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Revision: 1.28
Committed: Fri Sep 8 18:26:22 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +3 -5 lines
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File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.27 2006-09-08 12:56:42 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
261 retval |= mp->spaces[newx + mp->width * newy].flags;
262
263 return retval;
264 }
265
266
267 /*
268 * Returns true if the given coordinate is blocked except by the
269 * object passed is not blocking. This is used with
270 * multipart monsters - if we want to see if a 2x2 monster
271 * can move 1 space to the left, we don't want its own area
272 * to block it from moving there.
273 * Returns TRUE if the space is blocked by something other than the
274 * monster.
275 * m, x, y are the target map/coordinates - needed for map tiling.
276 * the coordinates & map passed in should have been updated for tiling
277 * by the caller.
278 */
279
280 int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
281 object *tmp;
282 int mflags, blocked;
283
284 /* Make sure the coordinates are valid - they should be, as caller should
285 * have already checked this.
286 */
287 if (OUT_OF_REAL_MAP(m, sx, sy)) {
288 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
289 return 1;
290 }
291
292 /* Save some cycles - instead of calling get_map_flags(), just get the value
293 * directly.
294 */
295 mflags = m->spaces[sx + m->width * sy].flags;
296
297 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
298
299 /* If space is currently not blocked by anything, no need to
300 * go further. Not true for players - all sorts of special
301 * things we need to do for players.
302 */
303 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
304
305 /* if there isn't anytyhing alive on this space, and this space isn't
306 * otherwise blocked, we can return now. Only if there is a living
307 * creature do we need to investigate if it is part of this creature
308 * or another. Likewise, only if something is blocking us do we
309 * need to investigate if there is a special circumstance that would
310 * let the player through (inventory checkers for example)
311 */
312 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
313
314 if(ob->head != NULL)
315 ob=ob->head;
316
317 /* We basically go through the stack of objects, and if there is
318 * some other object that has NO_PASS or FLAG_ALIVE set, return
319 * true. If we get through the entire stack, that must mean
320 * ob is blocking it, so return 0.
321 */
322 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
323
324 /* This must be before the checks below. Code for inventory checkers. */
325 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
326 /* If last_sp is set, the player/monster needs an object,
327 * so we check for it. If they don't have it, they can't
328 * pass through this space.
329 */
330 if (tmp->last_sp) {
331 if (check_inv_recursive(ob,tmp)==NULL)
332 return 1;
333 else
334 continue;
335 } else {
336 /* In this case, the player must not have the object -
337 * if they do, they can't pass through.
338 */
339 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
340 return 1;
341 else
342 continue;
343 }
344 } /* if check_inv */
345 else {
346 /* Broke apart a big nasty if into several here to make
347 * this more readable. first check - if the space blocks
348 * movement, can't move here.
349 * second - if a monster, can't move there, unles it is a
350 * hidden dm
351 */
352 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
353 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
354 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
355 return 1;
356 }
357
358 }
359 return 0;
360 }
361
362
363 /*
364 * Returns true if the given object can't fit in the given spot.
365 * This is meant for multi space objects - for single space objecs,
366 * just calling get_map_blocked and checking that against movement type
367 * of object. This function goes through all the parts of the
368 * multipart object and makes sure they can be inserted.
369 *
370 * While this doesn't call out of map, the get_map_flags does.
371 *
372 * This function has been used to deprecate arch_out_of_map -
373 * this function also does that check, and since in most cases,
374 * a call to one would follow the other, doesn't make a lot of sense to
375 * have two seperate functions for this.
376 *
377 * This returns nonzero if this arch can not go on the space provided,
378 * 0 otherwise. the return value will contain the P_.. value
379 * so the caller can know why this object can't go on the map.
380 * Note that callers should not expect P_NEW_MAP to be set
381 * in return codes - since the object is multispace - if
382 * we did return values, what do you return if half the object
383 * is one map, half on another.
384 *
385 * Note this used to be arch_blocked, but with new movement
386 * code, we need to have actual object to check its move_type
387 * against the move_block values.
388 */
389
390 int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
391 archetype *tmp;
392 int flag;
393 mapstruct *m1;
394 sint16 sx, sy;
395
396 if(ob==NULL) {
397 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
398 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
399
400 /* don't have object, so don't know what types would block */
401 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
402 }
403
404 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
405 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
406
407 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
408 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
409
410 /* find_first_free_spot() calls this function. However, often
411 * ob doesn't have any move type (when used to place exits)
412 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
413 */
414
415 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
416
417 /* Note it is intentional that we check ob - the movement type of the
418 * head of the object should correspond for the entire object.
419 */
420 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
421 return AB_NO_PASS;
422
423 }
424 return 0;
425 }
426
427 /* When the map is loaded, load_object does not actually insert objects
428 * into inventory, but just links them. What this does is go through
429 * and insert them properly.
430 * The object 'container' is the object that contains the inventory.
431 * This is needed so that we can update the containers weight.
432 */
433
434 void fix_container(object *container)
435 {
436 object *tmp=container->inv, *next;
437
438 container->inv=NULL;
439 while (tmp!=NULL) {
440 next = tmp->below;
441 if (tmp->inv)
442 fix_container(tmp);
443 (void) insert_ob_in_ob(tmp,container);
444 tmp = next;
445 }
446 /* sum_weight will go through and calculate what all the containers are
447 * carrying.
448 */
449 sum_weight(container);
450 }
451
452 /* link_multipart_objects go through all the objects on the map looking
453 * for objects whose arch says they are multipart yet according to the
454 * info we have, they only have the head (as would be expected when
455 * they are saved). We do have to look for the old maps that did save
456 * the more sections and not re-add sections for them.
457 */
458
459 static void link_multipart_objects(mapstruct *m)
460 {
461 int x,y;
462 object *tmp, *op, *last, *above;
463 archetype *at;
464
465 for(x=0;x<MAP_WIDTH(m);x++)
466 for(y=0;y<MAP_HEIGHT(m);y++)
467 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
468 above=tmp->above;
469
470 /* already multipart - don't do anything more */
471 if (tmp->head || tmp->more) continue;
472
473 /* If there is nothing more to this object, this for loop
474 * won't do anything.
475 */
476 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
477 op = arch_to_object(at);
478
479 /* update x,y coordinates */
480 op->x += tmp->x;
481 op->y += tmp->y;
482 op->head = tmp;
483 op->map = m;
484 last->more = op;
485 op->name = tmp->name;
486 op->title = tmp->title;
487 /* we could link all the parts onto tmp, and then just
488 * call insert_ob_in_map once, but the effect is the same,
489 * as insert_ob_in_map will call itself with each part, and
490 * the coding is simpler to just to it here with each part.
491 */
492 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
493 } /* for at = tmp->arch->more */
494 } /* for objects on this space */
495 }
496
497 /*
498 * Loads (ands parses) the objects into a given map from the specified
499 * file pointer.
500 * mapflags is the same as we get with load_original_map
501 */
502 void
503 load_objects (mapstruct *m, object_thawer &fp, int mapflags)
504 {
505 int i, j;
506 int unique;
507 object *op, *prev = NULL, *last_more = NULL, *otmp;
508
509 op = get_object ();
510 op->map = m; /* To handle buttons correctly */
511
512 while ((i = load_object (fp, op, mapflags)))
513 {
514 /* if the archetype for the object is null, means that we
515 * got an invalid object. Don't do anything with it - the game
516 * or editor will not be able to do anything with it either.
517 */
518 if (op->arch == NULL)
519 {
520 LOG (llevDebug, "Discarding object without arch: %s\n",
521 op->name ? (const char *) op->name : "(null)");
522 continue;
523 }
524
525
526 switch (i)
527 {
528 case LL_NORMAL:
529 /* if we are loading an overlay, put the floors on the bottom */
530 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
531 QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
532 insert_ob_in_map (op, m, op,
533 INS_NO_MERGE | INS_NO_WALK_ON |
534 INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
535 else
536 insert_ob_in_map (op, m, op,
537 INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
538 INS_MAP_LOAD);
539
540 if (op->inv)
541 sum_weight (op);
542
543 prev = op, last_more = op;
544 break;
545
546 case LL_MORE:
547 insert_ob_in_map (op, m, op,
548 INS_NO_MERGE | INS_NO_WALK_ON |
549 INS_ABOVE_FLOOR_ONLY);
550 op->head = prev, last_more->more = op, last_more = op;
551 break;
552 }
553
554 if (mapflags & MAP_STYLE)
555 remove_from_active_list (op);
556
557 op = get_object ();
558 op->map = m;
559 }
560
561 for (i = 0; i < m->width; i++)
562 {
563 for (j = 0; j < m->height; j++)
564 {
565 unique = 0;
566 /* check for unique items, or unique squares */
567 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
568 {
569 if (QUERY_FLAG (otmp, FLAG_UNIQUE)
570 || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
571 unique = 1;
572 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
573 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
574 }
575 }
576 }
577
578 free_object (op);
579 link_multipart_objects (m);
580 }
581
582 /* This saves all the objects on the map in a non destructive fashion.
583 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
584 * and we only save the head of multi part objects - this is needed
585 * in order to do map tiling properly.
586 */
587 void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
588 int i, j = 0,unique=0;
589 object *op;
590 /* first pass - save one-part objects */
591 for(i = 0; i < MAP_WIDTH(m); i++)
592 for (j = 0; j < MAP_HEIGHT(m); j++) {
593 unique=0;
594 for(op = get_map_ob (m, i, j); op; op = op->above) {
595 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
596 unique=1;
597
598 if(op->type == PLAYER) {
599 LOG(llevDebug, "Player on map that is being saved\n");
600 continue;
601 }
602
603 if (op->head || op->owner)
604 continue;
605
606 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
607 save_object (fp2, op, 3);
608 else
609 if (flag == 0 ||
610 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
611 !QUERY_FLAG(op, FLAG_UNPAID))))
612 save_object(fp, op, 3);
613
614 } /* for this space */
615 } /* for this j */
616 }
617
618 /*
619 * Allocates, initialises, and returns a pointer to a mapstruct.
620 * Modified to no longer take a path option which was not being
621 * used anyways. MSW 2001-07-01
622 */
623
624 mapstruct *get_linked_map(void) {
625 mapstruct *map = new mapstruct;
626 mapstruct *mp;
627
628 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
629 if(mp==NULL)
630 first_map=map;
631 else
632 mp->next=map;
633
634 map->in_memory=MAP_SWAPPED;
635 /* The maps used to pick up default x and y values from the
636 * map archetype. Mimic that behaviour.
637 */
638 MAP_WIDTH(map)=16;
639 MAP_HEIGHT(map)=16;
640 MAP_RESET_TIMEOUT(map)=0;
641 MAP_TIMEOUT(map)=300;
642 MAP_ENTER_X(map)=0;
643 MAP_ENTER_Y(map)=0;
644 /*set part to -1 indicating conversion to weather map not yet done*/
645 MAP_WORLDPARTX(map)=-1;
646 MAP_WORLDPARTY(map)=-1;
647 return map;
648 }
649
650 /*
651 * Allocates the arrays contained in a mapstruct.
652 * This basically allocates the dynamic array of spaces for the
653 * map.
654 */
655
656 void allocate_map(mapstruct *m) {
657 m->in_memory = MAP_IN_MEMORY;
658 /* Log this condition and free the storage. We could I suppose
659 * realloc, but if the caller is presuming the data will be intact,
660 * that is their poor assumption.
661 */
662 if (m->spaces) {
663 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
664 free(m->spaces);
665 }
666
667 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
668
669 if(m->spaces==NULL)
670 fatal(OUT_OF_MEMORY);
671 }
672
673 /* Create and returns a map of the specific size. Used
674 * in random map code and the editor.
675 */
676 mapstruct *get_empty_map(int sizex, int sizey) {
677 mapstruct *m = get_linked_map();
678 m->width = sizex;
679 m->height = sizey;
680 m->in_memory = MAP_SWAPPED;
681 allocate_map(m);
682 return m;
683 }
684
685 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
686 * corresponding to that string. Memory is allocated for this, it must be freed
687 * at a later date.
688 * Called by parse_map_headers below.
689 */
690
691 static shopitems *parse_shop_string (const char *input_string) {
692 char *shop_string, *p, *q, *next_semicolon, *next_colon;
693 shopitems *items=NULL;
694 int i=0, number_of_entries=0;
695 const typedata *current_type;
696
697 shop_string=strdup_local(input_string);
698 p=shop_string;
699 /* first we'll count the entries, we'll need that for allocating the array shortly */
700 while (p) {
701 p=strchr(p, ';');
702 number_of_entries++;
703 if (p) p++;
704 }
705 p=shop_string;
706 strip_endline(p);
707 items = new shopitems [number_of_entries + 1];
708 for (i=0; i<number_of_entries; i++) {
709 if (!p) {
710 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
711 break;
712 }
713 next_semicolon=strchr(p, ';');
714 next_colon=strchr(p, ':');
715 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
716 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
717 items[i].strength=atoi(strchr(p,':')+1);
718
719 if (isdigit(*p) || *p=='*') {
720 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
721 current_type=get_typedata(items[i].typenum);
722 if (current_type) {
723 items[i].name=current_type->name;
724 items[i].name_pl=current_type->name_pl;
725 }
726 }
727 else { /*we have a named type, let's figure out what it is */
728 q=strpbrk(p,";:");
729 if (q) *q='\0';
730
731 current_type=get_typedata_by_name(p);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].typenum=current_type->number;
735 items[i].name_pl=current_type->name_pl;
736 }
737 else { /* oh uh, something's wrong, let's free up this one, and try
738 * the next entry while we're at it, better print a warning
739 */
740 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
741 p, input_string);
742 }
743 }
744 items[i].index=number_of_entries;
745 if (next_semicolon) p=++next_semicolon;
746 else p=NULL;
747 }
748 free(shop_string);
749 return items;
750 }
751
752 /* opposite of parse string, this puts the string that was originally fed in to
753 * the map (or something equivilent) into output_string. */
754 static void print_shop_string(mapstruct *m, char *output_string) {
755 int i;
756 char tmp[MAX_BUF];
757 strcpy(output_string, "");
758 for (i=0; i< m->shopitems[0].index; i++) {
759 if (m->shopitems[i].typenum) {
760 if (m->shopitems[i].strength) {
761 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
762 }
763 else sprintf(tmp, "%s;", m->shopitems[i].name);
764 }
765 else {
766 if (m->shopitems[i].strength) {
767 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
768 }
769 else sprintf(tmp, "*");
770 }
771 strcat(output_string, tmp);
772 }
773 }
774
775 /* This loads the header information of the map. The header
776 * contains things like difficulty, size, timeout, etc.
777 * this used to be stored in the map object, but with the
778 * addition of tiling, fields beyond that easily named in an
779 * object structure were needed, so it just made sense to
780 * put all the stuff in the map object so that names actually make
781 * sense.
782 * This could be done in lex (like the object loader), but I think
783 * currently, there are few enough fields this is not a big deal.
784 * MSW 2001-07-01
785 * return 0 on success, 1 on failure.
786 */
787
788 static int load_map_header(object_thawer &fp, mapstruct *m)
789 {
790 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
791 int msgpos=0;
792 int maplorepos=0;
793
794 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
795 buf[HUGE_BUF-1] = 0;
796 key = buf;
797 while (isspace(*key)) key++;
798 if (*key == 0) continue; /* empty line */
799 value = strchr(key, ' ');
800 if (!value) {
801 end = strchr(key, '\n');
802 if (end != NULL) {
803 *end = 0;
804 }
805 } else {
806 *value = 0;
807 value++;
808 end = strchr(value, '\n');
809 while (isspace(*value)) {
810 value++;
811 if (*value == '\0' || value == end) {
812 /* Nothing but spaces. */
813 value = NULL;
814 break;
815 }
816 }
817 }
818
819 if (!end) {
820 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
821 buf);
822 return 1;
823 }
824
825 /* key is the field name, value is what it should be set
826 * to. We've already done the work to null terminate key,
827 * and strip off any leading spaces for both of these.
828 * We have not touched the newline at the end of the line -
829 * these are needed for some values. the end pointer
830 * points to the first of the newlines.
831 * value could be NULL! It would be easy enough to just point
832 * this to "" to prevent cores, but that would let more errors slide
833 * through.
834 *
835 * First check for entries that do not use the value parameter, then
836 * validate that value is given and check for the remaining entries
837 * that use the parameter.
838 */
839
840 if (!strcmp(key,"msg")) {
841 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
842 if (!strcmp(buf,"endmsg\n")) break;
843 else {
844 /* slightly more efficient than strcat */
845 strcpy(msgbuf+msgpos, buf);
846 msgpos += strlen(buf);
847 }
848 }
849 /* There are lots of maps that have empty messages (eg, msg/endmsg
850 * with nothing between). There is no reason in those cases to
851 * keep the empty message. Also, msgbuf contains garbage data
852 * when msgpos is zero, so copying it results in crashes
853 */
854 if (msgpos != 0)
855 m->msg = strdup_local(msgbuf);
856 }
857 else if (!strcmp(key,"maplore")) {
858 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
859 if (!strcmp(buf,"endmaplore\n")) break;
860 else {
861 /* slightly more efficient than strcat */
862 strcpy(maplorebuf+maplorepos, buf);
863 maplorepos += strlen(buf);
864 }
865 }
866 if (maplorepos != 0)
867 m->maplore = strdup_local(maplorebuf);
868 }
869 else if (!strcmp(key,"end")) {
870 break;
871 }
872 else if (value == NULL) {
873 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
874 }
875 else if (!strcmp(key, "arch")) {
876 /* This is an oddity, but not something we care about much. */
877 if (strcmp(value,"map\n"))
878 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
879 }
880 else if (!strcmp(key,"name")) {
881 *end=0;
882 m->name = strdup_local(value);
883 }
884 /* first strcmp value on these are old names supported
885 * for compatibility reasons. The new values (second) are
886 * what really should be used.
887 */
888 else if (!strcmp(key,"oid")) {
889 fp.get (m, atoi(value));
890 } else if (!strcmp(key, "attach")) {
891 m->attach = value;
892 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
893 m->enter_x = atoi(value);
894 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
895 m->enter_y = atoi(value);
896 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
897 m->width = atoi(value);
898 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
899 m->height = atoi(value);
900 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
901 m->reset_timeout = atoi(value);
902 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
903 m->timeout = atoi(value);
904 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
905 m->difficulty = atoi(value);
906 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
907 m->darkness = atoi(value);
908 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
909 m->fixed_resettime = atoi(value);
910 } else if (!strcmp(key,"unique")) {
911 m->unique = atoi(value);
912 } else if (!strcmp(key,"template")) {
913 m->templatemap = atoi(value);
914 } else if (!strcmp(key,"region")) {
915 m->region = get_region_by_name(value);
916 } else if (!strcmp(key,"shopitems")) {
917 *end=0;
918 m->shopitems = parse_shop_string(value);
919 } else if (!strcmp(key,"shopgreed")) {
920 m->shopgreed = atof(value);
921 } else if (!strcmp(key,"shopmin")) {
922 m->shopmin = atol(value);
923 } else if (!strcmp(key,"shopmax")) {
924 m->shopmax = atol(value);
925 } else if (!strcmp(key,"shoprace")) {
926 *end=0;
927 m->shoprace = strdup_local(value);
928 } else if (!strcmp(key,"outdoor")) {
929 m->outdoor = atoi(value);
930 } else if (!strcmp(key, "temp")) {
931 m->temp = atoi(value);
932 } else if (!strcmp(key, "pressure")) {
933 m->pressure = atoi(value);
934 } else if (!strcmp(key, "humid")) {
935 m->humid = atoi(value);
936 } else if (!strcmp(key, "windspeed")) {
937 m->windspeed = atoi(value);
938 } else if (!strcmp(key, "winddir")) {
939 m->winddir = atoi(value);
940 } else if (!strcmp(key, "sky")) {
941 m->sky = atoi(value);
942 } else if (!strcmp(key, "nosmooth")) {
943 m->nosmooth = atoi(value);
944 }
945 else if (!strncmp(key,"tile_path_", 10)) {
946 int tile=atoi(key+10);
947
948 if (tile<1 || tile>4) {
949 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
950 tile, m->path);
951 } else {
952 char *path;
953
954 *end = 0;
955
956 if (m->tile_path[tile-1]) {
957 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
958 tile, m->path);
959 free(m->tile_path[tile-1]);
960 m->tile_path[tile-1] = NULL;
961 }
962
963 if (check_path(value, 1) != -1) {
964 /* The unadorned path works. */
965 path = value;
966 } else {
967 /* Try again; it could be a relative exit. */
968
969 path = path_combine_and_normalize(m->path, value);
970
971 if (check_path(path, 1) == -1) {
972 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
973 path = NULL;
974 }
975 }
976
977 if (editor) {
978 /* Use the value as in the file. */
979 m->tile_path[tile-1] = strdup_local(value);
980 } else if (path != NULL) {
981 /* Use the normalized value. */
982 m->tile_path[tile-1] = strdup_local(path);
983 }
984 } /* end if tile direction (in)valid */
985 }
986 else {
987 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
988 }
989 }
990 if (!key || strcmp(key,"end")) {
991 LOG(llevError,"Got premature eof on map header!\n");
992 return 1;
993 }
994 return 0;
995 }
996
997 /*
998 * Opens the file "filename" and reads information about the map
999 * from the given file, and stores it in a newly allocated
1000 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1001 * flags correspond to those in map.h. Main ones used are
1002 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1003 * MAP_BLOCK, in which case we block on this load. This happens in all
1004 * cases, no matter if this flag is set or not.
1005 * MAP_STYLE: style map - don't add active objects, don't add to server
1006 * managed map list.
1007 */
1008
1009 mapstruct *load_original_map(const char *filename, int flags) {
1010 mapstruct *m;
1011 char pathname[MAX_BUF];
1012
1013 if (flags & MAP_PLAYER_UNIQUE)
1014 strcpy(pathname, filename);
1015 else if (flags & MAP_OVERLAY)
1016 strcpy(pathname, create_overlay_pathname(filename));
1017 else
1018 strcpy(pathname, create_pathname(filename));
1019
1020 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1021
1022 object_thawer thawer (pathname);
1023
1024 if (!thawer)
1025 return 0;
1026
1027 m = get_linked_map();
1028
1029 strcpy (m->path, filename);
1030 if (load_map_header(thawer, m)) {
1031 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1032 filename, flags);
1033 delete_map(m);
1034 return NULL;
1035 }
1036
1037 allocate_map(m);
1038
1039 m->in_memory=MAP_LOADING;
1040 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1041
1042 m->in_memory=MAP_IN_MEMORY;
1043 if (!MAP_DIFFICULTY(m))
1044 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1045 set_map_reset_time(m);
1046 m->instantiate ();
1047 return (m);
1048 }
1049
1050 /*
1051 * Loads a map, which has been loaded earlier, from file.
1052 * Return the map object we load into (this can change from the passed
1053 * option if we can't find the original map)
1054 */
1055
1056 static mapstruct *load_temporary_map(mapstruct *m) {
1057 char buf[MAX_BUF];
1058
1059 if (!m->tmpname) {
1060 LOG(llevError, "No temporary filename for map %s\n", m->path);
1061 strcpy(buf, m->path);
1062 delete_map(m);
1063 m = load_original_map(buf, 0);
1064 if(m==NULL) return NULL;
1065 fix_auto_apply(m); /* Chests which open as default */
1066 return m;
1067 }
1068
1069 object_thawer thawer (m->tmpname);
1070
1071 if (!thawer)
1072 {
1073 strcpy (buf, m->path);
1074 delete_map (m);
1075 m = load_original_map (buf, 0);
1076 if (!m) return NULL;
1077 fix_auto_apply (m); /* Chests which open as default */
1078 return m;
1079 }
1080
1081 if (load_map_header(thawer, m)) {
1082 LOG(llevError,"Error loading map header for %s (%s)\n",
1083 m->path, m->tmpname);
1084 delete_map(m);
1085 m = load_original_map(m->path, 0);
1086 return NULL;
1087 }
1088 allocate_map(m);
1089
1090 m->in_memory=MAP_LOADING;
1091 load_objects (m, thawer, 0);
1092
1093 m->in_memory=MAP_IN_MEMORY;
1094 INVOKE_MAP (SWAPIN, m);
1095 return m;
1096 }
1097
1098 /*
1099 * Loads a map, which has been loaded earlier, from file.
1100 * Return the map object we load into (this can change from the passed
1101 * option if we can't find the original map)
1102 */
1103
1104 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1105 char pathname[MAX_BUF];
1106
1107 strcpy(pathname, create_overlay_pathname(filename));
1108
1109 object_thawer thawer (pathname);
1110
1111 if (!thawer)
1112 return m;
1113
1114 if (load_map_header(thawer, m)) {
1115 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1116 m->path, pathname);
1117 delete_map(m);
1118 m = load_original_map(m->path, 0);
1119 return NULL;
1120 }
1121 /*allocate_map(m);*/
1122
1123 m->in_memory=MAP_LOADING;
1124 load_objects (m, thawer, MAP_OVERLAY);
1125
1126 m->in_memory=MAP_IN_MEMORY;
1127 return m;
1128 }
1129
1130 /******************************************************************************
1131 * This is the start of unique map handling code
1132 *****************************************************************************/
1133
1134 /* This goes through map 'm' and removed any unique items on the map. */
1135 static void delete_unique_items(mapstruct *m)
1136 {
1137 int i,j,unique;
1138 object *op, *next;
1139
1140 for(i=0; i<MAP_WIDTH(m); i++)
1141 for(j=0; j<MAP_HEIGHT(m); j++) {
1142 unique=0;
1143 for (op=get_map_ob(m, i, j); op; op=next) {
1144 next = op->above;
1145 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1146 unique=1;
1147 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1148 clean_object(op);
1149 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1150 remove_button_link(op);
1151 remove_ob(op);
1152 free_object(op);
1153 }
1154 }
1155 }
1156 }
1157
1158
1159 /*
1160 * Loads unique objects from file(s) into the map which is in memory
1161 * m is the map to load unique items into.
1162 */
1163 static void load_unique_objects(mapstruct *m) {
1164 int count;
1165 char firstname[MAX_BUF];
1166
1167 for (count=0; count<10; count++) {
1168 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1169 if (!access(firstname, R_OK)) break;
1170 }
1171 /* If we get here, we did not find any map */
1172 if (count==10) return;
1173
1174 object_thawer thawer (firstname);
1175
1176 if (!thawer)
1177 return;
1178
1179 m->in_memory=MAP_LOADING;
1180 if (m->tmpname == NULL) /* if we have loaded unique items from */
1181 delete_unique_items(m); /* original map before, don't duplicate them */
1182 load_objects (m, thawer, 0);
1183
1184 m->in_memory=MAP_IN_MEMORY;
1185 }
1186
1187
1188 /*
1189 * Saves a map to file. If flag is set, it is saved into the same
1190 * file it was (originally) loaded from. Otherwise a temporary
1191 * filename will be genarated, and the file will be stored there.
1192 * The temporary filename will be stored in the mapstructure.
1193 * If the map is unique, we also save to the filename in the map
1194 * (this should have been updated when first loaded)
1195 */
1196
1197 int
1198 new_save_map (mapstruct * m, int flag)
1199 {
1200 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1201 int i;
1202
1203 if (flag && !*m->path)
1204 {
1205 LOG (llevError, "Tried to save map without path.\n");
1206 return -1;
1207 }
1208
1209 if (flag || (m->unique) || (m->templatemap))
1210 {
1211 if (!m->unique && !m->templatemap)
1212 { /* flag is set */
1213 if (flag == 2)
1214 strcpy (filename, create_overlay_pathname (m->path));
1215 else
1216 strcpy (filename, create_pathname (m->path));
1217 }
1218 else
1219 strcpy (filename, m->path);
1220
1221 make_path_to_file (filename);
1222 }
1223 else
1224 {
1225 if (!m->tmpname)
1226 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1227
1228 strcpy (filename, m->tmpname);
1229 }
1230
1231 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1232 m->in_memory = MAP_SAVING;
1233
1234 object_freezer freezer;
1235
1236 /* legacy */
1237 fprintf (freezer, "arch map\n");
1238 if (m->name)
1239 fprintf (freezer, "name %s\n", m->name);
1240 if (!flag)
1241 fprintf (freezer, "swap_time %d\n", m->swap_time);
1242 if (m->reset_timeout)
1243 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1244 if (m->fixed_resettime)
1245 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1246 /* we unfortunately have no idea if this is a value the creator set
1247 * or a difficulty value we generated when the map was first loaded
1248 */
1249 if (m->difficulty)
1250 fprintf (freezer, "difficulty %d\n", m->difficulty);
1251 if (m->region)
1252 fprintf (freezer, "region %s\n", m->region->name);
1253 if (m->shopitems)
1254 {
1255 print_shop_string (m, shop);
1256 fprintf (freezer, "shopitems %s\n", shop);
1257 }
1258 if (m->shopgreed)
1259 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1260 #ifndef WIN32
1261 if (m->shopmin)
1262 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1263 if (m->shopmax)
1264 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1265 #else
1266 if (m->shopmin)
1267 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1268 if (m->shopmax)
1269 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1270 #endif
1271 if (m->shoprace)
1272 fprintf (freezer, "shoprace %s\n", m->shoprace);
1273 if (m->darkness)
1274 fprintf (freezer, "darkness %d\n", m->darkness);
1275 if (m->width)
1276 fprintf (freezer, "width %d\n", m->width);
1277 if (m->height)
1278 fprintf (freezer, "height %d\n", m->height);
1279 if (m->enter_x)
1280 fprintf (freezer, "enter_x %d\n", m->enter_x);
1281 if (m->enter_y)
1282 fprintf (freezer, "enter_y %d\n", m->enter_y);
1283 if (m->msg)
1284 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1285 if (m->maplore)
1286 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1287 if (m->unique)
1288 fprintf (freezer, "unique %d\n", m->unique);
1289 if (m->templatemap)
1290 fprintf (freezer, "template %d\n", m->templatemap);
1291 if (m->outdoor)
1292 fprintf (freezer, "outdoor %d\n", m->outdoor);
1293 if (m->temp)
1294 fprintf (freezer, "temp %d\n", m->temp);
1295 if (m->pressure)
1296 fprintf (freezer, "pressure %d\n", m->pressure);
1297 if (m->humid)
1298 fprintf (freezer, "humid %d\n", m->humid);
1299 if (m->windspeed)
1300 fprintf (freezer, "windspeed %d\n", m->windspeed);
1301 if (m->winddir)
1302 fprintf (freezer, "winddir %d\n", m->winddir);
1303 if (m->sky)
1304 fprintf (freezer, "sky %d\n", m->sky);
1305 if (m->nosmooth)
1306 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1307
1308 /* Save any tiling information, except on overlays */
1309 if (flag != 2)
1310 for (i = 0; i < 4; i++)
1311 if (m->tile_path[i])
1312 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1313
1314 freezer.put (m);
1315 fprintf (freezer, "end\n");
1316
1317 /* In the game save unique items in the different file, but
1318 * in the editor save them to the normal map file.
1319 * If unique map, save files in the proper destination (set by
1320 * player)
1321 */
1322 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1323 {
1324 object_freezer unique;
1325
1326 if (flag == 2)
1327 save_objects (m, freezer, unique, 2);
1328 else
1329 save_objects (m, freezer, unique, 0);
1330
1331 sprintf (buf, "%s.v00", create_items_path (m->path));
1332
1333 unique.save (buf);
1334 }
1335 else
1336 { /* save same file when not playing, like in editor */
1337 save_objects (m, freezer, freezer, 0);
1338 }
1339
1340 freezer.save (filename);
1341
1342 return 0;
1343 }
1344
1345
1346 /*
1347 * Remove and free all objects in the inventory of the given object.
1348 * object.c ?
1349 */
1350
1351 void clean_object(object *op)
1352 {
1353 object *tmp, *next;
1354
1355 for(tmp = op->inv; tmp; tmp = next)
1356 {
1357 next = tmp->below;
1358 clean_object(tmp);
1359 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1360 remove_button_link(tmp);
1361 remove_ob(tmp);
1362 free_object(tmp);
1363 }
1364 }
1365
1366 /*
1367 * Remove and free all objects in the given map.
1368 */
1369
1370 void free_all_objects(mapstruct *m) {
1371 int i,j;
1372 object *op;
1373
1374 for(i=0;i<MAP_WIDTH(m);i++)
1375 for(j=0;j<MAP_HEIGHT(m);j++) {
1376 object *previous_obj=NULL;
1377 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1378 if (op==previous_obj) {
1379 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1380 break;
1381 }
1382 previous_obj=op;
1383 if(op->head!=NULL)
1384 op = op->head;
1385
1386 /* If the map isn't in memory, free_object will remove and
1387 * free objects in op's inventory. So let it do the job.
1388 */
1389 if (m->in_memory==MAP_IN_MEMORY)
1390 clean_object(op);
1391 remove_ob(op);
1392 free_object(op);
1393 }
1394 }
1395 }
1396
1397 /*
1398 * Frees everything allocated by the given mapstructure.
1399 * don't free tmpname - our caller is left to do that
1400 */
1401
1402 void free_map(mapstruct *m,int flag) {
1403 int i;
1404
1405 if (!m->in_memory) {
1406 LOG(llevError,"Trying to free freed map.\n");
1407 return;
1408 }
1409 if (flag && m->spaces) free_all_objects(m);
1410 if (m->name) FREE_AND_CLEAR(m->name);
1411 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1412 if (m->msg) FREE_AND_CLEAR(m->msg);
1413 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1414 if (m->shopitems) delete [] m->shopitems; m->shopitems = 0;
1415 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1416 if (m->buttons)
1417 free_objectlinkpt(m->buttons);
1418 m->buttons = NULL;
1419 for (i=0; i<4; i++) {
1420 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1421 m->tile_map[i] = NULL;
1422 }
1423 m->in_memory = MAP_SWAPPED;
1424 }
1425
1426 /*
1427 * function: vanish mapstruct
1428 * m : pointer to mapstruct, if NULL no action
1429 * this deletes all the data on the map (freeing pointers)
1430 * and then removes this map from the global linked list of maps.
1431 */
1432
1433 void delete_map(mapstruct *m) {
1434 mapstruct *tmp, *last;
1435 int i;
1436
1437 if (!m)
1438 return;
1439
1440 m->clear ();
1441
1442 if (m->in_memory == MAP_IN_MEMORY) {
1443 /* change to MAP_SAVING, even though we are not,
1444 * so that remove_ob doesn't do as much work.
1445 */
1446 m->in_memory = MAP_SAVING;
1447 free_map (m, 1);
1448 }
1449 /* move this out of free_map, since tmpname can still be needed if
1450 * the map is swapped out.
1451 */
1452 if (m->tmpname) {
1453 free(m->tmpname);
1454 m->tmpname=NULL;
1455 }
1456 last = NULL;
1457 /* We need to look through all the maps and see if any maps
1458 * are pointing at this one for tiling information. Since
1459 * tiling can be assymetric, we just can not look to see which
1460 * maps this map tiles with and clears those.
1461 */
1462 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1463 if (tmp->next == m) last = tmp;
1464
1465 /* This should hopefully get unrolled on a decent compiler */
1466 for (i=0; i<4; i++)
1467 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1468 }
1469
1470 /* If last is null, then this should be the first map in the list */
1471 if (!last) {
1472 if (m == first_map)
1473 first_map = m->next;
1474 else
1475 /* m->path is a static char, so should hopefully still have
1476 * some useful data in it.
1477 */
1478 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1479 m->path);
1480 }
1481 else
1482 last->next = m->next;
1483
1484 delete m;
1485 }
1486
1487
1488
1489 /*
1490 * Makes sure the given map is loaded and swapped in.
1491 * name is path name of the map.
1492 * flags meaning:
1493 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1494 * and don't do unique items or the like.
1495 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1496 * dont do any more name translation on it.
1497 *
1498 * Returns a pointer to the given map.
1499 */
1500
1501 mapstruct *ready_map_name(const char *name, int flags) {
1502 mapstruct *m;
1503
1504 if (!name)
1505 return (NULL);
1506
1507 /* Have we been at this level before? */
1508 m = has_been_loaded (name);
1509
1510 /* Map is good to go, so just return it */
1511 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1512 return m;
1513 }
1514
1515 /* unique maps always get loaded from their original location, and never
1516 * a temp location. Likewise, if map_flush is set, or we have never loaded
1517 * this map, load it now. I removed the reset checking from here -
1518 * it seems the probability of a player trying to enter a map that should
1519 * reset but hasn't yet is quite low, and removing that makes this function
1520 * a bit cleaner (and players probably shouldn't rely on exact timing for
1521 * resets in any case - if they really care, they should use the 'maps command.
1522 */
1523 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1524
1525 /* first visit or time to reset */
1526 if (m) {
1527 clean_tmp_map(m); /* Doesn't make much difference */
1528 delete_map(m);
1529 }
1530
1531 /* create and load a map */
1532 if (flags & MAP_PLAYER_UNIQUE)
1533 LOG(llevDebug, "Trying to load map %s.\n", name);
1534 else
1535 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1536
1537 //eval_pv ("$x = Event::time", 1);//D
1538 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1539 return (NULL);
1540 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1541
1542 fix_auto_apply(m); /* Chests which open as default */
1543
1544 /* If a player unique map, no extra unique object file to load.
1545 * if from the editor, likewise.
1546 */
1547 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1548 load_unique_objects(m);
1549
1550 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1551 m=load_overlay_map(name, m);
1552 if (m==NULL)
1553 return NULL;
1554 }
1555
1556 if (flags & MAP_PLAYER_UNIQUE)
1557 INVOKE_MAP (SWAPIN, m);
1558
1559 } else {
1560 /* If in this loop, we found a temporary map, so load it up. */
1561
1562 m=load_temporary_map (m);
1563 if(m==NULL) return NULL;
1564 load_unique_objects(m);
1565
1566 clean_tmp_map(m);
1567 m->in_memory = MAP_IN_MEMORY;
1568 /* tempnam() on sun systems (probably others) uses malloc
1569 * to allocated space for the string. Free it here.
1570 * In some cases, load_temporary_map above won't find the
1571 * temporary map, and so has reloaded a new map. If that
1572 * is the case, tmpname is now null
1573 */
1574 if (m->tmpname) free(m->tmpname);
1575 m->tmpname = NULL;
1576 /* It's going to be saved anew anyway */
1577 }
1578
1579 /* Below here is stuff common to both first time loaded maps and
1580 * temp maps.
1581 */
1582
1583 decay_objects(m); /* start the decay */
1584 /* In case other objects press some buttons down */
1585 update_buttons(m);
1586 if (m->outdoor)
1587 set_darkness_map(m);
1588 /* run the weather over this map */
1589 weather_effect(name);
1590 return m;
1591 }
1592
1593
1594 /*
1595 * This routine is supposed to find out the difficulty of the map.
1596 * difficulty does not have a lot to do with character level,
1597 * but does have a lot to do with treasure on the map.
1598 *
1599 * Difficulty can now be set by the map creature. If the value stored
1600 * in the map is zero, then use this routine. Maps should really
1601 * have a difficulty set than using this function - human calculation
1602 * is much better than this functions guesswork.
1603 */
1604
1605 int calculate_difficulty(mapstruct *m) {
1606 object *op;
1607 archetype *at;
1608 int x, y, i;
1609 long monster_cnt = 0;
1610 double avgexp = 0;
1611 sint64 total_exp = 0;
1612
1613 if (MAP_DIFFICULTY (m))
1614 {
1615 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1616 return MAP_DIFFICULTY (m);
1617 }
1618
1619 for(x = 0; x < MAP_WIDTH(m); x++)
1620 for(y = 0; y < MAP_HEIGHT(m); y++)
1621 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1622 {
1623 if(QUERY_FLAG (op, FLAG_MONSTER))
1624 {
1625 total_exp += op->stats.exp;
1626 monster_cnt++;
1627 }
1628
1629 if(QUERY_FLAG (op, FLAG_GENERATOR))
1630 {
1631 total_exp += op->stats.exp;
1632 at = type_to_archetype(GENERATE_TYPE (op));
1633
1634 if(at != NULL)
1635 total_exp += at->clone.stats.exp * 8;
1636
1637 monster_cnt++;
1638 }
1639 }
1640
1641 avgexp = (double) total_exp / monster_cnt;
1642
1643 for (i = 1; i <= settings.max_level; i++)
1644 {
1645 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1646 {
1647 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1648 return i;
1649 }
1650 }
1651
1652 return 1;
1653 }
1654
1655 void clean_tmp_map(mapstruct *m) {
1656 if(m->tmpname == NULL)
1657 return;
1658 INVOKE_MAP (CLEAN, m);
1659 (void) unlink(m->tmpname);
1660 }
1661
1662 void free_all_maps(void)
1663 {
1664 int real_maps=0;
1665
1666 while (first_map) {
1667 /* I think some of the callers above before it gets here set this to be
1668 * saving, but we still want to free this data
1669 */
1670 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1671 delete_map(first_map);
1672 real_maps++;
1673 }
1674 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1675 }
1676
1677 /* change_map_light() - used to change map light level (darkness)
1678 * up or down. Returns true if successful. It should now be
1679 * possible to change a value by more than 1.
1680 * Move this from los.c to map.c since this is more related
1681 * to maps than los.
1682 * postive values make it darker, negative make it brighter
1683 */
1684
1685 int change_map_light(mapstruct *m, int change) {
1686 int new_level = m->darkness + change;
1687
1688 /* Nothing to do */
1689 if(!change || (new_level <= 0 && m->darkness == 0) ||
1690 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1691 return 0;
1692 }
1693
1694 /* inform all players on the map */
1695 if (change>0)
1696 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1697 else
1698 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1699
1700 /* Do extra checking. since m->darkness is a unsigned value,
1701 * we need to be extra careful about negative values.
1702 * In general, the checks below are only needed if change
1703 * is not +/-1
1704 */
1705 if (new_level < 0) m->darkness = 0;
1706 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1707 else m->darkness=new_level;
1708
1709 /* All clients need to get re-updated for the change */
1710 update_all_map_los(m);
1711 return 1;
1712 }
1713
1714
1715 /*
1716 * This function updates various attributes about a specific space
1717 * on the map (what it looks like, whether it blocks magic,
1718 * has a living creatures, prevents people from passing
1719 * through, etc)
1720 */
1721 void update_position (mapstruct *m, int x, int y) {
1722 object *tmp, *last = NULL;
1723 uint8 flags = 0, oldflags, light=0, anywhere=0;
1724 New_Face *top,*floor, *middle;
1725 object *top_obj, *floor_obj, *middle_obj;
1726 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1727
1728 oldflags = GET_MAP_FLAGS(m,x,y);
1729 if (!(oldflags & P_NEED_UPDATE)) {
1730 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1731 m->path, x, y);
1732 return;
1733 }
1734
1735 middle=blank_face;
1736 top=blank_face;
1737 floor=blank_face;
1738
1739 middle_obj = NULL;
1740 top_obj = NULL;
1741 floor_obj = NULL;
1742
1743 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1744
1745 /* This could be made additive I guess (two lights better than
1746 * one). But if so, it shouldn't be a simple additive - 2
1747 * light bulbs do not illuminate twice as far as once since
1748 * it is a disapation factor that is squared (or is it cubed?)
1749 */
1750 if (tmp->glow_radius > light) light = tmp->glow_radius;
1751
1752 /* This call is needed in order to update objects the player
1753 * is standing in that have animations (ie, grass, fire, etc).
1754 * However, it also causes the look window to be re-drawn
1755 * 3 times each time the player moves, because many of the
1756 * functions the move_player calls eventualy call this.
1757 *
1758 * Always put the player down for drawing.
1759 */
1760 if (!tmp->invisible) {
1761 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1762 top = tmp->face;
1763 top_obj = tmp;
1764 }
1765 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1766 /* If we got a floor, that means middle and top were below it,
1767 * so should not be visible, so we clear them.
1768 */
1769 middle=blank_face;
1770 top=blank_face;
1771 floor = tmp->face;
1772 floor_obj = tmp;
1773 }
1774 /* Flag anywhere have high priority */
1775 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1776 middle = tmp->face;
1777
1778 middle_obj = tmp;
1779 anywhere =1;
1780 }
1781 /* Find the highest visible face around. If equal
1782 * visibilities, we still want the one nearer to the
1783 * top
1784 */
1785 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1786 middle = tmp->face;
1787 middle_obj = tmp;
1788 }
1789 }
1790 if (tmp==tmp->above) {
1791 LOG(llevError, "Error in structure of map\n");
1792 exit (-1);
1793 }
1794
1795 move_slow |= tmp->move_slow;
1796 move_block |= tmp->move_block;
1797 move_on |= tmp->move_on;
1798 move_off |= tmp->move_off;
1799 move_allow |= tmp->move_allow;
1800
1801 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1802 flags |= P_IS_ALIVE;
1803 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1804 flags |= P_NO_MAGIC;
1805 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1806 flags |= P_NO_CLERIC;
1807 if (tmp->type == SAFE_GROUND)
1808 flags |= P_SAFE;
1809
1810 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1811 flags |= P_BLOCKSVIEW;
1812 } /* for stack of objects */
1813
1814 /* we don't want to rely on this function to have accurate flags, but
1815 * since we're already doing the work, we calculate them here.
1816 * if they don't match, logic is broken someplace.
1817 */
1818 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1819 (!(oldflags & P_NO_ERROR))) {
1820 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1821 m->path, x, y,
1822 (oldflags & ~P_NEED_UPDATE), flags);
1823 }
1824 SET_MAP_FLAGS(m, x, y, flags);
1825 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1826 SET_MAP_MOVE_ON(m, x, y, move_on);
1827 SET_MAP_MOVE_OFF(m, x, y, move_off);
1828 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1829
1830 /* At this point, we have a floor face (if there is a floor),
1831 * and the floor is set - we are not going to touch it at
1832 * this point.
1833 * middle contains the highest visibility face.
1834 * top contains a player/monster face, if there is one.
1835 *
1836 * We now need to fill in top.face and/or middle.face.
1837 */
1838
1839 /* If the top face also happens to be high visibility, re-do our
1840 * middle face. This should not happen, as we already have the
1841 * else statement above so middle should not get set. OTOH, it
1842 * may be possible for the faces to match but be different objects.
1843 */
1844 if (top == middle) middle=blank_face;
1845
1846 /* There are three posibilities at this point:
1847 * 1) top face is set, need middle to be set.
1848 * 2) middle is set, need to set top.
1849 * 3) neither middle or top is set - need to set both.
1850 */
1851
1852 for (tmp=last; tmp; tmp=tmp->below) {
1853 /* Once we get to a floor, stop, since we already have a floor object */
1854 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1855
1856 /* If two top faces are already set, quit processing */
1857 if ((top != blank_face) && (middle != blank_face)) break;
1858
1859 /* Only show visible faces, unless its the editor - show all */
1860 if (!tmp->invisible || editor) {
1861 /* Fill in top if needed */
1862 if (top == blank_face) {
1863 top = tmp->face;
1864 top_obj = tmp;
1865 if (top == middle) middle=blank_face;
1866 } else {
1867 /* top is already set - we should only get here if
1868 * middle is not set
1869 *
1870 * Set the middle face and break out, since there is nothing
1871 * more to fill in. We don't check visiblity here, since
1872 *
1873 */
1874 if (tmp->face != top ) {
1875 middle = tmp->face;
1876 middle_obj = tmp;
1877 break;
1878 }
1879 }
1880 }
1881 }
1882 if (middle == floor) middle = blank_face;
1883 if (top == middle) middle = blank_face;
1884 SET_MAP_FACE(m,x,y,top,0);
1885 if(top != blank_face)
1886 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1887 else
1888 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1889 SET_MAP_FACE(m,x,y,middle,1);
1890 if(middle != blank_face)
1891 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1892 else
1893 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1894 SET_MAP_FACE(m,x,y,floor,2);
1895 if(floor != blank_face)
1896 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1897 else
1898 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1899 SET_MAP_LIGHT(m,x,y,light);
1900 }
1901
1902
1903 void set_map_reset_time(mapstruct *map) {
1904 int timeout;
1905
1906 timeout = MAP_RESET_TIMEOUT(map);
1907 if (timeout <= 0)
1908 timeout = MAP_DEFAULTRESET;
1909 if (timeout >= MAP_MAXRESET)
1910 timeout = MAP_MAXRESET;
1911 MAP_WHEN_RESET(map) = seconds()+timeout;
1912 }
1913
1914 /* this updates the orig_map->tile_map[tile_num] value after loading
1915 * the map. It also takes care of linking back the freshly loaded
1916 * maps tile_map values if it tiles back to this one. It returns
1917 * the value of orig_map->tile_map[tile_num]. It really only does this
1918 * so that it is easier for calling functions to verify success.
1919 */
1920
1921 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1922 {
1923 int dest_tile = (tile_num +2) % 4;
1924 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1925
1926 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1927
1928 /* need to do a strcmp here as the orig_map->path is not a shared string */
1929 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1930 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1931 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1932
1933 return orig_map->tile_map[tile_num];
1934 }
1935
1936 /* this returns TRUE if the coordinates (x,y) are out of
1937 * map m. This function also takes into account any
1938 * tiling considerations, loading adjacant maps as needed.
1939 * This is the function should always be used when it
1940 * necessary to check for valid coordinates.
1941 * This function will recursively call itself for the
1942 * tiled maps.
1943 *
1944 *
1945 */
1946 int out_of_map(mapstruct *m, int x, int y)
1947 {
1948
1949 /* If we get passed a null map, this is obviously the
1950 * case. This generally shouldn't happen, but if the
1951 * map loads fail below, it could happen.
1952 */
1953 if (!m) return 0;
1954
1955 if (x<0) {
1956 if (!m->tile_path[3]) return 1;
1957 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1958 load_and_link_tiled_map(m, 3);
1959 }
1960 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1961 }
1962 if (x>=MAP_WIDTH(m)) {
1963 if (!m->tile_path[1]) return 1;
1964 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1965 load_and_link_tiled_map(m, 1);
1966 }
1967 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1968 }
1969 if (y<0) {
1970 if (!m->tile_path[0]) return 1;
1971 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1972 load_and_link_tiled_map(m, 0);
1973 }
1974 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1975 }
1976 if (y>=MAP_HEIGHT(m)) {
1977 if (!m->tile_path[2]) return 1;
1978 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1979 load_and_link_tiled_map(m, 2);
1980 }
1981 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1982 }
1983
1984 /* Simple case - coordinates are within this local
1985 * map.
1986 */
1987 return 0;
1988 }
1989
1990 /* This is basically the same as out_of_map above, but
1991 * instead we return NULL if no map is valid (coordinates
1992 * out of bounds and no tiled map), otherwise it returns
1993 * the map as that the coordinates are really on, and
1994 * updates x and y to be the localized coordinates.
1995 * Using this is more efficient of calling out_of_map
1996 * and then figuring out what the real map is
1997 */
1998 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
1999 {
2000
2001 if (*x<0) {
2002 if (!m->tile_path[3]) return NULL;
2003 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2004 load_and_link_tiled_map(m, 3);
2005
2006 *x += MAP_WIDTH(m->tile_map[3]);
2007 return (get_map_from_coord(m->tile_map[3], x, y));
2008 }
2009 if (*x>=MAP_WIDTH(m)) {
2010 if (!m->tile_path[1]) return NULL;
2011 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2012 load_and_link_tiled_map(m, 1);
2013
2014 *x -= MAP_WIDTH(m);
2015 return (get_map_from_coord(m->tile_map[1], x, y));
2016 }
2017 if (*y<0) {
2018 if (!m->tile_path[0]) return NULL;
2019 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2020 load_and_link_tiled_map(m, 0);
2021
2022 *y += MAP_HEIGHT(m->tile_map[0]);
2023 return (get_map_from_coord(m->tile_map[0], x, y));
2024 }
2025 if (*y>=MAP_HEIGHT(m)) {
2026 if (!m->tile_path[2]) return NULL;
2027 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 2);
2029
2030 *y -= MAP_HEIGHT(m);
2031 return (get_map_from_coord(m->tile_map[2], x, y));
2032 }
2033
2034 /* Simple case - coordinates are within this local
2035 * map.
2036 */
2037
2038 return m;
2039 }
2040
2041 /**
2042 * Return whether map2 is adjacent to map1. If so, store the distance from
2043 * map1 to map2 in dx/dy.
2044 */
2045 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2046 if (!map1 || !map2)
2047 return 0;
2048
2049 if (map1 == map2) {
2050 *dx = 0;
2051 *dy = 0;
2052
2053 } else if (map1->tile_map[0] == map2) { /* up */
2054 *dx = 0;
2055 *dy = -MAP_HEIGHT(map2);
2056 } else if (map1->tile_map[1] == map2) { /* right */
2057 *dx = MAP_WIDTH(map1);
2058 *dy = 0;
2059 } else if (map1->tile_map[2] == map2) { /* down */
2060 *dx = 0;
2061 *dy = MAP_HEIGHT(map1);
2062 } else if (map1->tile_map[3] == map2) { /* left */
2063 *dx = -MAP_WIDTH(map2);
2064 *dy = 0;
2065
2066 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2067 *dx = MAP_WIDTH(map1->tile_map[0]);
2068 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2069 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2070 *dx = -MAP_WIDTH(map2);
2071 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2072 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2073 *dx = MAP_WIDTH(map1);
2074 *dy = -MAP_HEIGHT(map2);
2075 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2076 *dx = MAP_WIDTH(map1);
2077 *dy = MAP_HEIGHT(map1->tile_map[1]);
2078 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2079 *dx = MAP_WIDTH(map1->tile_map[2]);
2080 *dy = MAP_HEIGHT(map1);
2081 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2082 *dx = -MAP_WIDTH(map2);
2083 *dy = MAP_HEIGHT(map1);
2084 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2085 *dx = -MAP_WIDTH(map1->tile_map[3]);
2086 *dy = -MAP_HEIGHT(map2);
2087 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2088 *dx = -MAP_WIDTH(map1->tile_map[3]);
2089 *dy = MAP_HEIGHT(map1->tile_map[3]);
2090
2091 } else { /* not "adjacent" enough */
2092 return 0;
2093 }
2094
2095 return 1;
2096 }
2097
2098 /* From map.c
2099 * This is used by get_player to determine where the other
2100 * creature is. get_rangevector takes into account map tiling,
2101 * so you just can not look the the map coordinates and get the
2102 * righte value. distance_x/y are distance away, which
2103 * can be negativbe. direction is the crossfire direction scheme
2104 * that the creature should head. part is the part of the
2105 * monster that is closest.
2106 *
2107 * get_rangevector looks at op1 and op2, and fills in the
2108 * structure for op1 to get to op2.
2109 * We already trust that the caller has verified that the
2110 * two objects are at least on adjacent maps. If not,
2111 * results are not likely to be what is desired.
2112 * if the objects are not on maps, results are also likely to
2113 * be unexpected
2114 *
2115 * currently, the only flag supported (0x1) is don't translate for
2116 * closest body part of 'op1'
2117 */
2118
2119 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2120 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2121 /* be conservative and fill in _some_ data */
2122 retval->distance = 100000;
2123 retval->distance_x = 32767;
2124 retval->distance_y = 32767;
2125 retval->direction = 0;
2126 retval->part = 0;
2127 } else {
2128 object *best;
2129
2130 retval->distance_x += op2->x-op1->x;
2131 retval->distance_y += op2->y-op1->y;
2132
2133 best = op1;
2134 /* If this is multipart, find the closest part now */
2135 if (!(flags&0x1) && op1->more) {
2136 object *tmp;
2137 int best_distance = retval->distance_x*retval->distance_x+
2138 retval->distance_y*retval->distance_y, tmpi;
2139
2140 /* we just take the offset of the piece to head to figure
2141 * distance instead of doing all that work above again
2142 * since the distance fields we set above are positive in the
2143 * same axis as is used for multipart objects, the simply arithmetic
2144 * below works.
2145 */
2146 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2147 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2148 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2149 if (tmpi < best_distance) {
2150 best_distance = tmpi;
2151 best = tmp;
2152 }
2153 }
2154 if (best != op1) {
2155 retval->distance_x += op1->x-best->x;
2156 retval->distance_y += op1->y-best->y;
2157 }
2158 }
2159 retval->part = best;
2160 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2161 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2162 }
2163 }
2164
2165 /* this is basically the same as get_rangevector above, but instead of
2166 * the first parameter being an object, it instead is the map
2167 * and x,y coordinates - this is used for path to player -
2168 * since the object is not infact moving but we are trying to traverse
2169 * the path, we need this.
2170 * flags has no meaning for this function at this time - I kept it in to
2171 * be more consistant with the above function and also in case they are needed
2172 * for something in the future. Also, since no object is pasted, the best
2173 * field of the rv_vector is set to NULL.
2174 */
2175
2176 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2177 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2178 /* be conservative and fill in _some_ data */
2179 retval->distance = 100000;
2180 retval->distance_x = 32767;
2181 retval->distance_y = 32767;
2182 retval->direction = 0;
2183 retval->part = 0;
2184 } else {
2185 retval->distance_x += op2->x-x;
2186 retval->distance_y += op2->y-y;
2187
2188 retval->part = NULL;
2189 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2190 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2191 }
2192 }
2193
2194 /* Returns true of op1 and op2 are effectively on the same map
2195 * (as related to map tiling). Note that this looks for a path from
2196 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2197 * to op1, this will still return false.
2198 * Note we only look one map out to keep the processing simple
2199 * and efficient. This could probably be a macro.
2200 * MSW 2001-08-05
2201 */
2202 int on_same_map(const object *op1, const object *op2) {
2203 int dx, dy;
2204
2205 return adjacent_map(op1->map, op2->map, &dx, &dy);
2206 }