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Revision: 1.38
Committed: Mon Dec 11 19:46:46 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.37: +1 -16 lines
Log Message:
removed #ifn?def WIN32 from all files

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 pippijn 1.38 #include <unistd.h>
30 elmex 1.1
31     #include "path.h"
32    
33    
34     /*
35 root 1.31 * Returns the maptile which has a name matching the given argument.
36 elmex 1.1 * return NULL if no match is found.
37     */
38    
39 root 1.31 maptile *
40 root 1.29 has_been_loaded (const char *name)
41     {
42 root 1.31 maptile *map;
43 elmex 1.1
44 root 1.29 if (!name || !*name)
45     return 0;
46     for (map = first_map; map; map = map->next)
47     if (!strcmp (name, map->path))
48     break;
49     return (map);
50 elmex 1.1 }
51    
52     /*
53     * This makes a path absolute outside the world of Crossfire.
54     * In other words, it prepends LIBDIR/MAPDIR/ to the given path
55     * and returns the pointer to a static array containing the result.
56     * it really should be called create_mapname
57     */
58    
59 root 1.29 const char *
60     create_pathname (const char *name)
61     {
62     static char buf[MAX_BUF];
63 elmex 1.1
64 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
65     * someplace else in the code? msw 2-17-97
66     */
67     if (*name == '/')
68     sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
69     else
70     sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
71     return (buf);
72 elmex 1.1 }
73    
74     /*
75     * same as create_pathname, but for the overlay maps.
76     */
77    
78 root 1.29 const char *
79     create_overlay_pathname (const char *name)
80     {
81     static char buf[MAX_BUF];
82 elmex 1.1
83 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
84     * someplace else in the code? msw 2-17-97
85     */
86     if (*name == '/')
87     sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
88     else
89     sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
90     return (buf);
91 elmex 1.1 }
92    
93     /*
94     * same as create_pathname, but for the template maps.
95     */
96    
97 root 1.29 const char *
98     create_template_pathname (const char *name)
99     {
100     static char buf[MAX_BUF];
101 elmex 1.1
102 root 1.29 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
103     * someplace else in the code? msw 2-17-97
104     */
105     if (*name == '/')
106     sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
107     else
108     sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
109     return (buf);
110 elmex 1.1 }
111    
112     /*
113     * This makes absolute path to the itemfile where unique objects
114     * will be saved. Converts '/' to '@'. I think it's essier maintain
115     * files than full directory structure, but if this is problem it can
116     * be changed.
117     */
118 root 1.29 static const char *
119     create_items_path (const char *s)
120     {
121     static char buf[MAX_BUF];
122     char *t;
123    
124     if (*s == '/')
125     s++;
126 elmex 1.1
127 root 1.29 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
128 elmex 1.1
129 root 1.29 for (t = buf + strlen (buf); *s; s++, t++)
130     if (*s == '/')
131     *t = '@';
132     else
133     *t = *s;
134     *t = 0;
135     return (buf);
136 elmex 1.1 }
137    
138    
139     /*
140     * This function checks if a file with the given path exists.
141     * -1 is returned if it fails, otherwise the mode of the file
142     * is returned.
143     * It tries out all the compression suffixes listed in the uncomp[] array.
144     *
145     * If prepend_dir is set, then we call create_pathname (which prepends
146     * libdir & mapdir). Otherwise, we assume the name given is fully
147     * complete.
148     * Only the editor actually cares about the writablity of this -
149     * the rest of the code only cares that the file is readable.
150     * when the editor goes away, the call to stat should probably be
151     * replaced by an access instead (similar to the windows one, but
152     * that seems to be missing the prepend_dir processing
153     */
154    
155 root 1.29 int
156     check_path (const char *name, int prepend_dir)
157 elmex 1.1 {
158 root 1.29 char buf[MAX_BUF];
159    
160     char *endbuf;
161     struct stat statbuf;
162     int mode = 0;
163 elmex 1.1
164 root 1.29 if (prepend_dir)
165     strcpy (buf, create_pathname (name));
166     else
167     strcpy (buf, name);
168 elmex 1.1
169 root 1.29 /* old method (strchr(buf, '\0')) seemd very odd to me -
170     * this method should be equivalant and is clearer.
171     * Can not use strcat because we need to cycle through
172     * all the names.
173     */
174     endbuf = buf + strlen (buf);
175    
176     if (stat (buf, &statbuf))
177     return -1;
178     if (!S_ISREG (statbuf.st_mode))
179     return (-1);
180    
181     if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
182     ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
183     mode |= 4;
184    
185     if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
186     (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
187     mode |= 2;
188 elmex 1.1
189 root 1.29 return (mode);
190 elmex 1.1 }
191    
192     /*
193     * Prints out debug-information about a map.
194     * Dumping these at llevError doesn't seem right, but is
195     * necessary to make sure the information is in fact logged.
196     */
197    
198 root 1.29 void
199 root 1.31 dump_map (const maptile *m)
200 root 1.29 {
201     LOG (llevError, "Map %s status: %d.\n", m->path, m->in_memory);
202     LOG (llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH (m), MAP_HEIGHT (m), MAP_ENTER_X (m), MAP_ENTER_Y (m));
203    
204     if (m->msg != NULL)
205     LOG (llevError, "Message:\n%s", m->msg);
206 elmex 1.1
207 root 1.29 if (m->maplore != NULL)
208     LOG (llevError, "Lore:\n%s", m->maplore);
209 elmex 1.1
210 root 1.29 if (m->tmpname != NULL)
211     LOG (llevError, "Tmpname: %s\n", m->tmpname);
212 elmex 1.1
213 root 1.29 LOG (llevError, "Difficulty: %d\n", m->difficulty);
214     LOG (llevError, "Darkness: %d\n", m->darkness);
215 elmex 1.1 }
216    
217     /*
218     * Prints out debug-information about all maps.
219     * This basically just goes through all the maps and calls
220     * dump_map on each one.
221     */
222    
223 root 1.29 void
224     dump_all_maps (void)
225     {
226 root 1.31 maptile *m;
227 root 1.29
228     for (m = first_map; m != NULL; m = m->next)
229     {
230     dump_map (m);
231     }
232 elmex 1.1 }
233    
234     /* This rolls up wall, blocks_magic, blocks_view, etc, all into
235     * one function that just returns a P_.. value (see map.h)
236     * it will also do map translation for tiled maps, returning
237     * new values into newmap, nx, and ny. Any and all of those
238     * values can be null, in which case if a new map is needed (returned
239     * by a P_NEW_MAP value, another call to get_map_from_coord
240     * is needed. The case of not passing values is if we're just
241     * checking for the existence of something on those spaces, but
242     * don't expect to insert/remove anything from those spaces.
243     */
244 root 1.29 int
245 root 1.31 get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 * nx, sint16 * ny)
246 elmex 1.1 {
247 root 1.29 sint16 newx, newy;
248     int retval = 0;
249 root 1.31 maptile *mp;
250 root 1.29
251     if (out_of_map (oldmap, x, y))
252     return P_OUT_OF_MAP;
253     newx = x;
254     newy = y;
255     mp = get_map_from_coord (oldmap, &newx, &newy);
256     if (mp != oldmap)
257     retval |= P_NEW_MAP;
258     if (newmap)
259     *newmap = mp;
260     if (nx)
261     *nx = newx;
262     if (ny)
263     *ny = newy;
264 root 1.28
265 root 1.29 retval |= mp->spaces[newx + mp->width * newy].flags;
266 elmex 1.3
267 root 1.29 return retval;
268 elmex 1.1 }
269    
270     /*
271     * Returns true if the given coordinate is blocked except by the
272     * object passed is not blocking. This is used with
273     * multipart monsters - if we want to see if a 2x2 monster
274     * can move 1 space to the left, we don't want its own area
275     * to block it from moving there.
276     * Returns TRUE if the space is blocked by something other than the
277     * monster.
278     * m, x, y are the target map/coordinates - needed for map tiling.
279     * the coordinates & map passed in should have been updated for tiling
280     * by the caller.
281     */
282 root 1.29 int
283 root 1.31 blocked_link (object *ob, maptile *m, int sx, int sy)
284 root 1.29 {
285     object *tmp;
286     int mflags, blocked;
287    
288     /* Make sure the coordinates are valid - they should be, as caller should
289     * have already checked this.
290     */
291     if (OUT_OF_REAL_MAP (m, sx, sy))
292     {
293     LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
294     return 1;
295 elmex 1.1 }
296    
297 root 1.29 /* Save some cycles - instead of calling get_map_flags(), just get the value
298     * directly.
299     */
300     mflags = m->spaces[sx + m->width * sy].flags;
301    
302     blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
303    
304     /* If space is currently not blocked by anything, no need to
305     * go further. Not true for players - all sorts of special
306     * things we need to do for players.
307     */
308     if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
309     return 0;
310    
311     /* if there isn't anytyhing alive on this space, and this space isn't
312     * otherwise blocked, we can return now. Only if there is a living
313     * creature do we need to investigate if it is part of this creature
314     * or another. Likewise, only if something is blocking us do we
315     * need to investigate if there is a special circumstance that would
316     * let the player through (inventory checkers for example)
317     */
318     if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
319     return 0;
320    
321     if (ob->head != NULL)
322     ob = ob->head;
323    
324     /* We basically go through the stack of objects, and if there is
325     * some other object that has NO_PASS or FLAG_ALIVE set, return
326     * true. If we get through the entire stack, that must mean
327     * ob is blocking it, so return 0.
328     */
329     for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = tmp->above)
330     {
331    
332     /* This must be before the checks below. Code for inventory checkers. */
333     if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
334     {
335     /* If last_sp is set, the player/monster needs an object,
336     * so we check for it. If they don't have it, they can't
337     * pass through this space.
338     */
339     if (tmp->last_sp)
340     {
341     if (check_inv_recursive (ob, tmp) == NULL)
342     return 1;
343     else
344     continue;
345     }
346     else
347     {
348     /* In this case, the player must not have the object -
349     * if they do, they can't pass through.
350     */
351     if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
352     return 1;
353     else
354     continue;
355     }
356     } /* if check_inv */
357     else
358     {
359     /* Broke apart a big nasty if into several here to make
360     * this more readable. first check - if the space blocks
361     * movement, can't move here.
362     * second - if a monster, can't move there, unles it is a
363     * hidden dm
364     */
365     if (OB_MOVE_BLOCK (ob, tmp))
366     return 1;
367     if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
368     tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
369     return 1;
370 root 1.10 }
371 elmex 1.1
372     }
373 root 1.29 return 0;
374 elmex 1.1 }
375    
376    
377     /*
378     * Returns true if the given object can't fit in the given spot.
379     * This is meant for multi space objects - for single space objecs,
380     * just calling get_map_blocked and checking that against movement type
381     * of object. This function goes through all the parts of the
382     * multipart object and makes sure they can be inserted.
383     *
384     * While this doesn't call out of map, the get_map_flags does.
385     *
386     * This function has been used to deprecate arch_out_of_map -
387     * this function also does that check, and since in most cases,
388     * a call to one would follow the other, doesn't make a lot of sense to
389     * have two seperate functions for this.
390     *
391     * This returns nonzero if this arch can not go on the space provided,
392     * 0 otherwise. the return value will contain the P_.. value
393     * so the caller can know why this object can't go on the map.
394     * Note that callers should not expect P_NEW_MAP to be set
395     * in return codes - since the object is multispace - if
396     * we did return values, what do you return if half the object
397     * is one map, half on another.
398     *
399     * Note this used to be arch_blocked, but with new movement
400     * code, we need to have actual object to check its move_type
401     * against the move_block values.
402     */
403    
404 root 1.29 int
405 root 1.31 ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y)
406 root 1.29 {
407     archetype *tmp;
408     int flag;
409 root 1.31 maptile *m1;
410 root 1.29 sint16 sx, sy;
411 elmex 1.1
412 root 1.29 if (ob == NULL)
413     {
414     flag = get_map_flags (m, &m1, x, y, &sx, &sy);
415     if (flag & P_OUT_OF_MAP)
416     return P_OUT_OF_MAP;
417 elmex 1.1
418 root 1.29 /* don't have object, so don't know what types would block */
419     return (GET_MAP_MOVE_BLOCK (m1, sx, sy));
420 elmex 1.1 }
421    
422 root 1.29 for (tmp = ob->arch; tmp != NULL; tmp = tmp->more)
423     {
424     flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
425 elmex 1.1
426 root 1.29 if (flag & P_OUT_OF_MAP)
427     return P_OUT_OF_MAP;
428     if (flag & P_IS_ALIVE)
429     return P_IS_ALIVE;
430    
431     /* find_first_free_spot() calls this function. However, often
432     * ob doesn't have any move type (when used to place exits)
433     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
434     */
435 elmex 1.1
436 root 1.29 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK (m1, sx, sy) != MOVE_ALL)
437     continue;
438 elmex 1.1
439 root 1.29 /* Note it is intentional that we check ob - the movement type of the
440     * head of the object should correspond for the entire object.
441     */
442     if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m1, sx, sy)))
443     return AB_NO_PASS;
444 elmex 1.1
445     }
446 root 1.29 return 0;
447 elmex 1.1 }
448    
449     /* When the map is loaded, load_object does not actually insert objects
450     * into inventory, but just links them. What this does is go through
451     * and insert them properly.
452     * The object 'container' is the object that contains the inventory.
453     * This is needed so that we can update the containers weight.
454     */
455    
456 root 1.29 void
457     fix_container (object *container)
458 elmex 1.1 {
459 root 1.29 object *tmp = container->inv, *next;
460 elmex 1.1
461 root 1.29 container->inv = NULL;
462     while (tmp != NULL)
463     {
464     next = tmp->below;
465     if (tmp->inv)
466     fix_container (tmp);
467     (void) insert_ob_in_ob (tmp, container);
468     tmp = next;
469     }
470     /* sum_weight will go through and calculate what all the containers are
471     * carrying.
472     */
473     sum_weight (container);
474 elmex 1.1 }
475    
476     /* link_multipart_objects go through all the objects on the map looking
477     * for objects whose arch says they are multipart yet according to the
478     * info we have, they only have the head (as would be expected when
479     * they are saved). We do have to look for the old maps that did save
480     * the more sections and not re-add sections for them.
481     */
482    
483 root 1.29 static void
484 root 1.31 link_multipart_objects (maptile *m)
485 elmex 1.1 {
486 root 1.29 int x, y;
487     object *tmp, *op, *last, *above;
488     archetype *at;
489    
490     for (x = 0; x < MAP_WIDTH (m); x++)
491     for (y = 0; y < MAP_HEIGHT (m); y++)
492     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
493     {
494     above = tmp->above;
495    
496     /* already multipart - don't do anything more */
497     if (tmp->head || tmp->more)
498     continue;
499    
500     /* If there is nothing more to this object, this for loop
501     * won't do anything.
502     */
503     for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op)
504     {
505     op = arch_to_object (at);
506    
507     /* update x,y coordinates */
508     op->x += tmp->x;
509     op->y += tmp->y;
510     op->head = tmp;
511     op->map = m;
512     last->more = op;
513     op->name = tmp->name;
514     op->title = tmp->title;
515     /* we could link all the parts onto tmp, and then just
516     * call insert_ob_in_map once, but the effect is the same,
517     * as insert_ob_in_map will call itself with each part, and
518     * the coding is simpler to just to it here with each part.
519     */
520     insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
521     } /* for at = tmp->arch->more */
522     } /* for objects on this space */
523 elmex 1.1 }
524 root 1.29
525 elmex 1.1 /*
526     * Loads (ands parses) the objects into a given map from the specified
527     * file pointer.
528     * mapflags is the same as we get with load_original_map
529     */
530 root 1.24 void
531 root 1.31 load_objects (maptile *m, object_thawer & fp, int mapflags)
532 root 1.24 {
533     int i, j;
534     int unique;
535     object *op, *prev = NULL, *last_more = NULL, *otmp;
536 elmex 1.1
537 root 1.24 op = get_object ();
538     op->map = m; /* To handle buttons correctly */
539 elmex 1.1
540 root 1.24 while ((i = load_object (fp, op, mapflags)))
541     {
542     /* if the archetype for the object is null, means that we
543     * got an invalid object. Don't do anything with it - the game
544     * or editor will not be able to do anything with it either.
545     */
546     if (op->arch == NULL)
547     {
548 root 1.29 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)");
549 root 1.24 continue;
550 root 1.10 }
551    
552    
553 root 1.24 switch (i)
554     {
555 root 1.29 case LL_NORMAL:
556     /* if we are loading an overlay, put the floors on the bottom */
557     if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY)
558     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD);
559     else
560     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
561    
562     if (op->inv)
563     sum_weight (op);
564    
565     prev = op, last_more = op;
566     break;
567    
568     case LL_MORE:
569     insert_ob_in_map (op, m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY);
570     op->head = prev, last_more->more = op, last_more = op;
571     break;
572 root 1.10 }
573 root 1.24
574     if (mapflags & MAP_STYLE)
575     remove_from_active_list (op);
576    
577     op = get_object ();
578     op->map = m;
579 elmex 1.1 }
580 root 1.24
581     for (i = 0; i < m->width; i++)
582     {
583     for (j = 0; j < m->height; j++)
584     {
585     unique = 0;
586     /* check for unique items, or unique squares */
587     for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above)
588     {
589 root 1.29 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
590 root 1.24 unique = 1;
591     if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
592     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
593 root 1.10 }
594     }
595 elmex 1.1 }
596 root 1.24
597     free_object (op);
598     link_multipart_objects (m);
599 elmex 1.1 }
600    
601     /* This saves all the objects on the map in a non destructive fashion.
602     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
603     * and we only save the head of multi part objects - this is needed
604     * in order to do map tiling properly.
605     */
606 root 1.29 void
607 root 1.31 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
608 root 1.29 {
609     int i, j = 0, unique = 0;
610     object *op;
611 elmex 1.1
612 root 1.29 /* first pass - save one-part objects */
613     for (i = 0; i < MAP_WIDTH (m); i++)
614     for (j = 0; j < MAP_HEIGHT (m); j++)
615     {
616     unique = 0;
617     for (op = get_map_ob (m, i, j); op; op = op->above)
618     {
619     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
620     unique = 1;
621    
622     if (op->type == PLAYER)
623     {
624     LOG (llevDebug, "Player on map that is being saved\n");
625     continue;
626     }
627    
628     if (op->head || op->owner)
629     continue;
630    
631     if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
632     save_object (fp2, op, 3);
633     else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
634     save_object (fp, op, 3);
635 root 1.10
636 root 1.29 } /* for this space */
637     } /* for this j */
638 elmex 1.1 }
639    
640 root 1.34 maptile::maptile ()
641     {
642     in_memory = MAP_SWAPPED;
643     /* The maps used to pick up default x and y values from the
644     * map archetype. Mimic that behaviour.
645     */
646     MAP_WIDTH (this) = 16;
647     MAP_HEIGHT (this) = 16;
648     MAP_RESET_TIMEOUT (this) = 0;
649     MAP_TIMEOUT (this) = 300;
650     MAP_ENTER_X (this) = 0;
651     MAP_ENTER_Y (this) = 0;
652     /*set part to -1 indicating conversion to weather map not yet done */
653     MAP_WORLDPARTX (this) = -1;
654     MAP_WORLDPARTY (this) = -1;
655     }
656    
657 elmex 1.1 /*
658 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
659 elmex 1.1 * Modified to no longer take a path option which was not being
660     * used anyways. MSW 2001-07-01
661     */
662 root 1.31 maptile *
663 root 1.29 get_linked_map (void)
664     {
665 root 1.34 maptile *mp, *map = new maptile;
666    
667     for (mp = first_map; mp && mp->next; mp = mp->next);
668 root 1.29
669     if (mp == NULL)
670     first_map = map;
671     else
672     mp->next = map;
673 elmex 1.1
674 root 1.29 return map;
675 elmex 1.1 }
676    
677     /*
678 root 1.31 * Allocates the arrays contained in a maptile.
679 elmex 1.1 * This basically allocates the dynamic array of spaces for the
680     * map.
681     */
682 root 1.29 void
683 root 1.34 maptile::allocate ()
684 root 1.29 {
685 root 1.34 in_memory = MAP_IN_MEMORY;
686    
687 root 1.29 /* Log this condition and free the storage. We could I suppose
688     * realloc, but if the caller is presuming the data will be intact,
689     * that is their poor assumption.
690     */
691 root 1.34 if (spaces)
692 root 1.29 {
693 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
694     free (spaces);
695 elmex 1.1 }
696    
697 root 1.34 spaces = (MapSpace *)
698     calloc (1, width * height * sizeof (MapSpace));
699 elmex 1.1
700 root 1.34 if (!spaces)
701 root 1.29 fatal (OUT_OF_MEMORY);
702 elmex 1.1 }
703    
704     /* Create and returns a map of the specific size. Used
705     * in random map code and the editor.
706     */
707 root 1.31 maptile *
708 root 1.29 get_empty_map (int sizex, int sizey)
709     {
710 root 1.31 maptile *m = get_linked_map ();
711 root 1.29
712     m->width = sizex;
713     m->height = sizey;
714     m->in_memory = MAP_SWAPPED;
715 root 1.34 m->allocate ();
716    
717 root 1.29 return m;
718 elmex 1.1 }
719    
720     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
721     * corresponding to that string. Memory is allocated for this, it must be freed
722     * at a later date.
723     * Called by parse_map_headers below.
724     */
725    
726 root 1.29 static shopitems *
727     parse_shop_string (const char *input_string)
728     {
729     char *shop_string, *p, *q, *next_semicolon, *next_colon;
730     shopitems *items = NULL;
731     int i = 0, number_of_entries = 0;
732     const typedata *current_type;
733    
734     shop_string = strdup_local (input_string);
735     p = shop_string;
736     /* first we'll count the entries, we'll need that for allocating the array shortly */
737     while (p)
738     {
739     p = strchr (p, ';');
740     number_of_entries++;
741     if (p)
742     p++;
743     }
744     p = shop_string;
745     strip_endline (p);
746     items = new shopitems[number_of_entries + 1];
747     for (i = 0; i < number_of_entries; i++)
748     {
749     if (!p)
750     {
751     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
752     break;
753     }
754     next_semicolon = strchr (p, ';');
755     next_colon = strchr (p, ':');
756     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
757     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
758     items[i].strength = atoi (strchr (p, ':') + 1);
759    
760     if (isdigit (*p) || *p == '*')
761     {
762     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
763     current_type = get_typedata (items[i].typenum);
764     if (current_type)
765     {
766     items[i].name = current_type->name;
767     items[i].name_pl = current_type->name_pl;
768     }
769     }
770     else
771     { /*we have a named type, let's figure out what it is */
772     q = strpbrk (p, ";:");
773     if (q)
774     *q = '\0';
775    
776     current_type = get_typedata_by_name (p);
777     if (current_type)
778     {
779     items[i].name = current_type->name;
780     items[i].typenum = current_type->number;
781     items[i].name_pl = current_type->name_pl;
782     }
783     else
784     { /* oh uh, something's wrong, let's free up this one, and try
785     * the next entry while we're at it, better print a warning
786     */
787     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
788     }
789     }
790     items[i].index = number_of_entries;
791     if (next_semicolon)
792     p = ++next_semicolon;
793     else
794     p = NULL;
795 elmex 1.1 }
796 root 1.29 free (shop_string);
797     return items;
798 elmex 1.1 }
799    
800     /* opposite of parse string, this puts the string that was originally fed in to
801     * the map (or something equivilent) into output_string. */
802 root 1.29 static void
803 root 1.31 print_shop_string (maptile *m, char *output_string)
804 root 1.29 {
805     int i;
806     char tmp[MAX_BUF];
807    
808     strcpy (output_string, "");
809     for (i = 0; i < m->shopitems[0].index; i++)
810     {
811     if (m->shopitems[i].typenum)
812     {
813     if (m->shopitems[i].strength)
814     {
815     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
816 root 1.10 }
817 root 1.29 else
818     sprintf (tmp, "%s;", m->shopitems[i].name);
819 root 1.10 }
820 root 1.29 else
821     {
822     if (m->shopitems[i].strength)
823     {
824     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
825     }
826     else
827     sprintf (tmp, "*");
828     }
829     strcat (output_string, tmp);
830 elmex 1.1 }
831     }
832    
833     /* This loads the header information of the map. The header
834     * contains things like difficulty, size, timeout, etc.
835     * this used to be stored in the map object, but with the
836     * addition of tiling, fields beyond that easily named in an
837     * object structure were needed, so it just made sense to
838     * put all the stuff in the map object so that names actually make
839     * sense.
840     * This could be done in lex (like the object loader), but I think
841     * currently, there are few enough fields this is not a big deal.
842     * MSW 2001-07-01
843     * return 0 on success, 1 on failure.
844     */
845    
846 root 1.29 static int
847 root 1.31 load_map_header (object_thawer & fp, maptile *m)
848 elmex 1.1 {
849 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
850     int msgpos = 0;
851     int maplorepos = 0;
852    
853 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
854 root 1.29 {
855     buf[HUGE_BUF - 1] = 0;
856     key = buf;
857 root 1.36
858 root 1.29 while (isspace (*key))
859     key++;
860 root 1.36
861 root 1.29 if (*key == 0)
862     continue; /* empty line */
863 root 1.36
864 root 1.29 value = strchr (key, ' ');
865 root 1.36
866 root 1.29 if (!value)
867     {
868 pippijn 1.37 if ((end = strchr (key, '\n')))
869 root 1.36 *end = 0;
870 root 1.29 }
871     else
872     {
873     *value = 0;
874     value++;
875     end = strchr (value, '\n');
876 root 1.36
877 root 1.29 while (isspace (*value))
878     {
879     value++;
880 root 1.36
881 root 1.29 if (*value == '\0' || value == end)
882     {
883     /* Nothing but spaces. */
884     value = NULL;
885     break;
886 root 1.10 }
887     }
888     }
889 root 1.22
890 root 1.29 if (!end)
891     {
892     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
893     return 1;
894 root 1.10 }
895    
896 root 1.29 /* key is the field name, value is what it should be set
897     * to. We've already done the work to null terminate key,
898     * and strip off any leading spaces for both of these.
899     * We have not touched the newline at the end of the line -
900     * these are needed for some values. the end pointer
901     * points to the first of the newlines.
902     * value could be NULL! It would be easy enough to just point
903     * this to "" to prevent cores, but that would let more errors slide
904     * through.
905     *
906     * First check for entries that do not use the value parameter, then
907     * validate that value is given and check for the remaining entries
908     * that use the parameter.
909     */
910 root 1.10
911 root 1.29 if (!strcmp (key, "msg"))
912     {
913 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
914 root 1.29 {
915     if (!strcmp (buf, "endmsg\n"))
916     break;
917     else
918     {
919     /* slightly more efficient than strcat */
920     strcpy (msgbuf + msgpos, buf);
921     msgpos += strlen (buf);
922 root 1.10 }
923     }
924 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
925     * with nothing between). There is no reason in those cases to
926     * keep the empty message. Also, msgbuf contains garbage data
927     * when msgpos is zero, so copying it results in crashes
928     */
929     if (msgpos != 0)
930     m->msg = strdup_local (msgbuf);
931 root 1.10 }
932 root 1.29 else if (!strcmp (key, "maplore"))
933     {
934 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
935 root 1.29 {
936     if (!strcmp (buf, "endmaplore\n"))
937     break;
938     else
939     {
940     /* slightly more efficient than strcat */
941     strcpy (maplorebuf + maplorepos, buf);
942     maplorepos += strlen (buf);
943 root 1.10 }
944     }
945 root 1.29 if (maplorepos != 0)
946     m->maplore = strdup_local (maplorebuf);
947     }
948     else if (!strcmp (key, "end"))
949     {
950     break;
951     }
952     else if (value == NULL)
953     {
954     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
955     }
956     else if (!strcmp (key, "arch"))
957     {
958     /* This is an oddity, but not something we care about much. */
959     if (strcmp (value, "map\n"))
960     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
961     }
962     else if (!strcmp (key, "name"))
963     {
964     *end = 0;
965     m->name = strdup_local (value);
966     }
967     /* first strcmp value on these are old names supported
968     * for compatibility reasons. The new values (second) are
969     * what really should be used.
970     */
971     else if (!strcmp (key, "oid"))
972     {
973     fp.get (m, atoi (value));
974     }
975     else if (!strcmp (key, "attach"))
976     {
977     m->attach = value;
978     }
979     else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
980     {
981     m->enter_x = atoi (value);
982     }
983     else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
984     {
985     m->enter_y = atoi (value);
986     }
987     else if (!strcmp (key, "x") || !strcmp (key, "width"))
988     {
989     m->width = atoi (value);
990     }
991     else if (!strcmp (key, "y") || !strcmp (key, "height"))
992     {
993     m->height = atoi (value);
994     }
995     else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
996     {
997     m->reset_timeout = atoi (value);
998     }
999     else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
1000     {
1001     m->timeout = atoi (value);
1002 root 1.10 }
1003 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
1004     {
1005     m->difficulty = atoi (value);
1006     }
1007     else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
1008     {
1009     m->darkness = atoi (value);
1010     }
1011     else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
1012     {
1013     m->fixed_resettime = atoi (value);
1014     }
1015     else if (!strcmp (key, "unique"))
1016     {
1017     m->unique = atoi (value);
1018     }
1019     else if (!strcmp (key, "template"))
1020     {
1021     m->templatemap = atoi (value);
1022     }
1023     else if (!strcmp (key, "region"))
1024     {
1025     m->region = get_region_by_name (value);
1026     }
1027     else if (!strcmp (key, "shopitems"))
1028     {
1029     *end = 0;
1030     m->shopitems = parse_shop_string (value);
1031     }
1032     else if (!strcmp (key, "shopgreed"))
1033     {
1034     m->shopgreed = atof (value);
1035 root 1.10 }
1036 root 1.29 else if (!strcmp (key, "shopmin"))
1037     {
1038     m->shopmin = atol (value);
1039 root 1.10 }
1040 root 1.29 else if (!strcmp (key, "shopmax"))
1041     {
1042     m->shopmax = atol (value);
1043     }
1044     else if (!strcmp (key, "shoprace"))
1045     {
1046     *end = 0;
1047     m->shoprace = strdup_local (value);
1048     }
1049     else if (!strcmp (key, "outdoor"))
1050     {
1051     m->outdoor = atoi (value);
1052     }
1053     else if (!strcmp (key, "temp"))
1054     {
1055     m->temp = atoi (value);
1056     }
1057     else if (!strcmp (key, "pressure"))
1058     {
1059     m->pressure = atoi (value);
1060     }
1061     else if (!strcmp (key, "humid"))
1062     {
1063     m->humid = atoi (value);
1064     }
1065     else if (!strcmp (key, "windspeed"))
1066     {
1067     m->windspeed = atoi (value);
1068     }
1069     else if (!strcmp (key, "winddir"))
1070     {
1071     m->winddir = atoi (value);
1072     }
1073     else if (!strcmp (key, "sky"))
1074     {
1075     m->sky = atoi (value);
1076     }
1077     else if (!strcmp (key, "nosmooth"))
1078     {
1079     m->nosmooth = atoi (value);
1080     }
1081     else if (!strncmp (key, "tile_path_", 10))
1082     {
1083     int tile = atoi (key + 10);
1084    
1085     if (tile < 1 || tile > 4)
1086     {
1087     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1088     }
1089     else
1090     {
1091     char *path;
1092    
1093     *end = 0;
1094    
1095     if (m->tile_path[tile - 1])
1096     {
1097     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1098     free (m->tile_path[tile - 1]);
1099     m->tile_path[tile - 1] = NULL;
1100 root 1.10 }
1101    
1102 root 1.29 if (check_path (value, 1) != -1)
1103     {
1104     /* The unadorned path works. */
1105     path = value;
1106     }
1107     else
1108     {
1109     /* Try again; it could be a relative exit. */
1110    
1111     path = path_combine_and_normalize (m->path, value);
1112    
1113     if (check_path (path, 1) == -1)
1114     {
1115     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1116     path = NULL;
1117 root 1.10 }
1118     }
1119 elmex 1.1
1120 root 1.29 if (editor)
1121     {
1122     /* Use the value as in the file. */
1123     m->tile_path[tile - 1] = strdup_local (value);
1124 root 1.10 }
1125 root 1.29 else if (path != NULL)
1126     {
1127     /* Use the normalized value. */
1128     m->tile_path[tile - 1] = strdup_local (path);
1129     }
1130     } /* end if tile direction (in)valid */
1131 root 1.10 }
1132 root 1.29 else
1133     {
1134     LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1135 root 1.10 }
1136 elmex 1.1 }
1137 root 1.29 if (!key || strcmp (key, "end"))
1138     {
1139     LOG (llevError, "Got premature eof on map header!\n");
1140     return 1;
1141 elmex 1.1 }
1142 root 1.29 return 0;
1143 elmex 1.1 }
1144    
1145     /*
1146     * Opens the file "filename" and reads information about the map
1147     * from the given file, and stores it in a newly allocated
1148 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1149 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1150     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1151     * MAP_BLOCK, in which case we block on this load. This happens in all
1152     * cases, no matter if this flag is set or not.
1153     * MAP_STYLE: style map - don't add active objects, don't add to server
1154 root 1.10 * managed map list.
1155 elmex 1.1 */
1156    
1157 root 1.31 maptile *
1158 root 1.29 load_original_map (const char *filename, int flags)
1159     {
1160 root 1.31 maptile *m;
1161 root 1.29 char pathname[MAX_BUF];
1162 elmex 1.1
1163 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1164     strcpy (pathname, filename);
1165     else if (flags & MAP_OVERLAY)
1166     strcpy (pathname, create_overlay_pathname (filename));
1167     else
1168     strcpy (pathname, create_pathname (filename));
1169 root 1.22
1170 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1171 elmex 1.1
1172 root 1.29 object_thawer thawer (pathname);
1173 root 1.9
1174 root 1.29 if (!thawer)
1175     return 0;
1176 elmex 1.1
1177 root 1.29 m = get_linked_map ();
1178 elmex 1.1
1179 root 1.29 strcpy (m->path, filename);
1180     if (load_map_header (thawer, m))
1181     {
1182     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1183     delete_map (m);
1184     return NULL;
1185     }
1186    
1187 root 1.34 m->allocate ();
1188 root 1.29
1189     m->in_memory = MAP_LOADING;
1190     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1191    
1192     m->in_memory = MAP_IN_MEMORY;
1193     if (!MAP_DIFFICULTY (m))
1194     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1195     set_map_reset_time (m);
1196     m->instantiate ();
1197     return (m);
1198 elmex 1.1 }
1199    
1200     /*
1201     * Loads a map, which has been loaded earlier, from file.
1202     * Return the map object we load into (this can change from the passed
1203     * option if we can't find the original map)
1204     */
1205    
1206 root 1.31 static maptile *
1207     load_temporary_map (maptile *m)
1208 root 1.29 {
1209     char buf[MAX_BUF];
1210    
1211     if (!m->tmpname)
1212     {
1213     LOG (llevError, "No temporary filename for map %s\n", m->path);
1214     strcpy (buf, m->path);
1215     delete_map (m);
1216     m = load_original_map (buf, 0);
1217     if (m == NULL)
1218     return NULL;
1219     fix_auto_apply (m); /* Chests which open as default */
1220     return m;
1221 elmex 1.1 }
1222    
1223 root 1.29 object_thawer thawer (m->tmpname);
1224 root 1.14
1225 root 1.29 if (!thawer)
1226     {
1227     strcpy (buf, m->path);
1228     delete_map (m);
1229     m = load_original_map (buf, 0);
1230     if (!m)
1231 root 1.10 return NULL;
1232 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1233     return m;
1234 elmex 1.1 }
1235    
1236 root 1.29 if (load_map_header (thawer, m))
1237     {
1238     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1239     delete_map (m);
1240     m = load_original_map (m->path, 0);
1241     return NULL;
1242     }
1243 root 1.34
1244     m->allocate ();
1245 root 1.29
1246     m->in_memory = MAP_LOADING;
1247     load_objects (m, thawer, 0);
1248    
1249     m->in_memory = MAP_IN_MEMORY;
1250     INVOKE_MAP (SWAPIN, m);
1251     return m;
1252 elmex 1.1 }
1253    
1254     /*
1255     * Loads a map, which has been loaded earlier, from file.
1256     * Return the map object we load into (this can change from the passed
1257     * option if we can't find the original map)
1258     */
1259    
1260 root 1.31 maptile *
1261     load_overlay_map (const char *filename, maptile *m)
1262 root 1.29 {
1263     char pathname[MAX_BUF];
1264 elmex 1.1
1265 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1266 elmex 1.1
1267 root 1.29 object_thawer thawer (pathname);
1268 root 1.9
1269 root 1.29 if (!thawer)
1270     return m;
1271    
1272     if (load_map_header (thawer, m))
1273     {
1274     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1275     delete_map (m);
1276     m = load_original_map (m->path, 0);
1277     return NULL;
1278 elmex 1.1 }
1279 root 1.34 /*m->allocate ();*/
1280 elmex 1.1
1281 root 1.29 m->in_memory = MAP_LOADING;
1282     load_objects (m, thawer, MAP_OVERLAY);
1283 root 1.14
1284 root 1.29 m->in_memory = MAP_IN_MEMORY;
1285     return m;
1286 elmex 1.1 }
1287    
1288     /******************************************************************************
1289     * This is the start of unique map handling code
1290     *****************************************************************************/
1291    
1292     /* This goes through map 'm' and removed any unique items on the map. */
1293 root 1.29 static void
1294 root 1.31 delete_unique_items (maptile *m)
1295 elmex 1.1 {
1296 root 1.29 int i, j, unique;
1297     object *op, *next;
1298 elmex 1.1
1299 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1300     for (j = 0; j < MAP_HEIGHT (m); j++)
1301     {
1302     unique = 0;
1303     for (op = get_map_ob (m, i, j); op; op = next)
1304     {
1305     next = op->above;
1306     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1307     unique = 1;
1308     if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1309     {
1310     clean_object (op);
1311     if (QUERY_FLAG (op, FLAG_IS_LINKED))
1312     remove_button_link (op);
1313     remove_ob (op);
1314     free_object (op);
1315     }
1316     }
1317     }
1318 elmex 1.1 }
1319    
1320    
1321     /*
1322     * Loads unique objects from file(s) into the map which is in memory
1323     * m is the map to load unique items into.
1324     */
1325 root 1.29 static void
1326 root 1.31 load_unique_objects (maptile *m)
1327 root 1.29 {
1328     int count;
1329     char firstname[MAX_BUF];
1330 elmex 1.1
1331 root 1.29 for (count = 0; count < 10; count++)
1332     {
1333     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1334     if (!access (firstname, R_OK))
1335     break;
1336 elmex 1.1 }
1337 root 1.29 /* If we get here, we did not find any map */
1338     if (count == 10)
1339     return;
1340 elmex 1.1
1341 root 1.29 object_thawer thawer (firstname);
1342 root 1.9
1343 root 1.29 if (!thawer)
1344     return;
1345 root 1.15
1346 root 1.29 m->in_memory = MAP_LOADING;
1347     if (m->tmpname == NULL) /* if we have loaded unique items from */
1348     delete_unique_items (m); /* original map before, don't duplicate them */
1349     load_objects (m, thawer, 0);
1350 root 1.14
1351 root 1.29 m->in_memory = MAP_IN_MEMORY;
1352 elmex 1.1 }
1353    
1354    
1355     /*
1356     * Saves a map to file. If flag is set, it is saved into the same
1357     * file it was (originally) loaded from. Otherwise a temporary
1358     * filename will be genarated, and the file will be stored there.
1359 root 1.31 * The temporary filename will be stored in the maptileure.
1360 elmex 1.1 * If the map is unique, we also save to the filename in the map
1361     * (this should have been updated when first loaded)
1362     */
1363    
1364 root 1.10 int
1365 root 1.31 new_save_map (maptile *m, int flag)
1366 root 1.10 {
1367 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1368 root 1.10 int i;
1369    
1370     if (flag && !*m->path)
1371     {
1372     LOG (llevError, "Tried to save map without path.\n");
1373     return -1;
1374 elmex 1.1 }
1375 root 1.10
1376     if (flag || (m->unique) || (m->templatemap))
1377     {
1378     if (!m->unique && !m->templatemap)
1379 root 1.29 { /* flag is set */
1380 root 1.10 if (flag == 2)
1381     strcpy (filename, create_overlay_pathname (m->path));
1382     else
1383     strcpy (filename, create_pathname (m->path));
1384     }
1385     else
1386     strcpy (filename, m->path);
1387    
1388     make_path_to_file (filename);
1389 elmex 1.1 }
1390 root 1.10 else
1391     {
1392     if (!m->tmpname)
1393     m->tmpname = tempnam_local (settings.tmpdir, NULL);
1394 root 1.17
1395 root 1.10 strcpy (filename, m->tmpname);
1396     }
1397    
1398     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1399     m->in_memory = MAP_SAVING;
1400    
1401 root 1.17 object_freezer freezer;
1402 root 1.10
1403     /* legacy */
1404 root 1.17 fprintf (freezer, "arch map\n");
1405 root 1.10 if (m->name)
1406 root 1.17 fprintf (freezer, "name %s\n", m->name);
1407 root 1.10 if (!flag)
1408 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1409 root 1.10 if (m->reset_timeout)
1410 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1411 root 1.10 if (m->fixed_resettime)
1412 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1413 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1414     * or a difficulty value we generated when the map was first loaded
1415     */
1416     if (m->difficulty)
1417 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1418 root 1.10 if (m->region)
1419 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1420 root 1.10 if (m->shopitems)
1421     {
1422     print_shop_string (m, shop);
1423 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1424 elmex 1.1 }
1425 root 1.10 if (m->shopgreed)
1426 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1427 root 1.10 if (m->shopmin)
1428 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1429 root 1.10 if (m->shopmax)
1430 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1431 root 1.10 if (m->shoprace)
1432 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1433 root 1.10 if (m->darkness)
1434 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1435 root 1.10 if (m->width)
1436 root 1.17 fprintf (freezer, "width %d\n", m->width);
1437 root 1.10 if (m->height)
1438 root 1.17 fprintf (freezer, "height %d\n", m->height);
1439 root 1.10 if (m->enter_x)
1440 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1441 root 1.10 if (m->enter_y)
1442 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1443 root 1.10 if (m->msg)
1444 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1445 root 1.10 if (m->maplore)
1446 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1447 root 1.10 if (m->unique)
1448 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1449 root 1.10 if (m->templatemap)
1450 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1451 root 1.10 if (m->outdoor)
1452 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1453 root 1.10 if (m->temp)
1454 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1455 root 1.10 if (m->pressure)
1456 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1457 root 1.10 if (m->humid)
1458 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1459 root 1.10 if (m->windspeed)
1460 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1461 root 1.10 if (m->winddir)
1462 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1463 root 1.10 if (m->sky)
1464 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1465 root 1.10 if (m->nosmooth)
1466 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1467 root 1.10
1468     /* Save any tiling information, except on overlays */
1469     if (flag != 2)
1470     for (i = 0; i < 4; i++)
1471     if (m->tile_path[i])
1472 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1473 root 1.10
1474 root 1.17 freezer.put (m);
1475     fprintf (freezer, "end\n");
1476 root 1.10
1477     /* In the game save unique items in the different file, but
1478     * in the editor save them to the normal map file.
1479     * If unique map, save files in the proper destination (set by
1480     * player)
1481     */
1482     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1483     {
1484 root 1.17 object_freezer unique;
1485 elmex 1.1
1486 root 1.10 if (flag == 2)
1487 root 1.17 save_objects (m, freezer, unique, 2);
1488 root 1.10 else
1489 root 1.17 save_objects (m, freezer, unique, 0);
1490    
1491     sprintf (buf, "%s.v00", create_items_path (m->path));
1492    
1493     unique.save (buf);
1494 root 1.10 }
1495     else
1496 root 1.29 { /* save same file when not playing, like in editor */
1497 root 1.17 save_objects (m, freezer, freezer, 0);
1498 root 1.10 }
1499 elmex 1.6
1500 root 1.17 freezer.save (filename);
1501    
1502 root 1.10 return 0;
1503 elmex 1.1 }
1504    
1505    
1506     /*
1507     * Remove and free all objects in the inventory of the given object.
1508     * object.c ?
1509     */
1510    
1511 root 1.29 void
1512     clean_object (object *op)
1513 elmex 1.1 {
1514 root 1.29 object *tmp, *next;
1515 elmex 1.1
1516 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1517 elmex 1.1 {
1518 root 1.29 next = tmp->below;
1519     clean_object (tmp);
1520     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1521     remove_button_link (tmp);
1522     remove_ob (tmp);
1523     free_object (tmp);
1524 elmex 1.1 }
1525     }
1526    
1527     /*
1528     * Remove and free all objects in the given map.
1529     */
1530    
1531 root 1.29 void
1532 root 1.31 free_all_objects (maptile *m)
1533 root 1.29 {
1534     int i, j;
1535     object *op;
1536    
1537     for (i = 0; i < MAP_WIDTH (m); i++)
1538     for (j = 0; j < MAP_HEIGHT (m); j++)
1539     {
1540     object *previous_obj = NULL;
1541    
1542     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1543     {
1544     if (op == previous_obj)
1545     {
1546     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1547     break;
1548     }
1549     previous_obj = op;
1550     if (op->head != NULL)
1551     op = op->head;
1552    
1553     /* If the map isn't in memory, free_object will remove and
1554     * free objects in op's inventory. So let it do the job.
1555     */
1556     if (m->in_memory == MAP_IN_MEMORY)
1557     clean_object (op);
1558     remove_ob (op);
1559     free_object (op);
1560     }
1561     }
1562 elmex 1.1 }
1563    
1564     /*
1565 root 1.31 * Frees everything allocated by the given maptileure.
1566 elmex 1.1 * don't free tmpname - our caller is left to do that
1567     */
1568    
1569 root 1.29 void
1570 root 1.31 free_map (maptile *m, int flag)
1571 root 1.29 {
1572     int i;
1573 elmex 1.1
1574 root 1.29 if (!m->in_memory)
1575     {
1576     LOG (llevError, "Trying to free freed map.\n");
1577     return;
1578 elmex 1.1 }
1579 root 1.29 if (flag && m->spaces)
1580     free_all_objects (m);
1581     if (m->name)
1582     FREE_AND_CLEAR (m->name);
1583     if (m->spaces)
1584     FREE_AND_CLEAR (m->spaces);
1585     if (m->msg)
1586     FREE_AND_CLEAR (m->msg);
1587     if (m->maplore)
1588     FREE_AND_CLEAR (m->maplore);
1589     if (m->shopitems)
1590     delete[]m->shopitems;
1591     m->shopitems = 0;
1592     if (m->shoprace)
1593     FREE_AND_CLEAR (m->shoprace);
1594     if (m->buttons)
1595     free_objectlinkpt (m->buttons);
1596     m->buttons = NULL;
1597     for (i = 0; i < 4; i++)
1598     {
1599     if (m->tile_path[i])
1600     FREE_AND_CLEAR (m->tile_path[i]);
1601     m->tile_map[i] = NULL;
1602     }
1603     m->in_memory = MAP_SWAPPED;
1604 elmex 1.1 }
1605    
1606     /*
1607 root 1.31 * function: vanish maptile
1608     * m : pointer to maptile, if NULL no action
1609 elmex 1.1 * this deletes all the data on the map (freeing pointers)
1610     * and then removes this map from the global linked list of maps.
1611     */
1612    
1613 root 1.29 void
1614 root 1.31 delete_map (maptile *m)
1615 root 1.29 {
1616 root 1.31 maptile *tmp, *last;
1617 root 1.29 int i;
1618    
1619     if (!m)
1620     return;
1621 elmex 1.1
1622 root 1.29 m->clear ();
1623    
1624     if (m->in_memory == MAP_IN_MEMORY)
1625     {
1626     /* change to MAP_SAVING, even though we are not,
1627     * so that remove_ob doesn't do as much work.
1628     */
1629     m->in_memory = MAP_SAVING;
1630     free_map (m, 1);
1631     }
1632     /* move this out of free_map, since tmpname can still be needed if
1633     * the map is swapped out.
1634     */
1635     if (m->tmpname)
1636     {
1637     free (m->tmpname);
1638     m->tmpname = NULL;
1639     }
1640     last = NULL;
1641     /* We need to look through all the maps and see if any maps
1642     * are pointing at this one for tiling information. Since
1643     * tiling can be assymetric, we just can not look to see which
1644     * maps this map tiles with and clears those.
1645     */
1646     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1647     {
1648     if (tmp->next == m)
1649     last = tmp;
1650 root 1.11
1651 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1652     for (i = 0; i < 4; i++)
1653     if (tmp->tile_map[i] == m)
1654     tmp->tile_map[i] = NULL;
1655     }
1656 root 1.11
1657 root 1.29 /* If last is null, then this should be the first map in the list */
1658     if (!last)
1659     {
1660     if (m == first_map)
1661     first_map = m->next;
1662     else
1663     /* m->path is a static char, so should hopefully still have
1664     * some useful data in it.
1665 root 1.10 */
1666 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1667 elmex 1.1 }
1668 root 1.29 else
1669     last->next = m->next;
1670 elmex 1.1
1671 root 1.29 delete m;
1672 elmex 1.1 }
1673    
1674    
1675    
1676     /*
1677     * Makes sure the given map is loaded and swapped in.
1678     * name is path name of the map.
1679     * flags meaning:
1680     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1681     * and don't do unique items or the like.
1682     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1683     * dont do any more name translation on it.
1684     *
1685     * Returns a pointer to the given map.
1686     */
1687    
1688 root 1.31 maptile *
1689 root 1.29 ready_map_name (const char *name, int flags)
1690     {
1691 root 1.31 maptile *m;
1692 elmex 1.1
1693 root 1.29 if (!name)
1694     return (NULL);
1695 elmex 1.1
1696 root 1.29 /* Have we been at this level before? */
1697     m = has_been_loaded (name);
1698 elmex 1.1
1699 root 1.29 /* Map is good to go, so just return it */
1700     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1701     {
1702     return m;
1703     }
1704 root 1.10
1705 root 1.29 /* unique maps always get loaded from their original location, and never
1706     * a temp location. Likewise, if map_flush is set, or we have never loaded
1707     * this map, load it now. I removed the reset checking from here -
1708     * it seems the probability of a player trying to enter a map that should
1709     * reset but hasn't yet is quite low, and removing that makes this function
1710     * a bit cleaner (and players probably shouldn't rely on exact timing for
1711     * resets in any case - if they really care, they should use the 'maps command.
1712     */
1713     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1714     {
1715 root 1.10
1716 root 1.29 /* first visit or time to reset */
1717     if (m)
1718     {
1719     clean_tmp_map (m); /* Doesn't make much difference */
1720     delete_map (m);
1721     }
1722    
1723     /* create and load a map */
1724     if (flags & MAP_PLAYER_UNIQUE)
1725     LOG (llevDebug, "Trying to load map %s.\n", name);
1726     else
1727     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1728    
1729     //eval_pv ("$x = Event::time", 1);//D
1730     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1731     return (NULL);
1732     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1733    
1734     fix_auto_apply (m); /* Chests which open as default */
1735    
1736     /* If a player unique map, no extra unique object file to load.
1737     * if from the editor, likewise.
1738     */
1739     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1740     load_unique_objects (m);
1741    
1742     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1743     {
1744     m = load_overlay_map (name, m);
1745     if (m == NULL)
1746     return NULL;
1747     }
1748    
1749     if (flags & MAP_PLAYER_UNIQUE)
1750     INVOKE_MAP (SWAPIN, m);
1751    
1752     }
1753     else
1754     {
1755     /* If in this loop, we found a temporary map, so load it up. */
1756    
1757     m = load_temporary_map (m);
1758     if (m == NULL)
1759     return NULL;
1760     load_unique_objects (m);
1761    
1762     clean_tmp_map (m);
1763     m->in_memory = MAP_IN_MEMORY;
1764     /* tempnam() on sun systems (probably others) uses malloc
1765     * to allocated space for the string. Free it here.
1766     * In some cases, load_temporary_map above won't find the
1767     * temporary map, and so has reloaded a new map. If that
1768     * is the case, tmpname is now null
1769     */
1770     if (m->tmpname)
1771     free (m->tmpname);
1772     m->tmpname = NULL;
1773     /* It's going to be saved anew anyway */
1774     }
1775    
1776     /* Below here is stuff common to both first time loaded maps and
1777     * temp maps.
1778     */
1779 root 1.10
1780 root 1.29 decay_objects (m); /* start the decay */
1781     /* In case other objects press some buttons down */
1782     update_buttons (m);
1783     if (m->outdoor)
1784     set_darkness_map (m);
1785     /* run the weather over this map */
1786     weather_effect (name);
1787     return m;
1788 elmex 1.1 }
1789    
1790    
1791     /*
1792     * This routine is supposed to find out the difficulty of the map.
1793     * difficulty does not have a lot to do with character level,
1794     * but does have a lot to do with treasure on the map.
1795     *
1796     * Difficulty can now be set by the map creature. If the value stored
1797     * in the map is zero, then use this routine. Maps should really
1798     * have a difficulty set than using this function - human calculation
1799     * is much better than this functions guesswork.
1800     */
1801    
1802 root 1.29 int
1803 root 1.31 calculate_difficulty (maptile *m)
1804 root 1.29 {
1805 elmex 1.1 object *op;
1806     archetype *at;
1807 pippijn 1.26 int x, y, i;
1808 elmex 1.1 long monster_cnt = 0;
1809     double avgexp = 0;
1810     sint64 total_exp = 0;
1811    
1812     if (MAP_DIFFICULTY (m))
1813     {
1814 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1815 elmex 1.1 return MAP_DIFFICULTY (m);
1816     }
1817    
1818 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1819     for (y = 0; y < MAP_HEIGHT (m); y++)
1820     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1821 elmex 1.1 {
1822 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1823 elmex 1.1 {
1824     total_exp += op->stats.exp;
1825     monster_cnt++;
1826     }
1827    
1828 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1829 elmex 1.1 {
1830     total_exp += op->stats.exp;
1831 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1832 elmex 1.1
1833 root 1.29 if (at != NULL)
1834 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1835    
1836     monster_cnt++;
1837     }
1838     }
1839    
1840     avgexp = (double) total_exp / monster_cnt;
1841    
1842     for (i = 1; i <= settings.max_level; i++)
1843     {
1844     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1845     {
1846     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1847     return i;
1848     }
1849     }
1850    
1851     return 1;
1852     }
1853    
1854 root 1.29 void
1855 root 1.31 clean_tmp_map (maptile *m)
1856 root 1.29 {
1857     if (m->tmpname == NULL)
1858     return;
1859 root 1.8 INVOKE_MAP (CLEAN, m);
1860 root 1.29 (void) unlink (m->tmpname);
1861 elmex 1.1 }
1862    
1863 root 1.29 void
1864     free_all_maps (void)
1865 elmex 1.1 {
1866 root 1.29 int real_maps = 0;
1867 elmex 1.1
1868 root 1.29 while (first_map)
1869     {
1870     /* I think some of the callers above before it gets here set this to be
1871     * saving, but we still want to free this data
1872     */
1873     if (first_map->in_memory == MAP_SAVING)
1874     first_map->in_memory = MAP_IN_MEMORY;
1875     delete_map (first_map);
1876     real_maps++;
1877 elmex 1.1 }
1878 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1879 elmex 1.1 }
1880    
1881     /* change_map_light() - used to change map light level (darkness)
1882     * up or down. Returns true if successful. It should now be
1883     * possible to change a value by more than 1.
1884     * Move this from los.c to map.c since this is more related
1885     * to maps than los.
1886     * postive values make it darker, negative make it brighter
1887     */
1888 root 1.29
1889     int
1890 root 1.31 change_map_light (maptile *m, int change)
1891 root 1.29 {
1892     int new_level = m->darkness + change;
1893    
1894     /* Nothing to do */
1895     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1896     {
1897     return 0;
1898 elmex 1.1 }
1899    
1900 root 1.29 /* inform all players on the map */
1901     if (change > 0)
1902     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1903     else
1904     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1905    
1906     /* Do extra checking. since m->darkness is a unsigned value,
1907     * we need to be extra careful about negative values.
1908     * In general, the checks below are only needed if change
1909     * is not +/-1
1910     */
1911     if (new_level < 0)
1912     m->darkness = 0;
1913     else if (new_level >= MAX_DARKNESS)
1914     m->darkness = MAX_DARKNESS;
1915     else
1916     m->darkness = new_level;
1917 elmex 1.1
1918 root 1.29 /* All clients need to get re-updated for the change */
1919     update_all_map_los (m);
1920     return 1;
1921 elmex 1.1 }
1922    
1923    
1924     /*
1925     * This function updates various attributes about a specific space
1926     * on the map (what it looks like, whether it blocks magic,
1927     * has a living creatures, prevents people from passing
1928     * through, etc)
1929     */
1930 root 1.29 void
1931 root 1.31 update_position (maptile *m, int x, int y)
1932 root 1.29 {
1933     object *tmp, *last = NULL;
1934     uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1935     New_Face *top, *floor, *middle;
1936     object *top_obj, *floor_obj, *middle_obj;
1937     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1938    
1939     oldflags = GET_MAP_FLAGS (m, x, y);
1940     if (!(oldflags & P_NEED_UPDATE))
1941     {
1942     LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1943     return;
1944     }
1945    
1946     middle = blank_face;
1947     top = blank_face;
1948     floor = blank_face;
1949    
1950     middle_obj = NULL;
1951     top_obj = NULL;
1952     floor_obj = NULL;
1953    
1954     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1955     {
1956    
1957     /* This could be made additive I guess (two lights better than
1958     * one). But if so, it shouldn't be a simple additive - 2
1959     * light bulbs do not illuminate twice as far as once since
1960     * it is a disapation factor that is squared (or is it cubed?)
1961     */
1962     if (tmp->glow_radius > light)
1963     light = tmp->glow_radius;
1964    
1965     /* This call is needed in order to update objects the player
1966     * is standing in that have animations (ie, grass, fire, etc).
1967     * However, it also causes the look window to be re-drawn
1968     * 3 times each time the player moves, because many of the
1969     * functions the move_player calls eventualy call this.
1970     *
1971     * Always put the player down for drawing.
1972     */
1973     if (!tmp->invisible)
1974     {
1975     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1976     {
1977     top = tmp->face;
1978     top_obj = tmp;
1979     }
1980     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1981     {
1982     /* If we got a floor, that means middle and top were below it,
1983     * so should not be visible, so we clear them.
1984     */
1985     middle = blank_face;
1986     top = blank_face;
1987     floor = tmp->face;
1988     floor_obj = tmp;
1989     }
1990     /* Flag anywhere have high priority */
1991     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1992     {
1993     middle = tmp->face;
1994    
1995     middle_obj = tmp;
1996     anywhere = 1;
1997     }
1998     /* Find the highest visible face around. If equal
1999     * visibilities, we still want the one nearer to the
2000     * top
2001     */
2002     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
2003     {
2004     middle = tmp->face;
2005     middle_obj = tmp;
2006     }
2007     }
2008     if (tmp == tmp->above)
2009     {
2010     LOG (llevError, "Error in structure of map\n");
2011     exit (-1);
2012     }
2013    
2014     move_slow |= tmp->move_slow;
2015     move_block |= tmp->move_block;
2016     move_on |= tmp->move_on;
2017     move_off |= tmp->move_off;
2018     move_allow |= tmp->move_allow;
2019    
2020     if (QUERY_FLAG (tmp, FLAG_ALIVE))
2021     flags |= P_IS_ALIVE;
2022     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
2023     flags |= P_NO_MAGIC;
2024     if (QUERY_FLAG (tmp, FLAG_DAMNED))
2025     flags |= P_NO_CLERIC;
2026     if (tmp->type == SAFE_GROUND)
2027     flags |= P_SAFE;
2028    
2029     if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2030     flags |= P_BLOCKSVIEW;
2031     } /* for stack of objects */
2032    
2033     /* we don't want to rely on this function to have accurate flags, but
2034     * since we're already doing the work, we calculate them here.
2035     * if they don't match, logic is broken someplace.
2036     */
2037     if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2038     {
2039     LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2040     m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2041     }
2042     SET_MAP_FLAGS (m, x, y, flags);
2043     SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2044     SET_MAP_MOVE_ON (m, x, y, move_on);
2045     SET_MAP_MOVE_OFF (m, x, y, move_off);
2046     SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2047    
2048     /* At this point, we have a floor face (if there is a floor),
2049     * and the floor is set - we are not going to touch it at
2050     * this point.
2051     * middle contains the highest visibility face.
2052     * top contains a player/monster face, if there is one.
2053     *
2054     * We now need to fill in top.face and/or middle.face.
2055     */
2056    
2057     /* If the top face also happens to be high visibility, re-do our
2058     * middle face. This should not happen, as we already have the
2059     * else statement above so middle should not get set. OTOH, it
2060     * may be possible for the faces to match but be different objects.
2061     */
2062     if (top == middle)
2063     middle = blank_face;
2064    
2065     /* There are three posibilities at this point:
2066     * 1) top face is set, need middle to be set.
2067     * 2) middle is set, need to set top.
2068     * 3) neither middle or top is set - need to set both.
2069     */
2070    
2071     for (tmp = last; tmp; tmp = tmp->below)
2072     {
2073     /* Once we get to a floor, stop, since we already have a floor object */
2074     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2075     break;
2076    
2077     /* If two top faces are already set, quit processing */
2078     if ((top != blank_face) && (middle != blank_face))
2079     break;
2080 root 1.10
2081 root 1.29 /* Only show visible faces, unless its the editor - show all */
2082     if (!tmp->invisible || editor)
2083     {
2084     /* Fill in top if needed */
2085     if (top == blank_face)
2086     {
2087     top = tmp->face;
2088     top_obj = tmp;
2089     if (top == middle)
2090     middle = blank_face;
2091     }
2092     else
2093     {
2094     /* top is already set - we should only get here if
2095     * middle is not set
2096     *
2097     * Set the middle face and break out, since there is nothing
2098     * more to fill in. We don't check visiblity here, since
2099     *
2100     */
2101     if (tmp->face != top)
2102     {
2103     middle = tmp->face;
2104     middle_obj = tmp;
2105     break;
2106 root 1.10 }
2107     }
2108     }
2109 elmex 1.1 }
2110 root 1.29 if (middle == floor)
2111     middle = blank_face;
2112     if (top == middle)
2113     middle = blank_face;
2114     SET_MAP_FACE (m, x, y, top, 0);
2115     if (top != blank_face)
2116     SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2117     else
2118     SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2119     SET_MAP_FACE (m, x, y, middle, 1);
2120     if (middle != blank_face)
2121     SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2122     else
2123     SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2124     SET_MAP_FACE (m, x, y, floor, 2);
2125     if (floor != blank_face)
2126     SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2127     else
2128     SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2129     SET_MAP_LIGHT (m, x, y, light);
2130 elmex 1.1 }
2131    
2132    
2133 root 1.29 void
2134 root 1.31 set_map_reset_time (maptile *map)
2135 root 1.29 {
2136     int timeout;
2137 elmex 1.1
2138 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2139     if (timeout <= 0)
2140     timeout = MAP_DEFAULTRESET;
2141     if (timeout >= MAP_MAXRESET)
2142     timeout = MAP_MAXRESET;
2143     MAP_WHEN_RESET (map) = seconds () + timeout;
2144 elmex 1.1 }
2145    
2146     /* this updates the orig_map->tile_map[tile_num] value after loading
2147     * the map. It also takes care of linking back the freshly loaded
2148     * maps tile_map values if it tiles back to this one. It returns
2149     * the value of orig_map->tile_map[tile_num]. It really only does this
2150     * so that it is easier for calling functions to verify success.
2151     */
2152    
2153 root 1.31 static maptile *
2154     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2155 elmex 1.1 {
2156 root 1.29 int dest_tile = (tile_num + 2) % 4;
2157     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2158 elmex 1.1
2159 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2160 elmex 1.1
2161 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2162     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))
2163     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2164 elmex 1.1
2165 root 1.29 return orig_map->tile_map[tile_num];
2166 elmex 1.1 }
2167    
2168     /* this returns TRUE if the coordinates (x,y) are out of
2169     * map m. This function also takes into account any
2170     * tiling considerations, loading adjacant maps as needed.
2171     * This is the function should always be used when it
2172     * necessary to check for valid coordinates.
2173     * This function will recursively call itself for the
2174     * tiled maps.
2175     *
2176     *
2177     */
2178 root 1.29 int
2179 root 1.31 out_of_map (maptile *m, int x, int y)
2180 elmex 1.1 {
2181    
2182 root 1.29 /* If we get passed a null map, this is obviously the
2183     * case. This generally shouldn't happen, but if the
2184     * map loads fail below, it could happen.
2185     */
2186     if (!m)
2187     return 0;
2188 elmex 1.1
2189 root 1.29 if (x < 0)
2190     {
2191     if (!m->tile_path[3])
2192     return 1;
2193     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2194     {
2195     load_and_link_tiled_map (m, 3);
2196 root 1.10 }
2197 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2198 elmex 1.1 }
2199 root 1.29 if (x >= MAP_WIDTH (m))
2200     {
2201     if (!m->tile_path[1])
2202     return 1;
2203     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2204     {
2205     load_and_link_tiled_map (m, 1);
2206 root 1.10 }
2207 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2208 elmex 1.1 }
2209 root 1.29 if (y < 0)
2210     {
2211     if (!m->tile_path[0])
2212     return 1;
2213     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2214     {
2215     load_and_link_tiled_map (m, 0);
2216 root 1.10 }
2217 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2218 elmex 1.1 }
2219 root 1.29 if (y >= MAP_HEIGHT (m))
2220     {
2221     if (!m->tile_path[2])
2222     return 1;
2223     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2224     {
2225     load_and_link_tiled_map (m, 2);
2226 root 1.10 }
2227 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2228 elmex 1.1 }
2229    
2230 root 1.29 /* Simple case - coordinates are within this local
2231     * map.
2232     */
2233     return 0;
2234 elmex 1.1 }
2235    
2236     /* This is basically the same as out_of_map above, but
2237     * instead we return NULL if no map is valid (coordinates
2238     * out of bounds and no tiled map), otherwise it returns
2239     * the map as that the coordinates are really on, and
2240     * updates x and y to be the localized coordinates.
2241     * Using this is more efficient of calling out_of_map
2242     * and then figuring out what the real map is
2243     */
2244 root 1.31 maptile *
2245     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2246 elmex 1.1 {
2247    
2248 root 1.29 if (*x < 0)
2249     {
2250     if (!m->tile_path[3])
2251     return NULL;
2252     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2253     load_and_link_tiled_map (m, 3);
2254 elmex 1.1
2255 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2256     return (get_map_from_coord (m->tile_map[3], x, y));
2257 elmex 1.1 }
2258 root 1.29 if (*x >= MAP_WIDTH (m))
2259     {
2260     if (!m->tile_path[1])
2261     return NULL;
2262     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2263     load_and_link_tiled_map (m, 1);
2264 elmex 1.1
2265 root 1.29 *x -= MAP_WIDTH (m);
2266     return (get_map_from_coord (m->tile_map[1], x, y));
2267 elmex 1.1 }
2268 root 1.29 if (*y < 0)
2269     {
2270     if (!m->tile_path[0])
2271     return NULL;
2272     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2273     load_and_link_tiled_map (m, 0);
2274 elmex 1.1
2275 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2276     return (get_map_from_coord (m->tile_map[0], x, y));
2277 elmex 1.1 }
2278 root 1.29 if (*y >= MAP_HEIGHT (m))
2279     {
2280     if (!m->tile_path[2])
2281     return NULL;
2282     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2283     load_and_link_tiled_map (m, 2);
2284 elmex 1.1
2285 root 1.29 *y -= MAP_HEIGHT (m);
2286     return (get_map_from_coord (m->tile_map[2], x, y));
2287 elmex 1.1 }
2288    
2289 root 1.29 /* Simple case - coordinates are within this local
2290     * map.
2291     */
2292 elmex 1.1
2293 root 1.29 return m;
2294 elmex 1.1 }
2295    
2296     /**
2297     * Return whether map2 is adjacent to map1. If so, store the distance from
2298     * map1 to map2 in dx/dy.
2299     */
2300 root 1.29 static int
2301 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2302 root 1.29 {
2303     if (!map1 || !map2)
2304     return 0;
2305    
2306     if (map1 == map2)
2307     {
2308     *dx = 0;
2309     *dy = 0;
2310    
2311     }
2312     else if (map1->tile_map[0] == map2)
2313     { /* up */
2314     *dx = 0;
2315     *dy = -MAP_HEIGHT (map2);
2316     }
2317     else if (map1->tile_map[1] == map2)
2318     { /* right */
2319     *dx = MAP_WIDTH (map1);
2320     *dy = 0;
2321     }
2322     else if (map1->tile_map[2] == map2)
2323     { /* down */
2324     *dx = 0;
2325     *dy = MAP_HEIGHT (map1);
2326     }
2327     else if (map1->tile_map[3] == map2)
2328     { /* left */
2329     *dx = -MAP_WIDTH (map2);
2330     *dy = 0;
2331    
2332     }
2333     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2334     { /* up right */
2335     *dx = MAP_WIDTH (map1->tile_map[0]);
2336     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2337     }
2338     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2339     { /* up left */
2340     *dx = -MAP_WIDTH (map2);
2341     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2342     }
2343     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2344     { /* right up */
2345     *dx = MAP_WIDTH (map1);
2346     *dy = -MAP_HEIGHT (map2);
2347     }
2348     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2349     { /* right down */
2350     *dx = MAP_WIDTH (map1);
2351     *dy = MAP_HEIGHT (map1->tile_map[1]);
2352     }
2353     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2354     { /* down right */
2355     *dx = MAP_WIDTH (map1->tile_map[2]);
2356     *dy = MAP_HEIGHT (map1);
2357     }
2358     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2359     { /* down left */
2360     *dx = -MAP_WIDTH (map2);
2361     *dy = MAP_HEIGHT (map1);
2362     }
2363     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2364     { /* left up */
2365     *dx = -MAP_WIDTH (map1->tile_map[3]);
2366     *dy = -MAP_HEIGHT (map2);
2367     }
2368     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2369     { /* left down */
2370     *dx = -MAP_WIDTH (map1->tile_map[3]);
2371     *dy = MAP_HEIGHT (map1->tile_map[3]);
2372 elmex 1.1
2373 root 1.29 }
2374     else
2375     { /* not "adjacent" enough */
2376     return 0;
2377 elmex 1.1 }
2378    
2379 root 1.29 return 1;
2380 elmex 1.1 }
2381    
2382     /* From map.c
2383     * This is used by get_player to determine where the other
2384     * creature is. get_rangevector takes into account map tiling,
2385     * so you just can not look the the map coordinates and get the
2386     * righte value. distance_x/y are distance away, which
2387     * can be negativbe. direction is the crossfire direction scheme
2388     * that the creature should head. part is the part of the
2389     * monster that is closest.
2390     *
2391     * get_rangevector looks at op1 and op2, and fills in the
2392     * structure for op1 to get to op2.
2393     * We already trust that the caller has verified that the
2394     * two objects are at least on adjacent maps. If not,
2395     * results are not likely to be what is desired.
2396     * if the objects are not on maps, results are also likely to
2397     * be unexpected
2398     *
2399     * currently, the only flag supported (0x1) is don't translate for
2400     * closest body part of 'op1'
2401     */
2402    
2403 root 1.29 void
2404     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2405     {
2406     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2407     {
2408     /* be conservative and fill in _some_ data */
2409     retval->distance = 100000;
2410     retval->distance_x = 32767;
2411     retval->distance_y = 32767;
2412     retval->direction = 0;
2413     retval->part = 0;
2414     }
2415     else
2416     {
2417     object *best;
2418    
2419     retval->distance_x += op2->x - op1->x;
2420     retval->distance_y += op2->y - op1->y;
2421    
2422     best = op1;
2423     /* If this is multipart, find the closest part now */
2424     if (!(flags & 0x1) && op1->more)
2425     {
2426     object *tmp;
2427     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2428    
2429     /* we just take the offset of the piece to head to figure
2430     * distance instead of doing all that work above again
2431     * since the distance fields we set above are positive in the
2432     * same axis as is used for multipart objects, the simply arithmetic
2433     * below works.
2434     */
2435     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2436     {
2437     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2438     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2439     if (tmpi < best_distance)
2440     {
2441     best_distance = tmpi;
2442     best = tmp;
2443 elmex 1.1 }
2444     }
2445 root 1.29 if (best != op1)
2446     {
2447     retval->distance_x += op1->x - best->x;
2448     retval->distance_y += op1->y - best->y;
2449 elmex 1.1 }
2450     }
2451 root 1.29 retval->part = best;
2452     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2453     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2454 elmex 1.1 }
2455     }
2456    
2457     /* this is basically the same as get_rangevector above, but instead of
2458     * the first parameter being an object, it instead is the map
2459     * and x,y coordinates - this is used for path to player -
2460     * since the object is not infact moving but we are trying to traverse
2461     * the path, we need this.
2462     * flags has no meaning for this function at this time - I kept it in to
2463     * be more consistant with the above function and also in case they are needed
2464     * for something in the future. Also, since no object is pasted, the best
2465     * field of the rv_vector is set to NULL.
2466     */
2467    
2468 root 1.29 void
2469 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2470 root 1.29 {
2471     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2472     {
2473     /* be conservative and fill in _some_ data */
2474     retval->distance = 100000;
2475     retval->distance_x = 32767;
2476     retval->distance_y = 32767;
2477     retval->direction = 0;
2478     retval->part = 0;
2479     }
2480     else
2481     {
2482     retval->distance_x += op2->x - x;
2483     retval->distance_y += op2->y - y;
2484    
2485     retval->part = NULL;
2486     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2487     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2488 elmex 1.1 }
2489     }
2490    
2491     /* Returns true of op1 and op2 are effectively on the same map
2492     * (as related to map tiling). Note that this looks for a path from
2493     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2494     * to op1, this will still return false.
2495     * Note we only look one map out to keep the processing simple
2496     * and efficient. This could probably be a macro.
2497     * MSW 2001-08-05
2498     */
2499 root 1.29 int
2500     on_same_map (const object *op1, const object *op2)
2501     {
2502     int dx, dy;
2503 elmex 1.1
2504 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2505 elmex 1.1 }