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Revision: 1.28
Committed: Fri Sep 8 18:26:22 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +3 -5 lines
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File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_map_c =
3 root 1.28 * "$Id: map.C,v 1.27 2006-09-08 12:56:42 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 pippijn 1.26 int mode = 0;
161 elmex 1.1 #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 root 1.28
261 elmex 1.1 retval |= mp->spaces[newx + mp->width * newy].flags;
262 elmex 1.3
263 elmex 1.1 return retval;
264     }
265    
266    
267     /*
268     * Returns true if the given coordinate is blocked except by the
269     * object passed is not blocking. This is used with
270     * multipart monsters - if we want to see if a 2x2 monster
271     * can move 1 space to the left, we don't want its own area
272     * to block it from moving there.
273     * Returns TRUE if the space is blocked by something other than the
274     * monster.
275     * m, x, y are the target map/coordinates - needed for map tiling.
276     * the coordinates & map passed in should have been updated for tiling
277     * by the caller.
278     */
279    
280     int blocked_link(object *ob, mapstruct *m, int sx, int sy) {
281     object *tmp;
282     int mflags, blocked;
283    
284     /* Make sure the coordinates are valid - they should be, as caller should
285     * have already checked this.
286     */
287     if (OUT_OF_REAL_MAP(m, sx, sy)) {
288 root 1.10 LOG(llevError,"blocked_link: Passed map, x, y coordinates outside of map\n");
289     return 1;
290 elmex 1.1 }
291    
292     /* Save some cycles - instead of calling get_map_flags(), just get the value
293     * directly.
294     */
295     mflags = m->spaces[sx + m->width * sy].flags;
296    
297     blocked = GET_MAP_MOVE_BLOCK(m, sx, sy);
298    
299     /* If space is currently not blocked by anything, no need to
300     * go further. Not true for players - all sorts of special
301     * things we need to do for players.
302     */
303     if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
304    
305     /* if there isn't anytyhing alive on this space, and this space isn't
306     * otherwise blocked, we can return now. Only if there is a living
307     * creature do we need to investigate if it is part of this creature
308     * or another. Likewise, only if something is blocking us do we
309     * need to investigate if there is a special circumstance that would
310     * let the player through (inventory checkers for example)
311     */
312     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
313    
314     if(ob->head != NULL)
315 root 1.10 ob=ob->head;
316 elmex 1.1
317     /* We basically go through the stack of objects, and if there is
318     * some other object that has NO_PASS or FLAG_ALIVE set, return
319     * true. If we get through the entire stack, that must mean
320     * ob is blocking it, so return 0.
321     */
322     for(tmp = GET_MAP_OB(m,sx,sy); tmp!= NULL; tmp = tmp->above) {
323    
324 root 1.10 /* This must be before the checks below. Code for inventory checkers. */
325     if (tmp->type==CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) {
326     /* If last_sp is set, the player/monster needs an object,
327     * so we check for it. If they don't have it, they can't
328     * pass through this space.
329     */
330     if (tmp->last_sp) {
331     if (check_inv_recursive(ob,tmp)==NULL)
332     return 1;
333     else
334     continue;
335     } else {
336     /* In this case, the player must not have the object -
337     * if they do, they can't pass through.
338     */
339     if (check_inv_recursive(ob,tmp)!=NULL) /* player has object */
340     return 1;
341     else
342     continue;
343     }
344     } /* if check_inv */
345     else {
346     /* Broke apart a big nasty if into several here to make
347     * this more readable. first check - if the space blocks
348     * movement, can't move here.
349     * second - if a monster, can't move there, unles it is a
350     * hidden dm
351     */
352     if (OB_MOVE_BLOCK(ob, tmp)) return 1;
353     if (QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
354     tmp->type != DOOR && !(QUERY_FLAG(tmp,FLAG_WIZ) && tmp->contr->hidden))
355     return 1;
356     }
357 elmex 1.1
358     }
359     return 0;
360     }
361    
362    
363     /*
364     * Returns true if the given object can't fit in the given spot.
365     * This is meant for multi space objects - for single space objecs,
366     * just calling get_map_blocked and checking that against movement type
367     * of object. This function goes through all the parts of the
368     * multipart object and makes sure they can be inserted.
369     *
370     * While this doesn't call out of map, the get_map_flags does.
371     *
372     * This function has been used to deprecate arch_out_of_map -
373     * this function also does that check, and since in most cases,
374     * a call to one would follow the other, doesn't make a lot of sense to
375     * have two seperate functions for this.
376     *
377     * This returns nonzero if this arch can not go on the space provided,
378     * 0 otherwise. the return value will contain the P_.. value
379     * so the caller can know why this object can't go on the map.
380     * Note that callers should not expect P_NEW_MAP to be set
381     * in return codes - since the object is multispace - if
382     * we did return values, what do you return if half the object
383     * is one map, half on another.
384     *
385     * Note this used to be arch_blocked, but with new movement
386     * code, we need to have actual object to check its move_type
387     * against the move_block values.
388     */
389    
390     int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
391     archetype *tmp;
392     int flag;
393     mapstruct *m1;
394     sint16 sx, sy;
395    
396     if(ob==NULL) {
397 root 1.10 flag= get_map_flags(m,&m1, x,y, &sx, &sy);
398     if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
399 elmex 1.1
400 root 1.10 /* don't have object, so don't know what types would block */
401     return(GET_MAP_MOVE_BLOCK(m1, sx, sy));
402 elmex 1.1 }
403    
404     for(tmp=ob->arch; tmp!=NULL;tmp=tmp->more) {
405 root 1.10 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
406 elmex 1.1
407 root 1.10 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
408     if (flag & P_IS_ALIVE) return P_IS_ALIVE;
409 elmex 1.1
410 root 1.10 /* find_first_free_spot() calls this function. However, often
411     * ob doesn't have any move type (when used to place exits)
412 elmex 1.1 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
413 root 1.10 */
414 elmex 1.1
415 root 1.10 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
416 elmex 1.1
417 root 1.10 /* Note it is intentional that we check ob - the movement type of the
418     * head of the object should correspond for the entire object.
419     */
420     if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
421     return AB_NO_PASS;
422 elmex 1.1
423     }
424     return 0;
425     }
426    
427     /* When the map is loaded, load_object does not actually insert objects
428     * into inventory, but just links them. What this does is go through
429     * and insert them properly.
430     * The object 'container' is the object that contains the inventory.
431     * This is needed so that we can update the containers weight.
432     */
433    
434     void fix_container(object *container)
435     {
436     object *tmp=container->inv, *next;
437    
438     container->inv=NULL;
439     while (tmp!=NULL) {
440 root 1.10 next = tmp->below;
441     if (tmp->inv)
442     fix_container(tmp);
443     (void) insert_ob_in_ob(tmp,container);
444     tmp = next;
445 elmex 1.1 }
446     /* sum_weight will go through and calculate what all the containers are
447     * carrying.
448     */
449     sum_weight(container);
450     }
451    
452     /* link_multipart_objects go through all the objects on the map looking
453     * for objects whose arch says they are multipart yet according to the
454     * info we have, they only have the head (as would be expected when
455     * they are saved). We do have to look for the old maps that did save
456     * the more sections and not re-add sections for them.
457     */
458    
459     static void link_multipart_objects(mapstruct *m)
460     {
461     int x,y;
462     object *tmp, *op, *last, *above;
463 root 1.10 archetype *at;
464 elmex 1.1
465     for(x=0;x<MAP_WIDTH(m);x++)
466 root 1.10 for(y=0;y<MAP_HEIGHT(m);y++)
467     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
468     above=tmp->above;
469    
470     /* already multipart - don't do anything more */
471     if (tmp->head || tmp->more) continue;
472    
473     /* If there is nothing more to this object, this for loop
474     * won't do anything.
475     */
476     for (at = tmp->arch->more, last=tmp; at != NULL; at=at->more, last=op) {
477     op = arch_to_object(at);
478    
479     /* update x,y coordinates */
480     op->x += tmp->x;
481     op->y += tmp->y;
482     op->head = tmp;
483     op->map = m;
484     last->more = op;
485 root 1.20 op->name = tmp->name;
486     op->title = tmp->title;
487 root 1.10 /* we could link all the parts onto tmp, and then just
488     * call insert_ob_in_map once, but the effect is the same,
489     * as insert_ob_in_map will call itself with each part, and
490     * the coding is simpler to just to it here with each part.
491     */
492     insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON);
493     } /* for at = tmp->arch->more */
494     } /* for objects on this space */
495 elmex 1.1 }
496 root 1.10
497 elmex 1.1 /*
498     * Loads (ands parses) the objects into a given map from the specified
499     * file pointer.
500     * mapflags is the same as we get with load_original_map
501     */
502 root 1.24 void
503     load_objects (mapstruct *m, object_thawer &fp, int mapflags)
504     {
505     int i, j;
506     int unique;
507     object *op, *prev = NULL, *last_more = NULL, *otmp;
508 elmex 1.1
509 root 1.24 op = get_object ();
510     op->map = m; /* To handle buttons correctly */
511 elmex 1.1
512 root 1.24 while ((i = load_object (fp, op, mapflags)))
513     {
514     /* if the archetype for the object is null, means that we
515     * got an invalid object. Don't do anything with it - the game
516     * or editor will not be able to do anything with it either.
517     */
518     if (op->arch == NULL)
519     {
520     LOG (llevDebug, "Discarding object without arch: %s\n",
521     op->name ? (const char *) op->name : "(null)");
522     continue;
523 root 1.10 }
524    
525    
526 root 1.24 switch (i)
527     {
528 root 1.10 case LL_NORMAL:
529     /* if we are loading an overlay, put the floors on the bottom */
530 root 1.24 if ((QUERY_FLAG (op, FLAG_IS_FLOOR) ||
531     QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
532     insert_ob_in_map (op, m, op,
533     INS_NO_MERGE | INS_NO_WALK_ON |
534     INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
535 root 1.10 else
536 root 1.24 insert_ob_in_map (op, m, op,
537     INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP |
538     INS_MAP_LOAD);
539 root 1.10
540     if (op->inv)
541 root 1.24 sum_weight (op);
542 root 1.10
543 root 1.24 prev = op, last_more = op;
544 root 1.10 break;
545    
546     case LL_MORE:
547 root 1.24 insert_ob_in_map (op, m, op,
548     INS_NO_MERGE | INS_NO_WALK_ON |
549     INS_ABOVE_FLOOR_ONLY);
550     op->head = prev, last_more->more = op, last_more = op;
551 root 1.10 break;
552     }
553 root 1.24
554     if (mapflags & MAP_STYLE)
555     remove_from_active_list (op);
556    
557     op = get_object ();
558     op->map = m;
559 elmex 1.1 }
560 root 1.24
561     for (i = 0; i < m->width; i++)
562     {
563     for (j = 0; j < m->height; j++)
564     {
565     unique = 0;
566     /* check for unique items, or unique squares */
567     for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
568     {
569     if (QUERY_FLAG (otmp, FLAG_UNIQUE)
570     || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
571     unique = 1;
572     if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
573     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
574 root 1.10 }
575     }
576 elmex 1.1 }
577 root 1.24
578     free_object (op);
579     link_multipart_objects (m);
580 elmex 1.1 }
581    
582     /* This saves all the objects on the map in a non destructive fashion.
583     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
584     * and we only save the head of multi part objects - this is needed
585     * in order to do map tiling properly.
586     */
587 root 1.10 void save_objects (mapstruct *m, object_freezer &fp, object_freezer &fp2, int flag) {
588 elmex 1.1 int i, j = 0,unique=0;
589     object *op;
590     /* first pass - save one-part objects */
591     for(i = 0; i < MAP_WIDTH(m); i++)
592 root 1.10 for (j = 0; j < MAP_HEIGHT(m); j++) {
593     unique=0;
594     for(op = get_map_ob (m, i, j); op; op = op->above) {
595     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
596     unique=1;
597    
598     if(op->type == PLAYER) {
599     LOG(llevDebug, "Player on map that is being saved\n");
600     continue;
601     }
602 elmex 1.1
603 root 1.10 if (op->head || op->owner)
604     continue;
605    
606     if (unique || QUERY_FLAG(op, FLAG_UNIQUE))
607     save_object (fp2, op, 3);
608     else
609     if (flag == 0 ||
610     (flag == 2 && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) &&
611     !QUERY_FLAG(op, FLAG_UNPAID))))
612     save_object(fp, op, 3);
613    
614     } /* for this space */
615     } /* for this j */
616 elmex 1.1 }
617    
618     /*
619     * Allocates, initialises, and returns a pointer to a mapstruct.
620     * Modified to no longer take a path option which was not being
621     * used anyways. MSW 2001-07-01
622     */
623    
624     mapstruct *get_linked_map(void) {
625 root 1.20 mapstruct *map = new mapstruct;
626 elmex 1.1 mapstruct *mp;
627    
628     for(mp=first_map;mp!=NULL&&mp->next!=NULL;mp=mp->next);
629     if(mp==NULL)
630 root 1.10 first_map=map;
631 elmex 1.1 else
632 root 1.10 mp->next=map;
633 elmex 1.1
634     map->in_memory=MAP_SWAPPED;
635     /* The maps used to pick up default x and y values from the
636     * map archetype. Mimic that behaviour.
637     */
638     MAP_WIDTH(map)=16;
639     MAP_HEIGHT(map)=16;
640     MAP_RESET_TIMEOUT(map)=0;
641     MAP_TIMEOUT(map)=300;
642     MAP_ENTER_X(map)=0;
643     MAP_ENTER_Y(map)=0;
644 root 1.10 /*set part to -1 indicating conversion to weather map not yet done*/
645     MAP_WORLDPARTX(map)=-1;
646     MAP_WORLDPARTY(map)=-1;
647 elmex 1.1 return map;
648     }
649    
650     /*
651     * Allocates the arrays contained in a mapstruct.
652     * This basically allocates the dynamic array of spaces for the
653     * map.
654     */
655    
656     void allocate_map(mapstruct *m) {
657     m->in_memory = MAP_IN_MEMORY;
658     /* Log this condition and free the storage. We could I suppose
659     * realloc, but if the caller is presuming the data will be intact,
660     * that is their poor assumption.
661     */
662     if (m->spaces) {
663 root 1.10 LOG(llevError,"allocate_map called with already allocated map (%s)\n", m->path);
664     free(m->spaces);
665 elmex 1.1 }
666    
667     m->spaces = (MapSpace *) calloc(1, MAP_WIDTH(m) * MAP_HEIGHT(m) * sizeof(MapSpace));
668    
669     if(m->spaces==NULL)
670 root 1.10 fatal(OUT_OF_MEMORY);
671 elmex 1.1 }
672    
673     /* Create and returns a map of the specific size. Used
674     * in random map code and the editor.
675     */
676     mapstruct *get_empty_map(int sizex, int sizey) {
677     mapstruct *m = get_linked_map();
678     m->width = sizex;
679     m->height = sizey;
680     m->in_memory = MAP_SWAPPED;
681     allocate_map(m);
682     return m;
683     }
684    
685     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
686     * corresponding to that string. Memory is allocated for this, it must be freed
687     * at a later date.
688     * Called by parse_map_headers below.
689     */
690    
691     static shopitems *parse_shop_string (const char *input_string) {
692     char *shop_string, *p, *q, *next_semicolon, *next_colon;
693     shopitems *items=NULL;
694     int i=0, number_of_entries=0;
695     const typedata *current_type;
696    
697     shop_string=strdup_local(input_string);
698     p=shop_string;
699     /* first we'll count the entries, we'll need that for allocating the array shortly */
700     while (p) {
701 root 1.10 p=strchr(p, ';');
702     number_of_entries++;
703     if (p) p++;
704 elmex 1.1 }
705     p=shop_string;
706     strip_endline(p);
707 root 1.27 items = new shopitems [number_of_entries + 1];
708 elmex 1.1 for (i=0; i<number_of_entries; i++) {
709 root 1.10 if (!p) {
710     LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
711     break;
712     }
713     next_semicolon=strchr(p, ';');
714     next_colon=strchr(p, ':');
715     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
716     if (next_colon &&( !next_semicolon || next_colon<next_semicolon))
717     items[i].strength=atoi(strchr(p,':')+1);
718    
719     if (isdigit(*p) || *p=='*') {
720     items[i].typenum = atoi(p); /* atoi returns 0 when we have an asterisk */
721     current_type=get_typedata(items[i].typenum);
722     if (current_type) {
723     items[i].name=current_type->name;
724     items[i].name_pl=current_type->name_pl;
725     }
726     }
727     else { /*we have a named type, let's figure out what it is */
728     q=strpbrk(p,";:");
729     if (q) *q='\0';
730    
731     current_type=get_typedata_by_name(p);
732     if (current_type) {
733     items[i].name=current_type->name;
734     items[i].typenum=current_type->number;
735     items[i].name_pl=current_type->name_pl;
736     }
737     else { /* oh uh, something's wrong, let's free up this one, and try
738     * the next entry while we're at it, better print a warning
739     */
740     LOG(llevError, "invalid type %s defined in shopitems in string %s\n",
741     p, input_string);
742     }
743     }
744     items[i].index=number_of_entries;
745     if (next_semicolon) p=++next_semicolon;
746     else p=NULL;
747 elmex 1.1 }
748     free(shop_string);
749     return items;
750     }
751    
752     /* opposite of parse string, this puts the string that was originally fed in to
753     * the map (or something equivilent) into output_string. */
754     static void print_shop_string(mapstruct *m, char *output_string) {
755     int i;
756     char tmp[MAX_BUF];
757     strcpy(output_string, "");
758     for (i=0; i< m->shopitems[0].index; i++) {
759 root 1.10 if (m->shopitems[i].typenum) {
760     if (m->shopitems[i].strength) {
761     sprintf(tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
762     }
763     else sprintf(tmp, "%s;", m->shopitems[i].name);
764     }
765     else {
766     if (m->shopitems[i].strength) {
767     sprintf(tmp, "*:%d;", m->shopitems[i].strength);
768     }
769     else sprintf(tmp, "*");
770     }
771     strcat(output_string, tmp);
772 elmex 1.1 }
773     }
774    
775     /* This loads the header information of the map. The header
776     * contains things like difficulty, size, timeout, etc.
777     * this used to be stored in the map object, but with the
778     * addition of tiling, fields beyond that easily named in an
779     * object structure were needed, so it just made sense to
780     * put all the stuff in the map object so that names actually make
781     * sense.
782     * This could be done in lex (like the object loader), but I think
783     * currently, there are few enough fields this is not a big deal.
784     * MSW 2001-07-01
785     * return 0 on success, 1 on failure.
786     */
787    
788 root 1.11 static int load_map_header(object_thawer &fp, mapstruct *m)
789 elmex 1.1 {
790     char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
791     int msgpos=0;
792     int maplorepos=0;
793    
794     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
795 root 1.10 buf[HUGE_BUF-1] = 0;
796     key = buf;
797     while (isspace(*key)) key++;
798     if (*key == 0) continue; /* empty line */
799     value = strchr(key, ' ');
800     if (!value) {
801     end = strchr(key, '\n');
802     if (end != NULL) {
803     *end = 0;
804     }
805     } else {
806     *value = 0;
807     value++;
808     end = strchr(value, '\n');
809     while (isspace(*value)) {
810     value++;
811     if (*value == '\0' || value == end) {
812     /* Nothing but spaces. */
813     value = NULL;
814     break;
815     }
816     }
817     }
818 root 1.22
819 root 1.10 if (!end) {
820     LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n",
821     buf);
822     return 1;
823     }
824    
825     /* key is the field name, value is what it should be set
826     * to. We've already done the work to null terminate key,
827     * and strip off any leading spaces for both of these.
828     * We have not touched the newline at the end of the line -
829     * these are needed for some values. the end pointer
830     * points to the first of the newlines.
831     * value could be NULL! It would be easy enough to just point
832     * this to "" to prevent cores, but that would let more errors slide
833     * through.
834     *
835     * First check for entries that do not use the value parameter, then
836     * validate that value is given and check for the remaining entries
837     * that use the parameter.
838     */
839    
840     if (!strcmp(key,"msg")) {
841     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
842     if (!strcmp(buf,"endmsg\n")) break;
843     else {
844     /* slightly more efficient than strcat */
845     strcpy(msgbuf+msgpos, buf);
846     msgpos += strlen(buf);
847     }
848     }
849     /* There are lots of maps that have empty messages (eg, msg/endmsg
850     * with nothing between). There is no reason in those cases to
851 elmex 1.1 * keep the empty message. Also, msgbuf contains garbage data
852 root 1.10 * when msgpos is zero, so copying it results in crashes
853     */
854     if (msgpos != 0)
855     m->msg = strdup_local(msgbuf);
856     }
857     else if (!strcmp(key,"maplore")) {
858     while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
859     if (!strcmp(buf,"endmaplore\n")) break;
860     else {
861     /* slightly more efficient than strcat */
862     strcpy(maplorebuf+maplorepos, buf);
863     maplorepos += strlen(buf);
864     }
865     }
866     if (maplorepos != 0)
867     m->maplore = strdup_local(maplorebuf);
868     }
869     else if (!strcmp(key,"end")) {
870     break;
871     }
872     else if (value == NULL) {
873     LOG(llevError, "Got '%s' line without parameter in map header\n", key);
874     }
875     else if (!strcmp(key, "arch")) {
876     /* This is an oddity, but not something we care about much. */
877     if (strcmp(value,"map\n"))
878     LOG(llevError,"loading map and got a non 'arch map' line(%s %s)?\n",key,value);
879     }
880     else if (!strcmp(key,"name")) {
881     *end=0;
882     m->name = strdup_local(value);
883     }
884     /* first strcmp value on these are old names supported
885     * for compatibility reasons. The new values (second) are
886     * what really should be used.
887     */
888 root 1.11 else if (!strcmp(key,"oid")) {
889     fp.get (m, atoi(value));
890 root 1.12 } else if (!strcmp(key, "attach")) {
891 root 1.20 m->attach = value;
892 root 1.11 } else if (!strcmp(key,"hp") || !strcmp(key, "enter_x")) {
893 root 1.10 m->enter_x = atoi(value);
894     } else if (!strcmp(key,"sp") || !strcmp(key, "enter_y")) {
895     m->enter_y = atoi(value);
896     } else if (!strcmp(key,"x") || !strcmp(key, "width")) {
897     m->width = atoi(value);
898     } else if (!strcmp(key,"y") || !strcmp(key, "height")) {
899     m->height = atoi(value);
900     } else if (!strcmp(key,"weight") || !strcmp(key, "reset_timeout")) {
901     m->reset_timeout = atoi(value);
902     } else if (!strcmp(key,"value") || !strcmp(key, "swap_time")) {
903     m->timeout = atoi(value);
904     } else if (!strcmp(key,"level") || !strcmp(key, "difficulty")) {
905     m->difficulty = atoi(value);
906     } else if (!strcmp(key,"invisible") || !strcmp(key, "darkness")) {
907     m->darkness = atoi(value);
908     } else if (!strcmp(key,"stand_still") || !strcmp(key, "fixed_resettime")) {
909     m->fixed_resettime = atoi(value);
910     } else if (!strcmp(key,"unique")) {
911     m->unique = atoi(value);
912     } else if (!strcmp(key,"template")) {
913     m->templatemap = atoi(value);
914     } else if (!strcmp(key,"region")) {
915     m->region = get_region_by_name(value);
916     } else if (!strcmp(key,"shopitems")) {
917     *end=0;
918     m->shopitems = parse_shop_string(value);
919     } else if (!strcmp(key,"shopgreed")) {
920     m->shopgreed = atof(value);
921     } else if (!strcmp(key,"shopmin")) {
922     m->shopmin = atol(value);
923     } else if (!strcmp(key,"shopmax")) {
924     m->shopmax = atol(value);
925     } else if (!strcmp(key,"shoprace")) {
926     *end=0;
927     m->shoprace = strdup_local(value);
928     } else if (!strcmp(key,"outdoor")) {
929     m->outdoor = atoi(value);
930     } else if (!strcmp(key, "temp")) {
931     m->temp = atoi(value);
932     } else if (!strcmp(key, "pressure")) {
933     m->pressure = atoi(value);
934     } else if (!strcmp(key, "humid")) {
935     m->humid = atoi(value);
936     } else if (!strcmp(key, "windspeed")) {
937     m->windspeed = atoi(value);
938     } else if (!strcmp(key, "winddir")) {
939     m->winddir = atoi(value);
940     } else if (!strcmp(key, "sky")) {
941     m->sky = atoi(value);
942     } else if (!strcmp(key, "nosmooth")) {
943     m->nosmooth = atoi(value);
944     }
945     else if (!strncmp(key,"tile_path_", 10)) {
946     int tile=atoi(key+10);
947    
948     if (tile<1 || tile>4) {
949     LOG(llevError,"load_map_header: tile location %d out of bounds (%s)\n",
950     tile, m->path);
951     } else {
952     char *path;
953    
954     *end = 0;
955    
956     if (m->tile_path[tile-1]) {
957     LOG(llevError,"load_map_header: tile location %d duplicated (%s)\n",
958     tile, m->path);
959     free(m->tile_path[tile-1]);
960     m->tile_path[tile-1] = NULL;
961     }
962    
963     if (check_path(value, 1) != -1) {
964     /* The unadorned path works. */
965     path = value;
966     } else {
967     /* Try again; it could be a relative exit. */
968 elmex 1.1
969 root 1.10 path = path_combine_and_normalize(m->path, value);
970 elmex 1.1
971     if (check_path(path, 1) == -1) {
972     LOG(llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
973     path = NULL;
974 root 1.10 }
975     }
976 elmex 1.1
977 root 1.10 if (editor) {
978     /* Use the value as in the file. */
979     m->tile_path[tile-1] = strdup_local(value);
980     } else if (path != NULL) {
981     /* Use the normalized value. */
982     m->tile_path[tile-1] = strdup_local(path);
983     }
984     } /* end if tile direction (in)valid */
985     }
986     else {
987     LOG(llevError,"Got unknown value in map header: %s %s\n", key, value);
988     }
989 elmex 1.1 }
990     if (!key || strcmp(key,"end")) {
991 root 1.10 LOG(llevError,"Got premature eof on map header!\n");
992     return 1;
993 elmex 1.1 }
994     return 0;
995     }
996    
997     /*
998     * Opens the file "filename" and reads information about the map
999     * from the given file, and stores it in a newly allocated
1000     * mapstruct. A pointer to this structure is returned, or NULL on failure.
1001     * flags correspond to those in map.h. Main ones used are
1002     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1003     * MAP_BLOCK, in which case we block on this load. This happens in all
1004     * cases, no matter if this flag is set or not.
1005     * MAP_STYLE: style map - don't add active objects, don't add to server
1006 root 1.10 * managed map list.
1007 elmex 1.1 */
1008    
1009     mapstruct *load_original_map(const char *filename, int flags) {
1010     mapstruct *m;
1011     char pathname[MAX_BUF];
1012    
1013     if (flags & MAP_PLAYER_UNIQUE)
1014 root 1.10 strcpy(pathname, filename);
1015 elmex 1.1 else if (flags & MAP_OVERLAY)
1016 root 1.10 strcpy(pathname, create_overlay_pathname(filename));
1017 elmex 1.1 else
1018 root 1.10 strcpy(pathname, create_pathname(filename));
1019 elmex 1.1
1020 root 1.22 LOG(llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1021    
1022 root 1.14 object_thawer thawer (pathname);
1023 elmex 1.1
1024 root 1.14 if (!thawer)
1025     return 0;
1026 root 1.9
1027 elmex 1.1 m = get_linked_map();
1028    
1029     strcpy (m->path, filename);
1030 root 1.11 if (load_map_header(thawer, m)) {
1031 root 1.10 LOG(llevError,"Error loading map header for %s, flags=%d\n",
1032     filename, flags);
1033     delete_map(m);
1034     return NULL;
1035 elmex 1.1 }
1036    
1037     allocate_map(m);
1038    
1039     m->in_memory=MAP_LOADING;
1040 root 1.10 load_objects (m, thawer, flags & (MAP_BLOCK|MAP_STYLE));
1041 root 1.14
1042 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1043     if (!MAP_DIFFICULTY(m))
1044 root 1.10 MAP_DIFFICULTY(m)=calculate_difficulty(m);
1045 elmex 1.1 set_map_reset_time(m);
1046 root 1.12 m->instantiate ();
1047 elmex 1.1 return (m);
1048     }
1049    
1050     /*
1051     * Loads a map, which has been loaded earlier, from file.
1052     * Return the map object we load into (this can change from the passed
1053     * option if we can't find the original map)
1054     */
1055    
1056     static mapstruct *load_temporary_map(mapstruct *m) {
1057     char buf[MAX_BUF];
1058    
1059     if (!m->tmpname) {
1060 root 1.10 LOG(llevError, "No temporary filename for map %s\n", m->path);
1061     strcpy(buf, m->path);
1062     delete_map(m);
1063 elmex 1.1 m = load_original_map(buf, 0);
1064 root 1.10 if(m==NULL) return NULL;
1065     fix_auto_apply(m); /* Chests which open as default */
1066     return m;
1067 elmex 1.1 }
1068    
1069 root 1.14 object_thawer thawer (m->tmpname);
1070    
1071     if (!thawer)
1072     {
1073     strcpy (buf, m->path);
1074     delete_map (m);
1075     m = load_original_map (buf, 0);
1076     if (!m) return NULL;
1077     fix_auto_apply (m); /* Chests which open as default */
1078 root 1.10 return m;
1079 root 1.14 }
1080 elmex 1.1
1081 root 1.10 if (load_map_header(thawer, m)) {
1082     LOG(llevError,"Error loading map header for %s (%s)\n",
1083     m->path, m->tmpname);
1084     delete_map(m);
1085 elmex 1.1 m = load_original_map(m->path, 0);
1086 root 1.10 return NULL;
1087 elmex 1.1 }
1088     allocate_map(m);
1089    
1090     m->in_memory=MAP_LOADING;
1091 root 1.10 load_objects (m, thawer, 0);
1092 root 1.14
1093 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1094 root 1.8 INVOKE_MAP (SWAPIN, m);
1095 elmex 1.1 return m;
1096     }
1097    
1098     /*
1099     * Loads a map, which has been loaded earlier, from file.
1100     * Return the map object we load into (this can change from the passed
1101     * option if we can't find the original map)
1102     */
1103    
1104     mapstruct *load_overlay_map(const char *filename, mapstruct *m) {
1105     char pathname[MAX_BUF];
1106    
1107     strcpy(pathname, create_overlay_pathname(filename));
1108    
1109 root 1.14 object_thawer thawer (pathname);
1110 root 1.9
1111 root 1.14 if (!thawer)
1112     return m;
1113 elmex 1.1
1114 root 1.10 if (load_map_header(thawer, m)) {
1115     LOG(llevError,"Error loading map header for overlay %s (%s)\n",
1116     m->path, pathname);
1117     delete_map(m);
1118 elmex 1.1 m = load_original_map(m->path, 0);
1119 root 1.10 return NULL;
1120 elmex 1.1 }
1121     /*allocate_map(m);*/
1122    
1123     m->in_memory=MAP_LOADING;
1124 root 1.10 load_objects (m, thawer, MAP_OVERLAY);
1125 root 1.14
1126 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1127     return m;
1128     }
1129    
1130     /******************************************************************************
1131     * This is the start of unique map handling code
1132     *****************************************************************************/
1133    
1134     /* This goes through map 'm' and removed any unique items on the map. */
1135     static void delete_unique_items(mapstruct *m)
1136     {
1137     int i,j,unique;
1138     object *op, *next;
1139    
1140     for(i=0; i<MAP_WIDTH(m); i++)
1141 root 1.10 for(j=0; j<MAP_HEIGHT(m); j++) {
1142     unique=0;
1143     for (op=get_map_ob(m, i, j); op; op=next) {
1144     next = op->above;
1145     if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
1146     unique=1;
1147     if(op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) {
1148     clean_object(op);
1149     if (QUERY_FLAG(op, FLAG_IS_LINKED))
1150     remove_button_link(op);
1151     remove_ob(op);
1152     free_object(op);
1153     }
1154     }
1155     }
1156 elmex 1.1 }
1157    
1158    
1159     /*
1160     * Loads unique objects from file(s) into the map which is in memory
1161     * m is the map to load unique items into.
1162     */
1163     static void load_unique_objects(mapstruct *m) {
1164 root 1.14 int count;
1165 elmex 1.1 char firstname[MAX_BUF];
1166    
1167     for (count=0; count<10; count++) {
1168 root 1.10 sprintf(firstname, "%s.v%02d", create_items_path(m->path), count);
1169     if (!access(firstname, R_OK)) break;
1170 elmex 1.1 }
1171     /* If we get here, we did not find any map */
1172     if (count==10) return;
1173    
1174 root 1.14 object_thawer thawer (firstname);
1175 root 1.9
1176 root 1.15 if (!thawer)
1177     return;
1178    
1179 elmex 1.1 m->in_memory=MAP_LOADING;
1180     if (m->tmpname == NULL) /* if we have loaded unique items from */
1181     delete_unique_items(m); /* original map before, don't duplicate them */
1182 root 1.10 load_objects (m, thawer, 0);
1183 root 1.14
1184 elmex 1.1 m->in_memory=MAP_IN_MEMORY;
1185     }
1186    
1187    
1188     /*
1189     * Saves a map to file. If flag is set, it is saved into the same
1190     * file it was (originally) loaded from. Otherwise a temporary
1191     * filename will be genarated, and the file will be stored there.
1192     * The temporary filename will be stored in the mapstructure.
1193     * If the map is unique, we also save to the filename in the map
1194     * (this should have been updated when first loaded)
1195     */
1196    
1197 root 1.10 int
1198     new_save_map (mapstruct * m, int flag)
1199     {
1200 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1201 root 1.10 int i;
1202    
1203     if (flag && !*m->path)
1204     {
1205     LOG (llevError, "Tried to save map without path.\n");
1206     return -1;
1207 elmex 1.1 }
1208 root 1.10
1209     if (flag || (m->unique) || (m->templatemap))
1210     {
1211     if (!m->unique && !m->templatemap)
1212     { /* flag is set */
1213     if (flag == 2)
1214     strcpy (filename, create_overlay_pathname (m->path));
1215     else
1216     strcpy (filename, create_pathname (m->path));
1217     }
1218     else
1219     strcpy (filename, m->path);
1220    
1221     make_path_to_file (filename);
1222 elmex 1.1 }
1223 root 1.10 else
1224     {
1225     if (!m->tmpname)
1226     m->tmpname = tempnam_local (settings.tmpdir, NULL);
1227 root 1.17
1228 root 1.10 strcpy (filename, m->tmpname);
1229     }
1230    
1231     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1232     m->in_memory = MAP_SAVING;
1233    
1234 root 1.17 object_freezer freezer;
1235 root 1.10
1236     /* legacy */
1237 root 1.17 fprintf (freezer, "arch map\n");
1238 root 1.10 if (m->name)
1239 root 1.17 fprintf (freezer, "name %s\n", m->name);
1240 root 1.10 if (!flag)
1241 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1242 root 1.10 if (m->reset_timeout)
1243 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1244 root 1.10 if (m->fixed_resettime)
1245 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1246 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1247     * or a difficulty value we generated when the map was first loaded
1248     */
1249     if (m->difficulty)
1250 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1251 root 1.10 if (m->region)
1252 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1253 root 1.10 if (m->shopitems)
1254     {
1255     print_shop_string (m, shop);
1256 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1257 elmex 1.1 }
1258 root 1.10 if (m->shopgreed)
1259 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1260 elmex 1.1 #ifndef WIN32
1261 root 1.10 if (m->shopmin)
1262 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1263 root 1.10 if (m->shopmax)
1264 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1265 elmex 1.1 #else
1266 root 1.10 if (m->shopmin)
1267 root 1.17 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1268 root 1.10 if (m->shopmax)
1269 root 1.17 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1270 elmex 1.1 #endif
1271 root 1.10 if (m->shoprace)
1272 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1273 root 1.10 if (m->darkness)
1274 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1275 root 1.10 if (m->width)
1276 root 1.17 fprintf (freezer, "width %d\n", m->width);
1277 root 1.10 if (m->height)
1278 root 1.17 fprintf (freezer, "height %d\n", m->height);
1279 root 1.10 if (m->enter_x)
1280 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1281 root 1.10 if (m->enter_y)
1282 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1283 root 1.10 if (m->msg)
1284 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1285 root 1.10 if (m->maplore)
1286 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1287 root 1.10 if (m->unique)
1288 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1289 root 1.10 if (m->templatemap)
1290 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1291 root 1.10 if (m->outdoor)
1292 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1293 root 1.10 if (m->temp)
1294 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1295 root 1.10 if (m->pressure)
1296 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1297 root 1.10 if (m->humid)
1298 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1299 root 1.10 if (m->windspeed)
1300 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1301 root 1.10 if (m->winddir)
1302 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1303 root 1.10 if (m->sky)
1304 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1305 root 1.10 if (m->nosmooth)
1306 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1307 root 1.10
1308     /* Save any tiling information, except on overlays */
1309     if (flag != 2)
1310     for (i = 0; i < 4; i++)
1311     if (m->tile_path[i])
1312 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1313 root 1.10
1314 root 1.17 freezer.put (m);
1315     fprintf (freezer, "end\n");
1316 root 1.10
1317     /* In the game save unique items in the different file, but
1318     * in the editor save them to the normal map file.
1319     * If unique map, save files in the proper destination (set by
1320     * player)
1321     */
1322     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1323     {
1324 root 1.17 object_freezer unique;
1325 elmex 1.1
1326 root 1.10 if (flag == 2)
1327 root 1.17 save_objects (m, freezer, unique, 2);
1328 root 1.10 else
1329 root 1.17 save_objects (m, freezer, unique, 0);
1330    
1331     sprintf (buf, "%s.v00", create_items_path (m->path));
1332    
1333     unique.save (buf);
1334 root 1.10 }
1335     else
1336     { /* save same file when not playing, like in editor */
1337 root 1.17 save_objects (m, freezer, freezer, 0);
1338 root 1.10 }
1339 elmex 1.6
1340 root 1.17 freezer.save (filename);
1341    
1342 root 1.10 return 0;
1343 elmex 1.1 }
1344    
1345    
1346     /*
1347     * Remove and free all objects in the inventory of the given object.
1348     * object.c ?
1349     */
1350    
1351     void clean_object(object *op)
1352     {
1353     object *tmp, *next;
1354    
1355     for(tmp = op->inv; tmp; tmp = next)
1356     {
1357 root 1.10 next = tmp->below;
1358     clean_object(tmp);
1359     if (QUERY_FLAG(tmp, FLAG_IS_LINKED))
1360     remove_button_link(tmp);
1361     remove_ob(tmp);
1362     free_object(tmp);
1363 elmex 1.1 }
1364     }
1365    
1366     /*
1367     * Remove and free all objects in the given map.
1368     */
1369    
1370     void free_all_objects(mapstruct *m) {
1371     int i,j;
1372     object *op;
1373    
1374     for(i=0;i<MAP_WIDTH(m);i++)
1375 root 1.10 for(j=0;j<MAP_HEIGHT(m);j++) {
1376     object *previous_obj=NULL;
1377     while((op=GET_MAP_OB(m,i,j))!=NULL) {
1378     if (op==previous_obj) {
1379     LOG(llevDebug, "free_all_objects: Link error, bailing out.\n");
1380     break;
1381     }
1382     previous_obj=op;
1383     if(op->head!=NULL)
1384     op = op->head;
1385    
1386     /* If the map isn't in memory, free_object will remove and
1387     * free objects in op's inventory. So let it do the job.
1388     */
1389     if (m->in_memory==MAP_IN_MEMORY)
1390     clean_object(op);
1391     remove_ob(op);
1392     free_object(op);
1393     }
1394     }
1395 elmex 1.1 }
1396    
1397     /*
1398     * Frees everything allocated by the given mapstructure.
1399     * don't free tmpname - our caller is left to do that
1400     */
1401    
1402     void free_map(mapstruct *m,int flag) {
1403     int i;
1404    
1405     if (!m->in_memory) {
1406 root 1.10 LOG(llevError,"Trying to free freed map.\n");
1407     return;
1408 elmex 1.1 }
1409     if (flag && m->spaces) free_all_objects(m);
1410     if (m->name) FREE_AND_CLEAR(m->name);
1411     if (m->spaces) FREE_AND_CLEAR(m->spaces);
1412     if (m->msg) FREE_AND_CLEAR(m->msg);
1413     if (m->maplore) FREE_AND_CLEAR(m->maplore);
1414 root 1.27 if (m->shopitems) delete [] m->shopitems; m->shopitems = 0;
1415 elmex 1.1 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1416     if (m->buttons)
1417 root 1.10 free_objectlinkpt(m->buttons);
1418 elmex 1.1 m->buttons = NULL;
1419     for (i=0; i<4; i++) {
1420 root 1.10 if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]);
1421     m->tile_map[i] = NULL;
1422 elmex 1.1 }
1423     m->in_memory = MAP_SWAPPED;
1424     }
1425    
1426     /*
1427     * function: vanish mapstruct
1428     * m : pointer to mapstruct, if NULL no action
1429     * this deletes all the data on the map (freeing pointers)
1430     * and then removes this map from the global linked list of maps.
1431     */
1432    
1433     void delete_map(mapstruct *m) {
1434     mapstruct *tmp, *last;
1435     int i;
1436    
1437     if (!m)
1438     return;
1439 root 1.11
1440     m->clear ();
1441    
1442 elmex 1.1 if (m->in_memory == MAP_IN_MEMORY) {
1443 root 1.10 /* change to MAP_SAVING, even though we are not,
1444     * so that remove_ob doesn't do as much work.
1445     */
1446     m->in_memory = MAP_SAVING;
1447     free_map (m, 1);
1448 elmex 1.1 }
1449     /* move this out of free_map, since tmpname can still be needed if
1450     * the map is swapped out.
1451     */
1452     if (m->tmpname) {
1453 root 1.10 free(m->tmpname);
1454     m->tmpname=NULL;
1455 elmex 1.1 }
1456     last = NULL;
1457     /* We need to look through all the maps and see if any maps
1458     * are pointing at this one for tiling information. Since
1459     * tiling can be assymetric, we just can not look to see which
1460     * maps this map tiles with and clears those.
1461     */
1462     for (tmp = first_map; tmp != NULL; tmp = tmp->next) {
1463 root 1.10 if (tmp->next == m) last = tmp;
1464 elmex 1.1
1465 root 1.10 /* This should hopefully get unrolled on a decent compiler */
1466     for (i=0; i<4; i++)
1467     if (tmp->tile_map[i] == m) tmp->tile_map[i]=NULL;
1468 elmex 1.1 }
1469    
1470     /* If last is null, then this should be the first map in the list */
1471     if (!last) {
1472 root 1.10 if (m == first_map)
1473     first_map = m->next;
1474     else
1475     /* m->path is a static char, so should hopefully still have
1476     * some useful data in it.
1477     */
1478     LOG(llevError,"delete_map: Unable to find map %s in list\n",
1479     m->path);
1480 elmex 1.1 }
1481     else
1482 root 1.10 last->next = m->next;
1483 elmex 1.1
1484 root 1.20 delete m;
1485 elmex 1.1 }
1486    
1487    
1488    
1489     /*
1490     * Makes sure the given map is loaded and swapped in.
1491     * name is path name of the map.
1492     * flags meaning:
1493     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1494     * and don't do unique items or the like.
1495     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1496     * dont do any more name translation on it.
1497     *
1498     * Returns a pointer to the given map.
1499     */
1500    
1501     mapstruct *ready_map_name(const char *name, int flags) {
1502     mapstruct *m;
1503    
1504     if (!name)
1505     return (NULL);
1506    
1507     /* Have we been at this level before? */
1508     m = has_been_loaded (name);
1509    
1510     /* Map is good to go, so just return it */
1511     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) {
1512 root 1.10 return m;
1513 elmex 1.1 }
1514    
1515     /* unique maps always get loaded from their original location, and never
1516     * a temp location. Likewise, if map_flush is set, or we have never loaded
1517     * this map, load it now. I removed the reset checking from here -
1518     * it seems the probability of a player trying to enter a map that should
1519     * reset but hasn't yet is quite low, and removing that makes this function
1520     * a bit cleaner (and players probably shouldn't rely on exact timing for
1521     * resets in any case - if they really care, they should use the 'maps command.
1522     */
1523     if ((flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) {
1524    
1525 root 1.10 /* first visit or time to reset */
1526     if (m) {
1527     clean_tmp_map(m); /* Doesn't make much difference */
1528     delete_map(m);
1529     }
1530    
1531     /* create and load a map */
1532     if (flags & MAP_PLAYER_UNIQUE)
1533     LOG(llevDebug, "Trying to load map %s.\n", name);
1534     else
1535     LOG(llevDebug, "Trying to load map %s.\n", create_pathname(name));
1536    
1537 root 1.25 //eval_pv ("$x = Event::time", 1);//D
1538 root 1.10 if (!(m = load_original_map(name, (flags & MAP_PLAYER_UNIQUE))))
1539     return (NULL);
1540 root 1.25 //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1541 root 1.10
1542     fix_auto_apply(m); /* Chests which open as default */
1543    
1544     /* If a player unique map, no extra unique object file to load.
1545     * if from the editor, likewise.
1546     */
1547 root 1.24 if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE)))
1548 root 1.10 load_unique_objects(m);
1549    
1550     if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) {
1551     m=load_overlay_map(name, m);
1552     if (m==NULL)
1553     return NULL;
1554     }
1555 elmex 1.1
1556 root 1.15 if (flags & MAP_PLAYER_UNIQUE)
1557     INVOKE_MAP (SWAPIN, m);
1558    
1559 elmex 1.1 } else {
1560 root 1.10 /* If in this loop, we found a temporary map, so load it up. */
1561 elmex 1.1
1562 root 1.10 m=load_temporary_map (m);
1563 elmex 1.1 if(m==NULL) return NULL;
1564 root 1.10 load_unique_objects(m);
1565 elmex 1.1
1566 root 1.10 clean_tmp_map(m);
1567     m->in_memory = MAP_IN_MEMORY;
1568     /* tempnam() on sun systems (probably others) uses malloc
1569     * to allocated space for the string. Free it here.
1570     * In some cases, load_temporary_map above won't find the
1571     * temporary map, and so has reloaded a new map. If that
1572     * is the case, tmpname is now null
1573     */
1574     if (m->tmpname) free(m->tmpname);
1575     m->tmpname = NULL;
1576     /* It's going to be saved anew anyway */
1577 elmex 1.1 }
1578    
1579     /* Below here is stuff common to both first time loaded maps and
1580     * temp maps.
1581     */
1582    
1583     decay_objects(m); /* start the decay */
1584     /* In case other objects press some buttons down */
1585     update_buttons(m);
1586     if (m->outdoor)
1587 root 1.10 set_darkness_map(m);
1588 elmex 1.1 /* run the weather over this map */
1589     weather_effect(name);
1590     return m;
1591     }
1592    
1593    
1594     /*
1595     * This routine is supposed to find out the difficulty of the map.
1596     * difficulty does not have a lot to do with character level,
1597     * but does have a lot to do with treasure on the map.
1598     *
1599     * Difficulty can now be set by the map creature. If the value stored
1600     * in the map is zero, then use this routine. Maps should really
1601     * have a difficulty set than using this function - human calculation
1602     * is much better than this functions guesswork.
1603     */
1604    
1605     int calculate_difficulty(mapstruct *m) {
1606     object *op;
1607     archetype *at;
1608 pippijn 1.26 int x, y, i;
1609 elmex 1.1 long monster_cnt = 0;
1610     double avgexp = 0;
1611     sint64 total_exp = 0;
1612    
1613     if (MAP_DIFFICULTY (m))
1614     {
1615     LOG(llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1616     return MAP_DIFFICULTY (m);
1617     }
1618    
1619     for(x = 0; x < MAP_WIDTH(m); x++)
1620     for(y = 0; y < MAP_HEIGHT(m); y++)
1621     for(op = get_map_ob(m, x, y); op != NULL; op = op->above)
1622     {
1623     if(QUERY_FLAG (op, FLAG_MONSTER))
1624     {
1625     total_exp += op->stats.exp;
1626     monster_cnt++;
1627     }
1628    
1629     if(QUERY_FLAG (op, FLAG_GENERATOR))
1630     {
1631     total_exp += op->stats.exp;
1632     at = type_to_archetype(GENERATE_TYPE (op));
1633    
1634     if(at != NULL)
1635     total_exp += at->clone.stats.exp * 8;
1636    
1637     monster_cnt++;
1638     }
1639     }
1640    
1641     avgexp = (double) total_exp / monster_cnt;
1642    
1643     for (i = 1; i <= settings.max_level; i++)
1644     {
1645     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1646     {
1647     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1648     return i;
1649     }
1650     }
1651    
1652     return 1;
1653     }
1654    
1655     void clean_tmp_map(mapstruct *m) {
1656     if(m->tmpname == NULL)
1657 root 1.10 return;
1658 root 1.8 INVOKE_MAP (CLEAN, m);
1659 elmex 1.1 (void) unlink(m->tmpname);
1660     }
1661    
1662     void free_all_maps(void)
1663     {
1664     int real_maps=0;
1665    
1666     while (first_map) {
1667 root 1.10 /* I think some of the callers above before it gets here set this to be
1668     * saving, but we still want to free this data
1669     */
1670     if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY;
1671     delete_map(first_map);
1672     real_maps++;
1673 elmex 1.1 }
1674     LOG(llevDebug,"free_all_maps: Freed %d maps\n", real_maps);
1675     }
1676    
1677     /* change_map_light() - used to change map light level (darkness)
1678     * up or down. Returns true if successful. It should now be
1679     * possible to change a value by more than 1.
1680     * Move this from los.c to map.c since this is more related
1681     * to maps than los.
1682     * postive values make it darker, negative make it brighter
1683     */
1684    
1685     int change_map_light(mapstruct *m, int change) {
1686     int new_level = m->darkness + change;
1687    
1688     /* Nothing to do */
1689     if(!change || (new_level <= 0 && m->darkness == 0) ||
1690     (new_level >= MAX_DARKNESS && m->darkness >=MAX_DARKNESS)) {
1691     return 0;
1692     }
1693    
1694     /* inform all players on the map */
1695     if (change>0)
1696 root 1.10 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes darker.");
1697 elmex 1.1 else
1698 root 1.10 new_info_map(NDI_BLACK|NDI_UNIQUE, m,"It becomes brighter.");
1699 elmex 1.1
1700     /* Do extra checking. since m->darkness is a unsigned value,
1701     * we need to be extra careful about negative values.
1702     * In general, the checks below are only needed if change
1703     * is not +/-1
1704     */
1705     if (new_level < 0) m->darkness = 0;
1706     else if (new_level >=MAX_DARKNESS) m->darkness = MAX_DARKNESS;
1707     else m->darkness=new_level;
1708    
1709     /* All clients need to get re-updated for the change */
1710     update_all_map_los(m);
1711     return 1;
1712     }
1713    
1714    
1715     /*
1716     * This function updates various attributes about a specific space
1717     * on the map (what it looks like, whether it blocks magic,
1718     * has a living creatures, prevents people from passing
1719     * through, etc)
1720     */
1721     void update_position (mapstruct *m, int x, int y) {
1722     object *tmp, *last = NULL;
1723     uint8 flags = 0, oldflags, light=0, anywhere=0;
1724     New_Face *top,*floor, *middle;
1725     object *top_obj, *floor_obj, *middle_obj;
1726 root 1.10 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1727 elmex 1.1
1728     oldflags = GET_MAP_FLAGS(m,x,y);
1729     if (!(oldflags & P_NEED_UPDATE)) {
1730 root 1.10 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1731     m->path, x, y);
1732     return;
1733 elmex 1.1 }
1734    
1735     middle=blank_face;
1736     top=blank_face;
1737     floor=blank_face;
1738    
1739     middle_obj = NULL;
1740     top_obj = NULL;
1741     floor_obj = NULL;
1742    
1743     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above) {
1744    
1745 root 1.10 /* This could be made additive I guess (two lights better than
1746     * one). But if so, it shouldn't be a simple additive - 2
1747     * light bulbs do not illuminate twice as far as once since
1748     * it is a disapation factor that is squared (or is it cubed?)
1749     */
1750     if (tmp->glow_radius > light) light = tmp->glow_radius;
1751    
1752     /* This call is needed in order to update objects the player
1753     * is standing in that have animations (ie, grass, fire, etc).
1754     * However, it also causes the look window to be re-drawn
1755     * 3 times each time the player moves, because many of the
1756     * functions the move_player calls eventualy call this.
1757     *
1758     * Always put the player down for drawing.
1759     */
1760     if (!tmp->invisible) {
1761     if ((tmp->type==PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) {
1762     top = tmp->face;
1763     top_obj = tmp;
1764     }
1765     else if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) {
1766     /* If we got a floor, that means middle and top were below it,
1767     * so should not be visible, so we clear them.
1768     */
1769     middle=blank_face;
1770     top=blank_face;
1771     floor = tmp->face;
1772     floor_obj = tmp;
1773     }
1774     /* Flag anywhere have high priority */
1775     else if (QUERY_FLAG(tmp, FLAG_SEE_ANYWHERE)) {
1776     middle = tmp->face;
1777    
1778     middle_obj = tmp;
1779     anywhere =1;
1780     }
1781     /* Find the highest visible face around. If equal
1782     * visibilities, we still want the one nearer to the
1783     * top
1784     */
1785     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) {
1786     middle = tmp->face;
1787     middle_obj = tmp;
1788     }
1789     }
1790     if (tmp==tmp->above) {
1791     LOG(llevError, "Error in structure of map\n");
1792     exit (-1);
1793     }
1794 elmex 1.1
1795 root 1.10 move_slow |= tmp->move_slow;
1796     move_block |= tmp->move_block;
1797     move_on |= tmp->move_on;
1798     move_off |= tmp->move_off;
1799     move_allow |= tmp->move_allow;
1800    
1801     if (QUERY_FLAG(tmp,FLAG_ALIVE))
1802     flags |= P_IS_ALIVE;
1803     if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1804     flags |= P_NO_MAGIC;
1805     if (QUERY_FLAG(tmp,FLAG_DAMNED))
1806     flags |= P_NO_CLERIC;
1807 elmex 1.4 if (tmp->type == SAFE_GROUND)
1808 root 1.28 flags |= P_SAFE;
1809 elmex 1.1
1810 root 1.10 if (QUERY_FLAG(tmp,FLAG_BLOCKSVIEW))
1811     flags |= P_BLOCKSVIEW;
1812 elmex 1.1 } /* for stack of objects */
1813    
1814     /* we don't want to rely on this function to have accurate flags, but
1815     * since we're already doing the work, we calculate them here.
1816     * if they don't match, logic is broken someplace.
1817     */
1818     if (((oldflags & ~(P_NEED_UPDATE|P_NO_ERROR)) != flags) &&
1819     (!(oldflags & P_NO_ERROR))) {
1820     LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1821 root 1.10 m->path, x, y,
1822 elmex 1.1 (oldflags & ~P_NEED_UPDATE), flags);
1823     }
1824     SET_MAP_FLAGS(m, x, y, flags);
1825     SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1826     SET_MAP_MOVE_ON(m, x, y, move_on);
1827     SET_MAP_MOVE_OFF(m, x, y, move_off);
1828     SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1829    
1830     /* At this point, we have a floor face (if there is a floor),
1831     * and the floor is set - we are not going to touch it at
1832     * this point.
1833     * middle contains the highest visibility face.
1834     * top contains a player/monster face, if there is one.
1835     *
1836     * We now need to fill in top.face and/or middle.face.
1837     */
1838    
1839     /* If the top face also happens to be high visibility, re-do our
1840     * middle face. This should not happen, as we already have the
1841     * else statement above so middle should not get set. OTOH, it
1842     * may be possible for the faces to match but be different objects.
1843     */
1844     if (top == middle) middle=blank_face;
1845    
1846     /* There are three posibilities at this point:
1847     * 1) top face is set, need middle to be set.
1848     * 2) middle is set, need to set top.
1849     * 3) neither middle or top is set - need to set both.
1850     */
1851    
1852     for (tmp=last; tmp; tmp=tmp->below) {
1853 root 1.10 /* Once we get to a floor, stop, since we already have a floor object */
1854     if (QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
1855 elmex 1.1
1856 root 1.10 /* If two top faces are already set, quit processing */
1857     if ((top != blank_face) && (middle != blank_face)) break;
1858 elmex 1.1
1859 root 1.10 /* Only show visible faces, unless its the editor - show all */
1860     if (!tmp->invisible || editor) {
1861     /* Fill in top if needed */
1862     if (top == blank_face) {
1863     top = tmp->face;
1864     top_obj = tmp;
1865     if (top == middle) middle=blank_face;
1866     } else {
1867     /* top is already set - we should only get here if
1868     * middle is not set
1869     *
1870     * Set the middle face and break out, since there is nothing
1871     * more to fill in. We don't check visiblity here, since
1872     *
1873     */
1874     if (tmp->face != top ) {
1875     middle = tmp->face;
1876     middle_obj = tmp;
1877     break;
1878     }
1879     }
1880     }
1881 elmex 1.1 }
1882     if (middle == floor) middle = blank_face;
1883     if (top == middle) middle = blank_face;
1884     SET_MAP_FACE(m,x,y,top,0);
1885     if(top != blank_face)
1886     SET_MAP_FACE_OBJ(m,x,y,top_obj,0);
1887     else
1888     SET_MAP_FACE_OBJ(m,x,y,NULL,0);
1889     SET_MAP_FACE(m,x,y,middle,1);
1890     if(middle != blank_face)
1891     SET_MAP_FACE_OBJ(m,x,y,middle_obj,1);
1892     else
1893     SET_MAP_FACE_OBJ(m,x,y,NULL,1);
1894     SET_MAP_FACE(m,x,y,floor,2);
1895     if(floor != blank_face)
1896     SET_MAP_FACE_OBJ(m,x,y,floor_obj,2);
1897     else
1898     SET_MAP_FACE_OBJ(m,x,y,NULL,2);
1899     SET_MAP_LIGHT(m,x,y,light);
1900     }
1901    
1902    
1903     void set_map_reset_time(mapstruct *map) {
1904     int timeout;
1905    
1906     timeout = MAP_RESET_TIMEOUT(map);
1907     if (timeout <= 0)
1908     timeout = MAP_DEFAULTRESET;
1909     if (timeout >= MAP_MAXRESET)
1910     timeout = MAP_MAXRESET;
1911     MAP_WHEN_RESET(map) = seconds()+timeout;
1912     }
1913    
1914     /* this updates the orig_map->tile_map[tile_num] value after loading
1915     * the map. It also takes care of linking back the freshly loaded
1916     * maps tile_map values if it tiles back to this one. It returns
1917     * the value of orig_map->tile_map[tile_num]. It really only does this
1918     * so that it is easier for calling functions to verify success.
1919     */
1920    
1921     static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num)
1922     {
1923     int dest_tile = (tile_num +2) % 4;
1924     char *path = path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num]);
1925    
1926     orig_map->tile_map[tile_num] = ready_map_name(path, 0);
1927    
1928     /* need to do a strcmp here as the orig_map->path is not a shared string */
1929     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] &&
1930 root 1.10 !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
1931     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1932 elmex 1.1
1933     return orig_map->tile_map[tile_num];
1934     }
1935    
1936     /* this returns TRUE if the coordinates (x,y) are out of
1937     * map m. This function also takes into account any
1938     * tiling considerations, loading adjacant maps as needed.
1939     * This is the function should always be used when it
1940     * necessary to check for valid coordinates.
1941     * This function will recursively call itself for the
1942     * tiled maps.
1943     *
1944     *
1945     */
1946     int out_of_map(mapstruct *m, int x, int y)
1947     {
1948    
1949     /* If we get passed a null map, this is obviously the
1950     * case. This generally shouldn't happen, but if the
1951     * map loads fail below, it could happen.
1952     */
1953     if (!m) return 0;
1954    
1955     if (x<0) {
1956 root 1.10 if (!m->tile_path[3]) return 1;
1957     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) {
1958     load_and_link_tiled_map(m, 3);
1959     }
1960     return (out_of_map(m->tile_map[3], x + MAP_WIDTH(m->tile_map[3]), y));
1961 elmex 1.1 }
1962     if (x>=MAP_WIDTH(m)) {
1963 root 1.10 if (!m->tile_path[1]) return 1;
1964     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) {
1965     load_and_link_tiled_map(m, 1);
1966     }
1967     return (out_of_map(m->tile_map[1], x - MAP_WIDTH(m), y));
1968 elmex 1.1 }
1969     if (y<0) {
1970 root 1.10 if (!m->tile_path[0]) return 1;
1971     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) {
1972     load_and_link_tiled_map(m, 0);
1973     }
1974     return (out_of_map(m->tile_map[0], x, y + MAP_HEIGHT(m->tile_map[0])));
1975 elmex 1.1 }
1976     if (y>=MAP_HEIGHT(m)) {
1977 root 1.10 if (!m->tile_path[2]) return 1;
1978     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) {
1979     load_and_link_tiled_map(m, 2);
1980     }
1981     return (out_of_map(m->tile_map[2], x, y - MAP_HEIGHT(m)));
1982 elmex 1.1 }
1983    
1984     /* Simple case - coordinates are within this local
1985     * map.
1986     */
1987     return 0;
1988     }
1989    
1990     /* This is basically the same as out_of_map above, but
1991     * instead we return NULL if no map is valid (coordinates
1992     * out of bounds and no tiled map), otherwise it returns
1993     * the map as that the coordinates are really on, and
1994     * updates x and y to be the localized coordinates.
1995     * Using this is more efficient of calling out_of_map
1996     * and then figuring out what the real map is
1997     */
1998     mapstruct *get_map_from_coord(mapstruct *m, sint16 *x, sint16 *y)
1999     {
2000    
2001     if (*x<0) {
2002 root 1.10 if (!m->tile_path[3]) return NULL;
2003     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2004     load_and_link_tiled_map(m, 3);
2005 elmex 1.1
2006 root 1.10 *x += MAP_WIDTH(m->tile_map[3]);
2007     return (get_map_from_coord(m->tile_map[3], x, y));
2008 elmex 1.1 }
2009     if (*x>=MAP_WIDTH(m)) {
2010 root 1.10 if (!m->tile_path[1]) return NULL;
2011     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2012     load_and_link_tiled_map(m, 1);
2013 elmex 1.1
2014 root 1.10 *x -= MAP_WIDTH(m);
2015     return (get_map_from_coord(m->tile_map[1], x, y));
2016 elmex 1.1 }
2017     if (*y<0) {
2018 root 1.10 if (!m->tile_path[0]) return NULL;
2019     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2020     load_and_link_tiled_map(m, 0);
2021 elmex 1.1
2022 root 1.10 *y += MAP_HEIGHT(m->tile_map[0]);
2023     return (get_map_from_coord(m->tile_map[0], x, y));
2024 elmex 1.1 }
2025     if (*y>=MAP_HEIGHT(m)) {
2026 root 1.10 if (!m->tile_path[2]) return NULL;
2027     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2028     load_and_link_tiled_map(m, 2);
2029 elmex 1.1
2030 root 1.10 *y -= MAP_HEIGHT(m);
2031     return (get_map_from_coord(m->tile_map[2], x, y));
2032 elmex 1.1 }
2033    
2034     /* Simple case - coordinates are within this local
2035     * map.
2036     */
2037    
2038     return m;
2039     }
2040    
2041     /**
2042     * Return whether map2 is adjacent to map1. If so, store the distance from
2043     * map1 to map2 in dx/dy.
2044     */
2045     static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2046     if (!map1 || !map2)
2047     return 0;
2048    
2049     if (map1 == map2) {
2050     *dx = 0;
2051     *dy = 0;
2052    
2053     } else if (map1->tile_map[0] == map2) { /* up */
2054     *dx = 0;
2055     *dy = -MAP_HEIGHT(map2);
2056     } else if (map1->tile_map[1] == map2) { /* right */
2057     *dx = MAP_WIDTH(map1);
2058     *dy = 0;
2059     } else if (map1->tile_map[2] == map2) { /* down */
2060     *dx = 0;
2061     *dy = MAP_HEIGHT(map1);
2062     } else if (map1->tile_map[3] == map2) { /* left */
2063     *dx = -MAP_WIDTH(map2);
2064     *dy = 0;
2065    
2066     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2067     *dx = MAP_WIDTH(map1->tile_map[0]);
2068     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2069     } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2070     *dx = -MAP_WIDTH(map2);
2071     *dy = -MAP_HEIGHT(map1->tile_map[0]);
2072     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2073     *dx = MAP_WIDTH(map1);
2074     *dy = -MAP_HEIGHT(map2);
2075     } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2076     *dx = MAP_WIDTH(map1);
2077     *dy = MAP_HEIGHT(map1->tile_map[1]);
2078     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2079     *dx = MAP_WIDTH(map1->tile_map[2]);
2080     *dy = MAP_HEIGHT(map1);
2081     } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2082     *dx = -MAP_WIDTH(map2);
2083     *dy = MAP_HEIGHT(map1);
2084     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2085     *dx = -MAP_WIDTH(map1->tile_map[3]);
2086     *dy = -MAP_HEIGHT(map2);
2087     } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2088     *dx = -MAP_WIDTH(map1->tile_map[3]);
2089     *dy = MAP_HEIGHT(map1->tile_map[3]);
2090    
2091     } else { /* not "adjacent" enough */
2092     return 0;
2093     }
2094    
2095     return 1;
2096     }
2097    
2098     /* From map.c
2099     * This is used by get_player to determine where the other
2100     * creature is. get_rangevector takes into account map tiling,
2101     * so you just can not look the the map coordinates and get the
2102     * righte value. distance_x/y are distance away, which
2103     * can be negativbe. direction is the crossfire direction scheme
2104     * that the creature should head. part is the part of the
2105     * monster that is closest.
2106     *
2107     * get_rangevector looks at op1 and op2, and fills in the
2108     * structure for op1 to get to op2.
2109     * We already trust that the caller has verified that the
2110     * two objects are at least on adjacent maps. If not,
2111     * results are not likely to be what is desired.
2112     * if the objects are not on maps, results are also likely to
2113     * be unexpected
2114     *
2115     * currently, the only flag supported (0x1) is don't translate for
2116     * closest body part of 'op1'
2117     */
2118    
2119     void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2120     if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2121     /* be conservative and fill in _some_ data */
2122     retval->distance = 100000;
2123     retval->distance_x = 32767;
2124     retval->distance_y = 32767;
2125     retval->direction = 0;
2126     retval->part = 0;
2127     } else {
2128     object *best;
2129    
2130     retval->distance_x += op2->x-op1->x;
2131     retval->distance_y += op2->y-op1->y;
2132    
2133     best = op1;
2134     /* If this is multipart, find the closest part now */
2135     if (!(flags&0x1) && op1->more) {
2136     object *tmp;
2137     int best_distance = retval->distance_x*retval->distance_x+
2138     retval->distance_y*retval->distance_y, tmpi;
2139    
2140     /* we just take the offset of the piece to head to figure
2141     * distance instead of doing all that work above again
2142     * since the distance fields we set above are positive in the
2143     * same axis as is used for multipart objects, the simply arithmetic
2144     * below works.
2145     */
2146     for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2147     tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2148     (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2149     if (tmpi < best_distance) {
2150     best_distance = tmpi;
2151     best = tmp;
2152     }
2153     }
2154     if (best != op1) {
2155     retval->distance_x += op1->x-best->x;
2156     retval->distance_y += op1->y-best->y;
2157     }
2158     }
2159     retval->part = best;
2160     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2161     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2162     }
2163     }
2164    
2165     /* this is basically the same as get_rangevector above, but instead of
2166     * the first parameter being an object, it instead is the map
2167     * and x,y coordinates - this is used for path to player -
2168     * since the object is not infact moving but we are trying to traverse
2169     * the path, we need this.
2170     * flags has no meaning for this function at this time - I kept it in to
2171     * be more consistant with the above function and also in case they are needed
2172     * for something in the future. Also, since no object is pasted, the best
2173     * field of the rv_vector is set to NULL.
2174     */
2175    
2176     void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2177     if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2178     /* be conservative and fill in _some_ data */
2179     retval->distance = 100000;
2180     retval->distance_x = 32767;
2181     retval->distance_y = 32767;
2182     retval->direction = 0;
2183     retval->part = 0;
2184     } else {
2185 root 1.10 retval->distance_x += op2->x-x;
2186     retval->distance_y += op2->y-y;
2187 elmex 1.1
2188     retval->part = NULL;
2189     retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2190     retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2191     }
2192     }
2193    
2194     /* Returns true of op1 and op2 are effectively on the same map
2195     * (as related to map tiling). Note that this looks for a path from
2196     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2197     * to op1, this will still return false.
2198     * Note we only look one map out to keep the processing simple
2199     * and efficient. This could probably be a macro.
2200     * MSW 2001-08-05
2201     */
2202     int on_same_map(const object *op1, const object *op2) {
2203     int dx, dy;
2204    
2205     return adjacent_map(op1->map, op2->map, &dx, &dy);
2206     }