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Revision: 1.32
Committed: Thu Oct 5 16:50:06 2006 UTC (17 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.31: +0 -2 lines
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# 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     * Returns true if the given coordinate is blocked except by the
282     * object passed is not blocking. This is used with
283     * multipart monsters - if we want to see if a 2x2 monster
284     * can move 1 space to the left, we don't want its own area
285     * to block it from moving there.
286     * Returns TRUE if the space is blocked by something other than the
287     * monster.
288     * m, x, y are the target map/coordinates - needed for map tiling.
289     * the coordinates & map passed in should have been updated for tiling
290     * by the caller.
291     */
292 root 1.29 int
293 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
294 root 1.29 {
295     object *tmp;
296     int mflags, blocked;
297    
298     /* Make sure the coordinates are valid - they should be, as caller should
299     * have already checked this.
300     */
301     if (OUT_OF_REAL_MAP (m, sx, sy))
302     {
303     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
304     return 1;
305 elmex 1.1 }
306    
307 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
308     * directly.
309     */
310     mflags = m->spaces[sx + m->width * sy].flags;
311    
312     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
313    
314     /* If space is currently not blocked by anything, no need to
315     * go further. Not true for players - all sorts of special
316     * things we need to do for players.
317     */
318     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
319     return 0;
320    
321     /* if there isn't anytyhing alive on this space, and this space isn't
322     * otherwise blocked, we can return now. Only if there is a living
323     * creature do we need to investigate if it is part of this creature
324     * or another. Likewise, only if something is blocking us do we
325     * need to investigate if there is a special circumstance that would
326     * let the player through (inventory checkers for example)
327     */
328     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
329     return 0;
330    
331     if (ob->head != NULL)
332     ob = ob->head;
333    
334     /* We basically go through the stack of objects, and if there is
335     * some other object that has NO_PASS or FLAG_ALIVE set, return
336     * true. If we get through the entire stack, that must mean
337     * ob is blocking it, so return 0.
338     */
339     for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
340     {
341    
342     /* This must be before the checks below. Code for inventory checkers. */
343     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
344     {
345     /* If last_sp is set, the player/monster needs an object,
346     * so we check for it. If they don't have it, they can't
347     * pass through this space.
348     */
349     if (tmp->last_sp)
350     {
351     if (check_inv_recursive (ob, tmp) == NULL)
352     return 1;
353     else
354     continue;
355     }
356     else
357     {
358     /* In this case, the player must not have the object -
359     * if they do, they can't pass through.
360     */
361     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
362     return 1;
363     else
364     continue;
365     }
366     } /* if check_inv */
367     else
368     {
369     /* Broke apart a big nasty if into several here to make
370     * this more readable. first check - if the space blocks
371     * movement, can't move here.
372     * second - if a monster, can't move there, unles it is a
373     * hidden dm
374     */
375     if (OB_MOVE_BLOCK (ob, tmp))
376     return 1;
377     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
378     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
379     return 1;
380 root 1.10 }
381 elmex 1.1
382     }
383 root 1.29 return 0;
384 elmex 1.1 }
385    
386    
387     /*
388     * Returns true if the given object can't fit in the given spot.
389     * This is meant for multi space objects - for single space objecs,
390     * just calling get_map_blocked and checking that against movement type
391     * of object. This function goes through all the parts of the
392     * multipart object and makes sure they can be inserted.
393     *
394     * While this doesn't call out of map, the get_map_flags does.
395     *
396     * This function has been used to deprecate arch_out_of_map -
397     * this function also does that check, and since in most cases,
398     * a call to one would follow the other, doesn't make a lot of sense to
399     * have two seperate functions for this.
400     *
401     * This returns nonzero if this arch can not go on the space provided,
402     * 0 otherwise. the return value will contain the P_.. value
403     * so the caller can know why this object can't go on the map.
404     * Note that callers should not expect P_NEW_MAP to be set
405     * in return codes - since the object is multispace - if
406     * we did return values, what do you return if half the object
407     * is one map, half on another.
408     *
409     * Note this used to be arch_blocked, but with new movement
410     * code, we need to have actual object to check its move_type
411     * against the move_block values.
412     */
413    
414 root 1.29 int
415 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
416 root 1.29 {
417     archetype *tmp;
418     int flag;
419 root 1.31 maptile *m1;
420 root 1.29 sint16 sx, sy;
421 elmex 1.1
422 root 1.29 if (ob == NULL)
423     {
424     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
425     if (flag & P_OUT_OF_MAP)
426     return P_OUT_OF_MAP;
427 elmex 1.1
428 root 1.29 /* don't have object, so don't know what types would block */
429     return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
430 elmex 1.1 }
431    
432 root 1.29 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
433     {
434     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
435 elmex 1.1
436 root 1.29 if (flag & P_OUT_OF_MAP)
437     return P_OUT_OF_MAP;
438     if (flag & P_IS_ALIVE)
439     return P_IS_ALIVE;
440    
441     /* find_first_free_spot() calls this function. However, often
442     * ob doesn't have any move type (when used to place exits)
443     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
444     */
445 elmex 1.1
446 root 1.29 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
447     continue;
448 elmex 1.1
449 root 1.29 /* Note it is intentional that we check ob - the movement type of the
450     * head of the object should correspond for the entire object.
451     */
452     if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
453     return AB_NO_PASS;
454 elmex 1.1
455     }
456 root 1.29 return 0;
457 elmex 1.1 }
458    
459     /* When the map is loaded, load_object does not actually insert objects
460     * into inventory, but just links them. What this does is go through
461     * and insert them properly.
462     * The object 'container' is the object that contains the inventory.
463     * This is needed so that we can update the containers weight.
464     */
465    
466 root 1.29 void
467     fix_container (object *container)
468 elmex 1.1 {
469 root 1.29 object *tmp = container->inv, *next;
470 elmex 1.1
471 root 1.29 container->inv = NULL;
472     while (tmp != NULL)
473     {
474     next = tmp->below;
475     if (tmp->inv)
476     fix_container (tmp);
477     (void) insert_ob_in_ob (tmp, container);
478     tmp = next;
479     }
480     /* sum_weight will go through and calculate what all the containers are
481     * carrying.
482     */
483     sum_weight (container);
484 elmex 1.1 }
485    
486     /* link_multipart_objects go through all the objects on the map looking
487     * for objects whose arch says they are multipart yet according to the
488     * info we have, they only have the head (as would be expected when
489     * they are saved). We do have to look for the old maps that did save
490     * the more sections and not re-add sections for them.
491     */
492    
493 root 1.29 static void
494 root 1.31 link_multipart_objects (maptile *m)
495 elmex 1.1 {
496 root 1.29 int x, y;
497     object *tmp, *op, *last, *above;
498     archetype *at;
499    
500     for (x = 0; x < MAP_WIDTH (m); x++)
501     for (y = 0; y < MAP_HEIGHT (m); y++)
502     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
503     {
504     above = tmp->above;
505    
506     /* already multipart - don't do anything more */
507     if (tmp->head || tmp->more)
508     continue;
509    
510     /* If there is nothing more to this object, this for loop
511     * won't do anything.
512     */
513     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
514     {
515     op = arch_to_object (at);
516    
517     /* update x,y coordinates */
518     op->x += tmp->x;
519     op->y += tmp->y;
520     op->head = tmp;
521     op->map = m;
522     last->more = op;
523     op->name = tmp->name;
524     op->title = tmp->title;
525     /* we could link all the parts onto tmp, and then just
526     * call insert_ob_in_map once, but the effect is the same,
527     * as insert_ob_in_map will call itself with each part, and
528     * the coding is simpler to just to it here with each part.
529     */
530     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
531     } /* for at = tmp->arch->more */
532     } /* for objects on this space */
533 elmex 1.1 }
534 root 1.29
535 elmex 1.1 /*
536     * Loads (ands parses) the objects into a given map from the specified
537     * file pointer.
538     * mapflags is the same as we get with load_original_map
539     */
540 root 1.24 void
541 root 1.31 load_objects (maptile *m, object_thawer & fp, int mapflags)
542 root 1.24 {
543     int i, j;
544     int unique;
545     object *op, *prev = NULL, *last_more = NULL, *otmp;
546 elmex 1.1
547 root 1.24 op = get_object ();
548     op->map = m; /* To handle buttons correctly */
549 elmex 1.1
550 root 1.24 while ((i = load_object (fp, op, mapflags)))
551     {
552     /* if the archetype for the object is null, means that we
553     * got an invalid object. Don't do anything with it - the game
554     * or editor will not be able to do anything with it either.
555     */
556     if (op->arch == NULL)
557     {
558 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
559 root 1.24 continue;
560 root 1.10 }
561    
562    
563 root 1.24 switch (i)
564     {
565 root 1.29 case LL_NORMAL:
566     /* if we are loading an overlay, put the floors on the bottom */
567     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
568     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
569     else
570     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
571    
572     if (op->inv)
573     sum_weight (op);
574    
575     prev = op, last_more = op;
576     break;
577    
578     case LL_MORE:
579     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
580     op->head = prev, last_more->more = op, last_more = op;
581     break;
582 root 1.10 }
583 root 1.24
584     if (mapflags & MAP_STYLE)
585     remove_from_active_list (op);
586    
587     op = get_object ();
588     op->map = m;
589 elmex 1.1 }
590 root 1.24
591     for (i = 0; i < m->width; i++)
592     {
593     for (j = 0; j < m->height; j++)
594     {
595     unique = 0;
596     /* check for unique items, or unique squares */
597     for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
598     {
599 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
600 root 1.24 unique = 1;
601     if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
602     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
603 root 1.10 }
604     }
605 elmex 1.1 }
606 root 1.24
607     free_object (op);
608     link_multipart_objects (m);
609 elmex 1.1 }
610    
611     /* This saves all the objects on the map in a non destructive fashion.
612     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
613     * and we only save the head of multi part objects - this is needed
614     * in order to do map tiling properly.
615     */
616 root 1.29 void
617 root 1.31 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
618 root 1.29 {
619     int i, j = 0, unique = 0;
620     object *op;
621 elmex 1.1
622 root 1.29 /* first pass - save one-part objects */
623     for (i = 0; i < MAP_WIDTH (m); i++)
624     for (j = 0; j < MAP_HEIGHT (m); j++)
625     {
626     unique = 0;
627     for (op = get_map_ob (m, i, j); op; op = op->above)
628     {
629     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
630     unique = 1;
631    
632     if (op->type == PLAYER)
633     {
634     LOG (llevDebug, "Player on map that is being saved\n");
635     continue;
636     }
637    
638     if (op->head || op->owner)
639     continue;
640    
641     if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
642     save_object (fp2, op, 3);
643     else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
644     save_object (fp, op, 3);
645 root 1.10
646 root 1.29 } /* for this space */
647     } /* for this j */
648 elmex 1.1 }
649    
650     /*
651 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
652 elmex 1.1 * Modified to no longer take a path option which was not being
653     * used anyways. MSW 2001-07-01
654     */
655    
656 root 1.31 maptile *
657 root 1.29 get_linked_map (void)
658     {
659 root 1.31 maptile *map = new maptile;
660     maptile *mp;
661 root 1.29
662     for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next);
663     if (mp == NULL)
664     first_map = map;
665     else
666     mp->next = map;
667 elmex 1.1
668 root 1.29 map->in_memory = MAP_SWAPPED;
669     /* The maps used to pick up default x and y values from the
670     * map archetype. Mimic that behaviour.
671     */
672     MAP_WIDTH (map) = 16;
673     MAP_HEIGHT (map) = 16;
674     MAP_RESET_TIMEOUT (map) = 0;
675     MAP_TIMEOUT (map) = 300;
676     MAP_ENTER_X (map) = 0;
677     MAP_ENTER_Y (map) = 0;
678     /*set part to -1 indicating conversion to weather map not yet done */
679     MAP_WORLDPARTX (map) = -1;
680     MAP_WORLDPARTY (map) = -1;
681     return map;
682 elmex 1.1 }
683    
684     /*
685 root 1.31 * Allocates the arrays contained in a maptile.
686 elmex 1.1 * This basically allocates the dynamic array of spaces for the
687     * map.
688     */
689    
690 root 1.29 void
691 root 1.31 allocate_map (maptile *m)
692 root 1.29 {
693     m->in_memory = MAP_IN_MEMORY;
694     /* Log this condition and free the storage. We could I suppose
695     * realloc, but if the caller is presuming the data will be intact,
696     * that is their poor assumption.
697     */
698     if (m->spaces)
699     {
700     LOG (llevError, "allocate_map called with already allocated map (%s)\n", m->path);
701     free (m->spaces);
702 elmex 1.1 }
703    
704 root 1.29 m->spaces = (MapSpace *) calloc (1, MAP_WIDTH (m) * MAP_HEIGHT (m) * sizeof (MapSpace));
705 elmex 1.1
706 root 1.29 if (m->spaces == NULL)
707     fatal (OUT_OF_MEMORY);
708 elmex 1.1 }
709    
710     /* Create and returns a map of the specific size. Used
711     * in random map code and the editor.
712     */
713 root 1.31 maptile *
714 root 1.29 get_empty_map (int sizex, int sizey)
715     {
716 root 1.31 maptile *m = get_linked_map ();
717 root 1.29
718     m->width = sizex;
719     m->height = sizey;
720     m->in_memory = MAP_SWAPPED;
721     allocate_map (m);
722     return m;
723 elmex 1.1 }
724    
725     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
726     * corresponding to that string. Memory is allocated for this, it must be freed
727     * at a later date.
728     * Called by parse_map_headers below.
729     */
730    
731 root 1.29 static shopitems *
732     parse_shop_string (const char *input_string)
733     {
734     char *shop_string, *p, *q, *next_semicolon, *next_colon;
735     shopitems *items = NULL;
736     int i = 0, number_of_entries = 0;
737     const typedata *current_type;
738    
739     shop_string = strdup_local (input_string);
740     p = shop_string;
741     /* first we'll count the entries, we'll need that for allocating the array shortly */
742     while (p)
743     {
744     p = strchr (p, ';');
745     number_of_entries++;
746     if (p)
747     p++;
748     }
749     p = shop_string;
750     strip_endline (p);
751     items = new shopitems[number_of_entries + 1];
752     for (i = 0; i < number_of_entries; i++)
753     {
754     if (!p)
755     {
756     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
757     break;
758     }
759     next_semicolon = strchr (p, ';');
760     next_colon = strchr (p, ':');
761     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
762     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
763     items[i].strength = atoi (strchr (p, ':') + 1);
764    
765     if (isdigit (*p) || *p == '*')
766     {
767     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
768     current_type = get_typedata (items[i].typenum);
769     if (current_type)
770     {
771     items[i].name = current_type->name;
772     items[i].name_pl = current_type->name_pl;
773     }
774     }
775     else
776     { /*we have a named type, let's figure out what it is */
777     q = strpbrk (p, ";:");
778     if (q)
779     *q = '\0';
780    
781     current_type = get_typedata_by_name (p);
782     if (current_type)
783     {
784     items[i].name = current_type->name;
785     items[i].typenum = current_type->number;
786     items[i].name_pl = current_type->name_pl;
787     }
788     else
789     { /* oh uh, something's wrong, let's free up this one, and try
790     * the next entry while we're at it, better print a warning
791     */
792     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
793     }
794     }
795     items[i].index = number_of_entries;
796     if (next_semicolon)
797     p = ++next_semicolon;
798     else
799     p = NULL;
800 elmex 1.1 }
801 root 1.29 free (shop_string);
802     return items;
803 elmex 1.1 }
804    
805     /* opposite of parse string, this puts the string that was originally fed in to
806     * the map (or something equivilent) into output_string. */
807 root 1.29 static void
808 root 1.31 print_shop_string (maptile *m, char *output_string)
809 root 1.29 {
810     int i;
811     char tmp[MAX_BUF];
812    
813     strcpy (output_string, "");
814     for (i = 0; i < m->shopitems[0].index; i++)
815     {
816     if (m->shopitems[i].typenum)
817     {
818     if (m->shopitems[i].strength)
819     {
820     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
821 root 1.10 }
822 root 1.29 else
823     sprintf (tmp, "%s;", m->shopitems[i].name);
824 root 1.10 }
825 root 1.29 else
826     {
827     if (m->shopitems[i].strength)
828     {
829     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
830     }
831     else
832     sprintf (tmp, "*");
833     }
834     strcat (output_string, tmp);
835 elmex 1.1 }
836     }
837    
838     /* This loads the header information of the map. The header
839     * contains things like difficulty, size, timeout, etc.
840     * this used to be stored in the map object, but with the
841     * addition of tiling, fields beyond that easily named in an
842     * object structure were needed, so it just made sense to
843     * put all the stuff in the map object so that names actually make
844     * sense.
845     * This could be done in lex (like the object loader), but I think
846     * currently, there are few enough fields this is not a big deal.
847     * MSW 2001-07-01
848     * return 0 on success, 1 on failure.
849     */
850    
851 root 1.29 static int
852 root 1.31 load_map_header (object_thawer & fp, maptile *m)
853 elmex 1.1 {
854 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
855     int msgpos = 0;
856     int maplorepos = 0;
857    
858     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
859     {
860     buf[HUGE_BUF - 1] = 0;
861     key = buf;
862     while (isspace (*key))
863     key++;
864     if (*key == 0)
865     continue; /* empty line */
866     value = strchr (key, ' ');
867     if (!value)
868     {
869     end = strchr (key, '\n');
870     if (end != NULL)
871     {
872     *end = 0;
873     }
874     }
875     else
876     {
877     *value = 0;
878     value++;
879     end = strchr (value, '\n');
880     while (isspace (*value))
881     {
882     value++;
883     if (*value == '\0' || value == end)
884     {
885     /* Nothing but spaces. */
886     value = NULL;
887     break;
888 root 1.10 }
889     }
890     }
891 root 1.22
892 root 1.29 if (!end)
893     {
894     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
895     return 1;
896 root 1.10 }
897    
898 root 1.29 /* key is the field name, value is what it should be set
899     * to. We've already done the work to null terminate key,
900     * and strip off any leading spaces for both of these.
901     * We have not touched the newline at the end of the line -
902     * these are needed for some values. the end pointer
903     * points to the first of the newlines.
904     * value could be NULL! It would be easy enough to just point
905     * this to "" to prevent cores, but that would let more errors slide
906     * through.
907     *
908     * First check for entries that do not use the value parameter, then
909     * validate that value is given and check for the remaining entries
910     * that use the parameter.
911     */
912 root 1.10
913 root 1.29 if (!strcmp (key, "msg"))
914     {
915     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
916     {
917     if (!strcmp (buf, "endmsg\n"))
918     break;
919     else
920     {
921     /* slightly more efficient than strcat */
922     strcpy (msgbuf + msgpos, buf);
923     msgpos += strlen (buf);
924 root 1.10 }
925     }
926 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
927     * with nothing between). There is no reason in those cases to
928     * keep the empty message. Also, msgbuf contains garbage data
929     * when msgpos is zero, so copying it results in crashes
930     */
931     if (msgpos != 0)
932     m->msg = strdup_local (msgbuf);
933 root 1.10 }
934 root 1.29 else if (!strcmp (key, "maplore"))
935     {
936     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
937     {
938     if (!strcmp (buf, "endmaplore\n"))
939     break;
940     else
941     {
942     /* slightly more efficient than strcat */
943     strcpy (maplorebuf + maplorepos, buf);
944     maplorepos += strlen (buf);
945 root 1.10 }
946     }
947 root 1.29 if (maplorepos != 0)
948     m->maplore = strdup_local (maplorebuf);
949     }
950     else if (!strcmp (key, "end"))
951     {
952     break;
953     }
954     else if (value == NULL)
955     {
956     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
957     }
958     else if (!strcmp (key, "arch"))
959     {
960     /* This is an oddity, but not something we care about much. */
961     if (strcmp (value, "map\n"))
962     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
963     }
964     else if (!strcmp (key, "name"))
965     {
966     *end = 0;
967     m->name = strdup_local (value);
968     }
969     /* first strcmp value on these are old names supported
970     * for compatibility reasons. The new values (second) are
971     * what really should be used.
972     */
973     else if (!strcmp (key, "oid"))
974     {
975     fp.get (m, atoi (value));
976     }
977     else if (!strcmp (key, "attach"))
978     {
979     m->attach = value;
980     }
981     else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
982     {
983     m->enter_x = atoi (value);
984     }
985     else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
986     {
987     m->enter_y = atoi (value);
988     }
989     else if (!strcmp (key, "x") || !strcmp (key, "width"))
990     {
991     m->width = atoi (value);
992     }
993     else if (!strcmp (key, "y") || !strcmp (key, "height"))
994     {
995     m->height = atoi (value);
996     }
997     else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
998     {
999     m->reset_timeout = atoi (value);
1000     }
1001     else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1002     {
1003     m->timeout = atoi (value);
1004 root 1.10 }
1005 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1006     {
1007     m->difficulty = atoi (value);
1008     }
1009     else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1010     {
1011     m->darkness = atoi (value);
1012     }
1013     else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1014     {
1015     m->fixed_resettime = atoi (value);
1016     }
1017     else if (!strcmp (key, "unique"))
1018     {
1019     m->unique = atoi (value);
1020     }
1021     else if (!strcmp (key, "template"))
1022     {
1023     m->templatemap = atoi (value);
1024     }
1025     else if (!strcmp (key, "region"))
1026     {
1027     m->region = get_region_by_name (value);
1028     }
1029     else if (!strcmp (key, "shopitems"))
1030     {
1031     *end = 0;
1032     m->shopitems = parse_shop_string (value);
1033     }
1034     else if (!strcmp (key, "shopgreed"))
1035     {
1036     m->shopgreed = atof (value);
1037 root 1.10 }
1038 root 1.29 else if (!strcmp (key, "shopmin"))
1039     {
1040     m->shopmin = atol (value);
1041 root 1.10 }
1042 root 1.29 else if (!strcmp (key, "shopmax"))
1043     {
1044     m->shopmax = atol (value);
1045     }
1046     else if (!strcmp (key, "shoprace"))
1047     {
1048     *end = 0;
1049     m->shoprace = strdup_local (value);
1050     }
1051     else if (!strcmp (key, "outdoor"))
1052     {
1053     m->outdoor = atoi (value);
1054     }
1055     else if (!strcmp (key, "temp"))
1056     {
1057     m->temp = atoi (value);
1058     }
1059     else if (!strcmp (key, "pressure"))
1060     {
1061     m->pressure = atoi (value);
1062     }
1063     else if (!strcmp (key, "humid"))
1064     {
1065     m->humid = atoi (value);
1066     }
1067     else if (!strcmp (key, "windspeed"))
1068     {
1069     m->windspeed = atoi (value);
1070     }
1071     else if (!strcmp (key, "winddir"))
1072     {
1073     m->winddir = atoi (value);
1074     }
1075     else if (!strcmp (key, "sky"))
1076     {
1077     m->sky = atoi (value);
1078     }
1079     else if (!strcmp (key, "nosmooth"))
1080     {
1081     m->nosmooth = atoi (value);
1082     }
1083     else if (!strncmp (key, "tile_path_", 10))
1084     {
1085     int tile = atoi (key + 10);
1086    
1087     if (tile < 1 || tile > 4)
1088     {
1089     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1090     }
1091     else
1092     {
1093     char *path;
1094    
1095     *end = 0;
1096    
1097     if (m->tile_path[tile - 1])
1098     {
1099     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1100     free (m->tile_path[tile - 1]);
1101     m->tile_path[tile - 1] = NULL;
1102 root 1.10 }
1103    
1104 root 1.29 if (check_path (value, 1) != -1)
1105     {
1106     /* The unadorned path works. */
1107     path = value;
1108     }
1109     else
1110     {
1111     /* Try again; it could be a relative exit. */
1112    
1113     path = path_combine_and_normalize (m->path, value);
1114    
1115     if (check_path (path, 1) == -1)
1116     {
1117     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1118     path = NULL;
1119 root 1.10 }
1120     }
1121 elmex 1.1
1122 root 1.29 if (editor)
1123     {
1124     /* Use the value as in the file. */
1125     m->tile_path[tile - 1] = strdup_local (value);
1126 root 1.10 }
1127 root 1.29 else if (path != NULL)
1128     {
1129     /* Use the normalized value. */
1130     m->tile_path[tile - 1] = strdup_local (path);
1131     }
1132     } /* end if tile direction (in)valid */
1133 root 1.10 }
1134 root 1.29 else
1135     {
1136     LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1137 root 1.10 }
1138 elmex 1.1 }
1139 root 1.29 if (!key || strcmp (key, "end"))
1140     {
1141     LOG (llevError, "Got premature eof on map header!\n");
1142     return 1;
1143 elmex 1.1 }
1144 root 1.29 return 0;
1145 elmex 1.1 }
1146    
1147     /*
1148     * Opens the file "filename" and reads information about the map
1149     * from the given file, and stores it in a newly allocated
1150 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1151 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1152     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1153     * MAP_BLOCK, in which case we block on this load. This happens in all
1154     * cases, no matter if this flag is set or not.
1155     * MAP_STYLE: style map - don't add active objects, don't add to server
1156 root 1.10 * managed map list.
1157 elmex 1.1 */
1158    
1159 root 1.31 maptile *
1160 root 1.29 load_original_map (const char *filename, int flags)
1161     {
1162 root 1.31 maptile *m;
1163 root 1.29 char pathname[MAX_BUF];
1164 elmex 1.1
1165 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1166     strcpy (pathname, filename);
1167     else if (flags & MAP_OVERLAY)
1168     strcpy (pathname, create_overlay_pathname (filename));
1169     else
1170     strcpy (pathname, create_pathname (filename));
1171 root 1.22
1172 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1173 elmex 1.1
1174 root 1.29 object_thawer thawer (pathname);
1175 root 1.9
1176 root 1.29 if (!thawer)
1177     return 0;
1178 elmex 1.1
1179 root 1.29 m = get_linked_map ();
1180 elmex 1.1
1181 root 1.29 strcpy (m->path, filename);
1182     if (load_map_header (thawer, m))
1183     {
1184     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1185     delete_map (m);
1186     return NULL;
1187     }
1188    
1189     allocate_map (m);
1190    
1191     m->in_memory = MAP_LOADING;
1192     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1193    
1194     m->in_memory = MAP_IN_MEMORY;
1195     if (!MAP_DIFFICULTY (m))
1196     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1197     set_map_reset_time (m);
1198     m->instantiate ();
1199     return (m);
1200 elmex 1.1 }
1201    
1202     /*
1203     * Loads a map, which has been loaded earlier, from file.
1204     * Return the map object we load into (this can change from the passed
1205     * option if we can't find the original map)
1206     */
1207    
1208 root 1.31 static maptile *
1209     load_temporary_map (maptile *m)
1210 root 1.29 {
1211     char buf[MAX_BUF];
1212    
1213     if (!m->tmpname)
1214     {
1215     LOG (llevError, "No temporary filename for map %s\n", m->path);
1216     strcpy (buf, m->path);
1217     delete_map (m);
1218     m = load_original_map (buf, 0);
1219     if (m == NULL)
1220     return NULL;
1221     fix_auto_apply (m); /* Chests which open as default */
1222     return m;
1223 elmex 1.1 }
1224    
1225 root 1.29 object_thawer thawer (m->tmpname);
1226 root 1.14
1227 root 1.29 if (!thawer)
1228     {
1229     strcpy (buf, m->path);
1230     delete_map (m);
1231     m = load_original_map (buf, 0);
1232     if (!m)
1233 root 1.10 return NULL;
1234 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1235     return m;
1236 elmex 1.1 }
1237    
1238 root 1.29 if (load_map_header (thawer, m))
1239     {
1240     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1241     delete_map (m);
1242     m = load_original_map (m->path, 0);
1243     return NULL;
1244     }
1245     allocate_map (m);
1246    
1247     m->in_memory = MAP_LOADING;
1248     load_objects (m, thawer, 0);
1249    
1250     m->in_memory = MAP_IN_MEMORY;
1251     INVOKE_MAP (SWAPIN, m);
1252     return m;
1253 elmex 1.1 }
1254    
1255     /*
1256     * Loads a map, which has been loaded earlier, from file.
1257     * Return the map object we load into (this can change from the passed
1258     * option if we can't find the original map)
1259     */
1260    
1261 root 1.31 maptile *
1262     load_overlay_map (const char *filename, maptile *m)
1263 root 1.29 {
1264     char pathname[MAX_BUF];
1265 elmex 1.1
1266 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1267 elmex 1.1
1268 root 1.29 object_thawer thawer (pathname);
1269 root 1.9
1270 root 1.29 if (!thawer)
1271     return m;
1272    
1273     if (load_map_header (thawer, m))
1274     {
1275     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1276     delete_map (m);
1277     m = load_original_map (m->path, 0);
1278     return NULL;
1279 elmex 1.1 }
1280 root 1.29 /*allocate_map(m); */
1281 elmex 1.1
1282 root 1.29 m->in_memory = MAP_LOADING;
1283     load_objects (m, thawer, MAP_OVERLAY);
1284 root 1.14
1285 root 1.29 m->in_memory = MAP_IN_MEMORY;
1286     return m;
1287 elmex 1.1 }
1288    
1289     /******************************************************************************
1290     * This is the start of unique map handling code
1291     *****************************************************************************/
1292    
1293     /* This goes through map 'm' and removed any unique items on the map. */
1294 root 1.29 static void
1295 root 1.31 delete_unique_items (maptile *m)
1296 elmex 1.1 {
1297 root 1.29 int i, j, unique;
1298     object *op, *next;
1299 elmex 1.1
1300 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1301     for (j = 0; j < MAP_HEIGHT (m); j++)
1302     {
1303     unique = 0;
1304     for (op = get_map_ob (m, i, j); op; op = next)
1305     {
1306     next = op->above;
1307     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1308     unique = 1;
1309     if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1310     {
1311     clean_object (op);
1312     if (QUERY_FLAG (op, FLAG_IS_LINKED))
1313     remove_button_link (op);
1314     remove_ob (op);
1315     free_object (op);
1316     }
1317     }
1318     }
1319 elmex 1.1 }
1320    
1321    
1322     /*
1323     * Loads unique objects from file(s) into the map which is in memory
1324     * m is the map to load unique items into.
1325     */
1326 root 1.29 static void
1327 root 1.31 load_unique_objects (maptile *m)
1328 root 1.29 {
1329     int count;
1330     char firstname[MAX_BUF];
1331 elmex 1.1
1332 root 1.29 for (count = 0; count < 10; count++)
1333     {
1334     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1335     if (!access (firstname, R_OK))
1336     break;
1337 elmex 1.1 }
1338 root 1.29 /* If we get here, we did not find any map */
1339     if (count == 10)
1340     return;
1341 elmex 1.1
1342 root 1.29 object_thawer thawer (firstname);
1343 root 1.9
1344 root 1.29 if (!thawer)
1345     return;
1346 root 1.15
1347 root 1.29 m->in_memory = MAP_LOADING;
1348     if (m->tmpname == NULL) /* if we have loaded unique items from */
1349     delete_unique_items (m); /* original map before, don't duplicate them */
1350     load_objects (m, thawer, 0);
1351 root 1.14
1352 root 1.29 m->in_memory = MAP_IN_MEMORY;
1353 elmex 1.1 }
1354    
1355    
1356     /*
1357     * Saves a map to file. If flag is set, it is saved into the same
1358     * file it was (originally) loaded from. Otherwise a temporary
1359     * filename will be genarated, and the file will be stored there.
1360 root 1.31 * The temporary filename will be stored in the maptileure.
1361 elmex 1.1 * If the map is unique, we also save to the filename in the map
1362     * (this should have been updated when first loaded)
1363     */
1364    
1365 root 1.10 int
1366 root 1.31 new_save_map (maptile *m, int flag)
1367 root 1.10 {
1368 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1369 root 1.10 int i;
1370    
1371     if (flag && !*m->path)
1372     {
1373     LOG (llevError, "Tried to save map without path.\n");
1374     return -1;
1375 elmex 1.1 }
1376 root 1.10
1377     if (flag || (m->unique) || (m->templatemap))
1378     {
1379     if (!m->unique && !m->templatemap)
1380 root 1.29 { /* flag is set */
1381 root 1.10 if (flag == 2)
1382     strcpy (filename, create_overlay_pathname (m->path));
1383     else
1384     strcpy (filename, create_pathname (m->path));
1385     }
1386     else
1387     strcpy (filename, m->path);
1388    
1389     make_path_to_file (filename);
1390 elmex 1.1 }
1391 root 1.10 else
1392     {
1393     if (!m->tmpname)
1394     m->tmpname = tempnam_local (settings.tmpdir, NULL);
1395 root 1.17
1396 root 1.10 strcpy (filename, m->tmpname);
1397     }
1398    
1399     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1400     m->in_memory = MAP_SAVING;
1401    
1402 root 1.17 object_freezer freezer;
1403 root 1.10
1404     /* legacy */
1405 root 1.17 fprintf (freezer, "arch map\n");
1406 root 1.10 if (m->name)
1407 root 1.17 fprintf (freezer, "name %s\n", m->name);
1408 root 1.10 if (!flag)
1409 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1410 root 1.10 if (m->reset_timeout)
1411 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1412 root 1.10 if (m->fixed_resettime)
1413 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1414 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1415     * or a difficulty value we generated when the map was first loaded
1416     */
1417     if (m->difficulty)
1418 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1419 root 1.10 if (m->region)
1420 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1421 root 1.10 if (m->shopitems)
1422     {
1423     print_shop_string (m, shop);
1424 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1425 elmex 1.1 }
1426 root 1.10 if (m->shopgreed)
1427 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1428 elmex 1.1 #ifndef WIN32
1429 root 1.10 if (m->shopmin)
1430 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1431 root 1.10 if (m->shopmax)
1432 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1433 elmex 1.1 #else
1434 root 1.10 if (m->shopmin)
1435 root 1.17 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1436 root 1.10 if (m->shopmax)
1437 root 1.17 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1438 elmex 1.1 #endif
1439 root 1.10 if (m->shoprace)
1440 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1441 root 1.10 if (m->darkness)
1442 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1443 root 1.10 if (m->width)
1444 root 1.17 fprintf (freezer, "width %d\n", m->width);
1445 root 1.10 if (m->height)
1446 root 1.17 fprintf (freezer, "height %d\n", m->height);
1447 root 1.10 if (m->enter_x)
1448 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1449 root 1.10 if (m->enter_y)
1450 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1451 root 1.10 if (m->msg)
1452 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1453 root 1.10 if (m->maplore)
1454 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1455 root 1.10 if (m->unique)
1456 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1457 root 1.10 if (m->templatemap)
1458 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1459 root 1.10 if (m->outdoor)
1460 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1461 root 1.10 if (m->temp)
1462 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1463 root 1.10 if (m->pressure)
1464 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1465 root 1.10 if (m->humid)
1466 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1467 root 1.10 if (m->windspeed)
1468 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1469 root 1.10 if (m->winddir)
1470 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1471 root 1.10 if (m->sky)
1472 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1473 root 1.10 if (m->nosmooth)
1474 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1475 root 1.10
1476     /* Save any tiling information, except on overlays */
1477     if (flag != 2)
1478     for (i = 0; i < 4; i++)
1479     if (m->tile_path[i])
1480 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1481 root 1.10
1482 root 1.17 freezer.put (m);
1483     fprintf (freezer, "end\n");
1484 root 1.10
1485     /* In the game save unique items in the different file, but
1486     * in the editor save them to the normal map file.
1487     * If unique map, save files in the proper destination (set by
1488     * player)
1489     */
1490     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1491     {
1492 root 1.17 object_freezer unique;
1493 elmex 1.1
1494 root 1.10 if (flag == 2)
1495 root 1.17 save_objects (m, freezer, unique, 2);
1496 root 1.10 else
1497 root 1.17 save_objects (m, freezer, unique, 0);
1498    
1499     sprintf (buf, "%s.v00", create_items_path (m->path));
1500    
1501     unique.save (buf);
1502 root 1.10 }
1503     else
1504 root 1.29 { /* save same file when not playing, like in editor */
1505 root 1.17 save_objects (m, freezer, freezer, 0);
1506 root 1.10 }
1507 elmex 1.6
1508 root 1.17 freezer.save (filename);
1509    
1510 root 1.10 return 0;
1511 elmex 1.1 }
1512    
1513    
1514     /*
1515     * Remove and free all objects in the inventory of the given object.
1516     * object.c ?
1517     */
1518    
1519 root 1.29 void
1520     clean_object (object *op)
1521 elmex 1.1 {
1522 root 1.29 object *tmp, *next;
1523 elmex 1.1
1524 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1525 elmex 1.1 {
1526 root 1.29 next = tmp->below;
1527     clean_object (tmp);
1528     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1529     remove_button_link (tmp);
1530     remove_ob (tmp);
1531     free_object (tmp);
1532 elmex 1.1 }
1533     }
1534    
1535     /*
1536     * Remove and free all objects in the given map.
1537     */
1538    
1539 root 1.29 void
1540 root 1.31 free_all_objects (maptile *m)
1541 root 1.29 {
1542     int i, j;
1543     object *op;
1544    
1545     for (i = 0; i < MAP_WIDTH (m); i++)
1546     for (j = 0; j < MAP_HEIGHT (m); j++)
1547     {
1548     object *previous_obj = NULL;
1549    
1550     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1551     {
1552     if (op == previous_obj)
1553     {
1554     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1555     break;
1556     }
1557     previous_obj = op;
1558     if (op->head != NULL)
1559     op = op->head;
1560    
1561     /* If the map isn't in memory, free_object will remove and
1562     * free objects in op's inventory. So let it do the job.
1563     */
1564     if (m->in_memory == MAP_IN_MEMORY)
1565     clean_object (op);
1566     remove_ob (op);
1567     free_object (op);
1568     }
1569     }
1570 elmex 1.1 }
1571    
1572     /*
1573 root 1.31 * Frees everything allocated by the given maptileure.
1574 elmex 1.1 * don't free tmpname - our caller is left to do that
1575     */
1576    
1577 root 1.29 void
1578 root 1.31 free_map (maptile *m, int flag)
1579 root 1.29 {
1580     int i;
1581 elmex 1.1
1582 root 1.29 if (!m->in_memory)
1583     {
1584     LOG (llevError, "Trying to free freed map.\n");
1585     return;
1586 elmex 1.1 }
1587 root 1.29 if (flag && m->spaces)
1588     free_all_objects (m);
1589     if (m->name)
1590     FREE_AND_CLEAR (m->name);
1591     if (m->spaces)
1592     FREE_AND_CLEAR (m->spaces);
1593     if (m->msg)
1594     FREE_AND_CLEAR (m->msg);
1595     if (m->maplore)
1596     FREE_AND_CLEAR (m->maplore);
1597     if (m->shopitems)
1598     delete[]m->shopitems;
1599     m->shopitems = 0;
1600     if (m->shoprace)
1601     FREE_AND_CLEAR (m->shoprace);
1602     if (m->buttons)
1603     free_objectlinkpt (m->buttons);
1604     m->buttons = NULL;
1605     for (i = 0; i < 4; i++)
1606     {
1607     if (m->tile_path[i])
1608     FREE_AND_CLEAR (m->tile_path[i]);
1609     m->tile_map[i] = NULL;
1610     }
1611     m->in_memory = MAP_SWAPPED;
1612 elmex 1.1 }
1613    
1614     /*
1615 root 1.31 * function: vanish maptile
1616     * m : pointer to maptile, if NULL no action
1617 elmex 1.1 * this deletes all the data on the map (freeing pointers)
1618     * and then removes this map from the global linked list of maps.
1619     */
1620    
1621 root 1.29 void
1622 root 1.31 delete_map (maptile *m)
1623 root 1.29 {
1624 root 1.31 maptile *tmp, *last;
1625 root 1.29 int i;
1626    
1627     if (!m)
1628     return;
1629 elmex 1.1
1630 root 1.29 m->clear ();
1631    
1632     if (m->in_memory == MAP_IN_MEMORY)
1633     {
1634     /* change to MAP_SAVING, even though we are not,
1635     * so that remove_ob doesn't do as much work.
1636     */
1637     m->in_memory = MAP_SAVING;
1638     free_map (m, 1);
1639     }
1640     /* move this out of free_map, since tmpname can still be needed if
1641     * the map is swapped out.
1642     */
1643     if (m->tmpname)
1644     {
1645     free (m->tmpname);
1646     m->tmpname = NULL;
1647     }
1648     last = NULL;
1649     /* We need to look through all the maps and see if any maps
1650     * are pointing at this one for tiling information. Since
1651     * tiling can be assymetric, we just can not look to see which
1652     * maps this map tiles with and clears those.
1653     */
1654     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1655     {
1656     if (tmp->next == m)
1657     last = tmp;
1658 root 1.11
1659 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1660     for (i = 0; i < 4; i++)
1661     if (tmp->tile_map[i] == m)
1662     tmp->tile_map[i] = NULL;
1663     }
1664 root 1.11
1665 root 1.29 /* If last is null, then this should be the first map in the list */
1666     if (!last)
1667     {
1668     if (m == first_map)
1669     first_map = m->next;
1670     else
1671     /* m->path is a static char, so should hopefully still have
1672     * some useful data in it.
1673 root 1.10 */
1674 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1675 elmex 1.1 }
1676 root 1.29 else
1677     last->next = m->next;
1678 elmex 1.1
1679 root 1.29 delete m;
1680 elmex 1.1 }
1681    
1682    
1683    
1684     /*
1685     * Makes sure the given map is loaded and swapped in.
1686     * name is path name of the map.
1687     * flags meaning:
1688     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1689     * and don't do unique items or the like.
1690     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1691     * dont do any more name translation on it.
1692     *
1693     * Returns a pointer to the given map.
1694     */
1695    
1696 root 1.31 maptile *
1697 root 1.29 ready_map_name (const char *name, int flags)
1698     {
1699 root 1.31 maptile *m;
1700 elmex 1.1
1701 root 1.29 if (!name)
1702     return (NULL);
1703 elmex 1.1
1704 root 1.29 /* Have we been at this level before? */
1705     m = has_been_loaded (name);
1706 elmex 1.1
1707 root 1.29 /* Map is good to go, so just return it */
1708     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1709     {
1710     return m;
1711     }
1712 root 1.10
1713 root 1.29 /* unique maps always get loaded from their original location, and never
1714     * a temp location. Likewise, if map_flush is set, or we have never loaded
1715     * this map, load it now. I removed the reset checking from here -
1716     * it seems the probability of a player trying to enter a map that should
1717     * reset but hasn't yet is quite low, and removing that makes this function
1718     * a bit cleaner (and players probably shouldn't rely on exact timing for
1719     * resets in any case - if they really care, they should use the 'maps command.
1720     */
1721     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1722     {
1723 root 1.10
1724 root 1.29 /* first visit or time to reset */
1725     if (m)
1726     {
1727     clean_tmp_map (m); /* Doesn't make much difference */
1728     delete_map (m);
1729     }
1730    
1731     /* create and load a map */
1732     if (flags & MAP_PLAYER_UNIQUE)
1733     LOG (llevDebug, "Trying to load map %s.\n", name);
1734     else
1735     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1736    
1737     //eval_pv ("$x = Event::time", 1);//D
1738     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1739     return (NULL);
1740     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1741    
1742     fix_auto_apply (m); /* Chests which open as default */
1743    
1744     /* If a player unique map, no extra unique object file to load.
1745     * if from the editor, likewise.
1746     */
1747     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1748     load_unique_objects (m);
1749    
1750     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1751     {
1752     m = load_overlay_map (name, m);
1753     if (m == NULL)
1754     return NULL;
1755     }
1756    
1757     if (flags & MAP_PLAYER_UNIQUE)
1758     INVOKE_MAP (SWAPIN, m);
1759    
1760     }
1761     else
1762     {
1763     /* If in this loop, we found a temporary map, so load it up. */
1764    
1765     m = load_temporary_map (m);
1766     if (m == NULL)
1767     return NULL;
1768     load_unique_objects (m);
1769    
1770     clean_tmp_map (m);
1771     m->in_memory = MAP_IN_MEMORY;
1772     /* tempnam() on sun systems (probably others) uses malloc
1773     * to allocated space for the string. Free it here.
1774     * In some cases, load_temporary_map above won't find the
1775     * temporary map, and so has reloaded a new map. If that
1776     * is the case, tmpname is now null
1777     */
1778     if (m->tmpname)
1779     free (m->tmpname);
1780     m->tmpname = NULL;
1781     /* It's going to be saved anew anyway */
1782     }
1783    
1784     /* Below here is stuff common to both first time loaded maps and
1785     * temp maps.
1786     */
1787 root 1.10
1788 root 1.29 decay_objects (m); /* start the decay */
1789     /* In case other objects press some buttons down */
1790     update_buttons (m);
1791     if (m->outdoor)
1792     set_darkness_map (m);
1793     /* run the weather over this map */
1794     weather_effect (name);
1795     return m;
1796 elmex 1.1 }
1797    
1798    
1799     /*
1800     * This routine is supposed to find out the difficulty of the map.
1801     * difficulty does not have a lot to do with character level,
1802     * but does have a lot to do with treasure on the map.
1803     *
1804     * Difficulty can now be set by the map creature. If the value stored
1805     * in the map is zero, then use this routine. Maps should really
1806     * have a difficulty set than using this function - human calculation
1807     * is much better than this functions guesswork.
1808     */
1809    
1810 root 1.29 int
1811 root 1.31 calculate_difficulty (maptile *m)
1812 root 1.29 {
1813 elmex 1.1 object *op;
1814     archetype *at;
1815 pippijn 1.26 int x, y, i;
1816 elmex 1.1 long monster_cnt = 0;
1817     double avgexp = 0;
1818     sint64 total_exp = 0;
1819    
1820     if (MAP_DIFFICULTY (m))
1821     {
1822 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1823 elmex 1.1 return MAP_DIFFICULTY (m);
1824     }
1825    
1826 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1827     for (y = 0; y < MAP_HEIGHT (m); y++)
1828     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1829 elmex 1.1 {
1830 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1831 elmex 1.1 {
1832     total_exp += op->stats.exp;
1833     monster_cnt++;
1834     }
1835    
1836 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1837 elmex 1.1 {
1838     total_exp += op->stats.exp;
1839 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1840 elmex 1.1
1841 root 1.29 if (at != NULL)
1842 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1843    
1844     monster_cnt++;
1845     }
1846     }
1847    
1848     avgexp = (double) total_exp / monster_cnt;
1849    
1850     for (i = 1; i <= settings.max_level; i++)
1851     {
1852     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1853     {
1854     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1855     return i;
1856     }
1857     }
1858    
1859     return 1;
1860     }
1861    
1862 root 1.29 void
1863 root 1.31 clean_tmp_map (maptile *m)
1864 root 1.29 {
1865     if (m->tmpname == NULL)
1866     return;
1867 root 1.8 INVOKE_MAP (CLEAN, m);
1868 root 1.29 (void) unlink (m->tmpname);
1869 elmex 1.1 }
1870    
1871 root 1.29 void
1872     free_all_maps (void)
1873 elmex 1.1 {
1874 root 1.29 int real_maps = 0;
1875 elmex 1.1
1876 root 1.29 while (first_map)
1877     {
1878     /* I think some of the callers above before it gets here set this to be
1879     * saving, but we still want to free this data
1880     */
1881     if (first_map->in_memory == MAP_SAVING)
1882     first_map->in_memory = MAP_IN_MEMORY;
1883     delete_map (first_map);
1884     real_maps++;
1885 elmex 1.1 }
1886 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1887 elmex 1.1 }
1888    
1889     /* change_map_light() - used to change map light level (darkness)
1890     * up or down. Returns true if successful. It should now be
1891     * possible to change a value by more than 1.
1892     * Move this from los.c to map.c since this is more related
1893     * to maps than los.
1894     * postive values make it darker, negative make it brighter
1895     */
1896 root 1.29
1897     int
1898 root 1.31 change_map_light (maptile *m, int change)
1899 root 1.29 {
1900     int new_level = m->darkness + change;
1901    
1902     /* Nothing to do */
1903     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1904     {
1905     return 0;
1906 elmex 1.1 }
1907    
1908 root 1.29 /* inform all players on the map */
1909     if (change > 0)
1910     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1911     else
1912     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1913    
1914     /* Do extra checking. since m->darkness is a unsigned value,
1915     * we need to be extra careful about negative values.
1916     * In general, the checks below are only needed if change
1917     * is not +/-1
1918     */
1919     if (new_level < 0)
1920     m->darkness = 0;
1921     else if (new_level >= MAX_DARKNESS)
1922     m->darkness = MAX_DARKNESS;
1923     else
1924     m->darkness = new_level;
1925 elmex 1.1
1926 root 1.29 /* All clients need to get re-updated for the change */
1927     update_all_map_los (m);
1928     return 1;
1929 elmex 1.1 }
1930    
1931    
1932     /*
1933     * This function updates various attributes about a specific space
1934     * on the map (what it looks like, whether it blocks magic,
1935     * has a living creatures, prevents people from passing
1936     * through, etc)
1937     */
1938 root 1.29 void
1939 root 1.31 update_position (maptile *m, int x, int y)
1940 root 1.29 {
1941     object *tmp, *last = NULL;
1942     uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1943     New_Face *top, *floor, *middle;
1944     object *top_obj, *floor_obj, *middle_obj;
1945     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1946    
1947     oldflags = GET_MAP_FLAGS (m, x, y);
1948     if (!(oldflags & P_NEED_UPDATE))
1949     {
1950     LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1951     return;
1952     }
1953    
1954     middle = blank_face;
1955     top = blank_face;
1956     floor = blank_face;
1957    
1958     middle_obj = NULL;
1959     top_obj = NULL;
1960     floor_obj = NULL;
1961    
1962     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1963     {
1964    
1965     /* This could be made additive I guess (two lights better than
1966     * one). But if so, it shouldn't be a simple additive - 2
1967     * light bulbs do not illuminate twice as far as once since
1968     * it is a disapation factor that is squared (or is it cubed?)
1969     */
1970     if (tmp->glow_radius > light)
1971     light = tmp->glow_radius;
1972    
1973     /* This call is needed in order to update objects the player
1974     * is standing in that have animations (ie, grass, fire, etc).
1975     * However, it also causes the look window to be re-drawn
1976     * 3 times each time the player moves, because many of the
1977     * functions the move_player calls eventualy call this.
1978     *
1979     * Always put the player down for drawing.
1980     */
1981     if (!tmp->invisible)
1982     {
1983     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1984     {
1985     top = tmp->face;
1986     top_obj = tmp;
1987     }
1988     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1989     {
1990     /* If we got a floor, that means middle and top were below it,
1991     * so should not be visible, so we clear them.
1992     */
1993     middle = blank_face;
1994     top = blank_face;
1995     floor = tmp->face;
1996     floor_obj = tmp;
1997     }
1998     /* Flag anywhere have high priority */
1999     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2000     {
2001     middle = tmp->face;
2002    
2003     middle_obj = tmp;
2004     anywhere = 1;
2005     }
2006     /* Find the highest visible face around. If equal
2007     * visibilities, we still want the one nearer to the
2008     * top
2009     */
2010     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2011     {
2012     middle = tmp->face;
2013     middle_obj = tmp;
2014     }
2015     }
2016     if (tmp == tmp->above)
2017     {
2018     LOG (llevError, "Error in structure of map\n");
2019     exit (-1);
2020     }
2021    
2022     move_slow |= tmp->move_slow;
2023     move_block |= tmp->move_block;
2024     move_on |= tmp->move_on;
2025     move_off |= tmp->move_off;
2026     move_allow |= tmp->move_allow;
2027    
2028     if (QUERY_FLAG (tmp, FLAG_ALIVE))
2029     flags |= P_IS_ALIVE;
2030     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2031     flags |= P_NO_MAGIC;
2032     if (QUERY_FLAG (tmp, FLAG_DAMNED))
2033     flags |= P_NO_CLERIC;
2034     if (tmp->type == SAFE_GROUND)
2035     flags |= P_SAFE;
2036    
2037     if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2038     flags |= P_BLOCKSVIEW;
2039     } /* for stack of objects */
2040    
2041     /* we don't want to rely on this function to have accurate flags, but
2042     * since we're already doing the work, we calculate them here.
2043     * if they don't match, logic is broken someplace.
2044     */
2045     if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2046     {
2047     LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2048     m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2049     }
2050     SET_MAP_FLAGS (m, x, y, flags);
2051     SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2052     SET_MAP_MOVE_ON (m, x, y, move_on);
2053     SET_MAP_MOVE_OFF (m, x, y, move_off);
2054     SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2055    
2056     /* At this point, we have a floor face (if there is a floor),
2057     * and the floor is set - we are not going to touch it at
2058     * this point.
2059     * middle contains the highest visibility face.
2060     * top contains a player/monster face, if there is one.
2061     *
2062     * We now need to fill in top.face and/or middle.face.
2063     */
2064    
2065     /* If the top face also happens to be high visibility, re-do our
2066     * middle face. This should not happen, as we already have the
2067     * else statement above so middle should not get set. OTOH, it
2068     * may be possible for the faces to match but be different objects.
2069     */
2070     if (top == middle)
2071     middle = blank_face;
2072    
2073     /* There are three posibilities at this point:
2074     * 1) top face is set, need middle to be set.
2075     * 2) middle is set, need to set top.
2076     * 3) neither middle or top is set - need to set both.
2077     */
2078    
2079     for (tmp = last; tmp; tmp = tmp->below)
2080     {
2081     /* Once we get to a floor, stop, since we already have a floor object */
2082     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2083     break;
2084    
2085     /* If two top faces are already set, quit processing */
2086     if ((top != blank_face) && (middle != blank_face))
2087     break;
2088 root 1.10
2089 root 1.29 /* Only show visible faces, unless its the editor - show all */
2090     if (!tmp->invisible || editor)
2091     {
2092     /* Fill in top if needed */
2093     if (top == blank_face)
2094     {
2095     top = tmp->face;
2096     top_obj = tmp;
2097     if (top == middle)
2098     middle = blank_face;
2099     }
2100     else
2101     {
2102     /* top is already set - we should only get here if
2103     * middle is not set
2104     *
2105     * Set the middle face and break out, since there is nothing
2106     * more to fill in. We don't check visiblity here, since
2107     *
2108     */
2109     if (tmp->face != top)
2110     {
2111     middle = tmp->face;
2112     middle_obj = tmp;
2113     break;
2114 root 1.10 }
2115     }
2116     }
2117 elmex 1.1 }
2118 root 1.29 if (middle == floor)
2119     middle = blank_face;
2120     if (top == middle)
2121     middle = blank_face;
2122     SET_MAP_FACE (m, x, y, top, 0);
2123     if (top != blank_face)
2124     SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2125     else
2126     SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2127     SET_MAP_FACE (m, x, y, middle, 1);
2128     if (middle != blank_face)
2129     SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2130     else
2131     SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2132     SET_MAP_FACE (m, x, y, floor, 2);
2133     if (floor != blank_face)
2134     SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2135     else
2136     SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2137     SET_MAP_LIGHT (m, x, y, light);
2138 elmex 1.1 }
2139    
2140    
2141 root 1.29 void
2142 root 1.31 set_map_reset_time (maptile *map)
2143 root 1.29 {
2144     int timeout;
2145 elmex 1.1
2146 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2147     if (timeout <= 0)
2148     timeout = MAP_DEFAULTRESET;
2149     if (timeout >= MAP_MAXRESET)
2150     timeout = MAP_MAXRESET;
2151     MAP_WHEN_RESET (map) = seconds () + timeout;
2152 elmex 1.1 }
2153    
2154     /* this updates the orig_map->tile_map[tile_num] value after loading
2155     * the map. It also takes care of linking back the freshly loaded
2156     * maps tile_map values if it tiles back to this one. It returns
2157     * the value of orig_map->tile_map[tile_num]. It really only does this
2158     * so that it is easier for calling functions to verify success.
2159     */
2160    
2161 root 1.31 static maptile *
2162     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2163 elmex 1.1 {
2164 root 1.29 int dest_tile = (tile_num + 2) % 4;
2165     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2166 elmex 1.1
2167 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2168 elmex 1.1
2169 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2170     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))
2171     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2172 elmex 1.1
2173 root 1.29 return orig_map->tile_map[tile_num];
2174 elmex 1.1 }
2175    
2176     /* this returns TRUE if the coordinates (x,y) are out of
2177     * map m. This function also takes into account any
2178     * tiling considerations, loading adjacant maps as needed.
2179     * This is the function should always be used when it
2180     * necessary to check for valid coordinates.
2181     * This function will recursively call itself for the
2182     * tiled maps.
2183     *
2184     *
2185     */
2186 root 1.29 int
2187 root 1.31 out_of_map (maptile *m, int x, int y)
2188 elmex 1.1 {
2189    
2190 root 1.29 /* If we get passed a null map, this is obviously the
2191     * case. This generally shouldn't happen, but if the
2192     * map loads fail below, it could happen.
2193     */
2194     if (!m)
2195     return 0;
2196 elmex 1.1
2197 root 1.29 if (x < 0)
2198     {
2199     if (!m->tile_path[3])
2200     return 1;
2201     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2202     {
2203     load_and_link_tiled_map (m, 3);
2204 root 1.10 }
2205 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2206 elmex 1.1 }
2207 root 1.29 if (x >= MAP_WIDTH (m))
2208     {
2209     if (!m->tile_path[1])
2210     return 1;
2211     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2212     {
2213     load_and_link_tiled_map (m, 1);
2214 root 1.10 }
2215 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2216 elmex 1.1 }
2217 root 1.29 if (y < 0)
2218     {
2219     if (!m->tile_path[0])
2220     return 1;
2221     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2222     {
2223     load_and_link_tiled_map (m, 0);
2224 root 1.10 }
2225 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2226 elmex 1.1 }
2227 root 1.29 if (y >= MAP_HEIGHT (m))
2228     {
2229     if (!m->tile_path[2])
2230     return 1;
2231     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2232     {
2233     load_and_link_tiled_map (m, 2);
2234 root 1.10 }
2235 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2236 elmex 1.1 }
2237    
2238 root 1.29 /* Simple case - coordinates are within this local
2239     * map.
2240     */
2241     return 0;
2242 elmex 1.1 }
2243    
2244     /* This is basically the same as out_of_map above, but
2245     * instead we return NULL if no map is valid (coordinates
2246     * out of bounds and no tiled map), otherwise it returns
2247     * the map as that the coordinates are really on, and
2248     * updates x and y to be the localized coordinates.
2249     * Using this is more efficient of calling out_of_map
2250     * and then figuring out what the real map is
2251     */
2252 root 1.31 maptile *
2253     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2254 elmex 1.1 {
2255    
2256 root 1.29 if (*x < 0)
2257     {
2258     if (!m->tile_path[3])
2259     return NULL;
2260     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2261     load_and_link_tiled_map (m, 3);
2262 elmex 1.1
2263 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2264     return (get_map_from_coord (m->tile_map[3], x, y));
2265 elmex 1.1 }
2266 root 1.29 if (*x >= MAP_WIDTH (m))
2267     {
2268     if (!m->tile_path[1])
2269     return NULL;
2270     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2271     load_and_link_tiled_map (m, 1);
2272 elmex 1.1
2273 root 1.29 *x -= MAP_WIDTH (m);
2274     return (get_map_from_coord (m->tile_map[1], x, y));
2275 elmex 1.1 }
2276 root 1.29 if (*y < 0)
2277     {
2278     if (!m->tile_path[0])
2279     return NULL;
2280     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2281     load_and_link_tiled_map (m, 0);
2282 elmex 1.1
2283 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2284     return (get_map_from_coord (m->tile_map[0], x, y));
2285 elmex 1.1 }
2286 root 1.29 if (*y >= MAP_HEIGHT (m))
2287     {
2288     if (!m->tile_path[2])
2289     return NULL;
2290     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2291     load_and_link_tiled_map (m, 2);
2292 elmex 1.1
2293 root 1.29 *y -= MAP_HEIGHT (m);
2294     return (get_map_from_coord (m->tile_map[2], x, y));
2295 elmex 1.1 }
2296    
2297 root 1.29 /* Simple case - coordinates are within this local
2298     * map.
2299     */
2300 elmex 1.1
2301 root 1.29 return m;
2302 elmex 1.1 }
2303    
2304     /**
2305     * Return whether map2 is adjacent to map1. If so, store the distance from
2306     * map1 to map2 in dx/dy.
2307     */
2308 root 1.29 static int
2309 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2310 root 1.29 {
2311     if (!map1 || !map2)
2312     return 0;
2313    
2314     if (map1 == map2)
2315     {
2316     *dx = 0;
2317     *dy = 0;
2318    
2319     }
2320     else if (map1->tile_map[0] == map2)
2321     { /* up */
2322     *dx = 0;
2323     *dy = -MAP_HEIGHT (map2);
2324     }
2325     else if (map1->tile_map[1] == map2)
2326     { /* right */
2327     *dx = MAP_WIDTH (map1);
2328     *dy = 0;
2329     }
2330     else if (map1->tile_map[2] == map2)
2331     { /* down */
2332     *dx = 0;
2333     *dy = MAP_HEIGHT (map1);
2334     }
2335     else if (map1->tile_map[3] == map2)
2336     { /* left */
2337     *dx = -MAP_WIDTH (map2);
2338     *dy = 0;
2339    
2340     }
2341     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2342     { /* up right */
2343     *dx = MAP_WIDTH (map1->tile_map[0]);
2344     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2345     }
2346     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2347     { /* up left */
2348     *dx = -MAP_WIDTH (map2);
2349     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2350     }
2351     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2352     { /* right up */
2353     *dx = MAP_WIDTH (map1);
2354     *dy = -MAP_HEIGHT (map2);
2355     }
2356     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2357     { /* right down */
2358     *dx = MAP_WIDTH (map1);
2359     *dy = MAP_HEIGHT (map1->tile_map[1]);
2360     }
2361     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2362     { /* down right */
2363     *dx = MAP_WIDTH (map1->tile_map[2]);
2364     *dy = MAP_HEIGHT (map1);
2365     }
2366     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2367     { /* down left */
2368     *dx = -MAP_WIDTH (map2);
2369     *dy = MAP_HEIGHT (map1);
2370     }
2371     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2372     { /* left up */
2373     *dx = -MAP_WIDTH (map1->tile_map[3]);
2374     *dy = -MAP_HEIGHT (map2);
2375     }
2376     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2377     { /* left down */
2378     *dx = -MAP_WIDTH (map1->tile_map[3]);
2379     *dy = MAP_HEIGHT (map1->tile_map[3]);
2380 elmex 1.1
2381 root 1.29 }
2382     else
2383     { /* not "adjacent" enough */
2384     return 0;
2385 elmex 1.1 }
2386    
2387 root 1.29 return 1;
2388 elmex 1.1 }
2389    
2390     /* From map.c
2391     * This is used by get_player to determine where the other
2392     * creature is. get_rangevector takes into account map tiling,
2393     * so you just can not look the the map coordinates and get the
2394     * righte value. distance_x/y are distance away, which
2395     * can be negativbe. direction is the crossfire direction scheme
2396     * that the creature should head. part is the part of the
2397     * monster that is closest.
2398     *
2399     * get_rangevector looks at op1 and op2, and fills in the
2400     * structure for op1 to get to op2.
2401     * We already trust that the caller has verified that the
2402     * two objects are at least on adjacent maps. If not,
2403     * results are not likely to be what is desired.
2404     * if the objects are not on maps, results are also likely to
2405     * be unexpected
2406     *
2407     * currently, the only flag supported (0x1) is don't translate for
2408     * closest body part of 'op1'
2409     */
2410    
2411 root 1.29 void
2412     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2413     {
2414     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2415     {
2416     /* be conservative and fill in _some_ data */
2417     retval->distance = 100000;
2418     retval->distance_x = 32767;
2419     retval->distance_y = 32767;
2420     retval->direction = 0;
2421     retval->part = 0;
2422     }
2423     else
2424     {
2425     object *best;
2426    
2427     retval->distance_x += op2->x - op1->x;
2428     retval->distance_y += op2->y - op1->y;
2429    
2430     best = op1;
2431     /* If this is multipart, find the closest part now */
2432     if (!(flags & 0x1) && op1->more)
2433     {
2434     object *tmp;
2435     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2436    
2437     /* we just take the offset of the piece to head to figure
2438     * distance instead of doing all that work above again
2439     * since the distance fields we set above are positive in the
2440     * same axis as is used for multipart objects, the simply arithmetic
2441     * below works.
2442     */
2443     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2444     {
2445     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2446     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2447     if (tmpi < best_distance)
2448     {
2449     best_distance = tmpi;
2450     best = tmp;
2451 elmex 1.1 }
2452     }
2453 root 1.29 if (best != op1)
2454     {
2455     retval->distance_x += op1->x - best->x;
2456     retval->distance_y += op1->y - best->y;
2457 elmex 1.1 }
2458     }
2459 root 1.29 retval->part = best;
2460     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2461     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2462 elmex 1.1 }
2463     }
2464    
2465     /* this is basically the same as get_rangevector above, but instead of
2466     * the first parameter being an object, it instead is the map
2467     * and x,y coordinates - this is used for path to player -
2468     * since the object is not infact moving but we are trying to traverse
2469     * the path, we need this.
2470     * flags has no meaning for this function at this time - I kept it in to
2471     * be more consistant with the above function and also in case they are needed
2472     * for something in the future. Also, since no object is pasted, the best
2473     * field of the rv_vector is set to NULL.
2474     */
2475    
2476 root 1.29 void
2477 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2478 root 1.29 {
2479     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2480     {
2481     /* be conservative and fill in _some_ data */
2482     retval->distance = 100000;
2483     retval->distance_x = 32767;
2484     retval->distance_y = 32767;
2485     retval->direction = 0;
2486     retval->part = 0;
2487     }
2488     else
2489     {
2490     retval->distance_x += op2->x - x;
2491     retval->distance_y += op2->y - y;
2492    
2493     retval->part = NULL;
2494     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2495     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2496 elmex 1.1 }
2497     }
2498    
2499     /* Returns true of op1 and op2 are effectively on the same map
2500     * (as related to map tiling). Note that this looks for a path from
2501     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2502     * to op1, this will still return false.
2503     * Note we only look one map out to keep the processing simple
2504     * and efficient. This could probably be a macro.
2505     * MSW 2001-08-05
2506     */
2507 root 1.29 int
2508     on_same_map (const object *op1, const object *op2)
2509     {
2510     int dx, dy;
2511 elmex 1.1
2512 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2513 elmex 1.1 }