Crossfire Server, Branch 1.12
R12190
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00001 /* 00002 * static char *rcsid_map_c = 00003 * "$Id: map.c 13939 2010-09-29 19:21:57Z ryo_saeba $"; 00004 */ 00005 00006 /* 00007 CrossFire, A Multiplayer game for X-windows 00008 00009 Copyright (C) 2006-2008 Mark Wedel & Crossfire Development Team 00010 Copyright (C) 1992 Frank Tore Johansen 00011 00012 This program is free software; you can redistribute it and/or modify 00013 it under the terms of the GNU General Public License as published by 00014 the Free Software Foundation; either version 2 of the License, or 00015 (at your option) any later version. 00016 00017 This program is distributed in the hope that it will be useful, 00018 but WITHOUT ANY WARRANTY; without even the implied warranty of 00019 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00020 GNU General Public License for more details. 00021 00022 You should have received a copy of the GNU General Public License 00023 along with this program; if not, write to the Free Software 00024 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 00025 00026 The authors can be reached via e-mail at crossfire-devel@real-time.com 00027 */ 00028 00034 #include <stdio.h> 00035 #include <global.h> 00036 #include <sproto.h> 00037 00038 #include <loader.h> 00039 #ifndef WIN32 /* ---win32 exclude header */ 00040 #include <unistd.h> 00041 #endif /* win32 */ 00042 00043 #include "path.h" 00044 00045 extern int nrofallocobjects, nroffreeobjects; 00046 00047 static void free_all_objects(mapstruct *m); 00048 00054 const char *map_layer_name[MAP_LAYERS] = { 00055 "floor", "no_pick", "no_pick", "item", "item", 00056 "item", "living", "living", "fly", "fly" 00057 }; 00058 00060 typedef struct Map_Layer_Info { 00061 uint8 high_layer; 00062 uint8 honor_visibility; 00063 } Map_Layer_Info; 00064 00071 static Map_Layer_Info map_layer_info[MAP_LAYERS] = { 00072 { MAP_LAYER_FLOOR, 1 }, 00073 { MAP_LAYER_NO_PICK2, 0 }, { MAP_LAYER_NO_PICK2, 0 }, 00074 { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, 00075 { MAP_LAYER_LIVING2, 1 }, { MAP_LAYER_LIVING2, 1 }, 00076 { MAP_LAYER_FLY2, 1 }, { MAP_LAYER_FLY2, 1 } 00077 }; 00078 00087 mapstruct *has_been_loaded(const char *name) { 00088 mapstruct *map; 00089 00090 if (!name || !*name) 00091 return NULL; 00092 00093 for (map = first_map; map; map = map->next) 00094 if (!strcmp(name, map->path)) 00095 break; 00096 return (map); 00097 } 00098 00114 char *create_pathname(const char *name, char *buf, size_t size) { 00115 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 00116 * someplace else in the code? msw 2-17-97 00117 */ 00118 if (*name == '/') 00119 snprintf(buf, size, "%s/%s%s", settings.datadir, settings.mapdir, name); 00120 else 00121 snprintf(buf, size, "%s/%s/%s", settings.datadir, settings.mapdir, name); 00122 return buf; 00123 } 00124 00135 void create_overlay_pathname(const char *name, char *buf, size_t size) { 00136 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 00137 * someplace else in the code? msw 2-17-97 00138 */ 00139 if (*name == '/') 00140 snprintf(buf, size, "%s/%s%s", settings.localdir, settings.mapdir, name); 00141 else 00142 snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.mapdir, name); 00143 } 00144 00155 void create_template_pathname(const char *name, char *buf, size_t size) { 00156 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 00157 * someplace else in the code? msw 2-17-97 00158 */ 00159 if (*name == '/') 00160 snprintf(buf, size, "%s/%s%s", settings.localdir, settings.templatedir, name); 00161 else 00162 snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.templatedir, name); 00163 } 00164 00178 static void create_items_path(const char *s, char *buf, size_t size) { 00179 char *t; 00180 00181 if (*s == '/') 00182 s++; 00183 00184 snprintf(buf, size, "%s/%s/", settings.localdir, settings.uniquedir); 00185 t = buf+strlen(buf); 00186 snprintf(t, buf+size-t, "%s", s); 00187 00188 while (*t != '\0') { 00189 if (*t == '/') 00190 *t = '@'; 00191 t++; 00192 } 00193 } 00194 00216 int check_path(const char *name, int prepend_dir) { 00217 char buf[MAX_BUF]; 00218 #ifndef WIN32 00219 char *endbuf; 00220 struct stat statbuf; 00221 int mode = 0, i; 00222 #endif 00223 00224 if (prepend_dir) 00225 create_pathname(name, buf, MAX_BUF); 00226 else 00227 snprintf(buf, sizeof(buf), "%s", name); 00228 #ifdef WIN32 /* ***win32: check this sucker in windows style. */ 00229 return(_access(buf, 0)); 00230 #else 00231 00232 /* old method (strchr(buf, '\0')) seemd very odd to me - 00233 * this method should be equivalant and is clearer. 00234 * Can not use strcat because we need to cycle through 00235 * all the names. 00236 */ 00237 endbuf = buf+strlen(buf); 00238 00239 for (i = 0; i < NROF_COMPRESS_METHODS; i++) { 00240 if (uncomp[i][0]) 00241 snprintf(endbuf, buf+sizeof(buf)-endbuf, "%s", uncomp[i][0]); 00242 else 00243 *endbuf = '\0'; 00244 if (!stat(buf, &statbuf)) 00245 break; 00246 } 00247 if (i == NROF_COMPRESS_METHODS) 00248 return (-1); 00249 if (!S_ISREG(statbuf.st_mode)) 00250 return (-1); 00251 00252 if (((statbuf.st_mode&S_IRGRP) && getegid() == statbuf.st_gid) 00253 || ((statbuf.st_mode&S_IRUSR) && geteuid() == statbuf.st_uid) 00254 || (statbuf.st_mode&S_IROTH)) 00255 mode |= 4; 00256 00257 if ((statbuf.st_mode&S_IWGRP && getegid() == statbuf.st_gid) 00258 || (statbuf.st_mode&S_IWUSR && geteuid() == statbuf.st_uid) 00259 || (statbuf.st_mode&S_IWOTH)) 00260 mode |= 2; 00261 00262 return (mode); 00263 #endif 00264 } 00265 00275 void dump_map(const mapstruct *m) { 00276 LOG(llevError, "Map %s status: %d.\n", m->path, m->in_memory); 00277 LOG(llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH(m), MAP_HEIGHT(m), MAP_ENTER_X(m), MAP_ENTER_Y(m)); 00278 00279 if (m->msg != NULL) 00280 LOG(llevError, "Message:\n%s", m->msg); 00281 00282 if (m->maplore != NULL) 00283 LOG(llevError, "Lore:\n%s", m->maplore); 00284 00285 if (m->tmpname != NULL) 00286 LOG(llevError, "Tmpname: %s\n", m->tmpname); 00287 00288 LOG(llevError, "Difficulty: %d\n", m->difficulty); 00289 LOG(llevError, "Darkness: %d\n", m->darkness); 00290 } 00291 00298 void dump_all_maps(void) { 00299 mapstruct *m; 00300 00301 for (m = first_map; m != NULL; m = m->next) { 00302 dump_map(m); 00303 } 00304 } 00305 00330 int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny) { 00331 sint16 newx, newy; 00332 int retval = 0; 00333 mapstruct *mp; 00334 00335 if (out_of_map(oldmap, x, y)) 00336 return P_OUT_OF_MAP; 00337 newx = x; 00338 newy = y; 00339 mp = get_map_from_coord(oldmap, &newx, &newy); 00340 if (mp != oldmap) 00341 retval |= P_NEW_MAP; 00342 if (newmap) 00343 *newmap = mp; 00344 if (nx) 00345 *nx = newx; 00346 if (ny) 00347 *ny = newy; 00348 retval |= mp->spaces[newx+mp->width*newy].flags; 00349 return retval; 00350 } 00351 00373 int blocked_link(object *ob, mapstruct *m, int sx, int sy) { 00374 object *tmp, *tmp_head; 00375 int mflags, blocked; 00376 00377 /* Make sure the coordinates are valid - they should be, as caller should 00378 * have already checked this. 00379 */ 00380 if (OUT_OF_REAL_MAP(m, sx, sy)) { 00381 LOG(llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 00382 return 1; 00383 } 00384 00385 /* special hack for transports: if it's a transport with a move_type of 0, it can do on the space anyway */ 00386 if (ob->type == TRANSPORT && ob->move_type == 0) 00387 return 0; 00388 00389 /* Save some cycles - instead of calling get_map_flags(), just get the value 00390 * directly. 00391 */ 00392 mflags = m->spaces[sx+m->width*sy].flags; 00393 00394 blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); 00395 00396 /* If space is currently not blocked by anything, no need to 00397 * go further. Not true for players - all sorts of special 00398 * things we need to do for players. 00399 */ 00400 if (ob->type != PLAYER && !(mflags&P_IS_ALIVE) && (blocked == 0)) 00401 return 0; 00402 00403 /* if there isn't anytyhing alive on this space, and this space isn't 00404 * otherwise blocked, we can return now. Only if there is a living 00405 * creature do we need to investigate if it is part of this creature 00406 * or another. Likewise, only if something is blocking us do we 00407 * need to investigate if there is a special circumstance that would 00408 * let the player through (inventory checkers for example) 00409 */ 00410 if (!(mflags&P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) 00411 return 0; 00412 00413 if (ob->head != NULL) 00414 ob = ob->head; 00415 00416 /* We basically go through the stack of objects, and if there is 00417 * some other object that has NO_PASS or FLAG_ALIVE set, return 00418 * true. If we get through the entire stack, that must mean 00419 * ob is blocking it, so return 0. 00420 */ 00421 for (tmp = GET_MAP_OB(m, sx, sy); tmp != NULL; tmp = tmp->above) { 00422 /* Never block part of self. */ 00423 if (tmp->head) 00424 tmp_head = tmp->head; 00425 else 00426 tmp_head = tmp; 00427 if (tmp_head == ob) { 00428 continue; 00429 /* This must be before the checks below. Code for inventory checkers. */ 00430 } else if (tmp->type == CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { 00431 /* If last_sp is set, the player/monster needs an object, 00432 * so we check for it. If they don't have it, they can't 00433 * pass through this space. 00434 */ 00435 if (tmp->last_sp) { 00436 if (check_inv_recursive(ob, tmp) == NULL) { 00437 if (tmp->msg) { 00438 /* Optionally display the reason why one cannot move 00439 * there. Note: emitting a message from this function 00440 * is not very elegant. Ideally, this should be done 00441 * somewhere in server/player.c, but this is difficult 00442 * for objects of type CHECK_INV that are not alive. 00443 */ 00444 draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob, 00445 MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY, 00446 tmp->msg, tmp->msg); 00447 } 00448 return 1; 00449 } 00450 else 00451 continue; 00452 } else { 00453 /* In this case, the player must not have the object - 00454 * if they do, they can't pass through. 00455 */ 00456 if (check_inv_recursive(ob, tmp) != NULL) { 00457 if (tmp->msg) { 00458 draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob, 00459 MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY, 00460 tmp->msg, tmp->msg); 00461 } 00462 return 1; 00463 } 00464 else 00465 continue; 00466 } 00467 } /* if check_inv */ 00468 else { 00469 /* Broke apart a big nasty if into several here to make 00470 * this more readable. first check - if the space blocks 00471 * movement, can't move here. 00472 * second - if a monster, can't move there, unless it is a 00473 * hidden dm 00474 */ 00475 if (OB_MOVE_BLOCK(ob, tmp)) 00476 return 1; 00477 if (QUERY_FLAG(tmp, FLAG_ALIVE) 00478 && tmp->head != ob 00479 && tmp != ob 00480 && tmp->type != DOOR 00481 && !(QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden)) 00482 return 1; 00483 } 00484 00485 } 00486 return 0; 00487 } 00488 00525 int ob_blocked(const object *ob, mapstruct *m, sint16 x, sint16 y) { 00526 archetype *tmp; 00527 int flag; 00528 mapstruct *m1; 00529 sint16 sx, sy; 00530 const object *part; 00531 00532 if (ob == NULL) { 00533 flag = get_map_flags(m, &m1, x, y, &sx, &sy); 00534 if (flag&P_OUT_OF_MAP) 00535 return P_OUT_OF_MAP; 00536 00537 /* don't have object, so don't know what types would block */ 00538 return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); 00539 } 00540 00541 for (tmp = ob->arch, part = ob; tmp != NULL; tmp = tmp->more, part = part->more) { 00542 flag = get_map_flags(m, &m1, x+tmp->clone.x, y+tmp->clone.y, &sx, &sy); 00543 00544 if (flag&P_OUT_OF_MAP) 00545 return P_OUT_OF_MAP; 00546 if (flag&P_IS_ALIVE) 00547 return P_IS_ALIVE; 00548 00549 /* find_first_free_spot() calls this function. However, often 00550 * ob doesn't have any move type (when used to place exits) 00551 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 00552 */ 00553 00554 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) 00555 continue; 00556 00557 /* A transport without move_type for a part should go through everything for that part. */ 00558 if (ob->type == TRANSPORT && part->move_type == 0) 00559 continue; 00560 00561 /* Note it is intentional that we check ob - the movement type of the 00562 * head of the object should correspond for the entire object. 00563 */ 00564 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 00565 return AB_NO_PASS; 00566 } 00567 return 0; 00568 } 00569 00580 void fix_container(object *container) { 00581 object *tmp = container->inv, *next; 00582 00583 container->inv = NULL; 00584 while (tmp != NULL) { 00585 next = tmp->below; 00586 if (tmp->inv) 00587 fix_container(tmp); 00588 (void)insert_ob_in_ob(tmp, container); 00589 tmp = next; 00590 } 00591 /* sum_weight will go through and calculate what all the containers are 00592 * carrying. 00593 */ 00594 sum_weight(container); 00595 } 00596 00607 static void fix_container_multipart(object *container) { 00608 object *tmp = container->inv, *next; 00609 00610 while (tmp != NULL) { 00611 archetype *at; 00612 object *op, *last; 00613 00614 next = tmp->below; 00615 if (tmp->inv) 00616 fix_container_multipart(tmp); 00617 /* already multipart, or non-multipart arch - don't do anything more */ 00618 for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) { 00619 /* FIXME: We can't reuse fix_multipart_object() since that only 00620 * works for items directly on maps. Maybe factor out common code? 00621 */ 00622 op = arch_to_object(at); 00623 op->head = tmp; 00624 op->env = tmp->env; 00625 last->more = op; 00626 if (tmp->name != op->name) { 00627 if (op->name) 00628 free_string(op->name); 00629 op->name = add_string(tmp->name); 00630 } 00631 if (tmp->title != op->title) { 00632 if (op->title) 00633 free_string(op->title); 00634 op->title = add_string(tmp->title); 00635 } 00636 CLEAR_FLAG(op, FLAG_REMOVED); 00637 } 00638 tmp = next; 00639 } 00640 } 00641 00652 static void link_multipart_objects(mapstruct *m) { 00653 int x, y; 00654 object *tmp, *above; 00655 00656 for (x = 0; x < MAP_WIDTH(m); x++) 00657 for (y = 0; y < MAP_HEIGHT(m); y++) 00658 for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = above) { 00659 above = tmp->above; 00660 if (tmp->inv) 00661 fix_container_multipart(tmp); 00662 00663 /* already multipart - don't do anything more */ 00664 if (tmp->head || tmp->more) 00665 continue; 00666 00667 fix_multipart_object(tmp); 00668 } /* for objects on this space */ 00669 } 00670 00682 static void load_objects(mapstruct *m, FILE *fp, int mapflags) { 00683 int i, j, bufstate = LO_NEWFILE; 00684 int unique; 00685 object *op, *prev = NULL, *last_more = NULL, *otmp; 00686 00687 op = get_object(); 00688 op->map = m; /* To handle buttons correctly */ 00689 00690 while ((i = load_object(fp, op, bufstate, mapflags))) { 00691 /* Since the loading of the map header does not load an object 00692 * anymore, we need to pass LO_NEWFILE for the first object loaded, 00693 * and then switch to LO_REPEAT for faster loading. 00694 */ 00695 bufstate = LO_REPEAT; 00696 00697 /* if the archetype for the object is null, means that we 00698 * got an invalid object. Don't do anything with it - the game 00699 * or editor will not be able to do anything with it either. 00700 */ 00701 if (op->arch == NULL) { 00702 LOG(llevDebug, "Discarding object without arch: %s\n", op->name ? op->name : "(null)"); 00703 continue; 00704 } 00705 00706 switch (i) { 00707 case LL_NORMAL: 00708 /* if we are loading an overlay, put the floors on the bottom */ 00709 if ((QUERY_FLAG(op, FLAG_IS_FLOOR) || QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) 00710 && mapflags&MAP_OVERLAY) 00711 insert_ob_in_map(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ABOVE_FLOOR_ONLY|INS_MAP_LOAD); 00712 else 00713 insert_ob_in_map(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ON_TOP|INS_MAP_LOAD); 00714 00715 if (op->inv) 00716 sum_weight(op); 00717 00718 prev = op, 00719 last_more = op; 00720 break; 00721 00722 case LL_MORE: 00723 insert_ob_in_map(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ABOVE_FLOOR_ONLY); 00724 op->head = prev, 00725 last_more->more = op, 00726 last_more = op; 00727 break; 00728 } 00729 if (mapflags&MAP_STYLE) { 00730 remove_from_active_list(op); 00731 } 00732 op = get_object(); 00733 op->map = m; 00734 } 00735 for (i = 0; i < m->width; i++) { 00736 for (j = 0; j < m->height; j++) { 00737 unique = 0; 00738 /* check for unique items, or unique squares */ 00739 for (otmp = GET_MAP_OB(m, i, j); otmp; otmp = otmp->above) { 00740 if (QUERY_FLAG(otmp, FLAG_UNIQUE)) 00741 unique = 1; 00742 if (!(mapflags&(MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) 00743 SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); 00744 } 00745 } 00746 } 00747 free_object(op); 00748 link_multipart_objects(m); 00749 } 00750 00768 static int save_objects(mapstruct *m, FILE *fp, FILE *fp2, int flag) { 00769 int i, j = 0, unique = 0, res; 00770 object *op, *otmp; 00771 00772 /* first pass - save one-part objects */ 00773 for (i = 0; i < MAP_WIDTH(m); i++) 00774 for (j = 0; j < MAP_HEIGHT(m); j++) { 00775 unique = 0; 00776 for (op = GET_MAP_OB(m, i, j); op; op = otmp) { 00777 otmp = op->above; 00778 00779 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 00780 unique = 1; 00781 00782 if (op->type == PLAYER) { 00783 LOG(llevDebug, "Player on map that is being saved\n"); 00784 continue; 00785 } 00786 00787 if (op->head || op->owner) 00788 continue; 00789 00790 if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) 00791 res = save_object(fp2, op, SAVE_FLAG_SAVE_UNPAID|SAVE_FLAG_NO_REMOVE); 00792 else 00793 if (flag == 0 00794 || (flag == SAVE_FLAG_NO_REMOVE && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG(op, FLAG_UNPAID)))) 00795 res = save_object(fp, op, SAVE_FLAG_SAVE_UNPAID|SAVE_FLAG_NO_REMOVE); 00796 00797 if (res != 0) 00798 return res; 00799 } /* for this space */ 00800 } /* for this j */ 00801 00802 return 0; 00803 } 00804 00816 mapstruct *get_linked_map(void) { 00817 mapstruct *map = (mapstruct *)calloc(1, sizeof(mapstruct)); 00818 mapstruct *mp; 00819 00820 if (map == NULL) 00821 fatal(OUT_OF_MEMORY); 00822 00823 for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next) 00824 ; 00825 if (mp == NULL) 00826 first_map = map; 00827 else 00828 mp->next = map; 00829 00830 map->in_memory = MAP_SWAPPED; 00831 /* The maps used to pick up default x and y values from the 00832 * map archetype. Mimic that behaviour. 00833 */ 00834 MAP_WIDTH(map) = 16; 00835 MAP_HEIGHT(map) = 16; 00836 MAP_RESET_TIMEOUT(map) = 0; 00837 MAP_TIMEOUT(map) = 300; 00838 MAP_ENTER_X(map) = 0; 00839 MAP_ENTER_Y(map) = 0; 00840 map->last_reset_time.tv_sec = 0; 00841 return map; 00842 } 00843 00854 static void allocate_map(mapstruct *m) { 00855 m->in_memory = MAP_IN_MEMORY; 00856 /* Log this condition and free the storage. We could I suppose 00857 * realloc, but if the caller is presuming the data will be intact, 00858 * that is their poor assumption. 00859 */ 00860 if (m->spaces) { 00861 LOG(llevError, "allocate_map called with already allocated map (%s)\n", m->path); 00862 free(m->spaces); 00863 } 00864 00865 m->spaces = calloc(1, MAP_WIDTH(m)*MAP_HEIGHT(m)*sizeof(MapSpace)); 00866 00867 if (m->spaces == NULL) 00868 fatal(OUT_OF_MEMORY); 00869 } 00870 00884 mapstruct *get_empty_map(int sizex, int sizey) { 00885 mapstruct *m = get_linked_map(); 00886 m->width = sizex; 00887 m->height = sizey; 00888 m->in_memory = MAP_SWAPPED; 00889 allocate_map(m); 00890 return m; 00891 } 00892 00904 static shopitems *parse_shop_string(const char *input_string) { 00905 char *shop_string, *p, *q, *next_semicolon, *next_colon; 00906 shopitems *items = NULL; 00907 int i = 0, number_of_entries = 0; 00908 const typedata *current_type; 00909 00910 shop_string = strdup_local(input_string); 00911 p = shop_string; 00912 LOG(llevDebug, "parsing %s\n", input_string); 00913 /* first we'll count the entries, we'll need that for allocating the array shortly */ 00914 while (p) { 00915 p = strchr(p, ';'); 00916 number_of_entries++; 00917 if (p) 00918 p++; 00919 } 00920 p = shop_string; 00921 strip_endline(p); 00922 items = CALLOC(number_of_entries+1, sizeof(shopitems)); 00923 memset(items, 0, (sizeof(shopitems)*number_of_entries+1)); 00924 for (i = 0; i < number_of_entries; i++) { 00925 if (!p) { 00926 LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); 00927 break; 00928 } 00929 next_semicolon = strchr(p, ';'); 00930 next_colon = strchr(p, ':'); 00931 /* if there is a stregth specified, figure out what it is, we'll need it soon. */ 00932 if (next_colon &&(!next_semicolon || next_colon < next_semicolon)) 00933 items[i].strength = atoi(strchr(p, ':')+1); 00934 00935 if (isdigit(*p) || *p == '*') { 00936 items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */ 00937 current_type = get_typedata(items[i].typenum); 00938 if (current_type) { 00939 items[i].name = current_type->name; 00940 items[i].name_pl = current_type->name_pl; 00941 } 00942 } else { /*we have a named type, let's figure out what it is */ 00943 q = strpbrk(p, ";:"); 00944 if (q) 00945 *q = '\0'; 00946 00947 current_type = get_typedata_by_name(p); 00948 if (current_type) { 00949 items[i].name = current_type->name; 00950 items[i].typenum = current_type->number; 00951 items[i].name_pl = current_type->name_pl; 00952 } else { /* oh uh, something's wrong, let's free up this one, and try 00953 * the next entry while we're at it, better print a warning 00954 */ 00955 LOG(llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 00956 } 00957 } 00958 items[i].index = number_of_entries; 00959 if (next_semicolon) 00960 p = ++next_semicolon; 00961 else 00962 p = NULL; 00963 } 00964 free(shop_string); 00965 return items; 00966 } 00967 00979 static void print_shop_string(mapstruct *m, char *output_string, int size) { 00980 int i; 00981 char tmp[MAX_BUF]; 00982 00983 output_string[0] = '\0'; 00984 for (i = 0; i < m->shopitems[0].index; i++) { 00985 if (m->shopitems[i].typenum) { 00986 if (m->shopitems[i].strength) { 00987 snprintf(tmp, sizeof(tmp), "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 00988 } else 00989 snprintf(tmp, sizeof(tmp), "%s;", m->shopitems[i].name); 00990 } else { 00991 if (m->shopitems[i].strength) { 00992 snprintf(tmp, sizeof(tmp), "*:%d;", m->shopitems[i].strength); 00993 } else 00994 snprintf(tmp, sizeof(tmp), "*"); 00995 } 00996 snprintf(output_string+strlen(output_string), size-strlen(output_string), "%s", tmp); 00997 } 00998 } 00999 01019 static int load_map_header(FILE *fp, mapstruct *m) { 01020 char buf[HUGE_BUF], *key = NULL, *value; 01021 01022 m->width = m->height = 0; 01023 while (fgets(buf, sizeof(buf), fp) != NULL) { 01024 char *p; 01025 01026 p = strchr(buf, '\n'); 01027 if (p == NULL) { 01028 LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf); 01029 return 1; 01030 } 01031 *p = '\0'; 01032 01033 key = buf; 01034 while (isspace(*key)) 01035 key++; 01036 if (*key == 0) 01037 continue; /* empty line */ 01038 value = strchr(key, ' '); 01039 if (value) { 01040 *value = 0; 01041 value++; 01042 while (isspace(*value)) { 01043 value++; 01044 if (*value == '\0') { 01045 /* Nothing but spaces. */ 01046 value = NULL; 01047 break; 01048 } 01049 } 01050 } 01051 01052 /* key is the field name, value is what it should be set 01053 * to. We've already done the work to null terminate key, 01054 * and strip off any leading spaces for both of these. 01055 * We have not touched the newline at the end of the line - 01056 * these are needed for some values. the end pointer 01057 * points to the first of the newlines. 01058 * value could be NULL! It would be easy enough to just point 01059 * this to "" to prevent cores, but that would let more errors slide 01060 * through. 01061 * 01062 * First check for entries that do not use the value parameter, then 01063 * validate that value is given and check for the remaining entries 01064 * that use the parameter. 01065 */ 01066 01067 if (!strcmp(key, "msg")) { 01068 char msgbuf[HUGE_BUF]; 01069 int msgpos = 0; 01070 01071 while (fgets(buf, sizeof(buf), fp) != NULL) { 01072 if (!strcmp(buf, "endmsg\n")) 01073 break; 01074 else { 01075 snprintf(msgbuf+msgpos, sizeof(msgbuf)-msgpos, "%s", buf); 01076 msgpos += strlen(buf); 01077 } 01078 } 01079 /* There are lots of maps that have empty messages (eg, msg/endmsg 01080 * with nothing between). There is no reason in those cases to 01081 * keep the empty message. Also, msgbuf contains garbage data 01082 * when msgpos is zero, so copying it results in crashes 01083 */ 01084 if (msgpos != 0) { 01085 /* When loading eg an overlay, message is already set, so free() current one. */ 01086 free(m->msg); 01087 m->msg = strdup_local(msgbuf); 01088 } 01089 } else if (!strcmp(key, "maplore")) { 01090 char maplorebuf[HUGE_BUF]; 01091 int maplorepos = 0; 01092 01093 while (fgets(buf, HUGE_BUF-1, fp) != NULL) { 01094 if (!strcmp(buf, "endmaplore\n")) 01095 break; 01096 else { 01097 snprintf(maplorebuf+maplorepos, sizeof(maplorebuf)-maplorepos, "%s", buf); 01098 maplorepos += strlen(buf); 01099 } 01100 } 01101 if (maplorepos != 0) 01102 m->maplore = strdup_local(maplorebuf); 01103 } else if (!strcmp(key, "end")) { 01104 break; 01105 } else if (value == NULL) { 01106 LOG(llevError, "Got '%s' line without parameter in map header\n", key); 01107 } else if (!strcmp(key, "arch")) { 01108 /* This is an oddity, but not something we care about much. */ 01109 if (strcmp(value, "map")) 01110 LOG(llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value); 01111 } else if (!strcmp(key, "name")) { 01112 /* When loading eg an overlay, the name is already set, so free() current one. */ 01113 free(m->name); 01114 m->name = strdup_local(value); 01115 /* first strcmp value on these are old names supported 01116 * for compatibility reasons. The new values (second) are 01117 * what really should be used. 01118 */ 01119 } else if (!strcmp(key, "hp") || !strcmp(key, "enter_x")) { 01120 m->enter_x = atoi(value); 01121 } else if (!strcmp(key, "sp") || !strcmp(key, "enter_y")) { 01122 m->enter_y = atoi(value); 01123 } else if (!strcmp(key, "x") || !strcmp(key, "width")) { 01124 m->width = atoi(value); 01125 } else if (!strcmp(key, "y") || !strcmp(key, "height")) { 01126 m->height = atoi(value); 01127 } else if (!strcmp(key, "weight") || !strcmp(key, "reset_timeout")) { 01128 m->reset_timeout = atoi(value); 01129 } else if (!strcmp(key, "value") || !strcmp(key, "swap_time")) { 01130 m->timeout = atoi(value); 01131 } else if (!strcmp(key, "level") || !strcmp(key, "difficulty")) { 01132 m->difficulty = atoi(value); 01133 } else if (!strcmp(key, "invisible") || !strcmp(key, "darkness")) { 01134 m->darkness = atoi(value); 01135 } else if (!strcmp(key, "stand_still") || !strcmp(key, "fixed_resettime")) { 01136 m->fixed_resettime = atoi(value); 01137 } else if (!strcmp(key, "unique")) { 01138 m->unique = atoi(value); 01139 } else if (!strcmp(key, "template")) { 01140 m->is_template = atoi(value); 01141 } else if (!strcmp(key, "region")) { 01142 m->region = get_region_by_name(value); 01143 } else if (!strcmp(key, "shopitems")) { 01144 m->shopitems = parse_shop_string(value); 01145 } else if (!strcmp(key, "shopgreed")) { 01146 m->shopgreed = atof(value); 01147 } else if (!strcmp(key, "shopmin")) { 01148 m->shopmin = atol(value); 01149 } else if (!strcmp(key, "shopmax")) { 01150 m->shopmax = atol(value); 01151 } else if (!strcmp(key, "shoprace")) { 01152 m->shoprace = strdup_local(value); 01153 } else if (!strcmp(key, "outdoor")) { 01154 m->outdoor = atoi(value); 01155 } else if (!strcmp(key, "nosmooth")) { 01156 m->nosmooth = atoi(value); 01157 } else if (!strcmp(key, "first_load")) { 01158 m->last_reset_time.tv_sec = atoi(value); 01159 } else if (!strncmp(key, "tile_path_", 10)) { 01160 int tile = atoi(key+10); 01161 01162 if (tile < 1 || tile > 4) { 01163 LOG(llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path); 01164 } else { 01165 char path[HUGE_BUF]; 01166 01167 if (m->tile_path[tile-1]) { 01168 LOG(llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path); 01169 free(m->tile_path[tile-1]); 01170 m->tile_path[tile-1] = NULL; 01171 } 01172 01173 if (check_path(value, 1) != -1) { 01174 /* The unadorned path works. */ 01175 snprintf(path, sizeof(path), "%s", value); 01176 } else { 01177 /* Try again; it could be a relative exit. */ 01178 path_combine_and_normalize(m->path, value, path, sizeof(path)); 01179 01180 if (check_path(path, 1) == -1) { 01181 LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value); 01182 path[0] = '\0'; 01183 } 01184 } 01185 01186 if (*path != '\0') { 01187 /* Use the normalized value. */ 01188 m->tile_path[tile-1] = strdup_local(path); 01189 } 01190 } /* end if tile direction (in)valid */ 01191 } else if (!strcmp(key, "background_music")) { 01192 m->background_music = strdup_local(value); 01193 } else { 01194 LOG(llevError, "Got unknown value in map header: %s %s\n", key, value); 01195 } 01196 } 01197 if ((m->width == 0) || (m->height == 0)) { 01198 LOG(llevError, "Map width or height not specified\n"); 01199 return 1; 01200 } 01201 if (!key || strcmp(key, "end")) { 01202 LOG(llevError, "Got premature eof on map header!\n"); 01203 return 1; 01204 } 01205 return 0; 01206 } 01207 01226 mapstruct *load_original_map(const char *filename, int flags) { 01227 FILE *fp; 01228 mapstruct *m; 01229 int comp; 01230 char pathname[MAX_BUF]; 01231 01232 LOG(llevDebug, "load_original_map: %s (%x)\n", filename, flags); 01233 if (flags&MAP_PLAYER_UNIQUE) 01234 snprintf(pathname, sizeof(pathname), "%s", filename); 01235 else if (flags&MAP_OVERLAY) 01236 create_overlay_pathname(filename, pathname, MAX_BUF); 01237 else 01238 create_pathname(filename, pathname, MAX_BUF); 01239 01240 if ((fp = open_and_uncompress(pathname, 0, &comp)) == NULL) { 01241 char err[MAX_BUF]; 01242 01243 LOG((flags&MAP_PLAYER_UNIQUE) ? llevDebug : llevError, "Can't open %s: %s\n", pathname, strerror_local(errno, err, sizeof(err))); 01244 return (NULL); 01245 } 01246 01247 m = get_linked_map(); 01248 01249 strcpy(m->path, filename); 01250 if (load_map_header(fp, m)) { 01251 LOG(llevError, "Error loading map header for %s, flags=%d\n", filename, flags); 01252 delete_map(m); 01253 return NULL; 01254 } 01255 01256 allocate_map(m); 01257 m->compressed = comp; 01258 01259 m->in_memory = MAP_LOADING; 01260 load_objects(m, fp, flags&(MAP_BLOCK|MAP_STYLE)); 01261 close_and_delete(fp, comp); 01262 m->in_memory = MAP_IN_MEMORY; 01263 if (!MAP_DIFFICULTY(m)) 01264 MAP_DIFFICULTY(m) = calculate_difficulty(m); 01265 set_map_reset_time(m); 01266 01267 /* In case other objects press some buttons down */ 01268 update_buttons(m); 01269 01270 /* Handle for map load event */ 01271 execute_global_event(EVENT_MAPLOAD, m); 01272 01273 return (m); 01274 } 01275 01288 static mapstruct *load_temporary_map(mapstruct *m) { 01289 FILE *fp; 01290 int comp; 01291 char buf[MAX_BUF]; 01292 01293 if (!m->tmpname) { 01294 LOG(llevError, "No temporary filename for map %s\n", m->path); 01295 snprintf(buf, sizeof(buf), "%s", m->path); 01296 delete_map(m); 01297 m = load_original_map(buf, 0); 01298 if (m == NULL) 01299 return NULL; 01300 fix_auto_apply(m); /* Chests which open as default */ 01301 return m; 01302 } 01303 01304 if ((fp = open_and_uncompress(m->tmpname, 0, &comp)) == NULL) { 01305 LOG(llevError, "Cannot open %s: %s\n", m->tmpname, strerror_local(errno, buf, sizeof(buf))); 01306 snprintf(buf, sizeof(buf), "%s", m->path); 01307 delete_map(m); 01308 m = load_original_map(buf, 0); 01309 if (m == NULL) 01310 return NULL; 01311 fix_auto_apply(m); /* Chests which open as default */ 01312 return m; 01313 } 01314 01315 if (load_map_header(fp, m)) { 01316 LOG(llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname); 01317 delete_map(m); 01318 m = load_original_map(m->path, 0); 01319 return NULL; 01320 } 01321 m->compressed = comp; 01322 allocate_map(m); 01323 01324 m->in_memory = MAP_LOADING; 01325 load_objects(m, fp, 0); 01326 close_and_delete(fp, comp); 01327 m->in_memory = MAP_IN_MEMORY; 01328 return m; 01329 } 01330 01341 static mapstruct *load_overlay_map(const char *filename, mapstruct *m) { 01342 FILE *fp; 01343 int comp; 01344 char pathname[MAX_BUF]; 01345 01346 create_overlay_pathname(filename, pathname, MAX_BUF); 01347 01348 if ((fp = open_and_uncompress(pathname, 0, &comp)) == NULL) { 01349 /* LOG(llevDebug, "Can't open overlay %s\n", pathname);*/ 01350 return m; 01351 } 01352 01353 if (load_map_header(fp, m)) { 01354 LOG(llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname); 01355 delete_map(m); 01356 m = load_original_map(m->path, 0); 01357 return NULL; 01358 } 01359 m->compressed = comp; 01360 /*allocate_map(m);*/ 01361 01362 m->in_memory = MAP_LOADING; 01363 load_objects(m, fp, MAP_OVERLAY); 01364 close_and_delete(fp, comp); 01365 m->in_memory = MAP_IN_MEMORY; 01366 return m; 01367 } 01368 01369 /****************************************************************************** 01370 * This is the start of unique map handling code 01371 *****************************************************************************/ 01372 01379 static void delete_unique_items(mapstruct *m) { 01380 int i, j, unique = 0; 01381 object *op, *next; 01382 01383 for (i = 0; i < MAP_WIDTH(m); i++) 01384 for (j = 0; j < MAP_HEIGHT(m); j++) { 01385 unique = 0; 01386 for (op = GET_MAP_OB(m, i, j); op; op = next) { 01387 next = op->above; 01388 if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) 01389 unique = 1; 01390 if (op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { 01391 clean_object(op); 01392 if (QUERY_FLAG(op, FLAG_IS_LINKED)) 01393 remove_button_link(op); 01394 remove_ob(op); 01395 free_object(op); 01396 } 01397 } 01398 } 01399 } 01400 01406 static void load_unique_objects(mapstruct *m) { 01407 FILE *fp; 01408 int comp, count; 01409 char firstname[MAX_BUF], name[MAX_BUF]; 01410 01411 create_items_path(m->path, name, MAX_BUF); 01412 for (count = 0; count < 10; count++) { 01413 snprintf(firstname, sizeof(firstname), "%s.v%02d", name, count); 01414 if (!access(firstname, R_OK)) 01415 break; 01416 } 01417 /* If we get here, we did not find any map */ 01418 if (count == 10) 01419 return; 01420 01421 if ((fp = open_and_uncompress(firstname, 0, &comp)) == NULL) { 01422 /* There is no expectation that every map will have unique items, but this 01423 * is debug output, so leave it in. 01424 */ 01425 LOG(llevDebug, "Can't open unique items file for %s\n", name); 01426 return; 01427 } 01428 01429 m->in_memory = MAP_LOADING; 01430 if (m->tmpname == NULL) /* if we have loaded unique items from */ 01431 delete_unique_items(m); /* original map before, don't duplicate them */ 01432 load_object(fp, NULL, LO_NOREAD, 0); 01433 load_objects(m, fp, 0); 01434 close_and_delete(fp, comp); 01435 m->in_memory = MAP_IN_MEMORY; 01436 } 01437 01453 int save_map(mapstruct *m, int flag) { 01454 #define TEMP_EXT ".savefile" 01455 FILE *fp, *fp2; 01456 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF], final[MAX_BUF]; 01457 int i, res; 01458 01459 if (flag && !*m->path) { 01460 LOG(llevError, "Tried to save map without path.\n"); 01461 return SAVE_ERROR_NO_PATH; 01462 } 01463 01464 if (flag != SAVE_MODE_NORMAL || (m->unique) || (m->is_template)) { 01465 if (!m->unique && !m->is_template) { /* flag is set */ 01466 if (flag == SAVE_MODE_OVERLAY) 01467 create_overlay_pathname(m->path, filename, MAX_BUF); 01468 else 01469 create_pathname(m->path, filename, MAX_BUF); 01470 } else 01471 snprintf(filename, sizeof(filename), "%s", m->path); 01472 01473 /* If the compression suffix already exists on the filename, don't 01474 * put it on again. This nasty looking strcmp checks to see if the 01475 * compression suffix is at the end of the filename already. 01476 */ 01477 if (m->compressed 01478 && strcmp((filename+strlen(filename)-strlen(uncomp[m->compressed][0])), uncomp[m->compressed][0])) 01479 strcat(filename, uncomp[m->compressed][0]); 01480 make_path_to_file(filename); 01481 } else { 01482 if (!m->tmpname) 01483 m->tmpname = tempnam_local(settings.tmpdir, NULL); 01484 snprintf(filename, sizeof(filename), "%s", m->tmpname); 01485 } 01486 LOG(llevDebug, "Saving map %s\n", m->path); 01487 m->in_memory = MAP_SAVING; 01488 01489 /* Compress if it isn't a temporary save. Do compress if unique */ 01490 if (m->compressed && (m->unique || m->is_template || flag != SAVE_MODE_NORMAL)) { 01491 char buf[MAX_BUF]; 01492 snprintf(buf, sizeof(buf), "%s > %s%s", uncomp[m->compressed][2], filename, TEMP_EXT); 01493 snprintf(final, sizeof(final), "%s", filename); 01494 fp = popen(buf, "w"); 01495 } else { 01496 snprintf(final, sizeof(final), "%s", filename); 01497 snprintf(filename, sizeof(filename), "%s%s", final, TEMP_EXT); 01498 fp = fopen(filename, "w"); 01499 } 01500 01501 if (fp == NULL) { 01502 LOG(llevError, "Cannot open regular objects file %s: %s\n", filename, strerror_local(errno, buf, sizeof(buf))); 01503 return SAVE_ERROR_RCREATION; 01504 } 01505 01506 /* legacy */ 01507 fprintf(fp, "arch map\n"); 01508 if (m->name) fprintf(fp, "name %s\n", m->name); 01509 if (!flag) fprintf(fp, "swap_time %d\n", m->swap_time); 01510 if (m->reset_timeout) fprintf(fp, "reset_timeout %u\n", m->reset_timeout); 01511 if (m->fixed_resettime) fprintf(fp, "fixed_resettime %d\n", m->fixed_resettime); 01512 /* we unfortunately have no idea if this is a value the creator set 01513 * or a difficulty value we generated when the map was first loaded 01514 */ 01515 if (m->difficulty) fprintf(fp, "difficulty %d\n", m->difficulty); 01516 if (m->region) fprintf(fp, "region %s\n", m->region->name); 01517 if (m->shopitems) { 01518 print_shop_string(m, shop, sizeof(shop)); 01519 fprintf(fp, "shopitems %s\n", shop); 01520 } 01521 if (m->shopgreed) fprintf(fp, "shopgreed %f\n", m->shopgreed); 01522 if (m->shopmin) fprintf(fp, "shopmin %"FMT64U"\n", m->shopmin); 01523 if (m->shopmax) fprintf(fp, "shopmax %"FMT64U"\n", m->shopmax); 01524 if (m->shoprace) fprintf(fp, "shoprace %s\n", m->shoprace); 01525 if (m->darkness) fprintf(fp, "darkness %d\n", m->darkness); 01526 if (m->width) fprintf(fp, "width %d\n", m->width); 01527 if (m->height) fprintf(fp, "height %d\n", m->height); 01528 if (m->enter_x) fprintf(fp, "enter_x %d\n", m->enter_x); 01529 if (m->enter_y) fprintf(fp, "enter_y %d\n", m->enter_y); 01530 if (m->msg) fprintf(fp, "msg\n%sendmsg\n", m->msg); 01531 if (m->maplore) fprintf(fp, "maplore\n%sendmaplore\n", m->maplore); 01532 if (m->unique) fprintf(fp, "unique %d\n", m->unique); 01533 if (m->is_template) fprintf(fp, "template %d\n", m->is_template); 01534 if (m->outdoor) fprintf(fp, "outdoor %d\n", m->outdoor); 01535 if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth); 01536 if (m->last_reset_time.tv_sec) fprintf(fp, "first_load %d\n", (int)m->last_reset_time.tv_sec); 01537 if (m->background_music) fprintf(fp, "background_music %s\n", m->background_music); 01538 01539 /* Save any tiling information, except on overlays */ 01540 if (flag != SAVE_MODE_OVERLAY) 01541 for (i = 0; i < 4; i++) 01542 if (m->tile_path[i]) 01543 fprintf(fp, "tile_path_%d %s\n", i+1, m->tile_path[i]); 01544 01545 fprintf(fp, "end\n"); 01546 01547 /* In the game save unique items in the different file, but 01548 * in the editor save them to the normal map file. 01549 * If unique map, save files in the proper destination (set by 01550 * player) 01551 */ 01552 fp2 = fp; /* save unique items into fp2 */ 01553 if ((flag == SAVE_MODE_NORMAL || flag == SAVE_MODE_OVERLAY) && !m->unique && !m->is_template) { 01554 char name[MAX_BUF], final_unique[MAX_BUF]; 01555 01556 create_items_path(m->path, name, MAX_BUF); 01557 snprintf(final_unique, sizeof(final_unique), "%s.v00", name); 01558 snprintf(buf, sizeof(buf), "%s%s", final_unique, TEMP_EXT); 01559 if ((fp2 = fopen(buf, "w")) == NULL) { 01560 LOG(llevError, "Can't open unique items file %s\n", buf); 01561 return SAVE_ERROR_UCREATION; 01562 } 01563 if (flag == SAVE_MODE_OVERLAY) { 01564 /* SO_FLAG_NO_REMOVE is non destructive save, so map is still valid. */ 01565 res = save_objects(m, fp, fp2, SAVE_FLAG_NO_REMOVE); 01566 if (res < 0) { 01567 LOG(llevError, "Save error during object save: %d\n", res); 01568 return res; 01569 } 01570 m->in_memory = MAP_IN_MEMORY; 01571 } else { 01572 res = save_objects(m, fp, fp2, 0); 01573 if (res < 0) { 01574 LOG(llevError, "Save error during object save: %d\n", res); 01575 return res; 01576 } 01577 free_all_objects(m); 01578 } 01579 if (fp2 != NULL) { 01580 if (ftell(fp2) == 0) { 01581 fclose(fp2); 01582 unlink(buf); 01583 /* If there are no unique items left on the map, we need to 01584 * unlink the original unique map so that the unique 01585 * items don't show up again. 01586 */ 01587 unlink(final_unique); 01588 } else { 01589 fflush(fp2); 01590 fclose(fp2); 01591 unlink(final_unique); /* failure isn't too bad, maybe the file doesn't exist. */ 01592 if (rename(buf, final_unique) == -1) { 01593 LOG(llevError, "Couldn't rename unique file %s to %s\n", buf, final_unique); 01594 return SAVE_ERROR_URENAME; 01595 } 01596 chmod(final_unique, SAVE_MODE); 01597 } 01598 } 01599 } else { /* save same file when not playing, like in editor */ 01600 res = save_objects(m, fp, fp, 0); 01601 if (res < 0) { 01602 LOG(llevError, "Save error during object save: %d\n", res); 01603 return res; 01604 } 01605 free_all_objects(m); 01606 } 01607 01608 if (m->compressed && (m->unique || m->is_template || flag != SAVE_MODE_NORMAL)) { 01609 fflush(fp); 01610 if (pclose(fp) == -1) { 01611 LOG(llevError, "pclose error!\n"); 01612 return SAVE_ERROR_CLOSE; 01613 } 01614 } else { 01615 fflush(fp); 01616 if (fclose(fp) != 0) { 01617 LOG(llevError, "fclose error!\n"); 01618 return SAVE_ERROR_CLOSE; 01619 } 01620 } 01621 unlink(final); /* failure isn't too bad, maybe the file doesn't exist. */ 01622 if (rename(filename, final) == -1) { 01623 LOG(llevError, "Couldn't rename regular file %s to %s\n", filename, final); 01624 return SAVE_ERROR_RRENAME; 01625 } 01626 01627 chmod(final, SAVE_MODE); 01628 return SAVE_ERROR_OK; 01629 } 01630 01640 void clean_object(object *op) { 01641 object *tmp, *next; 01642 01643 for (tmp = op->inv; tmp; tmp = next) { 01644 next = tmp->below; 01645 clean_object(tmp); 01646 if (QUERY_FLAG(tmp, FLAG_IS_LINKED)) 01647 remove_button_link(tmp); 01648 remove_ob(tmp); 01649 free_object(tmp); 01650 } 01651 } 01652 01659 static void free_all_objects(mapstruct *m) { 01660 int i, j; 01661 object *op; 01662 01663 for (i = 0; i < MAP_WIDTH(m); i++) 01664 for (j = 0; j < MAP_HEIGHT(m); j++) { 01665 object *previous_obj = NULL; 01666 01667 while ((op = GET_MAP_OB(m, i, j)) != NULL) { 01668 if (op == previous_obj) { 01669 LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); 01670 break; 01671 } 01672 previous_obj = op; 01673 if (op->head != NULL) 01674 op = op->head; 01675 01676 /* If the map isn't in memory, free_object will remove and 01677 * free objects in op's inventory. So let it do the job. 01678 */ 01679 if (m->in_memory == MAP_IN_MEMORY) 01680 clean_object(op); 01681 remove_ob(op); 01682 free_object(op); 01683 } 01684 } 01685 #ifdef MANY_CORES 01686 /* I see periodic cores on metalforge where a map has been swapped out, but apparantly 01687 * an item on that map was not saved - look for that condition and die as appropriate - 01688 * this leaves more of the map data intact for better debugging. 01689 */ 01690 for (op = objects; op != NULL; op = op->next) { 01691 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { 01692 LOG(llevDebug, "free_all_objects: object %s still on map after it should have been freed\n", op->name); 01693 abort(); 01694 } 01695 } 01696 #endif 01697 } 01698 01707 void free_map(mapstruct *m) { 01708 int i; 01709 01710 if (!m->in_memory) { 01711 LOG(llevError, "Trying to free freed map.\n"); 01712 return; 01713 } 01714 01715 /* Handle for plugin map unload event. */ 01716 execute_global_event(EVENT_MAPUNLOAD, m); 01717 01718 if (m->spaces) free_all_objects(m); 01719 if (m->name) FREE_AND_CLEAR(m->name); 01720 if (m->spaces) FREE_AND_CLEAR(m->spaces); 01721 if (m->msg) FREE_AND_CLEAR(m->msg); 01722 if (m->maplore) FREE_AND_CLEAR(m->maplore); 01723 if (m->shopitems) FREE_AND_CLEAR(m->shopitems); 01724 if (m->shoprace) FREE_AND_CLEAR(m->shoprace); 01725 if (m->background_music) FREE_AND_CLEAR(m->background_music); 01726 if (m->buttons) free_objectlinkpt(m->buttons); 01727 m->buttons = NULL; 01728 for (i = 0; i < 4; i++) { 01729 if (m->tile_path[i]) 01730 FREE_AND_CLEAR(m->tile_path[i]); 01731 m->tile_map[i] = NULL; 01732 } 01733 m->in_memory = MAP_SWAPPED; 01734 } 01735 01745 void delete_map(mapstruct *m) { 01746 mapstruct *tmp, *last; 01747 int i; 01748 01749 if (!m) 01750 return; 01751 if (m->in_memory == MAP_IN_MEMORY) { 01752 /* change to MAP_SAVING, even though we are not, 01753 * so that remove_ob doesn't do as much work. 01754 */ 01755 m->in_memory = MAP_SAVING; 01756 free_map(m); 01757 } 01758 /* move this out of free_map, since tmpname can still be needed if 01759 * the map is swapped out. 01760 */ 01761 if (m->tmpname) { 01762 free(m->tmpname); 01763 m->tmpname = NULL; 01764 } 01765 last = NULL; 01766 /* We need to look through all the maps and see if any maps 01767 * are pointing at this one for tiling information. Since 01768 * tiling can be assymetric, we just can not look to see which 01769 * maps this map tiles with and clears those. 01770 */ 01771 for (tmp = first_map; tmp != NULL; tmp = tmp->next) { 01772 if (tmp->next == m) 01773 last = tmp; 01774 01775 /* This should hopefully get unrolled on a decent compiler */ 01776 for (i = 0; i < 4; i++) 01777 if (tmp->tile_map[i] == m) 01778 tmp->tile_map[i] = NULL; 01779 } 01780 01781 /* If last is null, then this should be the first map in the list */ 01782 if (!last) { 01783 if (m == first_map) 01784 first_map = m->next; 01785 else 01786 /* m->path is a static char, so should hopefully still have 01787 * some useful data in it. 01788 */ 01789 LOG(llevError, "delete_map: Unable to find map %s in list\n", m->path); 01790 } else 01791 last->next = m->next; 01792 01793 free(m); 01794 } 01795 01809 mapstruct *ready_map_name(const char *name, int flags) { 01810 mapstruct *m; 01811 01812 if (!name) 01813 return (NULL); 01814 01815 /* Have we been at this level before? */ 01816 m = has_been_loaded(name); 01817 01818 /* Map is good to go, so just return it */ 01819 if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) { 01820 return m; 01821 } 01822 01823 /* unique maps always get loaded from their original location, and never 01824 * a temp location. Likewise, if map_flush is set, or we have never loaded 01825 * this map, load it now. I removed the reset checking from here - 01826 * it seems the probability of a player trying to enter a map that should 01827 * reset but hasn't yet is quite low, and removing that makes this function 01828 * a bit cleaner (and players probably shouldn't rely on exact timing for 01829 * resets in any case - if they really care, they should use the 'maps command. 01830 */ 01831 if ((flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) { 01832 01833 /* first visit or time to reset */ 01834 if (m) { 01835 clean_tmp_map(m); /* Doesn't make much difference */ 01836 delete_map(m); 01837 } 01838 01839 /* create and load a map */ 01840 if (flags&MAP_PLAYER_UNIQUE) 01841 LOG(llevDebug, "Trying to load map %s.\n", name); 01842 else { 01843 char fullpath[MAX_BUF]; 01844 01845 create_pathname(name, fullpath, MAX_BUF); 01846 LOG(llevDebug, "Trying to load map %s.\n", fullpath); 01847 } 01848 01849 if (!(m = load_original_map(name, (flags&MAP_PLAYER_UNIQUE)))) 01850 return (NULL); 01851 01852 fix_auto_apply(m); /* Chests which open as default */ 01853 01854 /* If a player unique map, no extra unique object file to load. 01855 * if from the editor, likewise. 01856 */ 01857 if (!(flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE))) 01858 load_unique_objects(m); 01859 01860 if (!(flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) { 01861 m = load_overlay_map(name, m); 01862 if (m == NULL) 01863 return NULL; 01864 } 01865 } else { 01866 /* If in this loop, we found a temporary map, so load it up. */ 01867 01868 m = load_temporary_map(m); 01869 if (m == NULL) 01870 return NULL; 01871 load_unique_objects(m); 01872 01873 clean_tmp_map(m); 01874 m->in_memory = MAP_IN_MEMORY; 01875 /* tempnam() on sun systems (probably others) uses malloc 01876 * to allocated space for the string. Free it here. 01877 * In some cases, load_temporary_map above won't find the 01878 * temporary map, and so has reloaded a new map. If that 01879 * is the case, tmpname is now null 01880 */ 01881 if (m->tmpname) 01882 free(m->tmpname); 01883 m->tmpname = NULL; 01884 /* It's going to be saved anew anyway */ 01885 } 01886 01887 /* Below here is stuff common to both first time loaded maps and 01888 * temp maps. 01889 */ 01890 01891 decay_objects(m); /* start the decay */ 01892 01893 if (m->outdoor) 01894 set_darkness_map(m); 01895 if (!(flags&(MAP_FLUSH))) { 01896 if (m->last_reset_time.tv_sec == 0) 01897 gettimeofday(&(m->last_reset_time), NULL); 01898 } 01899 return m; 01900 } 01901 01917 int calculate_difficulty(mapstruct *m) { 01918 object *op; 01919 archetype *at; 01920 int x, y; 01921 int diff = 0; 01922 int i; 01923 sint64 exp_pr_sq, total_exp = 0; 01924 01925 if (MAP_DIFFICULTY(m)) { 01926 return MAP_DIFFICULTY(m); 01927 } 01928 01929 for (x = 0; x < MAP_WIDTH(m); x++) 01930 for (y = 0; y < MAP_HEIGHT(m); y++) 01931 for (op = GET_MAP_OB(m, x, y); op != NULL; op = op->above) { 01932 if (QUERY_FLAG(op, FLAG_MONSTER)) 01933 total_exp += op->stats.exp; 01934 if (QUERY_FLAG(op, FLAG_GENERATOR)) { 01935 total_exp += op->stats.exp; 01936 at = get_archetype_by_type_subtype(GENERATE_TYPE(op), -1); 01937 if (at != NULL) 01938 total_exp += at->clone.stats.exp*8; 01939 } 01940 } 01941 01942 exp_pr_sq = ((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1); 01943 diff = 20; 01944 for (i = 1; i < 20; i++) 01945 if (exp_pr_sq <= level_exp(i, 1.0)) { 01946 diff = i; 01947 break; 01948 } 01949 01950 return diff; 01951 } 01952 01959 void clean_tmp_map(mapstruct *m) { 01960 if (m->tmpname == NULL) 01961 return; 01962 (void)unlink(m->tmpname); 01963 } 01964 01968 void free_all_maps(void) { 01969 int real_maps = 0; 01970 01971 while (first_map) { 01972 /* I think some of the callers above before it gets here set this to be 01973 * saving, but we still want to free this data 01974 */ 01975 if (first_map->in_memory == MAP_SAVING) 01976 first_map->in_memory = MAP_IN_MEMORY; 01977 delete_map(first_map); 01978 real_maps++; 01979 } 01980 LOG(llevDebug, "free_all_maps: Freed %d maps\n", real_maps); 01981 } 01982 02000 int change_map_light(mapstruct *m, int change) { 02001 int new_level = m->darkness+change; 02002 02003 /* Nothing to do */ 02004 if (!change 02005 || (new_level <= 0 && m->darkness == 0) 02006 || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) { 02007 return 0; 02008 } 02009 02010 /* inform all players on the map */ 02011 if (change > 0) 02012 ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes darker.", NULL); 02013 else 02014 ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes brighter.", NULL); 02015 02016 /* Do extra checking. since m->darkness is a unsigned value, 02017 * we need to be extra careful about negative values. 02018 * In general, the checks below are only needed if change 02019 * is not +/-1 02020 */ 02021 if (new_level < 0) 02022 m->darkness = 0; 02023 else if (new_level >= MAX_DARKNESS) 02024 m->darkness = MAX_DARKNESS; 02025 else 02026 m->darkness = new_level; 02027 02028 /* All clients need to get re-updated for the change */ 02029 update_all_map_los(m); 02030 return 1; 02031 } 02032 02055 static inline void add_face_layer(int low_layer, int high_layer, object *ob, object *layers[], int honor_visibility) { 02056 int l, l1; 02057 object *tmp; 02058 02059 for (l = low_layer; l <= high_layer; l++) { 02060 if (!layers[l]) { 02061 /* found an empty spot. now, we want to make sure 02062 * highest visibility at top, etc. 02063 */ 02064 layers[l] = ob; 02065 if (!honor_visibility) 02066 return; 02067 02068 /* This is basically a mini bubble sort. Only swap 02069 * position if the lower face has greater (not equal) 02070 * visibility - map stacking is secondary consideration here. 02071 */ 02072 for (l1 = (l-1); l1 >= low_layer; l1--) { 02073 if (layers[l1]->face->visibility > layers[l1+1]->face->visibility) { 02074 tmp = layers[l1+1]; 02075 layers[l1+1] = layers[l1]; 02076 layers[l1] = tmp; 02077 } 02078 } 02079 /* Nothing more to do - face inserted */ 02080 return; 02081 } 02082 } 02083 /* If we get here, all the layers have an object.. 02084 */ 02085 if (!honor_visibility) { 02086 /* Basically, in this case, it is pure stacking logic, so 02087 * new object goes on the top. 02088 */ 02089 for (l = low_layer; l < high_layer; l++) 02090 layers[l] = layers[l+1]; 02091 layers[high_layer] = ob; 02092 /* If this object doesn't have higher visibility than 02093 * the lowest object, no reason to go further. 02094 */ 02095 } else if (ob->face->visibility >= layers[low_layer]->face->visibility) { 02096 /* 02097 * Start at the top (highest visibility) layer and work down. 02098 * once this face exceed that of the layer, push down those 02099 * other layers, and then replace the layer with our object. 02100 */ 02101 for (l = high_layer; l >= low_layer; l--) { 02102 if (ob->face->visibility >= layers[l]->face->visibility) { 02103 for (l1 = low_layer; l1 < l; l1++) 02104 layers[l1] = layers[l1+1]; 02105 layers[l] = ob; 02106 break; 02107 } 02108 } 02109 } 02110 } 02111 02124 void update_position(mapstruct *m, int x, int y) { 02125 object *tmp, *player = NULL; 02126 uint8 flags = 0, oldflags, light = 0; 02127 object *layers[MAP_LAYERS]; 02128 02129 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 02130 02131 oldflags = GET_MAP_FLAGS(m, x, y); 02132 if (!(oldflags&P_NEED_UPDATE)) { 02133 LOG(llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); 02134 return; 02135 } 02136 02137 memset(layers, 0, MAP_LAYERS*sizeof(object *)); 02138 02139 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp = tmp->above) { 02140 02141 /* DMs just don't do anything when hidden, including no light. */ 02142 if (QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) 02143 continue; 02144 02145 if (tmp->type == PLAYER) 02146 player = tmp; 02147 02148 /* This could be made additive I guess (two lights better than 02149 * one). But if so, it shouldn't be a simple additive - 2 02150 * light bulbs do not illuminate twice as far as once since 02151 * it is a dissipation factor that is squared (or is it cubed?) 02152 */ 02153 if (tmp->glow_radius > light) 02154 light = tmp->glow_radius; 02155 02156 /* if this object is visible and not a blank face, 02157 * update the objects that show how this space 02158 * looks. 02159 */ 02160 if (!tmp->invisible && tmp->face != blank_face) { 02161 if (tmp->map_layer) { 02162 add_face_layer(tmp->map_layer, map_layer_info[tmp->map_layer].high_layer, 02163 tmp, layers, map_layer_info[tmp->map_layer].honor_visibility); 02164 } else if (tmp->move_type&MOVE_FLYING) { 02165 add_face_layer(MAP_LAYER_FLY1, MAP_LAYER_FLY2, tmp, layers, 1); 02166 } else if ((tmp->type == PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { 02167 add_face_layer(MAP_LAYER_LIVING1, MAP_LAYER_LIVING2, tmp, layers, 1); 02168 } else if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) { 02169 layers[MAP_LAYER_FLOOR] = tmp; 02170 /* floors hide everything else */ 02171 memset(layers+1, 0, (MAP_LAYERS-1)*sizeof(object *)); 02172 /* Check for FLAG_SEE_ANYWHERE is removed - objects 02173 * with that flag should just have a high visibility 02174 * set - we shouldn't need special code here. 02175 */ 02176 } else if (QUERY_FLAG(tmp, FLAG_NO_PICK)) { 02177 add_face_layer(MAP_LAYER_NO_PICK1, MAP_LAYER_NO_PICK2, tmp, layers, 0); 02178 } else { 02179 add_face_layer(MAP_LAYER_ITEM1, MAP_LAYER_ITEM3, tmp, layers, 1); 02180 } 02181 } 02182 if (tmp == tmp->above) { 02183 LOG(llevError, "Error in structure of map\n"); 02184 exit(-1); 02185 } 02186 02187 move_slow |= tmp->move_slow; 02188 move_block |= tmp->move_block; 02189 move_on |= tmp->move_on; 02190 move_off |= tmp->move_off; 02191 move_allow |= tmp->move_allow; 02192 02193 if (QUERY_FLAG(tmp, FLAG_ALIVE)) 02194 flags |= P_IS_ALIVE; 02195 if (QUERY_FLAG(tmp, FLAG_NO_MAGIC)) 02196 flags |= P_NO_MAGIC; 02197 if (QUERY_FLAG(tmp, FLAG_DAMNED)) 02198 flags |= P_NO_CLERIC; 02199 02200 if (QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 02201 flags |= P_BLOCKSVIEW; 02202 } /* for stack of objects */ 02203 02204 if (player) 02205 flags |= P_PLAYER; 02206 02207 /* we don't want to rely on this function to have accurate flags, but 02208 * since we're already doing the work, we calculate them here. 02209 * if they don't match, logic is broken someplace. 02210 */ 02211 if (((oldflags&~(P_NEED_UPDATE|P_NO_ERROR)) != flags) 02212 && (!(oldflags&P_NO_ERROR))) { 02213 LOG(llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 02214 m->path, x, y, (oldflags&~P_NEED_UPDATE), flags); 02215 } 02216 02217 SET_MAP_FLAGS(m, x, y, flags); 02218 SET_MAP_MOVE_BLOCK(m, x, y, move_block&~move_allow); 02219 SET_MAP_MOVE_ON(m, x, y, move_on); 02220 SET_MAP_MOVE_OFF(m, x, y, move_off); 02221 SET_MAP_MOVE_SLOW(m, x, y, move_slow); 02222 SET_MAP_LIGHT(m, x, y, light); 02223 02224 /* Note that player may be NULL here, which is fine - if no player, need 02225 * to clear any value that may be set. 02226 */ 02227 SET_MAP_PLAYER(m, x, y, player); 02228 02229 /* Note it is intentional we copy everything, including NULL values. */ 02230 memcpy(GET_MAP_FACE_OBJS(m, x, y), layers, sizeof(object *)*MAP_LAYERS); 02231 } 02232 02239 void set_map_reset_time(mapstruct *map) { 02240 int timeout; 02241 02242 timeout = MAP_RESET_TIMEOUT(map); 02243 if (timeout <= 0) 02244 timeout = MAP_DEFAULTRESET; 02245 if (timeout >= MAP_MAXRESET) 02246 timeout = MAP_MAXRESET; 02247 MAP_WHEN_RESET(map) = seconds()+timeout; 02248 } 02249 02267 static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) { 02268 int dest_tile = (tile_num+2)%4; 02269 char path[HUGE_BUF]; 02270 02271 path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num], path, sizeof(path)); 02272 02273 orig_map->tile_map[tile_num] = ready_map_name(path, 0); 02274 02275 /* need to do a strcmp here as the orig_map->path is not a shared string */ 02276 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] 02277 && !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) 02278 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 02279 02280 return orig_map->tile_map[tile_num]; 02281 } 02282 02300 int out_of_map(mapstruct *m, int x, int y) { 02301 /* If we get passed a null map, this is obviously the 02302 * case. This generally shouldn't happen, but if the 02303 * map loads fail below, it could happen. 02304 */ 02305 if (!m) 02306 return 0; 02307 02308 /* Simple case - coordinates are within this local 02309 * map. 02310 */ 02311 if (x >= 0 && x < MAP_WIDTH(m) && y >= 0 && y < MAP_HEIGHT(m)) 02312 return 0; 02313 02314 if (x < 0) { 02315 if (!m->tile_path[3]) 02316 return 1; 02317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) { 02318 load_and_link_tiled_map(m, 3); 02319 } 02320 return (out_of_map(m->tile_map[3], x+MAP_WIDTH(m->tile_map[3]), y)); 02321 } 02322 if (x >= MAP_WIDTH(m)) { 02323 if (!m->tile_path[1]) 02324 return 1; 02325 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) { 02326 load_and_link_tiled_map(m, 1); 02327 } 02328 return (out_of_map(m->tile_map[1], x-MAP_WIDTH(m), y)); 02329 } 02330 if (y < 0) { 02331 if (!m->tile_path[0]) 02332 return 1; 02333 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) { 02334 load_and_link_tiled_map(m, 0); 02335 } 02336 return (out_of_map(m->tile_map[0], x, y+MAP_HEIGHT(m->tile_map[0]))); 02337 } 02338 if (y >= MAP_HEIGHT(m)) { 02339 if (!m->tile_path[2]) 02340 return 1; 02341 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) { 02342 load_and_link_tiled_map(m, 2); 02343 } 02344 return (out_of_map(m->tile_map[2], x, y-MAP_HEIGHT(m))); 02345 } 02346 return 1; 02347 } 02348 02366 mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y) { 02367 02368 /* Simple case - coordinates are within this local 02369 * map. 02370 */ 02371 02372 if (*x >= 0 && *x < MAP_WIDTH(m) && *y >= 0 && *y < MAP_HEIGHT(m)) 02373 return m; 02374 02375 if (*x < 0) { 02376 if (!m->tile_path[3]) 02377 return NULL; 02378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 02379 load_and_link_tiled_map(m, 3); 02380 02381 *x += MAP_WIDTH(m->tile_map[3]); 02382 return (get_map_from_coord(m->tile_map[3], x, y)); 02383 } 02384 if (*x >= MAP_WIDTH(m)) { 02385 if (!m->tile_path[1]) 02386 return NULL; 02387 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 02388 load_and_link_tiled_map(m, 1); 02389 02390 *x -= MAP_WIDTH(m); 02391 return (get_map_from_coord(m->tile_map[1], x, y)); 02392 } 02393 if (*y < 0) { 02394 if (!m->tile_path[0]) 02395 return NULL; 02396 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 02397 load_and_link_tiled_map(m, 0); 02398 02399 *y += MAP_HEIGHT(m->tile_map[0]); 02400 return (get_map_from_coord(m->tile_map[0], x, y)); 02401 } 02402 if (*y >= MAP_HEIGHT(m)) { 02403 if (!m->tile_path[2]) 02404 return NULL; 02405 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 02406 load_and_link_tiled_map(m, 2); 02407 02408 *y -= MAP_HEIGHT(m); 02409 return (get_map_from_coord(m->tile_map[2], x, y)); 02410 } 02411 return NULL; /* Shouldn't get here */ 02412 } 02413 02427 static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { 02428 if (!map1 || !map2) 02429 return 0; 02430 02431 if (map1 == map2) { 02432 *dx = 0; 02433 *dy = 0; 02434 } else if (map1->tile_map[0] == map2) { /* up */ 02435 *dx = 0; 02436 *dy = -MAP_HEIGHT(map2); 02437 } else if (map1->tile_map[1] == map2) { /* right */ 02438 *dx = MAP_WIDTH(map1); 02439 *dy = 0; 02440 } else if (map1->tile_map[2] == map2) { /* down */ 02441 *dx = 0; 02442 *dy = MAP_HEIGHT(map1); 02443 } else if (map1->tile_map[3] == map2) { /* left */ 02444 *dx = -MAP_WIDTH(map2); 02445 *dy = 0; 02446 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ 02447 *dx = MAP_WIDTH(map1->tile_map[0]); 02448 *dy = -MAP_HEIGHT(map1->tile_map[0]); 02449 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ 02450 *dx = -MAP_WIDTH(map2); 02451 *dy = -MAP_HEIGHT(map1->tile_map[0]); 02452 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ 02453 *dx = MAP_WIDTH(map1); 02454 *dy = -MAP_HEIGHT(map2); 02455 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ 02456 *dx = MAP_WIDTH(map1); 02457 *dy = MAP_HEIGHT(map1->tile_map[1]); 02458 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ 02459 *dx = MAP_WIDTH(map1->tile_map[2]); 02460 *dy = MAP_HEIGHT(map1); 02461 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ 02462 *dx = -MAP_WIDTH(map2); 02463 *dy = MAP_HEIGHT(map1); 02464 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ 02465 *dx = -MAP_WIDTH(map1->tile_map[3]); 02466 *dy = -MAP_HEIGHT(map2); 02467 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ 02468 *dx = -MAP_WIDTH(map1->tile_map[3]); 02469 *dy = MAP_HEIGHT(map1->tile_map[3]); 02470 } else { /* not "adjacent" enough */ 02471 return 0; 02472 } 02473 02474 return 1; 02475 } 02476 02504 void get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags) { 02505 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { 02506 /* be conservative and fill in _some_ data */ 02507 retval->distance = 100000; 02508 retval->distance_x = 32767; 02509 retval->distance_y = 32767; 02510 retval->direction = 0; 02511 retval->part = NULL; 02512 } else { 02513 object *best; 02514 02515 retval->distance_x += op2->x-op1->x; 02516 retval->distance_y += op2->y-op1->y; 02517 02518 best = op1; 02519 /* If this is multipart, find the closest part now */ 02520 if (!(flags&0x1) && op1->more) { 02521 object *tmp; 02522 int best_distance = retval->distance_x*retval->distance_x+ 02523 retval->distance_y*retval->distance_y, tmpi; 02524 02525 /* we just take the offset of the piece to head to figure 02526 * distance instead of doing all that work above again 02527 * since the distance fields we set above are positive in the 02528 * same axis as is used for multipart objects, the simply arithmetic 02529 * below works. 02530 */ 02531 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { 02532 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ 02533 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); 02534 if (tmpi < best_distance) { 02535 best_distance = tmpi; 02536 best = tmp; 02537 } 02538 } 02539 if (best != op1) { 02540 retval->distance_x += op1->x-best->x; 02541 retval->distance_y += op1->y-best->y; 02542 } 02543 } 02544 retval->part = best; 02545 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 02546 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 02547 } 02548 } 02549 02573 void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { 02574 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { 02575 /* be conservative and fill in _some_ data */ 02576 retval->distance = 100000; 02577 retval->distance_x = 32767; 02578 retval->distance_y = 32767; 02579 retval->direction = 0; 02580 retval->part = NULL; 02581 } else { 02582 retval->distance_x += op2->x-x; 02583 retval->distance_y += op2->y-y; 02584 02585 retval->part = NULL; 02586 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); 02587 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 02588 } 02589 } 02590 02609 int on_same_map(const object *op1, const object *op2) { 02610 int dx, dy; 02611 02612 return adjacent_map(op1->map, op2->map, &dx, &dy); 02613 } 02614 02619 void map_remove_unique_files(const mapstruct *map) { 02620 char base[HUGE_BUF], path[HUGE_BUF]; 02621 int count; 02622 02623 if (map->unique) { 02624 /* Unique maps have their full path already set. */ 02625 unlink(map->path); 02626 return; 02627 } 02628 02629 create_items_path(map->path, base, sizeof(base)); 02630 02631 for (count = 0; count < 10; count++) { 02632 snprintf(path, sizeof(path), "%s.v%02d", base, count); 02633 unlink(path); 02634 } 02635 }