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/cvs/deliantra/server/common/map.c
Revision: 1.14
Committed: Sun Aug 13 17:16:00 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.13: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29
30 #include <global.h>
31 #include <funcpoint.h>
32
33 #include <loader.h>
34 #ifndef WIN32 /* ---win32 exclude header */
35 #include <unistd.h>
36 #endif /* win32 */
37
38 #include "path.h"
39
40
41 extern int nrofallocobjects,nroffreeobjects;
42
43 void (*load_original_map_callback)(mapstruct *map);
44 void (*load_temporary_map_callback)(mapstruct *map);
45 void (*clean_temporary_map_callback)(mapstruct *map);
46
47 /*
48 * Returns the mapstruct which has a name matching the given argument.
49 * return NULL if no match is found.
50 */
51
52 mapstruct *has_been_loaded (const char *name) {
53 mapstruct *map;
54
55 if (!name || !*name)
56 return 0;
57 for (map = first_map; map; map = map->next)
58 if (!strcmp (name, map->path))
59 break;
60 return (map);
61 }
62
63 /*
64 * This makes a path absolute outside the world of Crossfire.
65 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
66 * and returns the pointer to a static array containing the result.
67 * it really should be called create_mapname
68 */
69
70 const char *create_pathname (const char *name) {
71 static char buf[MAX_BUF];
72
73 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
74 * someplace else in the code? msw 2-17-97
75 */
76 if (*name == '/')
77 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
78 else
79 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
80 return (buf);
81 }
82
83 /*
84 * same as create_pathname, but for the overlay maps.
85 */
86
87 const char *create_overlay_pathname (const char *name) {
88 static char buf[MAX_BUF];
89
90 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
91 * someplace else in the code? msw 2-17-97
92 */
93 if (*name == '/')
94 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
95 else
96 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
97 return (buf);
98 }
99
100 /*
101 * same as create_pathname, but for the template maps.
102 */
103
104 const char *create_template_pathname (const char *name) {
105 static char buf[MAX_BUF];
106
107 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
108 * someplace else in the code? msw 2-17-97
109 */
110 if (*name == '/')
111 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
112 else
113 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
114 return (buf);
115 }
116
117 /*
118 * This makes absolute path to the itemfile where unique objects
119 * will be saved. Converts '/' to '@'. I think it's essier maintain
120 * files than full directory structure, but if this is problem it can
121 * be changed.
122 */
123 static const char *create_items_path (const char *s) {
124 static char buf[MAX_BUF];
125 char *t;
126
127 if (*s == '/')
128 s++;
129
130 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
131
132 for (t=buf+strlen(buf); *s; s++,t++)
133 if (*s == '/')
134 *t = '@';
135 else
136 *t = *s;
137 *t = 0;
138 return (buf);
139 }
140
141
142 /*
143 * This function checks if a file with the given path exists.
144 * -1 is returned if it fails, otherwise the mode of the file
145 * is returned.
146 * It tries out all the compression suffixes listed in the uncomp[] array.
147 *
148 * If prepend_dir is set, then we call create_pathname (which prepends
149 * libdir & mapdir). Otherwise, we assume the name given is fully
150 * complete.
151 * Only the editor actually cares about the writablity of this -
152 * the rest of the code only cares that the file is readable.
153 * when the editor goes away, the call to stat should probably be
154 * replaced by an access instead (similar to the windows one, but
155 * that seems to be missing the prepend_dir processing
156 */
157
158 int check_path (const char *name, int prepend_dir)
159 {
160 char buf[MAX_BUF];
161 #ifndef WIN32
162 char *endbuf;
163 struct stat statbuf;
164 int mode = 0, i;
165 #endif
166
167 if (prepend_dir)
168 strcpy (buf, create_pathname(name));
169 else
170 strcpy(buf, name);
171 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
172 return(_access(buf,0));
173 #else
174
175 /* old method (strchr(buf, '\0')) seemd very odd to me -
176 * this method should be equivalant and is clearer.
177 * Can not use strcat because we need to cycle through
178 * all the names.
179 */
180 endbuf = buf + strlen(buf);
181
182 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
183 if (uncomp[i][0])
184 strcpy(endbuf, uncomp[i][0]);
185 else
186 *endbuf = '\0';
187 if (!stat (buf, &statbuf))
188 break;
189 }
190 if (i == NROF_COMPRESS_METHODS)
191 return (-1);
192 if (!S_ISREG (statbuf.st_mode))
193 return (-1);
194
195 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
196 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
197 (statbuf.st_mode & S_IROTH))
198 mode |= 4;
199
200 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
201 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
202 (statbuf.st_mode & S_IWOTH))
203 mode |= 2;
204
205 return (mode);
206 #endif
207 }
208
209 /*
210 * Prints out debug-information about a map.
211 * Dumping these at llevError doesn't seem right, but is
212 * necessary to make sure the information is in fact logged.
213 */
214
215 void dump_map(const mapstruct *m) {
216 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
217 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
218 MAP_WIDTH(m), MAP_HEIGHT(m),
219 MAP_ENTER_X(m), MAP_ENTER_Y(m));
220
221 if(m->msg!=NULL)
222 LOG(llevError,"Message:\n%s",m->msg);
223
224 if(m->maplore!=NULL)
225 LOG(llevError,"Lore:\n%s",m->maplore);
226
227 if(m->tmpname!=NULL)
228 LOG(llevError,"Tmpname: %s\n",m->tmpname);
229
230 LOG(llevError,"Difficulty: %d\n",m->difficulty);
231 LOG(llevError,"Darkness: %d\n",m->darkness);
232 }
233
234 /*
235 * Prints out debug-information about all maps.
236 * This basically just goes through all the maps and calls
237 * dump_map on each one.
238 */
239
240 void dump_all_maps(void) {
241 mapstruct *m;
242 for(m=first_map;m!=NULL;m=m->next) {
243 dump_map(m);
244 }
245 }
246
247 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
248 * one function that just returns a P_.. value (see map.h)
249 * it will also do map translation for tiled maps, returning
250 * new values into newmap, nx, and ny. Any and all of those
251 * values can be null, in which case if a new map is needed (returned
252 * by a P_NEW_MAP value, another call to get_map_from_coord
253 * is needed. The case of not passing values is if we're just
254 * checking for the existence of something on those spaces, but
255 * don't expect to insert/remove anything from those spaces.
256 */
257 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
258 {
259 sint16 newx, newy;
260 int retval=0;
261 mapstruct *mp;
262
263 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
264 newx = x;
265 newy = y;
266 mp = get_map_from_coord(oldmap, &newx, &newy);
267 if (mp != oldmap)
268 retval |= P_NEW_MAP;
269 if (newmap) *newmap = mp;
270 if (nx) *nx = newx;
271 if (ny) *ny = newy;
272 retval |= mp->spaces[newx + mp->width * newy].flags;
273 return retval;
274 }
275
276
277 /*
278 * Returns true if the given coordinate is blocked except by the
279 * object passed is not blocking. This is used with
280 * multipart monsters - if we want to see if a 2x2 monster
281 * can move 1 space to the left, we don't want its own area
282 * to block it from moving there.
283 * Returns TRUE if the space is blocked by something other than the
284 * monster.
285 * m, x, y are the target map/coordinates - needed for map tiling.
286 * the coordinates & map passed in should have been updated for tiling
287 * by the caller.
288 */
289
290 int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
291 object *tmp;
292 int mflags, blocked;
293
294 /* Make sure the coordinates are valid - they should be, as caller should
295 * have already checked this.
296 */
297 if (OUT_OF_REAL_MAP(m, sx, sy)) {
298 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
299 return 1;
300 }
301
302 /* Save some cycles - instead of calling get_map_flags(), just get the value
303 * directly.
304 */
305 mflags = m->spaces[sx + m->width * sy].flags;
306
307 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
308
309 /* If space is currently not blocked by anything, no need to
310 * go further. Not true for players - all sorts of special
311 * things we need to do for players.
312 */
313 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
314
315 /* if there isn't anytyhing alive on this space, and this space isn't
316 * otherwise blocked, we can return now. Only if there is a living
317 * creature do we need to investigate if it is part of this creature
318 * or another. Likewise, only if something is blocking us do we
319 * need to investigate if there is a special circumstance that would
320 * let the player through (inventory checkers for example)
321 */
322 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
323
324 if(ob->head != NULL)
325 ob=ob->head;
326
327 /* We basically go through the stack of objects, and if there is
328 * some other object that has NO_PASS or FLAG_ALIVE set, return
329 * true. If we get through the entire stack, that must mean
330 * ob is blocking it, so return 0.
331 */
332 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
333
334 /* This must be before the checks below. Code for inventory checkers. */
335 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
336 /* If last_sp is set, the player/monster needs an object,
337 * so we check for it. If they don't have it, they can't
338 * pass through this space.
339 */
340 if (tmp->last_sp) {
341 if (check_inv_recursive(ob,tmp)==NULL)
342 return 1;
343 else
344 continue;
345 } else {
346 /* In this case, the player must not have the object -
347 * if they do, they can't pass through.
348 */
349 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
350 return 1;
351 else
352 continue;
353 }
354 } /* if check_inv */
355 else {
356 /* Broke apart a big nasty if into several here to make
357 * this more readable. first check - if the space blocks
358 * movement, can't move here.
359 * second - if a monster, can't move there, unles it is a
360 * hidden dm
361 */
362 if (OB_MOVE_BLOCK(ob, tmp)) 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
400 int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
401 archetype *tmp;
402 int flag;
403 mapstruct *m1;
404 sint16 sx, sy;
405
406 if(ob==NULL) {
407 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
408 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
409
410 /* don't have object, so don't know what types would block */
411 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
412 }
413
414 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
415 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
416
417 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
418 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
419
420 /* find_first_free_spot() calls this function. However, often
421 * ob doesn't have any move type (when used to place exits)
422 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
423 */
424
425 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
426
427 /* Note it is intentional that we check ob - the movement type of the
428 * head of the object should correspond for the entire object.
429 */
430 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
431 return AB_NO_PASS;
432
433 }
434 return 0;
435 }
436
437 /* When the map is loaded, load_object does not actually insert objects
438 * into inventory, but just links them. What this does is go through
439 * and insert them properly.
440 * The object 'container' is the object that contains the inventory.
441 * This is needed so that we can update the containers weight.
442 */
443
444 void fix_container(object *container)
445 {
446 object *tmp=container->inv, *next;
447
448 container->inv=NULL;
449 while (tmp!=NULL) {
450 next = tmp->below;
451 if (tmp->inv)
452 fix_container(tmp);
453 (void) insert_ob_in_ob(tmp,container);
454 tmp = next;
455 }
456 /* sum_weight will go through and calculate what all the containers are
457 * carrying.
458 */
459 sum_weight(container);
460 }
461
462 /* link_multipart_objects go through all the objects on the map looking
463 * for objects whose arch says they are multipart yet according to the
464 * info we have, they only have the head (as would be expected when
465 * they are saved). We do have to look for the old maps that did save
466 * the more sections and not re-add sections for them.
467 */
468
469 static void link_multipart_objects(mapstruct *m)
470 {
471 int x,y;
472 object *tmp, *op, *last, *above;
473 archetype *at;
474
475 for(x=0;x<MAP_WIDTH(m);x++)
476 for(y=0;y<MAP_HEIGHT(m);y++)
477 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
478 above=tmp->above;
479
480 /* already multipart - don't do anything more */
481 if (tmp->head || tmp->more) continue;
482
483 /* If there is nothing more to this object, this for loop
484 * won't do anything.
485 */
486 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
487 op = arch_to_object(at);
488
489 /* update x,y coordinates */
490 op->x += tmp->x;
491 op->y += tmp->y;
492 op->head = tmp;
493 op->map = m;
494 last->more = op;
495 if (tmp->name != op->name) {
496 if (op->name) free_string(op->name);
497 op->name = add_string(tmp->name);
498 }
499 if (tmp->title != op->title) {
500 if (op->title) free_string(op->title);
501 op->title = add_string(tmp->title);
502 }
503 /* we could link all the parts onto tmp, and then just
504 * call insert_ob_in_map once, but the effect is the same,
505 * as insert_ob_in_map will call itself with each part, and
506 * the coding is simpler to just to it here with each part.
507 */
508 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
509 } /* for at = tmp->arch->more */
510 } /* for objects on this space */
511 }
512
513
514
515 /*
516 * Loads (ands parses) the objects into a given map from the specified
517 * file pointer.
518 * mapflags is the same as we get with load_original_map
519 */
520
521 void load_objects (mapstruct *m, FILE *fp, int mapflags) {
522 int i,j,bufstate=LO_NEWFILE;
523 int unique;
524 object *op, *prev=NULL,*last_more=NULL, *otmp;
525
526 op=get_object();
527 op->map = m; /* To handle buttons correctly */
528
529 while((i=load_object(fp,op,bufstate, mapflags))) {
530 /* Since the loading of the map header does not load an object
531 * anymore, we need to pass LO_NEWFILE for the first object loaded,
532 * and then switch to LO_REPEAT for faster loading.
533 */
534 bufstate = LO_REPEAT;
535
536 /* if the archetype for the object is null, means that we
537 * got an invalid object. Don't do anything with it - the game
538 * or editor will not be able to do anything with it either.
539 */
540 if (op->arch==NULL) {
541 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
542 continue;
543 }
544
545
546 switch(i) {
547 case LL_NORMAL:
548 /* if we are loading an overlay, put the floors on the bottom */
549 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
550 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
551 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
552 else
553 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
554
555 if (op->inv)
556 sum_weight(op);
557
558 prev=op,last_more=op;
559 break;
560
561 case LL_MORE:
562 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
563 op->head=prev,last_more->more=op,last_more=op;
564 break;
565 }
566 if (mapflags & MAP_STYLE) {
567 remove_from_active_list(op);
568 }
569 op=get_object();
570 op->map = m;
571 }
572 for (i=0;i<m->width;i++){
573 for (j=0;j<m->height;j++){
574 unique =0;
575 /* check for unique items, or unique squares */
576 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
577 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
578 unique = 1;
579 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
580 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
581 }
582 }
583 }
584 free_object(op);
585 link_multipart_objects(m);
586 }
587
588 /* This saves all the objects on the map in a non destructive fashion.
589 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
590 * and we only save the head of multi part objects - this is needed
591 * in order to do map tiling properly.
592 */
593 void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
594 int i, j = 0,unique=0;
595 object *op;
596 /* first pass - save one-part objects */
597 for(i = 0; i < MAP_WIDTH(m); i++)
598 for (j = 0; j < MAP_HEIGHT(m); j++) {
599 unique=0;
600 for(op = get_map_ob (m, i, j); op; op = op->above) {
601 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
602 unique=1;
603
604 if(op->type == PLAYER) {
605 LOG(llevDebug, "Player on map that is being saved\n");
606 continue;
607 }
608
609 if (op->head || op->owner)
610 continue;
611
612 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
613 save_object( fp2 , op, 3);
614 else
615 if (flag == 0 ||
616 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
617 !QUERY_FLAG(op, FLAG_UNPAID))))
618 save_object(fp, op, 3);
619
620 } /* for this space */
621 } /* for this j */
622 }
623
624 /*
625 * Allocates, initialises, and returns a pointer to a mapstruct.
626 * Modified to no longer take a path option which was not being
627 * used anyways. MSW 2001-07-01
628 */
629
630 mapstruct *get_linked_map(void) {
631 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
632 mapstruct *mp;
633
634 if(map==NULL)
635 fatal(OUT_OF_MEMORY);
636
637 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
638 if(mp==NULL)
639 first_map=map;
640 else
641 mp->next=map;
642
643 map->in_memory=MAP_SWAPPED;
644 /* The maps used to pick up default x and y values from the
645 * map archetype. Mimic that behaviour.
646 */
647 MAP_WIDTH(map)=16;
648 MAP_HEIGHT(map)=16;
649 MAP_RESET_TIMEOUT(map)=0;
650 MAP_TIMEOUT(map)=300;
651 MAP_ENTER_X(map)=0;
652 MAP_ENTER_Y(map)=0;
653 /*set part to -1 indicating conversion to weather map not yet done*/
654 MAP_WORLDPARTX(map)=-1;
655 MAP_WORLDPARTY(map)=-1;
656 return map;
657 }
658
659 /*
660 * Allocates the arrays contained in a mapstruct.
661 * This basically allocates the dynamic array of spaces for the
662 * map.
663 */
664
665 void allocate_map(mapstruct *m) {
666 m->in_memory = MAP_IN_MEMORY;
667 /* Log this condition and free the storage. We could I suppose
668 * realloc, but if the caller is presuming the data will be intact,
669 * that is their poor assumption.
670 */
671 if (m->spaces) {
672 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
673 free(m->spaces);
674 }
675
676 m->spaces = calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
677
678 if(m->spaces==NULL)
679 fatal(OUT_OF_MEMORY);
680 }
681
682 /* Create and returns a map of the specific size. Used
683 * in random map code and the editor.
684 */
685 mapstruct *get_empty_map(int sizex, int sizey) {
686 mapstruct *m = get_linked_map();
687 m->width = sizex;
688 m->height = sizey;
689 m->in_memory = MAP_SWAPPED;
690 allocate_map(m);
691 return m;
692 }
693
694 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
695 * corresponding to that string. Memory is allocated for this, it must be freed
696 * at a later date.
697 * Called by parse_map_headers below.
698 */
699
700 static shopitems *parse_shop_string (const char *input_string) {
701 char *shop_string, *p, *q, *next_semicolon, *next_colon;
702 shopitems *items=NULL;
703 int i=0, number_of_entries=0;
704 const typedata *current_type;
705
706 shop_string=strdup_local(input_string);
707 p=shop_string;
708 /* first we'll count the entries, we'll need that for allocating the array shortly */
709 while (p) {
710 p=strchr(p, ';');
711 number_of_entries++;
712 if (p) p++;
713 }
714 p=shop_string;
715 strip_endline(p);
716 items=CALLOC(number_of_entries+1, sizeof(shopitems));
717 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
718 for (i=0; i<number_of_entries; i++) {
719 if (!p) {
720 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
721 break;
722 }
723 next_semicolon=strchr(p, ';');
724 next_colon=strchr(p, ':');
725 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
726 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
727 items[i].strength=atoi(strchr(p,':')+1);
728
729 if (isdigit(*p) || *p=='*') {
730 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
731 current_type=get_typedata(items[i].typenum);
732 if (current_type) {
733 items[i].name=current_type->name;
734 items[i].name_pl=current_type->name_pl;
735 }
736 }
737 else { /*we have a named type, let's figure out what it is */
738 q=strpbrk(p,";:");
739 if (q) *q='\0';
740
741 current_type=get_typedata_by_name(p);
742 if (current_type) {
743 items[i].name=current_type->name;
744 items[i].typenum=current_type->number;
745 items[i].name_pl=current_type->name_pl;
746 }
747 else { /* oh uh, something's wrong, let's free up this one, and try
748 * the next entry while we're at it, better print a warning
749 */
750 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
751 p, input_string);
752 }
753 }
754 items[i].index=number_of_entries;
755 if (next_semicolon) p=++next_semicolon;
756 else p=NULL;
757 }
758 free(shop_string);
759 return items;
760 }
761
762 /* opposite of parse string, this puts the string that was originally fed in to
763 * the map (or something equivilent) into output_string. */
764 static void print_shop_string(mapstruct *m, char *output_string) {
765 int i;
766 char tmp[MAX_BUF];
767 strcpy(output_string, "");
768 for (i=0; i< m->shopitems[0].index; i++) {
769 if (m->shopitems[i].typenum) {
770 if (m->shopitems[i].strength) {
771 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
772 }
773 else sprintf(tmp, "%s;", m->shopitems[i].name);
774 }
775 else {
776 if (m->shopitems[i].strength) {
777 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
778 }
779 else sprintf(tmp, "*");
780 }
781 strcat(output_string, tmp);
782 }
783 }
784
785 /* This loads the header information of the map. The header
786 * contains things like difficulty, size, timeout, etc.
787 * this used to be stored in the map object, but with the
788 * addition of tiling, fields beyond that easily named in an
789 * object structure were needed, so it just made sense to
790 * put all the stuff in the map object so that names actually make
791 * sense.
792 * This could be done in lex (like the object loader), but I think
793 * currently, there are few enough fields this is not a big deal.
794 * MSW 2001-07-01
795 * return 0 on success, 1 on failure.
796 */
797
798 static int load_map_header(FILE *fp, mapstruct *m)
799 {
800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
801 int msgpos=0;
802 int maplorepos=0;
803
804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
805 buf[HUGE_BUF-1] = 0;
806 key = buf;
807 while (isspace(*key)) key++;
808 if (*key == 0) continue; /* empty line */
809 value = strchr(key, ' ');
810 if (!value) {
811 end = strchr(key, '\n');
812 if (end != NULL) {
813 *end = 0;
814 }
815 } else {
816 *value = 0;
817 value++;
818 end = strchr(value, '\n');
819 while (isspace(*value)) {
820 value++;
821 if (*value == '\0' || value == end) {
822 /* Nothing but spaces. */
823 value = NULL;
824 break;
825 }
826 }
827 }
828 if (!end) {
829 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
830 buf);
831 return 1;
832 }
833
834
835 /* key is the field name, value is what it should be set
836 * to. We've already done the work to null terminate key,
837 * and strip off any leading spaces for both of these.
838 * We have not touched the newline at the end of the line -
839 * these are needed for some values. the end pointer
840 * points to the first of the newlines.
841 * value could be NULL! It would be easy enough to just point
842 * this to "" to prevent cores, but that would let more errors slide
843 * through.
844 *
845 * First check for entries that do not use the value parameter, then
846 * validate that value is given and check for the remaining entries
847 * that use the parameter.
848 */
849
850 if (!strcmp(key,"msg")) {
851 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
852 if (!strcmp(buf,"endmsg\n")) break;
853 else {
854 /* slightly more efficient than strcat */
855 strcpy(msgbuf+msgpos, buf);
856 msgpos += strlen(buf);
857 }
858 }
859 /* There are lots of maps that have empty messages (eg, msg/endmsg
860 * with nothing between). There is no reason in those cases to
861 * keep the empty message. Also, msgbuf contains garbage data
862 * when msgpos is zero, so copying it results in crashes
863 */
864 if (msgpos != 0)
865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
878 }
879 else if (!strcmp(key,"end")) {
880 break;
881 }
882 else if (value == NULL) {
883 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
884 }
885 else if (!strcmp(key, "arch")) {
886 /* This is an oddity, but not something we care about much. */
887 if (strcmp(value,"map\n"))
888 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
889 }
890 else if (!strcmp(key,"name")) {
891 *end=0;
892 m->name = strdup_local(value);
893 }
894 /* first strcmp value on these are old names supported
895 * for compatibility reasons. The new values (second) are
896 * what really should be used.
897 */
898 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
899 m->enter_x = atoi(value);
900 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
901 m->enter_y = atoi(value);
902 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
903 m->width = atoi(value);
904 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
905 m->height = atoi(value);
906 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
907 m->reset_timeout = atoi(value);
908 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
909 m->timeout = atoi(value);
910 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
911 m->difficulty = atoi(value);
912 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
913 m->darkness = atoi(value);
914 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
915 m->fixed_resettime = atoi(value);
916 } else if (!strcmp(key,"unique")) {
917 m->unique = atoi(value);
918 } else if (!strcmp(key,"template")) {
919 m->template = atoi(value);
920 } else if (!strcmp(key,"region")) {
921 m->region = get_region_by_name(value);
922 } else if (!strcmp(key,"shopitems")) {
923 *end=0;
924 m->shopitems = parse_shop_string(value);
925 } else if (!strcmp(key,"shopgreed")) {
926 m->shopgreed = atof(value);
927 } else if (!strcmp(key,"shopmin")) {
928 m->shopmin = atol(value);
929 } else if (!strcmp(key,"shopmax")) {
930 m->shopmax = atol(value);
931 } else if (!strcmp(key,"shoprace")) {
932 *end=0;
933 m->shoprace = strdup_local(value);
934 } else if (!strcmp(key,"outdoor")) {
935 m->outdoor = atoi(value);
936 } else if (!strcmp(key, "temp")) {
937 m->temp = atoi(value);
938 } else if (!strcmp(key, "pressure")) {
939 m->pressure = atoi(value);
940 } else if (!strcmp(key, "humid")) {
941 m->humid = atoi(value);
942 } else if (!strcmp(key, "windspeed")) {
943 m->windspeed = atoi(value);
944 } else if (!strcmp(key, "winddir")) {
945 m->winddir = atoi(value);
946 } else if (!strcmp(key, "sky")) {
947 m->sky = atoi(value);
948 } else if (!strcmp(key, "nosmooth")) {
949 m->nosmooth = atoi(value);
950 }
951 else if (!strncmp(key,"tile_path_", 10)) {
952 int tile=atoi(key+10);
953
954 if (tile<1 || tile>4) {
955 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
956 tile, m->path);
957 } else {
958 char *path;
959
960 *end = 0;
961
962 if (m->tile_path[tile-1]) {
963 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
964 tile, m->path);
965 free(m->tile_path[tile-1]);
966 m->tile_path[tile-1] = NULL;
967 }
968
969 if (check_path(value, 1) != -1) {
970 /* The unadorned path works. */
971 path = value;
972 } else {
973 /* Try again; it could be a relative exit. */
974
975 path = path_combine_and_normalize(m->path, value);
976
977 if (check_path(path, 1) == -1) {
978 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
979 path = NULL;
980 }
981 }
982
983 if (editor) {
984 /* Use the value as in the file. */
985 m->tile_path[tile-1] = strdup_local(value);
986 } else if (path != NULL) {
987 /* Use the normalized value. */
988 m->tile_path[tile-1] = strdup_local(path);
989 }
990 } /* end if tile direction (in)valid */
991 }
992 else {
993 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
994 }
995 }
996 if (!key || strcmp(key,"end")) {
997 LOG(llevError,"Got premature eof on map header!\n");
998 return 1;
999 }
1000 return 0;
1001 }
1002
1003 /*
1004 * Opens the file "filename" and reads information about the map
1005 * from the given file, and stores it in a newly allocated
1006 * mapstruct. A pointer to this structure is returned, or NULL on failure.
1007 * flags correspond to those in map.h. Main ones used are
1008 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1009 * MAP_BLOCK, in which case we block on this load. This happens in all
1010 * cases, no matter if this flag is set or not.
1011 * MAP_STYLE: style map - don't add active objects, don't add to server
1012 * managed map list.
1013 */
1014
1015 mapstruct *load_original_map(const char *filename, int flags) {
1016 FILE *fp;
1017 mapstruct *m;
1018 int comp;
1019 char pathname[MAX_BUF];
1020
1021 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1022 if (flags & MAP_PLAYER_UNIQUE)
1023 strcpy(pathname, filename);
1024 else if (flags & MAP_OVERLAY)
1025 strcpy(pathname, create_overlay_pathname(filename));
1026 else
1027 strcpy(pathname, create_pathname(filename));
1028
1029 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1030 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1031 return (NULL);
1032 }
1033
1034 m = get_linked_map();
1035
1036 strcpy (m->path, filename);
1037 if (load_map_header(fp, m)) {
1038 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1039 filename, flags);
1040 delete_map(m);
1041 return NULL;
1042 }
1043
1044 allocate_map(m);
1045 m->compressed = comp;
1046
1047 m->in_memory=MAP_LOADING;
1048 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1049 close_and_delete(fp, comp);
1050 m->in_memory=MAP_IN_MEMORY;
1051 if (!MAP_DIFFICULTY(m))
1052 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1053 set_map_reset_time(m);
1054 if (load_original_map_callback)
1055 load_original_map_callback(m);
1056 return (m);
1057 }
1058
1059 /*
1060 * Loads a map, which has been loaded earlier, from file.
1061 * Return the map object we load into (this can change from the passed
1062 * option if we can't find the original map)
1063 */
1064
1065 static mapstruct *load_temporary_map(mapstruct *m) {
1066 FILE *fp;
1067 int comp;
1068 char buf[MAX_BUF];
1069
1070 if (!m->tmpname) {
1071 LOG(llevError, "No temporary filename for map %s\n", m->path);
1072 strcpy(buf, m->path);
1073 delete_map(m);
1074 m = load_original_map(buf, 0);
1075 if(m==NULL) return NULL;
1076 fix_auto_apply(m); /* Chests which open as default */
1077 return m;
1078 }
1079
1080 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1081 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1082 strcpy(buf, m->path);
1083 delete_map(m);
1084 m = load_original_map(buf, 0);
1085 if(m==NULL) return NULL;
1086 fix_auto_apply(m); /* Chests which open as default */
1087 return m;
1088 }
1089
1090
1091 if (load_map_header(fp, m)) {
1092 LOG(llevError,"Error loading map header for %s (%s)\n",
1093 m->path, m->tmpname);
1094 delete_map(m);
1095 m = load_original_map(m->path, 0);
1096 return NULL;
1097 }
1098 m->compressed = comp;
1099 allocate_map(m);
1100
1101 m->in_memory=MAP_LOADING;
1102 load_objects (m, fp, 0);
1103 close_and_delete(fp, comp);
1104 m->in_memory=MAP_IN_MEMORY;
1105 if (load_temporary_map_callback)
1106 load_temporary_map_callback(m);
1107 return m;
1108 }
1109
1110 /*
1111 * Loads a map, which has been loaded earlier, from file.
1112 * Return the map object we load into (this can change from the passed
1113 * option if we can't find the original map)
1114 */
1115
1116 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1117 FILE *fp;
1118 int comp;
1119 char pathname[MAX_BUF];
1120
1121 strcpy(pathname, create_overlay_pathname(filename));
1122
1123 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1124 /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1125 return m;
1126 }
1127
1128 if (load_map_header(fp, m)) {
1129 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1130 m->path, pathname);
1131 delete_map(m);
1132 m = load_original_map(m->path, 0);
1133 return NULL;
1134 }
1135 m->compressed = comp;
1136 /*allocate_map(m);*/
1137
1138 m->in_memory=MAP_LOADING;
1139 load_objects (m, fp, MAP_OVERLAY);
1140 close_and_delete(fp, comp);
1141 m->in_memory=MAP_IN_MEMORY;
1142 return m;
1143 }
1144
1145 /******************************************************************************
1146 * This is the start of unique map handling code
1147 *****************************************************************************/
1148
1149 /* This goes through map 'm' and removed any unique items on the map. */
1150 static void delete_unique_items(mapstruct *m)
1151 {
1152 int i,j,unique;
1153 object *op, *next;
1154
1155 for(i=0; i<MAP_WIDTH(m); i++)
1156 for(j=0; j<MAP_HEIGHT(m); j++) {
1157 unique=0;
1158 for (op=get_map_ob(m, i, j); op; op=next) {
1159 next = op->above;
1160 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1161 unique=1;
1162 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1163 clean_object(op);
1164 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1165 remove_button_link(op);
1166 remove_ob(op);
1167 free_object(op);
1168 }
1169 }
1170 }
1171 }
1172
1173
1174 /*
1175 * Loads unique objects from file(s) into the map which is in memory
1176 * m is the map to load unique items into.
1177 */
1178 static void load_unique_objects(mapstruct *m) {
1179 FILE *fp;
1180 int comp,count;
1181 char firstname[MAX_BUF];
1182
1183 for (count=0; count<10; count++) {
1184 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1185 if (!access(firstname, R_OK)) break;
1186 }
1187 /* If we get here, we did not find any map */
1188 if (count==10) return;
1189
1190 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1191 /* There is no expectation that every map will have unique items, but this
1192 * is debug output, so leave it in.
1193 */
1194 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1195 return;
1196 }
1197
1198 m->in_memory=MAP_LOADING;
1199 if (m->tmpname == NULL) /* if we have loaded unique items from */
1200 delete_unique_items(m); /* original map before, don't duplicate them */
1201 load_object(fp, NULL, LO_NOREAD,0);
1202 load_objects (m, fp, 0);
1203 close_and_delete(fp, comp);
1204 m->in_memory=MAP_IN_MEMORY;
1205 }
1206
1207
1208 /*
1209 * Saves a map to file. If flag is set, it is saved into the same
1210 * file it was (originally) loaded from. Otherwise a temporary
1211 * filename will be genarated, and the file will be stored there.
1212 * The temporary filename will be stored in the mapstructure.
1213 * If the map is unique, we also save to the filename in the map
1214 * (this should have been updated when first loaded)
1215 */
1216
1217 int new_save_map(mapstruct *m, int flag) {
1218 FILE *fp, *fp2;
1219 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1220 int i;
1221
1222 if (flag && !*m->path) {
1223 LOG(llevError,"Tried to save map without path.\n");
1224 return -1;
1225 }
1226
1227 if (flag || (m->unique) || (m->template)) {
1228 if (!m->unique && !m->template) { /* flag is set */
1229 if (flag == 2)
1230 strcpy(filename, create_overlay_pathname(m->path));
1231 else
1232 strcpy (filename, create_pathname (m->path));
1233 } else
1234 strcpy (filename, m->path);
1235
1236 /* If the compression suffix already exists on the filename, don't
1237 * put it on again. This nasty looking strcmp checks to see if the
1238 * compression suffix is at the end of the filename already.
1239 */
1240 if (m->compressed &&
1241 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1242 uncomp[m->compressed][0]))
1243 strcat(filename, uncomp[m->compressed][0]);
1244 make_path_to_file(filename);
1245 } else {
1246 if (!m->tmpname)
1247 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1248 strcpy(filename, m->tmpname);
1249 }
1250 LOG(llevDebug,"Saving map %s\n",m->path);
1251 m->in_memory = MAP_SAVING;
1252
1253 unlink (filename); // do not overwrite backups if done via hardlinks
1254
1255 /* Compress if it isn't a temporary save. Do compress if unique */
1256 if (m->compressed && (m->unique || m->template || flag)) {
1257 char buf[MAX_BUF];
1258 strcpy(buf, uncomp[m->compressed][2]);
1259 strcat(buf, " > ");
1260 strcat(buf, filename);
1261 fp = popen(buf, "w");
1262 } else
1263 fp = fopen(filename, "w");
1264
1265 if(fp == NULL) {
1266 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1267 return -1;
1268 }
1269
1270 /* legacy */
1271 fprintf(fp,"arch map\n");
1272 if (m->name) fprintf(fp,"name %s\n", m->name);
1273 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1274 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1275 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1276 /* we unfortunately have no idea if this is a value the creator set
1277 * or a difficulty value we generated when the map was first loaded
1278 */
1279 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1280 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1281 if (m->shopitems) {
1282 print_shop_string(m, shop);
1283 fprintf(fp,"shopitems %s\n", shop);
1284 }
1285 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1286 #ifndef WIN32
1287 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1288 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1289 #else
1290 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1291 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1292 #endif
1293 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1294 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1295 if (m->width) fprintf(fp,"width %d\n", m->width);
1296 if (m->height) fprintf(fp,"height %d\n", m->height);
1297 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1298 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1299 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1300 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1301 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1302 if (m->template) fprintf(fp,"template %d\n", m->template);
1303 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1304 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1305 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1306 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1307 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1308 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1309 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1310 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1311
1312 /* Save any tiling information, except on overlays */
1313 if (flag != 2)
1314 for (i=0; i<4; i++)
1315 if (m->tile_path[i])
1316 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1317
1318 fprintf(fp,"end\n");
1319
1320 /* In the game save unique items in the different file, but
1321 * in the editor save them to the normal map file.
1322 * If unique map, save files in the proper destination (set by
1323 * player)
1324 */
1325 fp2 = fp; /* save unique items into fp2 */
1326 if ((flag == 0 || flag == 2) && !m->unique && !m->template) {
1327 sprintf (buf,"%s.v00",create_items_path (m->path));
1328 if ((fp2 = fopen (buf, "w")) == NULL) {
1329 LOG(llevError, "Can't open unique items file %s\n", buf);
1330 }
1331 if (flag == 2)
1332 save_objects(m, fp, fp2, 2);
1333 else
1334 save_objects (m, fp, fp2, 0);
1335 if (fp2 != NULL) {
1336 if (ftell (fp2) == 0) {
1337 fclose (fp2);
1338 unlink (buf);
1339 } else {
1340 fclose (fp2);
1341 chmod (buf, SAVE_MODE);
1342 }
1343 }
1344 } else { /* save same file when not playing, like in editor */
1345 save_objects(m, fp, fp, 0);
1346 }
1347
1348 if (m->compressed && (m->unique || m->template || flag))
1349 pclose(fp);
1350 else
1351 fclose(fp);
1352
1353 chmod (filename, SAVE_MODE);
1354 return 0;
1355 }
1356
1357
1358 /*
1359 * Remove and free all objects in the inventory of the given object.
1360 * object.c ?
1361 */
1362
1363 void clean_object(object *op)
1364 {
1365 object *tmp, *next;
1366
1367 for(tmp = op->inv; tmp; tmp = next)
1368 {
1369 next = tmp->below;
1370 clean_object(tmp);
1371 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1372 remove_button_link(tmp);
1373 remove_ob(tmp);
1374 free_object(tmp);
1375 }
1376 }
1377
1378 /*
1379 * Remove and free all objects in the given map.
1380 */
1381
1382 void free_all_objects(mapstruct *m) {
1383 int i,j;
1384 object *op;
1385
1386 for(i=0;i<MAP_WIDTH(m);i++)
1387 for(j=0;j<MAP_HEIGHT(m);j++) {
1388 object *previous_obj=NULL;
1389 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1390 if (op==previous_obj) {
1391 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1392 break;
1393 }
1394 previous_obj=op;
1395 if(op->head!=NULL)
1396 op = op->head;
1397
1398 /* If the map isn't in memory, free_object will remove and
1399 * free objects in op's inventory. So let it do the job.
1400 */
1401 if (m->in_memory==MAP_IN_MEMORY)
1402 clean_object(op);
1403 remove_ob(op);
1404 free_object(op);
1405 }
1406 }
1407 #ifdef MANY_CORES
1408 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1409 * an item on that map was not saved - look for that condition and die as appropriate -
1410 * this leaves more of the map data intact for better debugging.
1411 */
1412 for (op=objects; op!=NULL; op=op->next) {
1413 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1414 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1415 abort();
1416 }
1417 }
1418 #endif
1419 }
1420
1421 /*
1422 * Frees everything allocated by the given mapstructure.
1423 * don't free tmpname - our caller is left to do that
1424 */
1425
1426 void free_map(mapstruct *m,int flag) {
1427 int i;
1428
1429 if (!m->in_memory) {
1430 LOG(llevError,"Trying to free freed map.\n");
1431 return;
1432 }
1433 if (flag && m->spaces) free_all_objects(m);
1434 if (m->name) FREE_AND_CLEAR(m->name);
1435 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1436 if (m->msg) FREE_AND_CLEAR(m->msg);
1437 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1438 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1439 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1440 if (m->buttons)
1441 free_objectlinkpt(m->buttons);
1442 m->buttons = NULL;
1443 for (i=0; i<4; i++) {
1444 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1445 m->tile_map[i] = NULL;
1446 }
1447 m->in_memory = MAP_SWAPPED;
1448 }
1449
1450 /*
1451 * function: vanish mapstruct
1452 * m : pointer to mapstruct, if NULL no action
1453 * this deletes all the data on the map (freeing pointers)
1454 * and then removes this map from the global linked list of maps.
1455 */
1456
1457 void delete_map(mapstruct *m) {
1458 mapstruct *tmp, *last;
1459 int i;
1460
1461 if (!m)
1462 return;
1463 if (m->in_memory == MAP_IN_MEMORY) {
1464 /* change to MAP_SAVING, even though we are not,
1465 * so that remove_ob doesn't do as much work.
1466 */
1467 m->in_memory = MAP_SAVING;
1468 free_map (m, 1);
1469 }
1470 /* move this out of free_map, since tmpname can still be needed if
1471 * the map is swapped out.
1472 */
1473 if (m->tmpname) {
1474 free(m->tmpname);
1475 m->tmpname=NULL;
1476 }
1477 last = NULL;
1478 /* We need to look through all the maps and see if any maps
1479 * are pointing at this one for tiling information. Since
1480 * tiling can be assymetric, we just can not look to see which
1481 * maps this map tiles with and clears those.
1482 */
1483 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1484 if (tmp->next == m) last = tmp;
1485
1486 /* This should hopefully get unrolled on a decent compiler */
1487 for (i=0; i<4; i++)
1488 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1489 }
1490
1491 /* If last is null, then this should be the first map in the list */
1492 if (!last) {
1493 if (m == first_map)
1494 first_map = m->next;
1495 else
1496 /* m->path is a static char, so should hopefully still have
1497 * some useful data in it.
1498 */
1499 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1500 m->path);
1501 }
1502 else
1503 last->next = m->next;
1504
1505 free (m);
1506 }
1507
1508
1509
1510 /*
1511 * Makes sure the given map is loaded and swapped in.
1512 * name is path name of the map.
1513 * flags meaning:
1514 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1515 * and don't do unique items or the like.
1516 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1517 * dont do any more name translation on it.
1518 *
1519 * Returns a pointer to the given map.
1520 */
1521
1522 mapstruct *ready_map_name(const char *name, int flags) {
1523 mapstruct *m;
1524
1525 if (!name)
1526 return (NULL);
1527
1528 /* Have we been at this level before? */
1529 m = has_been_loaded (name);
1530
1531 /* Map is good to go, so just return it */
1532 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1533 return m;
1534 }
1535
1536 /* unique maps always get loaded from their original location, and never
1537 * a temp location. Likewise, if map_flush is set, or we have never loaded
1538 * this map, load it now. I removed the reset checking from here -
1539 * it seems the probability of a player trying to enter a map that should
1540 * reset but hasn't yet is quite low, and removing that makes this function
1541 * a bit cleaner (and players probably shouldn't rely on exact timing for
1542 * resets in any case - if they really care, they should use the 'maps command.
1543 */
1544 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1545
1546 /* first visit or time to reset */
1547 if (m) {
1548 clean_tmp_map(m); /* Doesn't make much difference */
1549 delete_map(m);
1550 }
1551
1552 /* create and load a map */
1553 if (flags & MAP_PLAYER_UNIQUE)
1554 LOG(llevDebug, "Trying to load map %s.\n", name);
1555 else
1556 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1557
1558 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1559 return (NULL);
1560
1561 fix_auto_apply(m); /* Chests which open as default */
1562
1563 /* If a player unique map, no extra unique object file to load.
1564 * if from the editor, likewise.
1565 */
1566 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1567 load_unique_objects(m);
1568
1569 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1570 m=load_overlay_map(name, m);
1571 if (m==NULL)
1572 return NULL;
1573 }
1574
1575 } else {
1576 /* If in this loop, we found a temporary map, so load it up. */
1577
1578 m=load_temporary_map (m);
1579 if(m==NULL) return NULL;
1580 load_unique_objects(m);
1581
1582 clean_tmp_map(m);
1583 m->in_memory = MAP_IN_MEMORY;
1584 /* tempnam() on sun systems (probably others) uses malloc
1585 * to allocated space for the string. Free it here.
1586 * In some cases, load_temporary_map above won't find the
1587 * temporary map, and so has reloaded a new map. If that
1588 * is the case, tmpname is now null
1589 */
1590 if (m->tmpname) free(m->tmpname);
1591 m->tmpname = NULL;
1592 /* It's going to be saved anew anyway */
1593 }
1594
1595 /* Below here is stuff common to both first time loaded maps and
1596 * temp maps.
1597 */
1598
1599 decay_objects(m); /* start the decay */
1600 /* In case other objects press some buttons down */
1601 update_buttons(m);
1602 if (m->outdoor)
1603 set_darkness_map(m);
1604 /* run the weather over this map */
1605 weather_effect(name);
1606 return m;
1607 }
1608
1609
1610 /*
1611 * This routine is supposed to find out the difficulty of the map.
1612 * difficulty does not have a lot to do with character level,
1613 * but does have a lot to do with treasure on the map.
1614 *
1615 * Difficulty can now be set by the map creature. If the value stored
1616 * in the map is zero, then use this routine. Maps should really
1617 * have a difficulty set than using this function - human calculation
1618 * is much better than this functions guesswork.
1619 */
1620
1621 int calculate_difficulty(mapstruct *m) {
1622 object *op;
1623 archetype *at;
1624 int x, y, i, diff;
1625 long monster_cnt = 0;
1626 double avgexp = 0;
1627 sint64 total_exp = 0;
1628
1629 if (MAP_DIFFICULTY (m))
1630 {
1631 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1632 return MAP_DIFFICULTY (m);
1633 }
1634
1635 for(x = 0; x < MAP_WIDTH(m); x++)
1636 for(y = 0; y < MAP_HEIGHT(m); y++)
1637 for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1638 {
1639 if(QUERY_FLAG (op, FLAG_MONSTER))
1640 {
1641 total_exp += op->stats.exp;
1642 monster_cnt++;
1643 }
1644
1645 if(QUERY_FLAG (op, FLAG_GENERATOR))
1646 {
1647 total_exp += op->stats.exp;
1648 at = type_to_archetype(GENERATE_TYPE (op));
1649
1650 if(at != NULL)
1651 total_exp += at->clone.stats.exp * 8;
1652
1653 monster_cnt++;
1654 }
1655 }
1656
1657 avgexp = (double) total_exp / monster_cnt;
1658
1659 for (i = 1; i <= settings.max_level; i++)
1660 {
1661 if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1662 {
1663 /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1664 return i;
1665 }
1666 }
1667 }
1668
1669 void clean_tmp_map(mapstruct *m) {
1670 if(m->tmpname == NULL)
1671 return;
1672 if (clean_temporary_map_callback)
1673 clean_temporary_map_callback (m);
1674 (void) unlink(m->tmpname);
1675 }
1676
1677 void free_all_maps(void)
1678 {
1679 int real_maps=0;
1680
1681 while (first_map) {
1682 /* I think some of the callers above before it gets here set this to be
1683 * saving, but we still want to free this data
1684 */
1685 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1686 delete_map(first_map);
1687 real_maps++;
1688 }
1689 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1690 }
1691
1692 /* change_map_light() - used to change map light level (darkness)
1693 * up or down. Returns true if successful. It should now be
1694 * possible to change a value by more than 1.
1695 * Move this from los.c to map.c since this is more related
1696 * to maps than los.
1697 * postive values make it darker, negative make it brighter
1698 */
1699
1700 int change_map_light(mapstruct *m, int change) {
1701 int new_level = m->darkness + change;
1702
1703 /* Nothing to do */
1704 if(!change || (new_level <= 0 && m->darkness == 0) ||
1705 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1706 return 0;
1707 }
1708
1709 /* inform all players on the map */
1710 if (change>0)
1711 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1712 else
1713 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1714
1715 /* Do extra checking. since m->darkness is a unsigned value,
1716 * we need to be extra careful about negative values.
1717 * In general, the checks below are only needed if change
1718 * is not +/-1
1719 */
1720 if (new_level < 0) m->darkness = 0;
1721 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1722 else m->darkness=new_level;
1723
1724 /* All clients need to get re-updated for the change */
1725 update_all_map_los(m);
1726 return 1;
1727 }
1728
1729
1730 /*
1731 * This function updates various attributes about a specific space
1732 * on the map (what it looks like, whether it blocks magic,
1733 * has a living creatures, prevents people from passing
1734 * through, etc)
1735 */
1736 void update_position (mapstruct *m, int x, int y) {
1737 object *tmp, *last = NULL;
1738 uint8 flags = 0, oldflags, light=0, anywhere=0;
1739 New_Face *top,*floor, *middle;
1740 object *top_obj, *floor_obj, *middle_obj;
1741 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1742
1743 oldflags = GET_MAP_FLAGS(m,x,y);
1744 if (!(oldflags & P_NEED_UPDATE)) {
1745 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1746 m->path, x, y);
1747 return;
1748 }
1749
1750 middle=blank_face;
1751 top=blank_face;
1752 floor=blank_face;
1753
1754 middle_obj = NULL;
1755 top_obj = NULL;
1756 floor_obj = NULL;
1757
1758 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1759
1760 /* This could be made additive I guess (two lights better than
1761 * one). But if so, it shouldn't be a simple additive - 2
1762 * light bulbs do not illuminate twice as far as once since
1763 * it is a disapation factor that is squared (or is it cubed?)
1764 */
1765 if (tmp->glow_radius > light) light = tmp->glow_radius;
1766
1767 /* This call is needed in order to update objects the player
1768 * is standing in that have animations (ie, grass, fire, etc).
1769 * However, it also causes the look window to be re-drawn
1770 * 3 times each time the player moves, because many of the
1771 * functions the move_player calls eventualy call this.
1772 *
1773 * Always put the player down for drawing.
1774 */
1775 if (!tmp->invisible) {
1776 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1777 top = tmp->face;
1778 top_obj = tmp;
1779 }
1780 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1781 /* If we got a floor, that means middle and top were below it,
1782 * so should not be visible, so we clear them.
1783 */
1784 middle=blank_face;
1785 top=blank_face;
1786 floor = tmp->face;
1787 floor_obj = tmp;
1788 }
1789 /* Flag anywhere have high priority */
1790 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1791 middle = tmp->face;
1792
1793 middle_obj = tmp;
1794 anywhere =1;
1795 }
1796 /* Find the highest visible face around. If equal
1797 * visibilities, we still want the one nearer to the
1798 * top
1799 */
1800 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1801 middle = tmp->face;
1802 middle_obj = tmp;
1803 }
1804 }
1805 if (tmp==tmp->above) {
1806 LOG(llevError, "Error in structure of map\n");
1807 exit (-1);
1808 }
1809
1810 move_slow |= tmp->move_slow;
1811 move_block |= tmp->move_block;
1812 move_on |= tmp->move_on;
1813 move_off |= tmp->move_off;
1814 move_allow |= tmp->move_allow;
1815
1816 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1817 flags |= P_IS_ALIVE;
1818 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1819 flags |= P_NO_MAGIC;
1820 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1821 flags |= P_NO_CLERIC;
1822
1823 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1824 flags |= P_BLOCKSVIEW;
1825 } /* for stack of objects */
1826
1827 /* we don't want to rely on this function to have accurate flags, but
1828 * since we're already doing the work, we calculate them here.
1829 * if they don't match, logic is broken someplace.
1830 */
1831 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1832 (!(oldflags & P_NO_ERROR))) {
1833 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1834 m->path, x, y,
1835 (oldflags & ~P_NEED_UPDATE), flags);
1836 }
1837 SET_MAP_FLAGS(m, x, y, flags);
1838 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1839 SET_MAP_MOVE_ON(m, x, y, move_on);
1840 SET_MAP_MOVE_OFF(m, x, y, move_off);
1841 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1842
1843 /* At this point, we have a floor face (if there is a floor),
1844 * and the floor is set - we are not going to touch it at
1845 * this point.
1846 * middle contains the highest visibility face.
1847 * top contains a player/monster face, if there is one.
1848 *
1849 * We now need to fill in top.face and/or middle.face.
1850 */
1851
1852 /* If the top face also happens to be high visibility, re-do our
1853 * middle face. This should not happen, as we already have the
1854 * else statement above so middle should not get set. OTOH, it
1855 * may be possible for the faces to match but be different objects.
1856 */
1857 if (top == middle) middle=blank_face;
1858
1859 /* There are three posibilities at this point:
1860 * 1) top face is set, need middle to be set.
1861 * 2) middle is set, need to set top.
1862 * 3) neither middle or top is set - need to set both.
1863 */
1864
1865 for (tmp=last; tmp; tmp=tmp->below) {
1866 /* Once we get to a floor, stop, since we already have a floor object */
1867 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1868
1869 /* If two top faces are already set, quit processing */
1870 if ((top != blank_face) && (middle != blank_face)) break;
1871
1872 /* Only show visible faces, unless its the editor - show all */
1873 if (!tmp->invisible || editor) {
1874 /* Fill in top if needed */
1875 if (top == blank_face) {
1876 top = tmp->face;
1877 top_obj = tmp;
1878 if (top == middle) middle=blank_face;
1879 } else {
1880 /* top is already set - we should only get here if
1881 * middle is not set
1882 *
1883 * Set the middle face and break out, since there is nothing
1884 * more to fill in. We don't check visiblity here, since
1885 *
1886 */
1887 if (tmp->face != top ) {
1888 middle = tmp->face;
1889 middle_obj = tmp;
1890 break;
1891 }
1892 }
1893 }
1894 }
1895 if (middle == floor) middle = blank_face;
1896 if (top == middle) middle = blank_face;
1897 SET_MAP_FACE(m,x,y,top,0);
1898 if(top != blank_face)
1899 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1900 else
1901 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1902 SET_MAP_FACE(m,x,y,middle,1);
1903 if(middle != blank_face)
1904 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1905 else
1906 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1907 SET_MAP_FACE(m,x,y,floor,2);
1908 if(floor != blank_face)
1909 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1910 else
1911 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1912 SET_MAP_LIGHT(m,x,y,light);
1913 }
1914
1915
1916 void set_map_reset_time(mapstruct *map) {
1917 int timeout;
1918
1919 timeout = MAP_RESET_TIMEOUT(map);
1920 if (timeout <= 0)
1921 timeout = MAP_DEFAULTRESET;
1922 if (timeout >= MAP_MAXRESET)
1923 timeout = MAP_MAXRESET;
1924 MAP_WHEN_RESET(map) = seconds()+timeout;
1925 }
1926
1927 /* this updates the orig_map->tile_map[tile_num] value after loading
1928 * the map. It also takes care of linking back the freshly loaded
1929 * maps tile_map values if it tiles back to this one. It returns
1930 * the value of orig_map->tile_map[tile_num]. It really only does this
1931 * so that it is easier for calling functions to verify success.
1932 */
1933
1934 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1935 {
1936 int dest_tile = (tile_num +2) % 4;
1937 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1938
1939 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1940
1941 /* need to do a strcmp here as the orig_map->path is not a shared string */
1942 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1943 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1944 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1945
1946 return orig_map->tile_map[tile_num];
1947 }
1948
1949 /* this returns TRUE if the coordinates (x,y) are out of
1950 * map m. This function also takes into account any
1951 * tiling considerations, loading adjacant maps as needed.
1952 * This is the function should always be used when it
1953 * necessary to check for valid coordinates.
1954 * This function will recursively call itself for the
1955 * tiled maps.
1956 *
1957 *
1958 */
1959 int out_of_map(mapstruct *m, int x, int y)
1960 {
1961
1962 /* If we get passed a null map, this is obviously the
1963 * case. This generally shouldn't happen, but if the
1964 * map loads fail below, it could happen.
1965 */
1966 if (!m) return 0;
1967
1968 if (x<0) {
1969 if (!m->tile_path[3]) return 1;
1970 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1971 load_and_link_tiled_map(m, 3);
1972 }
1973 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1974 }
1975 if (x>=MAP_WIDTH(m)) {
1976 if (!m->tile_path[1]) return 1;
1977 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1978 load_and_link_tiled_map(m, 1);
1979 }
1980 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1981 }
1982 if (y<0) {
1983 if (!m->tile_path[0]) return 1;
1984 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1985 load_and_link_tiled_map(m, 0);
1986 }
1987 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1988 }
1989 if (y>=MAP_HEIGHT(m)) {
1990 if (!m->tile_path[2]) return 1;
1991 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1992 load_and_link_tiled_map(m, 2);
1993 }
1994 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1995 }
1996
1997 /* Simple case - coordinates are within this local
1998 * map.
1999 */
2000 return 0;
2001 }
2002
2003 /* This is basically the same as out_of_map above, but
2004 * instead we return NULL if no map is valid (coordinates
2005 * out of bounds and no tiled map), otherwise it returns
2006 * the map as that the coordinates are really on, and
2007 * updates x and y to be the localized coordinates.
2008 * Using this is more efficient of calling out_of_map
2009 * and then figuring out what the real map is
2010 */
2011 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2012 {
2013
2014 if (*x<0) {
2015 if (!m->tile_path[3]) return NULL;
2016 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2017 load_and_link_tiled_map(m, 3);
2018
2019 *x += MAP_WIDTH(m->tile_map[3]);
2020 return (get_map_from_coord(m->tile_map[3], x, y));
2021 }
2022 if (*x>=MAP_WIDTH(m)) {
2023 if (!m->tile_path[1]) return NULL;
2024 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2025 load_and_link_tiled_map(m, 1);
2026
2027 *x -= MAP_WIDTH(m);
2028 return (get_map_from_coord(m->tile_map[1], x, y));
2029 }
2030 if (*y<0) {
2031 if (!m->tile_path[0]) return NULL;
2032 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2033 load_and_link_tiled_map(m, 0);
2034
2035 *y += MAP_HEIGHT(m->tile_map[0]);
2036 return (get_map_from_coord(m->tile_map[0], x, y));
2037 }
2038 if (*y>=MAP_HEIGHT(m)) {
2039 if (!m->tile_path[2]) return NULL;
2040 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2041 load_and_link_tiled_map(m, 2);
2042
2043 *y -= MAP_HEIGHT(m);
2044 return (get_map_from_coord(m->tile_map[2], x, y));
2045 }
2046
2047 /* Simple case - coordinates are within this local
2048 * map.
2049 */
2050
2051 return m;
2052 }
2053
2054 /**
2055 * Return whether map2 is adjacent to map1. If so, store the distance from
2056 * map1 to map2 in dx/dy.
2057 */
2058 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2059 if (!map1 || !map2)
2060 return 0;
2061
2062 if (map1 == map2) {
2063 *dx = 0;
2064 *dy = 0;
2065
2066 } else if (map1->tile_map[0] == map2) { /* up */
2067 *dx = 0;
2068 *dy = -MAP_HEIGHT(map2);
2069 } else if (map1->tile_map[1] == map2) { /* right */
2070 *dx = MAP_WIDTH(map1);
2071 *dy = 0;
2072 } else if (map1->tile_map[2] == map2) { /* down */
2073 *dx = 0;
2074 *dy = MAP_HEIGHT(map1);
2075 } else if (map1->tile_map[3] == map2) { /* left */
2076 *dx = -MAP_WIDTH(map2);
2077 *dy = 0;
2078
2079 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2080 *dx = MAP_WIDTH(map1->tile_map[0]);
2081 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2082 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2083 *dx = -MAP_WIDTH(map2);
2084 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2085 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2086 *dx = MAP_WIDTH(map1);
2087 *dy = -MAP_HEIGHT(map2);
2088 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2089 *dx = MAP_WIDTH(map1);
2090 *dy = MAP_HEIGHT(map1->tile_map[1]);
2091 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2092 *dx = MAP_WIDTH(map1->tile_map[2]);
2093 *dy = MAP_HEIGHT(map1);
2094 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2095 *dx = -MAP_WIDTH(map2);
2096 *dy = MAP_HEIGHT(map1);
2097 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2098 *dx = -MAP_WIDTH(map1->tile_map[3]);
2099 *dy = -MAP_HEIGHT(map2);
2100 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2101 *dx = -MAP_WIDTH(map1->tile_map[3]);
2102 *dy = MAP_HEIGHT(map1->tile_map[3]);
2103
2104 } else { /* not "adjacent" enough */
2105 return 0;
2106 }
2107
2108 return 1;
2109 }
2110
2111 /* From map.c
2112 * This is used by get_player to determine where the other
2113 * creature is. get_rangevector takes into account map tiling,
2114 * so you just can not look the the map coordinates and get the
2115 * righte value. distance_x/y are distance away, which
2116 * can be negativbe. direction is the crossfire direction scheme
2117 * that the creature should head. part is the part of the
2118 * monster that is closest.
2119 *
2120 * get_rangevector looks at op1 and op2, and fills in the
2121 * structure for op1 to get to op2.
2122 * We already trust that the caller has verified that the
2123 * two objects are at least on adjacent maps. If not,
2124 * results are not likely to be what is desired.
2125 * if the objects are not on maps, results are also likely to
2126 * be unexpected
2127 *
2128 * currently, the only flag supported (0x1) is don't translate for
2129 * closest body part of 'op1'
2130 */
2131
2132 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2133 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2134 /* be conservative and fill in _some_ data */
2135 retval->distance = 100000;
2136 retval->distance_x = 32767;
2137 retval->distance_y = 32767;
2138 retval->direction = 0;
2139 retval->part = 0;
2140 } else {
2141 object *best;
2142
2143 retval->distance_x += op2->x-op1->x;
2144 retval->distance_y += op2->y-op1->y;
2145
2146 best = op1;
2147 /* If this is multipart, find the closest part now */
2148 if (!(flags&0x1) && op1->more) {
2149 object *tmp;
2150 int best_distance = retval->distance_x*retval->distance_x+
2151 retval->distance_y*retval->distance_y, tmpi;
2152
2153 /* we just take the offset of the piece to head to figure
2154 * distance instead of doing all that work above again
2155 * since the distance fields we set above are positive in the
2156 * same axis as is used for multipart objects, the simply arithmetic
2157 * below works.
2158 */
2159 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2160 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2161 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2162 if (tmpi < best_distance) {
2163 best_distance = tmpi;
2164 best = tmp;
2165 }
2166 }
2167 if (best != op1) {
2168 retval->distance_x += op1->x-best->x;
2169 retval->distance_y += op1->y-best->y;
2170 }
2171 }
2172 retval->part = best;
2173 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2174 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2175 }
2176 }
2177
2178 /* this is basically the same as get_rangevector above, but instead of
2179 * the first parameter being an object, it instead is the map
2180 * and x,y coordinates - this is used for path to player -
2181 * since the object is not infact moving but we are trying to traverse
2182 * the path, we need this.
2183 * flags has no meaning for this function at this time - I kept it in to
2184 * be more consistant with the above function and also in case they are needed
2185 * for something in the future. Also, since no object is pasted, the best
2186 * field of the rv_vector is set to NULL.
2187 */
2188
2189 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2190 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2191 /* be conservative and fill in _some_ data */
2192 retval->distance = 100000;
2193 retval->distance_x = 32767;
2194 retval->distance_y = 32767;
2195 retval->direction = 0;
2196 retval->part = 0;
2197 } else {
2198 retval->distance_x += op2->x-x;
2199 retval->distance_y += op2->y-y;
2200
2201 retval->part = NULL;
2202 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2203 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2204 }
2205 }
2206
2207 /* Returns true of op1 and op2 are effectively on the same map
2208 * (as related to map tiling). Note that this looks for a path from
2209 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2210 * to op1, this will still return false.
2211 * Note we only look one map out to keep the processing simple
2212 * and efficient. This could probably be a macro.
2213 * MSW 2001-08-05
2214 */
2215 int on_same_map(const object *op1, const object *op2) {
2216 int dx, dy;
2217
2218 return adjacent_map(op1->map, op2->map, &dx, &dy);
2219 }