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/cvs/deliantra/server/common/map.C
Revision: 1.31
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.30: +55 -55 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 #include <loader.h>
29 #ifndef WIN32 /* ---win32 exclude header */
30 # include <unistd.h>
31 #endif /* win32 */
32
33 #include "path.h"
34
35
36 extern int nrofallocobjects, nroffreeobjects;
37
38 /*
39 * Returns the maptile which has a name matching the given argument.
40 * return NULL if no match is found.
41 */
42
43 maptile *
44 has_been_loaded (const char *name)
45 {
46 maptile *map;
47
48 if (!name || !*name)
49 return 0;
50 for (map = first_map; map; map = map->next)
51 if (!strcmp (name, map->path))
52 break;
53 return (map);
54 }
55
56 /*
57 * This makes a path absolute outside the world of Crossfire.
58 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
59 * and returns the pointer to a static array containing the result.
60 * it really should be called create_mapname
61 */
62
63 const char *
64 create_pathname (const char *name)
65 {
66 static char buf[MAX_BUF];
67
68 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
69 * someplace else in the code? msw 2-17-97
70 */
71 if (*name == '/')
72 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
73 else
74 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
75 return (buf);
76 }
77
78 /*
79 * same as create_pathname, but for the overlay maps.
80 */
81
82 const char *
83 create_overlay_pathname (const char *name)
84 {
85 static char buf[MAX_BUF];
86
87 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
88 * someplace else in the code? msw 2-17-97
89 */
90 if (*name == '/')
91 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
92 else
93 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
94 return (buf);
95 }
96
97 /*
98 * same as create_pathname, but for the template maps.
99 */
100
101 const char *
102 create_template_pathname (const char *name)
103 {
104 static char buf[MAX_BUF];
105
106 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
107 * someplace else in the code? msw 2-17-97
108 */
109 if (*name == '/')
110 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
111 else
112 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
113 return (buf);
114 }
115
116 /*
117 * This makes absolute path to the itemfile where unique objects
118 * will be saved. Converts '/' to '@'. I think it's essier maintain
119 * files than full directory structure, but if this is problem it can
120 * be changed.
121 */
122 static const char *
123 create_items_path (const char *s)
124 {
125 static char buf[MAX_BUF];
126 char *t;
127
128 if (*s == '/')
129 s++;
130
131 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
132
133 for (t = buf + strlen (buf); *s; s++, t++)
134 if (*s == '/')
135 *t = '@';
136 else
137 *t = *s;
138 *t = 0;
139 return (buf);
140 }
141
142
143 /*
144 * This function checks if a file with the given path exists.
145 * -1 is returned if it fails, otherwise the mode of the file
146 * is returned.
147 * It tries out all the compression suffixes listed in the uncomp[] array.
148 *
149 * If prepend_dir is set, then we call create_pathname (which prepends
150 * libdir & mapdir). Otherwise, we assume the name given is fully
151 * complete.
152 * Only the editor actually cares about the writablity of this -
153 * the rest of the code only cares that the file is readable.
154 * when the editor goes away, the call to stat should probably be
155 * replaced by an access instead (similar to the windows one, but
156 * that seems to be missing the prepend_dir processing
157 */
158
159 int
160 check_path (const char *name, int prepend_dir)
161 {
162 char buf[MAX_BUF];
163
164 #ifndef WIN32
165 char *endbuf;
166 struct stat statbuf;
167 int mode = 0;
168 #endif
169
170 if (prepend_dir)
171 strcpy (buf, create_pathname (name));
172 else
173 strcpy (buf, name);
174 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
175 return (_access (buf, 0));
176 #else
177
178 /* old method (strchr(buf, '\0')) seemd very odd to me -
179 * this method should be equivalant and is clearer.
180 * Can not use strcat because we need to cycle through
181 * all the names.
182 */
183 endbuf = buf + strlen (buf);
184
185 if (stat (buf, &statbuf))
186 return -1;
187 if (!S_ISREG (statbuf.st_mode))
188 return (-1);
189
190 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
191 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
192 mode |= 4;
193
194 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
195 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
196 mode |= 2;
197
198 return (mode);
199 #endif
200 }
201
202 /*
203 * Prints out debug-information about a map.
204 * Dumping these at llevError doesn't seem right, but is
205 * necessary to make sure the information is in fact logged.
206 */
207
208 void
209 dump_map (const maptile *m)
210 {
211 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
212 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
213
214 if (m->msg != NULL)
215 LOG (llevError, "Message:\n%s", m->msg);
216
217 if (m->maplore != NULL)
218 LOG (llevError, "Lore:\n%s", m->maplore);
219
220 if (m->tmpname != NULL)
221 LOG (llevError, "Tmpname: %s\n", m->tmpname);
222
223 LOG (llevError, "Difficulty: %d\n", m->difficulty);
224 LOG (llevError, "Darkness: %d\n", m->darkness);
225 }
226
227 /*
228 * Prints out debug-information about all maps.
229 * This basically just goes through all the maps and calls
230 * dump_map on each one.
231 */
232
233 void
234 dump_all_maps (void)
235 {
236 maptile *m;
237
238 for (m = first_map; m != NULL; m = m->next)
239 {
240 dump_map (m);
241 }
242 }
243
244 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
245 * one function that just returns a P_.. value (see map.h)
246 * it will also do map translation for tiled maps, returning
247 * new values into newmap, nx, and ny. Any and all of those
248 * values can be null, in which case if a new map is needed (returned
249 * by a P_NEW_MAP value, another call to get_map_from_coord
250 * is needed. The case of not passing values is if we're just
251 * checking for the existence of something on those spaces, but
252 * don't expect to insert/remove anything from those spaces.
253 */
254 int
255 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
256 {
257 sint16 newx, newy;
258 int retval = 0;
259 maptile *mp;
260
261 if (out_of_map (oldmap, x, y))
262 return P_OUT_OF_MAP;
263 newx = x;
264 newy = y;
265 mp = get_map_from_coord (oldmap, &newx, &newy);
266 if (mp != oldmap)
267 retval |= P_NEW_MAP;
268 if (newmap)
269 *newmap = mp;
270 if (nx)
271 *nx = newx;
272 if (ny)
273 *ny = newy;
274
275 retval |= mp->spaces[newx + mp->width * newy].flags;
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
295 blocked_link (object *ob, maptile *m, int sx, int sy)
296 {
297 object *tmp;
298 int mflags, blocked;
299
300 /* Make sure the coordinates are valid - they should be, as caller should
301 * have already checked this.
302 */
303 if (OUT_OF_REAL_MAP (m, sx, sy))
304 {
305 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
306 return 1;
307 }
308
309 /* Save some cycles - instead of calling get_map_flags(), just get the value
310 * directly.
311 */
312 mflags = m->spaces[sx + m->width * sy].flags;
313
314 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
315
316 /* If space is currently not blocked by anything, no need to
317 * go further. Not true for players - all sorts of special
318 * things we need to do for players.
319 */
320 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
321 return 0;
322
323 /* if there isn't anytyhing alive on this space, and this space isn't
324 * otherwise blocked, we can return now. Only if there is a living
325 * creature do we need to investigate if it is part of this creature
326 * or another. Likewise, only if something is blocking us do we
327 * need to investigate if there is a special circumstance that would
328 * let the player through (inventory checkers for example)
329 */
330 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
331 return 0;
332
333 if (ob->head != NULL)
334 ob = ob->head;
335
336 /* We basically go through the stack of objects, and if there is
337 * some other object that has NO_PASS or FLAG_ALIVE set, return
338 * true. If we get through the entire stack, that must mean
339 * ob is blocking it, so return 0.
340 */
341 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
342 {
343
344 /* This must be before the checks below. Code for inventory checkers. */
345 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
346 {
347 /* If last_sp is set, the player/monster needs an object,
348 * so we check for it. If they don't have it, they can't
349 * pass through this space.
350 */
351 if (tmp->last_sp)
352 {
353 if (check_inv_recursive (ob, tmp) == NULL)
354 return 1;
355 else
356 continue;
357 }
358 else
359 {
360 /* In this case, the player must not have the object -
361 * if they do, they can't pass through.
362 */
363 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
364 return 1;
365 else
366 continue;
367 }
368 } /* if check_inv */
369 else
370 {
371 /* Broke apart a big nasty if into several here to make
372 * this more readable. first check - if the space blocks
373 * movement, can't move here.
374 * second - if a monster, can't move there, unles it is a
375 * hidden dm
376 */
377 if (OB_MOVE_BLOCK (ob, tmp))
378 return 1;
379 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
380 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
381 return 1;
382 }
383
384 }
385 return 0;
386 }
387
388
389 /*
390 * Returns true if the given object can't fit in the given spot.
391 * This is meant for multi space objects - for single space objecs,
392 * just calling get_map_blocked and checking that against movement type
393 * of object. This function goes through all the parts of the
394 * multipart object and makes sure they can be inserted.
395 *
396 * While this doesn't call out of map, the get_map_flags does.
397 *
398 * This function has been used to deprecate arch_out_of_map -
399 * this function also does that check, and since in most cases,
400 * a call to one would follow the other, doesn't make a lot of sense to
401 * have two seperate functions for this.
402 *
403 * This returns nonzero if this arch can not go on the space provided,
404 * 0 otherwise. the return value will contain the P_.. value
405 * so the caller can know why this object can't go on the map.
406 * Note that callers should not expect P_NEW_MAP to be set
407 * in return codes - since the object is multispace - if
408 * we did return values, what do you return if half the object
409 * is one map, half on another.
410 *
411 * Note this used to be arch_blocked, but with new movement
412 * code, we need to have actual object to check its move_type
413 * against the move_block values.
414 */
415
416 int
417 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
418 {
419 archetype *tmp;
420 int flag;
421 maptile *m1;
422 sint16 sx, sy;
423
424 if (ob == NULL)
425 {
426 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
427 if (flag & P_OUT_OF_MAP)
428 return P_OUT_OF_MAP;
429
430 /* don't have object, so don't know what types would block */
431 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
432 }
433
434 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
435 {
436 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
437
438 if (flag & P_OUT_OF_MAP)
439 return P_OUT_OF_MAP;
440 if (flag & P_IS_ALIVE)
441 return P_IS_ALIVE;
442
443 /* find_first_free_spot() calls this function. However, often
444 * ob doesn't have any move type (when used to place exits)
445 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
446 */
447
448 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
449 continue;
450
451 /* Note it is intentional that we check ob - the movement type of the
452 * head of the object should correspond for the entire object.
453 */
454 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
455 return AB_NO_PASS;
456
457 }
458 return 0;
459 }
460
461 /* When the map is loaded, load_object does not actually insert objects
462 * into inventory, but just links them. What this does is go through
463 * and insert them properly.
464 * The object 'container' is the object that contains the inventory.
465 * This is needed so that we can update the containers weight.
466 */
467
468 void
469 fix_container (object *container)
470 {
471 object *tmp = container->inv, *next;
472
473 container->inv = NULL;
474 while (tmp != NULL)
475 {
476 next = tmp->below;
477 if (tmp->inv)
478 fix_container (tmp);
479 (void) insert_ob_in_ob (tmp, container);
480 tmp = next;
481 }
482 /* sum_weight will go through and calculate what all the containers are
483 * carrying.
484 */
485 sum_weight (container);
486 }
487
488 /* link_multipart_objects go through all the objects on the map looking
489 * for objects whose arch says they are multipart yet according to the
490 * info we have, they only have the head (as would be expected when
491 * they are saved). We do have to look for the old maps that did save
492 * the more sections and not re-add sections for them.
493 */
494
495 static void
496 link_multipart_objects (maptile *m)
497 {
498 int x, y;
499 object *tmp, *op, *last, *above;
500 archetype *at;
501
502 for (x = 0; x < MAP_WIDTH (m); x++)
503 for (y = 0; y < MAP_HEIGHT (m); y++)
504 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
505 {
506 above = tmp->above;
507
508 /* already multipart - don't do anything more */
509 if (tmp->head || tmp->more)
510 continue;
511
512 /* If there is nothing more to this object, this for loop
513 * won't do anything.
514 */
515 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
516 {
517 op = arch_to_object (at);
518
519 /* update x,y coordinates */
520 op->x += tmp->x;
521 op->y += tmp->y;
522 op->head = tmp;
523 op->map = m;
524 last->more = op;
525 op->name = tmp->name;
526 op->title = tmp->title;
527 /* we could link all the parts onto tmp, and then just
528 * call insert_ob_in_map once, but the effect is the same,
529 * as insert_ob_in_map will call itself with each part, and
530 * the coding is simpler to just to it here with each part.
531 */
532 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
533 } /* for at = tmp->arch->more */
534 } /* for objects on this space */
535 }
536
537 /*
538 * Loads (ands parses) the objects into a given map from the specified
539 * file pointer.
540 * mapflags is the same as we get with load_original_map
541 */
542 void
543 load_objects (maptile *m, object_thawer & fp, int mapflags)
544 {
545 int i, j;
546 int unique;
547 object *op, *prev = NULL, *last_more = NULL, *otmp;
548
549 op = get_object ();
550 op->map = m; /* To handle buttons correctly */
551
552 while ((i = load_object (fp, op, mapflags)))
553 {
554 /* if the archetype for the object is null, means that we
555 * got an invalid object. Don't do anything with it - the game
556 * or editor will not be able to do anything with it either.
557 */
558 if (op->arch == NULL)
559 {
560 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
561 continue;
562 }
563
564
565 switch (i)
566 {
567 case LL_NORMAL:
568 /* if we are loading an overlay, put the floors on the bottom */
569 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
570 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
571 else
572 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
573
574 if (op->inv)
575 sum_weight (op);
576
577 prev = op, last_more = op;
578 break;
579
580 case LL_MORE:
581 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
582 op->head = prev, last_more->more = op, last_more = op;
583 break;
584 }
585
586 if (mapflags & MAP_STYLE)
587 remove_from_active_list (op);
588
589 op = get_object ();
590 op->map = m;
591 }
592
593 for (i = 0; i < m->width; i++)
594 {
595 for (j = 0; j < m->height; j++)
596 {
597 unique = 0;
598 /* check for unique items, or unique squares */
599 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
600 {
601 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
602 unique = 1;
603 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
604 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
605 }
606 }
607 }
608
609 free_object (op);
610 link_multipart_objects (m);
611 }
612
613 /* This saves all the objects on the map in a non destructive fashion.
614 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
615 * and we only save the head of multi part objects - this is needed
616 * in order to do map tiling properly.
617 */
618 void
619 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
620 {
621 int i, j = 0, unique = 0;
622 object *op;
623
624 /* first pass - save one-part objects */
625 for (i = 0; i < MAP_WIDTH (m); i++)
626 for (j = 0; j < MAP_HEIGHT (m); j++)
627 {
628 unique = 0;
629 for (op = get_map_ob (m, i, j); op; op = op->above)
630 {
631 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
632 unique = 1;
633
634 if (op->type == PLAYER)
635 {
636 LOG (llevDebug, "Player on map that is being saved\n");
637 continue;
638 }
639
640 if (op->head || op->owner)
641 continue;
642
643 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
644 save_object (fp2, op, 3);
645 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
646 save_object (fp, op, 3);
647
648 } /* for this space */
649 } /* for this j */
650 }
651
652 /*
653 * Allocates, initialises, and returns a pointer to a maptile.
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657
658 maptile *
659 get_linked_map (void)
660 {
661 maptile *map = new maptile;
662 maptile *mp;
663
664 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next);
665 if (mp == NULL)
666 first_map = map;
667 else
668 mp->next = map;
669
670 map->in_memory = MAP_SWAPPED;
671 /* The maps used to pick up default x and y values from the
672 * map archetype. Mimic that behaviour.
673 */
674 MAP_WIDTH (map) = 16;
675 MAP_HEIGHT (map) = 16;
676 MAP_RESET_TIMEOUT (map) = 0;
677 MAP_TIMEOUT (map) = 300;
678 MAP_ENTER_X (map) = 0;
679 MAP_ENTER_Y (map) = 0;
680 /*set part to -1 indicating conversion to weather map not yet done */
681 MAP_WORLDPARTX (map) = -1;
682 MAP_WORLDPARTY (map) = -1;
683 return map;
684 }
685
686 /*
687 * Allocates the arrays contained in a maptile.
688 * This basically allocates the dynamic array of spaces for the
689 * map.
690 */
691
692 void
693 allocate_map (maptile *m)
694 {
695 m->in_memory = MAP_IN_MEMORY;
696 /* Log this condition and free the storage. We could I suppose
697 * realloc, but if the caller is presuming the data will be intact,
698 * that is their poor assumption.
699 */
700 if (m->spaces)
701 {
702 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
703 free (m->spaces);
704 }
705
706 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
707
708 if (m->spaces == NULL)
709 fatal (OUT_OF_MEMORY);
710 }
711
712 /* Create and returns a map of the specific size. Used
713 * in random map code and the editor.
714 */
715 maptile *
716 get_empty_map (int sizex, int sizey)
717 {
718 maptile *m = get_linked_map ();
719
720 m->width = sizex;
721 m->height = sizey;
722 m->in_memory = MAP_SWAPPED;
723 allocate_map (m);
724 return m;
725 }
726
727 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
728 * corresponding to that string. Memory is allocated for this, it must be freed
729 * at a later date.
730 * Called by parse_map_headers below.
731 */
732
733 static shopitems *
734 parse_shop_string (const char *input_string)
735 {
736 char *shop_string, *p, *q, *next_semicolon, *next_colon;
737 shopitems *items = NULL;
738 int i = 0, number_of_entries = 0;
739 const typedata *current_type;
740
741 shop_string = strdup_local (input_string);
742 p = shop_string;
743 /* first we'll count the entries, we'll need that for allocating the array shortly */
744 while (p)
745 {
746 p = strchr (p, ';');
747 number_of_entries++;
748 if (p)
749 p++;
750 }
751 p = shop_string;
752 strip_endline (p);
753 items = new shopitems[number_of_entries + 1];
754 for (i = 0; i < number_of_entries; i++)
755 {
756 if (!p)
757 {
758 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
759 break;
760 }
761 next_semicolon = strchr (p, ';');
762 next_colon = strchr (p, ':');
763 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
764 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
765 items[i].strength = atoi (strchr (p, ':') + 1);
766
767 if (isdigit (*p) || *p == '*')
768 {
769 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
770 current_type = get_typedata (items[i].typenum);
771 if (current_type)
772 {
773 items[i].name = current_type->name;
774 items[i].name_pl = current_type->name_pl;
775 }
776 }
777 else
778 { /*we have a named type, let's figure out what it is */
779 q = strpbrk (p, ";:");
780 if (q)
781 *q = '\0';
782
783 current_type = get_typedata_by_name (p);
784 if (current_type)
785 {
786 items[i].name = current_type->name;
787 items[i].typenum = current_type->number;
788 items[i].name_pl = current_type->name_pl;
789 }
790 else
791 { /* oh uh, something's wrong, let's free up this one, and try
792 * the next entry while we're at it, better print a warning
793 */
794 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
795 }
796 }
797 items[i].index = number_of_entries;
798 if (next_semicolon)
799 p = ++next_semicolon;
800 else
801 p = NULL;
802 }
803 free (shop_string);
804 return items;
805 }
806
807 /* opposite of parse string, this puts the string that was originally fed in to
808 * the map (or something equivilent) into output_string. */
809 static void
810 print_shop_string (maptile *m, char *output_string)
811 {
812 int i;
813 char tmp[MAX_BUF];
814
815 strcpy (output_string, "");
816 for (i = 0; i < m->shopitems[0].index; i++)
817 {
818 if (m->shopitems[i].typenum)
819 {
820 if (m->shopitems[i].strength)
821 {
822 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
823 }
824 else
825 sprintf (tmp, "%s;", m->shopitems[i].name);
826 }
827 else
828 {
829 if (m->shopitems[i].strength)
830 {
831 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
832 }
833 else
834 sprintf (tmp, "*");
835 }
836 strcat (output_string, tmp);
837 }
838 }
839
840 /* This loads the header information of the map. The header
841 * contains things like difficulty, size, timeout, etc.
842 * this used to be stored in the map object, but with the
843 * addition of tiling, fields beyond that easily named in an
844 * object structure were needed, so it just made sense to
845 * put all the stuff in the map object so that names actually make
846 * sense.
847 * This could be done in lex (like the object loader), but I think
848 * currently, there are few enough fields this is not a big deal.
849 * MSW 2001-07-01
850 * return 0 on success, 1 on failure.
851 */
852
853 static int
854 load_map_header (object_thawer & fp, maptile *m)
855 {
856 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
857 int msgpos = 0;
858 int maplorepos = 0;
859
860 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
861 {
862 buf[HUGE_BUF - 1] = 0;
863 key = buf;
864 while (isspace (*key))
865 key++;
866 if (*key == 0)
867 continue; /* empty line */
868 value = strchr (key, ' ');
869 if (!value)
870 {
871 end = strchr (key, '\n');
872 if (end != NULL)
873 {
874 *end = 0;
875 }
876 }
877 else
878 {
879 *value = 0;
880 value++;
881 end = strchr (value, '\n');
882 while (isspace (*value))
883 {
884 value++;
885 if (*value == '\0' || value == end)
886 {
887 /* Nothing but spaces. */
888 value = NULL;
889 break;
890 }
891 }
892 }
893
894 if (!end)
895 {
896 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
897 return 1;
898 }
899
900 /* key is the field name, value is what it should be set
901 * to. We've already done the work to null terminate key,
902 * and strip off any leading spaces for both of these.
903 * We have not touched the newline at the end of the line -
904 * these are needed for some values. the end pointer
905 * points to the first of the newlines.
906 * value could be NULL! It would be easy enough to just point
907 * this to "" to prevent cores, but that would let more errors slide
908 * through.
909 *
910 * First check for entries that do not use the value parameter, then
911 * validate that value is given and check for the remaining entries
912 * that use the parameter.
913 */
914
915 if (!strcmp (key, "msg"))
916 {
917 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
918 {
919 if (!strcmp (buf, "endmsg\n"))
920 break;
921 else
922 {
923 /* slightly more efficient than strcat */
924 strcpy (msgbuf + msgpos, buf);
925 msgpos += strlen (buf);
926 }
927 }
928 /* There are lots of maps that have empty messages (eg, msg/endmsg
929 * with nothing between). There is no reason in those cases to
930 * keep the empty message. Also, msgbuf contains garbage data
931 * when msgpos is zero, so copying it results in crashes
932 */
933 if (msgpos != 0)
934 m->msg = strdup_local (msgbuf);
935 }
936 else if (!strcmp (key, "maplore"))
937 {
938 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
939 {
940 if (!strcmp (buf, "endmaplore\n"))
941 break;
942 else
943 {
944 /* slightly more efficient than strcat */
945 strcpy (maplorebuf + maplorepos, buf);
946 maplorepos += strlen (buf);
947 }
948 }
949 if (maplorepos != 0)
950 m->maplore = strdup_local (maplorebuf);
951 }
952 else if (!strcmp (key, "end"))
953 {
954 break;
955 }
956 else if (value == NULL)
957 {
958 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
959 }
960 else if (!strcmp (key, "arch"))
961 {
962 /* This is an oddity, but not something we care about much. */
963 if (strcmp (value, "map\n"))
964 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
965 }
966 else if (!strcmp (key, "name"))
967 {
968 *end = 0;
969 m->name = strdup_local (value);
970 }
971 /* first strcmp value on these are old names supported
972 * for compatibility reasons. The new values (second) are
973 * what really should be used.
974 */
975 else if (!strcmp (key, "oid"))
976 {
977 fp.get (m, atoi (value));
978 }
979 else if (!strcmp (key, "attach"))
980 {
981 m->attach = value;
982 }
983 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
984 {
985 m->enter_x = atoi (value);
986 }
987 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
988 {
989 m->enter_y = atoi (value);
990 }
991 else if (!strcmp (key, "x") || !strcmp (key, "width"))
992 {
993 m->width = atoi (value);
994 }
995 else if (!strcmp (key, "y") || !strcmp (key, "height"))
996 {
997 m->height = atoi (value);
998 }
999 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1000 {
1001 m->reset_timeout = atoi (value);
1002 }
1003 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1004 {
1005 m->timeout = atoi (value);
1006 }
1007 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1008 {
1009 m->difficulty = atoi (value);
1010 }
1011 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1012 {
1013 m->darkness = atoi (value);
1014 }
1015 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1016 {
1017 m->fixed_resettime = atoi (value);
1018 }
1019 else if (!strcmp (key, "unique"))
1020 {
1021 m->unique = atoi (value);
1022 }
1023 else if (!strcmp (key, "template"))
1024 {
1025 m->templatemap = atoi (value);
1026 }
1027 else if (!strcmp (key, "region"))
1028 {
1029 m->region = get_region_by_name (value);
1030 }
1031 else if (!strcmp (key, "shopitems"))
1032 {
1033 *end = 0;
1034 m->shopitems = parse_shop_string (value);
1035 }
1036 else if (!strcmp (key, "shopgreed"))
1037 {
1038 m->shopgreed = atof (value);
1039 }
1040 else if (!strcmp (key, "shopmin"))
1041 {
1042 m->shopmin = atol (value);
1043 }
1044 else if (!strcmp (key, "shopmax"))
1045 {
1046 m->shopmax = atol (value);
1047 }
1048 else if (!strcmp (key, "shoprace"))
1049 {
1050 *end = 0;
1051 m->shoprace = strdup_local (value);
1052 }
1053 else if (!strcmp (key, "outdoor"))
1054 {
1055 m->outdoor = atoi (value);
1056 }
1057 else if (!strcmp (key, "temp"))
1058 {
1059 m->temp = atoi (value);
1060 }
1061 else if (!strcmp (key, "pressure"))
1062 {
1063 m->pressure = atoi (value);
1064 }
1065 else if (!strcmp (key, "humid"))
1066 {
1067 m->humid = atoi (value);
1068 }
1069 else if (!strcmp (key, "windspeed"))
1070 {
1071 m->windspeed = atoi (value);
1072 }
1073 else if (!strcmp (key, "winddir"))
1074 {
1075 m->winddir = atoi (value);
1076 }
1077 else if (!strcmp (key, "sky"))
1078 {
1079 m->sky = atoi (value);
1080 }
1081 else if (!strcmp (key, "nosmooth"))
1082 {
1083 m->nosmooth = atoi (value);
1084 }
1085 else if (!strncmp (key, "tile_path_", 10))
1086 {
1087 int tile = atoi (key + 10);
1088
1089 if (tile < 1 || tile > 4)
1090 {
1091 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1092 }
1093 else
1094 {
1095 char *path;
1096
1097 *end = 0;
1098
1099 if (m->tile_path[tile - 1])
1100 {
1101 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1102 free (m->tile_path[tile - 1]);
1103 m->tile_path[tile - 1] = NULL;
1104 }
1105
1106 if (check_path (value, 1) != -1)
1107 {
1108 /* The unadorned path works. */
1109 path = value;
1110 }
1111 else
1112 {
1113 /* Try again; it could be a relative exit. */
1114
1115 path = path_combine_and_normalize (m->path, value);
1116
1117 if (check_path (path, 1) == -1)
1118 {
1119 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1120 path = NULL;
1121 }
1122 }
1123
1124 if (editor)
1125 {
1126 /* Use the value as in the file. */
1127 m->tile_path[tile - 1] = strdup_local (value);
1128 }
1129 else if (path != NULL)
1130 {
1131 /* Use the normalized value. */
1132 m->tile_path[tile - 1] = strdup_local (path);
1133 }
1134 } /* end if tile direction (in)valid */
1135 }
1136 else
1137 {
1138 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1139 }
1140 }
1141 if (!key || strcmp (key, "end"))
1142 {
1143 LOG (llevError, "Got premature eof on map header!\n");
1144 return 1;
1145 }
1146 return 0;
1147 }
1148
1149 /*
1150 * Opens the file "filename" and reads information about the map
1151 * from the given file, and stores it in a newly allocated
1152 * maptile. A pointer to this structure is returned, or NULL on failure.
1153 * flags correspond to those in map.h. Main ones used are
1154 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1155 * MAP_BLOCK, in which case we block on this load. This happens in all
1156 * cases, no matter if this flag is set or not.
1157 * MAP_STYLE: style map - don't add active objects, don't add to server
1158 * managed map list.
1159 */
1160
1161 maptile *
1162 load_original_map (const char *filename, int flags)
1163 {
1164 maptile *m;
1165 char pathname[MAX_BUF];
1166
1167 if (flags & MAP_PLAYER_UNIQUE)
1168 strcpy (pathname, filename);
1169 else if (flags & MAP_OVERLAY)
1170 strcpy (pathname, create_overlay_pathname (filename));
1171 else
1172 strcpy (pathname, create_pathname (filename));
1173
1174 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1175
1176 object_thawer thawer (pathname);
1177
1178 if (!thawer)
1179 return 0;
1180
1181 m = get_linked_map ();
1182
1183 strcpy (m->path, filename);
1184 if (load_map_header (thawer, m))
1185 {
1186 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1187 delete_map (m);
1188 return NULL;
1189 }
1190
1191 allocate_map (m);
1192
1193 m->in_memory = MAP_LOADING;
1194 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1195
1196 m->in_memory = MAP_IN_MEMORY;
1197 if (!MAP_DIFFICULTY (m))
1198 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1199 set_map_reset_time (m);
1200 m->instantiate ();
1201 return (m);
1202 }
1203
1204 /*
1205 * Loads a map, which has been loaded earlier, from file.
1206 * Return the map object we load into (this can change from the passed
1207 * option if we can't find the original map)
1208 */
1209
1210 static maptile *
1211 load_temporary_map (maptile *m)
1212 {
1213 char buf[MAX_BUF];
1214
1215 if (!m->tmpname)
1216 {
1217 LOG (llevError, "No temporary filename for map %s\n", m->path);
1218 strcpy (buf, m->path);
1219 delete_map (m);
1220 m = load_original_map (buf, 0);
1221 if (m == NULL)
1222 return NULL;
1223 fix_auto_apply (m); /* Chests which open as default */
1224 return m;
1225 }
1226
1227 object_thawer thawer (m->tmpname);
1228
1229 if (!thawer)
1230 {
1231 strcpy (buf, m->path);
1232 delete_map (m);
1233 m = load_original_map (buf, 0);
1234 if (!m)
1235 return NULL;
1236 fix_auto_apply (m); /* Chests which open as default */
1237 return m;
1238 }
1239
1240 if (load_map_header (thawer, m))
1241 {
1242 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1243 delete_map (m);
1244 m = load_original_map (m->path, 0);
1245 return NULL;
1246 }
1247 allocate_map (m);
1248
1249 m->in_memory = MAP_LOADING;
1250 load_objects (m, thawer, 0);
1251
1252 m->in_memory = MAP_IN_MEMORY;
1253 INVOKE_MAP (SWAPIN, m);
1254 return m;
1255 }
1256
1257 /*
1258 * Loads a map, which has been loaded earlier, from file.
1259 * Return the map object we load into (this can change from the passed
1260 * option if we can't find the original map)
1261 */
1262
1263 maptile *
1264 load_overlay_map (const char *filename, maptile *m)
1265 {
1266 char pathname[MAX_BUF];
1267
1268 strcpy (pathname, create_overlay_pathname (filename));
1269
1270 object_thawer thawer (pathname);
1271
1272 if (!thawer)
1273 return m;
1274
1275 if (load_map_header (thawer, m))
1276 {
1277 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1278 delete_map (m);
1279 m = load_original_map (m->path, 0);
1280 return NULL;
1281 }
1282 /*allocate_map(m); */
1283
1284 m->in_memory = MAP_LOADING;
1285 load_objects (m, thawer, MAP_OVERLAY);
1286
1287 m->in_memory = MAP_IN_MEMORY;
1288 return m;
1289 }
1290
1291 /******************************************************************************
1292 * This is the start of unique map handling code
1293 *****************************************************************************/
1294
1295 /* This goes through map 'm' and removed any unique items on the map. */
1296 static void
1297 delete_unique_items (maptile *m)
1298 {
1299 int i, j, unique;
1300 object *op, *next;
1301
1302 for (i = 0; i < MAP_WIDTH (m); i++)
1303 for (j = 0; j < MAP_HEIGHT (m); j++)
1304 {
1305 unique = 0;
1306 for (op = get_map_ob (m, i, j); op; op = next)
1307 {
1308 next = op->above;
1309 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1310 unique = 1;
1311 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1312 {
1313 clean_object (op);
1314 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1315 remove_button_link (op);
1316 remove_ob (op);
1317 free_object (op);
1318 }
1319 }
1320 }
1321 }
1322
1323
1324 /*
1325 * Loads unique objects from file(s) into the map which is in memory
1326 * m is the map to load unique items into.
1327 */
1328 static void
1329 load_unique_objects (maptile *m)
1330 {
1331 int count;
1332 char firstname[MAX_BUF];
1333
1334 for (count = 0; count < 10; count++)
1335 {
1336 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1337 if (!access (firstname, R_OK))
1338 break;
1339 }
1340 /* If we get here, we did not find any map */
1341 if (count == 10)
1342 return;
1343
1344 object_thawer thawer (firstname);
1345
1346 if (!thawer)
1347 return;
1348
1349 m->in_memory = MAP_LOADING;
1350 if (m->tmpname == NULL) /* if we have loaded unique items from */
1351 delete_unique_items (m); /* original map before, don't duplicate them */
1352 load_objects (m, thawer, 0);
1353
1354 m->in_memory = MAP_IN_MEMORY;
1355 }
1356
1357
1358 /*
1359 * Saves a map to file. If flag is set, it is saved into the same
1360 * file it was (originally) loaded from. Otherwise a temporary
1361 * filename will be genarated, and the file will be stored there.
1362 * The temporary filename will be stored in the maptileure.
1363 * If the map is unique, we also save to the filename in the map
1364 * (this should have been updated when first loaded)
1365 */
1366
1367 int
1368 new_save_map (maptile *m, int flag)
1369 {
1370 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1371 int i;
1372
1373 if (flag && !*m->path)
1374 {
1375 LOG (llevError, "Tried to save map without path.\n");
1376 return -1;
1377 }
1378
1379 if (flag || (m->unique) || (m->templatemap))
1380 {
1381 if (!m->unique && !m->templatemap)
1382 { /* flag is set */
1383 if (flag == 2)
1384 strcpy (filename, create_overlay_pathname (m->path));
1385 else
1386 strcpy (filename, create_pathname (m->path));
1387 }
1388 else
1389 strcpy (filename, m->path);
1390
1391 make_path_to_file (filename);
1392 }
1393 else
1394 {
1395 if (!m->tmpname)
1396 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1397
1398 strcpy (filename, m->tmpname);
1399 }
1400
1401 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1402 m->in_memory = MAP_SAVING;
1403
1404 object_freezer freezer;
1405
1406 /* legacy */
1407 fprintf (freezer, "arch map\n");
1408 if (m->name)
1409 fprintf (freezer, "name %s\n", m->name);
1410 if (!flag)
1411 fprintf (freezer, "swap_time %d\n", m->swap_time);
1412 if (m->reset_timeout)
1413 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1414 if (m->fixed_resettime)
1415 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1416 /* we unfortunately have no idea if this is a value the creator set
1417 * or a difficulty value we generated when the map was first loaded
1418 */
1419 if (m->difficulty)
1420 fprintf (freezer, "difficulty %d\n", m->difficulty);
1421 if (m->region)
1422 fprintf (freezer, "region %s\n", m->region->name);
1423 if (m->shopitems)
1424 {
1425 print_shop_string (m, shop);
1426 fprintf (freezer, "shopitems %s\n", shop);
1427 }
1428 if (m->shopgreed)
1429 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1430 #ifndef WIN32
1431 if (m->shopmin)
1432 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1433 if (m->shopmax)
1434 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1435 #else
1436 if (m->shopmin)
1437 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1438 if (m->shopmax)
1439 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1440 #endif
1441 if (m->shoprace)
1442 fprintf (freezer, "shoprace %s\n", m->shoprace);
1443 if (m->darkness)
1444 fprintf (freezer, "darkness %d\n", m->darkness);
1445 if (m->width)
1446 fprintf (freezer, "width %d\n", m->width);
1447 if (m->height)
1448 fprintf (freezer, "height %d\n", m->height);
1449 if (m->enter_x)
1450 fprintf (freezer, "enter_x %d\n", m->enter_x);
1451 if (m->enter_y)
1452 fprintf (freezer, "enter_y %d\n", m->enter_y);
1453 if (m->msg)
1454 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1455 if (m->maplore)
1456 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1457 if (m->unique)
1458 fprintf (freezer, "unique %d\n", m->unique);
1459 if (m->templatemap)
1460 fprintf (freezer, "template %d\n", m->templatemap);
1461 if (m->outdoor)
1462 fprintf (freezer, "outdoor %d\n", m->outdoor);
1463 if (m->temp)
1464 fprintf (freezer, "temp %d\n", m->temp);
1465 if (m->pressure)
1466 fprintf (freezer, "pressure %d\n", m->pressure);
1467 if (m->humid)
1468 fprintf (freezer, "humid %d\n", m->humid);
1469 if (m->windspeed)
1470 fprintf (freezer, "windspeed %d\n", m->windspeed);
1471 if (m->winddir)
1472 fprintf (freezer, "winddir %d\n", m->winddir);
1473 if (m->sky)
1474 fprintf (freezer, "sky %d\n", m->sky);
1475 if (m->nosmooth)
1476 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1477
1478 /* Save any tiling information, except on overlays */
1479 if (flag != 2)
1480 for (i = 0; i < 4; i++)
1481 if (m->tile_path[i])
1482 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1483
1484 freezer.put (m);
1485 fprintf (freezer, "end\n");
1486
1487 /* In the game save unique items in the different file, but
1488 * in the editor save them to the normal map file.
1489 * If unique map, save files in the proper destination (set by
1490 * player)
1491 */
1492 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1493 {
1494 object_freezer unique;
1495
1496 if (flag == 2)
1497 save_objects (m, freezer, unique, 2);
1498 else
1499 save_objects (m, freezer, unique, 0);
1500
1501 sprintf (buf, "%s.v00", create_items_path (m->path));
1502
1503 unique.save (buf);
1504 }
1505 else
1506 { /* save same file when not playing, like in editor */
1507 save_objects (m, freezer, freezer, 0);
1508 }
1509
1510 freezer.save (filename);
1511
1512 return 0;
1513 }
1514
1515
1516 /*
1517 * Remove and free all objects in the inventory of the given object.
1518 * object.c ?
1519 */
1520
1521 void
1522 clean_object (object *op)
1523 {
1524 object *tmp, *next;
1525
1526 for (tmp = op->inv; tmp; tmp = next)
1527 {
1528 next = tmp->below;
1529 clean_object (tmp);
1530 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1531 remove_button_link (tmp);
1532 remove_ob (tmp);
1533 free_object (tmp);
1534 }
1535 }
1536
1537 /*
1538 * Remove and free all objects in the given map.
1539 */
1540
1541 void
1542 free_all_objects (maptile *m)
1543 {
1544 int i, j;
1545 object *op;
1546
1547 for (i = 0; i < MAP_WIDTH (m); i++)
1548 for (j = 0; j < MAP_HEIGHT (m); j++)
1549 {
1550 object *previous_obj = NULL;
1551
1552 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1553 {
1554 if (op == previous_obj)
1555 {
1556 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1557 break;
1558 }
1559 previous_obj = op;
1560 if (op->head != NULL)
1561 op = op->head;
1562
1563 /* If the map isn't in memory, free_object will remove and
1564 * free objects in op's inventory. So let it do the job.
1565 */
1566 if (m->in_memory == MAP_IN_MEMORY)
1567 clean_object (op);
1568 remove_ob (op);
1569 free_object (op);
1570 }
1571 }
1572 }
1573
1574 /*
1575 * Frees everything allocated by the given maptileure.
1576 * don't free tmpname - our caller is left to do that
1577 */
1578
1579 void
1580 free_map (maptile *m, int flag)
1581 {
1582 int i;
1583
1584 if (!m->in_memory)
1585 {
1586 LOG (llevError, "Trying to free freed map.\n");
1587 return;
1588 }
1589 if (flag && m->spaces)
1590 free_all_objects (m);
1591 if (m->name)
1592 FREE_AND_CLEAR (m->name);
1593 if (m->spaces)
1594 FREE_AND_CLEAR (m->spaces);
1595 if (m->msg)
1596 FREE_AND_CLEAR (m->msg);
1597 if (m->maplore)
1598 FREE_AND_CLEAR (m->maplore);
1599 if (m->shopitems)
1600 delete[]m->shopitems;
1601 m->shopitems = 0;
1602 if (m->shoprace)
1603 FREE_AND_CLEAR (m->shoprace);
1604 if (m->buttons)
1605 free_objectlinkpt (m->buttons);
1606 m->buttons = NULL;
1607 for (i = 0; i < 4; i++)
1608 {
1609 if (m->tile_path[i])
1610 FREE_AND_CLEAR (m->tile_path[i]);
1611 m->tile_map[i] = NULL;
1612 }
1613 m->in_memory = MAP_SWAPPED;
1614 }
1615
1616 /*
1617 * function: vanish maptile
1618 * m : pointer to maptile, if NULL no action
1619 * this deletes all the data on the map (freeing pointers)
1620 * and then removes this map from the global linked list of maps.
1621 */
1622
1623 void
1624 delete_map (maptile *m)
1625 {
1626 maptile *tmp, *last;
1627 int i;
1628
1629 if (!m)
1630 return;
1631
1632 m->clear ();
1633
1634 if (m->in_memory == MAP_IN_MEMORY)
1635 {
1636 /* change to MAP_SAVING, even though we are not,
1637 * so that remove_ob doesn't do as much work.
1638 */
1639 m->in_memory = MAP_SAVING;
1640 free_map (m, 1);
1641 }
1642 /* move this out of free_map, since tmpname can still be needed if
1643 * the map is swapped out.
1644 */
1645 if (m->tmpname)
1646 {
1647 free (m->tmpname);
1648 m->tmpname = NULL;
1649 }
1650 last = NULL;
1651 /* We need to look through all the maps and see if any maps
1652 * are pointing at this one for tiling information. Since
1653 * tiling can be assymetric, we just can not look to see which
1654 * maps this map tiles with and clears those.
1655 */
1656 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1657 {
1658 if (tmp->next == m)
1659 last = tmp;
1660
1661 /* This should hopefully get unrolled on a decent compiler */
1662 for (i = 0; i < 4; i++)
1663 if (tmp->tile_map[i] == m)
1664 tmp->tile_map[i] = NULL;
1665 }
1666
1667 /* If last is null, then this should be the first map in the list */
1668 if (!last)
1669 {
1670 if (m == first_map)
1671 first_map = m->next;
1672 else
1673 /* m->path is a static char, so should hopefully still have
1674 * some useful data in it.
1675 */
1676 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1677 }
1678 else
1679 last->next = m->next;
1680
1681 delete m;
1682 }
1683
1684
1685
1686 /*
1687 * Makes sure the given map is loaded and swapped in.
1688 * name is path name of the map.
1689 * flags meaning:
1690 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1691 * and don't do unique items or the like.
1692 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1693 * dont do any more name translation on it.
1694 *
1695 * Returns a pointer to the given map.
1696 */
1697
1698 maptile *
1699 ready_map_name (const char *name, int flags)
1700 {
1701 maptile *m;
1702
1703 if (!name)
1704 return (NULL);
1705
1706 /* Have we been at this level before? */
1707 m = has_been_loaded (name);
1708
1709 /* Map is good to go, so just return it */
1710 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1711 {
1712 return m;
1713 }
1714
1715 /* unique maps always get loaded from their original location, and never
1716 * a temp location. Likewise, if map_flush is set, or we have never loaded
1717 * this map, load it now. I removed the reset checking from here -
1718 * it seems the probability of a player trying to enter a map that should
1719 * reset but hasn't yet is quite low, and removing that makes this function
1720 * a bit cleaner (and players probably shouldn't rely on exact timing for
1721 * resets in any case - if they really care, they should use the 'maps command.
1722 */
1723 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1724 {
1725
1726 /* first visit or time to reset */
1727 if (m)
1728 {
1729 clean_tmp_map (m); /* Doesn't make much difference */
1730 delete_map (m);
1731 }
1732
1733 /* create and load a map */
1734 if (flags & MAP_PLAYER_UNIQUE)
1735 LOG (llevDebug, "Trying to load map %s.\n", name);
1736 else
1737 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1738
1739 //eval_pv ("$x = Event::time", 1);//D
1740 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1741 return (NULL);
1742 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1743
1744 fix_auto_apply (m); /* Chests which open as default */
1745
1746 /* If a player unique map, no extra unique object file to load.
1747 * if from the editor, likewise.
1748 */
1749 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1750 load_unique_objects (m);
1751
1752 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1753 {
1754 m = load_overlay_map (name, m);
1755 if (m == NULL)
1756 return NULL;
1757 }
1758
1759 if (flags & MAP_PLAYER_UNIQUE)
1760 INVOKE_MAP (SWAPIN, m);
1761
1762 }
1763 else
1764 {
1765 /* If in this loop, we found a temporary map, so load it up. */
1766
1767 m = load_temporary_map (m);
1768 if (m == NULL)
1769 return NULL;
1770 load_unique_objects (m);
1771
1772 clean_tmp_map (m);
1773 m->in_memory = MAP_IN_MEMORY;
1774 /* tempnam() on sun systems (probably others) uses malloc
1775 * to allocated space for the string. Free it here.
1776 * In some cases, load_temporary_map above won't find the
1777 * temporary map, and so has reloaded a new map. If that
1778 * is the case, tmpname is now null
1779 */
1780 if (m->tmpname)
1781 free (m->tmpname);
1782 m->tmpname = NULL;
1783 /* It's going to be saved anew anyway */
1784 }
1785
1786 /* Below here is stuff common to both first time loaded maps and
1787 * temp maps.
1788 */
1789
1790 decay_objects (m); /* start the decay */
1791 /* In case other objects press some buttons down */
1792 update_buttons (m);
1793 if (m->outdoor)
1794 set_darkness_map (m);
1795 /* run the weather over this map */
1796 weather_effect (name);
1797 return m;
1798 }
1799
1800
1801 /*
1802 * This routine is supposed to find out the difficulty of the map.
1803 * difficulty does not have a lot to do with character level,
1804 * but does have a lot to do with treasure on the map.
1805 *
1806 * Difficulty can now be set by the map creature. If the value stored
1807 * in the map is zero, then use this routine. Maps should really
1808 * have a difficulty set than using this function - human calculation
1809 * is much better than this functions guesswork.
1810 */
1811
1812 int
1813 calculate_difficulty (maptile *m)
1814 {
1815 object *op;
1816 archetype *at;
1817 int x, y, i;
1818 long monster_cnt = 0;
1819 double avgexp = 0;
1820 sint64 total_exp = 0;
1821
1822 if (MAP_DIFFICULTY (m))
1823 {
1824 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1825 return MAP_DIFFICULTY (m);
1826 }
1827
1828 for (x = 0; x < MAP_WIDTH (m); x++)
1829 for (y = 0; y < MAP_HEIGHT (m); y++)
1830 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1831 {
1832 if (QUERY_FLAG (op, FLAG_MONSTER))
1833 {
1834 total_exp += op->stats.exp;
1835 monster_cnt++;
1836 }
1837
1838 if (QUERY_FLAG (op, FLAG_GENERATOR))
1839 {
1840 total_exp += op->stats.exp;
1841 at = type_to_archetype (GENERATE_TYPE (op));
1842
1843 if (at != NULL)
1844 total_exp += at->clone.stats.exp * 8;
1845
1846 monster_cnt++;
1847 }
1848 }
1849
1850 avgexp = (double) total_exp / monster_cnt;
1851
1852 for (i = 1; i <= settings.max_level; i++)
1853 {
1854 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1855 {
1856 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1857 return i;
1858 }
1859 }
1860
1861 return 1;
1862 }
1863
1864 void
1865 clean_tmp_map (maptile *m)
1866 {
1867 if (m->tmpname == NULL)
1868 return;
1869 INVOKE_MAP (CLEAN, m);
1870 (void) unlink (m->tmpname);
1871 }
1872
1873 void
1874 free_all_maps (void)
1875 {
1876 int real_maps = 0;
1877
1878 while (first_map)
1879 {
1880 /* I think some of the callers above before it gets here set this to be
1881 * saving, but we still want to free this data
1882 */
1883 if (first_map->in_memory == MAP_SAVING)
1884 first_map->in_memory = MAP_IN_MEMORY;
1885 delete_map (first_map);
1886 real_maps++;
1887 }
1888 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1889 }
1890
1891 /* change_map_light() - used to change map light level (darkness)
1892 * up or down. Returns true if successful. It should now be
1893 * possible to change a value by more than 1.
1894 * Move this from los.c to map.c since this is more related
1895 * to maps than los.
1896 * postive values make it darker, negative make it brighter
1897 */
1898
1899 int
1900 change_map_light (maptile *m, int change)
1901 {
1902 int new_level = m->darkness + change;
1903
1904 /* Nothing to do */
1905 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1906 {
1907 return 0;
1908 }
1909
1910 /* inform all players on the map */
1911 if (change > 0)
1912 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1913 else
1914 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1915
1916 /* Do extra checking. since m->darkness is a unsigned value,
1917 * we need to be extra careful about negative values.
1918 * In general, the checks below are only needed if change
1919 * is not +/-1
1920 */
1921 if (new_level < 0)
1922 m->darkness = 0;
1923 else if (new_level >= MAX_DARKNESS)
1924 m->darkness = MAX_DARKNESS;
1925 else
1926 m->darkness = new_level;
1927
1928 /* All clients need to get re-updated for the change */
1929 update_all_map_los (m);
1930 return 1;
1931 }
1932
1933
1934 /*
1935 * This function updates various attributes about a specific space
1936 * on the map (what it looks like, whether it blocks magic,
1937 * has a living creatures, prevents people from passing
1938 * through, etc)
1939 */
1940 void
1941 update_position (maptile *m, int x, int y)
1942 {
1943 object *tmp, *last = NULL;
1944 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1945 New_Face *top, *floor, *middle;
1946 object *top_obj, *floor_obj, *middle_obj;
1947 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1948
1949 oldflags = GET_MAP_FLAGS (m, x, y);
1950 if (!(oldflags & P_NEED_UPDATE))
1951 {
1952 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1953 return;
1954 }
1955
1956 middle = blank_face;
1957 top = blank_face;
1958 floor = blank_face;
1959
1960 middle_obj = NULL;
1961 top_obj = NULL;
1962 floor_obj = NULL;
1963
1964 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1965 {
1966
1967 /* This could be made additive I guess (two lights better than
1968 * one). But if so, it shouldn't be a simple additive - 2
1969 * light bulbs do not illuminate twice as far as once since
1970 * it is a disapation factor that is squared (or is it cubed?)
1971 */
1972 if (tmp->glow_radius > light)
1973 light = tmp->glow_radius;
1974
1975 /* This call is needed in order to update objects the player
1976 * is standing in that have animations (ie, grass, fire, etc).
1977 * However, it also causes the look window to be re-drawn
1978 * 3 times each time the player moves, because many of the
1979 * functions the move_player calls eventualy call this.
1980 *
1981 * Always put the player down for drawing.
1982 */
1983 if (!tmp->invisible)
1984 {
1985 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1986 {
1987 top = tmp->face;
1988 top_obj = tmp;
1989 }
1990 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1991 {
1992 /* If we got a floor, that means middle and top were below it,
1993 * so should not be visible, so we clear them.
1994 */
1995 middle = blank_face;
1996 top = blank_face;
1997 floor = tmp->face;
1998 floor_obj = tmp;
1999 }
2000 /* Flag anywhere have high priority */
2001 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2002 {
2003 middle = tmp->face;
2004
2005 middle_obj = tmp;
2006 anywhere = 1;
2007 }
2008 /* Find the highest visible face around. If equal
2009 * visibilities, we still want the one nearer to the
2010 * top
2011 */
2012 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2013 {
2014 middle = tmp->face;
2015 middle_obj = tmp;
2016 }
2017 }
2018 if (tmp == tmp->above)
2019 {
2020 LOG (llevError, "Error in structure of map\n");
2021 exit (-1);
2022 }
2023
2024 move_slow |= tmp->move_slow;
2025 move_block |= tmp->move_block;
2026 move_on |= tmp->move_on;
2027 move_off |= tmp->move_off;
2028 move_allow |= tmp->move_allow;
2029
2030 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2031 flags |= P_IS_ALIVE;
2032 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2033 flags |= P_NO_MAGIC;
2034 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2035 flags |= P_NO_CLERIC;
2036 if (tmp->type == SAFE_GROUND)
2037 flags |= P_SAFE;
2038
2039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2040 flags |= P_BLOCKSVIEW;
2041 } /* for stack of objects */
2042
2043 /* we don't want to rely on this function to have accurate flags, but
2044 * since we're already doing the work, we calculate them here.
2045 * if they don't match, logic is broken someplace.
2046 */
2047 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2048 {
2049 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2050 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2051 }
2052 SET_MAP_FLAGS (m, x, y, flags);
2053 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2054 SET_MAP_MOVE_ON (m, x, y, move_on);
2055 SET_MAP_MOVE_OFF (m, x, y, move_off);
2056 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2057
2058 /* At this point, we have a floor face (if there is a floor),
2059 * and the floor is set - we are not going to touch it at
2060 * this point.
2061 * middle contains the highest visibility face.
2062 * top contains a player/monster face, if there is one.
2063 *
2064 * We now need to fill in top.face and/or middle.face.
2065 */
2066
2067 /* If the top face also happens to be high visibility, re-do our
2068 * middle face. This should not happen, as we already have the
2069 * else statement above so middle should not get set. OTOH, it
2070 * may be possible for the faces to match but be different objects.
2071 */
2072 if (top == middle)
2073 middle = blank_face;
2074
2075 /* There are three posibilities at this point:
2076 * 1) top face is set, need middle to be set.
2077 * 2) middle is set, need to set top.
2078 * 3) neither middle or top is set - need to set both.
2079 */
2080
2081 for (tmp = last; tmp; tmp = tmp->below)
2082 {
2083 /* Once we get to a floor, stop, since we already have a floor object */
2084 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2085 break;
2086
2087 /* If two top faces are already set, quit processing */
2088 if ((top != blank_face) && (middle != blank_face))
2089 break;
2090
2091 /* Only show visible faces, unless its the editor - show all */
2092 if (!tmp->invisible || editor)
2093 {
2094 /* Fill in top if needed */
2095 if (top == blank_face)
2096 {
2097 top = tmp->face;
2098 top_obj = tmp;
2099 if (top == middle)
2100 middle = blank_face;
2101 }
2102 else
2103 {
2104 /* top is already set - we should only get here if
2105 * middle is not set
2106 *
2107 * Set the middle face and break out, since there is nothing
2108 * more to fill in. We don't check visiblity here, since
2109 *
2110 */
2111 if (tmp->face != top)
2112 {
2113 middle = tmp->face;
2114 middle_obj = tmp;
2115 break;
2116 }
2117 }
2118 }
2119 }
2120 if (middle == floor)
2121 middle = blank_face;
2122 if (top == middle)
2123 middle = blank_face;
2124 SET_MAP_FACE (m, x, y, top, 0);
2125 if (top != blank_face)
2126 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2127 else
2128 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2129 SET_MAP_FACE (m, x, y, middle, 1);
2130 if (middle != blank_face)
2131 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2132 else
2133 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2134 SET_MAP_FACE (m, x, y, floor, 2);
2135 if (floor != blank_face)
2136 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2137 else
2138 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2139 SET_MAP_LIGHT (m, x, y, light);
2140 }
2141
2142
2143 void
2144 set_map_reset_time (maptile *map)
2145 {
2146 int timeout;
2147
2148 timeout = MAP_RESET_TIMEOUT (map);
2149 if (timeout <= 0)
2150 timeout = MAP_DEFAULTRESET;
2151 if (timeout >= MAP_MAXRESET)
2152 timeout = MAP_MAXRESET;
2153 MAP_WHEN_RESET (map) = seconds () + timeout;
2154 }
2155
2156 /* this updates the orig_map->tile_map[tile_num] value after loading
2157 * the map. It also takes care of linking back the freshly loaded
2158 * maps tile_map values if it tiles back to this one. It returns
2159 * the value of orig_map->tile_map[tile_num]. It really only does this
2160 * so that it is easier for calling functions to verify success.
2161 */
2162
2163 static maptile *
2164 load_and_link_tiled_map (maptile *orig_map, int tile_num)
2165 {
2166 int dest_tile = (tile_num + 2) % 4;
2167 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2168
2169 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2170
2171 /* need to do a strcmp here as the orig_map->path is not a shared string */
2172 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
2173 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2174
2175 return orig_map->tile_map[tile_num];
2176 }
2177
2178 /* this returns TRUE if the coordinates (x,y) are out of
2179 * map m. This function also takes into account any
2180 * tiling considerations, loading adjacant maps as needed.
2181 * This is the function should always be used when it
2182 * necessary to check for valid coordinates.
2183 * This function will recursively call itself for the
2184 * tiled maps.
2185 *
2186 *
2187 */
2188 int
2189 out_of_map (maptile *m, int x, int y)
2190 {
2191
2192 /* If we get passed a null map, this is obviously the
2193 * case. This generally shouldn't happen, but if the
2194 * map loads fail below, it could happen.
2195 */
2196 if (!m)
2197 return 0;
2198
2199 if (x < 0)
2200 {
2201 if (!m->tile_path[3])
2202 return 1;
2203 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2204 {
2205 load_and_link_tiled_map (m, 3);
2206 }
2207 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2208 }
2209 if (x >= MAP_WIDTH (m))
2210 {
2211 if (!m->tile_path[1])
2212 return 1;
2213 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2214 {
2215 load_and_link_tiled_map (m, 1);
2216 }
2217 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2218 }
2219 if (y < 0)
2220 {
2221 if (!m->tile_path[0])
2222 return 1;
2223 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2224 {
2225 load_and_link_tiled_map (m, 0);
2226 }
2227 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2228 }
2229 if (y >= MAP_HEIGHT (m))
2230 {
2231 if (!m->tile_path[2])
2232 return 1;
2233 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2234 {
2235 load_and_link_tiled_map (m, 2);
2236 }
2237 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2238 }
2239
2240 /* Simple case - coordinates are within this local
2241 * map.
2242 */
2243 return 0;
2244 }
2245
2246 /* This is basically the same as out_of_map above, but
2247 * instead we return NULL if no map is valid (coordinates
2248 * out of bounds and no tiled map), otherwise it returns
2249 * the map as that the coordinates are really on, and
2250 * updates x and y to be the localized coordinates.
2251 * Using this is more efficient of calling out_of_map
2252 * and then figuring out what the real map is
2253 */
2254 maptile *
2255 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2256 {
2257
2258 if (*x < 0)
2259 {
2260 if (!m->tile_path[3])
2261 return NULL;
2262 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2263 load_and_link_tiled_map (m, 3);
2264
2265 *x += MAP_WIDTH (m->tile_map[3]);
2266 return (get_map_from_coord (m->tile_map[3], x, y));
2267 }
2268 if (*x >= MAP_WIDTH (m))
2269 {
2270 if (!m->tile_path[1])
2271 return NULL;
2272 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2273 load_and_link_tiled_map (m, 1);
2274
2275 *x -= MAP_WIDTH (m);
2276 return (get_map_from_coord (m->tile_map[1], x, y));
2277 }
2278 if (*y < 0)
2279 {
2280 if (!m->tile_path[0])
2281 return NULL;
2282 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2283 load_and_link_tiled_map (m, 0);
2284
2285 *y += MAP_HEIGHT (m->tile_map[0]);
2286 return (get_map_from_coord (m->tile_map[0], x, y));
2287 }
2288 if (*y >= MAP_HEIGHT (m))
2289 {
2290 if (!m->tile_path[2])
2291 return NULL;
2292 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2293 load_and_link_tiled_map (m, 2);
2294
2295 *y -= MAP_HEIGHT (m);
2296 return (get_map_from_coord (m->tile_map[2], x, y));
2297 }
2298
2299 /* Simple case - coordinates are within this local
2300 * map.
2301 */
2302
2303 return m;
2304 }
2305
2306 /**
2307 * Return whether map2 is adjacent to map1. If so, store the distance from
2308 * map1 to map2 in dx/dy.
2309 */
2310 static int
2311 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2312 {
2313 if (!map1 || !map2)
2314 return 0;
2315
2316 if (map1 == map2)
2317 {
2318 *dx = 0;
2319 *dy = 0;
2320
2321 }
2322 else if (map1->tile_map[0] == map2)
2323 { /* up */
2324 *dx = 0;
2325 *dy = -MAP_HEIGHT (map2);
2326 }
2327 else if (map1->tile_map[1] == map2)
2328 { /* right */
2329 *dx = MAP_WIDTH (map1);
2330 *dy = 0;
2331 }
2332 else if (map1->tile_map[2] == map2)
2333 { /* down */
2334 *dx = 0;
2335 *dy = MAP_HEIGHT (map1);
2336 }
2337 else if (map1->tile_map[3] == map2)
2338 { /* left */
2339 *dx = -MAP_WIDTH (map2);
2340 *dy = 0;
2341
2342 }
2343 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2344 { /* up right */
2345 *dx = MAP_WIDTH (map1->tile_map[0]);
2346 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2347 }
2348 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2349 { /* up left */
2350 *dx = -MAP_WIDTH (map2);
2351 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2352 }
2353 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2354 { /* right up */
2355 *dx = MAP_WIDTH (map1);
2356 *dy = -MAP_HEIGHT (map2);
2357 }
2358 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2359 { /* right down */
2360 *dx = MAP_WIDTH (map1);
2361 *dy = MAP_HEIGHT (map1->tile_map[1]);
2362 }
2363 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2364 { /* down right */
2365 *dx = MAP_WIDTH (map1->tile_map[2]);
2366 *dy = MAP_HEIGHT (map1);
2367 }
2368 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2369 { /* down left */
2370 *dx = -MAP_WIDTH (map2);
2371 *dy = MAP_HEIGHT (map1);
2372 }
2373 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2374 { /* left up */
2375 *dx = -MAP_WIDTH (map1->tile_map[3]);
2376 *dy = -MAP_HEIGHT (map2);
2377 }
2378 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2379 { /* left down */
2380 *dx = -MAP_WIDTH (map1->tile_map[3]);
2381 *dy = MAP_HEIGHT (map1->tile_map[3]);
2382
2383 }
2384 else
2385 { /* not "adjacent" enough */
2386 return 0;
2387 }
2388
2389 return 1;
2390 }
2391
2392 /* From map.c
2393 * This is used by get_player to determine where the other
2394 * creature is. get_rangevector takes into account map tiling,
2395 * so you just can not look the the map coordinates and get the
2396 * righte value. distance_x/y are distance away, which
2397 * can be negativbe. direction is the crossfire direction scheme
2398 * that the creature should head. part is the part of the
2399 * monster that is closest.
2400 *
2401 * get_rangevector looks at op1 and op2, and fills in the
2402 * structure for op1 to get to op2.
2403 * We already trust that the caller has verified that the
2404 * two objects are at least on adjacent maps. If not,
2405 * results are not likely to be what is desired.
2406 * if the objects are not on maps, results are also likely to
2407 * be unexpected
2408 *
2409 * currently, the only flag supported (0x1) is don't translate for
2410 * closest body part of 'op1'
2411 */
2412
2413 void
2414 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2415 {
2416 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2417 {
2418 /* be conservative and fill in _some_ data */
2419 retval->distance = 100000;
2420 retval->distance_x = 32767;
2421 retval->distance_y = 32767;
2422 retval->direction = 0;
2423 retval->part = 0;
2424 }
2425 else
2426 {
2427 object *best;
2428
2429 retval->distance_x += op2->x - op1->x;
2430 retval->distance_y += op2->y - op1->y;
2431
2432 best = op1;
2433 /* If this is multipart, find the closest part now */
2434 if (!(flags & 0x1) && op1->more)
2435 {
2436 object *tmp;
2437 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2438
2439 /* we just take the offset of the piece to head to figure
2440 * distance instead of doing all that work above again
2441 * since the distance fields we set above are positive in the
2442 * same axis as is used for multipart objects, the simply arithmetic
2443 * below works.
2444 */
2445 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2446 {
2447 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2448 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2449 if (tmpi < best_distance)
2450 {
2451 best_distance = tmpi;
2452 best = tmp;
2453 }
2454 }
2455 if (best != op1)
2456 {
2457 retval->distance_x += op1->x - best->x;
2458 retval->distance_y += op1->y - best->y;
2459 }
2460 }
2461 retval->part = best;
2462 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2463 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2464 }
2465 }
2466
2467 /* this is basically the same as get_rangevector above, but instead of
2468 * the first parameter being an object, it instead is the map
2469 * and x,y coordinates - this is used for path to player -
2470 * since the object is not infact moving but we are trying to traverse
2471 * the path, we need this.
2472 * flags has no meaning for this function at this time - I kept it in to
2473 * be more consistant with the above function and also in case they are needed
2474 * for something in the future. Also, since no object is pasted, the best
2475 * field of the rv_vector is set to NULL.
2476 */
2477
2478 void
2479 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2480 {
2481 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2482 {
2483 /* be conservative and fill in _some_ data */
2484 retval->distance = 100000;
2485 retval->distance_x = 32767;
2486 retval->distance_y = 32767;
2487 retval->direction = 0;
2488 retval->part = 0;
2489 }
2490 else
2491 {
2492 retval->distance_x += op2->x - x;
2493 retval->distance_y += op2->y - y;
2494
2495 retval->part = NULL;
2496 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2497 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2498 }
2499 }
2500
2501 /* Returns true of op1 and op2 are effectively on the same map
2502 * (as related to map tiling). Note that this looks for a path from
2503 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2504 * to op1, this will still return false.
2505 * Note we only look one map out to keep the processing simple
2506 * and efficient. This could probably be a macro.
2507 * MSW 2001-08-05
2508 */
2509 int
2510 on_same_map (const object *op1, const object *op2)
2511 {
2512 int dx, dy;
2513
2514 return adjacent_map (op1->map, op2->map, &dx, &dy);
2515 }