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/cvs/deliantra/server/common/map.C
Revision: 1.22
Committed: Mon Sep 4 11:07:59 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +5 -3 lines
Log Message:
Changes...

- alternative shstr representation, saves code
- use glibs splice memory allocator (seems slower)
- use simpler memory/lifetime management for objects, no recycling

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_map_c =
3 root 1.22 * "$Id: map.C,v 1.21 2006-09-03 22:45:55 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 root 1.20 op->name = tmp->name;
488     op->title = tmp->title;
489 root 1.10 /* we could link all the parts onto tmp, and then just
490     * call insert_ob_in_map once, but the effect is the same,
491     * as insert_ob_in_map will call itself with each part, and
492     * the coding is simpler to just to it here with each part.
493     */
494     insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
495     } /* for at = tmp->arch->more */
496     } /* for objects on this space */
497 elmex 1.1 }
498 root 1.10
499    
500 elmex 1.1
501     /*
502     * Loads (ands parses) the objects into a given map from the specified
503     * file pointer.
504     * mapflags is the same as we get with load_original_map
505     */
506    
507 root 1.10 void load_objects (mapstruct *m, object_thawer &fp, int mapflags) {
508 root 1.21 int i,j;
509 elmex 1.1 int unique;
510     object *op, *prev=NULL,*last_more=NULL, *otmp;
511    
512     op=get_object();
513     op->map = m; /* To handle buttons correctly */
514    
515 root 1.21 while((i = load_object (fp, op, mapflags))) {
516 root 1.10 /* if the archetype for the object is null, means that we
517     * got an invalid object. Don't do anything with it - the game
518     * or editor will not be able to do anything with it either.
519     */
520     if (op->arch==NULL) {
521 root 1.18 LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)");
522 root 1.10 continue;
523     }
524    
525    
526     switch(i) {
527     case LL_NORMAL:
528     /* if we are loading an overlay, put the floors on the bottom */
529     if ((QUERY_FLAG(op, FLAG_IS_FLOOR) ||
530     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
531     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
532     else
533     insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
534    
535     if (op->inv)
536     sum_weight(op);
537    
538     prev=op,last_more=op;
539     break;
540    
541     case LL_MORE:
542     insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
543     op->head=prev,last_more->more=op,last_more=op;
544     break;
545     }
546     if (mapflags & MAP_STYLE) {
547     remove_from_active_list(op);
548     }
549     op=get_object();
550 elmex 1.1 op->map = m;
551     }
552     for (i=0;i<m->width;i++){
553 root 1.10 for (j=0;j<m->height;j++){
554 elmex 1.1 unique =0;
555 root 1.10 /* check for unique items, or unique squares */
556     for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) {
557     if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL))
558     unique = 1;
559     if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique))
560     SET_FLAG(otmp, FLAG_OBJ_ORIGINAL);
561     }
562     }
563 elmex 1.1 }
564     free_object(op);
565     link_multipart_objects(m);
566     }
567    
568     /* This saves all the objects on the map in a non destructive fashion.
569     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
570     * and we only save the head of multi part objects - this is needed
571     * in order to do map tiling properly.
572     */
573 root 1.10 void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
574 elmex 1.1 int i, j = 0,unique=0;
575     object *op;
576     /* first pass - save one-part objects */
577     for(i = 0; i < MAP_WIDTH(m); i++)
578 root 1.10 for (j = 0; j < MAP_HEIGHT(m); j++) {
579     unique=0;
580     for(op = get_map_ob (m, i, j); op; op = op->above) {
581     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
582     unique=1;
583    
584     if(op->type == PLAYER) {
585     LOG(llevDebug, "Player on map that is being saved\n");
586     continue;
587     }
588 elmex 1.1
589 root 1.10 if (op->head || op->owner)
590     continue;
591    
592     if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
593     save_object (fp2, op, 3);
594     else
595     if (flag == 0 ||
596     (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
597     !QUERY_FLAG(op, FLAG_UNPAID))))
598     save_object(fp, op, 3);
599    
600     } /* for this space */
601     } /* for this j */
602 elmex 1.1 }
603    
604     /*
605     * Allocates, initialises, and returns a pointer to a mapstruct.
606     * Modified to no longer take a path option which was not being
607     * used anyways. MSW 2001-07-01
608     */
609    
610     mapstruct *get_linked_map(void) {
611 root 1.20 mapstruct *map = new mapstruct;
612 elmex 1.1 mapstruct *mp;
613    
614     for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
615     if(mp==NULL)
616 root 1.10 first_map=map;
617 elmex 1.1 else
618 root 1.10 mp->next=map;
619 elmex 1.1
620     map->in_memory=MAP_SWAPPED;
621     /* The maps used to pick up default x and y values from the
622     * map archetype. Mimic that behaviour.
623     */
624     MAP_WIDTH(map)=16;
625     MAP_HEIGHT(map)=16;
626     MAP_RESET_TIMEOUT(map)=0;
627     MAP_TIMEOUT(map)=300;
628     MAP_ENTER_X(map)=0;
629     MAP_ENTER_Y(map)=0;
630 root 1.10 /*set part to -1 indicating conversion to weather map not yet done*/
631     MAP_WORLDPARTX(map)=-1;
632     MAP_WORLDPARTY(map)=-1;
633 elmex 1.1 return map;
634     }
635    
636     /*
637     * Allocates the arrays contained in a mapstruct.
638     * This basically allocates the dynamic array of spaces for the
639     * map.
640     */
641    
642     void allocate_map(mapstruct *m) {
643     m->in_memory = MAP_IN_MEMORY;
644     /* Log this condition and free the storage. We could I suppose
645     * realloc, but if the caller is presuming the data will be intact,
646     * that is their poor assumption.
647     */
648     if (m->spaces) {
649 root 1.10 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
650     free(m->spaces);
651 elmex 1.1 }
652    
653     m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
654    
655     if(m->spaces==NULL)
656 root 1.10 fatal(OUT_OF_MEMORY);
657 elmex 1.1 }
658    
659     /* Create and returns a map of the specific size. Used
660     * in random map code and the editor.
661     */
662     mapstruct *get_empty_map(int sizex, int sizey) {
663     mapstruct *m = get_linked_map();
664     m->width = sizex;
665     m->height = sizey;
666     m->in_memory = MAP_SWAPPED;
667     allocate_map(m);
668     return m;
669     }
670    
671     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
672     * corresponding to that string. Memory is allocated for this, it must be freed
673     * at a later date.
674     * Called by parse_map_headers below.
675     */
676    
677     static shopitems *parse_shop_string (const char *input_string) {
678     char *shop_string, *p, *q, *next_semicolon, *next_colon;
679     shopitems *items=NULL;
680     int i=0, number_of_entries=0;
681     const typedata *current_type;
682    
683     shop_string=strdup_local(input_string);
684     p=shop_string;
685     /* first we'll count the entries, we'll need that for allocating the array shortly */
686     while (p) {
687 root 1.10 p=strchr(p, ';');
688     number_of_entries++;
689     if (p) p++;
690 elmex 1.1 }
691     p=shop_string;
692     strip_endline(p);
693     items=(shopitems *) CALLOC(number_of_entries+1, sizeof(shopitems));
694     memset(items, 0, (sizeof(shopitems) * number_of_entries+1));
695     for (i=0; i<number_of_entries; i++) {
696 root 1.10 if (!p) {
697     LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
698     break;
699     }
700     next_semicolon=strchr(p, ';');
701     next_colon=strchr(p, ':');
702     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
703     if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
704     items[i].strength=atoi(strchr(p,':')+1);
705    
706     if (isdigit(*p) || *p=='*') {
707     items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
708     current_type=get_typedata(items[i].typenum);
709     if (current_type) {
710     items[i].name=current_type->name;
711     items[i].name_pl=current_type->name_pl;
712     }
713     }
714     else { /*we have a named type, let's figure out what it is */
715     q=strpbrk(p,";:");
716     if (q) *q='\0';
717    
718     current_type=get_typedata_by_name(p);
719     if (current_type) {
720     items[i].name=current_type->name;
721     items[i].typenum=current_type->number;
722     items[i].name_pl=current_type->name_pl;
723     }
724     else { /* oh uh, something's wrong, let's free up this one, and try
725     * the next entry while we're at it, better print a warning
726     */
727     LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
728     p, input_string);
729     }
730     }
731     items[i].index=number_of_entries;
732     if (next_semicolon) p=++next_semicolon;
733     else p=NULL;
734 elmex 1.1 }
735     free(shop_string);
736     return items;
737     }
738    
739     /* opposite of parse string, this puts the string that was originally fed in to
740     * the map (or something equivilent) into output_string. */
741     static void print_shop_string(mapstruct *m, char *output_string) {
742     int i;
743     char tmp[MAX_BUF];
744     strcpy(output_string, "");
745     for (i=0; i< m->shopitems[0].index; i++) {
746 root 1.10 if (m->shopitems[i].typenum) {
747     if (m->shopitems[i].strength) {
748     sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
749     }
750     else sprintf(tmp, "%s;", m->shopitems[i].name);
751     }
752     else {
753     if (m->shopitems[i].strength) {
754     sprintf(tmp, "*:%d;", m->shopitems[i].strength);
755     }
756     else sprintf(tmp, "*");
757     }
758     strcat(output_string, tmp);
759 elmex 1.1 }
760     }
761    
762     /* This loads the header information of the map. The header
763     * contains things like difficulty, size, timeout, etc.
764     * this used to be stored in the map object, but with the
765     * addition of tiling, fields beyond that easily named in an
766     * object structure were needed, so it just made sense to
767     * put all the stuff in the map object so that names actually make
768     * sense.
769     * This could be done in lex (like the object loader), but I think
770     * currently, there are few enough fields this is not a big deal.
771     * MSW 2001-07-01
772     * return 0 on success, 1 on failure.
773     */
774    
775 root 1.11 static int load_map_header(object_thawer &fp, mapstruct *m)
776 elmex 1.1 {
777     char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
778     int msgpos=0;
779     int maplorepos=0;
780    
781     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
782 root 1.10 buf[HUGE_BUF-1] = 0;
783     key = buf;
784     while (isspace(*key)) key++;
785     if (*key == 0) continue; /* empty line */
786     value = strchr(key, ' ');
787     if (!value) {
788     end = strchr(key, '\n');
789     if (end != NULL) {
790     *end = 0;
791     }
792     } else {
793     *value = 0;
794     value++;
795     end = strchr(value, '\n');
796     while (isspace(*value)) {
797     value++;
798     if (*value == '\0' || value == end) {
799     /* Nothing but spaces. */
800     value = NULL;
801     break;
802     }
803     }
804     }
805 root 1.22
806 root 1.10 if (!end) {
807     LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
808     buf);
809     return 1;
810     }
811    
812     /* key is the field name, value is what it should be set
813     * to. We've already done the work to null terminate key,
814     * and strip off any leading spaces for both of these.
815     * We have not touched the newline at the end of the line -
816     * these are needed for some values. the end pointer
817     * points to the first of the newlines.
818     * value could be NULL! It would be easy enough to just point
819     * this to "" to prevent cores, but that would let more errors slide
820     * through.
821     *
822     * First check for entries that do not use the value parameter, then
823     * validate that value is given and check for the remaining entries
824     * that use the parameter.
825     */
826    
827     if (!strcmp(key,"msg")) {
828     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
829     if (!strcmp(buf,"endmsg\n")) break;
830     else {
831     /* slightly more efficient than strcat */
832     strcpy(msgbuf+msgpos, buf);
833     msgpos += strlen(buf);
834     }
835     }
836     /* There are lots of maps that have empty messages (eg, msg/endmsg
837     * with nothing between). There is no reason in those cases to
838 elmex 1.1 * keep the empty message. Also, msgbuf contains garbage data
839 root 1.10 * when msgpos is zero, so copying it results in crashes
840     */
841     if (msgpos != 0)
842     m->msg = strdup_local(msgbuf);
843     }
844     else if (!strcmp(key,"maplore")) {
845     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
846     if (!strcmp(buf,"endmaplore\n")) break;
847     else {
848     /* slightly more efficient than strcat */
849     strcpy(maplorebuf+maplorepos, buf);
850     maplorepos += strlen(buf);
851     }
852     }
853     if (maplorepos != 0)
854     m->maplore = strdup_local(maplorebuf);
855     }
856     else if (!strcmp(key,"end")) {
857     break;
858     }
859     else if (value == NULL) {
860     LOG(llevError, "Got '%s' line without parameter in map header\n", key);
861     }
862     else if (!strcmp(key, "arch")) {
863     /* This is an oddity, but not something we care about much. */
864     if (strcmp(value,"map\n"))
865     LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
866     }
867     else if (!strcmp(key,"name")) {
868     *end=0;
869     m->name = strdup_local(value);
870     }
871     /* first strcmp value on these are old names supported
872     * for compatibility reasons. The new values (second) are
873     * what really should be used.
874     */
875 root 1.11 else if (!strcmp(key,"oid")) {
876     fp.get (m, atoi(value));
877 root 1.12 } else if (!strcmp(key, "attach")) {
878 root 1.20 m->attach = value;
879 root 1.11 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
880 root 1.10 m->enter_x = atoi(value);
881     } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
882     m->enter_y = atoi(value);
883     } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
884     m->width = atoi(value);
885     } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
886     m->height = atoi(value);
887     } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
888     m->reset_timeout = atoi(value);
889     } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
890     m->timeout = atoi(value);
891     } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
892     m->difficulty = atoi(value);
893     } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
894     m->darkness = atoi(value);
895     } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
896     m->fixed_resettime = atoi(value);
897     } else if (!strcmp(key,"unique")) {
898     m->unique = atoi(value);
899     } else if (!strcmp(key,"template")) {
900     m->templatemap = atoi(value);
901     } else if (!strcmp(key,"region")) {
902     m->region = get_region_by_name(value);
903     } else if (!strcmp(key,"shopitems")) {
904     *end=0;
905     m->shopitems = parse_shop_string(value);
906     } else if (!strcmp(key,"shopgreed")) {
907     m->shopgreed = atof(value);
908     } else if (!strcmp(key,"shopmin")) {
909     m->shopmin = atol(value);
910     } else if (!strcmp(key,"shopmax")) {
911     m->shopmax = atol(value);
912     } else if (!strcmp(key,"shoprace")) {
913     *end=0;
914     m->shoprace = strdup_local(value);
915     } else if (!strcmp(key,"outdoor")) {
916     m->outdoor = atoi(value);
917     } else if (!strcmp(key, "temp")) {
918     m->temp = atoi(value);
919     } else if (!strcmp(key, "pressure")) {
920     m->pressure = atoi(value);
921     } else if (!strcmp(key, "humid")) {
922     m->humid = atoi(value);
923     } else if (!strcmp(key, "windspeed")) {
924     m->windspeed = atoi(value);
925     } else if (!strcmp(key, "winddir")) {
926     m->winddir = atoi(value);
927     } else if (!strcmp(key, "sky")) {
928     m->sky = atoi(value);
929     } else if (!strcmp(key, "nosmooth")) {
930     m->nosmooth = atoi(value);
931     }
932     else if (!strncmp(key,"tile_path_", 10)) {
933     int tile=atoi(key+10);
934    
935     if (tile<1 || tile>4) {
936     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
937     tile, m->path);
938     } else {
939     char *path;
940    
941     *end = 0;
942    
943     if (m->tile_path[tile-1]) {
944     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
945     tile, m->path);
946     free(m->tile_path[tile-1]);
947     m->tile_path[tile-1] = NULL;
948     }
949    
950     if (check_path(value, 1) != -1) {
951     /* The unadorned path works. */
952     path = value;
953     } else {
954     /* Try again; it could be a relative exit. */
955 elmex 1.1
956 root 1.10 path = path_combine_and_normalize(m->path, value);
957 elmex 1.1
958     if (check_path(path, 1) == -1) {
959     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
960     path = NULL;
961 root 1.10 }
962     }
963 elmex 1.1
964 root 1.10 if (editor) {
965     /* Use the value as in the file. */
966     m->tile_path[tile-1] = strdup_local(value);
967     } else if (path != NULL) {
968     /* Use the normalized value. */
969     m->tile_path[tile-1] = strdup_local(path);
970     }
971     } /* end if tile direction (in)valid */
972     }
973     else {
974     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
975     }
976 elmex 1.1 }
977     if (!key || strcmp(key,"end")) {
978 root 1.10 LOG(llevError,"Got premature eof on map header!\n");
979 root 1.22 abort();//D
980 root 1.10 return 1;
981 elmex 1.1 }
982     return 0;
983     }
984    
985     /*
986     * Opens the file "filename" and reads information about the map
987     * from the given file, and stores it in a newly allocated
988     * mapstruct. A pointer to this structure is returned, or NULL on failure.
989     * flags correspond to those in map.h. Main ones used are
990     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
991     * MAP_BLOCK, in which case we block on this load. This happens in all
992     * cases, no matter if this flag is set or not.
993     * MAP_STYLE: style map - don't add active objects, don't add to server
994 root 1.10 * managed map list.
995 elmex 1.1 */
996    
997     mapstruct *load_original_map(const char *filename, int flags) {
998     mapstruct *m;
999     char pathname[MAX_BUF];
1000    
1001     if (flags & MAP_PLAYER_UNIQUE)
1002 root 1.10 strcpy(pathname, filename);
1003 elmex 1.1 else if (flags & MAP_OVERLAY)
1004 root 1.10 strcpy(pathname, create_overlay_pathname(filename));
1005 elmex 1.1 else
1006 root 1.10 strcpy(pathname, create_pathname(filename));
1007 elmex 1.1
1008 root 1.22 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1009    
1010 root 1.14 object_thawer thawer (pathname);
1011 elmex 1.1
1012 root 1.14 if (!thawer)
1013     return 0;
1014 root 1.9
1015 elmex 1.1 m = get_linked_map();
1016    
1017     strcpy (m->path, filename);
1018 root 1.11 if (load_map_header(thawer, m)) {
1019 root 1.10 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1020     filename, flags);
1021     delete_map(m);
1022     return NULL;
1023 elmex 1.1 }
1024    
1025     allocate_map(m);
1026    
1027     m->in_memory=MAP_LOADING;
1028 root 1.10 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1029 root 1.14
1030 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1031     if (!MAP_DIFFICULTY(m))
1032 root 1.10 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1033 elmex 1.1 set_map_reset_time(m);
1034 root 1.12 m->instantiate ();
1035 elmex 1.1 return (m);
1036     }
1037    
1038     /*
1039     * Loads a map, which has been loaded earlier, from file.
1040     * Return the map object we load into (this can change from the passed
1041     * option if we can't find the original map)
1042     */
1043    
1044     static mapstruct *load_temporary_map(mapstruct *m) {
1045     int comp;
1046     char buf[MAX_BUF];
1047    
1048     if (!m->tmpname) {
1049 root 1.10 LOG(llevError, "No temporary filename for map %s\n", m->path);
1050     strcpy(buf, m->path);
1051     delete_map(m);
1052 elmex 1.1 m = load_original_map(buf, 0);
1053 root 1.10 if(m==NULL) return NULL;
1054     fix_auto_apply(m); /* Chests which open as default */
1055     return m;
1056 elmex 1.1 }
1057    
1058 root 1.14 object_thawer thawer (m->tmpname);
1059    
1060     if (!thawer)
1061     {
1062     strcpy (buf, m->path);
1063     delete_map (m);
1064     m = load_original_map (buf, 0);
1065     if (!m) return NULL;
1066     fix_auto_apply (m); /* Chests which open as default */
1067 root 1.10 return m;
1068 root 1.14 }
1069 elmex 1.1
1070 root 1.10 if (load_map_header(thawer, m)) {
1071     LOG(llevError,"Error loading map header for %s (%s)\n",
1072     m->path, m->tmpname);
1073     delete_map(m);
1074 elmex 1.1 m = load_original_map(m->path, 0);
1075 root 1.10 return NULL;
1076 elmex 1.1 }
1077     allocate_map(m);
1078    
1079     m->in_memory=MAP_LOADING;
1080 root 1.10 load_objects (m, thawer, 0);
1081 root 1.14
1082 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1083 root 1.8 INVOKE_MAP (SWAPIN, m);
1084 elmex 1.1 return m;
1085     }
1086    
1087     /*
1088     * Loads a map, which has been loaded earlier, from file.
1089     * Return the map object we load into (this can change from the passed
1090     * option if we can't find the original map)
1091     */
1092    
1093     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1094     char pathname[MAX_BUF];
1095    
1096     strcpy(pathname, create_overlay_pathname(filename));
1097    
1098 root 1.14 object_thawer thawer (pathname);
1099 root 1.9
1100 root 1.14 if (!thawer)
1101     return m;
1102 elmex 1.1
1103 root 1.10 if (load_map_header(thawer, m)) {
1104     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1105     m->path, pathname);
1106     delete_map(m);
1107 elmex 1.1 m = load_original_map(m->path, 0);
1108 root 1.10 return NULL;
1109 elmex 1.1 }
1110     /*allocate_map(m);*/
1111    
1112     m->in_memory=MAP_LOADING;
1113 root 1.10 load_objects (m, thawer, MAP_OVERLAY);
1114 root 1.14
1115 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1116     return m;
1117     }
1118    
1119     /******************************************************************************
1120     * This is the start of unique map handling code
1121     *****************************************************************************/
1122    
1123     /* This goes through map 'm' and removed any unique items on the map. */
1124     static void delete_unique_items(mapstruct *m)
1125     {
1126     int i,j,unique;
1127     object *op, *next;
1128    
1129     for(i=0; i<MAP_WIDTH(m); i++)
1130 root 1.10 for(j=0; j<MAP_HEIGHT(m); j++) {
1131     unique=0;
1132     for (op=get_map_ob(m, i, j); op; op=next) {
1133     next = op->above;
1134     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1135     unique=1;
1136     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1137     clean_object(op);
1138     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1139     remove_button_link(op);
1140     remove_ob(op);
1141     free_object(op);
1142     }
1143     }
1144     }
1145 elmex 1.1 }
1146    
1147    
1148     /*
1149     * Loads unique objects from file(s) into the map which is in memory
1150     * m is the map to load unique items into.
1151     */
1152     static void load_unique_objects(mapstruct *m) {
1153 root 1.14 int count;
1154 elmex 1.1 char firstname[MAX_BUF];
1155    
1156     for (count=0; count<10; count++) {
1157 root 1.10 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1158     if (!access(firstname, R_OK)) break;
1159 elmex 1.1 }
1160     /* If we get here, we did not find any map */
1161     if (count==10) return;
1162    
1163 root 1.14 object_thawer thawer (firstname);
1164 root 1.9
1165 root 1.15 if (!thawer)
1166     return;
1167    
1168 elmex 1.1 m->in_memory=MAP_LOADING;
1169     if (m->tmpname == NULL) /* if we have loaded unique items from */
1170     delete_unique_items(m); /* original map before, don't duplicate them */
1171 root 1.10 load_objects (m, thawer, 0);
1172 root 1.14
1173 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1174     }
1175    
1176    
1177     /*
1178     * Saves a map to file. If flag is set, it is saved into the same
1179     * file it was (originally) loaded from. Otherwise a temporary
1180     * filename will be genarated, and the file will be stored there.
1181     * The temporary filename will be stored in the mapstructure.
1182     * If the map is unique, we also save to the filename in the map
1183     * (this should have been updated when first loaded)
1184     */
1185    
1186 root 1.10 int
1187     new_save_map (mapstruct * m, int flag)
1188     {
1189     char filename[MAX_BUF], buf[MAX_BUF], buf_s[MAX_BUF], shop[MAX_BUF];
1190     int i;
1191    
1192     if (flag && !*m->path)
1193     {
1194     LOG (llevError, "Tried to save map without path.\n");
1195     return -1;
1196 elmex 1.1 }
1197 root 1.10
1198     if (flag || (m->unique) || (m->templatemap))
1199     {
1200     if (!m->unique && !m->templatemap)
1201     { /* flag is set */
1202     if (flag == 2)
1203     strcpy (filename, create_overlay_pathname (m->path));
1204     else
1205     strcpy (filename, create_pathname (m->path));
1206     }
1207     else
1208     strcpy (filename, m->path);
1209    
1210     make_path_to_file (filename);
1211 elmex 1.1 }
1212 root 1.10 else
1213     {
1214     if (!m->tmpname)
1215     m->tmpname = tempnam_local (settings.tmpdir, NULL);
1216 root 1.17
1217 root 1.10 strcpy (filename, m->tmpname);
1218     }
1219    
1220     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1221     m->in_memory = MAP_SAVING;
1222    
1223 root 1.17 object_freezer freezer;
1224 root 1.10
1225     /* legacy */
1226 root 1.17 fprintf (freezer, "arch map\n");
1227 root 1.10 if (m->name)
1228 root 1.17 fprintf (freezer, "name %s\n", m->name);
1229 root 1.10 if (!flag)
1230 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1231 root 1.10 if (m->reset_timeout)
1232 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1233 root 1.10 if (m->fixed_resettime)
1234 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1235 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1236     * or a difficulty value we generated when the map was first loaded
1237     */
1238     if (m->difficulty)
1239 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1240 root 1.10 if (m->region)
1241 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1242 root 1.10 if (m->shopitems)
1243     {
1244     print_shop_string (m, shop);
1245 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1246 elmex 1.1 }
1247 root 1.10 if (m->shopgreed)
1248 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1249 elmex 1.1 #ifndef WIN32
1250 root 1.10 if (m->shopmin)
1251 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1252 root 1.10 if (m->shopmax)
1253 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1254 elmex 1.1 #else
1255 root 1.10 if (m->shopmin)
1256 root 1.17 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1257 root 1.10 if (m->shopmax)
1258 root 1.17 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1259 elmex 1.1 #endif
1260 root 1.10 if (m->shoprace)
1261 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1262 root 1.10 if (m->darkness)
1263 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1264 root 1.10 if (m->width)
1265 root 1.17 fprintf (freezer, "width %d\n", m->width);
1266 root 1.10 if (m->height)
1267 root 1.17 fprintf (freezer, "height %d\n", m->height);
1268 root 1.10 if (m->enter_x)
1269 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1270 root 1.10 if (m->enter_y)
1271 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1272 root 1.10 if (m->msg)
1273 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1274 root 1.10 if (m->maplore)
1275 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1276 root 1.10 if (m->unique)
1277 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1278 root 1.10 if (m->templatemap)
1279 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1280 root 1.10 if (m->outdoor)
1281 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1282 root 1.10 if (m->temp)
1283 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1284 root 1.10 if (m->pressure)
1285 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1286 root 1.10 if (m->humid)
1287 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1288 root 1.10 if (m->windspeed)
1289 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1290 root 1.10 if (m->winddir)
1291 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1292 root 1.10 if (m->sky)
1293 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1294 root 1.10 if (m->nosmooth)
1295 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1296 root 1.10
1297     /* Save any tiling information, except on overlays */
1298     if (flag != 2)
1299     for (i = 0; i < 4; i++)
1300     if (m->tile_path[i])
1301 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1302 root 1.10
1303 root 1.17 freezer.put (m);
1304     fprintf (freezer, "end\n");
1305 root 1.10
1306     /* In the game save unique items in the different file, but
1307     * in the editor save them to the normal map file.
1308     * If unique map, save files in the proper destination (set by
1309     * player)
1310     */
1311     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1312     {
1313 root 1.17 object_freezer unique;
1314 elmex 1.1
1315 root 1.10 if (flag == 2)
1316 root 1.17 save_objects (m, freezer, unique, 2);
1317 root 1.10 else
1318 root 1.17 save_objects (m, freezer, unique, 0);
1319    
1320     sprintf (buf, "%s.v00", create_items_path (m->path));
1321    
1322     unique.save (buf);
1323 root 1.10 }
1324     else
1325     { /* save same file when not playing, like in editor */
1326 root 1.17 save_objects (m, freezer, freezer, 0);
1327 root 1.10 }
1328 elmex 1.6
1329 root 1.17 freezer.save (filename);
1330    
1331 root 1.10 return 0;
1332 elmex 1.1 }
1333    
1334    
1335     /*
1336     * Remove and free all objects in the inventory of the given object.
1337     * object.c ?
1338     */
1339    
1340     void clean_object(object *op)
1341     {
1342     object *tmp, *next;
1343    
1344     for(tmp = op->inv; tmp; tmp = next)
1345     {
1346 root 1.10 next = tmp->below;
1347     clean_object(tmp);
1348     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1349     remove_button_link(tmp);
1350     remove_ob(tmp);
1351     free_object(tmp);
1352 elmex 1.1 }
1353     }
1354    
1355     /*
1356     * Remove and free all objects in the given map.
1357     */
1358    
1359     void free_all_objects(mapstruct *m) {
1360     int i,j;
1361     object *op;
1362    
1363     for(i=0;i<MAP_WIDTH(m);i++)
1364 root 1.10 for(j=0;j<MAP_HEIGHT(m);j++) {
1365     object *previous_obj=NULL;
1366     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1367     if (op==previous_obj) {
1368     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1369     break;
1370     }
1371     previous_obj=op;
1372     if(op->head!=NULL)
1373     op = op->head;
1374    
1375     /* If the map isn't in memory, free_object will remove and
1376     * free objects in op's inventory. So let it do the job.
1377     */
1378     if (m->in_memory==MAP_IN_MEMORY)
1379     clean_object(op);
1380     remove_ob(op);
1381     free_object(op);
1382     }
1383     }
1384 elmex 1.1 }
1385    
1386     /*
1387     * Frees everything allocated by the given mapstructure.
1388     * don't free tmpname - our caller is left to do that
1389     */
1390    
1391     void free_map(mapstruct *m,int flag) {
1392     int i;
1393    
1394     if (!m->in_memory) {
1395 root 1.10 LOG(llevError,"Trying to free freed map.\n");
1396     return;
1397 elmex 1.1 }
1398     if (flag && m->spaces) free_all_objects(m);
1399     if (m->name) FREE_AND_CLEAR(m->name);
1400     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1401     if (m->msg) FREE_AND_CLEAR(m->msg);
1402     if (m->maplore) FREE_AND_CLEAR(m->maplore);
1403     if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1404     if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1405     if (m->buttons)
1406 root 1.10 free_objectlinkpt(m->buttons);
1407 elmex 1.1 m->buttons = NULL;
1408     for (i=0; i<4; i++) {
1409 root 1.10 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1410     m->tile_map[i] = NULL;
1411 elmex 1.1 }
1412     m->in_memory = MAP_SWAPPED;
1413     }
1414    
1415     /*
1416     * function: vanish mapstruct
1417     * m : pointer to mapstruct, if NULL no action
1418     * this deletes all the data on the map (freeing pointers)
1419     * and then removes this map from the global linked list of maps.
1420     */
1421    
1422     void delete_map(mapstruct *m) {
1423     mapstruct *tmp, *last;
1424     int i;
1425    
1426     if (!m)
1427     return;
1428 root 1.11
1429     m->clear ();
1430    
1431 elmex 1.1 if (m->in_memory == MAP_IN_MEMORY) {
1432 root 1.10 /* change to MAP_SAVING, even though we are not,
1433     * so that remove_ob doesn't do as much work.
1434     */
1435     m->in_memory = MAP_SAVING;
1436     free_map (m, 1);
1437 elmex 1.1 }
1438     /* move this out of free_map, since tmpname can still be needed if
1439     * the map is swapped out.
1440     */
1441     if (m->tmpname) {
1442 root 1.10 free(m->tmpname);
1443     m->tmpname=NULL;
1444 elmex 1.1 }
1445     last = NULL;
1446     /* We need to look through all the maps and see if any maps
1447     * are pointing at this one for tiling information. Since
1448     * tiling can be assymetric, we just can not look to see which
1449     * maps this map tiles with and clears those.
1450     */
1451     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1452 root 1.10 if (tmp->next == m) last = tmp;
1453 elmex 1.1
1454 root 1.10 /* This should hopefully get unrolled on a decent compiler */
1455     for (i=0; i<4; i++)
1456     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1457 elmex 1.1 }
1458    
1459     /* If last is null, then this should be the first map in the list */
1460     if (!last) {
1461 root 1.10 if (m == first_map)
1462     first_map = m->next;
1463     else
1464     /* m->path is a static char, so should hopefully still have
1465     * some useful data in it.
1466     */
1467     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1468     m->path);
1469 elmex 1.1 }
1470     else
1471 root 1.10 last->next = m->next;
1472 elmex 1.1
1473 root 1.20 delete m;
1474 elmex 1.1 }
1475    
1476    
1477    
1478     /*
1479     * Makes sure the given map is loaded and swapped in.
1480     * name is path name of the map.
1481     * flags meaning:
1482     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1483     * and don't do unique items or the like.
1484     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1485     * dont do any more name translation on it.
1486     *
1487     * Returns a pointer to the given map.
1488     */
1489    
1490     mapstruct *ready_map_name(const char *name, int flags) {
1491     mapstruct *m;
1492    
1493     if (!name)
1494     return (NULL);
1495    
1496     /* Have we been at this level before? */
1497     m = has_been_loaded (name);
1498    
1499     /* Map is good to go, so just return it */
1500     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1501 root 1.10 return m;
1502 elmex 1.1 }
1503    
1504     /* unique maps always get loaded from their original location, and never
1505     * a temp location. Likewise, if map_flush is set, or we have never loaded
1506     * this map, load it now. I removed the reset checking from here -
1507     * it seems the probability of a player trying to enter a map that should
1508     * reset but hasn't yet is quite low, and removing that makes this function
1509     * a bit cleaner (and players probably shouldn't rely on exact timing for
1510     * resets in any case - if they really care, they should use the 'maps command.
1511     */
1512     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1513    
1514 root 1.10 /* first visit or time to reset */
1515     if (m) {
1516     clean_tmp_map(m); /* Doesn't make much difference */
1517     delete_map(m);
1518     }
1519    
1520     /* create and load a map */
1521     if (flags & MAP_PLAYER_UNIQUE)
1522     LOG(llevDebug, "Trying to load map %s.\n", name);
1523     else
1524     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1525    
1526 root 1.21 //0.427459955215454 /var/crossfire/players/Saladon/_scorn_apartment_apartments
1527     //0.414906024932861
1528     //0.427063941955566
1529     eval_pv ("$x = Event::time", 1);//D
1530 root 1.10 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1531     return (NULL);
1532 root 1.21 eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1533 root 1.10
1534     fix_auto_apply(m); /* Chests which open as default */
1535    
1536     /* If a player unique map, no extra unique object file to load.
1537     * if from the editor, likewise.
1538     */
1539     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1540     load_unique_objects(m);
1541    
1542     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1543     m=load_overlay_map(name, m);
1544     if (m==NULL)
1545     return NULL;
1546     }
1547 elmex 1.1
1548 root 1.15 if (flags & MAP_PLAYER_UNIQUE)
1549     INVOKE_MAP (SWAPIN, m);
1550    
1551 elmex 1.1 } else {
1552 root 1.10 /* If in this loop, we found a temporary map, so load it up. */
1553 elmex 1.1
1554 root 1.10 m=load_temporary_map (m);
1555 elmex 1.1 if(m==NULL) return NULL;
1556 root 1.10 load_unique_objects(m);
1557 elmex 1.1
1558 root 1.10 clean_tmp_map(m);
1559     m->in_memory = MAP_IN_MEMORY;
1560     /* tempnam() on sun systems (probably others) uses malloc
1561     * to allocated space for the string. Free it here.
1562     * In some cases, load_temporary_map above won't find the
1563     * temporary map, and so has reloaded a new map. If that
1564     * is the case, tmpname is now null
1565     */
1566     if (m->tmpname) free(m->tmpname);
1567     m->tmpname = NULL;
1568     /* It's going to be saved anew anyway */
1569 elmex 1.1 }
1570    
1571     /* Below here is stuff common to both first time loaded maps and
1572     * temp maps.
1573     */
1574    
1575     decay_objects(m); /* start the decay */
1576     /* In case other objects press some buttons down */
1577     update_buttons(m);
1578     if (m->outdoor)
1579 root 1.10 set_darkness_map(m);
1580 elmex 1.1 /* run the weather over this map */
1581     weather_effect(name);
1582     return m;
1583     }
1584    
1585    
1586     /*
1587     * This routine is supposed to find out the difficulty of the map.
1588     * difficulty does not have a lot to do with character level,
1589     * but does have a lot to do with treasure on the map.
1590     *
1591     * Difficulty can now be set by the map creature. If the value stored
1592     * in the map is zero, then use this routine. Maps should really
1593     * have a difficulty set than using this function - human calculation
1594     * is much better than this functions guesswork.
1595     */
1596    
1597     int calculate_difficulty(mapstruct *m) {
1598     object *op;
1599     archetype *at;
1600     int x, y, i, diff;
1601     long monster_cnt = 0;
1602     double avgexp = 0;
1603     sint64 total_exp = 0;
1604    
1605     if (MAP_DIFFICULTY (m))
1606     {
1607     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1608     return MAP_DIFFICULTY (m);
1609     }
1610    
1611     for(x = 0; x < MAP_WIDTH(m); x++)
1612     for(y = 0; y < MAP_HEIGHT(m); y++)
1613     for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1614     {
1615     if(QUERY_FLAG (op, FLAG_MONSTER))
1616     {
1617     total_exp += op->stats.exp;
1618     monster_cnt++;
1619     }
1620    
1621     if(QUERY_FLAG (op, FLAG_GENERATOR))
1622     {
1623     total_exp += op->stats.exp;
1624     at = type_to_archetype(GENERATE_TYPE (op));
1625    
1626     if(at != NULL)
1627     total_exp += at->clone.stats.exp * 8;
1628    
1629     monster_cnt++;
1630     }
1631     }
1632    
1633     avgexp = (double) total_exp / monster_cnt;
1634    
1635     for (i = 1; i <= settings.max_level; i++)
1636     {
1637     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1638     {
1639     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1640     return i;
1641     }
1642     }
1643    
1644     return 1;
1645     }
1646    
1647     void clean_tmp_map(mapstruct *m) {
1648     if(m->tmpname == NULL)
1649 root 1.10 return;
1650 root 1.8 INVOKE_MAP (CLEAN, m);
1651 elmex 1.1 (void) unlink(m->tmpname);
1652     }
1653    
1654     void free_all_maps(void)
1655     {
1656     int real_maps=0;
1657    
1658     while (first_map) {
1659 root 1.10 /* I think some of the callers above before it gets here set this to be
1660     * saving, but we still want to free this data
1661     */
1662     if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1663     delete_map(first_map);
1664     real_maps++;
1665 elmex 1.1 }
1666     LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1667     }
1668    
1669     /* change_map_light() - used to change map light level (darkness)
1670     * up or down. Returns true if successful. It should now be
1671     * possible to change a value by more than 1.
1672     * Move this from los.c to map.c since this is more related
1673     * to maps than los.
1674     * postive values make it darker, negative make it brighter
1675     */
1676    
1677     int change_map_light(mapstruct *m, int change) {
1678     int new_level = m->darkness + change;
1679    
1680     /* Nothing to do */
1681     if(!change || (new_level <= 0 && m->darkness == 0) ||
1682     (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1683     return 0;
1684     }
1685    
1686     /* inform all players on the map */
1687     if (change>0)
1688 root 1.10 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1689 elmex 1.1 else
1690 root 1.10 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1691 elmex 1.1
1692     /* Do extra checking. since m->darkness is a unsigned value,
1693     * we need to be extra careful about negative values.
1694     * In general, the checks below are only needed if change
1695     * is not +/-1
1696     */
1697     if (new_level < 0) m->darkness = 0;
1698     else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1699     else m->darkness=new_level;
1700    
1701     /* All clients need to get re-updated for the change */
1702     update_all_map_los(m);
1703     return 1;
1704     }
1705    
1706    
1707     /*
1708     * This function updates various attributes about a specific space
1709     * on the map (what it looks like, whether it blocks magic,
1710     * has a living creatures, prevents people from passing
1711     * through, etc)
1712     */
1713     void update_position (mapstruct *m, int x, int y) {
1714     object *tmp, *last = NULL;
1715     uint8 flags = 0, oldflags, light=0, anywhere=0;
1716     New_Face *top,*floor, *middle;
1717     object *top_obj, *floor_obj, *middle_obj;
1718 root 1.10 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1719 elmex 1.1
1720     oldflags = GET_MAP_FLAGS(m,x,y);
1721     if (!(oldflags & P_NEED_UPDATE)) {
1722 root 1.10 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1723     m->path, x, y);
1724     return;
1725 elmex 1.1 }
1726    
1727     middle=blank_face;
1728     top=blank_face;
1729     floor=blank_face;
1730    
1731     middle_obj = NULL;
1732     top_obj = NULL;
1733     floor_obj = NULL;
1734    
1735     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1736    
1737 root 1.10 /* This could be made additive I guess (two lights better than
1738     * one). But if so, it shouldn't be a simple additive - 2
1739     * light bulbs do not illuminate twice as far as once since
1740     * it is a disapation factor that is squared (or is it cubed?)
1741     */
1742     if (tmp->glow_radius > light) light = tmp->glow_radius;
1743    
1744     /* This call is needed in order to update objects the player
1745     * is standing in that have animations (ie, grass, fire, etc).
1746     * However, it also causes the look window to be re-drawn
1747     * 3 times each time the player moves, because many of the
1748     * functions the move_player calls eventualy call this.
1749     *
1750     * Always put the player down for drawing.
1751     */
1752     if (!tmp->invisible) {
1753     if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1754     top = tmp->face;
1755     top_obj = tmp;
1756     }
1757     else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1758     /* If we got a floor, that means middle and top were below it,
1759     * so should not be visible, so we clear them.
1760     */
1761     middle=blank_face;
1762     top=blank_face;
1763     floor = tmp->face;
1764     floor_obj = tmp;
1765     }
1766     /* Flag anywhere have high priority */
1767     else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1768     middle = tmp->face;
1769    
1770     middle_obj = tmp;
1771     anywhere =1;
1772     }
1773     /* Find the highest visible face around. If equal
1774     * visibilities, we still want the one nearer to the
1775     * top
1776     */
1777     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1778     middle = tmp->face;
1779     middle_obj = tmp;
1780     }
1781     }
1782     if (tmp==tmp->above) {
1783     LOG(llevError, "Error in structure of map\n");
1784     exit (-1);
1785     }
1786 elmex 1.1
1787 root 1.10 move_slow |= tmp->move_slow;
1788     move_block |= tmp->move_block;
1789     move_on |= tmp->move_on;
1790     move_off |= tmp->move_off;
1791     move_allow |= tmp->move_allow;
1792    
1793     if (QUERY_FLAG(tmp,FLAG_ALIVE))
1794     flags |= P_IS_ALIVE;
1795     if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1796     flags |= P_NO_MAGIC;
1797     if (QUERY_FLAG(tmp,FLAG_DAMNED))
1798     flags |= P_NO_CLERIC;
1799 elmex 1.4 if (tmp->type == SAFE_GROUND)
1800 elmex 1.6 flags |= P_SAFE | P_NO_CLERIC | P_NO_MAGIC;
1801 elmex 1.1
1802 root 1.10 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1803     flags |= P_BLOCKSVIEW;
1804 elmex 1.1 } /* for stack of objects */
1805    
1806     /* we don't want to rely on this function to have accurate flags, but
1807     * since we're already doing the work, we calculate them here.
1808     * if they don't match, logic is broken someplace.
1809     */
1810     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1811     (!(oldflags & P_NO_ERROR))) {
1812     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1813 root 1.10 m->path, x, y,
1814 elmex 1.1 (oldflags & ~P_NEED_UPDATE), flags);
1815     }
1816     SET_MAP_FLAGS(m, x, y, flags);
1817     SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1818     SET_MAP_MOVE_ON(m, x, y, move_on);
1819     SET_MAP_MOVE_OFF(m, x, y, move_off);
1820     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1821    
1822     /* At this point, we have a floor face (if there is a floor),
1823     * and the floor is set - we are not going to touch it at
1824     * this point.
1825     * middle contains the highest visibility face.
1826     * top contains a player/monster face, if there is one.
1827     *
1828     * We now need to fill in top.face and/or middle.face.
1829     */
1830    
1831     /* If the top face also happens to be high visibility, re-do our
1832     * middle face. This should not happen, as we already have the
1833     * else statement above so middle should not get set. OTOH, it
1834     * may be possible for the faces to match but be different objects.
1835     */
1836     if (top == middle) middle=blank_face;
1837    
1838     /* There are three posibilities at this point:
1839     * 1) top face is set, need middle to be set.
1840     * 2) middle is set, need to set top.
1841     * 3) neither middle or top is set - need to set both.
1842     */
1843    
1844     for (tmp=last; tmp; tmp=tmp->below) {
1845 root 1.10 /* Once we get to a floor, stop, since we already have a floor object */
1846     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1847 elmex 1.1
1848 root 1.10 /* If two top faces are already set, quit processing */
1849     if ((top != blank_face) && (middle != blank_face)) break;
1850 elmex 1.1
1851 root 1.10 /* Only show visible faces, unless its the editor - show all */
1852     if (!tmp->invisible || editor) {
1853     /* Fill in top if needed */
1854     if (top == blank_face) {
1855     top = tmp->face;
1856     top_obj = tmp;
1857     if (top == middle) middle=blank_face;
1858     } else {
1859     /* top is already set - we should only get here if
1860     * middle is not set
1861     *
1862     * Set the middle face and break out, since there is nothing
1863     * more to fill in. We don't check visiblity here, since
1864     *
1865     */
1866     if (tmp->face != top ) {
1867     middle = tmp->face;
1868     middle_obj = tmp;
1869     break;
1870     }
1871     }
1872     }
1873 elmex 1.1 }
1874     if (middle == floor) middle = blank_face;
1875     if (top == middle) middle = blank_face;
1876     SET_MAP_FACE(m,x,y,top,0);
1877     if(top != blank_face)
1878     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1879     else
1880     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1881     SET_MAP_FACE(m,x,y,middle,1);
1882     if(middle != blank_face)
1883     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1884     else
1885     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1886     SET_MAP_FACE(m,x,y,floor,2);
1887     if(floor != blank_face)
1888     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1889     else
1890     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1891     SET_MAP_LIGHT(m,x,y,light);
1892     }
1893    
1894    
1895     void set_map_reset_time(mapstruct *map) {
1896     int timeout;
1897    
1898     timeout = MAP_RESET_TIMEOUT(map);
1899     if (timeout <= 0)
1900     timeout = MAP_DEFAULTRESET;
1901     if (timeout >= MAP_MAXRESET)
1902     timeout = MAP_MAXRESET;
1903     MAP_WHEN_RESET(map) = seconds()+timeout;
1904     }
1905    
1906     /* this updates the orig_map->tile_map[tile_num] value after loading
1907     * the map. It also takes care of linking back the freshly loaded
1908     * maps tile_map values if it tiles back to this one. It returns
1909     * the value of orig_map->tile_map[tile_num]. It really only does this
1910     * so that it is easier for calling functions to verify success.
1911     */
1912    
1913     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1914     {
1915     int dest_tile = (tile_num +2) % 4;
1916     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1917    
1918     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1919    
1920     /* need to do a strcmp here as the orig_map->path is not a shared string */
1921     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1922 root 1.10 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1923     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1924 elmex 1.1
1925     return orig_map->tile_map[tile_num];
1926     }
1927    
1928     /* this returns TRUE if the coordinates (x,y) are out of
1929     * map m. This function also takes into account any
1930     * tiling considerations, loading adjacant maps as needed.
1931     * This is the function should always be used when it
1932     * necessary to check for valid coordinates.
1933     * This function will recursively call itself for the
1934     * tiled maps.
1935     *
1936     *
1937     */
1938     int out_of_map(mapstruct *m, int x, int y)
1939     {
1940    
1941     /* If we get passed a null map, this is obviously the
1942     * case. This generally shouldn't happen, but if the
1943     * map loads fail below, it could happen.
1944     */
1945     if (!m) return 0;
1946    
1947     if (x<0) {
1948 root 1.10 if (!m->tile_path[3]) return 1;
1949     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1950     load_and_link_tiled_map(m, 3);
1951     }
1952     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1953 elmex 1.1 }
1954     if (x>=MAP_WIDTH(m)) {
1955 root 1.10 if (!m->tile_path[1]) return 1;
1956     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1957     load_and_link_tiled_map(m, 1);
1958     }
1959     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1960 elmex 1.1 }
1961     if (y<0) {
1962 root 1.10 if (!m->tile_path[0]) return 1;
1963     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1964     load_and_link_tiled_map(m, 0);
1965     }
1966     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1967 elmex 1.1 }
1968     if (y>=MAP_HEIGHT(m)) {
1969 root 1.10 if (!m->tile_path[2]) return 1;
1970     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1971     load_and_link_tiled_map(m, 2);
1972     }
1973     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1974 elmex 1.1 }
1975    
1976     /* Simple case - coordinates are within this local
1977     * map.
1978     */
1979     return 0;
1980     }
1981    
1982     /* This is basically the same as out_of_map above, but
1983     * instead we return NULL if no map is valid (coordinates
1984     * out of bounds and no tiled map), otherwise it returns
1985     * the map as that the coordinates are really on, and
1986     * updates x and y to be the localized coordinates.
1987     * Using this is more efficient of calling out_of_map
1988     * and then figuring out what the real map is
1989     */
1990     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
1991     {
1992    
1993     if (*x<0) {
1994 root 1.10 if (!m->tile_path[3]) return NULL;
1995     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1996     load_and_link_tiled_map(m, 3);
1997 elmex 1.1
1998 root 1.10 *x += MAP_WIDTH(m->tile_map[3]);
1999     return (get_map_from_coord(m->tile_map[3], x, y));
2000 elmex 1.1 }
2001     if (*x>=MAP_WIDTH(m)) {
2002 root 1.10 if (!m->tile_path[1]) return NULL;
2003     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2004     load_and_link_tiled_map(m, 1);
2005 elmex 1.1
2006 root 1.10 *x -= MAP_WIDTH(m);
2007     return (get_map_from_coord(m->tile_map[1], x, y));
2008 elmex 1.1 }
2009     if (*y<0) {
2010 root 1.10 if (!m->tile_path[0]) return NULL;
2011     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2012     load_and_link_tiled_map(m, 0);
2013 elmex 1.1
2014 root 1.10 *y += MAP_HEIGHT(m->tile_map[0]);
2015     return (get_map_from_coord(m->tile_map[0], x, y));
2016 elmex 1.1 }
2017     if (*y>=MAP_HEIGHT(m)) {
2018 root 1.10 if (!m->tile_path[2]) return NULL;
2019     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2020     load_and_link_tiled_map(m, 2);
2021 elmex 1.1
2022 root 1.10 *y -= MAP_HEIGHT(m);
2023     return (get_map_from_coord(m->tile_map[2], x, y));
2024 elmex 1.1 }
2025    
2026     /* Simple case - coordinates are within this local
2027     * map.
2028     */
2029    
2030     return m;
2031     }
2032    
2033     /**
2034     * Return whether map2 is adjacent to map1. If so, store the distance from
2035     * map1 to map2 in dx/dy.
2036     */
2037     static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2038     if (!map1 || !map2)
2039     return 0;
2040    
2041     if (map1 == map2) {
2042     *dx = 0;
2043     *dy = 0;
2044    
2045     } else if (map1->tile_map[0] == map2) { /* up */
2046     *dx = 0;
2047     *dy = -MAP_HEIGHT(map2);
2048     } else if (map1->tile_map[1] == map2) { /* right */
2049     *dx = MAP_WIDTH(map1);
2050     *dy = 0;
2051     } else if (map1->tile_map[2] == map2) { /* down */
2052     *dx = 0;
2053     *dy = MAP_HEIGHT(map1);
2054     } else if (map1->tile_map[3] == map2) { /* left */
2055     *dx = -MAP_WIDTH(map2);
2056     *dy = 0;
2057    
2058     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2059     *dx = MAP_WIDTH(map1->tile_map[0]);
2060     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2061     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2062     *dx = -MAP_WIDTH(map2);
2063     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2064     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2065     *dx = MAP_WIDTH(map1);
2066     *dy = -MAP_HEIGHT(map2);
2067     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2068     *dx = MAP_WIDTH(map1);
2069     *dy = MAP_HEIGHT(map1->tile_map[1]);
2070     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2071     *dx = MAP_WIDTH(map1->tile_map[2]);
2072     *dy = MAP_HEIGHT(map1);
2073     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2074     *dx = -MAP_WIDTH(map2);
2075     *dy = MAP_HEIGHT(map1);
2076     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2077     *dx = -MAP_WIDTH(map1->tile_map[3]);
2078     *dy = -MAP_HEIGHT(map2);
2079     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2080     *dx = -MAP_WIDTH(map1->tile_map[3]);
2081     *dy = MAP_HEIGHT(map1->tile_map[3]);
2082    
2083     } else { /* not "adjacent" enough */
2084     return 0;
2085     }
2086    
2087     return 1;
2088     }
2089    
2090     /* From map.c
2091     * This is used by get_player to determine where the other
2092     * creature is. get_rangevector takes into account map tiling,
2093     * so you just can not look the the map coordinates and get the
2094     * righte value. distance_x/y are distance away, which
2095     * can be negativbe. direction is the crossfire direction scheme
2096     * that the creature should head. part is the part of the
2097     * monster that is closest.
2098     *
2099     * get_rangevector looks at op1 and op2, and fills in the
2100     * structure for op1 to get to op2.
2101     * We already trust that the caller has verified that the
2102     * two objects are at least on adjacent maps. If not,
2103     * results are not likely to be what is desired.
2104     * if the objects are not on maps, results are also likely to
2105     * be unexpected
2106     *
2107     * currently, the only flag supported (0x1) is don't translate for
2108     * closest body part of 'op1'
2109     */
2110    
2111     void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2112     if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2113     /* be conservative and fill in _some_ data */
2114     retval->distance = 100000;
2115     retval->distance_x = 32767;
2116     retval->distance_y = 32767;
2117     retval->direction = 0;
2118     retval->part = 0;
2119     } else {
2120     object *best;
2121    
2122     retval->distance_x += op2->x-op1->x;
2123     retval->distance_y += op2->y-op1->y;
2124    
2125     best = op1;
2126     /* If this is multipart, find the closest part now */
2127     if (!(flags&0x1) && op1->more) {
2128     object *tmp;
2129     int best_distance = retval->distance_x*retval->distance_x+
2130     retval->distance_y*retval->distance_y, tmpi;
2131    
2132     /* we just take the offset of the piece to head to figure
2133     * distance instead of doing all that work above again
2134     * since the distance fields we set above are positive in the
2135     * same axis as is used for multipart objects, the simply arithmetic
2136     * below works.
2137     */
2138     for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2139     tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2140     (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2141     if (tmpi < best_distance) {
2142     best_distance = tmpi;
2143     best = tmp;
2144     }
2145     }
2146     if (best != op1) {
2147     retval->distance_x += op1->x-best->x;
2148     retval->distance_y += op1->y-best->y;
2149     }
2150     }
2151     retval->part = best;
2152     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2153     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2154     }
2155     }
2156    
2157     /* this is basically the same as get_rangevector above, but instead of
2158     * the first parameter being an object, it instead is the map
2159     * and x,y coordinates - this is used for path to player -
2160     * since the object is not infact moving but we are trying to traverse
2161     * the path, we need this.
2162     * flags has no meaning for this function at this time - I kept it in to
2163     * be more consistant with the above function and also in case they are needed
2164     * for something in the future. Also, since no object is pasted, the best
2165     * field of the rv_vector is set to NULL.
2166     */
2167    
2168     void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2169     if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2170     /* be conservative and fill in _some_ data */
2171     retval->distance = 100000;
2172     retval->distance_x = 32767;
2173     retval->distance_y = 32767;
2174     retval->direction = 0;
2175     retval->part = 0;
2176     } else {
2177 root 1.10 retval->distance_x += op2->x-x;
2178     retval->distance_y += op2->y-y;
2179 elmex 1.1
2180     retval->part = NULL;
2181     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2182     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2183     }
2184     }
2185    
2186     /* Returns true of op1 and op2 are effectively on the same map
2187     * (as related to map tiling). Note that this looks for a path from
2188     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2189     * to op1, this will still return false.
2190     * Note we only look one map out to keep the processing simple
2191     * and efficient. This could probably be a macro.
2192     * MSW 2001-08-05
2193     */
2194     int on_same_map(const object *op1, const object *op2) {
2195     int dx, dy;
2196    
2197     return adjacent_map(op1->map, op2->map, &dx, &dy);
2198     }