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Revision: 1.33
Committed: Sun Oct 8 16:51:50 2006 UTC (17 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +0 -2 lines
Log Message:
considerably reduce size of crossfire.0 (~400k pngx, ~150k file format)

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