/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at */ #include #include #include #include #include "path.h" /* * Returns the maptile which has a name matching the given argument. * return NULL if no match is found. */ maptile * has_been_loaded (const char *name) { maptile *map; if (!name || !*name) return 0; for (map = first_map; map; map = map->next) if (!strcmp (name, map->path)) break; return (map); } /* * This makes a path absolute outside the world of Crossfire. * In other words, it prepends LIBDIR/MAPDIR/ to the given path * and returns the pointer to a static array containing the result. * it really should be called create_mapname */ const char * create_pathname (const char *name) { static char buf[MAX_BUF]; /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name); else sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name); return (buf); } /* * same as create_pathname, but for the overlay maps. */ const char * create_overlay_pathname (const char *name) { static char buf[MAX_BUF]; /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name); else sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name); return (buf); } /* * same as create_pathname, but for the template maps. */ const char * create_template_pathname (const char *name) { static char buf[MAX_BUF]; /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name); else sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name); return (buf); } /* * This makes absolute path to the itemfile where unique objects * will be saved. Converts '/' to '@'. I think it's essier maintain * files than full directory structure, but if this is problem it can * be changed. */ static const char * create_items_path (const char *s) { static char buf[MAX_BUF]; char *t; if (*s == '/') s++; sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir); for (t = buf + strlen (buf); *s; s++, t++) if (*s == '/') *t = '@'; else *t = *s; *t = 0; return (buf); } /* * This function checks if a file with the given path exists. * -1 is returned if it fails, otherwise the mode of the file * is returned. * It tries out all the compression suffixes listed in the uncomp[] array. * * If prepend_dir is set, then we call create_pathname (which prepends * libdir & mapdir). Otherwise, we assume the name given is fully * complete. * Only the editor actually cares about the writablity of this - * the rest of the code only cares that the file is readable. * when the editor goes away, the call to stat should probably be * replaced by an access instead (similar to the windows one, but * that seems to be missing the prepend_dir processing */ int check_path (const char *name, int prepend_dir) { char buf[MAX_BUF]; char *endbuf; struct stat statbuf; int mode = 0; if (prepend_dir) strcpy (buf, create_pathname (name)); else strcpy (buf, name); /* old method (strchr(buf, '\0')) seemd very odd to me - * this method should be equivalant and is clearer. * Can not use strcat because we need to cycle through * all the names. */ endbuf = buf + strlen (buf); if (stat (buf, &statbuf)) return -1; if (!S_ISREG (statbuf.st_mode)) return (-1); if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) || ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH)) mode |= 4; if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) || (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH)) mode |= 2; return (mode); } /* * Prints out debug-information about a map. * Dumping these at llevError doesn't seem right, but is * necessary to make sure the information is in fact logged. */ void dump_map (const maptile *m) { LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory); LOG (llevError, "Size: %dx%d Start: %d,%d\n", m->width, m->height, m->enter_x, m->enter_y); if (m->msg != NULL) LOG (llevError, "Message:\n%s", m->msg); if (m->maplore != NULL) LOG (llevError, "Lore:\n%s", m->maplore); if (m->tmpname != NULL) LOG (llevError, "Tmpname: %s\n", m->tmpname); LOG (llevError, "Difficulty: %d\n", m->difficulty); LOG (llevError, "Darkness: %d\n", m->darkness); } /* * Prints out debug-information about all maps. * This basically just goes through all the maps and calls * dump_map on each one. */ void dump_all_maps (void) { maptile *m; for (m = first_map; m; m = m->next) dump_map (m); } /* This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) * it will also do map translation for tiled maps, returning * new values into newmap, nx, and ny. Any and all of those * values can be null, in which case if a new map is needed (returned * by a P_NEW_MAP value, another call to get_map_from_coord * is needed. The case of not passing values is if we're just * checking for the existence of something on those spaces, but * don't expect to insert/remove anything from those spaces. */ int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) { sint16 newx, newy; int retval = 0; maptile *mp; newx = x; newy = y; mp = get_map_from_coord (oldmap, &newx, &newy); if (!mp) return P_OUT_OF_MAP; if (mp != oldmap) retval |= P_NEW_MAP; if (newmap) *newmap = mp; if (nx) *nx = newx; if (ny) *ny = newy; return retval | mp->at (newx, newy).flags (); } /* * Returns true if the given coordinate is blocked except by the * object passed is not blocking. This is used with * multipart monsters - if we want to see if a 2x2 monster * can move 1 space to the left, we don't want its own area * to block it from moving there. * Returns TRUE if the space is blocked by something other than the * monster. * m, x, y are the target map/coordinates - needed for map tiling. * the coordinates & map passed in should have been updated for tiling * by the caller. */ int blocked_link (object *ob, maptile *m, int sx, int sy) { object *tmp; int mflags, blocked; /* Make sure the coordinates are valid - they should be, as caller should * have already checked this. */ if (OUT_OF_REAL_MAP (m, sx, sy)) { LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); return 1; } /* Save some cycles - instead of calling get_map_flags(), just get the value * directly. */ mflags = m->at (sx, sy).flags (); blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); /* If space is currently not blocked by anything, no need to * go further. Not true for players - all sorts of special * things we need to do for players. */ if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) return 0; /* if there isn't anytyhing alive on this space, and this space isn't * otherwise blocked, we can return now. Only if there is a living * creature do we need to investigate if it is part of this creature * or another. Likewise, only if something is blocking us do we * need to investigate if there is a special circumstance that would * let the player through (inventory checkers for example) */ if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) return 0; if (ob->head != NULL) ob = ob->head; /* We basically go through the stack of objects, and if there is * some other object that has NO_PASS or FLAG_ALIVE set, return * true. If we get through the entire stack, that must mean * ob is blocking it, so return 0. */ for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) { /* This must be before the checks below. Code for inventory checkers. */ if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) { /* If last_sp is set, the player/monster needs an object, * so we check for it. If they don't have it, they can't * pass through this space. */ if (tmp->last_sp) { if (check_inv_recursive (ob, tmp) == NULL) return 1; else continue; } else { /* In this case, the player must not have the object - * if they do, they can't pass through. */ if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ return 1; else continue; } } /* if check_inv */ else { /* Broke apart a big nasty if into several here to make * this more readable. first check - if the space blocks * movement, can't move here. * second - if a monster, can't move there, unles it is a * hidden dm */ if (OB_MOVE_BLOCK (ob, tmp)) return 1; if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) return 1; } } return 0; } /* * Returns true if the given object can't fit in the given spot. * This is meant for multi space objects - for single space objecs, * just calling get_map_blocked and checking that against movement type * of object. This function goes through all the parts of the * multipart object and makes sure they can be inserted. * * While this doesn't call out of map, the get_map_flags does. * * This function has been used to deprecate arch_out_of_map - * this function also does that check, and since in most cases, * a call to one would follow the other, doesn't make a lot of sense to * have two seperate functions for this. * * This returns nonzero if this arch can not go on the space provided, * 0 otherwise. the return value will contain the P_.. value * so the caller can know why this object can't go on the map. * Note that callers should not expect P_NEW_MAP to be set * in return codes - since the object is multispace - if * we did return values, what do you return if half the object * is one map, half on another. * * Note this used to be arch_blocked, but with new movement * code, we need to have actual object to check its move_type * against the move_block values. */ int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) { archetype *tmp; int flag; maptile *m1; sint16 sx, sy; if (ob == NULL) { flag = get_map_flags (m, &m1, x, y, &sx, &sy); if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; /* don't have object, so don't know what types would block */ return m1->at (sx, sy).move_block; } for (tmp = ob->arch; tmp; tmp = tmp->more) { flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy); if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; if (flag & P_IS_ALIVE) return P_IS_ALIVE; mapspace &ms = m1->at (sx, sy); /* find_first_free_spot() calls this function. However, often * ob doesn't have any move type (when used to place exits) * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. */ if (ob->move_type == 0 && ms.move_block != MOVE_ALL) continue; /* Note it is intentional that we check ob - the movement type of the * head of the object should correspond for the entire object. */ if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) return P_NO_PASS; } return 0; } /* When the map is loaded, load_object does not actually insert objects * into inventory, but just links them. What this does is go through * and insert them properly. * The object 'container' is the object that contains the inventory. * This is needed so that we can update the containers weight. */ void fix_container (object *container) { object *tmp = container->inv, *next; container->inv = NULL; while (tmp != NULL) { next = tmp->below; if (tmp->inv) fix_container (tmp); (void) insert_ob_in_ob (tmp, container); tmp = next; } /* sum_weight will go through and calculate what all the containers are * carrying. */ sum_weight (container); } /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when * they are saved). We do have to look for the old maps that did save * the more sections and not re-add sections for them. */ static void link_multipart_objects (maptile *m) { int x, y; object *tmp, *op, *last, *above; archetype *at; for (x = 0; x < m->width; x++) for (y = 0; y < m->height; y++) for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) { above = tmp->above; /* already multipart - don't do anything more */ if (tmp->head || tmp->more) continue; /* If there is nothing more to this object, this for loop * won't do anything. */ for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) { op = arch_to_object (at); /* update x,y coordinates */ op->x += tmp->x; op->y += tmp->y; op->head = tmp; op->map = m; last->more = op; op->name = tmp->name; op->title = tmp->title; /* we could link all the parts onto tmp, and then just * call insert_ob_in_map once, but the effect is the same, * as insert_ob_in_map will call itself with each part, and * the coding is simpler to just to it here with each part. */ insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); } /* for at = tmp->arch->more */ } /* for objects on this space */ } /* * Loads (ands parses) the objects into a given map from the specified * file pointer. * mapflags is the same as we get with load_original_map */ void load_objects (maptile *m, object_thawer & fp, int mapflags) { int i, j; int unique; object *op, *prev = NULL, *last_more = NULL, *otmp; op = object::create (); op->map = m; /* To handle buttons correctly */ while ((i = load_object (fp, op, mapflags))) { /* if the archetype for the object is null, means that we * got an invalid object. Don't do anything with it - the game * or editor will not be able to do anything with it either. */ if (op->arch == NULL) { LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); continue; } switch (i) { case LL_NORMAL: /* if we are loading an overlay, put the floors on the bottom */ if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); else insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); if (op->inv) sum_weight (op); prev = op, last_more = op; break; case LL_MORE: insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); op->head = prev, last_more->more = op, last_more = op; break; } if (mapflags & MAP_STYLE) remove_from_active_list (op); op = object::create (); op->map = m; } for (i = 0; i < m->width; i++) { for (j = 0; j < m->height; j++) { unique = 0; /* check for unique items, or unique squares */ for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above) { if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) unique = 1; if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique)) SET_FLAG (otmp, FLAG_OBJ_ORIGINAL); } } } op->destroy (); link_multipart_objects (m); } /* This saves all the objects on the map in a non destructive fashion. * Modified by MSW 2001-07-01 to do in a single pass - reduces code, * and we only save the head of multi part objects - this is needed * in order to do map tiling properly. */ void save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag) { int i, j = 0, unique = 0; object *op; /* first pass - save one-part objects */ for (i = 0; i < m->width; i++) for (j = 0; j < m->height; j++) { unique = 0; for (op = m->at (i, j).bot; op; op = op->above) { if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE]) unique = 1; if (op->type == PLAYER) continue; if (op->head || op->owner) continue; if (unique || op->flag [FLAG_UNIQUE]) save_object (fp2, op, 3); else if (flag == 0 || (flag == 2 && (!op->flag [FLAG_OBJ_ORIGINAL] && !op->flag [FLAG_UNPAID]))) save_object (fp, op, 3); } } } maptile::maptile () { in_memory = MAP_SWAPPED; /* The maps used to pick up default x and y values from the * map archetype. Mimic that behaviour. */ this->width = 16; this->height = 16; this->reset_timeout = 0; this->timeout = 300; this->enter_x = 0; this->enter_y = 0; /*set part to -1 indicating conversion to weather map not yet done */ this->worldpartx = -1; this->worldparty = -1; } /* * Allocates, initialises, and returns a pointer to a maptile. * Modified to no longer take a path option which was not being * used anyways. MSW 2001-07-01 */ maptile * get_linked_map (void) { maptile *mp, *map = new maptile; for (mp = first_map; mp && mp->next; mp = mp->next); if (mp == NULL) first_map = map; else mp->next = map; return map; } /* * Allocates the arrays contained in a maptile. * This basically allocates the dynamic array of spaces for the * map. */ void maptile::allocate () { in_memory = MAP_IN_MEMORY; /* Log this condition and free the storage. We could I suppose * realloc, but if the caller is presuming the data will be intact, * that is their poor assumption. */ if (spaces) { LOG (llevError, "allocate_map called with already allocated map (%s)\n", path); free (spaces); } spaces = (mapspace *) calloc (1, width * height * sizeof (mapspace)); if (!spaces) fatal (OUT_OF_MEMORY); } /* Create and returns a map of the specific size. Used * in random map code and the editor. */ maptile * get_empty_map (int sizex, int sizey) { maptile *m = get_linked_map (); m->width = sizex; m->height = sizey; m->in_memory = MAP_SWAPPED; m->allocate (); return m; } /* Takes a string from a map definition and outputs a pointer to the array of shopitems * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. * Called by parse_map_headers below. */ static shopitems * parse_shop_string (const char *input_string) { char *shop_string, *p, *q, *next_semicolon, *next_colon; shopitems *items = NULL; int i = 0, number_of_entries = 0; const typedata *current_type; shop_string = strdup (input_string); p = shop_string; /* first we'll count the entries, we'll need that for allocating the array shortly */ while (p) { p = strchr (p, ';'); number_of_entries++; if (p) p++; } p = shop_string; strip_endline (p); items = new shopitems[number_of_entries + 1]; for (i = 0; i < number_of_entries; i++) { if (!p) { LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); break; } next_semicolon = strchr (p, ';'); next_colon = strchr (p, ':'); /* if there is a stregth specified, figure out what it is, we'll need it soon. */ if (next_colon && (!next_semicolon || next_colon < next_semicolon)) items[i].strength = atoi (strchr (p, ':') + 1); if (isdigit (*p) || *p == '*') { items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */ current_type = get_typedata (items[i].typenum); if (current_type) { items[i].name = current_type->name; items[i].name_pl = current_type->name_pl; } } else { /*we have a named type, let's figure out what it is */ q = strpbrk (p, ";:"); if (q) *q = '\0'; current_type = get_typedata_by_name (p); if (current_type) { items[i].name = current_type->name; items[i].typenum = current_type->number; items[i].name_pl = current_type->name_pl; } else { /* oh uh, something's wrong, let's free up this one, and try * the next entry while we're at it, better print a warning */ LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); } } items[i].index = number_of_entries; if (next_semicolon) p = ++next_semicolon; else p = NULL; } free (shop_string); return items; } /* opposite of parse string, this puts the string that was originally fed in to * the map (or something equivilent) into output_string. */ static void print_shop_string (maptile *m, char *output_string) { int i; char tmp[MAX_BUF]; strcpy (output_string, ""); for (i = 0; i < m->shopitems[0].index; i++) { if (m->shopitems[i].typenum) { if (m->shopitems[i].strength) { sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); } else sprintf (tmp, "%s;", m->shopitems[i].name); } else { if (m->shopitems[i].strength) { sprintf (tmp, "*:%d;", m->shopitems[i].strength); } else sprintf (tmp, "*"); } strcat (output_string, tmp); } } /* This loads the header information of the map. The header * contains things like difficulty, size, timeout, etc. * this used to be stored in the map object, but with the * addition of tiling, fields beyond that easily named in an * object structure were needed, so it just made sense to * put all the stuff in the map object so that names actually make * sense. * This could be done in lex (like the object loader), but I think * currently, there are few enough fields this is not a big deal. * MSW 2001-07-01 * return 0 on success, 1 on failure. */ static int load_map_header (object_thawer & fp, maptile *m) { char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end; int msgpos = 0; int maplorepos = 0; while (fgets (buf, HUGE_BUF, fp) != NULL) { buf[HUGE_BUF - 1] = 0; key = buf; while (isspace (*key)) key++; if (*key == 0) continue; /* empty line */ value = strchr (key, ' '); if (!value) { if ((end = strchr (key, '\n'))) *end = 0; } else { *value = 0; value++; end = strchr (value, '\n'); while (isspace (*value)) { value++; if (*value == '\0' || value == end) { /* Nothing but spaces. */ value = NULL; break; } } } if (!end) { LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf); return 1; } /* key is the field name, value is what it should be set * to. We've already done the work to null terminate key, * and strip off any leading spaces for both of these. * We have not touched the newline at the end of the line - * these are needed for some values. the end pointer * points to the first of the newlines. * value could be NULL! It would be easy enough to just point * this to "" to prevent cores, but that would let more errors slide * through. * * First check for entries that do not use the value parameter, then * validate that value is given and check for the remaining entries * that use the parameter. */ if (!strcmp (key, "msg")) { while (fgets (buf, HUGE_BUF, fp) != NULL) { if (!strcmp (buf, "endmsg\n")) break; else { /* slightly more efficient than strcat */ strcpy (msgbuf + msgpos, buf); msgpos += strlen (buf); } } /* There are lots of maps that have empty messages (eg, msg/endmsg * with nothing between). There is no reason in those cases to * keep the empty message. Also, msgbuf contains garbage data * when msgpos is zero, so copying it results in crashes */ if (msgpos != 0) m->msg = strdup (msgbuf); } else if (!strcmp (key, "maplore")) { while (fgets (buf, HUGE_BUF, fp) != NULL) { if (!strcmp (buf, "endmaplore\n")) break; else { /* slightly more efficient than strcat */ strcpy (maplorebuf + maplorepos, buf); maplorepos += strlen (buf); } } if (maplorepos != 0) m->maplore = strdup (maplorebuf); } else if (!strcmp (key, "end")) { break; } else if (value == NULL) { LOG (llevError, "Got '%s' line without parameter in map header\n", key); } else if (!strcmp (key, "arch")) { /* This is an oddity, but not something we care about much. */ if (strcmp (value, "map\n")) LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value); } else if (!strcmp (key, "name")) { *end = 0; m->name = strdup (value); } /* first strcmp value on these are old names supported * for compatibility reasons. The new values (second) are * what really should be used. */ else if (!strcmp (key, "oid")) fp.get (m, atoi (value)); else if (!strcmp (key, "attach")) m->attach = value; else if (!strcmp (key, "hp") || !strcmp (key, "enter_x")) m->enter_x = atoi (value); else if (!strcmp (key, "sp") || !strcmp (key, "enter_y")) m->enter_y = atoi (value); else if (!strcmp (key, "x") || !strcmp (key, "width")) m->width = atoi (value); else if (!strcmp (key, "y") || !strcmp (key, "height")) m->height = atoi (value); else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout")) m->reset_timeout = atoi (value); else if (!strcmp (key, "value") || !strcmp (key, "swap_time")) m->timeout = atoi (value); else if (!strcmp (key, "level") || !strcmp (key, "difficulty")) m->difficulty = clamp (atoi (value), 1, settings.max_level); else if (!strcmp (key, "invisible") || !strcmp (key, "darkness")) m->darkness = atoi (value); else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime")) m->fixed_resettime = atoi (value); else if (!strcmp (key, "unique")) m->unique = atoi (value); else if (!strcmp (key, "template")) m->templatemap = atoi (value); else if (!strcmp (key, "region")) m->region = get_region_by_name (value); else if (!strcmp (key, "shopitems")) { *end = 0; m->shopitems = parse_shop_string (value); } else if (!strcmp (key, "shopgreed")) m->shopgreed = atof (value); else if (!strcmp (key, "shopmin")) m->shopmin = atol (value); else if (!strcmp (key, "shopmax")) m->shopmax = atol (value); else if (!strcmp (key, "shoprace")) { *end = 0; m->shoprace = strdup (value); } else if (!strcmp (key, "outdoor")) m->outdoor = atoi (value); else if (!strcmp (key, "temp")) m->temp = atoi (value); else if (!strcmp (key, "pressure")) m->pressure = atoi (value); else if (!strcmp (key, "humid")) m->humid = atoi (value); else if (!strcmp (key, "windspeed")) m->windspeed = atoi (value); else if (!strcmp (key, "winddir")) m->winddir = atoi (value); else if (!strcmp (key, "sky")) m->sky = atoi (value); else if (!strcmp (key, "nosmooth")) m->nosmooth = atoi (value); else if (!strncmp (key, "tile_path_", 10)) { int tile = atoi (key + 10); if (tile < 1 || tile > 4) { LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path); } else { char *path; *end = 0; if (m->tile_path[tile - 1]) { LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path); free (m->tile_path[tile - 1]); m->tile_path[tile - 1] = NULL; } if (check_path (value, 1) != -1) { /* The unadorned path works. */ path = value; } else { /* Try again; it could be a relative exit. */ path = path_combine_and_normalize (m->path, value); if (check_path (path, 1) == -1) { LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value); path = NULL; } } if (editor) { /* Use the value as in the file. */ m->tile_path[tile - 1] = strdup (value); } else if (path != NULL) { /* Use the normalized value. */ m->tile_path[tile - 1] = strdup (path); } } /* end if tile direction (in)valid */ } else LOG (llevError, "Got unknown value in map header: %s %s\n", key, value); } if (!key || strcmp (key, "end")) { LOG (llevError, "Got premature eof on map header!\n"); return 1; } return 0; } /* * Opens the file "filename" and reads information about the map * from the given file, and stores it in a newly allocated * maptile. A pointer to this structure is returned, or NULL on failure. * flags correspond to those in map.h. Main ones used are * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and * MAP_BLOCK, in which case we block on this load. This happens in all * cases, no matter if this flag is set or not. * MAP_STYLE: style map - don't add active objects, don't add to server * managed map list. */ maptile * load_original_map (const char *filename, int flags) { maptile *m; char pathname[MAX_BUF]; if (flags & MAP_PLAYER_UNIQUE) strcpy (pathname, filename); else if (flags & MAP_OVERLAY) strcpy (pathname, create_overlay_pathname (filename)); else strcpy (pathname, create_pathname (filename)); LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname); object_thawer thawer (pathname); if (!thawer) return 0; m = get_linked_map (); strcpy (m->path, filename); if (load_map_header (thawer, m)) { LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags); delete_map (m); return 0; } m->allocate (); m->in_memory = MAP_LOADING; load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE)); m->in_memory = MAP_IN_MEMORY; if (!m->difficulty) m->difficulty = calculate_difficulty (m); set_map_reset_time (m); m->instantiate (); return (m); } /* * Loads a map, which has been loaded earlier, from file. * Return the map object we load into (this can change from the passed * option if we can't find the original map) */ static maptile * load_temporary_map (maptile *m) { char buf[MAX_BUF]; if (!m->tmpname) { LOG (llevError, "No temporary filename for map %s\n", m->path); strcpy (buf, m->path); delete_map (m); m = load_original_map (buf, 0); if (m == NULL) return NULL; fix_auto_apply (m); /* Chests which open as default */ return m; } object_thawer thawer (m->tmpname); if (!thawer) { strcpy (buf, m->path); delete_map (m); m = load_original_map (buf, 0); if (!m) return NULL; fix_auto_apply (m); /* Chests which open as default */ return m; } if (load_map_header (thawer, m)) { LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname); delete_map (m); m = load_original_map (m->path, 0); return NULL; } m->allocate (); m->in_memory = MAP_LOADING; load_objects (m, thawer, 0); m->in_memory = MAP_IN_MEMORY; INVOKE_MAP (SWAPIN, m); return m; } /* * Loads a map, which has been loaded earlier, from file. * Return the map object we load into (this can change from the passed * option if we can't find the original map) */ maptile * load_overlay_map (const char *filename, maptile *m) { char pathname[MAX_BUF]; strcpy (pathname, create_overlay_pathname (filename)); object_thawer thawer (pathname); if (!thawer) return m; if (load_map_header (thawer, m)) { LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname); delete_map (m); m = load_original_map (m->path, 0); return 0; } /*m->allocate ();*/ m->in_memory = MAP_LOADING; load_objects (m, thawer, MAP_OVERLAY); m->in_memory = MAP_IN_MEMORY; return m; } /****************************************************************************** * This is the start of unique map handling code *****************************************************************************/ /* This goes through map 'm' and removed any unique items on the map. */ static void delete_unique_items (maptile *m) { int i, j, unique; object *op, *next; for (i = 0; i < m->width; i++) for (j = 0; j < m->height; j++) { unique = 0; for (op = GET_MAP_OB (m, i, j); op; op = next) { next = op->above; if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) unique = 1; if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) { op->destroy_inv (false); op->destroy (); } } } } /* * Loads unique objects from file(s) into the map which is in memory * m is the map to load unique items into. */ static void load_unique_objects (maptile *m) { int count; char firstname[MAX_BUF]; for (count = 0; count < 10; count++) { sprintf (firstname, "%s.v%02d", create_items_path (m->path), count); if (!access (firstname, R_OK)) break; } /* If we get here, we did not find any map */ if (count == 10) return; object_thawer thawer (firstname); if (!thawer) return; m->in_memory = MAP_LOADING; if (m->tmpname == NULL) /* if we have loaded unique items from */ delete_unique_items (m); /* original map before, don't duplicate them */ load_objects (m, thawer, 0); m->in_memory = MAP_IN_MEMORY; } /* * Saves a map to file. If flag is set, it is saved into the same * file it was (originally) loaded from. Otherwise a temporary * filename will be genarated, and the file will be stored there. * The temporary filename will be stored in the maptileure. * If the map is unique, we also save to the filename in the map * (this should have been updated when first loaded) */ int new_save_map (maptile *m, int flag) { char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF]; int i; if (flag && !*m->path) { LOG (llevError, "Tried to save map without path.\n"); return -1; } if (flag || (m->unique) || (m->templatemap)) { if (!m->unique && !m->templatemap) { /* flag is set */ if (flag == 2) strcpy (filename, create_overlay_pathname (m->path)); else strcpy (filename, create_pathname (m->path)); } else strcpy (filename, m->path); make_path_to_file (filename); } else { if (!m->tmpname) m->tmpname = tempnam (settings.tmpdir, NULL); strcpy (filename, m->tmpname); } LOG (llevDebug, "Saving map %s to %s\n", m->path, filename); m->in_memory = MAP_SAVING; object_freezer freezer; /* legacy */ fprintf (freezer, "arch map\n"); if (m->name) fprintf (freezer, "name %s\n", m->name); if (!flag) fprintf (freezer, "swap_time %d\n", m->swap_time); if (m->reset_timeout) fprintf (freezer, "reset_timeout %d\n", m->reset_timeout); if (m->fixed_resettime) fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime); /* we unfortunately have no idea if this is a value the creator set * or a difficulty value we generated when the map was first loaded */ if (m->difficulty) fprintf (freezer, "difficulty %d\n", m->difficulty); if (m->region) fprintf (freezer, "region %s\n", m->region->name); if (m->shopitems) { print_shop_string (m, shop); fprintf (freezer, "shopitems %s\n", shop); } if (m->shopgreed) fprintf (freezer, "shopgreed %f\n", m->shopgreed); if (m->shopmin) fprintf (freezer, "shopmin %llu\n", m->shopmin); if (m->shopmax) fprintf (freezer, "shopmax %llu\n", m->shopmax); if (m->shoprace) fprintf (freezer, "shoprace %s\n", m->shoprace); if (m->darkness) fprintf (freezer, "darkness %d\n", m->darkness); if (m->width) fprintf (freezer, "width %d\n", m->width); if (m->height) fprintf (freezer, "height %d\n", m->height); if (m->enter_x) fprintf (freezer, "enter_x %d\n", m->enter_x); if (m->enter_y) fprintf (freezer, "enter_y %d\n", m->enter_y); if (m->msg) fprintf (freezer, "msg\n%sendmsg\n", m->msg); if (m->maplore) fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore); if (m->unique) fprintf (freezer, "unique %d\n", m->unique); if (m->templatemap) fprintf (freezer, "template %d\n", m->templatemap); if (m->outdoor) fprintf (freezer, "outdoor %d\n", m->outdoor); if (m->temp) fprintf (freezer, "temp %d\n", m->temp); if (m->pressure) fprintf (freezer, "pressure %d\n", m->pressure); if (m->humid) fprintf (freezer, "humid %d\n", m->humid); if (m->windspeed) fprintf (freezer, "windspeed %d\n", m->windspeed); if (m->winddir) fprintf (freezer, "winddir %d\n", m->winddir); if (m->sky) fprintf (freezer, "sky %d\n", m->sky); if (m->nosmooth) fprintf (freezer, "nosmooth %d\n", m->nosmooth); /* Save any tiling information, except on overlays */ if (flag != 2) for (i = 0; i < 4; i++) if (m->tile_path[i]) fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]); freezer.put (m); fprintf (freezer, "end\n"); /* In the game save unique items in the different file, but * in the editor save them to the normal map file. * If unique map, save files in the proper destination (set by * player) */ if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap) { object_freezer unique; if (flag == 2) save_objects (m, freezer, unique, 2); else save_objects (m, freezer, unique, 0); sprintf (buf, "%s.v00", create_items_path (m->path)); unique.save (buf); } else { /* save same file when not playing, like in editor */ save_objects (m, freezer, freezer, 0); } freezer.save (filename); return 0; } /* * Remove and free all objects in the given map. */ void free_all_objects (maptile *m) { if (!m->spaces) return; for (int i = 0; i < m->width; i++) for (int j = 0; j < m->height; j++) { mapspace &ms = m->at (i, j); while (object *op = ms.bot) { if (op->head) op = op->head; op->destroy_inv (false); op->destroy (); } } } /* * Frees everything allocated by the given maptileure. * don't free tmpname - our caller is left to do that */ void free_map (maptile *m, int flag) { if (!m->in_memory) //TODO: makes no sense to me? return; m->in_memory = MAP_SAVING; // TODO: use new/delete if (flag && m->spaces) free_all_objects (m); free (m->name), m->name = 0; free (m->spaces), m->spaces = 0; free (m->msg), m->msg = 0; free (m->maplore), m->maplore = 0; free (m->shoprace), m->shoprace = 0; delete [] m->shopitems, m->shopitems = 0; if (m->buttons) free_objectlinkpt (m->buttons), m->buttons = 0; for (int i = 0; i < 4; i++) { if (m->tile_path[i]) free (m->tile_path[i]), m->tile_path[i] = 0; m->tile_map[i] = 0; } m->in_memory = MAP_SWAPPED; } maptile::~maptile () { free_map (this, 1); free (tmpname); } void maptile::do_destroy () { attachable::do_destroy (); free_all_objects (this); /* We need to look through all the maps and see if any maps * are pointing at this one for tiling information. Since * tiling can be asymetric, we just can not look to see which * maps this map tiles with and clears those. */ //TODO: non-euclidean-tiling MUST GO for (maptile *m = first_map; m; m = m->next) for (int i = 0; i < 4; i++) if (m->tile_map[i] == this) m->tile_map[i] = 0; if (first_map == this) first_map = next; else for (maptile *m = first_map; m; m = m->next) if (m->next = this) { m->next = next; break; } } //TODO: must go void delete_map (maptile *m) { if (m) m->destroy (); } /* * Makes sure the given map is loaded and swapped in. * name is path name of the map. * flags meaning: * 0x1 (MAP_FLUSH): flush the map - always load from the map directory, * and don't do unique items or the like. * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player. * dont do any more name translation on it. * * Returns a pointer to the given map. */ maptile * ready_map_name (const char *name, int flags) { if (!name) return 0; /* Have we been at this level before? */ maptile *m = has_been_loaded (name); /* Map is good to go, so just return it */ if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) return m; /* unique maps always get loaded from their original location, and never * a temp location. Likewise, if map_flush is set, or we have never loaded * this map, load it now. I removed the reset checking from here - * it seems the probability of a player trying to enter a map that should * reset but hasn't yet is quite low, and removing that makes this function * a bit cleaner (and players probably shouldn't rely on exact timing for * resets in any case - if they really care, they should use the 'maps command. */ if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m) { /* first visit or time to reset */ if (m) { clean_tmp_map (m); /* Doesn't make much difference */ delete_map (m); } /* create and load a map */ if (flags & MAP_PLAYER_UNIQUE) LOG (llevDebug, "Trying to load map %s.\n", name); else LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name)); //eval_pv ("$x = Event::time", 1);//D if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE)))) return (NULL); //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D fix_auto_apply (m); /* Chests which open as default */ /* If a player unique map, no extra unique object file to load. * if from the editor, likewise. */ if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE))) load_unique_objects (m); if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY))) { m = load_overlay_map (name, m); if (m == NULL) return NULL; } if (flags & MAP_PLAYER_UNIQUE) INVOKE_MAP (SWAPIN, m); } else { /* If in this loop, we found a temporary map, so load it up. */ m = load_temporary_map (m); if (m == NULL) return NULL; load_unique_objects (m); clean_tmp_map (m); m->in_memory = MAP_IN_MEMORY; /* tempnam() on sun systems (probably others) uses malloc * to allocated space for the string. Free it here. * In some cases, load_temporary_map above won't find the * temporary map, and so has reloaded a new map. If that * is the case, tmpname is now null */ if (m->tmpname) free (m->tmpname); m->tmpname = NULL; /* It's going to be saved anew anyway */ } /* Below here is stuff common to both first time loaded maps and * temp maps. */ decay_objects (m); /* start the decay */ /* In case other objects press some buttons down */ update_buttons (m); if (m->outdoor) set_darkness_map (m); /* run the weather over this map */ weather_effect (name); return m; } /* * This routine is supposed to find out the difficulty of the map. * difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * * Difficulty can now be set by the map creature. If the value stored * in the map is zero, then use this routine. Maps should really * have a difficulty set than using this function - human calculation * is much better than this functions guesswork. */ int calculate_difficulty (maptile *m) { object *op; archetype *at; int x, y, i; long monster_cnt = 0; double avgexp = 0; sint64 total_exp = 0; if (m->difficulty) { LOG (llevDebug, "Using stored map difficulty: %d\n", m->difficulty); return m->difficulty; } for (x = 0; x < m->width; x++) for (y = 0; y < m->height; y++) for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) { if (QUERY_FLAG (op, FLAG_MONSTER)) { total_exp += op->stats.exp; monster_cnt++; } if (QUERY_FLAG (op, FLAG_GENERATOR)) { total_exp += op->stats.exp; at = type_to_archetype (GENERATE_TYPE (op)); if (at != NULL) total_exp += at->clone.stats.exp * 8; monster_cnt++; } } avgexp = (double) total_exp / monster_cnt; for (i = 1; i <= settings.max_level; i++) { if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp)) { /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */ return i; } } return 1; } void clean_tmp_map (maptile *m) { if (m->tmpname == NULL) return; INVOKE_MAP (CLEAN, m); (void) unlink (m->tmpname); } void free_all_maps (void) { int real_maps = 0; while (first_map) { /* I think some of the callers above before it gets here set this to be * saving, but we still want to free this data */ if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY; delete_map (first_map); real_maps++; } LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps); } /* change_map_light() - used to change map light level (darkness) * up or down. Returns true if successful. It should now be * possible to change a value by more than 1. * Move this from los.c to map.c since this is more related * to maps than los. * postive values make it darker, negative make it brighter */ int change_map_light (maptile *m, int change) { int new_level = m->darkness + change; /* Nothing to do */ if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) { return 0; } /* inform all players on the map */ if (change > 0) new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker."); else new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter."); /* Do extra checking. since m->darkness is a unsigned value, * we need to be extra careful about negative values. * In general, the checks below are only needed if change * is not +/-1 */ if (new_level < 0) m->darkness = 0; else if (new_level >= MAX_DARKNESS) m->darkness = MAX_DARKNESS; else m->darkness = new_level; /* All clients need to get re-updated for the change */ update_all_map_los (m); return 1; } /* * This function updates various attributes about a specific space * on the map (what it looks like, whether it blocks magic, * has a living creatures, prevents people from passing * through, etc) */ void mapspace::update_ () { object *tmp, *last = 0; uint8 flags = 0, light = 0, anywhere = 0; New_Face *top, *floor, *middle; object *top_obj, *floor_obj, *middle_obj; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; middle = blank_face; top = blank_face; floor = blank_face; middle_obj = 0; top_obj = 0; floor_obj = 0; for (tmp = bot; tmp; last = tmp, tmp = tmp->above) { /* This could be made additive I guess (two lights better than * one). But if so, it shouldn't be a simple additive - 2 * light bulbs do not illuminate twice as far as once since * it is a dissapation factor that is cubed. */ if (tmp->glow_radius > light) light = tmp->glow_radius; /* This call is needed in order to update objects the player * is standing in that have animations (ie, grass, fire, etc). * However, it also causes the look window to be re-drawn * 3 times each time the player moves, because many of the * functions the move_player calls eventualy call this. * * Always put the player down for drawing. */ if (!tmp->invisible) { if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) { top = tmp->face; top_obj = tmp; } else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { /* If we got a floor, that means middle and top were below it, * so should not be visible, so we clear them. */ middle = blank_face; top = blank_face; floor = tmp->face; floor_obj = tmp; } /* Flag anywhere have high priority */ else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) { middle = tmp->face; middle_obj = tmp; anywhere = 1; } /* Find the highest visible face around. If equal * visibilities, we still want the one nearer to the * top */ else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) { middle = tmp->face; middle_obj = tmp; } } if (tmp == tmp->above) { LOG (llevError, "Error in structure of map\n"); exit (-1); } move_slow |= tmp->move_slow; move_block |= tmp->move_block; move_on |= tmp->move_on; move_off |= tmp->move_off; move_allow |= tmp->move_allow; if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; if (tmp->type == PLAYER) flags |= P_PLAYER; if (tmp->type == SAFE_GROUND) flags |= P_SAFE; if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; } this->light = light; this->flags_ = flags; this->move_block = move_block & ~move_allow; this->move_on = move_on; this->move_off = move_off; this->move_slow = move_slow; /* At this point, we have a floor face (if there is a floor), * and the floor is set - we are not going to touch it at * this point. * middle contains the highest visibility face. * top contains a player/monster face, if there is one. * * We now need to fill in top.face and/or middle.face. */ /* If the top face also happens to be high visibility, re-do our * middle face. This should not happen, as we already have the * else statement above so middle should not get set. OTOH, it * may be possible for the faces to match but be different objects. */ if (top == middle) middle = blank_face; /* There are three posibilities at this point: * 1) top face is set, need middle to be set. * 2) middle is set, need to set top. * 3) neither middle or top is set - need to set both. */ for (tmp = last; tmp; tmp = tmp->below) { /* Once we get to a floor, stop, since we already have a floor object */ if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) break; /* If two top faces are already set, quit processing */ if ((top != blank_face) && (middle != blank_face)) break; /* Only show visible faces, unless its the editor - show all */ if (!tmp->invisible || editor) { /* Fill in top if needed */ if (top == blank_face) { top = tmp->face; top_obj = tmp; if (top == middle) middle = blank_face; } else { /* top is already set - we should only get here if * middle is not set * * Set the middle face and break out, since there is nothing * more to fill in. We don't check visiblity here, since * */ if (tmp->face != top) { middle = tmp->face; middle_obj = tmp; break; } } } } if (middle == floor) middle = blank_face; if (top == middle) middle = blank_face; faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; } void set_map_reset_time (maptile *map) { int timeout; timeout = map->reset_timeout; if (timeout <= 0) timeout = MAP_DEFAULTRESET; if (timeout >= MAP_MAXRESET) timeout = MAP_MAXRESET; map->reset_time = time (0) + timeout; } /* this updates the orig_map->tile_map[tile_num] value after loading * the map. It also takes care of linking back the freshly loaded * maps tile_map values if it tiles back to this one. It returns * the value of orig_map->tile_map[tile_num]. It really only does this * so that it is easier for calling functions to verify success. */ static maptile * load_and_link_tiled_map (maptile *orig_map, int tile_num) { int dest_tile = (tile_num + 2) % 4; char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]); orig_map->tile_map[tile_num] = ready_map_name (path, 0); /* need to do a strcmp here as the orig_map->path is not a shared string */ 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)) orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; return orig_map->tile_map[tile_num]; } /* this returns TRUE if the coordinates (x,y) are out of * map m. This function also takes into account any * tiling considerations, loading adjacant maps as needed. * This is the function should always be used when it * necessary to check for valid coordinates. * This function will recursively call itself for the * tiled maps. * * */ int out_of_map (maptile *m, int x, int y) { /* If we get passed a null map, this is obviously the * case. This generally shouldn't happen, but if the * map loads fail below, it could happen. */ if (!m) return 0; if (x < 0) { if (!m->tile_path[3]) return 1; if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map (m, 3); return (out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y)); } if (x >= m->width) { if (!m->tile_path[1]) return 1; if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map (m, 1); return (out_of_map (m->tile_map[1], x - m->width, y)); } if (y < 0) { if (!m->tile_path[0]) return 1; if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map (m, 0); return (out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height)); } if (y >= m->height) { if (!m->tile_path[2]) return 1; if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map (m, 2); return (out_of_map (m->tile_map[2], x, y - m->height)); } /* Simple case - coordinates are within this local * map. */ return 0; } /* This is basically the same as out_of_map above, but * instead we return NULL if no map is valid (coordinates * out of bounds and no tiled map), otherwise it returns * the map as that the coordinates are really on, and * updates x and y to be the localized coordinates. * Using this is more efficient of calling out_of_map * and then figuring out what the real map is */ maptile * get_map_from_coord (maptile *m, sint16 * x, sint16 * y) { if (*x < 0) { if (!m->tile_path[3]) return 0; if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map (m, 3); *x += m->tile_map[3]->width; return (get_map_from_coord (m->tile_map[3], x, y)); } if (*x >= m->width) { if (!m->tile_path[1]) return 0; if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map (m, 1); *x -= m->width; return (get_map_from_coord (m->tile_map[1], x, y)); } if (*y < 0) { if (!m->tile_path[0]) return 0; if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map (m, 0); *y += m->tile_map[0]->height; return (get_map_from_coord (m->tile_map[0], x, y)); } if (*y >= m->height) { if (!m->tile_path[2]) return 0; if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map (m, 2); *y -= m->height; return (get_map_from_coord (m->tile_map[2], x, y)); } /* Simple case - coordinates are within this local * map. */ return m; } /** * Return whether map2 is adjacent to map1. If so, store the distance from * map1 to map2 in dx/dy. */ static int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) { if (!map1 || !map2) return 0; if (map1 == map2) { *dx = 0; *dy = 0; } else if (map1->tile_map[0] == map2) { /* up */ *dx = 0; *dy = -map2->height; } else if (map1->tile_map[1] == map2) { /* right */ *dx = map1->width; *dy = 0; } else if (map1->tile_map[2] == map2) { /* down */ *dx = 0; *dy = map1->height; } else if (map1->tile_map[3] == map2) { /* left */ *dx = -map2->width; *dy = 0; } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ *dx = map1->tile_map[0]->width; *dy = -map1->tile_map[0]->height; } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ *dx = -map2->width; *dy = -map1->tile_map[0]->height; } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ *dx = map1->width; *dy = -map2->height; } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ *dx = map1->width; *dy = map1->tile_map[1]->height; } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ *dx = map1->tile_map[2]->width; *dy = map1->height; } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ *dx = -map2->width; *dy = map1->height; } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ *dx = -map1->tile_map[3]->width; *dy = -map2->height; } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ *dx = -map1->tile_map[3]->width; *dy = map1->tile_map[3]->height; } else { /* not "adjacent" enough */ return 0; } return 1; } /* From map.c * This is used by get_player to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which * can be negativbe. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * * get_rangevector looks at op1 and op2, and fills in the * structure for op1 to get to op2. * We already trust that the caller has verified that the * two objects are at least on adjacent maps. If not, * results are not likely to be what is desired. * if the objects are not on maps, results are also likely to * be unexpected * * currently, the only flag supported (0x1) is don't translate for * closest body part of 'op1' */ void get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) { if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ retval->distance = 100000; retval->distance_x = 32767; retval->distance_y = 32767; retval->direction = 0; retval->part = 0; } else { object *best; retval->distance_x += op2->x - op1->x; retval->distance_y += op2->y - op1->y; best = op1; /* If this is multipart, find the closest part now */ if (!(flags & 0x1) && op1->more) { object *tmp; int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; /* we just take the offset of the piece to head to figure * distance instead of doing all that work above again * since the distance fields we set above are positive in the * same axis as is used for multipart objects, the simply arithmetic * below works. */ for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); if (tmpi < best_distance) { best_distance = tmpi; best = tmp; } } if (best != op1) { retval->distance_x += op1->x - best->x; retval->distance_y += op1->y - best->y; } } retval->part = best; retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); } } /* this is basically the same as get_rangevector above, but instead of * the first parameter being an object, it instead is the map * and x,y coordinates - this is used for path to player - * since the object is not infact moving but we are trying to traverse * the path, we need this. * flags has no meaning for this function at this time - I kept it in to * be more consistant with the above function and also in case they are needed * for something in the future. Also, since no object is pasted, the best * field of the rv_vector is set to NULL. */ void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) { if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ retval->distance = 100000; retval->distance_x = 32767; retval->distance_y = 32767; retval->direction = 0; retval->part = 0; } else { retval->distance_x += op2->x - x; retval->distance_y += op2->y - y; retval->part = NULL; retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); } } /* Returns true of op1 and op2 are effectively on the same map * (as related to map tiling). Note that this looks for a path from * op1 to op2, so if the tiled maps are assymetric and op2 has a path * to op1, this will still return false. * Note we only look one map out to keep the processing simple * and efficient. This could probably be a macro. * MSW 2001-08-05 */ int on_same_map (const object *op1, const object *op2) { int dx, dy; return adjacent_map (op1->map, op2->map, &dx, &dy); }