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Revision: 1.46
Committed: Wed Dec 20 11:36:38 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +50 -78 lines
Log Message:
- mapspace caches are now reevaluated only on-demand only
- "heavily" optimised get_map_flags - it might be MUCH faster now
- some cleanups
- some deoptimisaton in update_object - enabling it makes some
  bigfaces disappear when they are not fully visible. why?

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