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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file map.c
* Map-related functions.
*/
#include "global.h"
#include <ctype.h>
#include <errno.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/stat.h>
#ifndef WIN32 /* ---win32 exclude header */
#include <unistd.h>
#endif /* win32 */
#include "sproto.h"
#include "loader.h"
#include "output_file.h"
#include "path.h"
#define PROFILE_BEGIN(expr) { \
struct timespec _begin, _end; \
clock_gettime(CLOCK_MONOTONIC, &_begin); \
expr;
#define PROFILE_END(var, expr) \
clock_gettime(CLOCK_MONOTONIC, &_end); \
long var = timespec_diff(&_end, &_begin); \
expr; }
static void free_all_objects(mapstruct *m);
/**
* These correspond to the layer names in map.h -
* since some of the types can be on multiple layers,
* names are duplicated to correspond to that layer.
*/
const char *const map_layer_name[MAP_LAYERS] = {
"floor", "no_pick", "no_pick", "item", "item",
"item", "living", "living", "fly", "fly"
};
/** Information about a layer. */
typedef struct Map_Layer_Info {
uint8_t high_layer; /**< Highest layer for this group. */
uint8_t honor_visibility; /**< If 0 then don't reorder items, else allow. */
} Map_Layer_Info;
/**
* the ob->map_layer holds the low layer. For the update_position()
* logic, we also need to know the higher layer and whether
* visibility should be honored. This table has that information,
* so that it doesn't need to be hardcoded.
*/
static const Map_Layer_Info map_layer_info[MAP_LAYERS] = {
{ MAP_LAYER_FLOOR, 1 },
{ MAP_LAYER_NO_PICK2, 0 }, { MAP_LAYER_NO_PICK2, 0 },
{ MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 },
{ MAP_LAYER_LIVING2, 1 }, { MAP_LAYER_LIVING2, 1 },
{ MAP_LAYER_FLY2, 1 }, { MAP_LAYER_FLY2, 1 }
};
/**
* Checks whether map has been loaded.
* @param name
* path of the map to search. Can be NULL.
* @return
* the mapstruct which has a name matching the given argument.
* return NULL if no match is found.
*/
mapstruct *has_been_loaded(const char *name) {
mapstruct *map;
if (!name || !*name)
return NULL;
for (map = first_map; map; map = map->next)
if (!strcmp(name, map->path))
break;
return (map);
}
/**
* Get the full path to a map file. This simply means prepending the correct
* map directory to the given path.
*
* @param name
* path of the map.
* @param buf
* buffer that will contain the full path.
* @param size
* buffer's length.
* @return
* buf.
*/
char *create_pathname(const char *name, char *buf, size_t size) {
/* Why? having extra / doesn't confuse unix anyplace? Dependancies
* someplace else in the code? msw 2-17-97
*/
if (*name == '/')
snprintf(buf, size, "%s/%s%s", settings.datadir, settings.mapdir, name);
else
snprintf(buf, size, "%s/%s/%s", settings.datadir, settings.mapdir, name);
return buf;
}
/**
* Same as create_pathname(), but for the overlay maps.
/
* @param name
* path of the overlay map.
* @param buf
* buffer that will contain the full path.
* @param size
* buffer's length.
*/
void create_overlay_pathname(const char *name, char *buf, size_t size) {
/* Why? having extra / doesn't confuse unix anyplace? Dependancies
* someplace else in the code? msw 2-17-97
*/
if (*name == '/')
snprintf(buf, size, "%s/%s%s", settings.localdir, settings.mapdir, name);
else
snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.mapdir, name);
}
/**
* same as create_pathname(), but for the template maps.
*
* @param name
* path of the template map.
* @param buf
* buffer that will contain the full path.
* @param size
* buf's length
*/
void create_template_pathname(const char *name, char *buf, size_t size) {
/* Why? having extra / doesn't confuse unix anyplace? Dependancies
* someplace else in the code? msw 2-17-97
*/
if (*name == '/')
snprintf(buf, size, "%s/%s%s", settings.localdir, settings.templatedir, name);
else
snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.templatedir, name);
}
/**
* This makes absolute path to the itemfile where unique objects
* will be saved. Converts '/' to '@'. I think it's essier maintain
* files than full directory structure, but if this is problem it can
* be changed.
*
* @param s
* path of the map for the item.
* @param buf
* buffer that will contain path. Must not be NULL.
* @param size
* buffer's length.
*/
static void create_items_path(const char *s, char *buf, size_t size) {
char *t;
if (*s == '/')
s++;
snprintf(buf, size, "%s/%s/", settings.localdir, settings.uniquedir);
t = buf+strlen(buf);
snprintf(t, buf+size-t, "%s", s);
while (*t != '\0') {
if (*t == '/')
*t = '@';
t++;
}
}
/**
* This function checks if a file with the given path exists.
*
* @param name
* map path to check.
* @param prepend_dir
* If set, then we call create_pathname (which prepends libdir & mapdir).
* Otherwise, we assume the name given is fully complete.
* @return
* -1 if it fails, otherwise the mode of the file is returned.
*
* @note
* Only the editor actually cares about the writablity of this -
* the rest of the code only cares that the file is readable.
* when the editor goes away, the call to stat should probably be
* replaced by an access instead (similar to the windows one, but
* that seems to be missing the prepend_dir processing
*/
int check_path(const char *name, int prepend_dir) {
char buf[MAX_BUF];
#ifndef WIN32
struct stat statbuf;
int mode = 0;
#endif
if (prepend_dir)
create_pathname(name, buf, MAX_BUF);
else
strlcpy(buf, name, sizeof(buf));
#ifdef WIN32 /* ***win32: check this sucker in windows style. */
return(_access(buf, 0));
#else
if (stat(buf, &statbuf) != 0)
return -1;
if (!S_ISREG(statbuf.st_mode))
return (-1);
if (((statbuf.st_mode&S_IRGRP) && getegid() == statbuf.st_gid)
|| ((statbuf.st_mode&S_IRUSR) && geteuid() == statbuf.st_uid)
|| (statbuf.st_mode&S_IROTH))
mode |= 4;
if ((statbuf.st_mode&S_IWGRP && getegid() == statbuf.st_gid)
|| (statbuf.st_mode&S_IWUSR && geteuid() == statbuf.st_uid)
|| (statbuf.st_mode&S_IWOTH))
mode |= 2;
return (mode);
#endif
}
/**
* Prints out debug-information about a map.
* Dumping these at llevError doesn't seem right, but is
* necessary to make sure the information is in fact logged.
* Can be used by a DM with the dumpmap command.
*
* @param m
* map to dump.
*/
void dump_map(const mapstruct *m) {
LOG(llevError, "Map %s status: %d.\n", m->path, m->in_memory);
LOG(llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH(m), MAP_HEIGHT(m), MAP_ENTER_X(m), MAP_ENTER_Y(m));
if (m->msg != NULL)
LOG(llevError, "Message:\n%s", m->msg);
if (m->maplore != NULL)
LOG(llevError, "Lore:\n%s", m->maplore);
if (m->tmpname != NULL)
LOG(llevError, "Tmpname: %s\n", m->tmpname);
LOG(llevError, "Difficulty: %d\n", m->difficulty);
LOG(llevError, "Darkness: %d\n", m->darkness);
}
/**
* Prints out debug-information about all maps.
* This basically just goes through all the maps and calls
* dump_map() on each one.
* Can be used by a DM with the dumpallmaps command.
*/
void dump_all_maps(void) {
mapstruct *m;
for (m = first_map; m != NULL; m = m->next) {
dump_map(m);
}
}
/**
* This rolls up wall, blocks_magic, blocks_view, etc, all into
* one function that just returns a P_.. value (see map.h)
* it will also do map translation for tiled maps, returning
* new values into newmap, nx, and ny. Any and all of those
* values can be null, in which case if a new map is needed (returned
* by a P_NEW_MAP value, another call to get_map_from_coord
* is needed. The case of not passing values is if we're just
* checking for the existence of something on those spaces, but
* don't expect to insert/remove anything from those spaces.
*
* @param oldmap
* map for which we want information.
* @param newmap
* if not NULL, will contain the actual map checked if not oldmap.
* @param x
* @param y
* coordinates to check
* @param nx
* @param ny
* if not NULL, will contain the actual coordinates checked.
* @return
* flags for specified position, with maybe ::P_OUT_OF_MAP or ::P_NEW_MAP set.
*/
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny) {
int retval = 0;
mapstruct *mp;
/*
* Since x and y are copies of the original values, we can directly
* mess with them here.
*/
mp = get_map_from_coord(oldmap, &x, &y);
if (!mp)
return P_OUT_OF_MAP;
if (mp != oldmap)
retval |= P_NEW_MAP;
if (newmap)
*newmap = mp;
if (nx)
*nx = x;
if (ny)
*ny = y;
retval |= mp->spaces[x+mp->width*y].flags;
return retval;
}
/**
* Returns true if the given coordinate is blocked except by the
* object passed is not blocking. This is used with
* multipart monsters - if we want to see if a 2x2 monster
* can move 1 space to the left, we don't want its own area
* to block it from moving there.
*
* @param ob
* object we ignore. Must not be NULL.
* @param m
* map we're considering.
* @param sx
* @param sy
* target coordinates
* @return
* TRUE if the space is blocked by something other than ob.
*
* @note
* the coordinates & map passed in should have been updated for tiling
* by the caller.
*/
int blocked_link(object *ob, mapstruct *m, int16_t sx, int16_t sy) {
object *tmp_head;
int mflags, blocked;
/* Make sure the coordinates are valid - they should be, as caller should
* have already checked this.
*/
if (OUT_OF_REAL_MAP(m, sx, sy)) {
LOG(llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
return 1;
}
/* special hack for transports: if it's a transport with a move_type of 0, it can do on the space anyway */
if (ob->type == TRANSPORT && ob->move_type == 0)
return 0;
/* Save some cycles - instead of calling get_map_flags(), just get the value
* directly.
*/
mflags = m->spaces[sx+m->width*sy].flags;
blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
/* If space is currently not blocked by anything, no need to
* go further. Not true for players - all sorts of special
* things we need to do for players.
*/
if (ob->type != PLAYER && !(mflags&P_IS_ALIVE) && (blocked == 0))
return 0;
/* if there isn't anytyhing alive on this space, and this space isn't
* otherwise blocked, we can return now. Only if there is a living
* creature do we need to investigate if it is part of this creature
* or another. Likewise, only if something is blocking us do we
* need to investigate if there is a special circumstance that would
* let the player through (inventory checkers for example)
*/
if (!(mflags&P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked))
return 0;
ob = HEAD(ob);
/* We basically go through the stack of objects, and if there is
* some other object that has NO_PASS or FLAG_ALIVE set, return
* true. If we get through the entire stack, that must mean
* ob is blocking it, so return 0.
*/
FOR_MAP_PREPARE(m, sx, sy, tmp) {
/* Never block part of self. */
tmp_head = HEAD(tmp);
if (tmp_head == ob)
continue;
/* This must be before the checks below. Code for inventory checkers. */
if (tmp->type == CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
/* If last_sp is set, the player/monster needs an object,
* so we check for it. If they don't have it, they can't
* pass through this space.
*/
if (tmp->last_sp) {
if (check_inv_recursive(ob, tmp) == NULL) {
if (tmp->msg) {
/* Optionally display the reason why one cannot move
* there. Note: emitting a message from this function
* is not very elegant. Ideally, this should be done
* somewhere in server/player.c, but this is difficult
* for objects of type CHECK_INV that are not alive.
*/
draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob,
MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY,
tmp->msg);
}
return 1;
}
} else {
/* In this case, the player must not have the object -
* if they do, they can't pass through.
*/
if (check_inv_recursive(ob, tmp) != NULL) {
if (tmp->msg) {
draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob,
MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY,
tmp->msg);
}
return 1;
}
}
} /* if check_inv */
else {
/* Broke apart a big nasty if into several here to make
* this more readable. first check - if the space blocks
* movement, can't move here.
* second - if a monster, can't move there, unless it is a
* hidden dm
*/
if (OB_MOVE_BLOCK(ob, tmp))
return 1;
if (QUERY_FLAG(tmp, FLAG_ALIVE)
&& tmp->head != ob
&& tmp != ob
&& tmp->type != DOOR
&& !(QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden))
return 1;
}
} FOR_MAP_FINISH();
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, int16_t x, int16_t y) {
archetype *tmp;
int flag;
mapstruct *m1;
int16_t 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;
/* object_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;
}
/**
* 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) {
FOR_INV_PREPARE(container, tmp) {
archetype *at;
object *op, *last;
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 object_fix_multipart() 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);
}
} FOR_INV_FINISH();
}
/**
* 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;
for (x = 0; x < MAP_WIDTH(m); x++)
for (y = 0; y < MAP_HEIGHT(m); y++)
FOR_MAP_PREPARE(m, x, y, tmp) {
if (tmp->inv)
fix_container_multipart(tmp);
/* already multipart - don't do anything more */
if (tmp->head || tmp->more)
continue;
object_fix_multipart(tmp);
} FOR_MAP_FINISH(); /* 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 mapfile_load()
*/
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;
op = object_new();
op->map = m; /* To handle buttons correctly */
PROFILE_BEGIN(long cum_body_time = 0;);
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;
}
/*
* You can NOT have players on a map being loaded.
* Trying to use such a type leads to crashes everywhere as op->contr is NULL.
*/
if (op->type == PLAYER) {
LOG(llevError, "Discarding invalid item with type PLAYER in map %s\n", m->path);
continue;
}
/* don't use out_of_map because we don't want to consider tiling properties, we're loading a single map */
if (op->x < 0 || op->y < 0 || op->x >= MAP_WIDTH(m) || op->y >= MAP_HEIGHT(m)) {
LOG(llevError, " object %s not on valid map position %s:%d:%d\n", op->name ? op->name : "(null)", m->path, op->x, op->y);
if (op->x < 0) {
op->x = 0;
} else if (op->x >= MAP_WIDTH(m)) {
op->x = MAP_WIDTH(m) - 1;
}
if (op->y < 0) {
op->y = 0;
} else if (op->y >= MAP_HEIGHT(m)) {
op->y = MAP_HEIGHT(m) - 1;
}
}
PROFILE_BEGIN();
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)
object_insert_in_map_at(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ABOVE_FLOOR_ONLY|INS_MAP_LOAD, op->x, op->y);
else
object_insert_in_map_at(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ON_TOP|INS_MAP_LOAD, op->x, op->y);
if (op->inv)
object_sum_weight(op);
prev = op,
last_more = op;
break;
case LL_MORE:
object_insert_in_map_at(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ABOVE_FLOOR_ONLY, op->x, op->y);
op->head = prev,
last_more->more = op,
last_more = op;
break;
}
if (mapflags&MAP_STYLE) {
object_remove_from_active_list(op);
}
PROFILE_END(diff, cum_body_time += diff);
op = object_new();
op->map = m;
}
PROFILE_END(diff, LOG(llevDebug,
"load_objects: while loop took %ld, body took %ld\n",
diff, cum_body_time));
for (i = 0; i < m->width; i++) {
for (j = 0; j < m->height; j++) {
unique = 0;
/* check for unique items, or unique squares */
FOR_MAP_PREPARE(m, i, j, otmp) {
if (QUERY_FLAG(otmp, FLAG_UNIQUE))
unique = 1;
if (!(mapflags&(MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
} FOR_MAP_FINISH();
}
}
object_free_drop_inventory(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 = 0;
unsigned int count = 0;
PROFILE_BEGIN();
/* 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_MAP_PREPARE(m, i, j, op) {
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 || object_get_owner(op) != NULL)
continue;
if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) {
res = save_object(fp2, op, SAVE_FLAG_SAVE_UNPAID|SAVE_FLAG_NO_REMOVE);
count++ ;
} 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);
count++;
}
if (res != 0)
return res;
} FOR_MAP_FINISH(); /* for this space */
} /* for this j */
PROFILE_END(diff,
LOG(llevDebug, "save_objects on %s took %ld us (%u objects = %f us each)\n", m->path, diff, count, (double)diff/count));
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);
/*
* Nothing in the code appears to require we add new maps to the end of the list.
* Why not just add them to the front instead? Its faster.
*
* SilverNexus 2016-05-18
*
for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next)
;
if (mp == NULL)
first_map = map;
else
mp->next = map;
*/
map->next = first_map;
first_map = 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 = 0;
return map;
}
/** Calculate map size without intermediate sign extension. */
uint32_t map_size(mapstruct *m) {
return (uint32_t)m->width * (uint32_t)m->height;
}
/**
* 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(map_size(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.
* @param map
* map for which to parse the string, in case of warning.
* @return
* new array that should be freed by the caller.
*/
static shopitems *parse_shop_string(const char *input_string, const mapstruct *map) {
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));
/*
* The memset would always set at least one byte to zero,
* so a failed calloc would have segfaulted the program.
* Instead, check for a null and fail more gracefully.
*/
if (!items)
fatal(OUT_OF_MEMORY);
/*
* calloc() already sets each byte to zero already
*
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 = *p == '*' ? -1 : atoi(p);
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 for %s in string %s\n", p, map->name, 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 != -1) {
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);
}
/* erase final ; else parsing back will lead to issues */
if (strlen(output_string) > 0) {
output_string[strlen(output_string) - 1] = '\0';
}
}
/**
* 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];
size_t maplorepos = 0;
while (fgets(buf, HUGE_BUF-1, fp) != NULL) {
if (!strcmp(buf, "endmaplore\n"))
break;
else {
if (maplorepos >= sizeof(maplorebuf)) {
LOG(llevError, "Map lore exceeds buffer length\n");
return 1;
}
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, "load_map_header: expected 'arch map': check line endings?\n");
return 1;
}
} 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, "enter_x")) {
m->enter_x = atoi(value);
} else if (!strcmp(key, "enter_y")) {
m->enter_y = atoi(value);
} else if (!strcmp(key, "width")) {
m->width = atoi(value);
} else if (!strcmp(key, "height")) {
m->height = atoi(value);
} else if (!strcmp(key, "reset_timeout")) {
m->reset_timeout = atoi(value);
} else if (!strcmp(key, "swap_time")) {
m->timeout = atoi(value);
} else if (!strcmp(key, "difficulty")) {
m->difficulty = atoi(value);
} else if (!strcmp(key, "darkness")) {
m->darkness = atoi(value);
} else if (!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, m);
} 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 = 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 {
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] = strdup_local(value);
} /* 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 map Map path
* @param flags Additional options for loading the map:
* \li ::MAP_PLAYER_UNIQUE: Load from a player-specific directory
* \li ::MAP_OVERLAY: map is an overlay
* \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 *mapfile_load(const char *map, int flags) {
FILE *fp;
mapstruct *m;
char pathname[MAX_BUF];
PROFILE_BEGIN();
if (flags&MAP_PLAYER_UNIQUE) {
snprintf(pathname, sizeof(pathname), "%s/%s/%s", settings.localdir, settings.playerdir, map+1);
}
else if (flags&MAP_OVERLAY)
create_overlay_pathname(map, pathname, MAX_BUF);
else
create_pathname(map, pathname, MAX_BUF);
if ((fp = fopen(pathname, "r")) == NULL) {
LOG((flags&MAP_PLAYER_UNIQUE) ? llevDebug : llevError,
"Can't open %s: %s\n", pathname, strerror(errno));
return (NULL);
}
m = get_linked_map();
safe_strncpy(m->path, map, HUGE_BUF);
if (load_map_header(fp, m)) {
LOG(llevError, "Error loading map header for %s, flags=%d\n", map, flags);
delete_map(m);
fclose(fp);
return NULL;
}
allocate_map(m);
m->in_memory = MAP_LOADING;
load_objects(m, fp, flags & MAP_STYLE);
fclose(fp);
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);
if (!(flags & MAP_STYLE))
apply_auto_fix(m); /* Chests which open as default */
PROFILE_END(diff,
LOG(llevDebug, "mapfile_load on %s" " took %ld us\n", map, diff));
return (m);
}
/**
* Loads a map, which has been loaded earlier, from file.
*
* @param m
* map we want to reload.
* @return
* 0 if success, non zero if failure, in which case error was LOG'ed.
*/
static int load_temporary_map(mapstruct *m) {
FILE *fp;
if (!m->tmpname) {
LOG(llevError, "No temporary filename for map %s\n", m->path);
return 1;
}
if ((fp = fopen(m->tmpname, "r")) == NULL) {
LOG(llevError, "Cannot open %s: %s\n", m->tmpname, strerror(errno));
return 2;
}
if (load_map_header(fp, m)) {
LOG(llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
fclose(fp);
return 3;
}
allocate_map(m);
m->in_memory = MAP_LOADING;
load_objects(m, fp, 0);
fclose(fp);
m->in_memory = MAP_IN_MEMORY;
return 0;
}
/**
* 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
* 0 on success, non zero in case of error, which is LOG'ed.
*/
static int load_overlay_map(const char *filename, mapstruct *m) {
FILE *fp;
char pathname[MAX_BUF];
create_overlay_pathname(filename, pathname, MAX_BUF);
if ((fp = fopen(pathname, "r")) == NULL) {
/* nothing bad to not having an overlay */
return 0;
}
if (load_map_header(fp, m)) {
LOG(llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
fclose(fp);
return 1;
}
/*allocate_map(m);*/
m->in_memory = MAP_LOADING;
load_objects(m, fp, MAP_OVERLAY);
fclose(fp);
m->in_memory = MAP_IN_MEMORY;
return 0;
}
/******************************************************************************
* This is the start of unique map handling code
*****************************************************************************/
/**
* This goes through map 'm' and removes any unique items on the map.
*
* @param m
* map to check.
*/
static void delete_unique_items(mapstruct *m) {
int i, j, unique = 0;
for (i = 0; i < MAP_WIDTH(m); i++)
for (j = 0; j < MAP_HEIGHT(m); j++) {
unique = 0;
FOR_MAP_PREPARE(m, i, j, op) {
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);
object_remove(op);
object_free_drop_inventory(op);
}
} FOR_MAP_FINISH();
}
}
/**
* 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 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 = fopen(firstname, "r")) == 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);
fclose(fp);
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;
OutputFile of, of2;
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;
}
PROFILE_BEGIN();
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 {
if (m->path[0] != '~') {
LOG(llevError,
"Cannot save unique map '%s' outside of LOCALDIR. Check "
"that all exits to '%s' have FLAG_UNIQUE set correctly.\n",
m->path, m->path);
return SAVE_ERROR_UCREATION;
}
snprintf(filename, sizeof(filename), "%s/%s/%s", settings.localdir, settings.playerdir, m->path+1);
}
make_path_to_file(filename);
} else {
if (!m->tmpname)
m->tmpname = tempnam(settings.tmpdir, NULL);
strlcpy(filename, m->tmpname, sizeof(filename));
}
m->in_memory = MAP_SAVING;
strlcpy(final, filename, sizeof(final));
snprintf(filename, sizeof(filename), "%s%s", final, TEMP_EXT);
fp = of_open(&of, filename);
if (fp == NULL)
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)
fprintf(fp, "first_load %ld\n", m->last_reset_time);
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)
*/
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);
fp2 = of_open(&of2, buf);
if (fp2 == NULL) {
of_cancel(&of);
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);
of_cancel(&of);
of_cancel(&of2);
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);
of_cancel(&of);
of_cancel(&of2);
return res;
}
free_all_objects(m);
}
if (ftell(fp2) == 0) {
of_cancel(&of2);
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 {
if (!of_close(&of2)) {
of_cancel(&of);
return SAVE_ERROR_WRITE;
}
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);
of_cancel(&of);
return SAVE_ERROR_URENAME;
}
if (chmod(final_unique, SAVE_MODE) != 0) {
LOG(llevError, "Could not set permissions on '%s'\n",
final_unique);
}
}
} 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);
of_cancel(&of);
return res;
}
free_all_objects(m);
}
if (!of_close(&of))
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;
}
if (chmod(final, SAVE_MODE) != 0) {
LOG(llevError, "Could not set permissions on '%s'\n", final);
}
PROFILE_END(diff,
LOG(llevDebug, "save_map on %s" " took %ld us\n", m->path, diff));
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) {
FOR_INV_PREPARE(op, tmp) {
clean_object(tmp);
if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
remove_button_link(tmp);
object_remove(tmp);
object_free_drop_inventory(tmp);
} FOR_INV_FINISH();
}
/**
* 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;
op = HEAD(op);
/* If the map isn't in memory, object_free_drop_inventory() 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);
object_remove(op);
object_free_drop_inventory(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 object_remove() 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.
*/
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;
}
/* Rewrite old paths starting with LOCALDIR/PLAYERDIR to new '~' paths. */
char buf[MAX_BUF], buf2[MAX_BUF];
snprintf(buf, sizeof(buf), "%s/%s", settings.localdir, settings.playerdir);
if (strncmp(name, buf, strlen(buf)) == 0) {
snprintf(buf2, sizeof(buf2), "~%s", name+strlen(buf)+1);
name = buf2;
}
/* Paths starting with '~' are unique. */
if (name[0] == '~') {
flags |= MAP_PLAYER_UNIQUE;
}
/* 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);
}
m = mapfile_load(name, (flags&MAP_PLAYER_UNIQUE));
if (m == NULL) return NULL;
/* 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))) {
if (load_overlay_map(name, m) != 0) {
delete_map(m);
m = mapfile_load(name, 0);
if (m == NULL) {
/* Really, this map is bad :( */
return NULL;
}
}
}
} else {
/* If in this loop, we found a temporary map, so load it up. */
if (load_temporary_map(m) != 0) {
/*
* There was a failure loading the temporary map, fall back to original one.
* load_temporary_map() already logged the error.
*/
delete_map(m);
m = mapfile_load(name, 0);
if (m == NULL) {
/* Really, this map is bad :( */
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
*/
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 == 0) {
m->last_reset_time = seconds();
}
}
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) {
archetype *at;
int x, y;
int diff = 0;
int i;
int64_t 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_MAP_PREPARE(m, x, y, op) {
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;
}
} FOR_MAP_FINISH();
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.");
else
ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes brighter.");
/* 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 *player = NULL;
uint8_t 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_MAP_PREPARE(m, x, y, tmp) {
/* 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_MAP_FINISH(); /* 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 (x=%d,y=%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_RESET_TIMEOUT(map) = timeout;
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.
*/
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);
if (orig_map->tile_map[tile_num] == NULL) {
LOG(llevError, "%s has invalid tiled map %s\n", orig_map->path, path);
free(orig_map->tile_path[tile_num]);
orig_map->tile_path[tile_num] = NULL;
return NULL;
}
/* 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. Must not be NULL.
* @param x
* @param y
* coordinates.
* @return
* 1 if out of map, 0 else
*/
int out_of_map(mapstruct *m, int x, int y) {
/* 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);
/* Verify the tile map loaded correctly */
if (!m->tile_map[3])
return 0;
}
return (out_of_map(m->tile_map[3], x+MAP_WIDTH(m->tile_map[3]), y));
} else 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);
/* Verify the tile map loaded correctly */
if (!m->tile_map[1])
return 0;
}
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);
/* Verify the tile map loaded correctly */
if (!m->tile_map[0])
return 0;
}
return (out_of_map(m->tile_map[0], x, y+MAP_HEIGHT(m->tile_map[0])));
} else 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);
/* Verify the tile map loaded correctly */
if (!m->tile_map[2])
return 0;
}
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 than calling out_of_map
* and then figuring out what the real map is
*
* @param m
* map we want to look at. Must not be NULL.
* @param x
* @param y
* coordinates, which will contain the real position that was checked.
* @return
* map that is at specified location. Will be NULL if not on any map.
*
* @note refactored to remove the recursion. This should help stack space and optimization.
*/
mapstruct *get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y) {
/* Simple case - coordinates are within this local
* map.
*/
if ( !m ) return NULL;
if (*x >= 0 && *x < MAP_WIDTH(m) && *y >= 0 && *y < MAP_HEIGHT(m))
return m;
do /* With the first case there, we can assume we are out of the map if we get here */
{
// Figure out what map should be in the direction we are off the map, and then
// load that map and look again.
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);
/* Make sure we loaded properly. */
if (!m->tile_map[3])
return NULL;
}
*x += MAP_WIDTH(m->tile_map[3]);
m = m->tile_map[3];
}
else 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);
/* Make sure we loaded properly. */
if (!m->tile_map[1])
return NULL;
}
*x -= MAP_WIDTH(m);
m = m->tile_map[1];
}
// It is possible that x and y be considered separate compare groups,
// But using an else-if here retains the old behavior that recursion produced.
else 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);
/* Make sure we loaded properly. */
if (!m->tile_map[0])
return NULL;
}
*y += MAP_HEIGHT(m->tile_map[0]);
m = m->tile_map[0];
}
else 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);
/* Make sure we loaded properly. */
if (!m->tile_map[2])
return NULL;
}
*y -= MAP_HEIGHT(m);
m = m->tile_map[2];
}
// The check here is if our single tile is in the map.
// That is exactly what the OUT_OF_MAP macro does.
} while (OUT_OF_REAL_MAP(m, *x, *y));
return m; /* We have found our map */
}
/**
* 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.
*
* @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'
* @return
* 1=ok; 0=the objects are not on the same map
*/
int 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;
return 0;
} 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);
return 1;
}
}
/**
* 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.
* @return
* 1=ok; 0=the objects are not on the same map
*/
int get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
(void)flags; // unused [avoid compiler warning]
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;
return 0;
} 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);
return 1;
}
}
/**
* 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);
}
/**
* Finds an object in a map tile by flag number. Checks the objects' heads.
*
* @param map
* the map to search.
* @param x
* the x-coordiate to search.
* @param y
* the y-coordiate to search.
* @param flag
* the flag to seacrh for
* @return
* first object's head in the tile that has the flag set. NULL if no match.
*
* @note
* will not search in inventory of objects.
*/
object *map_find_by_flag(mapstruct *map, int x, int y, int flag) {
object *tmp;
for (tmp = GET_MAP_OB(map, x, y); tmp != NULL; tmp = tmp->above) {
object *head;
head = HEAD(tmp);
if (QUERY_FLAG(head, flag))
return head;
}
return NULL;
}
/**
* 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) {
snprintf(path, sizeof(path), "%s/%s/%s", settings.localdir, settings.playerdir, map->path+1);
if (unlink(path) != 0) {
LOG(llevError, "Could not delete %s: %s\n", path, strerror(errno));
}
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);
}
}
/**
* Return the map path on which the specified item is.
* @param item what to return the map path for.
* @return path, map's name, or error string, never NULL.
*/
const char *map_get_path(const object *item) {
if (item->map != NULL) {
if (strlen(item->map->path) > 0) {
return item->map->path;
}
return item->map->name ? item->map->name : "(empty path and name)";
}
if (item->env != NULL)
return map_get_path(item->env);
return "(no map and no env!)";
}
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