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/cvs/deliantra/server/common/map.c
Revision: 1.4
Committed: Wed Feb 22 18:53:48 2006 UTC (18 years, 3 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.3: +124 -43 lines
Log Message:
UPSTREAM_2006-02-22 merge

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
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(const 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->maplore!=NULL)
222 LOG(llevError,"Lore:\n%s",m->maplore);
223
224 if(m->tmpname!=NULL)
225 LOG(llevError,"Tmpname: %s\n",m->tmpname);
226
227 LOG(llevError,"Difficulty: %d\n",m->difficulty);
228 LOG(llevError,"Darkness: %d\n",m->darkness);
229 }
230
231 /*
232 * Prints out debug-information about all maps.
233 * This basically just goes through all the maps and calls
234 * dump_map on each one.
235 */
236
237 void dump_all_maps(void) {
238 mapstruct *m;
239 for(m=first_map;m!=NULL;m=m->next) {
240 dump_map(m);
241 }
242 }
243
244 /* This rolls up wall, blocks_magic, blocks_view, etc, all into
245 * one function that just returns a P_.. value (see map.h)
246 * it will also do map translation for tiled maps, returning
247 * new values into newmap, nx, and ny. Any and all of those
248 * values can be null, in which case if a new map is needed (returned
249 * by a P_NEW_MAP value, another call to get_map_from_coord
250 * is needed. The case of not passing values is if we're just
251 * checking for the existence of something on those spaces, but
252 * don't expect to insert/remove anything from those spaces.
253 */
254 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
255 {
256 sint16 newx, newy;
257 int retval=0;
258 mapstruct *mp;
259
260 if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
261 newx = x;
262 newy = y;
263 mp = get_map_from_coord(oldmap, &newx, &newy);
264 if (mp != oldmap)
265 retval |= P_NEW_MAP;
266 if (newmap) *newmap = mp;
267 if (nx) *nx = newx;
268 if (ny) *ny = newy;
269 retval |= mp->spaces[newx + mp->width * newy].flags;
270 return retval;
271 }
272
273
274 /*
275 * Returns true if the given coordinate is blocked except by the
276 * object passed is not blocking. This is used with
277 * multipart monsters - if we want to see if a 2x2 monster
278 * can move 1 space to the left, we don't want its own area
279 * to block it from moving there.
280 * Returns TRUE if the space is blocked by something other than the
281 * monster.
282 * m, x, y are the target map/coordinates - needed for map tiling.
283 * the coordinates & map passed in should have been updated for tiling
284 * by the caller.
285 */
286
287 int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
288 object *tmp;
289 int mflags, blocked;
290
291 /* Make sure the coordinates are valid - they should be, as caller should
292 * have already checked this.
293 */
294 if (OUT_OF_REAL_MAP(m, sx, sy)) {
295 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
296 return 1;
297 }
298
299 /* Save some cycles - instead of calling get_map_flags(), just get the value
300 * directly.
301 */
302 mflags = m->spaces[sx + m->width * sy].flags;
303
304 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
305
306 /* If space is currently not blocked by anything, no need to
307 * go further. Not true for players - all sorts of special
308 * things we need to do for players.
309 */
310 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
311
312 /* if there isn't anytyhing alive on this space, and this space isn't
313 * otherwise blocked, we can return now. Only if there is a living
314 * creature do we need to investigate if it is part of this creature
315 * or another. Likewise, only if something is blocking us do we
316 * need to investigate if there is a special circumstance that would
317 * let the player through (inventory checkers for example)
318 */
319 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
320
321 if(ob->head != NULL)
322 ob=ob->head;
323
324 /* We basically go through the stack of objects, and if there is
325 * some other object that has NO_PASS or FLAG_ALIVE set, return
326 * true. If we get through the entire stack, that must mean
327 * ob is blocking it, so return 0.
328 */
329 for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
330
331 /* This must be before the checks below. Code for inventory checkers. */
332 if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
333 /* If last_sp is set, the player/monster needs an object,
334 * so we check for it. If they don't have it, they can't
335 * pass through this space.
336 */
337 if (tmp->last_sp) {
338 if (check_inv_recursive(ob,tmp)==NULL)
339 return 1;
340 else
341 continue;
342 } else {
343 /* In this case, the player must not have the object -
344 * if they do, they can't pass through.
345 */
346 if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
347 return 1;
348 else
349 continue;
350 }
351 } /* if check_inv */
352 else {
353 /* Broke apart a big nasty if into several here to make
354 * this more readable. first check - if the space blocks
355 * movement, can't move here.
356 * second - if a monster, can't move there, unles it is a
357 * hidden dm
358 */
359 if (OB_MOVE_BLOCK(ob, tmp)) return 1;
360 if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
361 tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
362 return 1;
363 }
364
365 }
366 return 0;
367 }
368
369
370 /*
371 * Returns true if the given object can't fit in the given spot.
372 * This is meant for multi space objects - for single space objecs,
373 * just calling get_map_blocked and checking that against movement type
374 * of object. This function goes through all the parts of the
375 * multipart object and makes sure they can be inserted.
376 *
377 * While this doesn't call out of map, the get_map_flags does.
378 *
379 * This function has been used to deprecate arch_out_of_map -
380 * this function also does that check, and since in most cases,
381 * a call to one would follow the other, doesn't make a lot of sense to
382 * have two seperate functions for this.
383 *
384 * This returns nonzero if this arch can not go on the space provided,
385 * 0 otherwise. the return value will contain the P_.. value
386 * so the caller can know why this object can't go on the map.
387 * Note that callers should not expect P_NEW_MAP to be set
388 * in return codes - since the object is multispace - if
389 * we did return values, what do you return if half the object
390 * is one map, half on another.
391 *
392 * Note this used to be arch_blocked, but with new movement
393 * code, we need to have actual object to check its move_type
394 * against the move_block values.
395 */
396
397 int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
398 archetype *tmp;
399 int flag;
400 mapstruct *m1;
401 sint16 sx, sy;
402
403 if(ob==NULL) {
404 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
405 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
406
407 /* don't have object, so don't know what types would block */
408 return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
409 }
410
411 for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
412 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
413
414 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
415 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
416
417 /* find_first_free_spot() calls this function. However, often
418 * ob doesn't have any move type (when used to place exits)
419 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
420 */
421
422 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
423
424 /* Note it is intentional that we check ob - the movement type of the
425 * head of the object should correspond for the entire object.
426 */
427 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
428 return AB_NO_PASS;
429
430 }
431 return 0;
432 }
433
434 /* When the map is loaded, load_object does not actually insert objects
435 * into inventory, but just links them. What this does is go through
436 * and insert them properly.
437 * The object 'container' is the object that contains the inventory.
438 * This is needed so that we can update the containers weight.
439 */
440
441 void fix_container(object *container)
442 {
443 object *tmp=container->inv, *next;
444
445 container->inv=NULL;
446 while (tmp!=NULL) {
447 next = tmp->below;
448 if (tmp->inv)
449 fix_container(tmp);
450 (void) insert_ob_in_ob(tmp,container);
451 tmp = next;
452 }
453 /* sum_weight will go through and calculate what all the containers are
454 * carrying.
455 */
456 sum_weight(container);
457 }
458
459 /* link_multipart_objects go through all the objects on the map looking
460 * for objects whose arch says they are multipart yet according to the
461 * info we have, they only have the head (as would be expected when
462 * they are saved). We do have to look for the old maps that did save
463 * the more sections and not re-add sections for them.
464 */
465
466 static void link_multipart_objects(mapstruct *m)
467 {
468 int x,y;
469 object *tmp, *op, *last, *above;
470 archetype *at;
471
472 for(x=0;x<MAP_WIDTH(m);x++)
473 for(y=0;y<MAP_HEIGHT(m);y++)
474 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
475 above=tmp->above;
476
477 /* already multipart - don't do anything more */
478 if (tmp->head || tmp->more) continue;
479
480 /* If there is nothing more to this object, this for loop
481 * won't do anything.
482 */
483 for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
484 op = arch_to_object(at);
485
486 /* update x,y coordinates */
487 op->x += tmp->x;
488 op->y += tmp->y;
489 op->head = tmp;
490 op->map = m;
491 last->more = op;
492 if (tmp->name != op->name) {
493 if (op->name) free_string(op->name);
494 op->name = add_string(tmp->name);
495 }
496 if (tmp->title != op->title) {
497 if (op->title) free_string(op->title);
498 op->title = add_string(tmp->title);
499 }
500 /* we could link all the parts onto tmp, and then just
501 * call insert_ob_in_map once, but the effect is the same,
502 * as insert_ob_in_map will call itself with each part, and
503 * the coding is simpler to just to it here with each part.
504 */
505 insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
506 } /* for at = tmp->arch->more */
507 } /* for objects on this space */
508 }
509
510
511
512 /*
513 * Loads (ands parses) the objects into a given map from the specified
514 * file pointer.
515 * mapflags is the same as we get with load_original_map
516 */
517
518 void load_objects (mapstruct *m, FILE *fp, int mapflags) {
519 int i,j,bufstate=LO_NEWFILE;
520 int unique;
521 object *op, *prev=NULL,*last_more=NULL, *otmp;
522
523 op=get_object();
524 op->map = m; /* To handle buttons correctly */
525
526 while((i=load_object(fp,op,bufstate, mapflags))) {
527 /* Since the loading of the map header does not load an object
528 * anymore, we need to pass LO_NEWFILE for the first object loaded,
529 * and then switch to LO_REPEAT for faster loading.
530 */
531 bufstate = LO_REPEAT;
532
533 /* if the archetype for the object is null, means that we
534 * got an invalid object. Don't do anything with it - the game
535 * or editor will not be able to do anything with it either.
536 */
537 if (op->arch==NULL) {
538 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
539 continue;
540 }
541
542
543 switch(i) {
544 case LL_NORMAL:
545 /* if we are loading an overlay, put the floors on the bottom */
546 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
547 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
548 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
549 else
550 insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
551
552 if (op->inv)
553 sum_weight(op);
554
555 prev=op,last_more=op;
556 break;
557
558 case LL_MORE:
559 insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
560 op->head=prev,last_more->more=op,last_more=op;
561 break;
562 }
563 if (mapflags & MAP_STYLE) {
564 remove_from_active_list(op);
565 }
566 op=get_object();
567 op->map = m;
568 }
569 for (i=0;i<m->width;i++){
570 for (j=0;j<m->height;j++){
571 unique =0;
572 /* check for unique items, or unique squares */
573 for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
574 if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
575 unique = 1;
576 if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
577 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
578 }
579 }
580 }
581 free_object(op);
582 link_multipart_objects(m);
583 }
584
585 /* This saves all the objects on the map in a non destructive fashion.
586 * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
587 * and we only save the head of multi part objects - this is needed
588 * in order to do map tiling properly.
589 */
590 void save_objects (mapstruct *m, FILE *fp, FILE *fp2, int flag) {
591 int i, j = 0,unique=0;
592 object *op, *otmp;
593 /* first pass - save one-part objects */
594 for(i = 0; i < MAP_WIDTH(m); i++)
595 for (j = 0; j < MAP_HEIGHT(m); j++) {
596 unique=0;
597 for(op = get_map_ob (m, i, j); op; op = otmp) {
598 otmp = op->above;
599
600 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
601 unique=1;
602
603 if(op->type == PLAYER) {
604 LOG(llevDebug, "Player on map that is being saved\n");
605 continue;
606 }
607
608 if (op->head || op->owner)
609 continue;
610
611 if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
612 save_object( fp2 , op, 3);
613 else
614 if (flag == 0 ||
615 (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
616 !QUERY_FLAG(op, FLAG_UNPAID))))
617 save_object(fp, op, 3);
618
619 } /* for this space */
620 } /* for this j */
621 }
622
623 /*
624 * Allocates, initialises, and returns a pointer to a mapstruct.
625 * Modified to no longer take a path option which was not being
626 * used anyways. MSW 2001-07-01
627 */
628
629 mapstruct *get_linked_map(void) {
630 mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
631 mapstruct *mp;
632
633 if(map==NULL)
634 fatal(OUT_OF_MEMORY);
635
636 for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
637 if(mp==NULL)
638 first_map=map;
639 else
640 mp->next=map;
641
642 map->in_memory=MAP_SWAPPED;
643 /* The maps used to pick up default x and y values from the
644 * map archetype. Mimic that behaviour.
645 */
646 MAP_WIDTH(map)=16;
647 MAP_HEIGHT(map)=16;
648 MAP_RESET_TIMEOUT(map)=0;
649 MAP_TIMEOUT(map)=300;
650 MAP_ENTER_X(map)=0;
651 MAP_ENTER_Y(map)=0;
652 /*set part to -1 indicating conversion to weather map not yet done*/
653 MAP_WORLDPARTX(map)=-1;
654 MAP_WORLDPARTY(map)=-1;
655 return map;
656 }
657
658 /*
659 * Allocates the arrays contained in a mapstruct.
660 * This basically allocates the dynamic array of spaces for the
661 * map.
662 */
663
664 void allocate_map(mapstruct *m) {
665 m->in_memory = MAP_IN_MEMORY;
666 /* Log this condition and free the storage. We could I suppose
667 * realloc, but if the caller is presuming the data will be intact,
668 * that is their poor assumption.
669 */
670 if (m->spaces) {
671 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
672 free(m->spaces);
673 }
674
675 m->spaces = calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
676
677 if(m->spaces==NULL)
678 fatal(OUT_OF_MEMORY);
679 }
680
681 /* Creatures and returns a map of the specific size. Used
682 * in random map code and the editor.
683 */
684 mapstruct *get_empty_map(int sizex, int sizey) {
685 mapstruct *m = get_linked_map();
686 m->width = sizex;
687 m->height = sizey;
688 m->in_memory = MAP_SWAPPED;
689 allocate_map(m);
690 return m;
691 }
692
693 /* Takes a string from a map definition and outputs a pointer to the array of shopitems
694 * corresponding to that string. Memory is allocated for this, it must be freed
695 * at a later date.
696 * Called by parse_map_headers below.
697 */
698
699 static shopitems *parse_shop_string (const char *input_string) {
700 char *shop_string, *p, *q, *next_semicolon, *next_colon;
701 shopitems *items=NULL;
702 int i=0, number_of_entries=0;
703 const typedata *current_type;
704
705 shop_string=strdup_local(input_string);
706 p=shop_string;
707 LOG(llevDebug, "parsing %s\n", input_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 return (m);
1055 }
1056
1057 /*
1058 * Loads a map, which has been loaded earlier, from file.
1059 * Return the map object we load into (this can change from the passed
1060 * option if we can't find the original map)
1061 */
1062
1063 static mapstruct *load_temporary_map(mapstruct *m) {
1064 FILE *fp;
1065 int comp;
1066 char buf[MAX_BUF];
1067
1068 if (!m->tmpname) {
1069 LOG(llevError, "No temporary filename for map %s\n", m->path);
1070 strcpy(buf, m->path);
1071 delete_map(m);
1072 m = load_original_map(buf, 0);
1073 if(m==NULL) return NULL;
1074 fix_auto_apply(m); /* Chests which open as default */
1075 return m;
1076 }
1077
1078 if((fp=open_and_uncompress(m->tmpname,0, &comp))==NULL) {
1079 LOG(llevError, "Cannot open %s: %s\n",m->tmpname, strerror_local(errno));
1080 strcpy(buf, m->path);
1081 delete_map(m);
1082 m = load_original_map(buf, 0);
1083 if(m==NULL) return NULL;
1084 fix_auto_apply(m); /* Chests which open as default */
1085 return m;
1086 }
1087
1088
1089 if (load_map_header(fp, m)) {
1090 LOG(llevError,"Error loading map header for %s (%s)\n",
1091 m->path, m->tmpname);
1092 delete_map(m);
1093 m = load_original_map(m->path, 0);
1094 return NULL;
1095 }
1096 m->compressed = comp;
1097 allocate_map(m);
1098
1099 m->in_memory=MAP_LOADING;
1100 load_objects (m, fp, 0);
1101 close_and_delete(fp, comp);
1102 m->in_memory=MAP_IN_MEMORY;
1103 return m;
1104 }
1105
1106 /*
1107 * Loads a map, which has been loaded earlier, from file.
1108 * Return the map object we load into (this can change from the passed
1109 * option if we can't find the original map)
1110 */
1111
1112 mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1113 FILE *fp;
1114 int comp;
1115 char pathname[MAX_BUF];
1116
1117 strcpy(pathname, create_overlay_pathname(filename));
1118
1119 if((fp=open_and_uncompress(pathname, 0, &comp))==NULL) {
1120 /* LOG(llevDebug,"Can't open overlay %s\n", pathname);*/
1121 return m;
1122 }
1123
1124 if (load_map_header(fp, m)) {
1125 LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1126 m->path, pathname);
1127 delete_map(m);
1128 m = load_original_map(m->path, 0);
1129 return NULL;
1130 }
1131 m->compressed = comp;
1132 /*allocate_map(m);*/
1133
1134 m->in_memory=MAP_LOADING;
1135 load_objects (m, fp, MAP_OVERLAY);
1136 close_and_delete(fp, comp);
1137 m->in_memory=MAP_IN_MEMORY;
1138 return m;
1139 }
1140
1141 /******************************************************************************
1142 * This is the start of unique map handling code
1143 *****************************************************************************/
1144
1145 /* This goes through map 'm' and removed any unique items on the map. */
1146 static void delete_unique_items(mapstruct *m)
1147 {
1148 int i,j,unique=0;
1149 object *op, *next;
1150
1151 for(i=0; i<MAP_WIDTH(m); i++)
1152 for(j=0; j<MAP_HEIGHT(m); j++) {
1153 unique=0;
1154 for (op=get_map_ob(m, i, j); op; op=next) {
1155 next = op->above;
1156 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1157 unique=1;
1158 if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1159 clean_object(op);
1160 if (QUERY_FLAG(op, FLAG_IS_LINKED))
1161 remove_button_link(op);
1162 remove_ob(op);
1163 free_object(op);
1164 }
1165 }
1166 }
1167 }
1168
1169
1170 /*
1171 * Loads unique objects from file(s) into the map which is in memory
1172 * m is the map to load unique items into.
1173 */
1174 static void load_unique_objects(mapstruct *m) {
1175 FILE *fp;
1176 int comp,count;
1177 char firstname[MAX_BUF];
1178
1179 for (count=0; count<10; count++) {
1180 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1181 if (!access(firstname, R_OK)) break;
1182 }
1183 /* If we get here, we did not find any map */
1184 if (count==10) return;
1185
1186 if ((fp=open_and_uncompress(firstname, 0, &comp))==NULL) {
1187 /* There is no expectation that every map will have unique items, but this
1188 * is debug output, so leave it in.
1189 */
1190 LOG(llevDebug, "Can't open unique items file for %s\n", create_items_path(m->path));
1191 return;
1192 }
1193
1194 m->in_memory=MAP_LOADING;
1195 if (m->tmpname == NULL) /* if we have loaded unique items from */
1196 delete_unique_items(m); /* original map before, don't duplicate them */
1197 load_object(fp, NULL, LO_NOREAD,0);
1198 load_objects (m, fp, 0);
1199 close_and_delete(fp, comp);
1200 m->in_memory=MAP_IN_MEMORY;
1201 }
1202
1203
1204 /*
1205 * Saves a map to file. If flag is set, it is saved into the same
1206 * file it was (originally) loaded from. Otherwise a temporary
1207 * filename will be genarated, and the file will be stored there.
1208 * The temporary filename will be stored in the mapstructure.
1209 * If the map is unique, we also save to the filename in the map
1210 * (this should have been updated when first loaded)
1211 */
1212
1213 int new_save_map(mapstruct *m, int flag) {
1214 FILE *fp, *fp2;
1215 char filename[MAX_BUF],buf[MAX_BUF], shop[MAX_BUF];
1216 int i;
1217
1218 if (flag && !*m->path) {
1219 LOG(llevError,"Tried to save map without path.\n");
1220 return -1;
1221 }
1222
1223 if (flag || (m->unique) || (m->template)) {
1224 if (!m->unique && !m->template) { /* flag is set */
1225 if (flag == 2)
1226 strcpy(filename, create_overlay_pathname(m->path));
1227 else
1228 strcpy (filename, create_pathname (m->path));
1229 } else
1230 strcpy (filename, m->path);
1231
1232 /* If the compression suffix already exists on the filename, don't
1233 * put it on again. This nasty looking strcmp checks to see if the
1234 * compression suffix is at the end of the filename already.
1235 */
1236 if (m->compressed &&
1237 strcmp((filename + strlen(filename)-strlen(uncomp[m->compressed][0])),
1238 uncomp[m->compressed][0]))
1239 strcat(filename, uncomp[m->compressed][0]);
1240 make_path_to_file(filename);
1241 } else {
1242 if (!m->tmpname)
1243 m->tmpname = tempnam_local(settings.tmpdir,NULL);
1244 strcpy(filename, m->tmpname);
1245 }
1246 LOG(llevDebug,"Saving map %s\n",m->path);
1247 m->in_memory = MAP_SAVING;
1248
1249 /* Compress if it isn't a temporary save. Do compress if unique */
1250 if (m->compressed && (m->unique || m->template || flag)) {
1251 char buf[MAX_BUF];
1252 strcpy(buf, uncomp[m->compressed][2]);
1253 strcat(buf, " > ");
1254 strcat(buf, filename);
1255 fp = popen(buf, "w");
1256 } else
1257 fp = fopen(filename, "w");
1258
1259 if(fp == NULL) {
1260 LOG(llevError, "Cannot write %s: %s\n", filename, strerror_local(errno));
1261 return -1;
1262 }
1263
1264 /* legacy */
1265 fprintf(fp,"arch map\n");
1266 if (m->name) fprintf(fp,"name %s\n", m->name);
1267 if (!flag) fprintf(fp,"swap_time %d\n", m->swap_time);
1268 if (m->reset_timeout) fprintf(fp,"reset_timeout %d\n", m->reset_timeout);
1269 if (m->fixed_resettime) fprintf(fp,"fixed_resettime %d\n", m->fixed_resettime);
1270 /* we unfortunately have no idea if this is a value the creator set
1271 * or a difficulty value we generated when the map was first loaded
1272 */
1273 if (m->difficulty) fprintf(fp,"difficulty %d\n", m->difficulty);
1274 if (m->region) fprintf(fp,"region %s\n", m->region->name);
1275 if (m->shopitems) {
1276 print_shop_string(m, shop);
1277 fprintf(fp,"shopitems %s\n", shop);
1278 }
1279 if (m->shopgreed) fprintf(fp,"shopgreed %f\n", m->shopgreed);
1280 #ifndef WIN32
1281 if (m->shopmin) fprintf(fp,"shopmin %llu\n", m->shopmin);
1282 if (m->shopmax) fprintf(fp,"shopmax %llu\n", m->shopmax);
1283 #else
1284 if (m->shopmin) fprintf(fp,"shopmin %I64u\n", m->shopmin);
1285 if (m->shopmax) fprintf(fp,"shopmax %I64u\n", m->shopmax);
1286 #endif
1287 if (m->shoprace) fprintf(fp,"shoprace %s\n", m->shoprace);
1288 if (m->darkness) fprintf(fp,"darkness %d\n", m->darkness);
1289 if (m->width) fprintf(fp,"width %d\n", m->width);
1290 if (m->height) fprintf(fp,"height %d\n", m->height);
1291 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1292 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1293 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1294 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1295 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1296 if (m->template) fprintf(fp,"template %d\n", m->template);
1297 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1298 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1299 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1300 if (m->humid) fprintf(fp, "humid %d\n", m->humid);
1301 if (m->windspeed) fprintf(fp, "windspeed %d\n", m->windspeed);
1302 if (m->winddir) fprintf(fp, "winddir %d\n", m->winddir);
1303 if (m->sky) fprintf(fp, "sky %d\n", m->sky);
1304 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth);
1305
1306 /* Save any tiling information, except on overlays */
1307 if (flag != 2)
1308 for (i=0; i<4; i++)
1309 if (m->tile_path[i])
1310 fprintf(fp,"tile_path_%d %s\n", i+1, m->tile_path[i]);
1311
1312 fprintf(fp,"end\n");
1313
1314 /* In the game save unique items in the different file, but
1315 * in the editor save them to the normal map file.
1316 * If unique map, save files in the proper destination (set by
1317 * player)
1318 */
1319 fp2 = fp; /* save unique items into fp2 */
1320 if ((flag == 0 || flag == 2) && !m->unique && !m->template) {
1321 sprintf (buf,"%s.v00",create_items_path (m->path));
1322 if ((fp2 = fopen (buf, "w")) == NULL) {
1323 LOG(llevError, "Can't open unique items file %s\n", buf);
1324 }
1325 if (flag == 2)
1326 save_objects(m, fp, fp2, 2);
1327 else
1328 save_objects (m, fp, fp2, 0);
1329 if (fp2 != NULL) {
1330 if (ftell (fp2) == 0) {
1331 fclose (fp2);
1332 unlink (buf);
1333 } else {
1334 fclose (fp2);
1335 chmod (buf, SAVE_MODE);
1336 }
1337 }
1338 } else { /* save same file when not playing, like in editor */
1339 save_objects(m, fp, fp, 0);
1340 }
1341
1342 if (m->compressed && (m->unique || m->template || flag))
1343 pclose(fp);
1344 else
1345 fclose(fp);
1346
1347 chmod (filename, SAVE_MODE);
1348 return 0;
1349 }
1350
1351
1352 /*
1353 * Remove and free all objects in the inventory of the given object.
1354 * object.c ?
1355 */
1356
1357 void clean_object(object *op)
1358 {
1359 object *tmp, *next;
1360
1361 for(tmp = op->inv; tmp; tmp = next)
1362 {
1363 next = tmp->below;
1364 clean_object(tmp);
1365 if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1366 remove_button_link(tmp);
1367 remove_ob(tmp);
1368 free_object(tmp);
1369 }
1370 }
1371
1372 /*
1373 * Remove and free all objects in the given map.
1374 */
1375
1376 void free_all_objects(mapstruct *m) {
1377 int i,j;
1378 object *op;
1379
1380 for(i=0;i<MAP_WIDTH(m);i++)
1381 for(j=0;j<MAP_HEIGHT(m);j++) {
1382 object *previous_obj=NULL;
1383 while((op=GET_MAP_OB(m,i,j))!=NULL) {
1384 if (op==previous_obj) {
1385 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1386 break;
1387 }
1388 previous_obj=op;
1389 if(op->head!=NULL)
1390 op = op->head;
1391
1392 /* If the map isn't in memory, free_object will remove and
1393 * free objects in op's inventory. So let it do the job.
1394 */
1395 if (m->in_memory==MAP_IN_MEMORY)
1396 clean_object(op);
1397 remove_ob(op);
1398 free_object(op);
1399 }
1400 }
1401 #ifdef MANY_CORES
1402 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1403 * an item on that map was not saved - look for that condition and die as appropriate -
1404 * this leaves more of the map data intact for better debugging.
1405 */
1406 for (op=objects; op!=NULL; op=op->next) {
1407 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1408 LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1409 abort();
1410 }
1411 }
1412 #endif
1413 }
1414
1415 /*
1416 * Frees everything allocated by the given mapstructure.
1417 * don't free tmpname - our caller is left to do that
1418 */
1419
1420 void free_map(mapstruct *m,int flag) {
1421 int i;
1422
1423 if (!m->in_memory) {
1424 LOG(llevError,"Trying to free freed map.\n");
1425 return;
1426 }
1427 if (flag && m->spaces) free_all_objects(m);
1428 if (m->name) FREE_AND_CLEAR(m->name);
1429 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1430 if (m->msg) FREE_AND_CLEAR(m->msg);
1431 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1432 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1433 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1434 if (m->buttons)
1435 free_objectlinkpt(m->buttons);
1436 m->buttons = NULL;
1437 for (i=0; i<4; i++) {
1438 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1439 m->tile_map[i] = NULL;
1440 }
1441 m->in_memory = MAP_SWAPPED;
1442 }
1443
1444 /*
1445 * function: vanish mapstruct
1446 * m : pointer to mapstruct, if NULL no action
1447 * this deletes all the data on the map (freeing pointers)
1448 * and then removes this map from the global linked list of maps.
1449 */
1450
1451 void delete_map(mapstruct *m) {
1452 mapstruct *tmp, *last;
1453 int i;
1454
1455 if (!m)
1456 return;
1457 if (m->in_memory == MAP_IN_MEMORY) {
1458 /* change to MAP_SAVING, even though we are not,
1459 * so that remove_ob doesn't do as much work.
1460 */
1461 m->in_memory = MAP_SAVING;
1462 free_map (m, 1);
1463 }
1464 /* move this out of free_map, since tmpname can still be needed if
1465 * the map is swapped out.
1466 */
1467 if (m->tmpname) {
1468 free(m->tmpname);
1469 m->tmpname=NULL;
1470 }
1471 last = NULL;
1472 /* We need to look through all the maps and see if any maps
1473 * are pointing at this one for tiling information. Since
1474 * tiling can be assymetric, we just can not look to see which
1475 * maps this map tiles with and clears those.
1476 */
1477 for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1478 if (tmp->next == m) last = tmp;
1479
1480 /* This should hopefully get unrolled on a decent compiler */
1481 for (i=0; i<4; i++)
1482 if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1483 }
1484
1485 /* If last is null, then this should be the first map in the list */
1486 if (!last) {
1487 if (m == first_map)
1488 first_map = m->next;
1489 else
1490 /* m->path is a static char, so should hopefully still have
1491 * some useful data in it.
1492 */
1493 LOG(llevError,"delete_map: Unable to find map %s in list\n",
1494 m->path);
1495 }
1496 else
1497 last->next = m->next;
1498
1499 free (m);
1500 }
1501
1502
1503
1504 /*
1505 * Makes sure the given map is loaded and swapped in.
1506 * name is path name of the map.
1507 * flags meaning:
1508 * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1509 * and don't do unique items or the like.
1510 * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1511 * dont do any more name translation on it.
1512 *
1513 * Returns a pointer to the given map.
1514 */
1515
1516 mapstruct *ready_map_name(const char *name, int flags) {
1517 mapstruct *m;
1518
1519 if (!name)
1520 return (NULL);
1521
1522 /* Have we been at this level before? */
1523 m = has_been_loaded (name);
1524
1525 /* Map is good to go, so just return it */
1526 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1527 return m;
1528 }
1529
1530 /* unique maps always get loaded from their original location, and never
1531 * a temp location. Likewise, if map_flush is set, or we have never loaded
1532 * this map, load it now. I removed the reset checking from here -
1533 * it seems the probability of a player trying to enter a map that should
1534 * reset but hasn't yet is quite low, and removing that makes this function
1535 * a bit cleaner (and players probably shouldn't rely on exact timing for
1536 * resets in any case - if they really care, they should use the 'maps command.
1537 */
1538 if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1539
1540 /* first visit or time to reset */
1541 if (m) {
1542 clean_tmp_map(m); /* Doesn't make much difference */
1543 delete_map(m);
1544 }
1545
1546 /* create and load a map */
1547 if (flags & MAP_PLAYER_UNIQUE)
1548 LOG(llevDebug, "Trying to load map %s.\n", name);
1549 else
1550 LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1551
1552 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1553 return (NULL);
1554
1555 fix_auto_apply(m); /* Chests which open as default */
1556
1557 /* If a player unique map, no extra unique object file to load.
1558 * if from the editor, likewise.
1559 */
1560 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1561 load_unique_objects(m);
1562
1563 if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1564 m=load_overlay_map(name, m);
1565 if (m==NULL)
1566 return NULL;
1567 }
1568
1569 } else {
1570 /* If in this loop, we found a temporary map, so load it up. */
1571
1572 m=load_temporary_map (m);
1573 if(m==NULL) return NULL;
1574 load_unique_objects(m);
1575
1576 clean_tmp_map(m);
1577 m->in_memory = MAP_IN_MEMORY;
1578 /* tempnam() on sun systems (probably others) uses malloc
1579 * to allocated space for the string. Free it here.
1580 * In some cases, load_temporary_map above won't find the
1581 * temporary map, and so has reloaded a new map. If that
1582 * is the case, tmpname is now null
1583 */
1584 if (m->tmpname) free(m->tmpname);
1585 m->tmpname = NULL;
1586 /* It's going to be saved anew anyway */
1587 }
1588
1589 /* Below here is stuff common to both first time loaded maps and
1590 * temp maps.
1591 */
1592
1593 decay_objects(m); /* start the decay */
1594 /* In case other objects press some buttons down */
1595 update_buttons(m);
1596 if (m->outdoor)
1597 set_darkness_map(m);
1598 /* run the weather over this map */
1599 weather_effect(name);
1600 return m;
1601 }
1602
1603
1604 /*
1605 * This routine is supposed to find out the difficulty of the map.
1606 * difficulty does not have a lot to do with character level,
1607 * but does have a lot to do with treasure on the map.
1608 *
1609 * Difficulty can now be set by the map creature. If the value stored
1610 * in the map is zero, then use this routine. Maps should really
1611 * have a difficulty set than using this function - human calculation
1612 * is much better than this functions guesswork.
1613 */
1614
1615 int calculate_difficulty(mapstruct *m) {
1616 object *op;
1617 archetype *at;
1618 int x,y;
1619 int diff=0;
1620 int i;
1621 sint64 exp_pr_sq, total_exp=0;
1622
1623 if (MAP_DIFFICULTY(m)) {
1624 LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY(m));
1625 return MAP_DIFFICULTY(m);
1626 }
1627
1628 for(x=0;x<MAP_WIDTH(m);x++)
1629 for(y=0;y<MAP_HEIGHT(m);y++)
1630 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) {
1631 if(QUERY_FLAG(op,FLAG_MONSTER))
1632 total_exp+=op->stats.exp;
1633 if(QUERY_FLAG(op,FLAG_GENERATOR)) {
1634 total_exp+=op->stats.exp;
1635 at=type_to_archetype(GENERATE_TYPE(op));
1636 if(at!=NULL)
1637 total_exp+=at->clone.stats.exp*8;
1638 }
1639 }
1640 #ifdef NEWCALC
1641 (int)exp_pr_sq=((double)1000*total_exp)/(m->map_object->x*m->map_object->y+1);
1642 for(i=20;i>0;i--)
1643 if(exp_pr_sq>level_exp(i,1.0)) {
1644 diff=i;
1645 break;
1646 }
1647 #else
1648 exp_pr_sq=((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1);
1649 diff=20;
1650 for(i=1;i<20;i++)
1651 if(exp_pr_sq<=level_exp(i,1.0)) {
1652 diff=i;
1653 break;
1654 }
1655 #endif
1656 return diff;
1657 }
1658
1659 void clean_tmp_map(mapstruct *m) {
1660 if(m->tmpname == NULL)
1661 return;
1662 (void) unlink(m->tmpname);
1663 }
1664
1665 void free_all_maps(void)
1666 {
1667 int real_maps=0;
1668
1669 while (first_map) {
1670 /* I think some of the callers above before it gets here set this to be
1671 * saving, but we still want to free this data
1672 */
1673 if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1674 delete_map(first_map);
1675 real_maps++;
1676 }
1677 LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1678 }
1679
1680 /* change_map_light() - used to change map light level (darkness)
1681 * up or down. Returns true if successful. It should now be
1682 * possible to change a value by more than 1.
1683 * Move this from los.c to map.c since this is more related
1684 * to maps than los.
1685 * postive values make it darker, negative make it brighter
1686 */
1687
1688 int change_map_light(mapstruct *m, int change) {
1689 int new_level = m->darkness + change;
1690
1691 /* Nothing to do */
1692 if(!change || (new_level <= 0 && m->darkness == 0) ||
1693 (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1694 return 0;
1695 }
1696
1697 /* inform all players on the map */
1698 if (change>0)
1699 new_info_map(NDI_BLACK, m,"It becomes darker.");
1700 else
1701 new_info_map(NDI_BLACK, m,"It becomes brighter.");
1702
1703 /* Do extra checking. since m->darkness is a unsigned value,
1704 * we need to be extra careful about negative values.
1705 * In general, the checks below are only needed if change
1706 * is not +/-1
1707 */
1708 if (new_level < 0) m->darkness = 0;
1709 else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1710 else m->darkness=new_level;
1711
1712 /* All clients need to get re-updated for the change */
1713 update_all_map_los(m);
1714 return 1;
1715 }
1716
1717
1718 /*
1719 * This function updates various attributes about a specific space
1720 * on the map (what it looks like, whether it blocks magic,
1721 * has a living creatures, prevents people from passing
1722 * through, etc)
1723 */
1724 void update_position (mapstruct *m, int x, int y) {
1725 object *tmp, *last = NULL;
1726 uint8 flags = 0, oldflags, light=0, anywhere=0;
1727 New_Face *top,*floor, *middle;
1728 object *top_obj, *floor_obj, *middle_obj;
1729 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1730
1731 oldflags = GET_MAP_FLAGS(m,x,y);
1732 if (!(oldflags & P_NEED_UPDATE)) {
1733 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1734 m->path, x, y);
1735 return;
1736 }
1737
1738 middle=blank_face;
1739 top=blank_face;
1740 floor=blank_face;
1741
1742 middle_obj = NULL;
1743 top_obj = NULL;
1744 floor_obj = NULL;
1745
1746 for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1747
1748 /* This could be made additive I guess (two lights better than
1749 * one). But if so, it shouldn't be a simple additive - 2
1750 * light bulbs do not illuminate twice as far as once since
1751 * it is a disapation factor that is squared (or is it cubed?)
1752 */
1753 if (tmp->glow_radius > light) light = tmp->glow_radius;
1754
1755 /* This call is needed in order to update objects the player
1756 * is standing in that have animations (ie, grass, fire, etc).
1757 * However, it also causes the look window to be re-drawn
1758 * 3 times each time the player moves, because many of the
1759 * functions the move_player calls eventualy call this.
1760 *
1761 * Always put the player down for drawing.
1762 */
1763 if (!tmp->invisible) {
1764 if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1765 top = tmp->face;
1766 top_obj = tmp;
1767 }
1768 else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1769 /* If we got a floor, that means middle and top were below it,
1770 * so should not be visible, so we clear them.
1771 */
1772 middle=blank_face;
1773 top=blank_face;
1774 floor = tmp->face;
1775 floor_obj = tmp;
1776 }
1777 /* Flag anywhere have high priority */
1778 else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1779 middle = tmp->face;
1780
1781 middle_obj = tmp;
1782 anywhere =1;
1783 }
1784 /* Find the highest visible face around. If equal
1785 * visibilities, we still want the one nearer to the
1786 * top
1787 */
1788 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1789 middle = tmp->face;
1790 middle_obj = tmp;
1791 }
1792 }
1793 if (tmp==tmp->above) {
1794 LOG(llevError, "Error in structure of map\n");
1795 exit (-1);
1796 }
1797
1798 move_slow |= tmp->move_slow;
1799 move_block |= tmp->move_block;
1800 move_on |= tmp->move_on;
1801 move_off |= tmp->move_off;
1802 move_allow |= tmp->move_allow;
1803
1804 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1805 flags |= P_IS_ALIVE;
1806 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1807 flags |= P_NO_MAGIC;
1808 if (QUERY_FLAG(tmp,FLAG_DAMNED))
1809 flags |= P_NO_CLERIC;
1810
1811 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1812 flags |= P_BLOCKSVIEW;
1813 } /* for stack of objects */
1814
1815 /* we don't want to rely on this function to have accurate flags, but
1816 * since we're already doing the work, we calculate them here.
1817 * if they don't match, logic is broken someplace.
1818 */
1819 if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1820 (!(oldflags & P_NO_ERROR))) {
1821 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1822 m->path, x, y,
1823 (oldflags & ~P_NEED_UPDATE), flags);
1824 }
1825 SET_MAP_FLAGS(m, x, y, flags);
1826 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1827 SET_MAP_MOVE_ON(m, x, y, move_on);
1828 SET_MAP_MOVE_OFF(m, x, y, move_off);
1829 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1830
1831 /* At this point, we have a floor face (if there is a floor),
1832 * and the floor is set - we are not going to touch it at
1833 * this point.
1834 * middle contains the highest visibility face.
1835 * top contains a player/monster face, if there is one.
1836 *
1837 * We now need to fill in top.face and/or middle.face.
1838 */
1839
1840 /* If the top face also happens to be high visibility, re-do our
1841 * middle face. This should not happen, as we already have the
1842 * else statement above so middle should not get set. OTOH, it
1843 * may be possible for the faces to match but be different objects.
1844 */
1845 if (top == middle) middle=blank_face;
1846
1847 /* There are three posibilities at this point:
1848 * 1) top face is set, need middle to be set.
1849 * 2) middle is set, need to set top.
1850 * 3) neither middle or top is set - need to set both.
1851 */
1852
1853 for (tmp=last; tmp; tmp=tmp->below) {
1854 /* Once we get to a floor, stop, since we already have a floor object */
1855 if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1856
1857 /* If two top faces are already set, quit processing */
1858 if ((top != blank_face) && (middle != blank_face)) break;
1859
1860 /* Only show visible faces, unless its the editor - show all */
1861 if (!tmp->invisible || editor) {
1862 /* Fill in top if needed */
1863 if (top == blank_face) {
1864 top = tmp->face;
1865 top_obj = tmp;
1866 if (top == middle) middle=blank_face;
1867 } else {
1868 /* top is already set - we should only get here if
1869 * middle is not set
1870 *
1871 * Set the middle face and break out, since there is nothing
1872 * more to fill in. We don't check visiblity here, since
1873 *
1874 */
1875 if (tmp->face != top ) {
1876 middle = tmp->face;
1877 middle_obj = tmp;
1878 break;
1879 }
1880 }
1881 }
1882 }
1883 if (middle == floor) middle = blank_face;
1884 if (top == middle) middle = blank_face;
1885 SET_MAP_FACE(m,x,y,top,0);
1886 if(top != blank_face)
1887 SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1888 else
1889 SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1890 SET_MAP_FACE(m,x,y,middle,1);
1891 if(middle != blank_face)
1892 SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1893 else
1894 SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1895 SET_MAP_FACE(m,x,y,floor,2);
1896 if(floor != blank_face)
1897 SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1898 else
1899 SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1900 SET_MAP_LIGHT(m,x,y,light);
1901 }
1902
1903
1904 void set_map_reset_time(mapstruct *map) {
1905 int timeout;
1906
1907 timeout = MAP_RESET_TIMEOUT(map);
1908 if (timeout <= 0)
1909 timeout = MAP_DEFAULTRESET;
1910 if (timeout >= MAP_MAXRESET)
1911 timeout = MAP_MAXRESET;
1912 MAP_WHEN_RESET(map) = seconds()+timeout;
1913 }
1914
1915 /* this updates the orig_map->tile_map[tile_num] value after loading
1916 * the map. It also takes care of linking back the freshly loaded
1917 * maps tile_map values if it tiles back to this one. It returns
1918 * the value of orig_map->tile_map[tile_num]. It really only does this
1919 * so that it is easier for calling functions to verify success.
1920 */
1921
1922 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1923 {
1924 int dest_tile = (tile_num +2) % 4;
1925 char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1926
1927 orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1928
1929 /* need to do a strcmp here as the orig_map->path is not a shared string */
1930 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1931 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1932 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1933
1934 return orig_map->tile_map[tile_num];
1935 }
1936
1937 /* this returns TRUE if the coordinates (x,y) are out of
1938 * map m. This function also takes into account any
1939 * tiling considerations, loading adjacant maps as needed.
1940 * This is the function should always be used when it
1941 * necessary to check for valid coordinates.
1942 * This function will recursively call itself for the
1943 * tiled maps.
1944 *
1945 *
1946 */
1947 int out_of_map(mapstruct *m, int x, int y)
1948 {
1949
1950 /* If we get passed a null map, this is obviously the
1951 * case. This generally shouldn't happen, but if the
1952 * map loads fail below, it could happen.
1953 */
1954 if (!m) return 0;
1955
1956 if (x<0) {
1957 if (!m->tile_path[3]) return 1;
1958 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1959 load_and_link_tiled_map(m, 3);
1960 }
1961 return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1962 }
1963 if (x>=MAP_WIDTH(m)) {
1964 if (!m->tile_path[1]) return 1;
1965 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1966 load_and_link_tiled_map(m, 1);
1967 }
1968 return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1969 }
1970 if (y<0) {
1971 if (!m->tile_path[0]) return 1;
1972 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1973 load_and_link_tiled_map(m, 0);
1974 }
1975 return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1976 }
1977 if (y>=MAP_HEIGHT(m)) {
1978 if (!m->tile_path[2]) return 1;
1979 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1980 load_and_link_tiled_map(m, 2);
1981 }
1982 return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1983 }
1984
1985 /* Simple case - coordinates are within this local
1986 * map.
1987 */
1988 return 0;
1989 }
1990
1991 /* This is basically the same as out_of_map above, but
1992 * instead we return NULL if no map is valid (coordinates
1993 * out of bounds and no tiled map), otherwise it returns
1994 * the map as that the coordinates are really on, and
1995 * updates x and y to be the localized coordinates.
1996 * Using this is more efficient of calling out_of_map
1997 * and then figuring out what the real map is
1998 */
1999 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2000 {
2001
2002 if (*x<0) {
2003 if (!m->tile_path[3]) return NULL;
2004 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2005 load_and_link_tiled_map(m, 3);
2006
2007 *x += MAP_WIDTH(m->tile_map[3]);
2008 return (get_map_from_coord(m->tile_map[3], x, y));
2009 }
2010 if (*x>=MAP_WIDTH(m)) {
2011 if (!m->tile_path[1]) return NULL;
2012 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2013 load_and_link_tiled_map(m, 1);
2014
2015 *x -= MAP_WIDTH(m);
2016 return (get_map_from_coord(m->tile_map[1], x, y));
2017 }
2018 if (*y<0) {
2019 if (!m->tile_path[0]) return NULL;
2020 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2021 load_and_link_tiled_map(m, 0);
2022
2023 *y += MAP_HEIGHT(m->tile_map[0]);
2024 return (get_map_from_coord(m->tile_map[0], x, y));
2025 }
2026 if (*y>=MAP_HEIGHT(m)) {
2027 if (!m->tile_path[2]) return NULL;
2028 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2029 load_and_link_tiled_map(m, 2);
2030
2031 *y -= MAP_HEIGHT(m);
2032 return (get_map_from_coord(m->tile_map[2], x, y));
2033 }
2034
2035 /* Simple case - coordinates are within this local
2036 * map.
2037 */
2038
2039 return m;
2040 }
2041
2042 // return wether map2 is adjacent to map1 and store their distance
2043 // in dx/dy if yes.
2044 static int adjacent_map (mapstruct *map1, mapstruct *map2, int *dx, int *dy)
2045 {
2046 if (!map1 || !map2)
2047 return 0;
2048
2049 else if (map1 == map2)
2050 *dx = *dy = 0;
2051
2052 else if (map1->tile_map[0] == map2) // up
2053 (*dx = 0), (*dy = -MAP_HEIGHT (map2));
2054 else if (map1->tile_map[1] == map2) // right
2055 (*dx = MAP_WIDTH (map2)), (*dy = 0);
2056 else if (map1->tile_map[2] == map2) // down
2057 (*dx = 0), (*dy = MAP_HEIGHT (map2));
2058 else if (map1->tile_map[3] == map2) // left
2059 (*dx = -MAP_WIDTH (map2)), (*dy = 0);
2060
2061 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) // up right
2062 (*dx = MAP_WIDTH (map2)), (*dy = -MAP_HEIGHT (map1->tile_map[0]));
2063 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) // up left
2064 (*dx = -MAP_WIDTH (map2)), (*dy = -MAP_HEIGHT (map1->tile_map[0]));
2065 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) // right up
2066 (*dx = MAP_HEIGHT (map1->tile_map[1])), (*dy = -MAP_WIDTH (map2));
2067 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) // right down
2068 (*dx = MAP_HEIGHT (map1->tile_map[1])), (*dy = MAP_WIDTH (map2));
2069 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) // down right
2070 (*dx = MAP_WIDTH (map2)), (*dy = MAP_HEIGHT (map1->tile_map[2]));
2071 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) // down left
2072 (*dx = -MAP_WIDTH (map2)), (*dy = MAP_HEIGHT (map1->tile_map[2]));
2073 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) // left up
2074 (*dx = -MAP_HEIGHT (map1->tile_map[3])), (*dy = -MAP_WIDTH (map2));
2075 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) // left down
2076 (*dx = MAP_HEIGHT (map1->tile_map[3])), (*dy = MAP_WIDTH (map2));
2077
2078 else // not "adjacent" enough
2079 return 0;
2080
2081 return 1;
2082 }
2083
2084 /**
2085 * Return whether map2 is adjacent to map1. If so, store the distance from
2086 * map1 to map2 in dx/dy.
2087 */
2088 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2089 if (!map1 || !map2)
2090 return 0;
2091
2092 if (map1 == map2) {
2093 *dx = 0;
2094 *dy = 0;
2095
2096 } else if (map1->tile_map[0] == map2) { /* up */
2097 *dx = 0;
2098 *dy = -MAP_HEIGHT(map2);
2099 } else if (map1->tile_map[1] == map2) { /* right */
2100 *dx = MAP_WIDTH(map1);
2101 *dy = 0;
2102 } else if (map1->tile_map[2] == map2) { /* down */
2103 *dx = 0;
2104 *dy = MAP_HEIGHT(map1);
2105 } else if (map1->tile_map[3] == map2) { /* left */
2106 *dx = -MAP_WIDTH(map2);
2107 *dy = 0;
2108
2109 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2110 *dx = MAP_WIDTH(map1->tile_map[0]);
2111 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2112 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2113 *dx = -MAP_WIDTH(map2);
2114 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2115 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2116 *dx = MAP_WIDTH(map1);
2117 *dy = -MAP_HEIGHT(map2);
2118 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2119 *dx = MAP_WIDTH(map1);
2120 *dy = MAP_HEIGHT(map1->tile_map[1]);
2121 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2122 *dx = MAP_WIDTH(map1->tile_map[2]);
2123 *dy = MAP_HEIGHT(map1);
2124 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2125 *dx = -MAP_WIDTH(map2);
2126 *dy = MAP_HEIGHT(map1);
2127 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2128 *dx = -MAP_WIDTH(map1->tile_map[3]);
2129 *dy = -MAP_HEIGHT(map2);
2130 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2131 *dx = -MAP_WIDTH(map1->tile_map[3]);
2132 *dy = MAP_HEIGHT(map1->tile_map[3]);
2133
2134 } else { /* not "adjacent" enough */
2135 return 0;
2136 }
2137
2138 return 1;
2139 }
2140
2141 /* From map.c
2142 * This is used by get_player to determine where the other
2143 * creature is. get_rangevector takes into account map tiling,
2144 * so you just can not look the the map coordinates and get the
2145 * righte value. distance_x/y are distance away, which
2146 * can be negativbe. direction is the crossfire direction scheme
2147 * that the creature should head. part is the part of the
2148 * monster that is closest.
2149 *
2150 * get_rangevector looks at op1 and op2, and fills in the
2151 * structure for op1 to get to op2.
2152 * We already trust that the caller has verified that the
2153 * two objects are at least on adjacent maps. If not,
2154 * results are not likely to be what is desired.
2155 * if the objects are not on maps, results are also likely to
2156 * be unexpected
2157 *
2158 * currently, the only flag supported (0x1) is don't translate for
2159 * closest body part of 'op1'
2160 */
2161
2162 void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2163 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2164 /* be conservative and fill in _some_ data */
2165 retval->distance = 100000;
2166 retval->distance_x = 32767;
2167 retval->distance_y = 32767;
2168 retval->direction = 0;
2169 retval->part = 0;
2170 } else {
2171 object *best;
2172
2173 retval->distance_x += op2->x-op1->x;
2174 retval->distance_y += op2->y-op1->y;
2175
2176 best = op1;
2177 /* If this is multipart, find the closest part now */
2178 if (!(flags&0x1) && op1->more) {
2179 object *tmp;
2180 int best_distance = retval->distance_x*retval->distance_x+
2181 retval->distance_y*retval->distance_y, tmpi;
2182
2183 /* we just take the offset of the piece to head to figure
2184 * distance instead of doing all that work above again
2185 * since the distance fields we set above are positive in the
2186 * same axis as is used for multipart objects, the simply arithmetic
2187 * below works.
2188 */
2189 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2190 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2191 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2192 if (tmpi < best_distance) {
2193 best_distance = tmpi;
2194 best = tmp;
2195 }
2196 }
2197 if (best != op1) {
2198 retval->distance_x += op1->x-best->x;
2199 retval->distance_y += op1->y-best->y;
2200 }
2201 }
2202 retval->part = best;
2203 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2204 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2205 }
2206 }
2207
2208 /* this is basically the same as get_rangevector above, but instead of
2209 * the first parameter being an object, it instead is the map
2210 * and x,y coordinates - this is used for path to player -
2211 * since the object is not infact moving but we are trying to traverse
2212 * the path, we need this.
2213 * flags has no meaning for this function at this time - I kept it in to
2214 * be more consistant with the above function and also in case they are needed
2215 * for something in the future. Also, since no object is pasted, the best
2216 * field of the rv_vector is set to NULL.
2217 */
2218
2219 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2220 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2221 /* be conservative and fill in _some_ data */
2222 retval->distance = 100000;
2223 retval->distance_x = 32767;
2224 retval->distance_y = 32767;
2225 retval->direction = 0;
2226 retval->part = 0;
2227 } else {
2228 retval->distance_x += op2->x-x;
2229 retval->distance_y += op2->y-y;
2230
2231 retval->part = NULL;
2232 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2233 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2234 }
2235 }
2236
2237 /* Returns true of op1 and op2 are effectively on the same map
2238 * (as related to map tiling). Note that this looks for a path from
2239 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2240 * to op1, this will still return false.
2241 * Note we only look one map out to keep the processing simple
2242 * and efficient. This could probably be a macro.
2243 * MSW 2001-08-05
2244 */
2245 int on_same_map(const object *op1, const object *op2) {
2246 int dx, dy;
2247
2248 return adjacent_map(op1->map, op2->map, &dx, &dy);
2249 }