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Revision: 1.29
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +1653 -1338 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.29
2 elmex 1.1 /*
3     * static char *rcsid_map_c =
4 root 1.29 * "$Id: map.C,v 1.28 2006-09-08 18:26:22 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30    
31     #include <global.h>
32     #include <funcpoint.h>
33    
34     #include <loader.h>
35 root 1.29 #ifndef WIN32 /* ---win32 exclude header */
36     # include <unistd.h>
37 elmex 1.1 #endif /* win32 */
38    
39     #include "path.h"
40    
41    
42 root 1.29 extern int nrofallocobjects, nroffreeobjects;
43 elmex 1.1
44     /*
45     * Returns the mapstruct which has a name matching the given argument.
46     * return NULL if no match is found.
47     */
48    
49 root 1.29 mapstruct *
50     has_been_loaded (const char *name)
51     {
52     mapstruct *map;
53 elmex 1.1
54 root 1.29 if (!name || !*name)
55     return 0;
56     for (map = first_map; map; map = map->next)
57     if (!strcmp (name, map->path))
58     break;
59     return (map);
60 elmex 1.1 }
61    
62     /*
63     * This makes a path absolute outside the world of Crossfire.
64     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
65     * and returns the pointer to a static array containing the result.
66     * it really should be called create_mapname
67     */
68    
69 root 1.29 const char *
70     create_pathname (const char *name)
71     {
72     static char buf[MAX_BUF];
73 elmex 1.1
74 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
75     * someplace else in the code? msw 2-17-97
76     */
77     if (*name == '/')
78     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
79     else
80     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
81     return (buf);
82 elmex 1.1 }
83    
84     /*
85     * same as create_pathname, but for the overlay maps.
86     */
87    
88 root 1.29 const char *
89     create_overlay_pathname (const char *name)
90     {
91     static char buf[MAX_BUF];
92 elmex 1.1
93 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
94     * someplace else in the code? msw 2-17-97
95     */
96     if (*name == '/')
97     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
98     else
99     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
100     return (buf);
101 elmex 1.1 }
102    
103     /*
104     * same as create_pathname, but for the template maps.
105     */
106    
107 root 1.29 const char *
108     create_template_pathname (const char *name)
109     {
110     static char buf[MAX_BUF];
111 elmex 1.1
112 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
113     * someplace else in the code? msw 2-17-97
114     */
115     if (*name == '/')
116     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
117     else
118     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
119     return (buf);
120 elmex 1.1 }
121    
122     /*
123     * This makes absolute path to the itemfile where unique objects
124     * will be saved. Converts '/' to '@'. I think it's essier maintain
125     * files than full directory structure, but if this is problem it can
126     * be changed.
127     */
128 root 1.29 static const char *
129     create_items_path (const char *s)
130     {
131     static char buf[MAX_BUF];
132     char *t;
133    
134     if (*s == '/')
135     s++;
136 elmex 1.1
137 root 1.29 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
138 elmex 1.1
139 root 1.29 for (t = buf + strlen (buf); *s; s++, t++)
140     if (*s == '/')
141     *t = '@';
142     else
143     *t = *s;
144     *t = 0;
145     return (buf);
146 elmex 1.1 }
147    
148    
149     /*
150     * This function checks if a file with the given path exists.
151     * -1 is returned if it fails, otherwise the mode of the file
152     * is returned.
153     * It tries out all the compression suffixes listed in the uncomp[] array.
154     *
155     * If prepend_dir is set, then we call create_pathname (which prepends
156     * libdir & mapdir). Otherwise, we assume the name given is fully
157     * complete.
158     * Only the editor actually cares about the writablity of this -
159     * the rest of the code only cares that the file is readable.
160     * when the editor goes away, the call to stat should probably be
161     * replaced by an access instead (similar to the windows one, but
162     * that seems to be missing the prepend_dir processing
163     */
164    
165 root 1.29 int
166     check_path (const char *name, int prepend_dir)
167 elmex 1.1 {
168 root 1.29 char buf[MAX_BUF];
169    
170 elmex 1.1 #ifndef WIN32
171 root 1.29 char *endbuf;
172     struct stat statbuf;
173     int mode = 0;
174 elmex 1.1 #endif
175    
176 root 1.29 if (prepend_dir)
177     strcpy (buf, create_pathname (name));
178     else
179     strcpy (buf, name);
180     #ifdef WIN32 /* ***win32: check this sucker in windows style. */
181     return (_access (buf, 0));
182 elmex 1.1 #else
183    
184 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
185     * this method should be equivalant and is clearer.
186     * Can not use strcat because we need to cycle through
187     * all the names.
188     */
189     endbuf = buf + strlen (buf);
190    
191     if (stat (buf, &statbuf))
192     return -1;
193     if (!S_ISREG (statbuf.st_mode))
194     return (-1);
195    
196     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
197     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
198     mode |= 4;
199    
200     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
201     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
202     mode |= 2;
203 elmex 1.1
204 root 1.29 return (mode);
205 elmex 1.1 #endif
206     }
207    
208     /*
209     * Prints out debug-information about a map.
210     * Dumping these at llevError doesn't seem right, but is
211     * necessary to make sure the information is in fact logged.
212     */
213    
214 root 1.29 void
215     dump_map (const mapstruct *m)
216     {
217     LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
218     LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
219    
220     if (m->msg != NULL)
221     LOG (llevError, "Message:\n%s", m->msg);
222 elmex 1.1
223 root 1.29 if (m->maplore != NULL)
224     LOG (llevError, "Lore:\n%s", m->maplore);
225 elmex 1.1
226 root 1.29 if (m->tmpname != NULL)
227     LOG (llevError, "Tmpname: %s\n", m->tmpname);
228 elmex 1.1
229 root 1.29 LOG (llevError, "Difficulty: %d\n", m->difficulty);
230     LOG (llevError, "Darkness: %d\n", m->darkness);
231 elmex 1.1 }
232    
233     /*
234     * Prints out debug-information about all maps.
235     * This basically just goes through all the maps and calls
236     * dump_map on each one.
237     */
238    
239 root 1.29 void
240     dump_all_maps (void)
241     {
242     mapstruct *m;
243    
244     for (m = first_map; m != NULL; m = m->next)
245     {
246     dump_map (m);
247     }
248 elmex 1.1 }
249    
250     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
251     * one function that just returns a P_.. value (see map.h)
252     * it will also do map translation for tiled maps, returning
253     * new values into newmap, nx, and ny. Any and all of those
254     * values can be null, in which case if a new map is needed (returned
255     * by a P_NEW_MAP value, another call to get_map_from_coord
256     * is needed. The case of not passing values is if we're just
257     * checking for the existence of something on those spaces, but
258     * don't expect to insert/remove anything from those spaces.
259     */
260 root 1.29 int
261     get_map_flags (mapstruct *oldmap, mapstruct **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
262 elmex 1.1 {
263 root 1.29 sint16 newx, newy;
264     int retval = 0;
265     mapstruct *mp;
266    
267     if (out_of_map (oldmap, x, y))
268     return P_OUT_OF_MAP;
269     newx = x;
270     newy = y;
271     mp = get_map_from_coord (oldmap, &newx, &newy);
272     if (mp != oldmap)
273     retval |= P_NEW_MAP;
274     if (newmap)
275     *newmap = mp;
276     if (nx)
277     *nx = newx;
278     if (ny)
279     *ny = newy;
280 root 1.28
281 root 1.29 retval |= mp->spaces[newx + mp->width * newy].flags;
282 elmex 1.3
283 root 1.29 return retval;
284 elmex 1.1 }
285    
286    
287     /*
288     * Returns true if the given coordinate is blocked except by the
289     * object passed is not blocking. This is used with
290     * multipart monsters - if we want to see if a 2x2 monster
291     * can move 1 space to the left, we don't want its own area
292     * to block it from moving there.
293     * Returns TRUE if the space is blocked by something other than the
294     * monster.
295     * m, x, y are the target map/coordinates - needed for map tiling.
296     * the coordinates & map passed in should have been updated for tiling
297     * by the caller.
298     */
299    
300 root 1.29 int
301     blocked_link (object *ob, mapstruct *m, int sx, int sy)
302     {
303     object *tmp;
304     int mflags, blocked;
305    
306     /* Make sure the coordinates are valid - they should be, as caller should
307     * have already checked this.
308     */
309     if (OUT_OF_REAL_MAP (m, sx, sy))
310     {
311     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
312     return 1;
313 elmex 1.1 }
314    
315 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
316     * directly.
317     */
318     mflags = m->spaces[sx + m->width * sy].flags;
319    
320     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
321    
322     /* If space is currently not blocked by anything, no need to
323     * go further. Not true for players - all sorts of special
324     * things we need to do for players.
325     */
326     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
327     return 0;
328    
329     /* if there isn't anytyhing alive on this space, and this space isn't
330     * otherwise blocked, we can return now. Only if there is a living
331     * creature do we need to investigate if it is part of this creature
332     * or another. Likewise, only if something is blocking us do we
333     * need to investigate if there is a special circumstance that would
334     * let the player through (inventory checkers for example)
335     */
336     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
337     return 0;
338    
339     if (ob->head != NULL)
340     ob = ob->head;
341    
342     /* We basically go through the stack of objects, and if there is
343     * some other object that has NO_PASS or FLAG_ALIVE set, return
344     * true. If we get through the entire stack, that must mean
345     * ob is blocking it, so return 0.
346     */
347     for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
348     {
349    
350     /* This must be before the checks below. Code for inventory checkers. */
351     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
352     {
353     /* If last_sp is set, the player/monster needs an object,
354     * so we check for it. If they don't have it, they can't
355     * pass through this space.
356     */
357     if (tmp->last_sp)
358     {
359     if (check_inv_recursive (ob, tmp) == NULL)
360     return 1;
361     else
362     continue;
363     }
364     else
365     {
366     /* In this case, the player must not have the object -
367     * if they do, they can't pass through.
368     */
369     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
370     return 1;
371     else
372     continue;
373     }
374     } /* if check_inv */
375     else
376     {
377     /* Broke apart a big nasty if into several here to make
378     * this more readable. first check - if the space blocks
379     * movement, can't move here.
380     * second - if a monster, can't move there, unles it is a
381     * hidden dm
382     */
383     if (OB_MOVE_BLOCK (ob, tmp))
384     return 1;
385     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
386     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
387     return 1;
388 root 1.10 }
389 elmex 1.1
390     }
391 root 1.29 return 0;
392 elmex 1.1 }
393    
394    
395     /*
396     * Returns true if the given object can't fit in the given spot.
397     * This is meant for multi space objects - for single space objecs,
398     * just calling get_map_blocked and checking that against movement type
399     * of object. This function goes through all the parts of the
400     * multipart object and makes sure they can be inserted.
401     *
402     * While this doesn't call out of map, the get_map_flags does.
403     *
404     * This function has been used to deprecate arch_out_of_map -
405     * this function also does that check, and since in most cases,
406     * a call to one would follow the other, doesn't make a lot of sense to
407     * have two seperate functions for this.
408     *
409     * This returns nonzero if this arch can not go on the space provided,
410     * 0 otherwise. the return value will contain the P_.. value
411     * so the caller can know why this object can't go on the map.
412     * Note that callers should not expect P_NEW_MAP to be set
413     * in return codes - since the object is multispace - if
414     * we did return values, what do you return if half the object
415     * is one map, half on another.
416     *
417     * Note this used to be arch_blocked, but with new movement
418     * code, we need to have actual object to check its move_type
419     * against the move_block values.
420     */
421    
422 root 1.29 int
423     ob_blocked (const object *ob, mapstruct *m, sint16 x, sint16 y)
424     {
425     archetype *tmp;
426     int flag;
427     mapstruct *m1;
428     sint16 sx, sy;
429 elmex 1.1
430 root 1.29 if (ob == NULL)
431     {
432     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
433     if (flag & P_OUT_OF_MAP)
434     return P_OUT_OF_MAP;
435 elmex 1.1
436 root 1.29 /* don't have object, so don't know what types would block */
437     return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
438 elmex 1.1 }
439    
440 root 1.29 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
441     {
442     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
443 elmex 1.1
444 root 1.29 if (flag & P_OUT_OF_MAP)
445     return P_OUT_OF_MAP;
446     if (flag & P_IS_ALIVE)
447     return P_IS_ALIVE;
448    
449     /* find_first_free_spot() calls this function. However, often
450     * ob doesn't have any move type (when used to place exits)
451     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
452     */
453 elmex 1.1
454 root 1.29 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
455     continue;
456 elmex 1.1
457 root 1.29 /* Note it is intentional that we check ob - the movement type of the
458     * head of the object should correspond for the entire object.
459     */
460     if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
461     return AB_NO_PASS;
462 elmex 1.1
463     }
464 root 1.29 return 0;
465 elmex 1.1 }
466    
467     /* When the map is loaded, load_object does not actually insert objects
468     * into inventory, but just links them. What this does is go through
469     * and insert them properly.
470     * The object 'container' is the object that contains the inventory.
471     * This is needed so that we can update the containers weight.
472     */
473    
474 root 1.29 void
475     fix_container (object *container)
476 elmex 1.1 {
477 root 1.29 object *tmp = container->inv, *next;
478 elmex 1.1
479 root 1.29 container->inv = NULL;
480     while (tmp != NULL)
481     {
482     next = tmp->below;
483     if (tmp->inv)
484     fix_container (tmp);
485     (void) insert_ob_in_ob (tmp, container);
486     tmp = next;
487     }
488     /* sum_weight will go through and calculate what all the containers are
489     * carrying.
490     */
491     sum_weight (container);
492 elmex 1.1 }
493    
494     /* link_multipart_objects go through all the objects on the map looking
495     * for objects whose arch says they are multipart yet according to the
496     * info we have, they only have the head (as would be expected when
497     * they are saved). We do have to look for the old maps that did save
498     * the more sections and not re-add sections for them.
499     */
500    
501 root 1.29 static void
502     link_multipart_objects (mapstruct *m)
503 elmex 1.1 {
504 root 1.29 int x, y;
505     object *tmp, *op, *last, *above;
506     archetype *at;
507    
508     for (x = 0; x < MAP_WIDTH (m); x++)
509     for (y = 0; y < MAP_HEIGHT (m); y++)
510     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
511     {
512     above = tmp->above;
513    
514     /* already multipart - don't do anything more */
515     if (tmp->head || tmp->more)
516     continue;
517    
518     /* If there is nothing more to this object, this for loop
519     * won't do anything.
520     */
521     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
522     {
523     op = arch_to_object (at);
524    
525     /* update x,y coordinates */
526     op->x += tmp->x;
527     op->y += tmp->y;
528     op->head = tmp;
529     op->map = m;
530     last->more = op;
531     op->name = tmp->name;
532     op->title = tmp->title;
533     /* we could link all the parts onto tmp, and then just
534     * call insert_ob_in_map once, but the effect is the same,
535     * as insert_ob_in_map will call itself with each part, and
536     * the coding is simpler to just to it here with each part.
537     */
538     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
539     } /* for at = tmp->arch->more */
540     } /* for objects on this space */
541 elmex 1.1 }
542 root 1.29
543 elmex 1.1 /*
544     * Loads (ands parses) the objects into a given map from the specified
545     * file pointer.
546     * mapflags is the same as we get with load_original_map
547     */
548 root 1.24 void
549 root 1.29 load_objects (mapstruct *m, object_thawer & fp, int mapflags)
550 root 1.24 {
551     int i, j;
552     int unique;
553     object *op, *prev = NULL, *last_more = NULL, *otmp;
554 elmex 1.1
555 root 1.24 op = get_object ();
556     op->map = m; /* To handle buttons correctly */
557 elmex 1.1
558 root 1.24 while ((i = load_object (fp, op, mapflags)))
559     {
560     /* if the archetype for the object is null, means that we
561     * got an invalid object. Don't do anything with it - the game
562     * or editor will not be able to do anything with it either.
563     */
564     if (op->arch == NULL)
565     {
566 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
567 root 1.24 continue;
568 root 1.10 }
569    
570    
571 root 1.24 switch (i)
572     {
573 root 1.29 case LL_NORMAL:
574     /* if we are loading an overlay, put the floors on the bottom */
575     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
576     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
577     else
578     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
579    
580     if (op->inv)
581     sum_weight (op);
582    
583     prev = op, last_more = op;
584     break;
585    
586     case LL_MORE:
587     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
588     op->head = prev, last_more->more = op, last_more = op;
589     break;
590 root 1.10 }
591 root 1.24
592     if (mapflags & MAP_STYLE)
593     remove_from_active_list (op);
594    
595     op = get_object ();
596     op->map = m;
597 elmex 1.1 }
598 root 1.24
599     for (i = 0; i < m->width; i++)
600     {
601     for (j = 0; j < m->height; j++)
602     {
603     unique = 0;
604     /* check for unique items, or unique squares */
605     for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
606     {
607 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
608 root 1.24 unique = 1;
609     if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
610     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
611 root 1.10 }
612     }
613 elmex 1.1 }
614 root 1.24
615     free_object (op);
616     link_multipart_objects (m);
617 elmex 1.1 }
618    
619     /* This saves all the objects on the map in a non destructive fashion.
620     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
621     * and we only save the head of multi part objects - this is needed
622     * in order to do map tiling properly.
623     */
624 root 1.29 void
625     save_objects (mapstruct *m, object_freezer & fp, object_freezer & fp2, int flag)
626     {
627     int i, j = 0, unique = 0;
628     object *op;
629 elmex 1.1
630 root 1.29 /* first pass - save one-part objects */
631     for (i = 0; i < MAP_WIDTH (m); i++)
632     for (j = 0; j < MAP_HEIGHT (m); j++)
633     {
634     unique = 0;
635     for (op = get_map_ob (m, i, j); op; op = op->above)
636     {
637     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
638     unique = 1;
639    
640     if (op->type == PLAYER)
641     {
642     LOG (llevDebug, "Player on map that is being saved\n");
643     continue;
644     }
645    
646     if (op->head || op->owner)
647     continue;
648    
649     if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
650     save_object (fp2, op, 3);
651     else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
652     save_object (fp, op, 3);
653 root 1.10
654 root 1.29 } /* for this space */
655     } /* for this j */
656 elmex 1.1 }
657    
658     /*
659     * Allocates, initialises, and returns a pointer to a mapstruct.
660     * Modified to no longer take a path option which was not being
661     * used anyways. MSW 2001-07-01
662     */
663    
664 root 1.29 mapstruct *
665     get_linked_map (void)
666     {
667     mapstruct *map = new mapstruct;
668     mapstruct *mp;
669    
670     for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next);
671     if (mp == NULL)
672     first_map = map;
673     else
674     mp->next = map;
675 elmex 1.1
676 root 1.29 map->in_memory = MAP_SWAPPED;
677     /* The maps used to pick up default x and y values from the
678     * map archetype. Mimic that behaviour.
679     */
680     MAP_WIDTH (map) = 16;
681     MAP_HEIGHT (map) = 16;
682     MAP_RESET_TIMEOUT (map) = 0;
683     MAP_TIMEOUT (map) = 300;
684     MAP_ENTER_X (map) = 0;
685     MAP_ENTER_Y (map) = 0;
686     /*set part to -1 indicating conversion to weather map not yet done */
687     MAP_WORLDPARTX (map) = -1;
688     MAP_WORLDPARTY (map) = -1;
689     return map;
690 elmex 1.1 }
691    
692     /*
693     * Allocates the arrays contained in a mapstruct.
694     * This basically allocates the dynamic array of spaces for the
695     * map.
696     */
697    
698 root 1.29 void
699     allocate_map (mapstruct *m)
700     {
701     m->in_memory = MAP_IN_MEMORY;
702     /* Log this condition and free the storage. We could I suppose
703     * realloc, but if the caller is presuming the data will be intact,
704     * that is their poor assumption.
705     */
706     if (m->spaces)
707     {
708     LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
709     free (m->spaces);
710 elmex 1.1 }
711    
712 root 1.29 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
713 elmex 1.1
714 root 1.29 if (m->spaces == NULL)
715     fatal (OUT_OF_MEMORY);
716 elmex 1.1 }
717    
718     /* Create and returns a map of the specific size. Used
719     * in random map code and the editor.
720     */
721 root 1.29 mapstruct *
722     get_empty_map (int sizex, int sizey)
723     {
724     mapstruct *m = get_linked_map ();
725    
726     m->width = sizex;
727     m->height = sizey;
728     m->in_memory = MAP_SWAPPED;
729     allocate_map (m);
730     return m;
731 elmex 1.1 }
732    
733     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
734     * corresponding to that string. Memory is allocated for this, it must be freed
735     * at a later date.
736     * Called by parse_map_headers below.
737     */
738    
739 root 1.29 static shopitems *
740     parse_shop_string (const char *input_string)
741     {
742     char *shop_string, *p, *q, *next_semicolon, *next_colon;
743     shopitems *items = NULL;
744     int i = 0, number_of_entries = 0;
745     const typedata *current_type;
746    
747     shop_string = strdup_local (input_string);
748     p = shop_string;
749     /* first we'll count the entries, we'll need that for allocating the array shortly */
750     while (p)
751     {
752     p = strchr (p, ';');
753     number_of_entries++;
754     if (p)
755     p++;
756     }
757     p = shop_string;
758     strip_endline (p);
759     items = new shopitems[number_of_entries + 1];
760     for (i = 0; i < number_of_entries; i++)
761     {
762     if (!p)
763     {
764     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
765     break;
766     }
767     next_semicolon = strchr (p, ';');
768     next_colon = strchr (p, ':');
769     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
770     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
771     items[i].strength = atoi (strchr (p, ':') + 1);
772    
773     if (isdigit (*p) || *p == '*')
774     {
775     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
776     current_type = get_typedata (items[i].typenum);
777     if (current_type)
778     {
779     items[i].name = current_type->name;
780     items[i].name_pl = current_type->name_pl;
781     }
782     }
783     else
784     { /*we have a named type, let's figure out what it is */
785     q = strpbrk (p, ";:");
786     if (q)
787     *q = '\0';
788    
789     current_type = get_typedata_by_name (p);
790     if (current_type)
791     {
792     items[i].name = current_type->name;
793     items[i].typenum = current_type->number;
794     items[i].name_pl = current_type->name_pl;
795     }
796     else
797     { /* oh uh, something's wrong, let's free up this one, and try
798     * the next entry while we're at it, better print a warning
799     */
800     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
801     }
802     }
803     items[i].index = number_of_entries;
804     if (next_semicolon)
805     p = ++next_semicolon;
806     else
807     p = NULL;
808 elmex 1.1 }
809 root 1.29 free (shop_string);
810     return items;
811 elmex 1.1 }
812    
813     /* opposite of parse string, this puts the string that was originally fed in to
814     * the map (or something equivilent) into output_string. */
815 root 1.29 static void
816     print_shop_string (mapstruct *m, char *output_string)
817     {
818     int i;
819     char tmp[MAX_BUF];
820    
821     strcpy (output_string, "");
822     for (i = 0; i < m->shopitems[0].index; i++)
823     {
824     if (m->shopitems[i].typenum)
825     {
826     if (m->shopitems[i].strength)
827     {
828     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
829 root 1.10 }
830 root 1.29 else
831     sprintf (tmp, "%s;", m->shopitems[i].name);
832 root 1.10 }
833 root 1.29 else
834     {
835     if (m->shopitems[i].strength)
836     {
837     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
838     }
839     else
840     sprintf (tmp, "*");
841     }
842     strcat (output_string, tmp);
843 elmex 1.1 }
844     }
845    
846     /* This loads the header information of the map. The header
847     * contains things like difficulty, size, timeout, etc.
848     * this used to be stored in the map object, but with the
849     * addition of tiling, fields beyond that easily named in an
850     * object structure were needed, so it just made sense to
851     * put all the stuff in the map object so that names actually make
852     * sense.
853     * This could be done in lex (like the object loader), but I think
854     * currently, there are few enough fields this is not a big deal.
855     * MSW 2001-07-01
856     * return 0 on success, 1 on failure.
857     */
858    
859 root 1.29 static int
860     load_map_header (object_thawer & fp, mapstruct *m)
861 elmex 1.1 {
862 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
863     int msgpos = 0;
864     int maplorepos = 0;
865    
866     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
867     {
868     buf[HUGE_BUF - 1] = 0;
869     key = buf;
870     while (isspace (*key))
871     key++;
872     if (*key == 0)
873     continue; /* empty line */
874     value = strchr (key, ' ');
875     if (!value)
876     {
877     end = strchr (key, '\n');
878     if (end != NULL)
879     {
880     *end = 0;
881     }
882     }
883     else
884     {
885     *value = 0;
886     value++;
887     end = strchr (value, '\n');
888     while (isspace (*value))
889     {
890     value++;
891     if (*value == '\0' || value == end)
892     {
893     /* Nothing but spaces. */
894     value = NULL;
895     break;
896 root 1.10 }
897     }
898     }
899 root 1.22
900 root 1.29 if (!end)
901     {
902     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
903     return 1;
904 root 1.10 }
905    
906 root 1.29 /* key is the field name, value is what it should be set
907     * to. We've already done the work to null terminate key,
908     * and strip off any leading spaces for both of these.
909     * We have not touched the newline at the end of the line -
910     * these are needed for some values. the end pointer
911     * points to the first of the newlines.
912     * value could be NULL! It would be easy enough to just point
913     * this to "" to prevent cores, but that would let more errors slide
914     * through.
915     *
916     * First check for entries that do not use the value parameter, then
917     * validate that value is given and check for the remaining entries
918     * that use the parameter.
919     */
920 root 1.10
921 root 1.29 if (!strcmp (key, "msg"))
922     {
923     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
924     {
925     if (!strcmp (buf, "endmsg\n"))
926     break;
927     else
928     {
929     /* slightly more efficient than strcat */
930     strcpy (msgbuf + msgpos, buf);
931     msgpos += strlen (buf);
932 root 1.10 }
933     }
934 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
935     * with nothing between). There is no reason in those cases to
936     * keep the empty message. Also, msgbuf contains garbage data
937     * when msgpos is zero, so copying it results in crashes
938     */
939     if (msgpos != 0)
940     m->msg = strdup_local (msgbuf);
941 root 1.10 }
942 root 1.29 else if (!strcmp (key, "maplore"))
943     {
944     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
945     {
946     if (!strcmp (buf, "endmaplore\n"))
947     break;
948     else
949     {
950     /* slightly more efficient than strcat */
951     strcpy (maplorebuf + maplorepos, buf);
952     maplorepos += strlen (buf);
953 root 1.10 }
954     }
955 root 1.29 if (maplorepos != 0)
956     m->maplore = strdup_local (maplorebuf);
957     }
958     else if (!strcmp (key, "end"))
959     {
960     break;
961     }
962     else if (value == NULL)
963     {
964     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
965     }
966     else if (!strcmp (key, "arch"))
967     {
968     /* This is an oddity, but not something we care about much. */
969     if (strcmp (value, "map\n"))
970     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
971     }
972     else if (!strcmp (key, "name"))
973     {
974     *end = 0;
975     m->name = strdup_local (value);
976     }
977     /* first strcmp value on these are old names supported
978     * for compatibility reasons. The new values (second) are
979     * what really should be used.
980     */
981     else if (!strcmp (key, "oid"))
982     {
983     fp.get (m, atoi (value));
984     }
985     else if (!strcmp (key, "attach"))
986     {
987     m->attach = value;
988     }
989     else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
990     {
991     m->enter_x = atoi (value);
992     }
993     else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
994     {
995     m->enter_y = atoi (value);
996     }
997     else if (!strcmp (key, "x") || !strcmp (key, "width"))
998     {
999     m->width = atoi (value);
1000     }
1001     else if (!strcmp (key, "y") || !strcmp (key, "height"))
1002     {
1003     m->height = atoi (value);
1004     }
1005     else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1006     {
1007     m->reset_timeout = atoi (value);
1008     }
1009     else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1010     {
1011     m->timeout = atoi (value);
1012 root 1.10 }
1013 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1014     {
1015     m->difficulty = atoi (value);
1016     }
1017     else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1018     {
1019     m->darkness = atoi (value);
1020     }
1021     else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1022     {
1023     m->fixed_resettime = atoi (value);
1024     }
1025     else if (!strcmp (key, "unique"))
1026     {
1027     m->unique = atoi (value);
1028     }
1029     else if (!strcmp (key, "template"))
1030     {
1031     m->templatemap = atoi (value);
1032     }
1033     else if (!strcmp (key, "region"))
1034     {
1035     m->region = get_region_by_name (value);
1036     }
1037     else if (!strcmp (key, "shopitems"))
1038     {
1039     *end = 0;
1040     m->shopitems = parse_shop_string (value);
1041     }
1042     else if (!strcmp (key, "shopgreed"))
1043     {
1044     m->shopgreed = atof (value);
1045 root 1.10 }
1046 root 1.29 else if (!strcmp (key, "shopmin"))
1047     {
1048     m->shopmin = atol (value);
1049 root 1.10 }
1050 root 1.29 else if (!strcmp (key, "shopmax"))
1051     {
1052     m->shopmax = atol (value);
1053     }
1054     else if (!strcmp (key, "shoprace"))
1055     {
1056     *end = 0;
1057     m->shoprace = strdup_local (value);
1058     }
1059     else if (!strcmp (key, "outdoor"))
1060     {
1061     m->outdoor = atoi (value);
1062     }
1063     else if (!strcmp (key, "temp"))
1064     {
1065     m->temp = atoi (value);
1066     }
1067     else if (!strcmp (key, "pressure"))
1068     {
1069     m->pressure = atoi (value);
1070     }
1071     else if (!strcmp (key, "humid"))
1072     {
1073     m->humid = atoi (value);
1074     }
1075     else if (!strcmp (key, "windspeed"))
1076     {
1077     m->windspeed = atoi (value);
1078     }
1079     else if (!strcmp (key, "winddir"))
1080     {
1081     m->winddir = atoi (value);
1082     }
1083     else if (!strcmp (key, "sky"))
1084     {
1085     m->sky = atoi (value);
1086     }
1087     else if (!strcmp (key, "nosmooth"))
1088     {
1089     m->nosmooth = atoi (value);
1090     }
1091     else if (!strncmp (key, "tile_path_", 10))
1092     {
1093     int tile = atoi (key + 10);
1094    
1095     if (tile < 1 || tile > 4)
1096     {
1097     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1098     }
1099     else
1100     {
1101     char *path;
1102    
1103     *end = 0;
1104    
1105     if (m->tile_path[tile - 1])
1106     {
1107     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1108     free (m->tile_path[tile - 1]);
1109     m->tile_path[tile - 1] = NULL;
1110 root 1.10 }
1111    
1112 root 1.29 if (check_path (value, 1) != -1)
1113     {
1114     /* The unadorned path works. */
1115     path = value;
1116     }
1117     else
1118     {
1119     /* Try again; it could be a relative exit. */
1120    
1121     path = path_combine_and_normalize (m->path, value);
1122    
1123     if (check_path (path, 1) == -1)
1124     {
1125     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1126     path = NULL;
1127 root 1.10 }
1128     }
1129 elmex 1.1
1130 root 1.29 if (editor)
1131     {
1132     /* Use the value as in the file. */
1133     m->tile_path[tile - 1] = strdup_local (value);
1134 root 1.10 }
1135 root 1.29 else if (path != NULL)
1136     {
1137     /* Use the normalized value. */
1138     m->tile_path[tile - 1] = strdup_local (path);
1139     }
1140     } /* end if tile direction (in)valid */
1141 root 1.10 }
1142 root 1.29 else
1143     {
1144     LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1145 root 1.10 }
1146 elmex 1.1 }
1147 root 1.29 if (!key || strcmp (key, "end"))
1148     {
1149     LOG (llevError, "Got premature eof on map header!\n");
1150     return 1;
1151 elmex 1.1 }
1152 root 1.29 return 0;
1153 elmex 1.1 }
1154    
1155     /*
1156     * Opens the file "filename" and reads information about the map
1157     * from the given file, and stores it in a newly allocated
1158     * mapstruct. A pointer to this structure is returned, or NULL on failure.
1159     * flags correspond to those in map.h. Main ones used are
1160     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1161     * MAP_BLOCK, in which case we block on this load. This happens in all
1162     * cases, no matter if this flag is set or not.
1163     * MAP_STYLE: style map - don't add active objects, don't add to server
1164 root 1.10 * managed map list.
1165 elmex 1.1 */
1166    
1167 root 1.29 mapstruct *
1168     load_original_map (const char *filename, int flags)
1169     {
1170     mapstruct *m;
1171     char pathname[MAX_BUF];
1172 elmex 1.1
1173 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1174     strcpy (pathname, filename);
1175     else if (flags & MAP_OVERLAY)
1176     strcpy (pathname, create_overlay_pathname (filename));
1177     else
1178     strcpy (pathname, create_pathname (filename));
1179 root 1.22
1180 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1181 elmex 1.1
1182 root 1.29 object_thawer thawer (pathname);
1183 root 1.9
1184 root 1.29 if (!thawer)
1185     return 0;
1186 elmex 1.1
1187 root 1.29 m = get_linked_map ();
1188 elmex 1.1
1189 root 1.29 strcpy (m->path, filename);
1190     if (load_map_header (thawer, m))
1191     {
1192     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1193     delete_map (m);
1194     return NULL;
1195     }
1196    
1197     allocate_map (m);
1198    
1199     m->in_memory = MAP_LOADING;
1200     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1201    
1202     m->in_memory = MAP_IN_MEMORY;
1203     if (!MAP_DIFFICULTY (m))
1204     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1205     set_map_reset_time (m);
1206     m->instantiate ();
1207     return (m);
1208 elmex 1.1 }
1209    
1210     /*
1211     * Loads a map, which has been loaded earlier, from file.
1212     * Return the map object we load into (this can change from the passed
1213     * option if we can't find the original map)
1214     */
1215    
1216 root 1.29 static mapstruct *
1217     load_temporary_map (mapstruct *m)
1218     {
1219     char buf[MAX_BUF];
1220    
1221     if (!m->tmpname)
1222     {
1223     LOG (llevError, "No temporary filename for map %s\n", m->path);
1224     strcpy (buf, m->path);
1225     delete_map (m);
1226     m = load_original_map (buf, 0);
1227     if (m == NULL)
1228     return NULL;
1229     fix_auto_apply (m); /* Chests which open as default */
1230     return m;
1231 elmex 1.1 }
1232    
1233 root 1.29 object_thawer thawer (m->tmpname);
1234 root 1.14
1235 root 1.29 if (!thawer)
1236     {
1237     strcpy (buf, m->path);
1238     delete_map (m);
1239     m = load_original_map (buf, 0);
1240     if (!m)
1241 root 1.10 return NULL;
1242 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1243     return m;
1244 elmex 1.1 }
1245    
1246 root 1.29 if (load_map_header (thawer, m))
1247     {
1248     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1249     delete_map (m);
1250     m = load_original_map (m->path, 0);
1251     return NULL;
1252     }
1253     allocate_map (m);
1254    
1255     m->in_memory = MAP_LOADING;
1256     load_objects (m, thawer, 0);
1257    
1258     m->in_memory = MAP_IN_MEMORY;
1259     INVOKE_MAP (SWAPIN, m);
1260     return m;
1261 elmex 1.1 }
1262    
1263     /*
1264     * Loads a map, which has been loaded earlier, from file.
1265     * Return the map object we load into (this can change from the passed
1266     * option if we can't find the original map)
1267     */
1268    
1269 root 1.29 mapstruct *
1270     load_overlay_map (const char *filename, mapstruct *m)
1271     {
1272     char pathname[MAX_BUF];
1273 elmex 1.1
1274 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1275 elmex 1.1
1276 root 1.29 object_thawer thawer (pathname);
1277 root 1.9
1278 root 1.29 if (!thawer)
1279     return m;
1280    
1281     if (load_map_header (thawer, m))
1282     {
1283     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1284     delete_map (m);
1285     m = load_original_map (m->path, 0);
1286     return NULL;
1287 elmex 1.1 }
1288 root 1.29 /*allocate_map(m); */
1289 elmex 1.1
1290 root 1.29 m->in_memory = MAP_LOADING;
1291     load_objects (m, thawer, MAP_OVERLAY);
1292 root 1.14
1293 root 1.29 m->in_memory = MAP_IN_MEMORY;
1294     return m;
1295 elmex 1.1 }
1296    
1297     /******************************************************************************
1298     * This is the start of unique map handling code
1299     *****************************************************************************/
1300    
1301     /* This goes through map 'm' and removed any unique items on the map. */
1302 root 1.29 static void
1303     delete_unique_items (mapstruct *m)
1304 elmex 1.1 {
1305 root 1.29 int i, j, unique;
1306     object *op, *next;
1307 elmex 1.1
1308 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1309     for (j = 0; j < MAP_HEIGHT (m); j++)
1310     {
1311     unique = 0;
1312     for (op = get_map_ob (m, i, j); op; op = next)
1313     {
1314     next = op->above;
1315     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1316     unique = 1;
1317     if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1318     {
1319     clean_object (op);
1320     if (QUERY_FLAG (op, FLAG_IS_LINKED))
1321     remove_button_link (op);
1322     remove_ob (op);
1323     free_object (op);
1324     }
1325     }
1326     }
1327 elmex 1.1 }
1328    
1329    
1330     /*
1331     * Loads unique objects from file(s) into the map which is in memory
1332     * m is the map to load unique items into.
1333     */
1334 root 1.29 static void
1335     load_unique_objects (mapstruct *m)
1336     {
1337     int count;
1338     char firstname[MAX_BUF];
1339 elmex 1.1
1340 root 1.29 for (count = 0; count < 10; count++)
1341     {
1342     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1343     if (!access (firstname, R_OK))
1344     break;
1345 elmex 1.1 }
1346 root 1.29 /* If we get here, we did not find any map */
1347     if (count == 10)
1348     return;
1349 elmex 1.1
1350 root 1.29 object_thawer thawer (firstname);
1351 root 1.9
1352 root 1.29 if (!thawer)
1353     return;
1354 root 1.15
1355 root 1.29 m->in_memory = MAP_LOADING;
1356     if (m->tmpname == NULL) /* if we have loaded unique items from */
1357     delete_unique_items (m); /* original map before, don't duplicate them */
1358     load_objects (m, thawer, 0);
1359 root 1.14
1360 root 1.29 m->in_memory = MAP_IN_MEMORY;
1361 elmex 1.1 }
1362    
1363    
1364     /*
1365     * Saves a map to file. If flag is set, it is saved into the same
1366     * file it was (originally) loaded from. Otherwise a temporary
1367     * filename will be genarated, and the file will be stored there.
1368     * The temporary filename will be stored in the mapstructure.
1369     * If the map is unique, we also save to the filename in the map
1370     * (this should have been updated when first loaded)
1371     */
1372    
1373 root 1.10 int
1374 root 1.29 new_save_map (mapstruct *m, int flag)
1375 root 1.10 {
1376 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1377 root 1.10 int i;
1378    
1379     if (flag && !*m->path)
1380     {
1381     LOG (llevError, "Tried to save map without path.\n");
1382     return -1;
1383 elmex 1.1 }
1384 root 1.10
1385     if (flag || (m->unique) || (m->templatemap))
1386     {
1387     if (!m->unique && !m->templatemap)
1388 root 1.29 { /* flag is set */
1389 root 1.10 if (flag == 2)
1390     strcpy (filename, create_overlay_pathname (m->path));
1391     else
1392     strcpy (filename, create_pathname (m->path));
1393     }
1394     else
1395     strcpy (filename, m->path);
1396    
1397     make_path_to_file (filename);
1398 elmex 1.1 }
1399 root 1.10 else
1400     {
1401     if (!m->tmpname)
1402     m->tmpname = tempnam_local (settings.tmpdir, NULL);
1403 root 1.17
1404 root 1.10 strcpy (filename, m->tmpname);
1405     }
1406    
1407     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1408     m->in_memory = MAP_SAVING;
1409    
1410 root 1.17 object_freezer freezer;
1411 root 1.10
1412     /* legacy */
1413 root 1.17 fprintf (freezer, "arch map\n");
1414 root 1.10 if (m->name)
1415 root 1.17 fprintf (freezer, "name %s\n", m->name);
1416 root 1.10 if (!flag)
1417 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1418 root 1.10 if (m->reset_timeout)
1419 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1420 root 1.10 if (m->fixed_resettime)
1421 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1422 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1423     * or a difficulty value we generated when the map was first loaded
1424     */
1425     if (m->difficulty)
1426 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1427 root 1.10 if (m->region)
1428 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1429 root 1.10 if (m->shopitems)
1430     {
1431     print_shop_string (m, shop);
1432 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1433 elmex 1.1 }
1434 root 1.10 if (m->shopgreed)
1435 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1436 elmex 1.1 #ifndef WIN32
1437 root 1.10 if (m->shopmin)
1438 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1439 root 1.10 if (m->shopmax)
1440 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1441 elmex 1.1 #else
1442 root 1.10 if (m->shopmin)
1443 root 1.17 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1444 root 1.10 if (m->shopmax)
1445 root 1.17 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1446 elmex 1.1 #endif
1447 root 1.10 if (m->shoprace)
1448 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1449 root 1.10 if (m->darkness)
1450 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1451 root 1.10 if (m->width)
1452 root 1.17 fprintf (freezer, "width %d\n", m->width);
1453 root 1.10 if (m->height)
1454 root 1.17 fprintf (freezer, "height %d\n", m->height);
1455 root 1.10 if (m->enter_x)
1456 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1457 root 1.10 if (m->enter_y)
1458 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1459 root 1.10 if (m->msg)
1460 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1461 root 1.10 if (m->maplore)
1462 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1463 root 1.10 if (m->unique)
1464 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1465 root 1.10 if (m->templatemap)
1466 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1467 root 1.10 if (m->outdoor)
1468 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1469 root 1.10 if (m->temp)
1470 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1471 root 1.10 if (m->pressure)
1472 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1473 root 1.10 if (m->humid)
1474 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1475 root 1.10 if (m->windspeed)
1476 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1477 root 1.10 if (m->winddir)
1478 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1479 root 1.10 if (m->sky)
1480 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1481 root 1.10 if (m->nosmooth)
1482 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1483 root 1.10
1484     /* Save any tiling information, except on overlays */
1485     if (flag != 2)
1486     for (i = 0; i < 4; i++)
1487     if (m->tile_path[i])
1488 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1489 root 1.10
1490 root 1.17 freezer.put (m);
1491     fprintf (freezer, "end\n");
1492 root 1.10
1493     /* In the game save unique items in the different file, but
1494     * in the editor save them to the normal map file.
1495     * If unique map, save files in the proper destination (set by
1496     * player)
1497     */
1498     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1499     {
1500 root 1.17 object_freezer unique;
1501 elmex 1.1
1502 root 1.10 if (flag == 2)
1503 root 1.17 save_objects (m, freezer, unique, 2);
1504 root 1.10 else
1505 root 1.17 save_objects (m, freezer, unique, 0);
1506    
1507     sprintf (buf, "%s.v00", create_items_path (m->path));
1508    
1509     unique.save (buf);
1510 root 1.10 }
1511     else
1512 root 1.29 { /* save same file when not playing, like in editor */
1513 root 1.17 save_objects (m, freezer, freezer, 0);
1514 root 1.10 }
1515 elmex 1.6
1516 root 1.17 freezer.save (filename);
1517    
1518 root 1.10 return 0;
1519 elmex 1.1 }
1520    
1521    
1522     /*
1523     * Remove and free all objects in the inventory of the given object.
1524     * object.c ?
1525     */
1526    
1527 root 1.29 void
1528     clean_object (object *op)
1529 elmex 1.1 {
1530 root 1.29 object *tmp, *next;
1531 elmex 1.1
1532 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1533 elmex 1.1 {
1534 root 1.29 next = tmp->below;
1535     clean_object (tmp);
1536     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1537     remove_button_link (tmp);
1538     remove_ob (tmp);
1539     free_object (tmp);
1540 elmex 1.1 }
1541     }
1542    
1543     /*
1544     * Remove and free all objects in the given map.
1545     */
1546    
1547 root 1.29 void
1548     free_all_objects (mapstruct *m)
1549     {
1550     int i, j;
1551     object *op;
1552    
1553     for (i = 0; i < MAP_WIDTH (m); i++)
1554     for (j = 0; j < MAP_HEIGHT (m); j++)
1555     {
1556     object *previous_obj = NULL;
1557    
1558     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1559     {
1560     if (op == previous_obj)
1561     {
1562     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1563     break;
1564     }
1565     previous_obj = op;
1566     if (op->head != NULL)
1567     op = op->head;
1568    
1569     /* If the map isn't in memory, free_object will remove and
1570     * free objects in op's inventory. So let it do the job.
1571     */
1572     if (m->in_memory == MAP_IN_MEMORY)
1573     clean_object (op);
1574     remove_ob (op);
1575     free_object (op);
1576     }
1577     }
1578 elmex 1.1 }
1579    
1580     /*
1581     * Frees everything allocated by the given mapstructure.
1582     * don't free tmpname - our caller is left to do that
1583     */
1584    
1585 root 1.29 void
1586     free_map (mapstruct *m, int flag)
1587     {
1588     int i;
1589 elmex 1.1
1590 root 1.29 if (!m->in_memory)
1591     {
1592     LOG (llevError, "Trying to free freed map.\n");
1593     return;
1594 elmex 1.1 }
1595 root 1.29 if (flag && m->spaces)
1596     free_all_objects (m);
1597     if (m->name)
1598     FREE_AND_CLEAR (m->name);
1599     if (m->spaces)
1600     FREE_AND_CLEAR (m->spaces);
1601     if (m->msg)
1602     FREE_AND_CLEAR (m->msg);
1603     if (m->maplore)
1604     FREE_AND_CLEAR (m->maplore);
1605     if (m->shopitems)
1606     delete[]m->shopitems;
1607     m->shopitems = 0;
1608     if (m->shoprace)
1609     FREE_AND_CLEAR (m->shoprace);
1610     if (m->buttons)
1611     free_objectlinkpt (m->buttons);
1612     m->buttons = NULL;
1613     for (i = 0; i < 4; i++)
1614     {
1615     if (m->tile_path[i])
1616     FREE_AND_CLEAR (m->tile_path[i]);
1617     m->tile_map[i] = NULL;
1618     }
1619     m->in_memory = MAP_SWAPPED;
1620 elmex 1.1 }
1621    
1622     /*
1623     * function: vanish mapstruct
1624     * m : pointer to mapstruct, if NULL no action
1625     * this deletes all the data on the map (freeing pointers)
1626     * and then removes this map from the global linked list of maps.
1627     */
1628    
1629 root 1.29 void
1630     delete_map (mapstruct *m)
1631     {
1632     mapstruct *tmp, *last;
1633     int i;
1634    
1635     if (!m)
1636     return;
1637 elmex 1.1
1638 root 1.29 m->clear ();
1639    
1640     if (m->in_memory == MAP_IN_MEMORY)
1641     {
1642     /* change to MAP_SAVING, even though we are not,
1643     * so that remove_ob doesn't do as much work.
1644     */
1645     m->in_memory = MAP_SAVING;
1646     free_map (m, 1);
1647     }
1648     /* move this out of free_map, since tmpname can still be needed if
1649     * the map is swapped out.
1650     */
1651     if (m->tmpname)
1652     {
1653     free (m->tmpname);
1654     m->tmpname = NULL;
1655     }
1656     last = NULL;
1657     /* We need to look through all the maps and see if any maps
1658     * are pointing at this one for tiling information. Since
1659     * tiling can be assymetric, we just can not look to see which
1660     * maps this map tiles with and clears those.
1661     */
1662     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1663     {
1664     if (tmp->next == m)
1665     last = tmp;
1666 root 1.11
1667 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1668     for (i = 0; i < 4; i++)
1669     if (tmp->tile_map[i] == m)
1670     tmp->tile_map[i] = NULL;
1671     }
1672 root 1.11
1673 root 1.29 /* If last is null, then this should be the first map in the list */
1674     if (!last)
1675     {
1676     if (m == first_map)
1677     first_map = m->next;
1678     else
1679     /* m->path is a static char, so should hopefully still have
1680     * some useful data in it.
1681 root 1.10 */
1682 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1683 elmex 1.1 }
1684 root 1.29 else
1685     last->next = m->next;
1686 elmex 1.1
1687 root 1.29 delete m;
1688 elmex 1.1 }
1689    
1690    
1691    
1692     /*
1693     * Makes sure the given map is loaded and swapped in.
1694     * name is path name of the map.
1695     * flags meaning:
1696     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1697     * and don't do unique items or the like.
1698     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1699     * dont do any more name translation on it.
1700     *
1701     * Returns a pointer to the given map.
1702     */
1703    
1704 root 1.29 mapstruct *
1705     ready_map_name (const char *name, int flags)
1706     {
1707     mapstruct *m;
1708 elmex 1.1
1709 root 1.29 if (!name)
1710     return (NULL);
1711 elmex 1.1
1712 root 1.29 /* Have we been at this level before? */
1713     m = has_been_loaded (name);
1714 elmex 1.1
1715 root 1.29 /* Map is good to go, so just return it */
1716     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1717     {
1718     return m;
1719     }
1720 root 1.10
1721 root 1.29 /* unique maps always get loaded from their original location, and never
1722     * a temp location. Likewise, if map_flush is set, or we have never loaded
1723     * this map, load it now. I removed the reset checking from here -
1724     * it seems the probability of a player trying to enter a map that should
1725     * reset but hasn't yet is quite low, and removing that makes this function
1726     * a bit cleaner (and players probably shouldn't rely on exact timing for
1727     * resets in any case - if they really care, they should use the 'maps command.
1728     */
1729     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1730     {
1731 root 1.10
1732 root 1.29 /* first visit or time to reset */
1733     if (m)
1734     {
1735     clean_tmp_map (m); /* Doesn't make much difference */
1736     delete_map (m);
1737     }
1738    
1739     /* create and load a map */
1740     if (flags & MAP_PLAYER_UNIQUE)
1741     LOG (llevDebug, "Trying to load map %s.\n", name);
1742     else
1743     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1744    
1745     //eval_pv ("$x = Event::time", 1);//D
1746     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1747     return (NULL);
1748     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1749    
1750     fix_auto_apply (m); /* Chests which open as default */
1751    
1752     /* If a player unique map, no extra unique object file to load.
1753     * if from the editor, likewise.
1754     */
1755     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1756     load_unique_objects (m);
1757    
1758     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1759     {
1760     m = load_overlay_map (name, m);
1761     if (m == NULL)
1762     return NULL;
1763     }
1764    
1765     if (flags & MAP_PLAYER_UNIQUE)
1766     INVOKE_MAP (SWAPIN, m);
1767    
1768     }
1769     else
1770     {
1771     /* If in this loop, we found a temporary map, so load it up. */
1772    
1773     m = load_temporary_map (m);
1774     if (m == NULL)
1775     return NULL;
1776     load_unique_objects (m);
1777    
1778     clean_tmp_map (m);
1779     m->in_memory = MAP_IN_MEMORY;
1780     /* tempnam() on sun systems (probably others) uses malloc
1781     * to allocated space for the string. Free it here.
1782     * In some cases, load_temporary_map above won't find the
1783     * temporary map, and so has reloaded a new map. If that
1784     * is the case, tmpname is now null
1785     */
1786     if (m->tmpname)
1787     free (m->tmpname);
1788     m->tmpname = NULL;
1789     /* It's going to be saved anew anyway */
1790     }
1791    
1792     /* Below here is stuff common to both first time loaded maps and
1793     * temp maps.
1794     */
1795 root 1.10
1796 root 1.29 decay_objects (m); /* start the decay */
1797     /* In case other objects press some buttons down */
1798     update_buttons (m);
1799     if (m->outdoor)
1800     set_darkness_map (m);
1801     /* run the weather over this map */
1802     weather_effect (name);
1803     return m;
1804 elmex 1.1 }
1805    
1806    
1807     /*
1808     * This routine is supposed to find out the difficulty of the map.
1809     * difficulty does not have a lot to do with character level,
1810     * but does have a lot to do with treasure on the map.
1811     *
1812     * Difficulty can now be set by the map creature. If the value stored
1813     * in the map is zero, then use this routine. Maps should really
1814     * have a difficulty set than using this function - human calculation
1815     * is much better than this functions guesswork.
1816     */
1817    
1818 root 1.29 int
1819     calculate_difficulty (mapstruct *m)
1820     {
1821 elmex 1.1 object *op;
1822     archetype *at;
1823 pippijn 1.26 int x, y, i;
1824 elmex 1.1 long monster_cnt = 0;
1825     double avgexp = 0;
1826     sint64 total_exp = 0;
1827    
1828     if (MAP_DIFFICULTY (m))
1829     {
1830 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1831 elmex 1.1 return MAP_DIFFICULTY (m);
1832     }
1833    
1834 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1835     for (y = 0; y < MAP_HEIGHT (m); y++)
1836     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1837 elmex 1.1 {
1838 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1839 elmex 1.1 {
1840     total_exp += op->stats.exp;
1841     monster_cnt++;
1842     }
1843    
1844 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1845 elmex 1.1 {
1846     total_exp += op->stats.exp;
1847 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1848 elmex 1.1
1849 root 1.29 if (at != NULL)
1850 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1851    
1852     monster_cnt++;
1853     }
1854     }
1855    
1856     avgexp = (double) total_exp / monster_cnt;
1857    
1858     for (i = 1; i <= settings.max_level; i++)
1859     {
1860     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1861     {
1862     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1863     return i;
1864     }
1865     }
1866    
1867     return 1;
1868     }
1869    
1870 root 1.29 void
1871     clean_tmp_map (mapstruct *m)
1872     {
1873     if (m->tmpname == NULL)
1874     return;
1875 root 1.8 INVOKE_MAP (CLEAN, m);
1876 root 1.29 (void) unlink (m->tmpname);
1877 elmex 1.1 }
1878    
1879 root 1.29 void
1880     free_all_maps (void)
1881 elmex 1.1 {
1882 root 1.29 int real_maps = 0;
1883 elmex 1.1
1884 root 1.29 while (first_map)
1885     {
1886     /* I think some of the callers above before it gets here set this to be
1887     * saving, but we still want to free this data
1888     */
1889     if (first_map->in_memory == MAP_SAVING)
1890     first_map->in_memory = MAP_IN_MEMORY;
1891     delete_map (first_map);
1892     real_maps++;
1893 elmex 1.1 }
1894 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1895 elmex 1.1 }
1896    
1897     /* change_map_light() - used to change map light level (darkness)
1898     * up or down. Returns true if successful. It should now be
1899     * possible to change a value by more than 1.
1900     * Move this from los.c to map.c since this is more related
1901     * to maps than los.
1902     * postive values make it darker, negative make it brighter
1903     */
1904 root 1.29
1905     int
1906     change_map_light (mapstruct *m, int change)
1907     {
1908     int new_level = m->darkness + change;
1909    
1910     /* Nothing to do */
1911     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1912     {
1913     return 0;
1914 elmex 1.1 }
1915    
1916 root 1.29 /* inform all players on the map */
1917     if (change > 0)
1918     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1919     else
1920     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1921    
1922     /* Do extra checking. since m->darkness is a unsigned value,
1923     * we need to be extra careful about negative values.
1924     * In general, the checks below are only needed if change
1925     * is not +/-1
1926     */
1927     if (new_level < 0)
1928     m->darkness = 0;
1929     else if (new_level >= MAX_DARKNESS)
1930     m->darkness = MAX_DARKNESS;
1931     else
1932     m->darkness = new_level;
1933 elmex 1.1
1934 root 1.29 /* All clients need to get re-updated for the change */
1935     update_all_map_los (m);
1936     return 1;
1937 elmex 1.1 }
1938    
1939    
1940     /*
1941     * This function updates various attributes about a specific space
1942     * on the map (what it looks like, whether it blocks magic,
1943     * has a living creatures, prevents people from passing
1944     * through, etc)
1945     */
1946 root 1.29 void
1947     update_position (mapstruct *m, int x, int y)
1948     {
1949     object *tmp, *last = NULL;
1950     uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1951     New_Face *top, *floor, *middle;
1952     object *top_obj, *floor_obj, *middle_obj;
1953     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1954    
1955     oldflags = GET_MAP_FLAGS (m, x, y);
1956     if (!(oldflags & P_NEED_UPDATE))
1957     {
1958     LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1959     return;
1960     }
1961    
1962     middle = blank_face;
1963     top = blank_face;
1964     floor = blank_face;
1965    
1966     middle_obj = NULL;
1967     top_obj = NULL;
1968     floor_obj = NULL;
1969    
1970     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1971     {
1972    
1973     /* This could be made additive I guess (two lights better than
1974     * one). But if so, it shouldn't be a simple additive - 2
1975     * light bulbs do not illuminate twice as far as once since
1976     * it is a disapation factor that is squared (or is it cubed?)
1977     */
1978     if (tmp->glow_radius > light)
1979     light = tmp->glow_radius;
1980    
1981     /* This call is needed in order to update objects the player
1982     * is standing in that have animations (ie, grass, fire, etc).
1983     * However, it also causes the look window to be re-drawn
1984     * 3 times each time the player moves, because many of the
1985     * functions the move_player calls eventualy call this.
1986     *
1987     * Always put the player down for drawing.
1988     */
1989     if (!tmp->invisible)
1990     {
1991     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1992     {
1993     top = tmp->face;
1994     top_obj = tmp;
1995     }
1996     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1997     {
1998     /* If we got a floor, that means middle and top were below it,
1999     * so should not be visible, so we clear them.
2000     */
2001     middle = blank_face;
2002     top = blank_face;
2003     floor = tmp->face;
2004     floor_obj = tmp;
2005     }
2006     /* Flag anywhere have high priority */
2007     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2008     {
2009     middle = tmp->face;
2010    
2011     middle_obj = tmp;
2012     anywhere = 1;
2013     }
2014     /* Find the highest visible face around. If equal
2015     * visibilities, we still want the one nearer to the
2016     * top
2017     */
2018     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2019     {
2020     middle = tmp->face;
2021     middle_obj = tmp;
2022     }
2023     }
2024     if (tmp == tmp->above)
2025     {
2026     LOG (llevError, "Error in structure of map\n");
2027     exit (-1);
2028     }
2029    
2030     move_slow |= tmp->move_slow;
2031     move_block |= tmp->move_block;
2032     move_on |= tmp->move_on;
2033     move_off |= tmp->move_off;
2034     move_allow |= tmp->move_allow;
2035    
2036     if (QUERY_FLAG (tmp, FLAG_ALIVE))
2037     flags |= P_IS_ALIVE;
2038     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2039     flags |= P_NO_MAGIC;
2040     if (QUERY_FLAG (tmp, FLAG_DAMNED))
2041     flags |= P_NO_CLERIC;
2042     if (tmp->type == SAFE_GROUND)
2043     flags |= P_SAFE;
2044    
2045     if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2046     flags |= P_BLOCKSVIEW;
2047     } /* for stack of objects */
2048    
2049     /* we don't want to rely on this function to have accurate flags, but
2050     * since we're already doing the work, we calculate them here.
2051     * if they don't match, logic is broken someplace.
2052     */
2053     if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2054     {
2055     LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2056     m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2057     }
2058     SET_MAP_FLAGS (m, x, y, flags);
2059     SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2060     SET_MAP_MOVE_ON (m, x, y, move_on);
2061     SET_MAP_MOVE_OFF (m, x, y, move_off);
2062     SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2063    
2064     /* At this point, we have a floor face (if there is a floor),
2065     * and the floor is set - we are not going to touch it at
2066     * this point.
2067     * middle contains the highest visibility face.
2068     * top contains a player/monster face, if there is one.
2069     *
2070     * We now need to fill in top.face and/or middle.face.
2071     */
2072    
2073     /* If the top face also happens to be high visibility, re-do our
2074     * middle face. This should not happen, as we already have the
2075     * else statement above so middle should not get set. OTOH, it
2076     * may be possible for the faces to match but be different objects.
2077     */
2078     if (top == middle)
2079     middle = blank_face;
2080    
2081     /* There are three posibilities at this point:
2082     * 1) top face is set, need middle to be set.
2083     * 2) middle is set, need to set top.
2084     * 3) neither middle or top is set - need to set both.
2085     */
2086    
2087     for (tmp = last; tmp; tmp = tmp->below)
2088     {
2089     /* Once we get to a floor, stop, since we already have a floor object */
2090     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2091     break;
2092    
2093     /* If two top faces are already set, quit processing */
2094     if ((top != blank_face) && (middle != blank_face))
2095     break;
2096 root 1.10
2097 root 1.29 /* Only show visible faces, unless its the editor - show all */
2098     if (!tmp->invisible || editor)
2099     {
2100     /* Fill in top if needed */
2101     if (top == blank_face)
2102     {
2103     top = tmp->face;
2104     top_obj = tmp;
2105     if (top == middle)
2106     middle = blank_face;
2107     }
2108     else
2109     {
2110     /* top is already set - we should only get here if
2111     * middle is not set
2112     *
2113     * Set the middle face and break out, since there is nothing
2114     * more to fill in. We don't check visiblity here, since
2115     *
2116     */
2117     if (tmp->face != top)
2118     {
2119     middle = tmp->face;
2120     middle_obj = tmp;
2121     break;
2122 root 1.10 }
2123     }
2124     }
2125 elmex 1.1 }
2126 root 1.29 if (middle == floor)
2127     middle = blank_face;
2128     if (top == middle)
2129     middle = blank_face;
2130     SET_MAP_FACE (m, x, y, top, 0);
2131     if (top != blank_face)
2132     SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2133     else
2134     SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2135     SET_MAP_FACE (m, x, y, middle, 1);
2136     if (middle != blank_face)
2137     SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2138     else
2139     SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2140     SET_MAP_FACE (m, x, y, floor, 2);
2141     if (floor != blank_face)
2142     SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2143     else
2144     SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2145     SET_MAP_LIGHT (m, x, y, light);
2146 elmex 1.1 }
2147    
2148    
2149 root 1.29 void
2150     set_map_reset_time (mapstruct *map)
2151     {
2152     int timeout;
2153 elmex 1.1
2154 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2155     if (timeout <= 0)
2156     timeout = MAP_DEFAULTRESET;
2157     if (timeout >= MAP_MAXRESET)
2158     timeout = MAP_MAXRESET;
2159     MAP_WHEN_RESET (map) = seconds () + timeout;
2160 elmex 1.1 }
2161    
2162     /* this updates the orig_map->tile_map[tile_num] value after loading
2163     * the map. It also takes care of linking back the freshly loaded
2164     * maps tile_map values if it tiles back to this one. It returns
2165     * the value of orig_map->tile_map[tile_num]. It really only does this
2166     * so that it is easier for calling functions to verify success.
2167     */
2168    
2169 root 1.29 static mapstruct *
2170     load_and_link_tiled_map (mapstruct *orig_map, int tile_num)
2171 elmex 1.1 {
2172 root 1.29 int dest_tile = (tile_num + 2) % 4;
2173     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2174 elmex 1.1
2175 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2176 elmex 1.1
2177 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2178     if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp (orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path))
2179     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2180 elmex 1.1
2181 root 1.29 return orig_map->tile_map[tile_num];
2182 elmex 1.1 }
2183    
2184     /* this returns TRUE if the coordinates (x,y) are out of
2185     * map m. This function also takes into account any
2186     * tiling considerations, loading adjacant maps as needed.
2187     * This is the function should always be used when it
2188     * necessary to check for valid coordinates.
2189     * This function will recursively call itself for the
2190     * tiled maps.
2191     *
2192     *
2193     */
2194 root 1.29 int
2195     out_of_map (mapstruct *m, int x, int y)
2196 elmex 1.1 {
2197    
2198 root 1.29 /* If we get passed a null map, this is obviously the
2199     * case. This generally shouldn't happen, but if the
2200     * map loads fail below, it could happen.
2201     */
2202     if (!m)
2203     return 0;
2204 elmex 1.1
2205 root 1.29 if (x < 0)
2206     {
2207     if (!m->tile_path[3])
2208     return 1;
2209     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2210     {
2211     load_and_link_tiled_map (m, 3);
2212 root 1.10 }
2213 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2214 elmex 1.1 }
2215 root 1.29 if (x >= MAP_WIDTH (m))
2216     {
2217     if (!m->tile_path[1])
2218     return 1;
2219     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2220     {
2221     load_and_link_tiled_map (m, 1);
2222 root 1.10 }
2223 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2224 elmex 1.1 }
2225 root 1.29 if (y < 0)
2226     {
2227     if (!m->tile_path[0])
2228     return 1;
2229     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2230     {
2231     load_and_link_tiled_map (m, 0);
2232 root 1.10 }
2233 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2234 elmex 1.1 }
2235 root 1.29 if (y >= MAP_HEIGHT (m))
2236     {
2237     if (!m->tile_path[2])
2238     return 1;
2239     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2240     {
2241     load_and_link_tiled_map (m, 2);
2242 root 1.10 }
2243 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2244 elmex 1.1 }
2245    
2246 root 1.29 /* Simple case - coordinates are within this local
2247     * map.
2248     */
2249     return 0;
2250 elmex 1.1 }
2251    
2252     /* This is basically the same as out_of_map above, but
2253     * instead we return NULL if no map is valid (coordinates
2254     * out of bounds and no tiled map), otherwise it returns
2255     * the map as that the coordinates are really on, and
2256     * updates x and y to be the localized coordinates.
2257     * Using this is more efficient of calling out_of_map
2258     * and then figuring out what the real map is
2259     */
2260 root 1.29 mapstruct *
2261     get_map_from_coord (mapstruct *m, sint16 * x, sint16 * y)
2262 elmex 1.1 {
2263    
2264 root 1.29 if (*x < 0)
2265     {
2266     if (!m->tile_path[3])
2267     return NULL;
2268     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2269     load_and_link_tiled_map (m, 3);
2270 elmex 1.1
2271 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2272     return (get_map_from_coord (m->tile_map[3], x, y));
2273 elmex 1.1 }
2274 root 1.29 if (*x >= MAP_WIDTH (m))
2275     {
2276     if (!m->tile_path[1])
2277     return NULL;
2278     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2279     load_and_link_tiled_map (m, 1);
2280 elmex 1.1
2281 root 1.29 *x -= MAP_WIDTH (m);
2282     return (get_map_from_coord (m->tile_map[1], x, y));
2283 elmex 1.1 }
2284 root 1.29 if (*y < 0)
2285     {
2286     if (!m->tile_path[0])
2287     return NULL;
2288     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2289     load_and_link_tiled_map (m, 0);
2290 elmex 1.1
2291 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2292     return (get_map_from_coord (m->tile_map[0], x, y));
2293 elmex 1.1 }
2294 root 1.29 if (*y >= MAP_HEIGHT (m))
2295     {
2296     if (!m->tile_path[2])
2297     return NULL;
2298     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2299     load_and_link_tiled_map (m, 2);
2300 elmex 1.1
2301 root 1.29 *y -= MAP_HEIGHT (m);
2302     return (get_map_from_coord (m->tile_map[2], x, y));
2303 elmex 1.1 }
2304    
2305 root 1.29 /* Simple case - coordinates are within this local
2306     * map.
2307     */
2308 elmex 1.1
2309 root 1.29 return m;
2310 elmex 1.1 }
2311    
2312     /**
2313     * Return whether map2 is adjacent to map1. If so, store the distance from
2314     * map1 to map2 in dx/dy.
2315     */
2316 root 1.29 static int
2317     adjacent_map (const mapstruct *map1, const mapstruct *map2, int *dx, int *dy)
2318     {
2319     if (!map1 || !map2)
2320     return 0;
2321    
2322     if (map1 == map2)
2323     {
2324     *dx = 0;
2325     *dy = 0;
2326    
2327     }
2328     else if (map1->tile_map[0] == map2)
2329     { /* up */
2330     *dx = 0;
2331     *dy = -MAP_HEIGHT (map2);
2332     }
2333     else if (map1->tile_map[1] == map2)
2334     { /* right */
2335     *dx = MAP_WIDTH (map1);
2336     *dy = 0;
2337     }
2338     else if (map1->tile_map[2] == map2)
2339     { /* down */
2340     *dx = 0;
2341     *dy = MAP_HEIGHT (map1);
2342     }
2343     else if (map1->tile_map[3] == map2)
2344     { /* left */
2345     *dx = -MAP_WIDTH (map2);
2346     *dy = 0;
2347    
2348     }
2349     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2350     { /* up right */
2351     *dx = MAP_WIDTH (map1->tile_map[0]);
2352     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2353     }
2354     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2355     { /* up left */
2356     *dx = -MAP_WIDTH (map2);
2357     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2358     }
2359     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2360     { /* right up */
2361     *dx = MAP_WIDTH (map1);
2362     *dy = -MAP_HEIGHT (map2);
2363     }
2364     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2365     { /* right down */
2366     *dx = MAP_WIDTH (map1);
2367     *dy = MAP_HEIGHT (map1->tile_map[1]);
2368     }
2369     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2370     { /* down right */
2371     *dx = MAP_WIDTH (map1->tile_map[2]);
2372     *dy = MAP_HEIGHT (map1);
2373     }
2374     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2375     { /* down left */
2376     *dx = -MAP_WIDTH (map2);
2377     *dy = MAP_HEIGHT (map1);
2378     }
2379     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2380     { /* left up */
2381     *dx = -MAP_WIDTH (map1->tile_map[3]);
2382     *dy = -MAP_HEIGHT (map2);
2383     }
2384     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2385     { /* left down */
2386     *dx = -MAP_WIDTH (map1->tile_map[3]);
2387     *dy = MAP_HEIGHT (map1->tile_map[3]);
2388 elmex 1.1
2389 root 1.29 }
2390     else
2391     { /* not "adjacent" enough */
2392     return 0;
2393 elmex 1.1 }
2394    
2395 root 1.29 return 1;
2396 elmex 1.1 }
2397    
2398     /* From map.c
2399     * This is used by get_player to determine where the other
2400     * creature is. get_rangevector takes into account map tiling,
2401     * so you just can not look the the map coordinates and get the
2402     * righte value. distance_x/y are distance away, which
2403     * can be negativbe. direction is the crossfire direction scheme
2404     * that the creature should head. part is the part of the
2405     * monster that is closest.
2406     *
2407     * get_rangevector looks at op1 and op2, and fills in the
2408     * structure for op1 to get to op2.
2409     * We already trust that the caller has verified that the
2410     * two objects are at least on adjacent maps. If not,
2411     * results are not likely to be what is desired.
2412     * if the objects are not on maps, results are also likely to
2413     * be unexpected
2414     *
2415     * currently, the only flag supported (0x1) is don't translate for
2416     * closest body part of 'op1'
2417     */
2418    
2419 root 1.29 void
2420     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2421     {
2422     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2423     {
2424     /* be conservative and fill in _some_ data */
2425     retval->distance = 100000;
2426     retval->distance_x = 32767;
2427     retval->distance_y = 32767;
2428     retval->direction = 0;
2429     retval->part = 0;
2430     }
2431     else
2432     {
2433     object *best;
2434    
2435     retval->distance_x += op2->x - op1->x;
2436     retval->distance_y += op2->y - op1->y;
2437    
2438     best = op1;
2439     /* If this is multipart, find the closest part now */
2440     if (!(flags & 0x1) && op1->more)
2441     {
2442     object *tmp;
2443     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2444    
2445     /* we just take the offset of the piece to head to figure
2446     * distance instead of doing all that work above again
2447     * since the distance fields we set above are positive in the
2448     * same axis as is used for multipart objects, the simply arithmetic
2449     * below works.
2450     */
2451     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2452     {
2453     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2454     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2455     if (tmpi < best_distance)
2456     {
2457     best_distance = tmpi;
2458     best = tmp;
2459 elmex 1.1 }
2460     }
2461 root 1.29 if (best != op1)
2462     {
2463     retval->distance_x += op1->x - best->x;
2464     retval->distance_y += op1->y - best->y;
2465 elmex 1.1 }
2466     }
2467 root 1.29 retval->part = best;
2468     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2469     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2470 elmex 1.1 }
2471     }
2472    
2473     /* this is basically the same as get_rangevector above, but instead of
2474     * the first parameter being an object, it instead is the map
2475     * and x,y coordinates - this is used for path to player -
2476     * since the object is not infact moving but we are trying to traverse
2477     * the path, we need this.
2478     * flags has no meaning for this function at this time - I kept it in to
2479     * be more consistant with the above function and also in case they are needed
2480     * for something in the future. Also, since no object is pasted, the best
2481     * field of the rv_vector is set to NULL.
2482     */
2483    
2484 root 1.29 void
2485     get_rangevector_from_mapcoord (const mapstruct *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2486     {
2487     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2488     {
2489     /* be conservative and fill in _some_ data */
2490     retval->distance = 100000;
2491     retval->distance_x = 32767;
2492     retval->distance_y = 32767;
2493     retval->direction = 0;
2494     retval->part = 0;
2495     }
2496     else
2497     {
2498     retval->distance_x += op2->x - x;
2499     retval->distance_y += op2->y - y;
2500    
2501     retval->part = NULL;
2502     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2503     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2504 elmex 1.1 }
2505     }
2506    
2507     /* Returns true of op1 and op2 are effectively on the same map
2508     * (as related to map tiling). Note that this looks for a path from
2509     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2510     * to op1, this will still return false.
2511     * Note we only look one map out to keep the processing simple
2512     * and efficient. This could probably be a macro.
2513     * MSW 2001-08-05
2514     */
2515 root 1.29 int
2516     on_same_map (const object *op1, const object *op2)
2517     {
2518     int dx, dy;
2519 elmex 1.1
2520 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2521 elmex 1.1 }