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Revision: 1.34
Committed: Sun Dec 3 02:04:57 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +35 -29 lines
Log Message:
move objects onto a special freed objects map (2)

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 root 1.34 maptile::maptile ()
649     {
650     in_memory = MAP_SWAPPED;
651     /* The maps used to pick up default x and y values from the
652     * map archetype. Mimic that behaviour.
653     */
654     MAP_WIDTH (this) = 16;
655     MAP_HEIGHT (this) = 16;
656     MAP_RESET_TIMEOUT (this) = 0;
657     MAP_TIMEOUT (this) = 300;
658     MAP_ENTER_X (this) = 0;
659     MAP_ENTER_Y (this) = 0;
660     /*set part to -1 indicating conversion to weather map not yet done */
661     MAP_WORLDPARTX (this) = -1;
662     MAP_WORLDPARTY (this) = -1;
663     }
664    
665 elmex 1.1 /*
666 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
667 elmex 1.1 * Modified to no longer take a path option which was not being
668     * used anyways. MSW 2001-07-01
669     */
670 root 1.31 maptile *
671 root 1.29 get_linked_map (void)
672     {
673 root 1.34 maptile *mp, *map = new maptile;
674    
675     for (mp = first_map; mp && mp->next; mp = mp->next);
676 root 1.29
677     if (mp == NULL)
678     first_map = map;
679     else
680     mp->next = map;
681 elmex 1.1
682 root 1.29 return map;
683 elmex 1.1 }
684    
685     /*
686 root 1.31 * Allocates the arrays contained in a maptile.
687 elmex 1.1 * This basically allocates the dynamic array of spaces for the
688     * map.
689     */
690 root 1.29 void
691 root 1.34 maptile::allocate ()
692 root 1.29 {
693 root 1.34 in_memory = MAP_IN_MEMORY;
694    
695 root 1.29 /* Log this condition and free the storage. We could I suppose
696     * realloc, but if the caller is presuming the data will be intact,
697     * that is their poor assumption.
698     */
699 root 1.34 if (spaces)
700 root 1.29 {
701 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
702     free (spaces);
703 elmex 1.1 }
704    
705 root 1.34 spaces = (MapSpace *)
706     calloc (1, width * height * sizeof (MapSpace));
707 elmex 1.1
708 root 1.34 if (!spaces)
709 root 1.29 fatal (OUT_OF_MEMORY);
710 elmex 1.1 }
711    
712     /* Create and returns a map of the specific size. Used
713     * in random map code and the editor.
714     */
715 root 1.31 maptile *
716 root 1.29 get_empty_map (int sizex, int sizey)
717     {
718 root 1.31 maptile *m = get_linked_map ();
719 root 1.29
720     m->width = sizex;
721     m->height = sizey;
722     m->in_memory = MAP_SWAPPED;
723 root 1.34 m->allocate ();
724    
725 root 1.29 return m;
726 elmex 1.1 }
727    
728     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
729     * corresponding to that string. Memory is allocated for this, it must be freed
730     * at a later date.
731     * Called by parse_map_headers below.
732     */
733    
734 root 1.29 static shopitems *
735     parse_shop_string (const char *input_string)
736     {
737     char *shop_string, *p, *q, *next_semicolon, *next_colon;
738     shopitems *items = NULL;
739     int i = 0, number_of_entries = 0;
740     const typedata *current_type;
741    
742     shop_string = strdup_local (input_string);
743     p = shop_string;
744     /* first we'll count the entries, we'll need that for allocating the array shortly */
745     while (p)
746     {
747     p = strchr (p, ';');
748     number_of_entries++;
749     if (p)
750     p++;
751     }
752     p = shop_string;
753     strip_endline (p);
754     items = new shopitems[number_of_entries + 1];
755     for (i = 0; i < number_of_entries; i++)
756     {
757     if (!p)
758     {
759     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
760     break;
761     }
762     next_semicolon = strchr (p, ';');
763     next_colon = strchr (p, ':');
764     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
765     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
766     items[i].strength = atoi (strchr (p, ':') + 1);
767    
768     if (isdigit (*p) || *p == '*')
769     {
770     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
771     current_type = get_typedata (items[i].typenum);
772     if (current_type)
773     {
774     items[i].name = current_type->name;
775     items[i].name_pl = current_type->name_pl;
776     }
777     }
778     else
779     { /*we have a named type, let's figure out what it is */
780     q = strpbrk (p, ";:");
781     if (q)
782     *q = '\0';
783    
784     current_type = get_typedata_by_name (p);
785     if (current_type)
786     {
787     items[i].name = current_type->name;
788     items[i].typenum = current_type->number;
789     items[i].name_pl = current_type->name_pl;
790     }
791     else
792     { /* oh uh, something's wrong, let's free up this one, and try
793     * the next entry while we're at it, better print a warning
794     */
795     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
796     }
797     }
798     items[i].index = number_of_entries;
799     if (next_semicolon)
800     p = ++next_semicolon;
801     else
802     p = NULL;
803 elmex 1.1 }
804 root 1.29 free (shop_string);
805     return items;
806 elmex 1.1 }
807    
808     /* opposite of parse string, this puts the string that was originally fed in to
809     * the map (or something equivilent) into output_string. */
810 root 1.29 static void
811 root 1.31 print_shop_string (maptile *m, char *output_string)
812 root 1.29 {
813     int i;
814     char tmp[MAX_BUF];
815    
816     strcpy (output_string, "");
817     for (i = 0; i < m->shopitems[0].index; i++)
818     {
819     if (m->shopitems[i].typenum)
820     {
821     if (m->shopitems[i].strength)
822     {
823     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
824 root 1.10 }
825 root 1.29 else
826     sprintf (tmp, "%s;", m->shopitems[i].name);
827 root 1.10 }
828 root 1.29 else
829     {
830     if (m->shopitems[i].strength)
831     {
832     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
833     }
834     else
835     sprintf (tmp, "*");
836     }
837     strcat (output_string, tmp);
838 elmex 1.1 }
839     }
840    
841     /* This loads the header information of the map. The header
842     * contains things like difficulty, size, timeout, etc.
843     * this used to be stored in the map object, but with the
844     * addition of tiling, fields beyond that easily named in an
845     * object structure were needed, so it just made sense to
846     * put all the stuff in the map object so that names actually make
847     * sense.
848     * This could be done in lex (like the object loader), but I think
849     * currently, there are few enough fields this is not a big deal.
850     * MSW 2001-07-01
851     * return 0 on success, 1 on failure.
852     */
853    
854 root 1.29 static int
855 root 1.31 load_map_header (object_thawer & fp, maptile *m)
856 elmex 1.1 {
857 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
858     int msgpos = 0;
859     int maplorepos = 0;
860    
861     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
862     {
863     buf[HUGE_BUF - 1] = 0;
864     key = buf;
865     while (isspace (*key))
866     key++;
867     if (*key == 0)
868     continue; /* empty line */
869     value = strchr (key, ' ');
870     if (!value)
871     {
872     end = strchr (key, '\n');
873     if (end != NULL)
874     {
875     *end = 0;
876     }
877     }
878     else
879     {
880     *value = 0;
881     value++;
882     end = strchr (value, '\n');
883     while (isspace (*value))
884     {
885     value++;
886     if (*value == '\0' || value == end)
887     {
888     /* Nothing but spaces. */
889     value = NULL;
890     break;
891 root 1.10 }
892     }
893     }
894 root 1.22
895 root 1.29 if (!end)
896     {
897     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
898     return 1;
899 root 1.10 }
900    
901 root 1.29 /* key is the field name, value is what it should be set
902     * to. We've already done the work to null terminate key,
903     * and strip off any leading spaces for both of these.
904     * We have not touched the newline at the end of the line -
905     * these are needed for some values. the end pointer
906     * points to the first of the newlines.
907     * value could be NULL! It would be easy enough to just point
908     * this to "" to prevent cores, but that would let more errors slide
909     * through.
910     *
911     * First check for entries that do not use the value parameter, then
912     * validate that value is given and check for the remaining entries
913     * that use the parameter.
914     */
915 root 1.10
916 root 1.29 if (!strcmp (key, "msg"))
917     {
918     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
919     {
920     if (!strcmp (buf, "endmsg\n"))
921     break;
922     else
923     {
924     /* slightly more efficient than strcat */
925     strcpy (msgbuf + msgpos, buf);
926     msgpos += strlen (buf);
927 root 1.10 }
928     }
929 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
930     * with nothing between). There is no reason in those cases to
931     * keep the empty message. Also, msgbuf contains garbage data
932     * when msgpos is zero, so copying it results in crashes
933     */
934     if (msgpos != 0)
935     m->msg = strdup_local (msgbuf);
936 root 1.10 }
937 root 1.29 else if (!strcmp (key, "maplore"))
938     {
939     while (fgets (buf, HUGE_BUF - 1, fp) != NULL)
940     {
941     if (!strcmp (buf, "endmaplore\n"))
942     break;
943     else
944     {
945     /* slightly more efficient than strcat */
946     strcpy (maplorebuf + maplorepos, buf);
947     maplorepos += strlen (buf);
948 root 1.10 }
949     }
950 root 1.29 if (maplorepos != 0)
951     m->maplore = strdup_local (maplorebuf);
952     }
953     else if (!strcmp (key, "end"))
954     {
955     break;
956     }
957     else if (value == NULL)
958     {
959     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
960     }
961     else if (!strcmp (key, "arch"))
962     {
963     /* This is an oddity, but not something we care about much. */
964     if (strcmp (value, "map\n"))
965     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
966     }
967     else if (!strcmp (key, "name"))
968     {
969     *end = 0;
970     m->name = strdup_local (value);
971     }
972     /* first strcmp value on these are old names supported
973     * for compatibility reasons. The new values (second) are
974     * what really should be used.
975     */
976     else if (!strcmp (key, "oid"))
977     {
978     fp.get (m, atoi (value));
979     }
980     else if (!strcmp (key, "attach"))
981     {
982     m->attach = value;
983     }
984     else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
985     {
986     m->enter_x = atoi (value);
987     }
988     else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
989     {
990     m->enter_y = atoi (value);
991     }
992     else if (!strcmp (key, "x") || !strcmp (key, "width"))
993     {
994     m->width = atoi (value);
995     }
996     else if (!strcmp (key, "y") || !strcmp (key, "height"))
997     {
998     m->height = atoi (value);
999     }
1000     else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1001     {
1002     m->reset_timeout = atoi (value);
1003     }
1004     else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1005     {
1006     m->timeout = atoi (value);
1007 root 1.10 }
1008 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1009     {
1010     m->difficulty = atoi (value);
1011     }
1012     else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1013     {
1014     m->darkness = atoi (value);
1015     }
1016     else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1017     {
1018     m->fixed_resettime = atoi (value);
1019     }
1020     else if (!strcmp (key, "unique"))
1021     {
1022     m->unique = atoi (value);
1023     }
1024     else if (!strcmp (key, "template"))
1025     {
1026     m->templatemap = atoi (value);
1027     }
1028     else if (!strcmp (key, "region"))
1029     {
1030     m->region = get_region_by_name (value);
1031     }
1032     else if (!strcmp (key, "shopitems"))
1033     {
1034     *end = 0;
1035     m->shopitems = parse_shop_string (value);
1036     }
1037     else if (!strcmp (key, "shopgreed"))
1038     {
1039     m->shopgreed = atof (value);
1040 root 1.10 }
1041 root 1.29 else if (!strcmp (key, "shopmin"))
1042     {
1043     m->shopmin = atol (value);
1044 root 1.10 }
1045 root 1.29 else if (!strcmp (key, "shopmax"))
1046     {
1047     m->shopmax = atol (value);
1048     }
1049     else if (!strcmp (key, "shoprace"))
1050     {
1051     *end = 0;
1052     m->shoprace = strdup_local (value);
1053     }
1054     else if (!strcmp (key, "outdoor"))
1055     {
1056     m->outdoor = atoi (value);
1057     }
1058     else if (!strcmp (key, "temp"))
1059     {
1060     m->temp = atoi (value);
1061     }
1062     else if (!strcmp (key, "pressure"))
1063     {
1064     m->pressure = atoi (value);
1065     }
1066     else if (!strcmp (key, "humid"))
1067     {
1068     m->humid = atoi (value);
1069     }
1070     else if (!strcmp (key, "windspeed"))
1071     {
1072     m->windspeed = atoi (value);
1073     }
1074     else if (!strcmp (key, "winddir"))
1075     {
1076     m->winddir = atoi (value);
1077     }
1078     else if (!strcmp (key, "sky"))
1079     {
1080     m->sky = atoi (value);
1081     }
1082     else if (!strcmp (key, "nosmooth"))
1083     {
1084     m->nosmooth = atoi (value);
1085     }
1086     else if (!strncmp (key, "tile_path_", 10))
1087     {
1088     int tile = atoi (key + 10);
1089    
1090     if (tile < 1 || tile > 4)
1091     {
1092     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1093     }
1094     else
1095     {
1096     char *path;
1097    
1098     *end = 0;
1099    
1100     if (m->tile_path[tile - 1])
1101     {
1102     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1103     free (m->tile_path[tile - 1]);
1104     m->tile_path[tile - 1] = NULL;
1105 root 1.10 }
1106    
1107 root 1.29 if (check_path (value, 1) != -1)
1108     {
1109     /* The unadorned path works. */
1110     path = value;
1111     }
1112     else
1113     {
1114     /* Try again; it could be a relative exit. */
1115    
1116     path = path_combine_and_normalize (m->path, value);
1117    
1118     if (check_path (path, 1) == -1)
1119     {
1120     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1121     path = NULL;
1122 root 1.10 }
1123     }
1124 elmex 1.1
1125 root 1.29 if (editor)
1126     {
1127     /* Use the value as in the file. */
1128     m->tile_path[tile - 1] = strdup_local (value);
1129 root 1.10 }
1130 root 1.29 else if (path != NULL)
1131     {
1132     /* Use the normalized value. */
1133     m->tile_path[tile - 1] = strdup_local (path);
1134     }
1135     } /* end if tile direction (in)valid */
1136 root 1.10 }
1137 root 1.29 else
1138     {
1139     LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1140 root 1.10 }
1141 elmex 1.1 }
1142 root 1.29 if (!key || strcmp (key, "end"))
1143     {
1144     LOG (llevError, "Got premature eof on map header!\n");
1145     return 1;
1146 elmex 1.1 }
1147 root 1.29 return 0;
1148 elmex 1.1 }
1149    
1150     /*
1151     * Opens the file "filename" and reads information about the map
1152     * from the given file, and stores it in a newly allocated
1153 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1154 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1155     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1156     * MAP_BLOCK, in which case we block on this load. This happens in all
1157     * cases, no matter if this flag is set or not.
1158     * MAP_STYLE: style map - don't add active objects, don't add to server
1159 root 1.10 * managed map list.
1160 elmex 1.1 */
1161    
1162 root 1.31 maptile *
1163 root 1.29 load_original_map (const char *filename, int flags)
1164     {
1165 root 1.31 maptile *m;
1166 root 1.29 char pathname[MAX_BUF];
1167 elmex 1.1
1168 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1169     strcpy (pathname, filename);
1170     else if (flags & MAP_OVERLAY)
1171     strcpy (pathname, create_overlay_pathname (filename));
1172     else
1173     strcpy (pathname, create_pathname (filename));
1174 root 1.22
1175 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1176 elmex 1.1
1177 root 1.29 object_thawer thawer (pathname);
1178 root 1.9
1179 root 1.29 if (!thawer)
1180     return 0;
1181 elmex 1.1
1182 root 1.29 m = get_linked_map ();
1183 elmex 1.1
1184 root 1.29 strcpy (m->path, filename);
1185     if (load_map_header (thawer, m))
1186     {
1187     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1188     delete_map (m);
1189     return NULL;
1190     }
1191    
1192 root 1.34 m->allocate ();
1193 root 1.29
1194     m->in_memory = MAP_LOADING;
1195     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1196    
1197     m->in_memory = MAP_IN_MEMORY;
1198     if (!MAP_DIFFICULTY (m))
1199     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1200     set_map_reset_time (m);
1201     m->instantiate ();
1202     return (m);
1203 elmex 1.1 }
1204    
1205     /*
1206     * Loads a map, which has been loaded earlier, from file.
1207     * Return the map object we load into (this can change from the passed
1208     * option if we can't find the original map)
1209     */
1210    
1211 root 1.31 static maptile *
1212     load_temporary_map (maptile *m)
1213 root 1.29 {
1214     char buf[MAX_BUF];
1215    
1216     if (!m->tmpname)
1217     {
1218     LOG (llevError, "No temporary filename for map %s\n", m->path);
1219     strcpy (buf, m->path);
1220     delete_map (m);
1221     m = load_original_map (buf, 0);
1222     if (m == NULL)
1223     return NULL;
1224     fix_auto_apply (m); /* Chests which open as default */
1225     return m;
1226 elmex 1.1 }
1227    
1228 root 1.29 object_thawer thawer (m->tmpname);
1229 root 1.14
1230 root 1.29 if (!thawer)
1231     {
1232     strcpy (buf, m->path);
1233     delete_map (m);
1234     m = load_original_map (buf, 0);
1235     if (!m)
1236 root 1.10 return NULL;
1237 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1238     return m;
1239 elmex 1.1 }
1240    
1241 root 1.29 if (load_map_header (thawer, m))
1242     {
1243     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1244     delete_map (m);
1245     m = load_original_map (m->path, 0);
1246     return NULL;
1247     }
1248 root 1.34
1249     m->allocate ();
1250 root 1.29
1251     m->in_memory = MAP_LOADING;
1252     load_objects (m, thawer, 0);
1253    
1254     m->in_memory = MAP_IN_MEMORY;
1255     INVOKE_MAP (SWAPIN, m);
1256     return m;
1257 elmex 1.1 }
1258    
1259     /*
1260     * Loads a map, which has been loaded earlier, from file.
1261     * Return the map object we load into (this can change from the passed
1262     * option if we can't find the original map)
1263     */
1264    
1265 root 1.31 maptile *
1266     load_overlay_map (const char *filename, maptile *m)
1267 root 1.29 {
1268     char pathname[MAX_BUF];
1269 elmex 1.1
1270 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1271 elmex 1.1
1272 root 1.29 object_thawer thawer (pathname);
1273 root 1.9
1274 root 1.29 if (!thawer)
1275     return m;
1276    
1277     if (load_map_header (thawer, m))
1278     {
1279     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1280     delete_map (m);
1281     m = load_original_map (m->path, 0);
1282     return NULL;
1283 elmex 1.1 }
1284 root 1.34 /*m->allocate ();*/
1285 elmex 1.1
1286 root 1.29 m->in_memory = MAP_LOADING;
1287     load_objects (m, thawer, MAP_OVERLAY);
1288 root 1.14
1289 root 1.29 m->in_memory = MAP_IN_MEMORY;
1290     return m;
1291 elmex 1.1 }
1292    
1293     /******************************************************************************
1294     * This is the start of unique map handling code
1295     *****************************************************************************/
1296    
1297     /* This goes through map 'm' and removed any unique items on the map. */
1298 root 1.29 static void
1299 root 1.31 delete_unique_items (maptile *m)
1300 elmex 1.1 {
1301 root 1.29 int i, j, unique;
1302     object *op, *next;
1303 elmex 1.1
1304 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1305     for (j = 0; j < MAP_HEIGHT (m); j++)
1306     {
1307     unique = 0;
1308     for (op = get_map_ob (m, i, j); op; op = next)
1309     {
1310     next = op->above;
1311     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1312     unique = 1;
1313     if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1314     {
1315     clean_object (op);
1316     if (QUERY_FLAG (op, FLAG_IS_LINKED))
1317     remove_button_link (op);
1318     remove_ob (op);
1319     free_object (op);
1320     }
1321     }
1322     }
1323 elmex 1.1 }
1324    
1325    
1326     /*
1327     * Loads unique objects from file(s) into the map which is in memory
1328     * m is the map to load unique items into.
1329     */
1330 root 1.29 static void
1331 root 1.31 load_unique_objects (maptile *m)
1332 root 1.29 {
1333     int count;
1334     char firstname[MAX_BUF];
1335 elmex 1.1
1336 root 1.29 for (count = 0; count < 10; count++)
1337     {
1338     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1339     if (!access (firstname, R_OK))
1340     break;
1341 elmex 1.1 }
1342 root 1.29 /* If we get here, we did not find any map */
1343     if (count == 10)
1344     return;
1345 elmex 1.1
1346 root 1.29 object_thawer thawer (firstname);
1347 root 1.9
1348 root 1.29 if (!thawer)
1349     return;
1350 root 1.15
1351 root 1.29 m->in_memory = MAP_LOADING;
1352     if (m->tmpname == NULL) /* if we have loaded unique items from */
1353     delete_unique_items (m); /* original map before, don't duplicate them */
1354     load_objects (m, thawer, 0);
1355 root 1.14
1356 root 1.29 m->in_memory = MAP_IN_MEMORY;
1357 elmex 1.1 }
1358    
1359    
1360     /*
1361     * Saves a map to file. If flag is set, it is saved into the same
1362     * file it was (originally) loaded from. Otherwise a temporary
1363     * filename will be genarated, and the file will be stored there.
1364 root 1.31 * The temporary filename will be stored in the maptileure.
1365 elmex 1.1 * If the map is unique, we also save to the filename in the map
1366     * (this should have been updated when first loaded)
1367     */
1368    
1369 root 1.10 int
1370 root 1.31 new_save_map (maptile *m, int flag)
1371 root 1.10 {
1372 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1373 root 1.10 int i;
1374    
1375     if (flag && !*m->path)
1376     {
1377     LOG (llevError, "Tried to save map without path.\n");
1378     return -1;
1379 elmex 1.1 }
1380 root 1.10
1381     if (flag || (m->unique) || (m->templatemap))
1382     {
1383     if (!m->unique && !m->templatemap)
1384 root 1.29 { /* flag is set */
1385 root 1.10 if (flag == 2)
1386     strcpy (filename, create_overlay_pathname (m->path));
1387     else
1388     strcpy (filename, create_pathname (m->path));
1389     }
1390     else
1391     strcpy (filename, m->path);
1392    
1393     make_path_to_file (filename);
1394 elmex 1.1 }
1395 root 1.10 else
1396     {
1397     if (!m->tmpname)
1398     m->tmpname = tempnam_local (settings.tmpdir, NULL);
1399 root 1.17
1400 root 1.10 strcpy (filename, m->tmpname);
1401     }
1402    
1403     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1404     m->in_memory = MAP_SAVING;
1405    
1406 root 1.17 object_freezer freezer;
1407 root 1.10
1408     /* legacy */
1409 root 1.17 fprintf (freezer, "arch map\n");
1410 root 1.10 if (m->name)
1411 root 1.17 fprintf (freezer, "name %s\n", m->name);
1412 root 1.10 if (!flag)
1413 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1414 root 1.10 if (m->reset_timeout)
1415 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1416 root 1.10 if (m->fixed_resettime)
1417 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1418 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1419     * or a difficulty value we generated when the map was first loaded
1420     */
1421     if (m->difficulty)
1422 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1423 root 1.10 if (m->region)
1424 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1425 root 1.10 if (m->shopitems)
1426     {
1427     print_shop_string (m, shop);
1428 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1429 elmex 1.1 }
1430 root 1.10 if (m->shopgreed)
1431 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1432 elmex 1.1 #ifndef WIN32
1433 root 1.10 if (m->shopmin)
1434 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1435 root 1.10 if (m->shopmax)
1436 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1437 elmex 1.1 #else
1438 root 1.10 if (m->shopmin)
1439 root 1.17 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1440 root 1.10 if (m->shopmax)
1441 root 1.17 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1442 elmex 1.1 #endif
1443 root 1.10 if (m->shoprace)
1444 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1445 root 1.10 if (m->darkness)
1446 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1447 root 1.10 if (m->width)
1448 root 1.17 fprintf (freezer, "width %d\n", m->width);
1449 root 1.10 if (m->height)
1450 root 1.17 fprintf (freezer, "height %d\n", m->height);
1451 root 1.10 if (m->enter_x)
1452 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1453 root 1.10 if (m->enter_y)
1454 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1455 root 1.10 if (m->msg)
1456 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1457 root 1.10 if (m->maplore)
1458 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1459 root 1.10 if (m->unique)
1460 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1461 root 1.10 if (m->templatemap)
1462 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1463 root 1.10 if (m->outdoor)
1464 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1465 root 1.10 if (m->temp)
1466 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1467 root 1.10 if (m->pressure)
1468 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1469 root 1.10 if (m->humid)
1470 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1471 root 1.10 if (m->windspeed)
1472 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1473 root 1.10 if (m->winddir)
1474 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1475 root 1.10 if (m->sky)
1476 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1477 root 1.10 if (m->nosmooth)
1478 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1479 root 1.10
1480     /* Save any tiling information, except on overlays */
1481     if (flag != 2)
1482     for (i = 0; i < 4; i++)
1483     if (m->tile_path[i])
1484 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1485 root 1.10
1486 root 1.17 freezer.put (m);
1487     fprintf (freezer, "end\n");
1488 root 1.10
1489     /* In the game save unique items in the different file, but
1490     * in the editor save them to the normal map file.
1491     * If unique map, save files in the proper destination (set by
1492     * player)
1493     */
1494     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1495     {
1496 root 1.17 object_freezer unique;
1497 elmex 1.1
1498 root 1.10 if (flag == 2)
1499 root 1.17 save_objects (m, freezer, unique, 2);
1500 root 1.10 else
1501 root 1.17 save_objects (m, freezer, unique, 0);
1502    
1503     sprintf (buf, "%s.v00", create_items_path (m->path));
1504    
1505     unique.save (buf);
1506 root 1.10 }
1507     else
1508 root 1.29 { /* save same file when not playing, like in editor */
1509 root 1.17 save_objects (m, freezer, freezer, 0);
1510 root 1.10 }
1511 elmex 1.6
1512 root 1.17 freezer.save (filename);
1513    
1514 root 1.10 return 0;
1515 elmex 1.1 }
1516    
1517    
1518     /*
1519     * Remove and free all objects in the inventory of the given object.
1520     * object.c ?
1521     */
1522    
1523 root 1.29 void
1524     clean_object (object *op)
1525 elmex 1.1 {
1526 root 1.29 object *tmp, *next;
1527 elmex 1.1
1528 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1529 elmex 1.1 {
1530 root 1.29 next = tmp->below;
1531     clean_object (tmp);
1532     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1533     remove_button_link (tmp);
1534     remove_ob (tmp);
1535     free_object (tmp);
1536 elmex 1.1 }
1537     }
1538    
1539     /*
1540     * Remove and free all objects in the given map.
1541     */
1542    
1543 root 1.29 void
1544 root 1.31 free_all_objects (maptile *m)
1545 root 1.29 {
1546     int i, j;
1547     object *op;
1548    
1549     for (i = 0; i < MAP_WIDTH (m); i++)
1550     for (j = 0; j < MAP_HEIGHT (m); j++)
1551     {
1552     object *previous_obj = NULL;
1553    
1554     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1555     {
1556     if (op == previous_obj)
1557     {
1558     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1559     break;
1560     }
1561     previous_obj = op;
1562     if (op->head != NULL)
1563     op = op->head;
1564    
1565     /* If the map isn't in memory, free_object will remove and
1566     * free objects in op's inventory. So let it do the job.
1567     */
1568     if (m->in_memory == MAP_IN_MEMORY)
1569     clean_object (op);
1570     remove_ob (op);
1571     free_object (op);
1572     }
1573     }
1574 elmex 1.1 }
1575    
1576     /*
1577 root 1.31 * Frees everything allocated by the given maptileure.
1578 elmex 1.1 * don't free tmpname - our caller is left to do that
1579     */
1580    
1581 root 1.29 void
1582 root 1.31 free_map (maptile *m, int flag)
1583 root 1.29 {
1584     int i;
1585 elmex 1.1
1586 root 1.29 if (!m->in_memory)
1587     {
1588     LOG (llevError, "Trying to free freed map.\n");
1589     return;
1590 elmex 1.1 }
1591 root 1.29 if (flag && m->spaces)
1592     free_all_objects (m);
1593     if (m->name)
1594     FREE_AND_CLEAR (m->name);
1595     if (m->spaces)
1596     FREE_AND_CLEAR (m->spaces);
1597     if (m->msg)
1598     FREE_AND_CLEAR (m->msg);
1599     if (m->maplore)
1600     FREE_AND_CLEAR (m->maplore);
1601     if (m->shopitems)
1602     delete[]m->shopitems;
1603     m->shopitems = 0;
1604     if (m->shoprace)
1605     FREE_AND_CLEAR (m->shoprace);
1606     if (m->buttons)
1607     free_objectlinkpt (m->buttons);
1608     m->buttons = NULL;
1609     for (i = 0; i < 4; i++)
1610     {
1611     if (m->tile_path[i])
1612     FREE_AND_CLEAR (m->tile_path[i]);
1613     m->tile_map[i] = NULL;
1614     }
1615     m->in_memory = MAP_SWAPPED;
1616 elmex 1.1 }
1617    
1618     /*
1619 root 1.31 * function: vanish maptile
1620     * m : pointer to maptile, if NULL no action
1621 elmex 1.1 * this deletes all the data on the map (freeing pointers)
1622     * and then removes this map from the global linked list of maps.
1623     */
1624    
1625 root 1.29 void
1626 root 1.31 delete_map (maptile *m)
1627 root 1.29 {
1628 root 1.31 maptile *tmp, *last;
1629 root 1.29 int i;
1630    
1631     if (!m)
1632     return;
1633 elmex 1.1
1634 root 1.29 m->clear ();
1635    
1636     if (m->in_memory == MAP_IN_MEMORY)
1637     {
1638     /* change to MAP_SAVING, even though we are not,
1639     * so that remove_ob doesn't do as much work.
1640     */
1641     m->in_memory = MAP_SAVING;
1642     free_map (m, 1);
1643     }
1644     /* move this out of free_map, since tmpname can still be needed if
1645     * the map is swapped out.
1646     */
1647     if (m->tmpname)
1648     {
1649     free (m->tmpname);
1650     m->tmpname = NULL;
1651     }
1652     last = NULL;
1653     /* We need to look through all the maps and see if any maps
1654     * are pointing at this one for tiling information. Since
1655     * tiling can be assymetric, we just can not look to see which
1656     * maps this map tiles with and clears those.
1657     */
1658     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1659     {
1660     if (tmp->next == m)
1661     last = tmp;
1662 root 1.11
1663 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1664     for (i = 0; i < 4; i++)
1665     if (tmp->tile_map[i] == m)
1666     tmp->tile_map[i] = NULL;
1667     }
1668 root 1.11
1669 root 1.29 /* If last is null, then this should be the first map in the list */
1670     if (!last)
1671     {
1672     if (m == first_map)
1673     first_map = m->next;
1674     else
1675     /* m->path is a static char, so should hopefully still have
1676     * some useful data in it.
1677 root 1.10 */
1678 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1679 elmex 1.1 }
1680 root 1.29 else
1681     last->next = m->next;
1682 elmex 1.1
1683 root 1.29 delete m;
1684 elmex 1.1 }
1685    
1686    
1687    
1688     /*
1689     * Makes sure the given map is loaded and swapped in.
1690     * name is path name of the map.
1691     * flags meaning:
1692     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1693     * and don't do unique items or the like.
1694     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1695     * dont do any more name translation on it.
1696     *
1697     * Returns a pointer to the given map.
1698     */
1699    
1700 root 1.31 maptile *
1701 root 1.29 ready_map_name (const char *name, int flags)
1702     {
1703 root 1.31 maptile *m;
1704 elmex 1.1
1705 root 1.29 if (!name)
1706     return (NULL);
1707 elmex 1.1
1708 root 1.29 /* Have we been at this level before? */
1709     m = has_been_loaded (name);
1710 elmex 1.1
1711 root 1.29 /* Map is good to go, so just return it */
1712     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1713     {
1714     return m;
1715     }
1716 root 1.10
1717 root 1.29 /* unique maps always get loaded from their original location, and never
1718     * a temp location. Likewise, if map_flush is set, or we have never loaded
1719     * this map, load it now. I removed the reset checking from here -
1720     * it seems the probability of a player trying to enter a map that should
1721     * reset but hasn't yet is quite low, and removing that makes this function
1722     * a bit cleaner (and players probably shouldn't rely on exact timing for
1723     * resets in any case - if they really care, they should use the 'maps command.
1724     */
1725     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1726     {
1727 root 1.10
1728 root 1.29 /* first visit or time to reset */
1729     if (m)
1730     {
1731     clean_tmp_map (m); /* Doesn't make much difference */
1732     delete_map (m);
1733     }
1734    
1735     /* create and load a map */
1736     if (flags & MAP_PLAYER_UNIQUE)
1737     LOG (llevDebug, "Trying to load map %s.\n", name);
1738     else
1739     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1740    
1741     //eval_pv ("$x = Event::time", 1);//D
1742     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1743     return (NULL);
1744     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1745    
1746     fix_auto_apply (m); /* Chests which open as default */
1747    
1748     /* If a player unique map, no extra unique object file to load.
1749     * if from the editor, likewise.
1750     */
1751     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1752     load_unique_objects (m);
1753    
1754     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1755     {
1756     m = load_overlay_map (name, m);
1757     if (m == NULL)
1758     return NULL;
1759     }
1760    
1761     if (flags & MAP_PLAYER_UNIQUE)
1762     INVOKE_MAP (SWAPIN, m);
1763    
1764     }
1765     else
1766     {
1767     /* If in this loop, we found a temporary map, so load it up. */
1768    
1769     m = load_temporary_map (m);
1770     if (m == NULL)
1771     return NULL;
1772     load_unique_objects (m);
1773    
1774     clean_tmp_map (m);
1775     m->in_memory = MAP_IN_MEMORY;
1776     /* tempnam() on sun systems (probably others) uses malloc
1777     * to allocated space for the string. Free it here.
1778     * In some cases, load_temporary_map above won't find the
1779     * temporary map, and so has reloaded a new map. If that
1780     * is the case, tmpname is now null
1781     */
1782     if (m->tmpname)
1783     free (m->tmpname);
1784     m->tmpname = NULL;
1785     /* It's going to be saved anew anyway */
1786     }
1787    
1788     /* Below here is stuff common to both first time loaded maps and
1789     * temp maps.
1790     */
1791 root 1.10
1792 root 1.29 decay_objects (m); /* start the decay */
1793     /* In case other objects press some buttons down */
1794     update_buttons (m);
1795     if (m->outdoor)
1796     set_darkness_map (m);
1797     /* run the weather over this map */
1798     weather_effect (name);
1799     return m;
1800 elmex 1.1 }
1801    
1802    
1803     /*
1804     * This routine is supposed to find out the difficulty of the map.
1805     * difficulty does not have a lot to do with character level,
1806     * but does have a lot to do with treasure on the map.
1807     *
1808     * Difficulty can now be set by the map creature. If the value stored
1809     * in the map is zero, then use this routine. Maps should really
1810     * have a difficulty set than using this function - human calculation
1811     * is much better than this functions guesswork.
1812     */
1813    
1814 root 1.29 int
1815 root 1.31 calculate_difficulty (maptile *m)
1816 root 1.29 {
1817 elmex 1.1 object *op;
1818     archetype *at;
1819 pippijn 1.26 int x, y, i;
1820 elmex 1.1 long monster_cnt = 0;
1821     double avgexp = 0;
1822     sint64 total_exp = 0;
1823    
1824     if (MAP_DIFFICULTY (m))
1825     {
1826 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1827 elmex 1.1 return MAP_DIFFICULTY (m);
1828     }
1829    
1830 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1831     for (y = 0; y < MAP_HEIGHT (m); y++)
1832     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1833 elmex 1.1 {
1834 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1835 elmex 1.1 {
1836     total_exp += op->stats.exp;
1837     monster_cnt++;
1838     }
1839    
1840 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1841 elmex 1.1 {
1842     total_exp += op->stats.exp;
1843 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1844 elmex 1.1
1845 root 1.29 if (at != NULL)
1846 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1847    
1848     monster_cnt++;
1849     }
1850     }
1851    
1852     avgexp = (double) total_exp / monster_cnt;
1853    
1854     for (i = 1; i <= settings.max_level; i++)
1855     {
1856     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1857     {
1858     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1859     return i;
1860     }
1861     }
1862    
1863     return 1;
1864     }
1865    
1866 root 1.29 void
1867 root 1.31 clean_tmp_map (maptile *m)
1868 root 1.29 {
1869     if (m->tmpname == NULL)
1870     return;
1871 root 1.8 INVOKE_MAP (CLEAN, m);
1872 root 1.29 (void) unlink (m->tmpname);
1873 elmex 1.1 }
1874    
1875 root 1.29 void
1876     free_all_maps (void)
1877 elmex 1.1 {
1878 root 1.29 int real_maps = 0;
1879 elmex 1.1
1880 root 1.29 while (first_map)
1881     {
1882     /* I think some of the callers above before it gets here set this to be
1883     * saving, but we still want to free this data
1884     */
1885     if (first_map->in_memory == MAP_SAVING)
1886     first_map->in_memory = MAP_IN_MEMORY;
1887     delete_map (first_map);
1888     real_maps++;
1889 elmex 1.1 }
1890 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1891 elmex 1.1 }
1892    
1893     /* change_map_light() - used to change map light level (darkness)
1894     * up or down. Returns true if successful. It should now be
1895     * possible to change a value by more than 1.
1896     * Move this from los.c to map.c since this is more related
1897     * to maps than los.
1898     * postive values make it darker, negative make it brighter
1899     */
1900 root 1.29
1901     int
1902 root 1.31 change_map_light (maptile *m, int change)
1903 root 1.29 {
1904     int new_level = m->darkness + change;
1905    
1906     /* Nothing to do */
1907     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1908     {
1909     return 0;
1910 elmex 1.1 }
1911    
1912 root 1.29 /* inform all players on the map */
1913     if (change > 0)
1914     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1915     else
1916     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1917    
1918     /* Do extra checking. since m->darkness is a unsigned value,
1919     * we need to be extra careful about negative values.
1920     * In general, the checks below are only needed if change
1921     * is not +/-1
1922     */
1923     if (new_level < 0)
1924     m->darkness = 0;
1925     else if (new_level >= MAX_DARKNESS)
1926     m->darkness = MAX_DARKNESS;
1927     else
1928     m->darkness = new_level;
1929 elmex 1.1
1930 root 1.29 /* All clients need to get re-updated for the change */
1931     update_all_map_los (m);
1932     return 1;
1933 elmex 1.1 }
1934    
1935    
1936     /*
1937     * This function updates various attributes about a specific space
1938     * on the map (what it looks like, whether it blocks magic,
1939     * has a living creatures, prevents people from passing
1940     * through, etc)
1941     */
1942 root 1.29 void
1943 root 1.31 update_position (maptile *m, int x, int y)
1944 root 1.29 {
1945     object *tmp, *last = NULL;
1946     uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1947     New_Face *top, *floor, *middle;
1948     object *top_obj, *floor_obj, *middle_obj;
1949     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1950    
1951     oldflags = GET_MAP_FLAGS (m, x, y);
1952     if (!(oldflags & P_NEED_UPDATE))
1953     {
1954     LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1955     return;
1956     }
1957    
1958     middle = blank_face;
1959     top = blank_face;
1960     floor = blank_face;
1961    
1962     middle_obj = NULL;
1963     top_obj = NULL;
1964     floor_obj = NULL;
1965    
1966     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1967     {
1968    
1969     /* This could be made additive I guess (two lights better than
1970     * one). But if so, it shouldn't be a simple additive - 2
1971     * light bulbs do not illuminate twice as far as once since
1972     * it is a disapation factor that is squared (or is it cubed?)
1973     */
1974     if (tmp->glow_radius > light)
1975     light = tmp->glow_radius;
1976    
1977     /* This call is needed in order to update objects the player
1978     * is standing in that have animations (ie, grass, fire, etc).
1979     * However, it also causes the look window to be re-drawn
1980     * 3 times each time the player moves, because many of the
1981     * functions the move_player calls eventualy call this.
1982     *
1983     * Always put the player down for drawing.
1984     */
1985     if (!tmp->invisible)
1986     {
1987     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1988     {
1989     top = tmp->face;
1990     top_obj = tmp;
1991     }
1992     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1993     {
1994     /* If we got a floor, that means middle and top were below it,
1995     * so should not be visible, so we clear them.
1996     */
1997     middle = blank_face;
1998     top = blank_face;
1999     floor = tmp->face;
2000     floor_obj = tmp;
2001     }
2002     /* Flag anywhere have high priority */
2003     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2004     {
2005     middle = tmp->face;
2006    
2007     middle_obj = tmp;
2008     anywhere = 1;
2009     }
2010     /* Find the highest visible face around. If equal
2011     * visibilities, we still want the one nearer to the
2012     * top
2013     */
2014     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2015     {
2016     middle = tmp->face;
2017     middle_obj = tmp;
2018     }
2019     }
2020     if (tmp == tmp->above)
2021     {
2022     LOG (llevError, "Error in structure of map\n");
2023     exit (-1);
2024     }
2025    
2026     move_slow |= tmp->move_slow;
2027     move_block |= tmp->move_block;
2028     move_on |= tmp->move_on;
2029     move_off |= tmp->move_off;
2030     move_allow |= tmp->move_allow;
2031    
2032     if (QUERY_FLAG (tmp, FLAG_ALIVE))
2033     flags |= P_IS_ALIVE;
2034     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2035     flags |= P_NO_MAGIC;
2036     if (QUERY_FLAG (tmp, FLAG_DAMNED))
2037     flags |= P_NO_CLERIC;
2038     if (tmp->type == SAFE_GROUND)
2039     flags |= P_SAFE;
2040    
2041     if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2042     flags |= P_BLOCKSVIEW;
2043     } /* for stack of objects */
2044    
2045     /* we don't want to rely on this function to have accurate flags, but
2046     * since we're already doing the work, we calculate them here.
2047     * if they don't match, logic is broken someplace.
2048     */
2049     if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2050     {
2051     LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2052     m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2053     }
2054     SET_MAP_FLAGS (m, x, y, flags);
2055     SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2056     SET_MAP_MOVE_ON (m, x, y, move_on);
2057     SET_MAP_MOVE_OFF (m, x, y, move_off);
2058     SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2059    
2060     /* At this point, we have a floor face (if there is a floor),
2061     * and the floor is set - we are not going to touch it at
2062     * this point.
2063     * middle contains the highest visibility face.
2064     * top contains a player/monster face, if there is one.
2065     *
2066     * We now need to fill in top.face and/or middle.face.
2067     */
2068    
2069     /* If the top face also happens to be high visibility, re-do our
2070     * middle face. This should not happen, as we already have the
2071     * else statement above so middle should not get set. OTOH, it
2072     * may be possible for the faces to match but be different objects.
2073     */
2074     if (top == middle)
2075     middle = blank_face;
2076    
2077     /* There are three posibilities at this point:
2078     * 1) top face is set, need middle to be set.
2079     * 2) middle is set, need to set top.
2080     * 3) neither middle or top is set - need to set both.
2081     */
2082    
2083     for (tmp = last; tmp; tmp = tmp->below)
2084     {
2085     /* Once we get to a floor, stop, since we already have a floor object */
2086     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2087     break;
2088    
2089     /* If two top faces are already set, quit processing */
2090     if ((top != blank_face) && (middle != blank_face))
2091     break;
2092 root 1.10
2093 root 1.29 /* Only show visible faces, unless its the editor - show all */
2094     if (!tmp->invisible || editor)
2095     {
2096     /* Fill in top if needed */
2097     if (top == blank_face)
2098     {
2099     top = tmp->face;
2100     top_obj = tmp;
2101     if (top == middle)
2102     middle = blank_face;
2103     }
2104     else
2105     {
2106     /* top is already set - we should only get here if
2107     * middle is not set
2108     *
2109     * Set the middle face and break out, since there is nothing
2110     * more to fill in. We don't check visiblity here, since
2111     *
2112     */
2113     if (tmp->face != top)
2114     {
2115     middle = tmp->face;
2116     middle_obj = tmp;
2117     break;
2118 root 1.10 }
2119     }
2120     }
2121 elmex 1.1 }
2122 root 1.29 if (middle == floor)
2123     middle = blank_face;
2124     if (top == middle)
2125     middle = blank_face;
2126     SET_MAP_FACE (m, x, y, top, 0);
2127     if (top != blank_face)
2128     SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2129     else
2130     SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2131     SET_MAP_FACE (m, x, y, middle, 1);
2132     if (middle != blank_face)
2133     SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2134     else
2135     SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2136     SET_MAP_FACE (m, x, y, floor, 2);
2137     if (floor != blank_face)
2138     SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2139     else
2140     SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2141     SET_MAP_LIGHT (m, x, y, light);
2142 elmex 1.1 }
2143    
2144    
2145 root 1.29 void
2146 root 1.31 set_map_reset_time (maptile *map)
2147 root 1.29 {
2148     int timeout;
2149 elmex 1.1
2150 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2151     if (timeout <= 0)
2152     timeout = MAP_DEFAULTRESET;
2153     if (timeout >= MAP_MAXRESET)
2154     timeout = MAP_MAXRESET;
2155     MAP_WHEN_RESET (map) = seconds () + timeout;
2156 elmex 1.1 }
2157    
2158     /* this updates the orig_map->tile_map[tile_num] value after loading
2159     * the map. It also takes care of linking back the freshly loaded
2160     * maps tile_map values if it tiles back to this one. It returns
2161     * the value of orig_map->tile_map[tile_num]. It really only does this
2162     * so that it is easier for calling functions to verify success.
2163     */
2164    
2165 root 1.31 static maptile *
2166     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2167 elmex 1.1 {
2168 root 1.29 int dest_tile = (tile_num + 2) % 4;
2169     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2170 elmex 1.1
2171 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2172 elmex 1.1
2173 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2174     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))
2175     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2176 elmex 1.1
2177 root 1.29 return orig_map->tile_map[tile_num];
2178 elmex 1.1 }
2179    
2180     /* this returns TRUE if the coordinates (x,y) are out of
2181     * map m. This function also takes into account any
2182     * tiling considerations, loading adjacant maps as needed.
2183     * This is the function should always be used when it
2184     * necessary to check for valid coordinates.
2185     * This function will recursively call itself for the
2186     * tiled maps.
2187     *
2188     *
2189     */
2190 root 1.29 int
2191 root 1.31 out_of_map (maptile *m, int x, int y)
2192 elmex 1.1 {
2193    
2194 root 1.29 /* If we get passed a null map, this is obviously the
2195     * case. This generally shouldn't happen, but if the
2196     * map loads fail below, it could happen.
2197     */
2198     if (!m)
2199     return 0;
2200 elmex 1.1
2201 root 1.29 if (x < 0)
2202     {
2203     if (!m->tile_path[3])
2204     return 1;
2205     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2206     {
2207     load_and_link_tiled_map (m, 3);
2208 root 1.10 }
2209 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2210 elmex 1.1 }
2211 root 1.29 if (x >= MAP_WIDTH (m))
2212     {
2213     if (!m->tile_path[1])
2214     return 1;
2215     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2216     {
2217     load_and_link_tiled_map (m, 1);
2218 root 1.10 }
2219 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2220 elmex 1.1 }
2221 root 1.29 if (y < 0)
2222     {
2223     if (!m->tile_path[0])
2224     return 1;
2225     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2226     {
2227     load_and_link_tiled_map (m, 0);
2228 root 1.10 }
2229 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2230 elmex 1.1 }
2231 root 1.29 if (y >= MAP_HEIGHT (m))
2232     {
2233     if (!m->tile_path[2])
2234     return 1;
2235     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2236     {
2237     load_and_link_tiled_map (m, 2);
2238 root 1.10 }
2239 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2240 elmex 1.1 }
2241    
2242 root 1.29 /* Simple case - coordinates are within this local
2243     * map.
2244     */
2245     return 0;
2246 elmex 1.1 }
2247    
2248     /* This is basically the same as out_of_map above, but
2249     * instead we return NULL if no map is valid (coordinates
2250     * out of bounds and no tiled map), otherwise it returns
2251     * the map as that the coordinates are really on, and
2252     * updates x and y to be the localized coordinates.
2253     * Using this is more efficient of calling out_of_map
2254     * and then figuring out what the real map is
2255     */
2256 root 1.31 maptile *
2257     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2258 elmex 1.1 {
2259    
2260 root 1.29 if (*x < 0)
2261     {
2262     if (!m->tile_path[3])
2263     return NULL;
2264     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2265     load_and_link_tiled_map (m, 3);
2266 elmex 1.1
2267 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2268     return (get_map_from_coord (m->tile_map[3], x, y));
2269 elmex 1.1 }
2270 root 1.29 if (*x >= MAP_WIDTH (m))
2271     {
2272     if (!m->tile_path[1])
2273     return NULL;
2274     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2275     load_and_link_tiled_map (m, 1);
2276 elmex 1.1
2277 root 1.29 *x -= MAP_WIDTH (m);
2278     return (get_map_from_coord (m->tile_map[1], x, y));
2279 elmex 1.1 }
2280 root 1.29 if (*y < 0)
2281     {
2282     if (!m->tile_path[0])
2283     return NULL;
2284     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2285     load_and_link_tiled_map (m, 0);
2286 elmex 1.1
2287 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2288     return (get_map_from_coord (m->tile_map[0], x, y));
2289 elmex 1.1 }
2290 root 1.29 if (*y >= MAP_HEIGHT (m))
2291     {
2292     if (!m->tile_path[2])
2293     return NULL;
2294     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2295     load_and_link_tiled_map (m, 2);
2296 elmex 1.1
2297 root 1.29 *y -= MAP_HEIGHT (m);
2298     return (get_map_from_coord (m->tile_map[2], x, y));
2299 elmex 1.1 }
2300    
2301 root 1.29 /* Simple case - coordinates are within this local
2302     * map.
2303     */
2304 elmex 1.1
2305 root 1.29 return m;
2306 elmex 1.1 }
2307    
2308     /**
2309     * Return whether map2 is adjacent to map1. If so, store the distance from
2310     * map1 to map2 in dx/dy.
2311     */
2312 root 1.29 static int
2313 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2314 root 1.29 {
2315     if (!map1 || !map2)
2316     return 0;
2317    
2318     if (map1 == map2)
2319     {
2320     *dx = 0;
2321     *dy = 0;
2322    
2323     }
2324     else if (map1->tile_map[0] == map2)
2325     { /* up */
2326     *dx = 0;
2327     *dy = -MAP_HEIGHT (map2);
2328     }
2329     else if (map1->tile_map[1] == map2)
2330     { /* right */
2331     *dx = MAP_WIDTH (map1);
2332     *dy = 0;
2333     }
2334     else if (map1->tile_map[2] == map2)
2335     { /* down */
2336     *dx = 0;
2337     *dy = MAP_HEIGHT (map1);
2338     }
2339     else if (map1->tile_map[3] == map2)
2340     { /* left */
2341     *dx = -MAP_WIDTH (map2);
2342     *dy = 0;
2343    
2344     }
2345     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2346     { /* up right */
2347     *dx = MAP_WIDTH (map1->tile_map[0]);
2348     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2349     }
2350     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2351     { /* up left */
2352     *dx = -MAP_WIDTH (map2);
2353     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2354     }
2355     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2356     { /* right up */
2357     *dx = MAP_WIDTH (map1);
2358     *dy = -MAP_HEIGHT (map2);
2359     }
2360     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2361     { /* right down */
2362     *dx = MAP_WIDTH (map1);
2363     *dy = MAP_HEIGHT (map1->tile_map[1]);
2364     }
2365     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2366     { /* down right */
2367     *dx = MAP_WIDTH (map1->tile_map[2]);
2368     *dy = MAP_HEIGHT (map1);
2369     }
2370     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2371     { /* down left */
2372     *dx = -MAP_WIDTH (map2);
2373     *dy = MAP_HEIGHT (map1);
2374     }
2375     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2376     { /* left up */
2377     *dx = -MAP_WIDTH (map1->tile_map[3]);
2378     *dy = -MAP_HEIGHT (map2);
2379     }
2380     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2381     { /* left down */
2382     *dx = -MAP_WIDTH (map1->tile_map[3]);
2383     *dy = MAP_HEIGHT (map1->tile_map[3]);
2384 elmex 1.1
2385 root 1.29 }
2386     else
2387     { /* not "adjacent" enough */
2388     return 0;
2389 elmex 1.1 }
2390    
2391 root 1.29 return 1;
2392 elmex 1.1 }
2393    
2394     /* From map.c
2395     * This is used by get_player to determine where the other
2396     * creature is. get_rangevector takes into account map tiling,
2397     * so you just can not look the the map coordinates and get the
2398     * righte value. distance_x/y are distance away, which
2399     * can be negativbe. direction is the crossfire direction scheme
2400     * that the creature should head. part is the part of the
2401     * monster that is closest.
2402     *
2403     * get_rangevector looks at op1 and op2, and fills in the
2404     * structure for op1 to get to op2.
2405     * We already trust that the caller has verified that the
2406     * two objects are at least on adjacent maps. If not,
2407     * results are not likely to be what is desired.
2408     * if the objects are not on maps, results are also likely to
2409     * be unexpected
2410     *
2411     * currently, the only flag supported (0x1) is don't translate for
2412     * closest body part of 'op1'
2413     */
2414    
2415 root 1.29 void
2416     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2417     {
2418     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2419     {
2420     /* be conservative and fill in _some_ data */
2421     retval->distance = 100000;
2422     retval->distance_x = 32767;
2423     retval->distance_y = 32767;
2424     retval->direction = 0;
2425     retval->part = 0;
2426     }
2427     else
2428     {
2429     object *best;
2430    
2431     retval->distance_x += op2->x - op1->x;
2432     retval->distance_y += op2->y - op1->y;
2433    
2434     best = op1;
2435     /* If this is multipart, find the closest part now */
2436     if (!(flags & 0x1) && op1->more)
2437     {
2438     object *tmp;
2439     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2440    
2441     /* we just take the offset of the piece to head to figure
2442     * distance instead of doing all that work above again
2443     * since the distance fields we set above are positive in the
2444     * same axis as is used for multipart objects, the simply arithmetic
2445     * below works.
2446     */
2447     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2448     {
2449     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2450     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2451     if (tmpi < best_distance)
2452     {
2453     best_distance = tmpi;
2454     best = tmp;
2455 elmex 1.1 }
2456     }
2457 root 1.29 if (best != op1)
2458     {
2459     retval->distance_x += op1->x - best->x;
2460     retval->distance_y += op1->y - best->y;
2461 elmex 1.1 }
2462     }
2463 root 1.29 retval->part = best;
2464     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2465     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2466 elmex 1.1 }
2467     }
2468    
2469     /* this is basically the same as get_rangevector above, but instead of
2470     * the first parameter being an object, it instead is the map
2471     * and x,y coordinates - this is used for path to player -
2472     * since the object is not infact moving but we are trying to traverse
2473     * the path, we need this.
2474     * flags has no meaning for this function at this time - I kept it in to
2475     * be more consistant with the above function and also in case they are needed
2476     * for something in the future. Also, since no object is pasted, the best
2477     * field of the rv_vector is set to NULL.
2478     */
2479    
2480 root 1.29 void
2481 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2482 root 1.29 {
2483     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2484     {
2485     /* be conservative and fill in _some_ data */
2486     retval->distance = 100000;
2487     retval->distance_x = 32767;
2488     retval->distance_y = 32767;
2489     retval->direction = 0;
2490     retval->part = 0;
2491     }
2492     else
2493     {
2494     retval->distance_x += op2->x - x;
2495     retval->distance_y += op2->y - y;
2496    
2497     retval->part = NULL;
2498     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2499     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2500 elmex 1.1 }
2501     }
2502    
2503     /* Returns true of op1 and op2 are effectively on the same map
2504     * (as related to map tiling). Note that this looks for a path from
2505     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2506     * to op1, this will still return false.
2507     * Note we only look one map out to keep the processing simple
2508     * and efficient. This could probably be a macro.
2509     * MSW 2001-08-05
2510     */
2511 root 1.29 int
2512     on_same_map (const object *op1, const object *op2)
2513     {
2514     int dx, dy;
2515 elmex 1.1
2516 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2517 elmex 1.1 }