIDTH(m); i++)
1134 for(j=0; j<MAP_HEIGHT(m); j++) {
1135 unique=0;
1136 for (op=get_map_ob(m, i, j); op; op=next) {
1137 next = op->above;
1138 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1139 unique=1;
1140 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1141 clean_object(op);
1142 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1143 remove_button_link(op);
1144 remove_ob(op);
1145 free_object(op);
1146 }
1147 }
1148 }
1149 }
1150
1151
1152 /*
1153 * Loads unique objects from file(s) into the map which is in memory
1154 * m is the map to load unique items into.
1155 */
1156 static void load_unique_objects(mapstruct *m) {
1157 int count;
1158 char firstname[MAX_BUF];
1159
1160 for (count=0; count<10; count++) {
1161 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1162 if (!access(firstname, R_OK)) break;
1163 }
1164 /* If we get here, we did not find any map */
1165 if (count==10) return;
1166
1167 object_thawer thawer (firstname);
1168
1169 if (!thawer)
1170 return;
1171
1172 m->in_memory=MAP_LOADING;
1173 if (m->tmpname == NULL) /* if we have loaded unique items from */
1174 delete_unique_items(m); /* original map before, don't duplicate them */
1175 load_object(thawer, NULL, LO_NOREAD,0);
1176 load_objects (m, thawer, 0);
1177
1178 m->in_memory=MAP_IN_MEMORY;
1179 }
1180
1181
1182 /*
1183 * Saves a map to file. If flag is set, it is saved into the same
1184 * file it was (originally) loaded from. Otherwise a temporary
1185 * filename will be genarated, and the file will be stored there.
1186 * The temporary filename will be stored in the mapstructure.
1187 * If the map is unique, we also save to the filename in the map
1188 * (this should have been updated when first loaded)
1189 */
1190
1191 int
1192 new_save_map (mapstruct * m, int flag)
1193 {
1194 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1195 int i;
1196
1197 if (flag && !*m->path)
1198 {
1199 LOG (llevError, "Tried to save map without path.\n");
1200 return -1;
1201 }
1202
1203 if (flag || (m->unique) || (m->templatemap))
1204 {
1205 if (!m->unique && !m->templatemap)
1206 { /* flag is set */
1207 if (flag == 2)
1208 strcpy (filename, create_overlay_pathname (m->path));
1209 else
1210 strcpy (filename, create_pathname (m->path));
1211 }
1212 else
1213 strcpy (filename, m->path);
1214
1215 make_path_to_file (filename);
1216 }
1217 else
1218 {
1219 if (!m->tmpname)
1220 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1221
1222 strcpy (filename, m->tmpname);
1223 }
1224
1225 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1226 m->in_memory = MAP_SAVING;
1227
1228 object_freezer freezer;
1229
1230 /* legacy */
1231 fprintf (freezer, "arch map\n");
1232 if (m->name)
1233 fprintf (freezer, "name %s\n", m->name);
1234 if (!flag)
1235 fprintf (freezer, "swap_time %d\n", m->swap_time);
1236 if (m->reset_timeout)
1237 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1238 if (m->fixed_resettime)
1239 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1240 /* we unfortunately have no idea if this is a value the creator set
1241 * or a difficulty value we generated when the map was first loaded
1242 */
1243 if (m->difficulty)
1244 fprintf (freezer, "difficulty %d\n", m->difficulty);
1245 if (m->region)
1246 fprintf (freezer, "region %s\n", m->region->name);
1247 if (m->shopitems)
1248 {
1249 print_shop_string (m, shop);
1250 fprintf (freezer, "shopitems %s\n", shop);
1251 }
1252 if (m->shopgreed)
1253 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1254 #ifndef WIN32
1255 if (m->shopmin)
1256 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1257 if (m->shopmax)
1258 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1259 #else
1260 if (m->shopmin)
1261 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1262 if (m->shopmax)
1263 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1264 #endif
1265 if (m->shoprace)
1266 fprintf (freezer, "shoprace %s\n", m->shoprace);
1267 if (m->darkness)
1268 fprintf (freezer, "darkness %d\n", m->darkness);
1269 if (m->width)
1270 fprintf (freezer, "width %d\n", m->width);
1271 if (m->height)
1272 fprintf (freezer, "height %d\n", m->height);
1273 if (m->enter_x)
1274 fprintf (freezer, "enter_x %d\n", m->enter_x);
1275 if (m->enter_y)
1276 fprintf (freezer, "enter_y %d\n", m->enter_y);
1277 if (m->msg)
1278 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1279 if (m->maplore)
1280 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1281 if (m->unique)
1282 fprintf (freezer, "unique %d\n", m->unique);
1283 if (m->templatemap)
1284 fprintf (freezer, "template %d\n", m->templatemap);
1285 if (m->outdoor)
1286 fprintf (freezer, "outdoor %d\n", m->outdoor);
1287 if (m->temp)
1288 fprintf (freezer, "temp %d\n", m->temp);
1289 if (m->pressure)
1290 fprintf (freezer, "pressure %d\n", m->pressure);
1291 if (m->humid)
1292 fprintf (freezer, "humid %d\n", m->humid);
1293 if (m->windspeed)
1294 fprintf (freezer, "windspeed %d\n", m->windspeed);
1295 if (m->winddir)
1296 fprintf (freezer, "winddir %d\n", m->winddir);
1297 if (m->sky)
1298 fprintf (freezer, "sky %d\n", m->sky);
1299 if (m->nosmooth)
1300 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1301
1302 /* Save any tiling information, except on overlays */
1303 if (flag != 2)
1304 for (i = 0; i < 4; i++)
1305 if (m->tile_path[i])
1306 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1307
1308 freezer.put (m);
1309 fprintf (freezer, "end\n");
1310
1311 /* In the game save unique items in the different file, but
1312 * in the editor save them to the normal map file.
1313 * If unique map, save files in the proper destination (set by
1314 * player)
1315 */
1316 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1317 {
1318 object_freezer unique;
1319
1320 if (flag == 2)
1321 save_objects (m, freezer, unique, 2);
1322 else
1323 save_objects (m, freezer, unique, 0);
1324
1325 sprintf (buf, "%s.v00", create_items_path (m->path));
1326
1327 unique.save (buf);
1328 }
1329 else
1330 { /* save same file when not playing, like in editor */
1331 save_objects (m, freezer, freezer, 0);
1332 }
1333
1334 freezer.save (filename);
1335
1336 return 0;
1337 }
1338
1339
1340 /*
1341 * Remove and free all objects in the inventory of the given object.
1342 * object.c ?
1343 */
1344
1345 void clean_object(object *op)
1346 {
1347 object *tmp, *next;
1348
1349 for(tmp = op->inv; tmp; tmp = next)
1350 {
1351 next = tmp->below;
1352 clean_object(tmp);
1353 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1354 remove_button_link(tmp);
1355 remove_ob(tmp);
1356 free_object(tmp);
1357 }
1358 }
1359
1360 /*
1361 * Remove and free all objects in the given map.
1362 */
1363
1364 void free_all_objects(mapstruct *m) {
1365 int i,j;
1366 object *op;
1367
1368 for(i=0;i<MAP_WIDTH(m);i++)
1369 for(j=0;j<MAP_HEIGHT(m);j++) {
1370 object *previous_obj=NULL;
1371 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1372 if (op==previous_obj) {
1373 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1374 break;
1375 }
1376 previous_obj=op;
1377 if(op->head!=NULL)
1378 op = op->head;
1379
1380 /* If the map isn't in memory, free_object will remove and
1381 * free objects in op's inventory. So let it do the job.
1382 */
1383 if (m->in_memory==MAP_IN_MEMORY)
1384 clean_object(op);
1385 remove_ob(op);
1386 free_object(op);
1387 }
1388 }
1389 }
1390
1391 /*
1392 * Frees everything allocated by the given mapstructure.
1393 * don't free tmpname - our caller is left to do that
1394 */
1395
1396 void free_map(mapstruct *m,int flag) {
1397 int i;
1398
1399 if (!m->in_memory) {
1400 LOG(llevError,"Trying to free freed map.\n");
1401 return;
1402 }
1403 if (flag && m->spaces) free_all_objects(m);
1404 if (m->name) FREE_AND_CLEAR(m->name);
1405 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1406 if (m->msg) FREE_AND_CLEAR(m->msg);
1407 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1408 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1409 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1410 if (m->buttons)
1411 free_objectlinkpt(m->buttons);
1412 m->buttons = NULL;
1413 for (i=0; i<4; i++) {
1414 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1415 m->tile_map[i] = NULL;
1416 }
1417 m->in_memory = MAP_SWAPPED;
1418 }
1419
1420 /*
1421 * function: vanish mapstruct
1422 * m : pointer to mapstruct, if NULL no action
1423 * this deletes all the data on the map (freeing pointers)
1424 * and then removes this map from the global linked list of maps.
1425 */
1426
1427 void delete_map(mapstruct *m) {
1428 mapstruct *tmp, *last;
1429 int i;
1430
1431 if (!m)
1432 return;
1433
1434 m->clear ();
1435
1436 if (m->in_memory == MAP_IN_MEMORY) {
1437 /* change to MAP_SAVING, even though we are not,
1438 * so that remove_ob doesn't do as much work.
1439 */
1440 m->in_memory = MAP_SAVING;
1441 free_map (m, 1);
1442 }
1443 /* move this out of free_map, since tmpname can still be needed if
1444 * the map is swapped out.
1445 */
1446 if (m->tmpname) {
1447 free(m->tmpname);
1448 m->tmpname=NULL;
1449 }
1450 last = NULL;
1451 /* We need to look through all the maps and see if any maps
1452 * are pointing at this one for tiling information. Since
1453 * tiling can be assymetric, we just can not look to see which
1454 * maps this map tiles with and clears those.
1455 */
1456 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1457 if (tmp->next == m) last = tmp;
1458
1459 /* This should hopefully get unrolled on a decent compiler */
1460 for (i=0; i<4; i++)
1461 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1462 }
1463
1464 /* If last is null, then this should be the first map in the list */
1465 if (!last) {
1466 if (m == first_map)
1467 first_map = m->next;
1468 else
1469 /* m->path is a static char, so should hopefully still have
1470 * some useful data in it.
1471 */
1472 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1473 m->path);
1474 }
1475 else
1476 last->next = m->next;
1477
1478 delete m;
1479 }
1480
1481
1482
1483 /*
1484 * Makes sure the given map is loaded and swapped in.
1485 * name is path name of the map.
1486 * flags meaning:
1487 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1488 * and don't do unique items or the like.
1489 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1490 * dont do any more name translation on it.
1491 *
1492 * Returns a pointer to the given map.
1493 */
1494
1495 mapstruct *ready_map_name(const char *name, int flags) {
1496 mapstruct *m;
1497
1498 if (!name)
1499 return (NULL);
1500
1501 /* Have we been at this level before? */
1502 m = has_been_loaded (name);
1503
1504 /* Map is good to go, so just return it */
1505 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1506 return m;
1507 }
1508
1509 /* unique maps always get loaded from their original location, and never
1510 * a temp location. Likewise, if map_flush is set, or we have never loaded
1511 * this map, load it now. I removed the reset checking from here -
1512 * it seems the probability of a player trying to enter a map that should
1513 * reset but hasn't yet is quite low, and removing that makes this function
1514 * a bit cleaner (and players probably shouldn't rely on exact timing for
1515 * resets in any case - if they really care, they should use the 'maps command.
1516 */
1517 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1518
1519 /* first visit or time to reset */
1520 if (m) {
1521 clean_tmp_map(m); /* Doesn't make much difference */
1522 delete_map(m);
1523 }
1524
1525 /* create and load a map */
1526 if (flags & MAP_PLAYER_UNIQUE)
1527 LOG(llevDebug, "Trying to load map %s.\n", name);
1528 else
1529 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1530
1531 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1532 return (NULL);
1533
1534 fix_auto_apply(m); /* Chests which open as default */
1535
1536 /* If a player unique map, no extra unique object file to load.
1537 * if from the editor, likewise.
1538 */
1539 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1540 load_unique_objects(m);
1541
1542 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1543 m=load_overlay_map(name, m);
1544 if (m==NULL)
1545 return NULL;
1546 }
1547
1548 if (flags & MAP_PLAYER_UNIQUE)
1549 INVOKE_MAP (SWAPIN, m);
1550
1551 } else {
1552 /* If in this loop, we found a temporary map, so load it up. */
1553
1554 m=load_temporary_map (m);
1555 if(m==NULL) return NULL;
1556 load_unique_objects(m);
1557
1558 clean_tmp_map(m);
1559 m->in_memory = MAP_IN_MEMORY;
1560 /* tempnam() on sun systems (probably others) uses malloc
1561 * to allocated space for the string. Free it here.
1562 * In some cases, load_temporary_map above won't find the
1563 * temporary map, and so has reloaded a new map. If that
1564 * is the case, tmpname is now null
1565 */
1566 if (m->tmpname) free(m->tmpname);
1567 m->tmpname = NULL;
1568 /* It's going to be saved anew anyway */
1569 }
1570
1571 /* Below here is stuff common to both first time loaded maps and
1572 * temp maps.
1573 */
1574
1575 decay_objects(m); /* start the decay */
1576 /* In case other objects press some buttons down */
1577 update_buttons(m);
1578 if (m->outdoor)
1579 set_darkness_map(m);
1580 /* run the weather over this map */
1581 weather_effect(name);
1582 return m;
1583 }
1584
1585
1586 /*
1587 * This routine is supposed to find out the difficulty of the map.
1588 * difficulty does not have a lot to do with character level,
1589 * but does have a lot to do with treasure on the map.
1590 *
1591 * Difficulty can now be set by the map creature. If the value stored
1592 * in the map is zero, then use this routine. Maps should really
1593 * have a difficulty set than using this function - human calculation
1594 * is much better than this functions guesswork.
1595 */
1596
1597 int calculate_difficulty(mapstruct *m) {
1598 object *op;
1599 archetype *at;
1600 int x, y, i, diff;
1601 long monster_cnt = 0;
1602 double avgexp = 0;
1603 sint64 total_exp = 0;
1604
1605 if (MAP_DIFFICULTY (m))
1606 {
1607 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1608 return MAP_DIFFICULTY (m);
1609 }
1610
1611 for(x = 0; x < MAP_WIDTH(m); x++)
1612 for(y = 0; y < MAP_HEIGHT(m); y++)
1613 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1614 {
1615 if(QUERY_FLAG (op, FLAG_MONSTER))
1616 {
1617 total_exp += op->stats.exp;
1618 monster_cnt++;
1619 }
1620
1621 if(QUERY_FLAG (op, FLAG_GENERATOR))
1622 {
1623 total_exp += op->stats.exp;
1624 at = type_to_archetype(GENERATE_TYPE (op));
1625
1626 if(at != NULL)
1627 total_exp += at->clone.stats.exp * 8;
1628
1629 monster_cnt++;
1630 }
1631 }
1632
1633 avgexp = (double) total_exp / monster_cnt;
1634
1635 for (i = 1; i <= settings.max_level; i++)
1636 {
1637 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1638 {
1639 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1640 return i;
1641 }
1642 }
1643
1644 return 1;
1645 }
1646
1647 void clean_tmp_map(mapstruct *m) {
1648 if(m->tmpname == NULL)
1649 return;
1650 INVOKE_MAP (CLEAN, m);
1651 (void) unlink(m->tmpname);
1652 }
1653
1654 void free_all_maps(void)
1655 {
1656 int real_maps=0;
1657
1658 while (first_map) {
1659 /* I think some of the callers above before it gets here set this to be
1660 * saving, but we still want to free this data
1661 */
1662 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1663 delete_map(first_map);
1664 real_maps++;
1665 }
1666 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1667 }
1668
1669 /* change_map_light() - used to change map light level (darkness)
1670 * up or down. Returns true if successful. It should now be
1671 * possible to change a value by more than 1.
1672 * Move this from los.c to map.c since this is more related
1673 * to maps than los.
1674 * postive values make it darker, negative make it brighter
1675 */
1676
1677 int change_map_light(mapstruct *m, int change) {
1678 int new_level = m->darkness + change;
1679
1680 /* Nothing to do */
1681 if(!change || (new_level <= 0 && m->darkness == 0) ||
1682 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1683 return 0;
1684 }
1685
1686 /* inform all players on the map */
1687 if (change>0)
1688 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1689 else
1690 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1691
1692 /* Do extra checking. since m->darkness is a unsigned value,
1693 * we need to be extra careful about negative values.
1694 * In general, the checks below are only needed if change
1695 * is not +/-1
1696 */
1697 if (new_level < 0) m->darkness = 0;
1698 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1699 else m->darkness=new_level;
1700
1701 /* All clients need to get re-updated for the change */
1702 update_all_map_los(m);
1703 return 1;
1704 }
1705
1706
1707 /*
1708 * This function updates various attributes about a specific space
1709 * on the map (what it looks like, whether it blocks magic,
1710 * has a living creatures, prevents people from passing
1711 * through, etc)
1712 */
1713 void update_position (mapstruct *m, int x, int y) {
1714 object *tmp, *last = NULL;
1715 uint8 flags = 0, oldflags, light=0, anywhere=0;
1716 New_Face *top,*floor, *middle;
1717 object *top_obj, *floor_obj, *middle_obj;
1718 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1719
1720 oldflags = GET_MAP_FLAGS(m,x,y);
1721 if (!(oldflags & P_NEED_UPDATE)) {
1722 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1723 m->path, x, y);
1724 return;
1725 }
1726
1727 middle=blank_face;
1728 top=blank_face;
1729 floor=blank_face;
1730
1731 middle_obj = NULL;
1732 top_obj = NULL;
1733 floor_obj = NULL;
1734
1735 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1736
1737 /* This could be made additive I guess (two lights better than
1738 * one). But if so, it shouldn't be a simple additive - 2
1739 * light bulbs do not illuminate twice as far as once since
1740 * it is a disapation factor that is squared (or is it cubed?)
1741 */
1742 if (tmp->glow_radius > light) light = tmp->glow_radius;
1743
1744 /* This call is needed in order to update objects the player
1745 * is standing in that have animations (ie, grass, fire, etc).
1746 * However, it also causes the look window to be re-drawn
1747 * 3 times each time the player moves, because many of the
1748 * functions the move_player calls eventualy call this.
1749 *
1750 * Always put the player down for drawing.
1751 */
1752 if (!tmp->invisible) {
1753 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1754 top = tmp->face;
1755 top_obj = tmp;
1756 }
1757 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1758 /* If we got a floor, that means middle and top were below it,
1759 * so should not be visible, so we clear them.
1760 */
1761 middle=blank_face;
1762 top=blank_face;
1763 floor = tmp->face;
1764 floor_obj = tmp;
1765 }
1766 /* Flag anywhere have high priority */
1767 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1768 middle = tmp->face;
1769
1770 middle_obj = tmp;
1771 anywhere =1;
1772 }
1773 /* Find the highest visible face around. If equal
1774 * visibilities, we still want the one nearer to the
1775 * top
1776 */
1777 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1778 middle = tmp->face;
1779 middle_obj = tmp;
1780 }
1781 }
1782 if (tmp==tmp->above) {
1783 LOG(llevError, "Error in structure of map\n");
1784 exit (-1);
1785 }
1786
1787 move_slow |= tmp->move_slow;
1788 move_block |= tmp->move_block;
1789 move_on |= tmp->move_on;
1790 move_off |= tmp->move_off;
1791 move_allow |= tmp->move_allow;
1792
1793 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1794 flags |= P_IS_ALIVE;
1795 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1796 flags |= P_NO_MAGIC;
1797 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1798 flags |= P_NO_CLERIC;
1799 if (tmp->type == SAFE_GROUND)
1800 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1801
1802 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1803 flags |= P_BLOCKSVIEW;
1804 } /* for stack of objects */
1805
1806 /* we don't want to rely on this function to have accurate flags, but
1807 * since we're already doing the work, we calculate them here.
1808 * if they don't match, logic is broken someplace.
1809 */
1810 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1811 (!(oldflags & P_NO_ERROR))) {
1812 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1813 m->path, x, y,
1814 (oldflags & ~P_NEED_UPDATE), flags);
1815 }
1816 SET_MAP_FLAGS(m, x, y, flags);
1817 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1818 SET_MAP_MOVE_ON(m, x, y, move_on);
1819 SET_MAP_MOVE_OFF(m, x, y, move_off);
1820 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1821
1822 /* At this point, we have a floor face (if there is a floor),
1823 * and the floor is set - we are not going to touch it at
1824 * this point.
1825 * middle contains the highest visibility face.
1826 * top contains a player/monster face, if there is one.
1827 *
1828 * We now need to fill in top.face and/or middle.face.
1829 */
1830
1831 /* If the top face also happens to be high visibility, re-do our
1832 * middle face. This should not happen, as we already have the
1833 * else statement above so middle should not get set. OTOH, it
1834 * may be possible for the faces to match but be different objects.
1835 */
1836 if (top == middle) middle=blank_face;
1837
1838 /* There are three posibilities at this point:
1839 * 1) top face is set, need middle to be set.
1840 * 2) middle is set, need to set top.
1841 * 3) neither middle or top is set - need to set both.
1842 */
1843
1844 for (tmp=last; tmp; tmp=tmp->below) {
1845 /* Once we get to a floor, stop, since we already have a floor object */
1846 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1847
1848 /* If two top faces are already set, quit processing */
1849 if ((top != blank_face) && (middle != blank_face)) break;
1850
1851 /* Only show visible faces, unless its the editor - show all */
1852 if (!tmp->invisible || editor) {
1853 /* Fill in top if needed */
1854 if (top == blank_face) {
1855 top = tmp->face;
1856 top_obj = tmp;
1857 if (top == middle) middle=blank_face;
1858 } else {
1859 /* top is already set - we should only get here if
1860 * middle is not set
1861 *
1862 * Set the middle face and break out, since there is nothing
1863 * more to fill in. We don't check visiblity here, since
1864 *
1865 */
1866 if (tmp->face != top ) {
1867 middle = tmp->face;
1868 middle_obj = tmp;
1869 break;
1870 }
1871 }
1872 }
1873 }
1874 if (middle == floor) middle = blank_face;
1875 if (top == middle) middle = blank_face;
1876 SET_MAP_FACE(m,x,y,top,0);
1877 if(top != blank_face)
1878 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1879 else
1880 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1881 SET_MAP_FACE(m,x,y,middle,1);
1882 if(middle != blank_face)
1883 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1884 else
1885 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1886 SET_MAP_FACE(m,x,y,floor,2);
1887 if(floor != blank_face)
1888 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1889 else
1890 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1891 SET_MAP_LIGHT(m,x,y,light);
1892 }
1893
1894
1895 void set_map_reset_time(mapstruct *map) {
1896 int timeout;
1897
1898 timeout = MAP_RESET_TIMEOUT(map);
1899 if (timeout <= 0)
1900 timeout = MAP_DEFAULTRESET;
1901 if (timeout >= MAP_MAXRESET)
1902 timeout = MAP_MAXRESET;
1903 MAP_WHEN_RESET(map) = seconds()+timeout;
1904 }
1905
1906 /* this updates the orig_map->tile_map[tile_num] value after loading
1907 * the map. It also takes care of linking back the freshly loaded
1908 * maps tile_map values if it tiles back to this one. It returns
1909 * the value of orig_map->tile_map[tile_num]. It really only does this
1910 * so that it is easier for calling functions to verify success.
1911 */
1912
1913 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1914 {
1915 int dest_tile = (tile_num +2) % 4;
1916 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1917
1918 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1919
1920 /* need to do a strcmp here as the orig_map->path is not a shared string */
1921 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1922 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1923 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1924
1925 return orig_map->tile_map[tile_num];
1926 }
1927
1928 /* this returns TRUE if the coordinates (x,y) are out of
1929 * map m. This function also takes into account any
1930 * tiling considerations, loading adjacant maps as needed.
1931 * This is the function should always be used when it
1932 * necessary to check for valid coordinates.
1933 * This function will recursively call itself for the
1934 * tiled maps.
1935 *
1936 *
1937 */
1938 int out_of_map(mapstruct *m, int x, int y)
1939 {
1940
1941 /* If we get passed a null map, this is obviously the
1942 * case. This generally shouldn't happen, but if the
1943 * map loads fail below, it could happen.
1944 */
1945 if (!m) return 0;
1946
1947 if (x<0) {
1948 if (!m->tile_path[3]) return 1;
1949 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1950 load_and_link_tiled_map(m, 3);
1951 }
1952 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1953 }
1954 if (x>=MAP_WIDTH(m)) {
1955 if (!m->tile_path[1]) return 1;
1956 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1957 load_and_link_tiled_map(m, 1);
1958 }
1959 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1960 }
1961 if (y<0) {
1962 if (!m->tile_path[0]) return 1;
1963 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1964 load_and_link_tiled_map(m, 0);
1965 }
1966 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1967 }
1968 if (y>=MAP_HEIGHT(m)) {
1969 if (!m->tile_path[2]) return 1;
1970 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1971 load_and_link_tiled_map(m, 2);
1972 }
1973 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1974 }
1975
1976 /* Simple case - coordinates are within this local
1977 * map.
1978 */
1979 return 0;
1980 }
1981
1982 /* This is basically the same as out_of_map above, but
1983 * instead we return NULL if no map is valid (coordinates
1984 * out of bounds and no tiled map), otherwise it returns
1985 * the map as that the coordinates are really on, and
1986 * updates x and y to be the localized coordinates.
1987 * Using this is more efficient of calling out_of_map
1988 * and then figuring out what the real map is
1989 */
1990 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
1991 {
1992
1993 if (*x<0) {
1994 if (!m->tile_path[3]) return NULL;
1995 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1996 load_and_link_tiled_map(m, 3);
1997
1998 *x += MAP_WIDTH(m->tile_map[3]);
1999 return (get_map_from_coord(m->tile_map[3], x, y));
2000 }
2001 if (*x>=MAP_WIDTH(m)) {
2002 if (!m->tile_path[1]) return NULL;
2003 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2004 load_and_link_tiled_map(m, 1);
2005
2006 *x -= MAP_WIDTH(m);
2007 return (get_map_from_coord(m->tile_map[1], x, y));
2008 }
2009 if (*y<0) {
2010 if (!m->tile_path[0]) return NULL;
2011 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 0);
2013
2014 *y += MAP_HEIGHT(m->tile_map[0]);
2015 return (get_map_from_coord(m->tile_map[0], x, y));
2016 }
2017 if (*y>=MAP_HEIGHT(m)) {
2018 if (!m->tile_path[2]) return NULL;
2019 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 2);
2021
2022 *y -= MAP_HEIGHT(m);
2023 return (get_map_from_coord(m->tile_map[2], x, y));
2024 }
2025
2026 /* Simple case - coordinates are within this local
2027 * map.
2028 */
2029
2030 return m;
2031 }
2032
2033 /**
2034 * Return whether map2 is adjacent to map1. If so, store the distance from
2035 * map1 to map2 in dx/dy.
2036 */
2037 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2038 if (!map1 || !map2)
2039 return 0;
2040
2041 if (map1 == map2) {
2042 *dx = 0;
2043 *dy = 0;
2044
2045 } else if (map1->tile_map[0] == map2) { /* up */
2046 *dx = 0;
2047 *dy = -MAP_HEIGHT(map2);
2048 } else if (map1->tile_map[1] == map2) { /* right */
2049 *dx = MAP_WIDTH(map1);
2050 *dy = 0;
2051 } else if (map1->tile_map[2] == map2) { /* down */
2052 *dx = 0;
2053 *dy = MAP_HEIGHT(map1);
2054 } else if (map1->tile_map[3] == map2) { /* left */
2055 *dx = -MAP_WIDTH(map2);
2056 *dy = 0;
2057
2058 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2059 *dx = MAP_WIDTH(map1->tile_map[0]);
2060 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2061 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2062 *dx = -MAP_WIDTH(map2);
2063 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2064 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2065 *dx = MAP_WIDTH(map1);
2066 *dy = -MAP_HEIGHT(map2);
2067 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2068 *dx = MAP_WIDTH(map1);
2069 *dy = MAP_HEIGHT(map1->tile_map[1]);
2070 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2071 *dx = MAP_WIDTH(map1->tile_map[2]);
2072 *dy = MAP_HEIGHT(map1);
2073 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2074 *dx = -MAP_WIDTH(map2);
2075 *dy = MAP_HEIGHT(map1);
2076 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2077 *dx = -MAP_WIDTH(map1->tile_map[3]);
2078 *dy = -MAP_HEIGHT(map2);
2079 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2080 *dx = -MAP_WIDTH(map1->tile_map[3]);
2081 *dy = MAP_HEIGHT(map1->tile_map[3]);
2082
2083 } else { /* not "adjacent" enough */
2084 return 0;
2085 }
2086
2087 return 1;
2088 }
2089
2090 /* From map.c
2091 * This is used by get_player to determine where the other
2092 * creature is. get_rangevector takes into account map tiling,
2093 * so you just can not look the the map coordinates and get the
2094 * righte value. distance_x/y are distance away, which
2095 * can be negativbe. direction is the crossfire direction scheme
2096 * that the creature should head. part is the part of the
2097 * monster that is closest.
2098 *
2099 * get_rangevector looks at op1 and op2, and fills in the
2100 * structure for op1 to get to op2.
2101 * We already trust that the caller has verified that the
2102 * two objects are at least on adjacent maps. If not,
2103 * results are not likely to be what is desired.
2104 * if the objects are not on maps, results are also likely to
2105 * be unexpected
2106 *
2107 * currently, the only flag supported (0x1) is don't translate for
2108 * closest body part of 'op1'
2109 */
2110
2111 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2112 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2113 /* be conservative and fill in _some_ data */
2114 retval->distance = 100000;
2115 retval->distance_x = 32767;
2116 retval->distance_y = 32767;
2117 retval->direction = 0;
2118 retval->part = 0;
2119 } else {
2120 object *best;
2121
2122 retval->distance_x += op2->x-op1->x;
2123 retval->distance_y += op2->y-op1->y;
2124
2125 best = op1;
2126 /* If this is multipart, find the closest part now */
2127 if (!(flags&0x1) && op1->more) {
2128 object *tmp;
2129 int best_distance = retval->distance_x*retval->distance_x+
2130 retval->distance_y*retval->distance_y, tmpi;
2131
2132 /* we just take the offset of the piece to head to figure
2133 * distance instead of doing all that work above again
2134 * since the distance fields we set above are positive in the
2135 * same axis as is used for multipart objects, the simply arithmetic
2136 * below works.
2137 */
2138 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2139 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2140 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2141 if (tmpi < best_distance) {
2142 best_distance = tmpi;
2143 best = tmp;
2144 }
2145 }
2146 if (best != op1) {
2147 retval->distance_x += op1->x-best->x;
2148 retval->distance_y += op1->y-best->y;
2149 }
2150 }
2151 retval->part = best;
2152 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2153 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2154 }
2155 }
2156
2157 /* this is basically the same as get_rangevector above, but instead of
2158 * the first parameter being an object, it instead is the map
2159 * and x,y coordinates - this is used for path to player -
2160 * since the object is not infact moving but we are trying to traverse
2161 * the path, we need this.
2162 * flags has no meaning for this function at this time - I kept it in to
2163 * be more consistant with the above function and also in case they are needed
2164 * for something in the future. Also, since no object is pasted, the best
2165 * field of the rv_vector is set to NULL.
2166 */
2167
2168 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2169 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2170 /* be conservative and fill in _some_ data */
2171 retval->distance = 100000;
2172 retval->distance_x = 32767;
2173 retval->distance_y = 32767;
2174 retval->direction = 0;
2175 retval->part = 0;
2176 } else {
2177 retval->distance_x += op2->x-x;
2178 retval->distance_y += op2->y-y;
2179
2180 retval->part = NULL;
2181 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2182 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2183 }
2184 }
2185
2186 /* Returns true of op1 and op2 are effectively on the same map
2187 * (as related to map tiling). Note that this looks for a path from
2188 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2189 * to op1, this will still return false.
2190 * Note we only look one map out to keep the processing simple
2191 * and efficient. This could probably be a macro.
2192 * MSW 2001-08-05
2193 */
2194 int on_same_map(const object *op1, const object *op2) {
2195 int dx, dy;
2196
2197 return adjacent_map(op1->map, op2->map, &dx, &dy);
2198 }