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Revision: 1.26
Committed: Thu Sep 7 09:37:12 2006 UTC (17 years, 8 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.25: +4 -5 lines
Log Message:
Cleaned up code a little.

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.25 2006-09-04 17:36:12 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;
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 * Loads (ands parses) the objects into a given map from the specified
501 * file pointer.
502 * mapflags is the same as we get with load_original_map
503 */
504 void
505 load_objects (mapstruct *m, object_thawer &fp, int mapflags)
506 {
507 int i, j;
508 int unique;
509 object *op, *prev = NULL, *last_more = NULL, *otmp;
510
511 op = get_object ();
512 op->map = m; /* To handle buttons correctly */
513
514 while ((i = load_object (fp, op, mapflags)))
515 {
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 {
522 LOG (llevDebug, "Discarding object without arch: %s\n",
523 op->name ? (const char *) op->name : "(null)");
524 continue;
525 }
526
527
528 switch (i)
529 {
530 case LL_NORMAL:
531 /* if we are loading an overlay, put the floors on the bottom */
532 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
533 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
534 insert_ob_in_map (op, m, op,
535 INS_NO_MERGE | INS_NO_WALK_ON |
536 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
537 else
538 insert_ob_in_map (op, m, op,
539 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
540 INS_MAP_LOAD);
541
542 if (op->inv)
543 sum_weight (op);
544
545 prev = op, last_more = op;
546 break;
547
548 case LL_MORE:
549 insert_ob_in_map (op, m, op,
550 INS_NO_MERGE | INS_NO_WALK_ON |
551 INS_ABOVE_FLOOR_ONLY);
552 op->head = prev, last_more->more = op, last_more = op;
553 break;
554 }
555
556 if (mapflags & MAP_STYLE)
557 remove_from_active_list (op);
558
559 op = get_object ();
560 op->map = m;
561 }
562
563 for (i = 0; i < m->width; i++)
564 {
565 for (j = 0; j < m->height; j++)
566 {
567 unique = 0;
568 /* check for unique items, or unique squares */
569 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
570 {
571 if (QUERY_FLAG (otmp, FLAG_UNIQUE)
572 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
573 unique = 1;
574 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
575 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
576 }
577 }
578 }
579
580 free_object (op);
581 link_multipart_objects (m);
582 }
583
584 /* This saves all the objects on the map in a non destructive fashion.
585 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
586 * and we only save the head of multi part objects - this is needed
587 * in order to do map tiling properly.
588 */
589 void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
590 int i, j = 0,unique=0;
591 object *op;
592 /* first pass - save one-part objects */
593 for(i = 0; i < MAP_WIDTH(m); i++)
594 for (j = 0; j < MAP_HEIGHT(m); j++) {
595 unique=0;
596 for(op = get_map_ob (m, i, j); op; op = op->above) {
597 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
598 unique=1;
599
600 if(op->type == PLAYER) {
601 LOG(llevDebug, "Player on map that is being saved\n");
602 continue;
603 }
604
605 if (op->head || op->owner)
606 continue;
607
608 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
609 save_object (fp2, op, 3);
610 else
611 if (flag == 0 ||
612 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
613 !QUERY_FLAG(op, FLAG_UNPAID))))
614 save_object(fp, op, 3);
615
616 } /* for this space */
617 } /* for this j */
618 }
619
620 /*
621 * Allocates, initialises, and returns a pointer to a mapstruct.
622 * Modified to no longer take a path option which was not being
623 * used anyways. MSW 2001-07-01
624 */
625
626 mapstruct *get_linked_map(void) {
627 mapstruct *map = new mapstruct;
628 mapstruct *mp;
629
630 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
631 if(mp==NULL)
632 first_map=map;
633 else
634 mp->next=map;
635
636 map->in_memory=MAP_SWAPPED;
637 /* The maps used to pick up default x and y values from the
638 * map archetype. Mimic that behaviour.
639 */
640 MAP_WIDTH(map)=16;
641 MAP_HEIGHT(map)=16;
642 MAP_RESET_TIMEOUT(map)=0;
643 MAP_TIMEOUT(map)=300;
644 MAP_ENTER_X(map)=0;
645 MAP_ENTER_Y(map)=0;
646 /*set part to -1 indicating conversion to weather map not yet done*/
647 MAP_WORLDPARTX(map)=-1;
648 MAP_WORLDPARTY(map)=-1;
649 return map;
650 }
651
652 /*
653 * Allocates the arrays contained in a mapstruct.
654 * This basically allocates the dynamic array of spaces for the
655 * map.
656 */
657
658 void allocate_map(mapstruct *m) {
659 m->in_memory = MAP_IN_MEMORY;
660 /* Log this condition and free the storage. We could I suppose
661 * realloc, but if the caller is presuming the data will be intact,
662 * that is their poor assumption.
663 */
664 if (m->spaces) {
665 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
666 free(m->spaces);
667 }
668
669 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
670
671 if(m->spaces==NULL)
672 fatal(OUT_OF_MEMORY);
673 }
674
675 /* Create and returns a map of the specific size. Used
676 * in random map code and the editor.
677 */
678 mapstruct *get_empty_map(int sizex, int sizey) {
679 mapstruct *m = get_linked_map();
680 m->width = sizex;
681 m->height = sizey;
682 m->in_memory = MAP_SWAPPED;
683 allocate_map(m);
684 return m;
685 }
686
687 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
688 * corresponding to that string. Memory is allocated for this, it must be freed
689 * at a later date.
690 * Called by parse_map_headers below.
691 */
692
693 static shopitems *parse_shop_string (const char *input_string) {
694 char *shop_string, *p, *q, *next_semicolon, *next_colon;
695 shopitems *items=NULL;
696 int i=0, number_of_entries=0;
697 const typedata *current_type;
698
699 shop_string=strdup_local(input_string);
700 p=shop_string;
701 /* first we'll count the entries, we'll need that for allocating the array shortly */
702 while (p) {
703 p=strchr(p, ';');
704 number_of_entries++;
705 if (p) p++;
706 }
707 p=shop_string;
708 strip_endline(p);
709 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
710 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
711 for (i=0; i<number_of_entries; i++) {
712 if (!p) {
713 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
714 break;
715 }
716 next_semicolon=strchr(p, ';');
717 next_colon=strchr(p, ':');
718 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
719 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
720 items[i].strength=atoi(strchr(p,':')+1);
721
722 if (isdigit(*p) || *p=='*') {
723 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
724 current_type=get_typedata(items[i].typenum);
725 if (current_type) {
726 items[i].name=current_type->name;
727 items[i].name_pl=current_type->name_pl;
728 }
729 }
730 else { /*we have a named type, let's figure out what it is */
731 q=strpbrk(p,";:");
732 if (q) *q='\0';
733
734 current_type=get_typedata_by_name(p);
735 if (current_type) {
736 items[i].name=current_type->name;
737 items[i].typenum=current_type->number;
738 items[i].name_pl=current_type->name_pl;
739 }
740 else { /* oh uh, something's wrong, let's free up this one, and try
741 * the next entry while we're at it, better print a warning
742 */
743 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
744 p, input_string);
745 }
746 }
747 items[i].index=number_of_entries;
748 if (next_semicolon) p=++next_semicolon;
749 else p=NULL;
750 }
751 free(shop_string);
752 return items;
753 }
754
755 /* opposite of parse string, this puts the string that was originally fed in to
756 * the map (or something equivilent) into output_string. */
757 static void print_shop_string(mapstruct *m, char *output_string) {
758 int i;
759 char tmp[MAX_BUF];
760 strcpy(output_string, "");
761 for (i=0; i< m->shopitems[0].index; i++) {
762 if (m->shopitems[i].typenum) {
763 if (m->shopitems[i].strength) {
764 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
765 }
766 else sprintf(tmp, "%s;", m->shopitems[i].name);
767 }
768 else {
769 if (m->shopitems[i].strength) {
770 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
771 }
772 else sprintf(tmp, "*");
773 }
774 strcat(output_string, tmp);
775 }
776 }
777
778 /* This loads the header information of the map. The header
779 * contains things like difficulty, size, timeout, etc.
780 * this used to be stored in the map object, but with the
781 * addition of tiling, fields beyond that easily named in an
782 * object structure were needed, so it just made sense to
783 * put all the stuff in the map object so that names actually make
784 * sense.
785 * This could be done in lex (like the object loader), but I think
786 * currently, there are few enough fields this is not a big deal.
787 * MSW 2001-07-01
788 * return 0 on success, 1 on failure.
789 */
790
791 static int load_map_header(object_thawer &fp, mapstruct *m)
792 {
793 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
794 int msgpos=0;
795 int maplorepos=0;
796
797 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
798 buf[HUGE_BUF-1] = 0;
799 key = buf;
800 while (isspace(*key)) key++;
801 if (*key == 0) continue; /* empty line */
802 value = strchr(key, ' ');
803 if (!value) {
804 end = strchr(key, '\n');
805 if (end != NULL) {
806 *end = 0;
807 }
808 } else {
809 *value = 0;
810 value++;
811 end = strchr(value, '\n');
812 while (isspace(*value)) {
813 value++;
814 if (*value == '\0' || value == end) {
815 /* Nothing but spaces. */
816 value = NULL;
817 break;
818 }
819 }
820 }
821
822 if (!end) {
823 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
824 buf);
825 return 1;
826 }
827
828 /* key is the field name, value is what it should be set
829 * to. We've already done the work to null terminate key,
830 * and strip off any leading spaces for both of these.
831 * We have not touched the newline at the end of the line -
832 * these are needed for some values. the end pointer
833 * points to the first of the newlines.
834 * value could be NULL! It would be easy enough to just point
835 * this to "" to prevent cores, but that would let more errors slide
836 * through.
837 *
838 * First check for entries that do not use the value parameter, then
839 * validate that value is given and check for the remaining entries
840 * that use the parameter.
841 */
842
843 if (!strcmp(key,"msg")) {
844 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
845 if (!strcmp(buf,"endmsg\n")) break;
846 else {
847 /* slightly more efficient than strcat */
848 strcpy(msgbuf+msgpos, buf);
849 msgpos += strlen(buf);
850 }
851 }
852 /* There are lots of maps that have empty messages (eg, msg/endmsg
853 * with nothing between). There is no reason in those cases to
854 * keep the empty message. Also, msgbuf contains garbage data
855 * when msgpos is zero, so copying it results in crashes
856 */
857 if (msgpos != 0)
858 m->msg = strdup_local(msgbuf);
859 }
860 else if (!strcmp(key,"maplore")) {
861 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
862 if (!strcmp(buf,"endmaplore\n")) break;
863 else {
864 /* slightly more efficient than strcat */
865 strcpy(maplorebuf+maplorepos, buf);
866 maplorepos += strlen(buf);
867 }
868 }
869 if (maplorepos != 0)
870 m->maplore = strdup_local(maplorebuf);
871 }
872 else if (!strcmp(key,"end")) {
873 break;
874 }
875 else if (value == NULL) {
876 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
877 }
878 else if (!strcmp(key, "arch")) {
879 /* This is an oddity, but not something we care about much. */
880 if (strcmp(value,"map\n"))
881 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
882 }
883 else if (!strcmp(key,"name")) {
884 *end=0;
885 m->name = strdup_local(value);
886 }
887 /* first strcmp value on these are old names supported
888 * for compatibility reasons. The new values (second) are
889 * what really should be used.
890 */
891 else if (!strcmp(key,"oid")) {
892 fp.get (m, atoi(value));
893 } else if (!strcmp(key, "attach")) {
894 m->attach = value;
895 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
896 m->enter_x = atoi(value);
897 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
898 m->enter_y = atoi(value);
899 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
900 m->width = atoi(value);
901 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
902 m->height = atoi(value);
903 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
904 m->reset_timeout = atoi(value);
905 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
906 m->timeout = atoi(value);
907 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
908 m->difficulty = atoi(value);
909 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
910 m->darkness = atoi(value);
911 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
912 m->fixed_resettime = atoi(value);
913 } else if (!strcmp(key,"unique")) {
914 m->unique = atoi(value);
915 } else if (!strcmp(key,"template")) {
916 m->templatemap = atoi(value);
917 } else if (!strcmp(key,"region")) {
918 m->region = get_region_by_name(value);
919 } else if (!strcmp(key,"shopitems")) {
920 *end=0;
921 m->shopitems = parse_shop_string(value);
922 } else if (!strcmp(key,"shopgreed")) {
923 m->shopgreed = atof(value);
924 } else if (!strcmp(key,"shopmin")) {
925 m->shopmin = atol(value);
926 } else if (!strcmp(key,"shopmax")) {
927 m->shopmax = atol(value);
928 } else if (!strcmp(key,"shoprace")) {
929 *end=0;
930 m->shoprace = strdup_local(value);
931 } else if (!strcmp(key,"outdoor")) {
932 m->outdoor = atoi(value);
933 } else if (!strcmp(key, "temp")) {
934 m->temp = atoi(value);
935 } else if (!strcmp(key, "pressure")) {
936 m->pressure = atoi(value);
937 } else if (!strcmp(key, "humid")) {
938 m->humid = atoi(value);
939 } else if (!strcmp(key, "windspeed")) {
940 m->windspeed = atoi(value);
941 } else if (!strcmp(key, "winddir")) {
942 m->winddir = atoi(value);
943 } else if (!strcmp(key, "sky")) {
944 m->sky = atoi(value);
945 } else if (!strcmp(key, "nosmooth")) {
946 m->nosmooth = atoi(value);
947 }
948 else if (!strncmp(key,"tile_path_", 10)) {
949 int tile=atoi(key+10);
950
951 if (tile<1 || tile>4) {
952 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
953 tile, m->path);
954 } else {
955 char *path;
956
957 *end = 0;
958
959 if (m->tile_path[tile-1]) {
960 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
961 tile, m->path);
962 free(m->tile_path[tile-1]);
963 m->tile_path[tile-1] = NULL;
964 }
965
966 if (check_path(value, 1) != -1) {
967 /* The unadorned path works. */
968 path = value;
969 } else {
970 /* Try again; it could be a relative exit. */
971
972 path = path_combine_and_normalize(m->path, value);
973
974 if (check_path(path, 1) == -1) {
975 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
976 path = NULL;
977 }
978 }
979
980 if (editor) {
981 /* Use the value as in the file. */
982 m->tile_path[tile-1] = strdup_local(value);
983 } else if (path != NULL) {
984 /* Use the normalized value. */
985 m->tile_path[tile-1] = strdup_local(path);
986 }
987 } /* end if tile direction (in)valid */
988 }
989 else {
990 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
991 }
992 }
993 if (!key || strcmp(key,"end")) {
994 LOG(llevError,"Got premature eof on map header!\n");
995 return 1;
996 }
997 return 0;
998 }
999
1000 /*
1001 * Opens the file "filename" and reads information about the map
1002 * from the given file, and stores it in a newly allocated
1003 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1004 * flags correspond to those in map.h. Main ones used are
1005 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1006 * MAP_BLOCK, in which case we block on this load. This happens in all
1007 * cases, no matter if this flag is set or not.
1008 * MAP_STYLE: style map - don't add active objects, don't add to server
1009 * managed map list.
1010 */
1011
1012 mapstruct *load_original_map(const char *filename, int flags) {
1013 mapstruct *m;
1014 char pathname[MAX_BUF];
1015
1016 if (flags & MAP_PLAYER_UNIQUE)
1017 strcpy(pathname, filename);
1018 else if (flags & MAP_OVERLAY)
1019 strcpy(pathname, create_overlay_pathname(filename));
1020 else
1021 strcpy(pathname, create_pathname(filename));
1022
1023 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1024
1025 object_thawer thawer (pathname);
1026
1027 if (!thawer)
1028 return 0;
1029
1030 m = get_linked_map();
1031
1032 strcpy (m->path, filename);
1033 if (load_map_header(thawer, m)) {
1034 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1035 filename, flags);
1036 delete_map(m);
1037 return NULL;
1038 }
1039
1040 allocate_map(m);
1041
1042 m->in_memory=MAP_LOADING;
1043 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1044
1045 m->in_memory=MAP_IN_MEMORY;
1046 if (!MAP_DIFFICULTY(m))
1047 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1048 set_map_reset_time(m);
1049 m->instantiate ();
1050 return (m);
1051 }
1052
1053 /*
1054 * Loads a map, which has been loaded earlier, from file.
1055 * Return the map object we load into (this can change from the passed
1056 * option if we can't find the original map)
1057 */
1058
1059 static mapstruct *load_temporary_map(mapstruct *m) {
1060 char buf[MAX_BUF];
1061
1062 if (!m->tmpname) {
1063 LOG(llevError, "No temporary filename for map %s\n", m->path);
1064 strcpy(buf, m->path);
1065 delete_map(m);
1066 m = load_original_map(buf, 0);
1067 if(m==NULL) return NULL;
1068 fix_auto_apply(m); /* Chests which open as default */
1069 return m;
1070 }
1071
1072 object_thawer thawer (m->tmpname);
1073
1074 if (!thawer)
1075 {
1076 strcpy (buf, m->path);
1077 delete_map (m);
1078 m = load_original_map (buf, 0);
1079 if (!m) return NULL;
1080 fix_auto_apply (m); /* Chests which open as default */
1081 return m;
1082 }
1083
1084 if (load_map_header(thawer, m)) {
1085 LOG(llevError,"Error loading map header for %s (%s)\n",
1086 m->path, m->tmpname);
1087 delete_map(m);
1088 m = load_original_map(m->path, 0);
1089 return NULL;
1090 }
1091 allocate_map(m);
1092
1093 m->in_memory=MAP_LOADING;
1094 load_objects (m, thawer, 0);
1095
1096 m->in_memory=MAP_IN_MEMORY;
1097 INVOKE_MAP (SWAPIN, m);
1098 return m;
1099 }
1100
1101 /*
1102 * Loads a map, which has been loaded earlier, from file.
1103 * Return the map object we load into (this can change from the passed
1104 * option if we can't find the original map)
1105 */
1106
1107 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1108 char pathname[MAX_BUF];
1109
1110 strcpy(pathname, create_overlay_pathname(filename));
1111
1112 object_thawer thawer (pathname);
1113
1114 if (!thawer)
1115 return m;
1116
1117 if (load_map_header(thawer, m)) {
1118 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1119 m->path, pathname);
1120 delete_map(m);
1121 m = load_original_map(m->path, 0);
1122 return NULL;
1123 }
1124 /*allocate_map(m);*/
1125
1126 m->in_memory=MAP_LOADING;
1127 load_objects (m, thawer, MAP_OVERLAY);
1128
1129 m->in_memory=MAP_IN_MEMORY;
1130 return m;
1131 }
1132
1133 /******************************************************************************
1134 * This is the start of unique map handling code
1135 *****************************************************************************/
1136
1137 /* This goes through map 'm' and removed any unique items on the map. */
1138 static void delete_unique_items(mapstruct *m)
1139 {
1140 int i,j,unique;
1141 object *op, *next;
1142
1143 for(i=0; i<MAP_WIDTH(m); i++)
1144 for(j=0; j<MAP_HEIGHT(m); j++) {
1145 unique=0;
1146 for (op=get_map_ob(m, i, j); op; op=next) {
1147 next = op->above;
1148 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1149 unique=1;
1150 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1151 clean_object(op);
1152 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1153 remove_button_link(op);
1154 remove_ob(op);
1155 free_object(op);
1156 }
1157 }
1158 }
1159 }
1160
1161
1162 /*
1163 * Loads unique objects from file(s) into the map which is in memory
1164 * m is the map to load unique items into.
1165 */
1166 static void load_unique_objects(mapstruct *m) {
1167 int count;
1168 char firstname[MAX_BUF];
1169
1170 for (count=0; count<10; count++) {
1171 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1172 if (!access(firstname, R_OK)) break;
1173 }
1174 /* If we get here, we did not find any map */
1175 if (count==10) return;
1176
1177 object_thawer thawer (firstname);
1178
1179 if (!thawer)
1180 return;
1181
1182 m->in_memory=MAP_LOADING;
1183 if (m->tmpname == NULL) /* if we have loaded unique items from */
1184 delete_unique_items(m); /* original map before, don't duplicate them */
1185 load_objects (m, thawer, 0);
1186
1187 m->in_memory=MAP_IN_MEMORY;
1188 }
1189
1190
1191 /*
1192 * Saves a map to file. If flag is set, it is saved into the same
1193 * file it was (originally) loaded from. Otherwise a temporary
1194 * filename will be genarated, and the file will be stored there.
1195 * The temporary filename will be stored in the mapstructure.
1196 * If the map is unique, we also save to the filename in the map
1197 * (this should have been updated when first loaded)
1198 */
1199
1200 int
1201 new_save_map (mapstruct * m, int flag)
1202 {
1203 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1204 int i;
1205
1206 if (flag && !*m->path)
1207 {
1208 LOG (llevError, "Tried to save map without path.\n");
1209 return -1;
1210 }
1211
1212 if (flag || (m->unique) || (m->templatemap))
1213 {
1214 if (!m->unique && !m->templatemap)
1215 { /* flag is set */
1216 if (flag == 2)
1217 strcpy (filename, create_overlay_pathname (m->path));
1218 else
1219 strcpy (filename, create_pathname (m->path));
1220 }
1221 else
1222 strcpy (filename, m->path);
1223
1224 make_path_to_file (filename);
1225 }
1226 else
1227 {
1228 if (!m->tmpname)
1229 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1230
1231 strcpy (filename, m->tmpname);
1232 }
1233
1234 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1235 m->in_memory = MAP_SAVING;
1236
1237 object_freezer freezer;
1238
1239 /* legacy */
1240 fprintf (freezer, "arch map\n");
1241 if (m->name)
1242 fprintf (freezer, "name %s\n", m->name);
1243 if (!flag)
1244 fprintf (freezer, "swap_time %d\n", m->swap_time);
1245 if (m->reset_timeout)
1246 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1247 if (m->fixed_resettime)
1248 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1249 /* we unfortunately have no idea if this is a value the creator set
1250 * or a difficulty value we generated when the map was first loaded
1251 */
1252 if (m->difficulty)
1253 fprintf (freezer, "difficulty %d\n", m->difficulty);
1254 if (m->region)
1255 fprintf (freezer, "region %s\n", m->region->name);
1256 if (m->shopitems)
1257 {
1258 print_shop_string (m, shop);
1259 fprintf (freezer, "shopitems %s\n", shop);
1260 }
1261 if (m->shopgreed)
1262 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1263 #ifndef WIN32
1264 if (m->shopmin)
1265 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1266 if (m->shopmax)
1267 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1268 #else
1269 if (m->shopmin)
1270 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1271 if (m->shopmax)
1272 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1273 #endif
1274 if (m->shoprace)
1275 fprintf (freezer, "shoprace %s\n", m->shoprace);
1276 if (m->darkness)
1277 fprintf (freezer, "darkness %d\n", m->darkness);
1278 if (m->width)
1279 fprintf (freezer, "width %d\n", m->width);
1280 if (m->height)
1281 fprintf (freezer, "height %d\n", m->height);
1282 if (m->enter_x)
1283 fprintf (freezer, "enter_x %d\n", m->enter_x);
1284 if (m->enter_y)
1285 fprintf (freezer, "enter_y %d\n", m->enter_y);
1286 if (m->msg)
1287 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1288 if (m->maplore)
1289 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1290 if (m->unique)
1291 fprintf (freezer, "unique %d\n", m->unique);
1292 if (m->templatemap)
1293 fprintf (freezer, "template %d\n", m->templatemap);
1294 if (m->outdoor)
1295 fprintf (freezer, "outdoor %d\n", m->outdoor);
1296 if (m->temp)
1297 fprintf (freezer, "temp %d\n", m->temp);
1298 if (m->pressure)
1299 fprintf (freezer, "pressure %d\n", m->pressure);
1300 if (m->humid)
1301 fprintf (freezer, "humid %d\n", m->humid);
1302 if (m->windspeed)
1303 fprintf (freezer, "windspeed %d\n", m->windspeed);
1304 if (m->winddir)
1305 fprintf (freezer, "winddir %d\n", m->winddir);
1306 if (m->sky)
1307 fprintf (freezer, "sky %d\n", m->sky);
1308 if (m->nosmooth)
1309 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1310
1311 /* Save any tiling information, except on overlays */
1312 if (flag != 2)
1313 for (i = 0; i < 4; i++)
1314 if (m->tile_path[i])
1315 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1316
1317 freezer.put (m);
1318 fprintf (freezer, "end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1326 {
1327 object_freezer unique;
1328
1329 if (flag == 2)
1330 save_objects (m, freezer, unique, 2);
1331 else
1332 save_objects (m, freezer, unique, 0);
1333
1334 sprintf (buf, "%s.v00", create_items_path (m->path));
1335
1336 unique.save (buf);
1337 }
1338 else
1339 { /* save same file when not playing, like in editor */
1340 save_objects (m, freezer, freezer, 0);
1341 }
1342
1343 freezer.save (filename);
1344
1345 return 0;
1346 }
1347
1348
1349 /*
1350 * Remove and free all objects in the inventory of the given object.
1351 * object.c ?
1352 */
1353
1354 void clean_object(object *op)
1355 {
1356 object *tmp, *next;
1357
1358 for(tmp = op->inv; tmp; tmp = next)
1359 {
1360 next = tmp->below;
1361 clean_object(tmp);
1362 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363 remove_button_link(tmp);
1364 remove_ob(tmp);
1365 free_object(tmp);
1366 }
1367 }
1368
1369 /*
1370 * Remove and free all objects in the given map.
1371 */
1372
1373 void free_all_objects(mapstruct *m) {
1374 int i,j;
1375 object *op;
1376
1377 for(i=0;i<MAP_WIDTH(m);i++)
1378 for(j=0;j<MAP_HEIGHT(m);j++) {
1379 object *previous_obj=NULL;
1380 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1381 if (op==previous_obj) {
1382 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1383 break;
1384 }
1385 previous_obj=op;
1386 if(op->head!=NULL)
1387 op = op->head;
1388
1389 /* If the map isn't in memory, free_object will remove and
1390 * free objects in op's inventory. So let it do the job.
1391 */
1392 if (m->in_memory==MAP_IN_MEMORY)
1393 clean_object(op);
1394 remove_ob(op);
1395 free_object(op);
1396 }
1397 }
1398 }
1399
1400 /*
1401 * Frees everything allocated by the given mapstructure.
1402 * don't free tmpname - our caller is left to do that
1403 */
1404
1405 void free_map(mapstruct *m,int flag) {
1406 int i;
1407
1408 if (!m->in_memory) {
1409 LOG(llevError,"Trying to free freed map.\n");
1410 return;
1411 }
1412 if (flag && m->spaces) free_all_objects(m);
1413 if (m->name) FREE_AND_CLEAR(m->name);
1414 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1415 if (m->msg) FREE_AND_CLEAR(m->msg);
1416 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1417 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1418 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1419 if (m->buttons)
1420 free_objectlinkpt(m->buttons);
1421 m->buttons = NULL;
1422 for (i=0; i<4; i++) {
1423 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1424 m->tile_map[i] = NULL;
1425 }
1426 m->in_memory = MAP_SWAPPED;
1427 }
1428
1429 /*
1430 * function: vanish mapstruct
1431 * m : pointer to mapstruct, if NULL no action
1432 * this deletes all the data on the map (freeing pointers)
1433 * and then removes this map from the global linked list of maps.
1434 */
1435
1436 void delete_map(mapstruct *m) {
1437 mapstruct *tmp, *last;
1438 int i;
1439
1440 if (!m)
1441 return;
1442
1443 m->clear ();
1444
1445 if (m->in_memory == MAP_IN_MEMORY) {
1446 /* change to MAP_SAVING, even though we are not,
1447 * so that remove_ob doesn't do as much work.
1448 */
1449 m->in_memory = MAP_SAVING;
1450 free_map (m, 1);
1451 }
1452 /* move this out of free_map, since tmpname can still be needed if
1453 * the map is swapped out.
1454 */
1455 if (m->tmpname) {
1456 free(m->tmpname);
1457 m->tmpname=NULL;
1458 }
1459 last = NULL;
1460 /* We need to look through all the maps and see if any maps
1461 * are pointing at this one for tiling information. Since
1462 * tiling can be assymetric, we just can not look to see which
1463 * maps this map tiles with and clears those.
1464 */
1465 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1466 if (tmp->next == m) last = tmp;
1467
1468 /* This should hopefully get unrolled on a decent compiler */
1469 for (i=0; i<4; i++)
1470 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1471 }
1472
1473 /* If last is null, then this should be the first map in the list */
1474 if (!last) {
1475 if (m == first_map)
1476 first_map = m->next;
1477 else
1478 /* m->path is a static char, so should hopefully still have
1479 * some useful data in it.
1480 */
1481 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1482 m->path);
1483 }
1484 else
1485 last->next = m->next;
1486
1487 delete m;
1488 }
1489
1490
1491
1492 /*
1493 * Makes sure the given map is loaded and swapped in.
1494 * name is path name of the map.
1495 * flags meaning:
1496 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1497 * and don't do unique items or the like.
1498 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1499 * dont do any more name translation on it.
1500 *
1501 * Returns a pointer to the given map.
1502 */
1503
1504 mapstruct *ready_map_name(const char *name, int flags) {
1505 mapstruct *m;
1506
1507 if (!name)
1508 return (NULL);
1509
1510 /* Have we been at this level before? */
1511 m = has_been_loaded (name);
1512
1513 /* Map is good to go, so just return it */
1514 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1515 return m;
1516 }
1517
1518 /* unique maps always get loaded from their original location, and never
1519 * a temp location. Likewise, if map_flush is set, or we have never loaded
1520 * this map, load it now. I removed the reset checking from here -
1521 * it seems the probability of a player trying to enter a map that should
1522 * reset but hasn't yet is quite low, and removing that makes this function
1523 * a bit cleaner (and players probably shouldn't rely on exact timing for
1524 * resets in any case - if they really care, they should use the 'maps command.
1525 */
1526 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1527
1528 /* first visit or time to reset */
1529 if (m) {
1530 clean_tmp_map(m); /* Doesn't make much difference */
1531 delete_map(m);
1532 }
1533
1534 /* create and load a map */
1535 if (flags & MAP_PLAYER_UNIQUE)
1536 LOG(llevDebug, "Trying to load map %s.\n", name);
1537 else
1538 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1539
1540 //eval_pv ("$x = Event::time", 1);//D
1541 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1542 return (NULL);
1543 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1544
1545 fix_auto_apply(m); /* Chests which open as default */
1546
1547 /* If a player unique map, no extra unique object file to load.
1548 * if from the editor, likewise.
1549 */
1550 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1551 load_unique_objects(m);
1552
1553 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1554 m=load_overlay_map(name, m);
1555 if (m==NULL)
1556 return NULL;
1557 }
1558
1559 if (flags & MAP_PLAYER_UNIQUE)
1560 INVOKE_MAP (SWAPIN, m);
1561
1562 } else {
1563 /* If in this loop, we found a temporary map, so load it up. */
1564
1565 m=load_temporary_map (m);
1566 if(m==NULL) return NULL;
1567 load_unique_objects(m);
1568
1569 clean_tmp_map(m);
1570 m->in_memory = MAP_IN_MEMORY;
1571 /* tempnam() on sun systems (probably others) uses malloc
1572 * to allocated space for the string. Free it here.
1573 * In some cases, load_temporary_map above won't find the
1574 * temporary map, and so has reloaded a new map. If that
1575 * is the case, tmpname is now null
1576 */
1577 if (m->tmpname) free(m->tmpname);
1578 m->tmpname = NULL;
1579 /* It's going to be saved anew anyway */
1580 }
1581
1582 /* Below here is stuff common to both first time loaded maps and
1583 * temp maps.
1584 */
1585
1586 decay_objects(m); /* start the decay */
1587 /* In case other objects press some buttons down */
1588 update_buttons(m);
1589 if (m->outdoor)
1590 set_darkness_map(m);
1591 /* run the weather over this map */
1592 weather_effect(name);
1593 return m;
1594 }
1595
1596
1597 /*
1598 * This routine is supposed to find out the difficulty of the map.
1599 * difficulty does not have a lot to do with character level,
1600 * but does have a lot to do with treasure on the map.
1601 *
1602 * Difficulty can now be set by the map creature. If the value stored
1603 * in the map is zero, then use this routine. Maps should really
1604 * have a difficulty set than using this function - human calculation
1605 * is much better than this functions guesswork.
1606 */
1607
1608 int calculate_difficulty(mapstruct *m) {
1609 object *op;
1610 archetype *at;
1611 int x, y, i;
1612 long monster_cnt = 0;
1613 double avgexp = 0;
1614 sint64 total_exp = 0;
1615
1616 if (MAP_DIFFICULTY (m))
1617 {
1618 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1619 return MAP_DIFFICULTY (m);
1620 }
1621
1622 for(x = 0; x < MAP_WIDTH(m); x++)
1623 for(y = 0; y < MAP_HEIGHT(m); y++)
1624 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1625 {
1626 if(QUERY_FLAG (op, FLAG_MONSTER))
1627 {
1628 total_exp += op->stats.exp;
1629 monster_cnt++;
1630 }
1631
1632 if(QUERY_FLAG (op, FLAG_GENERATOR))
1633 {
1634 total_exp += op->stats.exp;
1635 at = type_to_archetype(GENERATE_TYPE (op));
1636
1637 if(at != NULL)
1638 total_exp += at->clone.stats.exp * 8;
1639
1640 monster_cnt++;
1641 }
1642 }
1643
1644 avgexp = (double) total_exp / monster_cnt;
1645
1646 for (i = 1; i <= settings.max_level; i++)
1647 {
1648 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1649 {
1650 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1651 return i;
1652 }
1653 }
1654
1655 return 1;
1656 }
1657
1658 void clean_tmp_map(mapstruct *m) {
1659 if(m->tmpname == NULL)
1660 return;
1661 INVOKE_MAP (CLEAN, m);
1662 (void) unlink(m->tmpname);
1663 }
1664
1665 void free_all_maps(void)
1666 {
1667 int real_maps=0;
1668
1669 while (first_map) {
1670 /* I think some of the callers above before it gets here set this to be
1671 * saving, but we still want to free this data
1672 */
1673 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1674 delete_map(first_map);
1675 real_maps++;
1676 }
1677 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1678 }
1679
1680 /* change_map_light() - used to change map light level (darkness)
1681 * up or down. Returns true if successful. It should now be
1682 * possible to change a value by more than 1.
1683 * Move this from los.c to map.c since this is more related
1684 * to maps than los.
1685 * postive values make it darker, negative make it brighter
1686 */
1687
1688 int change_map_light(mapstruct *m, int change) {
1689 int new_level = m->darkness + change;
1690
1691 /* Nothing to do */
1692 if(!change || (new_level <= 0 && m->darkness == 0) ||
1693 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1694 return 0;
1695 }
1696
1697 /* inform all players on the map */
1698 if (change>0)
1699 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1700 else
1701 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1702
1703 /* Do extra checking. since m->darkness is a unsigned value,
1704 * we need to be extra careful about negative values.
1705 * In general, the checks below are only needed if change
1706 * is not +/-1
1707 */
1708 if (new_level < 0) m->darkness = 0;
1709 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1710 else m->darkness=new_level;
1711
1712 /* All clients need to get re-updated for the change */
1713 update_all_map_los(m);
1714 return 1;
1715 }
1716
1717
1718 /*
1719 * This function updates various attributes about a specific space
1720 * on the map (what it looks like, whether it blocks magic,
1721 * has a living creatures, prevents people from passing
1722 * through, etc)
1723 */
1724 void update_position (mapstruct *m, int x, int y) {
1725 object *tmp, *last = NULL;
1726 uint8 flags = 0, oldflags, light=0, anywhere=0;
1727 New_Face *top,*floor, *middle;
1728 object *top_obj, *floor_obj, *middle_obj;
1729 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1730
1731 oldflags = GET_MAP_FLAGS(m,x,y);
1732 if (!(oldflags & P_NEED_UPDATE)) {
1733 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1734 m->path, x, y);
1735 return;
1736 }
1737
1738 middle=blank_face;
1739 top=blank_face;
1740 floor=blank_face;
1741
1742 middle_obj = NULL;
1743 top_obj = NULL;
1744 floor_obj = NULL;
1745
1746 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1747
1748 /* This could be made additive I guess (two lights better than
1749 * one). But if so, it shouldn't be a simple additive - 2
1750 * light bulbs do not illuminate twice as far as once since
1751 * it is a disapation factor that is squared (or is it cubed?)
1752 */
1753 if (tmp->glow_radius > light) light = tmp->glow_radius;
1754
1755 /* This call is needed in order to update objects the player
1756 * is standing in that have animations (ie, grass, fire, etc).
1757 * However, it also causes the look window to be re-drawn
1758 * 3 times each time the player moves, because many of the
1759 * functions the move_player calls eventualy call this.
1760 *
1761 * Always put the player down for drawing.
1762 */
1763 if (!tmp->invisible) {
1764 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1765 top = tmp->face;
1766 top_obj = tmp;
1767 }
1768 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1769 /* If we got a floor, that means middle and top were below it,
1770 * so should not be visible, so we clear them.
1771 */
1772 middle=blank_face;
1773 top=blank_face;
1774 floor = tmp->face;
1775 floor_obj = tmp;
1776 }
1777 /* Flag anywhere have high priority */
1778 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1779 middle = tmp->face;
1780
1781 middle_obj = tmp;
1782 anywhere =1;
1783 }
1784 /* Find the highest visible face around. If equal
1785 * visibilities, we still want the one nearer to the
1786 * top
1787 */
1788 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1789 middle = tmp->face;
1790 middle_obj = tmp;
1791 }
1792 }
1793 if (tmp==tmp->above) {
1794 LOG(llevError, "Error in structure of map\n");
1795 exit (-1);
1796 }
1797
1798 move_slow |= tmp->move_slow;
1799 move_block |= tmp->move_block;
1800 move_on |= tmp->move_on;
1801 move_off |= tmp->move_off;
1802 move_allow |= tmp->move_allow;
1803
1804 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1805 flags |= P_IS_ALIVE;
1806 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1807 flags |= P_NO_MAGIC;
1808 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1809 flags |= P_NO_CLERIC;
1810 if (tmp->type == SAFE_GROUND)
1811 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1812
1813 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1814 flags |= P_BLOCKSVIEW;
1815 } /* for stack of objects */
1816
1817 /* we don't want to rely on this function to have accurate flags, but
1818 * since we're already doing the work, we calculate them here.
1819 * if they don't match, logic is broken someplace.
1820 */
1821 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1822 (!(oldflags & P_NO_ERROR))) {
1823 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1824 m->path, x, y,
1825 (oldflags & ~P_NEED_UPDATE), flags);
1826 }
1827 SET_MAP_FLAGS(m, x, y, flags);
1828 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1829 SET_MAP_MOVE_ON(m, x, y, move_on);
1830 SET_MAP_MOVE_OFF(m, x, y, move_off);
1831 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1832
1833 /* At this point, we have a floor face (if there is a floor),
1834 * and the floor is set - we are not going to touch it at
1835 * this point.
1836 * middle contains the highest visibility face.
1837 * top contains a player/monster face, if there is one.
1838 *
1839 * We now need to fill in top.face and/or middle.face.
1840 */
1841
1842 /* If the top face also happens to be high visibility, re-do our
1843 * middle face. This should not happen, as we already have the
1844 * else statement above so middle should not get set. OTOH, it
1845 * may be possible for the faces to match but be different objects.
1846 */
1847 if (top == middle) middle=blank_face;
1848
1849 /* There are three posibilities at this point:
1850 * 1) top face is set, need middle to be set.
1851 * 2) middle is set, need to set top.
1852 * 3) neither middle or top is set - need to set both.
1853 */
1854
1855 for (tmp=last; tmp; tmp=tmp->below) {
1856 /* Once we get to a floor, stop, since we already have a floor object */
1857 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1858
1859 /* If two top faces are already set, quit processing */
1860 if ((top != blank_face) && (middle != blank_face)) break;
1861
1862 /* Only show visible faces, unless its the editor - show all */
1863 if (!tmp->invisible || editor) {
1864 /* Fill in top if needed */
1865 if (top == blank_face) {
1866 top = tmp->face;
1867 top_obj = tmp;
1868 if (top == middle) middle=blank_face;
1869 } else {
1870 /* top is already set - we should only get here if
1871 * middle is not set
1872 *
1873 * Set the middle face and break out, since there is nothing
1874 * more to fill in. We don't check visiblity here, since
1875 *
1876 */
1877 if (tmp->face != top ) {
1878 middle = tmp->face;
1879 middle_obj = tmp;
1880 break;
1881 }
1882 }
1883 }
1884 }
1885 if (middle == floor) middle = blank_face;
1886 if (top == middle) middle = blank_face;
1887 SET_MAP_FACE(m,x,y,top,0);
1888 if(top != blank_face)
1889 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1890 else
1891 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1892 SET_MAP_FACE(m,x,y,middle,1);
1893 if(middle != blank_face)
1894 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1895 else
1896 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1897 SET_MAP_FACE(m,x,y,floor,2);
1898 if(floor != blank_face)
1899 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1900 else
1901 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1902 SET_MAP_LIGHT(m,x,y,light);
1903 }
1904
1905
1906 void set_map_reset_time(mapstruct *map) {
1907 int timeout;
1908
1909 timeout = MAP_RESET_TIMEOUT(map);
1910 if (timeout <= 0)
1911 timeout = MAP_DEFAULTRESET;
1912 if (timeout >= MAP_MAXRESET)
1913 timeout = MAP_MAXRESET;
1914 MAP_WHEN_RESET(map) = seconds()+timeout;
1915 }
1916
1917 /* this updates the orig_map->tile_map[tile_num] value after loading
1918 * the map. It also takes care of linking back the freshly loaded
1919 * maps tile_map values if it tiles back to this one. It returns
1920 * the value of orig_map->tile_map[tile_num]. It really only does this
1921 * so that it is easier for calling functions to verify success.
1922 */
1923
1924 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1925 {
1926 int dest_tile = (tile_num +2) % 4;
1927 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1928
1929 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1930
1931 /* need to do a strcmp here as the orig_map->path is not a shared string */
1932 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1933 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1934 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1935
1936 return orig_map->tile_map[tile_num];
1937 }
1938
1939 /* this returns TRUE if the coordinates (x,y) are out of
1940 * map m. This function also takes into account any
1941 * tiling considerations, loading adjacant maps as needed.
1942 * This is the function should always be used when it
1943 * necessary to check for valid coordinates.
1944 * This function will recursively call itself for the
1945 * tiled maps.
1946 *
1947 *
1948 */
1949 int out_of_map(mapstruct *m, int x, int y)
1950 {
1951
1952 /* If we get passed a null map, this is obviously the
1953 * case. This generally shouldn't happen, but if the
1954 * map loads fail below, it could happen.
1955 */
1956 if (!m) return 0;
1957
1958 if (x<0) {
1959 if (!m->tile_path[3]) return 1;
1960 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1961 load_and_link_tiled_map(m, 3);
1962 }
1963 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1964 }
1965 if (x>=MAP_WIDTH(m)) {
1966 if (!m->tile_path[1]) return 1;
1967 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1968 load_and_link_tiled_map(m, 1);
1969 }
1970 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1971 }
1972 if (y<0) {
1973 if (!m->tile_path[0]) return 1;
1974 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1975 load_and_link_tiled_map(m, 0);
1976 }
1977 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1978 }
1979 if (y>=MAP_HEIGHT(m)) {
1980 if (!m->tile_path[2]) return 1;
1981 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 2);
1983 }
1984 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1985 }
1986
1987 /* Simple case - coordinates are within this local
1988 * map.
1989 */
1990 return 0;
1991 }
1992
1993 /* This is basically the same as out_of_map above, but
1994 * instead we return NULL if no map is valid (coordinates
1995 * out of bounds and no tiled map), otherwise it returns
1996 * the map as that the coordinates are really on, and
1997 * updates x and y to be the localized coordinates.
1998 * Using this is more efficient of calling out_of_map
1999 * and then figuring out what the real map is
2000 */
2001 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2002 {
2003
2004 if (*x<0) {
2005 if (!m->tile_path[3]) return NULL;
2006 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2007 load_and_link_tiled_map(m, 3);
2008
2009 *x += MAP_WIDTH(m->tile_map[3]);
2010 return (get_map_from_coord(m->tile_map[3], x, y));
2011 }
2012 if (*x>=MAP_WIDTH(m)) {
2013 if (!m->tile_path[1]) return NULL;
2014 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2015 load_and_link_tiled_map(m, 1);
2016
2017 *x -= MAP_WIDTH(m);
2018 return (get_map_from_coord(m->tile_map[1], x, y));
2019 }
2020 if (*y<0) {
2021 if (!m->tile_path[0]) return NULL;
2022 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2023 load_and_link_tiled_map(m, 0);
2024
2025 *y += MAP_HEIGHT(m->tile_map[0]);
2026 return (get_map_from_coord(m->tile_map[0], x, y));
2027 }
2028 if (*y>=MAP_HEIGHT(m)) {
2029 if (!m->tile_path[2]) return NULL;
2030 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2031 load_and_link_tiled_map(m, 2);
2032
2033 *y -= MAP_HEIGHT(m);
2034 return (get_map_from_coord(m->tile_map[2], x, y));
2035 }
2036
2037 /* Simple case - coordinates are within this local
2038 * map.
2039 */
2040
2041 return m;
2042 }
2043
2044 /**
2045 * Return whether map2 is adjacent to map1. If so, store the distance from
2046 * map1 to map2 in dx/dy.
2047 */
2048 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2049 if (!map1 || !map2)
2050 return 0;
2051
2052 if (map1 == map2) {
2053 *dx = 0;
2054 *dy = 0;
2055
2056 } else if (map1->tile_map[0] == map2) { /* up */
2057 *dx = 0;
2058 *dy = -MAP_HEIGHT(map2);
2059 } else if (map1->tile_map[1] == map2) { /* right */
2060 *dx = MAP_WIDTH(map1);
2061 *dy = 0;
2062 } else if (map1->tile_map[2] == map2) { /* down */
2063 *dx = 0;
2064 *dy = MAP_HEIGHT(map1);
2065 } else if (map1->tile_map[3] == map2) { /* left */
2066 *dx = -MAP_WIDTH(map2);
2067 *dy = 0;
2068
2069 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2070 *dx = MAP_WIDTH(map1->tile_map[0]);
2071 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2072 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2073 *dx = -MAP_WIDTH(map2);
2074 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2075 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2076 *dx = MAP_WIDTH(map1);
2077 *dy = -MAP_HEIGHT(map2);
2078 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2079 *dx = MAP_WIDTH(map1);
2080 *dy = MAP_HEIGHT(map1->tile_map[1]);
2081 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2082 *dx = MAP_WIDTH(map1->tile_map[2]);
2083 *dy = MAP_HEIGHT(map1);
2084 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2085 *dx = -MAP_WIDTH(map2);
2086 *dy = MAP_HEIGHT(map1);
2087 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2088 *dx = -MAP_WIDTH(map1->tile_map[3]);
2089 *dy = -MAP_HEIGHT(map2);
2090 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2091 *dx = -MAP_WIDTH(map1->tile_map[3]);
2092 *dy = MAP_HEIGHT(map1->tile_map[3]);
2093
2094 } else { /* not "adjacent" enough */
2095 return 0;
2096 }
2097
2098 return 1;
2099 }
2100
2101 /* From map.c
2102 * This is used by get_player to determine where the other
2103 * creature is. get_rangevector takes into account map tiling,
2104 * so you just can not look the the map coordinates and get the
2105 * righte value. distance_x/y are distance away, which
2106 * can be negativbe. direction is the crossfire direction scheme
2107 * that the creature should head. part is the part of the
2108 * monster that is closest.
2109 *
2110 * get_rangevector looks at op1 and op2, and fills in the
2111 * structure for op1 to get to op2.
2112 * We already trust that the caller has verified that the
2113 * two objects are at least on adjacent maps. If not,
2114 * results are not likely to be what is desired.
2115 * if the objects are not on maps, results are also likely to
2116 * be unexpected
2117 *
2118 * currently, the only flag supported (0x1) is don't translate for
2119 * closest body part of 'op1'
2120 */
2121
2122 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2123 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2124 /* be conservative and fill in _some_ data */
2125 retval->distance = 100000;
2126 retval->distance_x = 32767;
2127 retval->distance_y = 32767;
2128 retval->direction = 0;
2129 retval->part = 0;
2130 } else {
2131 object *best;
2132
2133 retval->distance_x += op2->x-op1->x;
2134 retval->distance_y += op2->y-op1->y;
2135
2136 best = op1;
2137 /* If this is multipart, find the closest part now */
2138 if (!(flags&0x1) && op1->more) {
2139 object *tmp;
2140 int best_distance = retval->distance_x*retval->distance_x+
2141 retval->distance_y*retval->distance_y, tmpi;
2142
2143 /* we just take the offset of the piece to head to figure
2144 * distance instead of doing all that work above again
2145 * since the distance fields we set above are positive in the
2146 * same axis as is used for multipart objects, the simply arithmetic
2147 * below works.
2148 */
2149 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2150 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2151 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2152 if (tmpi < best_distance) {
2153 best_distance = tmpi;
2154 best = tmp;
2155 }
2156 }
2157 if (best != op1) {
2158 retval->distance_x += op1->x-best->x;
2159 retval->distance_y += op1->y-best->y;
2160 }
2161 }
2162 retval->part = best;
2163 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2164 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2165 }
2166 }
2167
2168 /* this is basically the same as get_rangevector above, but instead of
2169 * the first parameter being an object, it instead is the map
2170 * and x,y coordinates - this is used for path to player -
2171 * since the object is not infact moving but we are trying to traverse
2172 * the path, we need this.
2173 * flags has no meaning for this function at this time - I kept it in to
2174 * be more consistant with the above function and also in case they are needed
2175 * for something in the future. Also, since no object is pasted, the best
2176 * field of the rv_vector is set to NULL.
2177 */
2178
2179 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2180 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2181 /* be conservative and fill in _some_ data */
2182 retval->distance = 100000;
2183 retval->distance_x = 32767;
2184 retval->distance_y = 32767;
2185 retval->direction = 0;
2186 retval->part = 0;
2187 } else {
2188 retval->distance_x += op2->x-x;
2189 retval->distance_y += op2->y-y;
2190
2191 retval->part = NULL;
2192 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2193 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2194 }
2195 }
2196
2197 /* Returns true of op1 and op2 are effectively on the same map
2198 * (as related to map tiling). Note that this looks for a path from
2199 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2200 * to op1, this will still return false.
2201 * Note we only look one map out to keep the processing simple
2202 * and efficient. This could probably be a macro.
2203 * MSW 2001-08-05
2204 */
2205 int on_same_map(const object *op1, const object *op2) {
2206 int dx, dy;
2207
2208 return adjacent_map(op1->map, op2->map, &dx, &dy);
2209 }