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Revision: 1.27
Committed: Fri Sep 8 12:56:42 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +3 -4 lines
Log Message:
c++ification

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.26 2006-09-07 09:37:12 pippijn 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 = new shopitems [number_of_entries + 1];
710 for (i=0; i<number_of_entries; i++) {
711 if (!p) {
712 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
713 break;
714 }
715 next_semicolon=strchr(p, ';');
716 next_colon=strchr(p, ':');
717 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
719 items[i].strength=atoi(strchr(p,':')+1);
720
721 if (isdigit(*p) || *p=='*') {
722 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
723 current_type=get_typedata(items[i].typenum);
724 if (current_type) {
725 items[i].name=current_type->name;
726 items[i].name_pl=current_type->name_pl;
727 }
728 }
729 else { /*we have a named type, let's figure out what it is */
730 q=strpbrk(p,";:");
731 if (q) *q='\0';
732
733 current_type=get_typedata_by_name(p);
734 if (current_type) {
735 items[i].name=current_type->name;
736 items[i].typenum=current_type->number;
737 items[i].name_pl=current_type->name_pl;
738 }
739 else { /* oh uh, something's wrong, let's free up this one, and try
740 * the next entry while we're at it, better print a warning
741 */
742 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
743 p, input_string);
744 }
745 }
746 items[i].index=number_of_entries;
747 if (next_semicolon) p=++next_semicolon;
748 else p=NULL;
749 }
750 free(shop_string);
751 return items;
752 }
753
754 /* opposite of parse string, this puts the string that was originally fed in to
755 * the map (or something equivilent) into output_string. */
756 static void print_shop_string(mapstruct *m, char *output_string) {
757 int i;
758 char tmp[MAX_BUF];
759 strcpy(output_string, "");
760 for (i=0; i< m->shopitems[0].index; i++) {
761 if (m->shopitems[i].typenum) {
762 if (m->shopitems[i].strength) {
763 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
764 }
765 else sprintf(tmp, "%s;", m->shopitems[i].name);
766 }
767 else {
768 if (m->shopitems[i].strength) {
769 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
770 }
771 else sprintf(tmp, "*");
772 }
773 strcat(output_string, tmp);
774 }
775 }
776
777 /* This loads the header information of the map. The header
778 * contains things like difficulty, size, timeout, etc.
779 * this used to be stored in the map object, but with the
780 * addition of tiling, fields beyond that easily named in an
781 * object structure were needed, so it just made sense to
782 * put all the stuff in the map object so that names actually make
783 * sense.
784 * This could be done in lex (like the object loader), but I think
785 * currently, there are few enough fields this is not a big deal.
786 * MSW 2001-07-01
787 * return 0 on success, 1 on failure.
788 */
789
790 static int load_map_header(object_thawer &fp, mapstruct *m)
791 {
792 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
793 int msgpos=0;
794 int maplorepos=0;
795
796 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
797 buf[HUGE_BUF-1] = 0;
798 key = buf;
799 while (isspace(*key)) key++;
800 if (*key == 0) continue; /* empty line */
801 value = strchr(key, ' ');
802 if (!value) {
803 end = strchr(key, '\n');
804 if (end != NULL) {
805 *end = 0;
806 }
807 } else {
808 *value = 0;
809 value++;
810 end = strchr(value, '\n');
811 while (isspace(*value)) {
812 value++;
813 if (*value == '\0' || value == end) {
814 /* Nothing but spaces. */
815 value = NULL;
816 break;
817 }
818 }
819 }
820
821 if (!end) {
822 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
823 buf);
824 return 1;
825 }
826
827 /* key is the field name, value is what it should be set
828 * to. We've already done the work to null terminate key,
829 * and strip off any leading spaces for both of these.
830 * We have not touched the newline at the end of the line -
831 * these are needed for some values. the end pointer
832 * points to the first of the newlines.
833 * value could be NULL! It would be easy enough to just point
834 * this to "" to prevent cores, but that would let more errors slide
835 * through.
836 *
837 * First check for entries that do not use the value parameter, then
838 * validate that value is given and check for the remaining entries
839 * that use the parameter.
840 */
841
842 if (!strcmp(key,"msg")) {
843 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844 if (!strcmp(buf,"endmsg\n")) break;
845 else {
846 /* slightly more efficient than strcat */
847 strcpy(msgbuf+msgpos, buf);
848 msgpos += strlen(buf);
849 }
850 }
851 /* There are lots of maps that have empty messages (eg, msg/endmsg
852 * with nothing between). There is no reason in those cases to
853 * keep the empty message. Also, msgbuf contains garbage data
854 * when msgpos is zero, so copying it results in crashes
855 */
856 if (msgpos != 0)
857 m->msg = strdup_local(msgbuf);
858 }
859 else if (!strcmp(key,"maplore")) {
860 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861 if (!strcmp(buf,"endmaplore\n")) break;
862 else {
863 /* slightly more efficient than strcat */
864 strcpy(maplorebuf+maplorepos, buf);
865 maplorepos += strlen(buf);
866 }
867 }
868 if (maplorepos != 0)
869 m->maplore = strdup_local(maplorebuf);
870 }
871 else if (!strcmp(key,"end")) {
872 break;
873 }
874 else if (value == NULL) {
875 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876 }
877 else if (!strcmp(key, "arch")) {
878 /* This is an oddity, but not something we care about much. */
879 if (strcmp(value,"map\n"))
880 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881 }
882 else if (!strcmp(key,"name")) {
883 *end=0;
884 m->name = strdup_local(value);
885 }
886 /* first strcmp value on these are old names supported
887 * for compatibility reasons. The new values (second) are
888 * what really should be used.
889 */
890 else if (!strcmp(key,"oid")) {
891 fp.get (m, atoi(value));
892 } else if (!strcmp(key, "attach")) {
893 m->attach = value;
894 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 m->enter_x = atoi(value);
896 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897 m->enter_y = atoi(value);
898 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899 m->width = atoi(value);
900 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901 m->height = atoi(value);
902 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903 m->reset_timeout = atoi(value);
904 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905 m->timeout = atoi(value);
906 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907 m->difficulty = atoi(value);
908 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909 m->darkness = atoi(value);
910 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911 m->fixed_resettime = atoi(value);
912 } else if (!strcmp(key,"unique")) {
913 m->unique = atoi(value);
914 } else if (!strcmp(key,"template")) {
915 m->templatemap = atoi(value);
916 } else if (!strcmp(key,"region")) {
917 m->region = get_region_by_name(value);
918 } else if (!strcmp(key,"shopitems")) {
919 *end=0;
920 m->shopitems = parse_shop_string(value);
921 } else if (!strcmp(key,"shopgreed")) {
922 m->shopgreed = atof(value);
923 } else if (!strcmp(key,"shopmin")) {
924 m->shopmin = atol(value);
925 } else if (!strcmp(key,"shopmax")) {
926 m->shopmax = atol(value);
927 } else if (!strcmp(key,"shoprace")) {
928 *end=0;
929 m->shoprace = strdup_local(value);
930 } else if (!strcmp(key,"outdoor")) {
931 m->outdoor = atoi(value);
932 } else if (!strcmp(key, "temp")) {
933 m->temp = atoi(value);
934 } else if (!strcmp(key, "pressure")) {
935 m->pressure = atoi(value);
936 } else if (!strcmp(key, "humid")) {
937 m->humid = atoi(value);
938 } else if (!strcmp(key, "windspeed")) {
939 m->windspeed = atoi(value);
940 } else if (!strcmp(key, "winddir")) {
941 m->winddir = atoi(value);
942 } else if (!strcmp(key, "sky")) {
943 m->sky = atoi(value);
944 } else if (!strcmp(key, "nosmooth")) {
945 m->nosmooth = atoi(value);
946 }
947 else if (!strncmp(key,"tile_path_", 10)) {
948 int tile=atoi(key+10);
949
950 if (tile<1 || tile>4) {
951 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952 tile, m->path);
953 } else {
954 char *path;
955
956 *end = 0;
957
958 if (m->tile_path[tile-1]) {
959 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960 tile, m->path);
961 free(m->tile_path[tile-1]);
962 m->tile_path[tile-1] = NULL;
963 }
964
965 if (check_path(value, 1) != -1) {
966 /* The unadorned path works. */
967 path = value;
968 } else {
969 /* Try again; it could be a relative exit. */
970
971 path = path_combine_and_normalize(m->path, value);
972
973 if (check_path(path, 1) == -1) {
974 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975 path = NULL;
976 }
977 }
978
979 if (editor) {
980 /* Use the value as in the file. */
981 m->tile_path[tile-1] = strdup_local(value);
982 } else if (path != NULL) {
983 /* Use the normalized value. */
984 m->tile_path[tile-1] = strdup_local(path);
985 }
986 } /* end if tile direction (in)valid */
987 }
988 else {
989 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990 }
991 }
992 if (!key || strcmp(key,"end")) {
993 LOG(llevError,"Got premature eof on map header!\n");
994 return 1;
995 }
996 return 0;
997 }
998
999 /*
1000 * Opens the file "filename" and reads information about the map
1001 * from the given file, and stores it in a newly allocated
1002 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003 * flags correspond to those in map.h. Main ones used are
1004 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005 * MAP_BLOCK, in which case we block on this load. This happens in all
1006 * cases, no matter if this flag is set or not.
1007 * MAP_STYLE: style map - don't add active objects, don't add to server
1008 * managed map list.
1009 */
1010
1011 mapstruct *load_original_map(const char *filename, int flags) {
1012 mapstruct *m;
1013 char pathname[MAX_BUF];
1014
1015 if (flags & MAP_PLAYER_UNIQUE)
1016 strcpy(pathname, filename);
1017 else if (flags & MAP_OVERLAY)
1018 strcpy(pathname, create_overlay_pathname(filename));
1019 else
1020 strcpy(pathname, create_pathname(filename));
1021
1022 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1023
1024 object_thawer thawer (pathname);
1025
1026 if (!thawer)
1027 return 0;
1028
1029 m = get_linked_map();
1030
1031 strcpy (m->path, filename);
1032 if (load_map_header(thawer, m)) {
1033 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1034 filename, flags);
1035 delete_map(m);
1036 return NULL;
1037 }
1038
1039 allocate_map(m);
1040
1041 m->in_memory=MAP_LOADING;
1042 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1043
1044 m->in_memory=MAP_IN_MEMORY;
1045 if (!MAP_DIFFICULTY(m))
1046 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1047 set_map_reset_time(m);
1048 m->instantiate ();
1049 return (m);
1050 }
1051
1052 /*
1053 * Loads a map, which has been loaded earlier, from file.
1054 * Return the map object we load into (this can change from the passed
1055 * option if we can't find the original map)
1056 */
1057
1058 static mapstruct *load_temporary_map(mapstruct *m) {
1059 char buf[MAX_BUF];
1060
1061 if (!m->tmpname) {
1062 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063 strcpy(buf, m->path);
1064 delete_map(m);
1065 m = load_original_map(buf, 0);
1066 if(m==NULL) return NULL;
1067 fix_auto_apply(m); /* Chests which open as default */
1068 return m;
1069 }
1070
1071 object_thawer thawer (m->tmpname);
1072
1073 if (!thawer)
1074 {
1075 strcpy (buf, m->path);
1076 delete_map (m);
1077 m = load_original_map (buf, 0);
1078 if (!m) return NULL;
1079 fix_auto_apply (m); /* Chests which open as default */
1080 return m;
1081 }
1082
1083 if (load_map_header(thawer, m)) {
1084 LOG(llevError,"Error loading map header for %s (%s)\n",
1085 m->path, m->tmpname);
1086 delete_map(m);
1087 m = load_original_map(m->path, 0);
1088 return NULL;
1089 }
1090 allocate_map(m);
1091
1092 m->in_memory=MAP_LOADING;
1093 load_objects (m, thawer, 0);
1094
1095 m->in_memory=MAP_IN_MEMORY;
1096 INVOKE_MAP (SWAPIN, m);
1097 return m;
1098 }
1099
1100 /*
1101 * Loads a map, which has been loaded earlier, from file.
1102 * Return the map object we load into (this can change from the passed
1103 * option if we can't find the original map)
1104 */
1105
1106 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107 char pathname[MAX_BUF];
1108
1109 strcpy(pathname, create_overlay_pathname(filename));
1110
1111 object_thawer thawer (pathname);
1112
1113 if (!thawer)
1114 return m;
1115
1116 if (load_map_header(thawer, m)) {
1117 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118 m->path, pathname);
1119 delete_map(m);
1120 m = load_original_map(m->path, 0);
1121 return NULL;
1122 }
1123 /*allocate_map(m);*/
1124
1125 m->in_memory=MAP_LOADING;
1126 load_objects (m, thawer, MAP_OVERLAY);
1127
1128 m->in_memory=MAP_IN_MEMORY;
1129 return m;
1130 }
1131
1132 /******************************************************************************
1133 * This is the start of unique map handling code
1134 *****************************************************************************/
1135
1136 /* This goes through map 'm' and removed any unique items on the map. */
1137 static void delete_unique_items(mapstruct *m)
1138 {
1139 int i,j,unique;
1140 object *op, *next;
1141
1142 for(i=0; i<MAP_WIDTH(m); i++)
1143 for(j=0; j<MAP_HEIGHT(m); j++) {
1144 unique=0;
1145 for (op=get_map_ob(m, i, j); op; op=next) {
1146 next = op->above;
1147 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1148 unique=1;
1149 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1150 clean_object(op);
1151 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1152 remove_button_link(op);
1153 remove_ob(op);
1154 free_object(op);
1155 }
1156 }
1157 }
1158 }
1159
1160
1161 /*
1162 * Loads unique objects from file(s) into the map which is in memory
1163 * m is the map to load unique items into.
1164 */
1165 static void load_unique_objects(mapstruct *m) {
1166 int count;
1167 char firstname[MAX_BUF];
1168
1169 for (count=0; count<10; count++) {
1170 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171 if (!access(firstname, R_OK)) break;
1172 }
1173 /* If we get here, we did not find any map */
1174 if (count==10) return;
1175
1176 object_thawer thawer (firstname);
1177
1178 if (!thawer)
1179 return;
1180
1181 m->in_memory=MAP_LOADING;
1182 if (m->tmpname == NULL) /* if we have loaded unique items from */
1183 delete_unique_items(m); /* original map before, don't duplicate them */
1184 load_objects (m, thawer, 0);
1185
1186 m->in_memory=MAP_IN_MEMORY;
1187 }
1188
1189
1190 /*
1191 * Saves a map to file. If flag is set, it is saved into the same
1192 * file it was (originally) loaded from. Otherwise a temporary
1193 * filename will be genarated, and the file will be stored there.
1194 * The temporary filename will be stored in the mapstructure.
1195 * If the map is unique, we also save to the filename in the map
1196 * (this should have been updated when first loaded)
1197 */
1198
1199 int
1200 new_save_map (mapstruct * m, int flag)
1201 {
1202 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1203 int i;
1204
1205 if (flag && !*m->path)
1206 {
1207 LOG (llevError, "Tried to save map without path.\n");
1208 return -1;
1209 }
1210
1211 if (flag || (m->unique) || (m->templatemap))
1212 {
1213 if (!m->unique && !m->templatemap)
1214 { /* flag is set */
1215 if (flag == 2)
1216 strcpy (filename, create_overlay_pathname (m->path));
1217 else
1218 strcpy (filename, create_pathname (m->path));
1219 }
1220 else
1221 strcpy (filename, m->path);
1222
1223 make_path_to_file (filename);
1224 }
1225 else
1226 {
1227 if (!m->tmpname)
1228 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1229
1230 strcpy (filename, m->tmpname);
1231 }
1232
1233 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1234 m->in_memory = MAP_SAVING;
1235
1236 object_freezer freezer;
1237
1238 /* legacy */
1239 fprintf (freezer, "arch map\n");
1240 if (m->name)
1241 fprintf (freezer, "name %s\n", m->name);
1242 if (!flag)
1243 fprintf (freezer, "swap_time %d\n", m->swap_time);
1244 if (m->reset_timeout)
1245 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1246 if (m->fixed_resettime)
1247 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1248 /* we unfortunately have no idea if this is a value the creator set
1249 * or a difficulty value we generated when the map was first loaded
1250 */
1251 if (m->difficulty)
1252 fprintf (freezer, "difficulty %d\n", m->difficulty);
1253 if (m->region)
1254 fprintf (freezer, "region %s\n", m->region->name);
1255 if (m->shopitems)
1256 {
1257 print_shop_string (m, shop);
1258 fprintf (freezer, "shopitems %s\n", shop);
1259 }
1260 if (m->shopgreed)
1261 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1262 #ifndef WIN32
1263 if (m->shopmin)
1264 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1265 if (m->shopmax)
1266 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1267 #else
1268 if (m->shopmin)
1269 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1270 if (m->shopmax)
1271 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1272 #endif
1273 if (m->shoprace)
1274 fprintf (freezer, "shoprace %s\n", m->shoprace);
1275 if (m->darkness)
1276 fprintf (freezer, "darkness %d\n", m->darkness);
1277 if (m->width)
1278 fprintf (freezer, "width %d\n", m->width);
1279 if (m->height)
1280 fprintf (freezer, "height %d\n", m->height);
1281 if (m->enter_x)
1282 fprintf (freezer, "enter_x %d\n", m->enter_x);
1283 if (m->enter_y)
1284 fprintf (freezer, "enter_y %d\n", m->enter_y);
1285 if (m->msg)
1286 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1287 if (m->maplore)
1288 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1289 if (m->unique)
1290 fprintf (freezer, "unique %d\n", m->unique);
1291 if (m->templatemap)
1292 fprintf (freezer, "template %d\n", m->templatemap);
1293 if (m->outdoor)
1294 fprintf (freezer, "outdoor %d\n", m->outdoor);
1295 if (m->temp)
1296 fprintf (freezer, "temp %d\n", m->temp);
1297 if (m->pressure)
1298 fprintf (freezer, "pressure %d\n", m->pressure);
1299 if (m->humid)
1300 fprintf (freezer, "humid %d\n", m->humid);
1301 if (m->windspeed)
1302 fprintf (freezer, "windspeed %d\n", m->windspeed);
1303 if (m->winddir)
1304 fprintf (freezer, "winddir %d\n", m->winddir);
1305 if (m->sky)
1306 fprintf (freezer, "sky %d\n", m->sky);
1307 if (m->nosmooth)
1308 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1309
1310 /* Save any tiling information, except on overlays */
1311 if (flag != 2)
1312 for (i = 0; i < 4; i++)
1313 if (m->tile_path[i])
1314 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1315
1316 freezer.put (m);
1317 fprintf (freezer, "end\n");
1318
1319 /* In the game save unique items in the different file, but
1320 * in the editor save them to the normal map file.
1321 * If unique map, save files in the proper destination (set by
1322 * player)
1323 */
1324 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1325 {
1326 object_freezer unique;
1327
1328 if (flag == 2)
1329 save_objects (m, freezer, unique, 2);
1330 else
1331 save_objects (m, freezer, unique, 0);
1332
1333 sprintf (buf, "%s.v00", create_items_path (m->path));
1334
1335 unique.save (buf);
1336 }
1337 else
1338 { /* save same file when not playing, like in editor */
1339 save_objects (m, freezer, freezer, 0);
1340 }
1341
1342 freezer.save (filename);
1343
1344 return 0;
1345 }
1346
1347
1348 /*
1349 * Remove and free all objects in the inventory of the given object.
1350 * object.c ?
1351 */
1352
1353 void clean_object(object *op)
1354 {
1355 object *tmp, *next;
1356
1357 for(tmp = op->inv; tmp; tmp = next)
1358 {
1359 next = tmp->below;
1360 clean_object(tmp);
1361 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1362 remove_button_link(tmp);
1363 remove_ob(tmp);
1364 free_object(tmp);
1365 }
1366 }
1367
1368 /*
1369 * Remove and free all objects in the given map.
1370 */
1371
1372 void free_all_objects(mapstruct *m) {
1373 int i,j;
1374 object *op;
1375
1376 for(i=0;i<MAP_WIDTH(m);i++)
1377 for(j=0;j<MAP_HEIGHT(m);j++) {
1378 object *previous_obj=NULL;
1379 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1380 if (op==previous_obj) {
1381 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1382 break;
1383 }
1384 previous_obj=op;
1385 if(op->head!=NULL)
1386 op = op->head;
1387
1388 /* If the map isn't in memory, free_object will remove and
1389 * free objects in op's inventory. So let it do the job.
1390 */
1391 if (m->in_memory==MAP_IN_MEMORY)
1392 clean_object(op);
1393 remove_ob(op);
1394 free_object(op);
1395 }
1396 }
1397 }
1398
1399 /*
1400 * Frees everything allocated by the given mapstructure.
1401 * don't free tmpname - our caller is left to do that
1402 */
1403
1404 void free_map(mapstruct *m,int flag) {
1405 int i;
1406
1407 if (!m->in_memory) {
1408 LOG(llevError,"Trying to free freed map.\n");
1409 return;
1410 }
1411 if (flag && m->spaces) free_all_objects(m);
1412 if (m->name) FREE_AND_CLEAR(m->name);
1413 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1414 if (m->msg) FREE_AND_CLEAR(m->msg);
1415 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1416 if (m->shopitems) delete [] m->shopitems; m->shopitems = 0;
1417 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1418 if (m->buttons)
1419 free_objectlinkpt(m->buttons);
1420 m->buttons = NULL;
1421 for (i=0; i<4; i++) {
1422 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1423 m->tile_map[i] = NULL;
1424 }
1425 m->in_memory = MAP_SWAPPED;
1426 }
1427
1428 /*
1429 * function: vanish mapstruct
1430 * m : pointer to mapstruct, if NULL no action
1431 * this deletes all the data on the map (freeing pointers)
1432 * and then removes this map from the global linked list of maps.
1433 */
1434
1435 void delete_map(mapstruct *m) {
1436 mapstruct *tmp, *last;
1437 int i;
1438
1439 if (!m)
1440 return;
1441
1442 m->clear ();
1443
1444 if (m->in_memory == MAP_IN_MEMORY) {
1445 /* change to MAP_SAVING, even though we are not,
1446 * so that remove_ob doesn't do as much work.
1447 */
1448 m->in_memory = MAP_SAVING;
1449 free_map (m, 1);
1450 }
1451 /* move this out of free_map, since tmpname can still be needed if
1452 * the map is swapped out.
1453 */
1454 if (m->tmpname) {
1455 free(m->tmpname);
1456 m->tmpname=NULL;
1457 }
1458 last = NULL;
1459 /* We need to look through all the maps and see if any maps
1460 * are pointing at this one for tiling information. Since
1461 * tiling can be assymetric, we just can not look to see which
1462 * maps this map tiles with and clears those.
1463 */
1464 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1465 if (tmp->next == m) last = tmp;
1466
1467 /* This should hopefully get unrolled on a decent compiler */
1468 for (i=0; i<4; i++)
1469 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1470 }
1471
1472 /* If last is null, then this should be the first map in the list */
1473 if (!last) {
1474 if (m == first_map)
1475 first_map = m->next;
1476 else
1477 /* m->path is a static char, so should hopefully still have
1478 * some useful data in it.
1479 */
1480 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1481 m->path);
1482 }
1483 else
1484 last->next = m->next;
1485
1486 delete m;
1487 }
1488
1489
1490
1491 /*
1492 * Makes sure the given map is loaded and swapped in.
1493 * name is path name of the map.
1494 * flags meaning:
1495 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1496 * and don't do unique items or the like.
1497 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1498 * dont do any more name translation on it.
1499 *
1500 * Returns a pointer to the given map.
1501 */
1502
1503 mapstruct *ready_map_name(const char *name, int flags) {
1504 mapstruct *m;
1505
1506 if (!name)
1507 return (NULL);
1508
1509 /* Have we been at this level before? */
1510 m = has_been_loaded (name);
1511
1512 /* Map is good to go, so just return it */
1513 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1514 return m;
1515 }
1516
1517 /* unique maps always get loaded from their original location, and never
1518 * a temp location. Likewise, if map_flush is set, or we have never loaded
1519 * this map, load it now. I removed the reset checking from here -
1520 * it seems the probability of a player trying to enter a map that should
1521 * reset but hasn't yet is quite low, and removing that makes this function
1522 * a bit cleaner (and players probably shouldn't rely on exact timing for
1523 * resets in any case - if they really care, they should use the 'maps command.
1524 */
1525 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1526
1527 /* first visit or time to reset */
1528 if (m) {
1529 clean_tmp_map(m); /* Doesn't make much difference */
1530 delete_map(m);
1531 }
1532
1533 /* create and load a map */
1534 if (flags & MAP_PLAYER_UNIQUE)
1535 LOG(llevDebug, "Trying to load map %s.\n", name);
1536 else
1537 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1538
1539 //eval_pv ("$x = Event::time", 1);//D
1540 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1541 return (NULL);
1542 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1543
1544 fix_auto_apply(m); /* Chests which open as default */
1545
1546 /* If a player unique map, no extra unique object file to load.
1547 * if from the editor, likewise.
1548 */
1549 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1550 load_unique_objects(m);
1551
1552 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1553 m=load_overlay_map(name, m);
1554 if (m==NULL)
1555 return NULL;
1556 }
1557
1558 if (flags & MAP_PLAYER_UNIQUE)
1559 INVOKE_MAP (SWAPIN, m);
1560
1561 } else {
1562 /* If in this loop, we found a temporary map, so load it up. */
1563
1564 m=load_temporary_map (m);
1565 if(m==NULL) return NULL;
1566 load_unique_objects(m);
1567
1568 clean_tmp_map(m);
1569 m->in_memory = MAP_IN_MEMORY;
1570 /* tempnam() on sun systems (probably others) uses malloc
1571 * to allocated space for the string. Free it here.
1572 * In some cases, load_temporary_map above won't find the
1573 * temporary map, and so has reloaded a new map. If that
1574 * is the case, tmpname is now null
1575 */
1576 if (m->tmpname) free(m->tmpname);
1577 m->tmpname = NULL;
1578 /* It's going to be saved anew anyway */
1579 }
1580
1581 /* Below here is stuff common to both first time loaded maps and
1582 * temp maps.
1583 */
1584
1585 decay_objects(m); /* start the decay */
1586 /* In case other objects press some buttons down */
1587 update_buttons(m);
1588 if (m->outdoor)
1589 set_darkness_map(m);
1590 /* run the weather over this map */
1591 weather_effect(name);
1592 return m;
1593 }
1594
1595
1596 /*
1597 * This routine is supposed to find out the difficulty of the map.
1598 * difficulty does not have a lot to do with character level,
1599 * but does have a lot to do with treasure on the map.
1600 *
1601 * Difficulty can now be set by the map creature. If the value stored
1602 * in the map is zero, then use this routine. Maps should really
1603 * have a difficulty set than using this function - human calculation
1604 * is much better than this functions guesswork.
1605 */
1606
1607 int calculate_difficulty(mapstruct *m) {
1608 object *op;
1609 archetype *at;
1610 int x, y, i;
1611 long monster_cnt = 0;
1612 double avgexp = 0;
1613 sint64 total_exp = 0;
1614
1615 if (MAP_DIFFICULTY (m))
1616 {
1617 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1618 return MAP_DIFFICULTY (m);
1619 }
1620
1621 for(x = 0; x < MAP_WIDTH(m); x++)
1622 for(y = 0; y < MAP_HEIGHT(m); y++)
1623 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1624 {
1625 if(QUERY_FLAG (op, FLAG_MONSTER))
1626 {
1627 total_exp += op->stats.exp;
1628 monster_cnt++;
1629 }
1630
1631 if(QUERY_FLAG (op, FLAG_GENERATOR))
1632 {
1633 total_exp += op->stats.exp;
1634 at = type_to_archetype(GENERATE_TYPE (op));
1635
1636 if(at != NULL)
1637 total_exp += at->clone.stats.exp * 8;
1638
1639 monster_cnt++;
1640 }
1641 }
1642
1643 avgexp = (double) total_exp / monster_cnt;
1644
1645 for (i = 1; i <= settings.max_level; i++)
1646 {
1647 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1648 {
1649 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1650 return i;
1651 }
1652 }
1653
1654 return 1;
1655 }
1656
1657 void clean_tmp_map(mapstruct *m) {
1658 if(m->tmpname == NULL)
1659 return;
1660 INVOKE_MAP (CLEAN, m);
1661 (void) unlink(m->tmpname);
1662 }
1663
1664 void free_all_maps(void)
1665 {
1666 int real_maps=0;
1667
1668 while (first_map) {
1669 /* I think some of the callers above before it gets here set this to be
1670 * saving, but we still want to free this data
1671 */
1672 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1673 delete_map(first_map);
1674 real_maps++;
1675 }
1676 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1677 }
1678
1679 /* change_map_light() - used to change map light level (darkness)
1680 * up or down. Returns true if successful. It should now be
1681 * possible to change a value by more than 1.
1682 * Move this from los.c to map.c since this is more related
1683 * to maps than los.
1684 * postive values make it darker, negative make it brighter
1685 */
1686
1687 int change_map_light(mapstruct *m, int change) {
1688 int new_level = m->darkness + change;
1689
1690 /* Nothing to do */
1691 if(!change || (new_level <= 0 && m->darkness == 0) ||
1692 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1693 return 0;
1694 }
1695
1696 /* inform all players on the map */
1697 if (change>0)
1698 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1699 else
1700 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1701
1702 /* Do extra checking. since m->darkness is a unsigned value,
1703 * we need to be extra careful about negative values.
1704 * In general, the checks below are only needed if change
1705 * is not +/-1
1706 */
1707 if (new_level < 0) m->darkness = 0;
1708 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1709 else m->darkness=new_level;
1710
1711 /* All clients need to get re-updated for the change */
1712 update_all_map_los(m);
1713 return 1;
1714 }
1715
1716
1717 /*
1718 * This function updates various attributes about a specific space
1719 * on the map (what it looks like, whether it blocks magic,
1720 * has a living creatures, prevents people from passing
1721 * through, etc)
1722 */
1723 void update_position (mapstruct *m, int x, int y) {
1724 object *tmp, *last = NULL;
1725 uint8 flags = 0, oldflags, light=0, anywhere=0;
1726 New_Face *top,*floor, *middle;
1727 object *top_obj, *floor_obj, *middle_obj;
1728 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1729
1730 oldflags = GET_MAP_FLAGS(m,x,y);
1731 if (!(oldflags & P_NEED_UPDATE)) {
1732 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1733 m->path, x, y);
1734 return;
1735 }
1736
1737 middle=blank_face;
1738 top=blank_face;
1739 floor=blank_face;
1740
1741 middle_obj = NULL;
1742 top_obj = NULL;
1743 floor_obj = NULL;
1744
1745 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1746
1747 /* This could be made additive I guess (two lights better than
1748 * one). But if so, it shouldn't be a simple additive - 2
1749 * light bulbs do not illuminate twice as far as once since
1750 * it is a disapation factor that is squared (or is it cubed?)
1751 */
1752 if (tmp->glow_radius > light) light = tmp->glow_radius;
1753
1754 /* This call is needed in order to update objects the player
1755 * is standing in that have animations (ie, grass, fire, etc).
1756 * However, it also causes the look window to be re-drawn
1757 * 3 times each time the player moves, because many of the
1758 * functions the move_player calls eventualy call this.
1759 *
1760 * Always put the player down for drawing.
1761 */
1762 if (!tmp->invisible) {
1763 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1764 top = tmp->face;
1765 top_obj = tmp;
1766 }
1767 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1768 /* If we got a floor, that means middle and top were below it,
1769 * so should not be visible, so we clear them.
1770 */
1771 middle=blank_face;
1772 top=blank_face;
1773 floor = tmp->face;
1774 floor_obj = tmp;
1775 }
1776 /* Flag anywhere have high priority */
1777 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1778 middle = tmp->face;
1779
1780 middle_obj = tmp;
1781 anywhere =1;
1782 }
1783 /* Find the highest visible face around. If equal
1784 * visibilities, we still want the one nearer to the
1785 * top
1786 */
1787 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1788 middle = tmp->face;
1789 middle_obj = tmp;
1790 }
1791 }
1792 if (tmp==tmp->above) {
1793 LOG(llevError, "Error in structure of map\n");
1794 exit (-1);
1795 }
1796
1797 move_slow |= tmp->move_slow;
1798 move_block |= tmp->move_block;
1799 move_on |= tmp->move_on;
1800 move_off |= tmp->move_off;
1801 move_allow |= tmp->move_allow;
1802
1803 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1804 flags |= P_IS_ALIVE;
1805 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1806 flags |= P_NO_MAGIC;
1807 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1808 flags |= P_NO_CLERIC;
1809 if (tmp->type == SAFE_GROUND)
1810 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1811
1812 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1813 flags |= P_BLOCKSVIEW;
1814 } /* for stack of objects */
1815
1816 /* we don't want to rely on this function to have accurate flags, but
1817 * since we're already doing the work, we calculate them here.
1818 * if they don't match, logic is broken someplace.
1819 */
1820 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1821 (!(oldflags & P_NO_ERROR))) {
1822 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1823 m->path, x, y,
1824 (oldflags & ~P_NEED_UPDATE), flags);
1825 }
1826 SET_MAP_FLAGS(m, x, y, flags);
1827 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1828 SET_MAP_MOVE_ON(m, x, y, move_on);
1829 SET_MAP_MOVE_OFF(m, x, y, move_off);
1830 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1831
1832 /* At this point, we have a floor face (if there is a floor),
1833 * and the floor is set - we are not going to touch it at
1834 * this point.
1835 * middle contains the highest visibility face.
1836 * top contains a player/monster face, if there is one.
1837 *
1838 * We now need to fill in top.face and/or middle.face.
1839 */
1840
1841 /* If the top face also happens to be high visibility, re-do our
1842 * middle face. This should not happen, as we already have the
1843 * else statement above so middle should not get set. OTOH, it
1844 * may be possible for the faces to match but be different objects.
1845 */
1846 if (top == middle) middle=blank_face;
1847
1848 /* There are three posibilities at this point:
1849 * 1) top face is set, need middle to be set.
1850 * 2) middle is set, need to set top.
1851 * 3) neither middle or top is set - need to set both.
1852 */
1853
1854 for (tmp=last; tmp; tmp=tmp->below) {
1855 /* Once we get to a floor, stop, since we already have a floor object */
1856 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1857
1858 /* If two top faces are already set, quit processing */
1859 if ((top != blank_face) && (middle != blank_face)) break;
1860
1861 /* Only show visible faces, unless its the editor - show all */
1862 if (!tmp->invisible || editor) {
1863 /* Fill in top if needed */
1864 if (top == blank_face) {
1865 top = tmp->face;
1866 top_obj = tmp;
1867 if (top == middle) middle=blank_face;
1868 } else {
1869 /* top is already set - we should only get here if
1870 * middle is not set
1871 *
1872 * Set the middle face and break out, since there is nothing
1873 * more to fill in. We don't check visiblity here, since
1874 *
1875 */
1876 if (tmp->face != top ) {
1877 middle = tmp->face;
1878 middle_obj = tmp;
1879 break;
1880 }
1881 }
1882 }
1883 }
1884 if (middle == floor) middle = blank_face;
1885 if (top == middle) middle = blank_face;
1886 SET_MAP_FACE(m,x,y,top,0);
1887 if(top != blank_face)
1888 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1889 else
1890 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1891 SET_MAP_FACE(m,x,y,middle,1);
1892 if(middle != blank_face)
1893 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1894 else
1895 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1896 SET_MAP_FACE(m,x,y,floor,2);
1897 if(floor != blank_face)
1898 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1899 else
1900 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1901 SET_MAP_LIGHT(m,x,y,light);
1902 }
1903
1904
1905 void set_map_reset_time(mapstruct *map) {
1906 int timeout;
1907
1908 timeout = MAP_RESET_TIMEOUT(map);
1909 if (timeout <= 0)
1910 timeout = MAP_DEFAULTRESET;
1911 if (timeout >= MAP_MAXRESET)
1912 timeout = MAP_MAXRESET;
1913 MAP_WHEN_RESET(map) = seconds()+timeout;
1914 }
1915
1916 /* this updates the orig_map->tile_map[tile_num] value after loading
1917 * the map. It also takes care of linking back the freshly loaded
1918 * maps tile_map values if it tiles back to this one. It returns
1919 * the value of orig_map->tile_map[tile_num]. It really only does this
1920 * so that it is easier for calling functions to verify success.
1921 */
1922
1923 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1924 {
1925 int dest_tile = (tile_num +2) % 4;
1926 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1927
1928 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1929
1930 /* need to do a strcmp here as the orig_map->path is not a shared string */
1931 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1932 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1933 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1934
1935 return orig_map->tile_map[tile_num];
1936 }
1937
1938 /* this returns TRUE if the coordinates (x,y) are out of
1939 * map m. This function also takes into account any
1940 * tiling considerations, loading adjacant maps as needed.
1941 * This is the function should always be used when it
1942 * necessary to check for valid coordinates.
1943 * This function will recursively call itself for the
1944 * tiled maps.
1945 *
1946 *
1947 */
1948 int out_of_map(mapstruct *m, int x, int y)
1949 {
1950
1951 /* If we get passed a null map, this is obviously the
1952 * case. This generally shouldn't happen, but if the
1953 * map loads fail below, it could happen.
1954 */
1955 if (!m) return 0;
1956
1957 if (x<0) {
1958 if (!m->tile_path[3]) return 1;
1959 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1960 load_and_link_tiled_map(m, 3);
1961 }
1962 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1963 }
1964 if (x>=MAP_WIDTH(m)) {
1965 if (!m->tile_path[1]) return 1;
1966 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1967 load_and_link_tiled_map(m, 1);
1968 }
1969 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1970 }
1971 if (y<0) {
1972 if (!m->tile_path[0]) return 1;
1973 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1974 load_and_link_tiled_map(m, 0);
1975 }
1976 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1977 }
1978 if (y>=MAP_HEIGHT(m)) {
1979 if (!m->tile_path[2]) return 1;
1980 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1981 load_and_link_tiled_map(m, 2);
1982 }
1983 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1984 }
1985
1986 /* Simple case - coordinates are within this local
1987 * map.
1988 */
1989 return 0;
1990 }
1991
1992 /* This is basically the same as out_of_map above, but
1993 * instead we return NULL if no map is valid (coordinates
1994 * out of bounds and no tiled map), otherwise it returns
1995 * the map as that the coordinates are really on, and
1996 * updates x and y to be the localized coordinates.
1997 * Using this is more efficient of calling out_of_map
1998 * and then figuring out what the real map is
1999 */
2000 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2001 {
2002
2003 if (*x<0) {
2004 if (!m->tile_path[3]) return NULL;
2005 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2006 load_and_link_tiled_map(m, 3);
2007
2008 *x += MAP_WIDTH(m->tile_map[3]);
2009 return (get_map_from_coord(m->tile_map[3], x, y));
2010 }
2011 if (*x>=MAP_WIDTH(m)) {
2012 if (!m->tile_path[1]) return NULL;
2013 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2014 load_and_link_tiled_map(m, 1);
2015
2016 *x -= MAP_WIDTH(m);
2017 return (get_map_from_coord(m->tile_map[1], x, y));
2018 }
2019 if (*y<0) {
2020 if (!m->tile_path[0]) return NULL;
2021 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2022 load_and_link_tiled_map(m, 0);
2023
2024 *y += MAP_HEIGHT(m->tile_map[0]);
2025 return (get_map_from_coord(m->tile_map[0], x, y));
2026 }
2027 if (*y>=MAP_HEIGHT(m)) {
2028 if (!m->tile_path[2]) return NULL;
2029 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2030 load_and_link_tiled_map(m, 2);
2031
2032 *y -= MAP_HEIGHT(m);
2033 return (get_map_from_coord(m->tile_map[2], x, y));
2034 }
2035
2036 /* Simple case - coordinates are within this local
2037 * map.
2038 */
2039
2040 return m;
2041 }
2042
2043 /**
2044 * Return whether map2 is adjacent to map1. If so, store the distance from
2045 * map1 to map2 in dx/dy.
2046 */
2047 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2048 if (!map1 || !map2)
2049 return 0;
2050
2051 if (map1 == map2) {
2052 *dx = 0;
2053 *dy = 0;
2054
2055 } else if (map1->tile_map[0] == map2) { /* up */
2056 *dx = 0;
2057 *dy = -MAP_HEIGHT(map2);
2058 } else if (map1->tile_map[1] == map2) { /* right */
2059 *dx = MAP_WIDTH(map1);
2060 *dy = 0;
2061 } else if (map1->tile_map[2] == map2) { /* down */
2062 *dx = 0;
2063 *dy = MAP_HEIGHT(map1);
2064 } else if (map1->tile_map[3] == map2) { /* left */
2065 *dx = -MAP_WIDTH(map2);
2066 *dy = 0;
2067
2068 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2069 *dx = MAP_WIDTH(map1->tile_map[0]);
2070 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2071 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2072 *dx = -MAP_WIDTH(map2);
2073 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2074 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2075 *dx = MAP_WIDTH(map1);
2076 *dy = -MAP_HEIGHT(map2);
2077 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2078 *dx = MAP_WIDTH(map1);
2079 *dy = MAP_HEIGHT(map1->tile_map[1]);
2080 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2081 *dx = MAP_WIDTH(map1->tile_map[2]);
2082 *dy = MAP_HEIGHT(map1);
2083 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2084 *dx = -MAP_WIDTH(map2);
2085 *dy = MAP_HEIGHT(map1);
2086 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2087 *dx = -MAP_WIDTH(map1->tile_map[3]);
2088 *dy = -MAP_HEIGHT(map2);
2089 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2090 *dx = -MAP_WIDTH(map1->tile_map[3]);
2091 *dy = MAP_HEIGHT(map1->tile_map[3]);
2092
2093 } else { /* not "adjacent" enough */
2094 return 0;
2095 }
2096
2097 return 1;
2098 }
2099
2100 /* From map.c
2101 * This is used by get_player to determine where the other
2102 * creature is. get_rangevector takes into account map tiling,
2103 * so you just can not look the the map coordinates and get the
2104 * righte value. distance_x/y are distance away, which
2105 * can be negativbe. direction is the crossfire direction scheme
2106 * that the creature should head. part is the part of the
2107 * monster that is closest.
2108 *
2109 * get_rangevector looks at op1 and op2, and fills in the
2110 * structure for op1 to get to op2.
2111 * We already trust that the caller has verified that the
2112 * two objects are at least on adjacent maps. If not,
2113 * results are not likely to be what is desired.
2114 * if the objects are not on maps, results are also likely to
2115 * be unexpected
2116 *
2117 * currently, the only flag supported (0x1) is don't translate for
2118 * closest body part of 'op1'
2119 */
2120
2121 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2122 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2123 /* be conservative and fill in _some_ data */
2124 retval->distance = 100000;
2125 retval->distance_x = 32767;
2126 retval->distance_y = 32767;
2127 retval->direction = 0;
2128 retval->part = 0;
2129 } else {
2130 object *best;
2131
2132 retval->distance_x += op2->x-op1->x;
2133 retval->distance_y += op2->y-op1->y;
2134
2135 best = op1;
2136 /* If this is multipart, find the closest part now */
2137 if (!(flags&0x1) && op1->more) {
2138 object *tmp;
2139 int best_distance = retval->distance_x*retval->distance_x+
2140 retval->distance_y*retval->distance_y, tmpi;
2141
2142 /* we just take the offset of the piece to head to figure
2143 * distance instead of doing all that work above again
2144 * since the distance fields we set above are positive in the
2145 * same axis as is used for multipart objects, the simply arithmetic
2146 * below works.
2147 */
2148 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2149 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2150 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2151 if (tmpi < best_distance) {
2152 best_distance = tmpi;
2153 best = tmp;
2154 }
2155 }
2156 if (best != op1) {
2157 retval->distance_x += op1->x-best->x;
2158 retval->distance_y += op1->y-best->y;
2159 }
2160 }
2161 retval->part = best;
2162 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2163 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2164 }
2165 }
2166
2167 /* this is basically the same as get_rangevector above, but instead of
2168 * the first parameter being an object, it instead is the map
2169 * and x,y coordinates - this is used for path to player -
2170 * since the object is not infact moving but we are trying to traverse
2171 * the path, we need this.
2172 * flags has no meaning for this function at this time - I kept it in to
2173 * be more consistant with the above function and also in case they are needed
2174 * for something in the future. Also, since no object is pasted, the best
2175 * field of the rv_vector is set to NULL.
2176 */
2177
2178 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2179 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2180 /* be conservative and fill in _some_ data */
2181 retval->distance = 100000;
2182 retval->distance_x = 32767;
2183 retval->distance_y = 32767;
2184 retval->direction = 0;
2185 retval->part = 0;
2186 } else {
2187 retval->distance_x += op2->x-x;
2188 retval->distance_y += op2->y-y;
2189
2190 retval->part = NULL;
2191 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2192 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2193 }
2194 }
2195
2196 /* Returns true of op1 and op2 are effectively on the same map
2197 * (as related to map tiling). Note that this looks for a path from
2198 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2199 * to op1, this will still return false.
2200 * Note we only look one map out to keep the processing simple
2201 * and efficient. This could probably be a macro.
2202 * MSW 2001-08-05
2203 */
2204 int on_same_map(const object *op1, const object *op2) {
2205 int dx, dy;
2206
2207 return adjacent_map(op1->map, op2->map, &dx, &dy);
2208 }