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/cvs/deliantra/server/common/map.C
Revision: 1.42
Committed: Wed Dec 13 02:55:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +15 -3 lines
Log Message:
- medium decruftification
- medium cleanups
- make settings accessible to perl using cf::settings->mutator
  (completely untested)

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
592 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
593 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
594 }
595 }
596 }
597
598 op->destroy ();
599 link_multipart_objects (m);
600 }
601
602 /* This saves all the objects on the map in a non destructive fashion.
603 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
604 * and we only save the head of multi part objects - this is needed
605 * in order to do map tiling properly.
606 */
607 void
608 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
609 {
610 int i, j = 0, unique = 0;
611 object *op;
612
613 /* first pass - save one-part objects */
614 for (i = 0; i < MAP_WIDTH (m); i++)
615 for (j = 0; j < MAP_HEIGHT (m); j++)
616 {
617 unique = 0;
618 for (op = get_map_ob (m, i, j); op; op = op->above)
619 {
620 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
621 unique = 1;
622
623 if (op->type == PLAYER)
624 {
625 LOG (llevDebug, "Player on map that is being saved\n");
626 continue;
627 }
628
629 if (op->head || op->owner)
630 continue;
631
632 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
633 save_object (fp2, op, 3);
634 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
635 save_object (fp, op, 3);
636
637 } /* for this space */
638 } /* for this j */
639 }
640
641 maptile::maptile ()
642 {
643 in_memory = MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH (this) = 16;
648 MAP_HEIGHT (this) = 16;
649 MAP_RESET_TIMEOUT (this) = 0;
650 MAP_TIMEOUT (this) = 300;
651 MAP_ENTER_X (this) = 0;
652 MAP_ENTER_Y (this) = 0;
653 /*set part to -1 indicating conversion to weather map not yet done */
654 MAP_WORLDPARTX (this) = -1;
655 MAP_WORLDPARTY (this) = -1;
656 }
657
658 /*
659 * Allocates, initialises, and returns a pointer to a maptile.
660 * Modified to no longer take a path option which was not being
661 * used anyways. MSW 2001-07-01
662 */
663 maptile *
664 get_linked_map (void)
665 {
666 maptile *mp, *map = new maptile;
667
668 for (mp = first_map; mp && mp->next; mp = mp->next);
669
670 if (mp == NULL)
671 first_map = map;
672 else
673 mp->next = map;
674
675 return map;
676 }
677
678 /*
679 * Allocates the arrays contained in a maptile.
680 * This basically allocates the dynamic array of spaces for the
681 * map.
682 */
683 void
684 maptile::allocate ()
685 {
686 in_memory = MAP_IN_MEMORY;
687
688 /* Log this condition and free the storage. We could I suppose
689 * realloc, but if the caller is presuming the data will be intact,
690 * that is their poor assumption.
691 */
692 if (spaces)
693 {
694 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
695 free (spaces);
696 }
697
698 spaces = (MapSpace *)
699 calloc (1, width * height * sizeof (MapSpace));
700
701 if (!spaces)
702 fatal (OUT_OF_MEMORY);
703 }
704
705 /* Create and returns a map of the specific size. Used
706 * in random map code and the editor.
707 */
708 maptile *
709 get_empty_map (int sizex, int sizey)
710 {
711 maptile *m = get_linked_map ();
712
713 m->width = sizex;
714 m->height = sizey;
715 m->in_memory = MAP_SWAPPED;
716 m->allocate ();
717
718 return m;
719 }
720
721 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
722 * corresponding to that string. Memory is allocated for this, it must be freed
723 * at a later date.
724 * Called by parse_map_headers below.
725 */
726
727 static shopitems *
728 parse_shop_string (const char *input_string)
729 {
730 char *shop_string, *p, *q, *next_semicolon, *next_colon;
731 shopitems *items = NULL;
732 int i = 0, number_of_entries = 0;
733 const typedata *current_type;
734
735 shop_string = strdup_local (input_string);
736 p = shop_string;
737 /* first we'll count the entries, we'll need that for allocating the array shortly */
738 while (p)
739 {
740 p = strchr (p, ';');
741 number_of_entries++;
742 if (p)
743 p++;
744 }
745 p = shop_string;
746 strip_endline (p);
747 items = new shopitems[number_of_entries + 1];
748 for (i = 0; i < number_of_entries; i++)
749 {
750 if (!p)
751 {
752 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
753 break;
754 }
755 next_semicolon = strchr (p, ';');
756 next_colon = strchr (p, ':');
757 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
758 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
759 items[i].strength = atoi (strchr (p, ':') + 1);
760
761 if (isdigit (*p) || *p == '*')
762 {
763 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
764 current_type = get_typedata (items[i].typenum);
765 if (current_type)
766 {
767 items[i].name = current_type->name;
768 items[i].name_pl = current_type->name_pl;
769 }
770 }
771 else
772 { /*we have a named type, let's figure out what it is */
773 q = strpbrk (p, ";:");
774 if (q)
775 *q = '\0';
776
777 current_type = get_typedata_by_name (p);
778 if (current_type)
779 {
780 items[i].name = current_type->name;
781 items[i].typenum = current_type->number;
782 items[i].name_pl = current_type->name_pl;
783 }
784 else
785 { /* oh uh, something's wrong, let's free up this one, and try
786 * the next entry while we're at it, better print a warning
787 */
788 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
789 }
790 }
791 items[i].index = number_of_entries;
792 if (next_semicolon)
793 p = ++next_semicolon;
794 else
795 p = NULL;
796 }
797 free (shop_string);
798 return items;
799 }
800
801 /* opposite of parse string, this puts the string that was originally fed in to
802 * the map (or something equivilent) into output_string. */
803 static void
804 print_shop_string (maptile *m, char *output_string)
805 {
806 int i;
807 char tmp[MAX_BUF];
808
809 strcpy (output_string, "");
810 for (i = 0; i < m->shopitems[0].index; i++)
811 {
812 if (m->shopitems[i].typenum)
813 {
814 if (m->shopitems[i].strength)
815 {
816 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
817 }
818 else
819 sprintf (tmp, "%s;", m->shopitems[i].name);
820 }
821 else
822 {
823 if (m->shopitems[i].strength)
824 {
825 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
826 }
827 else
828 sprintf (tmp, "*");
829 }
830 strcat (output_string, tmp);
831 }
832 }
833
834 /* This loads the header information of the map. The header
835 * contains things like difficulty, size, timeout, etc.
836 * this used to be stored in the map object, but with the
837 * addition of tiling, fields beyond that easily named in an
838 * object structure were needed, so it just made sense to
839 * put all the stuff in the map object so that names actually make
840 * sense.
841 * This could be done in lex (like the object loader), but I think
842 * currently, there are few enough fields this is not a big deal.
843 * MSW 2001-07-01
844 * return 0 on success, 1 on failure.
845 */
846
847 static int
848 load_map_header (object_thawer & fp, maptile *m)
849 {
850 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
851 int msgpos = 0;
852 int maplorepos = 0;
853
854 while (fgets (buf, HUGE_BUF, fp) != NULL)
855 {
856 buf[HUGE_BUF - 1] = 0;
857 key = buf;
858
859 while (isspace (*key))
860 key++;
861
862 if (*key == 0)
863 continue; /* empty line */
864
865 value = strchr (key, ' ');
866
867 if (!value)
868 {
869 if ((end = strchr (key, '\n')))
870 *end = 0;
871 }
872 else
873 {
874 *value = 0;
875 value++;
876 end = strchr (value, '\n');
877
878 while (isspace (*value))
879 {
880 value++;
881
882 if (*value == '\0' || value == end)
883 {
884 /* Nothing but spaces. */
885 value = NULL;
886 break;
887 }
888 }
889 }
890
891 if (!end)
892 {
893 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
894 return 1;
895 }
896
897 /* key is the field name, value is what it should be set
898 * to. We've already done the work to null terminate key,
899 * and strip off any leading spaces for both of these.
900 * We have not touched the newline at the end of the line -
901 * these are needed for some values. the end pointer
902 * points to the first of the newlines.
903 * value could be NULL! It would be easy enough to just point
904 * this to "" to prevent cores, but that would let more errors slide
905 * through.
906 *
907 * First check for entries that do not use the value parameter, then
908 * validate that value is given and check for the remaining entries
909 * that use the parameter.
910 */
911
912 if (!strcmp (key, "msg"))
913 {
914 while (fgets (buf, HUGE_BUF, fp) != NULL)
915 {
916 if (!strcmp (buf, "endmsg\n"))
917 break;
918 else
919 {
920 /* slightly more efficient than strcat */
921 strcpy (msgbuf + msgpos, buf);
922 msgpos += strlen (buf);
923 }
924 }
925 /* There are lots of maps that have empty messages (eg, msg/endmsg
926 * with nothing between). There is no reason in those cases to
927 * keep the empty message. Also, msgbuf contains garbage data
928 * when msgpos is zero, so copying it results in crashes
929 */
930 if (msgpos != 0)
931 m->msg = strdup_local (msgbuf);
932 }
933 else if (!strcmp (key, "maplore"))
934 {
935 while (fgets (buf, HUGE_BUF, fp) != NULL)
936 {
937 if (!strcmp (buf, "endmaplore\n"))
938 break;
939 else
940 {
941 /* slightly more efficient than strcat */
942 strcpy (maplorebuf + maplorepos, buf);
943 maplorepos += strlen (buf);
944 }
945 }
946 if (maplorepos != 0)
947 m->maplore = strdup_local (maplorebuf);
948 }
949 else if (!strcmp (key, "end"))
950 {
951 break;
952 }
953 else if (value == NULL)
954 {
955 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
956 }
957 else if (!strcmp (key, "arch"))
958 {
959 /* This is an oddity, but not something we care about much. */
960 if (strcmp (value, "map\n"))
961 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
962 }
963 else if (!strcmp (key, "name"))
964 {
965 *end = 0;
966 m->name = strdup_local (value);
967 }
968 /* first strcmp value on these are old names supported
969 * for compatibility reasons. The new values (second) are
970 * what really should be used.
971 */
972 else if (!strcmp (key, "oid"))
973 fp.get (m, atoi (value));
974 else if (!strcmp (key, "attach"))
975 m->attach = value;
976 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
977 m->enter_x = atoi (value);
978 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
979 m->enter_y = atoi (value);
980 else if (!strcmp (key, "x") || !strcmp (key, "width"))
981 m->width = atoi (value);
982 else if (!strcmp (key, "y") || !strcmp (key, "height"))
983 m->height = atoi (value);
984 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
985 m->reset_timeout = atoi (value);
986 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
987 m->timeout = atoi (value);
988 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
989 m->difficulty = clamp (atoi (value), 1, settings.max_level);
990 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
991 m->darkness = atoi (value);
992 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
993 m->fixed_resettime = atoi (value);
994 else if (!strcmp (key, "unique"))
995 m->unique = atoi (value);
996 else if (!strcmp (key, "template"))
997 m->templatemap = atoi (value);
998 else if (!strcmp (key, "region"))
999 m->region = get_region_by_name (value);
1000 else if (!strcmp (key, "shopitems"))
1001 {
1002 *end = 0;
1003 m->shopitems = parse_shop_string (value);
1004 }
1005 else if (!strcmp (key, "shopgreed"))
1006 m->shopgreed = atof (value);
1007 else if (!strcmp (key, "shopmin"))
1008 m->shopmin = atol (value);
1009 else if (!strcmp (key, "shopmax"))
1010 m->shopmax = atol (value);
1011 else if (!strcmp (key, "shoprace"))
1012 {
1013 *end = 0;
1014 m->shoprace = strdup_local (value);
1015 }
1016 else if (!strcmp (key, "outdoor"))
1017 m->outdoor = atoi (value);
1018 else if (!strcmp (key, "temp"))
1019 m->temp = atoi (value);
1020 else if (!strcmp (key, "pressure"))
1021 m->pressure = atoi (value);
1022 else if (!strcmp (key, "humid"))
1023 m->humid = atoi (value);
1024 else if (!strcmp (key, "windspeed"))
1025 m->windspeed = atoi (value);
1026 else if (!strcmp (key, "winddir"))
1027 m->winddir = atoi (value);
1028 else if (!strcmp (key, "sky"))
1029 m->sky = atoi (value);
1030 else if (!strcmp (key, "nosmooth"))
1031 m->nosmooth = atoi (value);
1032 else if (!strncmp (key, "tile_path_", 10))
1033 {
1034 int tile = atoi (key + 10);
1035
1036 if (tile < 1 || tile > 4)
1037 {
1038 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1039 }
1040 else
1041 {
1042 char *path;
1043
1044 *end = 0;
1045
1046 if (m->tile_path[tile - 1])
1047 {
1048 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1049 free (m->tile_path[tile - 1]);
1050 m->tile_path[tile - 1] = NULL;
1051 }
1052
1053 if (check_path (value, 1) != -1)
1054 {
1055 /* The unadorned path works. */
1056 path = value;
1057 }
1058 else
1059 {
1060 /* Try again; it could be a relative exit. */
1061
1062 path = path_combine_and_normalize (m->path, value);
1063
1064 if (check_path (path, 1) == -1)
1065 {
1066 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1067 path = NULL;
1068 }
1069 }
1070
1071 if (editor)
1072 {
1073 /* Use the value as in the file. */
1074 m->tile_path[tile - 1] = strdup_local (value);
1075 }
1076 else if (path != NULL)
1077 {
1078 /* Use the normalized value. */
1079 m->tile_path[tile - 1] = strdup_local (path);
1080 }
1081 } /* end if tile direction (in)valid */
1082 }
1083 else
1084 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1085 }
1086
1087 if (!key || strcmp (key, "end"))
1088 {
1089 LOG (llevError, "Got premature eof on map header!\n");
1090 return 1;
1091 }
1092
1093 return 0;
1094 }
1095
1096 /*
1097 * Opens the file "filename" and reads information about the map
1098 * from the given file, and stores it in a newly allocated
1099 * maptile. A pointer to this structure is returned, or NULL on failure.
1100 * flags correspond to those in map.h. Main ones used are
1101 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1102 * MAP_BLOCK, in which case we block on this load. This happens in all
1103 * cases, no matter if this flag is set or not.
1104 * MAP_STYLE: style map - don't add active objects, don't add to server
1105 * managed map list.
1106 */
1107
1108 maptile *
1109 load_original_map (const char *filename, int flags)
1110 {
1111 maptile *m;
1112 char pathname[MAX_BUF];
1113
1114 if (flags & MAP_PLAYER_UNIQUE)
1115 strcpy (pathname, filename);
1116 else if (flags & MAP_OVERLAY)
1117 strcpy (pathname, create_overlay_pathname (filename));
1118 else
1119 strcpy (pathname, create_pathname (filename));
1120
1121 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1122
1123 object_thawer thawer (pathname);
1124
1125 if (!thawer)
1126 return 0;
1127
1128 m = get_linked_map ();
1129
1130 strcpy (m->path, filename);
1131 if (load_map_header (thawer, m))
1132 {
1133 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1134 delete_map (m);
1135 return NULL;
1136 }
1137
1138 m->allocate ();
1139
1140 m->in_memory = MAP_LOADING;
1141 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1142
1143 m->in_memory = MAP_IN_MEMORY;
1144 if (!MAP_DIFFICULTY (m))
1145 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1146 set_map_reset_time (m);
1147 m->instantiate ();
1148 return (m);
1149 }
1150
1151 /*
1152 * Loads a map, which has been loaded earlier, from file.
1153 * Return the map object we load into (this can change from the passed
1154 * option if we can't find the original map)
1155 */
1156
1157 static maptile *
1158 load_temporary_map (maptile *m)
1159 {
1160 char buf[MAX_BUF];
1161
1162 if (!m->tmpname)
1163 {
1164 LOG (llevError, "No temporary filename for map %s\n", m->path);
1165 strcpy (buf, m->path);
1166 delete_map (m);
1167 m = load_original_map (buf, 0);
1168 if (m == NULL)
1169 return NULL;
1170 fix_auto_apply (m); /* Chests which open as default */
1171 return m;
1172 }
1173
1174 object_thawer thawer (m->tmpname);
1175
1176 if (!thawer)
1177 {
1178 strcpy (buf, m->path);
1179 delete_map (m);
1180 m = load_original_map (buf, 0);
1181 if (!m)
1182 return NULL;
1183 fix_auto_apply (m); /* Chests which open as default */
1184 return m;
1185 }
1186
1187 if (load_map_header (thawer, m))
1188 {
1189 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190 delete_map (m);
1191 m = load_original_map (m->path, 0);
1192 return NULL;
1193 }
1194
1195 m->allocate ();
1196
1197 m->in_memory = MAP_LOADING;
1198 load_objects (m, thawer, 0);
1199
1200 m->in_memory = MAP_IN_MEMORY;
1201 INVOKE_MAP (SWAPIN, m);
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 maptile *
1212 load_overlay_map (const char *filename, maptile *m)
1213 {
1214 char pathname[MAX_BUF];
1215
1216 strcpy (pathname, create_overlay_pathname (filename));
1217
1218 object_thawer thawer (pathname);
1219
1220 if (!thawer)
1221 return m;
1222
1223 if (load_map_header (thawer, m))
1224 {
1225 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1226 delete_map (m);
1227 m = load_original_map (m->path, 0);
1228 return NULL;
1229 }
1230 /*m->allocate ();*/
1231
1232 m->in_memory = MAP_LOADING;
1233 load_objects (m, thawer, MAP_OVERLAY);
1234
1235 m->in_memory = MAP_IN_MEMORY;
1236 return m;
1237 }
1238
1239 /******************************************************************************
1240 * This is the start of unique map handling code
1241 *****************************************************************************/
1242
1243 /* This goes through map 'm' and removed any unique items on the map. */
1244 static void
1245 delete_unique_items (maptile *m)
1246 {
1247 int i, j, unique;
1248 object *op, *next;
1249
1250 for (i = 0; i < MAP_WIDTH (m); i++)
1251 for (j = 0; j < MAP_HEIGHT (m); j++)
1252 {
1253 unique = 0;
1254
1255 for (op = get_map_ob (m, i, j); op; op = next)
1256 {
1257 next = op->above;
1258
1259 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1260 unique = 1;
1261
1262 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1263 {
1264 clean_object (op);
1265
1266 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1267 remove_button_link (op);
1268
1269 op->destroy ();
1270 }
1271 }
1272 }
1273 }
1274
1275
1276 /*
1277 * Loads unique objects from file(s) into the map which is in memory
1278 * m is the map to load unique items into.
1279 */
1280 static void
1281 load_unique_objects (maptile *m)
1282 {
1283 int count;
1284 char firstname[MAX_BUF];
1285
1286 for (count = 0; count < 10; count++)
1287 {
1288 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1289 if (!access (firstname, R_OK))
1290 break;
1291 }
1292 /* If we get here, we did not find any map */
1293 if (count == 10)
1294 return;
1295
1296 object_thawer thawer (firstname);
1297
1298 if (!thawer)
1299 return;
1300
1301 m->in_memory = MAP_LOADING;
1302 if (m->tmpname == NULL) /* if we have loaded unique items from */
1303 delete_unique_items (m); /* original map before, don't duplicate them */
1304 load_objects (m, thawer, 0);
1305
1306 m->in_memory = MAP_IN_MEMORY;
1307 }
1308
1309
1310 /*
1311 * Saves a map to file. If flag is set, it is saved into the same
1312 * file it was (originally) loaded from. Otherwise a temporary
1313 * filename will be genarated, and the file will be stored there.
1314 * The temporary filename will be stored in the maptileure.
1315 * If the map is unique, we also save to the filename in the map
1316 * (this should have been updated when first loaded)
1317 */
1318
1319 int
1320 new_save_map (maptile *m, int flag)
1321 {
1322 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1323 int i;
1324
1325 if (flag && !*m->path)
1326 {
1327 LOG (llevError, "Tried to save map without path.\n");
1328 return -1;
1329 }
1330
1331 if (flag || (m->unique) || (m->templatemap))
1332 {
1333 if (!m->unique && !m->templatemap)
1334 { /* flag is set */
1335 if (flag == 2)
1336 strcpy (filename, create_overlay_pathname (m->path));
1337 else
1338 strcpy (filename, create_pathname (m->path));
1339 }
1340 else
1341 strcpy (filename, m->path);
1342
1343 make_path_to_file (filename);
1344 }
1345 else
1346 {
1347 if (!m->tmpname)
1348 m->tmpname = tempnam_local (settings.tmpdir, NULL);
1349
1350 strcpy (filename, m->tmpname);
1351 }
1352
1353 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1354 m->in_memory = MAP_SAVING;
1355
1356 object_freezer freezer;
1357
1358 /* legacy */
1359 fprintf (freezer, "arch map\n");
1360 if (m->name)
1361 fprintf (freezer, "name %s\n", m->name);
1362 if (!flag)
1363 fprintf (freezer, "swap_time %d\n", m->swap_time);
1364 if (m->reset_timeout)
1365 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1366 if (m->fixed_resettime)
1367 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1368 /* we unfortunately have no idea if this is a value the creator set
1369 * or a difficulty value we generated when the map was first loaded
1370 */
1371 if (m->difficulty)
1372 fprintf (freezer, "difficulty %d\n", m->difficulty);
1373 if (m->region)
1374 fprintf (freezer, "region %s\n", m->region->name);
1375 if (m->shopitems)
1376 {
1377 print_shop_string (m, shop);
1378 fprintf (freezer, "shopitems %s\n", shop);
1379 }
1380 if (m->shopgreed)
1381 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1382 if (m->shopmin)
1383 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1384 if (m->shopmax)
1385 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1386 if (m->shoprace)
1387 fprintf (freezer, "shoprace %s\n", m->shoprace);
1388 if (m->darkness)
1389 fprintf (freezer, "darkness %d\n", m->darkness);
1390 if (m->width)
1391 fprintf (freezer, "width %d\n", m->width);
1392 if (m->height)
1393 fprintf (freezer, "height %d\n", m->height);
1394 if (m->enter_x)
1395 fprintf (freezer, "enter_x %d\n", m->enter_x);
1396 if (m->enter_y)
1397 fprintf (freezer, "enter_y %d\n", m->enter_y);
1398 if (m->msg)
1399 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1400 if (m->maplore)
1401 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1402 if (m->unique)
1403 fprintf (freezer, "unique %d\n", m->unique);
1404 if (m->templatemap)
1405 fprintf (freezer, "template %d\n", m->templatemap);
1406 if (m->outdoor)
1407 fprintf (freezer, "outdoor %d\n", m->outdoor);
1408 if (m->temp)
1409 fprintf (freezer, "temp %d\n", m->temp);
1410 if (m->pressure)
1411 fprintf (freezer, "pressure %d\n", m->pressure);
1412 if (m->humid)
1413 fprintf (freezer, "humid %d\n", m->humid);
1414 if (m->windspeed)
1415 fprintf (freezer, "windspeed %d\n", m->windspeed);
1416 if (m->winddir)
1417 fprintf (freezer, "winddir %d\n", m->winddir);
1418 if (m->sky)
1419 fprintf (freezer, "sky %d\n", m->sky);
1420 if (m->nosmooth)
1421 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1422
1423 /* Save any tiling information, except on overlays */
1424 if (flag != 2)
1425 for (i = 0; i < 4; i++)
1426 if (m->tile_path[i])
1427 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1428
1429 freezer.put (m);
1430 fprintf (freezer, "end\n");
1431
1432 /* In the game save unique items in the different file, but
1433 * in the editor save them to the normal map file.
1434 * If unique map, save files in the proper destination (set by
1435 * player)
1436 */
1437 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1438 {
1439 object_freezer unique;
1440
1441 if (flag == 2)
1442 save_objects (m, freezer, unique, 2);
1443 else
1444 save_objects (m, freezer, unique, 0);
1445
1446 sprintf (buf, "%s.v00", create_items_path (m->path));
1447
1448 unique.save (buf);
1449 }
1450 else
1451 { /* save same file when not playing, like in editor */
1452 save_objects (m, freezer, freezer, 0);
1453 }
1454
1455 freezer.save (filename);
1456
1457 return 0;
1458 }
1459
1460
1461 /*
1462 * Remove and free all objects in the inventory of the given object.
1463 * object.c ?
1464 */
1465
1466 void
1467 clean_object (object *op)
1468 {
1469 object *tmp, *next;
1470
1471 for (tmp = op->inv; tmp; tmp = next)
1472 {
1473 next = tmp->below;
1474
1475 clean_object (tmp);
1476 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1477 remove_button_link (tmp);
1478
1479 tmp->destroy ();
1480 }
1481 }
1482
1483 /*
1484 * Remove and free all objects in the given map.
1485 */
1486
1487 void
1488 free_all_objects (maptile *m)
1489 {
1490 int i, j;
1491 object *op;
1492
1493 for (i = 0; i < MAP_WIDTH (m); i++)
1494 for (j = 0; j < MAP_HEIGHT (m); j++)
1495 {
1496 object *previous_obj = NULL;
1497
1498 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1499 {
1500 if (op == previous_obj)
1501 {
1502 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1503 break;
1504 }
1505
1506 previous_obj = op;
1507
1508 if (op->head != NULL)
1509 op = op->head;
1510
1511 /* If the map isn't in memory, free_object will remove and
1512 * free objects in op's inventory. So let it do the job.
1513 */
1514 if (m->in_memory == MAP_IN_MEMORY)
1515 clean_object (op);
1516
1517 op->destroy ();
1518 }
1519 }
1520 }
1521
1522 /*
1523 * Frees everything allocated by the given maptileure.
1524 * don't free tmpname - our caller is left to do that
1525 */
1526
1527 void
1528 free_map (maptile *m, int flag)
1529 {
1530 int i;
1531
1532 if (!m->in_memory)
1533 {
1534 LOG (llevError, "Trying to free freed map.\n");
1535 return;
1536 }
1537
1538 // TODO: use new/delete
1539 #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1540
1541 if (flag && m->spaces)
1542 free_all_objects (m);
1543 if (m->name)
1544 FREE_AND_CLEAR (m->name);
1545 if (m->spaces)
1546 FREE_AND_CLEAR (m->spaces);
1547 if (m->msg)
1548 FREE_AND_CLEAR (m->msg);
1549 if (m->maplore)
1550 FREE_AND_CLEAR (m->maplore);
1551
1552 delete [] m->shopitems;
1553 m->shopitems = 0;
1554
1555 if (m->shoprace)
1556 FREE_AND_CLEAR (m->shoprace);
1557
1558 if (m->buttons)
1559 free_objectlinkpt (m->buttons);
1560
1561 m->buttons = NULL;
1562
1563 for (i = 0; i < 4; i++)
1564 {
1565 if (m->tile_path[i])
1566 FREE_AND_CLEAR (m->tile_path[i]);
1567 m->tile_map[i] = NULL;
1568 }
1569
1570 m->in_memory = MAP_SWAPPED;
1571
1572 #undef FREE_AND_CLEAR
1573
1574 }
1575
1576 /*
1577 * function: vanish maptile
1578 * m : pointer to maptile, if NULL no action
1579 * this deletes all the data on the map (freeing pointers)
1580 * and then removes this map from the global linked list of maps.
1581 */
1582
1583 void
1584 delete_map (maptile *m)
1585 {
1586 maptile *tmp, *last;
1587 int i;
1588
1589 if (!m)
1590 return;
1591
1592 m->clear ();
1593
1594 if (m->in_memory == MAP_IN_MEMORY)
1595 {
1596 /* change to MAP_SAVING, even though we are not,
1597 * so that remove_ob doesn't do as much work.
1598 */
1599 m->in_memory = MAP_SAVING;
1600 free_map (m, 1);
1601 }
1602 /* move this out of free_map, since tmpname can still be needed if
1603 * the map is swapped out.
1604 */
1605 if (m->tmpname)
1606 {
1607 free (m->tmpname);
1608 m->tmpname = NULL;
1609 }
1610 last = NULL;
1611 /* We need to look through all the maps and see if any maps
1612 * are pointing at this one for tiling information. Since
1613 * tiling can be assymetric, we just can not look to see which
1614 * maps this map tiles with and clears those.
1615 */
1616 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1617 {
1618 if (tmp->next == m)
1619 last = tmp;
1620
1621 /* This should hopefully get unrolled on a decent compiler */
1622 for (i = 0; i < 4; i++)
1623 if (tmp->tile_map[i] == m)
1624 tmp->tile_map[i] = NULL;
1625 }
1626
1627 /* If last is null, then this should be the first map in the list */
1628 if (!last)
1629 {
1630 if (m == first_map)
1631 first_map = m->next;
1632 else
1633 /* m->path is a static char, so should hopefully still have
1634 * some useful data in it.
1635 */
1636 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1637 }
1638 else
1639 last->next = m->next;
1640
1641 delete m;
1642 }
1643
1644
1645
1646 /*
1647 * Makes sure the given map is loaded and swapped in.
1648 * name is path name of the map.
1649 * flags meaning:
1650 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1651 * and don't do unique items or the like.
1652 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1653 * dont do any more name translation on it.
1654 *
1655 * Returns a pointer to the given map.
1656 */
1657
1658 maptile *
1659 ready_map_name (const char *name, int flags)
1660 {
1661 maptile *m;
1662
1663 if (!name)
1664 return (NULL);
1665
1666 /* Have we been at this level before? */
1667 m = has_been_loaded (name);
1668
1669 /* Map is good to go, so just return it */
1670 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1671 {
1672 return m;
1673 }
1674
1675 /* unique maps always get loaded from their original location, and never
1676 * a temp location. Likewise, if map_flush is set, or we have never loaded
1677 * this map, load it now. I removed the reset checking from here -
1678 * it seems the probability of a player trying to enter a map that should
1679 * reset but hasn't yet is quite low, and removing that makes this function
1680 * a bit cleaner (and players probably shouldn't rely on exact timing for
1681 * resets in any case - if they really care, they should use the 'maps command.
1682 */
1683 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1684 {
1685
1686 /* first visit or time to reset */
1687 if (m)
1688 {
1689 clean_tmp_map (m); /* Doesn't make much difference */
1690 delete_map (m);
1691 }
1692
1693 /* create and load a map */
1694 if (flags & MAP_PLAYER_UNIQUE)
1695 LOG (llevDebug, "Trying to load map %s.\n", name);
1696 else
1697 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1698
1699 //eval_pv ("$x = Event::time", 1);//D
1700 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1701 return (NULL);
1702 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1703
1704 fix_auto_apply (m); /* Chests which open as default */
1705
1706 /* If a player unique map, no extra unique object file to load.
1707 * if from the editor, likewise.
1708 */
1709 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1710 load_unique_objects (m);
1711
1712 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1713 {
1714 m = load_overlay_map (name, m);
1715 if (m == NULL)
1716 return NULL;
1717 }
1718
1719 if (flags & MAP_PLAYER_UNIQUE)
1720 INVOKE_MAP (SWAPIN, m);
1721
1722 }
1723 else
1724 {
1725 /* If in this loop, we found a temporary map, so load it up. */
1726
1727 m = load_temporary_map (m);
1728 if (m == NULL)
1729 return NULL;
1730 load_unique_objects (m);
1731
1732 clean_tmp_map (m);
1733 m->in_memory = MAP_IN_MEMORY;
1734 /* tempnam() on sun systems (probably others) uses malloc
1735 * to allocated space for the string. Free it here.
1736 * In some cases, load_temporary_map above won't find the
1737 * temporary map, and so has reloaded a new map. If that
1738 * is the case, tmpname is now null
1739 */
1740 if (m->tmpname)
1741 free (m->tmpname);
1742 m->tmpname = NULL;
1743 /* It's going to be saved anew anyway */
1744 }
1745
1746 /* Below here is stuff common to both first time loaded maps and
1747 * temp maps.
1748 */
1749
1750 decay_objects (m); /* start the decay */
1751 /* In case other objects press some buttons down */
1752 update_buttons (m);
1753 if (m->outdoor)
1754 set_darkness_map (m);
1755 /* run the weather over this map */
1756 weather_effect (name);
1757 return m;
1758 }
1759
1760
1761 /*
1762 * This routine is supposed to find out the difficulty of the map.
1763 * difficulty does not have a lot to do with character level,
1764 * but does have a lot to do with treasure on the map.
1765 *
1766 * Difficulty can now be set by the map creature. If the value stored
1767 * in the map is zero, then use this routine. Maps should really
1768 * have a difficulty set than using this function - human calculation
1769 * is much better than this functions guesswork.
1770 */
1771
1772 int
1773 calculate_difficulty (maptile *m)
1774 {
1775 object *op;
1776 archetype *at;
1777 int x, y, i;
1778 long monster_cnt = 0;
1779 double avgexp = 0;
1780 sint64 total_exp = 0;
1781
1782 if (MAP_DIFFICULTY (m))
1783 {
1784 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1785 return MAP_DIFFICULTY (m);
1786 }
1787
1788 for (x = 0; x < MAP_WIDTH (m); x++)
1789 for (y = 0; y < MAP_HEIGHT (m); y++)
1790 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1791 {
1792 if (QUERY_FLAG (op, FLAG_MONSTER))
1793 {
1794 total_exp += op->stats.exp;
1795 monster_cnt++;
1796 }
1797
1798 if (QUERY_FLAG (op, FLAG_GENERATOR))
1799 {
1800 total_exp += op->stats.exp;
1801 at = type_to_archetype (GENERATE_TYPE (op));
1802
1803 if (at != NULL)
1804 total_exp += at->clone.stats.exp * 8;
1805
1806 monster_cnt++;
1807 }
1808 }
1809
1810 avgexp = (double) total_exp / monster_cnt;
1811
1812 for (i = 1; i <= settings.max_level; i++)
1813 {
1814 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1815 {
1816 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1817 return i;
1818 }
1819 }
1820
1821 return 1;
1822 }
1823
1824 void
1825 clean_tmp_map (maptile *m)
1826 {
1827 if (m->tmpname == NULL)
1828 return;
1829 INVOKE_MAP (CLEAN, m);
1830 (void) unlink (m->tmpname);
1831 }
1832
1833 void
1834 free_all_maps (void)
1835 {
1836 int real_maps = 0;
1837
1838 while (first_map)
1839 {
1840 /* I think some of the callers above before it gets here set this to be
1841 * saving, but we still want to free this data
1842 */
1843 if (first_map->in_memory == MAP_SAVING)
1844 first_map->in_memory = MAP_IN_MEMORY;
1845 delete_map (first_map);
1846 real_maps++;
1847 }
1848 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1849 }
1850
1851 /* change_map_light() - used to change map light level (darkness)
1852 * up or down. Returns true if successful. It should now be
1853 * possible to change a value by more than 1.
1854 * Move this from los.c to map.c since this is more related
1855 * to maps than los.
1856 * postive values make it darker, negative make it brighter
1857 */
1858
1859 int
1860 change_map_light (maptile *m, int change)
1861 {
1862 int new_level = m->darkness + change;
1863
1864 /* Nothing to do */
1865 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1866 {
1867 return 0;
1868 }
1869
1870 /* inform all players on the map */
1871 if (change > 0)
1872 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1873 else
1874 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1875
1876 /* Do extra checking. since m->darkness is a unsigned value,
1877 * we need to be extra careful about negative values.
1878 * In general, the checks below are only needed if change
1879 * is not +/-1
1880 */
1881 if (new_level < 0)
1882 m->darkness = 0;
1883 else if (new_level >= MAX_DARKNESS)
1884 m->darkness = MAX_DARKNESS;
1885 else
1886 m->darkness = new_level;
1887
1888 /* All clients need to get re-updated for the change */
1889 update_all_map_los (m);
1890 return 1;
1891 }
1892
1893
1894 /*
1895 * This function updates various attributes about a specific space
1896 * on the map (what it looks like, whether it blocks magic,
1897 * has a living creatures, prevents people from passing
1898 * through, etc)
1899 */
1900 void
1901 update_position (maptile *m, int x, int y)
1902 {
1903 object *tmp, *last = NULL;
1904 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1905 New_Face *top, *floor, *middle;
1906 object *top_obj, *floor_obj, *middle_obj;
1907 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1908
1909 oldflags = GET_MAP_FLAGS (m, x, y);
1910 if (!(oldflags & P_NEED_UPDATE))
1911 {
1912 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1913 return;
1914 }
1915
1916 middle = blank_face;
1917 top = blank_face;
1918 floor = blank_face;
1919
1920 middle_obj = NULL;
1921 top_obj = NULL;
1922 floor_obj = NULL;
1923
1924 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1925 {
1926
1927 /* This could be made additive I guess (two lights better than
1928 * one). But if so, it shouldn't be a simple additive - 2
1929 * light bulbs do not illuminate twice as far as once since
1930 * it is a disapation factor that is squared (or is it cubed?)
1931 */
1932 if (tmp->glow_radius > light)
1933 light = tmp->glow_radius;
1934
1935 /* This call is needed in order to update objects the player
1936 * is standing in that have animations (ie, grass, fire, etc).
1937 * However, it also causes the look window to be re-drawn
1938 * 3 times each time the player moves, because many of the
1939 * functions the move_player calls eventualy call this.
1940 *
1941 * Always put the player down for drawing.
1942 */
1943 if (!tmp->invisible)
1944 {
1945 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1946 {
1947 top = tmp->face;
1948 top_obj = tmp;
1949 }
1950 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1951 {
1952 /* If we got a floor, that means middle and top were below it,
1953 * so should not be visible, so we clear them.
1954 */
1955 middle = blank_face;
1956 top = blank_face;
1957 floor = tmp->face;
1958 floor_obj = tmp;
1959 }
1960 /* Flag anywhere have high priority */
1961 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1962 {
1963 middle = tmp->face;
1964
1965 middle_obj = tmp;
1966 anywhere = 1;
1967 }
1968 /* Find the highest visible face around. If equal
1969 * visibilities, we still want the one nearer to the
1970 * top
1971 */
1972 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1973 {
1974 middle = tmp->face;
1975 middle_obj = tmp;
1976 }
1977 }
1978 if (tmp == tmp->above)
1979 {
1980 LOG (llevError, "Error in structure of map\n");
1981 exit (-1);
1982 }
1983
1984 move_slow |= tmp->move_slow;
1985 move_block |= tmp->move_block;
1986 move_on |= tmp->move_on;
1987 move_off |= tmp->move_off;
1988 move_allow |= tmp->move_allow;
1989
1990 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1991 flags |= P_IS_ALIVE;
1992 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
1993 flags |= P_NO_MAGIC;
1994 if (QUERY_FLAG (tmp, FLAG_DAMNED))
1995 flags |= P_NO_CLERIC;
1996 if (tmp->type == SAFE_GROUND)
1997 flags |= P_SAFE;
1998
1999 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2000 flags |= P_BLOCKSVIEW;
2001 } /* for stack of objects */
2002
2003 /* we don't want to rely on this function to have accurate flags, but
2004 * since we're already doing the work, we calculate them here.
2005 * if they don't match, logic is broken someplace.
2006 */
2007 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2008 {
2009 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2010 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2011 }
2012 SET_MAP_FLAGS (m, x, y, flags);
2013 SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2014 SET_MAP_MOVE_ON (m, x, y, move_on);
2015 SET_MAP_MOVE_OFF (m, x, y, move_off);
2016 SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2017
2018 /* At this point, we have a floor face (if there is a floor),
2019 * and the floor is set - we are not going to touch it at
2020 * this point.
2021 * middle contains the highest visibility face.
2022 * top contains a player/monster face, if there is one.
2023 *
2024 * We now need to fill in top.face and/or middle.face.
2025 */
2026
2027 /* If the top face also happens to be high visibility, re-do our
2028 * middle face. This should not happen, as we already have the
2029 * else statement above so middle should not get set. OTOH, it
2030 * may be possible for the faces to match but be different objects.
2031 */
2032 if (top == middle)
2033 middle = blank_face;
2034
2035 /* There are three posibilities at this point:
2036 * 1) top face is set, need middle to be set.
2037 * 2) middle is set, need to set top.
2038 * 3) neither middle or top is set - need to set both.
2039 */
2040
2041 for (tmp = last; tmp; tmp = tmp->below)
2042 {
2043 /* Once we get to a floor, stop, since we already have a floor object */
2044 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2045 break;
2046
2047 /* If two top faces are already set, quit processing */
2048 if ((top != blank_face) && (middle != blank_face))
2049 break;
2050
2051 /* Only show visible faces, unless its the editor - show all */
2052 if (!tmp->invisible || editor)
2053 {
2054 /* Fill in top if needed */
2055 if (top == blank_face)
2056 {
2057 top = tmp->face;
2058 top_obj = tmp;
2059 if (top == middle)
2060 middle = blank_face;
2061 }
2062 else
2063 {
2064 /* top is already set - we should only get here if
2065 * middle is not set
2066 *
2067 * Set the middle face and break out, since there is nothing
2068 * more to fill in. We don't check visiblity here, since
2069 *
2070 */
2071 if (tmp->face != top)
2072 {
2073 middle = tmp->face;
2074 middle_obj = tmp;
2075 break;
2076 }
2077 }
2078 }
2079 }
2080 if (middle == floor)
2081 middle = blank_face;
2082 if (top == middle)
2083 middle = blank_face;
2084 SET_MAP_FACE (m, x, y, top, 0);
2085 if (top != blank_face)
2086 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2087 else
2088 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2089 SET_MAP_FACE (m, x, y, middle, 1);
2090 if (middle != blank_face)
2091 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2092 else
2093 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2094 SET_MAP_FACE (m, x, y, floor, 2);
2095 if (floor != blank_face)
2096 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2097 else
2098 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2099 SET_MAP_LIGHT (m, x, y, light);
2100 }
2101
2102
2103 void
2104 set_map_reset_time (maptile *map)
2105 {
2106 int timeout;
2107
2108 timeout = MAP_RESET_TIMEOUT (map);
2109 if (timeout <= 0)
2110 timeout = MAP_DEFAULTRESET;
2111 if (timeout >= MAP_MAXRESET)
2112 timeout = MAP_MAXRESET;
2113 MAP_WHEN_RESET (map) = time (0) + timeout;
2114 }
2115
2116 /* this updates the orig_map->tile_map[tile_num] value after loading
2117 * the map. It also takes care of linking back the freshly loaded
2118 * maps tile_map values if it tiles back to this one. It returns
2119 * the value of orig_map->tile_map[tile_num]. It really only does this
2120 * so that it is easier for calling functions to verify success.
2121 */
2122
2123 static maptile *
2124 load_and_link_tiled_map (maptile *orig_map, int tile_num)
2125 {
2126 int dest_tile = (tile_num + 2) % 4;
2127 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2128
2129 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2130
2131 /* need to do a strcmp here as the orig_map->path is not a shared string */
2132 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))
2133 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2134
2135 return orig_map->tile_map[tile_num];
2136 }
2137
2138 /* this returns TRUE if the coordinates (x,y) are out of
2139 * map m. This function also takes into account any
2140 * tiling considerations, loading adjacant maps as needed.
2141 * This is the function should always be used when it
2142 * necessary to check for valid coordinates.
2143 * This function will recursively call itself for the
2144 * tiled maps.
2145 *
2146 *
2147 */
2148 int
2149 out_of_map (maptile *m, int x, int y)
2150 {
2151
2152 /* If we get passed a null map, this is obviously the
2153 * case. This generally shouldn't happen, but if the
2154 * map loads fail below, it could happen.
2155 */
2156 if (!m)
2157 return 0;
2158
2159 if (x < 0)
2160 {
2161 if (!m->tile_path[3])
2162 return 1;
2163 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2164 {
2165 load_and_link_tiled_map (m, 3);
2166 }
2167 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2168 }
2169 if (x >= MAP_WIDTH (m))
2170 {
2171 if (!m->tile_path[1])
2172 return 1;
2173 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2174 {
2175 load_and_link_tiled_map (m, 1);
2176 }
2177 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2178 }
2179 if (y < 0)
2180 {
2181 if (!m->tile_path[0])
2182 return 1;
2183 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2184 {
2185 load_and_link_tiled_map (m, 0);
2186 }
2187 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2188 }
2189 if (y >= MAP_HEIGHT (m))
2190 {
2191 if (!m->tile_path[2])
2192 return 1;
2193 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2194 {
2195 load_and_link_tiled_map (m, 2);
2196 }
2197 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2198 }
2199
2200 /* Simple case - coordinates are within this local
2201 * map.
2202 */
2203 return 0;
2204 }
2205
2206 /* This is basically the same as out_of_map above, but
2207 * instead we return NULL if no map is valid (coordinates
2208 * out of bounds and no tiled map), otherwise it returns
2209 * the map as that the coordinates are really on, and
2210 * updates x and y to be the localized coordinates.
2211 * Using this is more efficient of calling out_of_map
2212 * and then figuring out what the real map is
2213 */
2214 maptile *
2215 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2216 {
2217
2218 if (*x < 0)
2219 {
2220 if (!m->tile_path[3])
2221 return NULL;
2222 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2223 load_and_link_tiled_map (m, 3);
2224
2225 *x += MAP_WIDTH (m->tile_map[3]);
2226 return (get_map_from_coord (m->tile_map[3], x, y));
2227 }
2228 if (*x >= MAP_WIDTH (m))
2229 {
2230 if (!m->tile_path[1])
2231 return NULL;
2232 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2233 load_and_link_tiled_map (m, 1);
2234
2235 *x -= MAP_WIDTH (m);
2236 return (get_map_from_coord (m->tile_map[1], x, y));
2237 }
2238 if (*y < 0)
2239 {
2240 if (!m->tile_path[0])
2241 return NULL;
2242 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2243 load_and_link_tiled_map (m, 0);
2244
2245 *y += MAP_HEIGHT (m->tile_map[0]);
2246 return (get_map_from_coord (m->tile_map[0], x, y));
2247 }
2248 if (*y >= MAP_HEIGHT (m))
2249 {
2250 if (!m->tile_path[2])
2251 return NULL;
2252 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2253 load_and_link_tiled_map (m, 2);
2254
2255 *y -= MAP_HEIGHT (m);
2256 return (get_map_from_coord (m->tile_map[2], x, y));
2257 }
2258
2259 /* Simple case - coordinates are within this local
2260 * map.
2261 */
2262
2263 return m;
2264 }
2265
2266 /**
2267 * Return whether map2 is adjacent to map1. If so, store the distance from
2268 * map1 to map2 in dx/dy.
2269 */
2270 static int
2271 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2272 {
2273 if (!map1 || !map2)
2274 return 0;
2275
2276 if (map1 == map2)
2277 {
2278 *dx = 0;
2279 *dy = 0;
2280
2281 }
2282 else if (map1->tile_map[0] == map2)
2283 { /* up */
2284 *dx = 0;
2285 *dy = -MAP_HEIGHT (map2);
2286 }
2287 else if (map1->tile_map[1] == map2)
2288 { /* right */
2289 *dx = MAP_WIDTH (map1);
2290 *dy = 0;
2291 }
2292 else if (map1->tile_map[2] == map2)
2293 { /* down */
2294 *dx = 0;
2295 *dy = MAP_HEIGHT (map1);
2296 }
2297 else if (map1->tile_map[3] == map2)
2298 { /* left */
2299 *dx = -MAP_WIDTH (map2);
2300 *dy = 0;
2301
2302 }
2303 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2304 { /* up right */
2305 *dx = MAP_WIDTH (map1->tile_map[0]);
2306 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2307 }
2308 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2309 { /* up left */
2310 *dx = -MAP_WIDTH (map2);
2311 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2312 }
2313 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2314 { /* right up */
2315 *dx = MAP_WIDTH (map1);
2316 *dy = -MAP_HEIGHT (map2);
2317 }
2318 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2319 { /* right down */
2320 *dx = MAP_WIDTH (map1);
2321 *dy = MAP_HEIGHT (map1->tile_map[1]);
2322 }
2323 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2324 { /* down right */
2325 *dx = MAP_WIDTH (map1->tile_map[2]);
2326 *dy = MAP_HEIGHT (map1);
2327 }
2328 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2329 { /* down left */
2330 *dx = -MAP_WIDTH (map2);
2331 *dy = MAP_HEIGHT (map1);
2332 }
2333 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2334 { /* left up */
2335 *dx = -MAP_WIDTH (map1->tile_map[3]);
2336 *dy = -MAP_HEIGHT (map2);
2337 }
2338 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2339 { /* left down */
2340 *dx = -MAP_WIDTH (map1->tile_map[3]);
2341 *dy = MAP_HEIGHT (map1->tile_map[3]);
2342
2343 }
2344 else
2345 { /* not "adjacent" enough */
2346 return 0;
2347 }
2348
2349 return 1;
2350 }
2351
2352 /* From map.c
2353 * This is used by get_player to determine where the other
2354 * creature is. get_rangevector takes into account map tiling,
2355 * so you just can not look the the map coordinates and get the
2356 * righte value. distance_x/y are distance away, which
2357 * can be negativbe. direction is the crossfire direction scheme
2358 * that the creature should head. part is the part of the
2359 * monster that is closest.
2360 *
2361 * get_rangevector looks at op1 and op2, and fills in the
2362 * structure for op1 to get to op2.
2363 * We already trust that the caller has verified that the
2364 * two objects are at least on adjacent maps. If not,
2365 * results are not likely to be what is desired.
2366 * if the objects are not on maps, results are also likely to
2367 * be unexpected
2368 *
2369 * currently, the only flag supported (0x1) is don't translate for
2370 * closest body part of 'op1'
2371 */
2372
2373 void
2374 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2375 {
2376 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2377 {
2378 /* be conservative and fill in _some_ data */
2379 retval->distance = 100000;
2380 retval->distance_x = 32767;
2381 retval->distance_y = 32767;
2382 retval->direction = 0;
2383 retval->part = 0;
2384 }
2385 else
2386 {
2387 object *best;
2388
2389 retval->distance_x += op2->x - op1->x;
2390 retval->distance_y += op2->y - op1->y;
2391
2392 best = op1;
2393 /* If this is multipart, find the closest part now */
2394 if (!(flags & 0x1) && op1->more)
2395 {
2396 object *tmp;
2397 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2398
2399 /* we just take the offset of the piece to head to figure
2400 * distance instead of doing all that work above again
2401 * since the distance fields we set above are positive in the
2402 * same axis as is used for multipart objects, the simply arithmetic
2403 * below works.
2404 */
2405 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2406 {
2407 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2408 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2409 if (tmpi < best_distance)
2410 {
2411 best_distance = tmpi;
2412 best = tmp;
2413 }
2414 }
2415 if (best != op1)
2416 {
2417 retval->distance_x += op1->x - best->x;
2418 retval->distance_y += op1->y - best->y;
2419 }
2420 }
2421 retval->part = best;
2422 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2423 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2424 }
2425 }
2426
2427 /* this is basically the same as get_rangevector above, but instead of
2428 * the first parameter being an object, it instead is the map
2429 * and x,y coordinates - this is used for path to player -
2430 * since the object is not infact moving but we are trying to traverse
2431 * the path, we need this.
2432 * flags has no meaning for this function at this time - I kept it in to
2433 * be more consistant with the above function and also in case they are needed
2434 * for something in the future. Also, since no object is pasted, the best
2435 * field of the rv_vector is set to NULL.
2436 */
2437
2438 void
2439 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2440 {
2441 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2442 {
2443 /* be conservative and fill in _some_ data */
2444 retval->distance = 100000;
2445 retval->distance_x = 32767;
2446 retval->distance_y = 32767;
2447 retval->direction = 0;
2448 retval->part = 0;
2449 }
2450 else
2451 {
2452 retval->distance_x += op2->x - x;
2453 retval->distance_y += op2->y - y;
2454
2455 retval->part = NULL;
2456 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2457 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2458 }
2459 }
2460
2461 /* Returns true of op1 and op2 are effectively on the same map
2462 * (as related to map tiling). Note that this looks for a path from
2463 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2464 * to op1, this will still return false.
2465 * Note we only look one map out to keep the processing simple
2466 * and efficient. This could probably be a macro.
2467 * MSW 2001-08-05
2468 */
2469 int
2470 on_same_map (const object *op1, const object *op2)
2471 {
2472 int dx, dy;
2473
2474 return adjacent_map (op1->map, op2->map, &dx, &dy);
2475 }