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Revision: 1.37
Committed: Mon Dec 11 14:28:12 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.36: +1 -1 lines
Log Message:
- removed or commented out unused variables
- fixed one signedness issue (should work.. uint64 to sint64.. just
      what about the shopmax still being uint64?)

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 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
862 root 1.29 {
863     buf[HUGE_BUF - 1] = 0;
864     key = buf;
865 root 1.36
866 root 1.29 while (isspace (*key))
867     key++;
868 root 1.36
869 root 1.29 if (*key == 0)
870     continue; /* empty line */
871 root 1.36
872 root 1.29 value = strchr (key, ' ');
873 root 1.36
874 root 1.29 if (!value)
875     {
876 pippijn 1.37 if ((end = strchr (key, '\n')))
877 root 1.36 *end = 0;
878 root 1.29 }
879     else
880     {
881     *value = 0;
882     value++;
883     end = strchr (value, '\n');
884 root 1.36
885 root 1.29 while (isspace (*value))
886     {
887     value++;
888 root 1.36
889 root 1.29 if (*value == '\0' || value == end)
890     {
891     /* Nothing but spaces. */
892     value = NULL;
893     break;
894 root 1.10 }
895     }
896     }
897 root 1.22
898 root 1.29 if (!end)
899     {
900     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
901     return 1;
902 root 1.10 }
903    
904 root 1.29 /* key is the field name, value is what it should be set
905     * to. We've already done the work to null terminate key,
906     * and strip off any leading spaces for both of these.
907     * We have not touched the newline at the end of the line -
908     * these are needed for some values. the end pointer
909     * points to the first of the newlines.
910     * value could be NULL! It would be easy enough to just point
911     * this to "" to prevent cores, but that would let more errors slide
912     * through.
913     *
914     * First check for entries that do not use the value parameter, then
915     * validate that value is given and check for the remaining entries
916     * that use the parameter.
917     */
918 root 1.10
919 root 1.29 if (!strcmp (key, "msg"))
920     {
921 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
922 root 1.29 {
923     if (!strcmp (buf, "endmsg\n"))
924     break;
925     else
926     {
927     /* slightly more efficient than strcat */
928     strcpy (msgbuf + msgpos, buf);
929     msgpos += strlen (buf);
930 root 1.10 }
931     }
932 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
933     * with nothing between). There is no reason in those cases to
934     * keep the empty message. Also, msgbuf contains garbage data
935     * when msgpos is zero, so copying it results in crashes
936     */
937     if (msgpos != 0)
938     m->msg = strdup_local (msgbuf);
939 root 1.10 }
940 root 1.29 else if (!strcmp (key, "maplore"))
941     {
942 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
943 root 1.29 {
944     if (!strcmp (buf, "endmaplore\n"))
945     break;
946     else
947     {
948     /* slightly more efficient than strcat */
949     strcpy (maplorebuf + maplorepos, buf);
950     maplorepos += strlen (buf);
951 root 1.10 }
952     }
953 root 1.29 if (maplorepos != 0)
954     m->maplore = strdup_local (maplorebuf);
955     }
956     else if (!strcmp (key, "end"))
957     {
958     break;
959     }
960     else if (value == NULL)
961     {
962     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
963     }
964     else if (!strcmp (key, "arch"))
965     {
966     /* This is an oddity, but not something we care about much. */
967     if (strcmp (value, "map\n"))
968     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
969     }
970     else if (!strcmp (key, "name"))
971     {
972     *end = 0;
973     m->name = strdup_local (value);
974     }
975     /* first strcmp value on these are old names supported
976     * for compatibility reasons. The new values (second) are
977     * what really should be used.
978     */
979     else if (!strcmp (key, "oid"))
980     {
981     fp.get (m, atoi (value));
982     }
983     else if (!strcmp (key, "attach"))
984     {
985     m->attach = value;
986     }
987     else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
988     {
989     m->enter_x = atoi (value);
990     }
991     else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
992     {
993     m->enter_y = atoi (value);
994     }
995     else if (!strcmp (key, "x") || !strcmp (key, "width"))
996     {
997     m->width = atoi (value);
998     }
999     else if (!strcmp (key, "y") || !strcmp (key, "height"))
1000     {
1001     m->height = atoi (value);
1002     }
1003     else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
1004     {
1005     m->reset_timeout = atoi (value);
1006     }
1007     else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1008     {
1009     m->timeout = atoi (value);
1010 root 1.10 }
1011 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1012     {
1013     m->difficulty = atoi (value);
1014     }
1015     else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1016     {
1017     m->darkness = atoi (value);
1018     }
1019     else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1020     {
1021     m->fixed_resettime = atoi (value);
1022     }
1023     else if (!strcmp (key, "unique"))
1024     {
1025     m->unique = atoi (value);
1026     }
1027     else if (!strcmp (key, "template"))
1028     {
1029     m->templatemap = atoi (value);
1030     }
1031     else if (!strcmp (key, "region"))
1032     {
1033     m->region = get_region_by_name (value);
1034     }
1035     else if (!strcmp (key, "shopitems"))
1036     {
1037     *end = 0;
1038     m->shopitems = parse_shop_string (value);
1039     }
1040     else if (!strcmp (key, "shopgreed"))
1041     {
1042     m->shopgreed = atof (value);
1043 root 1.10 }
1044 root 1.29 else if (!strcmp (key, "shopmin"))
1045     {
1046     m->shopmin = atol (value);
1047 root 1.10 }
1048 root 1.29 else if (!strcmp (key, "shopmax"))
1049     {
1050     m->shopmax = atol (value);
1051     }
1052     else if (!strcmp (key, "shoprace"))
1053     {
1054     *end = 0;
1055     m->shoprace = strdup_local (value);
1056     }
1057     else if (!strcmp (key, "outdoor"))
1058     {
1059     m->outdoor = atoi (value);
1060     }
1061     else if (!strcmp (key, "temp"))
1062     {
1063     m->temp = atoi (value);
1064     }
1065     else if (!strcmp (key, "pressure"))
1066     {
1067     m->pressure = atoi (value);
1068     }
1069     else if (!strcmp (key, "humid"))
1070     {
1071     m->humid = atoi (value);
1072     }
1073     else if (!strcmp (key, "windspeed"))
1074     {
1075     m->windspeed = atoi (value);
1076     }
1077     else if (!strcmp (key, "winddir"))
1078     {
1079     m->winddir = atoi (value);
1080     }
1081     else if (!strcmp (key, "sky"))
1082     {
1083     m->sky = atoi (value);
1084     }
1085     else if (!strcmp (key, "nosmooth"))
1086     {
1087     m->nosmooth = atoi (value);
1088     }
1089     else if (!strncmp (key, "tile_path_", 10))
1090     {
1091     int tile = atoi (key + 10);
1092    
1093     if (tile < 1 || tile > 4)
1094     {
1095     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1096     }
1097     else
1098     {
1099     char *path;
1100    
1101     *end = 0;
1102    
1103     if (m->tile_path[tile - 1])
1104     {
1105     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1106     free (m->tile_path[tile - 1]);
1107     m->tile_path[tile - 1] = NULL;
1108 root 1.10 }
1109    
1110 root 1.29 if (check_path (value, 1) != -1)
1111     {
1112     /* The unadorned path works. */
1113     path = value;
1114     }
1115     else
1116     {
1117     /* Try again; it could be a relative exit. */
1118    
1119     path = path_combine_and_normalize (m->path, value);
1120    
1121     if (check_path (path, 1) == -1)
1122     {
1123     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1124     path = NULL;
1125 root 1.10 }
1126     }
1127 elmex 1.1
1128 root 1.29 if (editor)
1129     {
1130     /* Use the value as in the file. */
1131     m->tile_path[tile - 1] = strdup_local (value);
1132 root 1.10 }
1133 root 1.29 else if (path != NULL)
1134     {
1135     /* Use the normalized value. */
1136     m->tile_path[tile - 1] = strdup_local (path);
1137     }
1138     } /* end if tile direction (in)valid */
1139 root 1.10 }
1140 root 1.29 else
1141     {
1142     LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1143 root 1.10 }
1144 elmex 1.1 }
1145 root 1.29 if (!key || strcmp (key, "end"))
1146     {
1147     LOG (llevError, "Got premature eof on map header!\n");
1148     return 1;
1149 elmex 1.1 }
1150 root 1.29 return 0;
1151 elmex 1.1 }
1152    
1153     /*
1154     * Opens the file "filename" and reads information about the map
1155     * from the given file, and stores it in a newly allocated
1156 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1157 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1158     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1159     * MAP_BLOCK, in which case we block on this load. This happens in all
1160     * cases, no matter if this flag is set or not.
1161     * MAP_STYLE: style map - don't add active objects, don't add to server
1162 root 1.10 * managed map list.
1163 elmex 1.1 */
1164    
1165 root 1.31 maptile *
1166 root 1.29 load_original_map (const char *filename, int flags)
1167     {
1168 root 1.31 maptile *m;
1169 root 1.29 char pathname[MAX_BUF];
1170 elmex 1.1
1171 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1172     strcpy (pathname, filename);
1173     else if (flags & MAP_OVERLAY)
1174     strcpy (pathname, create_overlay_pathname (filename));
1175     else
1176     strcpy (pathname, create_pathname (filename));
1177 root 1.22
1178 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1179 elmex 1.1
1180 root 1.29 object_thawer thawer (pathname);
1181 root 1.9
1182 root 1.29 if (!thawer)
1183     return 0;
1184 elmex 1.1
1185 root 1.29 m = get_linked_map ();
1186 elmex 1.1
1187 root 1.29 strcpy (m->path, filename);
1188     if (load_map_header (thawer, m))
1189     {
1190     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1191     delete_map (m);
1192     return NULL;
1193     }
1194    
1195 root 1.34 m->allocate ();
1196 root 1.29
1197     m->in_memory = MAP_LOADING;
1198     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1199    
1200     m->in_memory = MAP_IN_MEMORY;
1201     if (!MAP_DIFFICULTY (m))
1202     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1203     set_map_reset_time (m);
1204     m->instantiate ();
1205     return (m);
1206 elmex 1.1 }
1207    
1208     /*
1209     * Loads a map, which has been loaded earlier, from file.
1210     * Return the map object we load into (this can change from the passed
1211     * option if we can't find the original map)
1212     */
1213    
1214 root 1.31 static maptile *
1215     load_temporary_map (maptile *m)
1216 root 1.29 {
1217     char buf[MAX_BUF];
1218    
1219     if (!m->tmpname)
1220     {
1221     LOG (llevError, "No temporary filename for map %s\n", m->path);
1222     strcpy (buf, m->path);
1223     delete_map (m);
1224     m = load_original_map (buf, 0);
1225     if (m == NULL)
1226     return NULL;
1227     fix_auto_apply (m); /* Chests which open as default */
1228     return m;
1229 elmex 1.1 }
1230    
1231 root 1.29 object_thawer thawer (m->tmpname);
1232 root 1.14
1233 root 1.29 if (!thawer)
1234     {
1235     strcpy (buf, m->path);
1236     delete_map (m);
1237     m = load_original_map (buf, 0);
1238     if (!m)
1239 root 1.10 return NULL;
1240 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1241     return m;
1242 elmex 1.1 }
1243    
1244 root 1.29 if (load_map_header (thawer, m))
1245     {
1246     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1247     delete_map (m);
1248     m = load_original_map (m->path, 0);
1249     return NULL;
1250     }
1251 root 1.34
1252     m->allocate ();
1253 root 1.29
1254     m->in_memory = MAP_LOADING;
1255     load_objects (m, thawer, 0);
1256    
1257     m->in_memory = MAP_IN_MEMORY;
1258     INVOKE_MAP (SWAPIN, m);
1259     return m;
1260 elmex 1.1 }
1261    
1262     /*
1263     * Loads a map, which has been loaded earlier, from file.
1264     * Return the map object we load into (this can change from the passed
1265     * option if we can't find the original map)
1266     */
1267    
1268 root 1.31 maptile *
1269     load_overlay_map (const char *filename, maptile *m)
1270 root 1.29 {
1271     char pathname[MAX_BUF];
1272 elmex 1.1
1273 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1274 elmex 1.1
1275 root 1.29 object_thawer thawer (pathname);
1276 root 1.9
1277 root 1.29 if (!thawer)
1278     return m;
1279    
1280     if (load_map_header (thawer, m))
1281     {
1282     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1283     delete_map (m);
1284     m = load_original_map (m->path, 0);
1285     return NULL;
1286 elmex 1.1 }
1287 root 1.34 /*m->allocate ();*/
1288 elmex 1.1
1289 root 1.29 m->in_memory = MAP_LOADING;
1290     load_objects (m, thawer, MAP_OVERLAY);
1291 root 1.14
1292 root 1.29 m->in_memory = MAP_IN_MEMORY;
1293     return m;
1294 elmex 1.1 }
1295    
1296     /******************************************************************************
1297     * This is the start of unique map handling code
1298     *****************************************************************************/
1299    
1300     /* This goes through map 'm' and removed any unique items on the map. */
1301 root 1.29 static void
1302 root 1.31 delete_unique_items (maptile *m)
1303 elmex 1.1 {
1304 root 1.29 int i, j, unique;
1305     object *op, *next;
1306 elmex 1.1
1307 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1308     for (j = 0; j < MAP_HEIGHT (m); j++)
1309     {
1310     unique = 0;
1311     for (op = get_map_ob (m, i, j); op; op = next)
1312     {
1313     next = op->above;
1314     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1315     unique = 1;
1316     if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1317     {
1318     clean_object (op);
1319     if (QUERY_FLAG (op, FLAG_IS_LINKED))
1320     remove_button_link (op);
1321     remove_ob (op);
1322     free_object (op);
1323     }
1324     }
1325     }
1326 elmex 1.1 }
1327    
1328    
1329     /*
1330     * Loads unique objects from file(s) into the map which is in memory
1331     * m is the map to load unique items into.
1332     */
1333 root 1.29 static void
1334 root 1.31 load_unique_objects (maptile *m)
1335 root 1.29 {
1336     int count;
1337     char firstname[MAX_BUF];
1338 elmex 1.1
1339 root 1.29 for (count = 0; count < 10; count++)
1340     {
1341     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1342     if (!access (firstname, R_OK))
1343     break;
1344 elmex 1.1 }
1345 root 1.29 /* If we get here, we did not find any map */
1346     if (count == 10)
1347     return;
1348 elmex 1.1
1349 root 1.29 object_thawer thawer (firstname);
1350 root 1.9
1351 root 1.29 if (!thawer)
1352     return;
1353 root 1.15
1354 root 1.29 m->in_memory = MAP_LOADING;
1355     if (m->tmpname == NULL) /* if we have loaded unique items from */
1356     delete_unique_items (m); /* original map before, don't duplicate them */
1357     load_objects (m, thawer, 0);
1358 root 1.14
1359 root 1.29 m->in_memory = MAP_IN_MEMORY;
1360 elmex 1.1 }
1361    
1362    
1363     /*
1364     * Saves a map to file. If flag is set, it is saved into the same
1365     * file it was (originally) loaded from. Otherwise a temporary
1366     * filename will be genarated, and the file will be stored there.
1367 root 1.31 * The temporary filename will be stored in the maptileure.
1368 elmex 1.1 * If the map is unique, we also save to the filename in the map
1369     * (this should have been updated when first loaded)
1370     */
1371    
1372 root 1.10 int
1373 root 1.31 new_save_map (maptile *m, int flag)
1374 root 1.10 {
1375 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1376 root 1.10 int i;
1377    
1378     if (flag && !*m->path)
1379     {
1380     LOG (llevError, "Tried to save map without path.\n");
1381     return -1;
1382 elmex 1.1 }
1383 root 1.10
1384     if (flag || (m->unique) || (m->templatemap))
1385     {
1386     if (!m->unique && !m->templatemap)
1387 root 1.29 { /* flag is set */
1388 root 1.10 if (flag == 2)
1389     strcpy (filename, create_overlay_pathname (m->path));
1390     else
1391     strcpy (filename, create_pathname (m->path));
1392     }
1393     else
1394     strcpy (filename, m->path);
1395    
1396     make_path_to_file (filename);
1397 elmex 1.1 }
1398 root 1.10 else
1399     {
1400     if (!m->tmpname)
1401     m->tmpname = tempnam_local (settings.tmpdir, NULL);
1402 root 1.17
1403 root 1.10 strcpy (filename, m->tmpname);
1404     }
1405    
1406     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1407     m->in_memory = MAP_SAVING;
1408    
1409 root 1.17 object_freezer freezer;
1410 root 1.10
1411     /* legacy */
1412 root 1.17 fprintf (freezer, "arch map\n");
1413 root 1.10 if (m->name)
1414 root 1.17 fprintf (freezer, "name %s\n", m->name);
1415 root 1.10 if (!flag)
1416 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1417 root 1.10 if (m->reset_timeout)
1418 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1419 root 1.10 if (m->fixed_resettime)
1420 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1421 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1422     * or a difficulty value we generated when the map was first loaded
1423     */
1424     if (m->difficulty)
1425 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1426 root 1.10 if (m->region)
1427 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1428 root 1.10 if (m->shopitems)
1429     {
1430     print_shop_string (m, shop);
1431 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1432 elmex 1.1 }
1433 root 1.10 if (m->shopgreed)
1434 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1435 elmex 1.1 #ifndef WIN32
1436 root 1.10 if (m->shopmin)
1437 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1438 root 1.10 if (m->shopmax)
1439 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1440 elmex 1.1 #else
1441 root 1.10 if (m->shopmin)
1442 root 1.17 fprintf (freezer, "shopmin %I64u\n", m->shopmin);
1443 root 1.10 if (m->shopmax)
1444 root 1.17 fprintf (freezer, "shopmax %I64u\n", m->shopmax);
1445 elmex 1.1 #endif
1446 root 1.10 if (m->shoprace)
1447 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1448 root 1.10 if (m->darkness)
1449 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1450 root 1.10 if (m->width)
1451 root 1.17 fprintf (freezer, "width %d\n", m->width);
1452 root 1.10 if (m->height)
1453 root 1.17 fprintf (freezer, "height %d\n", m->height);
1454 root 1.10 if (m->enter_x)
1455 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1456 root 1.10 if (m->enter_y)
1457 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1458 root 1.10 if (m->msg)
1459 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1460 root 1.10 if (m->maplore)
1461 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1462 root 1.10 if (m->unique)
1463 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1464 root 1.10 if (m->templatemap)
1465 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1466 root 1.10 if (m->outdoor)
1467 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1468 root 1.10 if (m->temp)
1469 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1470 root 1.10 if (m->pressure)
1471 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1472 root 1.10 if (m->humid)
1473 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1474 root 1.10 if (m->windspeed)
1475 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1476 root 1.10 if (m->winddir)
1477 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1478 root 1.10 if (m->sky)
1479 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1480 root 1.10 if (m->nosmooth)
1481 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1482 root 1.10
1483     /* Save any tiling information, except on overlays */
1484     if (flag != 2)
1485     for (i = 0; i < 4; i++)
1486     if (m->tile_path[i])
1487 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1488 root 1.10
1489 root 1.17 freezer.put (m);
1490     fprintf (freezer, "end\n");
1491 root 1.10
1492     /* In the game save unique items in the different file, but
1493     * in the editor save them to the normal map file.
1494     * If unique map, save files in the proper destination (set by
1495     * player)
1496     */
1497     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1498     {
1499 root 1.17 object_freezer unique;
1500 elmex 1.1
1501 root 1.10 if (flag == 2)
1502 root 1.17 save_objects (m, freezer, unique, 2);
1503 root 1.10 else
1504 root 1.17 save_objects (m, freezer, unique, 0);
1505    
1506     sprintf (buf, "%s.v00", create_items_path (m->path));
1507    
1508     unique.save (buf);
1509 root 1.10 }
1510     else
1511 root 1.29 { /* save same file when not playing, like in editor */
1512 root 1.17 save_objects (m, freezer, freezer, 0);
1513 root 1.10 }
1514 elmex 1.6
1515 root 1.17 freezer.save (filename);
1516    
1517 root 1.10 return 0;
1518 elmex 1.1 }
1519    
1520    
1521     /*
1522     * Remove and free all objects in the inventory of the given object.
1523     * object.c ?
1524     */
1525    
1526 root 1.29 void
1527     clean_object (object *op)
1528 elmex 1.1 {
1529 root 1.29 object *tmp, *next;
1530 elmex 1.1
1531 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1532 elmex 1.1 {
1533 root 1.29 next = tmp->below;
1534     clean_object (tmp);
1535     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1536     remove_button_link (tmp);
1537     remove_ob (tmp);
1538     free_object (tmp);
1539 elmex 1.1 }
1540     }
1541    
1542     /*
1543     * Remove and free all objects in the given map.
1544     */
1545    
1546 root 1.29 void
1547 root 1.31 free_all_objects (maptile *m)
1548 root 1.29 {
1549     int i, j;
1550     object *op;
1551    
1552     for (i = 0; i < MAP_WIDTH (m); i++)
1553     for (j = 0; j < MAP_HEIGHT (m); j++)
1554     {
1555     object *previous_obj = NULL;
1556    
1557     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1558     {
1559     if (op == previous_obj)
1560     {
1561     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1562     break;
1563     }
1564     previous_obj = op;
1565     if (op->head != NULL)
1566     op = op->head;
1567    
1568     /* If the map isn't in memory, free_object will remove and
1569     * free objects in op's inventory. So let it do the job.
1570     */
1571     if (m->in_memory == MAP_IN_MEMORY)
1572     clean_object (op);
1573     remove_ob (op);
1574     free_object (op);
1575     }
1576     }
1577 elmex 1.1 }
1578    
1579     /*
1580 root 1.31 * Frees everything allocated by the given maptileure.
1581 elmex 1.1 * don't free tmpname - our caller is left to do that
1582     */
1583    
1584 root 1.29 void
1585 root 1.31 free_map (maptile *m, int flag)
1586 root 1.29 {
1587     int i;
1588 elmex 1.1
1589 root 1.29 if (!m->in_memory)
1590     {
1591     LOG (llevError, "Trying to free freed map.\n");
1592     return;
1593 elmex 1.1 }
1594 root 1.29 if (flag && m->spaces)
1595     free_all_objects (m);
1596     if (m->name)
1597     FREE_AND_CLEAR (m->name);
1598     if (m->spaces)
1599     FREE_AND_CLEAR (m->spaces);
1600     if (m->msg)
1601     FREE_AND_CLEAR (m->msg);
1602     if (m->maplore)
1603     FREE_AND_CLEAR (m->maplore);
1604     if (m->shopitems)
1605     delete[]m->shopitems;
1606     m->shopitems = 0;
1607     if (m->shoprace)
1608     FREE_AND_CLEAR (m->shoprace);
1609     if (m->buttons)
1610     free_objectlinkpt (m->buttons);
1611     m->buttons = NULL;
1612     for (i = 0; i < 4; i++)
1613     {
1614     if (m->tile_path[i])
1615     FREE_AND_CLEAR (m->tile_path[i]);
1616     m->tile_map[i] = NULL;
1617     }
1618     m->in_memory = MAP_SWAPPED;
1619 elmex 1.1 }
1620    
1621     /*
1622 root 1.31 * function: vanish maptile
1623     * m : pointer to maptile, if NULL no action
1624 elmex 1.1 * this deletes all the data on the map (freeing pointers)
1625     * and then removes this map from the global linked list of maps.
1626     */
1627    
1628 root 1.29 void
1629 root 1.31 delete_map (maptile *m)
1630 root 1.29 {
1631 root 1.31 maptile *tmp, *last;
1632 root 1.29 int i;
1633    
1634     if (!m)
1635     return;
1636 elmex 1.1
1637 root 1.29 m->clear ();
1638    
1639     if (m->in_memory == MAP_IN_MEMORY)
1640     {
1641     /* change to MAP_SAVING, even though we are not,
1642     * so that remove_ob doesn't do as much work.
1643     */
1644     m->in_memory = MAP_SAVING;
1645     free_map (m, 1);
1646     }
1647     /* move this out of free_map, since tmpname can still be needed if
1648     * the map is swapped out.
1649     */
1650     if (m->tmpname)
1651     {
1652     free (m->tmpname);
1653     m->tmpname = NULL;
1654     }
1655     last = NULL;
1656     /* We need to look through all the maps and see if any maps
1657     * are pointing at this one for tiling information. Since
1658     * tiling can be assymetric, we just can not look to see which
1659     * maps this map tiles with and clears those.
1660     */
1661     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1662     {
1663     if (tmp->next == m)
1664     last = tmp;
1665 root 1.11
1666 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1667     for (i = 0; i < 4; i++)
1668     if (tmp->tile_map[i] == m)
1669     tmp->tile_map[i] = NULL;
1670     }
1671 root 1.11
1672 root 1.29 /* If last is null, then this should be the first map in the list */
1673     if (!last)
1674     {
1675     if (m == first_map)
1676     first_map = m->next;
1677     else
1678     /* m->path is a static char, so should hopefully still have
1679     * some useful data in it.
1680 root 1.10 */
1681 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1682 elmex 1.1 }
1683 root 1.29 else
1684     last->next = m->next;
1685 elmex 1.1
1686 root 1.29 delete m;
1687 elmex 1.1 }
1688    
1689    
1690    
1691     /*
1692     * Makes sure the given map is loaded and swapped in.
1693     * name is path name of the map.
1694     * flags meaning:
1695     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1696     * and don't do unique items or the like.
1697     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1698     * dont do any more name translation on it.
1699     *
1700     * Returns a pointer to the given map.
1701     */
1702    
1703 root 1.31 maptile *
1704 root 1.29 ready_map_name (const char *name, int flags)
1705     {
1706 root 1.31 maptile *m;
1707 elmex 1.1
1708 root 1.29 if (!name)
1709     return (NULL);
1710 elmex 1.1
1711 root 1.29 /* Have we been at this level before? */
1712     m = has_been_loaded (name);
1713 elmex 1.1
1714 root 1.29 /* Map is good to go, so just return it */
1715     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1716     {
1717     return m;
1718     }
1719 root 1.10
1720 root 1.29 /* unique maps always get loaded from their original location, and never
1721     * a temp location. Likewise, if map_flush is set, or we have never loaded
1722     * this map, load it now. I removed the reset checking from here -
1723     * it seems the probability of a player trying to enter a map that should
1724     * reset but hasn't yet is quite low, and removing that makes this function
1725     * a bit cleaner (and players probably shouldn't rely on exact timing for
1726     * resets in any case - if they really care, they should use the 'maps command.
1727     */
1728     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1729     {
1730 root 1.10
1731 root 1.29 /* first visit or time to reset */
1732     if (m)
1733     {
1734     clean_tmp_map (m); /* Doesn't make much difference */
1735     delete_map (m);
1736     }
1737    
1738     /* create and load a map */
1739     if (flags & MAP_PLAYER_UNIQUE)
1740     LOG (llevDebug, "Trying to load map %s.\n", name);
1741     else
1742     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1743    
1744     //eval_pv ("$x = Event::time", 1);//D
1745     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1746     return (NULL);
1747     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1748    
1749     fix_auto_apply (m); /* Chests which open as default */
1750    
1751     /* If a player unique map, no extra unique object file to load.
1752     * if from the editor, likewise.
1753     */
1754     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1755     load_unique_objects (m);
1756    
1757     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1758     {
1759     m = load_overlay_map (name, m);
1760     if (m == NULL)
1761     return NULL;
1762     }
1763    
1764     if (flags & MAP_PLAYER_UNIQUE)
1765     INVOKE_MAP (SWAPIN, m);
1766    
1767     }
1768     else
1769     {
1770     /* If in this loop, we found a temporary map, so load it up. */
1771    
1772     m = load_temporary_map (m);
1773     if (m == NULL)
1774     return NULL;
1775     load_unique_objects (m);
1776    
1777     clean_tmp_map (m);
1778     m->in_memory = MAP_IN_MEMORY;
1779     /* tempnam() on sun systems (probably others) uses malloc
1780     * to allocated space for the string. Free it here.
1781     * In some cases, load_temporary_map above won't find the
1782     * temporary map, and so has reloaded a new map. If that
1783     * is the case, tmpname is now null
1784     */
1785     if (m->tmpname)
1786     free (m->tmpname);
1787     m->tmpname = NULL;
1788     /* It's going to be saved anew anyway */
1789     }
1790    
1791     /* Below here is stuff common to both first time loaded maps and
1792     * temp maps.
1793     */
1794 root 1.10
1795 root 1.29 decay_objects (m); /* start the decay */
1796     /* In case other objects press some buttons down */
1797     update_buttons (m);
1798     if (m->outdoor)
1799     set_darkness_map (m);
1800     /* run the weather over this map */
1801     weather_effect (name);
1802     return m;
1803 elmex 1.1 }
1804    
1805    
1806     /*
1807     * This routine is supposed to find out the difficulty of the map.
1808     * difficulty does not have a lot to do with character level,
1809     * but does have a lot to do with treasure on the map.
1810     *
1811     * Difficulty can now be set by the map creature. If the value stored
1812     * in the map is zero, then use this routine. Maps should really
1813     * have a difficulty set than using this function - human calculation
1814     * is much better than this functions guesswork.
1815     */
1816    
1817 root 1.29 int
1818 root 1.31 calculate_difficulty (maptile *m)
1819 root 1.29 {
1820 elmex 1.1 object *op;
1821     archetype *at;
1822 pippijn 1.26 int x, y, i;
1823 elmex 1.1 long monster_cnt = 0;
1824     double avgexp = 0;
1825     sint64 total_exp = 0;
1826    
1827     if (MAP_DIFFICULTY (m))
1828     {
1829 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1830 elmex 1.1 return MAP_DIFFICULTY (m);
1831     }
1832    
1833 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1834     for (y = 0; y < MAP_HEIGHT (m); y++)
1835     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1836 elmex 1.1 {
1837 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1838 elmex 1.1 {
1839     total_exp += op->stats.exp;
1840     monster_cnt++;
1841     }
1842    
1843 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1844 elmex 1.1 {
1845     total_exp += op->stats.exp;
1846 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1847 elmex 1.1
1848 root 1.29 if (at != NULL)
1849 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1850    
1851     monster_cnt++;
1852     }
1853     }
1854    
1855     avgexp = (double) total_exp / monster_cnt;
1856    
1857     for (i = 1; i <= settings.max_level; i++)
1858     {
1859     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1860     {
1861     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1862     return i;
1863     }
1864     }
1865    
1866     return 1;
1867     }
1868    
1869 root 1.29 void
1870 root 1.31 clean_tmp_map (maptile *m)
1871 root 1.29 {
1872     if (m->tmpname == NULL)
1873     return;
1874 root 1.8 INVOKE_MAP (CLEAN, m);
1875 root 1.29 (void) unlink (m->tmpname);
1876 elmex 1.1 }
1877    
1878 root 1.29 void
1879     free_all_maps (void)
1880 elmex 1.1 {
1881 root 1.29 int real_maps = 0;
1882 elmex 1.1
1883 root 1.29 while (first_map)
1884     {
1885     /* I think some of the callers above before it gets here set this to be
1886     * saving, but we still want to free this data
1887     */
1888     if (first_map->in_memory == MAP_SAVING)
1889     first_map->in_memory = MAP_IN_MEMORY;
1890     delete_map (first_map);
1891     real_maps++;
1892 elmex 1.1 }
1893 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1894 elmex 1.1 }
1895    
1896     /* change_map_light() - used to change map light level (darkness)
1897     * up or down. Returns true if successful. It should now be
1898     * possible to change a value by more than 1.
1899     * Move this from los.c to map.c since this is more related
1900     * to maps than los.
1901     * postive values make it darker, negative make it brighter
1902     */
1903 root 1.29
1904     int
1905 root 1.31 change_map_light (maptile *m, int change)
1906 root 1.29 {
1907     int new_level = m->darkness + change;
1908    
1909     /* Nothing to do */
1910     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1911     {
1912     return 0;
1913 elmex 1.1 }
1914    
1915 root 1.29 /* inform all players on the map */
1916     if (change > 0)
1917     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1918     else
1919     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1920    
1921     /* Do extra checking. since m->darkness is a unsigned value,
1922     * we need to be extra careful about negative values.
1923     * In general, the checks below are only needed if change
1924     * is not +/-1
1925     */
1926     if (new_level < 0)
1927     m->darkness = 0;
1928     else if (new_level >= MAX_DARKNESS)
1929     m->darkness = MAX_DARKNESS;
1930     else
1931     m->darkness = new_level;
1932 elmex 1.1
1933 root 1.29 /* All clients need to get re-updated for the change */
1934     update_all_map_los (m);
1935     return 1;
1936 elmex 1.1 }
1937    
1938    
1939     /*
1940     * This function updates various attributes about a specific space
1941     * on the map (what it looks like, whether it blocks magic,
1942     * has a living creatures, prevents people from passing
1943     * through, etc)
1944     */
1945 root 1.29 void
1946 root 1.31 update_position (maptile *m, int x, int y)
1947 root 1.29 {
1948     object *tmp, *last = NULL;
1949     uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1950     New_Face *top, *floor, *middle;
1951     object *top_obj, *floor_obj, *middle_obj;
1952     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1953    
1954     oldflags = GET_MAP_FLAGS (m, x, y);
1955     if (!(oldflags & P_NEED_UPDATE))
1956     {
1957     LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1958     return;
1959     }
1960    
1961     middle = blank_face;
1962     top = blank_face;
1963     floor = blank_face;
1964    
1965     middle_obj = NULL;
1966     top_obj = NULL;
1967     floor_obj = NULL;
1968    
1969     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1970     {
1971    
1972     /* This could be made additive I guess (two lights better than
1973     * one). But if so, it shouldn't be a simple additive - 2
1974     * light bulbs do not illuminate twice as far as once since
1975     * it is a disapation factor that is squared (or is it cubed?)
1976     */
1977     if (tmp->glow_radius > light)
1978     light = tmp->glow_radius;
1979    
1980     /* This call is needed in order to update objects the player
1981     * is standing in that have animations (ie, grass, fire, etc).
1982     * However, it also causes the look window to be re-drawn
1983     * 3 times each time the player moves, because many of the
1984     * functions the move_player calls eventualy call this.
1985     *
1986     * Always put the player down for drawing.
1987     */
1988     if (!tmp->invisible)
1989     {
1990     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1991     {
1992     top = tmp->face;
1993     top_obj = tmp;
1994     }
1995     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1996     {
1997     /* If we got a floor, that means middle and top were below it,
1998     * so should not be visible, so we clear them.
1999     */
2000     middle = blank_face;
2001     top = blank_face;
2002     floor = tmp->face;
2003     floor_obj = tmp;
2004     }
2005     /* Flag anywhere have high priority */
2006     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
2007     {
2008     middle = tmp->face;
2009    
2010     middle_obj = tmp;
2011     anywhere = 1;
2012     }
2013     /* Find the highest visible face around. If equal
2014     * visibilities, we still want the one nearer to the
2015     * top
2016     */
2017     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2018     {
2019     middle = tmp->face;
2020     middle_obj = tmp;
2021     }
2022     }
2023     if (tmp == tmp->above)
2024     {
2025     LOG (llevError, "Error in structure of map\n");
2026     exit (-1);
2027     }
2028    
2029     move_slow |= tmp->move_slow;
2030     move_block |= tmp->move_block;
2031     move_on |= tmp->move_on;
2032     move_off |= tmp->move_off;
2033     move_allow |= tmp->move_allow;
2034    
2035     if (QUERY_FLAG (tmp, FLAG_ALIVE))
2036     flags |= P_IS_ALIVE;
2037     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2038     flags |= P_NO_MAGIC;
2039     if (QUERY_FLAG (tmp, FLAG_DAMNED))
2040     flags |= P_NO_CLERIC;
2041     if (tmp->type == SAFE_GROUND)
2042     flags |= P_SAFE;
2043    
2044     if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2045     flags |= P_BLOCKSVIEW;
2046     } /* for stack of objects */
2047    
2048     /* we don't want to rely on this function to have accurate flags, but
2049     * since we're already doing the work, we calculate them here.
2050     * if they don't match, logic is broken someplace.
2051     */
2052     if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2053     {
2054     LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2055     m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2056     }
2057     SET_MAP_FLAGS (m, x, y, flags);
2058     SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2059     SET_MAP_MOVE_ON (m, x, y, move_on);
2060     SET_MAP_MOVE_OFF (m, x, y, move_off);
2061     SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2062    
2063     /* At this point, we have a floor face (if there is a floor),
2064     * and the floor is set - we are not going to touch it at
2065     * this point.
2066     * middle contains the highest visibility face.
2067     * top contains a player/monster face, if there is one.
2068     *
2069     * We now need to fill in top.face and/or middle.face.
2070     */
2071    
2072     /* If the top face also happens to be high visibility, re-do our
2073     * middle face. This should not happen, as we already have the
2074     * else statement above so middle should not get set. OTOH, it
2075     * may be possible for the faces to match but be different objects.
2076     */
2077     if (top == middle)
2078     middle = blank_face;
2079    
2080     /* There are three posibilities at this point:
2081     * 1) top face is set, need middle to be set.
2082     * 2) middle is set, need to set top.
2083     * 3) neither middle or top is set - need to set both.
2084     */
2085    
2086     for (tmp = last; tmp; tmp = tmp->below)
2087     {
2088     /* Once we get to a floor, stop, since we already have a floor object */
2089     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2090     break;
2091    
2092     /* If two top faces are already set, quit processing */
2093     if ((top != blank_face) && (middle != blank_face))
2094     break;
2095 root 1.10
2096 root 1.29 /* Only show visible faces, unless its the editor - show all */
2097     if (!tmp->invisible || editor)
2098     {
2099     /* Fill in top if needed */
2100     if (top == blank_face)
2101     {
2102     top = tmp->face;
2103     top_obj = tmp;
2104     if (top == middle)
2105     middle = blank_face;
2106     }
2107     else
2108     {
2109     /* top is already set - we should only get here if
2110     * middle is not set
2111     *
2112     * Set the middle face and break out, since there is nothing
2113     * more to fill in. We don't check visiblity here, since
2114     *
2115     */
2116     if (tmp->face != top)
2117     {
2118     middle = tmp->face;
2119     middle_obj = tmp;
2120     break;
2121 root 1.10 }
2122     }
2123     }
2124 elmex 1.1 }
2125 root 1.29 if (middle == floor)
2126     middle = blank_face;
2127     if (top == middle)
2128     middle = blank_face;
2129     SET_MAP_FACE (m, x, y, top, 0);
2130     if (top != blank_face)
2131     SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2132     else
2133     SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2134     SET_MAP_FACE (m, x, y, middle, 1);
2135     if (middle != blank_face)
2136     SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2137     else
2138     SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2139     SET_MAP_FACE (m, x, y, floor, 2);
2140     if (floor != blank_face)
2141     SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2142     else
2143     SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2144     SET_MAP_LIGHT (m, x, y, light);
2145 elmex 1.1 }
2146    
2147    
2148 root 1.29 void
2149 root 1.31 set_map_reset_time (maptile *map)
2150 root 1.29 {
2151     int timeout;
2152 elmex 1.1
2153 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2154     if (timeout <= 0)
2155     timeout = MAP_DEFAULTRESET;
2156     if (timeout >= MAP_MAXRESET)
2157     timeout = MAP_MAXRESET;
2158     MAP_WHEN_RESET (map) = seconds () + timeout;
2159 elmex 1.1 }
2160    
2161     /* this updates the orig_map->tile_map[tile_num] value after loading
2162     * the map. It also takes care of linking back the freshly loaded
2163     * maps tile_map values if it tiles back to this one. It returns
2164     * the value of orig_map->tile_map[tile_num]. It really only does this
2165     * so that it is easier for calling functions to verify success.
2166     */
2167    
2168 root 1.31 static maptile *
2169     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2170 elmex 1.1 {
2171 root 1.29 int dest_tile = (tile_num + 2) % 4;
2172     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2173 elmex 1.1
2174 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2175 elmex 1.1
2176 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2177     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))
2178     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2179 elmex 1.1
2180 root 1.29 return orig_map->tile_map[tile_num];
2181 elmex 1.1 }
2182    
2183     /* this returns TRUE if the coordinates (x,y) are out of
2184     * map m. This function also takes into account any
2185     * tiling considerations, loading adjacant maps as needed.
2186     * This is the function should always be used when it
2187     * necessary to check for valid coordinates.
2188     * This function will recursively call itself for the
2189     * tiled maps.
2190     *
2191     *
2192     */
2193 root 1.29 int
2194 root 1.31 out_of_map (maptile *m, int x, int y)
2195 elmex 1.1 {
2196    
2197 root 1.29 /* If we get passed a null map, this is obviously the
2198     * case. This generally shouldn't happen, but if the
2199     * map loads fail below, it could happen.
2200     */
2201     if (!m)
2202     return 0;
2203 elmex 1.1
2204 root 1.29 if (x < 0)
2205     {
2206     if (!m->tile_path[3])
2207     return 1;
2208     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2209     {
2210     load_and_link_tiled_map (m, 3);
2211 root 1.10 }
2212 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2213 elmex 1.1 }
2214 root 1.29 if (x >= MAP_WIDTH (m))
2215     {
2216     if (!m->tile_path[1])
2217     return 1;
2218     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2219     {
2220     load_and_link_tiled_map (m, 1);
2221 root 1.10 }
2222 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2223 elmex 1.1 }
2224 root 1.29 if (y < 0)
2225     {
2226     if (!m->tile_path[0])
2227     return 1;
2228     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2229     {
2230     load_and_link_tiled_map (m, 0);
2231 root 1.10 }
2232 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2233 elmex 1.1 }
2234 root 1.29 if (y >= MAP_HEIGHT (m))
2235     {
2236     if (!m->tile_path[2])
2237     return 1;
2238     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2239     {
2240     load_and_link_tiled_map (m, 2);
2241 root 1.10 }
2242 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2243 elmex 1.1 }
2244    
2245 root 1.29 /* Simple case - coordinates are within this local
2246     * map.
2247     */
2248     return 0;
2249 elmex 1.1 }
2250    
2251     /* This is basically the same as out_of_map above, but
2252     * instead we return NULL if no map is valid (coordinates
2253     * out of bounds and no tiled map), otherwise it returns
2254     * the map as that the coordinates are really on, and
2255     * updates x and y to be the localized coordinates.
2256     * Using this is more efficient of calling out_of_map
2257     * and then figuring out what the real map is
2258     */
2259 root 1.31 maptile *
2260     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2261 elmex 1.1 {
2262    
2263 root 1.29 if (*x < 0)
2264     {
2265     if (!m->tile_path[3])
2266     return NULL;
2267     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2268     load_and_link_tiled_map (m, 3);
2269 elmex 1.1
2270 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2271     return (get_map_from_coord (m->tile_map[3], x, y));
2272 elmex 1.1 }
2273 root 1.29 if (*x >= MAP_WIDTH (m))
2274     {
2275     if (!m->tile_path[1])
2276     return NULL;
2277     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2278     load_and_link_tiled_map (m, 1);
2279 elmex 1.1
2280 root 1.29 *x -= MAP_WIDTH (m);
2281     return (get_map_from_coord (m->tile_map[1], x, y));
2282 elmex 1.1 }
2283 root 1.29 if (*y < 0)
2284     {
2285     if (!m->tile_path[0])
2286     return NULL;
2287     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2288     load_and_link_tiled_map (m, 0);
2289 elmex 1.1
2290 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2291     return (get_map_from_coord (m->tile_map[0], x, y));
2292 elmex 1.1 }
2293 root 1.29 if (*y >= MAP_HEIGHT (m))
2294     {
2295     if (!m->tile_path[2])
2296     return NULL;
2297     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2298     load_and_link_tiled_map (m, 2);
2299 elmex 1.1
2300 root 1.29 *y -= MAP_HEIGHT (m);
2301     return (get_map_from_coord (m->tile_map[2], x, y));
2302 elmex 1.1 }
2303    
2304 root 1.29 /* Simple case - coordinates are within this local
2305     * map.
2306     */
2307 elmex 1.1
2308 root 1.29 return m;
2309 elmex 1.1 }
2310    
2311     /**
2312     * Return whether map2 is adjacent to map1. If so, store the distance from
2313     * map1 to map2 in dx/dy.
2314     */
2315 root 1.29 static int
2316 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2317 root 1.29 {
2318     if (!map1 || !map2)
2319     return 0;
2320    
2321     if (map1 == map2)
2322     {
2323     *dx = 0;
2324     *dy = 0;
2325    
2326     }
2327     else if (map1->tile_map[0] == map2)
2328     { /* up */
2329     *dx = 0;
2330     *dy = -MAP_HEIGHT (map2);
2331     }
2332     else if (map1->tile_map[1] == map2)
2333     { /* right */
2334     *dx = MAP_WIDTH (map1);
2335     *dy = 0;
2336     }
2337     else if (map1->tile_map[2] == map2)
2338     { /* down */
2339     *dx = 0;
2340     *dy = MAP_HEIGHT (map1);
2341     }
2342     else if (map1->tile_map[3] == map2)
2343     { /* left */
2344     *dx = -MAP_WIDTH (map2);
2345     *dy = 0;
2346    
2347     }
2348     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2349     { /* up right */
2350     *dx = MAP_WIDTH (map1->tile_map[0]);
2351     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2352     }
2353     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2354     { /* up left */
2355     *dx = -MAP_WIDTH (map2);
2356     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2357     }
2358     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2359     { /* right up */
2360     *dx = MAP_WIDTH (map1);
2361     *dy = -MAP_HEIGHT (map2);
2362     }
2363     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2364     { /* right down */
2365     *dx = MAP_WIDTH (map1);
2366     *dy = MAP_HEIGHT (map1->tile_map[1]);
2367     }
2368     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2369     { /* down right */
2370     *dx = MAP_WIDTH (map1->tile_map[2]);
2371     *dy = MAP_HEIGHT (map1);
2372     }
2373     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2374     { /* down left */
2375     *dx = -MAP_WIDTH (map2);
2376     *dy = MAP_HEIGHT (map1);
2377     }
2378     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2379     { /* left up */
2380     *dx = -MAP_WIDTH (map1->tile_map[3]);
2381     *dy = -MAP_HEIGHT (map2);
2382     }
2383     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2384     { /* left down */
2385     *dx = -MAP_WIDTH (map1->tile_map[3]);
2386     *dy = MAP_HEIGHT (map1->tile_map[3]);
2387 elmex 1.1
2388 root 1.29 }
2389     else
2390     { /* not "adjacent" enough */
2391     return 0;
2392 elmex 1.1 }
2393    
2394 root 1.29 return 1;
2395 elmex 1.1 }
2396    
2397     /* From map.c
2398     * This is used by get_player to determine where the other
2399     * creature is. get_rangevector takes into account map tiling,
2400     * so you just can not look the the map coordinates and get the
2401     * righte value. distance_x/y are distance away, which
2402     * can be negativbe. direction is the crossfire direction scheme
2403     * that the creature should head. part is the part of the
2404     * monster that is closest.
2405     *
2406     * get_rangevector looks at op1 and op2, and fills in the
2407     * structure for op1 to get to op2.
2408     * We already trust that the caller has verified that the
2409     * two objects are at least on adjacent maps. If not,
2410     * results are not likely to be what is desired.
2411     * if the objects are not on maps, results are also likely to
2412     * be unexpected
2413     *
2414     * currently, the only flag supported (0x1) is don't translate for
2415     * closest body part of 'op1'
2416     */
2417    
2418 root 1.29 void
2419     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2420     {
2421     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2422     {
2423     /* be conservative and fill in _some_ data */
2424     retval->distance = 100000;
2425     retval->distance_x = 32767;
2426     retval->distance_y = 32767;
2427     retval->direction = 0;
2428     retval->part = 0;
2429     }
2430     else
2431     {
2432     object *best;
2433    
2434     retval->distance_x += op2->x - op1->x;
2435     retval->distance_y += op2->y - op1->y;
2436    
2437     best = op1;
2438     /* If this is multipart, find the closest part now */
2439     if (!(flags & 0x1) && op1->more)
2440     {
2441     object *tmp;
2442     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2443    
2444     /* we just take the offset of the piece to head to figure
2445     * distance instead of doing all that work above again
2446     * since the distance fields we set above are positive in the
2447     * same axis as is used for multipart objects, the simply arithmetic
2448     * below works.
2449     */
2450     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2451     {
2452     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2453     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2454     if (tmpi < best_distance)
2455     {
2456     best_distance = tmpi;
2457     best = tmp;
2458 elmex 1.1 }
2459     }
2460 root 1.29 if (best != op1)
2461     {
2462     retval->distance_x += op1->x - best->x;
2463     retval->distance_y += op1->y - best->y;
2464 elmex 1.1 }
2465     }
2466 root 1.29 retval->part = best;
2467     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2468     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2469 elmex 1.1 }
2470     }
2471    
2472     /* this is basically the same as get_rangevector above, but instead of
2473     * the first parameter being an object, it instead is the map
2474     * and x,y coordinates - this is used for path to player -
2475     * since the object is not infact moving but we are trying to traverse
2476     * the path, we need this.
2477     * flags has no meaning for this function at this time - I kept it in to
2478     * be more consistant with the above function and also in case they are needed
2479     * for something in the future. Also, since no object is pasted, the best
2480     * field of the rv_vector is set to NULL.
2481     */
2482    
2483 root 1.29 void
2484 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2485 root 1.29 {
2486     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2487     {
2488     /* be conservative and fill in _some_ data */
2489     retval->distance = 100000;
2490     retval->distance_x = 32767;
2491     retval->distance_y = 32767;
2492     retval->direction = 0;
2493     retval->part = 0;
2494     }
2495     else
2496     {
2497     retval->distance_x += op2->x - x;
2498     retval->distance_y += op2->y - y;
2499    
2500     retval->part = NULL;
2501     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2502     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2503 elmex 1.1 }
2504     }
2505    
2506     /* Returns true of op1 and op2 are effectively on the same map
2507     * (as related to map tiling). Note that this looks for a path from
2508     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2509     * to op1, this will still return false.
2510     * Note we only look one map out to keep the processing simple
2511     * and efficient. This could probably be a macro.
2512     * MSW 2001-08-05
2513     */
2514 root 1.29 int
2515     on_same_map (const object *op1, const object *op2)
2516     {
2517     int dx, dy;
2518 elmex 1.1
2519 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2520 elmex 1.1 }