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Revision: 1.40
Committed: Tue Dec 12 21:39:56 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +16 -9 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

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 #include <unistd.h>
30
31 #include "path.h"
32
33
34 /*
35 * Returns the maptile which has a name matching the given argument.
36 * return NULL if no match is found.
37 */
38
39 maptile *
40 has_been_loaded (const char *name)
41 {
42 maptile *map;
43
44 if (!name || !*name)
45 return 0;
46 for (map = first_map; map; map = map->next)
47 if (!strcmp (name, map->path))
48 break;
49 return (map);
50 }
51
52 /*
53 * This makes a path absolute outside the world of Crossfire.
54 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55 * and returns the pointer to a static array containing the result.
56 * it really should be called create_mapname
57 */
58
59 const char *
60 create_pathname (const char *name)
61 {
62 static char buf[MAX_BUF];
63
64 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65 * someplace else in the code? msw 2-17-97
66 */
67 if (*name == '/')
68 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69 else
70 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71 return (buf);
72 }
73
74 /*
75 * same as create_pathname, but for the overlay maps.
76 */
77
78 const char *
79 create_overlay_pathname (const char *name)
80 {
81 static char buf[MAX_BUF];
82
83 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84 * someplace else in the code? msw 2-17-97
85 */
86 if (*name == '/')
87 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88 else
89 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90 return (buf);
91 }
92
93 /*
94 * same as create_pathname, but for the template maps.
95 */
96
97 const char *
98 create_template_pathname (const char *name)
99 {
100 static char buf[MAX_BUF];
101
102 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103 * someplace else in the code? msw 2-17-97
104 */
105 if (*name == '/')
106 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107 else
108 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109 return (buf);
110 }
111
112 /*
113 * This makes absolute path to the itemfile where unique objects
114 * will be saved. Converts '/' to '@'. I think it's essier maintain
115 * files than full directory structure, but if this is problem it can
116 * be changed.
117 */
118 static const char *
119 create_items_path (const char *s)
120 {
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t = buf + strlen (buf); *s; s++, t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136 }
137
138
139 /*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155 int
156 check_path (const char *name, int prepend_dir)
157 {
158 char buf[MAX_BUF];
159
160 char *endbuf;
161 struct stat statbuf;
162 int mode = 0;
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname (name));
166 else
167 strcpy (buf, name);
168
169 /* old method (strchr(buf, '\0')) seemd very odd to me -
170 * this method should be equivalant and is clearer.
171 * Can not use strcat because we need to cycle through
172 * all the names.
173 */
174 endbuf = buf + strlen (buf);
175
176 if (stat (buf, &statbuf))
177 return -1;
178 if (!S_ISREG (statbuf.st_mode))
179 return (-1);
180
181 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183 mode |= 4;
184
185 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187 mode |= 2;
188
189 return (mode);
190 }
191
192 /*
193 * Prints out debug-information about a map.
194 * Dumping these at llevError doesn't seem right, but is
195 * necessary to make sure the information is in fact logged.
196 */
197
198 void
199 dump_map (const maptile *m)
200 {
201 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
203
204 if (m->msg != NULL)
205 LOG (llevError, "Message:\n%s", m->msg);
206
207 if (m->maplore != NULL)
208 LOG (llevError, "Lore:\n%s", m->maplore);
209
210 if (m->tmpname != NULL)
211 LOG (llevError, "Tmpname: %s\n", m->tmpname);
212
213 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214 LOG (llevError, "Darkness: %d\n", m->darkness);
215 }
216
217 /*
218 * Prints out debug-information about all maps.
219 * This basically just goes through all the maps and calls
220 * dump_map on each one.
221 */
222
223 void
224 dump_all_maps (void)
225 {
226 maptile *m;
227
228 for (m = first_map; m != NULL; m = m->next)
229 {
230 dump_map (m);
231 }
232 }
233
234 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
235 * one function that just returns a P_.. value (see map.h)
236 * it will also do map translation for tiled maps, returning
237 * new values into newmap, nx, and ny. Any and all of those
238 * values can be null, in which case if a new map is needed (returned
239 * by a P_NEW_MAP value, another call to get_map_from_coord
240 * is needed. The case of not passing values is if we're just
241 * checking for the existence of something on those spaces, but
242 * don't expect to insert/remove anything from those spaces.
243 */
244 int
245 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
246 {
247 sint16 newx, newy;
248 int retval = 0;
249 maptile *mp;
250
251 if (out_of_map (oldmap, x, y))
252 return P_OUT_OF_MAP;
253 newx = x;
254 newy = y;
255 mp = get_map_from_coord (oldmap, &newx, &newy);
256 if (mp != oldmap)
257 retval |= P_NEW_MAP;
258 if (newmap)
259 *newmap = mp;
260 if (nx)
261 *nx = newx;
262 if (ny)
263 *ny = newy;
264
265 retval |= mp->spaces[newx + mp->width * newy].flags;
266
267 return retval;
268 }
269
270 /*
271 * Returns true if the given coordinate is blocked except by the
272 * object passed is not blocking. This is used with
273 * multipart monsters - if we want to see if a 2x2 monster
274 * can move 1 space to the left, we don't want its own area
275 * to block it from moving there.
276 * Returns TRUE if the space is blocked by something other than the
277 * monster.
278 * m, x, y are the target map/coordinates - needed for map tiling.
279 * the coordinates & map passed in should have been updated for tiling
280 * by the caller.
281 */
282 int
283 blocked_link (object *ob, maptile *m, int sx, int sy)
284 {
285 object *tmp;
286 int mflags, blocked;
287
288 /* Make sure the coordinates are valid - they should be, as caller should
289 * have already checked this.
290 */
291 if (OUT_OF_REAL_MAP (m, sx, sy))
292 {
293 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
294 return 1;
295 }
296
297 /* Save some cycles - instead of calling get_map_flags(), just get the value
298 * directly.
299 */
300 mflags = m->spaces[sx + m->width * sy].flags;
301
302 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
303
304 /* If space is currently not blocked by anything, no need to
305 * go further. Not true for players - all sorts of special
306 * things we need to do for players.
307 */
308 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
309 return 0;
310
311 /* if there isn't anytyhing alive on this space, and this space isn't
312 * otherwise blocked, we can return now. Only if there is a living
313 * creature do we need to investigate if it is part of this creature
314 * or another. Likewise, only if something is blocking us do we
315 * need to investigate if there is a special circumstance that would
316 * let the player through (inventory checkers for example)
317 */
318 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319 return 0;
320
321 if (ob->head != NULL)
322 ob = ob->head;
323
324 /* We basically go through the stack of objects, and if there is
325 * some other object that has NO_PASS or FLAG_ALIVE set, return
326 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0.
328 */
329 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
330 {
331
332 /* This must be before the checks below. Code for inventory checkers. */
333 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334 {
335 /* If last_sp is set, the player/monster needs an object,
336 * so we check for it. If they don't have it, they can't
337 * pass through this space.
338 */
339 if (tmp->last_sp)
340 {
341 if (check_inv_recursive (ob, tmp) == NULL)
342 return 1;
343 else
344 continue;
345 }
346 else
347 {
348 /* In this case, the player must not have the object -
349 * if they do, they can't pass through.
350 */
351 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
352 return 1;
353 else
354 continue;
355 }
356 } /* if check_inv */
357 else
358 {
359 /* Broke apart a big nasty if into several here to make
360 * this more readable. first check - if the space blocks
361 * movement, can't move here.
362 * second - if a monster, can't move there, unles it is a
363 * hidden dm
364 */
365 if (OB_MOVE_BLOCK (ob, tmp))
366 return 1;
367 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
369 return 1;
370 }
371
372 }
373 return 0;
374 }
375
376
377 /*
378 * Returns true if the given object can't fit in the given spot.
379 * This is meant for multi space objects - for single space objecs,
380 * just calling get_map_blocked and checking that against movement type
381 * of object. This function goes through all the parts of the
382 * multipart object and makes sure they can be inserted.
383 *
384 * While this doesn't call out of map, the get_map_flags does.
385 *
386 * This function has been used to deprecate arch_out_of_map -
387 * this function also does that check, and since in most cases,
388 * a call to one would follow the other, doesn't make a lot of sense to
389 * have two seperate functions for this.
390 *
391 * This returns nonzero if this arch can not go on the space provided,
392 * 0 otherwise. the return value will contain the P_.. value
393 * so the caller can know why this object can't go on the map.
394 * Note that callers should not expect P_NEW_MAP to be set
395 * in return codes - since the object is multispace - if
396 * we did return values, what do you return if half the object
397 * is one map, half on another.
398 *
399 * Note this used to be arch_blocked, but with new movement
400 * code, we need to have actual object to check its move_type
401 * against the move_block values.
402 */
403
404 int
405 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406 {
407 archetype *tmp;
408 int flag;
409 maptile *m1;
410 sint16 sx, sy;
411
412 if (ob == NULL)
413 {
414 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
415 if (flag & P_OUT_OF_MAP)
416 return P_OUT_OF_MAP;
417
418 /* don't have object, so don't know what types would block */
419 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
420 }
421
422 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
423 {
424 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
425
426 if (flag & P_OUT_OF_MAP)
427 return P_OUT_OF_MAP;
428 if (flag & P_IS_ALIVE)
429 return P_IS_ALIVE;
430
431 /* find_first_free_spot() calls this function. However, often
432 * ob doesn't have any move type (when used to place exits)
433 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
434 */
435
436 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
437 continue;
438
439 /* Note it is intentional that we check ob - the movement type of the
440 * head of the object should correspond for the entire object.
441 */
442 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
443 return AB_NO_PASS;
444
445 }
446 return 0;
447 }
448
449 /* When the map is loaded, load_object does not actually insert objects
450 * into inventory, but just links them. What this does is go through
451 * and insert them properly.
452 * The object 'container' is the object that contains the inventory.
453 * This is needed so that we can update the containers weight.
454 */
455
456 void
457 fix_container (object *container)
458 {
459 object *tmp = container->inv, *next;
460
461 container->inv = NULL;
462 while (tmp != NULL)
463 {
464 next = tmp->below;
465 if (tmp->inv)
466 fix_container (tmp);
467 (void) insert_ob_in_ob (tmp, container);
468 tmp = next;
469 }
470 /* sum_weight will go through and calculate what all the containers are
471 * carrying.
472 */
473 sum_weight (container);
474 }
475
476 /* link_multipart_objects go through all the objects on the map looking
477 * for objects whose arch says they are multipart yet according to the
478 * info we have, they only have the head (as would be expected when
479 * they are saved). We do have to look for the old maps that did save
480 * the more sections and not re-add sections for them.
481 */
482
483 static void
484 link_multipart_objects (maptile *m)
485 {
486 int x, y;
487 object *tmp, *op, *last, *above;
488 archetype *at;
489
490 for (x = 0; x < MAP_WIDTH (m); x++)
491 for (y = 0; y < MAP_HEIGHT (m); y++)
492 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
493 {
494 above = tmp->above;
495
496 /* already multipart - don't do anything more */
497 if (tmp->head || tmp->more)
498 continue;
499
500 /* If there is nothing more to this object, this for loop
501 * won't do anything.
502 */
503 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
504 {
505 op = arch_to_object (at);
506
507 /* update x,y coordinates */
508 op->x += tmp->x;
509 op->y += tmp->y;
510 op->head = tmp;
511 op->map = m;
512 last->more = op;
513 op->name = tmp->name;
514 op->title = tmp->title;
515 /* we could link all the parts onto tmp, and then just
516 * call insert_ob_in_map once, but the effect is the same,
517 * as insert_ob_in_map will call itself with each part, and
518 * the coding is simpler to just to it here with each part.
519 */
520 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
521 } /* for at = tmp->arch->more */
522 } /* for objects on this space */
523 }
524
525 /*
526 * Loads (ands parses) the objects into a given map from the specified
527 * file pointer.
528 * mapflags is the same as we get with load_original_map
529 */
530 void
531 load_objects (maptile *m, object_thawer & fp, int mapflags)
532 {
533 int i, j;
534 int unique;
535 object *op, *prev = NULL, *last_more = NULL, *otmp;
536
537 op = object::create ();
538 op->map = m; /* To handle buttons correctly */
539
540 while ((i = load_object (fp, op, mapflags)))
541 {
542 /* if the archetype for the object is null, means that we
543 * got an invalid object. Don't do anything with it - the game
544 * or editor will not be able to do anything with it either.
545 */
546 if (op->arch == NULL)
547 {
548 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
549 continue;
550 }
551
552
553 switch (i)
554 {
555 case LL_NORMAL:
556 /* if we are loading an overlay, put the floors on the bottom */
557 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
559 else
560 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
561
562 if (op->inv)
563 sum_weight (op);
564
565 prev = op, last_more = op;
566 break;
567
568 case LL_MORE:
569 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
570 op->head = prev, last_more->more = op, last_more = op;
571 break;
572 }
573
574 if (mapflags & MAP_STYLE)
575 remove_from_active_list (op);
576
577 op = object::create ();
578 op->map = m;
579 }
580
581 for (i = 0; i < m->width; i++)
582 {
583 for (j = 0; j < m->height; j++)
584 {
585 unique = 0;
586 /* check for unique items, or unique squares */
587 for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
588 {
589 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
590 unique = 1;
591 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
592 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
593 }
594 }
595 }
596
597 op->destroy ();
598 link_multipart_objects (m);
599 }
600
601 /* This saves all the objects on the map in a non destructive fashion.
602 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
603 * and we only save the head of multi part objects - this is needed
604 * in order to do map tiling properly.
605 */
606 void
607 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
608 {
609 int i, j = 0, unique = 0;
610 object *op;
611
612 /* first pass - save one-part objects */
613 for (i = 0; i < MAP_WIDTH (m); i++)
614 for (j = 0; j < MAP_HEIGHT (m); j++)
615 {
616 unique = 0;
617 for (op = get_map_ob (m, i, j); op; op = op->above)
618 {
619 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
620 unique = 1;
621
622 if (op->type == PLAYER)
623 {
624 LOG (llevDebug, "Player on map that is being saved\n");
625 continue;
626 }
627
628 if (op->head || op->owner)
629 continue;
630
631 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
632 save_object (fp2, op, 3);
633 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
634 save_object (fp, op, 3);
635
636 } /* for this space */
637 } /* for this j */
638 }
639
640 maptile::maptile ()
641 {
642 in_memory = MAP_SWAPPED;
643 /* The maps used to pick up default x and y values from the
644 * map archetype. Mimic that behaviour.
645 */
646 MAP_WIDTH (this) = 16;
647 MAP_HEIGHT (this) = 16;
648 MAP_RESET_TIMEOUT (this) = 0;
649 MAP_TIMEOUT (this) = 300;
650 MAP_ENTER_X (this) = 0;
651 MAP_ENTER_Y (this) = 0;
652 /*set part to -1 indicating conversion to weather map not yet done */
653 MAP_WORLDPARTX (this) = -1;
654 MAP_WORLDPARTY (this) = -1;
655 }
656
657 /*
658 * Allocates, initialises, and returns a pointer to a maptile.
659 * Modified to no longer take a path option which was not being
660 * used anyways. MSW 2001-07-01
661 */
662 maptile *
663 get_linked_map (void)
664 {
665 maptile *mp, *map = new maptile;
666
667 for (mp = first_map; mp && mp->next; mp = mp->next);
668
669 if (mp == NULL)
670 first_map = map;
671 else
672 mp->next = map;
673
674 return map;
675 }
676
677 /*
678 * Allocates the arrays contained in a maptile.
679 * This basically allocates the dynamic array of spaces for the
680 * map.
681 */
682 void
683 maptile::allocate ()
684 {
685 in_memory = MAP_IN_MEMORY;
686
687 /* Log this condition and free the storage. We could I suppose
688 * realloc, but if the caller is presuming the data will be intact,
689 * that is their poor assumption.
690 */
691 if (spaces)
692 {
693 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
694 free (spaces);
695 }
696
697 spaces = (MapSpace *)
698 calloc (1, width * height * sizeof (MapSpace));
699
700 if (!spaces)
701 fatal (OUT_OF_MEMORY);
702 }
703
704 /* Create and returns a map of the specific size. Used
705 * in random map code and the editor.
706 */
707 maptile *
708 get_empty_map (int sizex, int sizey)
709 {
710 maptile *m = get_linked_map ();
711
712 m->width = sizex;
713 m->height = sizey;
714 m->in_memory = MAP_SWAPPED;
715 m->allocate ();
716
717 return m;
718 }
719
720 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
721 * corresponding to that string. Memory is allocated for this, it must be freed
722 * at a later date.
723 * Called by parse_map_headers below.
724 */
725
726 static shopitems *
727 parse_shop_string (const char *input_string)
728 {
729 char *shop_string, *p, *q, *next_semicolon, *next_colon;
730 shopitems *items = NULL;
731 int i = 0, number_of_entries = 0;
732 const typedata *current_type;
733
734 shop_string = strdup_local (input_string);
735 p = shop_string;
736 /* first we'll count the entries, we'll need that for allocating the array shortly */
737 while (p)
738 {
739 p = strchr (p, ';');
740 number_of_entries++;
741 if (p)
742 p++;
743 }
744 p = shop_string;
745 strip_endline (p);
746 items = new shopitems[number_of_entries + 1];
747 for (i = 0; i < number_of_entries; i++)
748 {
749 if (!p)
750 {
751 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
752 break;
753 }
754 next_semicolon = strchr (p, ';');
755 next_colon = strchr (p, ':');
756 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
757 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
758 items[i].strength = atoi (strchr (p, ':') + 1);
759
760 if (isdigit (*p) || *p == '*')
761 {
762 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
763 current_type = get_typedata (items[i].typenum);
764 if (current_type)
765 {
766 items[i].name = current_type->name;
767 items[i].name_pl = current_type->name_pl;
768 }
769 }
770 else
771 { /*we have a named type, let's figure out what it is */
772 q = strpbrk (p, ";:");
773 if (q)
774 *q = '\0';
775
776 current_type = get_typedata_by_name (p);
777 if (current_type)
778 {
779 items[i].name = current_type->name;
780 items[i].typenum = current_type->number;
781 items[i].name_pl = current_type->name_pl;
782 }
783 else
784 { /* oh uh, something's wrong, let's free up this one, and try
785 * the next entry while we're at it, better print a warning
786 */
787 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
788 }
789 }
790 items[i].index = number_of_entries;
791 if (next_semicolon)
792 p = ++next_semicolon;
793 else
794 p = NULL;
795 }
796 free (shop_string);
797 return items;
798 }
799
800 /* opposite of parse string, this puts the string that was originally fed in to
801 * the map (or something equivilent) into output_string. */
802 static void
803 print_shop_string (maptile *m, char *output_string)
804 {
805 int i;
806 char tmp[MAX_BUF];
807
808 strcpy (output_string, "");
809 for (i = 0; i < m->shopitems[0].index; i++)
810 {
811 if (m->shopitems[i].typenum)
812 {
813 if (m->shopitems[i].strength)
814 {
815 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
816 }
817 else
818 sprintf (tmp, "%s;", m->shopitems[i].name);
819 }
820 else
821 {
822 if (m->shopitems[i].strength)
823 {
824 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
825 }
826 else
827 sprintf (tmp, "*");
828 }
829 strcat (output_string, tmp);
830 }
831 }
832
833 /* This loads the header information of the map. The header
834 * contains things like difficulty, size, timeout, etc.
835 * this used to be stored in the map object, but with the
836 * addition of tiling, fields beyond that easily named in an
837 * object structure were needed, so it just made sense to
838 * put all the stuff in the map object so that names actually make
839 * sense.
840 * This could be done in lex (like the object loader), but I think
841 * currently, there are few enough fields this is not a big deal.
842 * MSW 2001-07-01
843 * return 0 on success, 1 on failure.
844 */
845
846 static int
847 load_map_header (object_thawer & fp, maptile *m)
848 {
849 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
850 int msgpos = 0;
851 int maplorepos = 0;
852
853 while (fgets (buf, HUGE_BUF, fp) != NULL)
854 {
855 buf[HUGE_BUF - 1] = 0;
856 key = buf;
857
858 while (isspace (*key))
859 key++;
860
861 if (*key == 0)
862 continue; /* empty line */
863
864 value = strchr (key, ' ');
865
866 if (!value)
867 {
868 if ((end = strchr (key, '\n')))
869 *end = 0;
870 }
871 else
872 {
873 *value = 0;
874 value++;
875 end = strchr (value, '\n');
876
877 while (isspace (*value))
878 {
879 value++;
880
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, 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, 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 m->allocate ();
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
1244 m->allocate ();
1245
1246 m->in_memory = MAP_LOADING;
1247 load_objects (m, thawer, 0);
1248
1249 m->in_memory = MAP_IN_MEMORY;
1250 INVOKE_MAP (SWAPIN, m);
1251 return m;
1252 }
1253
1254 /*
1255 * Loads a map, which has been loaded earlier, from file.
1256 * Return the map object we load into (this can change from the passed
1257 * option if we can't find the original map)
1258 */
1259
1260 maptile *
1261 load_overlay_map (const char *filename, maptile *m)
1262 {
1263 char pathname[MAX_BUF];
1264
1265 strcpy (pathname, create_overlay_pathname (filename));
1266
1267 object_thawer thawer (pathname);
1268
1269 if (!thawer)
1270 return m;
1271
1272 if (load_map_header (thawer, m))
1273 {
1274 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1275 delete_map (m);
1276 m = load_original_map (m->path, 0);
1277 return NULL;
1278 }
1279 /*m->allocate ();*/
1280
1281 m->in_memory = MAP_LOADING;
1282 load_objects (m, thawer, MAP_OVERLAY);
1283
1284 m->in_memory = MAP_IN_MEMORY;
1285 return m;
1286 }
1287
1288 /******************************************************************************
1289 * This is the start of unique map handling code
1290 *****************************************************************************/
1291
1292 /* This goes through map 'm' and removed any unique items on the map. */
1293 static void
1294 delete_unique_items (maptile *m)
1295 {
1296 int i, j, unique;
1297 object *op, *next;
1298
1299 for (i = 0; i < MAP_WIDTH (m); i++)
1300 for (j = 0; j < MAP_HEIGHT (m); j++)
1301 {
1302 unique = 0;
1303
1304 for (op = get_map_ob (m, i, j); op; op = next)
1305 {
1306 next = op->above;
1307
1308 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1309 unique = 1;
1310
1311 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1312 {
1313 clean_object (op);
1314
1315 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1316 remove_button_link (op);
1317
1318 op->destroy ();
1319 }
1320 }
1321 }
1322 }
1323
1324
1325 /*
1326 * Loads unique objects from file(s) into the map which is in memory
1327 * m is the map to load unique items into.
1328 */
1329 static void
1330 load_unique_objects (maptile *m)
1331 {
1332 int count;
1333 char firstname[MAX_BUF];
1334
1335 for (count = 0; count < 10; count++)
1336 {
1337 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1338 if (!access (firstname, R_OK))
1339 break;
1340 }
1341 /* If we get here, we did not find any map */
1342 if (count == 10)
1343 return;
1344
1345 object_thawer thawer (firstname);
1346
1347 if (!thawer)
1348 return;
1349
1350 m->in_memory = MAP_LOADING;
1351 if (m->tmpname == NULL) /* if we have loaded unique items from */
1352 delete_unique_items (m); /* original map before, don't duplicate them */
1353 load_objects (m, thawer, 0);
1354
1355 m->in_memory = MAP_IN_MEMORY;
1356 }
1357
1358
1359 /*
1360 * Saves a map to file. If flag is set, it is saved into the same
1361 * file it was (originally) loaded from. Otherwise a temporary
1362 * filename will be genarated, and the file will be stored there.
1363 * The temporary filename will be stored in the maptileure.
1364 * If the map is unique, we also save to the filename in the map
1365 * (this should have been updated when first loaded)
1366 */
1367
1368 int
1369 new_save_map (maptile *m, int flag)
1370 {
1371 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1372 int i;
1373
1374 if (flag && !*m->path)
1375 {
1376 LOG (llevError, "Tried to save map without path.\n");
1377 return -1;
1378 }
1379
1380 if (flag || (m->unique) || (m->templatemap))
1381 {
1382 if (!m->unique && !m->templatemap)
1383 { /* flag is set */
1384 if (flag == 2)
1385 strcpy (filename, create_overlay_pathname (m->path));
1386 else
1387 strcpy (filename, create_pathname (m->path));
1388 }
1389 else
1390 strcpy (filename, m->path);
1391
1392 make_path_to_file (filename);
1393 }
1394 else
1395 {
1396 if (!m->tmpname)
1397 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1398
1399 strcpy (filename, m->tmpname);
1400 }
1401
1402 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1403 m->in_memory = MAP_SAVING;
1404
1405 object_freezer freezer;
1406
1407 /* legacy */
1408 fprintf (freezer, "arch map\n");
1409 if (m->name)
1410 fprintf (freezer, "name %s\n", m->name);
1411 if (!flag)
1412 fprintf (freezer, "swap_time %d\n", m->swap_time);
1413 if (m->reset_timeout)
1414 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1415 if (m->fixed_resettime)
1416 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1417 /* we unfortunately have no idea if this is a value the creator set
1418 * or a difficulty value we generated when the map was first loaded
1419 */
1420 if (m->difficulty)
1421 fprintf (freezer, "difficulty %d\n", m->difficulty);
1422 if (m->region)
1423 fprintf (freezer, "region %s\n", m->region->name);
1424 if (m->shopitems)
1425 {
1426 print_shop_string (m, shop);
1427 fprintf (freezer, "shopitems %s\n", shop);
1428 }
1429 if (m->shopgreed)
1430 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1431 if (m->shopmin)
1432 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1433 if (m->shopmax)
1434 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1435 if (m->shoprace)
1436 fprintf (freezer, "shoprace %s\n", m->shoprace);
1437 if (m->darkness)
1438 fprintf (freezer, "darkness %d\n", m->darkness);
1439 if (m->width)
1440 fprintf (freezer, "width %d\n", m->width);
1441 if (m->height)
1442 fprintf (freezer, "height %d\n", m->height);
1443 if (m->enter_x)
1444 fprintf (freezer, "enter_x %d\n", m->enter_x);
1445 if (m->enter_y)
1446 fprintf (freezer, "enter_y %d\n", m->enter_y);
1447 if (m->msg)
1448 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1449 if (m->maplore)
1450 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1451 if (m->unique)
1452 fprintf (freezer, "unique %d\n", m->unique);
1453 if (m->templatemap)
1454 fprintf (freezer, "template %d\n", m->templatemap);
1455 if (m->outdoor)
1456 fprintf (freezer, "outdoor %d\n", m->outdoor);
1457 if (m->temp)
1458 fprintf (freezer, "temp %d\n", m->temp);
1459 if (m->pressure)
1460 fprintf (freezer, "pressure %d\n", m->pressure);
1461 if (m->humid)
1462 fprintf (freezer, "humid %d\n", m->humid);
1463 if (m->windspeed)
1464 fprintf (freezer, "windspeed %d\n", m->windspeed);
1465 if (m->winddir)
1466 fprintf (freezer, "winddir %d\n", m->winddir);
1467 if (m->sky)
1468 fprintf (freezer, "sky %d\n", m->sky);
1469 if (m->nosmooth)
1470 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1471
1472 /* Save any tiling information, except on overlays */
1473 if (flag != 2)
1474 for (i = 0; i < 4; i++)
1475 if (m->tile_path[i])
1476 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1477
1478 freezer.put (m);
1479 fprintf (freezer, "end\n");
1480
1481 /* In the game save unique items in the different file, but
1482 * in the editor save them to the normal map file.
1483 * If unique map, save files in the proper destination (set by
1484 * player)
1485 */
1486 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1487 {
1488 object_freezer unique;
1489
1490 if (flag == 2)
1491 save_objects (m, freezer, unique, 2);
1492 else
1493 save_objects (m, freezer, unique, 0);
1494
1495 sprintf (buf, "%s.v00", create_items_path (m->path));
1496
1497 unique.save (buf);
1498 }
1499 else
1500 { /* save same file when not playing, like in editor */
1501 save_objects (m, freezer, freezer, 0);
1502 }
1503
1504 freezer.save (filename);
1505
1506 return 0;
1507 }
1508
1509
1510 /*
1511 * Remove and free all objects in the inventory of the given object.
1512 * object.c ?
1513 */
1514
1515 void
1516 clean_object (object *op)
1517 {
1518 object *tmp, *next;
1519
1520 for (tmp = op->inv; tmp; tmp = next)
1521 {
1522 next = tmp->below;
1523
1524 clean_object (tmp);
1525 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1526 remove_button_link (tmp);
1527
1528 tmp->destroy ();
1529 }
1530 }
1531
1532 /*
1533 * Remove and free all objects in the given map.
1534 */
1535
1536 void
1537 free_all_objects (maptile *m)
1538 {
1539 int i, j;
1540 object *op;
1541
1542 for (i = 0; i < MAP_WIDTH (m); i++)
1543 for (j = 0; j < MAP_HEIGHT (m); j++)
1544 {
1545 object *previous_obj = NULL;
1546
1547 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1548 {
1549 if (op == previous_obj)
1550 {
1551 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1552 break;
1553 }
1554
1555 previous_obj = op;
1556
1557 if (op->head != NULL)
1558 op = op->head;
1559
1560 /* If the map isn't in memory, free_object will remove and
1561 * free objects in op's inventory. So let it do the job.
1562 */
1563 if (m->in_memory == MAP_IN_MEMORY)
1564 clean_object (op);
1565
1566 op->destroy ();
1567 }
1568 }
1569 }
1570
1571 /*
1572 * Frees everything allocated by the given maptileure.
1573 * don't free tmpname - our caller is left to do that
1574 */
1575
1576 void
1577 free_map (maptile *m, int flag)
1578 {
1579 int i;
1580
1581 if (!m->in_memory)
1582 {
1583 LOG (llevError, "Trying to free freed map.\n");
1584 return;
1585 }
1586 if (flag && m->spaces)
1587 free_all_objects (m);
1588 if (m->name)
1589 FREE_AND_CLEAR (m->name);
1590 if (m->spaces)
1591 FREE_AND_CLEAR (m->spaces);
1592 if (m->msg)
1593 FREE_AND_CLEAR (m->msg);
1594 if (m->maplore)
1595 FREE_AND_CLEAR (m->maplore);
1596 if (m->shopitems)
1597 delete[]m->shopitems;
1598 m->shopitems = 0;
1599 if (m->shoprace)
1600 FREE_AND_CLEAR (m->shoprace);
1601 if (m->buttons)
1602 free_objectlinkpt (m->buttons);
1603 m->buttons = NULL;
1604 for (i = 0; i < 4; i++)
1605 {
1606 if (m->tile_path[i])
1607 FREE_AND_CLEAR (m->tile_path[i]);
1608 m->tile_map[i] = NULL;
1609 }
1610 m->in_memory = MAP_SWAPPED;
1611 }
1612
1613 /*
1614 * function: vanish maptile
1615 * m : pointer to maptile, if NULL no action
1616 * this deletes all the data on the map (freeing pointers)
1617 * and then removes this map from the global linked list of maps.
1618 */
1619
1620 void
1621 delete_map (maptile *m)
1622 {
1623 maptile *tmp, *last;
1624 int i;
1625
1626 if (!m)
1627 return;
1628
1629 m->clear ();
1630
1631 if (m->in_memory == MAP_IN_MEMORY)
1632 {
1633 /* change to MAP_SAVING, even though we are not,
1634 * so that remove_ob doesn't do as much work.
1635 */
1636 m->in_memory = MAP_SAVING;
1637 free_map (m, 1);
1638 }
1639 /* move this out of free_map, since tmpname can still be needed if
1640 * the map is swapped out.
1641 */
1642 if (m->tmpname)
1643 {
1644 free (m->tmpname);
1645 m->tmpname = NULL;
1646 }
1647 last = NULL;
1648 /* We need to look through all the maps and see if any maps
1649 * are pointing at this one for tiling information. Since
1650 * tiling can be assymetric, we just can not look to see which
1651 * maps this map tiles with and clears those.
1652 */
1653 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1654 {
1655 if (tmp->next == m)
1656 last = tmp;
1657
1658 /* This should hopefully get unrolled on a decent compiler */
1659 for (i = 0; i < 4; i++)
1660 if (tmp->tile_map[i] == m)
1661 tmp->tile_map[i] = NULL;
1662 }
1663
1664 /* If last is null, then this should be the first map in the list */
1665 if (!last)
1666 {
1667 if (m == first_map)
1668 first_map = m->next;
1669 else
1670 /* m->path is a static char, so should hopefully still have
1671 * some useful data in it.
1672 */
1673 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1674 }
1675 else
1676 last->next = m->next;
1677
1678 delete m;
1679 }
1680
1681
1682
1683 /*
1684 * Makes sure the given map is loaded and swapped in.
1685 * name is path name of the map.
1686 * flags meaning:
1687 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1688 * and don't do unique items or the like.
1689 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1690 * dont do any more name translation on it.
1691 *
1692 * Returns a pointer to the given map.
1693 */
1694
1695 maptile *
1696 ready_map_name (const char *name, int flags)
1697 {
1698 maptile *m;
1699
1700 if (!name)
1701 return (NULL);
1702
1703 /* Have we been at this level before? */
1704 m = has_been_loaded (name);
1705
1706 /* Map is good to go, so just return it */
1707 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1708 {
1709 return m;
1710 }
1711
1712 /* unique maps always get loaded from their original location, and never
1713 * a temp location. Likewise, if map_flush is set, or we have never loaded
1714 * this map, load it now. I removed the reset checking from here -
1715 * it seems the probability of a player trying to enter a map that should
1716 * reset but hasn't yet is quite low, and removing that makes this function
1717 * a bit cleaner (and players probably shouldn't rely on exact timing for
1718 * resets in any case - if they really care, they should use the 'maps command.
1719 */
1720 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1721 {
1722
1723 /* first visit or time to reset */
1724 if (m)
1725 {
1726 clean_tmp_map (m); /* Doesn't make much difference */
1727 delete_map (m);
1728 }
1729
1730 /* create and load a map */
1731 if (flags & MAP_PLAYER_UNIQUE)
1732 LOG (llevDebug, "Trying to load map %s.\n", name);
1733 else
1734 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1735
1736 //eval_pv ("$x = Event::time", 1);//D
1737 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1738 return (NULL);
1739 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1740
1741 fix_auto_apply (m); /* Chests which open as default */
1742
1743 /* If a player unique map, no extra unique object file to load.
1744 * if from the editor, likewise.
1745 */
1746 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1747 load_unique_objects (m);
1748
1749 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1750 {
1751 m = load_overlay_map (name, m);
1752 if (m == NULL)
1753 return NULL;
1754 }
1755
1756 if (flags & MAP_PLAYER_UNIQUE)
1757 INVOKE_MAP (SWAPIN, m);
1758
1759 }
1760 else
1761 {
1762 /* If in this loop, we found a temporary map, so load it up. */
1763
1764 m = load_temporary_map (m);
1765 if (m == NULL)
1766 return NULL;
1767 load_unique_objects (m);
1768
1769 clean_tmp_map (m);
1770 m->in_memory = MAP_IN_MEMORY;
1771 /* tempnam() on sun systems (probably others) uses malloc
1772 * to allocated space for the string. Free it here.
1773 * In some cases, load_temporary_map above won't find the
1774 * temporary map, and so has reloaded a new map. If that
1775 * is the case, tmpname is now null
1776 */
1777 if (m->tmpname)
1778 free (m->tmpname);
1779 m->tmpname = NULL;
1780 /* It's going to be saved anew anyway */
1781 }
1782
1783 /* Below here is stuff common to both first time loaded maps and
1784 * temp maps.
1785 */
1786
1787 decay_objects (m); /* start the decay */
1788 /* In case other objects press some buttons down */
1789 update_buttons (m);
1790 if (m->outdoor)
1791 set_darkness_map (m);
1792 /* run the weather over this map */
1793 weather_effect (name);
1794 return m;
1795 }
1796
1797
1798 /*
1799 * This routine is supposed to find out the difficulty of the map.
1800 * difficulty does not have a lot to do with character level,
1801 * but does have a lot to do with treasure on the map.
1802 *
1803 * Difficulty can now be set by the map creature. If the value stored
1804 * in the map is zero, then use this routine. Maps should really
1805 * have a difficulty set than using this function - human calculation
1806 * is much better than this functions guesswork.
1807 */
1808
1809 int
1810 calculate_difficulty (maptile *m)
1811 {
1812 object *op;
1813 archetype *at;
1814 int x, y, i;
1815 long monster_cnt = 0;
1816 double avgexp = 0;
1817 sint64 total_exp = 0;
1818
1819 if (MAP_DIFFICULTY (m))
1820 {
1821 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1822 return MAP_DIFFICULTY (m);
1823 }
1824
1825 for (x = 0; x < MAP_WIDTH (m); x++)
1826 for (y = 0; y < MAP_HEIGHT (m); y++)
1827 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1828 {
1829 if (QUERY_FLAG (op, FLAG_MONSTER))
1830 {
1831 total_exp += op->stats.exp;
1832 monster_cnt++;
1833 }
1834
1835 if (QUERY_FLAG (op, FLAG_GENERATOR))
1836 {
1837 total_exp += op->stats.exp;
1838 at = type_to_archetype (GENERATE_TYPE (op));
1839
1840 if (at != NULL)
1841 total_exp += at->clone.stats.exp * 8;
1842
1843 monster_cnt++;
1844 }
1845 }
1846
1847 avgexp = (double) total_exp / monster_cnt;
1848
1849 for (i = 1; i <= settings.max_level; i++)
1850 {
1851 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1852 {
1853 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1854 return i;
1855 }
1856 }
1857
1858 return 1;
1859 }
1860
1861 void
1862 clean_tmp_map (maptile *m)
1863 {
1864 if (m->tmpname == NULL)
1865 return;
1866 INVOKE_MAP (CLEAN, m);
1867 (void) unlink (m->tmpname);
1868 }
1869
1870 void
1871 free_all_maps (void)
1872 {
1873 int real_maps = 0;
1874
1875 while (first_map)
1876 {
1877 /* I think some of the callers above before it gets here set this to be
1878 * saving, but we still want to free this data
1879 */
1880 if (first_map->in_memory == MAP_SAVING)
1881 first_map->in_memory = MAP_IN_MEMORY;
1882 delete_map (first_map);
1883 real_maps++;
1884 }
1885 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1886 }
1887
1888 /* change_map_light() - used to change map light level (darkness)
1889 * up or down. Returns true if successful. It should now be
1890 * possible to change a value by more than 1.
1891 * Move this from los.c to map.c since this is more related
1892 * to maps than los.
1893 * postive values make it darker, negative make it brighter
1894 */
1895
1896 int
1897 change_map_light (maptile *m, int change)
1898 {
1899 int new_level = m->darkness + change;
1900
1901 /* Nothing to do */
1902 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1903 {
1904 return 0;
1905 }
1906
1907 /* inform all players on the map */
1908 if (change > 0)
1909 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1910 else
1911 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1912
1913 /* Do extra checking. since m->darkness is a unsigned value,
1914 * we need to be extra careful about negative values.
1915 * In general, the checks below are only needed if change
1916 * is not +/-1
1917 */
1918 if (new_level < 0)
1919 m->darkness = 0;
1920 else if (new_level >= MAX_DARKNESS)
1921 m->darkness = MAX_DARKNESS;
1922 else
1923 m->darkness = new_level;
1924
1925 /* All clients need to get re-updated for the change */
1926 update_all_map_los (m);
1927 return 1;
1928 }
1929
1930
1931 /*
1932 * This function updates various attributes about a specific space
1933 * on the map (what it looks like, whether it blocks magic,
1934 * has a living creatures, prevents people from passing
1935 * through, etc)
1936 */
1937 void
1938 update_position (maptile *m, int x, int y)
1939 {
1940 object *tmp, *last = NULL;
1941 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1942 New_Face *top, *floor, *middle;
1943 object *top_obj, *floor_obj, *middle_obj;
1944 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1945
1946 oldflags = GET_MAP_FLAGS (m, x, y);
1947 if (!(oldflags & P_NEED_UPDATE))
1948 {
1949 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1950 return;
1951 }
1952
1953 middle = blank_face;
1954 top = blank_face;
1955 floor = blank_face;
1956
1957 middle_obj = NULL;
1958 top_obj = NULL;
1959 floor_obj = NULL;
1960
1961 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1962 {
1963
1964 /* This could be made additive I guess (two lights better than
1965 * one). But if so, it shouldn't be a simple additive - 2
1966 * light bulbs do not illuminate twice as far as once since
1967 * it is a disapation factor that is squared (or is it cubed?)
1968 */
1969 if (tmp->glow_radius > light)
1970 light = tmp->glow_radius;
1971
1972 /* This call is needed in order to update objects the player
1973 * is standing in that have animations (ie, grass, fire, etc).
1974 * However, it also causes the look window to be re-drawn
1975 * 3 times each time the player moves, because many of the
1976 * functions the move_player calls eventualy call this.
1977 *
1978 * Always put the player down for drawing.
1979 */
1980 if (!tmp->invisible)
1981 {
1982 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1983 {
1984 top = tmp->face;
1985 top_obj = tmp;
1986 }
1987 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1988 {
1989 /* If we got a floor, that means middle and top were below it,
1990 * so should not be visible, so we clear them.
1991 */
1992 middle = blank_face;
1993 top = blank_face;
1994 floor = tmp->face;
1995 floor_obj = tmp;
1996 }
1997 /* Flag anywhere have high priority */
1998 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1999 {
2000 middle = tmp->face;
2001
2002 middle_obj = tmp;
2003 anywhere = 1;
2004 }
2005 /* Find the highest visible face around. If equal
2006 * visibilities, we still want the one nearer to the
2007 * top
2008 */
2009 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2010 {
2011 middle = tmp->face;
2012 middle_obj = tmp;
2013 }
2014 }
2015 if (tmp == tmp->above)
2016 {
2017 LOG (llevError, "Error in structure of map\n");
2018 exit (-1);
2019 }
2020
2021 move_slow |= tmp->move_slow;
2022 move_block |= tmp->move_block;
2023 move_on |= tmp->move_on;
2024 move_off |= tmp->move_off;
2025 move_allow |= tmp->move_allow;
2026
2027 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2028 flags |= P_IS_ALIVE;
2029 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2030 flags |= P_NO_MAGIC;
2031 if (QUERY_FLAG (tmp, FLAG_DAMNED))
2032 flags |= P_NO_CLERIC;
2033 if (tmp->type == SAFE_GROUND)
2034 flags |= P_SAFE;
2035
2036 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2037 flags |= P_BLOCKSVIEW;
2038 } /* for stack of objects */
2039
2040 /* we don't want to rely on this function to have accurate flags, but
2041 * since we're already doing the work, we calculate them here.
2042 * if they don't match, logic is broken someplace.
2043 */
2044 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2045 {
2046 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2047 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2048 }
2049 SET_MAP_FLAGS (m, x, y, flags);
2050 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2051 SET_MAP_MOVE_ON (m, x, y, move_on);
2052 SET_MAP_MOVE_OFF (m, x, y, move_off);
2053 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2054
2055 /* At this point, we have a floor face (if there is a floor),
2056 * and the floor is set - we are not going to touch it at
2057 * this point.
2058 * middle contains the highest visibility face.
2059 * top contains a player/monster face, if there is one.
2060 *
2061 * We now need to fill in top.face and/or middle.face.
2062 */
2063
2064 /* If the top face also happens to be high visibility, re-do our
2065 * middle face. This should not happen, as we already have the
2066 * else statement above so middle should not get set. OTOH, it
2067 * may be possible for the faces to match but be different objects.
2068 */
2069 if (top == middle)
2070 middle = blank_face;
2071
2072 /* There are three posibilities at this point:
2073 * 1) top face is set, need middle to be set.
2074 * 2) middle is set, need to set top.
2075 * 3) neither middle or top is set - need to set both.
2076 */
2077
2078 for (tmp = last; tmp; tmp = tmp->below)
2079 {
2080 /* Once we get to a floor, stop, since we already have a floor object */
2081 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2082 break;
2083
2084 /* If two top faces are already set, quit processing */
2085 if ((top != blank_face) && (middle != blank_face))
2086 break;
2087
2088 /* Only show visible faces, unless its the editor - show all */
2089 if (!tmp->invisible || editor)
2090 {
2091 /* Fill in top if needed */
2092 if (top == blank_face)
2093 {
2094 top = tmp->face;
2095 top_obj = tmp;
2096 if (top == middle)
2097 middle = blank_face;
2098 }
2099 else
2100 {
2101 /* top is already set - we should only get here if
2102 * middle is not set
2103 *
2104 * Set the middle face and break out, since there is nothing
2105 * more to fill in. We don't check visiblity here, since
2106 *
2107 */
2108 if (tmp->face != top)
2109 {
2110 middle = tmp->face;
2111 middle_obj = tmp;
2112 break;
2113 }
2114 }
2115 }
2116 }
2117 if (middle == floor)
2118 middle = blank_face;
2119 if (top == middle)
2120 middle = blank_face;
2121 SET_MAP_FACE (m, x, y, top, 0);
2122 if (top != blank_face)
2123 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2124 else
2125 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2126 SET_MAP_FACE (m, x, y, middle, 1);
2127 if (middle != blank_face)
2128 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2129 else
2130 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2131 SET_MAP_FACE (m, x, y, floor, 2);
2132 if (floor != blank_face)
2133 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2134 else
2135 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2136 SET_MAP_LIGHT (m, x, y, light);
2137 }
2138
2139
2140 void
2141 set_map_reset_time (maptile *map)
2142 {
2143 int timeout;
2144
2145 timeout = MAP_RESET_TIMEOUT (map);
2146 if (timeout <= 0)
2147 timeout = MAP_DEFAULTRESET;
2148 if (timeout >= MAP_MAXRESET)
2149 timeout = MAP_MAXRESET;
2150 MAP_WHEN_RESET (map) = seconds () + timeout;
2151 }
2152
2153 /* this updates the orig_map->tile_map[tile_num] value after loading
2154 * the map. It also takes care of linking back the freshly loaded
2155 * maps tile_map values if it tiles back to this one. It returns
2156 * the value of orig_map->tile_map[tile_num]. It really only does this
2157 * so that it is easier for calling functions to verify success.
2158 */
2159
2160 static maptile *
2161 load_and_link_tiled_map (maptile *orig_map, int tile_num)
2162 {
2163 int dest_tile = (tile_num + 2) % 4;
2164 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2165
2166 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2167
2168 /* need to do a strcmp here as the orig_map->path is not a shared string */
2169 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))
2170 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2171
2172 return orig_map->tile_map[tile_num];
2173 }
2174
2175 /* this returns TRUE if the coordinates (x,y) are out of
2176 * map m. This function also takes into account any
2177 * tiling considerations, loading adjacant maps as needed.
2178 * This is the function should always be used when it
2179 * necessary to check for valid coordinates.
2180 * This function will recursively call itself for the
2181 * tiled maps.
2182 *
2183 *
2184 */
2185 int
2186 out_of_map (maptile *m, int x, int y)
2187 {
2188
2189 /* If we get passed a null map, this is obviously the
2190 * case. This generally shouldn't happen, but if the
2191 * map loads fail below, it could happen.
2192 */
2193 if (!m)
2194 return 0;
2195
2196 if (x < 0)
2197 {
2198 if (!m->tile_path[3])
2199 return 1;
2200 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2201 {
2202 load_and_link_tiled_map (m, 3);
2203 }
2204 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2205 }
2206 if (x >= MAP_WIDTH (m))
2207 {
2208 if (!m->tile_path[1])
2209 return 1;
2210 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2211 {
2212 load_and_link_tiled_map (m, 1);
2213 }
2214 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2215 }
2216 if (y < 0)
2217 {
2218 if (!m->tile_path[0])
2219 return 1;
2220 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2221 {
2222 load_and_link_tiled_map (m, 0);
2223 }
2224 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2225 }
2226 if (y >= MAP_HEIGHT (m))
2227 {
2228 if (!m->tile_path[2])
2229 return 1;
2230 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2231 {
2232 load_and_link_tiled_map (m, 2);
2233 }
2234 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2235 }
2236
2237 /* Simple case - coordinates are within this local
2238 * map.
2239 */
2240 return 0;
2241 }
2242
2243 /* This is basically the same as out_of_map above, but
2244 * instead we return NULL if no map is valid (coordinates
2245 * out of bounds and no tiled map), otherwise it returns
2246 * the map as that the coordinates are really on, and
2247 * updates x and y to be the localized coordinates.
2248 * Using this is more efficient of calling out_of_map
2249 * and then figuring out what the real map is
2250 */
2251 maptile *
2252 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2253 {
2254
2255 if (*x < 0)
2256 {
2257 if (!m->tile_path[3])
2258 return NULL;
2259 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2260 load_and_link_tiled_map (m, 3);
2261
2262 *x += MAP_WIDTH (m->tile_map[3]);
2263 return (get_map_from_coord (m->tile_map[3], x, y));
2264 }
2265 if (*x >= MAP_WIDTH (m))
2266 {
2267 if (!m->tile_path[1])
2268 return NULL;
2269 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2270 load_and_link_tiled_map (m, 1);
2271
2272 *x -= MAP_WIDTH (m);
2273 return (get_map_from_coord (m->tile_map[1], x, y));
2274 }
2275 if (*y < 0)
2276 {
2277 if (!m->tile_path[0])
2278 return NULL;
2279 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2280 load_and_link_tiled_map (m, 0);
2281
2282 *y += MAP_HEIGHT (m->tile_map[0]);
2283 return (get_map_from_coord (m->tile_map[0], x, y));
2284 }
2285 if (*y >= MAP_HEIGHT (m))
2286 {
2287 if (!m->tile_path[2])
2288 return NULL;
2289 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2290 load_and_link_tiled_map (m, 2);
2291
2292 *y -= MAP_HEIGHT (m);
2293 return (get_map_from_coord (m->tile_map[2], x, y));
2294 }
2295
2296 /* Simple case - coordinates are within this local
2297 * map.
2298 */
2299
2300 return m;
2301 }
2302
2303 /**
2304 * Return whether map2 is adjacent to map1. If so, store the distance from
2305 * map1 to map2 in dx/dy.
2306 */
2307 static int
2308 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2309 {
2310 if (!map1 || !map2)
2311 return 0;
2312
2313 if (map1 == map2)
2314 {
2315 *dx = 0;
2316 *dy = 0;
2317
2318 }
2319 else if (map1->tile_map[0] == map2)
2320 { /* up */
2321 *dx = 0;
2322 *dy = -MAP_HEIGHT (map2);
2323 }
2324 else if (map1->tile_map[1] == map2)
2325 { /* right */
2326 *dx = MAP_WIDTH (map1);
2327 *dy = 0;
2328 }
2329 else if (map1->tile_map[2] == map2)
2330 { /* down */
2331 *dx = 0;
2332 *dy = MAP_HEIGHT (map1);
2333 }
2334 else if (map1->tile_map[3] == map2)
2335 { /* left */
2336 *dx = -MAP_WIDTH (map2);
2337 *dy = 0;
2338
2339 }
2340 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2341 { /* up right */
2342 *dx = MAP_WIDTH (map1->tile_map[0]);
2343 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2344 }
2345 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2346 { /* up left */
2347 *dx = -MAP_WIDTH (map2);
2348 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2349 }
2350 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2351 { /* right up */
2352 *dx = MAP_WIDTH (map1);
2353 *dy = -MAP_HEIGHT (map2);
2354 }
2355 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2356 { /* right down */
2357 *dx = MAP_WIDTH (map1);
2358 *dy = MAP_HEIGHT (map1->tile_map[1]);
2359 }
2360 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2361 { /* down right */
2362 *dx = MAP_WIDTH (map1->tile_map[2]);
2363 *dy = MAP_HEIGHT (map1);
2364 }
2365 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2366 { /* down left */
2367 *dx = -MAP_WIDTH (map2);
2368 *dy = MAP_HEIGHT (map1);
2369 }
2370 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2371 { /* left up */
2372 *dx = -MAP_WIDTH (map1->tile_map[3]);
2373 *dy = -MAP_HEIGHT (map2);
2374 }
2375 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2376 { /* left down */
2377 *dx = -MAP_WIDTH (map1->tile_map[3]);
2378 *dy = MAP_HEIGHT (map1->tile_map[3]);
2379
2380 }
2381 else
2382 { /* not "adjacent" enough */
2383 return 0;
2384 }
2385
2386 return 1;
2387 }
2388
2389 /* From map.c
2390 * This is used by get_player to determine where the other
2391 * creature is. get_rangevector takes into account map tiling,
2392 * so you just can not look the the map coordinates and get the
2393 * righte value. distance_x/y are distance away, which
2394 * can be negativbe. direction is the crossfire direction scheme
2395 * that the creature should head. part is the part of the
2396 * monster that is closest.
2397 *
2398 * get_rangevector looks at op1 and op2, and fills in the
2399 * structure for op1 to get to op2.
2400 * We already trust that the caller has verified that the
2401 * two objects are at least on adjacent maps. If not,
2402 * results are not likely to be what is desired.
2403 * if the objects are not on maps, results are also likely to
2404 * be unexpected
2405 *
2406 * currently, the only flag supported (0x1) is don't translate for
2407 * closest body part of 'op1'
2408 */
2409
2410 void
2411 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2412 {
2413 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2414 {
2415 /* be conservative and fill in _some_ data */
2416 retval->distance = 100000;
2417 retval->distance_x = 32767;
2418 retval->distance_y = 32767;
2419 retval->direction = 0;
2420 retval->part = 0;
2421 }
2422 else
2423 {
2424 object *best;
2425
2426 retval->distance_x += op2->x - op1->x;
2427 retval->distance_y += op2->y - op1->y;
2428
2429 best = op1;
2430 /* If this is multipart, find the closest part now */
2431 if (!(flags & 0x1) && op1->more)
2432 {
2433 object *tmp;
2434 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2435
2436 /* we just take the offset of the piece to head to figure
2437 * distance instead of doing all that work above again
2438 * since the distance fields we set above are positive in the
2439 * same axis as is used for multipart objects, the simply arithmetic
2440 * below works.
2441 */
2442 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2443 {
2444 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2445 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2446 if (tmpi < best_distance)
2447 {
2448 best_distance = tmpi;
2449 best = tmp;
2450 }
2451 }
2452 if (best != op1)
2453 {
2454 retval->distance_x += op1->x - best->x;
2455 retval->distance_y += op1->y - best->y;
2456 }
2457 }
2458 retval->part = best;
2459 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2460 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2461 }
2462 }
2463
2464 /* this is basically the same as get_rangevector above, but instead of
2465 * the first parameter being an object, it instead is the map
2466 * and x,y coordinates - this is used for path to player -
2467 * since the object is not infact moving but we are trying to traverse
2468 * the path, we need this.
2469 * flags has no meaning for this function at this time - I kept it in to
2470 * be more consistant with the above function and also in case they are needed
2471 * for something in the future. Also, since no object is pasted, the best
2472 * field of the rv_vector is set to NULL.
2473 */
2474
2475 void
2476 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2477 {
2478 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2479 {
2480 /* be conservative and fill in _some_ data */
2481 retval->distance = 100000;
2482 retval->distance_x = 32767;
2483 retval->distance_y = 32767;
2484 retval->direction = 0;
2485 retval->part = 0;
2486 }
2487 else
2488 {
2489 retval->distance_x += op2->x - x;
2490 retval->distance_y += op2->y - y;
2491
2492 retval->part = NULL;
2493 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2494 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2495 }
2496 }
2497
2498 /* Returns true of op1 and op2 are effectively on the same map
2499 * (as related to map tiling). Note that this looks for a path from
2500 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2501 * to op1, this will still return false.
2502 * Note we only look one map out to keep the processing simple
2503 * and efficient. This could probably be a macro.
2504 * MSW 2001-08-05
2505 */
2506 int
2507 on_same_map (const object *op1, const object *op2)
2508 {
2509 int dx, dy;
2510
2511 return adjacent_map (op1->map, op2->map, &dx, &dy);
2512 }