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/cvs/deliantra/server/common/map.c
Revision: 1.2
Committed: Wed Feb 8 03:46:15 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +107 -116 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id: map.c,v 1.1.1.1 2006/02/03 07:11:37 root Exp $";
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
44 /*
45 * Returns the mapstruct which has a name matching the given argument.
46 * return NULL if no match is found.
47 */
48
49 mapstruct *has_been_loaded (const char *name) {
50 mapstruct *map;
51
52 if (!name || !*name)
53 return 0;
54 for (map = first_map; map; map = map->next)
55 if (!strcmp (name, map->path))
56 break;
57 return (map);
58 }
59
60 /*
61 * This makes a path absolute outside the world of Crossfire.
62 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
63 * and returns the pointer to a static array containing the result.
64 * it really should be called create_mapname
65 */
66
67 const char *create_pathname (const char *name) {
68 static char buf[MAX_BUF];
69
70 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
71 * someplace else in the code? msw 2-17-97
72 */
73 if (*name == '/')
74 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
75 else
76 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
77 return (buf);
78 }
79
80 /*
81 * same as create_pathname, but for the overlay maps.
82 */
83
84 const char *create_overlay_pathname (const char *name) {
85 static char buf[MAX_BUF];
86
87 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
88 * someplace else in the code? msw 2-17-97
89 */
90 if (*name == '/')
91 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
92 else
93 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
94 return (buf);
95 }
96
97 /*
98 * same as create_pathname, but for the template maps.
99 */
100
101 const char *create_template_pathname (const char *name) {
102 static char buf[MAX_BUF];
103
104 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
105 * someplace else in the code? msw 2-17-97
106 */
107 if (*name == '/')
108 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
109 else
110 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
111 return (buf);
112 }
113
114 /*
115 * This makes absolute path to the itemfile where unique objects
116 * will be saved. Converts '/' to '@'. I think it's essier maintain
117 * files than full directory structure, but if this is problem it can
118 * be changed.
119 */
120 static const char *create_items_path (const char *s) {
121 static char buf[MAX_BUF];
122 char *t;
123
124 if (*s == '/')
125 s++;
126
127 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128
129 for (t=buf+strlen(buf); *s; s++,t++)
130 if (*s == '/')
131 *t = '@';
132 else
133 *t = *s;
134 *t = 0;
135 return (buf);
136 }
137
138
139 /*
140 * This function checks if a file with the given path exists.
141 * -1 is returned if it fails, otherwise the mode of the file
142 * is returned.
143 * It tries out all the compression suffixes listed in the uncomp[] array.
144 *
145 * If prepend_dir is set, then we call create_pathname (which prepends
146 * libdir & mapdir). Otherwise, we assume the name given is fully
147 * complete.
148 * Only the editor actually cares about the writablity of this -
149 * the rest of the code only cares that the file is readable.
150 * when the editor goes away, the call to stat should probably be
151 * replaced by an access instead (similar to the windows one, but
152 * that seems to be missing the prepend_dir processing
153 */
154
155 int check_path (const char *name, int prepend_dir)
156 {
157 char buf[MAX_BUF];
158 #ifndef WIN32
159 char *endbuf;
160 struct stat statbuf;
161 int mode = 0, i;
162 #endif
163
164 if (prepend_dir)
165 strcpy (buf, create_pathname(name));
166 else
167 strcpy(buf, name);
168 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
169 return(_access(buf,0));
170 #else
171
172 /* old method (strchr(buf, '\0')) seemd very odd to me -
173 * this method should be equivalant and is clearer.
174 * Can not use strcat because we need to cycle through
175 * all the names.
176 */
177 endbuf = buf + strlen(buf);
178
179 for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
180 if (uncomp[i][0])
181 strcpy(endbuf, uncomp[i][0]);
182 else
183 *endbuf = '\0';
184 if (!stat (buf, &statbuf))
185 break;
186 }
187 if (i == NROF_COMPRESS_METHODS)
188 return (-1);
189 if (!S_ISREG (statbuf.st_mode))
190 return (-1);
191
192 if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
193 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
194 (statbuf.st_mode & S_IROTH))
195 mode |= 4;
196
197 if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
198 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
199 (statbuf.st_mode & S_IWOTH))
200 mode |= 2;
201
202 return (mode);
203 #endif
204 }
205
206 /*
207 * Prints out debug-information about a map.
208 * Dumping these at llevError doesn't seem right, but is
209 * necessary to make sure the information is in fact logged.
210 */
211
212 void dump_map(mapstruct *m) {
213 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
214 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
215 MAP_WIDTH(m), MAP_HEIGHT(m),
216 MAP_ENTER_X(m), MAP_ENTER_Y(m));
217
218 if(m->msg!=NULL)
219 LOG(llevError,"Message:\n%s",m->msg);
220
221 if(m->tmpname!=NULL)
222 LOG(llevError,"Tmpname: %s\n",m->tmpname);
223
224 LOG(llevError,"Difficulty: %d\n",m->difficulty);
225 LOG(llevError,"Darkness: %d\n",m->darkness);
226 }
227
228 /*
229 * Prints out debug-information about all maps.
230 * This basically just goes through all the maps and calls
231 * dump_map on each one.
232 */
233
234 void dump_all_maps(void) {
235 mapstruct *m;
236 for(m=first_map;m!=NULL;m=m->next) {
237 dump_map(m);
238 }
239 }
240
241 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
242 * one function that just returns a P_.. value (see map.h)
243 * it will also do map translation for tiled maps, returning
244 * new values into newmap, nx, and ny. Any and all of those
245 * values can be null, in which case if a new map is needed (returned
246 * by a P_NEW_MAP value, another call to get_map_from_coord
247 * is needed. The case of not passing values is if we're just
248 * checking for the existence of something on those spaces, but
249 * don't expect to insert/remove anything from those spaces.
250 */
251 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
252 {
253 sint16 newx, newy;
254 int retval=0;
255 mapstruct *mp;
256
257 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
258 newx = x;
259 newy = y;
260 mp = get_map_from_coord(oldmap, &newx, &newy);
261 if (mp != oldmap)
262 retval |= P_NEW_MAP;
263 if (newmap) *newmap = mp;
264 if (nx) *nx = newx;
265 if (ny) *ny = newy;
266 retval |= mp->spaces[newx + mp->width * newy].flags;
267 return retval;
268 }
269
270
271 /*
272 * Returns true if the given coordinate is blocked except by the
273 * object passed is not blocking. This is used with
274 * multipart monsters - if we want to see if a 2x2 monster
275 * can move 1 space to the left, we don't want its own area
276 * to block it from moving there.
277 * Returns TRUE if the space is blocked by something other than the
278 * monster.
279 * m, x, y are the target map/coordinates - needed for map tiling.
280 * the coordinates & map passed in should have been updated for tiling
281 * by the caller.
282 */
283
284 int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
285 object *tmp;
286 int mflags, blocked;
287
288 /* Make sure the coordinates are valid - they should be, as caller should
289 * have already checked this.
290 */
291 if (OUT_OF_REAL_MAP(m, sx, sy)) {
292 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
293 return 1;
294 }
295
296 /* Save some cycles - instead of calling get_map_flags(), just get the value
297 * directly.
298 */
299 mflags = m->spaces[sx + m->width * sy].flags;
300
301 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
302
303 /* If space is currently not blocked by anything, no need to
304 * go further. Not true for players - all sorts of special
305 * things we need to do for players.
306 */
307 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
308
309
310 if(ob->head != NULL)
311 ob=ob->head;
312
313 /* We basically go through the stack of objects, and if there is
314 * some other object that has NO_PASS or FLAG_ALIVE set, return
315 * true. If we get through the entire stack, that must mean
316 * ob is blocking it, so return 0.
317 */
318 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
319
320 /* This must be before the checks below. Code for inventory checkers. */
321 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
322 /* If last_sp is set, the player/monster needs an object,
323 * so we check for it. If they don't have it, they can't
324 * pass through this space.
325 */
326 if (tmp->last_sp) {
327 if (check_inv_recursive(ob,tmp)==NULL)
328 return 1;
329 else
330 continue;
331 } else {
332 /* In this case, the player must not have the object -
333 * if they do, they can't pass through.
334 */
335 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
336 return 1;
337 else
338 continue;
339 }
340 } /* if check_inv */
341 else {
342 /* Broke apart a big nasty if into several here to make
343 * this more readable. first check - if the space blocks
344 * movement, can't move here.
345 * second - if a monster, can't move there, unles it is a
346 * hidden dm
347 */
348 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
349 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
350 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
351 return 1;
352 }
353
354 }
355 return 0;
356 }
357
358
359 /*
360 * Returns true if the given object can't fit in the given spot.
361 * This is meant for multi space objects - for single space objecs,
362 * just calling get_map_blocked and checking that against movement type
363 * of object. This function goes through all the parts of the
364 * multipart object and makes sure they can be inserted.
365 *
366 * While this doesn't call out of map, the get_map_flags does.
367 *
368 * This function has been used to deprecate arch_out_of_map -
369 * this function also does that check, and since in most cases,
370 * a call to one would follow the other, doesn't make a lot of sense to
371 * have two seperate functions for this.
372 *
373 * This returns nonzero if this arch can not go on the space provided,
374 * 0 otherwise. the return value will contain the P_.. value
375 * so the caller can know why this object can't go on the map.
376 * Note that callers should not expect P_NEW_MAP to be set
377 * in return codes - since the object is multispace - if
378 * we did return values, what do you return if half the object
379 * is one map, half on another.
380 *
381 * Note this used to be arch_blocked, but with new movement
382 * code, we need to have actual object to check its move_type
383 * against the move_block values.
384 */
385
386 int ob_blocked(object *ob,mapstruct *m,sint16 x,sint16 y) {
387 archetype *tmp;
388 int flag;
389 mapstruct *m1;
390 sint16 sx, sy;
391
392 if(ob==NULL) {
393 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
394 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
395
396 /* don't have object, so don't know what types would block */
397 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
398 }
399
400 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
401 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
402
403 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
404 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
405
406 /* Note it is intentional that we check ob - the movement type of the
407 * head of the object should correspond for the entire object.
408 */
409
410 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
411 return AB_NO_PASS;
412
413 }
414 return 0;
415 }
416
417 /* When the map is loaded, load_object does not actually insert objects
418 * into inventory, but just links them. What this does is go through
419 * and insert them properly.
420 * The object 'container' is the object that contains the inventory.
421 * This is needed so that we can update the containers weight.
422 */
423
424 void fix_container(object *container)
425 {
426 object *tmp=container->inv, *next;
427
428 container->inv=NULL;
429 while (tmp!=NULL) {
430 next = tmp->below;
431 if (tmp->inv)
432 fix_container(tmp);
433 (void) insert_ob_in_ob(tmp,container);
434 tmp = next;
435 }
436 /* sum_weight will go through and calculate what all the containers are
437 * carrying.
438 */
439 sum_weight(container);
440 }
441
442 /* link_multipart_objects go through all the objects on the map looking
443 * for objects whose arch says they are multipart yet according to the
444 * info we have, they only have the head (as would be expected when
445 * they are saved). We do have to look for the old maps that did save
446 * the more sections and not re-add sections for them.
447 */
448
449 static void link_multipart_objects(mapstruct *m)
450 {
451 int x,y;
452 object *tmp, *op, *last, *above;
453 archetype *at;
454
455 for(x=0;x<MAP_WIDTH(m);x++)
456 for(y=0;y<MAP_HEIGHT(m);y++)
457 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
458 above=tmp->above;
459
460 /* already multipart - don't do anything more */
461 if (tmp->head || tmp->more) continue;
462
463 /* If there is nothing more to this object, this for loop
464 * won't do anything.
465 */
466 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
467 op = arch_to_object(at);
468
469 /* update x,y coordinates */
470 op->x += tmp->x;
471 op->y += tmp->y;
472 op->head = tmp;
473 op->map = m;
474 last->more = op;
475 if (tmp->name != op->name) {
476 if (op->name) free_string(op->name);
477 op->name = add_string(tmp->name);
478 }
479 if (tmp->title != op->title) {
480 if (op->title) free_string(op->title);
481 op->title = add_string(tmp->title);
482 }
483 /* we could link all the parts onto tmp, and then just
484 * call insert_ob_in_map once, but the effect is the same,
485 * as insert_ob_in_map will call itself with each part, and
486 * the coding is simpler to just to it here with each part.
487 */
488 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
489 } /* for at = tmp->arch->more */
490 } /* for objects on this space */
491 }
492
493
494
495 /*
496 * Loads (ands parses) the objects into a given map from the specified
497 * file pointer.
498 * mapflags is the same as we get with load_original_map
499 */
500
501 void load_objects (mapstruct *m, FILE *fp, int mapflags) {
502 int i,j,bufstate=LO_NEWFILE;
503 int unique;
504 object *op, *prev=NULL,*last_more=NULL, *otmp;
505
506 op=get_object();
507 op->map = m; /* To handle buttons correctly */
508
509 while((i=load_object(fp,op,bufstate, mapflags))) {
510 /* Since the loading of the map header does not load an object
511 * anymore, we need to pass LO_NEWFILE for the first object loaded,
512 * and then switch to LO_REPEAT for faster loading.
513 */
514 bufstate = LO_REPEAT;
515
516 /* if the archetype for the object is null, means that we
517 * got an invalid object. Don't do anything with it - the game
518 * or editor will not be able to do anything with it either.
519 */
520 if (op->arch==NULL) {
521 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
522 continue;
523 }
524
525
526 switch(i) {
527 case LL_NORMAL:
528 /* if we are loading an overlay, put the floors on the bottom */
529 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
530 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
531 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
532 else
533 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
534
535 if (op->inv)
536 sum_weight(op);
537
538 prev=op,last_more=op;
539 break;
540
541 case LL_MORE:
542 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
543 op->head=prev,last_more->more=op,last_more=op;
544 break;
545 }
546 if (mapflags & MAP_STYLE) {
547 remove_from_active_list(op);
548 }
549 op=get_object();
550 op->map = m;
551 }
552 for (i=0;i<m->width;i++){
553 for (j=0;j<m->height;j++){
554 unique =0;
555 /* check for unique items, or unique squares */
556 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
557 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
558 unique = 1;
559 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
560 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
561 }
562 }
563 }
564 free_object(op);
565 link_multipart_objects(m);
566 }
567
568 /* This saves all the objects on the map in a non destructive fashion.
569 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
570 * and we only save the head of multi part objects - this is needed
571 * in order to do map tiling properly.
572 */
573 void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
574 int i, j = 0,unique=0;
575 object *op, *otmp;
576 /* first pass - save one-part objects */
577 for(i = 0; i < MAP_WIDTH(m); i++)
578 for (j = 0; j < MAP_HEIGHT(m); j++) {
579 unique=0;
580 for(op = get_map_ob (m, i, j); op; op = otmp) {
581 otmp = op->above;
582
583 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
584 unique=1;
585
586 if(op->type == PLAYER) {
587 LOG(llevDebug, "Player on map that is being saved\n");
588 continue;
589 }
590
591 if (op->head || op->owner)
592 continue;
593
594 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
595 save_object( fp2 , op, 3);
596 else
597 if (flag == 0 ||
598 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
599 !QUERY_FLAG(op, FLAG_UNPAID))))
600 save_object(fp, op, 3);
601
602 } /* for this space */
603 } /* for this j */
604 }
605
606 /*
607 * Allocates, initialises, and returns a pointer to a mapstruct.
608 * Modified to no longer take a path option which was not being
609 * used anyways. MSW 2001-07-01
610 */
611
612 mapstruct *get_linked_map(void) {
613 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
614 mapstruct *mp;
615
616 if(map==NULL)
617 fatal(OUT_OF_MEMORY);
618
619 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
620 if(mp==NULL)
621 first_map=map;
622 else
623 mp->next=map;
624
625 map->in_memory=MAP_SWAPPED;
626 /* The maps used to pick up default x and y values from the
627 * map archetype. Mimic that behaviour.
628 */
629 MAP_WIDTH(map)=16;
630 MAP_HEIGHT(map)=16;
631 MAP_RESET_TIMEOUT(map)=0;
632 MAP_TIMEOUT(map)=300;
633 MAP_ENTER_X(map)=0;
634 MAP_ENTER_Y(map)=0;
635 /*set part to -1 indicating conversion to weather map not yet done*/
636 MAP_WORLDPARTX(map)=-1;
637 MAP_WORLDPARTY(map)=-1;
638 return map;
639 }
640
641 /*
642 * Allocates the arrays contained in a mapstruct.
643 * This basically allocates the dynamic array of spaces for the
644 * map.
645 */
646
647 void allocate_map(mapstruct *m) {
648 m->in_memory = MAP_IN_MEMORY;
649 /* Log this condition and free the storage. We could I suppose
650 * realloc, but if the caller is presuming the data will be intact,
651 * that is their poor assumption.
652 */
653 if (m->spaces) {
654 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
655 free(m->spaces);
656 }
657
658 m->spaces = calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
659
660 if(m->spaces==NULL)
661 fatal(OUT_OF_MEMORY);
662 }
663
664 /* Creatures and returns a map of the specific size. Used
665 * in random map code and the editor.
666 */
667 mapstruct *get_empty_map(int sizex, int sizey) {
668 mapstruct *m = get_linked_map();
669 m->width = sizex;
670 m->height = sizey;
671 m->in_memory = MAP_SWAPPED;
672 allocate_map(m);
673 return m;
674 }
675
676 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
677 * corresponding to that string. Memory is allocated for this, it must be freed
678 * at a later date.
679 * Called by parse_map_headers below.
680 */
681
682 static shopitems *parse_shop_string (const char *input_string) {
683 char *shop_string, *p, *q, *next_semicolon, *next_colon;
684 shopitems *items=NULL;
685 int i=0, number_of_entries=0;
686 const typedata *current_type;
687
688 shop_string=strdup_local(input_string);
689 p=shop_string;
690 LOG(llevDebug, "parsing %s\n", input_string);
691 /* first we'll count the entries, we'll need that for allocating the array shortly */
692 while (p) {
693 p=strchr(p, ';');
694 number_of_entries++;
695 if (p) p++;
696 }
697 p=shop_string;
698 strip_endline(p);
699 items=CALLOC(number_of_entries+1, sizeof(shopitems));
700 memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
701 for (i=0; i<number_of_entries; i++) {
702 if (!p) {
703 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
704 break;
705 }
706 next_semicolon=strchr(p, ';');
707 next_colon=strchr(p, ':');
708 /* if there is a stregth specified, figure out what it is, we'll need it soon. */
709 if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
710 items[i].strength=atoi(strchr(p,':')+1);
711
712 if (isdigit(*p) || *p=='*') {
713 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
714 current_type=get_typedata(items[i].typenum);
715 if (current_type) {
716 items[i].name=current_type->name;
717 items[i].name_pl=current_type->name_pl;
718 }
719 }
720 else { /*we have a named type, let's figure out what it is */
721 q=strpbrk(p,";:");
722 if (q) *q='\0';
723
724 current_type=get_typedata_by_name(p);
725 if (current_type) {
726 items[i].name=current_type->name;
727 items[i].typenum=current_type->number;
728 items[i].name_pl=current_type->name_pl;
729 }
730 else { /* oh uh, something's wrong, let's free up this one, and try
731 * the next entry while we're at it, better print a warning
732 */
733 LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
734 p, input_string);
735 }
736 }
737 items[i].index=number_of_entries;
738 if (next_semicolon) p=++next_semicolon;
739 else p=NULL;
740 }
741 free(shop_string);
742 return items;
743 }
744
745 /* opposite of parse string, this puts the string that was originally fed in to
746 * the map (or something equivilent) into output_string. */
747 static void print_shop_string(mapstruct *m, char *output_string) {
748 int i;
749 char tmp[MAX_BUF];
750 strcpy(output_string, "");
751 for (i=0; i< m->shopitems[0].index; i++) {
752 if (m->shopitems[i].typenum) {
753 if (m->shopitems[i].strength) {
754 sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
755 }
756 else sprintf(tmp, "%s;", m->shopitems[i].name);
757 }
758 else {
759 if (m->shopitems[i].strength) {
760 sprintf(tmp, "*:%d;", m->shopitems[i].strength);
761 }
762 else sprintf(tmp, "*");
763 }
764 strcat(output_string, tmp);
765 }
766 }
767
768 /* This loads the header information of the map. The header
769 * contains things like difficulty, size, timeout, etc.
770 * this used to be stored in the map object, but with the
771 * addition of tiling, fields beyond that easily named in an
772 * object structure were needed, so it just made sense to
773 * put all the stuff in the map object so that names actually make
774 * sense.
775 * This could be done in lex (like the object loader), but I think
776 * currently, there are few enough fields this is not a big deal.
777 * MSW 2001-07-01
778 * return 0 on success, 1 on failure.
779 */
780
781 static int load_map_header(FILE *fp, mapstruct *m)
782 {
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], *key=NULL, *value, *end;
784 int msgpos=0;
785
786 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
787 buf[HUGE_BUF-1] = 0;
788 key = buf;
789 while (isspace(*key)) key++;
790 if (*key == 0) continue; /* empty line */
791 value = strchr(key, ' ');
792 if (!value) {
793 end = strchr(key, '\n');
794 if (end != NULL) {
795 *end = 0;
796 }
797 } else {
798 *value = 0;
799 value++;
800 end = strchr(value, '\n');
801 while (isspace(*value)) {
802 value++;
803 if (*value == '\0' || value == end) {
804 /* Nothing but spaces. */
805 value = NULL;
806 break;
807 }
808 }
809 }
810 if (!end) {
811 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
812 buf);
813 return 1;
814 }
815
816
817 /* key is the field name, value is what it should be set
818 * to. We've already done the work to null terminate key,
819 * and strip off any leading spaces for both of these.
820 * We have not touched the newline at the end of the line -
821 * these are needed for some values. the end pointer
822 * points to the first of the newlines.
823 * value could be NULL! It would be easy enough to just point
824 * this to "" to prevent cores, but that would let more errors slide
825 * through.
826 *
827 * First check for entries that do not use the value parameter, then
828 * validate that value is given and check for the remaining entries
829 * that use the parameter.
830 */
831
832 if (!strcmp(key,"msg")) {
833 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
834 if (!strcmp(buf,"endmsg\n")) break;
835 else {
836 /* slightly more efficient than strcat */
837 strcpy(msgbuf+msgpos, buf);
838 msgpos += strlen(buf);
839 }
840 }
841 /* There are lots of maps that have empty messages (eg, msg/endmsg
842 * with nothing between). There is no reason in those cases to
843 * keep the empty message. Also, msgbuf contains garbage data
844 * when msgpos is zero, so copying it results in crashes
845 */
846 if (msgpos != 0)
847 m->msg = strdup_local(msgbuf);
848 }
849 else if (!strcmp(key,"end")) {
850 break;
851 }
852 else if (value == NULL) {
853 LOG(llevError, "Got '%s' line without parameter in map header\n", key);
854 }
855 else if (!strcmp(key, "arch")) {
856 /* This is an oddity, but not something we care about much. */
857 if (strcmp(value,"map\n"))
858 LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
859 }
860 else if (!strcmp(key,"name")) {
861 *end=0;
862 m->name = strdup_local(value);
863 }
864 /* first strcmp value on these are old names supported
865 * for compatibility reasons. The new values (second) are
866 * what really should be used.
867 */
868 else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
869 m->enter_x = atoi(value);
870 } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
871 m->enter_y = atoi(value);
872 } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
873 m->width = atoi(value);
874 } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
875 m->height = atoi(value);
876 } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
877 m->reset_timeout = atoi(value);
878 } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
879 m->timeout = atoi(value);
880 } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
881 m->difficulty = atoi(value);
882 } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
883 m->darkness = atoi(value);
884 } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
885 m->fixed_resettime = atoi(value);
886 } else if (!strcmp(key,"unique")) {
887 m->unique = atoi(value);
888 } else if (!strcmp(key,"template")) {
889 m->template = atoi(value);
890 } else if (!strcmp(key,"region")) {
891 m->region = get_region_by_name(value);
892 } else if (!strcmp(key,"shopitems")) {
893 *end=0;
894 m->shopitems = parse_shop_string(value);
895 } else if (!strcmp(key,"shopgreed")) {
896 m->shopgreed = atof(value);
897 } else if (!strcmp(key,"shopmin")) {
898 m->shopmin = atol(value);
899 } else if (!strcmp(key,"shopmax")) {
900 m->shopmax = atol(value);
901 } else if (!strcmp(key,"shoprace")) {
902 *end=0;
903 m->shoprace = strdup_local(value);
904 } else if (!strcmp(key,"outdoor")) {
905 m->outdoor = atoi(value);
906 } else if (!strcmp(key, "temp")) {
907 m->temp = atoi(value);
908 } else if (!strcmp(key, "pressure")) {
909 m->pressure = atoi(value);
910 } else if (!strcmp(key, "humid")) {
911 m->humid = atoi(value);
912 } else if (!strcmp(key, "windspeed")) {
913 m->windspeed = atoi(value);
914 } else if (!strcmp(key, "winddir")) {
915 m->winddir = atoi(value);
916 } else if (!strcmp(key, "sky")) {
917 m->sky = atoi(value);
918 } else if (!strcmp(key, "nosmooth")) {
919 m->nosmooth = atoi(value);
920 }
921 else if (!strncmp(key,"tile_path_", 10)) {
922 int tile=atoi(key+10);
923
924 if (tile<1 || tile>4) {
925 LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
926 tile, m->path);
927 } else {
928 char *path;
929
930 *end = 0;
931
932 if (m->tile_path[tile-1]) {
933 LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
934 tile, m->path);
935 free(m->tile_path[tile-1]);
936 m->tile_path[tile-1] = NULL;
937 }
938
939 if (check_path(value, 1) != -1) {
940 /* The unadorned path works. */
941 path = value;
942 } else {
943 /* Try again; it could be a relative exit. */
944
945 path = path_combine_and_normalize(m->path, value);
946
947 if (check_path(path, 1) == -1) {
948 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
949 path = NULL;
950 }
951 }
952
953 if (editor) {
954 /* Use the value as in the file. */
955 m->tile_path[tile-1] = strdup_local(value);
956 } else if (path != NULL) {
957 /* Use the normalized value. */
958 m->tile_path[tile-1] = strdup_local(path);
959 }
960 } /* end if tile direction (in)valid */
961 }
962 else {
963 LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
964 }
965 }
966 if (!key || strcmp(key,"end")) {
967 LOG(llevError,"Got premature eof on map header!\n");
968 return 1;
969 }
970 return 0;
971 }
972
973 /*
974 * Opens the file "filename" and reads information about the map
975 * from the given file, and stores it in a newly allocated
976 * mapstruct. A pointer to this structure is returned, or NULL on failure.
977 * flags correspond to those in map.h. Main ones used are
978 * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
979 * MAP_BLOCK, in which case we block on this load. This happens in all
980 * cases, no matter if this flag is set or not.
981 * MAP_STYLE: style map - don't add active objects, don't add to server
982 * managed map list.
983 */
984
985 mapstruct *load_original_map(const char *filename, int flags) {
986 FILE *fp;
987 mapstruct *m;
988 int comp;
989 char pathname[MAX_BUF];
990
991 LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
992 if (flags & MAP_PLAYER_UNIQUE)
993 strcpy(pathname, filename);
994 else if (flags & MAP_OVERLAY)
995 strcpy(pathname, create_overlay_pathname(filename));
996 else
997 strcpy(pathname, create_pathname(filename));
998
999 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1000 LOG(llevError, "Can't open %s: %s\n", pathname, strerror_local(errno));
1001 return (NULL);
1002 }
1003
1004 m = get_linked_map();
1005
1006 strcpy (m->path, filename);
1007 if (load_map_header(fp, m)) {
1008 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1009 filename, flags);
1010 delete_map(m);
1011 return NULL;
1012 }
1013
1014 allocate_map(m);
1015 m->compressed = comp;
1016
1017 m->in_memory=MAP_LOADING;
1018 load_objects (m, fp, flags & (MAP_BLOCK|MAP_STYLE));
1019 close_and_delete(fp, comp);
1020 m->in_memory=MAP_IN_MEMORY;
1021 if (!MAP_DIFFICULTY(m))
1022 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1023 set_map_reset_time(m);
1024 return (m);
1025 }
1026
1027 /*
1028 * Loads a map, which has been loaded earlier, from file.
1029 * Return the map object we load into (this can change from the passed
1030 * option if we can't find the original map)
1031 */
1032
1033 static mapstruct *load_temporary_map(mapstruct *m) {
1034 FILE *fp;
1035 int comp;
1036 char buf[MAX_BUF];
1037
1038 if (!m->tmpname) {
1039 LOG(llevError, "No temporary filename for map %s\n", m->path);
1040 strcpy(buf, m->path);
1041 delete_map(m);
1042 m = load_original_map(buf, 0);
1043 if(m==NULL) return NULL;
1044 fix_auto_apply(m); /* Chests which open as default */
1045 return m;
1046 }
1047
1048 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1049 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1050 strcpy(buf, m->path);
1051 delete_map(m);
1052 m = load_original_map(buf, 0);
1053 if(m==NULL) return NULL;
1054 fix_auto_apply(m); /* Chests which open as default */
1055 return m;
1056 }
1057
1058
1059 if (load_map_header(fp, m)) {
1060 LOG(llevError,"Error loading map header for %s (%s)\n",
1061 m->path, m->tmpname);
1062 delete_map(m);
1063 m = load_original_map(m->path, 0);
1064 return NULL;
1065 }
1066 m->compressed = comp;
1067 allocate_map(m);
1068
1069 m->in_memory=MAP_LOADING;
1070 load_objects (m, fp, 0);
1071 close_and_delete(fp, comp);
1072 m->in_memory=MAP_IN_MEMORY;
1073 return m;
1074 }
1075
1076 /*
1077 * Loads a map, which has been loaded earlier, from file.
1078 * Return the map object we load into (this can change from the passed
1079 * option if we can't find the original map)
1080 */
1081
1082 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1083 FILE *fp;
1084 int comp;
1085 char pathname[MAX_BUF];
1086
1087 strcpy(pathname, create_overlay_pathname(filename));
1088
1089 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1090 /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1091 return m;
1092 }
1093
1094 if (load_map_header(fp, m)) {
1095 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1096 m->path, pathname);
1097 delete_map(m);
1098 m = load_original_map(m->path, 0);
1099 return NULL;
1100 }
1101 m->compressed = comp;
1102 /*allocate_map(m);*/
1103
1104 m->in_memory=MAP_LOADING;
1105 load_objects (m, fp, MAP_OVERLAY);
1106 close_and_delete(fp, comp);
1107 m->in_memory=MAP_IN_MEMORY;
1108 return m;
1109 }
1110
1111 /******************************************************************************
1112 * This is the start of unique map handling code
1113 *****************************************************************************/
1114
1115 /* This goes through map 'm' and removed any unique items on the map. */
1116 static void delete_unique_items(mapstruct *m)
1117 {
1118 int i,j,unique=0;
1119 object *op, *next;
1120
1121 for(i=0; i<MAP_WIDTH(m); i++)
1122 for(j=0; j<MAP_HEIGHT(m); j++) {
1123 unique=0;
1124 for (op=get_map_ob(m, i, j); op; op=next) {
1125 next = op->above;
1126 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1127 unique=1;
1128 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1129 clean_object(op);
1130 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1131 remove_button_link(op);
1132 remove_ob(op);
1133 free_object(op);
1134 }
1135 }
1136 }
1137 }
1138
1139
1140 /*
1141 * Loads unique objects from file(s) into the map which is in memory
1142 * m is the map to load unique items into.
1143 */
1144 static void load_unique_objects(mapstruct *m) {
1145 FILE *fp;
1146 int comp,count;
1147 char firstname[MAX_BUF];
1148
1149 for (count=0; count<10; count++) {
1150 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1151 if (!access(firstname, R_OK)) break;
1152 }
1153 /* If we get here, we did not find any map */
1154 if (count==10) return;
1155
1156 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1157 /* There is no expectation that every map will have unique items, but this
1158 * is debug output, so leave it in.
1159 */
1160 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1161 return;
1162 }
1163
1164 m->in_memory=MAP_LOADING;
1165 if (m->tmpname == NULL) /* if we have loaded unique items from */
1166 delete_unique_items(m); /* original map before, don't duplicate them */
1167 load_object(fp, NULL, LO_NOREAD,0);
1168 load_objects (m, fp, 0);
1169 close_and_delete(fp, comp);
1170 m->in_memory=MAP_IN_MEMORY;
1171 }
1172
1173
1174 /*
1175 * Saves a map to file. If flag is set, it is saved into the same
1176 * file it was (originally) loaded from. Otherwise a temporary
1177 * filename will be genarated, and the file will be stored there.
1178 * The temporary filename will be stored in the mapstructure.
1179 * If the map is unique, we also save to the filename in the map
1180 * (this should have been updated when first loaded)
1181 */
1182
1183 int new_save_map(mapstruct *m, int flag) {
1184 FILE *fp, *fp2;
1185 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1186 int i;
1187
1188 if (flag && !*m->path) {
1189 LOG(llevError,"Tried to save map without path.\n");
1190 return -1;
1191 }
1192
1193 if (flag || (m->unique) || (m->template)) {
1194 if (!m->unique && !m->template) { /* flag is set */
1195 if (flag == 2)
1196 strcpy(filename, create_overlay_pathname(m->path));
1197 else
1198 strcpy (filename, create_pathname (m->path));
1199 } else
1200 strcpy (filename, m->path);
1201
1202 /* If the compression suffix already exists on the filename, don't
1203 * put it on again. This nasty looking strcmp checks to see if the
1204 * compression suffix is at the end of the filename already.
1205 */
1206 if (m->compressed &&
1207 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1208 uncomp[m->compressed][0]))
1209 strcat(filename, uncomp[m->compressed][0]);
1210 make_path_to_file(filename);
1211 } else {
1212 if (!m->tmpname)
1213 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1214 strcpy(filename, m->tmpname);
1215 }
1216 LOG(llevDebug,"Saving map %s\n",m->path);
1217 m->in_memory = MAP_SAVING;
1218
1219 /* Compress if it isn't a temporary save. Do compress if unique */
1220 if (m->compressed && (m->unique || m->template || flag)) {
1221 char buf[MAX_BUF];
1222 strcpy(buf, uncomp[m->compressed][2]);
1223 strcat(buf, " > ");
1224 strcat(buf, filename);
1225 fp = popen(buf, "w");
1226 } else
1227 fp = fopen(filename, "w");
1228
1229 if(fp == NULL) {
1230 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1231 return -1;
1232 }
1233
1234 /* legacy */
1235 fprintf(fp,"arch map\n");
1236 if (m->name) fprintf(fp,"name %s\n", m->name);
1237 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1238 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1239 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1240 /* we unfortunately have no idea if this is a value the creator set
1241 * or a difficulty value we generated when the map was first loaded
1242 */
1243 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1244 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1245 if (m->shopitems) {
1246 print_shop_string(m, shop);
1247 fprintf(fp,"shopitems %s\n", shop);
1248 }
1249 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1250 #ifndef WIN32
1251 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1252 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1253 #else
1254 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1255 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1256 #endif
1257 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1258 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1259 if (m->width) fprintf(fp,"width %d\n", m->width);
1260 if (m->height) fprintf(fp,"height %d\n", m->height);
1261 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1262 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1263 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1264 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1265 if (m->template) fprintf(fp,"template %d\n", m->template);
1266 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1267 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1268 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1269 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1270 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1271 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1272 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1273 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1274
1275 /* Save any tiling information, except on overlays */
1276 if (flag != 2)
1277 for (i=0; i<4; i++)
1278 if (m->tile_path[i])
1279 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1280
1281 fprintf(fp,"end\n");
1282
1283 /* In the game save unique items in the different file, but
1284 * in the editor save them to the normal map file.
1285 * If unique map, save files in the proper destination (set by
1286 * player)
1287 */
1288 fp2 = fp; /* save unique items into fp2 */
1289 if ((flag == 0 || flag == 2) && !m->unique && !m->template) {
1290 sprintf (buf,"%s.v00",create_items_path (m->path));
1291 if ((fp2 = fopen (buf, "w")) == NULL) {
1292 LOG(llevError, "Can't open unique items file %s\n", buf);
1293 }
1294 if (flag == 2)
1295 save_objects(m, fp, fp2, 2);
1296 else
1297 save_objects (m, fp, fp2, 0);
1298 if (fp2 != NULL) {
1299 if (ftell (fp2) == 0) {
1300 fclose (fp2);
1301 unlink (buf);
1302 } else {
1303 fclose (fp2);
1304 chmod (buf, SAVE_MODE);
1305 }
1306 }
1307 } else { /* save same file when not playing, like in editor */
1308 save_objects(m, fp, fp, 0);
1309 }
1310
1311 if (m->compressed && (m->unique || m->template || flag))
1312 pclose(fp);
1313 else
1314 fclose(fp);
1315
1316 chmod (filename, SAVE_MODE);
1317 return 0;
1318 }
1319
1320
1321 /*
1322 * Remove and free all objects in the inventory of the given object.
1323 * object.c ?
1324 */
1325
1326 void clean_object(object *op)
1327 {
1328 object *tmp, *next;
1329
1330 for(tmp = op->inv; tmp; tmp = next)
1331 {
1332 next = tmp->below;
1333 clean_object(tmp);
1334 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1335 remove_button_link(tmp);
1336 remove_ob(tmp);
1337 free_object(tmp);
1338 }
1339 }
1340
1341 /*
1342 * Remove and free all objects in the given map.
1343 */
1344
1345 void free_all_objects(mapstruct *m) {
1346 int i,j;
1347 object *op;
1348
1349 for(i=0;i<MAP_WIDTH(m);i++)
1350 for(j=0;j<MAP_HEIGHT(m);j++) {
1351 object *previous_obj=NULL;
1352 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1353 if (op==previous_obj) {
1354 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1355 break;
1356 }
1357 previous_obj=op;
1358 if(op->head!=NULL)
1359 op = op->head;
1360
1361 /* If the map isn't in memory, free_object will remove and
1362 * free objects in op's inventory. So let it do the job.
1363 */
1364 if (m->in_memory==MAP_IN_MEMORY)
1365 clean_object(op);
1366 remove_ob(op);
1367 free_object(op);
1368 }
1369 }
1370 #ifdef MANY_CORES
1371 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1372 * an item on that map was not saved - look for that condition and die as appropriate -
1373 * this leaves more of the map data intact for better debugging.
1374 */
1375 for (op=objects; op!=NULL; op=op->next) {
1376 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1377 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1378 abort();
1379 }
1380 }
1381 #endif
1382 }
1383
1384 /*
1385 * Frees everything allocated by the given mapstructure.
1386 * don't free tmpname - our caller is left to do that
1387 */
1388
1389 void free_map(mapstruct *m,int flag) {
1390 int i;
1391
1392 if (!m->in_memory) {
1393 LOG(llevError,"Trying to free freed map.\n");
1394 return;
1395 }
1396 if (flag && m->spaces) free_all_objects(m);
1397 if (m->name) FREE_AND_CLEAR(m->name);
1398 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1399 if (m->msg) FREE_AND_CLEAR(m->msg);
1400 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1401 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1402 if (m->buttons)
1403 free_objectlinkpt(m->buttons);
1404 m->buttons = NULL;
1405 for (i=0; i<4; i++) {
1406 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1407 m->tile_map[i] = NULL;
1408 }
1409 m->in_memory = MAP_SWAPPED;
1410 }
1411
1412 /*
1413 * function: vanish mapstruct
1414 * m : pointer to mapstruct, if NULL no action
1415 * this deletes all the data on the map (freeing pointers)
1416 * and then removes this map from the global linked list of maps.
1417 */
1418
1419 void delete_map(mapstruct *m) {
1420 mapstruct *tmp, *last;
1421 int i;
1422
1423 if (!m)
1424 return;
1425 if (m->in_memory == MAP_IN_MEMORY) {
1426 /* change to MAP_SAVING, even though we are not,
1427 * so that remove_ob doesn't do as much work.
1428 */
1429 m->in_memory = MAP_SAVING;
1430 free_map (m, 1);
1431 }
1432 /* move this out of free_map, since tmpname can still be needed if
1433 * the map is swapped out.
1434 */
1435 if (m->tmpname) {
1436 free(m->tmpname);
1437 m->tmpname=NULL;
1438 }
1439 last = NULL;
1440 /* We need to look through all the maps and see if any maps
1441 * are pointing at this one for tiling information. Since
1442 * tiling can be assymetric, we just can not look to see which
1443 * maps this map tiles with and clears those.
1444 */
1445 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1446 if (tmp->next == m) last = tmp;
1447
1448 /* This should hopefully get unrolled on a decent compiler */
1449 for (i=0; i<4; i++)
1450 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1451 }
1452
1453 /* If last is null, then this should be the first map in the list */
1454 if (!last) {
1455 if (m == first_map)
1456 first_map = m->next;
1457 else
1458 /* m->path is a static char, so should hopefully still have
1459 * some useful data in it.
1460 */
1461 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1462 m->path);
1463 }
1464 else
1465 last->next = m->next;
1466
1467 free (m);
1468 }
1469
1470
1471
1472 /*
1473 * Makes sure the given map is loaded and swapped in.
1474 * name is path name of the map.
1475 * flags meaning:
1476 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1477 * and don't do unique items or the like.
1478 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1479 * dont do any more name translation on it.
1480 *
1481 * Returns a pointer to the given map.
1482 */
1483
1484 mapstruct *ready_map_name(const char *name, int flags) {
1485 mapstruct *m;
1486
1487 if (!name)
1488 return (NULL);
1489
1490 /* Have we been at this level before? */
1491 m = has_been_loaded (name);
1492
1493 /* Map is good to go, so just return it */
1494 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1495 return m;
1496 }
1497
1498 /* unique maps always get loaded from their original location, and never
1499 * a temp location. Likewise, if map_flush is set, or we have never loaded
1500 * this map, load it now. I removed the reset checking from here -
1501 * it seems the probability of a player trying to enter a map that should
1502 * reset but hasn't yet is quite low, and removing that makes this function
1503 * a bit cleaner (and players probably shouldn't rely on exact timing for
1504 * resets in any case - if they really care, they should use the 'maps command.
1505 */
1506 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1507
1508 /* first visit or time to reset */
1509 if (m) {
1510 clean_tmp_map(m); /* Doesn't make much difference */
1511 delete_map(m);
1512 }
1513
1514 /* create and load a map */
1515 if (flags & MAP_PLAYER_UNIQUE)
1516 LOG(llevDebug, "Trying to load map %s.\n", name);
1517 else
1518 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1519
1520 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1521 return (NULL);
1522
1523 fix_auto_apply(m); /* Chests which open as default */
1524
1525 /* If a player unique map, no extra unique object file to load.
1526 * if from the editor, likewise.
1527 */
1528 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1529 load_unique_objects(m);
1530
1531 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1532 m=load_overlay_map(name, m);
1533 if (m==NULL)
1534 return NULL;
1535 }
1536
1537 } else {
1538 /* If in this loop, we found a temporary map, so load it up. */
1539
1540 m=load_temporary_map (m);
1541 if(m==NULL) return NULL;
1542 load_unique_objects(m);
1543
1544 clean_tmp_map(m);
1545 m->in_memory = MAP_IN_MEMORY;
1546 /* tempnam() on sun systems (probably others) uses malloc
1547 * to allocated space for the string. Free it here.
1548 * In some cases, load_temporary_map above won't find the
1549 * temporary map, and so has reloaded a new map. If that
1550 * is the case, tmpname is now null
1551 */
1552 if (m->tmpname) free(m->tmpname);
1553 m->tmpname = NULL;
1554 /* It's going to be saved anew anyway */
1555 }
1556
1557 /* Below here is stuff common to both first time loaded maps and
1558 * temp maps.
1559 */
1560
1561 decay_objects(m); /* start the decay */
1562 /* In case other objects press some buttons down */
1563 update_buttons(m);
1564 if (m->outdoor)
1565 set_darkness_map(m);
1566 /* run the weather over this map */
1567 weather_effect(name);
1568 return m;
1569 }
1570
1571
1572 /*
1573 * This routine is supposed to find out the difficulty of the map.
1574 * difficulty does not have a lot to do with character level,
1575 * but does have a lot to do with treasure on the map.
1576 *
1577 * Difficulty can now be set by the map creature. If the value stored
1578 * in the map is zero, then use this routine. Maps should really
1579 * have a difficulty set than using this function - human calculation
1580 * is much better than this functions guesswork.
1581 */
1582
1583 int calculate_difficulty(mapstruct *m) {
1584 object *op;
1585 archetype *at;
1586 int x,y;
1587 int diff=0;
1588 int i;
1589 sint64 exp_pr_sq, total_exp=0;
1590
1591 if (MAP_DIFFICULTY(m)) {
1592 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY(m));
1593 return MAP_DIFFICULTY(m);
1594 }
1595
1596 for(x=0;x<MAP_WIDTH(m);x++)
1597 for(y=0;y<MAP_HEIGHT(m);y++)
1598 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) {
1599 if(QUERY_FLAG(op,FLAG_MONSTER))
1600 total_exp+=op->stats.exp;
1601 if(QUERY_FLAG(op,FLAG_GENERATOR)) {
1602 total_exp+=op->stats.exp;
1603 at=type_to_archetype(GENERATE_TYPE(op));
1604 if(at!=NULL)
1605 total_exp+=at->clone.stats.exp*8;
1606 }
1607 }
1608 #ifdef NEWCALC
1609 (int)exp_pr_sq=((double)1000*total_exp)/(m->map_object->x*m->map_object->y+1);
1610 for(i=20;i>0;i--)
1611 if(exp_pr_sq>level_exp(i,1.0)) {
1612 diff=i;
1613 break;
1614 }
1615 #else
1616 exp_pr_sq=((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
1617 diff=20;
1618 for(i=1;i<20;i++)
1619 if(exp_pr_sq<=level_exp(i,1.0)) {
1620 diff=i;
1621 break;
1622 }
1623 #endif
1624 return diff;
1625 }
1626
1627 void clean_tmp_map(mapstruct *m) {
1628 if(m->tmpname == NULL)
1629 return;
1630 (void) unlink(m->tmpname);
1631 }
1632
1633 void free_all_maps(void)
1634 {
1635 int real_maps=0;
1636
1637 while (first_map) {
1638 /* I think some of the callers above before it gets here set this to be
1639 * saving, but we still want to free this data
1640 */
1641 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1642 delete_map(first_map);
1643 real_maps++;
1644 }
1645 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1646 }
1647
1648 /* change_map_light() - used to change map light level (darkness)
1649 * up or down. Returns true if successful. It should now be
1650 * possible to change a value by more than 1.
1651 * Move this from los.c to map.c since this is more related
1652 * to maps than los.
1653 * postive values make it darker, negative make it brighter
1654 */
1655
1656 int change_map_light(mapstruct *m, int change) {
1657 int new_level = m->darkness + change;
1658
1659 /* Nothing to do */
1660 if(!change || (new_level <= 0 && m->darkness == 0) ||
1661 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1662 return 0;
1663 }
1664
1665 /* inform all players on the map */
1666 if (change>0)
1667 new_info_map(NDI_BLACK, m,"It becomes darker.");
1668 else
1669 new_info_map(NDI_BLACK, m,"It becomes brighter.");
1670
1671 /* Do extra checking. since m->darkness is a unsigned value,
1672 * we need to be extra careful about negative values.
1673 * In general, the checks below are only needed if change
1674 * is not +/-1
1675 */
1676 if (new_level < 0) m->darkness = 0;
1677 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1678 else m->darkness=new_level;
1679
1680 /* All clients need to get re-updated for the change */
1681 update_all_map_los(m);
1682 return 1;
1683 }
1684
1685
1686 /*
1687 * This function updates various attributes about a specific space
1688 * on the map (what it looks like, whether it blocks magic,
1689 * has a living creatures, prevents people from passing
1690 * through, etc)
1691 */
1692 void update_position (mapstruct *m, int x, int y) {
1693 object *tmp, *last = NULL;
1694 uint8 flags = 0, oldflags, light=0, anywhere=0;
1695 New_Face *top,*floor, *middle;
1696 object *top_obj, *floor_obj, *middle_obj;
1697 MoveType move_block=0, move_slow=0, move_on=0, move_off=0;
1698
1699 oldflags = GET_MAP_FLAGS(m,x,y);
1700 if (!(oldflags & P_NEED_UPDATE)) {
1701 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1702 m->path, x, y);
1703 return;
1704 }
1705
1706 middle=blank_face;
1707 top=blank_face;
1708 floor=blank_face;
1709
1710 middle_obj = NULL;
1711 top_obj = NULL;
1712 floor_obj = NULL;
1713
1714 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1715
1716 /* This could be made additive I guess (two lights better than
1717 * one). But if so, it shouldn't be a simple additive - 2
1718 * light bulbs do not illuminate twice as far as once since
1719 * it is a disapation factor that is squared (or is it cubed?)
1720 */
1721 if (tmp->glow_radius > light) light = tmp->glow_radius;
1722
1723 /* This call is needed in order to update objects the player
1724 * is standing in that have animations (ie, grass, fire, etc).
1725 * However, it also causes the look window to be re-drawn
1726 * 3 times each time the player moves, because many of the
1727 * functions the move_player calls eventualy call this.
1728 *
1729 * Always put the player down for drawing.
1730 */
1731 if (!tmp->invisible) {
1732 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1733 top = tmp->face;
1734 top_obj = tmp;
1735 }
1736 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1737 /* If we got a floor, that means middle and top were below it,
1738 * so should not be visible, so we clear them.
1739 */
1740 middle=blank_face;
1741 top=blank_face;
1742 floor = tmp->face;
1743 floor_obj = tmp;
1744 }
1745 /* Flag anywhere have high priority */
1746 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1747 middle = tmp->face;
1748
1749 middle_obj = tmp;
1750 anywhere =1;
1751 }
1752 /* Find the highest visible face around. If equal
1753 * visibilities, we still want the one nearer to the
1754 * top
1755 */
1756 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1757 middle = tmp->face;
1758 middle_obj = tmp;
1759 }
1760 }
1761 if (tmp==tmp->above) {
1762 LOG(llevError, "Error in structure of map\n");
1763 exit (-1);
1764 }
1765
1766 move_slow |= tmp->move_slow;
1767 move_block |= tmp->move_block;
1768 move_on |= tmp->move_on;
1769 move_off |= tmp->move_off;
1770
1771 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1772 flags |= P_IS_ALIVE;
1773 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1774 flags |= P_NO_MAGIC;
1775 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1776 flags |= P_NO_CLERIC;
1777
1778 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1779 flags |= P_BLOCKSVIEW;
1780 } /* for stack of objects */
1781
1782 /* we don't want to rely on this function to have accurate flags, but
1783 * since we're already doing the work, we calculate them here.
1784 * if they don't match, logic is broken someplace.
1785 */
1786 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1787 (!(oldflags & P_NO_ERROR))) {
1788 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1789 m->path, x, y,
1790 (oldflags & ~P_NEED_UPDATE), flags);
1791 }
1792 SET_MAP_FLAGS(m, x, y, flags);
1793 SET_MAP_MOVE_BLOCK(m, x, y, move_block);
1794 SET_MAP_MOVE_ON(m, x, y, move_on);
1795 SET_MAP_MOVE_OFF(m, x, y, move_off);
1796 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1797
1798 /* At this point, we have a floor face (if there is a floor),
1799 * and the floor is set - we are not going to touch it at
1800 * this point.
1801 * middle contains the highest visibility face.
1802 * top contains a player/monster face, if there is one.
1803 *
1804 * We now need to fill in top.face and/or middle.face.
1805 */
1806
1807 /* If the top face also happens to be high visibility, re-do our
1808 * middle face. This should not happen, as we already have the
1809 * else statement above so middle should not get set. OTOH, it
1810 * may be possible for the faces to match but be different objects.
1811 */
1812 if (top == middle) middle=blank_face;
1813
1814 /* There are three posibilities at this point:
1815 * 1) top face is set, need middle to be set.
1816 * 2) middle is set, need to set top.
1817 * 3) neither middle or top is set - need to set both.
1818 */
1819
1820 for (tmp=last; tmp; tmp=tmp->below) {
1821 /* Once we get to a floor, stop, since we already have a floor object */
1822 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1823
1824 /* If two top faces are already set, quit processing */
1825 if ((top != blank_face) && (middle != blank_face)) break;
1826
1827 /* Only show visible faces, unless its the editor - show all */
1828 if (!tmp->invisible || editor) {
1829 /* Fill in top if needed */
1830 if (top == blank_face) {
1831 top = tmp->face;
1832 top_obj = tmp;
1833 if (top == middle) middle=blank_face;
1834 } else {
1835 /* top is already set - we should only get here if
1836 * middle is not set
1837 *
1838 * Set the middle face and break out, since there is nothing
1839 * more to fill in. We don't check visiblity here, since
1840 *
1841 */
1842 if (tmp->face != top ) {
1843 middle = tmp->face;
1844 middle_obj = tmp;
1845 break;
1846 }
1847 }
1848 }
1849 }
1850 if (middle == floor) middle = blank_face;
1851 if (top == middle) middle = blank_face;
1852 SET_MAP_FACE(m,x,y,top,0);
1853 if(top != blank_face)
1854 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1855 else
1856 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1857 SET_MAP_FACE(m,x,y,middle,1);
1858 if(middle != blank_face)
1859 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1860 else
1861 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1862 SET_MAP_FACE(m,x,y,floor,2);
1863 if(floor != blank_face)
1864 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1865 else
1866 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1867 SET_MAP_LIGHT(m,x,y,light);
1868 }
1869
1870
1871 void set_map_reset_time(mapstruct *map) {
1872 int timeout;
1873
1874 timeout = MAP_RESET_TIMEOUT(map);
1875 if (timeout <= 0)
1876 timeout = MAP_DEFAULTRESET;
1877 if (timeout >= MAP_MAXRESET)
1878 timeout = MAP_MAXRESET;
1879 MAP_WHEN_RESET(map) = seconds()+timeout;
1880 }
1881
1882 /* this updates the orig_map->tile_map[tile_num] value after loading
1883 * the map. It also takes care of linking back the freshly loaded
1884 * maps tile_map values if it tiles back to this one. It returns
1885 * the value of orig_map->tile_map[tile_num]. It really only does this
1886 * so that it is easier for calling functions to verify success.
1887 */
1888
1889 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1890 {
1891 int dest_tile = (tile_num +2) % 4;
1892 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1893
1894 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1895
1896 /* need to do a strcmp here as the orig_map->path is not a shared string */
1897 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1898 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1899 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1900
1901 return orig_map->tile_map[tile_num];
1902 }
1903
1904 /* this returns TRUE if the coordinates (x,y) are out of
1905 * map m. This function also takes into account any
1906 * tiling considerations, loading adjacant maps as needed.
1907 * This is the function should always be used when it
1908 * necessary to check for valid coordinates.
1909 * This function will recursively call itself for the
1910 * tiled maps.
1911 *
1912 *
1913 */
1914 int out_of_map(mapstruct *m, int x, int y)
1915 {
1916
1917 /* If we get passed a null map, this is obviously the
1918 * case. This generally shouldn't happen, but if the
1919 * map loads fail below, it could happen.
1920 */
1921 if (!m) return 0;
1922
1923 /* Simple case - coordinates are within this local
1924 * map.
1925 */
1926 if ( x>=0 && x<MAP_WIDTH(m) && y>=0 && y < MAP_HEIGHT(m))
1927 return 0;
1928
1929 if (x<0) {
1930 if (!m->tile_path[3]) return 1;
1931 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1932 load_and_link_tiled_map(m, 3);
1933 }
1934 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1935 }
1936 if (x>=MAP_WIDTH(m)) {
1937 if (!m->tile_path[1]) return 1;
1938 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1939 load_and_link_tiled_map(m, 1);
1940 }
1941 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1942 }
1943 if (y<0) {
1944 if (!m->tile_path[0]) return 1;
1945 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1946 load_and_link_tiled_map(m, 0);
1947 }
1948 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1949 }
1950 if (y>=MAP_HEIGHT(m)) {
1951 if (!m->tile_path[2]) return 1;
1952 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1953 load_and_link_tiled_map(m, 2);
1954 }
1955 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1956 }
1957 return 1;
1958 }
1959
1960 /* This is basically the same as out_of_map above, but
1961 * instead we return NULL if no map is valid (coordinates
1962 * out of bounds and no tiled map), otherwise it returns
1963 * the map as that the coordinates are really on, and
1964 * updates x and y to be the localized coordinates.
1965 * Using this is more efficient of calling out_of_map
1966 * and then figuring out what the real map is
1967 */
1968 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
1969 {
1970
1971 /* Simple case - coordinates are within this local
1972 * map.
1973 */
1974
1975 if (*x>=0 && *x<MAP_WIDTH(m) && *y>=0 && *y < MAP_HEIGHT(m))
1976 return m;
1977
1978 if (*x<0) {
1979 if (!m->tile_path[3]) return NULL;
1980 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1981 load_and_link_tiled_map(m, 3);
1982
1983 *x += MAP_WIDTH(m->tile_map[3]);
1984 return (get_map_from_coord(m->tile_map[3], x, y));
1985 }
1986 if (*x>=MAP_WIDTH(m)) {
1987 if (!m->tile_path[1]) return NULL;
1988 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1989 load_and_link_tiled_map(m, 1);
1990
1991 *x -= MAP_WIDTH(m);
1992 return (get_map_from_coord(m->tile_map[1], x, y));
1993 }
1994 if (*y<0) {
1995 if (!m->tile_path[0]) return NULL;
1996 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1997 load_and_link_tiled_map(m, 0);
1998
1999 *y += MAP_HEIGHT(m->tile_map[0]);
2000 return (get_map_from_coord(m->tile_map[0], x, y));
2001 }
2002 if (*y>=MAP_HEIGHT(m)) {
2003 if (!m->tile_path[2]) return NULL;
2004 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2005 load_and_link_tiled_map(m, 2);
2006
2007 *y -= MAP_HEIGHT(m);
2008 return (get_map_from_coord(m->tile_map[2], x, y));
2009 }
2010 return NULL; /* Shouldn't get here */
2011 }
2012
2013 // return wether map2 is adjacent to map1 and store their distance
2014 // in dx/dy if yes.
2015 static int adjacent_map (mapstruct *map1, mapstruct *map2, int *dx, int *dy)
2016 {
2017 if (!map1 || !map2)
2018 return 0;
2019
2020 else if (map1 == map2)
2021 *dx = *dy = 0;
2022
2023 else if (map1->tile_map[0] == map2) // up
2024 (*dx = 0), (*dy = -MAP_HEIGHT (map2));
2025 else if (map1->tile_map[1] == map2) // right
2026 (*dx = MAP_WIDTH (map2)), (*dy = 0);
2027 else if (map1->tile_map[2] == map2) // down
2028 (*dx = 0), (*dy = MAP_HEIGHT (map2));
2029 else if (map1->tile_map[3] == map2) // left
2030 (*dx = -MAP_WIDTH (map2)), (*dy = 0);
2031
2032 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) // up right
2033 (*dx = MAP_WIDTH (map2)), (*dy = -MAP_HEIGHT (map1->tile_map[0]));
2034 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) // up left
2035 (*dx = -MAP_WIDTH (map2)), (*dy = -MAP_HEIGHT (map1->tile_map[0]));
2036 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) // right up
2037 (*dx = MAP_HEIGHT (map1->tile_map[1])), (*dy = -MAP_WIDTH (map2));
2038 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) // right down
2039 (*dx = MAP_HEIGHT (map1->tile_map[1])), (*dy = MAP_WIDTH (map2));
2040 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) // down right
2041 (*dx = MAP_WIDTH (map2)), (*dy = MAP_HEIGHT (map1->tile_map[2]));
2042 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) // down left
2043 (*dx = -MAP_WIDTH (map2)), (*dy = MAP_HEIGHT (map1->tile_map[2]));
2044 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) // left up
2045 (*dx = -MAP_HEIGHT (map1->tile_map[3])), (*dy = -MAP_WIDTH (map2));
2046 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) // left down
2047 (*dx = MAP_HEIGHT (map1->tile_map[3])), (*dy = MAP_WIDTH (map2));
2048
2049 else // not "adjacent" enough
2050 return 0;
2051
2052 return 1;
2053 }
2054
2055 /* From map.c
2056 * This is used by get_player to determine where the other
2057 * creature is. get_rangevector takes into account map tiling,
2058 * so you just can not look the the map coordinates and get the
2059 * righte value. distance_x/y are distance away, which
2060 * can be negativbe. direction is the crossfire direction scheme
2061 * that the creature should head. part is the part of the
2062 * monster that is closest.
2063 *
2064 * get_rangevector looks at op1 and op2, and fills in the
2065 * structure for op1 to get to op2.
2066 * We already trust that the caller has verified that the
2067 * two objects are at least on adjacent maps. If not,
2068 * results are not likely to be what is desired.
2069 * if the objects are not on maps, results are also likely to
2070 * be unexpected
2071 *
2072 * currently, the only flag supported (0x1) is don't translate for
2073 * closest body part of 'op1'
2074 */
2075
2076 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags)
2077 {
2078 if (!adjacent_map (op1->map, op2->map, &(retval->distance_x), &(retval->distance_y)))
2079 {
2080 // be conservative and fill in _some_ data
2081 retval->distance = 100000;
2082 retval->distance_x = 32767;
2083 retval->distance_y = 32767;
2084 retval->direction = 0;
2085 retval->part = 0;
2086 }
2087 else
2088 {
2089 object *best;
2090
2091 retval->distance_x += op2->x - op1->x;
2092 retval->distance_y += op2->y - op1->y;
2093
2094 best = op1;
2095 /* If this is multipart, find the closest part now */
2096 if (!(flags & 0x1) && op1->more) {
2097 object *tmp;
2098 int best_distance = retval->distance_x * retval->distance_x +
2099 retval->distance_y * retval->distance_y, tmpi;
2100
2101 /* we just tkae the offset of the piece to head to figure
2102 * distance instead of doing all that work above again
2103 * since the distance fields we set above are positive in the
2104 * same axis as is used for multipart objects, the simply arithemetic
2105 * below works.
2106 */
2107 for (tmp=op1->more; tmp; tmp=tmp->more) {
2108 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2109 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2110 if (tmpi < best_distance) {
2111 best_distance = tmpi;
2112 best = tmp;
2113 }
2114 }
2115 if (best != op1) {
2116 retval->distance_x += op1->x - best->x;
2117 retval->distance_y += op1->y - best->y;
2118 }
2119 }
2120 retval->part = best;
2121 retval->distance = isqrt(retval->distance_x*retval->distance_x + retval->distance_y*retval->distance_y);
2122 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2123 }
2124 }
2125
2126 /* this is basically the same as get_rangevector above, but instead of
2127 * the first parameter being an object, it instead is the map
2128 * and x,y coordinates - this is used for path to player -
2129 * since the object is not infact moving but we are trying to traverse
2130 * the path, we need this.
2131 * flags has no meaning for this function at this time - I kept it in to
2132 * be more consistant with the above function and also in case they are needed
2133 * for something in the future. Also, since no object is pasted, the best
2134 * field of the rv_vector is set to NULL.
2135 */
2136
2137 void get_rangevector_from_mapcoord(mapstruct *m, int x, int y, object *op2, rv_vector *retval,int flags)
2138 {
2139 if (!adjacent_map (m, op2->map, &(retval->distance_x), &(retval->distance_y)))
2140 {
2141 // be conservative and fill in _some_ data
2142 retval->distance = 100000;
2143 retval->distance_x = 32767;
2144 retval->distance_y = 32767;
2145 retval->direction = 0;
2146 retval->part = 0;
2147 }
2148 else
2149 {
2150 retval->distance_x += op2->x - x;
2151 retval->distance_y += op2->y - y;
2152
2153 retval->part = NULL;
2154 retval->distance = isqrt(retval->distance_x*retval->distance_x + retval->distance_y*retval->distance_y);
2155 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2156 }
2157 }
2158
2159 /* Returns true of op1 and op2 are effectively on the same map
2160 * (as related to map tiling). Note that this looks for a path from
2161 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2162 * to op1, this will still return false.
2163 * Note we only look one map out to keep the processing simple
2164 * and efficient. This could probably be a macro.
2165 * MSW 2001-08-05
2166 */
2167 int on_same_map(object *op1, object *op2)
2168 {
2169 int dx, dy;
2170
2171 return adjacent_map (op1->map, op2->map, &dx, &dy);
2172 }