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Revision: 1.17
Committed: Thu Aug 31 06:23:19 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +47 -42 lines
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File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_map_c =
3 root 1.17 * "$Id: map.C,v 1.16 2006-08-30 16:30:37 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29    
30     #include <global.h>
31     #include <funcpoint.h>
32    
33     #include <loader.h>
34     #ifndef WIN32 /* ---win32 exclude header */
35     #include <unistd.h>
36     #endif /* win32 */
37    
38     #include "path.h"
39    
40    
41     extern int nrofallocobjects,nroffreeobjects;
42    
43     /*
44     * Returns the mapstruct which has a name matching the given argument.
45     * return NULL if no match is found.
46     */
47    
48     mapstruct *has_been_loaded (const char *name) {
49     mapstruct *map;
50    
51     if (!name || !*name)
52 root 1.10 return 0;
53 elmex 1.1 for (map = first_map; map; map = map->next)
54 root 1.10 if (!strcmp (name, map->path))
55     break;
56 elmex 1.1 return (map);
57     }
58    
59     /*
60     * This makes a path absolute outside the world of Crossfire.
61     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
62     * and returns the pointer to a static array containing the result.
63     * it really should be called create_mapname
64     */
65    
66     const char *create_pathname (const char *name) {
67     static char buf[MAX_BUF];
68    
69     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
70     * someplace else in the code? msw 2-17-97
71     */
72     if (*name == '/')
73     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
74     else
75     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
76     return (buf);
77     }
78    
79     /*
80     * same as create_pathname, but for the overlay maps.
81     */
82    
83     const char *create_overlay_pathname (const char *name) {
84     static char buf[MAX_BUF];
85    
86     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
87     * someplace else in the code? msw 2-17-97
88     */
89     if (*name == '/')
90     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
91     else
92     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
93     return (buf);
94     }
95    
96     /*
97     * same as create_pathname, but for the template maps.
98     */
99    
100     const char *create_template_pathname (const char *name) {
101     static char buf[MAX_BUF];
102    
103     /* Why? having extra / doesn't confuse unix anyplace? Dependancies
104     * someplace else in the code? msw 2-17-97
105     */
106     if (*name == '/')
107     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
108     else
109     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
110     return (buf);
111     }
112    
113     /*
114     * This makes absolute path to the itemfile where unique objects
115     * will be saved. Converts '/' to '@'. I think it's essier maintain
116     * files than full directory structure, but if this is problem it can
117     * be changed.
118     */
119     static const char *create_items_path (const char *s) {
120     static char buf[MAX_BUF];
121     char *t;
122    
123     if (*s == '/')
124     s++;
125    
126     sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
127    
128     for (t=buf+strlen(buf); *s; s++,t++)
129     if (*s == '/')
130     *t = '@';
131     else
132     *t = *s;
133     *t = 0;
134     return (buf);
135     }
136    
137    
138     /*
139     * This function checks if a file with the given path exists.
140     * -1 is returned if it fails, otherwise the mode of the file
141     * is returned.
142     * It tries out all the compression suffixes listed in the uncomp[] array.
143     *
144     * If prepend_dir is set, then we call create_pathname (which prepends
145     * libdir & mapdir). Otherwise, we assume the name given is fully
146     * complete.
147     * Only the editor actually cares about the writablity of this -
148     * the rest of the code only cares that the file is readable.
149     * when the editor goes away, the call to stat should probably be
150     * replaced by an access instead (similar to the windows one, but
151     * that seems to be missing the prepend_dir processing
152     */
153    
154     int check_path (const char *name, int prepend_dir)
155     {
156     char buf[MAX_BUF];
157     #ifndef WIN32
158     char *endbuf;
159     struct stat statbuf;
160     int mode = 0, i;
161     #endif
162    
163     if (prepend_dir)
164 root 1.10 strcpy (buf, create_pathname(name));
165 elmex 1.1 else
166 root 1.10 strcpy(buf, name);
167 elmex 1.1 #ifdef WIN32 /* ***win32: check this sucker in windows style. */
168 root 1.10 return(_access(buf,0));
169 elmex 1.1 #else
170    
171     /* old method (strchr(buf, '\0')) seemd very odd to me -
172     * this method should be equivalant and is clearer.
173     * Can not use strcat because we need to cycle through
174     * all the names.
175     */
176     endbuf = buf + strlen(buf);
177    
178 root 1.16 if (stat (buf, &statbuf))
179     return -1;
180 elmex 1.1 if (!S_ISREG (statbuf.st_mode))
181 root 1.10 return (-1);
182 elmex 1.1
183     if (((statbuf.st_mode & S_IRGRP) && getegid() == statbuf.st_gid) ||
184 root 1.10 ((statbuf.st_mode & S_IRUSR) && geteuid() == statbuf.st_uid) ||
185     (statbuf.st_mode & S_IROTH))
186     mode |= 4;
187 elmex 1.1
188     if ((statbuf.st_mode & S_IWGRP && getegid() == statbuf.st_gid) ||
189 root 1.10 (statbuf.st_mode & S_IWUSR && geteuid() == statbuf.st_uid) ||
190     (statbuf.st_mode & S_IWOTH))
191     mode |= 2;
192 elmex 1.1
193     return (mode);
194     #endif
195     }
196    
197     /*
198     * Prints out debug-information about a map.
199     * Dumping these at llevError doesn't seem right, but is
200     * necessary to make sure the information is in fact logged.
201     */
202    
203     void dump_map(const mapstruct *m) {
204     LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
205     LOG(llevError,"Size: %dx%d Start: %d,%d\n",
206 root 1.10 MAP_WIDTH(m), MAP_HEIGHT(m),
207     MAP_ENTER_X(m), MAP_ENTER_Y(m));
208 elmex 1.1
209     if(m->msg!=NULL)
210 root 1.10 LOG(llevError,"Message:\n%s",m->msg);
211 elmex 1.1
212     if(m->maplore!=NULL)
213 root 1.10 LOG(llevError,"Lore:\n%s",m->maplore);
214 elmex 1.1
215     if(m->tmpname!=NULL)
216 root 1.10 LOG(llevError,"Tmpname: %s\n",m->tmpname);
217 elmex 1.1
218     LOG(llevError,"Difficulty: %d\n",m->difficulty);
219     LOG(llevError,"Darkness: %d\n",m->darkness);
220     }
221    
222     /*
223     * Prints out debug-information about all maps.
224     * This basically just goes through all the maps and calls
225     * dump_map on each one.
226     */
227    
228     void dump_all_maps(void) {
229     mapstruct *m;
230     for(m=first_map;m!=NULL;m=m->next) {
231 root 1.10 dump_map(m);
232 elmex 1.1 }
233     }
234    
235     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
236     * one function that just returns a P_.. value (see map.h)
237     * it will also do map translation for tiled maps, returning
238     * new values into newmap, nx, and ny. Any and all of those
239     * values can be null, in which case if a new map is needed (returned
240     * by a P_NEW_MAP value, another call to get_map_from_coord
241     * is needed. The case of not passing values is if we're just
242     * checking for the existence of something on those spaces, but
243     * don't expect to insert/remove anything from those spaces.
244     */
245     int get_map_flags(mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny)
246     {
247     sint16 newx, newy;
248     int retval=0;
249     mapstruct *mp;
250    
251     if (out_of_map(oldmap, x, y)) return P_OUT_OF_MAP;
252     newx = x;
253     newy = y;
254     mp = get_map_from_coord(oldmap, &newx, &newy);
255     if (mp != oldmap)
256 root 1.10 retval |= P_NEW_MAP;
257 elmex 1.1 if (newmap) *newmap = mp;
258     if (nx) *nx = newx;
259     if (ny) *ny = newy;
260     retval |= mp->spaces[newx + mp->width * newy].flags;
261 elmex 1.3
262     if (retval & P_SAFE)
263     retval |= P_NO_MAGIC | P_NO_CLERIC; // P_SAFE does imply these
264    
265 elmex 1.1 return retval;
266     }
267    
268    
269     /*
270     * Returns true if the given coordinate is blocked except by the
271     * object passed is not blocking. This is used with
272     * multipart monsters - if we want to see if a 2x2 monster
273     * can move 1 space to the left, we don't want its own area
274     * to block it from moving there.
275     * Returns TRUE if the space is blocked by something other than the
276     * monster.
277     * m, x, y are the target map/coordinates - needed for map tiling.
278     * the coordinates & map passed in should have been updated for tiling
279     * by the caller.
280     */
281    
282     int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
283     object *tmp;
284     int mflags, blocked;
285    
286     /* Make sure the coordinates are valid - they should be, as caller should
287     * have already checked this.
288     */
289     if (OUT_OF_REAL_MAP(m, sx, sy)) {
290 root 1.10 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
291     return 1;
292 elmex 1.1 }
293    
294     /* Save some cycles - instead of calling get_map_flags(), just get the value
295     * directly.
296     */
297     mflags = m->spaces[sx + m->width * sy].flags;
298    
299     blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
300    
301     /* If space is currently not blocked by anything, no need to
302     * go further. Not true for players - all sorts of special
303     * things we need to do for players.
304     */
305     if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
306    
307     /* if there isn't anytyhing alive on this space, and this space isn't
308     * otherwise blocked, we can return now. Only if there is a living
309     * creature do we need to investigate if it is part of this creature
310     * or another. Likewise, only if something is blocking us do we
311     * need to investigate if there is a special circumstance that would
312     * let the player through (inventory checkers for example)
313     */
314     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
315    
316     if(ob->head != NULL)
317 root 1.10 ob=ob->head;
318 elmex 1.1
319     /* We basically go through the stack of objects, and if there is
320     * some other object that has NO_PASS or FLAG_ALIVE set, return
321     * true. If we get through the entire stack, that must mean
322     * ob is blocking it, so return 0.
323     */
324     for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
325    
326 root 1.10 /* This must be before the checks below. Code for inventory checkers. */
327     if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
328     /* If last_sp is set, the player/monster needs an object,
329     * so we check for it. If they don't have it, they can't
330     * pass through this space.
331     */
332     if (tmp->last_sp) {
333     if (check_inv_recursive(ob,tmp)==NULL)
334     return 1;
335     else
336     continue;
337     } else {
338     /* In this case, the player must not have the object -
339     * if they do, they can't pass through.
340     */
341     if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
342     return 1;
343     else
344     continue;
345     }
346     } /* if check_inv */
347     else {
348     /* Broke apart a big nasty if into several here to make
349     * this more readable. first check - if the space blocks
350     * movement, can't move here.
351     * second - if a monster, can't move there, unles it is a
352     * hidden dm
353     */
354     if (OB_MOVE_BLOCK(ob, tmp)) return 1;
355     if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
356     tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
357     return 1;
358     }
359 elmex 1.1
360     }
361     return 0;
362     }
363    
364    
365     /*
366     * Returns true if the given object can't fit in the given spot.
367     * This is meant for multi space objects - for single space objecs,
368     * just calling get_map_blocked and checking that against movement type
369     * of object. This function goes through all the parts of the
370     * multipart object and makes sure they can be inserted.
371     *
372     * While this doesn't call out of map, the get_map_flags does.
373     *
374     * This function has been used to deprecate arch_out_of_map -
375     * this function also does that check, and since in most cases,
376     * a call to one would follow the other, doesn't make a lot of sense to
377     * have two seperate functions for this.
378     *
379     * This returns nonzero if this arch can not go on the space provided,
380     * 0 otherwise. the return value will contain the P_.. value
381     * so the caller can know why this object can't go on the map.
382     * Note that callers should not expect P_NEW_MAP to be set
383     * in return codes - since the object is multispace - if
384     * we did return values, what do you return if half the object
385     * is one map, half on another.
386     *
387     * Note this used to be arch_blocked, but with new movement
388     * code, we need to have actual object to check its move_type
389     * against the move_block values.
390     */
391    
392     int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
393     archetype *tmp;
394     int flag;
395     mapstruct *m1;
396     sint16 sx, sy;
397    
398     if(ob==NULL) {
399 root 1.10 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
400     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
401 elmex 1.1
402 root 1.10 /* don't have object, so don't know what types would block */
403     return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
404 elmex 1.1 }
405    
406     for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
407 root 1.10 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
408 elmex 1.1
409 root 1.10 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
410     if (flag & P_IS_ALIVE) return P_IS_ALIVE;
411 elmex 1.1
412 root 1.10 /* find_first_free_spot() calls this function. However, often
413     * ob doesn't have any move type (when used to place exits)
414 elmex 1.1 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
415 root 1.10 */
416 elmex 1.1
417 root 1.10 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
418 elmex 1.1
419 root 1.10 /* Note it is intentional that we check ob - the movement type of the
420     * head of the object should correspond for the entire object.
421     */
422     if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
423     return AB_NO_PASS;
424 elmex 1.1
425     }
426     return 0;
427     }
428    
429     /* When the map is loaded, load_object does not actually insert objects
430     * into inventory, but just links them. What this does is go through
431     * and insert them properly.
432     * The object 'container' is the object that contains the inventory.
433     * This is needed so that we can update the containers weight.
434     */
435    
436     void fix_container(object *container)
437     {
438     object *tmp=container->inv, *next;
439    
440     container->inv=NULL;
441     while (tmp!=NULL) {
442 root 1.10 next = tmp->below;
443     if (tmp->inv)
444     fix_container(tmp);
445     (void) insert_ob_in_ob(tmp,container);
446     tmp = next;
447 elmex 1.1 }
448     /* sum_weight will go through and calculate what all the containers are
449     * carrying.
450     */
451     sum_weight(container);
452     }
453    
454     /* link_multipart_objects go through all the objects on the map looking
455     * for objects whose arch says they are multipart yet according to the
456     * info we have, they only have the head (as would be expected when
457     * they are saved). We do have to look for the old maps that did save
458     * the more sections and not re-add sections for them.
459     */
460    
461     static void link_multipart_objects(mapstruct *m)
462     {
463     int x,y;
464     object *tmp, *op, *last, *above;
465 root 1.10 archetype *at;
466 elmex 1.1
467     for(x=0;x<MAP_WIDTH(m);x++)
468 root 1.10 for(y=0;y<MAP_HEIGHT(m);y++)
469     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
470     above=tmp->above;
471    
472     /* already multipart - don't do anything more */
473     if (tmp->head || tmp->more) continue;
474    
475     /* If there is nothing more to this object, this for loop
476     * won't do anything.
477     */
478     for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
479     op = arch_to_object(at);
480    
481     /* update x,y coordinates */
482     op->x += tmp->x;
483     op->y += tmp->y;
484     op->head = tmp;
485     op->map = m;
486     last->more = op;
487     if (tmp->name != op->name) {
488     if (op->name) free_string(op->name);
489     op->name = add_string(tmp->name);
490     }
491     if (tmp->title != op->title) {
492     if (op->title) free_string(op->title);
493     op->title = add_string(tmp->title);
494     }
495     /* we could link all the parts onto tmp, and then just
496     * call insert_ob_in_map once, but the effect is the same,
497     * as insert_ob_in_map will call itself with each part, and
498     * the coding is simpler to just to it here with each part.
499     */
500     insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
501     } /* for at = tmp->arch->more */
502     } /* for objects on this space */
503 elmex 1.1 }
504 root 1.10
505    
506 elmex 1.1
507     /*
508     * Loads (ands parses) the objects into a given map from the specified
509     * file pointer.
510     * mapflags is the same as we get with load_original_map
511     */
512    
513 root 1.10 void load_objects (mapstruct *m, object_thawer &fp, int mapflags) {
514 elmex 1.1 int i,j,bufstate=LO_NEWFILE;
515     int unique;
516     object *op, *prev=NULL,*last_more=NULL, *otmp;
517    
518     op=get_object();
519     op->map = m; /* To handle buttons correctly */
520    
521 root 1.10 while((i = load_object (fp, op, bufstate, mapflags))) {
522     /* Since the loading of the map header does not load an object
523     * anymore, we need to pass LO_NEWFILE for the first object loaded,
524     * and then switch to LO_REPEAT for faster loading.
525     */
526     bufstate = LO_REPEAT;
527    
528     /* if the archetype for the object is null, means that we
529     * got an invalid object. Don't do anything with it - the game
530     * or editor will not be able to do anything with it either.
531     */
532     if (op->arch==NULL) {
533     LOG(llevDebug,"Discarding object without arch: %s\n", op->name?op->name:"(null)");
534     continue;
535     }
536    
537    
538     switch(i) {
539     case LL_NORMAL:
540     /* if we are loading an overlay, put the floors on the bottom */
541     if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
542     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
543     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
544     else
545     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
546    
547     if (op->inv)
548     sum_weight(op);
549    
550     prev=op,last_more=op;
551     break;
552    
553     case LL_MORE:
554     insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
555     op->head=prev,last_more->more=op,last_more=op;
556     break;
557     }
558     if (mapflags & MAP_STYLE) {
559     remove_from_active_list(op);
560     }
561     op=get_object();
562 elmex 1.1 op->map = m;
563     }
564     for (i=0;i<m->width;i++){
565 root 1.10 for (j=0;j<m->height;j++){
566 elmex 1.1 unique =0;
567 root 1.10 /* check for unique items, or unique squares */
568     for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
569     if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
570     unique = 1;
571     if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
572     SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
573     }
574     }
575 elmex 1.1 }
576     free_object(op);
577     link_multipart_objects(m);
578     }
579    
580     /* This saves all the objects on the map in a non destructive fashion.
581     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
582     * and we only save the head of multi part objects - this is needed
583     * in order to do map tiling properly.
584     */
585 root 1.10 void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
586 elmex 1.1 int i, j = 0,unique=0;
587     object *op;
588     /* first pass - save one-part objects */
589     for(i = 0; i < MAP_WIDTH(m); i++)
590 root 1.10 for (j = 0; j < MAP_HEIGHT(m); j++) {
591     unique=0;
592     for(op = get_map_ob (m, i, j); op; op = op->above) {
593     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
594     unique=1;
595    
596     if(op->type == PLAYER) {
597     LOG(llevDebug, "Player on map that is being saved\n");
598     continue;
599     }
600 elmex 1.1
601 root 1.10 if (op->head || op->owner)
602     continue;
603    
604     if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
605     save_object (fp2, op, 3);
606     else
607     if (flag == 0 ||
608     (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
609     !QUERY_FLAG(op, FLAG_UNPAID))))
610     save_object(fp, op, 3);
611    
612     } /* for this space */
613     } /* for this j */
614 elmex 1.1 }
615    
616     /*
617     * Allocates, initialises, and returns a pointer to a mapstruct.
618     * Modified to no longer take a path option which was not being
619     * used anyways. MSW 2001-07-01
620     */
621    
622     mapstruct *get_linked_map(void) {
623     mapstruct *map=(mapstruct *) calloc(1,sizeof(mapstruct));
624     mapstruct *mp;
625    
626     if(map==NULL)
627 root 1.10 fatal(OUT_OF_MEMORY);
628 elmex 1.1
629     for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
630     if(mp==NULL)
631 root 1.10 first_map=map;
632 elmex 1.1 else
633 root 1.10 mp->next=map;
634 elmex 1.1
635     map->in_memory=MAP_SWAPPED;
636     /* The maps used to pick up default x and y values from the
637     * map archetype. Mimic that behaviour.
638     */
639     MAP_WIDTH(map)=16;
640     MAP_HEIGHT(map)=16;
641     MAP_RESET_TIMEOUT(map)=0;
642     MAP_TIMEOUT(map)=300;
643     MAP_ENTER_X(map)=0;
644     MAP_ENTER_Y(map)=0;
645 root 1.10 /*set part to -1 indicating conversion to weather map not yet done*/
646     MAP_WORLDPARTX(map)=-1;
647     MAP_WORLDPARTY(map)=-1;
648 elmex 1.1 return map;
649     }
650    
651     /*
652     * Allocates the arrays contained in a mapstruct.
653     * This basically allocates the dynamic array of spaces for the
654     * map.
655     */
656    
657     void allocate_map(mapstruct *m) {
658     m->in_memory = MAP_IN_MEMORY;
659     /* Log this condition and free the storage. We could I suppose
660     * realloc, but if the caller is presuming the data will be intact,
661     * that is their poor assumption.
662     */
663     if (m->spaces) {
664 root 1.10 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
665     free(m->spaces);
666 elmex 1.1 }
667    
668     m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
669    
670     if(m->spaces==NULL)
671 root 1.10 fatal(OUT_OF_MEMORY);
672 elmex 1.1 }
673    
674     /* Create and returns a map of the specific size. Used
675     * in random map code and the editor.
676     */
677     mapstruct *get_empty_map(int sizex, int sizey) {
678     mapstruct *m = get_linked_map();
679     m->width = sizex;
680     m->height = sizey;
681     m->in_memory = MAP_SWAPPED;
682     allocate_map(m);
683     return m;
684     }
685    
686     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
687     * corresponding to that string. Memory is allocated for this, it must be freed
688     * at a later date.
689     * Called by parse_map_headers below.
690     */
691    
692     static shopitems *parse_shop_string (const char *input_string) {
693     char *shop_string, *p, *q, *next_semicolon, *next_colon;
694     shopitems *items=NULL;
695     int i=0, number_of_entries=0;
696     const typedata *current_type;
697    
698     shop_string=strdup_local(input_string);
699     p=shop_string;
700     /* first we'll count the entries, we'll need that for allocating the array shortly */
701     while (p) {
702 root 1.10 p=strchr(p, ';');
703     number_of_entries++;
704     if (p) p++;
705 elmex 1.1 }
706     p=shop_string;
707     strip_endline(p);
708     items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
709     memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
710     for (i=0; i<number_of_entries; i++) {
711 root 1.10 if (!p) {
712     LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
713     break;
714     }
715     next_semicolon=strchr(p, ';');
716     next_colon=strchr(p, ':');
717     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
718     if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
719     items[i].strength=atoi(strchr(p,':')+1);
720    
721     if (isdigit(*p) || *p=='*') {
722     items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
723     current_type=get_typedata(items[i].typenum);
724     if (current_type) {
725     items[i].name=current_type->name;
726     items[i].name_pl=current_type->name_pl;
727     }
728     }
729     else { /*we have a named type, let's figure out what it is */
730     q=strpbrk(p,";:");
731     if (q) *q='\0';
732    
733     current_type=get_typedata_by_name(p);
734     if (current_type) {
735     items[i].name=current_type->name;
736     items[i].typenum=current_type->number;
737     items[i].name_pl=current_type->name_pl;
738     }
739     else { /* oh uh, something's wrong, let's free up this one, and try
740     * the next entry while we're at it, better print a warning
741     */
742     LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
743     p, input_string);
744     }
745     }
746     items[i].index=number_of_entries;
747     if (next_semicolon) p=++next_semicolon;
748     else p=NULL;
749 elmex 1.1 }
750     free(shop_string);
751     return items;
752     }
753    
754     /* opposite of parse string, this puts the string that was originally fed in to
755     * the map (or something equivilent) into output_string. */
756     static void print_shop_string(mapstruct *m, char *output_string) {
757     int i;
758     char tmp[MAX_BUF];
759     strcpy(output_string, "");
760     for (i=0; i< m->shopitems[0].index; i++) {
761 root 1.10 if (m->shopitems[i].typenum) {
762     if (m->shopitems[i].strength) {
763     sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
764     }
765     else sprintf(tmp, "%s;", m->shopitems[i].name);
766     }
767     else {
768     if (m->shopitems[i].strength) {
769     sprintf(tmp, "*:%d;", m->shopitems[i].strength);
770     }
771     else sprintf(tmp, "*");
772     }
773     strcat(output_string, tmp);
774 elmex 1.1 }
775     }
776    
777     /* This loads the header information of the map. The header
778     * contains things like difficulty, size, timeout, etc.
779     * this used to be stored in the map object, but with the
780     * addition of tiling, fields beyond that easily named in an
781     * object structure were needed, so it just made sense to
782     * put all the stuff in the map object so that names actually make
783     * sense.
784     * This could be done in lex (like the object loader), but I think
785     * currently, there are few enough fields this is not a big deal.
786     * MSW 2001-07-01
787     * return 0 on success, 1 on failure.
788     */
789    
790 root 1.11 static int load_map_header(object_thawer &fp, mapstruct *m)
791 elmex 1.1 {
792     char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
793     int msgpos=0;
794     int maplorepos=0;
795    
796     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
797 root 1.10 buf[HUGE_BUF-1] = 0;
798     key = buf;
799     while (isspace(*key)) key++;
800     if (*key == 0) continue; /* empty line */
801     value = strchr(key, ' ');
802     if (!value) {
803     end = strchr(key, '\n');
804     if (end != NULL) {
805     *end = 0;
806     }
807     } else {
808     *value = 0;
809     value++;
810     end = strchr(value, '\n');
811     while (isspace(*value)) {
812     value++;
813     if (*value == '\0' || value == end) {
814     /* Nothing but spaces. */
815     value = NULL;
816     break;
817     }
818     }
819     }
820     if (!end) {
821     LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
822     buf);
823     return 1;
824     }
825    
826    
827     /* key is the field name, value is what it should be set
828     * to. We've already done the work to null terminate key,
829     * and strip off any leading spaces for both of these.
830     * We have not touched the newline at the end of the line -
831     * these are needed for some values. the end pointer
832     * points to the first of the newlines.
833     * value could be NULL! It would be easy enough to just point
834     * this to "" to prevent cores, but that would let more errors slide
835     * through.
836     *
837     * First check for entries that do not use the value parameter, then
838     * validate that value is given and check for the remaining entries
839     * that use the parameter.
840     */
841    
842     if (!strcmp(key,"msg")) {
843     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
844     if (!strcmp(buf,"endmsg\n")) break;
845     else {
846     /* slightly more efficient than strcat */
847     strcpy(msgbuf+msgpos, buf);
848     msgpos += strlen(buf);
849     }
850     }
851     /* There are lots of maps that have empty messages (eg, msg/endmsg
852     * with nothing between). There is no reason in those cases to
853 elmex 1.1 * keep the empty message. Also, msgbuf contains garbage data
854 root 1.10 * when msgpos is zero, so copying it results in crashes
855     */
856     if (msgpos != 0)
857     m->msg = strdup_local(msgbuf);
858     }
859     else if (!strcmp(key,"maplore")) {
860     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
861     if (!strcmp(buf,"endmaplore\n")) break;
862     else {
863     /* slightly more efficient than strcat */
864     strcpy(maplorebuf+maplorepos, buf);
865     maplorepos += strlen(buf);
866     }
867     }
868     if (maplorepos != 0)
869     m->maplore = strdup_local(maplorebuf);
870     }
871     else if (!strcmp(key,"end")) {
872     break;
873     }
874     else if (value == NULL) {
875     LOG(llevError, "Got '%s' line without parameter in map header\n", key);
876     }
877     else if (!strcmp(key, "arch")) {
878     /* This is an oddity, but not something we care about much. */
879     if (strcmp(value,"map\n"))
880     LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
881     }
882     else if (!strcmp(key,"name")) {
883     *end=0;
884     m->name = strdup_local(value);
885     }
886     /* first strcmp value on these are old names supported
887     * for compatibility reasons. The new values (second) are
888     * what really should be used.
889     */
890 root 1.11 else if (!strcmp(key,"oid")) {
891     fp.get (m, atoi(value));
892 root 1.12 } else if (!strcmp(key, "attach")) {
893     m->attach = add_string (value);
894 root 1.11 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
895 root 1.10 m->enter_x = atoi(value);
896     } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
897     m->enter_y = atoi(value);
898     } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
899     m->width = atoi(value);
900     } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
901     m->height = atoi(value);
902     } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
903     m->reset_timeout = atoi(value);
904     } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
905     m->timeout = atoi(value);
906     } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
907     m->difficulty = atoi(value);
908     } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
909     m->darkness = atoi(value);
910     } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
911     m->fixed_resettime = atoi(value);
912     } else if (!strcmp(key,"unique")) {
913     m->unique = atoi(value);
914     } else if (!strcmp(key,"template")) {
915     m->templatemap = atoi(value);
916     } else if (!strcmp(key,"region")) {
917     m->region = get_region_by_name(value);
918     } else if (!strcmp(key,"shopitems")) {
919     *end=0;
920     m->shopitems = parse_shop_string(value);
921     } else if (!strcmp(key,"shopgreed")) {
922     m->shopgreed = atof(value);
923     } else if (!strcmp(key,"shopmin")) {
924     m->shopmin = atol(value);
925     } else if (!strcmp(key,"shopmax")) {
926     m->shopmax = atol(value);
927     } else if (!strcmp(key,"shoprace")) {
928     *end=0;
929     m->shoprace = strdup_local(value);
930     } else if (!strcmp(key,"outdoor")) {
931     m->outdoor = atoi(value);
932     } else if (!strcmp(key, "temp")) {
933     m->temp = atoi(value);
934     } else if (!strcmp(key, "pressure")) {
935     m->pressure = atoi(value);
936     } else if (!strcmp(key, "humid")) {
937     m->humid = atoi(value);
938     } else if (!strcmp(key, "windspeed")) {
939     m->windspeed = atoi(value);
940     } else if (!strcmp(key, "winddir")) {
941     m->winddir = atoi(value);
942     } else if (!strcmp(key, "sky")) {
943     m->sky = atoi(value);
944     } else if (!strcmp(key, "nosmooth")) {
945     m->nosmooth = atoi(value);
946     }
947     else if (!strncmp(key,"tile_path_", 10)) {
948     int tile=atoi(key+10);
949    
950     if (tile<1 || tile>4) {
951     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
952     tile, m->path);
953     } else {
954     char *path;
955    
956     *end = 0;
957    
958     if (m->tile_path[tile-1]) {
959     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
960     tile, m->path);
961     free(m->tile_path[tile-1]);
962     m->tile_path[tile-1] = NULL;
963     }
964    
965     if (check_path(value, 1) != -1) {
966     /* The unadorned path works. */
967     path = value;
968     } else {
969     /* Try again; it could be a relative exit. */
970 elmex 1.1
971 root 1.10 path = path_combine_and_normalize(m->path, value);
972 elmex 1.1
973     if (check_path(path, 1) == -1) {
974     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
975     path = NULL;
976 root 1.10 }
977     }
978 elmex 1.1
979 root 1.10 if (editor) {
980     /* Use the value as in the file. */
981     m->tile_path[tile-1] = strdup_local(value);
982     } else if (path != NULL) {
983     /* Use the normalized value. */
984     m->tile_path[tile-1] = strdup_local(path);
985     }
986     } /* end if tile direction (in)valid */
987     }
988     else {
989     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
990     }
991 elmex 1.1 }
992     if (!key || strcmp(key,"end")) {
993 root 1.10 LOG(llevError,"Got premature eof on map header!\n");
994     return 1;
995 elmex 1.1 }
996     return 0;
997     }
998    
999     /*
1000     * Opens the file "filename" and reads information about the map
1001     * from the given file, and stores it in a newly allocated
1002     * mapstruct. A pointer to this structure is returned, or NULL on failure.
1003     * flags correspond to those in map.h. Main ones used are
1004     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1005     * MAP_BLOCK, in which case we block on this load. This happens in all
1006     * cases, no matter if this flag is set or not.
1007     * MAP_STYLE: style map - don't add active objects, don't add to server
1008 root 1.10 * managed map list.
1009 elmex 1.1 */
1010    
1011     mapstruct *load_original_map(const char *filename, int flags) {
1012     mapstruct *m;
1013     char pathname[MAX_BUF];
1014    
1015     LOG(llevDebug, "load_original_map: %s (%x)\n", filename,flags);
1016     if (flags & MAP_PLAYER_UNIQUE)
1017 root 1.10 strcpy(pathname, filename);
1018 elmex 1.1 else if (flags & MAP_OVERLAY)
1019 root 1.10 strcpy(pathname, create_overlay_pathname(filename));
1020 elmex 1.1 else
1021 root 1.10 strcpy(pathname, create_pathname(filename));
1022 elmex 1.1
1023 root 1.14 object_thawer thawer (pathname);
1024 elmex 1.1
1025 root 1.14 if (!thawer)
1026     return 0;
1027 root 1.9
1028 elmex 1.1 m = get_linked_map();
1029    
1030     strcpy (m->path, filename);
1031 root 1.11 if (load_map_header(thawer, m)) {
1032 root 1.10 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1033     filename, flags);
1034     delete_map(m);
1035     return NULL;
1036 elmex 1.1 }
1037    
1038     allocate_map(m);
1039    
1040     m->in_memory=MAP_LOADING;
1041 root 1.10 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1042 root 1.14
1043 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1044     if (!MAP_DIFFICULTY(m))
1045 root 1.10 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1046 elmex 1.1 set_map_reset_time(m);
1047 root 1.12 m->instantiate ();
1048 elmex 1.1 return (m);
1049     }
1050    
1051     /*
1052     * Loads a map, which has been loaded earlier, from file.
1053     * Return the map object we load into (this can change from the passed
1054     * option if we can't find the original map)
1055     */
1056    
1057     static mapstruct *load_temporary_map(mapstruct *m) {
1058     int comp;
1059     char buf[MAX_BUF];
1060    
1061     if (!m->tmpname) {
1062 root 1.10 LOG(llevError, "No temporary filename for map %s\n", m->path);
1063     strcpy(buf, m->path);
1064     delete_map(m);
1065 elmex 1.1 m = load_original_map(buf, 0);
1066 root 1.10 if(m==NULL) return NULL;
1067     fix_auto_apply(m); /* Chests which open as default */
1068     return m;
1069 elmex 1.1 }
1070    
1071 root 1.14 object_thawer thawer (m->tmpname);
1072    
1073     if (!thawer)
1074     {
1075     strcpy (buf, m->path);
1076     delete_map (m);
1077     m = load_original_map (buf, 0);
1078     if (!m) return NULL;
1079     fix_auto_apply (m); /* Chests which open as default */
1080 root 1.10 return m;
1081 root 1.14 }
1082 elmex 1.1
1083 root 1.10 if (load_map_header(thawer, m)) {
1084     LOG(llevError,"Error loading map header for %s (%s)\n",
1085     m->path, m->tmpname);
1086     delete_map(m);
1087 elmex 1.1 m = load_original_map(m->path, 0);
1088 root 1.10 return NULL;
1089 elmex 1.1 }
1090     allocate_map(m);
1091    
1092     m->in_memory=MAP_LOADING;
1093 root 1.10 load_objects (m, thawer, 0);
1094 root 1.14
1095 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1096 root 1.8 INVOKE_MAP (SWAPIN, m);
1097 elmex 1.1 return m;
1098     }
1099    
1100     /*
1101     * Loads a map, which has been loaded earlier, from file.
1102     * Return the map object we load into (this can change from the passed
1103     * option if we can't find the original map)
1104     */
1105    
1106     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1107     char pathname[MAX_BUF];
1108    
1109     strcpy(pathname, create_overlay_pathname(filename));
1110    
1111 root 1.14 object_thawer thawer (pathname);
1112 root 1.9
1113 root 1.14 if (!thawer)
1114     return m;
1115 elmex 1.1
1116 root 1.10 if (load_map_header(thawer, m)) {
1117     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1118     m->path, pathname);
1119     delete_map(m);
1120 elmex 1.1 m = load_original_map(m->path, 0);
1121 root 1.10 return NULL;
1122 elmex 1.1 }
1123     /*allocate_map(m);*/
1124    
1125     m->in_memory=MAP_LOADING;
1126 root 1.10 load_objects (m, thawer, MAP_OVERLAY);
1127 root 1.14
1128 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1129     return m;
1130     }
1131    
1132     /******************************************************************************
1133     * This is the start of unique map handling code
1134     *****************************************************************************/
1135    
1136     /* This goes through map 'm' and removed any unique items on the map. */
1137     static void delete_unique_items(mapstruct *m)
1138     {
1139     int i,j,unique;
1140     object *op, *next;
1141    
1142     for(i=0; i<MAP_WIDTH(m); i++)
1143 root 1.10 for(j=0; j<MAP_HEIGHT(m); j++) {
1144     unique=0;
1145     for (op=get_map_ob(m, i, j); op; op=next) {
1146     next = op->above;
1147     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1148     unique=1;
1149     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1150     clean_object(op);
1151     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1152     remove_button_link(op);
1153     remove_ob(op);
1154     free_object(op);
1155     }
1156     }
1157     }
1158 elmex 1.1 }
1159    
1160    
1161     /*
1162     * Loads unique objects from file(s) into the map which is in memory
1163     * m is the map to load unique items into.
1164     */
1165     static void load_unique_objects(mapstruct *m) {
1166 root 1.14 int count;
1167 elmex 1.1 char firstname[MAX_BUF];
1168    
1169     for (count=0; count<10; count++) {
1170 root 1.10 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1171     if (!access(firstname, R_OK)) break;
1172 elmex 1.1 }
1173     /* If we get here, we did not find any map */
1174     if (count==10) return;
1175    
1176 root 1.14 object_thawer thawer (firstname);
1177 root 1.9
1178 root 1.15 if (!thawer)
1179     return;
1180    
1181 elmex 1.1 m->in_memory=MAP_LOADING;
1182     if (m->tmpname == NULL) /* if we have loaded unique items from */
1183     delete_unique_items(m); /* original map before, don't duplicate them */
1184 root 1.10 load_object(thawer, NULL, LO_NOREAD,0);
1185     load_objects (m, thawer, 0);
1186 root 1.14
1187 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1188     }
1189    
1190    
1191     /*
1192     * Saves a map to file. If flag is set, it is saved into the same
1193     * file it was (originally) loaded from. Otherwise a temporary
1194     * filename will be genarated, and the file will be stored there.
1195     * The temporary filename will be stored in the mapstructure.
1196     * If the map is unique, we also save to the filename in the map
1197     * (this should have been updated when first loaded)
1198     */
1199    
1200 root 1.10 int
1201     new_save_map (mapstruct * m, int flag)
1202     {
1203     char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1204     int i;
1205    
1206     if (flag && !*m->path)
1207     {
1208     LOG (llevError, "Tried to save map without path.\n");
1209     return -1;
1210 elmex 1.1 }
1211 root 1.10
1212     if (flag || (m->unique) || (m->templatemap))
1213     {
1214     if (!m->unique && !m->templatemap)
1215     { /* flag is set */
1216     if (flag == 2)
1217     strcpy (filename, create_overlay_pathname (m->path));
1218     else
1219     strcpy (filename, create_pathname (m->path));
1220     }
1221     else
1222     strcpy (filename, m->path);
1223    
1224     make_path_to_file (filename);
1225 elmex 1.1 }
1226 root 1.10 else
1227     {
1228     if (!m->tmpname)
1229     m->tmpname = tempnam_local (settings.tmpdir, NULL);
1230 root 1.17
1231 root 1.10 strcpy (filename, m->tmpname);
1232     }
1233    
1234     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1235     m->in_memory = MAP_SAVING;
1236    
1237 root 1.17 object_freezer freezer;
1238 root 1.10
1239     /* legacy */
1240 root 1.17 fprintf (freezer, "arch map\n");
1241 root 1.10 if (m->name)
1242 root 1.17 fprintf (freezer, "name %s\n", m->name);
1243 root 1.10 if (!flag)
1244 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1245 root 1.10 if (m->reset_timeout)
1246 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1247 root 1.10 if (m->fixed_resettime)
1248 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1249 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1250     * or a difficulty value we generated when the map was first loaded
1251     */
1252     if (m->difficulty)
1253 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1254 root 1.10 if (m->region)
1255 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1256 root 1.10 if (m->shopitems)
1257     {
1258     print_shop_string (m, shop);
1259 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1260 elmex 1.1 }
1261 root 1.10 if (m->shopgreed)
1262 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1263 elmex 1.1 #ifndef WIN32
1264 root 1.10 if (m->shopmin)
1265 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1266 root 1.10 if (m->shopmax)
1267 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1268 elmex 1.1 #else
1269 root 1.10 if (m->shopmin)
1270 root 1.17 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1271 root 1.10 if (m->shopmax)
1272 root 1.17 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1273 elmex 1.1 #endif
1274 root 1.10 if (m->shoprace)
1275 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1276 root 1.10 if (m->darkness)
1277 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1278 root 1.10 if (m->width)
1279 root 1.17 fprintf (freezer, "width %d\n", m->width);
1280 root 1.10 if (m->height)
1281 root 1.17 fprintf (freezer, "height %d\n", m->height);
1282 root 1.10 if (m->enter_x)
1283 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1284 root 1.10 if (m->enter_y)
1285 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1286 root 1.10 if (m->msg)
1287 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1288 root 1.10 if (m->maplore)
1289 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1290 root 1.10 if (m->unique)
1291 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1292 root 1.10 if (m->templatemap)
1293 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1294 root 1.10 if (m->outdoor)
1295 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1296 root 1.10 if (m->temp)
1297 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1298 root 1.10 if (m->pressure)
1299 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1300 root 1.10 if (m->humid)
1301 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1302 root 1.10 if (m->windspeed)
1303 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1304 root 1.10 if (m->winddir)
1305 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1306 root 1.10 if (m->sky)
1307 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1308 root 1.10 if (m->nosmooth)
1309 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1310 root 1.10
1311     /* Save any tiling information, except on overlays */
1312     if (flag != 2)
1313     for (i = 0; i < 4; i++)
1314     if (m->tile_path[i])
1315 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1316 root 1.10
1317 root 1.17 freezer.put (m);
1318     fprintf (freezer, "end\n");
1319 root 1.10
1320     /* In the game save unique items in the different file, but
1321     * in the editor save them to the normal map file.
1322     * If unique map, save files in the proper destination (set by
1323     * player)
1324     */
1325     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1326     {
1327 root 1.17 object_freezer unique;
1328 elmex 1.1
1329 root 1.10 if (flag == 2)
1330 root 1.17 save_objects (m, freezer, unique, 2);
1331 root 1.10 else
1332 root 1.17 save_objects (m, freezer, unique, 0);
1333    
1334     sprintf (buf, "%s.v00", create_items_path (m->path));
1335    
1336     unique.save (buf);
1337 root 1.10 }
1338     else
1339     { /* save same file when not playing, like in editor */
1340 root 1.17 save_objects (m, freezer, freezer, 0);
1341 root 1.10 }
1342 elmex 1.6
1343 root 1.17 freezer.save (filename);
1344    
1345 root 1.10 return 0;
1346 elmex 1.1 }
1347    
1348    
1349     /*
1350     * Remove and free all objects in the inventory of the given object.
1351     * object.c ?
1352     */
1353    
1354     void clean_object(object *op)
1355     {
1356     object *tmp, *next;
1357    
1358     for(tmp = op->inv; tmp; tmp = next)
1359     {
1360 root 1.10 next = tmp->below;
1361     clean_object(tmp);
1362     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1363     remove_button_link(tmp);
1364     remove_ob(tmp);
1365     free_object(tmp);
1366 elmex 1.1 }
1367     }
1368    
1369     /*
1370     * Remove and free all objects in the given map.
1371     */
1372    
1373     void free_all_objects(mapstruct *m) {
1374     int i,j;
1375     object *op;
1376    
1377     for(i=0;i<MAP_WIDTH(m);i++)
1378 root 1.10 for(j=0;j<MAP_HEIGHT(m);j++) {
1379     object *previous_obj=NULL;
1380     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1381     if (op==previous_obj) {
1382     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1383     break;
1384     }
1385     previous_obj=op;
1386     if(op->head!=NULL)
1387     op = op->head;
1388    
1389     /* If the map isn't in memory, free_object will remove and
1390     * free objects in op's inventory. So let it do the job.
1391     */
1392     if (m->in_memory==MAP_IN_MEMORY)
1393     clean_object(op);
1394     remove_ob(op);
1395     free_object(op);
1396     }
1397     }
1398 elmex 1.1 #ifdef MANY_CORES
1399     /* I see periodic cores on metalforge where a map has been swapped out, but apparantly
1400     * an item on that map was not saved - look for that condition and die as appropriate -
1401     * this leaves more of the map data intact for better debugging.
1402     */
1403     for (op=objects; op!=NULL; op=op->next) {
1404 root 1.10 if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) {
1405     LOG(llevDebug,"free_all_objects: object %s still on map after it should have been freed\n", op->name);
1406     abort();
1407     }
1408 elmex 1.1 }
1409     #endif
1410     }
1411    
1412     /*
1413     * Frees everything allocated by the given mapstructure.
1414     * don't free tmpname - our caller is left to do that
1415     */
1416    
1417     void free_map(mapstruct *m,int flag) {
1418     int i;
1419    
1420     if (!m->in_memory) {
1421 root 1.10 LOG(llevError,"Trying to free freed map.\n");
1422     return;
1423 elmex 1.1 }
1424     if (flag && m->spaces) free_all_objects(m);
1425     if (m->name) FREE_AND_CLEAR(m->name);
1426     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1427     if (m->msg) FREE_AND_CLEAR(m->msg);
1428     if (m->maplore) FREE_AND_CLEAR(m->maplore);
1429     if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1430     if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1431     if (m->buttons)
1432 root 1.10 free_objectlinkpt(m->buttons);
1433 elmex 1.1 m->buttons = NULL;
1434     for (i=0; i<4; i++) {
1435 root 1.10 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1436     m->tile_map[i] = NULL;
1437 elmex 1.1 }
1438     m->in_memory = MAP_SWAPPED;
1439     }
1440    
1441     /*
1442     * function: vanish mapstruct
1443     * m : pointer to mapstruct, if NULL no action
1444     * this deletes all the data on the map (freeing pointers)
1445     * and then removes this map from the global linked list of maps.
1446     */
1447    
1448     void delete_map(mapstruct *m) {
1449     mapstruct *tmp, *last;
1450     int i;
1451    
1452     if (!m)
1453     return;
1454 root 1.11
1455     m->clear ();
1456    
1457 elmex 1.1 if (m->in_memory == MAP_IN_MEMORY) {
1458 root 1.10 /* change to MAP_SAVING, even though we are not,
1459     * so that remove_ob doesn't do as much work.
1460     */
1461     m->in_memory = MAP_SAVING;
1462     free_map (m, 1);
1463 elmex 1.1 }
1464     /* move this out of free_map, since tmpname can still be needed if
1465     * the map is swapped out.
1466     */
1467     if (m->tmpname) {
1468 root 1.10 free(m->tmpname);
1469     m->tmpname=NULL;
1470 elmex 1.1 }
1471     last = NULL;
1472     /* We need to look through all the maps and see if any maps
1473     * are pointing at this one for tiling information. Since
1474     * tiling can be assymetric, we just can not look to see which
1475     * maps this map tiles with and clears those.
1476     */
1477     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1478 root 1.10 if (tmp->next == m) last = tmp;
1479 elmex 1.1
1480 root 1.10 /* This should hopefully get unrolled on a decent compiler */
1481     for (i=0; i<4; i++)
1482     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1483 elmex 1.1 }
1484    
1485     /* If last is null, then this should be the first map in the list */
1486     if (!last) {
1487 root 1.10 if (m == first_map)
1488     first_map = m->next;
1489     else
1490     /* m->path is a static char, so should hopefully still have
1491     * some useful data in it.
1492     */
1493     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1494     m->path);
1495 elmex 1.1 }
1496     else
1497 root 1.10 last->next = m->next;
1498 elmex 1.1
1499     free (m);
1500     }
1501    
1502    
1503    
1504     /*
1505     * Makes sure the given map is loaded and swapped in.
1506     * name is path name of the map.
1507     * flags meaning:
1508     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1509     * and don't do unique items or the like.
1510     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1511     * dont do any more name translation on it.
1512     *
1513     * Returns a pointer to the given map.
1514     */
1515    
1516     mapstruct *ready_map_name(const char *name, int flags) {
1517     mapstruct *m;
1518    
1519     if (!name)
1520     return (NULL);
1521    
1522     /* Have we been at this level before? */
1523     m = has_been_loaded (name);
1524    
1525     /* Map is good to go, so just return it */
1526     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1527 root 1.10 return m;
1528 elmex 1.1 }
1529    
1530     /* unique maps always get loaded from their original location, and never
1531     * a temp location. Likewise, if map_flush is set, or we have never loaded
1532     * this map, load it now. I removed the reset checking from here -
1533     * it seems the probability of a player trying to enter a map that should
1534     * reset but hasn't yet is quite low, and removing that makes this function
1535     * a bit cleaner (and players probably shouldn't rely on exact timing for
1536     * resets in any case - if they really care, they should use the 'maps command.
1537     */
1538     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1539    
1540 root 1.10 /* first visit or time to reset */
1541     if (m) {
1542     clean_tmp_map(m); /* Doesn't make much difference */
1543     delete_map(m);
1544     }
1545    
1546     /* create and load a map */
1547     if (flags & MAP_PLAYER_UNIQUE)
1548     LOG(llevDebug, "Trying to load map %s.\n", name);
1549     else
1550     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1551    
1552     if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1553     return (NULL);
1554    
1555     fix_auto_apply(m); /* Chests which open as default */
1556    
1557     /* If a player unique map, no extra unique object file to load.
1558     * if from the editor, likewise.
1559     */
1560     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1561     load_unique_objects(m);
1562    
1563     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1564     m=load_overlay_map(name, m);
1565     if (m==NULL)
1566     return NULL;
1567     }
1568 elmex 1.1
1569 root 1.15 if (flags & MAP_PLAYER_UNIQUE)
1570     INVOKE_MAP (SWAPIN, m);
1571    
1572 elmex 1.1 } else {
1573 root 1.10 /* If in this loop, we found a temporary map, so load it up. */
1574 elmex 1.1
1575 root 1.10 m=load_temporary_map (m);
1576 elmex 1.1 if(m==NULL) return NULL;
1577 root 1.10 load_unique_objects(m);
1578 elmex 1.1
1579 root 1.10 clean_tmp_map(m);
1580     m->in_memory = MAP_IN_MEMORY;
1581     /* tempnam() on sun systems (probably others) uses malloc
1582     * to allocated space for the string. Free it here.
1583     * In some cases, load_temporary_map above won't find the
1584     * temporary map, and so has reloaded a new map. If that
1585     * is the case, tmpname is now null
1586     */
1587     if (m->tmpname) free(m->tmpname);
1588     m->tmpname = NULL;
1589     /* It's going to be saved anew anyway */
1590 elmex 1.1 }
1591    
1592     /* Below here is stuff common to both first time loaded maps and
1593     * temp maps.
1594     */
1595    
1596     decay_objects(m); /* start the decay */
1597     /* In case other objects press some buttons down */
1598     update_buttons(m);
1599     if (m->outdoor)
1600 root 1.10 set_darkness_map(m);
1601 elmex 1.1 /* run the weather over this map */
1602     weather_effect(name);
1603     return m;
1604     }
1605    
1606    
1607     /*
1608     * This routine is supposed to find out the difficulty of the map.
1609     * difficulty does not have a lot to do with character level,
1610     * but does have a lot to do with treasure on the map.
1611     *
1612     * Difficulty can now be set by the map creature. If the value stored
1613     * in the map is zero, then use this routine. Maps should really
1614     * have a difficulty set than using this function - human calculation
1615     * is much better than this functions guesswork.
1616     */
1617    
1618     int calculate_difficulty(mapstruct *m) {
1619     object *op;
1620     archetype *at;
1621     int x, y, i, diff;
1622     long monster_cnt = 0;
1623     double avgexp = 0;
1624     sint64 total_exp = 0;
1625    
1626     if (MAP_DIFFICULTY (m))
1627     {
1628     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1629     return MAP_DIFFICULTY (m);
1630     }
1631    
1632     for(x = 0; x < MAP_WIDTH(m); x++)
1633     for(y = 0; y < MAP_HEIGHT(m); y++)
1634     for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1635     {
1636     if(QUERY_FLAG (op, FLAG_MONSTER))
1637     {
1638     total_exp += op->stats.exp;
1639     monster_cnt++;
1640     }
1641    
1642     if(QUERY_FLAG (op, FLAG_GENERATOR))
1643     {
1644     total_exp += op->stats.exp;
1645     at = type_to_archetype(GENERATE_TYPE (op));
1646    
1647     if(at != NULL)
1648     total_exp += at->clone.stats.exp * 8;
1649    
1650     monster_cnt++;
1651     }
1652     }
1653    
1654     avgexp = (double) total_exp / monster_cnt;
1655    
1656     for (i = 1; i <= settings.max_level; i++)
1657     {
1658     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1659     {
1660     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1661     return i;
1662     }
1663     }
1664    
1665     return 1;
1666     }
1667    
1668     void clean_tmp_map(mapstruct *m) {
1669     if(m->tmpname == NULL)
1670 root 1.10 return;
1671 root 1.8 INVOKE_MAP (CLEAN, m);
1672 elmex 1.1 (void) unlink(m->tmpname);
1673     }
1674    
1675     void free_all_maps(void)
1676     {
1677     int real_maps=0;
1678    
1679     while (first_map) {
1680 root 1.10 /* I think some of the callers above before it gets here set this to be
1681     * saving, but we still want to free this data
1682     */
1683     if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1684     delete_map(first_map);
1685     real_maps++;
1686 elmex 1.1 }
1687     LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1688     }
1689    
1690     /* change_map_light() - used to change map light level (darkness)
1691     * up or down. Returns true if successful. It should now be
1692     * possible to change a value by more than 1.
1693     * Move this from los.c to map.c since this is more related
1694     * to maps than los.
1695     * postive values make it darker, negative make it brighter
1696     */
1697    
1698     int change_map_light(mapstruct *m, int change) {
1699     int new_level = m->darkness + change;
1700    
1701     /* Nothing to do */
1702     if(!change || (new_level <= 0 && m->darkness == 0) ||
1703     (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1704     return 0;
1705     }
1706    
1707     /* inform all players on the map */
1708     if (change>0)
1709 root 1.10 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1710 elmex 1.1 else
1711 root 1.10 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1712 elmex 1.1
1713     /* Do extra checking. since m->darkness is a unsigned value,
1714     * we need to be extra careful about negative values.
1715     * In general, the checks below are only needed if change
1716     * is not +/-1
1717     */
1718     if (new_level < 0) m->darkness = 0;
1719     else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1720     else m->darkness=new_level;
1721    
1722     /* All clients need to get re-updated for the change */
1723     update_all_map_los(m);
1724     return 1;
1725     }
1726    
1727    
1728     /*
1729     * This function updates various attributes about a specific space
1730     * on the map (what it looks like, whether it blocks magic,
1731     * has a living creatures, prevents people from passing
1732     * through, etc)
1733     */
1734     void update_position (mapstruct *m, int x, int y) {
1735     object *tmp, *last = NULL;
1736     uint8 flags = 0, oldflags, light=0, anywhere=0;
1737     New_Face *top,*floor, *middle;
1738     object *top_obj, *floor_obj, *middle_obj;
1739 root 1.10 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1740 elmex 1.1
1741     oldflags = GET_MAP_FLAGS(m,x,y);
1742     if (!(oldflags & P_NEED_UPDATE)) {
1743 root 1.10 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1744     m->path, x, y);
1745     return;
1746 elmex 1.1 }
1747    
1748     middle=blank_face;
1749     top=blank_face;
1750     floor=blank_face;
1751    
1752     middle_obj = NULL;
1753     top_obj = NULL;
1754     floor_obj = NULL;
1755    
1756     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1757    
1758 root 1.10 /* This could be made additive I guess (two lights better than
1759     * one). But if so, it shouldn't be a simple additive - 2
1760     * light bulbs do not illuminate twice as far as once since
1761     * it is a disapation factor that is squared (or is it cubed?)
1762     */
1763     if (tmp->glow_radius > light) light = tmp->glow_radius;
1764    
1765     /* This call is needed in order to update objects the player
1766     * is standing in that have animations (ie, grass, fire, etc).
1767     * However, it also causes the look window to be re-drawn
1768     * 3 times each time the player moves, because many of the
1769     * functions the move_player calls eventualy call this.
1770     *
1771     * Always put the player down for drawing.
1772     */
1773     if (!tmp->invisible) {
1774     if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1775     top = tmp->face;
1776     top_obj = tmp;
1777     }
1778     else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1779     /* If we got a floor, that means middle and top were below it,
1780     * so should not be visible, so we clear them.
1781     */
1782     middle=blank_face;
1783     top=blank_face;
1784     floor = tmp->face;
1785     floor_obj = tmp;
1786     }
1787     /* Flag anywhere have high priority */
1788     else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1789     middle = tmp->face;
1790    
1791     middle_obj = tmp;
1792     anywhere =1;
1793     }
1794     /* Find the highest visible face around. If equal
1795     * visibilities, we still want the one nearer to the
1796     * top
1797     */
1798     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1799     middle = tmp->face;
1800     middle_obj = tmp;
1801     }
1802     }
1803     if (tmp==tmp->above) {
1804     LOG(llevError, "Error in structure of map\n");
1805     exit (-1);
1806     }
1807 elmex 1.1
1808 root 1.10 move_slow |= tmp->move_slow;
1809     move_block |= tmp->move_block;
1810     move_on |= tmp->move_on;
1811     move_off |= tmp->move_off;
1812     move_allow |= tmp->move_allow;
1813    
1814     if (QUERY_FLAG(tmp,FLAG_ALIVE))
1815     flags |= P_IS_ALIVE;
1816     if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1817     flags |= P_NO_MAGIC;
1818     if (QUERY_FLAG(tmp,FLAG_DAMNED))
1819     flags |= P_NO_CLERIC;
1820 elmex 1.4 if (tmp->type == SAFE_GROUND)
1821 elmex 1.6 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1822 elmex 1.1
1823 root 1.10 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1824     flags |= P_BLOCKSVIEW;
1825 elmex 1.1 } /* for stack of objects */
1826    
1827     /* we don't want to rely on this function to have accurate flags, but
1828     * since we're already doing the work, we calculate them here.
1829     * if they don't match, logic is broken someplace.
1830     */
1831     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1832     (!(oldflags & P_NO_ERROR))) {
1833     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1834 root 1.10 m->path, x, y,
1835 elmex 1.1 (oldflags & ~P_NEED_UPDATE), flags);
1836     }
1837     SET_MAP_FLAGS(m, x, y, flags);
1838     SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1839     SET_MAP_MOVE_ON(m, x, y, move_on);
1840     SET_MAP_MOVE_OFF(m, x, y, move_off);
1841     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1842    
1843     /* At this point, we have a floor face (if there is a floor),
1844     * and the floor is set - we are not going to touch it at
1845     * this point.
1846     * middle contains the highest visibility face.
1847     * top contains a player/monster face, if there is one.
1848     *
1849     * We now need to fill in top.face and/or middle.face.
1850     */
1851    
1852     /* If the top face also happens to be high visibility, re-do our
1853     * middle face. This should not happen, as we already have the
1854     * else statement above so middle should not get set. OTOH, it
1855     * may be possible for the faces to match but be different objects.
1856     */
1857     if (top == middle) middle=blank_face;
1858    
1859     /* There are three posibilities at this point:
1860     * 1) top face is set, need middle to be set.
1861     * 2) middle is set, need to set top.
1862     * 3) neither middle or top is set - need to set both.
1863     */
1864    
1865     for (tmp=last; tmp; tmp=tmp->below) {
1866 root 1.10 /* Once we get to a floor, stop, since we already have a floor object */
1867     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1868 elmex 1.1
1869 root 1.10 /* If two top faces are already set, quit processing */
1870     if ((top != blank_face) && (middle != blank_face)) break;
1871 elmex 1.1
1872 root 1.10 /* Only show visible faces, unless its the editor - show all */
1873     if (!tmp->invisible || editor) {
1874     /* Fill in top if needed */
1875     if (top == blank_face) {
1876     top = tmp->face;
1877     top_obj = tmp;
1878     if (top == middle) middle=blank_face;
1879     } else {
1880     /* top is already set - we should only get here if
1881     * middle is not set
1882     *
1883     * Set the middle face and break out, since there is nothing
1884     * more to fill in. We don't check visiblity here, since
1885     *
1886     */
1887     if (tmp->face != top ) {
1888     middle = tmp->face;
1889     middle_obj = tmp;
1890     break;
1891     }
1892     }
1893     }
1894 elmex 1.1 }
1895     if (middle == floor) middle = blank_face;
1896     if (top == middle) middle = blank_face;
1897     SET_MAP_FACE(m,x,y,top,0);
1898     if(top != blank_face)
1899     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1900     else
1901     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1902     SET_MAP_FACE(m,x,y,middle,1);
1903     if(middle != blank_face)
1904     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1905     else
1906     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1907     SET_MAP_FACE(m,x,y,floor,2);
1908     if(floor != blank_face)
1909     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1910     else
1911     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1912     SET_MAP_LIGHT(m,x,y,light);
1913     }
1914    
1915    
1916     void set_map_reset_time(mapstruct *map) {
1917     int timeout;
1918    
1919     timeout = MAP_RESET_TIMEOUT(map);
1920     if (timeout <= 0)
1921     timeout = MAP_DEFAULTRESET;
1922     if (timeout >= MAP_MAXRESET)
1923     timeout = MAP_MAXRESET;
1924     MAP_WHEN_RESET(map) = seconds()+timeout;
1925     }
1926    
1927     /* this updates the orig_map->tile_map[tile_num] value after loading
1928     * the map. It also takes care of linking back the freshly loaded
1929     * maps tile_map values if it tiles back to this one. It returns
1930     * the value of orig_map->tile_map[tile_num]. It really only does this
1931     * so that it is easier for calling functions to verify success.
1932     */
1933    
1934     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1935     {
1936     int dest_tile = (tile_num +2) % 4;
1937     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1938    
1939     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1940    
1941     /* need to do a strcmp here as the orig_map->path is not a shared string */
1942     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1943 root 1.10 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1944     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1945 elmex 1.1
1946     return orig_map->tile_map[tile_num];
1947     }
1948    
1949     /* this returns TRUE if the coordinates (x,y) are out of
1950     * map m. This function also takes into account any
1951     * tiling considerations, loading adjacant maps as needed.
1952     * This is the function should always be used when it
1953     * necessary to check for valid coordinates.
1954     * This function will recursively call itself for the
1955     * tiled maps.
1956     *
1957     *
1958     */
1959     int out_of_map(mapstruct *m, int x, int y)
1960     {
1961    
1962     /* If we get passed a null map, this is obviously the
1963     * case. This generally shouldn't happen, but if the
1964     * map loads fail below, it could happen.
1965     */
1966     if (!m) return 0;
1967    
1968     if (x<0) {
1969 root 1.10 if (!m->tile_path[3]) return 1;
1970     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1971     load_and_link_tiled_map(m, 3);
1972     }
1973     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1974 elmex 1.1 }
1975     if (x>=MAP_WIDTH(m)) {
1976 root 1.10 if (!m->tile_path[1]) return 1;
1977     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1978     load_and_link_tiled_map(m, 1);
1979     }
1980     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1981 elmex 1.1 }
1982     if (y<0) {
1983 root 1.10 if (!m->tile_path[0]) return 1;
1984     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1985     load_and_link_tiled_map(m, 0);
1986     }
1987     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1988 elmex 1.1 }
1989     if (y>=MAP_HEIGHT(m)) {
1990 root 1.10 if (!m->tile_path[2]) return 1;
1991     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1992     load_and_link_tiled_map(m, 2);
1993     }
1994     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1995 elmex 1.1 }
1996    
1997     /* Simple case - coordinates are within this local
1998     * map.
1999     */
2000     return 0;
2001     }
2002    
2003     /* This is basically the same as out_of_map above, but
2004     * instead we return NULL if no map is valid (coordinates
2005     * out of bounds and no tiled map), otherwise it returns
2006     * the map as that the coordinates are really on, and
2007     * updates x and y to be the localized coordinates.
2008     * Using this is more efficient of calling out_of_map
2009     * and then figuring out what the real map is
2010     */
2011     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
2012     {
2013    
2014     if (*x<0) {
2015 root 1.10 if (!m->tile_path[3]) return NULL;
2016     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2017     load_and_link_tiled_map(m, 3);
2018 elmex 1.1
2019 root 1.10 *x += MAP_WIDTH(m->tile_map[3]);
2020     return (get_map_from_coord(m->tile_map[3], x, y));
2021 elmex 1.1 }
2022     if (*x>=MAP_WIDTH(m)) {
2023 root 1.10 if (!m->tile_path[1]) return NULL;
2024     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2025     load_and_link_tiled_map(m, 1);
2026 elmex 1.1
2027 root 1.10 *x -= MAP_WIDTH(m);
2028     return (get_map_from_coord(m->tile_map[1], x, y));
2029 elmex 1.1 }
2030     if (*y<0) {
2031 root 1.10 if (!m->tile_path[0]) return NULL;
2032     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2033     load_and_link_tiled_map(m, 0);
2034 elmex 1.1
2035 root 1.10 *y += MAP_HEIGHT(m->tile_map[0]);
2036     return (get_map_from_coord(m->tile_map[0], x, y));
2037 elmex 1.1 }
2038     if (*y>=MAP_HEIGHT(m)) {
2039 root 1.10 if (!m->tile_path[2]) return NULL;
2040     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2041     load_and_link_tiled_map(m, 2);
2042 elmex 1.1
2043 root 1.10 *y -= MAP_HEIGHT(m);
2044     return (get_map_from_coord(m->tile_map[2], x, y));
2045 elmex 1.1 }
2046    
2047     /* Simple case - coordinates are within this local
2048     * map.
2049     */
2050    
2051     return m;
2052     }
2053    
2054     /**
2055     * Return whether map2 is adjacent to map1. If so, store the distance from
2056     * map1 to map2 in dx/dy.
2057     */
2058     static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2059     if (!map1 || !map2)
2060     return 0;
2061    
2062     if (map1 == map2) {
2063     *dx = 0;
2064     *dy = 0;
2065    
2066     } else if (map1->tile_map[0] == map2) { /* up */
2067     *dx = 0;
2068     *dy = -MAP_HEIGHT(map2);
2069     } else if (map1->tile_map[1] == map2) { /* right */
2070     *dx = MAP_WIDTH(map1);
2071     *dy = 0;
2072     } else if (map1->tile_map[2] == map2) { /* down */
2073     *dx = 0;
2074     *dy = MAP_HEIGHT(map1);
2075     } else if (map1->tile_map[3] == map2) { /* left */
2076     *dx = -MAP_WIDTH(map2);
2077     *dy = 0;
2078    
2079     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2080     *dx = MAP_WIDTH(map1->tile_map[0]);
2081     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2082     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2083     *dx = -MAP_WIDTH(map2);
2084     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2085     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2086     *dx = MAP_WIDTH(map1);
2087     *dy = -MAP_HEIGHT(map2);
2088     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2089     *dx = MAP_WIDTH(map1);
2090     *dy = MAP_HEIGHT(map1->tile_map[1]);
2091     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2092     *dx = MAP_WIDTH(map1->tile_map[2]);
2093     *dy = MAP_HEIGHT(map1);
2094     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2095     *dx = -MAP_WIDTH(map2);
2096     *dy = MAP_HEIGHT(map1);
2097     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2098     *dx = -MAP_WIDTH(map1->tile_map[3]);
2099     *dy = -MAP_HEIGHT(map2);
2100     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2101     *dx = -MAP_WIDTH(map1->tile_map[3]);
2102     *dy = MAP_HEIGHT(map1->tile_map[3]);
2103    
2104     } else { /* not "adjacent" enough */
2105     return 0;
2106     }
2107    
2108     return 1;
2109     }
2110    
2111     /* From map.c
2112     * This is used by get_player to determine where the other
2113     * creature is. get_rangevector takes into account map tiling,
2114     * so you just can not look the the map coordinates and get the
2115     * righte value. distance_x/y are distance away, which
2116     * can be negativbe. direction is the crossfire direction scheme
2117     * that the creature should head. part is the part of the
2118     * monster that is closest.
2119     *
2120     * get_rangevector looks at op1 and op2, and fills in the
2121     * structure for op1 to get to op2.
2122     * We already trust that the caller has verified that the
2123     * two objects are at least on adjacent maps. If not,
2124     * results are not likely to be what is desired.
2125     * if the objects are not on maps, results are also likely to
2126     * be unexpected
2127     *
2128     * currently, the only flag supported (0x1) is don't translate for
2129     * closest body part of 'op1'
2130     */
2131    
2132     void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2133     if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2134     /* be conservative and fill in _some_ data */
2135     retval->distance = 100000;
2136     retval->distance_x = 32767;
2137     retval->distance_y = 32767;
2138     retval->direction = 0;
2139     retval->part = 0;
2140     } else {
2141     object *best;
2142    
2143     retval->distance_x += op2->x-op1->x;
2144     retval->distance_y += op2->y-op1->y;
2145    
2146     best = op1;
2147     /* If this is multipart, find the closest part now */
2148     if (!(flags&0x1) && op1->more) {
2149     object *tmp;
2150     int best_distance = retval->distance_x*retval->distance_x+
2151     retval->distance_y*retval->distance_y, tmpi;
2152    
2153     /* we just take the offset of the piece to head to figure
2154     * distance instead of doing all that work above again
2155     * since the distance fields we set above are positive in the
2156     * same axis as is used for multipart objects, the simply arithmetic
2157     * below works.
2158     */
2159     for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2160     tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2161     (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2162     if (tmpi < best_distance) {
2163     best_distance = tmpi;
2164     best = tmp;
2165     }
2166     }
2167     if (best != op1) {
2168     retval->distance_x += op1->x-best->x;
2169     retval->distance_y += op1->y-best->y;
2170     }
2171     }
2172     retval->part = best;
2173     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2174     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2175     }
2176     }
2177    
2178     /* this is basically the same as get_rangevector above, but instead of
2179     * the first parameter being an object, it instead is the map
2180     * and x,y coordinates - this is used for path to player -
2181     * since the object is not infact moving but we are trying to traverse
2182     * the path, we need this.
2183     * flags has no meaning for this function at this time - I kept it in to
2184     * be more consistant with the above function and also in case they are needed
2185     * for something in the future. Also, since no object is pasted, the best
2186     * field of the rv_vector is set to NULL.
2187     */
2188    
2189     void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2190     if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2191     /* be conservative and fill in _some_ data */
2192     retval->distance = 100000;
2193     retval->distance_x = 32767;
2194     retval->distance_y = 32767;
2195     retval->direction = 0;
2196     retval->part = 0;
2197     } else {
2198 root 1.10 retval->distance_x += op2->x-x;
2199     retval->distance_y += op2->y-y;
2200 elmex 1.1
2201     retval->part = NULL;
2202     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2203     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2204     }
2205     }
2206    
2207     /* Returns true of op1 and op2 are effectively on the same map
2208     * (as related to map tiling). Note that this looks for a path from
2209     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2210     * to op1, this will still return false.
2211     * Note we only look one map out to keep the processing simple
2212     * and efficient. This could probably be a macro.
2213     * MSW 2001-08-05
2214     */
2215     int on_same_map(const object *op1, const object *op2) {
2216     int dx, dy;
2217    
2218     return adjacent_map(op1->map, op2->map, &dx, &dy);
2219     }