2636 lines
87 KiB
C
2636 lines
87 KiB
C
/*
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* static char *rcsid_map_c =
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* "$Id: map.c 13939 2010-09-29 19:21:57Z ryo_saeba $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2006-2008 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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/**
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* @file map.c
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* Map-related functions.
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*/
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#include <stdio.h>
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#include <global.h>
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#include <sproto.h>
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#include <loader.h>
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#ifndef WIN32 /* ---win32 exclude header */
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#include <unistd.h>
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#endif /* win32 */
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#include "path.h"
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extern int nrofallocobjects, nroffreeobjects;
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static void free_all_objects(mapstruct *m);
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/**
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* These correspond to the layer names in map.h -
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* since some of the types can be on multiple layers,
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* names are duplicated to correspond to that layer.
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*/
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const char *map_layer_name[MAP_LAYERS] = {
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"floor", "no_pick", "no_pick", "item", "item",
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"item", "living", "living", "fly", "fly"
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};
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/** Information about a layer. */
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typedef struct Map_Layer_Info {
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uint8 high_layer;
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uint8 honor_visibility;
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} Map_Layer_Info;
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/**
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* the ob->map_layer holds the low layer. For the update_position()
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* logic, we also need to know the higher layer and whether
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* visibility should be honored. This table has that information,
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* so that it doesn't need to be hardcoded.
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*/
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static Map_Layer_Info map_layer_info[MAP_LAYERS] = {
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{ MAP_LAYER_FLOOR, 1 },
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{ MAP_LAYER_NO_PICK2, 0 }, { MAP_LAYER_NO_PICK2, 0 },
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{ MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 },
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{ MAP_LAYER_LIVING2, 1 }, { MAP_LAYER_LIVING2, 1 },
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{ MAP_LAYER_FLY2, 1 }, { MAP_LAYER_FLY2, 1 }
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};
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/**
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* Checks whether map has been loaded.
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* @param name
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* path of the map to search. Can be NULL.
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* @return
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* the mapstruct which has a name matching the given argument.
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* return NULL if no match is found.
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*/
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mapstruct *has_been_loaded(const char *name) {
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mapstruct *map;
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if (!name || !*name)
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return NULL;
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for (map = first_map; map; map = map->next)
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if (!strcmp(name, map->path))
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break;
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return (map);
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}
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/**
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* This makes a path absolute outside the world of Crossfire.
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* In other words, it prepends LIBDIR/MAPDIR/ to the given path
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* and returns the pointer to a static array containing the result.
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* it really should be called create_mapname
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*
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* @param name
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* path of the map.
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* @param buf
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* buffer that will contain the full path.
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* @param size
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* buffer's length.
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* @return
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* buf.
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*/
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char *create_pathname(const char *name, char *buf, size_t size) {
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/* Why? having extra / doesn't confuse unix anyplace? Dependancies
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* someplace else in the code? msw 2-17-97
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*/
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if (*name == '/')
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snprintf(buf, size, "%s/%s%s", settings.datadir, settings.mapdir, name);
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else
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snprintf(buf, size, "%s/%s/%s", settings.datadir, settings.mapdir, name);
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return buf;
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}
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/**
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* Same as create_pathname(), but for the overlay maps.
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/
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* @param name
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* path of the overlay map.
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* @param buf
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* buffer that will contain the full path.
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* @param size
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* buffer's length.
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*/
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void create_overlay_pathname(const char *name, char *buf, size_t size) {
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/* Why? having extra / doesn't confuse unix anyplace? Dependancies
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* someplace else in the code? msw 2-17-97
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*/
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if (*name == '/')
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snprintf(buf, size, "%s/%s%s", settings.localdir, settings.mapdir, name);
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else
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snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.mapdir, name);
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}
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/**
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* same as create_pathname(), but for the template maps.
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*
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* @param name
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* path of the template map.
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* @param buf
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* buffer that will contain the full path.
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* @param size
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* buf's length
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*/
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void create_template_pathname(const char *name, char *buf, size_t size) {
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/* Why? having extra / doesn't confuse unix anyplace? Dependancies
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* someplace else in the code? msw 2-17-97
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*/
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if (*name == '/')
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snprintf(buf, size, "%s/%s%s", settings.localdir, settings.templatedir, name);
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else
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snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.templatedir, name);
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}
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/**
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* This makes absolute path to the itemfile where unique objects
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* will be saved. Converts '/' to '@'. I think it's essier maintain
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* files than full directory structure, but if this is problem it can
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* be changed.
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*
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* @param s
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* path of the map for the item.
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* @param buf
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* buffer that will contain path. Must not be NULL.
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* @param size
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* buffer's length.
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*/
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static void create_items_path(const char *s, char *buf, size_t size) {
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char *t;
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if (*s == '/')
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s++;
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snprintf(buf, size, "%s/%s/", settings.localdir, settings.uniquedir);
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t = buf+strlen(buf);
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snprintf(t, buf+size-t, "%s", s);
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while (*t != '\0') {
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if (*t == '/')
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*t = '@';
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t++;
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}
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}
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/**
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* This function checks if a file with the given path exists.
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*
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* It tries out all the compression suffixes listed in the uncomp[] array,
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* except for Windows which checks an exact file.
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*
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* @param name
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* map path to check.
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* @param prepend_dir
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* If set, then we call create_pathname (which prepends libdir & mapdir).
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* Otherwise, we assume the name given is fully complete.
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* @return
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* -1 if it fails, otherwise the mode of the file is returned.
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*
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* @note
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* Only the editor actually cares about the writablity of this -
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* the rest of the code only cares that the file is readable.
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* when the editor goes away, the call to stat should probably be
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* replaced by an access instead (similar to the windows one, but
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* that seems to be missing the prepend_dir processing
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*/
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int check_path(const char *name, int prepend_dir) {
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char buf[MAX_BUF];
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#ifndef WIN32
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char *endbuf;
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struct stat statbuf;
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int mode = 0, i;
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#endif
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if (prepend_dir)
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create_pathname(name, buf, MAX_BUF);
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else
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snprintf(buf, sizeof(buf), "%s", name);
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#ifdef WIN32 /* ***win32: check this sucker in windows style. */
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return(_access(buf, 0));
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#else
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/* old method (strchr(buf, '\0')) seemd very odd to me -
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* this method should be equivalant and is clearer.
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* Can not use strcat because we need to cycle through
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* all the names.
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*/
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endbuf = buf+strlen(buf);
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for (i = 0; i < NROF_COMPRESS_METHODS; i++) {
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if (uncomp[i][0])
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snprintf(endbuf, buf+sizeof(buf)-endbuf, "%s", uncomp[i][0]);
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else
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*endbuf = '\0';
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if (!stat(buf, &statbuf))
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break;
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}
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if (i == NROF_COMPRESS_METHODS)
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return (-1);
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if (!S_ISREG(statbuf.st_mode))
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return (-1);
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if (((statbuf.st_mode&S_IRGRP) && getegid() == statbuf.st_gid)
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|| ((statbuf.st_mode&S_IRUSR) && geteuid() == statbuf.st_uid)
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|| (statbuf.st_mode&S_IROTH))
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mode |= 4;
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if ((statbuf.st_mode&S_IWGRP && getegid() == statbuf.st_gid)
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|| (statbuf.st_mode&S_IWUSR && geteuid() == statbuf.st_uid)
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|| (statbuf.st_mode&S_IWOTH))
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mode |= 2;
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return (mode);
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#endif
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}
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/**
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* Prints out debug-information about a map.
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* Dumping these at llevError doesn't seem right, but is
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* necessary to make sure the information is in fact logged.
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* Can be used by a DM with the dumpmap command.
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*
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* @param m
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* map to dump.
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*/
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void dump_map(const mapstruct *m) {
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LOG(llevError, "Map %s status: %d.\n", m->path, m->in_memory);
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LOG(llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH(m), MAP_HEIGHT(m), MAP_ENTER_X(m), MAP_ENTER_Y(m));
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if (m->msg != NULL)
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LOG(llevError, "Message:\n%s", m->msg);
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if (m->maplore != NULL)
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LOG(llevError, "Lore:\n%s", m->maplore);
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if (m->tmpname != NULL)
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LOG(llevError, "Tmpname: %s\n", m->tmpname);
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LOG(llevError, "Difficulty: %d\n", m->difficulty);
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LOG(llevError, "Darkness: %d\n", m->darkness);
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}
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/**
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* Prints out debug-information about all maps.
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* This basically just goes through all the maps and calls
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* dump_map() on each one.
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* Can be used by a DM with the dumpallmaps command.
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*/
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void dump_all_maps(void) {
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mapstruct *m;
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for (m = first_map; m != NULL; m = m->next) {
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dump_map(m);
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}
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}
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/**
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* This rolls up wall, blocks_magic, blocks_view, etc, all into
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* one function that just returns a P_.. value (see map.h)
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* it will also do map translation for tiled maps, returning
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* new values into newmap, nx, and ny. Any and all of those
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* values can be null, in which case if a new map is needed (returned
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* by a P_NEW_MAP value, another call to get_map_from_coord
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* is needed. The case of not passing values is if we're just
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* checking for the existence of something on those spaces, but
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* don't expect to insert/remove anything from those spaces.
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*
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* @param oldmap
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* map for which we want information.
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* @param newmap
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* if not NULL, will contain the actual map checked if not oldmap.
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* @param x
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* @param y
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* coordinates to check
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* @param nx
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* @param ny
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* if not NULL, will contain the actual coordinates checked.
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* @return
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* flags for specified position, with maybe ::P_OUT_OF_MAP or ::P_NEW_MAP set.
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*/
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int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) {
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sint16 newx, newy;
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int retval = 0;
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mapstruct *mp;
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if (out_of_map(oldmap, x, y))
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return P_OUT_OF_MAP;
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newx = x;
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newy = y;
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mp = get_map_from_coord(oldmap, &newx, &newy);
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if (mp != oldmap)
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retval |= P_NEW_MAP;
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if (newmap)
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*newmap = mp;
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if (nx)
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*nx = newx;
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if (ny)
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*ny = newy;
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retval |= mp->spaces[newx+mp->width*newy].flags;
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return retval;
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}
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/**
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* Returns true if the given coordinate is blocked except by the
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* object passed is not blocking. This is used with
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* multipart monsters - if we want to see if a 2x2 monster
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* can move 1 space to the left, we don't want its own area
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* to block it from moving there.
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*
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* @param ob
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* object we ignore. Must not be NULL.
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* @param m
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* map we're considering.
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* @param sx
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* @param sy
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* target coordinates
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* @return
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* TRUE if the space is blocked by something other than ob.
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*
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* @note
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* the coordinates & map passed in should have been updated for tiling
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* by the caller.
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*/
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int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
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object *tmp, *tmp_head;
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int mflags, blocked;
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/* Make sure the coordinates are valid - they should be, as caller should
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* have already checked this.
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*/
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if (OUT_OF_REAL_MAP(m, sx, sy)) {
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LOG(llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
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return 1;
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}
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/* special hack for transports: if it's a transport with a move_type of 0, it can do on the space anyway */
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if (ob->type == TRANSPORT && ob->move_type == 0)
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return 0;
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/* Save some cycles - instead of calling get_map_flags(), just get the value
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* directly.
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*/
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mflags = m->spaces[sx+m->width*sy].flags;
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blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
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/* If space is currently not blocked by anything, no need to
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* go further. Not true for players - all sorts of special
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* things we need to do for players.
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*/
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if (ob->type != PLAYER && !(mflags&P_IS_ALIVE) && (blocked == 0))
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return 0;
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/* if there isn't anytyhing alive on this space, and this space isn't
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* otherwise blocked, we can return now. Only if there is a living
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* creature do we need to investigate if it is part of this creature
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* or another. Likewise, only if something is blocking us do we
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* need to investigate if there is a special circumstance that would
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* let the player through (inventory checkers for example)
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*/
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if (!(mflags&P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked))
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return 0;
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if (ob->head != NULL)
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ob = ob->head;
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/* We basically go through the stack of objects, and if there is
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* some other object that has NO_PASS or FLAG_ALIVE set, return
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* true. If we get through the entire stack, that must mean
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* ob is blocking it, so return 0.
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*/
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for (tmp = GET_MAP_OB(m, sx, sy); tmp != NULL; tmp = tmp->above) {
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/* Never block part of self. */
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if (tmp->head)
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tmp_head = tmp->head;
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else
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tmp_head = tmp;
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if (tmp_head == ob) {
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continue;
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/* This must be before the checks below. Code for inventory checkers. */
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} else if (tmp->type == CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
|
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/* If last_sp is set, the player/monster needs an object,
|
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* so we check for it. If they don't have it, they can't
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* pass through this space.
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*/
|
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if (tmp->last_sp) {
|
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if (check_inv_recursive(ob, tmp) == NULL) {
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if (tmp->msg) {
|
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/* Optionally display the reason why one cannot move
|
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* there. Note: emitting a message from this function
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* is not very elegant. Ideally, this should be done
|
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* somewhere in server/player.c, but this is difficult
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* for objects of type CHECK_INV that are not alive.
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*/
|
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draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob,
|
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MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY,
|
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tmp->msg, tmp->msg);
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}
|
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return 1;
|
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}
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else
|
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continue;
|
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} else {
|
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/* In this case, the player must not have the object -
|
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* if they do, they can't pass through.
|
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*/
|
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if (check_inv_recursive(ob, tmp) != NULL) {
|
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if (tmp->msg) {
|
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draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob,
|
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MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY,
|
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tmp->msg, tmp->msg);
|
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}
|
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return 1;
|
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}
|
|
else
|
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continue;
|
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}
|
|
} /* if check_inv */
|
|
else {
|
|
/* Broke apart a big nasty if into several here to make
|
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* this more readable. first check - if the space blocks
|
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* movement, can't move here.
|
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* second - if a monster, can't move there, unless it is a
|
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* hidden dm
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*/
|
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if (OB_MOVE_BLOCK(ob, tmp))
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return 1;
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if (QUERY_FLAG(tmp, FLAG_ALIVE)
|
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&& tmp->head != ob
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&& tmp != ob
|
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&& tmp->type != DOOR
|
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&& !(QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden))
|
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return 1;
|
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}
|
|
|
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}
|
|
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);
|
|
}
|
|
}
|