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Revision: 1.33
Committed: Sun Oct 8 16:51:50 2006 UTC (17 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +0 -2 lines
Log Message:
considerably reduce size of crossfire.0 (~400k pngx, ~150k file format)

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 /*
37 * Returns the maptile which has a name matching the given argument.
38 * return NULL if no match is found.
39 */
40
41 maptile *
42 has_been_loaded (const char *name)
43 {
44 maptile *map;
45
46 if (!name || !*name)
47 return 0;
48 for (map = first_map; map; map = map->next)
49 if (!strcmp (name, map->path))
50 break;
51 return (map);
52 }
53
54 /*
55 * This makes a path absolute outside the world of Crossfire.
56 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
57 * and returns the pointer to a static array containing the result.
58 * it really should be called create_mapname
59 */
60
61 const char *
62 create_pathname (const char *name)
63 {
64 static char buf[MAX_BUF];
65
66 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
67 * someplace else in the code? msw 2-17-97
68 */
69 if (*name == '/')
70 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
71 else
72 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
73 return (buf);
74 }
75
76 /*
77 * same as create_pathname, but for the overlay maps.
78 */
79
80 const char *
81 create_overlay_pathname (const char *name)
82 {
83 static char buf[MAX_BUF];
84
85 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
86 * someplace else in the code? msw 2-17-97
87 */
88 if (*name == '/')
89 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
90 else
91 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
92 return (buf);
93 }
94
95 /*
96 * same as create_pathname, but for the template maps.
97 */
98
99 const char *
100 create_template_pathname (const char *name)
101 {
102 static char buf[MAX_BUF];
103
104 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
105 * someplace else in the code? msw 2-17-97
106 */
107 if (*name == '/')
108 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
109 else
110 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
111 return (buf);
112 }
113
114 /*
115 * This makes absolute path to the itemfile where unique objects
116 * will be saved. Converts '/' to '@'. I think it's essier maintain
117 * files than full directory structure, but if this is problem it can
118 * be changed.
119 */
120 static const char *
121 create_items_path (const char *s)
122 {
123 static char buf[MAX_BUF];
124 char *t;
125
126 if (*s == '/')
127 s++;
128
129 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
130
131 for (t = buf + strlen (buf); *s; s++, t++)
132 if (*s == '/')
133 *t = '@';
134 else
135 *t = *s;
136 *t = 0;
137 return (buf);
138 }
139
140
141 /*
142 * This function checks if a file with the given path exists.
143 * -1 is returned if it fails, otherwise the mode of the file
144 * is returned.
145 * It tries out all the compression suffixes listed in the uncomp[] array.
146 *
147 * If prepend_dir is set, then we call create_pathname (which prepends
148 * libdir & mapdir). Otherwise, we assume the name given is fully
149 * complete.
150 * Only the editor actually cares about the writablity of this -
151 * the rest of the code only cares that the file is readable.
152 * when the editor goes away, the call to stat should probably be
153 * replaced by an access instead (similar to the windows one, but
154 * that seems to be missing the prepend_dir processing
155 */
156
157 int
158 check_path (const char *name, int prepend_dir)
159 {
160 char buf[MAX_BUF];
161
162 #ifndef WIN32
163 char *endbuf;
164 struct stat statbuf;
165 int mode = 0;
166 #endif
167
168 if (prepend_dir)
169 strcpy (buf, create_pathname (name));
170 else
171 strcpy (buf, name);
172 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
173 return (_access (buf, 0));
174 #else
175
176 /* old method (strchr(buf, '\0')) seemd very odd to me -
177 * this method should be equivalant and is clearer.
178 * Can not use strcat because we need to cycle through
179 * all the names.
180 */
181 endbuf = buf + strlen (buf);
182
183 if (stat (buf, &statbuf))
184 return -1;
185 if (!S_ISREG (statbuf.st_mode))
186 return (-1);
187
188 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
189 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
190 mode |= 4;
191
192 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
193 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
194 mode |= 2;
195
196 return (mode);
197 #endif
198 }
199
200 /*
201 * Prints out debug-information about a map.
202 * Dumping these at llevError doesn't seem right, but is
203 * necessary to make sure the information is in fact logged.
204 */
205
206 void
207 dump_map (const maptile *m)
208 {
209 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
210 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
211
212 if (m->msg != NULL)
213 LOG (llevError, "Message:\n%s", m->msg);
214
215 if (m->maplore != NULL)
216 LOG (llevError, "Lore:\n%s", m->maplore);
217
218 if (m->tmpname != NULL)
219 LOG (llevError, "Tmpname: %s\n", m->tmpname);
220
221 LOG (llevError, "Difficulty: %d\n", m->difficulty);
222 LOG (llevError, "Darkness: %d\n", m->darkness);
223 }
224
225 /*
226 * Prints out debug-information about all maps.
227 * This basically just goes through all the maps and calls
228 * dump_map on each one.
229 */
230
231 void
232 dump_all_maps (void)
233 {
234 maptile *m;
235
236 for (m = first_map; m != NULL; m = m->next)
237 {
238 dump_map (m);
239 }
240 }
241
242 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
243 * one function that just returns a P_.. value (see map.h)
244 * it will also do map translation for tiled maps, returning
245 * new values into newmap, nx, and ny. Any and all of those
246 * values can be null, in which case if a new map is needed (returned
247 * by a P_NEW_MAP value, another call to get_map_from_coord
248 * is needed. The case of not passing values is if we're just
249 * checking for the existence of something on those spaces, but
250 * don't expect to insert/remove anything from those spaces.
251 */
252 int
253 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
254 {
255 sint16 newx, newy;
256 int retval = 0;
257 maptile *mp;
258
259 if (out_of_map (oldmap, x, y))
260 return P_OUT_OF_MAP;
261 newx = x;
262 newy = y;
263 mp = get_map_from_coord (oldmap, &newx, &newy);
264 if (mp != oldmap)
265 retval |= P_NEW_MAP;
266 if (newmap)
267 *newmap = mp;
268 if (nx)
269 *nx = newx;
270 if (ny)
271 *ny = newy;
272
273 retval |= mp->spaces[newx + mp->width * newy].flags;
274
275 return retval;
276 }
277
278 /*
279 * Returns true if the given coordinate is blocked except by the
280 * object passed is not blocking. This is used with
281 * multipart monsters - if we want to see if a 2x2 monster
282 * can move 1 space to the left, we don't want its own area
283 * to block it from moving there.
284 * Returns TRUE if the space is blocked by something other than the
285 * monster.
286 * m, x, y are the target map/coordinates - needed for map tiling.
287 * the coordinates & map passed in should have been updated for tiling
288 * by the caller.
289 */
290 int
291 blocked_link (object *ob, maptile *m, int sx, int sy)
292 {
293 object *tmp;
294 int mflags, blocked;
295
296 /* Make sure the coordinates are valid - they should be, as caller should
297 * have already checked this.
298 */
299 if (OUT_OF_REAL_MAP (m, sx, sy))
300 {
301 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
302 return 1;
303 }
304
305 /* Save some cycles - instead of calling get_map_flags(), just get the value
306 * directly.
307 */
308 mflags = m->spaces[sx + m->width * sy].flags;
309
310 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
311
312 /* If space is currently not blocked by anything, no need to
313 * go further. Not true for players - all sorts of special
314 * things we need to do for players.
315 */
316 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
317 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))
327 return 0;
328
329 if (ob->head != NULL)
330 ob = ob->head;
331
332 /* We basically go through the stack of objects, and if there is
333 * some other object that has NO_PASS or FLAG_ALIVE set, return
334 * true. If we get through the entire stack, that must mean
335 * ob is blocking it, so return 0.
336 */
337 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
338 {
339
340 /* This must be before the checks below. Code for inventory checkers. */
341 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
342 {
343 /* If last_sp is set, the player/monster needs an object,
344 * so we check for it. If they don't have it, they can't
345 * pass through this space.
346 */
347 if (tmp->last_sp)
348 {
349 if (check_inv_recursive (ob, tmp) == NULL)
350 return 1;
351 else
352 continue;
353 }
354 else
355 {
356 /* In this case, the player must not have the object -
357 * if they do, they can't pass through.
358 */
359 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
360 return 1;
361 else
362 continue;
363 }
364 } /* if check_inv */
365 else
366 {
367 /* Broke apart a big nasty if into several here to make
368 * this more readable. first check - if the space blocks
369 * movement, can't move here.
370 * second - if a monster, can't move there, unles it is a
371 * hidden dm
372 */
373 if (OB_MOVE_BLOCK (ob, tmp))
374 return 1;
375 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
376 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
377 return 1;
378 }
379
380 }
381 return 0;
382 }
383
384
385 /*
386 * Returns true if the given object can't fit in the given spot.
387 * This is meant for multi space objects - for single space objecs,
388 * just calling get_map_blocked and checking that against movement type
389 * of object. This function goes through all the parts of the
390 * multipart object and makes sure they can be inserted.
391 *
392 * While this doesn't call out of map, the get_map_flags does.
393 *
394 * This function has been used to deprecate arch_out_of_map -
395 * this function also does that check, and since in most cases,
396 * a call to one would follow the other, doesn't make a lot of sense to
397 * have two seperate functions for this.
398 *
399 * This returns nonzero if this arch can not go on the space provided,
400 * 0 otherwise. the return value will contain the P_.. value
401 * so the caller can know why this object can't go on the map.
402 * Note that callers should not expect P_NEW_MAP to be set
403 * in return codes - since the object is multispace - if
404 * we did return values, what do you return if half the object
405 * is one map, half on another.
406 *
407 * Note this used to be arch_blocked, but with new movement
408 * code, we need to have actual object to check its move_type
409 * against the move_block values.
410 */
411
412 int
413 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
414 {
415 archetype *tmp;
416 int flag;
417 maptile *m1;
418 sint16 sx, sy;
419
420 if (ob == NULL)
421 {
422 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
423 if (flag & P_OUT_OF_MAP)
424 return P_OUT_OF_MAP;
425
426 /* don't have object, so don't know what types would block */
427 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
428 }
429
430 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
431 {
432 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
433
434 if (flag & P_OUT_OF_MAP)
435 return P_OUT_OF_MAP;
436 if (flag & P_IS_ALIVE)
437 return P_IS_ALIVE;
438
439 /* find_first_free_spot() calls this function. However, often
440 * ob doesn't have any move type (when used to place exits)
441 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
442 */
443
444 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
445 continue;
446
447 /* Note it is intentional that we check ob - the movement type of the
448 * head of the object should correspond for the entire object.
449 */
450 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
451 return AB_NO_PASS;
452
453 }
454 return 0;
455 }
456
457 /* When the map is loaded, load_object does not actually insert objects
458 * into inventory, but just links them. What this does is go through
459 * and insert them properly.
460 * The object 'container' is the object that contains the inventory.
461 * This is needed so that we can update the containers weight.
462 */
463
464 void
465 fix_container (object *container)
466 {
467 object *tmp = container->inv, *next;
468
469 container->inv = NULL;
470 while (tmp != NULL)
471 {
472 next = tmp->below;
473 if (tmp->inv)
474 fix_container (tmp);
475 (void) insert_ob_in_ob (tmp, container);
476 tmp = next;
477 }
478 /* sum_weight will go through and calculate what all the containers are
479 * carrying.
480 */
481 sum_weight (container);
482 }
483
484 /* link_multipart_objects go through all the objects on the map looking
485 * for objects whose arch says they are multipart yet according to the
486 * info we have, they only have the head (as would be expected when
487 * they are saved). We do have to look for the old maps that did save
488 * the more sections and not re-add sections for them.
489 */
490
491 static void
492 link_multipart_objects (maptile *m)
493 {
494 int x, y;
495 object *tmp, *op, *last, *above;
496 archetype *at;
497
498 for (x = 0; x < MAP_WIDTH (m); x++)
499 for (y = 0; y < MAP_HEIGHT (m); y++)
500 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
501 {
502 above = tmp->above;
503
504 /* already multipart - don't do anything more */
505 if (tmp->head || tmp->more)
506 continue;
507
508 /* If there is nothing more to this object, this for loop
509 * won't do anything.
510 */
511 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
512 {
513 op = arch_to_object (at);
514
515 /* update x,y coordinates */
516 op->x += tmp->x;
517 op->y += tmp->y;
518 op->head = tmp;
519 op->map = m;
520 last->more = op;
521 op->name = tmp->name;
522 op->title = tmp->title;
523 /* we could link all the parts onto tmp, and then just
524 * call insert_ob_in_map once, but the effect is the same,
525 * as insert_ob_in_map will call itself with each part, and
526 * the coding is simpler to just to it here with each part.
527 */
528 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
529 } /* for at = tmp->arch->more */
530 } /* for objects on this space */
531 }
532
533 /*
534 * Loads (ands parses) the objects into a given map from the specified
535 * file pointer.
536 * mapflags is the same as we get with load_original_map
537 */
538 void
539 load_objects (maptile *m, object_thawer & fp, int mapflags)
540 {
541 int i, j;
542 int unique;
543 object *op, *prev = NULL, *last_more = NULL, *otmp;
544
545 op = get_object ();
546 op->map = m; /* To handle buttons correctly */
547
548 while ((i = load_object (fp, op, mapflags)))
549 {
550 /* if the archetype for the object is null, means that we
551 * got an invalid object. Don't do anything with it - the game
552 * or editor will not be able to do anything with it either.
553 */
554 if (op->arch == NULL)
555 {
556 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
557 continue;
558 }
559
560
561 switch (i)
562 {
563 case LL_NORMAL:
564 /* if we are loading an overlay, put the floors on the bottom */
565 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
566 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
567 else
568 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
569
570 if (op->inv)
571 sum_weight (op);
572
573 prev = op, last_more = op;
574 break;
575
576 case LL_MORE:
577 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
578 op->head = prev, last_more->more = op, last_more = op;
579 break;
580 }
581
582 if (mapflags & MAP_STYLE)
583 remove_from_active_list (op);
584
585 op = get_object ();
586 op->map = m;
587 }
588
589 for (i = 0; i < m->width; i++)
590 {
591 for (j = 0; j < m->height; j++)
592 {
593 unique = 0;
594 /* check for unique items, or unique squares */
595 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
596 {
597 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
598 unique = 1;
599 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
600 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
601 }
602 }
603 }
604
605 free_object (op);
606 link_multipart_objects (m);
607 }
608
609 /* This saves all the objects on the map in a non destructive fashion.
610 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
611 * and we only save the head of multi part objects - this is needed
612 * in order to do map tiling properly.
613 */
614 void
615 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
616 {
617 int i, j = 0, unique = 0;
618 object *op;
619
620 /* first pass - save one-part objects */
621 for (i = 0; i < MAP_WIDTH (m); i++)
622 for (j = 0; j < MAP_HEIGHT (m); j++)
623 {
624 unique = 0;
625 for (op = get_map_ob (m, i, j); op; op = op->above)
626 {
627 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
628 unique = 1;
629
630 if (op->type == PLAYER)
631 {
632 LOG (llevDebug, "Player on map that is being saved\n");
633 continue;
634 }
635
636 if (op->head || op->owner)
637 continue;
638
639 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
640 save_object (fp2, op, 3);
641 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
642 save_object (fp, op, 3);
643
644 } /* for this space */
645 } /* for this j */
646 }
647
648 /*
649 * Allocates, initialises, and returns a pointer to a maptile.
650 * Modified to no longer take a path option which was not being
651 * used anyways. MSW 2001-07-01
652 */
653
654 maptile *
655 get_linked_map (void)
656 {
657 maptile *map = new maptile;
658 maptile *mp;
659
660 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next);
661 if (mp == NULL)
662 first_map = map;
663 else
664 mp->next = map;
665
666 map->in_memory = MAP_SWAPPED;
667 /* The maps used to pick up default x and y values from the
668 * map archetype. Mimic that behaviour.
669 */
670 MAP_WIDTH (map) = 16;
671 MAP_HEIGHT (map) = 16;
672 MAP_RESET_TIMEOUT (map) = 0;
673 MAP_TIMEOUT (map) = 300;
674 MAP_ENTER_X (map) = 0;
675 MAP_ENTER_Y (map) = 0;
676 /*set part to -1 indicating conversion to weather map not yet done */
677 MAP_WORLDPARTX (map) = -1;
678 MAP_WORLDPARTY (map) = -1;
679 return map;
680 }
681
682 /*
683 * Allocates the arrays contained in a maptile.
684 * This basically allocates the dynamic array of spaces for the
685 * map.
686 */
687
688 void
689 allocate_map (maptile *m)
690 {
691 m->in_memory = MAP_IN_MEMORY;
692 /* Log this condition and free the storage. We could I suppose
693 * realloc, but if the caller is presuming the data will be intact,
694 * that is their poor assumption.
695 */
696 if (m->spaces)
697 {
698 LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
699 free (m->spaces);
700 }
701
702 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
703
704 if (m->spaces == NULL)
705 fatal (OUT_OF_MEMORY);
706 }
707
708 /* Create and returns a map of the specific size. Used
709 * in random map code and the editor.
710 */
711 maptile *
712 get_empty_map (int sizex, int sizey)
713 {
714 maptile *m = get_linked_map ();
715
716 m->width = sizex;
717 m->height = sizey;
718 m->in_memory = MAP_SWAPPED;
719 allocate_map (m);
720 return m;
721 }
722
723 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
724 * corresponding to that string. Memory is allocated for this, it must be freed
725 * at a later date.
726 * Called by parse_map_headers below.
727 */
728
729 static shopitems *
730 parse_shop_string (const char *input_string)
731 {
732 char *shop_string, *p, *q, *next_semicolon, *next_colon;
733 shopitems *items = NULL;
734 int i = 0, number_of_entries = 0;
735 const typedata *current_type;
736
737 shop_string = strdup_local (input_string);
738 p = shop_string;
739 /* first we'll count the entries, we'll need that for allocating the array shortly */
740 while (p)
741 {
742 p = strchr (p, ';');
743 number_of_entries++;
744 if (p)
745 p++;
746 }
747 p = shop_string;
748 strip_endline (p);
749 items = new shopitems[number_of_entries + 1];
750 for (i = 0; i < number_of_entries; i++)
751 {
752 if (!p)
753 {
754 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
755 break;
756 }
757 next_semicolon = strchr (p, ';');
758 next_colon = strchr (p, ':');
759 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
760 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
761 items[i].strength = atoi (strchr (p, ':') + 1);
762
763 if (isdigit (*p) || *p == '*')
764 {
765 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
766 current_type = get_typedata (items[i].typenum);
767 if (current_type)
768 {
769 items[i].name = current_type->name;
770 items[i].name_pl = current_type->name_pl;
771 }
772 }
773 else
774 { /*we have a named type, let's figure out what it is */
775 q = strpbrk (p, ";:");
776 if (q)
777 *q = '\0';
778
779 current_type = get_typedata_by_name (p);
780 if (current_type)
781 {
782 items[i].name = current_type->name;
783 items[i].typenum = current_type->number;
784 items[i].name_pl = current_type->name_pl;
785 }
786 else
787 { /* oh uh, something's wrong, let's free up this one, and try
788 * the next entry while we're at it, better print a warning
789 */
790 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
791 }
792 }
793 items[i].index = number_of_entries;
794 if (next_semicolon)
795 p = ++next_semicolon;
796 else
797 p = NULL;
798 }
799 free (shop_string);
800 return items;
801 }
802
803 /* opposite of parse string, this puts the string that was originally fed in to
804 * the map (or something equivilent) into output_string. */
805 static void
806 print_shop_string (maptile *m, char *output_string)
807 {
808 int i;
809 char tmp[MAX_BUF];
810
811 strcpy (output_string, "");
812 for (i = 0; i < m->shopitems[0].index; i++)
813 {
814 if (m->shopitems[i].typenum)
815 {
816 if (m->shopitems[i].strength)
817 {
818 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
819 }
820 else
821 sprintf (tmp, "%s;", m->shopitems[i].name);
822 }
823 else
824 {
825 if (m->shopitems[i].strength)
826 {
827 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
828 }
829 else
830 sprintf (tmp, "*");
831 }
832 strcat (output_string, tmp);
833 }
834 }
835
836 /* This loads the header information of the map. The header
837 * contains things like difficulty, size, timeout, etc.
838 * this used to be stored in the map object, but with the
839 * addition of tiling, fields beyond that easily named in an
840 * object structure were needed, so it just made sense to
841 * put all the stuff in the map object so that names actually make
842 * sense.
843 * This could be done in lex (like the object loader), but I think
844 * currently, there are few enough fields this is not a big deal.
845 * MSW 2001-07-01
846 * return 0 on success, 1 on failure.
847 */
848
849 static int
850 load_map_header (object_thawer & fp, maptile *m)
851 {
852 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
853 int msgpos = 0;
854 int maplorepos = 0;
855
856 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
857 {
858 buf[HUGE_BUF - 1] = 0;
859 key = buf;
860 while (isspace (*key))
861 key++;
862 if (*key == 0)
863 continue; /* empty line */
864 value = strchr (key, ' ');
865 if (!value)
866 {
867 end = strchr (key, '\n');
868 if (end != NULL)
869 {
870 *end = 0;
871 }
872 }
873 else
874 {
875 *value = 0;
876 value++;
877 end = strchr (value, '\n');
878 while (isspace (*value))
879 {
880 value++;
881 if (*value == '\0' || value == end)
882 {
883 /* Nothing but spaces. */
884 value = NULL;
885 break;
886 }
887 }
888 }
889
890 if (!end)
891 {
892 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
893 return 1;
894 }
895
896 /* key is the field name, value is what it should be set
897 * to. We've already done the work to null terminate key,
898 * and strip off any leading spaces for both of these.
899 * We have not touched the newline at the end of the line -
900 * these are needed for some values. the end pointer
901 * points to the first of the newlines.
902 * value could be NULL! It would be easy enough to just point
903 * this to "" to prevent cores, but that would let more errors slide
904 * through.
905 *
906 * First check for entries that do not use the value parameter, then
907 * validate that value is given and check for the remaining entries
908 * that use the parameter.
909 */
910
911 if (!strcmp (key, "msg"))
912 {
913 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
914 {
915 if (!strcmp (buf, "endmsg\n"))
916 break;
917 else
918 {
919 /* slightly more efficient than strcat */
920 strcpy (msgbuf + msgpos, buf);
921 msgpos += strlen (buf);
922 }
923 }
924 /* There are lots of maps that have empty messages (eg, msg/endmsg
925 * with nothing between). There is no reason in those cases to
926 * keep the empty message. Also, msgbuf contains garbage data
927 * when msgpos is zero, so copying it results in crashes
928 */
929 if (msgpos != 0)
930 m->msg = strdup_local (msgbuf);
931 }
932 else if (!strcmp (key, "maplore"))
933 {
934 while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
935 {
936 if (!strcmp (buf, "endmaplore\n"))
937 break;
938 else
939 {
940 /* slightly more efficient than strcat */
941 strcpy (maplorebuf + maplorepos, buf);
942 maplorepos += strlen (buf);
943 }
944 }
945 if (maplorepos != 0)
946 m->maplore = strdup_local (maplorebuf);
947 }
948 else if (!strcmp (key, "end"))
949 {
950 break;
951 }
952 else if (value == NULL)
953 {
954 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
955 }
956 else if (!strcmp (key, "arch"))
957 {
958 /* This is an oddity, but not something we care about much. */
959 if (strcmp (value, "map\n"))
960 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
961 }
962 else if (!strcmp (key, "name"))
963 {
964 *end = 0;
965 m->name = strdup_local (value);
966 }
967 /* first strcmp value on these are old names supported
968 * for compatibility reasons. The new values (second) are
969 * what really should be used.
970 */
971 else if (!strcmp (key, "oid"))
972 {
973 fp.get (m, atoi (value));
974 }
975 else if (!strcmp (key, "attach"))
976 {
977 m->attach = value;
978 }
979 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
980 {
981 m->enter_x = atoi (value);
982 }
983 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
984 {
985 m->enter_y = atoi (value);
986 }
987 else if (!strcmp (key, "x") || !strcmp (key, "width"))
988 {
989 m->width = atoi (value);
990 }
991 else if (!strcmp (key, "y") || !strcmp (key, "height"))
992 {
993 m->height = atoi (value);
994 }
995 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
996 {
997 m->reset_timeout = atoi (value);
998 }
999 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1000 {
1001 m->timeout = atoi (value);
1002 }
1003 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1004 {
1005 m->difficulty = atoi (value);
1006 }
1007 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1008 {
1009 m->darkness = atoi (value);
1010 }
1011 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1012 {
1013 m->fixed_resettime = atoi (value);
1014 }
1015 else if (!strcmp (key, "unique"))
1016 {
1017 m->unique = atoi (value);
1018 }
1019 else if (!strcmp (key, "template"))
1020 {
1021 m->templatemap = atoi (value);
1022 }
1023 else if (!strcmp (key, "region"))
1024 {
1025 m->region = get_region_by_name (value);
1026 }
1027 else if (!strcmp (key, "shopitems"))
1028 {
1029 *end = 0;
1030 m->shopitems = parse_shop_string (value);
1031 }
1032 else if (!strcmp (key, "shopgreed"))
1033 {
1034 m->shopgreed = atof (value);
1035 }
1036 else if (!strcmp (key, "shopmin"))
1037 {
1038 m->shopmin = atol (value);
1039 }
1040 else if (!strcmp (key, "shopmax"))
1041 {
1042 m->shopmax = atol (value);
1043 }
1044 else if (!strcmp (key, "shoprace"))
1045 {
1046 *end = 0;
1047 m->shoprace = strdup_local (value);
1048 }
1049 else if (!strcmp (key, "outdoor"))
1050 {
1051 m->outdoor = atoi (value);
1052 }
1053 else if (!strcmp (key, "temp"))
1054 {
1055 m->temp = atoi (value);
1056 }
1057 else if (!strcmp (key, "pressure"))
1058 {
1059 m->pressure = atoi (value);
1060 }
1061 else if (!strcmp (key, "humid"))
1062 {
1063 m->humid = atoi (value);
1064 }
1065 else if (!strcmp (key, "windspeed"))
1066 {
1067 m->windspeed = atoi (value);
1068 }
1069 else if (!strcmp (key, "winddir"))
1070 {
1071 m->winddir = atoi (value);
1072 }
1073 else if (!strcmp (key, "sky"))
1074 {
1075 m->sky = atoi (value);
1076 }
1077 else if (!strcmp (key, "nosmooth"))
1078 {
1079 m->nosmooth = atoi (value);
1080 }
1081 else if (!strncmp (key, "tile_path_", 10))
1082 {
1083 int tile = atoi (key + 10);
1084
1085 if (tile < 1 || tile > 4)
1086 {
1087 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1088 }
1089 else
1090 {
1091 char *path;
1092
1093 *end = 0;
1094
1095 if (m->tile_path[tile - 1])
1096 {
1097 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1098 free (m->tile_path[tile - 1]);
1099 m->tile_path[tile - 1] = NULL;
1100 }
1101
1102 if (check_path (value, 1) != -1)
1103 {
1104 /* The unadorned path works. */
1105 path = value;
1106 }
1107 else
1108 {
1109 /* Try again; it could be a relative exit. */
1110
1111 path = path_combine_and_normalize (m->path, value);
1112
1113 if (check_path (path, 1) == -1)
1114 {
1115 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1116 path = NULL;
1117 }
1118 }
1119
1120 if (editor)
1121 {
1122 /* Use the value as in the file. */
1123 m->tile_path[tile - 1] = strdup_local (value);
1124 }
1125 else if (path != NULL)
1126 {
1127 /* Use the normalized value. */
1128 m->tile_path[tile - 1] = strdup_local (path);
1129 }
1130 } /* end if tile direction (in)valid */
1131 }
1132 else
1133 {
1134 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1135 }
1136 }
1137 if (!key || strcmp (key, "end"))
1138 {
1139 LOG (llevError, "Got premature eof on map header!\n");
1140 return 1;
1141 }
1142 return 0;
1143 }
1144
1145 /*
1146 * Opens the file "filename" and reads information about the map
1147 * from the given file, and stores it in a newly allocated
1148 * maptile. A pointer to this structure is returned, or NULL on failure.
1149 * flags correspond to those in map.h. Main ones used are
1150 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1151 * MAP_BLOCK, in which case we block on this load. This happens in all
1152 * cases, no matter if this flag is set or not.
1153 * MAP_STYLE: style map - don't add active objects, don't add to server
1154 * managed map list.
1155 */
1156
1157 maptile *
1158 load_original_map (const char *filename, int flags)
1159 {
1160 maptile *m;
1161 char pathname[MAX_BUF];
1162
1163 if (flags & MAP_PLAYER_UNIQUE)
1164 strcpy (pathname, filename);
1165 else if (flags & MAP_OVERLAY)
1166 strcpy (pathname, create_overlay_pathname (filename));
1167 else
1168 strcpy (pathname, create_pathname (filename));
1169
1170 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1171
1172 object_thawer thawer (pathname);
1173
1174 if (!thawer)
1175 return 0;
1176
1177 m = get_linked_map ();
1178
1179 strcpy (m->path, filename);
1180 if (load_map_header (thawer, m))
1181 {
1182 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1183 delete_map (m);
1184 return NULL;
1185 }
1186
1187 allocate_map (m);
1188
1189 m->in_memory = MAP_LOADING;
1190 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1191
1192 m->in_memory = MAP_IN_MEMORY;
1193 if (!MAP_DIFFICULTY (m))
1194 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1195 set_map_reset_time (m);
1196 m->instantiate ();
1197 return (m);
1198 }
1199
1200 /*
1201 * Loads a map, which has been loaded earlier, from file.
1202 * Return the map object we load into (this can change from the passed
1203 * option if we can't find the original map)
1204 */
1205
1206 static maptile *
1207 load_temporary_map (maptile *m)
1208 {
1209 char buf[MAX_BUF];
1210
1211 if (!m->tmpname)
1212 {
1213 LOG (llevError, "No temporary filename for map %s\n", m->path);
1214 strcpy (buf, m->path);
1215 delete_map (m);
1216 m = load_original_map (buf, 0);
1217 if (m == NULL)
1218 return NULL;
1219 fix_auto_apply (m); /* Chests which open as default */
1220 return m;
1221 }
1222
1223 object_thawer thawer (m->tmpname);
1224
1225 if (!thawer)
1226 {
1227 strcpy (buf, m->path);
1228 delete_map (m);
1229 m = load_original_map (buf, 0);
1230 if (!m)
1231 return NULL;
1232 fix_auto_apply (m); /* Chests which open as default */
1233 return m;
1234 }
1235
1236 if (load_map_header (thawer, m))
1237 {
1238 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1239 delete_map (m);
1240 m = load_original_map (m->path, 0);
1241 return NULL;
1242 }
1243 allocate_map (m);
1244
1245 m->in_memory = MAP_LOADING;
1246 load_objects (m, thawer, 0);
1247
1248 m->in_memory = MAP_IN_MEMORY;
1249 INVOKE_MAP (SWAPIN, m);
1250 return m;
1251 }
1252
1253 /*
1254 * Loads a map, which has been loaded earlier, from file.
1255 * Return the map object we load into (this can change from the passed
1256 * option if we can't find the original map)
1257 */
1258
1259 maptile *
1260 load_overlay_map (const char *filename, maptile *m)
1261 {
1262 char pathname[MAX_BUF];
1263
1264 strcpy (pathname, create_overlay_pathname (filename));
1265
1266 object_thawer thawer (pathname);
1267
1268 if (!thawer)
1269 return m;
1270
1271 if (load_map_header (thawer, m))
1272 {
1273 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1274 delete_map (m);
1275 m = load_original_map (m->path, 0);
1276 return NULL;
1277 }
1278 /*allocate_map(m); */
1279
1280 m->in_memory = MAP_LOADING;
1281 load_objects (m, thawer, MAP_OVERLAY);
1282
1283 m->in_memory = MAP_IN_MEMORY;
1284 return m;
1285 }
1286
1287 /******************************************************************************
1288 * This is the start of unique map handling code
1289 *****************************************************************************/
1290
1291 /* This goes through map 'm' and removed any unique items on the map. */
1292 static void
1293 delete_unique_items (maptile *m)
1294 {
1295 int i, j, unique;
1296 object *op, *next;
1297
1298 for (i = 0; i < MAP_WIDTH (m); i++)
1299 for (j = 0; j < MAP_HEIGHT (m); j++)
1300 {
1301 unique = 0;
1302 for (op = get_map_ob (m, i, j); op; op = next)
1303 {
1304 next = op->above;
1305 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1306 unique = 1;
1307 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1308 {
1309 clean_object (op);
1310 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1311 remove_button_link (op);
1312 remove_ob (op);
1313 free_object (op);
1314 }
1315 }
1316 }
1317 }
1318
1319
1320 /*
1321 * Loads unique objects from file(s) into the map which is in memory
1322 * m is the map to load unique items into.
1323 */
1324 static void
1325 load_unique_objects (maptile *m)
1326 {
1327 int count;
1328 char firstname[MAX_BUF];
1329
1330 for (count = 0; count < 10; count++)
1331 {
1332 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1333 if (!access (firstname, R_OK))
1334 break;
1335 }
1336 /* If we get here, we did not find any map */
1337 if (count == 10)
1338 return;
1339
1340 object_thawer thawer (firstname);
1341
1342 if (!thawer)
1343 return;
1344
1345 m->in_memory = MAP_LOADING;
1346 if (m->tmpname == NULL) /* if we have loaded unique items from */
1347 delete_unique_items (m); /* original map before, don't duplicate them */
1348 load_objects (m, thawer, 0);
1349
1350 m->in_memory = MAP_IN_MEMORY;
1351 }
1352
1353
1354 /*
1355 * Saves a map to file. If flag is set, it is saved into the same
1356 * file it was (originally) loaded from. Otherwise a temporary
1357 * filename will be genarated, and the file will be stored there.
1358 * The temporary filename will be stored in the maptileure.
1359 * If the map is unique, we also save to the filename in the map
1360 * (this should have been updated when first loaded)
1361 */
1362
1363 int
1364 new_save_map (maptile *m, int flag)
1365 {
1366 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1367 int i;
1368
1369 if (flag && !*m->path)
1370 {
1371 LOG (llevError, "Tried to save map without path.\n");
1372 return -1;
1373 }
1374
1375 if (flag || (m->unique) || (m->templatemap))
1376 {
1377 if (!m->unique && !m->templatemap)
1378 { /* flag is set */
1379 if (flag == 2)
1380 strcpy (filename, create_overlay_pathname (m->path));
1381 else
1382 strcpy (filename, create_pathname (m->path));
1383 }
1384 else
1385 strcpy (filename, m->path);
1386
1387 make_path_to_file (filename);
1388 }
1389 else
1390 {
1391 if (!m->tmpname)
1392 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1393
1394 strcpy (filename, m->tmpname);
1395 }
1396
1397 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1398 m->in_memory = MAP_SAVING;
1399
1400 object_freezer freezer;
1401
1402 /* legacy */
1403 fprintf (freezer, "arch map\n");
1404 if (m->name)
1405 fprintf (freezer, "name %s\n", m->name);
1406 if (!flag)
1407 fprintf (freezer, "swap_time %d\n", m->swap_time);
1408 if (m->reset_timeout)
1409 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1410 if (m->fixed_resettime)
1411 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1412 /* we unfortunately have no idea if this is a value the creator set
1413 * or a difficulty value we generated when the map was first loaded
1414 */
1415 if (m->difficulty)
1416 fprintf (freezer, "difficulty %d\n", m->difficulty);
1417 if (m->region)
1418 fprintf (freezer, "region %s\n", m->region->name);
1419 if (m->shopitems)
1420 {
1421 print_shop_string (m, shop);
1422 fprintf (freezer, "shopitems %s\n", shop);
1423 }
1424 if (m->shopgreed)
1425 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1426 #ifndef WIN32
1427 if (m->shopmin)
1428 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1429 if (m->shopmax)
1430 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1431 #else
1432 if (m->shopmin)
1433 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1434 if (m->shopmax)
1435 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1436 #endif
1437 if (m->shoprace)
1438 fprintf (freezer, "shoprace %s\n", m->shoprace);
1439 if (m->darkness)
1440 fprintf (freezer, "darkness %d\n", m->darkness);
1441 if (m->width)
1442 fprintf (freezer, "width %d\n", m->width);
1443 if (m->height)
1444 fprintf (freezer, "height %d\n", m->height);
1445 if (m->enter_x)
1446 fprintf (freezer, "enter_x %d\n", m->enter_x);
1447 if (m->enter_y)
1448 fprintf (freezer, "enter_y %d\n", m->enter_y);
1449 if (m->msg)
1450 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1451 if (m->maplore)
1452 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1453 if (m->unique)
1454 fprintf (freezer, "unique %d\n", m->unique);
1455 if (m->templatemap)
1456 fprintf (freezer, "template %d\n", m->templatemap);
1457 if (m->outdoor)
1458 fprintf (freezer, "outdoor %d\n", m->outdoor);
1459 if (m->temp)
1460 fprintf (freezer, "temp %d\n", m->temp);
1461 if (m->pressure)
1462 fprintf (freezer, "pressure %d\n", m->pressure);
1463 if (m->humid)
1464 fprintf (freezer, "humid %d\n", m->humid);
1465 if (m->windspeed)
1466 fprintf (freezer, "windspeed %d\n", m->windspeed);
1467 if (m->winddir)
1468 fprintf (freezer, "winddir %d\n", m->winddir);
1469 if (m->sky)
1470 fprintf (freezer, "sky %d\n", m->sky);
1471 if (m->nosmooth)
1472 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1473
1474 /* Save any tiling information, except on overlays */
1475 if (flag != 2)
1476 for (i = 0; i < 4; i++)
1477 if (m->tile_path[i])
1478 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1479
1480 freezer.put (m);
1481 fprintf (freezer, "end\n");
1482
1483 /* In the game save unique items in the different file, but
1484 * in the editor save them to the normal map file.
1485 * If unique map, save files in the proper destination (set by
1486 * player)
1487 */
1488 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1489 {
1490 object_freezer unique;
1491
1492 if (flag == 2)
1493 save_objects (m, freezer, unique, 2);
1494 else
1495 save_objects (m, freezer, unique, 0);
1496
1497 sprintf (buf, "%s.v00", create_items_path (m->path));
1498
1499 unique.save (buf);
1500 }
1501 else
1502 { /* save same file when not playing, like in editor */
1503 save_objects (m, freezer, freezer, 0);
1504 }
1505
1506 freezer.save (filename);
1507
1508 return 0;
1509 }
1510
1511
1512 /*
1513 * Remove and free all objects in the inventory of the given object.
1514 * object.c ?
1515 */
1516
1517 void
1518 clean_object (object *op)
1519 {
1520 object *tmp, *next;
1521
1522 for (tmp = op->inv; tmp; tmp = next)
1523 {
1524 next = tmp->below;
1525 clean_object (tmp);
1526 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1527 remove_button_link (tmp);
1528 remove_ob (tmp);
1529 free_object (tmp);
1530 }
1531 }
1532
1533 /*
1534 * Remove and free all objects in the given map.
1535 */
1536
1537 void
1538 free_all_objects (maptile *m)
1539 {
1540 int i, j;
1541 object *op;
1542
1543 for (i = 0; i < MAP_WIDTH (m); i++)
1544 for (j = 0; j < MAP_HEIGHT (m); j++)
1545 {
1546 object *previous_obj = NULL;
1547
1548 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1549 {
1550 if (op == previous_obj)
1551 {
1552 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1553 break;
1554 }
1555 previous_obj = op;
1556 if (op->head != NULL)
1557 op = op->head;
1558
1559 /* If the map isn't in memory, free_object will remove and
1560 * free objects in op's inventory. So let it do the job.
1561 */
1562 if (m->in_memory == MAP_IN_MEMORY)
1563 clean_object (op);
1564 remove_ob (op);
1565 free_object (op);
1566 }
1567 }
1568 }
1569
1570 /*
1571 * Frees everything allocated by the given maptileure.
1572 * don't free tmpname - our caller is left to do that
1573 */
1574
1575 void
1576 free_map (maptile *m, int flag)
1577 {
1578 int i;
1579
1580 if (!m->in_memory)
1581 {
1582 LOG (llevError, "Trying to free freed map.\n");
1583 return;
1584 }
1585 if (flag && m->spaces)
1586 free_all_objects (m);
1587 if (m->name)
1588 FREE_AND_CLEAR (m->name);
1589 if (m->spaces)
1590 FREE_AND_CLEAR (m->spaces);
1591 if (m->msg)
1592 FREE_AND_CLEAR (m->msg);
1593 if (m->maplore)
1594 FREE_AND_CLEAR (m->maplore);
1595 if (m->shopitems)
1596 delete[]m->shopitems;
1597 m->shopitems = 0;
1598 if (m->shoprace)
1599 FREE_AND_CLEAR (m->shoprace);
1600 if (m->buttons)
1601 free_objectlinkpt (m->buttons);
1602 m->buttons = NULL;
1603 for (i = 0; i < 4; i++)
1604 {
1605 if (m->tile_path[i])
1606 FREE_AND_CLEAR (m->tile_path[i]);
1607 m->tile_map[i] = NULL;
1608 }
1609 m->in_memory = MAP_SWAPPED;
1610 }
1611
1612 /*
1613 * function: vanish maptile
1614 * m : pointer to maptile, if NULL no action
1615 * this deletes all the data on the map (freeing pointers)
1616 * and then removes this map from the global linked list of maps.
1617 */
1618
1619 void
1620 delete_map (maptile *m)
1621 {
1622 maptile *tmp, *last;
1623 int i;
1624
1625 if (!m)
1626 return;
1627
1628 m->clear ();
1629
1630 if (m->in_memory == MAP_IN_MEMORY)
1631 {
1632 /* change to MAP_SAVING, even though we are not,
1633 * so that remove_ob doesn't do as much work.
1634 */
1635 m->in_memory = MAP_SAVING;
1636 free_map (m, 1);
1637 }
1638 /* move this out of free_map, since tmpname can still be needed if
1639 * the map is swapped out.
1640 */
1641 if (m->tmpname)
1642 {
1643 free (m->tmpname);
1644 m->tmpname = NULL;
1645 }
1646 last = NULL;
1647 /* We need to look through all the maps and see if any maps
1648 * are pointing at this one for tiling information. Since
1649 * tiling can be assymetric, we just can not look to see which
1650 * maps this map tiles with and clears those.
1651 */
1652 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1653 {
1654 if (tmp->next == m)
1655 last = tmp;
1656
1657 /* This should hopefully get unrolled on a decent compiler */
1658 for (i = 0; i < 4; i++)
1659 if (tmp->tile_map[i] == m)
1660 tmp->tile_map[i] = NULL;
1661 }
1662
1663 /* If last is null, then this should be the first map in the list */
1664 if (!last)
1665 {
1666 if (m == first_map)
1667 first_map = m->next;
1668 else
1669 /* m->path is a static char, so should hopefully still have
1670 * some useful data in it.
1671 */
1672 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1673 }
1674 else
1675 last->next = m->next;
1676
1677 delete m;
1678 }
1679
1680
1681
1682 /*
1683 * Makes sure the given map is loaded and swapped in.
1684 * name is path name of the map.
1685 * flags meaning:
1686 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1687 * and don't do unique items or the like.
1688 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1689 * dont do any more name translation on it.
1690 *
1691 * Returns a pointer to the given map.
1692 */
1693
1694 maptile *
1695 ready_map_name (const char *name, int flags)
1696 {
1697 maptile *m;
1698
1699 if (!name)
1700 return (NULL);
1701
1702 /* Have we been at this level before? */
1703 m = has_been_loaded (name);
1704
1705 /* Map is good to go, so just return it */
1706 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1707 {
1708 return m;
1709 }
1710
1711 /* unique maps always get loaded from their original location, and never
1712 * a temp location. Likewise, if map_flush is set, or we have never loaded
1713 * this map, load it now. I removed the reset checking from here -
1714 * it seems the probability of a player trying to enter a map that should
1715 * reset but hasn't yet is quite low, and removing that makes this function
1716 * a bit cleaner (and players probably shouldn't rely on exact timing for
1717 * resets in any case - if they really care, they should use the 'maps command.
1718 */
1719 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1720 {
1721
1722 /* first visit or time to reset */
1723 if (m)
1724 {
1725 clean_tmp_map (m); /* Doesn't make much difference */
1726 delete_map (m);
1727 }
1728
1729 /* create and load a map */
1730 if (flags & MAP_PLAYER_UNIQUE)
1731 LOG (llevDebug, "Trying to load map %s.\n", name);
1732 else
1733 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1734
1735 //eval_pv ("$x = Event::time", 1);//D
1736 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1737 return (NULL);
1738 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1739
1740 fix_auto_apply (m); /* Chests which open as default */
1741
1742 /* If a player unique map, no extra unique object file to load.
1743 * if from the editor, likewise.
1744 */
1745 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1746 load_unique_objects (m);
1747
1748 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1749 {
1750 m = load_overlay_map (name, m);
1751 if (m == NULL)
1752 return NULL;
1753 }
1754
1755 if (flags & MAP_PLAYER_UNIQUE)
1756 INVOKE_MAP (SWAPIN, m);
1757
1758 }
1759 else
1760 {
1761 /* If in this loop, we found a temporary map, so load it up. */
1762
1763 m = load_temporary_map (m);
1764 if (m == NULL)
1765 return NULL;
1766 load_unique_objects (m);
1767
1768 clean_tmp_map (m);
1769 m->in_memory = MAP_IN_MEMORY;
1770 /* tempnam() on sun systems (probably others) uses malloc
1771 * to allocated space for the string. Free it here.
1772 * In some cases, load_temporary_map above won't find the
1773 * temporary map, and so has reloaded a new map. If that
1774 * is the case, tmpname is now null
1775 */
1776 if (m->tmpname)
1777 free (m->tmpname);
1778 m->tmpname = NULL;
1779 /* It's going to be saved anew anyway */
1780 }
1781
1782 /* Below here is stuff common to both first time loaded maps and
1783 * temp maps.
1784 */
1785
1786 decay_objects (m); /* start the decay */
1787 /* In case other objects press some buttons down */
1788 update_buttons (m);
1789 if (m->outdoor)
1790 set_darkness_map (m);
1791 /* run the weather over this map */
1792 weather_effect (name);
1793 return m;
1794 }
1795
1796
1797 /*
1798 * This routine is supposed to find out the difficulty of the map.
1799 * difficulty does not have a lot to do with character level,
1800 * but does have a lot to do with treasure on the map.
1801 *
1802 * Difficulty can now be set by the map creature. If the value stored
1803 * in the map is zero, then use this routine. Maps should really
1804 * have a difficulty set than using this function - human calculation
1805 * is much better than this functions guesswork.
1806 */
1807
1808 int
1809 calculate_difficulty (maptile *m)
1810 {
1811 object *op;
1812 archetype *at;
1813 int x, y, i;
1814 long monster_cnt = 0;
1815 double avgexp = 0;
1816 sint64 total_exp = 0;
1817
1818 if (MAP_DIFFICULTY (m))
1819 {
1820 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1821 return MAP_DIFFICULTY (m);
1822 }
1823
1824 for (x = 0; x < MAP_WIDTH (m); x++)
1825 for (y = 0; y < MAP_HEIGHT (m); y++)
1826 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1827 {
1828 if (QUERY_FLAG (op, FLAG_MONSTER))
1829 {
1830 total_exp += op->stats.exp;
1831 monster_cnt++;
1832 }
1833
1834 if (QUERY_FLAG (op, FLAG_GENERATOR))
1835 {
1836 total_exp += op->stats.exp;
1837 at = type_to_archetype (GENERATE_TYPE (op));
1838
1839 if (at != NULL)
1840 total_exp += at->clone.stats.exp * 8;
1841
1842 monster_cnt++;
1843 }
1844 }
1845
1846 avgexp = (double) total_exp / monster_cnt;
1847
1848 for (i = 1; i <= settings.max_level; i++)
1849 {
1850 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1851 {
1852 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1853 return i;
1854 }
1855 }
1856
1857 return 1;
1858 }
1859
1860 void
1861 clean_tmp_map (maptile *m)
1862 {
1863 if (m->tmpname == NULL)
1864 return;
1865 INVOKE_MAP (CLEAN, m);
1866 (void) unlink (m->tmpname);
1867 }
1868
1869 void
1870 free_all_maps (void)
1871 {
1872 int real_maps = 0;
1873
1874 while (first_map)
1875 {
1876 /* I think some of the callers above before it gets here set this to be
1877 * saving, but we still want to free this data
1878 */
1879 if (first_map->in_memory == MAP_SAVING)
1880 first_map->in_memory = MAP_IN_MEMORY;
1881 delete_map (first_map);
1882 real_maps++;
1883 }
1884 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1885 }
1886
1887 /* change_map_light() - used to change map light level (darkness)
1888 * up or down. Returns true if successful. It should now be
1889 * possible to change a value by more than 1.
1890 * Move this from los.c to map.c since this is more related
1891 * to maps than los.
1892 * postive values make it darker, negative make it brighter
1893 */
1894
1895 int
1896 change_map_light (maptile *m, int change)
1897 {
1898 int new_level = m->darkness + change;
1899
1900 /* Nothing to do */
1901 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1902 {
1903 return 0;
1904 }
1905
1906 /* inform all players on the map */
1907 if (change > 0)
1908 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1909 else
1910 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1911
1912 /* Do extra checking. since m->darkness is a unsigned value,
1913 * we need to be extra careful about negative values.
1914 * In general, the checks below are only needed if change
1915 * is not +/-1
1916 */
1917 if (new_level < 0)
1918 m->darkness = 0;
1919 else if (new_level >= MAX_DARKNESS)
1920 m->darkness = MAX_DARKNESS;
1921 else
1922 m->darkness = new_level;
1923
1924 /* All clients need to get re-updated for the change */
1925 update_all_map_los (m);
1926 return 1;
1927 }
1928
1929
1930 /*
1931 * This function updates various attributes about a specific space
1932 * on the map (what it looks like, whether it blocks magic,
1933 * has a living creatures, prevents people from passing
1934 * through, etc)
1935 */
1936 void
1937 update_position (maptile *m, int x, int y)
1938 {
1939 object *tmp, *last = NULL;
1940 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1941 New_Face *top, *floor, *middle;
1942 object *top_obj, *floor_obj, *middle_obj;
1943 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1944
1945 oldflags = GET_MAP_FLAGS (m, x, y);
1946 if (!(oldflags & P_NEED_UPDATE))
1947 {
1948 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1949 return;
1950 }
1951
1952 middle = blank_face;
1953 top = blank_face;
1954 floor = blank_face;
1955
1956 middle_obj = NULL;
1957 top_obj = NULL;
1958 floor_obj = NULL;
1959
1960 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1961 {
1962
1963 /* This could be made additive I guess (two lights better than
1964 * one). But if so, it shouldn't be a simple additive - 2
1965 * light bulbs do not illuminate twice as far as once since
1966 * it is a disapation factor that is squared (or is it cubed?)
1967 */
1968 if (tmp->glow_radius > light)
1969 light = tmp->glow_radius;
1970
1971 /* This call is needed in order to update objects the player
1972 * is standing in that have animations (ie, grass, fire, etc).
1973 * However, it also causes the look window to be re-drawn
1974 * 3 times each time the player moves, because many of the
1975 * functions the move_player calls eventualy call this.
1976 *
1977 * Always put the player down for drawing.
1978 */
1979 if (!tmp->invisible)
1980 {
1981 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1982 {
1983 top = tmp->face;
1984 top_obj = tmp;
1985 }
1986 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1987 {
1988 /* If we got a floor, that means middle and top were below it,
1989 * so should not be visible, so we clear them.
1990 */
1991 middle = blank_face;
1992 top = blank_face;
1993 floor = tmp->face;
1994 floor_obj = tmp;
1995 }
1996 /* Flag anywhere have high priority */
1997 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1998 {
1999 middle = tmp->face;
2000
2001 middle_obj = tmp;
2002 anywhere = 1;
2003 }
2004 /* Find the highest visible face around. If equal
2005 * visibilities, we still want the one nearer to the
2006 * top
2007 */
2008 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2009 {
2010 middle = tmp->face;
2011 middle_obj = tmp;
2012 }
2013 }
2014 if (tmp == tmp->above)
2015 {
2016 LOG (llevError, "Error in structure of map\n");
2017 exit (-1);
2018 }
2019
2020 move_slow |= tmp->move_slow;
2021 move_block |= tmp->move_block;
2022 move_on |= tmp->move_on;
2023 move_off |= tmp->move_off;
2024 move_allow |= tmp->move_allow;
2025
2026 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2027 flags |= P_IS_ALIVE;
2028 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2029 flags |= P_NO_MAGIC;
2030 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2031 flags |= P_NO_CLERIC;
2032 if (tmp->type == SAFE_GROUND)
2033 flags |= P_SAFE;
2034
2035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2036 flags |= P_BLOCKSVIEW;
2037 } /* for stack of objects */
2038
2039 /* we don't want to rely on this function to have accurate flags, but
2040 * since we're already doing the work, we calculate them here.
2041 * if they don't match, logic is broken someplace.
2042 */
2043 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2044 {
2045 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2046 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2047 }
2048 SET_MAP_FLAGS (m, x, y, flags);
2049 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2050 SET_MAP_MOVE_ON (m, x, y, move_on);
2051 SET_MAP_MOVE_OFF (m, x, y, move_off);
2052 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2053
2054 /* At this point, we have a floor face (if there is a floor),
2055 * and the floor is set - we are not going to touch it at
2056 * this point.
2057 * middle contains the highest visibility face.
2058 * top contains a player/monster face, if there is one.
2059 *
2060 * We now need to fill in top.face and/or middle.face.
2061 */
2062
2063 /* If the top face also happens to be high visibility, re-do our
2064 * middle face. This should not happen, as we already have the
2065 * else statement above so middle should not get set. OTOH, it
2066 * may be possible for the faces to match but be different objects.
2067 */
2068 if (top == middle)
2069 middle = blank_face;
2070
2071 /* There are three posibilities at this point:
2072 * 1) top face is set, need middle to be set.
2073 * 2) middle is set, need to set top.
2074 * 3) neither middle or top is set - need to set both.
2075 */
2076
2077 for (tmp = last; tmp; tmp = tmp->below)
2078 {
2079 /* Once we get to a floor, stop, since we already have a floor object */
2080 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2081 break;
2082
2083 /* If two top faces are already set, quit processing */
2084 if ((top != blank_face) && (middle != blank_face))
2085 break;
2086
2087 /* Only show visible faces, unless its the editor - show all */
2088 if (!tmp->invisible || editor)
2089 {
2090 /* Fill in top if needed */
2091 if (top == blank_face)
2092 {
2093 top = tmp->face;
2094 top_obj = tmp;
2095 if (top == middle)
2096 middle = blank_face;
2097 }
2098 else
2099 {
2100 /* top is already set - we should only get here if
2101 * middle is not set
2102 *
2103 * Set the middle face and break out, since there is nothing
2104 * more to fill in. We don't check visiblity here, since
2105 *
2106 */
2107 if (tmp->face != top)
2108 {
2109 middle = tmp->face;
2110 middle_obj = tmp;
2111 break;
2112 }
2113 }
2114 }
2115 }
2116 if (middle == floor)
2117 middle = blank_face;
2118 if (top == middle)
2119 middle = blank_face;
2120 SET_MAP_FACE (m, x, y, top, 0);
2121 if (top != blank_face)
2122 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2123 else
2124 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2125 SET_MAP_FACE (m, x, y, middle, 1);
2126 if (middle != blank_face)
2127 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2128 else
2129 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2130 SET_MAP_FACE (m, x, y, floor, 2);
2131 if (floor != blank_face)
2132 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2133 else
2134 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2135 SET_MAP_LIGHT (m, x, y, light);
2136 }
2137
2138
2139 void
2140 set_map_reset_time (maptile *map)
2141 {
2142 int timeout;
2143
2144 timeout = MAP_RESET_TIMEOUT (map);
2145 if (timeout <= 0)
2146 timeout = MAP_DEFAULTRESET;
2147 if (timeout >= MAP_MAXRESET)
2148 timeout = MAP_MAXRESET;
2149 MAP_WHEN_RESET (map) = seconds () + timeout;
2150 }
2151
2152 /* this updates the orig_map->tile_map[tile_num] value after loading
2153 * the map. It also takes care of linking back the freshly loaded
2154 * maps tile_map values if it tiles back to this one. It returns
2155 * the value of orig_map->tile_map[tile_num]. It really only does this
2156 * so that it is easier for calling functions to verify success.
2157 */
2158
2159 static maptile *
2160 load_and_link_tiled_map (maptile *orig_map, int tile_num)
2161 {
2162 int dest_tile = (tile_num + 2) % 4;
2163 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2164
2165 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2166
2167 /* need to do a strcmp here as the orig_map->path is not a shared string */
2168 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))
2169 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2170
2171 return orig_map->tile_map[tile_num];
2172 }
2173
2174 /* this returns TRUE if the coordinates (x,y) are out of
2175 * map m. This function also takes into account any
2176 * tiling considerations, loading adjacant maps as needed.
2177 * This is the function should always be used when it
2178 * necessary to check for valid coordinates.
2179 * This function will recursively call itself for the
2180 * tiled maps.
2181 *
2182 *
2183 */
2184 int
2185 out_of_map (maptile *m, int x, int y)
2186 {
2187
2188 /* If we get passed a null map, this is obviously the
2189 * case. This generally shouldn't happen, but if the
2190 * map loads fail below, it could happen.
2191 */
2192 if (!m)
2193 return 0;
2194
2195 if (x < 0)
2196 {
2197 if (!m->tile_path[3])
2198 return 1;
2199 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2200 {
2201 load_and_link_tiled_map (m, 3);
2202 }
2203 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2204 }
2205 if (x >= MAP_WIDTH (m))
2206 {
2207 if (!m->tile_path[1])
2208 return 1;
2209 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2210 {
2211 load_and_link_tiled_map (m, 1);
2212 }
2213 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2214 }
2215 if (y < 0)
2216 {
2217 if (!m->tile_path[0])
2218 return 1;
2219 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2220 {
2221 load_and_link_tiled_map (m, 0);
2222 }
2223 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2224 }
2225 if (y >= MAP_HEIGHT (m))
2226 {
2227 if (!m->tile_path[2])
2228 return 1;
2229 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2230 {
2231 load_and_link_tiled_map (m, 2);
2232 }
2233 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2234 }
2235
2236 /* Simple case - coordinates are within this local
2237 * map.
2238 */
2239 return 0;
2240 }
2241
2242 /* This is basically the same as out_of_map above, but
2243 * instead we return NULL if no map is valid (coordinates
2244 * out of bounds and no tiled map), otherwise it returns
2245 * the map as that the coordinates are really on, and
2246 * updates x and y to be the localized coordinates.
2247 * Using this is more efficient of calling out_of_map
2248 * and then figuring out what the real map is
2249 */
2250 maptile *
2251 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2252 {
2253
2254 if (*x < 0)
2255 {
2256 if (!m->tile_path[3])
2257 return NULL;
2258 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2259 load_and_link_tiled_map (m, 3);
2260
2261 *x += MAP_WIDTH (m->tile_map[3]);
2262 return (get_map_from_coord (m->tile_map[3], x, y));
2263 }
2264 if (*x >= MAP_WIDTH (m))
2265 {
2266 if (!m->tile_path[1])
2267 return NULL;
2268 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2269 load_and_link_tiled_map (m, 1);
2270
2271 *x -= MAP_WIDTH (m);
2272 return (get_map_from_coord (m->tile_map[1], x, y));
2273 }
2274 if (*y < 0)
2275 {
2276 if (!m->tile_path[0])
2277 return NULL;
2278 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2279 load_and_link_tiled_map (m, 0);
2280
2281 *y += MAP_HEIGHT (m->tile_map[0]);
2282 return (get_map_from_coord (m->tile_map[0], x, y));
2283 }
2284 if (*y >= MAP_HEIGHT (m))
2285 {
2286 if (!m->tile_path[2])
2287 return NULL;
2288 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2289 load_and_link_tiled_map (m, 2);
2290
2291 *y -= MAP_HEIGHT (m);
2292 return (get_map_from_coord (m->tile_map[2], x, y));
2293 }
2294
2295 /* Simple case - coordinates are within this local
2296 * map.
2297 */
2298
2299 return m;
2300 }
2301
2302 /**
2303 * Return whether map2 is adjacent to map1. If so, store the distance from
2304 * map1 to map2 in dx/dy.
2305 */
2306 static int
2307 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2308 {
2309 if (!map1 || !map2)
2310 return 0;
2311
2312 if (map1 == map2)
2313 {
2314 *dx = 0;
2315 *dy = 0;
2316
2317 }
2318 else if (map1->tile_map[0] == map2)
2319 { /* up */
2320 *dx = 0;
2321 *dy = -MAP_HEIGHT (map2);
2322 }
2323 else if (map1->tile_map[1] == map2)
2324 { /* right */
2325 *dx = MAP_WIDTH (map1);
2326 *dy = 0;
2327 }
2328 else if (map1->tile_map[2] == map2)
2329 { /* down */
2330 *dx = 0;
2331 *dy = MAP_HEIGHT (map1);
2332 }
2333 else if (map1->tile_map[3] == map2)
2334 { /* left */
2335 *dx = -MAP_WIDTH (map2);
2336 *dy = 0;
2337
2338 }
2339 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2340 { /* up right */
2341 *dx = MAP_WIDTH (map1->tile_map[0]);
2342 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2343 }
2344 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2345 { /* up left */
2346 *dx = -MAP_WIDTH (map2);
2347 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2348 }
2349 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2350 { /* right up */
2351 *dx = MAP_WIDTH (map1);
2352 *dy = -MAP_HEIGHT (map2);
2353 }
2354 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2355 { /* right down */
2356 *dx = MAP_WIDTH (map1);
2357 *dy = MAP_HEIGHT (map1->tile_map[1]);
2358 }
2359 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2360 { /* down right */
2361 *dx = MAP_WIDTH (map1->tile_map[2]);
2362 *dy = MAP_HEIGHT (map1);
2363 }
2364 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2365 { /* down left */
2366 *dx = -MAP_WIDTH (map2);
2367 *dy = MAP_HEIGHT (map1);
2368 }
2369 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2370 { /* left up */
2371 *dx = -MAP_WIDTH (map1->tile_map[3]);
2372 *dy = -MAP_HEIGHT (map2);
2373 }
2374 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2375 { /* left down */
2376 *dx = -MAP_WIDTH (map1->tile_map[3]);
2377 *dy = MAP_HEIGHT (map1->tile_map[3]);
2378
2379 }
2380 else
2381 { /* not "adjacent" enough */
2382 return 0;
2383 }
2384
2385 return 1;
2386 }
2387
2388 /* From map.c
2389 * This is used by get_player to determine where the other
2390 * creature is. get_rangevector takes into account map tiling,
2391 * so you just can not look the the map coordinates and get the
2392 * righte value. distance_x/y are distance away, which
2393 * can be negativbe. direction is the crossfire direction scheme
2394 * that the creature should head. part is the part of the
2395 * monster that is closest.
2396 *
2397 * get_rangevector looks at op1 and op2, and fills in the
2398 * structure for op1 to get to op2.
2399 * We already trust that the caller has verified that the
2400 * two objects are at least on adjacent maps. If not,
2401 * results are not likely to be what is desired.
2402 * if the objects are not on maps, results are also likely to
2403 * be unexpected
2404 *
2405 * currently, the only flag supported (0x1) is don't translate for
2406 * closest body part of 'op1'
2407 */
2408
2409 void
2410 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2411 {
2412 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2413 {
2414 /* be conservative and fill in _some_ data */
2415 retval->distance = 100000;
2416 retval->distance_x = 32767;
2417 retval->distance_y = 32767;
2418 retval->direction = 0;
2419 retval->part = 0;
2420 }
2421 else
2422 {
2423 object *best;
2424
2425 retval->distance_x += op2->x - op1->x;
2426 retval->distance_y += op2->y - op1->y;
2427
2428 best = op1;
2429 /* If this is multipart, find the closest part now */
2430 if (!(flags & 0x1) && op1->more)
2431 {
2432 object *tmp;
2433 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2434
2435 /* we just take the offset of the piece to head to figure
2436 * distance instead of doing all that work above again
2437 * since the distance fields we set above are positive in the
2438 * same axis as is used for multipart objects, the simply arithmetic
2439 * below works.
2440 */
2441 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2442 {
2443 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2444 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2445 if (tmpi < best_distance)
2446 {
2447 best_distance = tmpi;
2448 best = tmp;
2449 }
2450 }
2451 if (best != op1)
2452 {
2453 retval->distance_x += op1->x - best->x;
2454 retval->distance_y += op1->y - best->y;
2455 }
2456 }
2457 retval->part = best;
2458 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2459 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2460 }
2461 }
2462
2463 /* this is basically the same as get_rangevector above, but instead of
2464 * the first parameter being an object, it instead is the map
2465 * and x,y coordinates - this is used for path to player -
2466 * since the object is not infact moving but we are trying to traverse
2467 * the path, we need this.
2468 * flags has no meaning for this function at this time - I kept it in to
2469 * be more consistant with the above function and also in case they are needed
2470 * for something in the future. Also, since no object is pasted, the best
2471 * field of the rv_vector is set to NULL.
2472 */
2473
2474 void
2475 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2476 {
2477 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2478 {
2479 /* be conservative and fill in _some_ data */
2480 retval->distance = 100000;
2481 retval->distance_x = 32767;
2482 retval->distance_y = 32767;
2483 retval->direction = 0;
2484 retval->part = 0;
2485 }
2486 else
2487 {
2488 retval->distance_x += op2->x - x;
2489 retval->distance_y += op2->y - y;
2490
2491 retval->part = NULL;
2492 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2493 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2494 }
2495 }
2496
2497 /* Returns true of op1 and op2 are effectively on the same map
2498 * (as related to map tiling). Note that this looks for a path from
2499 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2500 * to op1, this will still return false.
2501 * Note we only look one map out to keep the processing simple
2502 * and efficient. This could probably be a macro.
2503 * MSW 2001-08-05
2504 */
2505 int
2506 on_same_map (const object *op1, const object *op2)
2507 {
2508 int dx, dy;
2509
2510 return adjacent_map (op1->map, op2->map, &dx, &dy);
2511 }