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Revision: 1.31
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.30: +55 -55 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.30 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24    
25     #include <global.h>
26     #include <funcpoint.h>
27    
28     #include <loader.h>
29 root 1.29 #ifndef WIN32 /* ---win32 exclude header */
30     # include <unistd.h>
31 elmex 1.1 #endif /* win32 */
32    
33     #include "path.h"
34    
35    
36 root 1.29 extern int nrofallocobjects, nroffreeobjects;
37 elmex 1.1
38     /*
39 root 1.31 * Returns the maptile which has a name matching the given argument.
40 elmex 1.1 * return NULL if no match is found.
41     */
42    
43 root 1.31 maptile *
44 root 1.29 has_been_loaded (const char *name)
45     {
46 root 1.31 maptile *map;
47 elmex 1.1
48 root 1.29 if (!name || !*name)
49     return 0;
50     for (map = first_map; map; map = map->next)
51     if (!strcmp (name, map->path))
52     break;
53     return (map);
54 elmex 1.1 }
55    
56     /*
57     * This makes a path absolute outside the world of Crossfire.
58     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
59     * and returns the pointer to a static array containing the result.
60     * it really should be called create_mapname
61     */
62    
63 root 1.29 const char *
64     create_pathname (const char *name)
65     {
66     static char buf[MAX_BUF];
67 elmex 1.1
68 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
69     * someplace else in the code? msw 2-17-97
70     */
71     if (*name == '/')
72     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
73     else
74     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
75     return (buf);
76 elmex 1.1 }
77    
78     /*
79     * same as create_pathname, but for the overlay maps.
80     */
81    
82 root 1.29 const char *
83     create_overlay_pathname (const char *name)
84     {
85     static char buf[MAX_BUF];
86 elmex 1.1
87 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
88     * someplace else in the code? msw 2-17-97
89     */
90     if (*name == '/')
91     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
92     else
93     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
94     return (buf);
95 elmex 1.1 }
96    
97     /*
98     * same as create_pathname, but for the template maps.
99     */
100    
101 root 1.29 const char *
102     create_template_pathname (const char *name)
103     {
104     static char buf[MAX_BUF];
105 elmex 1.1
106 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
107     * someplace else in the code? msw 2-17-97
108     */
109     if (*name == '/')
110     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
111     else
112     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
113     return (buf);
114 elmex 1.1 }
115    
116     /*
117     * This makes absolute path to the itemfile where unique objects
118     * will be saved. Converts '/' to '@'. I think it's essier maintain
119     * files than full directory structure, but if this is problem it can
120     * be changed.
121     */
122 root 1.29 static const char *
123     create_items_path (const char *s)
124     {
125     static char buf[MAX_BUF];
126     char *t;
127    
128     if (*s == '/')
129     s++;
130 elmex 1.1
131 root 1.29 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
132 elmex 1.1
133 root 1.29 for (t = buf + strlen (buf); *s; s++, t++)
134     if (*s == '/')
135     *t = '@';
136     else
137     *t = *s;
138     *t = 0;
139     return (buf);
140 elmex 1.1 }
141    
142    
143     /*
144     * This function checks if a file with the given path exists.
145     * -1 is returned if it fails, otherwise the mode of the file
146     * is returned.
147     * It tries out all the compression suffixes listed in the uncomp[] array.
148     *
149     * If prepend_dir is set, then we call create_pathname (which prepends
150     * libdir & mapdir). Otherwise, we assume the name given is fully
151     * complete.
152     * Only the editor actually cares about the writablity of this -
153     * the rest of the code only cares that the file is readable.
154     * when the editor goes away, the call to stat should probably be
155     * replaced by an access instead (similar to the windows one, but
156     * that seems to be missing the prepend_dir processing
157     */
158    
159 root 1.29 int
160     check_path (const char *name, int prepend_dir)
161 elmex 1.1 {
162 root 1.29 char buf[MAX_BUF];
163    
164 elmex 1.1 #ifndef WIN32
165 root 1.29 char *endbuf;
166     struct stat statbuf;
167     int mode = 0;
168 elmex 1.1 #endif
169    
170 root 1.29 if (prepend_dir)
171     strcpy (buf, create_pathname (name));
172     else
173     strcpy (buf, name);
174     #ifdef WIN32 /* ***win32: check this sucker in windows style. */
175     return (_access (buf, 0));
176 elmex 1.1 #else
177    
178 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
179     * this method should be equivalant and is clearer.
180     * Can not use strcat because we need to cycle through
181     * all the names.
182     */
183     endbuf = buf + strlen (buf);
184    
185     if (stat (buf, &statbuf))
186     return -1;
187     if (!S_ISREG (statbuf.st_mode))
188     return (-1);
189    
190     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
191     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
192     mode |= 4;
193    
194     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
195     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
196     mode |= 2;
197 elmex 1.1
198 root 1.29 return (mode);
199 elmex 1.1 #endif
200     }
201    
202     /*
203     * Prints out debug-information about a map.
204     * Dumping these at llevError doesn't seem right, but is
205     * necessary to make sure the information is in fact logged.
206     */
207    
208 root 1.29 void
209 root 1.31 dump_map (const maptile *m)
210 root 1.29 {
211     LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
212     LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
213    
214     if (m->msg != NULL)
215     LOG (llevError, "Message:\n%s", m->msg);
216 elmex 1.1
217 root 1.29 if (m->maplore != NULL)
218     LOG (llevError, "Lore:\n%s", m->maplore);
219 elmex 1.1
220 root 1.29 if (m->tmpname != NULL)
221     LOG (llevError, "Tmpname: %s\n", m->tmpname);
222 elmex 1.1
223 root 1.29 LOG (llevError, "Difficulty: %d\n", m->difficulty);
224     LOG (llevError, "Darkness: %d\n", m->darkness);
225 elmex 1.1 }
226    
227     /*
228     * Prints out debug-information about all maps.
229     * This basically just goes through all the maps and calls
230     * dump_map on each one.
231     */
232    
233 root 1.29 void
234     dump_all_maps (void)
235     {
236 root 1.31 maptile *m;
237 root 1.29
238     for (m = first_map; m != NULL; m = m->next)
239     {
240     dump_map (m);
241     }
242 elmex 1.1 }
243    
244     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
245     * one function that just returns a P_.. value (see map.h)
246     * it will also do map translation for tiled maps, returning
247     * new values into newmap, nx, and ny. Any and all of those
248     * values can be null, in which case if a new map is needed (returned
249     * by a P_NEW_MAP value, another call to get_map_from_coord
250     * is needed. The case of not passing values is if we're just
251     * checking for the existence of something on those spaces, but
252     * don't expect to insert/remove anything from those spaces.
253     */
254 root 1.29 int
255 root 1.31 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
256 elmex 1.1 {
257 root 1.29 sint16 newx, newy;
258     int retval = 0;
259 root 1.31 maptile *mp;
260 root 1.29
261     if (out_of_map (oldmap, x, y))
262     return P_OUT_OF_MAP;
263     newx = x;
264     newy = y;
265     mp = get_map_from_coord (oldmap, &newx, &newy);
266     if (mp != oldmap)
267     retval |= P_NEW_MAP;
268     if (newmap)
269     *newmap = mp;
270     if (nx)
271     *nx = newx;
272     if (ny)
273     *ny = newy;
274 root 1.28
275 root 1.29 retval |= mp->spaces[newx + mp->width * newy].flags;
276 elmex 1.3
277 root 1.29 return retval;
278 elmex 1.1 }
279    
280    
281     /*
282     * Returns true if the given coordinate is blocked except by the
283     * object passed is not blocking. This is used with
284     * multipart monsters - if we want to see if a 2x2 monster
285     * can move 1 space to the left, we don't want its own area
286     * to block it from moving there.
287     * Returns TRUE if the space is blocked by something other than the
288     * monster.
289     * m, x, y are the target map/coordinates - needed for map tiling.
290     * the coordinates & map passed in should have been updated for tiling
291     * by the caller.
292     */
293    
294 root 1.29 int
295 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
296 root 1.29 {
297     object *tmp;
298     int mflags, blocked;
299    
300     /* Make sure the coordinates are valid - they should be, as caller should
301     * have already checked this.
302     */
303     if (OUT_OF_REAL_MAP (m, sx, sy))
304     {
305     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
306     return 1;
307 elmex 1.1 }
308    
309 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
310     * directly.
311     */
312     mflags = m->spaces[sx + m->width * sy].flags;
313    
314     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
315    
316     /* If space is currently not blocked by anything, no need to
317     * go further. Not true for players - all sorts of special
318     * things we need to do for players.
319     */
320     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
321     return 0;
322    
323     /* if there isn't anytyhing alive on this space, and this space isn't
324     * otherwise blocked, we can return now. Only if there is a living
325     * creature do we need to investigate if it is part of this creature
326     * or another. Likewise, only if something is blocking us do we
327     * need to investigate if there is a special circumstance that would
328     * let the player through (inventory checkers for example)
329     */
330     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
331     return 0;
332    
333     if (ob->head != NULL)
334     ob = ob->head;
335    
336     /* We basically go through the stack of objects, and if there is
337     * some other object that has NO_PASS or FLAG_ALIVE set, return
338     * true. If we get through the entire stack, that must mean
339     * ob is blocking it, so return 0.
340     */
341     for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
342     {
343    
344     /* This must be before the checks below. Code for inventory checkers. */
345     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
346     {
347     /* If last_sp is set, the player/monster needs an object,
348     * so we check for it. If they don't have it, they can't
349     * pass through this space.
350     */
351     if (tmp->last_sp)
352     {
353     if (check_inv_recursive (ob, tmp) == NULL)
354     return 1;
355     else
356     continue;
357     }
358     else
359     {
360     /* In this case, the player must not have the object -
361     * if they do, they can't pass through.
362     */
363     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
364     return 1;
365     else
366     continue;
367     }
368     } /* if check_inv */
369     else
370     {
371     /* Broke apart a big nasty if into several here to make
372     * this more readable. first check - if the space blocks
373     * movement, can't move here.
374     * second - if a monster, can't move there, unles it is a
375     * hidden dm
376     */
377     if (OB_MOVE_BLOCK (ob, tmp))
378     return 1;
379     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
380     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
381     return 1;
382 root 1.10 }
383 elmex 1.1
384     }
385 root 1.29 return 0;
386 elmex 1.1 }
387    
388    
389     /*
390     * Returns true if the given object can't fit in the given spot.
391     * This is meant for multi space objects - for single space objecs,
392     * just calling get_map_blocked and checking that against movement type
393     * of object. This function goes through all the parts of the
394     * multipart object and makes sure they can be inserted.
395     *
396     * While this doesn't call out of map, the get_map_flags does.
397     *
398     * This function has been used to deprecate arch_out_of_map -
399     * this function also does that check, and since in most cases,
400     * a call to one would follow the other, doesn't make a lot of sense to
401     * have two seperate functions for this.
402     *
403     * This returns nonzero if this arch can not go on the space provided,
404     * 0 otherwise. the return value will contain the P_.. value
405     * so the caller can know why this object can't go on the map.
406     * Note that callers should not expect P_NEW_MAP to be set
407     * in return codes - since the object is multispace - if
408     * we did return values, what do you return if half the object
409     * is one map, half on another.
410     *
411     * Note this used to be arch_blocked, but with new movement
412     * code, we need to have actual object to check its move_type
413     * against the move_block values.
414     */
415    
416 root 1.29 int
417 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
418 root 1.29 {
419     archetype *tmp;
420     int flag;
421 root 1.31 maptile *m1;
422 root 1.29 sint16 sx, sy;
423 elmex 1.1
424 root 1.29 if (ob == NULL)
425     {
426     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
427     if (flag & P_OUT_OF_MAP)
428     return P_OUT_OF_MAP;
429 elmex 1.1
430 root 1.29 /* don't have object, so don't know what types would block */
431     return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
432 elmex 1.1 }
433    
434 root 1.29 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
435     {
436     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
437 elmex 1.1
438 root 1.29 if (flag & P_OUT_OF_MAP)
439     return P_OUT_OF_MAP;
440     if (flag & P_IS_ALIVE)
441     return P_IS_ALIVE;
442    
443     /* find_first_free_spot() calls this function. However, often
444     * ob doesn't have any move type (when used to place exits)
445     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
446     */
447 elmex 1.1
448 root 1.29 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
449     continue;
450 elmex 1.1
451 root 1.29 /* Note it is intentional that we check ob - the movement type of the
452     * head of the object should correspond for the entire object.
453     */
454     if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
455     return AB_NO_PASS;
456 elmex 1.1
457     }
458 root 1.29 return 0;
459 elmex 1.1 }
460    
461     /* When the map is loaded, load_object does not actually insert objects
462     * into inventory, but just links them. What this does is go through
463     * and insert them properly.
464     * The object 'container' is the object that contains the inventory.
465     * This is needed so that we can update the containers weight.
466     */
467    
468 root 1.29 void
469     fix_container (object *container)
470 elmex 1.1 {
471 root 1.29 object *tmp = container->inv, *next;
472 elmex 1.1
473 root 1.29 container->inv = NULL;
474     while (tmp != NULL)
475     {
476     next = tmp->below;
477     if (tmp->inv)
478     fix_container (tmp);
479     (void) insert_ob_in_ob (tmp, container);
480     tmp = next;
481     }
482     /* sum_weight will go through and calculate what all the containers are
483     * carrying.
484     */
485     sum_weight (container);
486 elmex 1.1 }
487    
488     /* link_multipart_objects go through all the objects on the map looking
489     * for objects whose arch says they are multipart yet according to the
490     * info we have, they only have the head (as would be expected when
491     * they are saved). We do have to look for the old maps that did save
492     * the more sections and not re-add sections for them.
493     */
494    
495 root 1.29 static void
496 root 1.31 link_multipart_objects (maptile *m)
497 elmex 1.1 {
498 root 1.29 int x, y;
499     object *tmp, *op, *last, *above;
500     archetype *at;
501    
502     for (x = 0; x < MAP_WIDTH (m); x++)
503     for (y = 0; y < MAP_HEIGHT (m); y++)
504     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
505     {
506     above = tmp->above;
507    
508     /* already multipart - don't do anything more */
509     if (tmp->head || tmp->more)
510     continue;
511    
512     /* If there is nothing more to this object, this for loop
513     * won't do anything.
514     */
515     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
516     {
517     op = arch_to_object (at);
518    
519     /* update x,y coordinates */
520     op->x += tmp->x;
521     op->y += tmp->y;
522     op->head = tmp;
523     op->map = m;
524     last->more = op;
525     op->name = tmp->name;
526     op->title = tmp->title;
527     /* we could link all the parts onto tmp, and then just
528     * call insert_ob_in_map once, but the effect is the same,
529     * as insert_ob_in_map will call itself with each part, and
530     * the coding is simpler to just to it here with each part.
531     */
532     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
533     } /* for at = tmp->arch->more */
534     } /* for objects on this space */
535 elmex 1.1 }
536 root 1.29
537 elmex 1.1 /*
538     * Loads (ands parses) the objects into a given map from the specified
539     * file pointer.
540     * mapflags is the same as we get with load_original_map
541     */
542 root 1.24 void
543 root 1.31 load_objects (maptile *m, object_thawer & fp, int mapflags)
544 root 1.24 {
545     int i, j;
546     int unique;
547     object *op, *prev = NULL, *last_more = NULL, *otmp;
548 elmex 1.1
549 root 1.24 op = get_object ();
550     op->map = m; /* To handle buttons correctly */
551 elmex 1.1
552 root 1.24 while ((i = load_object (fp, op, mapflags)))
553     {
554     /* if the archetype for the object is null, means that we
555     * got an invalid object. Don't do anything with it - the game
556     * or editor will not be able to do anything with it either.
557     */
558     if (op->arch == NULL)
559     {
560 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
561 root 1.24 continue;
562 root 1.10 }
563    
564    
565 root 1.24 switch (i)
566     {
567 root 1.29 case LL_NORMAL:
568     /* if we are loading an overlay, put the floors on the bottom */
569     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
570     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
571     else
572     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
573    
574     if (op->inv)
575     sum_weight (op);
576    
577     prev = op, last_more = op;
578     break;
579    
580     case LL_MORE:
581     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
582     op->head = prev, last_more->more = op, last_more = op;
583     break;
584 root 1.10 }
585 root 1.24
586     if (mapflags & MAP_STYLE)
587     remove_from_active_list (op);
588    
589     op = get_object ();
590     op->map = m;
591 elmex 1.1 }
592 root 1.24
593     for (i = 0; i < m->width; i++)
594     {
595     for (j = 0; j < m->height; j++)
596     {
597     unique = 0;
598     /* check for unique items, or unique squares */
599     for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
600     {
601 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
602 root 1.24 unique = 1;
603     if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
604     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
605 root 1.10 }
606     }
607 elmex 1.1 }
608 root 1.24
609     free_object (op);
610     link_multipart_objects (m);
611 elmex 1.1 }
612    
613     /* This saves all the objects on the map in a non destructive fashion.
614     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
615     * and we only save the head of multi part objects - this is needed
616     * in order to do map tiling properly.
617     */
618 root 1.29 void
619 root 1.31 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
620 root 1.29 {
621     int i, j = 0, unique = 0;
622     object *op;
623 elmex 1.1
624 root 1.29 /* first pass - save one-part objects */
625     for (i = 0; i < MAP_WIDTH (m); i++)
626     for (j = 0; j < MAP_HEIGHT (m); j++)
627     {
628     unique = 0;
629     for (op = get_map_ob (m, i, j); op; op = op->above)
630     {
631     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
632     unique = 1;
633    
634     if (op->type == PLAYER)
635     {
636     LOG (llevDebug, "Player on map that is being saved\n");
637     continue;
638     }
639    
640     if (op->head || op->owner)
641     continue;
642    
643     if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
644     save_object (fp2, op, 3);
645     else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
646     save_object (fp, op, 3);
647 root 1.10
648 root 1.29 } /* for this space */
649     } /* for this j */
650 elmex 1.1 }
651    
652     /*
653 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
654 elmex 1.1 * Modified to no longer take a path option which was not being
655     * used anyways. MSW 2001-07-01
656     */
657    
658 root 1.31 maptile *
659 root 1.29 get_linked_map (void)
660     {
661 root 1.31 maptile *map = new maptile;
662     maptile *mp;
663 root 1.29
664     for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next);
665     if (mp == NULL)
666     first_map = map;
667     else
668     mp->next = map;
669 elmex 1.1
670 root 1.29 map->in_memory = MAP_SWAPPED;
671     /* The maps used to pick up default x and y values from the
672     * map archetype. Mimic that behaviour.
673     */
674     MAP_WIDTH (map) = 16;
675     MAP_HEIGHT (map) = 16;
676     MAP_RESET_TIMEOUT (map) = 0;
677     MAP_TIMEOUT (map) = 300;
678     MAP_ENTER_X (map) = 0;
679     MAP_ENTER_Y (map) = 0;
680     /*set part to -1 indicating conversion to weather map not yet done */
681     MAP_WORLDPARTX (map) = -1;
682     MAP_WORLDPARTY (map) = -1;
683     return map;
684 elmex 1.1 }
685    
686     /*
687 root 1.31 * Allocates the arrays contained in a maptile.
688 elmex 1.1 * This basically allocates the dynamic array of spaces for the
689     * map.
690     */
691    
692 root 1.29 void
693 root 1.31 allocate_map (maptile *m)
694 root 1.29 {
695     m->in_memory = MAP_IN_MEMORY;
696     /* Log this condition and free the storage. We could I suppose
697     * realloc, but if the caller is presuming the data will be intact,
698     * that is their poor assumption.
699     */
700     if (m->spaces)
701     {
702     LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
703     free (m->spaces);
704 elmex 1.1 }
705    
706 root 1.29 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
707 elmex 1.1
708 root 1.29 if (m->spaces == NULL)
709     fatal (OUT_OF_MEMORY);
710 elmex 1.1 }
711    
712     /* Create and returns a map of the specific size. Used
713     * in random map code and the editor.
714     */
715 root 1.31 maptile *
716 root 1.29 get_empty_map (int sizex, int sizey)
717     {
718 root 1.31 maptile *m = get_linked_map ();
719 root 1.29
720     m->width = sizex;
721     m->height = sizey;
722     m->in_memory = MAP_SWAPPED;
723     allocate_map (m);
724     return m;
725 elmex 1.1 }
726    
727     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
728     * corresponding to that string. Memory is allocated for this, it must be freed
729     * at a later date.
730     * Called by parse_map_headers below.
731     */
732    
733 root 1.29 static shopitems *
734     parse_shop_string (const char *input_string)
735     {
736     char *shop_string, *p, *q, *next_semicolon, *next_colon;
737     shopitems *items = NULL;
738     int i = 0, number_of_entries = 0;
739     const typedata *current_type;
740    
741     shop_string = strdup_local (input_string);
742     p = shop_string;
743     /* first we'll count the entries, we'll need that for allocating the array shortly */
744     while (p)
745     {
746     p = strchr (p, ';');
747     number_of_entries++;
748     if (p)
749     p++;
750     }
751     p = shop_string;
752     strip_endline (p);
753     items = new shopitems[number_of_entries + 1];
754     for (i = 0; i < number_of_entries; i++)
755     {
756     if (!p)
757     {
758     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
759     break;
760     }
761     next_semicolon = strchr (p, ';');
762     next_colon = strchr (p, ':');
763     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
764     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
765     items[i].strength = atoi (strchr (p, ':') + 1);
766    
767     if (isdigit (*p) || *p == '*')
768     {
769     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
770     current_type = get_typedata (items[i].typenum);
771     if (current_type)
772     {
773     items[i].name = current_type->name;
774     items[i].name_pl = current_type->name_pl;
775     }
776     }
777     else
778     { /*we have a named type, let's figure out what it is */
779     q = strpbrk (p, ";:");
780     if (q)
781     *q = '\0';
782    
783     current_type = get_typedata_by_name (p);
784     if (current_type)
785     {
786     items[i].name = current_type->name;
787     items[i].typenum = current_type->number;
788     items[i].name_pl = current_type->name_pl;
789     }
790     else
791     { /* oh uh, something's wrong, let's free up this one, and try
792     * the next entry while we're at it, better print a warning
793     */
794     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
795     }
796     }
797     items[i].index = number_of_entries;
798     if (next_semicolon)
799     p = ++next_semicolon;
800     else
801     p = NULL;
802 elmex 1.1 }
803 root 1.29 free (shop_string);
804     return items;
805 elmex 1.1 }
806    
807     /* opposite of parse string, this puts the string that was originally fed in to
808     * the map (or something equivilent) into output_string. */
809 root 1.29 static void
810 root 1.31 print_shop_string (maptile *m, char *output_string)
811 root 1.29 {
812     int i;
813     char tmp[MAX_BUF];
814    
815     strcpy (output_string, "");
816     for (i = 0; i < m->shopitems[0].index; i++)
817     {
818     if (m->shopitems[i].typenum)
819     {
820     if (m->shopitems[i].strength)
821     {
822     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
823 root 1.10 }
824 root 1.29 else
825     sprintf (tmp, "%s;", m->shopitems[i].name);
826 root 1.10 }
827 root 1.29 else
828     {
829     if (m->shopitems[i].strength)
830     {
831     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
832     }
833     else
834     sprintf (tmp, "*");
835     }
836     strcat (output_string, tmp);
837 elmex 1.1 }
838     }
839    
840     /* This loads the header information of the map. The header
841     * contains things like difficulty, size, timeout, etc.
842     * this used to be stored in the map object, but with the
843     * addition of tiling, fields beyond that easily named in an
844     * object structure were needed, so it just made sense to
845     * put all the stuff in the map object so that names actually make
846     * sense.
847     * This could be done in lex (like the object loader), but I think
848     * currently, there are few enough fields this is not a big deal.
849     * MSW 2001-07-01
850     * return 0 on success, 1 on failure.
851     */
852    
853 root 1.29 static int
854 root 1.31 load_map_header (object_thawer & fp, maptile *m)
855 elmex 1.1 {
856 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
857     int msgpos = 0;
858     int maplorepos = 0;
859    
860     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
861     {
862     buf[HUGE_BUF - 1] = 0;
863     key = buf;
864     while (isspace (*key))
865     key++;
866     if (*key == 0)
867     continue; /* empty line */
868     value = strchr (key, ' ');
869     if (!value)
870     {
871     end = strchr (key, '\n');
872     if (end != NULL)
873     {
874     *end = 0;
875     }
876     }
877     else
878     {
879     *value = 0;
880     value++;
881     end = strchr (value, '\n');
882     while (isspace (*value))
883     {
884     value++;
885     if (*value == '\0' || value == end)
886     {
887     /* Nothing but spaces. */
888     value = NULL;
889     break;
890 root 1.10 }
891     }
892     }
893 root 1.22
894 root 1.29 if (!end)
895     {
896     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
897     return 1;
898 root 1.10 }
899    
900 root 1.29 /* key is the field name, value is what it should be set
901     * to. We've already done the work to null terminate key,
902     * and strip off any leading spaces for both of these.
903     * We have not touched the newline at the end of the line -
904     * these are needed for some values. the end pointer
905     * points to the first of the newlines.
906     * value could be NULL! It would be easy enough to just point
907     * this to "" to prevent cores, but that would let more errors slide
908     * through.
909     *
910     * First check for entries that do not use the value parameter, then
911     * validate that value is given and check for the remaining entries
912     * that use the parameter.
913     */
914 root 1.10
915 root 1.29 if (!strcmp (key, "msg"))
916     {
917     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
918     {
919     if (!strcmp (buf, "endmsg\n"))
920     break;
921     else
922     {
923     /* slightly more efficient than strcat */
924     strcpy (msgbuf + msgpos, buf);
925     msgpos += strlen (buf);
926 root 1.10 }
927     }
928 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
929     * with nothing between). There is no reason in those cases to
930     * keep the empty message. Also, msgbuf contains garbage data
931     * when msgpos is zero, so copying it results in crashes
932     */
933     if (msgpos != 0)
934     m->msg = strdup_local (msgbuf);
935 root 1.10 }
936 root 1.29 else if (!strcmp (key, "maplore"))
937     {
938     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
939     {
940     if (!strcmp (buf, "endmaplore\n"))
941     break;
942     else
943     {
944     /* slightly more efficient than strcat */
945     strcpy (maplorebuf + maplorepos, buf);
946     maplorepos += strlen (buf);
947 root 1.10 }
948     }
949 root 1.29 if (maplorepos != 0)
950     m->maplore = strdup_local (maplorebuf);
951     }
952     else if (!strcmp (key, "end"))
953     {
954     break;
955     }
956     else if (value == NULL)
957     {
958     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
959     }
960     else if (!strcmp (key, "arch"))
961     {
962     /* This is an oddity, but not something we care about much. */
963     if (strcmp (value, "map\n"))
964     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
965     }
966     else if (!strcmp (key, "name"))
967     {
968     *end = 0;
969     m->name = strdup_local (value);
970     }
971     /* first strcmp value on these are old names supported
972     * for compatibility reasons. The new values (second) are
973     * what really should be used.
974     */
975     else if (!strcmp (key, "oid"))
976     {
977     fp.get (m, atoi (value));
978     }
979     else if (!strcmp (key, "attach"))
980     {
981     m->attach = value;
982     }
983     else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
984     {
985     m->enter_x = atoi (value);
986     }
987     else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
988     {
989     m->enter_y = atoi (value);
990     }
991     else if (!strcmp (key, "x") || !strcmp (key, "width"))
992     {
993     m->width = atoi (value);
994     }
995     else if (!strcmp (key, "y") || !strcmp (key, "height"))
996     {
997     m->height = atoi (value);
998     }
999     else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1000     {
1001     m->reset_timeout = atoi (value);
1002     }
1003     else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1004     {
1005     m->timeout = atoi (value);
1006 root 1.10 }
1007 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1008     {
1009     m->difficulty = atoi (value);
1010     }
1011     else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1012     {
1013     m->darkness = atoi (value);
1014     }
1015     else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1016     {
1017     m->fixed_resettime = atoi (value);
1018     }
1019     else if (!strcmp (key, "unique"))
1020     {
1021     m->unique = atoi (value);
1022     }
1023     else if (!strcmp (key, "template"))
1024     {
1025     m->templatemap = atoi (value);
1026     }
1027     else if (!strcmp (key, "region"))
1028     {
1029     m->region = get_region_by_name (value);
1030     }
1031     else if (!strcmp (key, "shopitems"))
1032     {
1033     *end = 0;
1034     m->shopitems = parse_shop_string (value);
1035     }
1036     else if (!strcmp (key, "shopgreed"))
1037     {
1038     m->shopgreed = atof (value);
1039 root 1.10 }
1040 root 1.29 else if (!strcmp (key, "shopmin"))
1041     {
1042     m->shopmin = atol (value);
1043 root 1.10 }
1044 root 1.29 else if (!strcmp (key, "shopmax"))
1045     {
1046     m->shopmax = atol (value);
1047     }
1048     else if (!strcmp (key, "shoprace"))
1049     {
1050     *end = 0;
1051     m->shoprace = strdup_local (value);
1052     }
1053     else if (!strcmp (key, "outdoor"))
1054     {
1055     m->outdoor = atoi (value);
1056     }
1057     else if (!strcmp (key, "temp"))
1058     {
1059     m->temp = atoi (value);
1060     }
1061     else if (!strcmp (key, "pressure"))
1062     {
1063     m->pressure = atoi (value);
1064     }
1065     else if (!strcmp (key, "humid"))
1066     {
1067     m->humid = atoi (value);
1068     }
1069     else if (!strcmp (key, "windspeed"))
1070     {
1071     m->windspeed = atoi (value);
1072     }
1073     else if (!strcmp (key, "winddir"))
1074     {
1075     m->winddir = atoi (value);
1076     }
1077     else if (!strcmp (key, "sky"))
1078     {
1079     m->sky = atoi (value);
1080     }
1081     else if (!strcmp (key, "nosmooth"))
1082     {
1083     m->nosmooth = atoi (value);
1084     }
1085     else if (!strncmp (key, "tile_path_", 10))
1086     {
1087     int tile = atoi (key + 10);
1088    
1089     if (tile < 1 || tile > 4)
1090     {
1091     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1092     }
1093     else
1094     {
1095     char *path;
1096    
1097     *end = 0;
1098    
1099     if (m->tile_path[tile - 1])
1100     {
1101     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1102     free (m->tile_path[tile - 1]);
1103     m->tile_path[tile - 1] = NULL;
1104 root 1.10 }
1105    
1106 root 1.29 if (check_path (value, 1) != -1)
1107     {
1108     /* The unadorned path works. */
1109     path = value;
1110     }
1111     else
1112     {
1113     /* Try again; it could be a relative exit. */
1114    
1115     path = path_combine_and_normalize (m->path, value);
1116    
1117     if (check_path (path, 1) == -1)
1118     {
1119     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1120     path = NULL;
1121 root 1.10 }
1122     }
1123 elmex 1.1
1124 root 1.29 if (editor)
1125     {
1126     /* Use the value as in the file. */
1127     m->tile_path[tile - 1] = strdup_local (value);
1128 root 1.10 }
1129 root 1.29 else if (path != NULL)
1130     {
1131     /* Use the normalized value. */
1132     m->tile_path[tile - 1] = strdup_local (path);
1133     }
1134     } /* end if tile direction (in)valid */
1135 root 1.10 }
1136 root 1.29 else
1137     {
1138     LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1139 root 1.10 }
1140 elmex 1.1 }
1141 root 1.29 if (!key || strcmp (key, "end"))
1142     {
1143     LOG (llevError, "Got premature eof on map header!\n");
1144     return 1;
1145 elmex 1.1 }
1146 root 1.29 return 0;
1147 elmex 1.1 }
1148    
1149     /*
1150     * Opens the file "filename" and reads information about the map
1151     * from the given file, and stores it in a newly allocated
1152 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1153 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1154     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1155     * MAP_BLOCK, in which case we block on this load. This happens in all
1156     * cases, no matter if this flag is set or not.
1157     * MAP_STYLE: style map - don't add active objects, don't add to server
1158 root 1.10 * managed map list.
1159 elmex 1.1 */
1160    
1161 root 1.31 maptile *
1162 root 1.29 load_original_map (const char *filename, int flags)
1163     {
1164 root 1.31 maptile *m;
1165 root 1.29 char pathname[MAX_BUF];
1166 elmex 1.1
1167 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1168     strcpy (pathname, filename);
1169     else if (flags & MAP_OVERLAY)
1170     strcpy (pathname, create_overlay_pathname (filename));
1171     else
1172     strcpy (pathname, create_pathname (filename));
1173 root 1.22
1174 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1175 elmex 1.1
1176 root 1.29 object_thawer thawer (pathname);
1177 root 1.9
1178 root 1.29 if (!thawer)
1179     return 0;
1180 elmex 1.1
1181 root 1.29 m = get_linked_map ();
1182 elmex 1.1
1183 root 1.29 strcpy (m->path, filename);
1184     if (load_map_header (thawer, m))
1185     {
1186     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1187     delete_map (m);
1188     return NULL;
1189     }
1190    
1191     allocate_map (m);
1192    
1193     m->in_memory = MAP_LOADING;
1194     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1195    
1196     m->in_memory = MAP_IN_MEMORY;
1197     if (!MAP_DIFFICULTY (m))
1198     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1199     set_map_reset_time (m);
1200     m->instantiate ();
1201     return (m);
1202 elmex 1.1 }
1203    
1204     /*
1205     * Loads a map, which has been loaded earlier, from file.
1206     * Return the map object we load into (this can change from the passed
1207     * option if we can't find the original map)
1208     */
1209    
1210 root 1.31 static maptile *
1211     load_temporary_map (maptile *m)
1212 root 1.29 {
1213     char buf[MAX_BUF];
1214    
1215     if (!m->tmpname)
1216     {
1217     LOG (llevError, "No temporary filename for map %s\n", m->path);
1218     strcpy (buf, m->path);
1219     delete_map (m);
1220     m = load_original_map (buf, 0);
1221     if (m == NULL)
1222     return NULL;
1223     fix_auto_apply (m); /* Chests which open as default */
1224     return m;
1225 elmex 1.1 }
1226    
1227 root 1.29 object_thawer thawer (m->tmpname);
1228 root 1.14
1229 root 1.29 if (!thawer)
1230     {
1231     strcpy (buf, m->path);
1232     delete_map (m);
1233     m = load_original_map (buf, 0);
1234     if (!m)
1235 root 1.10 return NULL;
1236 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1237     return m;
1238 elmex 1.1 }
1239    
1240 root 1.29 if (load_map_header (thawer, m))
1241     {
1242     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1243     delete_map (m);
1244     m = load_original_map (m->path, 0);
1245     return NULL;
1246     }
1247     allocate_map (m);
1248    
1249     m->in_memory = MAP_LOADING;
1250     load_objects (m, thawer, 0);
1251    
1252     m->in_memory = MAP_IN_MEMORY;
1253     INVOKE_MAP (SWAPIN, m);
1254     return m;
1255 elmex 1.1 }
1256    
1257     /*
1258     * Loads a map, which has been loaded earlier, from file.
1259     * Return the map object we load into (this can change from the passed
1260     * option if we can't find the original map)
1261     */
1262    
1263 root 1.31 maptile *
1264     load_overlay_map (const char *filename, maptile *m)
1265 root 1.29 {
1266     char pathname[MAX_BUF];
1267 elmex 1.1
1268 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1269 elmex 1.1
1270 root 1.29 object_thawer thawer (pathname);
1271 root 1.9
1272 root 1.29 if (!thawer)
1273     return m;
1274    
1275     if (load_map_header (thawer, m))
1276     {
1277     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1278     delete_map (m);
1279     m = load_original_map (m->path, 0);
1280     return NULL;
1281 elmex 1.1 }
1282 root 1.29 /*allocate_map(m); */
1283 elmex 1.1
1284 root 1.29 m->in_memory = MAP_LOADING;
1285     load_objects (m, thawer, MAP_OVERLAY);
1286 root 1.14
1287 root 1.29 m->in_memory = MAP_IN_MEMORY;
1288     return m;
1289 elmex 1.1 }
1290    
1291     /******************************************************************************
1292     * This is the start of unique map handling code
1293     *****************************************************************************/
1294    
1295     /* This goes through map 'm' and removed any unique items on the map. */
1296 root 1.29 static void
1297 root 1.31 delete_unique_items (maptile *m)
1298 elmex 1.1 {
1299 root 1.29 int i, j, unique;
1300     object *op, *next;
1301 elmex 1.1
1302 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1303     for (j = 0; j < MAP_HEIGHT (m); j++)
1304     {
1305     unique = 0;
1306     for (op = get_map_ob (m, i, j); op; op = next)
1307     {
1308     next = op->above;
1309     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1310     unique = 1;
1311     if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1312     {
1313     clean_object (op);
1314     if (QUERY_FLAG (op, FLAG_IS_LINKED))
1315     remove_button_link (op);
1316     remove_ob (op);
1317     free_object (op);
1318     }
1319     }
1320     }
1321 elmex 1.1 }
1322    
1323    
1324     /*
1325     * Loads unique objects from file(s) into the map which is in memory
1326     * m is the map to load unique items into.
1327     */
1328 root 1.29 static void
1329 root 1.31 load_unique_objects (maptile *m)
1330 root 1.29 {
1331     int count;
1332     char firstname[MAX_BUF];
1333 elmex 1.1
1334 root 1.29 for (count = 0; count < 10; count++)
1335     {
1336     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1337     if (!access (firstname, R_OK))
1338     break;
1339 elmex 1.1 }
1340 root 1.29 /* If we get here, we did not find any map */
1341     if (count == 10)
1342     return;
1343 elmex 1.1
1344 root 1.29 object_thawer thawer (firstname);
1345 root 1.9
1346 root 1.29 if (!thawer)
1347     return;
1348 root 1.15
1349 root 1.29 m->in_memory = MAP_LOADING;
1350     if (m->tmpname == NULL) /* if we have loaded unique items from */
1351     delete_unique_items (m); /* original map before, don't duplicate them */
1352     load_objects (m, thawer, 0);
1353 root 1.14
1354 root 1.29 m->in_memory = MAP_IN_MEMORY;
1355 elmex 1.1 }
1356    
1357    
1358     /*
1359     * Saves a map to file. If flag is set, it is saved into the same
1360     * file it was (originally) loaded from. Otherwise a temporary
1361     * filename will be genarated, and the file will be stored there.
1362 root 1.31 * The temporary filename will be stored in the maptileure.
1363 elmex 1.1 * If the map is unique, we also save to the filename in the map
1364     * (this should have been updated when first loaded)
1365     */
1366    
1367 root 1.10 int
1368 root 1.31 new_save_map (maptile *m, int flag)
1369 root 1.10 {
1370 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1371 root 1.10 int i;
1372    
1373     if (flag && !*m->path)
1374     {
1375     LOG (llevError, "Tried to save map without path.\n");
1376     return -1;
1377 elmex 1.1 }
1378 root 1.10
1379     if (flag || (m->unique) || (m->templatemap))
1380     {
1381     if (!m->unique && !m->templatemap)
1382 root 1.29 { /* flag is set */
1383 root 1.10 if (flag == 2)
1384     strcpy (filename, create_overlay_pathname (m->path));
1385     else
1386     strcpy (filename, create_pathname (m->path));
1387     }
1388     else
1389     strcpy (filename, m->path);
1390    
1391     make_path_to_file (filename);
1392 elmex 1.1 }
1393 root 1.10 else
1394     {
1395     if (!m->tmpname)
1396     m->tmpname = tempnam_local (settings.tmpdir, NULL);
1397 root 1.17
1398 root 1.10 strcpy (filename, m->tmpname);
1399     }
1400    
1401     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1402     m->in_memory = MAP_SAVING;
1403    
1404 root 1.17 object_freezer freezer;
1405 root 1.10
1406     /* legacy */
1407 root 1.17 fprintf (freezer, "arch map\n");
1408 root 1.10 if (m->name)
1409 root 1.17 fprintf (freezer, "name %s\n", m->name);
1410 root 1.10 if (!flag)
1411 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1412 root 1.10 if (m->reset_timeout)
1413 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1414 root 1.10 if (m->fixed_resettime)
1415 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1416 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1417     * or a difficulty value we generated when the map was first loaded
1418     */
1419     if (m->difficulty)
1420 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1421 root 1.10 if (m->region)
1422 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1423 root 1.10 if (m->shopitems)
1424     {
1425     print_shop_string (m, shop);
1426 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1427 elmex 1.1 }
1428 root 1.10 if (m->shopgreed)
1429 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1430 elmex 1.1 #ifndef WIN32
1431 root 1.10 if (m->shopmin)
1432 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1433 root 1.10 if (m->shopmax)
1434 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1435 elmex 1.1 #else
1436 root 1.10 if (m->shopmin)
1437 root 1.17 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1438 root 1.10 if (m->shopmax)
1439 root 1.17 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1440 elmex 1.1 #endif
1441 root 1.10 if (m->shoprace)
1442 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1443 root 1.10 if (m->darkness)
1444 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1445 root 1.10 if (m->width)
1446 root 1.17 fprintf (freezer, "width %d\n", m->width);
1447 root 1.10 if (m->height)
1448 root 1.17 fprintf (freezer, "height %d\n", m->height);
1449 root 1.10 if (m->enter_x)
1450 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1451 root 1.10 if (m->enter_y)
1452 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1453 root 1.10 if (m->msg)
1454 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1455 root 1.10 if (m->maplore)
1456 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1457 root 1.10 if (m->unique)
1458 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1459 root 1.10 if (m->templatemap)
1460 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1461 root 1.10 if (m->outdoor)
1462 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1463 root 1.10 if (m->temp)
1464 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1465 root 1.10 if (m->pressure)
1466 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1467 root 1.10 if (m->humid)
1468 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1469 root 1.10 if (m->windspeed)
1470 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1471 root 1.10 if (m->winddir)
1472 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1473 root 1.10 if (m->sky)
1474 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1475 root 1.10 if (m->nosmooth)
1476 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1477 root 1.10
1478     /* Save any tiling information, except on overlays */
1479     if (flag != 2)
1480     for (i = 0; i < 4; i++)
1481     if (m->tile_path[i])
1482 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1483 root 1.10
1484 root 1.17 freezer.put (m);
1485     fprintf (freezer, "end\n");
1486 root 1.10
1487     /* In the game save unique items in the different file, but
1488     * in the editor save them to the normal map file.
1489     * If unique map, save files in the proper destination (set by
1490     * player)
1491     */
1492     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1493     {
1494 root 1.17 object_freezer unique;
1495 elmex 1.1
1496 root 1.10 if (flag == 2)
1497 root 1.17 save_objects (m, freezer, unique, 2);
1498 root 1.10 else
1499 root 1.17 save_objects (m, freezer, unique, 0);
1500    
1501     sprintf (buf, "%s.v00", create_items_path (m->path));
1502    
1503     unique.save (buf);
1504 root 1.10 }
1505     else
1506 root 1.29 { /* save same file when not playing, like in editor */
1507 root 1.17 save_objects (m, freezer, freezer, 0);
1508 root 1.10 }
1509 elmex 1.6
1510 root 1.17 freezer.save (filename);
1511    
1512 root 1.10 return 0;
1513 elmex 1.1 }
1514    
1515    
1516     /*
1517     * Remove and free all objects in the inventory of the given object.
1518     * object.c ?
1519     */
1520    
1521 root 1.29 void
1522     clean_object (object *op)
1523 elmex 1.1 {
1524 root 1.29 object *tmp, *next;
1525 elmex 1.1
1526 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1527 elmex 1.1 {
1528 root 1.29 next = tmp->below;
1529     clean_object (tmp);
1530     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1531     remove_button_link (tmp);
1532     remove_ob (tmp);
1533     free_object (tmp);
1534 elmex 1.1 }
1535     }
1536    
1537     /*
1538     * Remove and free all objects in the given map.
1539     */
1540    
1541 root 1.29 void
1542 root 1.31 free_all_objects (maptile *m)
1543 root 1.29 {
1544     int i, j;
1545     object *op;
1546    
1547     for (i = 0; i < MAP_WIDTH (m); i++)
1548     for (j = 0; j < MAP_HEIGHT (m); j++)
1549     {
1550     object *previous_obj = NULL;
1551    
1552     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1553     {
1554     if (op == previous_obj)
1555     {
1556     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1557     break;
1558     }
1559     previous_obj = op;
1560     if (op->head != NULL)
1561     op = op->head;
1562    
1563     /* If the map isn't in memory, free_object will remove and
1564     * free objects in op's inventory. So let it do the job.
1565     */
1566     if (m->in_memory == MAP_IN_MEMORY)
1567     clean_object (op);
1568     remove_ob (op);
1569     free_object (op);
1570     }
1571     }
1572 elmex 1.1 }
1573    
1574     /*
1575 root 1.31 * Frees everything allocated by the given maptileure.
1576 elmex 1.1 * don't free tmpname - our caller is left to do that
1577     */
1578    
1579 root 1.29 void
1580 root 1.31 free_map (maptile *m, int flag)
1581 root 1.29 {
1582     int i;
1583 elmex 1.1
1584 root 1.29 if (!m->in_memory)
1585     {
1586     LOG (llevError, "Trying to free freed map.\n");
1587     return;
1588 elmex 1.1 }
1589 root 1.29 if (flag && m->spaces)
1590     free_all_objects (m);
1591     if (m->name)
1592     FREE_AND_CLEAR (m->name);
1593     if (m->spaces)
1594     FREE_AND_CLEAR (m->spaces);
1595     if (m->msg)
1596     FREE_AND_CLEAR (m->msg);
1597     if (m->maplore)
1598     FREE_AND_CLEAR (m->maplore);
1599     if (m->shopitems)
1600     delete[]m->shopitems;
1601     m->shopitems = 0;
1602     if (m->shoprace)
1603     FREE_AND_CLEAR (m->shoprace);
1604     if (m->buttons)
1605     free_objectlinkpt (m->buttons);
1606     m->buttons = NULL;
1607     for (i = 0; i < 4; i++)
1608     {
1609     if (m->tile_path[i])
1610     FREE_AND_CLEAR (m->tile_path[i]);
1611     m->tile_map[i] = NULL;
1612     }
1613     m->in_memory = MAP_SWAPPED;
1614 elmex 1.1 }
1615    
1616     /*
1617 root 1.31 * function: vanish maptile
1618     * m : pointer to maptile, if NULL no action
1619 elmex 1.1 * this deletes all the data on the map (freeing pointers)
1620     * and then removes this map from the global linked list of maps.
1621     */
1622    
1623 root 1.29 void
1624 root 1.31 delete_map (maptile *m)
1625 root 1.29 {
1626 root 1.31 maptile *tmp, *last;
1627 root 1.29 int i;
1628    
1629     if (!m)
1630     return;
1631 elmex 1.1
1632 root 1.29 m->clear ();
1633    
1634     if (m->in_memory == MAP_IN_MEMORY)
1635     {
1636     /* change to MAP_SAVING, even though we are not,
1637     * so that remove_ob doesn't do as much work.
1638     */
1639     m->in_memory = MAP_SAVING;
1640     free_map (m, 1);
1641     }
1642     /* move this out of free_map, since tmpname can still be needed if
1643     * the map is swapped out.
1644     */
1645     if (m->tmpname)
1646     {
1647     free (m->tmpname);
1648     m->tmpname = NULL;
1649     }
1650     last = NULL;
1651     /* We need to look through all the maps and see if any maps
1652     * are pointing at this one for tiling information. Since
1653     * tiling can be assymetric, we just can not look to see which
1654     * maps this map tiles with and clears those.
1655     */
1656     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1657     {
1658     if (tmp->next == m)
1659     last = tmp;
1660 root 1.11
1661 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1662     for (i = 0; i < 4; i++)
1663     if (tmp->tile_map[i] == m)
1664     tmp->tile_map[i] = NULL;
1665     }
1666 root 1.11
1667 root 1.29 /* If last is null, then this should be the first map in the list */
1668     if (!last)
1669     {
1670     if (m == first_map)
1671     first_map = m->next;
1672     else
1673     /* m->path is a static char, so should hopefully still have
1674     * some useful data in it.
1675 root 1.10 */
1676 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1677 elmex 1.1 }
1678 root 1.29 else
1679     last->next = m->next;
1680 elmex 1.1
1681 root 1.29 delete m;
1682 elmex 1.1 }
1683    
1684    
1685    
1686     /*
1687     * Makes sure the given map is loaded and swapped in.
1688     * name is path name of the map.
1689     * flags meaning:
1690     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1691     * and don't do unique items or the like.
1692     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1693     * dont do any more name translation on it.
1694     *
1695     * Returns a pointer to the given map.
1696     */
1697    
1698 root 1.31 maptile *
1699 root 1.29 ready_map_name (const char *name, int flags)
1700     {
1701 root 1.31 maptile *m;
1702 elmex 1.1
1703 root 1.29 if (!name)
1704     return (NULL);
1705 elmex 1.1
1706 root 1.29 /* Have we been at this level before? */
1707     m = has_been_loaded (name);
1708 elmex 1.1
1709 root 1.29 /* Map is good to go, so just return it */
1710     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1711     {
1712     return m;
1713     }
1714 root 1.10
1715 root 1.29 /* unique maps always get loaded from their original location, and never
1716     * a temp location. Likewise, if map_flush is set, or we have never loaded
1717     * this map, load it now. I removed the reset checking from here -
1718     * it seems the probability of a player trying to enter a map that should
1719     * reset but hasn't yet is quite low, and removing that makes this function
1720     * a bit cleaner (and players probably shouldn't rely on exact timing for
1721     * resets in any case - if they really care, they should use the 'maps command.
1722     */
1723     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1724     {
1725 root 1.10
1726 root 1.29 /* first visit or time to reset */
1727     if (m)
1728     {
1729     clean_tmp_map (m); /* Doesn't make much difference */
1730     delete_map (m);
1731     }
1732    
1733     /* create and load a map */
1734     if (flags & MAP_PLAYER_UNIQUE)
1735     LOG (llevDebug, "Trying to load map %s.\n", name);
1736     else
1737     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1738    
1739     //eval_pv ("$x = Event::time", 1);//D
1740     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1741     return (NULL);
1742     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1743    
1744     fix_auto_apply (m); /* Chests which open as default */
1745    
1746     /* If a player unique map, no extra unique object file to load.
1747     * if from the editor, likewise.
1748     */
1749     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1750     load_unique_objects (m);
1751    
1752     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1753     {
1754     m = load_overlay_map (name, m);
1755     if (m == NULL)
1756     return NULL;
1757     }
1758    
1759     if (flags & MAP_PLAYER_UNIQUE)
1760     INVOKE_MAP (SWAPIN, m);
1761    
1762     }
1763     else
1764     {
1765     /* If in this loop, we found a temporary map, so load it up. */
1766    
1767     m = load_temporary_map (m);
1768     if (m == NULL)
1769     return NULL;
1770     load_unique_objects (m);
1771    
1772     clean_tmp_map (m);
1773     m->in_memory = MAP_IN_MEMORY;
1774     /* tempnam() on sun systems (probably others) uses malloc
1775     * to allocated space for the string. Free it here.
1776     * In some cases, load_temporary_map above won't find the
1777     * temporary map, and so has reloaded a new map. If that
1778     * is the case, tmpname is now null
1779     */
1780     if (m->tmpname)
1781     free (m->tmpname);
1782     m->tmpname = NULL;
1783     /* It's going to be saved anew anyway */
1784     }
1785    
1786     /* Below here is stuff common to both first time loaded maps and
1787     * temp maps.
1788     */
1789 root 1.10
1790 root 1.29 decay_objects (m); /* start the decay */
1791     /* In case other objects press some buttons down */
1792     update_buttons (m);
1793     if (m->outdoor)
1794     set_darkness_map (m);
1795     /* run the weather over this map */
1796     weather_effect (name);
1797     return m;
1798 elmex 1.1 }
1799    
1800    
1801     /*
1802     * This routine is supposed to find out the difficulty of the map.
1803     * difficulty does not have a lot to do with character level,
1804     * but does have a lot to do with treasure on the map.
1805     *
1806     * Difficulty can now be set by the map creature. If the value stored
1807     * in the map is zero, then use this routine. Maps should really
1808     * have a difficulty set than using this function - human calculation
1809     * is much better than this functions guesswork.
1810     */
1811    
1812 root 1.29 int
1813 root 1.31 calculate_difficulty (maptile *m)
1814 root 1.29 {
1815 elmex 1.1 object *op;
1816     archetype *at;
1817 pippijn 1.26 int x, y, i;
1818 elmex 1.1 long monster_cnt = 0;
1819     double avgexp = 0;
1820     sint64 total_exp = 0;
1821    
1822     if (MAP_DIFFICULTY (m))
1823     {
1824 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1825 elmex 1.1 return MAP_DIFFICULTY (m);
1826     }
1827    
1828 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1829     for (y = 0; y < MAP_HEIGHT (m); y++)
1830     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1831 elmex 1.1 {
1832 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1833 elmex 1.1 {
1834     total_exp += op->stats.exp;
1835     monster_cnt++;
1836     }
1837    
1838 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1839 elmex 1.1 {
1840     total_exp += op->stats.exp;
1841 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1842 elmex 1.1
1843 root 1.29 if (at != NULL)
1844 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1845    
1846     monster_cnt++;
1847     }
1848     }
1849    
1850     avgexp = (double) total_exp / monster_cnt;
1851    
1852     for (i = 1; i <= settings.max_level; i++)
1853     {
1854     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1855     {
1856     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1857     return i;
1858     }
1859     }
1860    
1861     return 1;
1862     }
1863    
1864 root 1.29 void
1865 root 1.31 clean_tmp_map (maptile *m)
1866 root 1.29 {
1867     if (m->tmpname == NULL)
1868     return;
1869 root 1.8 INVOKE_MAP (CLEAN, m);
1870 root 1.29 (void) unlink (m->tmpname);
1871 elmex 1.1 }
1872    
1873 root 1.29 void
1874     free_all_maps (void)
1875 elmex 1.1 {
1876 root 1.29 int real_maps = 0;
1877 elmex 1.1
1878 root 1.29 while (first_map)
1879     {
1880     /* I think some of the callers above before it gets here set this to be
1881     * saving, but we still want to free this data
1882     */
1883     if (first_map->in_memory == MAP_SAVING)
1884     first_map->in_memory = MAP_IN_MEMORY;
1885     delete_map (first_map);
1886     real_maps++;
1887 elmex 1.1 }
1888 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1889 elmex 1.1 }
1890    
1891     /* change_map_light() - used to change map light level (darkness)
1892     * up or down. Returns true if successful. It should now be
1893     * possible to change a value by more than 1.
1894     * Move this from los.c to map.c since this is more related
1895     * to maps than los.
1896     * postive values make it darker, negative make it brighter
1897     */
1898 root 1.29
1899     int
1900 root 1.31 change_map_light (maptile *m, int change)
1901 root 1.29 {
1902     int new_level = m->darkness + change;
1903    
1904     /* Nothing to do */
1905     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1906     {
1907     return 0;
1908 elmex 1.1 }
1909    
1910 root 1.29 /* inform all players on the map */
1911     if (change > 0)
1912     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1913     else
1914     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1915    
1916     /* Do extra checking. since m->darkness is a unsigned value,
1917     * we need to be extra careful about negative values.
1918     * In general, the checks below are only needed if change
1919     * is not +/-1
1920     */
1921     if (new_level < 0)
1922     m->darkness = 0;
1923     else if (new_level >= MAX_DARKNESS)
1924     m->darkness = MAX_DARKNESS;
1925     else
1926     m->darkness = new_level;
1927 elmex 1.1
1928 root 1.29 /* All clients need to get re-updated for the change */
1929     update_all_map_los (m);
1930     return 1;
1931 elmex 1.1 }
1932    
1933    
1934     /*
1935     * This function updates various attributes about a specific space
1936     * on the map (what it looks like, whether it blocks magic,
1937     * has a living creatures, prevents people from passing
1938     * through, etc)
1939     */
1940 root 1.29 void
1941 root 1.31 update_position (maptile *m, int x, int y)
1942 root 1.29 {
1943     object *tmp, *last = NULL;
1944     uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1945     New_Face *top, *floor, *middle;
1946     object *top_obj, *floor_obj, *middle_obj;
1947     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1948    
1949     oldflags = GET_MAP_FLAGS (m, x, y);
1950     if (!(oldflags & P_NEED_UPDATE))
1951     {
1952     LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1953     return;
1954     }
1955    
1956     middle = blank_face;
1957     top = blank_face;
1958     floor = blank_face;
1959    
1960     middle_obj = NULL;
1961     top_obj = NULL;
1962     floor_obj = NULL;
1963    
1964     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1965     {
1966    
1967     /* This could be made additive I guess (two lights better than
1968     * one). But if so, it shouldn't be a simple additive - 2
1969     * light bulbs do not illuminate twice as far as once since
1970     * it is a disapation factor that is squared (or is it cubed?)
1971     */
1972     if (tmp->glow_radius > light)
1973     light = tmp->glow_radius;
1974    
1975     /* This call is needed in order to update objects the player
1976     * is standing in that have animations (ie, grass, fire, etc).
1977     * However, it also causes the look window to be re-drawn
1978     * 3 times each time the player moves, because many of the
1979     * functions the move_player calls eventualy call this.
1980     *
1981     * Always put the player down for drawing.
1982     */
1983     if (!tmp->invisible)
1984     {
1985     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1986     {
1987     top = tmp->face;
1988     top_obj = tmp;
1989     }
1990     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1991     {
1992     /* If we got a floor, that means middle and top were below it,
1993     * so should not be visible, so we clear them.
1994     */
1995     middle = blank_face;
1996     top = blank_face;
1997     floor = tmp->face;
1998     floor_obj = tmp;
1999     }
2000     /* Flag anywhere have high priority */
2001     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2002     {
2003     middle = tmp->face;
2004    
2005     middle_obj = tmp;
2006     anywhere = 1;
2007     }
2008     /* Find the highest visible face around. If equal
2009     * visibilities, we still want the one nearer to the
2010     * top
2011     */
2012     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2013     {
2014     middle = tmp->face;
2015     middle_obj = tmp;
2016     }
2017     }
2018     if (tmp == tmp->above)
2019     {
2020     LOG (llevError, "Error in structure of map\n");
2021     exit (-1);
2022     }
2023    
2024     move_slow |= tmp->move_slow;
2025     move_block |= tmp->move_block;
2026     move_on |= tmp->move_on;
2027     move_off |= tmp->move_off;
2028     move_allow |= tmp->move_allow;
2029    
2030     if (QUERY_FLAG (tmp, FLAG_ALIVE))
2031     flags |= P_IS_ALIVE;
2032     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2033     flags |= P_NO_MAGIC;
2034     if (QUERY_FLAG (tmp, FLAG_DAMNED))
2035     flags |= P_NO_CLERIC;
2036     if (tmp->type == SAFE_GROUND)
2037     flags |= P_SAFE;
2038    
2039     if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2040     flags |= P_BLOCKSVIEW;
2041     } /* for stack of objects */
2042    
2043     /* we don't want to rely on this function to have accurate flags, but
2044     * since we're already doing the work, we calculate them here.
2045     * if they don't match, logic is broken someplace.
2046     */
2047     if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2048     {
2049     LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2050     m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2051     }
2052     SET_MAP_FLAGS (m, x, y, flags);
2053     SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2054     SET_MAP_MOVE_ON (m, x, y, move_on);
2055     SET_MAP_MOVE_OFF (m, x, y, move_off);
2056     SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2057    
2058     /* At this point, we have a floor face (if there is a floor),
2059     * and the floor is set - we are not going to touch it at
2060     * this point.
2061     * middle contains the highest visibility face.
2062     * top contains a player/monster face, if there is one.
2063     *
2064     * We now need to fill in top.face and/or middle.face.
2065     */
2066    
2067     /* If the top face also happens to be high visibility, re-do our
2068     * middle face. This should not happen, as we already have the
2069     * else statement above so middle should not get set. OTOH, it
2070     * may be possible for the faces to match but be different objects.
2071     */
2072     if (top == middle)
2073     middle = blank_face;
2074    
2075     /* There are three posibilities at this point:
2076     * 1) top face is set, need middle to be set.
2077     * 2) middle is set, need to set top.
2078     * 3) neither middle or top is set - need to set both.
2079     */
2080    
2081     for (tmp = last; tmp; tmp = tmp->below)
2082     {
2083     /* Once we get to a floor, stop, since we already have a floor object */
2084     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2085     break;
2086    
2087     /* If two top faces are already set, quit processing */
2088     if ((top != blank_face) && (middle != blank_face))
2089     break;
2090 root 1.10
2091 root 1.29 /* Only show visible faces, unless its the editor - show all */
2092     if (!tmp->invisible || editor)
2093     {
2094     /* Fill in top if needed */
2095     if (top == blank_face)
2096     {
2097     top = tmp->face;
2098     top_obj = tmp;
2099     if (top == middle)
2100     middle = blank_face;
2101     }
2102     else
2103     {
2104     /* top is already set - we should only get here if
2105     * middle is not set
2106     *
2107     * Set the middle face and break out, since there is nothing
2108     * more to fill in. We don't check visiblity here, since
2109     *
2110     */
2111     if (tmp->face != top)
2112     {
2113     middle = tmp->face;
2114     middle_obj = tmp;
2115     break;
2116 root 1.10 }
2117     }
2118     }
2119 elmex 1.1 }
2120 root 1.29 if (middle == floor)
2121     middle = blank_face;
2122     if (top == middle)
2123     middle = blank_face;
2124     SET_MAP_FACE (m, x, y, top, 0);
2125     if (top != blank_face)
2126     SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2127     else
2128     SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2129     SET_MAP_FACE (m, x, y, middle, 1);
2130     if (middle != blank_face)
2131     SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2132     else
2133     SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2134     SET_MAP_FACE (m, x, y, floor, 2);
2135     if (floor != blank_face)
2136     SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2137     else
2138     SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2139     SET_MAP_LIGHT (m, x, y, light);
2140 elmex 1.1 }
2141    
2142    
2143 root 1.29 void
2144 root 1.31 set_map_reset_time (maptile *map)
2145 root 1.29 {
2146     int timeout;
2147 elmex 1.1
2148 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2149     if (timeout <= 0)
2150     timeout = MAP_DEFAULTRESET;
2151     if (timeout >= MAP_MAXRESET)
2152     timeout = MAP_MAXRESET;
2153     MAP_WHEN_RESET (map) = seconds () + timeout;
2154 elmex 1.1 }
2155    
2156     /* this updates the orig_map->tile_map[tile_num] value after loading
2157     * the map. It also takes care of linking back the freshly loaded
2158     * maps tile_map values if it tiles back to this one. It returns
2159     * the value of orig_map->tile_map[tile_num]. It really only does this
2160     * so that it is easier for calling functions to verify success.
2161     */
2162    
2163 root 1.31 static maptile *
2164     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2165 elmex 1.1 {
2166 root 1.29 int dest_tile = (tile_num + 2) % 4;
2167     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2168 elmex 1.1
2169 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2170 elmex 1.1
2171 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2172     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))
2173     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2174 elmex 1.1
2175 root 1.29 return orig_map->tile_map[tile_num];
2176 elmex 1.1 }
2177    
2178     /* this returns TRUE if the coordinates (x,y) are out of
2179     * map m. This function also takes into account any
2180     * tiling considerations, loading adjacant maps as needed.
2181     * This is the function should always be used when it
2182     * necessary to check for valid coordinates.
2183     * This function will recursively call itself for the
2184     * tiled maps.
2185     *
2186     *
2187     */
2188 root 1.29 int
2189 root 1.31 out_of_map (maptile *m, int x, int y)
2190 elmex 1.1 {
2191    
2192 root 1.29 /* If we get passed a null map, this is obviously the
2193     * case. This generally shouldn't happen, but if the
2194     * map loads fail below, it could happen.
2195     */
2196     if (!m)
2197     return 0;
2198 elmex 1.1
2199 root 1.29 if (x < 0)
2200     {
2201     if (!m->tile_path[3])
2202     return 1;
2203     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2204     {
2205     load_and_link_tiled_map (m, 3);
2206 root 1.10 }
2207 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2208 elmex 1.1 }
2209 root 1.29 if (x >= MAP_WIDTH (m))
2210     {
2211     if (!m->tile_path[1])
2212     return 1;
2213     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2214     {
2215     load_and_link_tiled_map (m, 1);
2216 root 1.10 }
2217 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2218 elmex 1.1 }
2219 root 1.29 if (y < 0)
2220     {
2221     if (!m->tile_path[0])
2222     return 1;
2223     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2224     {
2225     load_and_link_tiled_map (m, 0);
2226 root 1.10 }
2227 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2228 elmex 1.1 }
2229 root 1.29 if (y >= MAP_HEIGHT (m))
2230     {
2231     if (!m->tile_path[2])
2232     return 1;
2233     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2234     {
2235     load_and_link_tiled_map (m, 2);
2236 root 1.10 }
2237 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2238 elmex 1.1 }
2239    
2240 root 1.29 /* Simple case - coordinates are within this local
2241     * map.
2242     */
2243     return 0;
2244 elmex 1.1 }
2245    
2246     /* This is basically the same as out_of_map above, but
2247     * instead we return NULL if no map is valid (coordinates
2248     * out of bounds and no tiled map), otherwise it returns
2249     * the map as that the coordinates are really on, and
2250     * updates x and y to be the localized coordinates.
2251     * Using this is more efficient of calling out_of_map
2252     * and then figuring out what the real map is
2253     */
2254 root 1.31 maptile *
2255     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2256 elmex 1.1 {
2257    
2258 root 1.29 if (*x < 0)
2259     {
2260     if (!m->tile_path[3])
2261     return NULL;
2262     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2263     load_and_link_tiled_map (m, 3);
2264 elmex 1.1
2265 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2266     return (get_map_from_coord (m->tile_map[3], x, y));
2267 elmex 1.1 }
2268 root 1.29 if (*x >= MAP_WIDTH (m))
2269     {
2270     if (!m->tile_path[1])
2271     return NULL;
2272     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2273     load_and_link_tiled_map (m, 1);
2274 elmex 1.1
2275 root 1.29 *x -= MAP_WIDTH (m);
2276     return (get_map_from_coord (m->tile_map[1], x, y));
2277 elmex 1.1 }
2278 root 1.29 if (*y < 0)
2279     {
2280     if (!m->tile_path[0])
2281     return NULL;
2282     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2283     load_and_link_tiled_map (m, 0);
2284 elmex 1.1
2285 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2286     return (get_map_from_coord (m->tile_map[0], x, y));
2287 elmex 1.1 }
2288 root 1.29 if (*y >= MAP_HEIGHT (m))
2289     {
2290     if (!m->tile_path[2])
2291     return NULL;
2292     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2293     load_and_link_tiled_map (m, 2);
2294 elmex 1.1
2295 root 1.29 *y -= MAP_HEIGHT (m);
2296     return (get_map_from_coord (m->tile_map[2], x, y));
2297 elmex 1.1 }
2298    
2299 root 1.29 /* Simple case - coordinates are within this local
2300     * map.
2301     */
2302 elmex 1.1
2303 root 1.29 return m;
2304 elmex 1.1 }
2305    
2306     /**
2307     * Return whether map2 is adjacent to map1. If so, store the distance from
2308     * map1 to map2 in dx/dy.
2309     */
2310 root 1.29 static int
2311 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2312 root 1.29 {
2313     if (!map1 || !map2)
2314     return 0;
2315    
2316     if (map1 == map2)
2317     {
2318     *dx = 0;
2319     *dy = 0;
2320    
2321     }
2322     else if (map1->tile_map[0] == map2)
2323     { /* up */
2324     *dx = 0;
2325     *dy = -MAP_HEIGHT (map2);
2326     }
2327     else if (map1->tile_map[1] == map2)
2328     { /* right */
2329     *dx = MAP_WIDTH (map1);
2330     *dy = 0;
2331     }
2332     else if (map1->tile_map[2] == map2)
2333     { /* down */
2334     *dx = 0;
2335     *dy = MAP_HEIGHT (map1);
2336     }
2337     else if (map1->tile_map[3] == map2)
2338     { /* left */
2339     *dx = -MAP_WIDTH (map2);
2340     *dy = 0;
2341    
2342     }
2343     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2344     { /* up right */
2345     *dx = MAP_WIDTH (map1->tile_map[0]);
2346     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2347     }
2348     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2349     { /* up left */
2350     *dx = -MAP_WIDTH (map2);
2351     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2352     }
2353     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2354     { /* right up */
2355     *dx = MAP_WIDTH (map1);
2356     *dy = -MAP_HEIGHT (map2);
2357     }
2358     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2359     { /* right down */
2360     *dx = MAP_WIDTH (map1);
2361     *dy = MAP_HEIGHT (map1->tile_map[1]);
2362     }
2363     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2364     { /* down right */
2365     *dx = MAP_WIDTH (map1->tile_map[2]);
2366     *dy = MAP_HEIGHT (map1);
2367     }
2368     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2369     { /* down left */
2370     *dx = -MAP_WIDTH (map2);
2371     *dy = MAP_HEIGHT (map1);
2372     }
2373     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2374     { /* left up */
2375     *dx = -MAP_WIDTH (map1->tile_map[3]);
2376     *dy = -MAP_HEIGHT (map2);
2377     }
2378     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2379     { /* left down */
2380     *dx = -MAP_WIDTH (map1->tile_map[3]);
2381     *dy = MAP_HEIGHT (map1->tile_map[3]);
2382 elmex 1.1
2383 root 1.29 }
2384     else
2385     { /* not "adjacent" enough */
2386     return 0;
2387 elmex 1.1 }
2388    
2389 root 1.29 return 1;
2390 elmex 1.1 }
2391    
2392     /* From map.c
2393     * This is used by get_player to determine where the other
2394     * creature is. get_rangevector takes into account map tiling,
2395     * so you just can not look the the map coordinates and get the
2396     * righte value. distance_x/y are distance away, which
2397     * can be negativbe. direction is the crossfire direction scheme
2398     * that the creature should head. part is the part of the
2399     * monster that is closest.
2400     *
2401     * get_rangevector looks at op1 and op2, and fills in the
2402     * structure for op1 to get to op2.
2403     * We already trust that the caller has verified that the
2404     * two objects are at least on adjacent maps. If not,
2405     * results are not likely to be what is desired.
2406     * if the objects are not on maps, results are also likely to
2407     * be unexpected
2408     *
2409     * currently, the only flag supported (0x1) is don't translate for
2410     * closest body part of 'op1'
2411     */
2412    
2413 root 1.29 void
2414     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2415     {
2416     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2417     {
2418     /* be conservative and fill in _some_ data */
2419     retval->distance = 100000;
2420     retval->distance_x = 32767;
2421     retval->distance_y = 32767;
2422     retval->direction = 0;
2423     retval->part = 0;
2424     }
2425     else
2426     {
2427     object *best;
2428    
2429     retval->distance_x += op2->x - op1->x;
2430     retval->distance_y += op2->y - op1->y;
2431    
2432     best = op1;
2433     /* If this is multipart, find the closest part now */
2434     if (!(flags & 0x1) && op1->more)
2435     {
2436     object *tmp;
2437     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2438    
2439     /* we just take the offset of the piece to head to figure
2440     * distance instead of doing all that work above again
2441     * since the distance fields we set above are positive in the
2442     * same axis as is used for multipart objects, the simply arithmetic
2443     * below works.
2444     */
2445     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2446     {
2447     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2448     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2449     if (tmpi < best_distance)
2450     {
2451     best_distance = tmpi;
2452     best = tmp;
2453 elmex 1.1 }
2454     }
2455 root 1.29 if (best != op1)
2456     {
2457     retval->distance_x += op1->x - best->x;
2458     retval->distance_y += op1->y - best->y;
2459 elmex 1.1 }
2460     }
2461 root 1.29 retval->part = best;
2462     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2463     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2464 elmex 1.1 }
2465     }
2466    
2467     /* this is basically the same as get_rangevector above, but instead of
2468     * the first parameter being an object, it instead is the map
2469     * and x,y coordinates - this is used for path to player -
2470     * since the object is not infact moving but we are trying to traverse
2471     * the path, we need this.
2472     * flags has no meaning for this function at this time - I kept it in to
2473     * be more consistant with the above function and also in case they are needed
2474     * for something in the future. Also, since no object is pasted, the best
2475     * field of the rv_vector is set to NULL.
2476     */
2477    
2478 root 1.29 void
2479 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2480 root 1.29 {
2481     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2482     {
2483     /* be conservative and fill in _some_ data */
2484     retval->distance = 100000;
2485     retval->distance_x = 32767;
2486     retval->distance_y = 32767;
2487     retval->direction = 0;
2488     retval->part = 0;
2489     }
2490     else
2491     {
2492     retval->distance_x += op2->x - x;
2493     retval->distance_y += op2->y - y;
2494    
2495     retval->part = NULL;
2496     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2497     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2498 elmex 1.1 }
2499     }
2500    
2501     /* Returns true of op1 and op2 are effectively on the same map
2502     * (as related to map tiling). Note that this looks for a path from
2503     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2504     * to op1, this will still return false.
2505     * Note we only look one map out to keep the processing simple
2506     * and efficient. This could probably be a macro.
2507     * MSW 2001-08-05
2508     */
2509 root 1.29 int
2510     on_same_map (const object *op1, const object *op2)
2511     {
2512     int dx, dy;
2513 elmex 1.1
2514 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2515 elmex 1.1 }