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/cvs/deliantra/server/common/map.C
Revision: 1.3
Committed: Tue Aug 15 17:35:50 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.2: +7 -3 lines
Log Message:
removed P_SAFE_MAP and added P_SAFE as map flag set by an item with type SAFE_FLOOR (165)

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.C,v 1.2 2006-08-15 15:00:20 elmex 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 void (*load_original_map_callback)(mapstruct *map);
44 void (*load_temporary_map_callback)(mapstruct *map);
45 void (*clean_temporary_map_callback)(mapstruct *map);
46
47 /*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52 mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61 }
62
63 /*
64 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname
68 */
69
70 const char *create_pathname (const char *name) {
71 static char buf[MAX_BUF];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf);
81 }
82
83 /*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87 const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98 }
99
100 /*
101 * same as create_pathname, but for the template maps.
102 */
103
104 const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115 }
116
117 /*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123 static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139 }
140
141
142 /*
143 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned.
146 * It tries out all the compression suffixes listed in the uncomp[] array.
147 *
148 * If prepend_dir is set, then we call create_pathname (which prepends
149 * libdir & mapdir). Otherwise, we assume the name given is fully
150 * complete.
151 * Only the editor actually cares about the writablity of this -
152 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing
156 */
157
158 int check_path (const char *name, int prepend_dir)
159 {
160 char buf[MAX_BUF];
161 #ifndef WIN32
162 char *endbuf;
163 struct stat statbuf;
164 int mode = 0, i;
165 #endif
166
167 if (prepend_dir)
168 strcpy (buf, create_pathname(name));
169 else
170 strcpy(buf, name);
171 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173 #else
174
175 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through
178 * all the names.
179 */
180 endbuf = buf + strlen(buf);
181
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1);
192 if (!S_ISREG (statbuf.st_mode))
193 return (-1);
194
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2;
204
205 return (mode);
206 #endif
207 }
208
209 /*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215 void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232 }
233
234 /*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240 void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245 }
246
247 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning
250 * new values into newmap, nx, and ny. Any and all of those
251 * values can be null, in which case if a new map is needed (returned
252 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces.
256 */
257 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258 {
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x;
265 newy = y;
266 mp = get_map_from_coord(oldmap, &newx, &newy);
267 if (mp != oldmap)
268 retval |= P_NEW_MAP;
269 if (newmap) *newmap = mp;
270 if (nx) *nx = newx;
271 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273
274 if (retval & P_SAFE)
275 retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
276
277 return retval;
278 }
279
280
281 /*
282 * Returns true if the given coordinate is blocked except by the
283 * object passed is not blocking. This is used with
284 * multipart monsters - if we want to see if a 2x2 monster
285 * can move 1 space to the left, we don't want its own area
286 * to block it from moving there.
287 * Returns TRUE if the space is blocked by something other than the
288 * monster.
289 * m, x, y are the target map/coordinates - needed for map tiling.
290 * the coordinates & map passed in should have been updated for tiling
291 * by the caller.
292 */
293
294 int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
295 object *tmp;
296 int mflags, blocked;
297
298 /* Make sure the coordinates are valid - they should be, as caller should
299 * have already checked this.
300 */
301 if (OUT_OF_REAL_MAP(m, sx, sy)) {
302 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
303 return 1;
304 }
305
306 /* Save some cycles - instead of calling get_map_flags(), just get the value
307 * directly.
308 */
309 mflags = m->spaces[sx + m->width * sy].flags;
310
311 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
312
313 /* If space is currently not blocked by anything, no need to
314 * go further. Not true for players - all sorts of special
315 * things we need to do for players.
316 */
317 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
318
319 /* if there isn't anytyhing alive on this space, and this space isn't
320 * otherwise blocked, we can return now. Only if there is a living
321 * creature do we need to investigate if it is part of this creature
322 * or another. Likewise, only if something is blocking us do we
323 * need to investigate if there is a special circumstance that would
324 * let the player through (inventory checkers for example)
325 */
326 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
327
328 if(ob->head != NULL)
329 ob=ob->head;
330
331 /* We basically go through the stack of objects, and if there is
332 * some other object that has NO_PASS or FLAG_ALIVE set, return
333 * true. If we get through the entire stack, that must mean
334 * ob is blocking it, so return 0.
335 */
336 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
337
338 /* This must be before the checks below. Code for inventory checkers. */
339 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
340 /* If last_sp is set, the player/monster needs an object,
341 * so we check for it. If they don't have it, they can't
342 * pass through this space.
343 */
344 if (tmp->last_sp) {
345 if (check_inv_recursive(ob,tmp)==NULL)
346 return 1;
347 else
348 continue;
349 } else {
350 /* In this case, the player must not have the object -
351 * if they do, they can't pass through.
352 */
353 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
354 return 1;
355 else
356 continue;
357 }
358 } /* if check_inv */
359 else {
360 /* Broke apart a big nasty if into several here to make
361 * this more readable. first check - if the space blocks
362 * movement, can't move here.
363 * second - if a monster, can't move there, unles it is a
364 * hidden dm
365 */
366 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
367 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
369 return 1;
370 }
371
372 }
373 return 0;
374 }
375
376
377 /*
378 * Returns true if the given object can't fit in the given spot.
379 * This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the
382 * multipart object and makes sure they can be inserted.
383 *
384 * While this doesn't call out of map, the get_map_flags does.
385 *
386 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases,
388 * a call to one would follow the other, doesn't make a lot of sense to
389 * have two seperate functions for this.
390 *
391 * This returns nonzero if this arch can not go on the space provided,
392 * 0 otherwise. the return value will contain the P_.. value
393 * so the caller can know why this object can't go on the map.
394 * Note that callers should not expect P_NEW_MAP to be set
395 * in return codes - since the object is multispace - if
396 * we did return values, what do you return if half the object
397 * is one map, half on another.
398 *
399 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type
401 * against the move_block values.
402 */
403
404 int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
405 archetype *tmp;
406 int flag;
407 mapstruct *m1;
408 sint16 sx, sy;
409
410 if(ob==NULL) {
411 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
412 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
413
414 /* don't have object, so don't know what types would block */
415 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
416 }
417
418 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
419 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
420
421 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
422 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
423
424 /* find_first_free_spot() calls this function. However, often
425 * ob doesn't have any move type (when used to place exits)
426 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
427 */
428
429 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
430
431 /* Note it is intentional that we check ob - the movement type of the
432 * head of the object should correspond for the entire object.
433 */
434 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
435 return AB_NO_PASS;
436
437 }
438 return 0;
439 }
440
441 /* When the map is loaded, load_object does not actually insert objects
442 * into inventory, but just links them. What this does is go through
443 * and insert them properly.
444 * The object 'container' is the object that contains the inventory.
445 * This is needed so that we can update the containers weight.
446 */
447
448 void fix_container(object *container)
449 {
450 object *tmp=container->inv, *next;
451
452 container->inv=NULL;
453 while (tmp!=NULL) {
454 next = tmp->below;
455 if (tmp->inv)
456 fix_container(tmp);
457 (void) insert_ob_in_ob(tmp,container);
458 tmp = next;
459 }
460 /* sum_weight will go through and calculate what all the containers are
461 * carrying.
462 */
463 sum_weight(container);
464 }
465
466 /* link_multipart_objects go through all the objects on the map looking
467 * for objects whose arch says they are multipart yet according to the
468 * info we have, they only have the head (as would be expected when
469 * they are saved). We do have to look for the old maps that did save
470 * the more sections and not re-add sections for them.
471 */
472
473 static void link_multipart_objects(mapstruct *m)
474 {
475 int x,y;
476 object *tmp, *op, *last, *above;
477 archetype *at;
478
479 for(x=0;x<MAP_WIDTH(m);x++)
480 for(y=0;y<MAP_HEIGHT(m);y++)
481 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
482 above=tmp->above;
483
484 /* already multipart - don't do anything more */
485 if (tmp->head || tmp->more) continue;
486
487 /* If there is nothing more to this object, this for loop
488 * won't do anything.
489 */
490 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
491 op = arch_to_object(at);
492
493 /* update x,y coordinates */
494 op->x += tmp->x;
495 op->y += tmp->y;
496 op->head = tmp;
497 op->map = m;
498 last->more = op;
499 if (tmp->name != op->name) {
500 if (op->name) free_string(op->name);
501 op->name = add_string(tmp->name);
502 }
503 if (tmp->title != op->title) {
504 if (op->title) free_string(op->title);
505 op->title = add_string(tmp->title);
506 }
507 /* we could link all the parts onto tmp, and then just
508 * call insert_ob_in_map once, but the effect is the same,
509 * as insert_ob_in_map will call itself with each part, and
510 * the coding is simpler to just to it here with each part.
511 */
512 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
513 } /* for at = tmp->arch->more */
514 } /* for objects on this space */
515 }
516
517
518
519 /*
520 * Loads (ands parses) the objects into a given map from the specified
521 * file pointer.
522 * mapflags is the same as we get with load_original_map
523 */
524
525 void load_objects (mapstruct *m, FILE *fp, int mapflags) {
526 int i,j,bufstate=LO_NEWFILE;
527 int unique;
528 object *op, *prev=NULL,*last_more=NULL, *otmp;
529
530 op=get_object();
531 op->map = m; /* To handle buttons correctly */
532
533 while((i=load_object(fp,op,bufstate, mapflags))) {
534 /* Since the loading of the map header does not load an object
535 * anymore, we need to pass LO_NEWFILE for the first object loaded,
536 * and then switch to LO_REPEAT for faster loading.
537 */
538 bufstate = LO_REPEAT;
539
540 /* if the archetype for the object is null, means that we
541 * got an invalid object. Don't do anything with it - the game
542 * or editor will not be able to do anything with it either.
543 */
544 if (op->arch==NULL) {
545 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
546 continue;
547 }
548
549
550 switch(i) {
551 case LL_NORMAL:
552 /* if we are loading an overlay, put the floors on the bottom */
553 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
554 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
555 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
556 else
557 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
558
559 if (op->inv)
560 sum_weight(op);
561
562 prev=op,last_more=op;
563 break;
564
565 case LL_MORE:
566 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
567 op->head=prev,last_more->more=op,last_more=op;
568 break;
569 }
570 if (mapflags & MAP_STYLE) {
571 remove_from_active_list(op);
572 }
573 op=get_object();
574 op->map = m;
575 }
576 for (i=0;i<m->width;i++){
577 for (j=0;j<m->height;j++){
578 unique =0;
579 /* check for unique items, or unique squares */
580 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
581 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
582 unique = 1;
583 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
584 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
585 }
586 }
587 }
588 free_object(op);
589 link_multipart_objects(m);
590 }
591
592 /* This saves all the objects on the map in a non destructive fashion.
593 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
594 * and we only save the head of multi part objects - this is needed
595 * in order to do map tiling properly.
596 */
597 void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
598 int i, j = 0,unique=0;
599 object *op;
600 /* first pass - save one-part objects */
601 for(i = 0; i < MAP_WIDTH(m); i++)
602 for (j = 0; j < MAP_HEIGHT(m); j++) {
603 unique=0;
604 for(op = get_map_ob (m, i, j); op; op = op->above) {
605 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
606 unique=1;
607
608 if(op->type == PLAYER) {
609 LOG(llevDebug, "Player on map that is being saved\n");
610 continue;
611 }
612
613 if (op->head || op->owner)
614 continue;
615
616 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
617 save_object( fp2 , op, 3);
618 else
619 if (flag == 0 ||
620 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
621 !QUERY_FLAG(op, FLAG_UNPAID))))
622 save_object(fp, op, 3);
623
624 } /* for this space */
625 } /* for this j */
626 }
627
628 /*
629 * Allocates, initialises, and returns a pointer to a mapstruct.
630 * Modified to no longer take a path option which was not being
631 * used anyways. MSW 2001-07-01
632 */
633
634 mapstruct *get_linked_map(void) {
635 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
636 mapstruct *mp;
637
638 if(map==NULL)
639 fatal(OUT_OF_MEMORY);
640
641 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
642 if(mp==NULL)
643 first_map=map;
644 else
645 mp->next=map;
646
647 map->in_memory=MAP_SWAPPED;
648 /* The maps used to pick up default x and y values from the
649 * map archetype. Mimic that behaviour.
650 */
651 MAP_WIDTH(map)=16;
652 MAP_HEIGHT(map)=16;
653 MAP_RESET_TIMEOUT(map)=0;
654 MAP_TIMEOUT(map)=300;
655 MAP_ENTER_X(map)=0;
656 MAP_ENTER_Y(map)=0;
657 /*set part to -1 indicating conversion to weather map not yet done*/
658 MAP_WORLDPARTX(map)=-1;
659 MAP_WORLDPARTY(map)=-1;
660 return map;
661 }
662
663 /*
664 * Allocates the arrays contained in a mapstruct.
665 * This basically allocates the dynamic array of spaces for the
666 * map.
667 */
668
669 void allocate_map(mapstruct *m) {
670 m->in_memory = MAP_IN_MEMORY;
671 /* Log this condition and free the storage. We could I suppose
672 * realloc, but if the caller is presuming the data will be intact,
673 * that is their poor assumption.
674 */
675 if (m->spaces) {
676 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
677 free(m->spaces);
678 }
679
680 m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
681
682 if(m->spaces==NULL)
683 fatal(OUT_OF_MEMORY);
684 }
685
686 /* Create and returns a map of the specific size. Used
687 * in random map code and the editor.
688 */
689 mapstruct *get_empty_map(int sizex, int sizey) {
690 mapstruct *m = get_linked_map();
691 m->width = sizex;
692 m->height = sizey;
693 m->in_memory = MAP_SWAPPED;
694 allocate_map(m);
695 return m;
696 }
697
698 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
699 * corresponding to that string. Memory is allocated for this, it must be freed
700 * at a later date.
701 * Called by parse_map_headers below.
702 */
703
704 static shopitems *parse_shop_string (const char *input_string) {
705 char *shop_string, *p, *q, *next_semicolon, *next_colon;
706 shopitems *items=NULL;
707 int i=0, number_of_entries=0;
708 const typedata *current_type;
709
710 shop_string=strdup_local(input_string);
711 p=shop_string;
712 /* first we'll count the entries, we'll need that for allocating the array shortly */
713 while (p) {
714 p=strchr(p, ';');
715 number_of_entries++;
716 if (p) p++;
717 }
718 p=shop_string;
719 strip_endline(p);
720 items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
721 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
722 for (i=0; i<number_of_entries; i++) {
723 if (!p) {
724 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
725 break;
726 }
727 next_semicolon=strchr(p, ';');
728 next_colon=strchr(p, ':');
729 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
730 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
731 items[i].strength=atoi(strchr(p,':')+1);
732
733 if (isdigit(*p) || *p=='*') {
734 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
735 current_type=get_typedata(items[i].typenum);
736 if (current_type) {
737 items[i].name=current_type->name;
738 items[i].name_pl=current_type->name_pl;
739 }
740 }
741 else { /*we have a named type, let's figure out what it is */
742 q=strpbrk(p,";:");
743 if (q) *q='\0';
744
745 current_type=get_typedata_by_name(p);
746 if (current_type) {
747 items[i].name=current_type->name;
748 items[i].typenum=current_type->number;
749 items[i].name_pl=current_type->name_pl;
750 }
751 else { /* oh uh, something's wrong, let's free up this one, and try
752 * the next entry while we're at it, better print a warning
753 */
754 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
755 p, input_string);
756 }
757 }
758 items[i].index=number_of_entries;
759 if (next_semicolon) p=++next_semicolon;
760 else p=NULL;
761 }
762 free(shop_string);
763 return items;
764 }
765
766 /* opposite of parse string, this puts the string that was originally fed in to
767 * the map (or something equivilent) into output_string. */
768 static void print_shop_string(mapstruct *m, char *output_string) {
769 int i;
770 char tmp[MAX_BUF];
771 strcpy(output_string, "");
772 for (i=0; i< m->shopitems[0].index; i++) {
773 if (m->shopitems[i].typenum) {
774 if (m->shopitems[i].strength) {
775 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
776 }
777 else sprintf(tmp, "%s;", m->shopitems[i].name);
778 }
779 else {
780 if (m->shopitems[i].strength) {
781 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
782 }
783 else sprintf(tmp, "*");
784 }
785 strcat(output_string, tmp);
786 }
787 }
788
789 /* This loads the header information of the map. The header
790 * contains things like difficulty, size, timeout, etc.
791 * this used to be stored in the map object, but with the
792 * addition of tiling, fields beyond that easily named in an
793 * object structure were needed, so it just made sense to
794 * put all the stuff in the map object so that names actually make
795 * sense.
796 * This could be done in lex (like the object loader), but I think
797 * currently, there are few enough fields this is not a big deal.
798 * MSW 2001-07-01
799 * return 0 on success, 1 on failure.
800 */
801
802 static int load_map_header(FILE *fp, mapstruct *m)
803 {
804 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
805 int msgpos=0;
806 int maplorepos=0;
807
808 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
809 buf[HUGE_BUF-1] = 0;
810 key = buf;
811 while (isspace(*key)) key++;
812 if (*key == 0) continue; /* empty line */
813 value = strchr(key, ' ');
814 if (!value) {
815 end = strchr(key, '\n');
816 if (end != NULL) {
817 *end = 0;
818 }
819 } else {
820 *value = 0;
821 value++;
822 end = strchr(value, '\n');
823 while (isspace(*value)) {
824 value++;
825 if (*value == '\0' || value == end) {
826 /* Nothing but spaces. */
827 value = NULL;
828 break;
829 }
830 }
831 }
832 if (!end) {
833 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
834 buf);
835 return 1;
836 }
837
838
839 /* key is the field name, value is what it should be set
840 * to. We've already done the work to null terminate key,
841 * and strip off any leading spaces for both of these.
842 * We have not touched the newline at the end of the line -
843 * these are needed for some values. the end pointer
844 * points to the first of the newlines.
845 * value could be NULL! It would be easy enough to just point
846 * this to "" to prevent cores, but that would let more errors slide
847 * through.
848 *
849 * First check for entries that do not use the value parameter, then
850 * validate that value is given and check for the remaining entries
851 * that use the parameter.
852 */
853
854 if (!strcmp(key,"msg")) {
855 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
856 if (!strcmp(buf,"endmsg\n")) break;
857 else {
858 /* slightly more efficient than strcat */
859 strcpy(msgbuf+msgpos, buf);
860 msgpos += strlen(buf);
861 }
862 }
863 /* There are lots of maps that have empty messages (eg, msg/endmsg
864 * with nothing between). There is no reason in those cases to
865 * keep the empty message. Also, msgbuf contains garbage data
866 * when msgpos is zero, so copying it results in crashes
867 */
868 if (msgpos != 0)
869 m->msg = strdup_local(msgbuf);
870 }
871 else if (!strcmp(key,"maplore")) {
872 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
873 if (!strcmp(buf,"endmaplore\n")) break;
874 else {
875 /* slightly more efficient than strcat */
876 strcpy(maplorebuf+maplorepos, buf);
877 maplorepos += strlen(buf);
878 }
879 }
880 if (maplorepos != 0)
881 m->maplore = strdup_local(maplorebuf);
882 }
883 else if (!strcmp(key,"end")) {
884 break;
885 }
886 else if (value == NULL) {
887 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
888 }
889 else if (!strcmp(key, "arch")) {
890 /* This is an oddity, but not something we care about much. */
891 if (strcmp(value,"map\n"))
892 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
893 }
894 else if (!strcmp(key,"name")) {
895 *end=0;
896 m->name = strdup_local(value);
897 }
898 /* first strcmp value on these are old names supported
899 * for compatibility reasons. The new values (second) are
900 * what really should be used.
901 */
902 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
903 m->enter_x = atoi(value);
904 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
905 m->enter_y = atoi(value);
906 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
907 m->width = atoi(value);
908 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
909 m->height = atoi(value);
910 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
911 m->reset_timeout = atoi(value);
912 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
913 m->timeout = atoi(value);
914 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
915 m->difficulty = atoi(value);
916 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
917 m->darkness = atoi(value);
918 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
919 m->fixed_resettime = atoi(value);
920 } else if (!strcmp(key,"unique")) {
921 m->unique = atoi(value);
922 } else if (!strcmp(key,"template")) {
923 m->templatemap = atoi(value);
924 } else if (!strcmp(key,"region")) {
925 m->region = get_region_by_name(value);
926 } else if (!strcmp(key,"shopitems")) {
927 *end=0;
928 m->shopitems = parse_shop_string(value);
929 } else if (!strcmp(key,"shopgreed")) {
930 m->shopgreed = atof(value);
931 } else if (!strcmp(key,"shopmin")) {
932 m->shopmin = atol(value);
933 } else if (!strcmp(key,"shopmax")) {
934 m->shopmax = atol(value);
935 } else if (!strcmp(key,"shoprace")) {
936 *end=0;
937 m->shoprace = strdup_local(value);
938 } else if (!strcmp(key,"outdoor")) {
939 m->outdoor = atoi(value);
940 } else if (!strcmp(key, "temp")) {
941 m->temp = atoi(value);
942 } else if (!strcmp(key, "pressure")) {
943 m->pressure = atoi(value);
944 } else if (!strcmp(key, "humid")) {
945 m->humid = atoi(value);
946 } else if (!strcmp(key, "windspeed")) {
947 m->windspeed = atoi(value);
948 } else if (!strcmp(key, "winddir")) {
949 m->winddir = atoi(value);
950 } else if (!strcmp(key, "sky")) {
951 m->sky = atoi(value);
952 } else if (!strcmp(key, "nosmooth")) {
953 m->nosmooth = atoi(value);
954 } else if (!strcmp(key, "safe_map")) {
955 m->safe_map = atoi(value);
956 }
957 else if (!strncmp(key,"tile_path_", 10)) {
958 int tile=atoi(key+10);
959
960 if (tile<1 || tile>4) {
961 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
962 tile, m->path);
963 } else {
964 char *path;
965
966 *end = 0;
967
968 if (m->tile_path[tile-1]) {
969 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
970 tile, m->path);
971 free(m->tile_path[tile-1]);
972 m->tile_path[tile-1] = NULL;
973 }
974
975 if (check_path(value, 1) != -1) {
976 /* The unadorned path works. */
977 path = value;
978 } else {
979 /* Try again; it could be a relative exit. */
980
981 path = path_combine_and_normalize(m->path, value);
982
983 if (check_path(path, 1) == -1) {
984 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
985 path = NULL;
986 }
987 }
988
989 if (editor) {
990 /* Use the value as in the file. */
991 m->tile_path[tile-1] = strdup_local(value);
992 } else if (path != NULL) {
993 /* Use the normalized value. */
994 m->tile_path[tile-1] = strdup_local(path);
995 }
996 } /* end if tile direction (in)valid */
997 }
998 else {
999 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
1000 }
1001 }
1002 if (!key || strcmp(key,"end")) {
1003 LOG(llevError,"Got premature eof on map header!\n");
1004 return 1;
1005 }
1006 return 0;
1007 }
1008
1009 /*
1010 * Opens the file "filename" and reads information about the map
1011 * from the given file, and stores it in a newly allocated
1012 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1013 * flags correspond to those in map.h. Main ones used are
1014 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1015 * MAP_BLOCK, in which case we block on this load. This happens in all
1016 * cases, no matter if this flag is set or not.
1017 * MAP_STYLE: style map - don't add active objects, don't add to server
1018 * managed map list.
1019 */
1020
1021 mapstruct *load_original_map(const char *filename, int flags) {
1022 FILE *fp;
1023 mapstruct *m;
1024 int comp;
1025 char pathname[MAX_BUF];
1026
1027 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1028 if (flags & MAP_PLAYER_UNIQUE)
1029 strcpy(pathname, filename);
1030 else if (flags & MAP_OVERLAY)
1031 strcpy(pathname, create_overlay_pathname(filename));
1032 else
1033 strcpy(pathname, create_pathname(filename));
1034
1035 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1036 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1037 return (NULL);
1038 }
1039
1040 m = get_linked_map();
1041
1042 strcpy (m->path, filename);
1043 if (load_map_header(fp, m)) {
1044 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1045 filename, flags);
1046 delete_map(m);
1047 return NULL;
1048 }
1049
1050 allocate_map(m);
1051 m->compressed = comp;
1052
1053 m->in_memory=MAP_LOADING;
1054 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1055 close_and_delete(fp, comp);
1056 m->in_memory=MAP_IN_MEMORY;
1057 if (!MAP_DIFFICULTY(m))
1058 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1059 set_map_reset_time(m);
1060 if (load_original_map_callback)
1061 load_original_map_callback(m);
1062 return (m);
1063 }
1064
1065 /*
1066 * Loads a map, which has been loaded earlier, from file.
1067 * Return the map object we load into (this can change from the passed
1068 * option if we can't find the original map)
1069 */
1070
1071 static mapstruct *load_temporary_map(mapstruct *m) {
1072 FILE *fp;
1073 int comp;
1074 char buf[MAX_BUF];
1075
1076 if (!m->tmpname) {
1077 LOG(llevError, "No temporary filename for map %s\n", m->path);
1078 strcpy(buf, m->path);
1079 delete_map(m);
1080 m = load_original_map(buf, 0);
1081 if(m==NULL) return NULL;
1082 fix_auto_apply(m); /* Chests which open as default */
1083 return m;
1084 }
1085
1086 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1087 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1088 strcpy(buf, m->path);
1089 delete_map(m);
1090 m = load_original_map(buf, 0);
1091 if(m==NULL) return NULL;
1092 fix_auto_apply(m); /* Chests which open as default */
1093 return m;
1094 }
1095
1096
1097 if (load_map_header(fp, m)) {
1098 LOG(llevError,"Error loading map header for %s (%s)\n",
1099 m->path, m->tmpname);
1100 delete_map(m);
1101 m = load_original_map(m->path, 0);
1102 return NULL;
1103 }
1104 m->compressed = comp;
1105 allocate_map(m);
1106
1107 m->in_memory=MAP_LOADING;
1108 load_objects (m, fp, 0);
1109 close_and_delete(fp, comp);
1110 m->in_memory=MAP_IN_MEMORY;
1111 if (load_temporary_map_callback)
1112 load_temporary_map_callback(m);
1113 return m;
1114 }
1115
1116 /*
1117 * Loads a map, which has been loaded earlier, from file.
1118 * Return the map object we load into (this can change from the passed
1119 * option if we can't find the original map)
1120 */
1121
1122 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1123 FILE *fp;
1124 int comp;
1125 char pathname[MAX_BUF];
1126
1127 strcpy(pathname, create_overlay_pathname(filename));
1128
1129 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1130 /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1131 return m;
1132 }
1133
1134 if (load_map_header(fp, m)) {
1135 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1136 m->path, pathname);
1137 delete_map(m);
1138 m = load_original_map(m->path, 0);
1139 return NULL;
1140 }
1141 m->compressed = comp;
1142 /*allocate_map(m);*/
1143
1144 m->in_memory=MAP_LOADING;
1145 load_objects (m, fp, MAP_OVERLAY);
1146 close_and_delete(fp, comp);
1147 m->in_memory=MAP_IN_MEMORY;
1148 return m;
1149 }
1150
1151 /******************************************************************************
1152 * This is the start of unique map handling code
1153 *****************************************************************************/
1154
1155 /* This goes through map 'm' and removed any unique items on the map. */
1156 static void delete_unique_items(mapstruct *m)
1157 {
1158 int i,j,unique;
1159 object *op, *next;
1160
1161 for(i=0; i<MAP_WIDTH(m); i++)
1162 for(j=0; j<MAP_HEIGHT(m); j++) {
1163 unique=0;
1164 for (op=get_map_ob(m, i, j); op; op=next) {
1165 next = op->above;
1166 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1167 unique=1;
1168 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1169 clean_object(op);
1170 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1171 remove_button_link(op);
1172 remove_ob(op);
1173 free_object(op);
1174 }
1175 }
1176 }
1177 }
1178
1179
1180 /*
1181 * Loads unique objects from file(s) into the map which is in memory
1182 * m is the map to load unique items into.
1183 */
1184 static void load_unique_objects(mapstruct *m) {
1185 FILE *fp;
1186 int comp,count;
1187 char firstname[MAX_BUF];
1188
1189 for (count=0; count<10; count++) {
1190 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1191 if (!access(firstname, R_OK)) break;
1192 }
1193 /* If we get here, we did not find any map */
1194 if (count==10) return;
1195
1196 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1197 /* There is no expectation that every map will have unique items, but this
1198 * is debug output, so leave it in.
1199 */
1200 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1201 return;
1202 }
1203
1204 m->in_memory=MAP_LOADING;
1205 if (m->tmpname == NULL) /* if we have loaded unique items from */
1206 delete_unique_items(m); /* original map before, don't duplicate them */
1207 load_object(fp, NULL, LO_NOREAD,0);
1208 load_objects (m, fp, 0);
1209 close_and_delete(fp, comp);
1210 m->in_memory=MAP_IN_MEMORY;
1211 }
1212
1213
1214 /*
1215 * Saves a map to file. If flag is set, it is saved into the same
1216 * file it was (originally) loaded from. Otherwise a temporary
1217 * filename will be genarated, and the file will be stored there.
1218 * The temporary filename will be stored in the mapstructure.
1219 * If the map is unique, we also save to the filename in the map
1220 * (this should have been updated when first loaded)
1221 */
1222
1223 int new_save_map(mapstruct *m, int flag) {
1224 FILE *fp, *fp2;
1225 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1226 int i;
1227
1228 if (flag && !*m->path) {
1229 LOG(llevError,"Tried to save map without path.\n");
1230 return -1;
1231 }
1232
1233 if (flag || (m->unique) || (m->templatemap)) {
1234 if (!m->unique && !m->templatemap) { /* flag is set */
1235 if (flag == 2)
1236 strcpy(filename, create_overlay_pathname(m->path));
1237 else
1238 strcpy (filename, create_pathname (m->path));
1239 } else
1240 strcpy (filename, m->path);
1241
1242 /* If the compression suffix already exists on the filename, don't
1243 * put it on again. This nasty looking strcmp checks to see if the
1244 * compression suffix is at the end of the filename already.
1245 */
1246 if (m->compressed &&
1247 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1248 uncomp[m->compressed][0]))
1249 strcat(filename, uncomp[m->compressed][0]);
1250 make_path_to_file(filename);
1251 } else {
1252 if (!m->tmpname)
1253 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1254 strcpy(filename, m->tmpname);
1255 }
1256 LOG(llevDebug,"Saving map %s\n",m->path);
1257 m->in_memory = MAP_SAVING;
1258
1259 unlink (filename); // do not overwrite backups if done via hardlinks
1260
1261 /* Compress if it isn't a temporary save. Do compress if unique */
1262 if (m->compressed && (m->unique || m->templatemap || flag)) {
1263 char buf[MAX_BUF];
1264 strcpy(buf, uncomp[m->compressed][2]);
1265 strcat(buf, " > ");
1266 strcat(buf, filename);
1267 fp = popen(buf, "w");
1268 } else
1269 fp = fopen(filename, "w");
1270
1271 if(fp == NULL) {
1272 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1273 return -1;
1274 }
1275
1276 /* legacy */
1277 fprintf(fp,"arch map\n");
1278 if (m->name) fprintf(fp,"name %s\n", m->name);
1279 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1280 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1281 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1282 /* we unfortunately have no idea if this is a value the creator set
1283 * or a difficulty value we generated when the map was first loaded
1284 */
1285 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1286 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1287 if (m->shopitems) {
1288 print_shop_string(m, shop);
1289 fprintf(fp,"shopitems %s\n", shop);
1290 }
1291 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1292 #ifndef WIN32
1293 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1294 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1295 #else
1296 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1297 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1298 #endif
1299 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1300 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1301 if (m->width) fprintf(fp,"width %d\n", m->width);
1302 if (m->height) fprintf(fp,"height %d\n", m->height);
1303 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1304 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1305 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1306 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1307 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1308 if (m->templatemap) fprintf(fp,"template %d\n", m->templatemap);
1309 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1310 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1311 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1312 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1313 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1314 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1315 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1316 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1317 if (m->safe_map) fprintf(fp, "safe_map %d\n", m->safe_map);
1318
1319 /* Save any tiling information, except on overlays */
1320 if (flag != 2)
1321 for (i=0; i<4; i++)
1322 if (m->tile_path[i])
1323 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1324
1325 fprintf(fp,"end\n");
1326
1327 /* In the game save unique items in the different file, but
1328 * in the editor save them to the normal map file.
1329 * If unique map, save files in the proper destination (set by
1330 * player)
1331 */
1332 fp2 = fp; /* save unique items into fp2 */
1333 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) {
1334 sprintf (buf,"%s.v00",create_items_path (m->path));
1335 if ((fp2 = fopen (buf, "w")) == NULL) {
1336 LOG(llevError, "Can't open unique items file %s\n", buf);
1337 }
1338 if (flag == 2)
1339 save_objects(m, fp, fp2, 2);
1340 else
1341 save_objects (m, fp, fp2, 0);
1342 if (fp2 != NULL) {
1343 if (ftell (fp2) == 0) {
1344 fclose (fp2);
1345 unlink (buf);
1346 } else {
1347 fclose (fp2);
1348 chmod (buf, SAVE_MODE);
1349 }
1350 }
1351 } else { /* save same file when not playing, like in editor */
1352 save_objects(m, fp, fp, 0);
1353 }
1354
1355 if (m->compressed && (m->unique || m->templatemap || flag))
1356 pclose(fp);
1357 else
1358 fclose(fp);
1359
1360 chmod (filename, SAVE_MODE);
1361 return 0;
1362 }
1363
1364
1365 /*
1366 * Remove and free all objects in the inventory of the given object.
1367 * object.c ?
1368 */
1369
1370 void clean_object(object *op)
1371 {
1372 object *tmp, *next;
1373
1374 for(tmp = op->inv; tmp; tmp = next)
1375 {
1376 next = tmp->below;
1377 clean_object(tmp);
1378 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1379 remove_button_link(tmp);
1380 remove_ob(tmp);
1381 free_object(tmp);
1382 }
1383 }
1384
1385 /*
1386 * Remove and free all objects in the given map.
1387 */
1388
1389 void free_all_objects(mapstruct *m) {
1390 int i,j;
1391 object *op;
1392
1393 for(i=0;i<MAP_WIDTH(m);i++)
1394 for(j=0;j<MAP_HEIGHT(m);j++) {
1395 object *previous_obj=NULL;
1396 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1397 if (op==previous_obj) {
1398 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1399 break;
1400 }
1401 previous_obj=op;
1402 if(op->head!=NULL)
1403 op = op->head;
1404
1405 /* If the map isn't in memory, free_object will remove and
1406 * free objects in op's inventory. So let it do the job.
1407 */
1408 if (m->in_memory==MAP_IN_MEMORY)
1409 clean_object(op);
1410 remove_ob(op);
1411 free_object(op);
1412 }
1413 }
1414 #ifdef MANY_CORES
1415 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1416 * an item on that map was not saved - look for that condition and die as appropriate -
1417 * this leaves more of the map data intact for better debugging.
1418 */
1419 for (op=objects; op!=NULL; op=op->next) {
1420 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1421 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1422 abort();
1423 }
1424 }
1425 #endif
1426 }
1427
1428 /*
1429 * Frees everything allocated by the given mapstructure.
1430 * don't free tmpname - our caller is left to do that
1431 */
1432
1433 void free_map(mapstruct *m,int flag) {
1434 int i;
1435
1436 if (!m->in_memory) {
1437 LOG(llevError,"Trying to free freed map.\n");
1438 return;
1439 }
1440 if (flag && m->spaces) free_all_objects(m);
1441 if (m->name) FREE_AND_CLEAR(m->name);
1442 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1443 if (m->msg) FREE_AND_CLEAR(m->msg);
1444 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1445 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1446 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1447 if (m->buttons)
1448 free_objectlinkpt(m->buttons);
1449 m->buttons = NULL;
1450 for (i=0; i<4; i++) {
1451 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1452 m->tile_map[i] = NULL;
1453 }
1454 m->in_memory = MAP_SWAPPED;
1455 }
1456
1457 /*
1458 * function: vanish mapstruct
1459 * m : pointer to mapstruct, if NULL no action
1460 * this deletes all the data on the map (freeing pointers)
1461 * and then removes this map from the global linked list of maps.
1462 */
1463
1464 void delete_map(mapstruct *m) {
1465 mapstruct *tmp, *last;
1466 int i;
1467
1468 if (!m)
1469 return;
1470 if (m->in_memory == MAP_IN_MEMORY) {
1471 /* change to MAP_SAVING, even though we are not,
1472 * so that remove_ob doesn't do as much work.
1473 */
1474 m->in_memory = MAP_SAVING;
1475 free_map (m, 1);
1476 }
1477 /* move this out of free_map, since tmpname can still be needed if
1478 * the map is swapped out.
1479 */
1480 if (m->tmpname) {
1481 free(m->tmpname);
1482 m->tmpname=NULL;
1483 }
1484 last = NULL;
1485 /* We need to look through all the maps and see if any maps
1486 * are pointing at this one for tiling information. Since
1487 * tiling can be assymetric, we just can not look to see which
1488 * maps this map tiles with and clears those.
1489 */
1490 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1491 if (tmp->next == m) last = tmp;
1492
1493 /* This should hopefully get unrolled on a decent compiler */
1494 for (i=0; i<4; i++)
1495 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1496 }
1497
1498 /* If last is null, then this should be the first map in the list */
1499 if (!last) {
1500 if (m == first_map)
1501 first_map = m->next;
1502 else
1503 /* m->path is a static char, so should hopefully still have
1504 * some useful data in it.
1505 */
1506 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1507 m->path);
1508 }
1509 else
1510 last->next = m->next;
1511
1512 free (m);
1513 }
1514
1515
1516
1517 /*
1518 * Makes sure the given map is loaded and swapped in.
1519 * name is path name of the map.
1520 * flags meaning:
1521 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1522 * and don't do unique items or the like.
1523 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1524 * dont do any more name translation on it.
1525 *
1526 * Returns a pointer to the given map.
1527 */
1528
1529 mapstruct *ready_map_name(const char *name, int flags) {
1530 mapstruct *m;
1531
1532 if (!name)
1533 return (NULL);
1534
1535 /* Have we been at this level before? */
1536 m = has_been_loaded (name);
1537
1538 /* Map is good to go, so just return it */
1539 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1540 return m;
1541 }
1542
1543 /* unique maps always get loaded from their original location, and never
1544 * a temp location. Likewise, if map_flush is set, or we have never loaded
1545 * this map, load it now. I removed the reset checking from here -
1546 * it seems the probability of a player trying to enter a map that should
1547 * reset but hasn't yet is quite low, and removing that makes this function
1548 * a bit cleaner (and players probably shouldn't rely on exact timing for
1549 * resets in any case - if they really care, they should use the 'maps command.
1550 */
1551 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1552
1553 /* first visit or time to reset */
1554 if (m) {
1555 clean_tmp_map(m); /* Doesn't make much difference */
1556 delete_map(m);
1557 }
1558
1559 /* create and load a map */
1560 if (flags & MAP_PLAYER_UNIQUE)
1561 LOG(llevDebug, "Trying to load map %s.\n", name);
1562 else
1563 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1564
1565 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1566 return (NULL);
1567
1568 fix_auto_apply(m); /* Chests which open as default */
1569
1570 /* If a player unique map, no extra unique object file to load.
1571 * if from the editor, likewise.
1572 */
1573 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1574 load_unique_objects(m);
1575
1576 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1577 m=load_overlay_map(name, m);
1578 if (m==NULL)
1579 return NULL;
1580 }
1581
1582 } else {
1583 /* If in this loop, we found a temporary map, so load it up. */
1584
1585 m=load_temporary_map (m);
1586 if(m==NULL) return NULL;
1587 load_unique_objects(m);
1588
1589 clean_tmp_map(m);
1590 m->in_memory = MAP_IN_MEMORY;
1591 /* tempnam() on sun systems (probably others) uses malloc
1592 * to allocated space for the string. Free it here.
1593 * In some cases, load_temporary_map above won't find the
1594 * temporary map, and so has reloaded a new map. If that
1595 * is the case, tmpname is now null
1596 */
1597 if (m->tmpname) free(m->tmpname);
1598 m->tmpname = NULL;
1599 /* It's going to be saved anew anyway */
1600 }
1601
1602 /* Below here is stuff common to both first time loaded maps and
1603 * temp maps.
1604 */
1605
1606 decay_objects(m); /* start the decay */
1607 /* In case other objects press some buttons down */
1608 update_buttons(m);
1609 if (m->outdoor)
1610 set_darkness_map(m);
1611 /* run the weather over this map */
1612 weather_effect(name);
1613 return m;
1614 }
1615
1616
1617 /*
1618 * This routine is supposed to find out the difficulty of the map.
1619 * difficulty does not have a lot to do with character level,
1620 * but does have a lot to do with treasure on the map.
1621 *
1622 * Difficulty can now be set by the map creature. If the value stored
1623 * in the map is zero, then use this routine. Maps should really
1624 * have a difficulty set than using this function - human calculation
1625 * is much better than this functions guesswork.
1626 */
1627
1628 int calculate_difficulty(mapstruct *m) {
1629 object *op;
1630 archetype *at;
1631 int x, y, i, diff;
1632 long monster_cnt = 0;
1633 double avgexp = 0;
1634 sint64 total_exp = 0;
1635
1636 if (MAP_DIFFICULTY (m))
1637 {
1638 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1639 return MAP_DIFFICULTY (m);
1640 }
1641
1642 for(x = 0; x < MAP_WIDTH(m); x++)
1643 for(y = 0; y < MAP_HEIGHT(m); y++)
1644 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1645 {
1646 if(QUERY_FLAG (op, FLAG_MONSTER))
1647 {
1648 total_exp += op->stats.exp;
1649 monster_cnt++;
1650 }
1651
1652 if(QUERY_FLAG (op, FLAG_GENERATOR))
1653 {
1654 total_exp += op->stats.exp;
1655 at = type_to_archetype(GENERATE_TYPE (op));
1656
1657 if(at != NULL)
1658 total_exp += at->clone.stats.exp * 8;
1659
1660 monster_cnt++;
1661 }
1662 }
1663
1664 avgexp = (double) total_exp / monster_cnt;
1665
1666 for (i = 1; i <= settings.max_level; i++)
1667 {
1668 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1669 {
1670 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1671 return i;
1672 }
1673 }
1674
1675 return 1;
1676 }
1677
1678 void clean_tmp_map(mapstruct *m) {
1679 if(m->tmpname == NULL)
1680 return;
1681 if (clean_temporary_map_callback)
1682 clean_temporary_map_callback (m);
1683 (void) unlink(m->tmpname);
1684 }
1685
1686 void free_all_maps(void)
1687 {
1688 int real_maps=0;
1689
1690 while (first_map) {
1691 /* I think some of the callers above before it gets here set this to be
1692 * saving, but we still want to free this data
1693 */
1694 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1695 delete_map(first_map);
1696 real_maps++;
1697 }
1698 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1699 }
1700
1701 /* change_map_light() - used to change map light level (darkness)
1702 * up or down. Returns true if successful. It should now be
1703 * possible to change a value by more than 1.
1704 * Move this from los.c to map.c since this is more related
1705 * to maps than los.
1706 * postive values make it darker, negative make it brighter
1707 */
1708
1709 int change_map_light(mapstruct *m, int change) {
1710 int new_level = m->darkness + change;
1711
1712 /* Nothing to do */
1713 if(!change || (new_level <= 0 && m->darkness == 0) ||
1714 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1715 return 0;
1716 }
1717
1718 /* inform all players on the map */
1719 if (change>0)
1720 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1721 else
1722 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1723
1724 /* Do extra checking. since m->darkness is a unsigned value,
1725 * we need to be extra careful about negative values.
1726 * In general, the checks below are only needed if change
1727 * is not +/-1
1728 */
1729 if (new_level < 0) m->darkness = 0;
1730 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1731 else m->darkness=new_level;
1732
1733 /* All clients need to get re-updated for the change */
1734 update_all_map_los(m);
1735 return 1;
1736 }
1737
1738
1739 /*
1740 * This function updates various attributes about a specific space
1741 * on the map (what it looks like, whether it blocks magic,
1742 * has a living creatures, prevents people from passing
1743 * through, etc)
1744 */
1745 void update_position (mapstruct *m, int x, int y) {
1746 object *tmp, *last = NULL;
1747 uint8 flags = 0, oldflags, light=0, anywhere=0;
1748 New_Face *top,*floor, *middle;
1749 object *top_obj, *floor_obj, *middle_obj;
1750 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1751
1752 oldflags = GET_MAP_FLAGS(m,x,y);
1753 if (!(oldflags & P_NEED_UPDATE)) {
1754 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1755 m->path, x, y);
1756 return;
1757 }
1758
1759 middle=blank_face;
1760 top=blank_face;
1761 floor=blank_face;
1762
1763 middle_obj = NULL;
1764 top_obj = NULL;
1765 floor_obj = NULL;
1766
1767 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1768
1769 /* This could be made additive I guess (two lights better than
1770 * one). But if so, it shouldn't be a simple additive - 2
1771 * light bulbs do not illuminate twice as far as once since
1772 * it is a disapation factor that is squared (or is it cubed?)
1773 */
1774 if (tmp->glow_radius > light) light = tmp->glow_radius;
1775
1776 /* This call is needed in order to update objects the player
1777 * is standing in that have animations (ie, grass, fire, etc).
1778 * However, it also causes the look window to be re-drawn
1779 * 3 times each time the player moves, because many of the
1780 * functions the move_player calls eventualy call this.
1781 *
1782 * Always put the player down for drawing.
1783 */
1784 if (!tmp->invisible) {
1785 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1786 top = tmp->face;
1787 top_obj = tmp;
1788 }
1789 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1790 /* If we got a floor, that means middle and top were below it,
1791 * so should not be visible, so we clear them.
1792 */
1793 middle=blank_face;
1794 top=blank_face;
1795 floor = tmp->face;
1796 floor_obj = tmp;
1797 }
1798 /* Flag anywhere have high priority */
1799 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1800 middle = tmp->face;
1801
1802 middle_obj = tmp;
1803 anywhere =1;
1804 }
1805 /* Find the highest visible face around. If equal
1806 * visibilities, we still want the one nearer to the
1807 * top
1808 */
1809 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1810 middle = tmp->face;
1811 middle_obj = tmp;
1812 }
1813 }
1814 if (tmp==tmp->above) {
1815 LOG(llevError, "Error in structure of map\n");
1816 exit (-1);
1817 }
1818
1819 move_slow |= tmp->move_slow;
1820 move_block |= tmp->move_block;
1821 move_on |= tmp->move_on;
1822 move_off |= tmp->move_off;
1823 move_allow |= tmp->move_allow;
1824
1825 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1826 flags |= P_IS_ALIVE;
1827 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1828 flags |= P_NO_MAGIC;
1829 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1830 flags |= P_NO_CLERIC;
1831 if (tmp->type == SAFE_FLOOR)
1832 flags |= P_SAFE;
1833
1834 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1835 flags |= P_BLOCKSVIEW;
1836 } /* for stack of objects */
1837
1838 /* we don't want to rely on this function to have accurate flags, but
1839 * since we're already doing the work, we calculate them here.
1840 * if they don't match, logic is broken someplace.
1841 */
1842 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1843 (!(oldflags & P_NO_ERROR))) {
1844 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1845 m->path, x, y,
1846 (oldflags & ~P_NEED_UPDATE), flags);
1847 }
1848 SET_MAP_FLAGS(m, x, y, flags);
1849 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1850 SET_MAP_MOVE_ON(m, x, y, move_on);
1851 SET_MAP_MOVE_OFF(m, x, y, move_off);
1852 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1853
1854 /* At this point, we have a floor face (if there is a floor),
1855 * and the floor is set - we are not going to touch it at
1856 * this point.
1857 * middle contains the highest visibility face.
1858 * top contains a player/monster face, if there is one.
1859 *
1860 * We now need to fill in top.face and/or middle.face.
1861 */
1862
1863 /* If the top face also happens to be high visibility, re-do our
1864 * middle face. This should not happen, as we already have the
1865 * else statement above so middle should not get set. OTOH, it
1866 * may be possible for the faces to match but be different objects.
1867 */
1868 if (top == middle) middle=blank_face;
1869
1870 /* There are three posibilities at this point:
1871 * 1) top face is set, need middle to be set.
1872 * 2) middle is set, need to set top.
1873 * 3) neither middle or top is set - need to set both.
1874 */
1875
1876 for (tmp=last; tmp; tmp=tmp->below) {
1877 /* Once we get to a floor, stop, since we already have a floor object */
1878 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1879
1880 /* If two top faces are already set, quit processing */
1881 if ((top != blank_face) && (middle != blank_face)) break;
1882
1883 /* Only show visible faces, unless its the editor - show all */
1884 if (!tmp->invisible || editor) {
1885 /* Fill in top if needed */
1886 if (top == blank_face) {
1887 top = tmp->face;
1888 top_obj = tmp;
1889 if (top == middle) middle=blank_face;
1890 } else {
1891 /* top is already set - we should only get here if
1892 * middle is not set
1893 *
1894 * Set the middle face and break out, since there is nothing
1895 * more to fill in. We don't check visiblity here, since
1896 *
1897 */
1898 if (tmp->face != top ) {
1899 middle = tmp->face;
1900 middle_obj = tmp;
1901 break;
1902 }
1903 }
1904 }
1905 }
1906 if (middle == floor) middle = blank_face;
1907 if (top == middle) middle = blank_face;
1908 SET_MAP_FACE(m,x,y,top,0);
1909 if(top != blank_face)
1910 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1911 else
1912 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1913 SET_MAP_FACE(m,x,y,middle,1);
1914 if(middle != blank_face)
1915 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1916 else
1917 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1918 SET_MAP_FACE(m,x,y,floor,2);
1919 if(floor != blank_face)
1920 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1921 else
1922 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1923 SET_MAP_LIGHT(m,x,y,light);
1924 }
1925
1926
1927 void set_map_reset_time(mapstruct *map) {
1928 int timeout;
1929
1930 timeout = MAP_RESET_TIMEOUT(map);
1931 if (timeout <= 0)
1932 timeout = MAP_DEFAULTRESET;
1933 if (timeout >= MAP_MAXRESET)
1934 timeout = MAP_MAXRESET;
1935 MAP_WHEN_RESET(map) = seconds()+timeout;
1936 }
1937
1938 /* this updates the orig_map->tile_map[tile_num] value after loading
1939 * the map. It also takes care of linking back the freshly loaded
1940 * maps tile_map values if it tiles back to this one. It returns
1941 * the value of orig_map->tile_map[tile_num]. It really only does this
1942 * so that it is easier for calling functions to verify success.
1943 */
1944
1945 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1946 {
1947 int dest_tile = (tile_num +2) % 4;
1948 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1949
1950 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1951
1952 /* need to do a strcmp here as the orig_map->path is not a shared string */
1953 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1954 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1955 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1956
1957 return orig_map->tile_map[tile_num];
1958 }
1959
1960 /* this returns TRUE if the coordinates (x,y) are out of
1961 * map m. This function also takes into account any
1962 * tiling considerations, loading adjacant maps as needed.
1963 * This is the function should always be used when it
1964 * necessary to check for valid coordinates.
1965 * This function will recursively call itself for the
1966 * tiled maps.
1967 *
1968 *
1969 */
1970 int out_of_map(mapstruct *m, int x, int y)
1971 {
1972
1973 /* If we get passed a null map, this is obviously the
1974 * case. This generally shouldn't happen, but if the
1975 * map loads fail below, it could happen.
1976 */
1977 if (!m) return 0;
1978
1979 if (x<0) {
1980 if (!m->tile_path[3]) return 1;
1981 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1982 load_and_link_tiled_map(m, 3);
1983 }
1984 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1985 }
1986 if (x>=MAP_WIDTH(m)) {
1987 if (!m->tile_path[1]) return 1;
1988 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1989 load_and_link_tiled_map(m, 1);
1990 }
1991 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1992 }
1993 if (y<0) {
1994 if (!m->tile_path[0]) return 1;
1995 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1996 load_and_link_tiled_map(m, 0);
1997 }
1998 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1999 }
2000 if (y>=MAP_HEIGHT(m)) {
2001 if (!m->tile_path[2]) return 1;
2002 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
2003 load_and_link_tiled_map(m, 2);
2004 }
2005 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
2006 }
2007
2008 /* Simple case - coordinates are within this local
2009 * map.
2010 */
2011 return 0;
2012 }
2013
2014 /* This is basically the same as out_of_map above, but
2015 * instead we return NULL if no map is valid (coordinates
2016 * out of bounds and no tiled map), otherwise it returns
2017 * the map as that the coordinates are really on, and
2018 * updates x and y to be the localized coordinates.
2019 * Using this is more efficient of calling out_of_map
2020 * and then figuring out what the real map is
2021 */
2022 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2023 {
2024
2025 if (*x<0) {
2026 if (!m->tile_path[3]) return NULL;
2027 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2028 load_and_link_tiled_map(m, 3);
2029
2030 *x += MAP_WIDTH(m->tile_map[3]);
2031 return (get_map_from_coord(m->tile_map[3], x, y));
2032 }
2033 if (*x>=MAP_WIDTH(m)) {
2034 if (!m->tile_path[1]) return NULL;
2035 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2036 load_and_link_tiled_map(m, 1);
2037
2038 *x -= MAP_WIDTH(m);
2039 return (get_map_from_coord(m->tile_map[1], x, y));
2040 }
2041 if (*y<0) {
2042 if (!m->tile_path[0]) return NULL;
2043 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2044 load_and_link_tiled_map(m, 0);
2045
2046 *y += MAP_HEIGHT(m->tile_map[0]);
2047 return (get_map_from_coord(m->tile_map[0], x, y));
2048 }
2049 if (*y>=MAP_HEIGHT(m)) {
2050 if (!m->tile_path[2]) return NULL;
2051 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2052 load_and_link_tiled_map(m, 2);
2053
2054 *y -= MAP_HEIGHT(m);
2055 return (get_map_from_coord(m->tile_map[2], x, y));
2056 }
2057
2058 /* Simple case - coordinates are within this local
2059 * map.
2060 */
2061
2062 return m;
2063 }
2064
2065 /**
2066 * Return whether map2 is adjacent to map1. If so, store the distance from
2067 * map1 to map2 in dx/dy.
2068 */
2069 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2070 if (!map1 || !map2)
2071 return 0;
2072
2073 if (map1 == map2) {
2074 *dx = 0;
2075 *dy = 0;
2076
2077 } else if (map1->tile_map[0] == map2) { /* up */
2078 *dx = 0;
2079 *dy = -MAP_HEIGHT(map2);
2080 } else if (map1->tile_map[1] == map2) { /* right */
2081 *dx = MAP_WIDTH(map1);
2082 *dy = 0;
2083 } else if (map1->tile_map[2] == map2) { /* down */
2084 *dx = 0;
2085 *dy = MAP_HEIGHT(map1);
2086 } else if (map1->tile_map[3] == map2) { /* left */
2087 *dx = -MAP_WIDTH(map2);
2088 *dy = 0;
2089
2090 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2091 *dx = MAP_WIDTH(map1->tile_map[0]);
2092 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2093 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2094 *dx = -MAP_WIDTH(map2);
2095 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2096 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2097 *dx = MAP_WIDTH(map1);
2098 *dy = -MAP_HEIGHT(map2);
2099 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2100 *dx = MAP_WIDTH(map1);
2101 *dy = MAP_HEIGHT(map1->tile_map[1]);
2102 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2103 *dx = MAP_WIDTH(map1->tile_map[2]);
2104 *dy = MAP_HEIGHT(map1);
2105 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2106 *dx = -MAP_WIDTH(map2);
2107 *dy = MAP_HEIGHT(map1);
2108 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2109 *dx = -MAP_WIDTH(map1->tile_map[3]);
2110 *dy = -MAP_HEIGHT(map2);
2111 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2112 *dx = -MAP_WIDTH(map1->tile_map[3]);
2113 *dy = MAP_HEIGHT(map1->tile_map[3]);
2114
2115 } else { /* not "adjacent" enough */
2116 return 0;
2117 }
2118
2119 return 1;
2120 }
2121
2122 /* From map.c
2123 * This is used by get_player to determine where the other
2124 * creature is. get_rangevector takes into account map tiling,
2125 * so you just can not look the the map coordinates and get the
2126 * righte value. distance_x/y are distance away, which
2127 * can be negativbe. direction is the crossfire direction scheme
2128 * that the creature should head. part is the part of the
2129 * monster that is closest.
2130 *
2131 * get_rangevector looks at op1 and op2, and fills in the
2132 * structure for op1 to get to op2.
2133 * We already trust that the caller has verified that the
2134 * two objects are at least on adjacent maps. If not,
2135 * results are not likely to be what is desired.
2136 * if the objects are not on maps, results are also likely to
2137 * be unexpected
2138 *
2139 * currently, the only flag supported (0x1) is don't translate for
2140 * closest body part of 'op1'
2141 */
2142
2143 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2144 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2145 /* be conservative and fill in _some_ data */
2146 retval->distance = 100000;
2147 retval->distance_x = 32767;
2148 retval->distance_y = 32767;
2149 retval->direction = 0;
2150 retval->part = 0;
2151 } else {
2152 object *best;
2153
2154 retval->distance_x += op2->x-op1->x;
2155 retval->distance_y += op2->y-op1->y;
2156
2157 best = op1;
2158 /* If this is multipart, find the closest part now */
2159 if (!(flags&0x1) && op1->more) {
2160 object *tmp;
2161 int best_distance = retval->distance_x*retval->distance_x+
2162 retval->distance_y*retval->distance_y, tmpi;
2163
2164 /* we just take the offset of the piece to head to figure
2165 * distance instead of doing all that work above again
2166 * since the distance fields we set above are positive in the
2167 * same axis as is used for multipart objects, the simply arithmetic
2168 * below works.
2169 */
2170 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2171 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2172 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2173 if (tmpi < best_distance) {
2174 best_distance = tmpi;
2175 best = tmp;
2176 }
2177 }
2178 if (best != op1) {
2179 retval->distance_x += op1->x-best->x;
2180 retval->distance_y += op1->y-best->y;
2181 }
2182 }
2183 retval->part = best;
2184 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2185 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2186 }
2187 }
2188
2189 /* this is basically the same as get_rangevector above, but instead of
2190 * the first parameter being an object, it instead is the map
2191 * and x,y coordinates - this is used for path to player -
2192 * since the object is not infact moving but we are trying to traverse
2193 * the path, we need this.
2194 * flags has no meaning for this function at this time - I kept it in to
2195 * be more consistant with the above function and also in case they are needed
2196 * for something in the future. Also, since no object is pasted, the best
2197 * field of the rv_vector is set to NULL.
2198 */
2199
2200 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2201 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2202 /* be conservative and fill in _some_ data */
2203 retval->distance = 100000;
2204 retval->distance_x = 32767;
2205 retval->distance_y = 32767;
2206 retval->direction = 0;
2207 retval->part = 0;
2208 } else {
2209 retval->distance_x += op2->x-x;
2210 retval->distance_y += op2->y-y;
2211
2212 retval->part = NULL;
2213 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2214 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2215 }
2216 }
2217
2218 /* Returns true of op1 and op2 are effectively on the same map
2219 * (as related to map tiling). Note that this looks for a path from
2220 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2221 * to op1, this will still return false.
2222 * Note we only look one map out to keep the processing simple
2223 * and efficient. This could probably be a macro.
2224 * MSW 2001-08-05
2225 */
2226 int on_same_map(const object *op1, const object *op2) {
2227 int dx, dy;
2228
2229 return adjacent_map(op1->map, op2->map, &dx, &dy);
2230 }