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Revision: 1.35
Committed: Sun Dec 10 01:16:27 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +3 -3 lines
Log Message:
people, read the manpages, damnit

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 maptile::maptile ()
649 {
650 in_memory = MAP_SWAPPED;
651 /* The maps used to pick up default x and y values from the
652 * map archetype. Mimic that behaviour.
653 */
654 MAP_WIDTH (this) = 16;
655 MAP_HEIGHT (this) = 16;
656 MAP_RESET_TIMEOUT (this) = 0;
657 MAP_TIMEOUT (this) = 300;
658 MAP_ENTER_X (this) = 0;
659 MAP_ENTER_Y (this) = 0;
660 /*set part to -1 indicating conversion to weather map not yet done */
661 MAP_WORLDPARTX (this) = -1;
662 MAP_WORLDPARTY (this) = -1;
663 }
664
665 /*
666 * Allocates, initialises, and returns a pointer to a maptile.
667 * Modified to no longer take a path option which was not being
668 * used anyways. MSW 2001-07-01
669 */
670 maptile *
671 get_linked_map (void)
672 {
673 maptile *mp, *map = new maptile;
674
675 for (mp = first_map; mp && mp->next; mp = mp->next);
676
677 if (mp == NULL)
678 first_map = map;
679 else
680 mp->next = map;
681
682 return map;
683 }
684
685 /*
686 * Allocates the arrays contained in a maptile.
687 * This basically allocates the dynamic array of spaces for the
688 * map.
689 */
690 void
691 maptile::allocate ()
692 {
693 in_memory = MAP_IN_MEMORY;
694
695 /* Log this condition and free the storage. We could I suppose
696 * realloc, but if the caller is presuming the data will be intact,
697 * that is their poor assumption.
698 */
699 if (spaces)
700 {
701 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
702 free (spaces);
703 }
704
705 spaces = (MapSpace *)
706 calloc (1, width * height * sizeof (MapSpace));
707
708 if (!spaces)
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 m->allocate ();
724
725 return m;
726 }
727
728 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
729 * corresponding to that string. Memory is allocated for this, it must be freed
730 * at a later date.
731 * Called by parse_map_headers below.
732 */
733
734 static shopitems *
735 parse_shop_string (const char *input_string)
736 {
737 char *shop_string, *p, *q, *next_semicolon, *next_colon;
738 shopitems *items = NULL;
739 int i = 0, number_of_entries = 0;
740 const typedata *current_type;
741
742 shop_string = strdup_local (input_string);
743 p = shop_string;
744 /* first we'll count the entries, we'll need that for allocating the array shortly */
745 while (p)
746 {
747 p = strchr (p, ';');
748 number_of_entries++;
749 if (p)
750 p++;
751 }
752 p = shop_string;
753 strip_endline (p);
754 items = new shopitems[number_of_entries + 1];
755 for (i = 0; i < number_of_entries; i++)
756 {
757 if (!p)
758 {
759 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
760 break;
761 }
762 next_semicolon = strchr (p, ';');
763 next_colon = strchr (p, ':');
764 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
765 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
766 items[i].strength = atoi (strchr (p, ':') + 1);
767
768 if (isdigit (*p) || *p == '*')
769 {
770 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
771 current_type = get_typedata (items[i].typenum);
772 if (current_type)
773 {
774 items[i].name = current_type->name;
775 items[i].name_pl = current_type->name_pl;
776 }
777 }
778 else
779 { /*we have a named type, let's figure out what it is */
780 q = strpbrk (p, ";:");
781 if (q)
782 *q = '\0';
783
784 current_type = get_typedata_by_name (p);
785 if (current_type)
786 {
787 items[i].name = current_type->name;
788 items[i].typenum = current_type->number;
789 items[i].name_pl = current_type->name_pl;
790 }
791 else
792 { /* oh uh, something's wrong, let's free up this one, and try
793 * the next entry while we're at it, better print a warning
794 */
795 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
796 }
797 }
798 items[i].index = number_of_entries;
799 if (next_semicolon)
800 p = ++next_semicolon;
801 else
802 p = NULL;
803 }
804 free (shop_string);
805 return items;
806 }
807
808 /* opposite of parse string, this puts the string that was originally fed in to
809 * the map (or something equivilent) into output_string. */
810 static void
811 print_shop_string (maptile *m, char *output_string)
812 {
813 int i;
814 char tmp[MAX_BUF];
815
816 strcpy (output_string, "");
817 for (i = 0; i < m->shopitems[0].index; i++)
818 {
819 if (m->shopitems[i].typenum)
820 {
821 if (m->shopitems[i].strength)
822 {
823 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
824 }
825 else
826 sprintf (tmp, "%s;", m->shopitems[i].name);
827 }
828 else
829 {
830 if (m->shopitems[i].strength)
831 {
832 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
833 }
834 else
835 sprintf (tmp, "*");
836 }
837 strcat (output_string, tmp);
838 }
839 }
840
841 /* This loads the header information of the map. The header
842 * contains things like difficulty, size, timeout, etc.
843 * this used to be stored in the map object, but with the
844 * addition of tiling, fields beyond that easily named in an
845 * object structure were needed, so it just made sense to
846 * put all the stuff in the map object so that names actually make
847 * sense.
848 * This could be done in lex (like the object loader), but I think
849 * currently, there are few enough fields this is not a big deal.
850 * MSW 2001-07-01
851 * return 0 on success, 1 on failure.
852 */
853
854 static int
855 load_map_header (object_thawer & fp, maptile *m)
856 {
857 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
858 int msgpos = 0;
859 int maplorepos = 0;
860
861 while (fgets (buf, HUGE_BUF, fp) != NULL)
862 {
863 buf[HUGE_BUF - 1] = 0;
864 key = buf;
865 while (isspace (*key))
866 key++;
867 if (*key == 0)
868 continue; /* empty line */
869 value = strchr (key, ' ');
870 if (!value)
871 {
872 end = strchr (key, '\n');
873 if (end != NULL)
874 {
875 *end = 0;
876 }
877 }
878 else
879 {
880 *value = 0;
881 value++;
882 end = strchr (value, '\n');
883 while (isspace (*value))
884 {
885 value++;
886 if (*value == '\0' || value == end)
887 {
888 /* Nothing but spaces. */
889 value = NULL;
890 break;
891 }
892 }
893 }
894
895 if (!end)
896 {
897 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
898 return 1;
899 }
900
901 /* key is the field name, value is what it should be set
902 * to. We've already done the work to null terminate key,
903 * and strip off any leading spaces for both of these.
904 * We have not touched the newline at the end of the line -
905 * these are needed for some values. the end pointer
906 * points to the first of the newlines.
907 * value could be NULL! It would be easy enough to just point
908 * this to "" to prevent cores, but that would let more errors slide
909 * through.
910 *
911 * First check for entries that do not use the value parameter, then
912 * validate that value is given and check for the remaining entries
913 * that use the parameter.
914 */
915
916 if (!strcmp (key, "msg"))
917 {
918 while (fgets (buf, HUGE_BUF, fp) != NULL)
919 {
920 if (!strcmp (buf, "endmsg\n"))
921 break;
922 else
923 {
924 /* slightly more efficient than strcat */
925 strcpy (msgbuf + msgpos, buf);
926 msgpos += strlen (buf);
927 }
928 }
929 /* There are lots of maps that have empty messages (eg, msg/endmsg
930 * with nothing between). There is no reason in those cases to
931 * keep the empty message. Also, msgbuf contains garbage data
932 * when msgpos is zero, so copying it results in crashes
933 */
934 if (msgpos != 0)
935 m->msg = strdup_local (msgbuf);
936 }
937 else if (!strcmp (key, "maplore"))
938 {
939 while (fgets (buf, HUGE_BUF, fp) != NULL)
940 {
941 if (!strcmp (buf, "endmaplore\n"))
942 break;
943 else
944 {
945 /* slightly more efficient than strcat */
946 strcpy (maplorebuf + maplorepos, buf);
947 maplorepos += strlen (buf);
948 }
949 }
950 if (maplorepos != 0)
951 m->maplore = strdup_local (maplorebuf);
952 }
953 else if (!strcmp (key, "end"))
954 {
955 break;
956 }
957 else if (value == NULL)
958 {
959 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
960 }
961 else if (!strcmp (key, "arch"))
962 {
963 /* This is an oddity, but not something we care about much. */
964 if (strcmp (value, "map\n"))
965 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
966 }
967 else if (!strcmp (key, "name"))
968 {
969 *end = 0;
970 m->name = strdup_local (value);
971 }
972 /* first strcmp value on these are old names supported
973 * for compatibility reasons. The new values (second) are
974 * what really should be used.
975 */
976 else if (!strcmp (key, "oid"))
977 {
978 fp.get (m, atoi (value));
979 }
980 else if (!strcmp (key, "attach"))
981 {
982 m->attach = value;
983 }
984 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
985 {
986 m->enter_x = atoi (value);
987 }
988 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
989 {
990 m->enter_y = atoi (value);
991 }
992 else if (!strcmp (key, "x") || !strcmp (key, "width"))
993 {
994 m->width = atoi (value);
995 }
996 else if (!strcmp (key, "y") || !strcmp (key, "height"))
997 {
998 m->height = atoi (value);
999 }
1000 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1001 {
1002 m->reset_timeout = atoi (value);
1003 }
1004 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1005 {
1006 m->timeout = atoi (value);
1007 }
1008 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1009 {
1010 m->difficulty = atoi (value);
1011 }
1012 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1013 {
1014 m->darkness = atoi (value);
1015 }
1016 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1017 {
1018 m->fixed_resettime = atoi (value);
1019 }
1020 else if (!strcmp (key, "unique"))
1021 {
1022 m->unique = atoi (value);
1023 }
1024 else if (!strcmp (key, "template"))
1025 {
1026 m->templatemap = atoi (value);
1027 }
1028 else if (!strcmp (key, "region"))
1029 {
1030 m->region = get_region_by_name (value);
1031 }
1032 else if (!strcmp (key, "shopitems"))
1033 {
1034 *end = 0;
1035 m->shopitems = parse_shop_string (value);
1036 }
1037 else if (!strcmp (key, "shopgreed"))
1038 {
1039 m->shopgreed = atof (value);
1040 }
1041 else if (!strcmp (key, "shopmin"))
1042 {
1043 m->shopmin = atol (value);
1044 }
1045 else if (!strcmp (key, "shopmax"))
1046 {
1047 m->shopmax = atol (value);
1048 }
1049 else if (!strcmp (key, "shoprace"))
1050 {
1051 *end = 0;
1052 m->shoprace = strdup_local (value);
1053 }
1054 else if (!strcmp (key, "outdoor"))
1055 {
1056 m->outdoor = atoi (value);
1057 }
1058 else if (!strcmp (key, "temp"))
1059 {
1060 m->temp = atoi (value);
1061 }
1062 else if (!strcmp (key, "pressure"))
1063 {
1064 m->pressure = atoi (value);
1065 }
1066 else if (!strcmp (key, "humid"))
1067 {
1068 m->humid = atoi (value);
1069 }
1070 else if (!strcmp (key, "windspeed"))
1071 {
1072 m->windspeed = atoi (value);
1073 }
1074 else if (!strcmp (key, "winddir"))
1075 {
1076 m->winddir = atoi (value);
1077 }
1078 else if (!strcmp (key, "sky"))
1079 {
1080 m->sky = atoi (value);
1081 }
1082 else if (!strcmp (key, "nosmooth"))
1083 {
1084 m->nosmooth = atoi (value);
1085 }
1086 else if (!strncmp (key, "tile_path_", 10))
1087 {
1088 int tile = atoi (key + 10);
1089
1090 if (tile < 1 || tile > 4)
1091 {
1092 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1093 }
1094 else
1095 {
1096 char *path;
1097
1098 *end = 0;
1099
1100 if (m->tile_path[tile - 1])
1101 {
1102 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1103 free (m->tile_path[tile - 1]);
1104 m->tile_path[tile - 1] = NULL;
1105 }
1106
1107 if (check_path (value, 1) != -1)
1108 {
1109 /* The unadorned path works. */
1110 path = value;
1111 }
1112 else
1113 {
1114 /* Try again; it could be a relative exit. */
1115
1116 path = path_combine_and_normalize (m->path, value);
1117
1118 if (check_path (path, 1) == -1)
1119 {
1120 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1121 path = NULL;
1122 }
1123 }
1124
1125 if (editor)
1126 {
1127 /* Use the value as in the file. */
1128 m->tile_path[tile - 1] = strdup_local (value);
1129 }
1130 else if (path != NULL)
1131 {
1132 /* Use the normalized value. */
1133 m->tile_path[tile - 1] = strdup_local (path);
1134 }
1135 } /* end if tile direction (in)valid */
1136 }
1137 else
1138 {
1139 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1140 }
1141 }
1142 if (!key || strcmp (key, "end"))
1143 {
1144 LOG (llevError, "Got premature eof on map header!\n");
1145 return 1;
1146 }
1147 return 0;
1148 }
1149
1150 /*
1151 * Opens the file "filename" and reads information about the map
1152 * from the given file, and stores it in a newly allocated
1153 * maptile. A pointer to this structure is returned, or NULL on failure.
1154 * flags correspond to those in map.h. Main ones used are
1155 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1156 * MAP_BLOCK, in which case we block on this load. This happens in all
1157 * cases, no matter if this flag is set or not.
1158 * MAP_STYLE: style map - don't add active objects, don't add to server
1159 * managed map list.
1160 */
1161
1162 maptile *
1163 load_original_map (const char *filename, int flags)
1164 {
1165 maptile *m;
1166 char pathname[MAX_BUF];
1167
1168 if (flags & MAP_PLAYER_UNIQUE)
1169 strcpy (pathname, filename);
1170 else if (flags & MAP_OVERLAY)
1171 strcpy (pathname, create_overlay_pathname (filename));
1172 else
1173 strcpy (pathname, create_pathname (filename));
1174
1175 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1176
1177 object_thawer thawer (pathname);
1178
1179 if (!thawer)
1180 return 0;
1181
1182 m = get_linked_map ();
1183
1184 strcpy (m->path, filename);
1185 if (load_map_header (thawer, m))
1186 {
1187 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1188 delete_map (m);
1189 return NULL;
1190 }
1191
1192 m->allocate ();
1193
1194 m->in_memory = MAP_LOADING;
1195 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1196
1197 m->in_memory = MAP_IN_MEMORY;
1198 if (!MAP_DIFFICULTY (m))
1199 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1200 set_map_reset_time (m);
1201 m->instantiate ();
1202 return (m);
1203 }
1204
1205 /*
1206 * Loads a map, which has been loaded earlier, from file.
1207 * Return the map object we load into (this can change from the passed
1208 * option if we can't find the original map)
1209 */
1210
1211 static maptile *
1212 load_temporary_map (maptile *m)
1213 {
1214 char buf[MAX_BUF];
1215
1216 if (!m->tmpname)
1217 {
1218 LOG (llevError, "No temporary filename for map %s\n", m->path);
1219 strcpy (buf, m->path);
1220 delete_map (m);
1221 m = load_original_map (buf, 0);
1222 if (m == NULL)
1223 return NULL;
1224 fix_auto_apply (m); /* Chests which open as default */
1225 return m;
1226 }
1227
1228 object_thawer thawer (m->tmpname);
1229
1230 if (!thawer)
1231 {
1232 strcpy (buf, m->path);
1233 delete_map (m);
1234 m = load_original_map (buf, 0);
1235 if (!m)
1236 return NULL;
1237 fix_auto_apply (m); /* Chests which open as default */
1238 return m;
1239 }
1240
1241 if (load_map_header (thawer, m))
1242 {
1243 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1244 delete_map (m);
1245 m = load_original_map (m->path, 0);
1246 return NULL;
1247 }
1248
1249 m->allocate ();
1250
1251 m->in_memory = MAP_LOADING;
1252 load_objects (m, thawer, 0);
1253
1254 m->in_memory = MAP_IN_MEMORY;
1255 INVOKE_MAP (SWAPIN, m);
1256 return m;
1257 }
1258
1259 /*
1260 * Loads a map, which has been loaded earlier, from file.
1261 * Return the map object we load into (this can change from the passed
1262 * option if we can't find the original map)
1263 */
1264
1265 maptile *
1266 load_overlay_map (const char *filename, maptile *m)
1267 {
1268 char pathname[MAX_BUF];
1269
1270 strcpy (pathname, create_overlay_pathname (filename));
1271
1272 object_thawer thawer (pathname);
1273
1274 if (!thawer)
1275 return m;
1276
1277 if (load_map_header (thawer, m))
1278 {
1279 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1280 delete_map (m);
1281 m = load_original_map (m->path, 0);
1282 return NULL;
1283 }
1284 /*m->allocate ();*/
1285
1286 m->in_memory = MAP_LOADING;
1287 load_objects (m, thawer, MAP_OVERLAY);
1288
1289 m->in_memory = MAP_IN_MEMORY;
1290 return m;
1291 }
1292
1293 /******************************************************************************
1294 * This is the start of unique map handling code
1295 *****************************************************************************/
1296
1297 /* This goes through map 'm' and removed any unique items on the map. */
1298 static void
1299 delete_unique_items (maptile *m)
1300 {
1301 int i, j, unique;
1302 object *op, *next;
1303
1304 for (i = 0; i < MAP_WIDTH (m); i++)
1305 for (j = 0; j < MAP_HEIGHT (m); j++)
1306 {
1307 unique = 0;
1308 for (op = get_map_ob (m, i, j); op; op = next)
1309 {
1310 next = op->above;
1311 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1312 unique = 1;
1313 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1314 {
1315 clean_object (op);
1316 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1317 remove_button_link (op);
1318 remove_ob (op);
1319 free_object (op);
1320 }
1321 }
1322 }
1323 }
1324
1325
1326 /*
1327 * Loads unique objects from file(s) into the map which is in memory
1328 * m is the map to load unique items into.
1329 */
1330 static void
1331 load_unique_objects (maptile *m)
1332 {
1333 int count;
1334 char firstname[MAX_BUF];
1335
1336 for (count = 0; count < 10; count++)
1337 {
1338 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1339 if (!access (firstname, R_OK))
1340 break;
1341 }
1342 /* If we get here, we did not find any map */
1343 if (count == 10)
1344 return;
1345
1346 object_thawer thawer (firstname);
1347
1348 if (!thawer)
1349 return;
1350
1351 m->in_memory = MAP_LOADING;
1352 if (m->tmpname == NULL) /* if we have loaded unique items from */
1353 delete_unique_items (m); /* original map before, don't duplicate them */
1354 load_objects (m, thawer, 0);
1355
1356 m->in_memory = MAP_IN_MEMORY;
1357 }
1358
1359
1360 /*
1361 * Saves a map to file. If flag is set, it is saved into the same
1362 * file it was (originally) loaded from. Otherwise a temporary
1363 * filename will be genarated, and the file will be stored there.
1364 * The temporary filename will be stored in the maptileure.
1365 * If the map is unique, we also save to the filename in the map
1366 * (this should have been updated when first loaded)
1367 */
1368
1369 int
1370 new_save_map (maptile *m, int flag)
1371 {
1372 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1373 int i;
1374
1375 if (flag && !*m->path)
1376 {
1377 LOG (llevError, "Tried to save map without path.\n");
1378 return -1;
1379 }
1380
1381 if (flag || (m->unique) || (m->templatemap))
1382 {
1383 if (!m->unique && !m->templatemap)
1384 { /* flag is set */
1385 if (flag == 2)
1386 strcpy (filename, create_overlay_pathname (m->path));
1387 else
1388 strcpy (filename, create_pathname (m->path));
1389 }
1390 else
1391 strcpy (filename, m->path);
1392
1393 make_path_to_file (filename);
1394 }
1395 else
1396 {
1397 if (!m->tmpname)
1398 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1399
1400 strcpy (filename, m->tmpname);
1401 }
1402
1403 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1404 m->in_memory = MAP_SAVING;
1405
1406 object_freezer freezer;
1407
1408 /* legacy */
1409 fprintf (freezer, "arch map\n");
1410 if (m->name)
1411 fprintf (freezer, "name %s\n", m->name);
1412 if (!flag)
1413 fprintf (freezer, "swap_time %d\n", m->swap_time);
1414 if (m->reset_timeout)
1415 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1416 if (m->fixed_resettime)
1417 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1418 /* we unfortunately have no idea if this is a value the creator set
1419 * or a difficulty value we generated when the map was first loaded
1420 */
1421 if (m->difficulty)
1422 fprintf (freezer, "difficulty %d\n", m->difficulty);
1423 if (m->region)
1424 fprintf (freezer, "region %s\n", m->region->name);
1425 if (m->shopitems)
1426 {
1427 print_shop_string (m, shop);
1428 fprintf (freezer, "shopitems %s\n", shop);
1429 }
1430 if (m->shopgreed)
1431 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1432 #ifndef WIN32
1433 if (m->shopmin)
1434 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1435 if (m->shopmax)
1436 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1437 #else
1438 if (m->shopmin)
1439 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1440 if (m->shopmax)
1441 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1442 #endif
1443 if (m->shoprace)
1444 fprintf (freezer, "shoprace %s\n", m->shoprace);
1445 if (m->darkness)
1446 fprintf (freezer, "darkness %d\n", m->darkness);
1447 if (m->width)
1448 fprintf (freezer, "width %d\n", m->width);
1449 if (m->height)
1450 fprintf (freezer, "height %d\n", m->height);
1451 if (m->enter_x)
1452 fprintf (freezer, "enter_x %d\n", m->enter_x);
1453 if (m->enter_y)
1454 fprintf (freezer, "enter_y %d\n", m->enter_y);
1455 if (m->msg)
1456 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1457 if (m->maplore)
1458 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1459 if (m->unique)
1460 fprintf (freezer, "unique %d\n", m->unique);
1461 if (m->templatemap)
1462 fprintf (freezer, "template %d\n", m->templatemap);
1463 if (m->outdoor)
1464 fprintf (freezer, "outdoor %d\n", m->outdoor);
1465 if (m->temp)
1466 fprintf (freezer, "temp %d\n", m->temp);
1467 if (m->pressure)
1468 fprintf (freezer, "pressure %d\n", m->pressure);
1469 if (m->humid)
1470 fprintf (freezer, "humid %d\n", m->humid);
1471 if (m->windspeed)
1472 fprintf (freezer, "windspeed %d\n", m->windspeed);
1473 if (m->winddir)
1474 fprintf (freezer, "winddir %d\n", m->winddir);
1475 if (m->sky)
1476 fprintf (freezer, "sky %d\n", m->sky);
1477 if (m->nosmooth)
1478 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1479
1480 /* Save any tiling information, except on overlays */
1481 if (flag != 2)
1482 for (i = 0; i < 4; i++)
1483 if (m->tile_path[i])
1484 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1485
1486 freezer.put (m);
1487 fprintf (freezer, "end\n");
1488
1489 /* In the game save unique items in the different file, but
1490 * in the editor save them to the normal map file.
1491 * If unique map, save files in the proper destination (set by
1492 * player)
1493 */
1494 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1495 {
1496 object_freezer unique;
1497
1498 if (flag == 2)
1499 save_objects (m, freezer, unique, 2);
1500 else
1501 save_objects (m, freezer, unique, 0);
1502
1503 sprintf (buf, "%s.v00", create_items_path (m->path));
1504
1505 unique.save (buf);
1506 }
1507 else
1508 { /* save same file when not playing, like in editor */
1509 save_objects (m, freezer, freezer, 0);
1510 }
1511
1512 freezer.save (filename);
1513
1514 return 0;
1515 }
1516
1517
1518 /*
1519 * Remove and free all objects in the inventory of the given object.
1520 * object.c ?
1521 */
1522
1523 void
1524 clean_object (object *op)
1525 {
1526 object *tmp, *next;
1527
1528 for (tmp = op->inv; tmp; tmp = next)
1529 {
1530 next = tmp->below;
1531 clean_object (tmp);
1532 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1533 remove_button_link (tmp);
1534 remove_ob (tmp);
1535 free_object (tmp);
1536 }
1537 }
1538
1539 /*
1540 * Remove and free all objects in the given map.
1541 */
1542
1543 void
1544 free_all_objects (maptile *m)
1545 {
1546 int i, j;
1547 object *op;
1548
1549 for (i = 0; i < MAP_WIDTH (m); i++)
1550 for (j = 0; j < MAP_HEIGHT (m); j++)
1551 {
1552 object *previous_obj = NULL;
1553
1554 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1555 {
1556 if (op == previous_obj)
1557 {
1558 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1559 break;
1560 }
1561 previous_obj = op;
1562 if (op->head != NULL)
1563 op = op->head;
1564
1565 /* If the map isn't in memory, free_object will remove and
1566 * free objects in op's inventory. So let it do the job.
1567 */
1568 if (m->in_memory == MAP_IN_MEMORY)
1569 clean_object (op);
1570 remove_ob (op);
1571 free_object (op);
1572 }
1573 }
1574 }
1575
1576 /*
1577 * Frees everything allocated by the given maptileure.
1578 * don't free tmpname - our caller is left to do that
1579 */
1580
1581 void
1582 free_map (maptile *m, int flag)
1583 {
1584 int i;
1585
1586 if (!m->in_memory)
1587 {
1588 LOG (llevError, "Trying to free freed map.\n");
1589 return;
1590 }
1591 if (flag && m->spaces)
1592 free_all_objects (m);
1593 if (m->name)
1594 FREE_AND_CLEAR (m->name);
1595 if (m->spaces)
1596 FREE_AND_CLEAR (m->spaces);
1597 if (m->msg)
1598 FREE_AND_CLEAR (m->msg);
1599 if (m->maplore)
1600 FREE_AND_CLEAR (m->maplore);
1601 if (m->shopitems)
1602 delete[]m->shopitems;
1603 m->shopitems = 0;
1604 if (m->shoprace)
1605 FREE_AND_CLEAR (m->shoprace);
1606 if (m->buttons)
1607 free_objectlinkpt (m->buttons);
1608 m->buttons = NULL;
1609 for (i = 0; i < 4; i++)
1610 {
1611 if (m->tile_path[i])
1612 FREE_AND_CLEAR (m->tile_path[i]);
1613 m->tile_map[i] = NULL;
1614 }
1615 m->in_memory = MAP_SWAPPED;
1616 }
1617
1618 /*
1619 * function: vanish maptile
1620 * m : pointer to maptile, if NULL no action
1621 * this deletes all the data on the map (freeing pointers)
1622 * and then removes this map from the global linked list of maps.
1623 */
1624
1625 void
1626 delete_map (maptile *m)
1627 {
1628 maptile *tmp, *last;
1629 int i;
1630
1631 if (!m)
1632 return;
1633
1634 m->clear ();
1635
1636 if (m->in_memory == MAP_IN_MEMORY)
1637 {
1638 /* change to MAP_SAVING, even though we are not,
1639 * so that remove_ob doesn't do as much work.
1640 */
1641 m->in_memory = MAP_SAVING;
1642 free_map (m, 1);
1643 }
1644 /* move this out of free_map, since tmpname can still be needed if
1645 * the map is swapped out.
1646 */
1647 if (m->tmpname)
1648 {
1649 free (m->tmpname);
1650 m->tmpname = NULL;
1651 }
1652 last = NULL;
1653 /* We need to look through all the maps and see if any maps
1654 * are pointing at this one for tiling information. Since
1655 * tiling can be assymetric, we just can not look to see which
1656 * maps this map tiles with and clears those.
1657 */
1658 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1659 {
1660 if (tmp->next == m)
1661 last = tmp;
1662
1663 /* This should hopefully get unrolled on a decent compiler */
1664 for (i = 0; i < 4; i++)
1665 if (tmp->tile_map[i] == m)
1666 tmp->tile_map[i] = NULL;
1667 }
1668
1669 /* If last is null, then this should be the first map in the list */
1670 if (!last)
1671 {
1672 if (m == first_map)
1673 first_map = m->next;
1674 else
1675 /* m->path is a static char, so should hopefully still have
1676 * some useful data in it.
1677 */
1678 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1679 }
1680 else
1681 last->next = m->next;
1682
1683 delete m;
1684 }
1685
1686
1687
1688 /*
1689 * Makes sure the given map is loaded and swapped in.
1690 * name is path name of the map.
1691 * flags meaning:
1692 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1693 * and don't do unique items or the like.
1694 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1695 * dont do any more name translation on it.
1696 *
1697 * Returns a pointer to the given map.
1698 */
1699
1700 maptile *
1701 ready_map_name (const char *name, int flags)
1702 {
1703 maptile *m;
1704
1705 if (!name)
1706 return (NULL);
1707
1708 /* Have we been at this level before? */
1709 m = has_been_loaded (name);
1710
1711 /* Map is good to go, so just return it */
1712 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1713 {
1714 return m;
1715 }
1716
1717 /* unique maps always get loaded from their original location, and never
1718 * a temp location. Likewise, if map_flush is set, or we have never loaded
1719 * this map, load it now. I removed the reset checking from here -
1720 * it seems the probability of a player trying to enter a map that should
1721 * reset but hasn't yet is quite low, and removing that makes this function
1722 * a bit cleaner (and players probably shouldn't rely on exact timing for
1723 * resets in any case - if they really care, they should use the 'maps command.
1724 */
1725 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1726 {
1727
1728 /* first visit or time to reset */
1729 if (m)
1730 {
1731 clean_tmp_map (m); /* Doesn't make much difference */
1732 delete_map (m);
1733 }
1734
1735 /* create and load a map */
1736 if (flags & MAP_PLAYER_UNIQUE)
1737 LOG (llevDebug, "Trying to load map %s.\n", name);
1738 else
1739 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1740
1741 //eval_pv ("$x = Event::time", 1);//D
1742 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1743 return (NULL);
1744 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1745
1746 fix_auto_apply (m); /* Chests which open as default */
1747
1748 /* If a player unique map, no extra unique object file to load.
1749 * if from the editor, likewise.
1750 */
1751 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1752 load_unique_objects (m);
1753
1754 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1755 {
1756 m = load_overlay_map (name, m);
1757 if (m == NULL)
1758 return NULL;
1759 }
1760
1761 if (flags & MAP_PLAYER_UNIQUE)
1762 INVOKE_MAP (SWAPIN, m);
1763
1764 }
1765 else
1766 {
1767 /* If in this loop, we found a temporary map, so load it up. */
1768
1769 m = load_temporary_map (m);
1770 if (m == NULL)
1771 return NULL;
1772 load_unique_objects (m);
1773
1774 clean_tmp_map (m);
1775 m->in_memory = MAP_IN_MEMORY;
1776 /* tempnam() on sun systems (probably others) uses malloc
1777 * to allocated space for the string. Free it here.
1778 * In some cases, load_temporary_map above won't find the
1779 * temporary map, and so has reloaded a new map. If that
1780 * is the case, tmpname is now null
1781 */
1782 if (m->tmpname)
1783 free (m->tmpname);
1784 m->tmpname = NULL;
1785 /* It's going to be saved anew anyway */
1786 }
1787
1788 /* Below here is stuff common to both first time loaded maps and
1789 * temp maps.
1790 */
1791
1792 decay_objects (m); /* start the decay */
1793 /* In case other objects press some buttons down */
1794 update_buttons (m);
1795 if (m->outdoor)
1796 set_darkness_map (m);
1797 /* run the weather over this map */
1798 weather_effect (name);
1799 return m;
1800 }
1801
1802
1803 /*
1804 * This routine is supposed to find out the difficulty of the map.
1805 * difficulty does not have a lot to do with character level,
1806 * but does have a lot to do with treasure on the map.
1807 *
1808 * Difficulty can now be set by the map creature. If the value stored
1809 * in the map is zero, then use this routine. Maps should really
1810 * have a difficulty set than using this function - human calculation
1811 * is much better than this functions guesswork.
1812 */
1813
1814 int
1815 calculate_difficulty (maptile *m)
1816 {
1817 object *op;
1818 archetype *at;
1819 int x, y, i;
1820 long monster_cnt = 0;
1821 double avgexp = 0;
1822 sint64 total_exp = 0;
1823
1824 if (MAP_DIFFICULTY (m))
1825 {
1826 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1827 return MAP_DIFFICULTY (m);
1828 }
1829
1830 for (x = 0; x < MAP_WIDTH (m); x++)
1831 for (y = 0; y < MAP_HEIGHT (m); y++)
1832 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1833 {
1834 if (QUERY_FLAG (op, FLAG_MONSTER))
1835 {
1836 total_exp += op->stats.exp;
1837 monster_cnt++;
1838 }
1839
1840 if (QUERY_FLAG (op, FLAG_GENERATOR))
1841 {
1842 total_exp += op->stats.exp;
1843 at = type_to_archetype (GENERATE_TYPE (op));
1844
1845 if (at != NULL)
1846 total_exp += at->clone.stats.exp * 8;
1847
1848 monster_cnt++;
1849 }
1850 }
1851
1852 avgexp = (double) total_exp / monster_cnt;
1853
1854 for (i = 1; i <= settings.max_level; i++)
1855 {
1856 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1857 {
1858 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1859 return i;
1860 }
1861 }
1862
1863 return 1;
1864 }
1865
1866 void
1867 clean_tmp_map (maptile *m)
1868 {
1869 if (m->tmpname == NULL)
1870 return;
1871 INVOKE_MAP (CLEAN, m);
1872 (void) unlink (m->tmpname);
1873 }
1874
1875 void
1876 free_all_maps (void)
1877 {
1878 int real_maps = 0;
1879
1880 while (first_map)
1881 {
1882 /* I think some of the callers above before it gets here set this to be
1883 * saving, but we still want to free this data
1884 */
1885 if (first_map->in_memory == MAP_SAVING)
1886 first_map->in_memory = MAP_IN_MEMORY;
1887 delete_map (first_map);
1888 real_maps++;
1889 }
1890 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1891 }
1892
1893 /* change_map_light() - used to change map light level (darkness)
1894 * up or down. Returns true if successful. It should now be
1895 * possible to change a value by more than 1.
1896 * Move this from los.c to map.c since this is more related
1897 * to maps than los.
1898 * postive values make it darker, negative make it brighter
1899 */
1900
1901 int
1902 change_map_light (maptile *m, int change)
1903 {
1904 int new_level = m->darkness + change;
1905
1906 /* Nothing to do */
1907 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1908 {
1909 return 0;
1910 }
1911
1912 /* inform all players on the map */
1913 if (change > 0)
1914 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1915 else
1916 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1917
1918 /* Do extra checking. since m->darkness is a unsigned value,
1919 * we need to be extra careful about negative values.
1920 * In general, the checks below are only needed if change
1921 * is not +/-1
1922 */
1923 if (new_level < 0)
1924 m->darkness = 0;
1925 else if (new_level >= MAX_DARKNESS)
1926 m->darkness = MAX_DARKNESS;
1927 else
1928 m->darkness = new_level;
1929
1930 /* All clients need to get re-updated for the change */
1931 update_all_map_los (m);
1932 return 1;
1933 }
1934
1935
1936 /*
1937 * This function updates various attributes about a specific space
1938 * on the map (what it looks like, whether it blocks magic,
1939 * has a living creatures, prevents people from passing
1940 * through, etc)
1941 */
1942 void
1943 update_position (maptile *m, int x, int y)
1944 {
1945 object *tmp, *last = NULL;
1946 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1947 New_Face *top, *floor, *middle;
1948 object *top_obj, *floor_obj, *middle_obj;
1949 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1950
1951 oldflags = GET_MAP_FLAGS (m, x, y);
1952 if (!(oldflags & P_NEED_UPDATE))
1953 {
1954 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1955 return;
1956 }
1957
1958 middle = blank_face;
1959 top = blank_face;
1960 floor = blank_face;
1961
1962 middle_obj = NULL;
1963 top_obj = NULL;
1964 floor_obj = NULL;
1965
1966 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1967 {
1968
1969 /* This could be made additive I guess (two lights better than
1970 * one). But if so, it shouldn't be a simple additive - 2
1971 * light bulbs do not illuminate twice as far as once since
1972 * it is a disapation factor that is squared (or is it cubed?)
1973 */
1974 if (tmp->glow_radius > light)
1975 light = tmp->glow_radius;
1976
1977 /* This call is needed in order to update objects the player
1978 * is standing in that have animations (ie, grass, fire, etc).
1979 * However, it also causes the look window to be re-drawn
1980 * 3 times each time the player moves, because many of the
1981 * functions the move_player calls eventualy call this.
1982 *
1983 * Always put the player down for drawing.
1984 */
1985 if (!tmp->invisible)
1986 {
1987 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1988 {
1989 top = tmp->face;
1990 top_obj = tmp;
1991 }
1992 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1993 {
1994 /* If we got a floor, that means middle and top were below it,
1995 * so should not be visible, so we clear them.
1996 */
1997 middle = blank_face;
1998 top = blank_face;
1999 floor = tmp->face;
2000 floor_obj = tmp;
2001 }
2002 /* Flag anywhere have high priority */
2003 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2004 {
2005 middle = tmp->face;
2006
2007 middle_obj = tmp;
2008 anywhere = 1;
2009 }
2010 /* Find the highest visible face around. If equal
2011 * visibilities, we still want the one nearer to the
2012 * top
2013 */
2014 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2015 {
2016 middle = tmp->face;
2017 middle_obj = tmp;
2018 }
2019 }
2020 if (tmp == tmp->above)
2021 {
2022 LOG (llevError, "Error in structure of map\n");
2023 exit (-1);
2024 }
2025
2026 move_slow |= tmp->move_slow;
2027 move_block |= tmp->move_block;
2028 move_on |= tmp->move_on;
2029 move_off |= tmp->move_off;
2030 move_allow |= tmp->move_allow;
2031
2032 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2033 flags |= P_IS_ALIVE;
2034 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2035 flags |= P_NO_MAGIC;
2036 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2037 flags |= P_NO_CLERIC;
2038 if (tmp->type == SAFE_GROUND)
2039 flags |= P_SAFE;
2040
2041 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2042 flags |= P_BLOCKSVIEW;
2043 } /* for stack of objects */
2044
2045 /* we don't want to rely on this function to have accurate flags, but
2046 * since we're already doing the work, we calculate them here.
2047 * if they don't match, logic is broken someplace.
2048 */
2049 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2050 {
2051 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2052 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2053 }
2054 SET_MAP_FLAGS (m, x, y, flags);
2055 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2056 SET_MAP_MOVE_ON (m, x, y, move_on);
2057 SET_MAP_MOVE_OFF (m, x, y, move_off);
2058 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2059
2060 /* At this point, we have a floor face (if there is a floor),
2061 * and the floor is set - we are not going to touch it at
2062 * this point.
2063 * middle contains the highest visibility face.
2064 * top contains a player/monster face, if there is one.
2065 *
2066 * We now need to fill in top.face and/or middle.face.
2067 */
2068
2069 /* If the top face also happens to be high visibility, re-do our
2070 * middle face. This should not happen, as we already have the
2071 * else statement above so middle should not get set. OTOH, it
2072 * may be possible for the faces to match but be different objects.
2073 */
2074 if (top == middle)
2075 middle = blank_face;
2076
2077 /* There are three posibilities at this point:
2078 * 1) top face is set, need middle to be set.
2079 * 2) middle is set, need to set top.
2080 * 3) neither middle or top is set - need to set both.
2081 */
2082
2083 for (tmp = last; tmp; tmp = tmp->below)
2084 {
2085 /* Once we get to a floor, stop, since we already have a floor object */
2086 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2087 break;
2088
2089 /* If two top faces are already set, quit processing */
2090 if ((top != blank_face) && (middle != blank_face))
2091 break;
2092
2093 /* Only show visible faces, unless its the editor - show all */
2094 if (!tmp->invisible || editor)
2095 {
2096 /* Fill in top if needed */
2097 if (top == blank_face)
2098 {
2099 top = tmp->face;
2100 top_obj = tmp;
2101 if (top == middle)
2102 middle = blank_face;
2103 }
2104 else
2105 {
2106 /* top is already set - we should only get here if
2107 * middle is not set
2108 *
2109 * Set the middle face and break out, since there is nothing
2110 * more to fill in. We don't check visiblity here, since
2111 *
2112 */
2113 if (tmp->face != top)
2114 {
2115 middle = tmp->face;
2116 middle_obj = tmp;
2117 break;
2118 }
2119 }
2120 }
2121 }
2122 if (middle == floor)
2123 middle = blank_face;
2124 if (top == middle)
2125 middle = blank_face;
2126 SET_MAP_FACE (m, x, y, top, 0);
2127 if (top != blank_face)
2128 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2129 else
2130 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2131 SET_MAP_FACE (m, x, y, middle, 1);
2132 if (middle != blank_face)
2133 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2134 else
2135 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2136 SET_MAP_FACE (m, x, y, floor, 2);
2137 if (floor != blank_face)
2138 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2139 else
2140 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2141 SET_MAP_LIGHT (m, x, y, light);
2142 }
2143
2144
2145 void
2146 set_map_reset_time (maptile *map)
2147 {
2148 int timeout;
2149
2150 timeout = MAP_RESET_TIMEOUT (map);
2151 if (timeout <= 0)
2152 timeout = MAP_DEFAULTRESET;
2153 if (timeout >= MAP_MAXRESET)
2154 timeout = MAP_MAXRESET;
2155 MAP_WHEN_RESET (map) = seconds () + timeout;
2156 }
2157
2158 /* this updates the orig_map->tile_map[tile_num] value after loading
2159 * the map. It also takes care of linking back the freshly loaded
2160 * maps tile_map values if it tiles back to this one. It returns
2161 * the value of orig_map->tile_map[tile_num]. It really only does this
2162 * so that it is easier for calling functions to verify success.
2163 */
2164
2165 static maptile *
2166 load_and_link_tiled_map (maptile *orig_map, int tile_num)
2167 {
2168 int dest_tile = (tile_num + 2) % 4;
2169 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2170
2171 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2172
2173 /* need to do a strcmp here as the orig_map->path is not a shared string */
2174 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))
2175 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2176
2177 return orig_map->tile_map[tile_num];
2178 }
2179
2180 /* this returns TRUE if the coordinates (x,y) are out of
2181 * map m. This function also takes into account any
2182 * tiling considerations, loading adjacant maps as needed.
2183 * This is the function should always be used when it
2184 * necessary to check for valid coordinates.
2185 * This function will recursively call itself for the
2186 * tiled maps.
2187 *
2188 *
2189 */
2190 int
2191 out_of_map (maptile *m, int x, int y)
2192 {
2193
2194 /* If we get passed a null map, this is obviously the
2195 * case. This generally shouldn't happen, but if the
2196 * map loads fail below, it could happen.
2197 */
2198 if (!m)
2199 return 0;
2200
2201 if (x < 0)
2202 {
2203 if (!m->tile_path[3])
2204 return 1;
2205 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2206 {
2207 load_and_link_tiled_map (m, 3);
2208 }
2209 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2210 }
2211 if (x >= MAP_WIDTH (m))
2212 {
2213 if (!m->tile_path[1])
2214 return 1;
2215 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2216 {
2217 load_and_link_tiled_map (m, 1);
2218 }
2219 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2220 }
2221 if (y < 0)
2222 {
2223 if (!m->tile_path[0])
2224 return 1;
2225 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2226 {
2227 load_and_link_tiled_map (m, 0);
2228 }
2229 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2230 }
2231 if (y >= MAP_HEIGHT (m))
2232 {
2233 if (!m->tile_path[2])
2234 return 1;
2235 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2236 {
2237 load_and_link_tiled_map (m, 2);
2238 }
2239 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2240 }
2241
2242 /* Simple case - coordinates are within this local
2243 * map.
2244 */
2245 return 0;
2246 }
2247
2248 /* This is basically the same as out_of_map above, but
2249 * instead we return NULL if no map is valid (coordinates
2250 * out of bounds and no tiled map), otherwise it returns
2251 * the map as that the coordinates are really on, and
2252 * updates x and y to be the localized coordinates.
2253 * Using this is more efficient of calling out_of_map
2254 * and then figuring out what the real map is
2255 */
2256 maptile *
2257 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2258 {
2259
2260 if (*x < 0)
2261 {
2262 if (!m->tile_path[3])
2263 return NULL;
2264 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2265 load_and_link_tiled_map (m, 3);
2266
2267 *x += MAP_WIDTH (m->tile_map[3]);
2268 return (get_map_from_coord (m->tile_map[3], x, y));
2269 }
2270 if (*x >= MAP_WIDTH (m))
2271 {
2272 if (!m->tile_path[1])
2273 return NULL;
2274 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2275 load_and_link_tiled_map (m, 1);
2276
2277 *x -= MAP_WIDTH (m);
2278 return (get_map_from_coord (m->tile_map[1], x, y));
2279 }
2280 if (*y < 0)
2281 {
2282 if (!m->tile_path[0])
2283 return NULL;
2284 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2285 load_and_link_tiled_map (m, 0);
2286
2287 *y += MAP_HEIGHT (m->tile_map[0]);
2288 return (get_map_from_coord (m->tile_map[0], x, y));
2289 }
2290 if (*y >= MAP_HEIGHT (m))
2291 {
2292 if (!m->tile_path[2])
2293 return NULL;
2294 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2295 load_and_link_tiled_map (m, 2);
2296
2297 *y -= MAP_HEIGHT (m);
2298 return (get_map_from_coord (m->tile_map[2], x, y));
2299 }
2300
2301 /* Simple case - coordinates are within this local
2302 * map.
2303 */
2304
2305 return m;
2306 }
2307
2308 /**
2309 * Return whether map2 is adjacent to map1. If so, store the distance from
2310 * map1 to map2 in dx/dy.
2311 */
2312 static int
2313 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2314 {
2315 if (!map1 || !map2)
2316 return 0;
2317
2318 if (map1 == map2)
2319 {
2320 *dx = 0;
2321 *dy = 0;
2322
2323 }
2324 else if (map1->tile_map[0] == map2)
2325 { /* up */
2326 *dx = 0;
2327 *dy = -MAP_HEIGHT (map2);
2328 }
2329 else if (map1->tile_map[1] == map2)
2330 { /* right */
2331 *dx = MAP_WIDTH (map1);
2332 *dy = 0;
2333 }
2334 else if (map1->tile_map[2] == map2)
2335 { /* down */
2336 *dx = 0;
2337 *dy = MAP_HEIGHT (map1);
2338 }
2339 else if (map1->tile_map[3] == map2)
2340 { /* left */
2341 *dx = -MAP_WIDTH (map2);
2342 *dy = 0;
2343
2344 }
2345 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2346 { /* up right */
2347 *dx = MAP_WIDTH (map1->tile_map[0]);
2348 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2349 }
2350 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2351 { /* up left */
2352 *dx = -MAP_WIDTH (map2);
2353 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2354 }
2355 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2356 { /* right up */
2357 *dx = MAP_WIDTH (map1);
2358 *dy = -MAP_HEIGHT (map2);
2359 }
2360 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2361 { /* right down */
2362 *dx = MAP_WIDTH (map1);
2363 *dy = MAP_HEIGHT (map1->tile_map[1]);
2364 }
2365 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2366 { /* down right */
2367 *dx = MAP_WIDTH (map1->tile_map[2]);
2368 *dy = MAP_HEIGHT (map1);
2369 }
2370 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2371 { /* down left */
2372 *dx = -MAP_WIDTH (map2);
2373 *dy = MAP_HEIGHT (map1);
2374 }
2375 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2376 { /* left up */
2377 *dx = -MAP_WIDTH (map1->tile_map[3]);
2378 *dy = -MAP_HEIGHT (map2);
2379 }
2380 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2381 { /* left down */
2382 *dx = -MAP_WIDTH (map1->tile_map[3]);
2383 *dy = MAP_HEIGHT (map1->tile_map[3]);
2384
2385 }
2386 else
2387 { /* not "adjacent" enough */
2388 return 0;
2389 }
2390
2391 return 1;
2392 }
2393
2394 /* From map.c
2395 * This is used by get_player to determine where the other
2396 * creature is. get_rangevector takes into account map tiling,
2397 * so you just can not look the the map coordinates and get the
2398 * righte value. distance_x/y are distance away, which
2399 * can be negativbe. direction is the crossfire direction scheme
2400 * that the creature should head. part is the part of the
2401 * monster that is closest.
2402 *
2403 * get_rangevector looks at op1 and op2, and fills in the
2404 * structure for op1 to get to op2.
2405 * We already trust that the caller has verified that the
2406 * two objects are at least on adjacent maps. If not,
2407 * results are not likely to be what is desired.
2408 * if the objects are not on maps, results are also likely to
2409 * be unexpected
2410 *
2411 * currently, the only flag supported (0x1) is don't translate for
2412 * closest body part of 'op1'
2413 */
2414
2415 void
2416 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2417 {
2418 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2419 {
2420 /* be conservative and fill in _some_ data */
2421 retval->distance = 100000;
2422 retval->distance_x = 32767;
2423 retval->distance_y = 32767;
2424 retval->direction = 0;
2425 retval->part = 0;
2426 }
2427 else
2428 {
2429 object *best;
2430
2431 retval->distance_x += op2->x - op1->x;
2432 retval->distance_y += op2->y - op1->y;
2433
2434 best = op1;
2435 /* If this is multipart, find the closest part now */
2436 if (!(flags & 0x1) && op1->more)
2437 {
2438 object *tmp;
2439 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2440
2441 /* we just take the offset of the piece to head to figure
2442 * distance instead of doing all that work above again
2443 * since the distance fields we set above are positive in the
2444 * same axis as is used for multipart objects, the simply arithmetic
2445 * below works.
2446 */
2447 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2448 {
2449 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2450 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2451 if (tmpi < best_distance)
2452 {
2453 best_distance = tmpi;
2454 best = tmp;
2455 }
2456 }
2457 if (best != op1)
2458 {
2459 retval->distance_x += op1->x - best->x;
2460 retval->distance_y += op1->y - best->y;
2461 }
2462 }
2463 retval->part = best;
2464 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2465 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2466 }
2467 }
2468
2469 /* this is basically the same as get_rangevector above, but instead of
2470 * the first parameter being an object, it instead is the map
2471 * and x,y coordinates - this is used for path to player -
2472 * since the object is not infact moving but we are trying to traverse
2473 * the path, we need this.
2474 * flags has no meaning for this function at this time - I kept it in to
2475 * be more consistant with the above function and also in case they are needed
2476 * for something in the future. Also, since no object is pasted, the best
2477 * field of the rv_vector is set to NULL.
2478 */
2479
2480 void
2481 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2482 {
2483 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2484 {
2485 /* be conservative and fill in _some_ data */
2486 retval->distance = 100000;
2487 retval->distance_x = 32767;
2488 retval->distance_y = 32767;
2489 retval->direction = 0;
2490 retval->part = 0;
2491 }
2492 else
2493 {
2494 retval->distance_x += op2->x - x;
2495 retval->distance_y += op2->y - y;
2496
2497 retval->part = NULL;
2498 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2499 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2500 }
2501 }
2502
2503 /* Returns true of op1 and op2 are effectively on the same map
2504 * (as related to map tiling). Note that this looks for a path from
2505 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2506 * to op1, this will still return false.
2507 * Note we only look one map out to keep the processing simple
2508 * and efficient. This could probably be a macro.
2509 * MSW 2001-08-05
2510 */
2511 int
2512 on_same_map (const object *op1, const object *op2)
2513 {
2514 int dx, dy;
2515
2516 return adjacent_map (op1->map, op2->map, &dx, &dy);
2517 }