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/cvs/deliantra/server/common/map.C
Revision: 1.21
Committed: Sun Sep 3 22:45:55 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +8 -10 lines
Log Message:
string scanning (e.g. for patch) is not implemented ATM but should be easy
to add with an alternative constructor for object_thawer.

Rewrote flex scanner to be simpler, faster and more modularised.

Initial speedup: 16%

(ah well)

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.20 2006-09-03 00:18:40 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;
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, mapflags))) {
516 /* if the archetype for the object is null, means that we
517 * got an invalid object. Don't do anything with it - the game
518 * or editor will not be able to do anything with it either.
519 */
520 if (op->arch==NULL) {
521 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)");
522 continue;
523 }
524
525
526 switch(i) {
527 case LL_NORMAL:
528 /* if we are loading an overlay, put the floors on the bottom */
529 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
530 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
531 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
532 else
533 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
534
535 if (op->inv)
536 sum_weight(op);
537
538 prev=op,last_more=op;
539 break;
540
541 case LL_MORE:
542 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
543 op->head=prev,last_more->more=op,last_more=op;
544 break;
545 }
546 if (mapflags & MAP_STYLE) {
547 remove_from_active_list(op);
548 }
549 op=get_object();
550 op->map = m;
551 }
552 for (i=0;i<m->width;i++){
553 for (j=0;j<m->height;j++){
554 unique =0;
555 /* check for unique items, or unique squares */
556 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
557 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
558 unique = 1;
559 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
560 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
561 }
562 }
563 }
564 free_object(op);
565 link_multipart_objects(m);
566 }
567
568 /* This saves all the objects on the map in a non destructive fashion.
569 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
570 * and we only save the head of multi part objects - this is needed
571 * in order to do map tiling properly.
572 */
573 void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
574 int i, j = 0,unique=0;
575 object *op;
576 /* first pass - save one-part objects */
577 for(i = 0; i < MAP_WIDTH(m); i++)
578 for (j = 0; j < MAP_HEIGHT(m); j++) {
579 unique=0;
580 for(op = get_map_ob (m, i, j); op; op = op->above) {
581 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
582 unique=1;
583
584 if(op->type == PLAYER) {
585 LOG(llevDebug, "Player on map that is being saved\n");
586 continue;
587 }
588
589 if (op->head || op->owner)
590 continue;
591
592 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
593 save_object (fp2, op, 3);
594 else
595 if (flag == 0 ||
596 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
597 !QUERY_FLAG(op, FLAG_UNPAID))))
598 save_object(fp, op, 3);
599
600 } /* for this space */
601 } /* for this j */
602 }
603
604 /*
605 * Allocates, initialises, and returns a pointer to a mapstruct.
606 * Modified to no longer take a path option which was not being
607 * used anyways. MSW 2001-07-01
608 */
609
610 mapstruct *get_linked_map(void) {
611 mapstruct *map = new mapstruct;
612 mapstruct *mp;
613
614 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
615 if(mp==NULL)
616 first_map=map;
617 else
618 mp->next=map;
619
620 map->in_memory=MAP_SWAPPED;
621 /* The maps used to pick up default x and y values from the
622 * map archetype. Mimic that behaviour.
623 */
624 MAP_WIDTH(map)=16;
625 MAP_HEIGHT(map)=16;
626 MAP_RESET_TIMEOUT(map)=0;
627 MAP_TIMEOUT(map)=300;
628 MAP_ENTER_X(map)=0;
629 MAP_ENTER_Y(map)=0;
630 /*set part to -1 indicating conversion to weather map not yet done*/
631 MAP_WORLDPARTX(map)=-1;
632 MAP_WORLDPARTY(map)=-1;
633 return map;
634 }
635
636 /*
637 * Allocates the arrays contained in a mapstruct.
638 * This basically allocates the dynamic array of spaces for the
639 * map.
640 */
641
642 void allocate_map(mapstruct *m) {
643 m->in_memory = MAP_IN_MEMORY;
644 /* Log this condition and free the storage. We could I suppose
645 * realloc, but if the caller is presuming the data will be intact,
646 * that is their poor assumption.
647 */
648 if (m->spaces) {
649 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
650 free(m->spaces);
651 }
652
653 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
654
655 if(m->spaces==NULL)
656 fatal(OUT_OF_MEMORY);
657 }
658
659 /* Create and returns a map of the specific size. Used
660 * in random map code and the editor.
661 */
662 mapstruct *get_empty_map(int sizex, int sizey) {
663 mapstruct *m = get_linked_map();
664 m->width = sizex;
665 m->height = sizey;
666 m->in_memory = MAP_SWAPPED;
667 allocate_map(m);
668 return m;
669 }
670
671 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
672 * corresponding to that string. Memory is allocated for this, it must be freed
673 * at a later date.
674 * Called by parse_map_headers below.
675 */
676
677 static shopitems *parse_shop_string (const char *input_string) {
678 char *shop_string, *p, *q, *next_semicolon, *next_colon;
679 shopitems *items=NULL;
680 int i=0, number_of_entries=0;
681 const typedata *current_type;
682
683 shop_string=strdup_local(input_string);
684 p=shop_string;
685 /* first we'll count the entries, we'll need that for allocating the array shortly */
686 while (p) {
687 p=strchr(p, ';');
688 number_of_entries++;
689 if (p) p++;
690 }
691 p=shop_string;
692 strip_endline(p);
693 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
694 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
695 for (i=0; i<number_of_entries; i++) {
696 if (!p) {
697 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
698 break;
699 }
700 next_semicolon=strchr(p, ';');
701 next_colon=strchr(p, ':');
702 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
703 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
704 items[i].strength=atoi(strchr(p,':')+1);
705
706 if (isdigit(*p) || *p=='*') {
707 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
708 current_type=get_typedata(items[i].typenum);
709 if (current_type) {
710 items[i].name=current_type->name;
711 items[i].name_pl=current_type->name_pl;
712 }
713 }
714 else { /*we have a named type, let's figure out what it is */
715 q=strpbrk(p,";:");
716 if (q) *q='\0';
717
718 current_type=get_typedata_by_name(p);
719 if (current_type) {
720 items[i].name=current_type->name;
721 items[i].typenum=current_type->number;
722 items[i].name_pl=current_type->name_pl;
723 }
724 else { /* oh uh, something's wrong, let's free up this one, and try
725 * the next entry while we're at it, better print a warning
726 */
727 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
728 p, input_string);
729 }
730 }
731 items[i].index=number_of_entries;
732 if (next_semicolon) p=++next_semicolon;
733 else p=NULL;
734 }
735 free(shop_string);
736 return items;
737 }
738
739 /* opposite of parse string, this puts the string that was originally fed in to
740 * the map (or something equivilent) into output_string. */
741 static void print_shop_string(mapstruct *m, char *output_string) {
742 int i;
743 char tmp[MAX_BUF];
744 strcpy(output_string, "");
745 for (i=0; i< m->shopitems[0].index; i++) {
746 if (m->shopitems[i].typenum) {
747 if (m->shopitems[i].strength) {
748 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
749 }
750 else sprintf(tmp, "%s;", m->shopitems[i].name);
751 }
752 else {
753 if (m->shopitems[i].strength) {
754 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
755 }
756 else sprintf(tmp, "*");
757 }
758 strcat(output_string, tmp);
759 }
760 }
761
762 /* This loads the header information of the map. The header
763 * contains things like difficulty, size, timeout, etc.
764 * this used to be stored in the map object, but with the
765 * addition of tiling, fields beyond that easily named in an
766 * object structure were needed, so it just made sense to
767 * put all the stuff in the map object so that names actually make
768 * sense.
769 * This could be done in lex (like the object loader), but I think
770 * currently, there are few enough fields this is not a big deal.
771 * MSW 2001-07-01
772 * return 0 on success, 1 on failure.
773 */
774
775 static int load_map_header(object_thawer &fp, mapstruct *m)
776 {
777 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
778 int msgpos=0;
779 int maplorepos=0;
780
781 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
782 buf[HUGE_BUF-1] = 0;
783 key = buf;
784 while (isspace(*key)) key++;
785 if (*key == 0) continue; /* empty line */
786 value = strchr(key, ' ');
787 if (!value) {
788 end = strchr(key, '\n');
789 if (end != NULL) {
790 *end = 0;
791 }
792 } else {
793 *value = 0;
794 value++;
795 end = strchr(value, '\n');
796 while (isspace(*value)) {
797 value++;
798 if (*value == '\0' || value == end) {
799 /* Nothing but spaces. */
800 value = NULL;
801 break;
802 }
803 }
804 }
805 if (!end) {
806 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
807 buf);
808 return 1;
809 }
810
811
812 /* key is the field name, value is what it should be set
813 * to. We've already done the work to null terminate key,
814 * and strip off any leading spaces for both of these.
815 * We have not touched the newline at the end of the line -
816 * these are needed for some values. the end pointer
817 * points to the first of the newlines.
818 * value could be NULL! It would be easy enough to just point
819 * this to "" to prevent cores, but that would let more errors slide
820 * through.
821 *
822 * First check for entries that do not use the value parameter, then
823 * validate that value is given and check for the remaining entries
824 * that use the parameter.
825 */
826
827 if (!strcmp(key,"msg")) {
828 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
829 if (!strcmp(buf,"endmsg\n")) break;
830 else {
831 /* slightly more efficient than strcat */
832 strcpy(msgbuf+msgpos, buf);
833 msgpos += strlen(buf);
834 }
835 }
836 /* There are lots of maps that have empty messages (eg, msg/endmsg
837 * with nothing between). There is no reason in those cases to
838 * keep the empty message. Also, msgbuf contains garbage data
839 * when msgpos is zero, so copying it results in crashes
840 */
841 if (msgpos != 0)
842 m->msg = strdup_local(msgbuf);
843 }
844 else if (!strcmp(key,"maplore")) {
845 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
846 if (!strcmp(buf,"endmaplore\n")) break;
847 else {
848 /* slightly more efficient than strcat */
849 strcpy(maplorebuf+maplorepos, buf);
850 maplorepos += strlen(buf);
851 }
852 }
853 if (maplorepos != 0)
854 m->maplore = strdup_local(maplorebuf);
855 }
856 else if (!strcmp(key,"end")) {
857 break;
858 }
859 else if (value == NULL) {
860 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
861 }
862 else if (!strcmp(key, "arch")) {
863 /* This is an oddity, but not something we care about much. */
864 if (strcmp(value,"map\n"))
865 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
866 }
867 else if (!strcmp(key,"name")) {
868 *end=0;
869 m->name = strdup_local(value);
870 }
871 /* first strcmp value on these are old names supported
872 * for compatibility reasons. The new values (second) are
873 * what really should be used.
874 */
875 else if (!strcmp(key,"oid")) {
876 fp.get (m, atoi(value));
877 } else if (!strcmp(key, "attach")) {
878 m->attach = value;
879 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
880 m->enter_x = atoi(value);
881 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
882 m->enter_y = atoi(value);
883 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
884 m->width = atoi(value);
885 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
886 m->height = atoi(value);
887 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
888 m->reset_timeout = atoi(value);
889 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
890 m->timeout = atoi(value);
891 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
892 m->difficulty = atoi(value);
893 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
894 m->darkness = atoi(value);
895 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
896 m->fixed_resettime = atoi(value);
897 } else if (!strcmp(key,"unique")) {
898 m->unique = atoi(value);
899 } else if (!strcmp(key,"template")) {
900 m->templatemap = atoi(value);
901 } else if (!strcmp(key,"region")) {
902 m->region = get_region_by_name(value);
903 } else if (!strcmp(key,"shopitems")) {
904 *end=0;
905 m->shopitems = parse_shop_string(value);
906 } else if (!strcmp(key,"shopgreed")) {
907 m->shopgreed = atof(value);
908 } else if (!strcmp(key,"shopmin")) {
909 m->shopmin = atol(value);
910 } else if (!strcmp(key,"shopmax")) {
911 m->shopmax = atol(value);
912 } else if (!strcmp(key,"shoprace")) {
913 *end=0;
914 m->shoprace = strdup_local(value);
915 } else if (!strcmp(key,"outdoor")) {
916 m->outdoor = atoi(value);
917 } else if (!strcmp(key, "temp")) {
918 m->temp = atoi(value);
919 } else if (!strcmp(key, "pressure")) {
920 m->pressure = atoi(value);
921 } else if (!strcmp(key, "humid")) {
922 m->humid = atoi(value);
923 } else if (!strcmp(key, "windspeed")) {
924 m->windspeed = atoi(value);
925 } else if (!strcmp(key, "winddir")) {
926 m->winddir = atoi(value);
927 } else if (!strcmp(key, "sky")) {
928 m->sky = atoi(value);
929 } else if (!strcmp(key, "nosmooth")) {
930 m->nosmooth = atoi(value);
931 }
932 else if (!strncmp(key,"tile_path_", 10)) {
933 int tile=atoi(key+10);
934
935 if (tile<1 || tile>4) {
936 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
937 tile, m->path);
938 } else {
939 char *path;
940
941 *end = 0;
942
943 if (m->tile_path[tile-1]) {
944 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
945 tile, m->path);
946 free(m->tile_path[tile-1]);
947 m->tile_path[tile-1] = NULL;
948 }
949
950 if (check_path(value, 1) != -1) {
951 /* The unadorned path works. */
952 path = value;
953 } else {
954 /* Try again; it could be a relative exit. */
955
956 path = path_combine_and_normalize(m->path, value);
957
958 if (check_path(path, 1) == -1) {
959 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
960 path = NULL;
961 }
962 }
963
964 if (editor) {
965 /* Use the value as in the file. */
966 m->tile_path[tile-1] = strdup_local(value);
967 } else if (path != NULL) {
968 /* Use the normalized value. */
969 m->tile_path[tile-1] = strdup_local(path);
970 }
971 } /* end if tile direction (in)valid */
972 }
973 else {
974 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
975 }
976 }
977 if (!key || strcmp(key,"end")) {
978 LOG(llevError,"Got premature eof on map header!\n");
979 return 1;
980 }
981 return 0;
982 }
983
984 /*
985 * Opens the file "filename" and reads information about the map
986 * from the given file, and stores it in a newly allocated
987 * mapstruct. A pointer to this structure is returned, or NULL on failure.
988 * flags correspond to those in map.h. Main ones used are
989 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
990 * MAP_BLOCK, in which case we block on this load. This happens in all
991 * cases, no matter if this flag is set or not.
992 * MAP_STYLE: style map - don't add active objects, don't add to server
993 * managed map list.
994 */
995
996 mapstruct *load_original_map(const char *filename, int flags) {
997 mapstruct *m;
998 char pathname[MAX_BUF];
999
1000 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1001 if (flags & MAP_PLAYER_UNIQUE)
1002 strcpy(pathname, filename);
1003 else if (flags & MAP_OVERLAY)
1004 strcpy(pathname, create_overlay_pathname(filename));
1005 else
1006 strcpy(pathname, create_pathname(filename));
1007
1008 object_thawer thawer (pathname);
1009
1010 if (!thawer)
1011 return 0;
1012
1013 m = get_linked_map();
1014
1015 strcpy (m->path, filename);
1016 if (load_map_header(thawer, m)) {
1017 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1018 filename, flags);
1019 delete_map(m);
1020 return NULL;
1021 }
1022
1023 allocate_map(m);
1024
1025 m->in_memory=MAP_LOADING;
1026 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1027
1028 m->in_memory=MAP_IN_MEMORY;
1029 if (!MAP_DIFFICULTY(m))
1030 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1031 set_map_reset_time(m);
1032 m->instantiate ();
1033 return (m);
1034 }
1035
1036 /*
1037 * Loads a map, which has been loaded earlier, from file.
1038 * Return the map object we load into (this can change from the passed
1039 * option if we can't find the original map)
1040 */
1041
1042 static mapstruct *load_temporary_map(mapstruct *m) {
1043 int comp;
1044 char buf[MAX_BUF];
1045
1046 if (!m->tmpname) {
1047 LOG(llevError, "No temporary filename for map %s\n", m->path);
1048 strcpy(buf, m->path);
1049 delete_map(m);
1050 m = load_original_map(buf, 0);
1051 if(m==NULL) return NULL;
1052 fix_auto_apply(m); /* Chests which open as default */
1053 return m;
1054 }
1055
1056 object_thawer thawer (m->tmpname);
1057
1058 if (!thawer)
1059 {
1060 strcpy (buf, m->path);
1061 delete_map (m);
1062 m = load_original_map (buf, 0);
1063 if (!m) return NULL;
1064 fix_auto_apply (m); /* Chests which open as default */
1065 return m;
1066 }
1067
1068 if (load_map_header(thawer, m)) {
1069 LOG(llevError,"Error loading map header for %s (%s)\n",
1070 m->path, m->tmpname);
1071 delete_map(m);
1072 m = load_original_map(m->path, 0);
1073 return NULL;
1074 }
1075 allocate_map(m);
1076
1077 m->in_memory=MAP_LOADING;
1078 load_objects (m, thawer, 0);
1079
1080 m->in_memory=MAP_IN_MEMORY;
1081 INVOKE_MAP (SWAPIN, m);
1082 return m;
1083 }
1084
1085 /*
1086 * Loads a map, which has been loaded earlier, from file.
1087 * Return the map object we load into (this can change from the passed
1088 * option if we can't find the original map)
1089 */
1090
1091 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1092 char pathname[MAX_BUF];
1093
1094 strcpy(pathname, create_overlay_pathname(filename));
1095
1096 object_thawer thawer (pathname);
1097
1098 if (!thawer)
1099 return m;
1100
1101 if (load_map_header(thawer, m)) {
1102 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1103 m->path, pathname);
1104 delete_map(m);
1105 m = load_original_map(m->path, 0);
1106 return NULL;
1107 }
1108 /*allocate_map(m);*/
1109
1110 m->in_memory=MAP_LOADING;
1111 load_objects (m, thawer, MAP_OVERLAY);
1112
1113 m->in_memory=MAP_IN_MEMORY;
1114 return m;
1115 }
1116
1117 /******************************************************************************
1118 * This is the start of unique map handling code
1119 *****************************************************************************/
1120
1121 /* This goes through map 'm' and removed any unique items on the map. */
1122 static void delete_unique_items(mapstruct *m)
1123 {
1124 int i,j,unique;
1125 object *op, *next;
1126
1127 for(i=0; i<MAP_WIDTH(m); i++)
1128 for(j=0; j<MAP_HEIGHT(m); j++) {
1129 unique=0;
1130 for (op=get_map_ob(m, i, j); op; op=next) {
1131 next = op->above;
1132 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1133 unique=1;
1134 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1135 clean_object(op);
1136 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1137 remove_button_link(op);
1138 remove_ob(op);
1139 free_object(op);
1140 }
1141 }
1142 }
1143 }
1144
1145
1146 /*
1147 * Loads unique objects from file(s) into the map which is in memory
1148 * m is the map to load unique items into.
1149 */
1150 static void load_unique_objects(mapstruct *m) {
1151 int count;
1152 char firstname[MAX_BUF];
1153
1154 for (count=0; count<10; count++) {
1155 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1156 if (!access(firstname, R_OK)) break;
1157 }
1158 /* If we get here, we did not find any map */
1159 if (count==10) return;
1160
1161 object_thawer thawer (firstname);
1162
1163 if (!thawer)
1164 return;
1165
1166 m->in_memory=MAP_LOADING;
1167 if (m->tmpname == NULL) /* if we have loaded unique items from */
1168 delete_unique_items(m); /* original map before, don't duplicate them */
1169 load_objects (m, thawer, 0);
1170
1171 m->in_memory=MAP_IN_MEMORY;
1172 }
1173
1174
1175 /*
1176 * Saves a map to file. If flag is set, it is saved into the same
1177 * file it was (originally) loaded from. Otherwise a temporary
1178 * filename will be genarated, and the file will be stored there.
1179 * The temporary filename will be stored in the mapstructure.
1180 * If the map is unique, we also save to the filename in the map
1181 * (this should have been updated when first loaded)
1182 */
1183
1184 int
1185 new_save_map (mapstruct * m, int flag)
1186 {
1187 char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1188 int i;
1189
1190 if (flag && !*m->path)
1191 {
1192 LOG (llevError, "Tried to save map without path.\n");
1193 return -1;
1194 }
1195
1196 if (flag || (m->unique) || (m->templatemap))
1197 {
1198 if (!m->unique && !m->templatemap)
1199 { /* flag is set */
1200 if (flag == 2)
1201 strcpy (filename, create_overlay_pathname (m->path));
1202 else
1203 strcpy (filename, create_pathname (m->path));
1204 }
1205 else
1206 strcpy (filename, m->path);
1207
1208 make_path_to_file (filename);
1209 }
1210 else
1211 {
1212 if (!m->tmpname)
1213 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1214
1215 strcpy (filename, m->tmpname);
1216 }
1217
1218 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1219 m->in_memory = MAP_SAVING;
1220
1221 object_freezer freezer;
1222
1223 /* legacy */
1224 fprintf (freezer, "arch map\n");
1225 if (m->name)
1226 fprintf (freezer, "name %s\n", m->name);
1227 if (!flag)
1228 fprintf (freezer, "swap_time %d\n", m->swap_time);
1229 if (m->reset_timeout)
1230 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1231 if (m->fixed_resettime)
1232 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1233 /* we unfortunately have no idea if this is a value the creator set
1234 * or a difficulty value we generated when the map was first loaded
1235 */
1236 if (m->difficulty)
1237 fprintf (freezer, "difficulty %d\n", m->difficulty);
1238 if (m->region)
1239 fprintf (freezer, "region %s\n", m->region->name);
1240 if (m->shopitems)
1241 {
1242 print_shop_string (m, shop);
1243 fprintf (freezer, "shopitems %s\n", shop);
1244 }
1245 if (m->shopgreed)
1246 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1247 #ifndef WIN32
1248 if (m->shopmin)
1249 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1250 if (m->shopmax)
1251 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1252 #else
1253 if (m->shopmin)
1254 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1255 if (m->shopmax)
1256 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1257 #endif
1258 if (m->shoprace)
1259 fprintf (freezer, "shoprace %s\n", m->shoprace);
1260 if (m->darkness)
1261 fprintf (freezer, "darkness %d\n", m->darkness);
1262 if (m->width)
1263 fprintf (freezer, "width %d\n", m->width);
1264 if (m->height)
1265 fprintf (freezer, "height %d\n", m->height);
1266 if (m->enter_x)
1267 fprintf (freezer, "enter_x %d\n", m->enter_x);
1268 if (m->enter_y)
1269 fprintf (freezer, "enter_y %d\n", m->enter_y);
1270 if (m->msg)
1271 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1272 if (m->maplore)
1273 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1274 if (m->unique)
1275 fprintf (freezer, "unique %d\n", m->unique);
1276 if (m->templatemap)
1277 fprintf (freezer, "template %d\n", m->templatemap);
1278 if (m->outdoor)
1279 fprintf (freezer, "outdoor %d\n", m->outdoor);
1280 if (m->temp)
1281 fprintf (freezer, "temp %d\n", m->temp);
1282 if (m->pressure)
1283 fprintf (freezer, "pressure %d\n", m->pressure);
1284 if (m->humid)
1285 fprintf (freezer, "humid %d\n", m->humid);
1286 if (m->windspeed)
1287 fprintf (freezer, "windspeed %d\n", m->windspeed);
1288 if (m->winddir)
1289 fprintf (freezer, "winddir %d\n", m->winddir);
1290 if (m->sky)
1291 fprintf (freezer, "sky %d\n", m->sky);
1292 if (m->nosmooth)
1293 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1294
1295 /* Save any tiling information, except on overlays */
1296 if (flag != 2)
1297 for (i = 0; i < 4; i++)
1298 if (m->tile_path[i])
1299 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1300
1301 freezer.put (m);
1302 fprintf (freezer, "end\n");
1303
1304 /* In the game save unique items in the different file, but
1305 * in the editor save them to the normal map file.
1306 * If unique map, save files in the proper destination (set by
1307 * player)
1308 */
1309 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1310 {
1311 object_freezer unique;
1312
1313 if (flag == 2)
1314 save_objects (m, freezer, unique, 2);
1315 else
1316 save_objects (m, freezer, unique, 0);
1317
1318 sprintf (buf, "%s.v00", create_items_path (m->path));
1319
1320 unique.save (buf);
1321 }
1322 else
1323 { /* save same file when not playing, like in editor */
1324 save_objects (m, freezer, freezer, 0);
1325 }
1326
1327 freezer.save (filename);
1328
1329 return 0;
1330 }
1331
1332
1333 /*
1334 * Remove and free all objects in the inventory of the given object.
1335 * object.c ?
1336 */
1337
1338 void clean_object(object *op)
1339 {
1340 object *tmp, *next;
1341
1342 for(tmp = op->inv; tmp; tmp = next)
1343 {
1344 next = tmp->below;
1345 clean_object(tmp);
1346 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1347 remove_button_link(tmp);
1348 remove_ob(tmp);
1349 free_object(tmp);
1350 }
1351 }
1352
1353 /*
1354 * Remove and free all objects in the given map.
1355 */
1356
1357 void free_all_objects(mapstruct *m) {
1358 int i,j;
1359 object *op;
1360
1361 for(i=0;i<MAP_WIDTH(m);i++)
1362 for(j=0;j<MAP_HEIGHT(m);j++) {
1363 object *previous_obj=NULL;
1364 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1365 if (op==previous_obj) {
1366 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1367 break;
1368 }
1369 previous_obj=op;
1370 if(op->head!=NULL)
1371 op = op->head;
1372
1373 /* If the map isn't in memory, free_object will remove and
1374 * free objects in op's inventory. So let it do the job.
1375 */
1376 if (m->in_memory==MAP_IN_MEMORY)
1377 clean_object(op);
1378 remove_ob(op);
1379 free_object(op);
1380 }
1381 }
1382 }
1383
1384 /*
1385 * Frees everything allocated by the given mapstructure.
1386 * don't free tmpname - our caller is left to do that
1387 */
1388
1389 void free_map(mapstruct *m,int flag) {
1390 int i;
1391
1392 if (!m->in_memory) {
1393 LOG(llevError,"Trying to free freed map.\n");
1394 return;
1395 }
1396 if (flag && m->spaces) free_all_objects(m);
1397 if (m->name) FREE_AND_CLEAR(m->name);
1398 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1399 if (m->msg) FREE_AND_CLEAR(m->msg);
1400 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1401 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1402 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1403 if (m->buttons)
1404 free_objectlinkpt(m->buttons);
1405 m->buttons = NULL;
1406 for (i=0; i<4; i++) {
1407 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1408 m->tile_map[i] = NULL;
1409 }
1410 m->in_memory = MAP_SWAPPED;
1411 }
1412
1413 /*
1414 * function: vanish mapstruct
1415 * m : pointer to mapstruct, if NULL no action
1416 * this deletes all the data on the map (freeing pointers)
1417 * and then removes this map from the global linked list of maps.
1418 */
1419
1420 void delete_map(mapstruct *m) {
1421 mapstruct *tmp, *last;
1422 int i;
1423
1424 if (!m)
1425 return;
1426
1427 m->clear ();
1428
1429 if (m->in_memory == MAP_IN_MEMORY) {
1430 /* change to MAP_SAVING, even though we are not,
1431 * so that remove_ob doesn't do as much work.
1432 */
1433 m->in_memory = MAP_SAVING;
1434 free_map (m, 1);
1435 }
1436 /* move this out of free_map, since tmpname can still be needed if
1437 * the map is swapped out.
1438 */
1439 if (m->tmpname) {
1440 free(m->tmpname);
1441 m->tmpname=NULL;
1442 }
1443 last = NULL;
1444 /* We need to look through all the maps and see if any maps
1445 * are pointing at this one for tiling information. Since
1446 * tiling can be assymetric, we just can not look to see which
1447 * maps this map tiles with and clears those.
1448 */
1449 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1450 if (tmp->next == m) last = tmp;
1451
1452 /* This should hopefully get unrolled on a decent compiler */
1453 for (i=0; i<4; i++)
1454 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1455 }
1456
1457 /* If last is null, then this should be the first map in the list */
1458 if (!last) {
1459 if (m == first_map)
1460 first_map = m->next;
1461 else
1462 /* m->path is a static char, so should hopefully still have
1463 * some useful data in it.
1464 */
1465 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1466 m->path);
1467 }
1468 else
1469 last->next = m->next;
1470
1471 delete m;
1472 }
1473
1474
1475
1476 /*
1477 * Makes sure the given map is loaded and swapped in.
1478 * name is path name of the map.
1479 * flags meaning:
1480 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1481 * and don't do unique items or the like.
1482 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1483 * dont do any more name translation on it.
1484 *
1485 * Returns a pointer to the given map.
1486 */
1487
1488 mapstruct *ready_map_name(const char *name, int flags) {
1489 mapstruct *m;
1490
1491 if (!name)
1492 return (NULL);
1493
1494 /* Have we been at this level before? */
1495 m = has_been_loaded (name);
1496
1497 /* Map is good to go, so just return it */
1498 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1499 return m;
1500 }
1501
1502 /* unique maps always get loaded from their original location, and never
1503 * a temp location. Likewise, if map_flush is set, or we have never loaded
1504 * this map, load it now. I removed the reset checking from here -
1505 * it seems the probability of a player trying to enter a map that should
1506 * reset but hasn't yet is quite low, and removing that makes this function
1507 * a bit cleaner (and players probably shouldn't rely on exact timing for
1508 * resets in any case - if they really care, they should use the 'maps command.
1509 */
1510 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1511
1512 /* first visit or time to reset */
1513 if (m) {
1514 clean_tmp_map(m); /* Doesn't make much difference */
1515 delete_map(m);
1516 }
1517
1518 /* create and load a map */
1519 if (flags & MAP_PLAYER_UNIQUE)
1520 LOG(llevDebug, "Trying to load map %s.\n", name);
1521 else
1522 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1523
1524 //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
1525 //0.414906024932861
1526 //0.427063941955566
1527 eval_pv ("$x = Event::time", 1);//D
1528 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1529 return (NULL);
1530 eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1531
1532 fix_auto_apply(m); /* Chests which open as default */
1533
1534 /* If a player unique map, no extra unique object file to load.
1535 * if from the editor, likewise.
1536 */
1537 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1538 load_unique_objects(m);
1539
1540 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1541 m=load_overlay_map(name, m);
1542 if (m==NULL)
1543 return NULL;
1544 }
1545
1546 if (flags & MAP_PLAYER_UNIQUE)
1547 INVOKE_MAP (SWAPIN, m);
1548
1549 } else {
1550 /* If in this loop, we found a temporary map, so load it up. */
1551
1552 m=load_temporary_map (m);
1553 if(m==NULL) return NULL;
1554 load_unique_objects(m);
1555
1556 clean_tmp_map(m);
1557 m->in_memory = MAP_IN_MEMORY;
1558 /* tempnam() on sun systems (probably others) uses malloc
1559 * to allocated space for the string. Free it here.
1560 * In some cases, load_temporary_map above won't find the
1561 * temporary map, and so has reloaded a new map. If that
1562 * is the case, tmpname is now null
1563 */
1564 if (m->tmpname) free(m->tmpname);
1565 m->tmpname = NULL;
1566 /* It's going to be saved anew anyway */
1567 }
1568
1569 /* Below here is stuff common to both first time loaded maps and
1570 * temp maps.
1571 */
1572
1573 decay_objects(m); /* start the decay */
1574 /* In case other objects press some buttons down */
1575 update_buttons(m);
1576 if (m->outdoor)
1577 set_darkness_map(m);
1578 /* run the weather over this map */
1579 weather_effect(name);
1580 return m;
1581 }
1582
1583
1584 /*
1585 * This routine is supposed to find out the difficulty of the map.
1586 * difficulty does not have a lot to do with character level,
1587 * but does have a lot to do with treasure on the map.
1588 *
1589 * Difficulty can now be set by the map creature. If the value stored
1590 * in the map is zero, then use this routine. Maps should really
1591 * have a difficulty set than using this function - human calculation
1592 * is much better than this functions guesswork.
1593 */
1594
1595 int calculate_difficulty(mapstruct *m) {
1596 object *op;
1597 archetype *at;
1598 int x, y, i, diff;
1599 long monster_cnt = 0;
1600 double avgexp = 0;
1601 sint64 total_exp = 0;
1602
1603 if (MAP_DIFFICULTY (m))
1604 {
1605 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1606 return MAP_DIFFICULTY (m);
1607 }
1608
1609 for(x = 0; x < MAP_WIDTH(m); x++)
1610 for(y = 0; y < MAP_HEIGHT(m); y++)
1611 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1612 {
1613 if(QUERY_FLAG (op, FLAG_MONSTER))
1614 {
1615 total_exp += op->stats.exp;
1616 monster_cnt++;
1617 }
1618
1619 if(QUERY_FLAG (op, FLAG_GENERATOR))
1620 {
1621 total_exp += op->stats.exp;
1622 at = type_to_archetype(GENERATE_TYPE (op));
1623
1624 if(at != NULL)
1625 total_exp += at->clone.stats.exp * 8;
1626
1627 monster_cnt++;
1628 }
1629 }
1630
1631 avgexp = (double) total_exp / monster_cnt;
1632
1633 for (i = 1; i <= settings.max_level; i++)
1634 {
1635 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1636 {
1637 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1638 return i;
1639 }
1640 }
1641
1642 return 1;
1643 }
1644
1645 void clean_tmp_map(mapstruct *m) {
1646 if(m->tmpname == NULL)
1647 return;
1648 INVOKE_MAP (CLEAN, m);
1649 (void) unlink(m->tmpname);
1650 }
1651
1652 void free_all_maps(void)
1653 {
1654 int real_maps=0;
1655
1656 while (first_map) {
1657 /* I think some of the callers above before it gets here set this to be
1658 * saving, but we still want to free this data
1659 */
1660 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1661 delete_map(first_map);
1662 real_maps++;
1663 }
1664 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1665 }
1666
1667 /* change_map_light() - used to change map light level (darkness)
1668 * up or down. Returns true if successful. It should now be
1669 * possible to change a value by more than 1.
1670 * Move this from los.c to map.c since this is more related
1671 * to maps than los.
1672 * postive values make it darker, negative make it brighter
1673 */
1674
1675 int change_map_light(mapstruct *m, int change) {
1676 int new_level = m->darkness + change;
1677
1678 /* Nothing to do */
1679 if(!change || (new_level <= 0 && m->darkness == 0) ||
1680 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1681 return 0;
1682 }
1683
1684 /* inform all players on the map */
1685 if (change>0)
1686 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1687 else
1688 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1689
1690 /* Do extra checking. since m->darkness is a unsigned value,
1691 * we need to be extra careful about negative values.
1692 * In general, the checks below are only needed if change
1693 * is not +/-1
1694 */
1695 if (new_level < 0) m->darkness = 0;
1696 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1697 else m->darkness=new_level;
1698
1699 /* All clients need to get re-updated for the change */
1700 update_all_map_los(m);
1701 return 1;
1702 }
1703
1704
1705 /*
1706 * This function updates various attributes about a specific space
1707 * on the map (what it looks like, whether it blocks magic,
1708 * has a living creatures, prevents people from passing
1709 * through, etc)
1710 */
1711 void update_position (mapstruct *m, int x, int y) {
1712 object *tmp, *last = NULL;
1713 uint8 flags = 0, oldflags, light=0, anywhere=0;
1714 New_Face *top,*floor, *middle;
1715 object *top_obj, *floor_obj, *middle_obj;
1716 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1717
1718 oldflags = GET_MAP_FLAGS(m,x,y);
1719 if (!(oldflags & P_NEED_UPDATE)) {
1720 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1721 m->path, x, y);
1722 return;
1723 }
1724
1725 middle=blank_face;
1726 top=blank_face;
1727 floor=blank_face;
1728
1729 middle_obj = NULL;
1730 top_obj = NULL;
1731 floor_obj = NULL;
1732
1733 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1734
1735 /* This could be made additive I guess (two lights better than
1736 * one). But if so, it shouldn't be a simple additive - 2
1737 * light bulbs do not illuminate twice as far as once since
1738 * it is a disapation factor that is squared (or is it cubed?)
1739 */
1740 if (tmp->glow_radius > light) light = tmp->glow_radius;
1741
1742 /* This call is needed in order to update objects the player
1743 * is standing in that have animations (ie, grass, fire, etc).
1744 * However, it also causes the look window to be re-drawn
1745 * 3 times each time the player moves, because many of the
1746 * functions the move_player calls eventualy call this.
1747 *
1748 * Always put the player down for drawing.
1749 */
1750 if (!tmp->invisible) {
1751 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1752 top = tmp->face;
1753 top_obj = tmp;
1754 }
1755 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1756 /* If we got a floor, that means middle and top were below it,
1757 * so should not be visible, so we clear them.
1758 */
1759 middle=blank_face;
1760 top=blank_face;
1761 floor = tmp->face;
1762 floor_obj = tmp;
1763 }
1764 /* Flag anywhere have high priority */
1765 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1766 middle = tmp->face;
1767
1768 middle_obj = tmp;
1769 anywhere =1;
1770 }
1771 /* Find the highest visible face around. If equal
1772 * visibilities, we still want the one nearer to the
1773 * top
1774 */
1775 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1776 middle = tmp->face;
1777 middle_obj = tmp;
1778 }
1779 }
1780 if (tmp==tmp->above) {
1781 LOG(llevError, "Error in structure of map\n");
1782 exit (-1);
1783 }
1784
1785 move_slow |= tmp->move_slow;
1786 move_block |= tmp->move_block;
1787 move_on |= tmp->move_on;
1788 move_off |= tmp->move_off;
1789 move_allow |= tmp->move_allow;
1790
1791 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1792 flags |= P_IS_ALIVE;
1793 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1794 flags |= P_NO_MAGIC;
1795 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1796 flags |= P_NO_CLERIC;
1797 if (tmp->type == SAFE_GROUND)
1798 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1799
1800 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1801 flags |= P_BLOCKSVIEW;
1802 } /* for stack of objects */
1803
1804 /* we don't want to rely on this function to have accurate flags, but
1805 * since we're already doing the work, we calculate them here.
1806 * if they don't match, logic is broken someplace.
1807 */
1808 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1809 (!(oldflags & P_NO_ERROR))) {
1810 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1811 m->path, x, y,
1812 (oldflags & ~P_NEED_UPDATE), flags);
1813 }
1814 SET_MAP_FLAGS(m, x, y, flags);
1815 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1816 SET_MAP_MOVE_ON(m, x, y, move_on);
1817 SET_MAP_MOVE_OFF(m, x, y, move_off);
1818 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1819
1820 /* At this point, we have a floor face (if there is a floor),
1821 * and the floor is set - we are not going to touch it at
1822 * this point.
1823 * middle contains the highest visibility face.
1824 * top contains a player/monster face, if there is one.
1825 *
1826 * We now need to fill in top.face and/or middle.face.
1827 */
1828
1829 /* If the top face also happens to be high visibility, re-do our
1830 * middle face. This should not happen, as we already have the
1831 * else statement above so middle should not get set. OTOH, it
1832 * may be possible for the faces to match but be different objects.
1833 */
1834 if (top == middle) middle=blank_face;
1835
1836 /* There are three posibilities at this point:
1837 * 1) top face is set, need middle to be set.
1838 * 2) middle is set, need to set top.
1839 * 3) neither middle or top is set - need to set both.
1840 */
1841
1842 for (tmp=last; tmp; tmp=tmp->below) {
1843 /* Once we get to a floor, stop, since we already have a floor object */
1844 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1845
1846 /* If two top faces are already set, quit processing */
1847 if ((top != blank_face) && (middle != blank_face)) break;
1848
1849 /* Only show visible faces, unless its the editor - show all */
1850 if (!tmp->invisible || editor) {
1851 /* Fill in top if needed */
1852 if (top == blank_face) {
1853 top = tmp->face;
1854 top_obj = tmp;
1855 if (top == middle) middle=blank_face;
1856 } else {
1857 /* top is already set - we should only get here if
1858 * middle is not set
1859 *
1860 * Set the middle face and break out, since there is nothing
1861 * more to fill in. We don't check visiblity here, since
1862 *
1863 */
1864 if (tmp->face != top ) {
1865 middle = tmp->face;
1866 middle_obj = tmp;
1867 break;
1868 }
1869 }
1870 }
1871 }
1872 if (middle == floor) middle = blank_face;
1873 if (top == middle) middle = blank_face;
1874 SET_MAP_FACE(m,x,y,top,0);
1875 if(top != blank_face)
1876 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1877 else
1878 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1879 SET_MAP_FACE(m,x,y,middle,1);
1880 if(middle != blank_face)
1881 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1882 else
1883 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1884 SET_MAP_FACE(m,x,y,floor,2);
1885 if(floor != blank_face)
1886 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1887 else
1888 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1889 SET_MAP_LIGHT(m,x,y,light);
1890 }
1891
1892
1893 void set_map_reset_time(mapstruct *map) {
1894 int timeout;
1895
1896 timeout = MAP_RESET_TIMEOUT(map);
1897 if (timeout <= 0)
1898 timeout = MAP_DEFAULTRESET;
1899 if (timeout >= MAP_MAXRESET)
1900 timeout = MAP_MAXRESET;
1901 MAP_WHEN_RESET(map) = seconds()+timeout;
1902 }
1903
1904 /* this updates the orig_map->tile_map[tile_num] value after loading
1905 * the map. It also takes care of linking back the freshly loaded
1906 * maps tile_map values if it tiles back to this one. It returns
1907 * the value of orig_map->tile_map[tile_num]. It really only does this
1908 * so that it is easier for calling functions to verify success.
1909 */
1910
1911 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1912 {
1913 int dest_tile = (tile_num +2) % 4;
1914 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1915
1916 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1917
1918 /* need to do a strcmp here as the orig_map->path is not a shared string */
1919 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1920 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1921 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1922
1923 return orig_map->tile_map[tile_num];
1924 }
1925
1926 /* this returns TRUE if the coordinates (x,y) are out of
1927 * map m. This function also takes into account any
1928 * tiling considerations, loading adjacant maps as needed.
1929 * This is the function should always be used when it
1930 * necessary to check for valid coordinates.
1931 * This function will recursively call itself for the
1932 * tiled maps.
1933 *
1934 *
1935 */
1936 int out_of_map(mapstruct *m, int x, int y)
1937 {
1938
1939 /* If we get passed a null map, this is obviously the
1940 * case. This generally shouldn't happen, but if the
1941 * map loads fail below, it could happen.
1942 */
1943 if (!m) return 0;
1944
1945 if (x<0) {
1946 if (!m->tile_path[3]) return 1;
1947 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1948 load_and_link_tiled_map(m, 3);
1949 }
1950 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1951 }
1952 if (x>=MAP_WIDTH(m)) {
1953 if (!m->tile_path[1]) return 1;
1954 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1955 load_and_link_tiled_map(m, 1);
1956 }
1957 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1958 }
1959 if (y<0) {
1960 if (!m->tile_path[0]) return 1;
1961 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1962 load_and_link_tiled_map(m, 0);
1963 }
1964 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1965 }
1966 if (y>=MAP_HEIGHT(m)) {
1967 if (!m->tile_path[2]) return 1;
1968 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1969 load_and_link_tiled_map(m, 2);
1970 }
1971 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1972 }
1973
1974 /* Simple case - coordinates are within this local
1975 * map.
1976 */
1977 return 0;
1978 }
1979
1980 /* This is basically the same as out_of_map above, but
1981 * instead we return NULL if no map is valid (coordinates
1982 * out of bounds and no tiled map), otherwise it returns
1983 * the map as that the coordinates are really on, and
1984 * updates x and y to be the localized coordinates.
1985 * Using this is more efficient of calling out_of_map
1986 * and then figuring out what the real map is
1987 */
1988 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
1989 {
1990
1991 if (*x<0) {
1992 if (!m->tile_path[3]) return NULL;
1993 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1994 load_and_link_tiled_map(m, 3);
1995
1996 *x += MAP_WIDTH(m->tile_map[3]);
1997 return (get_map_from_coord(m->tile_map[3], x, y));
1998 }
1999 if (*x>=MAP_WIDTH(m)) {
2000 if (!m->tile_path[1]) return NULL;
2001 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2002 load_and_link_tiled_map(m, 1);
2003
2004 *x -= MAP_WIDTH(m);
2005 return (get_map_from_coord(m->tile_map[1], x, y));
2006 }
2007 if (*y<0) {
2008 if (!m->tile_path[0]) return NULL;
2009 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2010 load_and_link_tiled_map(m, 0);
2011
2012 *y += MAP_HEIGHT(m->tile_map[0]);
2013 return (get_map_from_coord(m->tile_map[0], x, y));
2014 }
2015 if (*y>=MAP_HEIGHT(m)) {
2016 if (!m->tile_path[2]) return NULL;
2017 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2018 load_and_link_tiled_map(m, 2);
2019
2020 *y -= MAP_HEIGHT(m);
2021 return (get_map_from_coord(m->tile_map[2], x, y));
2022 }
2023
2024 /* Simple case - coordinates are within this local
2025 * map.
2026 */
2027
2028 return m;
2029 }
2030
2031 /**
2032 * Return whether map2 is adjacent to map1. If so, store the distance from
2033 * map1 to map2 in dx/dy.
2034 */
2035 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2036 if (!map1 || !map2)
2037 return 0;
2038
2039 if (map1 == map2) {
2040 *dx = 0;
2041 *dy = 0;
2042
2043 } else if (map1->tile_map[0] == map2) { /* up */
2044 *dx = 0;
2045 *dy = -MAP_HEIGHT(map2);
2046 } else if (map1->tile_map[1] == map2) { /* right */
2047 *dx = MAP_WIDTH(map1);
2048 *dy = 0;
2049 } else if (map1->tile_map[2] == map2) { /* down */
2050 *dx = 0;
2051 *dy = MAP_HEIGHT(map1);
2052 } else if (map1->tile_map[3] == map2) { /* left */
2053 *dx = -MAP_WIDTH(map2);
2054 *dy = 0;
2055
2056 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2057 *dx = MAP_WIDTH(map1->tile_map[0]);
2058 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2059 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2060 *dx = -MAP_WIDTH(map2);
2061 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2062 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2063 *dx = MAP_WIDTH(map1);
2064 *dy = -MAP_HEIGHT(map2);
2065 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2066 *dx = MAP_WIDTH(map1);
2067 *dy = MAP_HEIGHT(map1->tile_map[1]);
2068 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2069 *dx = MAP_WIDTH(map1->tile_map[2]);
2070 *dy = MAP_HEIGHT(map1);
2071 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2072 *dx = -MAP_WIDTH(map2);
2073 *dy = MAP_HEIGHT(map1);
2074 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2075 *dx = -MAP_WIDTH(map1->tile_map[3]);
2076 *dy = -MAP_HEIGHT(map2);
2077 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2078 *dx = -MAP_WIDTH(map1->tile_map[3]);
2079 *dy = MAP_HEIGHT(map1->tile_map[3]);
2080
2081 } else { /* not "adjacent" enough */
2082 return 0;
2083 }
2084
2085 return 1;
2086 }
2087
2088 /* From map.c
2089 * This is used by get_player to determine where the other
2090 * creature is. get_rangevector takes into account map tiling,
2091 * so you just can not look the the map coordinates and get the
2092 * righte value. distance_x/y are distance away, which
2093 * can be negativbe. direction is the crossfire direction scheme
2094 * that the creature should head. part is the part of the
2095 * monster that is closest.
2096 *
2097 * get_rangevector looks at op1 and op2, and fills in the
2098 * structure for op1 to get to op2.
2099 * We already trust that the caller has verified that the
2100 * two objects are at least on adjacent maps. If not,
2101 * results are not likely to be what is desired.
2102 * if the objects are not on maps, results are also likely to
2103 * be unexpected
2104 *
2105 * currently, the only flag supported (0x1) is don't translate for
2106 * closest body part of 'op1'
2107 */
2108
2109 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2110 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2111 /* be conservative and fill in _some_ data */
2112 retval->distance = 100000;
2113 retval->distance_x = 32767;
2114 retval->distance_y = 32767;
2115 retval->direction = 0;
2116 retval->part = 0;
2117 } else {
2118 object *best;
2119
2120 retval->distance_x += op2->x-op1->x;
2121 retval->distance_y += op2->y-op1->y;
2122
2123 best = op1;
2124 /* If this is multipart, find the closest part now */
2125 if (!(flags&0x1) && op1->more) {
2126 object *tmp;
2127 int best_distance = retval->distance_x*retval->distance_x+
2128 retval->distance_y*retval->distance_y, tmpi;
2129
2130 /* we just take the offset of the piece to head to figure
2131 * distance instead of doing all that work above again
2132 * since the distance fields we set above are positive in the
2133 * same axis as is used for multipart objects, the simply arithmetic
2134 * below works.
2135 */
2136 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2137 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2138 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2139 if (tmpi < best_distance) {
2140 best_distance = tmpi;
2141 best = tmp;
2142 }
2143 }
2144 if (best != op1) {
2145 retval->distance_x += op1->x-best->x;
2146 retval->distance_y += op1->y-best->y;
2147 }
2148 }
2149 retval->part = best;
2150 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2151 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2152 }
2153 }
2154
2155 /* this is basically the same as get_rangevector above, but instead of
2156 * the first parameter being an object, it instead is the map
2157 * and x,y coordinates - this is used for path to player -
2158 * since the object is not infact moving but we are trying to traverse
2159 * the path, we need this.
2160 * flags has no meaning for this function at this time - I kept it in to
2161 * be more consistant with the above function and also in case they are needed
2162 * for something in the future. Also, since no object is pasted, the best
2163 * field of the rv_vector is set to NULL.
2164 */
2165
2166 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2167 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2168 /* be conservative and fill in _some_ data */
2169 retval->distance = 100000;
2170 retval->distance_x = 32767;
2171 retval->distance_y = 32767;
2172 retval->direction = 0;
2173 retval->part = 0;
2174 } else {
2175 retval->distance_x += op2->x-x;
2176 retval->distance_y += op2->y-y;
2177
2178 retval->part = NULL;
2179 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2180 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2181 }
2182 }
2183
2184 /* Returns true of op1 and op2 are effectively on the same map
2185 * (as related to map tiling). Note that this looks for a path from
2186 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2187 * to op1, this will still return false.
2188 * Note we only look one map out to keep the processing simple
2189 * and efficient. This could probably be a macro.
2190 * MSW 2001-08-05
2191 */
2192 int on_same_map(const object *op1, const object *op2) {
2193 int dx, dy;
2194
2195 return adjacent_map(op1->map, op2->map, &dx, &dy);
2196 }