/* * static char *rcsid_map_c = * "$Id: map.c 13939 2010-09-29 19:21:57Z ryo_saeba $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2006-2008 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /** * @file map.c * Map-related functions. */ #include #include #include #include #ifndef WIN32 /* ---win32 exclude header */ #include #endif /* win32 */ #include "path.h" extern int nrofallocobjects, nroffreeobjects; static void free_all_objects(mapstruct *m); /** * These correspond to the layer names in map.h - * since some of the types can be on multiple layers, * names are duplicated to correspond to that layer. */ const char *map_layer_name[MAP_LAYERS] = { "floor", "no_pick", "no_pick", "item", "item", "item", "living", "living", "fly", "fly" }; /** Information about a layer. */ typedef struct Map_Layer_Info { uint8 high_layer; uint8 honor_visibility; } Map_Layer_Info; /** * the ob->map_layer holds the low layer. For the update_position() * logic, we also need to know the higher layer and whether * visibility should be honored. This table has that information, * so that it doesn't need to be hardcoded. */ static Map_Layer_Info map_layer_info[MAP_LAYERS] = { { MAP_LAYER_FLOOR, 1 }, { MAP_LAYER_NO_PICK2, 0 }, { MAP_LAYER_NO_PICK2, 0 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_LIVING2, 1 }, { MAP_LAYER_LIVING2, 1 }, { MAP_LAYER_FLY2, 1 }, { MAP_LAYER_FLY2, 1 } }; /** * Checks whether map has been loaded. * @param name * path of the map to search. Can be NULL. * @return * the mapstruct which has a name matching the given argument. * return NULL if no match is found. */ mapstruct *has_been_loaded(const char *name) { mapstruct *map; if (!name || !*name) return NULL; for (map = first_map; map; map = map->next) if (!strcmp(name, map->path)) break; return (map); } /** * This makes a path absolute outside the world of Crossfire. * In other words, it prepends LIBDIR/MAPDIR/ to the given path * and returns the pointer to a static array containing the result. * it really should be called create_mapname * * @param name * path of the map. * @param buf * buffer that will contain the full path. * @param size * buffer's length. * @return * buf. */ char *create_pathname(const char *name, char *buf, size_t size) { /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') snprintf(buf, size, "%s/%s%s", settings.datadir, settings.mapdir, name); else snprintf(buf, size, "%s/%s/%s", settings.datadir, settings.mapdir, name); return buf; } /** * Same as create_pathname(), but for the overlay maps. / * @param name * path of the overlay map. * @param buf * buffer that will contain the full path. * @param size * buffer's length. */ void create_overlay_pathname(const char *name, char *buf, size_t size) { /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') snprintf(buf, size, "%s/%s%s", settings.localdir, settings.mapdir, name); else snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.mapdir, name); } /** * same as create_pathname(), but for the template maps. * * @param name * path of the template map. * @param buf * buffer that will contain the full path. * @param size * buf's length */ void create_template_pathname(const char *name, char *buf, size_t size) { /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') snprintf(buf, size, "%s/%s%s", settings.localdir, settings.templatedir, name); else snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.templatedir, name); } /** * This makes absolute path to the itemfile where unique objects * will be saved. Converts '/' to '@'. I think it's essier maintain * files than full directory structure, but if this is problem it can * be changed. * * @param s * path of the map for the item. * @param buf * buffer that will contain path. Must not be NULL. * @param size * buffer's length. */ static void create_items_path(const char *s, char *buf, size_t size) { char *t; if (*s == '/') s++; snprintf(buf, size, "%s/%s/", settings.localdir, settings.uniquedir); t = buf+strlen(buf); snprintf(t, buf+size-t, "%s", s); while (*t != '\0') { if (*t == '/') *t = '@'; t++; } } /** * This function checks if a file with the given path exists. * * It tries out all the compression suffixes listed in the uncomp[] array, * except for Windows which checks an exact file. * * @param name * map path to check. * @param prepend_dir * If set, then we call create_pathname (which prepends libdir & mapdir). * Otherwise, we assume the name given is fully complete. * @return * -1 if it fails, otherwise the mode of the file is returned. * * @note * Only the editor actually cares about the writablity of this - * the rest of the code only cares that the file is readable. * when the editor goes away, the call to stat should probably be * replaced by an access instead (similar to the windows one, but * that seems to be missing the prepend_dir processing */ int check_path(const char *name, int prepend_dir) { char buf[MAX_BUF]; #ifndef WIN32 char *endbuf; struct stat statbuf; int mode = 0, i; #endif if (prepend_dir) create_pathname(name, buf, MAX_BUF); else snprintf(buf, sizeof(buf), "%s", name); #ifdef WIN32 /* ***win32: check this sucker in windows style. */ return(_access(buf, 0)); #else /* old method (strchr(buf, '\0')) seemd very odd to me - * this method should be equivalant and is clearer. * Can not use strcat because we need to cycle through * all the names. */ endbuf = buf+strlen(buf); for (i = 0; i < NROF_COMPRESS_METHODS; i++) { if (uncomp[i][0]) snprintf(endbuf, buf+sizeof(buf)-endbuf, "%s", uncomp[i][0]); else *endbuf = '\0'; if (!stat(buf, &statbuf)) break; } if (i == NROF_COMPRESS_METHODS) return (-1); if (!S_ISREG(statbuf.st_mode)) return (-1); if (((statbuf.st_mode&S_IRGRP) && getegid() == statbuf.st_gid) || ((statbuf.st_mode&S_IRUSR) && geteuid() == statbuf.st_uid) || (statbuf.st_mode&S_IROTH)) mode |= 4; if ((statbuf.st_mode&S_IWGRP && getegid() == statbuf.st_gid) || (statbuf.st_mode&S_IWUSR && geteuid() == statbuf.st_uid) || (statbuf.st_mode&S_IWOTH)) mode |= 2; return (mode); #endif } /** * Prints out debug-information about a map. * Dumping these at llevError doesn't seem right, but is * necessary to make sure the information is in fact logged. * Can be used by a DM with the dumpmap command. * * @param m * map to dump. */ void dump_map(const mapstruct *m) { LOG(llevError, "Map %s status: %d.\n", m->path, m->in_memory); LOG(llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH(m), MAP_HEIGHT(m), MAP_ENTER_X(m), MAP_ENTER_Y(m)); if (m->msg != NULL) LOG(llevError, "Message:\n%s", m->msg); if (m->maplore != NULL) LOG(llevError, "Lore:\n%s", m->maplore); if (m->tmpname != NULL) LOG(llevError, "Tmpname: %s\n", m->tmpname); LOG(llevError, "Difficulty: %d\n", m->difficulty); LOG(llevError, "Darkness: %d\n", m->darkness); } /** * Prints out debug-information about all maps. * This basically just goes through all the maps and calls * dump_map() on each one. * Can be used by a DM with the dumpallmaps command. */ void dump_all_maps(void) { mapstruct *m; for (m = first_map; m != NULL; m = m->next) { dump_map(m); } } /** * This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) * it will also do map translation for tiled maps, returning * new values into newmap, nx, and ny. Any and all of those * values can be null, in which case if a new map is needed (returned * by a P_NEW_MAP value, another call to get_map_from_coord * is needed. The case of not passing values is if we're just * checking for the existence of something on those spaces, but * don't expect to insert/remove anything from those spaces. * * @param oldmap * map for which we want information. * @param newmap * if not NULL, will contain the actual map checked if not oldmap. * @param x * @param y * coordinates to check * @param nx * @param ny * if not NULL, will contain the actual coordinates checked. * @return * flags for specified position, with maybe ::P_OUT_OF_MAP or ::P_NEW_MAP set. */ int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) { sint16 newx, newy; int retval = 0; mapstruct *mp; if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP; newx = x; newy = y; mp = get_map_from_coord(oldmap, &newx, &newy); if (mp != oldmap) retval |= P_NEW_MAP; if (newmap) *newmap = mp; if (nx) *nx = newx; if (ny) *ny = newy; retval |= mp->spaces[newx+mp->width*newy].flags; return retval; } /** * Returns true if the given coordinate is blocked except by the * object passed is not blocking. This is used with * multipart monsters - if we want to see if a 2x2 monster * can move 1 space to the left, we don't want its own area * to block it from moving there. * * @param ob * object we ignore. Must not be NULL. * @param m * map we're considering. * @param sx * @param sy * target coordinates * @return * TRUE if the space is blocked by something other than ob. * * @note * the coordinates & map passed in should have been updated for tiling * by the caller. */ int blocked_link(object *ob, mapstruct *m, int sx, int sy) { object *tmp, *tmp_head; int mflags, blocked; /* Make sure the coordinates are valid - they should be, as caller should * have already checked this. */ if (OUT_OF_REAL_MAP(m, sx, sy)) { LOG(llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); return 1; } /* special hack for transports: if it's a transport with a move_type of 0, it can do on the space anyway */ if (ob->type == TRANSPORT && ob->move_type == 0) return 0; /* Save some cycles - instead of calling get_map_flags(), just get the value * directly. */ mflags = m->spaces[sx+m->width*sy].flags; blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); /* If space is currently not blocked by anything, no need to * go further. Not true for players - all sorts of special * things we need to do for players. */ if (ob->type != PLAYER && !(mflags&P_IS_ALIVE) && (blocked == 0)) return 0; /* if there isn't anytyhing alive on this space, and this space isn't * otherwise blocked, we can return now. Only if there is a living * creature do we need to investigate if it is part of this creature * or another. Likewise, only if something is blocking us do we * need to investigate if there is a special circumstance that would * let the player through (inventory checkers for example) */ if (!(mflags&P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; if (ob->head != NULL) ob = ob->head; /* We basically go through the stack of objects, and if there is * some other object that has NO_PASS or FLAG_ALIVE set, return * true. If we get through the entire stack, that must mean * ob is blocking it, so return 0. */ for (tmp = GET_MAP_OB(m, sx, sy); tmp != NULL; tmp = tmp->above) { /* Never block part of self. */ if (tmp->head) tmp_head = tmp->head; else tmp_head = tmp; if (tmp_head == ob) { continue; /* This must be before the checks below. Code for inventory checkers. */ } else if (tmp->type == CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { /* If last_sp is set, the player/monster needs an object, * so we check for it. If they don't have it, they can't * pass through this space. */ if (tmp->last_sp) { if (check_inv_recursive(ob, tmp) == NULL) { if (tmp->msg) { /* Optionally display the reason why one cannot move * there. Note: emitting a message from this function * is not very elegant. Ideally, this should be done * somewhere in server/player.c, but this is difficult * for objects of type CHECK_INV that are not alive. */ draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY, tmp->msg, tmp->msg); } return 1; } else continue; } else { /* In this case, the player must not have the object - * if they do, they can't pass through. */ if (check_inv_recursive(ob, tmp) != NULL) { if (tmp->msg) { draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY, tmp->msg, tmp->msg); } return 1; } else continue; } } /* if check_inv */ else { /* Broke apart a big nasty if into several here to make * this more readable. first check - if the space blocks * movement, can't move here. * second - if a monster, can't move there, unless it is a * hidden dm */ if (OB_MOVE_BLOCK(ob, tmp)) return 1; if (QUERY_FLAG(tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && tmp->type != DOOR && !(QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden)) return 1; } } return 0; } /** * Returns true if the given object can't fit in the given spot. * This is meant for multi space objects - for single space objecs, * just calling get_map_blocked and checking that against movement type * of object. This function goes through all the parts of the * multipart object and makes sure they can be inserted. * * While this doesn't call out of map, the get_map_flags does. * * This function has been used to deprecate arch_out_of_map - * this function also does that check, and since in most cases, * a call to one would follow the other, doesn't make a lot of sense to * have two seperate functions for this. * * This returns nonzero if this arch can not go on the space provided, * 0 otherwise. the return value will contain the P_.. value * so the caller can know why this object can't go on the map. * Note that callers should not expect ::P_NEW_MAP to be set * in return codes - since the object is multispace - if * we did return values, what do you return if half the object * is one map, half on another. * * @param ob * object to test. * @param m * @param x * @param y * map and coordinates to check. * @return * 0 if the object can fit on specified space, non-zero else. * * @note * This used to be arch_blocked, but with new movement * code, we need to have actual object to check its move_type * against the move_block values. */ int ob_blocked(const object *ob, mapstruct *m, sint16 x, sint16 y) { archetype *tmp; int flag; mapstruct *m1; sint16 sx, sy; const object *part; if (ob == NULL) { flag = get_map_flags(m, &m1, x, y, &sx, &sy); if (flag&P_OUT_OF_MAP) return P_OUT_OF_MAP; /* don't have object, so don't know what types would block */ return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); } for (tmp = ob->arch, part = ob; tmp != NULL; tmp = tmp->more, part = part->more) { flag = get_map_flags(m, &m1, x+tmp->clone.x, y+tmp->clone.y, &sx, &sy); if (flag&P_OUT_OF_MAP) return P_OUT_OF_MAP; if (flag&P_IS_ALIVE) return P_IS_ALIVE; /* find_first_free_spot() calls this function. However, often * ob doesn't have any move type (when used to place exits) * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. */ if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; /* A transport without move_type for a part should go through everything for that part. */ if (ob->type == TRANSPORT && part->move_type == 0) continue; /* Note it is intentional that we check ob - the movement type of the * head of the object should correspond for the entire object. */ if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) return AB_NO_PASS; } return 0; } /** * When the map is loaded, load_object() does not actually insert objects * into inventory, but just links them. What this does is go through * and insert them properly. * @param container * object that contains the inventory. This is needed so that we can update the containers weight. * * @todo * This is unusued, should it be used somewhere? */ void fix_container(object *container) { object *tmp = container->inv, *next; container->inv = NULL; while (tmp != NULL) { next = tmp->below; if (tmp->inv) fix_container(tmp); (void)insert_ob_in_ob(tmp, container); tmp = next; } /* sum_weight will go through and calculate what all the containers are * carrying. */ sum_weight(container); } /** * Go through all the objects in a container (recursively) looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when * they are saved). We do have to look for the old maps that did save * the more sections and not re-add sections for them. * * @param container * object that contains the inventory. */ static void fix_container_multipart(object *container) { object *tmp = container->inv, *next; while (tmp != NULL) { archetype *at; object *op, *last; next = tmp->below; if (tmp->inv) fix_container_multipart(tmp); /* already multipart, or non-multipart arch - don't do anything more */ for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) { /* FIXME: We can't reuse fix_multipart_object() since that only * works for items directly on maps. Maybe factor out common code? */ op = arch_to_object(at); op->head = tmp; op->env = tmp->env; last->more = op; if (tmp->name != op->name) { if (op->name) free_string(op->name); op->name = add_string(tmp->name); } if (tmp->title != op->title) { if (op->title) free_string(op->title); op->title = add_string(tmp->title); } CLEAR_FLAG(op, FLAG_REMOVED); } tmp = next; } } /** * Go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when * they are saved). We do have to look for the old maps that did save * the more sections and not re-add sections for them. * * @param m * map to check. */ static void link_multipart_objects(mapstruct *m) { int x, y; object *tmp, *above; for (x = 0; x < MAP_WIDTH(m); x++) for (y = 0; y < MAP_HEIGHT(m); y++) for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = above) { above = tmp->above; if (tmp->inv) fix_container_multipart(tmp); /* already multipart - don't do anything more */ if (tmp->head || tmp->more) continue; fix_multipart_object(tmp); } /* for objects on this space */ } /** * Loads (and parses) the objects into a given map from the specified * file pointer. * * @param m * m being loaded. * @param fp * file to read from. * @param mapflags * the same as we get with load_original_map() */ static void load_objects(mapstruct *m, FILE *fp, int mapflags) { int i, j, bufstate = LO_NEWFILE; int unique; object *op, *prev = NULL, *last_more = NULL, *otmp; op = get_object(); op->map = m; /* To handle buttons correctly */ while ((i = load_object(fp, op, bufstate, mapflags))) { /* Since the loading of the map header does not load an object * anymore, we need to pass LO_NEWFILE for the first object loaded, * and then switch to LO_REPEAT for faster loading. */ bufstate = LO_REPEAT; /* if the archetype for the object is null, means that we * got an invalid object. Don't do anything with it - the game * or editor will not be able to do anything with it either. */ if (op->arch == NULL) { LOG(llevDebug, "Discarding object without arch: %s\n", op->name ? op->name : "(null)"); continue; } switch (i) { case LL_NORMAL: /* if we are loading an overlay, put the floors on the bottom */ if ((QUERY_FLAG(op, FLAG_IS_FLOOR) || QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags&MAP_OVERLAY) insert_ob_in_map(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ABOVE_FLOOR_ONLY|INS_MAP_LOAD); else insert_ob_in_map(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ON_TOP|INS_MAP_LOAD); if (op->inv) sum_weight(op); prev = op, last_more = op; break; case LL_MORE: insert_ob_in_map(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ABOVE_FLOOR_ONLY); op->head = prev, last_more->more = op, last_more = op; break; } if (mapflags&MAP_STYLE) { remove_from_active_list(op); } op = get_object(); op->map = m; } for (i = 0; i < m->width; i++) { for (j = 0; j < m->height; j++) { unique = 0; /* check for unique items, or unique squares */ for (otmp = GET_MAP_OB(m, i, j); otmp; otmp = otmp->above) { if (QUERY_FLAG(otmp, FLAG_UNIQUE)) unique = 1; if (!(mapflags&(MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); } } } free_object(op); link_multipart_objects(m); } /** * This saves all the objects on the map in a non destructive fashion. * Modified by MSW 2001-07-01 to do in a single pass - reduces code, * and we only save the head of multi part objects - this is needed * in order to do map tiling properly. * * @param m * map to save. * @param fp * file where regular objects are saved. * @param fp2 * file to save unique objects. * @param flag * combination of @ref SAVE_FLAG_xxx "SAVE_FLAG_xxx" flags. * @return * one of @ref SAVE_ERROR_xxx "SAVE_ERROR_xxx" value. */ static int save_objects(mapstruct *m, FILE *fp, FILE *fp2, int flag) { int i, j = 0, unique = 0, res; object *op, *otmp; /* first pass - save one-part objects */ for (i = 0; i < MAP_WIDTH(m); i++) for (j = 0; j < MAP_HEIGHT(m); j++) { unique = 0; for (op = GET_MAP_OB(m, i, j); op; op = otmp) { otmp = op->above; if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) unique = 1; if (op->type == PLAYER) { LOG(llevDebug, "Player on map that is being saved\n"); continue; } if (op->head || op->owner) continue; if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) res = save_object(fp2, op, SAVE_FLAG_SAVE_UNPAID|SAVE_FLAG_NO_REMOVE); else if (flag == 0 || (flag == SAVE_FLAG_NO_REMOVE && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG(op, FLAG_UNPAID)))) res = save_object(fp, op, SAVE_FLAG_SAVE_UNPAID|SAVE_FLAG_NO_REMOVE); if (res != 0) return res; } /* for this space */ } /* for this j */ return 0; } /** * Allocates, initialises, and returns a pointer to a mapstruct. * Modified to no longer take a path option which was not being * used anyways. MSW 2001-07-01 * * @return * new structure. * * @note * will never return NULL, but call fatal() if memory error. */ mapstruct *get_linked_map(void) { mapstruct *map = (mapstruct *)calloc(1, sizeof(mapstruct)); mapstruct *mp; if (map == NULL) fatal(OUT_OF_MEMORY); for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next) ; if (mp == NULL) first_map = map; else mp->next = map; map->in_memory = MAP_SWAPPED; /* The maps used to pick up default x and y values from the * map archetype. Mimic that behaviour. */ MAP_WIDTH(map) = 16; MAP_HEIGHT(map) = 16; MAP_RESET_TIMEOUT(map) = 0; MAP_TIMEOUT(map) = 300; MAP_ENTER_X(map) = 0; MAP_ENTER_Y(map) = 0; map->last_reset_time.tv_sec = 0; return map; } /** * This basically allocates the dynamic array of spaces for the * map. * * @param m * map to check. * * @note * will never fail, since it calls fatal() if memory allocation failure. */ static void allocate_map(mapstruct *m) { m->in_memory = MAP_IN_MEMORY; /* Log this condition and free the storage. We could I suppose * realloc, but if the caller is presuming the data will be intact, * that is their poor assumption. */ if (m->spaces) { LOG(llevError, "allocate_map called with already allocated map (%s)\n", m->path); free(m->spaces); } m->spaces = calloc(1, MAP_WIDTH(m)*MAP_HEIGHT(m)*sizeof(MapSpace)); if (m->spaces == NULL) fatal(OUT_OF_MEMORY); } /** * Creates and returns a map of the specific size. Used * in random map code and the editor. * * @param sizex * @param sizey * map size. * @return * new map. * * @note * will never return NULL, as get_linked_map() never fails. */ mapstruct *get_empty_map(int sizex, int sizey) { mapstruct *m = get_linked_map(); m->width = sizex; m->height = sizey; m->in_memory = MAP_SWAPPED; allocate_map(m); return m; } /** * Takes a string from a map definition and outputs a pointer to the array of shopitems * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. * Called by parse_map_headers() below. * * @param input_string * shop item line. * @return * new array that should be freed by the caller. */ static shopitems *parse_shop_string(const char *input_string) { char *shop_string, *p, *q, *next_semicolon, *next_colon; shopitems *items = NULL; int i = 0, number_of_entries = 0; const typedata *current_type; shop_string = strdup_local(input_string); p = shop_string; LOG(llevDebug, "parsing %s\n", input_string); /* first we'll count the entries, we'll need that for allocating the array shortly */ while (p) { p = strchr(p, ';'); number_of_entries++; if (p) p++; } p = shop_string; strip_endline(p); items = CALLOC(number_of_entries+1, sizeof(shopitems)); memset(items, 0, (sizeof(shopitems)*number_of_entries+1)); for (i = 0; i < number_of_entries; i++) { if (!p) { LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); break; } next_semicolon = strchr(p, ';'); next_colon = strchr(p, ':'); /* if there is a stregth specified, figure out what it is, we'll need it soon. */ if (next_colon &&(!next_semicolon || next_colon < next_semicolon)) items[i].strength = atoi(strchr(p, ':')+1); if (isdigit(*p) || *p == '*') { items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ current_type = get_typedata(items[i].typenum); if (current_type) { items[i].name = current_type->name; items[i].name_pl = current_type->name_pl; } } else { /*we have a named type, let's figure out what it is */ q = strpbrk(p, ";:"); if (q) *q = '\0'; current_type = get_typedata_by_name(p); if (current_type) { items[i].name = current_type->name; items[i].typenum = current_type->number; items[i].name_pl = current_type->name_pl; } else { /* oh uh, something's wrong, let's free up this one, and try * the next entry while we're at it, better print a warning */ LOG(llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); } } items[i].index = number_of_entries; if (next_semicolon) p = ++next_semicolon; else p = NULL; } free(shop_string); return items; } /** * Opposite of parse string(), this puts the string that was originally fed in to * the map (or something equivilent) into output_string. * * @param m * map we're considering. * @param output_string * string to write to. * @param size * output_string's length. */ static void print_shop_string(mapstruct *m, char *output_string, int size) { int i; char tmp[MAX_BUF]; output_string[0] = '\0'; for (i = 0; i < m->shopitems[0].index; i++) { if (m->shopitems[i].typenum) { if (m->shopitems[i].strength) { snprintf(tmp, sizeof(tmp), "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); } else snprintf(tmp, sizeof(tmp), "%s;", m->shopitems[i].name); } else { if (m->shopitems[i].strength) { snprintf(tmp, sizeof(tmp), "*:%d;", m->shopitems[i].strength); } else snprintf(tmp, sizeof(tmp), "*"); } snprintf(output_string+strlen(output_string), size-strlen(output_string), "%s", tmp); } } /** * This loads the header information of the map. The header * contains things like difficulty, size, timeout, etc. * this used to be stored in the map object, but with the * addition of tiling, fields beyond that easily named in an * object structure were needed, so it just made sense to * put all the stuff in the map object so that names actually make * sense. * This could be done in lex (like the object loader), but I think * currently, there are few enough fields this is not a big deal. * MSW 2001-07-01 * * @param fp * file to read from. * @param m * map being read. * @return * 0 on success, 1 on failure. */ static int load_map_header(FILE *fp, mapstruct *m) { char buf[HUGE_BUF], *key = NULL, *value; m->width = m->height = 0; while (fgets(buf, sizeof(buf), fp) != NULL) { char *p; p = strchr(buf, '\n'); if (p == NULL) { LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf); return 1; } *p = '\0'; key = buf; while (isspace(*key)) key++; if (*key == 0) continue; /* empty line */ value = strchr(key, ' '); if (value) { *value = 0; value++; while (isspace(*value)) { value++; if (*value == '\0') { /* Nothing but spaces. */ value = NULL; break; } } } /* key is the field name, value is what it should be set * to. We've already done the work to null terminate key, * and strip off any leading spaces for both of these. * We have not touched the newline at the end of the line - * these are needed for some values. the end pointer * points to the first of the newlines. * value could be NULL! It would be easy enough to just point * this to "" to prevent cores, but that would let more errors slide * through. * * First check for entries that do not use the value parameter, then * validate that value is given and check for the remaining entries * that use the parameter. */ if (!strcmp(key, "msg")) { char msgbuf[HUGE_BUF]; int msgpos = 0; while (fgets(buf, sizeof(buf), fp) != NULL) { if (!strcmp(buf, "endmsg\n")) break; else { snprintf(msgbuf+msgpos, sizeof(msgbuf)-msgpos, "%s", buf); msgpos += strlen(buf); } } /* There are lots of maps that have empty messages (eg, msg/endmsg * with nothing between). There is no reason in those cases to * keep the empty message. Also, msgbuf contains garbage data * when msgpos is zero, so copying it results in crashes */ if (msgpos != 0) { /* When loading eg an overlay, message is already set, so free() current one. */ free(m->msg); m->msg = strdup_local(msgbuf); } } else if (!strcmp(key, "maplore")) { char maplorebuf[HUGE_BUF]; int maplorepos = 0; while (fgets(buf, HUGE_BUF-1, fp) != NULL) { if (!strcmp(buf, "endmaplore\n")) break; else { snprintf(maplorebuf+maplorepos, sizeof(maplorebuf)-maplorepos, "%s", buf); maplorepos += strlen(buf); } } if (maplorepos != 0) m->maplore = strdup_local(maplorebuf); } else if (!strcmp(key, "end")) { break; } else if (value == NULL) { LOG(llevError, "Got '%s' line without parameter in map header\n", key); } else if (!strcmp(key, "arch")) { /* This is an oddity, but not something we care about much. */ if (strcmp(value, "map")) LOG(llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value); } else if (!strcmp(key, "name")) { /* When loading eg an overlay, the name is already set, so free() current one. */ free(m->name); m->name = strdup_local(value); /* first strcmp value on these are old names supported * for compatibility reasons. The new values (second) are * what really should be used. */ } else if (!strcmp(key, "hp") || !strcmp(key, "enter_x")) { m->enter_x = atoi(value); } else if (!strcmp(key, "sp") || !strcmp(key, "enter_y")) { m->enter_y = atoi(value); } else if (!strcmp(key, "x") || !strcmp(key, "width")) { m->width = atoi(value); } else if (!strcmp(key, "y") || !strcmp(key, "height")) { m->height = atoi(value); } else if (!strcmp(key, "weight") || !strcmp(key, "reset_timeout")) { m->reset_timeout = atoi(value); } else if (!strcmp(key, "value") || !strcmp(key, "swap_time")) { m->timeout = atoi(value); } else if (!strcmp(key, "level") || !strcmp(key, "difficulty")) { m->difficulty = atoi(value); } else if (!strcmp(key, "invisible") || !strcmp(key, "darkness")) { m->darkness = atoi(value); } else if (!strcmp(key, "stand_still") || !strcmp(key, "fixed_resettime")) { m->fixed_resettime = atoi(value); } else if (!strcmp(key, "unique")) { m->unique = atoi(value); } else if (!strcmp(key, "template")) { m->is_template = atoi(value); } else if (!strcmp(key, "region")) { m->region = get_region_by_name(value); } else if (!strcmp(key, "shopitems")) { m->shopitems = parse_shop_string(value); } else if (!strcmp(key, "shopgreed")) { m->shopgreed = atof(value); } else if (!strcmp(key, "shopmin")) { m->shopmin = atol(value); } else if (!strcmp(key, "shopmax")) { m->shopmax = atol(value); } else if (!strcmp(key, "shoprace")) { m->shoprace = strdup_local(value); } else if (!strcmp(key, "outdoor")) { m->outdoor = atoi(value); } else if (!strcmp(key, "nosmooth")) { m->nosmooth = atoi(value); } else if (!strcmp(key, "first_load")) { m->last_reset_time.tv_sec = atoi(value); } else if (!strncmp(key, "tile_path_", 10)) { int tile = atoi(key+10); if (tile < 1 || tile > 4) { LOG(llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path); } else { char path[HUGE_BUF]; if (m->tile_path[tile-1]) { LOG(llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path); free(m->tile_path[tile-1]); m->tile_path[tile-1] = NULL; } if (check_path(value, 1) != -1) { /* The unadorned path works. */ snprintf(path, sizeof(path), "%s", value); } else { /* Try again; it could be a relative exit. */ path_combine_and_normalize(m->path, value, path, sizeof(path)); if (check_path(path, 1) == -1) { LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value); path[0] = '\0'; } } if (*path != '\0') { /* Use the normalized value. */ m->tile_path[tile-1] = strdup_local(path); } } /* end if tile direction (in)valid */ } else if (!strcmp(key, "background_music")) { m->background_music = strdup_local(value); } else { LOG(llevError, "Got unknown value in map header: %s %s\n", key, value); } } if ((m->width == 0) || (m->height == 0)) { LOG(llevError, "Map width or height not specified\n"); return 1; } if (!key || strcmp(key, "end")) { LOG(llevError, "Got premature eof on map header!\n"); return 1; } return 0; } /** * Opens the file "filename" and reads information about the map * from the given file, and stores it in a newly allocated * mapstruct. A pointer to this structure is returned, or NULL on failure. * flags correspond to those in map.h. Main ones used are * ::MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and * * @param filename * map path. * @param flags * how to interpret the path, and misc information (can be combined): * \li ::MAP_PLAYER_UNIQUE: this is a unique map, path isn't changed * \li ::MAP_OVERLAY: map is an overlay * \li ::MAP_BLOCK: we block on this load. This happens in all cases, no matter if this flag is set or not. * \li ::MAP_STYLE: style map - don't add active objects, don't add to server managed map list. * @return * loaded map, or NULL if failure. */ mapstruct *load_original_map(const char *filename, int flags) { FILE *fp; mapstruct *m; int comp; char pathname[MAX_BUF]; LOG(llevDebug, "load_original_map: %s (%x)\n", filename, flags); if (flags&MAP_PLAYER_UNIQUE) snprintf(pathname, sizeof(pathname), "%s", filename); else if (flags&MAP_OVERLAY) create_overlay_pathname(filename, pathname, MAX_BUF); else create_pathname(filename, pathname, MAX_BUF); if ((fp = open_and_uncompress(pathname, 0, &comp)) == NULL) { char err[MAX_BUF]; LOG((flags&MAP_PLAYER_UNIQUE) ? llevDebug : llevError, "Can't open %s: %s\n", pathname, strerror_local(errno, err, sizeof(err))); return (NULL); } m = get_linked_map(); strcpy(m->path, filename); if (load_map_header(fp, m)) { LOG(llevError, "Error loading map header for %s, flags=%d\n", filename, flags); delete_map(m); return NULL; } allocate_map(m); m->compressed = comp; m->in_memory = MAP_LOADING; load_objects(m, fp, flags&(MAP_BLOCK|MAP_STYLE)); close_and_delete(fp, comp); m->in_memory = MAP_IN_MEMORY; if (!MAP_DIFFICULTY(m)) MAP_DIFFICULTY(m) = calculate_difficulty(m); set_map_reset_time(m); /* In case other objects press some buttons down */ update_buttons(m); /* Handle for map load event */ execute_global_event(EVENT_MAPLOAD, m); return (m); } /** * Loads a map, which has been loaded earlier, from file. * * @param m * map we want to reload. * @return * map object we load into (this can change from the passed * option if we can't find the original map) * * @todo * check spurious logic for load_map_header failure (shouldn't it return m?) */ static mapstruct *load_temporary_map(mapstruct *m) { FILE *fp; int comp; char buf[MAX_BUF]; if (!m->tmpname) { LOG(llevError, "No temporary filename for map %s\n", m->path); snprintf(buf, sizeof(buf), "%s", m->path); delete_map(m); m = load_original_map(buf, 0); if (m == NULL) return NULL; fix_auto_apply(m); /* Chests which open as default */ return m; } if ((fp = open_and_uncompress(m->tmpname, 0, &comp)) == NULL) { LOG(llevError, "Cannot open %s: %s\n", m->tmpname, strerror_local(errno, buf, sizeof(buf))); snprintf(buf, sizeof(buf), "%s", m->path); delete_map(m); m = load_original_map(buf, 0); if (m == NULL) return NULL; fix_auto_apply(m); /* Chests which open as default */ return m; } if (load_map_header(fp, m)) { LOG(llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname); delete_map(m); m = load_original_map(m->path, 0); return NULL; } m->compressed = comp; allocate_map(m); m->in_memory = MAP_LOADING; load_objects(m, fp, 0); close_and_delete(fp, comp); m->in_memory = MAP_IN_MEMORY; return m; } /** * Loads an overlay for a map, which has been loaded earlier, from file. * @param filename * filename for overlay. * @param m * map we want to load. * @return * map object we load into (this can change from the passed * option if we can't find the original map) */ static mapstruct *load_overlay_map(const char *filename, mapstruct *m) { FILE *fp; int comp; char pathname[MAX_BUF]; create_overlay_pathname(filename, pathname, MAX_BUF); if ((fp = open_and_uncompress(pathname, 0, &comp)) == NULL) { /* LOG(llevDebug, "Can't open overlay %s\n", pathname);*/ return m; } if (load_map_header(fp, m)) { LOG(llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname); delete_map(m); m = load_original_map(m->path, 0); return NULL; } m->compressed = comp; /*allocate_map(m);*/ m->in_memory = MAP_LOADING; load_objects(m, fp, MAP_OVERLAY); close_and_delete(fp, comp); m->in_memory = MAP_IN_MEMORY; return m; } /****************************************************************************** * This is the start of unique map handling code *****************************************************************************/ /** * This goes through map 'm' and removed any unique items on the map. * * @param m * map to check. */ static void delete_unique_items(mapstruct *m) { int i, j, unique = 0; object *op, *next; for (i = 0; i < MAP_WIDTH(m); i++) for (j = 0; j < MAP_HEIGHT(m); j++) { unique = 0; for (op = GET_MAP_OB(m, i, j); op; op = next) { next = op->above; if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) unique = 1; if (op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { clean_object(op); if (QUERY_FLAG(op, FLAG_IS_LINKED)) remove_button_link(op); remove_ob(op); free_object(op); } } } } /** * Loads unique objects from file(s) into the map which is in memory * @param m * map to load unique items into. */ static void load_unique_objects(mapstruct *m) { FILE *fp; int comp, count; char firstname[MAX_BUF], name[MAX_BUF]; create_items_path(m->path, name, MAX_BUF); for (count = 0; count < 10; count++) { snprintf(firstname, sizeof(firstname), "%s.v%02d", name, count); if (!access(firstname, R_OK)) break; } /* If we get here, we did not find any map */ if (count == 10) return; if ((fp = open_and_uncompress(firstname, 0, &comp)) == NULL) { /* There is no expectation that every map will have unique items, but this * is debug output, so leave it in. */ LOG(llevDebug, "Can't open unique items file for %s\n", name); return; } m->in_memory = MAP_LOADING; if (m->tmpname == NULL) /* if we have loaded unique items from */ delete_unique_items(m); /* original map before, don't duplicate them */ load_object(fp, NULL, LO_NOREAD, 0); load_objects(m, fp, 0); close_and_delete(fp, comp); m->in_memory = MAP_IN_MEMORY; } /** * Saves a map to file. If flag is SAVE_MODE_INPLACE, it is saved into the same * file it was (originally) loaded from. Otherwise a temporary * filename will be genarated, and the file will be stored there. * The temporary filename will be stored in the mapstructure. * If the map is unique, we also save to the filename in the map * (this should have been updated when first loaded) * * @param m * map to save. * @param flag * One of @ref SAVE_MODE_xxx "SAVE_MODE_xxx" values. * @return * one of @ref SAVE_ERROR_xxx "SAVE_ERROR_xxx" values. */ int save_map(mapstruct *m, int flag) { #define TEMP_EXT ".savefile" FILE *fp, *fp2; char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF], final[MAX_BUF]; int i, res; if (flag && !*m->path) { LOG(llevError, "Tried to save map without path.\n"); return SAVE_ERROR_NO_PATH; } if (flag != SAVE_MODE_NORMAL || (m->unique) || (m->is_template)) { if (!m->unique && !m->is_template) { /* flag is set */ if (flag == SAVE_MODE_OVERLAY) create_overlay_pathname(m->path, filename, MAX_BUF); else create_pathname(m->path, filename, MAX_BUF); } else snprintf(filename, sizeof(filename), "%s", m->path); /* If the compression suffix already exists on the filename, don't * put it on again. This nasty looking strcmp checks to see if the * compression suffix is at the end of the filename already. */ if (m->compressed && strcmp((filename+strlen(filename)-strlen(uncomp[m->compressed][0])), uncomp[m->compressed][0])) strcat(filename, uncomp[m->compressed][0]); make_path_to_file(filename); } else { if (!m->tmpname) m->tmpname = tempnam_local(settings.tmpdir, NULL); snprintf(filename, sizeof(filename), "%s", m->tmpname); } LOG(llevDebug, "Saving map %s\n", m->path); m->in_memory = MAP_SAVING; /* Compress if it isn't a temporary save. Do compress if unique */ if (m->compressed && (m->unique || m->is_template || flag != SAVE_MODE_NORMAL)) { char buf[MAX_BUF]; snprintf(buf, sizeof(buf), "%s > %s%s", uncomp[m->compressed][2], filename, TEMP_EXT); snprintf(final, sizeof(final), "%s", filename); fp = popen(buf, "w"); } else { snprintf(final, sizeof(final), "%s", filename); snprintf(filename, sizeof(filename), "%s%s", final, TEMP_EXT); fp = fopen(filename, "w"); } if (fp == NULL) { LOG(llevError, "Cannot open regular objects file %s: %s\n", filename, strerror_local(errno, buf, sizeof(buf))); return SAVE_ERROR_RCREATION; } /* legacy */ fprintf(fp, "arch map\n"); if (m->name) fprintf(fp, "name %s\n", m->name); if (!flag) fprintf(fp, "swap_time %d\n", m->swap_time); if (m->reset_timeout) fprintf(fp, "reset_timeout %u\n", m->reset_timeout); if (m->fixed_resettime) fprintf(fp, "fixed_resettime %d\n", m->fixed_resettime); /* we unfortunately have no idea if this is a value the creator set * or a difficulty value we generated when the map was first loaded */ if (m->difficulty) fprintf(fp, "difficulty %d\n", m->difficulty); if (m->region) fprintf(fp, "region %s\n", m->region->name); if (m->shopitems) { print_shop_string(m, shop, sizeof(shop)); fprintf(fp, "shopitems %s\n", shop); } if (m->shopgreed) fprintf(fp, "shopgreed %f\n", m->shopgreed); if (m->shopmin) fprintf(fp, "shopmin %"FMT64U"\n", m->shopmin); if (m->shopmax) fprintf(fp, "shopmax %"FMT64U"\n", m->shopmax); if (m->shoprace) fprintf(fp, "shoprace %s\n", m->shoprace); if (m->darkness) fprintf(fp, "darkness %d\n", m->darkness); if (m->width) fprintf(fp, "width %d\n", m->width); if (m->height) fprintf(fp, "height %d\n", m->height); if (m->enter_x) fprintf(fp, "enter_x %d\n", m->enter_x); if (m->enter_y) fprintf(fp, "enter_y %d\n", m->enter_y); if (m->msg) fprintf(fp, "msg\n%sendmsg\n", m->msg); if (m->maplore) fprintf(fp, "maplore\n%sendmaplore\n", m->maplore); if (m->unique) fprintf(fp, "unique %d\n", m->unique); if (m->is_template) fprintf(fp, "template %d\n", m->is_template); if (m->outdoor) fprintf(fp, "outdoor %d\n", m->outdoor); if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth); if (m->last_reset_time.tv_sec) fprintf(fp, "first_load %d\n", (int)m->last_reset_time.tv_sec); if (m->background_music) fprintf(fp, "background_music %s\n", m->background_music); /* Save any tiling information, except on overlays */ if (flag != SAVE_MODE_OVERLAY) for (i = 0; i < 4; i++) if (m->tile_path[i]) fprintf(fp, "tile_path_%d %s\n", i+1, m->tile_path[i]); fprintf(fp, "end\n"); /* In the game save unique items in the different file, but * in the editor save them to the normal map file. * If unique map, save files in the proper destination (set by * player) */ fp2 = fp; /* save unique items into fp2 */ if ((flag == SAVE_MODE_NORMAL || flag == SAVE_MODE_OVERLAY) && !m->unique && !m->is_template) { char name[MAX_BUF], final_unique[MAX_BUF]; create_items_path(m->path, name, MAX_BUF); snprintf(final_unique, sizeof(final_unique), "%s.v00", name); snprintf(buf, sizeof(buf), "%s%s", final_unique, TEMP_EXT); if ((fp2 = fopen(buf, "w")) == NULL) { LOG(llevError, "Can't open unique items file %s\n", buf); return SAVE_ERROR_UCREATION; } if (flag == SAVE_MODE_OVERLAY) { /* SO_FLAG_NO_REMOVE is non destructive save, so map is still valid. */ res = save_objects(m, fp, fp2, SAVE_FLAG_NO_REMOVE); if (res < 0) { LOG(llevError, "Save error during object save: %d\n", res); return res; } m->in_memory = MAP_IN_MEMORY; } else { res = save_objects(m, fp, fp2, 0); if (res < 0) { LOG(llevError, "Save error during object save: %d\n", res); return res; } free_all_objects(m); } if (fp2 != NULL) { if (ftell(fp2) == 0) { fclose(fp2); unlink(buf); /* If there are no unique items left on the map, we need to * unlink the original unique map so that the unique * items don't show up again. */ unlink(final_unique); } else { fflush(fp2); fclose(fp2); unlink(final_unique); /* failure isn't too bad, maybe the file doesn't exist. */ if (rename(buf, final_unique) == -1) { LOG(llevError, "Couldn't rename unique file %s to %s\n", buf, final_unique); return SAVE_ERROR_URENAME; } chmod(final_unique, SAVE_MODE); } } } else { /* save same file when not playing, like in editor */ res = save_objects(m, fp, fp, 0); if (res < 0) { LOG(llevError, "Save error during object save: %d\n", res); return res; } free_all_objects(m); } if (m->compressed && (m->unique || m->is_template || flag != SAVE_MODE_NORMAL)) { fflush(fp); if (pclose(fp) == -1) { LOG(llevError, "pclose error!\n"); return SAVE_ERROR_CLOSE; } } else { fflush(fp); if (fclose(fp) != 0) { LOG(llevError, "fclose error!\n"); return SAVE_ERROR_CLOSE; } } unlink(final); /* failure isn't too bad, maybe the file doesn't exist. */ if (rename(filename, final) == -1) { LOG(llevError, "Couldn't rename regular file %s to %s\n", filename, final); return SAVE_ERROR_RRENAME; } chmod(final, SAVE_MODE); return SAVE_ERROR_OK; } /** * Remove and free all objects in the inventory of the given object. * * @param op * object to clean. * * @todo * move to common/object.c ? */ void clean_object(object *op) { object *tmp, *next; for (tmp = op->inv; tmp; tmp = next) { next = tmp->below; clean_object(tmp); if (QUERY_FLAG(tmp, FLAG_IS_LINKED)) remove_button_link(tmp); remove_ob(tmp); free_object(tmp); } } /** * Remove and free all objects in the given map. * * @param m * map to free. */ static void free_all_objects(mapstruct *m) { int i, j; object *op; for (i = 0; i < MAP_WIDTH(m); i++) for (j = 0; j < MAP_HEIGHT(m); j++) { object *previous_obj = NULL; while ((op = GET_MAP_OB(m, i, j)) != NULL) { if (op == previous_obj) { LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); break; } previous_obj = op; if (op->head != NULL) op = op->head; /* If the map isn't in memory, free_object will remove and * free objects in op's inventory. So let it do the job. */ if (m->in_memory == MAP_IN_MEMORY) clean_object(op); remove_ob(op); free_object(op); } } #ifdef MANY_CORES /* I see periodic cores on metalforge where a map has been swapped out, but apparantly * an item on that map was not saved - look for that condition and die as appropriate - * this leaves more of the map data intact for better debugging. */ for (op = objects; op != NULL; op = op->next) { if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { LOG(llevDebug, "free_all_objects: object %s still on map after it should have been freed\n", op->name); abort(); } } #endif } /** * Frees everything allocated by the given mapstructure. * Don't free tmpname - our caller is left to do that. * Mapstructure itself is not freed. * * @param m * map to free. */ void free_map(mapstruct *m) { int i; if (!m->in_memory) { LOG(llevError, "Trying to free freed map.\n"); return; } /* Handle for plugin map unload event. */ execute_global_event(EVENT_MAPUNLOAD, m); if (m->spaces) free_all_objects(m); if (m->name) FREE_AND_CLEAR(m->name); if (m->spaces) FREE_AND_CLEAR(m->spaces); if (m->msg) FREE_AND_CLEAR(m->msg); if (m->maplore) FREE_AND_CLEAR(m->maplore); if (m->shopitems) FREE_AND_CLEAR(m->shopitems); if (m->shoprace) FREE_AND_CLEAR(m->shoprace); if (m->background_music) FREE_AND_CLEAR(m->background_music); if (m->buttons) free_objectlinkpt(m->buttons); m->buttons = NULL; for (i = 0; i < 4; i++) { if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); m->tile_map[i] = NULL; } m->in_memory = MAP_SWAPPED; } /** * Frees the map, including the mapstruct. * * This deletes all the data on the map (freeing pointers) * and then removes this map from the global linked list of maps. * * @param m * pointer to mapstruct, if NULL no action. Will be invalid after this function. */ void delete_map(mapstruct *m) { mapstruct *tmp, *last; int i; if (!m) return; if (m->in_memory == MAP_IN_MEMORY) { /* change to MAP_SAVING, even though we are not, * so that remove_ob doesn't do as much work. */ m->in_memory = MAP_SAVING; free_map(m); } /* move this out of free_map, since tmpname can still be needed if * the map is swapped out. */ if (m->tmpname) { free(m->tmpname); m->tmpname = NULL; } last = NULL; /* We need to look through all the maps and see if any maps * are pointing at this one for tiling information. Since * tiling can be assymetric, we just can not look to see which * maps this map tiles with and clears those. */ for (tmp = first_map; tmp != NULL; tmp = tmp->next) { if (tmp->next == m) last = tmp; /* This should hopefully get unrolled on a decent compiler */ for (i = 0; i < 4; i++) if (tmp->tile_map[i] == m) tmp->tile_map[i] = NULL; } /* If last is null, then this should be the first map in the list */ if (!last) { if (m == first_map) first_map = m->next; else /* m->path is a static char, so should hopefully still have * some useful data in it. */ LOG(llevError, "delete_map: Unable to find map %s in list\n", m->path); } else last->next = m->next; free(m); } /** * Makes sure the given map is loaded and swapped in. * @param name * path name of the map. * @param flags * @li 0x1 (::MAP_FLUSH): flush the map - always load from the map directory, * and don't do unique items or the like. * @li 0x2 (::MAP_PLAYER_UNIQUE) - this is a unique map for each player. * dont do any more name translation on it. * * @return * pointer to the given map, NULL on failure. */ mapstruct *ready_map_name(const char *name, int flags) { mapstruct *m; if (!name) return (NULL); /* Have we been at this level before? */ m = has_been_loaded(name); /* Map is good to go, so just return it */ if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) { return m; } /* unique maps always get loaded from their original location, and never * a temp location. Likewise, if map_flush is set, or we have never loaded * this map, load it now. I removed the reset checking from here - * it seems the probability of a player trying to enter a map that should * reset but hasn't yet is quite low, and removing that makes this function * a bit cleaner (and players probably shouldn't rely on exact timing for * resets in any case - if they really care, they should use the 'maps command. */ if ((flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) { /* first visit or time to reset */ if (m) { clean_tmp_map(m); /* Doesn't make much difference */ delete_map(m); } /* create and load a map */ if (flags&MAP_PLAYER_UNIQUE) LOG(llevDebug, "Trying to load map %s.\n", name); else { char fullpath[MAX_BUF]; create_pathname(name, fullpath, MAX_BUF); LOG(llevDebug, "Trying to load map %s.\n", fullpath); } if (!(m = load_original_map(name, (flags&MAP_PLAYER_UNIQUE)))) return (NULL); fix_auto_apply(m); /* Chests which open as default */ /* If a player unique map, no extra unique object file to load. * if from the editor, likewise. */ if (!(flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE))) load_unique_objects(m); if (!(flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) { m = load_overlay_map(name, m); if (m == NULL) return NULL; } } else { /* If in this loop, we found a temporary map, so load it up. */ m = load_temporary_map(m); if (m == NULL) return NULL; load_unique_objects(m); clean_tmp_map(m); m->in_memory = MAP_IN_MEMORY; /* tempnam() on sun systems (probably others) uses malloc * to allocated space for the string. Free it here. * In some cases, load_temporary_map above won't find the * temporary map, and so has reloaded a new map. If that * is the case, tmpname is now null */ if (m->tmpname) free(m->tmpname); m->tmpname = NULL; /* It's going to be saved anew anyway */ } /* Below here is stuff common to both first time loaded maps and * temp maps. */ decay_objects(m); /* start the decay */ if (m->outdoor) set_darkness_map(m); if (!(flags&(MAP_FLUSH))) { if (m->last_reset_time.tv_sec == 0) gettimeofday(&(m->last_reset_time), NULL); } return m; } /** * This routine is supposed to find out the difficulty of the map. * Difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * * Difficulty can now be set by the map creature. If the value stored * in the map is zero, then use this routine. Maps should really * have a difficulty set than using this function - human calculation * is much better than this functions guesswork. * * @param m * map for which to compute difficulty. * @return * difficulty of the map. */ int calculate_difficulty(mapstruct *m) { object *op; archetype *at; int x, y; int diff = 0; int i; sint64 exp_pr_sq, total_exp = 0; if (MAP_DIFFICULTY(m)) { return MAP_DIFFICULTY(m); } for (x = 0; x < MAP_WIDTH(m); x++) for (y = 0; y < MAP_HEIGHT(m); y++) for (op = GET_MAP_OB(m, x, y); op != NULL; op = op->above) { if (QUERY_FLAG(op, FLAG_MONSTER)) total_exp += op->stats.exp; if (QUERY_FLAG(op, FLAG_GENERATOR)) { total_exp += op->stats.exp; at = get_archetype_by_type_subtype(GENERATE_TYPE(op), -1); if (at != NULL) total_exp += at->clone.stats.exp*8; } } exp_pr_sq = ((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1); diff = 20; for (i = 1; i < 20; i++) if (exp_pr_sq <= level_exp(i, 1.0)) { diff = i; break; } return diff; } /** * Removse the temporary file used by the map. * * @param m * map, which mustn't be NULL but can have no temporary file set. */ void clean_tmp_map(mapstruct *m) { if (m->tmpname == NULL) return; (void)unlink(m->tmpname); } /** * Frees all allocated maps. */ void free_all_maps(void) { int real_maps = 0; while (first_map) { /* I think some of the callers above before it gets here set this to be * saving, but we still want to free this data */ if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY; delete_map(first_map); real_maps++; } LOG(llevDebug, "free_all_maps: Freed %d maps\n", real_maps); } /** * Used to change map light level (darkness) * up or down. It should now be possible to change a value by more than 1. * * Move this from los.c to map.c since this is more related * to maps than los. * postive values make it darker, negative make it brighter * * Will inform players on the map. * * @param m * map to change. * @param change * delta of light. * @return * TRUE if light changed, FALSE else. */ int change_map_light(mapstruct *m, int change) { int new_level = m->darkness+change; /* Nothing to do */ if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) { return 0; } /* inform all players on the map */ if (change > 0) ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes darker.", NULL); else ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes brighter.", NULL); /* Do extra checking. since m->darkness is a unsigned value, * we need to be extra careful about negative values. * In general, the checks below are only needed if change * is not +/-1 */ if (new_level < 0) m->darkness = 0; else if (new_level >= MAX_DARKNESS) m->darkness = MAX_DARKNESS; else m->darkness = new_level; /* All clients need to get re-updated for the change */ update_all_map_los(m); return 1; } /** * This function is used for things that can have multiple * layers - NO_PICK, ITEM, LIVING, FLYING. * Basically, we want to store in the empty spot, * and if both full, store highest visiblity objects. * Since update_position() goes from bottom to top order, * if the new object is equal to existing we take the new * object since it is higher in the stack. * @param low_layer * lower bounds to check (inclusive). * @param high_layer * upper bounds to check (inclusive). * @param ob * object to add to the layer. * @param layers * layers to change. * @param honor_visibility * if it is set to 0,then we do a pure stacking logic - this is used * for the no pick layer, since stacking ordering there * is basically fixed - don't want to re-order walls, * pentagrams, etc. */ static inline void add_face_layer(int low_layer, int high_layer, object *ob, object *layers[], int honor_visibility) { int l, l1; object *tmp; for (l = low_layer; l <= high_layer; l++) { if (!layers[l]) { /* found an empty spot. now, we want to make sure * highest visibility at top, etc. */ layers[l] = ob; if (!honor_visibility) return; /* This is basically a mini bubble sort. Only swap * position if the lower face has greater (not equal) * visibility - map stacking is secondary consideration here. */ for (l1 = (l-1); l1 >= low_layer; l1--) { if (layers[l1]->face->visibility > layers[l1+1]->face->visibility) { tmp = layers[l1+1]; layers[l1+1] = layers[l1]; layers[l1] = tmp; } } /* Nothing more to do - face inserted */ return; } } /* If we get here, all the layers have an object.. */ if (!honor_visibility) { /* Basically, in this case, it is pure stacking logic, so * new object goes on the top. */ for (l = low_layer; l < high_layer; l++) layers[l] = layers[l+1]; layers[high_layer] = ob; /* If this object doesn't have higher visibility than * the lowest object, no reason to go further. */ } else if (ob->face->visibility >= layers[low_layer]->face->visibility) { /* * Start at the top (highest visibility) layer and work down. * once this face exceed that of the layer, push down those * other layers, and then replace the layer with our object. */ for (l = high_layer; l >= low_layer; l--) { if (ob->face->visibility >= layers[l]->face->visibility) { for (l1 = low_layer; l1 < l; l1++) layers[l1] = layers[l1+1]; layers[l] = ob; break; } } } } /** * This function updates various attributes about a specific space * on the map (what it looks like, whether it blocks magic, * has a living creatures, prevents people from passing * through, etc) * * @param m * map considered * @param x * @param y * coordinates to update */ void update_position(mapstruct *m, int x, int y) { object *tmp, *player = NULL; uint8 flags = 0, oldflags, light = 0; object *layers[MAP_LAYERS]; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; oldflags = GET_MAP_FLAGS(m, x, y); if (!(oldflags&P_NEED_UPDATE)) { LOG(llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); return; } memset(layers, 0, MAP_LAYERS*sizeof(object *)); for (tmp = GET_MAP_OB(m, x, y); tmp; tmp = tmp->above) { /* DMs just don't do anything when hidden, including no light. */ if (QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue; if (tmp->type == PLAYER) player = tmp; /* This could be made additive I guess (two lights better than * one). But if so, it shouldn't be a simple additive - 2 * light bulbs do not illuminate twice as far as once since * it is a dissipation factor that is squared (or is it cubed?) */ if (tmp->glow_radius > light) light = tmp->glow_radius; /* if this object is visible and not a blank face, * update the objects that show how this space * looks. */ if (!tmp->invisible && tmp->face != blank_face) { if (tmp->map_layer) { add_face_layer(tmp->map_layer, map_layer_info[tmp->map_layer].high_layer, tmp, layers, map_layer_info[tmp->map_layer].honor_visibility); } else if (tmp->move_type&MOVE_FLYING) { add_face_layer(MAP_LAYER_FLY1, MAP_LAYER_FLY2, tmp, layers, 1); } else if ((tmp->type == PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { add_face_layer(MAP_LAYER_LIVING1, MAP_LAYER_LIVING2, tmp, layers, 1); } else if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) { layers[MAP_LAYER_FLOOR] = tmp; /* floors hide everything else */ memset(layers+1, 0, (MAP_LAYERS-1)*sizeof(object *)); /* Check for FLAG_SEE_ANYWHERE is removed - objects * with that flag should just have a high visibility * set - we shouldn't need special code here. */ } else if (QUERY_FLAG(tmp, FLAG_NO_PICK)) { add_face_layer(MAP_LAYER_NO_PICK1, MAP_LAYER_NO_PICK2, tmp, layers, 0); } else { add_face_layer(MAP_LAYER_ITEM1, MAP_LAYER_ITEM3, tmp, layers, 1); } } if (tmp == tmp->above) { LOG(llevError, "Error in structure of map\n"); exit(-1); } move_slow |= tmp->move_slow; move_block |= tmp->move_block; move_on |= tmp->move_on; move_off |= tmp->move_off; move_allow |= tmp->move_allow; if (QUERY_FLAG(tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; if (QUERY_FLAG(tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; if (QUERY_FLAG(tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; if (QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; } /* for stack of objects */ if (player) flags |= P_PLAYER; /* we don't want to rely on this function to have accurate flags, but * since we're already doing the work, we calculate them here. * if they don't match, logic is broken someplace. */ if (((oldflags&~(P_NEED_UPDATE|P_NO_ERROR)) != flags) && (!(oldflags&P_NO_ERROR))) { LOG(llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", m->path, x, y, (oldflags&~P_NEED_UPDATE), flags); } SET_MAP_FLAGS(m, x, y, flags); SET_MAP_MOVE_BLOCK(m, x, y, move_block&~move_allow); SET_MAP_MOVE_ON(m, x, y, move_on); SET_MAP_MOVE_OFF(m, x, y, move_off); SET_MAP_MOVE_SLOW(m, x, y, move_slow); SET_MAP_LIGHT(m, x, y, light); /* Note that player may be NULL here, which is fine - if no player, need * to clear any value that may be set. */ SET_MAP_PLAYER(m, x, y, player); /* Note it is intentional we copy everything, including NULL values. */ memcpy(GET_MAP_FACE_OBJS(m, x, y), layers, sizeof(object *)*MAP_LAYERS); } /** * Updates the map's timeout. * * @param map * map to update. */ void set_map_reset_time(mapstruct *map) { int timeout; timeout = MAP_RESET_TIMEOUT(map); if (timeout <= 0) timeout = MAP_DEFAULTRESET; if (timeout >= MAP_MAXRESET) timeout = MAP_MAXRESET; MAP_WHEN_RESET(map) = seconds()+timeout; } /** * This updates the orig_map->tile_map[tile_num] value after loading * the map. It also takes care of linking back the freshly loaded * maps tile_map values if it tiles back to this one. It returns * the value of orig_map->tile_map[tile_num]. It really only does this * so that it is easier for calling functions to verify success. * * @param orig_map * map for which we load the tiled map. * @param tile_num * tile to load. Must be between 0 and 3 inclusive. * @return * linked map, or NULL on failure. * * @todo * check ready_map_name() 's return value, which can be NULL? */ static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) { int dest_tile = (tile_num+2)%4; char path[HUGE_BUF]; path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num], path, sizeof(path)); orig_map->tile_map[tile_num] = ready_map_name(path, 0); /* need to do a strcmp here as the orig_map->path is not a shared string */ if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; return orig_map->tile_map[tile_num]; } /** * this returns TRUE if the coordinates (x,y) are out of * map m. This function also takes into account any * tiling considerations, loading adjacant maps as needed. * This is the function should always be used when it * necessary to check for valid coordinates. * This function will recursively call itself for the * tiled maps. * * @param m * map to consider. * @param x * @param y * coordinates. * @return * 1 if out of map, 0 else */ int out_of_map(mapstruct *m, int x, int y) { /* If we get passed a null map, this is obviously the * case. This generally shouldn't happen, but if the * map loads fail below, it could happen. */ if (!m) return 0; /* Simple case - coordinates are within this local * map. */ if (x >= 0 && x < MAP_WIDTH(m) && y >= 0 && y < MAP_HEIGHT(m)) return 0; if (x < 0) { if (!m->tile_path[3]) return 1; if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 3); } return (out_of_map(m->tile_map[3], x+MAP_WIDTH(m->tile_map[3]), y)); } if (x >= MAP_WIDTH(m)) { if (!m->tile_path[1]) return 1; if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 1); } return (out_of_map(m->tile_map[1], x-MAP_WIDTH(m), y)); } if (y < 0) { if (!m->tile_path[0]) return 1; if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 0); } return (out_of_map(m->tile_map[0], x, y+MAP_HEIGHT(m->tile_map[0]))); } if (y >= MAP_HEIGHT(m)) { if (!m->tile_path[2]) return 1; if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 2); } return (out_of_map(m->tile_map[2], x, y-MAP_HEIGHT(m))); } return 1; } /** * This is basically the same as out_of_map above(), but * instead we return NULL if no map is valid (coordinates * out of bounds and no tiled map), otherwise it returns * the map as that the coordinates are really on, and * updates x and y to be the localized coordinates. * Using this is more efficient of calling out_of_map * and then figuring out what the real map is * * @param m * map we want to look at. * @param x * @param y * coordinates, which will contain the real position that was checked. * @return * map that is at specified location. Should not be NULL. */ mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) { /* Simple case - coordinates are within this local * map. */ if (*x >= 0 && *x < MAP_WIDTH(m) && *y >= 0 && *y < MAP_HEIGHT(m)) return m; if (*x < 0) { if (!m->tile_path[3]) return NULL; if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map(m, 3); *x += MAP_WIDTH(m->tile_map[3]); return (get_map_from_coord(m->tile_map[3], x, y)); } if (*x >= MAP_WIDTH(m)) { if (!m->tile_path[1]) return NULL; if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map(m, 1); *x -= MAP_WIDTH(m); return (get_map_from_coord(m->tile_map[1], x, y)); } if (*y < 0) { if (!m->tile_path[0]) return NULL; if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map(m, 0); *y += MAP_HEIGHT(m->tile_map[0]); return (get_map_from_coord(m->tile_map[0], x, y)); } if (*y >= MAP_HEIGHT(m)) { if (!m->tile_path[2]) return NULL; if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) load_and_link_tiled_map(m, 2); *y -= MAP_HEIGHT(m); return (get_map_from_coord(m->tile_map[2], x, y)); } return NULL; /* Shouldn't get here */ } /** * Return whether map2 is adjacent to map1. If so, store the distance from * map1 to map2 in dx/dy. * * @param map1 * @param map2 * maps to consider. * @param dx * @param dy * distance. Must not be NULL. Not altered if returns 0. * @return * 1 if maps are adjacent, 0 else. */ static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { if (!map1 || !map2) return 0; if (map1 == map2) { *dx = 0; *dy = 0; } else if (map1->tile_map[0] == map2) { /* up */ *dx = 0; *dy = -MAP_HEIGHT(map2); } else if (map1->tile_map[1] == map2) { /* right */ *dx = MAP_WIDTH(map1); *dy = 0; } else if (map1->tile_map[2] == map2) { /* down */ *dx = 0; *dy = MAP_HEIGHT(map1); } else if (map1->tile_map[3] == map2) { /* left */ *dx = -MAP_WIDTH(map2); *dy = 0; } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ *dx = MAP_WIDTH(map1->tile_map[0]); *dy = -MAP_HEIGHT(map1->tile_map[0]); } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ *dx = -MAP_WIDTH(map2); *dy = -MAP_HEIGHT(map1->tile_map[0]); } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ *dx = MAP_WIDTH(map1); *dy = -MAP_HEIGHT(map2); } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ *dx = MAP_WIDTH(map1); *dy = MAP_HEIGHT(map1->tile_map[1]); } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ *dx = MAP_WIDTH(map1->tile_map[2]); *dy = MAP_HEIGHT(map1); } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ *dx = -MAP_WIDTH(map2); *dy = MAP_HEIGHT(map1); } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ *dx = -MAP_WIDTH(map1->tile_map[3]); *dy = -MAP_HEIGHT(map2); } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ *dx = -MAP_WIDTH(map1->tile_map[3]); *dy = MAP_HEIGHT(map1->tile_map[3]); } else { /* not "adjacent" enough */ return 0; } return 1; } /** * From map.c * This is used by get_player to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * right value. distance_x/y are distance away, which * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * * get_rangevector looks at op1 and op2, and fills in the * structure for op1 to get to op2. * We already trust that the caller has verified that the * two objects are at least on adjacent maps. If not, * results are not likely to be what is desired. * if the objects are not on maps, results are also likely to * be unexpected * * @param op1 * object which wants to go to op2's location. * @param op2 * target of op1. * @param retval * vector for op1 to go to op2. * @param flags * if 1, don't translate for closest body part of 'op1' */ void get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags) { if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ retval->distance = 100000; retval->distance_x = 32767; retval->distance_y = 32767; retval->direction = 0; retval->part = NULL; } else { object *best; retval->distance_x += op2->x-op1->x; retval->distance_y += op2->y-op1->y; best = op1; /* If this is multipart, find the closest part now */ if (!(flags&0x1) && op1->more) { object *tmp; int best_distance = retval->distance_x*retval->distance_x+ retval->distance_y*retval->distance_y, tmpi; /* we just take the offset of the piece to head to figure * distance instead of doing all that work above again * since the distance fields we set above are positive in the * same axis as is used for multipart objects, the simply arithmetic * below works. */ for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); if (tmpi < best_distance) { best_distance = tmpi; best = tmp; } } if (best != op1) { retval->distance_x += op1->x-best->x; retval->distance_y += op1->y-best->y; } } retval->part = best; retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); } } /** * This is basically the same as get_rangevector() above, but instead of * the first parameter being an object, it instead is the map * and x,y coordinates - this is used for path to player - * since the object is not infact moving but we are trying to traverse * the path, we need this. * flags has no meaning for this function at this time - I kept it in to * be more consistant with the above function and also in case they are needed * for something in the future. Also, since no object is pasted, the best * field of the rv_vector is set to NULL. * * @param m * map to consider. * @param x * @param y * origin coordinates. * @param op2 * target object. * @param retval * vector to get to op2. * @param flags * unused. */ void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ retval->distance = 100000; retval->distance_x = 32767; retval->distance_y = 32767; retval->direction = 0; retval->part = NULL; } else { retval->distance_x += op2->x-x; retval->distance_y += op2->y-y; retval->part = NULL; retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); } } /** * Checks whether 2 objects are on the same map or not. * * Note we only look one map out to keep the processing simple * and efficient. This could probably be a macro. * MSW 2001-08-05 * * @param op1 * first object. * @param op2 * second object. * @return * TRUE if op1 and op2 are effectively on the same map (as related to map tiling). * * @note * This looks for a path from op1 to op2, so if the tiled maps are assymetric and op2 has a path * to op1, this will still return false. */ int on_same_map(const object *op1, const object *op2) { int dx, dy; return adjacent_map(op1->map, op2->map, &dx, &dy); } /** * Remove files containing the map's unique items. * @param map */ void map_remove_unique_files(const mapstruct *map) { char base[HUGE_BUF], path[HUGE_BUF]; int count; if (map->unique) { /* Unique maps have their full path already set. */ unlink(map->path); return; } create_items_path(map->path, base, sizeof(base)); for (count = 0; count < 10; count++) { snprintf(path, sizeof(path), "%s.v%02d", base, count); unlink(path); } }