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/cvs/deliantra/server/common/map.C
Revision: 1.45
Committed: Wed Dec 20 09:14:21 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +49 -53 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

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 * Returns the maptile which has a name matching the given argument.
35 * return NULL if no match is found.
36 */
37
38 maptile *
39 has_been_loaded (const char *name)
40 {
41 maptile *map;
42
43 if (!name || !*name)
44 return 0;
45 for (map = first_map; map; map = map->next)
46 if (!strcmp (name, map->path))
47 break;
48 return (map);
49 }
50
51 /*
52 * This makes a path absolute outside the world of Crossfire.
53 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
54 * and returns the pointer to a static array containing the result.
55 * it really should be called create_mapname
56 */
57
58 const char *
59 create_pathname (const char *name)
60 {
61 static char buf[MAX_BUF];
62
63 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
64 * someplace else in the code? msw 2-17-97
65 */
66 if (*name == '/')
67 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
68 else
69 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
70 return (buf);
71 }
72
73 /*
74 * same as create_pathname, but for the overlay maps.
75 */
76
77 const char *
78 create_overlay_pathname (const char *name)
79 {
80 static char buf[MAX_BUF];
81
82 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
83 * someplace else in the code? msw 2-17-97
84 */
85 if (*name == '/')
86 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
87 else
88 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
89 return (buf);
90 }
91
92 /*
93 * same as create_pathname, but for the template maps.
94 */
95
96 const char *
97 create_template_pathname (const char *name)
98 {
99 static char buf[MAX_BUF];
100
101 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
102 * someplace else in the code? msw 2-17-97
103 */
104 if (*name == '/')
105 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
106 else
107 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
108 return (buf);
109 }
110
111 /*
112 * This makes absolute path to the itemfile where unique objects
113 * will be saved. Converts '/' to '@'. I think it's essier maintain
114 * files than full directory structure, but if this is problem it can
115 * be changed.
116 */
117 static const char *
118 create_items_path (const char *s)
119 {
120 static char buf[MAX_BUF];
121 char *t;
122
123 if (*s == '/')
124 s++;
125
126 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127
128 for (t = buf + strlen (buf); *s; s++, t++)
129 if (*s == '/')
130 *t = '@';
131 else
132 *t = *s;
133 *t = 0;
134 return (buf);
135 }
136
137
138 /*
139 * This function checks if a file with the given path exists.
140 * -1 is returned if it fails, otherwise the mode of the file
141 * is returned.
142 * It tries out all the compression suffixes listed in the uncomp[] array.
143 *
144 * If prepend_dir is set, then we call create_pathname (which prepends
145 * libdir & mapdir). Otherwise, we assume the name given is fully
146 * complete.
147 * Only the editor actually cares about the writablity of this -
148 * the rest of the code only cares that the file is readable.
149 * when the editor goes away, the call to stat should probably be
150 * replaced by an access instead (similar to the windows one, but
151 * that seems to be missing the prepend_dir processing
152 */
153
154 int
155 check_path (const char *name, int prepend_dir)
156 {
157 char buf[MAX_BUF];
158
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0;
162
163 if (prepend_dir)
164 strcpy (buf, create_pathname (name));
165 else
166 strcpy (buf, name);
167
168 /* old method (strchr(buf, '\0')) seemd very odd to me -
169 * this method should be equivalant and is clearer.
170 * Can not use strcat because we need to cycle through
171 * all the names.
172 */
173 endbuf = buf + strlen (buf);
174
175 if (stat (buf, &statbuf))
176 return -1;
177 if (!S_ISREG (statbuf.st_mode))
178 return (-1);
179
180 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
181 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
182 mode |= 4;
183
184 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
185 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
186 mode |= 2;
187
188 return (mode);
189 }
190
191 /*
192 * Prints out debug-information about a map.
193 * Dumping these at llevError doesn't seem right, but is
194 * necessary to make sure the information is in fact logged.
195 */
196
197 void
198 dump_map (const maptile *m)
199 {
200 LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
201 LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
202
203 if (m->msg != NULL)
204 LOG (llevError, "Message:\n%s", m->msg);
205
206 if (m->maplore != NULL)
207 LOG (llevError, "Lore:\n%s", m->maplore);
208
209 if (m->tmpname != NULL)
210 LOG (llevError, "Tmpname: %s\n", m->tmpname);
211
212 LOG (llevError, "Difficulty: %d\n", m->difficulty);
213 LOG (llevError, "Darkness: %d\n", m->darkness);
214 }
215
216 /*
217 * Prints out debug-information about all maps.
218 * This basically just goes through all the maps and calls
219 * dump_map on each one.
220 */
221
222 void
223 dump_all_maps (void)
224 {
225 maptile *m;
226
227 for (m = first_map; m != NULL; m = m->next)
228 {
229 dump_map (m);
230 }
231 }
232
233 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
234 * one function that just returns a P_.. value (see map.h)
235 * it will also do map translation for tiled maps, returning
236 * new values into newmap, nx, and ny. Any and all of those
237 * values can be null, in which case if a new map is needed (returned
238 * by a P_NEW_MAP value, another call to get_map_from_coord
239 * is needed. The case of not passing values is if we're just
240 * checking for the existence of something on those spaces, but
241 * don't expect to insert/remove anything from those spaces.
242 */
243 int
244 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
245 {
246 sint16 newx, newy;
247 int retval = 0;
248 maptile *mp;
249
250 if (out_of_map (oldmap, x, y))
251 return P_OUT_OF_MAP;
252 newx = x;
253 newy = y;
254 mp = get_map_from_coord (oldmap, &newx, &newy);
255 if (mp != oldmap)
256 retval |= P_NEW_MAP;
257 if (newmap)
258 *newmap = mp;
259 if (nx)
260 *nx = newx;
261 if (ny)
262 *ny = newy;
263
264 retval |= mp->spaces[newx + mp->width * newy].flags;
265
266 return retval;
267 }
268
269 /*
270 * Returns true if the given coordinate is blocked except by the
271 * object passed is not blocking. This is used with
272 * multipart monsters - if we want to see if a 2x2 monster
273 * can move 1 space to the left, we don't want its own area
274 * to block it from moving there.
275 * Returns TRUE if the space is blocked by something other than the
276 * monster.
277 * m, x, y are the target map/coordinates - needed for map tiling.
278 * the coordinates & map passed in should have been updated for tiling
279 * by the caller.
280 */
281 int
282 blocked_link (object *ob, maptile *m, int sx, int sy)
283 {
284 object *tmp;
285 int mflags, blocked;
286
287 /* Make sure the coordinates are valid - they should be, as caller should
288 * have already checked this.
289 */
290 if (OUT_OF_REAL_MAP (m, sx, sy))
291 {
292 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
293 return 1;
294 }
295
296 /* Save some cycles - instead of calling get_map_flags(), just get the value
297 * directly.
298 */
299 mflags = m->spaces[sx + m->width * sy].flags;
300
301 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
302
303 /* If space is currently not blocked by anything, no need to
304 * go further. Not true for players - all sorts of special
305 * things we need to do for players.
306 */
307 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
308 return 0;
309
310 /* if there isn't anytyhing alive on this space, and this space isn't
311 * otherwise blocked, we can return now. Only if there is a living
312 * creature do we need to investigate if it is part of this creature
313 * or another. Likewise, only if something is blocking us do we
314 * need to investigate if there is a special circumstance that would
315 * let the player through (inventory checkers for example)
316 */
317 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
318 return 0;
319
320 if (ob->head != NULL)
321 ob = ob->head;
322
323 /* We basically go through the stack of objects, and if there is
324 * some other object that has NO_PASS or FLAG_ALIVE set, return
325 * true. If we get through the entire stack, that must mean
326 * ob is blocking it, so return 0.
327 */
328 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
329 {
330
331 /* This must be before the checks below. Code for inventory checkers. */
332 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
333 {
334 /* If last_sp is set, the player/monster needs an object,
335 * so we check for it. If they don't have it, they can't
336 * pass through this space.
337 */
338 if (tmp->last_sp)
339 {
340 if (check_inv_recursive (ob, tmp) == NULL)
341 return 1;
342 else
343 continue;
344 }
345 else
346 {
347 /* In this case, the player must not have the object -
348 * if they do, they can't pass through.
349 */
350 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
351 return 1;
352 else
353 continue;
354 }
355 } /* if check_inv */
356 else
357 {
358 /* Broke apart a big nasty if into several here to make
359 * this more readable. first check - if the space blocks
360 * movement, can't move here.
361 * second - if a monster, can't move there, unles it is a
362 * hidden dm
363 */
364 if (OB_MOVE_BLOCK (ob, tmp))
365 return 1;
366 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
367 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
368 return 1;
369 }
370
371 }
372 return 0;
373 }
374
375
376 /*
377 * Returns true if the given object can't fit in the given spot.
378 * This is meant for multi space objects - for single space objecs,
379 * just calling get_map_blocked and checking that against movement type
380 * of object. This function goes through all the parts of the
381 * multipart object and makes sure they can be inserted.
382 *
383 * While this doesn't call out of map, the get_map_flags does.
384 *
385 * This function has been used to deprecate arch_out_of_map -
386 * this function also does that check, and since in most cases,
387 * a call to one would follow the other, doesn't make a lot of sense to
388 * have two seperate functions for this.
389 *
390 * This returns nonzero if this arch can not go on the space provided,
391 * 0 otherwise. the return value will contain the P_.. value
392 * so the caller can know why this object can't go on the map.
393 * Note that callers should not expect P_NEW_MAP to be set
394 * in return codes - since the object is multispace - if
395 * we did return values, what do you return if half the object
396 * is one map, half on another.
397 *
398 * Note this used to be arch_blocked, but with new movement
399 * code, we need to have actual object to check its move_type
400 * against the move_block values.
401 */
402 int
403 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
404 {
405 archetype *tmp;
406 int flag;
407 maptile *m1;
408 sint16 sx, sy;
409
410 if (ob == NULL)
411 {
412 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
413 if (flag & P_OUT_OF_MAP)
414 return P_OUT_OF_MAP;
415
416 /* don't have object, so don't know what types would block */
417 return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
418 }
419
420 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
421 {
422 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
423
424 if (flag & P_OUT_OF_MAP)
425 return P_OUT_OF_MAP;
426 if (flag & P_IS_ALIVE)
427 return P_IS_ALIVE;
428
429 /* find_first_free_spot() calls this function. However, often
430 * ob doesn't have any move type (when used to place exits)
431 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
432 */
433
434 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
435 continue;
436
437 /* Note it is intentional that we check ob - the movement type of the
438 * head of the object should correspond for the entire object.
439 */
440 if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
441 return P_NO_PASS;
442 }
443
444 return 0;
445 }
446
447 /* When the map is loaded, load_object does not actually insert objects
448 * into inventory, but just links them. What this does is go through
449 * and insert them properly.
450 * The object 'container' is the object that contains the inventory.
451 * This is needed so that we can update the containers weight.
452 */
453
454 void
455 fix_container (object *container)
456 {
457 object *tmp = container->inv, *next;
458
459 container->inv = NULL;
460 while (tmp != NULL)
461 {
462 next = tmp->below;
463 if (tmp->inv)
464 fix_container (tmp);
465 (void) insert_ob_in_ob (tmp, container);
466 tmp = next;
467 }
468 /* sum_weight will go through and calculate what all the containers are
469 * carrying.
470 */
471 sum_weight (container);
472 }
473
474 /* link_multipart_objects go through all the objects on the map looking
475 * for objects whose arch says they are multipart yet according to the
476 * info we have, they only have the head (as would be expected when
477 * they are saved). We do have to look for the old maps that did save
478 * the more sections and not re-add sections for them.
479 */
480
481 static void
482 link_multipart_objects (maptile *m)
483 {
484 int x, y;
485 object *tmp, *op, *last, *above;
486 archetype *at;
487
488 for (x = 0; x < MAP_WIDTH (m); x++)
489 for (y = 0; y < MAP_HEIGHT (m); y++)
490 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
491 {
492 above = tmp->above;
493
494 /* already multipart - don't do anything more */
495 if (tmp->head || tmp->more)
496 continue;
497
498 /* If there is nothing more to this object, this for loop
499 * won't do anything.
500 */
501 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
502 {
503 op = arch_to_object (at);
504
505 /* update x,y coordinates */
506 op->x += tmp->x;
507 op->y += tmp->y;
508 op->head = tmp;
509 op->map = m;
510 last->more = op;
511 op->name = tmp->name;
512 op->title = tmp->title;
513 /* we could link all the parts onto tmp, and then just
514 * call insert_ob_in_map once, but the effect is the same,
515 * as insert_ob_in_map will call itself with each part, and
516 * the coding is simpler to just to it here with each part.
517 */
518 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
519 } /* for at = tmp->arch->more */
520 } /* for objects on this space */
521 }
522
523 /*
524 * Loads (ands parses) the objects into a given map from the specified
525 * file pointer.
526 * mapflags is the same as we get with load_original_map
527 */
528 void
529 load_objects (maptile *m, object_thawer & fp, int mapflags)
530 {
531 int i, j;
532 int unique;
533 object *op, *prev = NULL, *last_more = NULL, *otmp;
534
535 op = object::create ();
536 op->map = m; /* To handle buttons correctly */
537
538 while ((i = load_object (fp, op, mapflags)))
539 {
540 /* if the archetype for the object is null, means that we
541 * got an invalid object. Don't do anything with it - the game
542 * or editor will not be able to do anything with it either.
543 */
544 if (op->arch == NULL)
545 {
546 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
547 continue;
548 }
549
550
551 switch (i)
552 {
553 case LL_NORMAL:
554 /* if we are loading an overlay, put the floors on the bottom */
555 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
556 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
557 else
558 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
559
560 if (op->inv)
561 sum_weight (op);
562
563 prev = op, last_more = op;
564 break;
565
566 case LL_MORE:
567 insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
568 op->head = prev, last_more->more = op, last_more = op;
569 break;
570 }
571
572 if (mapflags & MAP_STYLE)
573 remove_from_active_list (op);
574
575 op = object::create ();
576 op->map = m;
577 }
578
579 for (i = 0; i < m->width; i++)
580 {
581 for (j = 0; j < m->height; j++)
582 {
583 unique = 0;
584 /* check for unique items, or unique squares */
585 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
586 {
587 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
588 unique = 1;
589
590 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
591 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
592 }
593 }
594 }
595
596 op->destroy ();
597 link_multipart_objects (m);
598 }
599
600 /* This saves all the objects on the map in a non destructive fashion.
601 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
602 * and we only save the head of multi part objects - this is needed
603 * in order to do map tiling properly.
604 */
605 void
606 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
607 {
608 int i, j = 0, unique = 0;
609 object *op;
610
611 /* first pass - save one-part objects */
612 for (i = 0; i < MAP_WIDTH (m); i++)
613 for (j = 0; j < MAP_HEIGHT (m); j++)
614 {
615 unique = 0;
616 for (op = GET_MAP_OB (m, i, j); op; op = op->above)
617 {
618 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
619 unique = 1;
620
621 if (op->type == PLAYER)
622 continue;
623
624 if (op->head || op->owner)
625 continue;
626
627 if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
628 save_object (fp2, op, 3);
629 else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
630 save_object (fp, op, 3);
631 }
632 }
633 }
634
635 maptile::maptile ()
636 {
637 in_memory = MAP_SWAPPED;
638 /* The maps used to pick up default x and y values from the
639 * map archetype. Mimic that behaviour.
640 */
641 MAP_WIDTH (this) = 16;
642 MAP_HEIGHT (this) = 16;
643 MAP_RESET_TIMEOUT (this) = 0;
644 MAP_TIMEOUT (this) = 300;
645 MAP_ENTER_X (this) = 0;
646 MAP_ENTER_Y (this) = 0;
647 /*set part to -1 indicating conversion to weather map not yet done */
648 MAP_WORLDPARTX (this) = -1;
649 MAP_WORLDPARTY (this) = -1;
650 }
651
652 /*
653 * Allocates, initialises, and returns a pointer to a maptile.
654 * Modified to no longer take a path option which was not being
655 * used anyways. MSW 2001-07-01
656 */
657 maptile *
658 get_linked_map (void)
659 {
660 maptile *mp, *map = new maptile;
661
662 for (mp = first_map; mp && mp->next; mp = mp->next);
663
664 if (mp == NULL)
665 first_map = map;
666 else
667 mp->next = map;
668
669 return map;
670 }
671
672 /*
673 * Allocates the arrays contained in a maptile.
674 * This basically allocates the dynamic array of spaces for the
675 * map.
676 */
677 void
678 maptile::allocate ()
679 {
680 in_memory = MAP_IN_MEMORY;
681
682 /* Log this condition and free the storage. We could I suppose
683 * realloc, but if the caller is presuming the data will be intact,
684 * that is their poor assumption.
685 */
686 if (spaces)
687 {
688 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
689 free (spaces);
690 }
691
692 spaces = (mapspace *)
693 calloc (1, width * height * sizeof (mapspace));
694
695 if (!spaces)
696 fatal (OUT_OF_MEMORY);
697 }
698
699 /* Create and returns a map of the specific size. Used
700 * in random map code and the editor.
701 */
702 maptile *
703 get_empty_map (int sizex, int sizey)
704 {
705 maptile *m = get_linked_map ();
706
707 m->width = sizex;
708 m->height = sizey;
709 m->in_memory = MAP_SWAPPED;
710 m->allocate ();
711
712 return m;
713 }
714
715 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
716 * corresponding to that string. Memory is allocated for this, it must be freed
717 * at a later date.
718 * Called by parse_map_headers below.
719 */
720
721 static shopitems *
722 parse_shop_string (const char *input_string)
723 {
724 char *shop_string, *p, *q, *next_semicolon, *next_colon;
725 shopitems *items = NULL;
726 int i = 0, number_of_entries = 0;
727 const typedata *current_type;
728
729 shop_string = strdup (input_string);
730 p = shop_string;
731 /* first we'll count the entries, we'll need that for allocating the array shortly */
732 while (p)
733 {
734 p = strchr (p, ';');
735 number_of_entries++;
736 if (p)
737 p++;
738 }
739 p = shop_string;
740 strip_endline (p);
741 items = new shopitems[number_of_entries + 1];
742 for (i = 0; i < number_of_entries; i++)
743 {
744 if (!p)
745 {
746 LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
747 break;
748 }
749 next_semicolon = strchr (p, ';');
750 next_colon = strchr (p, ':');
751 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
752 if (next_colon && (!next_semicolon || next_colon < next_semicolon))
753 items[i].strength = atoi (strchr (p, ':') + 1);
754
755 if (isdigit (*p) || *p == '*')
756 {
757 items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
758 current_type = get_typedata (items[i].typenum);
759 if (current_type)
760 {
761 items[i].name = current_type->name;
762 items[i].name_pl = current_type->name_pl;
763 }
764 }
765 else
766 { /*we have a named type, let's figure out what it is */
767 q = strpbrk (p, ";:");
768 if (q)
769 *q = '\0';
770
771 current_type = get_typedata_by_name (p);
772 if (current_type)
773 {
774 items[i].name = current_type->name;
775 items[i].typenum = current_type->number;
776 items[i].name_pl = current_type->name_pl;
777 }
778 else
779 { /* oh uh, something's wrong, let's free up this one, and try
780 * the next entry while we're at it, better print a warning
781 */
782 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
783 }
784 }
785 items[i].index = number_of_entries;
786 if (next_semicolon)
787 p = ++next_semicolon;
788 else
789 p = NULL;
790 }
791 free (shop_string);
792 return items;
793 }
794
795 /* opposite of parse string, this puts the string that was originally fed in to
796 * the map (or something equivilent) into output_string. */
797 static void
798 print_shop_string (maptile *m, char *output_string)
799 {
800 int i;
801 char tmp[MAX_BUF];
802
803 strcpy (output_string, "");
804 for (i = 0; i < m->shopitems[0].index; i++)
805 {
806 if (m->shopitems[i].typenum)
807 {
808 if (m->shopitems[i].strength)
809 {
810 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
811 }
812 else
813 sprintf (tmp, "%s;", m->shopitems[i].name);
814 }
815 else
816 {
817 if (m->shopitems[i].strength)
818 {
819 sprintf (tmp, "*:%d;", m->shopitems[i].strength);
820 }
821 else
822 sprintf (tmp, "*");
823 }
824 strcat (output_string, tmp);
825 }
826 }
827
828 /* This loads the header information of the map. The header
829 * contains things like difficulty, size, timeout, etc.
830 * this used to be stored in the map object, but with the
831 * addition of tiling, fields beyond that easily named in an
832 * object structure were needed, so it just made sense to
833 * put all the stuff in the map object so that names actually make
834 * sense.
835 * This could be done in lex (like the object loader), but I think
836 * currently, there are few enough fields this is not a big deal.
837 * MSW 2001-07-01
838 * return 0 on success, 1 on failure.
839 */
840
841 static int
842 load_map_header (object_thawer & fp, maptile *m)
843 {
844 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
845 int msgpos = 0;
846 int maplorepos = 0;
847
848 while (fgets (buf, HUGE_BUF, fp) != NULL)
849 {
850 buf[HUGE_BUF - 1] = 0;
851 key = buf;
852
853 while (isspace (*key))
854 key++;
855
856 if (*key == 0)
857 continue; /* empty line */
858
859 value = strchr (key, ' ');
860
861 if (!value)
862 {
863 if ((end = strchr (key, '\n')))
864 *end = 0;
865 }
866 else
867 {
868 *value = 0;
869 value++;
870 end = strchr (value, '\n');
871
872 while (isspace (*value))
873 {
874 value++;
875
876 if (*value == '\0' || value == end)
877 {
878 /* Nothing but spaces. */
879 value = NULL;
880 break;
881 }
882 }
883 }
884
885 if (!end)
886 {
887 LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
888 return 1;
889 }
890
891 /* key is the field name, value is what it should be set
892 * to. We've already done the work to null terminate key,
893 * and strip off any leading spaces for both of these.
894 * We have not touched the newline at the end of the line -
895 * these are needed for some values. the end pointer
896 * points to the first of the newlines.
897 * value could be NULL! It would be easy enough to just point
898 * this to "" to prevent cores, but that would let more errors slide
899 * through.
900 *
901 * First check for entries that do not use the value parameter, then
902 * validate that value is given and check for the remaining entries
903 * that use the parameter.
904 */
905
906 if (!strcmp (key, "msg"))
907 {
908 while (fgets (buf, HUGE_BUF, fp) != NULL)
909 {
910 if (!strcmp (buf, "endmsg\n"))
911 break;
912 else
913 {
914 /* slightly more efficient than strcat */
915 strcpy (msgbuf + msgpos, buf);
916 msgpos += strlen (buf);
917 }
918 }
919 /* There are lots of maps that have empty messages (eg, msg/endmsg
920 * with nothing between). There is no reason in those cases to
921 * keep the empty message. Also, msgbuf contains garbage data
922 * when msgpos is zero, so copying it results in crashes
923 */
924 if (msgpos != 0)
925 m->msg = strdup (msgbuf);
926 }
927 else if (!strcmp (key, "maplore"))
928 {
929 while (fgets (buf, HUGE_BUF, fp) != NULL)
930 {
931 if (!strcmp (buf, "endmaplore\n"))
932 break;
933 else
934 {
935 /* slightly more efficient than strcat */
936 strcpy (maplorebuf + maplorepos, buf);
937 maplorepos += strlen (buf);
938 }
939 }
940 if (maplorepos != 0)
941 m->maplore = strdup (maplorebuf);
942 }
943 else if (!strcmp (key, "end"))
944 {
945 break;
946 }
947 else if (value == NULL)
948 {
949 LOG (llevError, "Got '%s' line without parameter in map header\n", key);
950 }
951 else if (!strcmp (key, "arch"))
952 {
953 /* This is an oddity, but not something we care about much. */
954 if (strcmp (value, "map\n"))
955 LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
956 }
957 else if (!strcmp (key, "name"))
958 {
959 *end = 0;
960 m->name = strdup (value);
961 }
962 /* first strcmp value on these are old names supported
963 * for compatibility reasons. The new values (second) are
964 * what really should be used.
965 */
966 else if (!strcmp (key, "oid"))
967 fp.get (m, atoi (value));
968 else if (!strcmp (key, "attach"))
969 m->attach = value;
970 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
971 m->enter_x = atoi (value);
972 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
973 m->enter_y = atoi (value);
974 else if (!strcmp (key, "x") || !strcmp (key, "width"))
975 m->width = atoi (value);
976 else if (!strcmp (key, "y") || !strcmp (key, "height"))
977 m->height = atoi (value);
978 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
979 m->reset_timeout = atoi (value);
980 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
981 m->timeout = atoi (value);
982 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
983 m->difficulty = clamp (atoi (value), 1, settings.max_level);
984 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
985 m->darkness = atoi (value);
986 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
987 m->fixed_resettime = atoi (value);
988 else if (!strcmp (key, "unique"))
989 m->unique = atoi (value);
990 else if (!strcmp (key, "template"))
991 m->templatemap = atoi (value);
992 else if (!strcmp (key, "region"))
993 m->region = get_region_by_name (value);
994 else if (!strcmp (key, "shopitems"))
995 {
996 *end = 0;
997 m->shopitems = parse_shop_string (value);
998 }
999 else if (!strcmp (key, "shopgreed"))
1000 m->shopgreed = atof (value);
1001 else if (!strcmp (key, "shopmin"))
1002 m->shopmin = atol (value);
1003 else if (!strcmp (key, "shopmax"))
1004 m->shopmax = atol (value);
1005 else if (!strcmp (key, "shoprace"))
1006 {
1007 *end = 0;
1008 m->shoprace = strdup (value);
1009 }
1010 else if (!strcmp (key, "outdoor"))
1011 m->outdoor = atoi (value);
1012 else if (!strcmp (key, "temp"))
1013 m->temp = atoi (value);
1014 else if (!strcmp (key, "pressure"))
1015 m->pressure = atoi (value);
1016 else if (!strcmp (key, "humid"))
1017 m->humid = atoi (value);
1018 else if (!strcmp (key, "windspeed"))
1019 m->windspeed = atoi (value);
1020 else if (!strcmp (key, "winddir"))
1021 m->winddir = atoi (value);
1022 else if (!strcmp (key, "sky"))
1023 m->sky = atoi (value);
1024 else if (!strcmp (key, "nosmooth"))
1025 m->nosmooth = atoi (value);
1026 else if (!strncmp (key, "tile_path_", 10))
1027 {
1028 int tile = atoi (key + 10);
1029
1030 if (tile < 1 || tile > 4)
1031 {
1032 LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1033 }
1034 else
1035 {
1036 char *path;
1037
1038 *end = 0;
1039
1040 if (m->tile_path[tile - 1])
1041 {
1042 LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1043 free (m->tile_path[tile - 1]);
1044 m->tile_path[tile - 1] = NULL;
1045 }
1046
1047 if (check_path (value, 1) != -1)
1048 {
1049 /* The unadorned path works. */
1050 path = value;
1051 }
1052 else
1053 {
1054 /* Try again; it could be a relative exit. */
1055
1056 path = path_combine_and_normalize (m->path, value);
1057
1058 if (check_path (path, 1) == -1)
1059 {
1060 LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1061 path = NULL;
1062 }
1063 }
1064
1065 if (editor)
1066 {
1067 /* Use the value as in the file. */
1068 m->tile_path[tile - 1] = strdup (value);
1069 }
1070 else if (path != NULL)
1071 {
1072 /* Use the normalized value. */
1073 m->tile_path[tile - 1] = strdup (path);
1074 }
1075 } /* end if tile direction (in)valid */
1076 }
1077 else
1078 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1079 }
1080
1081 if (!key || strcmp (key, "end"))
1082 {
1083 LOG (llevError, "Got premature eof on map header!\n");
1084 return 1;
1085 }
1086
1087 return 0;
1088 }
1089
1090 /*
1091 * Opens the file "filename" and reads information about the map
1092 * from the given file, and stores it in a newly allocated
1093 * maptile. A pointer to this structure is returned, or NULL on failure.
1094 * flags correspond to those in map.h. Main ones used are
1095 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1096 * MAP_BLOCK, in which case we block on this load. This happens in all
1097 * cases, no matter if this flag is set or not.
1098 * MAP_STYLE: style map - don't add active objects, don't add to server
1099 * managed map list.
1100 */
1101
1102 maptile *
1103 load_original_map (const char *filename, int flags)
1104 {
1105 maptile *m;
1106 char pathname[MAX_BUF];
1107
1108 if (flags & MAP_PLAYER_UNIQUE)
1109 strcpy (pathname, filename);
1110 else if (flags & MAP_OVERLAY)
1111 strcpy (pathname, create_overlay_pathname (filename));
1112 else
1113 strcpy (pathname, create_pathname (filename));
1114
1115 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1116
1117 object_thawer thawer (pathname);
1118
1119 if (!thawer)
1120 return 0;
1121
1122 m = get_linked_map ();
1123
1124 strcpy (m->path, filename);
1125 if (load_map_header (thawer, m))
1126 {
1127 LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1128 delete_map (m);
1129 return NULL;
1130 }
1131
1132 m->allocate ();
1133
1134 m->in_memory = MAP_LOADING;
1135 load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1136
1137 m->in_memory = MAP_IN_MEMORY;
1138 if (!MAP_DIFFICULTY (m))
1139 MAP_DIFFICULTY (m) = calculate_difficulty (m);
1140 set_map_reset_time (m);
1141 m->instantiate ();
1142 return (m);
1143 }
1144
1145 /*
1146 * Loads a map, which has been loaded earlier, from file.
1147 * Return the map object we load into (this can change from the passed
1148 * option if we can't find the original map)
1149 */
1150
1151 static maptile *
1152 load_temporary_map (maptile *m)
1153 {
1154 char buf[MAX_BUF];
1155
1156 if (!m->tmpname)
1157 {
1158 LOG (llevError, "No temporary filename for map %s\n", m->path);
1159 strcpy (buf, m->path);
1160 delete_map (m);
1161 m = load_original_map (buf, 0);
1162 if (m == NULL)
1163 return NULL;
1164 fix_auto_apply (m); /* Chests which open as default */
1165 return m;
1166 }
1167
1168 object_thawer thawer (m->tmpname);
1169
1170 if (!thawer)
1171 {
1172 strcpy (buf, m->path);
1173 delete_map (m);
1174 m = load_original_map (buf, 0);
1175 if (!m)
1176 return NULL;
1177 fix_auto_apply (m); /* Chests which open as default */
1178 return m;
1179 }
1180
1181 if (load_map_header (thawer, m))
1182 {
1183 LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1184 delete_map (m);
1185 m = load_original_map (m->path, 0);
1186 return NULL;
1187 }
1188
1189 m->allocate ();
1190
1191 m->in_memory = MAP_LOADING;
1192 load_objects (m, thawer, 0);
1193
1194 m->in_memory = MAP_IN_MEMORY;
1195 INVOKE_MAP (SWAPIN, m);
1196 return m;
1197 }
1198
1199 /*
1200 * Loads a map, which has been loaded earlier, from file.
1201 * Return the map object we load into (this can change from the passed
1202 * option if we can't find the original map)
1203 */
1204
1205 maptile *
1206 load_overlay_map (const char *filename, maptile *m)
1207 {
1208 char pathname[MAX_BUF];
1209
1210 strcpy (pathname, create_overlay_pathname (filename));
1211
1212 object_thawer thawer (pathname);
1213
1214 if (!thawer)
1215 return m;
1216
1217 if (load_map_header (thawer, m))
1218 {
1219 LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1220 delete_map (m);
1221 m = load_original_map (m->path, 0);
1222 return NULL;
1223 }
1224 /*m->allocate ();*/
1225
1226 m->in_memory = MAP_LOADING;
1227 load_objects (m, thawer, MAP_OVERLAY);
1228
1229 m->in_memory = MAP_IN_MEMORY;
1230 return m;
1231 }
1232
1233 /******************************************************************************
1234 * This is the start of unique map handling code
1235 *****************************************************************************/
1236
1237 /* This goes through map 'm' and removed any unique items on the map. */
1238 static void
1239 delete_unique_items (maptile *m)
1240 {
1241 int i, j, unique;
1242 object *op, *next;
1243
1244 for (i = 0; i < MAP_WIDTH (m); i++)
1245 for (j = 0; j < MAP_HEIGHT (m); j++)
1246 {
1247 unique = 0;
1248
1249 for (op = GET_MAP_OB (m, i, j); op; op = next)
1250 {
1251 next = op->above;
1252
1253 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1254 unique = 1;
1255
1256 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1257 {
1258 clean_object (op);
1259
1260 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1261 remove_button_link (op);
1262
1263 op->destroy ();
1264 }
1265 }
1266 }
1267 }
1268
1269
1270 /*
1271 * Loads unique objects from file(s) into the map which is in memory
1272 * m is the map to load unique items into.
1273 */
1274 static void
1275 load_unique_objects (maptile *m)
1276 {
1277 int count;
1278 char firstname[MAX_BUF];
1279
1280 for (count = 0; count < 10; count++)
1281 {
1282 sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1283 if (!access (firstname, R_OK))
1284 break;
1285 }
1286 /* If we get here, we did not find any map */
1287 if (count == 10)
1288 return;
1289
1290 object_thawer thawer (firstname);
1291
1292 if (!thawer)
1293 return;
1294
1295 m->in_memory = MAP_LOADING;
1296 if (m->tmpname == NULL) /* if we have loaded unique items from */
1297 delete_unique_items (m); /* original map before, don't duplicate them */
1298 load_objects (m, thawer, 0);
1299
1300 m->in_memory = MAP_IN_MEMORY;
1301 }
1302
1303
1304 /*
1305 * Saves a map to file. If flag is set, it is saved into the same
1306 * file it was (originally) loaded from. Otherwise a temporary
1307 * filename will be genarated, and the file will be stored there.
1308 * The temporary filename will be stored in the maptileure.
1309 * If the map is unique, we also save to the filename in the map
1310 * (this should have been updated when first loaded)
1311 */
1312
1313 int
1314 new_save_map (maptile *m, int flag)
1315 {
1316 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1317 int i;
1318
1319 if (flag && !*m->path)
1320 {
1321 LOG (llevError, "Tried to save map without path.\n");
1322 return -1;
1323 }
1324
1325 if (flag || (m->unique) || (m->templatemap))
1326 {
1327 if (!m->unique && !m->templatemap)
1328 { /* flag is set */
1329 if (flag == 2)
1330 strcpy (filename, create_overlay_pathname (m->path));
1331 else
1332 strcpy (filename, create_pathname (m->path));
1333 }
1334 else
1335 strcpy (filename, m->path);
1336
1337 make_path_to_file (filename);
1338 }
1339 else
1340 {
1341 if (!m->tmpname)
1342 m->tmpname = tempnam (settings.tmpdir, NULL);
1343
1344 strcpy (filename, m->tmpname);
1345 }
1346
1347 LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1348 m->in_memory = MAP_SAVING;
1349
1350 object_freezer freezer;
1351
1352 /* legacy */
1353 fprintf (freezer, "arch map\n");
1354 if (m->name)
1355 fprintf (freezer, "name %s\n", m->name);
1356 if (!flag)
1357 fprintf (freezer, "swap_time %d\n", m->swap_time);
1358 if (m->reset_timeout)
1359 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1360 if (m->fixed_resettime)
1361 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1362 /* we unfortunately have no idea if this is a value the creator set
1363 * or a difficulty value we generated when the map was first loaded
1364 */
1365 if (m->difficulty)
1366 fprintf (freezer, "difficulty %d\n", m->difficulty);
1367 if (m->region)
1368 fprintf (freezer, "region %s\n", m->region->name);
1369 if (m->shopitems)
1370 {
1371 print_shop_string (m, shop);
1372 fprintf (freezer, "shopitems %s\n", shop);
1373 }
1374 if (m->shopgreed)
1375 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1376 if (m->shopmin)
1377 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1378 if (m->shopmax)
1379 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1380 if (m->shoprace)
1381 fprintf (freezer, "shoprace %s\n", m->shoprace);
1382 if (m->darkness)
1383 fprintf (freezer, "darkness %d\n", m->darkness);
1384 if (m->width)
1385 fprintf (freezer, "width %d\n", m->width);
1386 if (m->height)
1387 fprintf (freezer, "height %d\n", m->height);
1388 if (m->enter_x)
1389 fprintf (freezer, "enter_x %d\n", m->enter_x);
1390 if (m->enter_y)
1391 fprintf (freezer, "enter_y %d\n", m->enter_y);
1392 if (m->msg)
1393 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1394 if (m->maplore)
1395 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1396 if (m->unique)
1397 fprintf (freezer, "unique %d\n", m->unique);
1398 if (m->templatemap)
1399 fprintf (freezer, "template %d\n", m->templatemap);
1400 if (m->outdoor)
1401 fprintf (freezer, "outdoor %d\n", m->outdoor);
1402 if (m->temp)
1403 fprintf (freezer, "temp %d\n", m->temp);
1404 if (m->pressure)
1405 fprintf (freezer, "pressure %d\n", m->pressure);
1406 if (m->humid)
1407 fprintf (freezer, "humid %d\n", m->humid);
1408 if (m->windspeed)
1409 fprintf (freezer, "windspeed %d\n", m->windspeed);
1410 if (m->winddir)
1411 fprintf (freezer, "winddir %d\n", m->winddir);
1412 if (m->sky)
1413 fprintf (freezer, "sky %d\n", m->sky);
1414 if (m->nosmooth)
1415 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1416
1417 /* Save any tiling information, except on overlays */
1418 if (flag != 2)
1419 for (i = 0; i < 4; i++)
1420 if (m->tile_path[i])
1421 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1422
1423 freezer.put (m);
1424 fprintf (freezer, "end\n");
1425
1426 /* In the game save unique items in the different file, but
1427 * in the editor save them to the normal map file.
1428 * If unique map, save files in the proper destination (set by
1429 * player)
1430 */
1431 if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1432 {
1433 object_freezer unique;
1434
1435 if (flag == 2)
1436 save_objects (m, freezer, unique, 2);
1437 else
1438 save_objects (m, freezer, unique, 0);
1439
1440 sprintf (buf, "%s.v00", create_items_path (m->path));
1441
1442 unique.save (buf);
1443 }
1444 else
1445 { /* save same file when not playing, like in editor */
1446 save_objects (m, freezer, freezer, 0);
1447 }
1448
1449 freezer.save (filename);
1450
1451 return 0;
1452 }
1453
1454
1455 /*
1456 * Remove and free all objects in the inventory of the given object.
1457 * object.c ?
1458 */
1459
1460 void
1461 clean_object (object *op)
1462 {
1463 object *tmp, *next;
1464
1465 for (tmp = op->inv; tmp; tmp = next)
1466 {
1467 next = tmp->below;
1468
1469 clean_object (tmp);
1470 if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1471 remove_button_link (tmp);
1472
1473 tmp->destroy ();
1474 }
1475 }
1476
1477 /*
1478 * Remove and free all objects in the given map.
1479 */
1480
1481 void
1482 free_all_objects (maptile *m)
1483 {
1484 int i, j;
1485 object *op;
1486
1487 for (i = 0; i < MAP_WIDTH (m); i++)
1488 for (j = 0; j < MAP_HEIGHT (m); j++)
1489 {
1490 object *previous_obj = NULL;
1491
1492 while ((op = GET_MAP_OB (m, i, j)) != NULL)
1493 {
1494 if (op == previous_obj)
1495 {
1496 LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1497 break;
1498 }
1499
1500 previous_obj = op;
1501
1502 if (op->head != NULL)
1503 op = op->head;
1504
1505 /* If the map isn't in memory, free_object will remove and
1506 * free objects in op's inventory. So let it do the job.
1507 */
1508 if (m->in_memory == MAP_IN_MEMORY)
1509 clean_object (op);
1510
1511 op->destroy ();
1512 }
1513 }
1514 }
1515
1516 /*
1517 * Frees everything allocated by the given maptileure.
1518 * don't free tmpname - our caller is left to do that
1519 */
1520
1521 void
1522 free_map (maptile *m, int flag)
1523 {
1524 int i;
1525
1526 if (!m->in_memory)
1527 {
1528 LOG (llevError, "Trying to free freed map.\n");
1529 return;
1530 }
1531
1532 // TODO: use new/delete
1533 #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1534
1535 if (flag && m->spaces)
1536 free_all_objects (m);
1537 if (m->name)
1538 FREE_AND_CLEAR (m->name);
1539 if (m->spaces)
1540 FREE_AND_CLEAR (m->spaces);
1541 if (m->msg)
1542 FREE_AND_CLEAR (m->msg);
1543 if (m->maplore)
1544 FREE_AND_CLEAR (m->maplore);
1545
1546 delete [] m->shopitems;
1547 m->shopitems = 0;
1548
1549 if (m->shoprace)
1550 FREE_AND_CLEAR (m->shoprace);
1551
1552 if (m->buttons)
1553 free_objectlinkpt (m->buttons);
1554
1555 m->buttons = NULL;
1556
1557 for (i = 0; i < 4; i++)
1558 {
1559 if (m->tile_path[i])
1560 FREE_AND_CLEAR (m->tile_path[i]);
1561 m->tile_map[i] = NULL;
1562 }
1563
1564 m->in_memory = MAP_SWAPPED;
1565
1566 #undef FREE_AND_CLEAR
1567
1568 }
1569
1570 /*
1571 * function: vanish maptile
1572 * m : pointer to maptile, if NULL no action
1573 * this deletes all the data on the map (freeing pointers)
1574 * and then removes this map from the global linked list of maps.
1575 */
1576
1577 void
1578 delete_map (maptile *m)
1579 {
1580 maptile *tmp, *last;
1581 int i;
1582
1583 if (!m)
1584 return;
1585
1586 m->clear ();
1587
1588 if (m->in_memory == MAP_IN_MEMORY)
1589 {
1590 /* change to MAP_SAVING, even though we are not,
1591 * so that remove_ob doesn't do as much work.
1592 */
1593 m->in_memory = MAP_SAVING;
1594 free_map (m, 1);
1595 }
1596 /* move this out of free_map, since tmpname can still be needed if
1597 * the map is swapped out.
1598 */
1599 if (m->tmpname)
1600 {
1601 free (m->tmpname);
1602 m->tmpname = NULL;
1603 }
1604 last = NULL;
1605 /* We need to look through all the maps and see if any maps
1606 * are pointing at this one for tiling information. Since
1607 * tiling can be assymetric, we just can not look to see which
1608 * maps this map tiles with and clears those.
1609 */
1610 for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1611 {
1612 if (tmp->next == m)
1613 last = tmp;
1614
1615 /* This should hopefully get unrolled on a decent compiler */
1616 for (i = 0; i < 4; i++)
1617 if (tmp->tile_map[i] == m)
1618 tmp->tile_map[i] = NULL;
1619 }
1620
1621 /* If last is null, then this should be the first map in the list */
1622 if (!last)
1623 {
1624 if (m == first_map)
1625 first_map = m->next;
1626 else
1627 /* m->path is a static char, so should hopefully still have
1628 * some useful data in it.
1629 */
1630 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1631 }
1632 else
1633 last->next = m->next;
1634
1635 delete m;
1636 }
1637
1638 /*
1639 * Makes sure the given map is loaded and swapped in.
1640 * name is path name of the map.
1641 * flags meaning:
1642 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1643 * and don't do unique items or the like.
1644 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1645 * dont do any more name translation on it.
1646 *
1647 * Returns a pointer to the given map.
1648 */
1649 maptile *
1650 ready_map_name (const char *name, int flags)
1651 {
1652 maptile *m;
1653
1654 if (!name)
1655 return (NULL);
1656
1657 /* Have we been at this level before? */
1658 m = has_been_loaded (name);
1659
1660 /* Map is good to go, so just return it */
1661 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1662 {
1663 return m;
1664 }
1665
1666 /* unique maps always get loaded from their original location, and never
1667 * a temp location. Likewise, if map_flush is set, or we have never loaded
1668 * this map, load it now. I removed the reset checking from here -
1669 * it seems the probability of a player trying to enter a map that should
1670 * reset but hasn't yet is quite low, and removing that makes this function
1671 * a bit cleaner (and players probably shouldn't rely on exact timing for
1672 * resets in any case - if they really care, they should use the 'maps command.
1673 */
1674 if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1675 {
1676
1677 /* first visit or time to reset */
1678 if (m)
1679 {
1680 clean_tmp_map (m); /* Doesn't make much difference */
1681 delete_map (m);
1682 }
1683
1684 /* create and load a map */
1685 if (flags & MAP_PLAYER_UNIQUE)
1686 LOG (llevDebug, "Trying to load map %s.\n", name);
1687 else
1688 LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1689
1690 //eval_pv ("$x = Event::time", 1);//D
1691 if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1692 return (NULL);
1693 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1694
1695 fix_auto_apply (m); /* Chests which open as default */
1696
1697 /* If a player unique map, no extra unique object file to load.
1698 * if from the editor, likewise.
1699 */
1700 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1701 load_unique_objects (m);
1702
1703 if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1704 {
1705 m = load_overlay_map (name, m);
1706 if (m == NULL)
1707 return NULL;
1708 }
1709
1710 if (flags & MAP_PLAYER_UNIQUE)
1711 INVOKE_MAP (SWAPIN, m);
1712
1713 }
1714 else
1715 {
1716 /* If in this loop, we found a temporary map, so load it up. */
1717
1718 m = load_temporary_map (m);
1719 if (m == NULL)
1720 return NULL;
1721 load_unique_objects (m);
1722
1723 clean_tmp_map (m);
1724 m->in_memory = MAP_IN_MEMORY;
1725 /* tempnam() on sun systems (probably others) uses malloc
1726 * to allocated space for the string. Free it here.
1727 * In some cases, load_temporary_map above won't find the
1728 * temporary map, and so has reloaded a new map. If that
1729 * is the case, tmpname is now null
1730 */
1731 if (m->tmpname)
1732 free (m->tmpname);
1733 m->tmpname = NULL;
1734 /* It's going to be saved anew anyway */
1735 }
1736
1737 /* Below here is stuff common to both first time loaded maps and
1738 * temp maps.
1739 */
1740
1741 decay_objects (m); /* start the decay */
1742 /* In case other objects press some buttons down */
1743 update_buttons (m);
1744 if (m->outdoor)
1745 set_darkness_map (m);
1746 /* run the weather over this map */
1747 weather_effect (name);
1748 return m;
1749 }
1750
1751
1752 /*
1753 * This routine is supposed to find out the difficulty of the map.
1754 * difficulty does not have a lot to do with character level,
1755 * but does have a lot to do with treasure on the map.
1756 *
1757 * Difficulty can now be set by the map creature. If the value stored
1758 * in the map is zero, then use this routine. Maps should really
1759 * have a difficulty set than using this function - human calculation
1760 * is much better than this functions guesswork.
1761 */
1762
1763 int
1764 calculate_difficulty (maptile *m)
1765 {
1766 object *op;
1767 archetype *at;
1768 int x, y, i;
1769 long monster_cnt = 0;
1770 double avgexp = 0;
1771 sint64 total_exp = 0;
1772
1773 if (MAP_DIFFICULTY (m))
1774 {
1775 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1776 return MAP_DIFFICULTY (m);
1777 }
1778
1779 for (x = 0; x < MAP_WIDTH (m); x++)
1780 for (y = 0; y < MAP_HEIGHT (m); y++)
1781 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
1782 {
1783 if (QUERY_FLAG (op, FLAG_MONSTER))
1784 {
1785 total_exp += op->stats.exp;
1786 monster_cnt++;
1787 }
1788
1789 if (QUERY_FLAG (op, FLAG_GENERATOR))
1790 {
1791 total_exp += op->stats.exp;
1792 at = type_to_archetype (GENERATE_TYPE (op));
1793
1794 if (at != NULL)
1795 total_exp += at->clone.stats.exp * 8;
1796
1797 monster_cnt++;
1798 }
1799 }
1800
1801 avgexp = (double) total_exp / monster_cnt;
1802
1803 for (i = 1; i <= settings.max_level; i++)
1804 {
1805 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1806 {
1807 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1808 return i;
1809 }
1810 }
1811
1812 return 1;
1813 }
1814
1815 void
1816 clean_tmp_map (maptile *m)
1817 {
1818 if (m->tmpname == NULL)
1819 return;
1820 INVOKE_MAP (CLEAN, m);
1821 (void) unlink (m->tmpname);
1822 }
1823
1824 void
1825 free_all_maps (void)
1826 {
1827 int real_maps = 0;
1828
1829 while (first_map)
1830 {
1831 /* I think some of the callers above before it gets here set this to be
1832 * saving, but we still want to free this data
1833 */
1834 if (first_map->in_memory == MAP_SAVING)
1835 first_map->in_memory = MAP_IN_MEMORY;
1836 delete_map (first_map);
1837 real_maps++;
1838 }
1839 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1840 }
1841
1842 /* change_map_light() - used to change map light level (darkness)
1843 * up or down. Returns true if successful. It should now be
1844 * possible to change a value by more than 1.
1845 * Move this from los.c to map.c since this is more related
1846 * to maps than los.
1847 * postive values make it darker, negative make it brighter
1848 */
1849
1850 int
1851 change_map_light (maptile *m, int change)
1852 {
1853 int new_level = m->darkness + change;
1854
1855 /* Nothing to do */
1856 if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1857 {
1858 return 0;
1859 }
1860
1861 /* inform all players on the map */
1862 if (change > 0)
1863 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1864 else
1865 new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1866
1867 /* Do extra checking. since m->darkness is a unsigned value,
1868 * we need to be extra careful about negative values.
1869 * In general, the checks below are only needed if change
1870 * is not +/-1
1871 */
1872 if (new_level < 0)
1873 m->darkness = 0;
1874 else if (new_level >= MAX_DARKNESS)
1875 m->darkness = MAX_DARKNESS;
1876 else
1877 m->darkness = new_level;
1878
1879 /* All clients need to get re-updated for the change */
1880 update_all_map_los (m);
1881 return 1;
1882 }
1883
1884 /*
1885 * This function updates various attributes about a specific space
1886 * on the map (what it looks like, whether it blocks magic,
1887 * has a living creatures, prevents people from passing
1888 * through, etc)
1889 */
1890 void
1891 update_position (maptile *m, int x, int y)
1892 {
1893 object *tmp, *last = 0;
1894 uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1895 New_Face *top, *floor, *middle;
1896 object *top_obj, *floor_obj, *middle_obj;
1897 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1898
1899 oldflags = GET_MAP_FLAGS (m, x, y);
1900 if (!(oldflags & P_NEED_UPDATE))
1901 {
1902 LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1903 return;
1904 }
1905
1906 middle = blank_face;
1907 top = blank_face;
1908 floor = blank_face;
1909
1910 middle_obj = 0;
1911 top_obj = 0;
1912 floor_obj = 0;
1913
1914 for (tmp = GET_MAP_OB (m, x, y); tmp; last = tmp, tmp = tmp->above)
1915 {
1916 /* This could be made additive I guess (two lights better than
1917 * one). But if so, it shouldn't be a simple additive - 2
1918 * light bulbs do not illuminate twice as far as once since
1919 * it is a dissapation factor that is cubed.
1920 */
1921 if (tmp->glow_radius > light)
1922 light = tmp->glow_radius;
1923
1924 /* This call is needed in order to update objects the player
1925 * is standing in that have animations (ie, grass, fire, etc).
1926 * However, it also causes the look window to be re-drawn
1927 * 3 times each time the player moves, because many of the
1928 * functions the move_player calls eventualy call this.
1929 *
1930 * Always put the player down for drawing.
1931 */
1932 if (!tmp->invisible)
1933 {
1934 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1935 {
1936 top = tmp->face;
1937 top_obj = tmp;
1938 }
1939 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1940 {
1941 /* If we got a floor, that means middle and top were below it,
1942 * so should not be visible, so we clear them.
1943 */
1944 middle = blank_face;
1945 top = blank_face;
1946 floor = tmp->face;
1947 floor_obj = tmp;
1948 }
1949 /* Flag anywhere have high priority */
1950 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1951 {
1952 middle = tmp->face;
1953
1954 middle_obj = tmp;
1955 anywhere = 1;
1956 }
1957 /* Find the highest visible face around. If equal
1958 * visibilities, we still want the one nearer to the
1959 * top
1960 */
1961 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1962 {
1963 middle = tmp->face;
1964 middle_obj = tmp;
1965 }
1966 }
1967
1968 if (tmp == tmp->above)
1969 {
1970 LOG (llevError, "Error in structure of map\n");
1971 exit (-1);
1972 }
1973
1974 move_slow |= tmp->move_slow;
1975 move_block |= tmp->move_block;
1976 move_on |= tmp->move_on;
1977 move_off |= tmp->move_off;
1978 move_allow |= tmp->move_allow;
1979
1980 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1981 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1982 if (tmp->type == PLAYER) flags |= P_PLAYER;
1983 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1984 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1985 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1986 }
1987
1988 /* we don't want to rely on this function to have accurate flags, but
1989 * since we're already doing the work, we calculate them here.
1990 * if they don't match, logic is broken someplace.
1991 */
1992 if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
1993 LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1994 m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
1995
1996 mapspace &s = m->at (x, y);
1997
1998 s.flags = flags;
1999 s.move_block = move_block & ~move_allow;
2000 s.move_on = move_on;
2001 s.move_off = move_off;
2002 s.move_slow = move_slow;
2003
2004 /* At this point, we have a floor face (if there is a floor),
2005 * and the floor is set - we are not going to touch it at
2006 * this point.
2007 * middle contains the highest visibility face.
2008 * top contains a player/monster face, if there is one.
2009 *
2010 * We now need to fill in top.face and/or middle.face.
2011 */
2012
2013 /* If the top face also happens to be high visibility, re-do our
2014 * middle face. This should not happen, as we already have the
2015 * else statement above so middle should not get set. OTOH, it
2016 * may be possible for the faces to match but be different objects.
2017 */
2018 if (top == middle)
2019 middle = blank_face;
2020
2021 /* There are three posibilities at this point:
2022 * 1) top face is set, need middle to be set.
2023 * 2) middle is set, need to set top.
2024 * 3) neither middle or top is set - need to set both.
2025 */
2026
2027 for (tmp = last; tmp; tmp = tmp->below)
2028 {
2029 /* Once we get to a floor, stop, since we already have a floor object */
2030 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2031 break;
2032
2033 /* If two top faces are already set, quit processing */
2034 if ((top != blank_face) && (middle != blank_face))
2035 break;
2036
2037 /* Only show visible faces, unless its the editor - show all */
2038 if (!tmp->invisible || editor)
2039 {
2040 /* Fill in top if needed */
2041 if (top == blank_face)
2042 {
2043 top = tmp->face;
2044 top_obj = tmp;
2045 if (top == middle)
2046 middle = blank_face;
2047 }
2048 else
2049 {
2050 /* top is already set - we should only get here if
2051 * middle is not set
2052 *
2053 * Set the middle face and break out, since there is nothing
2054 * more to fill in. We don't check visiblity here, since
2055 *
2056 */
2057 if (tmp->face != top)
2058 {
2059 middle = tmp->face;
2060 middle_obj = tmp;
2061 break;
2062 }
2063 }
2064 }
2065 }
2066
2067 if (middle == floor)
2068 middle = blank_face;
2069
2070 if (top == middle)
2071 middle = blank_face;
2072
2073 SET_MAP_FACE (m, x, y, top, 0);
2074 if (top != blank_face)
2075 SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2076 else
2077 SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2078
2079 SET_MAP_FACE (m, x, y, middle, 1);
2080 if (middle != blank_face)
2081 SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2082 else
2083 SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2084
2085 SET_MAP_FACE (m, x, y, floor, 2);
2086 if (floor != blank_face)
2087 SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2088 else
2089 SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2090
2091 SET_MAP_LIGHT (m, x, y, light);
2092 }
2093
2094
2095 void
2096 set_map_reset_time (maptile *map)
2097 {
2098 int timeout;
2099
2100 timeout = MAP_RESET_TIMEOUT (map);
2101 if (timeout <= 0)
2102 timeout = MAP_DEFAULTRESET;
2103 if (timeout >= MAP_MAXRESET)
2104 timeout = MAP_MAXRESET;
2105 MAP_WHEN_RESET (map) = time (0) + timeout;
2106 }
2107
2108 /* this updates the orig_map->tile_map[tile_num] value after loading
2109 * the map. It also takes care of linking back the freshly loaded
2110 * maps tile_map values if it tiles back to this one. It returns
2111 * the value of orig_map->tile_map[tile_num]. It really only does this
2112 * so that it is easier for calling functions to verify success.
2113 */
2114
2115 static maptile *
2116 load_and_link_tiled_map (maptile *orig_map, int tile_num)
2117 {
2118 int dest_tile = (tile_num + 2) % 4;
2119 char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2120
2121 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2122
2123 /* need to do a strcmp here as the orig_map->path is not a shared string */
2124 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))
2125 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2126
2127 return orig_map->tile_map[tile_num];
2128 }
2129
2130 /* this returns TRUE if the coordinates (x,y) are out of
2131 * map m. This function also takes into account any
2132 * tiling considerations, loading adjacant maps as needed.
2133 * This is the function should always be used when it
2134 * necessary to check for valid coordinates.
2135 * This function will recursively call itself for the
2136 * tiled maps.
2137 *
2138 *
2139 */
2140 int
2141 out_of_map (maptile *m, int x, int y)
2142 {
2143
2144 /* If we get passed a null map, this is obviously the
2145 * case. This generally shouldn't happen, but if the
2146 * map loads fail below, it could happen.
2147 */
2148 if (!m)
2149 return 0;
2150
2151 if (x < 0)
2152 {
2153 if (!m->tile_path[3])
2154 return 1;
2155 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2156 {
2157 load_and_link_tiled_map (m, 3);
2158 }
2159 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2160 }
2161 if (x >= MAP_WIDTH (m))
2162 {
2163 if (!m->tile_path[1])
2164 return 1;
2165 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2166 {
2167 load_and_link_tiled_map (m, 1);
2168 }
2169 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2170 }
2171 if (y < 0)
2172 {
2173 if (!m->tile_path[0])
2174 return 1;
2175 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2176 {
2177 load_and_link_tiled_map (m, 0);
2178 }
2179 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2180 }
2181 if (y >= MAP_HEIGHT (m))
2182 {
2183 if (!m->tile_path[2])
2184 return 1;
2185 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2186 {
2187 load_and_link_tiled_map (m, 2);
2188 }
2189 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2190 }
2191
2192 /* Simple case - coordinates are within this local
2193 * map.
2194 */
2195 return 0;
2196 }
2197
2198 /* This is basically the same as out_of_map above, but
2199 * instead we return NULL if no map is valid (coordinates
2200 * out of bounds and no tiled map), otherwise it returns
2201 * the map as that the coordinates are really on, and
2202 * updates x and y to be the localized coordinates.
2203 * Using this is more efficient of calling out_of_map
2204 * and then figuring out what the real map is
2205 */
2206 maptile *
2207 get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2208 {
2209
2210 if (*x < 0)
2211 {
2212 if (!m->tile_path[3])
2213 return NULL;
2214 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2215 load_and_link_tiled_map (m, 3);
2216
2217 *x += MAP_WIDTH (m->tile_map[3]);
2218 return (get_map_from_coord (m->tile_map[3], x, y));
2219 }
2220 if (*x >= MAP_WIDTH (m))
2221 {
2222 if (!m->tile_path[1])
2223 return NULL;
2224 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2225 load_and_link_tiled_map (m, 1);
2226
2227 *x -= MAP_WIDTH (m);
2228 return (get_map_from_coord (m->tile_map[1], x, y));
2229 }
2230 if (*y < 0)
2231 {
2232 if (!m->tile_path[0])
2233 return NULL;
2234 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2235 load_and_link_tiled_map (m, 0);
2236
2237 *y += MAP_HEIGHT (m->tile_map[0]);
2238 return (get_map_from_coord (m->tile_map[0], x, y));
2239 }
2240 if (*y >= MAP_HEIGHT (m))
2241 {
2242 if (!m->tile_path[2])
2243 return NULL;
2244 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2245 load_and_link_tiled_map (m, 2);
2246
2247 *y -= MAP_HEIGHT (m);
2248 return (get_map_from_coord (m->tile_map[2], x, y));
2249 }
2250
2251 /* Simple case - coordinates are within this local
2252 * map.
2253 */
2254
2255 return m;
2256 }
2257
2258 /**
2259 * Return whether map2 is adjacent to map1. If so, store the distance from
2260 * map1 to map2 in dx/dy.
2261 */
2262 static int
2263 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2264 {
2265 if (!map1 || !map2)
2266 return 0;
2267
2268 if (map1 == map2)
2269 {
2270 *dx = 0;
2271 *dy = 0;
2272
2273 }
2274 else if (map1->tile_map[0] == map2)
2275 { /* up */
2276 *dx = 0;
2277 *dy = -MAP_HEIGHT (map2);
2278 }
2279 else if (map1->tile_map[1] == map2)
2280 { /* right */
2281 *dx = MAP_WIDTH (map1);
2282 *dy = 0;
2283 }
2284 else if (map1->tile_map[2] == map2)
2285 { /* down */
2286 *dx = 0;
2287 *dy = MAP_HEIGHT (map1);
2288 }
2289 else if (map1->tile_map[3] == map2)
2290 { /* left */
2291 *dx = -MAP_WIDTH (map2);
2292 *dy = 0;
2293
2294 }
2295 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2296 { /* up right */
2297 *dx = MAP_WIDTH (map1->tile_map[0]);
2298 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2299 }
2300 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2301 { /* up left */
2302 *dx = -MAP_WIDTH (map2);
2303 *dy = -MAP_HEIGHT (map1->tile_map[0]);
2304 }
2305 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2306 { /* right up */
2307 *dx = MAP_WIDTH (map1);
2308 *dy = -MAP_HEIGHT (map2);
2309 }
2310 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2311 { /* right down */
2312 *dx = MAP_WIDTH (map1);
2313 *dy = MAP_HEIGHT (map1->tile_map[1]);
2314 }
2315 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2316 { /* down right */
2317 *dx = MAP_WIDTH (map1->tile_map[2]);
2318 *dy = MAP_HEIGHT (map1);
2319 }
2320 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2321 { /* down left */
2322 *dx = -MAP_WIDTH (map2);
2323 *dy = MAP_HEIGHT (map1);
2324 }
2325 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2326 { /* left up */
2327 *dx = -MAP_WIDTH (map1->tile_map[3]);
2328 *dy = -MAP_HEIGHT (map2);
2329 }
2330 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2331 { /* left down */
2332 *dx = -MAP_WIDTH (map1->tile_map[3]);
2333 *dy = MAP_HEIGHT (map1->tile_map[3]);
2334
2335 }
2336 else
2337 { /* not "adjacent" enough */
2338 return 0;
2339 }
2340
2341 return 1;
2342 }
2343
2344 /* From map.c
2345 * This is used by get_player to determine where the other
2346 * creature is. get_rangevector takes into account map tiling,
2347 * so you just can not look the the map coordinates and get the
2348 * righte value. distance_x/y are distance away, which
2349 * can be negativbe. direction is the crossfire direction scheme
2350 * that the creature should head. part is the part of the
2351 * monster that is closest.
2352 *
2353 * get_rangevector looks at op1 and op2, and fills in the
2354 * structure for op1 to get to op2.
2355 * We already trust that the caller has verified that the
2356 * two objects are at least on adjacent maps. If not,
2357 * results are not likely to be what is desired.
2358 * if the objects are not on maps, results are also likely to
2359 * be unexpected
2360 *
2361 * currently, the only flag supported (0x1) is don't translate for
2362 * closest body part of 'op1'
2363 */
2364
2365 void
2366 get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2367 {
2368 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2369 {
2370 /* be conservative and fill in _some_ data */
2371 retval->distance = 100000;
2372 retval->distance_x = 32767;
2373 retval->distance_y = 32767;
2374 retval->direction = 0;
2375 retval->part = 0;
2376 }
2377 else
2378 {
2379 object *best;
2380
2381 retval->distance_x += op2->x - op1->x;
2382 retval->distance_y += op2->y - op1->y;
2383
2384 best = op1;
2385 /* If this is multipart, find the closest part now */
2386 if (!(flags & 0x1) && op1->more)
2387 {
2388 object *tmp;
2389 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2390
2391 /* we just take the offset of the piece to head to figure
2392 * distance instead of doing all that work above again
2393 * since the distance fields we set above are positive in the
2394 * same axis as is used for multipart objects, the simply arithmetic
2395 * below works.
2396 */
2397 for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2398 {
2399 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2400 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2401 if (tmpi < best_distance)
2402 {
2403 best_distance = tmpi;
2404 best = tmp;
2405 }
2406 }
2407 if (best != op1)
2408 {
2409 retval->distance_x += op1->x - best->x;
2410 retval->distance_y += op1->y - best->y;
2411 }
2412 }
2413 retval->part = best;
2414 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2415 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2416 }
2417 }
2418
2419 /* this is basically the same as get_rangevector above, but instead of
2420 * the first parameter being an object, it instead is the map
2421 * and x,y coordinates - this is used for path to player -
2422 * since the object is not infact moving but we are trying to traverse
2423 * the path, we need this.
2424 * flags has no meaning for this function at this time - I kept it in to
2425 * be more consistant with the above function and also in case they are needed
2426 * for something in the future. Also, since no object is pasted, the best
2427 * field of the rv_vector is set to NULL.
2428 */
2429
2430 void
2431 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2432 {
2433 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2434 {
2435 /* be conservative and fill in _some_ data */
2436 retval->distance = 100000;
2437 retval->distance_x = 32767;
2438 retval->distance_y = 32767;
2439 retval->direction = 0;
2440 retval->part = 0;
2441 }
2442 else
2443 {
2444 retval->distance_x += op2->x - x;
2445 retval->distance_y += op2->y - y;
2446
2447 retval->part = NULL;
2448 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2449 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2450 }
2451 }
2452
2453 /* Returns true of op1 and op2 are effectively on the same map
2454 * (as related to map tiling). Note that this looks for a path from
2455 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2456 * to op1, this will still return false.
2457 * Note we only look one map out to keep the processing simple
2458 * and efficient. This could probably be a macro.
2459 * MSW 2001-08-05
2460 */
2461 int
2462 on_same_map (const object *op1, const object *op2)
2463 {
2464 int dx, dy;
2465
2466 return adjacent_map (op1->map, op2->map, &dx, &dy);
2467 }