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Revision: 1.43
Committed: Thu Dec 14 22:45:40 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +8 -8 lines
Log Message:
- implement event watcher autoncancellation on reload
- used it everywhere
- removed lots of compatibility cruft
  - configure does no longer check for mandatory unix functionality/headers
  - confgiure now runs much faster

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 1.40 op = object::create ();
538 root 1.24 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 1.41 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 root 1.40 op = object::create ();
578 root 1.24 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 root 1.41
592 root 1.24 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
593     SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
594 root 1.10 }
595     }
596 elmex 1.1 }
597 root 1.24
598 root 1.40 op->destroy ();
599 root 1.24 link_multipart_objects (m);
600 elmex 1.1 }
601    
602     /* This saves all the objects on the map in a non destructive fashion.
603     * Modified by MSW 2001-07-01 to do in a single pass - reduces code,
604     * and we only save the head of multi part objects - this is needed
605     * in order to do map tiling properly.
606     */
607 root 1.29 void
608 root 1.31 save_objects (maptile *m, object_freezer & fp, object_freezer & fp2, int flag)
609 root 1.29 {
610     int i, j = 0, unique = 0;
611     object *op;
612 elmex 1.1
613 root 1.29 /* first pass - save one-part objects */
614     for (i = 0; i < MAP_WIDTH (m); i++)
615     for (j = 0; j < MAP_HEIGHT (m); j++)
616     {
617     unique = 0;
618     for (op = get_map_ob (m, i, j); op; op = op->above)
619     {
620     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
621     unique = 1;
622    
623     if (op->type == PLAYER)
624     {
625     LOG (llevDebug, "Player on map that is being saved\n");
626     continue;
627     }
628    
629     if (op->head || op->owner)
630     continue;
631    
632     if (unique || QUERY_FLAG (op, FLAG_UNIQUE))
633     save_object (fp2, op, 3);
634     else if (flag == 0 || (flag == 2 && (!QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG (op, FLAG_UNPAID))))
635     save_object (fp, op, 3);
636 root 1.10
637 root 1.29 } /* for this space */
638     } /* for this j */
639 elmex 1.1 }
640    
641 root 1.34 maptile::maptile ()
642     {
643     in_memory = MAP_SWAPPED;
644     /* The maps used to pick up default x and y values from the
645     * map archetype. Mimic that behaviour.
646     */
647     MAP_WIDTH (this) = 16;
648     MAP_HEIGHT (this) = 16;
649     MAP_RESET_TIMEOUT (this) = 0;
650     MAP_TIMEOUT (this) = 300;
651     MAP_ENTER_X (this) = 0;
652     MAP_ENTER_Y (this) = 0;
653     /*set part to -1 indicating conversion to weather map not yet done */
654     MAP_WORLDPARTX (this) = -1;
655     MAP_WORLDPARTY (this) = -1;
656     }
657    
658 elmex 1.1 /*
659 root 1.31 * Allocates, initialises, and returns a pointer to a maptile.
660 elmex 1.1 * Modified to no longer take a path option which was not being
661     * used anyways. MSW 2001-07-01
662     */
663 root 1.31 maptile *
664 root 1.29 get_linked_map (void)
665     {
666 root 1.34 maptile *mp, *map = new maptile;
667    
668     for (mp = first_map; mp && mp->next; mp = mp->next);
669 root 1.29
670     if (mp == NULL)
671     first_map = map;
672     else
673     mp->next = map;
674 elmex 1.1
675 root 1.29 return map;
676 elmex 1.1 }
677    
678     /*
679 root 1.31 * Allocates the arrays contained in a maptile.
680 elmex 1.1 * This basically allocates the dynamic array of spaces for the
681     * map.
682     */
683 root 1.29 void
684 root 1.34 maptile::allocate ()
685 root 1.29 {
686 root 1.34 in_memory = MAP_IN_MEMORY;
687    
688 root 1.29 /* Log this condition and free the storage. We could I suppose
689     * realloc, but if the caller is presuming the data will be intact,
690     * that is their poor assumption.
691     */
692 root 1.34 if (spaces)
693 root 1.29 {
694 root 1.34 LOG (llevError, "allocate_map called with already allocated map (%s)\n", path);
695     free (spaces);
696 elmex 1.1 }
697    
698 root 1.34 spaces = (MapSpace *)
699     calloc (1, width * height * sizeof (MapSpace));
700 elmex 1.1
701 root 1.34 if (!spaces)
702 root 1.29 fatal (OUT_OF_MEMORY);
703 elmex 1.1 }
704    
705     /* Create and returns a map of the specific size. Used
706     * in random map code and the editor.
707     */
708 root 1.31 maptile *
709 root 1.29 get_empty_map (int sizex, int sizey)
710     {
711 root 1.31 maptile *m = get_linked_map ();
712 root 1.29
713     m->width = sizex;
714     m->height = sizey;
715     m->in_memory = MAP_SWAPPED;
716 root 1.34 m->allocate ();
717    
718 root 1.29 return m;
719 elmex 1.1 }
720    
721     /* Takes a string from a map definition and outputs a pointer to the array of shopitems
722     * corresponding to that string. Memory is allocated for this, it must be freed
723     * at a later date.
724     * Called by parse_map_headers below.
725     */
726    
727 root 1.29 static shopitems *
728     parse_shop_string (const char *input_string)
729     {
730     char *shop_string, *p, *q, *next_semicolon, *next_colon;
731     shopitems *items = NULL;
732     int i = 0, number_of_entries = 0;
733     const typedata *current_type;
734    
735 root 1.43 shop_string = strdup (input_string);
736 root 1.29 p = shop_string;
737     /* first we'll count the entries, we'll need that for allocating the array shortly */
738     while (p)
739     {
740     p = strchr (p, ';');
741     number_of_entries++;
742     if (p)
743     p++;
744     }
745     p = shop_string;
746     strip_endline (p);
747     items = new shopitems[number_of_entries + 1];
748     for (i = 0; i < number_of_entries; i++)
749     {
750     if (!p)
751     {
752     LOG (llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n");
753     break;
754     }
755     next_semicolon = strchr (p, ';');
756     next_colon = strchr (p, ':');
757     /* if there is a stregth specified, figure out what it is, we'll need it soon. */
758     if (next_colon && (!next_semicolon || next_colon < next_semicolon))
759     items[i].strength = atoi (strchr (p, ':') + 1);
760    
761     if (isdigit (*p) || *p == '*')
762     {
763     items[i].typenum = atoi (p); /* atoi returns 0 when we have an asterisk */
764     current_type = get_typedata (items[i].typenum);
765     if (current_type)
766     {
767     items[i].name = current_type->name;
768     items[i].name_pl = current_type->name_pl;
769     }
770     }
771     else
772     { /*we have a named type, let's figure out what it is */
773     q = strpbrk (p, ";:");
774     if (q)
775     *q = '\0';
776    
777     current_type = get_typedata_by_name (p);
778     if (current_type)
779     {
780     items[i].name = current_type->name;
781     items[i].typenum = current_type->number;
782     items[i].name_pl = current_type->name_pl;
783     }
784     else
785     { /* oh uh, something's wrong, let's free up this one, and try
786     * the next entry while we're at it, better print a warning
787     */
788     LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
789     }
790     }
791     items[i].index = number_of_entries;
792     if (next_semicolon)
793     p = ++next_semicolon;
794     else
795     p = NULL;
796 elmex 1.1 }
797 root 1.29 free (shop_string);
798     return items;
799 elmex 1.1 }
800    
801     /* opposite of parse string, this puts the string that was originally fed in to
802     * the map (or something equivilent) into output_string. */
803 root 1.29 static void
804 root 1.31 print_shop_string (maptile *m, char *output_string)
805 root 1.29 {
806     int i;
807     char tmp[MAX_BUF];
808    
809     strcpy (output_string, "");
810     for (i = 0; i < m->shopitems[0].index; i++)
811     {
812     if (m->shopitems[i].typenum)
813     {
814     if (m->shopitems[i].strength)
815     {
816     sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
817 root 1.10 }
818 root 1.29 else
819     sprintf (tmp, "%s;", m->shopitems[i].name);
820 root 1.10 }
821 root 1.29 else
822     {
823     if (m->shopitems[i].strength)
824     {
825     sprintf (tmp, "*:%d;", m->shopitems[i].strength);
826     }
827     else
828     sprintf (tmp, "*");
829     }
830     strcat (output_string, tmp);
831 elmex 1.1 }
832     }
833    
834     /* This loads the header information of the map. The header
835     * contains things like difficulty, size, timeout, etc.
836     * this used to be stored in the map object, but with the
837     * addition of tiling, fields beyond that easily named in an
838     * object structure were needed, so it just made sense to
839     * put all the stuff in the map object so that names actually make
840     * sense.
841     * This could be done in lex (like the object loader), but I think
842     * currently, there are few enough fields this is not a big deal.
843     * MSW 2001-07-01
844     * return 0 on success, 1 on failure.
845     */
846    
847 root 1.29 static int
848 root 1.31 load_map_header (object_thawer & fp, maptile *m)
849 elmex 1.1 {
850 root 1.29 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
851     int msgpos = 0;
852     int maplorepos = 0;
853    
854 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
855 root 1.29 {
856     buf[HUGE_BUF - 1] = 0;
857     key = buf;
858 root 1.36
859 root 1.29 while (isspace (*key))
860     key++;
861 root 1.36
862 root 1.29 if (*key == 0)
863     continue; /* empty line */
864 root 1.36
865 root 1.29 value = strchr (key, ' ');
866 root 1.36
867 root 1.29 if (!value)
868     {
869 pippijn 1.37 if ((end = strchr (key, '\n')))
870 root 1.36 *end = 0;
871 root 1.29 }
872     else
873     {
874     *value = 0;
875     value++;
876     end = strchr (value, '\n');
877 root 1.36
878 root 1.29 while (isspace (*value))
879     {
880     value++;
881 root 1.36
882 root 1.29 if (*value == '\0' || value == end)
883     {
884     /* Nothing but spaces. */
885     value = NULL;
886     break;
887 root 1.10 }
888     }
889     }
890 root 1.22
891 root 1.29 if (!end)
892     {
893     LOG (llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf);
894     return 1;
895 root 1.10 }
896    
897 root 1.29 /* key is the field name, value is what it should be set
898     * to. We've already done the work to null terminate key,
899     * and strip off any leading spaces for both of these.
900     * We have not touched the newline at the end of the line -
901     * these are needed for some values. the end pointer
902     * points to the first of the newlines.
903     * value could be NULL! It would be easy enough to just point
904     * this to "" to prevent cores, but that would let more errors slide
905     * through.
906     *
907     * First check for entries that do not use the value parameter, then
908     * validate that value is given and check for the remaining entries
909     * that use the parameter.
910     */
911 root 1.10
912 root 1.29 if (!strcmp (key, "msg"))
913     {
914 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
915 root 1.29 {
916     if (!strcmp (buf, "endmsg\n"))
917     break;
918     else
919     {
920     /* slightly more efficient than strcat */
921     strcpy (msgbuf + msgpos, buf);
922     msgpos += strlen (buf);
923 root 1.10 }
924     }
925 root 1.29 /* There are lots of maps that have empty messages (eg, msg/endmsg
926     * with nothing between). There is no reason in those cases to
927     * keep the empty message. Also, msgbuf contains garbage data
928     * when msgpos is zero, so copying it results in crashes
929     */
930     if (msgpos != 0)
931 root 1.43 m->msg = strdup (msgbuf);
932 root 1.10 }
933 root 1.29 else if (!strcmp (key, "maplore"))
934     {
935 root 1.35 while (fgets (buf, HUGE_BUF, fp) != NULL)
936 root 1.29 {
937     if (!strcmp (buf, "endmaplore\n"))
938     break;
939     else
940     {
941     /* slightly more efficient than strcat */
942     strcpy (maplorebuf + maplorepos, buf);
943     maplorepos += strlen (buf);
944 root 1.10 }
945     }
946 root 1.29 if (maplorepos != 0)
947 root 1.43 m->maplore = strdup (maplorebuf);
948 root 1.29 }
949     else if (!strcmp (key, "end"))
950     {
951     break;
952     }
953     else if (value == NULL)
954     {
955     LOG (llevError, "Got '%s' line without parameter in map header\n", key);
956     }
957     else if (!strcmp (key, "arch"))
958     {
959     /* This is an oddity, but not something we care about much. */
960     if (strcmp (value, "map\n"))
961     LOG (llevError, "loading map and got a non 'arch map' line(%s %s)?\n", key, value);
962     }
963     else if (!strcmp (key, "name"))
964     {
965     *end = 0;
966 root 1.43 m->name = strdup (value);
967 root 1.29 }
968     /* first strcmp value on these are old names supported
969     * for compatibility reasons. The new values (second) are
970     * what really should be used.
971     */
972     else if (!strcmp (key, "oid"))
973 root 1.41 fp.get (m, atoi (value));
974 root 1.29 else if (!strcmp (key, "attach"))
975 root 1.41 m->attach = value;
976 root 1.29 else if (!strcmp (key, "hp") || !strcmp (key, "enter_x"))
977 root 1.41 m->enter_x = atoi (value);
978 root 1.29 else if (!strcmp (key, "sp") || !strcmp (key, "enter_y"))
979 root 1.41 m->enter_y = atoi (value);
980 root 1.29 else if (!strcmp (key, "x") || !strcmp (key, "width"))
981 root 1.41 m->width = atoi (value);
982 root 1.29 else if (!strcmp (key, "y") || !strcmp (key, "height"))
983 root 1.41 m->height = atoi (value);
984 root 1.29 else if (!strcmp (key, "weight") || !strcmp (key, "reset_timeout"))
985 root 1.41 m->reset_timeout = atoi (value);
986 root 1.29 else if (!strcmp (key, "value") || !strcmp (key, "swap_time"))
987 root 1.41 m->timeout = atoi (value);
988 root 1.29 else if (!strcmp (key, "level") || !strcmp (key, "difficulty"))
989 root 1.41 m->difficulty = clamp (atoi (value), 1, settings.max_level);
990 root 1.29 else if (!strcmp (key, "invisible") || !strcmp (key, "darkness"))
991 root 1.41 m->darkness = atoi (value);
992 root 1.29 else if (!strcmp (key, "stand_still") || !strcmp (key, "fixed_resettime"))
993 root 1.41 m->fixed_resettime = atoi (value);
994 root 1.29 else if (!strcmp (key, "unique"))
995 root 1.41 m->unique = atoi (value);
996 root 1.29 else if (!strcmp (key, "template"))
997 root 1.41 m->templatemap = atoi (value);
998 root 1.29 else if (!strcmp (key, "region"))
999 root 1.41 m->region = get_region_by_name (value);
1000 root 1.29 else if (!strcmp (key, "shopitems"))
1001     {
1002     *end = 0;
1003     m->shopitems = parse_shop_string (value);
1004     }
1005     else if (!strcmp (key, "shopgreed"))
1006 root 1.41 m->shopgreed = atof (value);
1007 root 1.29 else if (!strcmp (key, "shopmin"))
1008 root 1.41 m->shopmin = atol (value);
1009 root 1.29 else if (!strcmp (key, "shopmax"))
1010 root 1.41 m->shopmax = atol (value);
1011 root 1.29 else if (!strcmp (key, "shoprace"))
1012     {
1013     *end = 0;
1014 root 1.43 m->shoprace = strdup (value);
1015 root 1.29 }
1016     else if (!strcmp (key, "outdoor"))
1017 root 1.41 m->outdoor = atoi (value);
1018 root 1.29 else if (!strcmp (key, "temp"))
1019 root 1.41 m->temp = atoi (value);
1020 root 1.29 else if (!strcmp (key, "pressure"))
1021 root 1.41 m->pressure = atoi (value);
1022 root 1.29 else if (!strcmp (key, "humid"))
1023 root 1.41 m->humid = atoi (value);
1024 root 1.29 else if (!strcmp (key, "windspeed"))
1025 root 1.41 m->windspeed = atoi (value);
1026 root 1.29 else if (!strcmp (key, "winddir"))
1027 root 1.41 m->winddir = atoi (value);
1028 root 1.29 else if (!strcmp (key, "sky"))
1029 root 1.41 m->sky = atoi (value);
1030 root 1.29 else if (!strcmp (key, "nosmooth"))
1031 root 1.41 m->nosmooth = atoi (value);
1032 root 1.29 else if (!strncmp (key, "tile_path_", 10))
1033     {
1034     int tile = atoi (key + 10);
1035    
1036     if (tile < 1 || tile > 4)
1037     {
1038     LOG (llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path);
1039     }
1040     else
1041     {
1042     char *path;
1043    
1044     *end = 0;
1045    
1046     if (m->tile_path[tile - 1])
1047     {
1048     LOG (llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path);
1049     free (m->tile_path[tile - 1]);
1050     m->tile_path[tile - 1] = NULL;
1051 root 1.10 }
1052    
1053 root 1.29 if (check_path (value, 1) != -1)
1054     {
1055     /* The unadorned path works. */
1056     path = value;
1057     }
1058     else
1059     {
1060     /* Try again; it could be a relative exit. */
1061    
1062     path = path_combine_and_normalize (m->path, value);
1063    
1064     if (check_path (path, 1) == -1)
1065     {
1066     LOG (llevError, "get_map_header: Bad tile path %s %s\n", m->path, value);
1067     path = NULL;
1068 root 1.10 }
1069     }
1070 elmex 1.1
1071 root 1.29 if (editor)
1072     {
1073     /* Use the value as in the file. */
1074 root 1.43 m->tile_path[tile - 1] = strdup (value);
1075 root 1.10 }
1076 root 1.29 else if (path != NULL)
1077     {
1078     /* Use the normalized value. */
1079 root 1.43 m->tile_path[tile - 1] = strdup (path);
1080 root 1.29 }
1081     } /* end if tile direction (in)valid */
1082 root 1.10 }
1083 root 1.29 else
1084 root 1.41 LOG (llevError, "Got unknown value in map header: %s %s\n", key, value);
1085 elmex 1.1 }
1086 root 1.41
1087 root 1.29 if (!key || strcmp (key, "end"))
1088     {
1089     LOG (llevError, "Got premature eof on map header!\n");
1090     return 1;
1091 elmex 1.1 }
1092 root 1.41
1093 root 1.29 return 0;
1094 elmex 1.1 }
1095    
1096     /*
1097     * Opens the file "filename" and reads information about the map
1098     * from the given file, and stores it in a newly allocated
1099 root 1.31 * maptile. A pointer to this structure is returned, or NULL on failure.
1100 elmex 1.1 * flags correspond to those in map.h. Main ones used are
1101     * MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and
1102     * MAP_BLOCK, in which case we block on this load. This happens in all
1103     * cases, no matter if this flag is set or not.
1104     * MAP_STYLE: style map - don't add active objects, don't add to server
1105 root 1.10 * managed map list.
1106 elmex 1.1 */
1107    
1108 root 1.31 maptile *
1109 root 1.29 load_original_map (const char *filename, int flags)
1110     {
1111 root 1.31 maptile *m;
1112 root 1.29 char pathname[MAX_BUF];
1113 elmex 1.1
1114 root 1.29 if (flags & MAP_PLAYER_UNIQUE)
1115     strcpy (pathname, filename);
1116     else if (flags & MAP_OVERLAY)
1117     strcpy (pathname, create_overlay_pathname (filename));
1118     else
1119     strcpy (pathname, create_pathname (filename));
1120 root 1.22
1121 root 1.29 LOG (llevDebug, "load_original_map(%x): %s (%s)\n", flags, filename, pathname);
1122 elmex 1.1
1123 root 1.29 object_thawer thawer (pathname);
1124 root 1.9
1125 root 1.29 if (!thawer)
1126     return 0;
1127 elmex 1.1
1128 root 1.29 m = get_linked_map ();
1129 elmex 1.1
1130 root 1.29 strcpy (m->path, filename);
1131     if (load_map_header (thawer, m))
1132     {
1133     LOG (llevError, "Error loading map header for %s, flags=%d\n", filename, flags);
1134     delete_map (m);
1135     return NULL;
1136     }
1137    
1138 root 1.34 m->allocate ();
1139 root 1.29
1140     m->in_memory = MAP_LOADING;
1141     load_objects (m, thawer, flags & (MAP_BLOCK | MAP_STYLE));
1142    
1143     m->in_memory = MAP_IN_MEMORY;
1144     if (!MAP_DIFFICULTY (m))
1145     MAP_DIFFICULTY (m) = calculate_difficulty (m);
1146     set_map_reset_time (m);
1147     m->instantiate ();
1148     return (m);
1149 elmex 1.1 }
1150    
1151     /*
1152     * Loads a map, which has been loaded earlier, from file.
1153     * Return the map object we load into (this can change from the passed
1154     * option if we can't find the original map)
1155     */
1156    
1157 root 1.31 static maptile *
1158     load_temporary_map (maptile *m)
1159 root 1.29 {
1160     char buf[MAX_BUF];
1161    
1162     if (!m->tmpname)
1163     {
1164     LOG (llevError, "No temporary filename for map %s\n", m->path);
1165     strcpy (buf, m->path);
1166     delete_map (m);
1167     m = load_original_map (buf, 0);
1168     if (m == NULL)
1169     return NULL;
1170     fix_auto_apply (m); /* Chests which open as default */
1171     return m;
1172 elmex 1.1 }
1173    
1174 root 1.29 object_thawer thawer (m->tmpname);
1175 root 1.14
1176 root 1.29 if (!thawer)
1177     {
1178     strcpy (buf, m->path);
1179     delete_map (m);
1180     m = load_original_map (buf, 0);
1181     if (!m)
1182 root 1.10 return NULL;
1183 root 1.29 fix_auto_apply (m); /* Chests which open as default */
1184     return m;
1185 elmex 1.1 }
1186    
1187 root 1.29 if (load_map_header (thawer, m))
1188     {
1189     LOG (llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname);
1190     delete_map (m);
1191     m = load_original_map (m->path, 0);
1192     return NULL;
1193     }
1194 root 1.34
1195     m->allocate ();
1196 root 1.29
1197     m->in_memory = MAP_LOADING;
1198     load_objects (m, thawer, 0);
1199    
1200     m->in_memory = MAP_IN_MEMORY;
1201     INVOKE_MAP (SWAPIN, m);
1202     return m;
1203 elmex 1.1 }
1204    
1205     /*
1206     * Loads a map, which has been loaded earlier, from file.
1207     * Return the map object we load into (this can change from the passed
1208     * option if we can't find the original map)
1209     */
1210    
1211 root 1.31 maptile *
1212     load_overlay_map (const char *filename, maptile *m)
1213 root 1.29 {
1214     char pathname[MAX_BUF];
1215 elmex 1.1
1216 root 1.29 strcpy (pathname, create_overlay_pathname (filename));
1217 elmex 1.1
1218 root 1.29 object_thawer thawer (pathname);
1219 root 1.9
1220 root 1.29 if (!thawer)
1221     return m;
1222    
1223     if (load_map_header (thawer, m))
1224     {
1225     LOG (llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname);
1226     delete_map (m);
1227     m = load_original_map (m->path, 0);
1228     return NULL;
1229 elmex 1.1 }
1230 root 1.34 /*m->allocate ();*/
1231 elmex 1.1
1232 root 1.29 m->in_memory = MAP_LOADING;
1233     load_objects (m, thawer, MAP_OVERLAY);
1234 root 1.14
1235 root 1.29 m->in_memory = MAP_IN_MEMORY;
1236     return m;
1237 elmex 1.1 }
1238    
1239     /******************************************************************************
1240     * This is the start of unique map handling code
1241     *****************************************************************************/
1242    
1243     /* This goes through map 'm' and removed any unique items on the map. */
1244 root 1.29 static void
1245 root 1.31 delete_unique_items (maptile *m)
1246 elmex 1.1 {
1247 root 1.29 int i, j, unique;
1248     object *op, *next;
1249 elmex 1.1
1250 root 1.29 for (i = 0; i < MAP_WIDTH (m); i++)
1251     for (j = 0; j < MAP_HEIGHT (m); j++)
1252     {
1253     unique = 0;
1254 root 1.40
1255 root 1.29 for (op = get_map_ob (m, i, j); op; op = next)
1256     {
1257     next = op->above;
1258 root 1.40
1259 root 1.29 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
1260     unique = 1;
1261 root 1.40
1262 root 1.29 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
1263     {
1264     clean_object (op);
1265 root 1.40
1266 root 1.29 if (QUERY_FLAG (op, FLAG_IS_LINKED))
1267     remove_button_link (op);
1268 root 1.40
1269     op->destroy ();
1270 root 1.29 }
1271     }
1272     }
1273 elmex 1.1 }
1274    
1275    
1276     /*
1277     * Loads unique objects from file(s) into the map which is in memory
1278     * m is the map to load unique items into.
1279     */
1280 root 1.29 static void
1281 root 1.31 load_unique_objects (maptile *m)
1282 root 1.29 {
1283     int count;
1284     char firstname[MAX_BUF];
1285 elmex 1.1
1286 root 1.29 for (count = 0; count < 10; count++)
1287     {
1288     sprintf (firstname, "%s.v%02d", create_items_path (m->path), count);
1289     if (!access (firstname, R_OK))
1290     break;
1291 elmex 1.1 }
1292 root 1.29 /* If we get here, we did not find any map */
1293     if (count == 10)
1294     return;
1295 elmex 1.1
1296 root 1.29 object_thawer thawer (firstname);
1297 root 1.9
1298 root 1.29 if (!thawer)
1299     return;
1300 root 1.15
1301 root 1.29 m->in_memory = MAP_LOADING;
1302     if (m->tmpname == NULL) /* if we have loaded unique items from */
1303     delete_unique_items (m); /* original map before, don't duplicate them */
1304     load_objects (m, thawer, 0);
1305 root 1.14
1306 root 1.29 m->in_memory = MAP_IN_MEMORY;
1307 elmex 1.1 }
1308    
1309    
1310     /*
1311     * Saves a map to file. If flag is set, it is saved into the same
1312     * file it was (originally) loaded from. Otherwise a temporary
1313     * filename will be genarated, and the file will be stored there.
1314 root 1.31 * The temporary filename will be stored in the maptileure.
1315 elmex 1.1 * If the map is unique, we also save to the filename in the map
1316     * (this should have been updated when first loaded)
1317     */
1318    
1319 root 1.10 int
1320 root 1.31 new_save_map (maptile *m, int flag)
1321 root 1.10 {
1322 pippijn 1.26 char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF];
1323 root 1.10 int i;
1324    
1325     if (flag && !*m->path)
1326     {
1327     LOG (llevError, "Tried to save map without path.\n");
1328     return -1;
1329 elmex 1.1 }
1330 root 1.10
1331     if (flag || (m->unique) || (m->templatemap))
1332     {
1333     if (!m->unique && !m->templatemap)
1334 root 1.29 { /* flag is set */
1335 root 1.10 if (flag == 2)
1336     strcpy (filename, create_overlay_pathname (m->path));
1337     else
1338     strcpy (filename, create_pathname (m->path));
1339     }
1340     else
1341     strcpy (filename, m->path);
1342    
1343     make_path_to_file (filename);
1344 elmex 1.1 }
1345 root 1.10 else
1346     {
1347     if (!m->tmpname)
1348 root 1.43 m->tmpname = tempnam (settings.tmpdir, NULL);
1349 root 1.17
1350 root 1.10 strcpy (filename, m->tmpname);
1351     }
1352    
1353     LOG (llevDebug, "Saving map %s to %s\n", m->path, filename);
1354     m->in_memory = MAP_SAVING;
1355    
1356 root 1.17 object_freezer freezer;
1357 root 1.10
1358     /* legacy */
1359 root 1.17 fprintf (freezer, "arch map\n");
1360 root 1.10 if (m->name)
1361 root 1.17 fprintf (freezer, "name %s\n", m->name);
1362 root 1.10 if (!flag)
1363 root 1.17 fprintf (freezer, "swap_time %d\n", m->swap_time);
1364 root 1.10 if (m->reset_timeout)
1365 root 1.17 fprintf (freezer, "reset_timeout %d\n", m->reset_timeout);
1366 root 1.10 if (m->fixed_resettime)
1367 root 1.17 fprintf (freezer, "fixed_resettime %d\n", m->fixed_resettime);
1368 root 1.10 /* we unfortunately have no idea if this is a value the creator set
1369     * or a difficulty value we generated when the map was first loaded
1370     */
1371     if (m->difficulty)
1372 root 1.17 fprintf (freezer, "difficulty %d\n", m->difficulty);
1373 root 1.10 if (m->region)
1374 root 1.17 fprintf (freezer, "region %s\n", m->region->name);
1375 root 1.10 if (m->shopitems)
1376     {
1377     print_shop_string (m, shop);
1378 root 1.17 fprintf (freezer, "shopitems %s\n", shop);
1379 elmex 1.1 }
1380 root 1.10 if (m->shopgreed)
1381 root 1.17 fprintf (freezer, "shopgreed %f\n", m->shopgreed);
1382 root 1.10 if (m->shopmin)
1383 root 1.17 fprintf (freezer, "shopmin %llu\n", m->shopmin);
1384 root 1.10 if (m->shopmax)
1385 root 1.17 fprintf (freezer, "shopmax %llu\n", m->shopmax);
1386 root 1.10 if (m->shoprace)
1387 root 1.17 fprintf (freezer, "shoprace %s\n", m->shoprace);
1388 root 1.10 if (m->darkness)
1389 root 1.17 fprintf (freezer, "darkness %d\n", m->darkness);
1390 root 1.10 if (m->width)
1391 root 1.17 fprintf (freezer, "width %d\n", m->width);
1392 root 1.10 if (m->height)
1393 root 1.17 fprintf (freezer, "height %d\n", m->height);
1394 root 1.10 if (m->enter_x)
1395 root 1.17 fprintf (freezer, "enter_x %d\n", m->enter_x);
1396 root 1.10 if (m->enter_y)
1397 root 1.17 fprintf (freezer, "enter_y %d\n", m->enter_y);
1398 root 1.10 if (m->msg)
1399 root 1.17 fprintf (freezer, "msg\n%sendmsg\n", m->msg);
1400 root 1.10 if (m->maplore)
1401 root 1.17 fprintf (freezer, "maplore\n%sendmaplore\n", m->maplore);
1402 root 1.10 if (m->unique)
1403 root 1.17 fprintf (freezer, "unique %d\n", m->unique);
1404 root 1.10 if (m->templatemap)
1405 root 1.17 fprintf (freezer, "template %d\n", m->templatemap);
1406 root 1.10 if (m->outdoor)
1407 root 1.17 fprintf (freezer, "outdoor %d\n", m->outdoor);
1408 root 1.10 if (m->temp)
1409 root 1.17 fprintf (freezer, "temp %d\n", m->temp);
1410 root 1.10 if (m->pressure)
1411 root 1.17 fprintf (freezer, "pressure %d\n", m->pressure);
1412 root 1.10 if (m->humid)
1413 root 1.17 fprintf (freezer, "humid %d\n", m->humid);
1414 root 1.10 if (m->windspeed)
1415 root 1.17 fprintf (freezer, "windspeed %d\n", m->windspeed);
1416 root 1.10 if (m->winddir)
1417 root 1.17 fprintf (freezer, "winddir %d\n", m->winddir);
1418 root 1.10 if (m->sky)
1419 root 1.17 fprintf (freezer, "sky %d\n", m->sky);
1420 root 1.10 if (m->nosmooth)
1421 root 1.17 fprintf (freezer, "nosmooth %d\n", m->nosmooth);
1422 root 1.10
1423     /* Save any tiling information, except on overlays */
1424     if (flag != 2)
1425     for (i = 0; i < 4; i++)
1426     if (m->tile_path[i])
1427 root 1.17 fprintf (freezer, "tile_path_%d %s\n", i + 1, m->tile_path[i]);
1428 root 1.10
1429 root 1.17 freezer.put (m);
1430     fprintf (freezer, "end\n");
1431 root 1.10
1432     /* In the game save unique items in the different file, but
1433     * in the editor save them to the normal map file.
1434     * If unique map, save files in the proper destination (set by
1435     * player)
1436     */
1437     if ((flag == 0 || flag == 2) && !m->unique && !m->templatemap)
1438     {
1439 root 1.17 object_freezer unique;
1440 elmex 1.1
1441 root 1.10 if (flag == 2)
1442 root 1.17 save_objects (m, freezer, unique, 2);
1443 root 1.10 else
1444 root 1.17 save_objects (m, freezer, unique, 0);
1445    
1446     sprintf (buf, "%s.v00", create_items_path (m->path));
1447    
1448     unique.save (buf);
1449 root 1.10 }
1450     else
1451 root 1.29 { /* save same file when not playing, like in editor */
1452 root 1.17 save_objects (m, freezer, freezer, 0);
1453 root 1.10 }
1454 elmex 1.6
1455 root 1.17 freezer.save (filename);
1456    
1457 root 1.10 return 0;
1458 elmex 1.1 }
1459    
1460    
1461     /*
1462     * Remove and free all objects in the inventory of the given object.
1463     * object.c ?
1464     */
1465    
1466 root 1.29 void
1467     clean_object (object *op)
1468 elmex 1.1 {
1469 root 1.29 object *tmp, *next;
1470 elmex 1.1
1471 root 1.29 for (tmp = op->inv; tmp; tmp = next)
1472 elmex 1.1 {
1473 root 1.29 next = tmp->below;
1474 root 1.40
1475 root 1.29 clean_object (tmp);
1476     if (QUERY_FLAG (tmp, FLAG_IS_LINKED))
1477     remove_button_link (tmp);
1478 root 1.40
1479     tmp->destroy ();
1480 elmex 1.1 }
1481     }
1482    
1483     /*
1484     * Remove and free all objects in the given map.
1485     */
1486    
1487 root 1.29 void
1488 root 1.31 free_all_objects (maptile *m)
1489 root 1.29 {
1490     int i, j;
1491     object *op;
1492    
1493     for (i = 0; i < MAP_WIDTH (m); i++)
1494     for (j = 0; j < MAP_HEIGHT (m); j++)
1495     {
1496     object *previous_obj = NULL;
1497    
1498     while ((op = GET_MAP_OB (m, i, j)) != NULL)
1499     {
1500     if (op == previous_obj)
1501     {
1502     LOG (llevDebug, "free_all_objects: Link error, bailing out.\n");
1503     break;
1504     }
1505 root 1.40
1506 root 1.29 previous_obj = op;
1507 root 1.40
1508 root 1.29 if (op->head != NULL)
1509     op = op->head;
1510    
1511     /* If the map isn't in memory, free_object will remove and
1512     * free objects in op's inventory. So let it do the job.
1513     */
1514     if (m->in_memory == MAP_IN_MEMORY)
1515     clean_object (op);
1516 root 1.40
1517     op->destroy ();
1518 root 1.29 }
1519     }
1520 elmex 1.1 }
1521    
1522     /*
1523 root 1.31 * Frees everything allocated by the given maptileure.
1524 elmex 1.1 * don't free tmpname - our caller is left to do that
1525     */
1526    
1527 root 1.29 void
1528 root 1.31 free_map (maptile *m, int flag)
1529 root 1.29 {
1530     int i;
1531 elmex 1.1
1532 root 1.29 if (!m->in_memory)
1533     {
1534     LOG (llevError, "Trying to free freed map.\n");
1535     return;
1536 elmex 1.1 }
1537 root 1.42
1538     // TODO: use new/delete
1539     #define FREE_AND_CLEAR(p) { free (p); p = NULL; }
1540    
1541 root 1.29 if (flag && m->spaces)
1542     free_all_objects (m);
1543     if (m->name)
1544     FREE_AND_CLEAR (m->name);
1545     if (m->spaces)
1546     FREE_AND_CLEAR (m->spaces);
1547     if (m->msg)
1548     FREE_AND_CLEAR (m->msg);
1549     if (m->maplore)
1550     FREE_AND_CLEAR (m->maplore);
1551 root 1.42
1552     delete [] m->shopitems;
1553 root 1.29 m->shopitems = 0;
1554 root 1.42
1555 root 1.29 if (m->shoprace)
1556     FREE_AND_CLEAR (m->shoprace);
1557 root 1.42
1558 root 1.29 if (m->buttons)
1559     free_objectlinkpt (m->buttons);
1560 root 1.42
1561 root 1.29 m->buttons = NULL;
1562 root 1.42
1563 root 1.29 for (i = 0; i < 4; i++)
1564     {
1565     if (m->tile_path[i])
1566     FREE_AND_CLEAR (m->tile_path[i]);
1567     m->tile_map[i] = NULL;
1568     }
1569 root 1.42
1570 root 1.29 m->in_memory = MAP_SWAPPED;
1571 root 1.42
1572     #undef FREE_AND_CLEAR
1573    
1574 elmex 1.1 }
1575    
1576     /*
1577 root 1.31 * function: vanish maptile
1578     * m : pointer to maptile, if NULL no action
1579 elmex 1.1 * this deletes all the data on the map (freeing pointers)
1580     * and then removes this map from the global linked list of maps.
1581     */
1582    
1583 root 1.29 void
1584 root 1.31 delete_map (maptile *m)
1585 root 1.29 {
1586 root 1.31 maptile *tmp, *last;
1587 root 1.29 int i;
1588    
1589     if (!m)
1590     return;
1591 elmex 1.1
1592 root 1.29 m->clear ();
1593    
1594     if (m->in_memory == MAP_IN_MEMORY)
1595     {
1596     /* change to MAP_SAVING, even though we are not,
1597     * so that remove_ob doesn't do as much work.
1598     */
1599     m->in_memory = MAP_SAVING;
1600     free_map (m, 1);
1601     }
1602     /* move this out of free_map, since tmpname can still be needed if
1603     * the map is swapped out.
1604     */
1605     if (m->tmpname)
1606     {
1607     free (m->tmpname);
1608     m->tmpname = NULL;
1609     }
1610     last = NULL;
1611     /* We need to look through all the maps and see if any maps
1612     * are pointing at this one for tiling information. Since
1613     * tiling can be assymetric, we just can not look to see which
1614     * maps this map tiles with and clears those.
1615     */
1616     for (tmp = first_map; tmp != NULL; tmp = tmp->next)
1617     {
1618     if (tmp->next == m)
1619     last = tmp;
1620 root 1.11
1621 root 1.29 /* This should hopefully get unrolled on a decent compiler */
1622     for (i = 0; i < 4; i++)
1623     if (tmp->tile_map[i] == m)
1624     tmp->tile_map[i] = NULL;
1625     }
1626 root 1.11
1627 root 1.29 /* If last is null, then this should be the first map in the list */
1628     if (!last)
1629     {
1630     if (m == first_map)
1631     first_map = m->next;
1632     else
1633     /* m->path is a static char, so should hopefully still have
1634     * some useful data in it.
1635 root 1.10 */
1636 root 1.29 LOG (llevError, "delete_map: Unable to find map %s in list\n", m->path);
1637 elmex 1.1 }
1638 root 1.29 else
1639     last->next = m->next;
1640 elmex 1.1
1641 root 1.29 delete m;
1642 elmex 1.1 }
1643    
1644    
1645    
1646     /*
1647     * Makes sure the given map is loaded and swapped in.
1648     * name is path name of the map.
1649     * flags meaning:
1650     * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
1651     * and don't do unique items or the like.
1652     * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
1653     * dont do any more name translation on it.
1654     *
1655     * Returns a pointer to the given map.
1656     */
1657    
1658 root 1.31 maptile *
1659 root 1.29 ready_map_name (const char *name, int flags)
1660     {
1661 root 1.31 maptile *m;
1662 elmex 1.1
1663 root 1.29 if (!name)
1664     return (NULL);
1665 elmex 1.1
1666 root 1.29 /* Have we been at this level before? */
1667     m = has_been_loaded (name);
1668 elmex 1.1
1669 root 1.29 /* Map is good to go, so just return it */
1670     if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY))
1671     {
1672     return m;
1673     }
1674 root 1.10
1675 root 1.29 /* unique maps always get loaded from their original location, and never
1676     * a temp location. Likewise, if map_flush is set, or we have never loaded
1677     * this map, load it now. I removed the reset checking from here -
1678     * it seems the probability of a player trying to enter a map that should
1679     * reset but hasn't yet is quite low, and removing that makes this function
1680     * a bit cleaner (and players probably shouldn't rely on exact timing for
1681     * resets in any case - if they really care, they should use the 'maps command.
1682     */
1683     if ((flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)) || !m)
1684     {
1685 root 1.10
1686 root 1.29 /* first visit or time to reset */
1687     if (m)
1688     {
1689     clean_tmp_map (m); /* Doesn't make much difference */
1690     delete_map (m);
1691     }
1692    
1693     /* create and load a map */
1694     if (flags & MAP_PLAYER_UNIQUE)
1695     LOG (llevDebug, "Trying to load map %s.\n", name);
1696     else
1697     LOG (llevDebug, "Trying to load map %s.\n", create_pathname (name));
1698    
1699     //eval_pv ("$x = Event::time", 1);//D
1700     if (!(m = load_original_map (name, (flags & MAP_PLAYER_UNIQUE))))
1701     return (NULL);
1702     //eval_pv ("warn \"LOAD \", Event::time - $x", 1);//D
1703    
1704     fix_auto_apply (m); /* Chests which open as default */
1705    
1706     /* If a player unique map, no extra unique object file to load.
1707     * if from the editor, likewise.
1708     */
1709     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE)))
1710     load_unique_objects (m);
1711    
1712     if (!(flags & (MAP_FLUSH | MAP_PLAYER_UNIQUE | MAP_OVERLAY)))
1713     {
1714     m = load_overlay_map (name, m);
1715     if (m == NULL)
1716     return NULL;
1717     }
1718    
1719     if (flags & MAP_PLAYER_UNIQUE)
1720     INVOKE_MAP (SWAPIN, m);
1721    
1722     }
1723     else
1724     {
1725     /* If in this loop, we found a temporary map, so load it up. */
1726    
1727     m = load_temporary_map (m);
1728     if (m == NULL)
1729     return NULL;
1730     load_unique_objects (m);
1731    
1732     clean_tmp_map (m);
1733     m->in_memory = MAP_IN_MEMORY;
1734     /* tempnam() on sun systems (probably others) uses malloc
1735     * to allocated space for the string. Free it here.
1736     * In some cases, load_temporary_map above won't find the
1737     * temporary map, and so has reloaded a new map. If that
1738     * is the case, tmpname is now null
1739     */
1740     if (m->tmpname)
1741     free (m->tmpname);
1742     m->tmpname = NULL;
1743     /* It's going to be saved anew anyway */
1744     }
1745    
1746     /* Below here is stuff common to both first time loaded maps and
1747     * temp maps.
1748     */
1749 root 1.10
1750 root 1.29 decay_objects (m); /* start the decay */
1751     /* In case other objects press some buttons down */
1752     update_buttons (m);
1753     if (m->outdoor)
1754     set_darkness_map (m);
1755     /* run the weather over this map */
1756     weather_effect (name);
1757     return m;
1758 elmex 1.1 }
1759    
1760    
1761     /*
1762     * This routine is supposed to find out the difficulty of the map.
1763     * difficulty does not have a lot to do with character level,
1764     * but does have a lot to do with treasure on the map.
1765     *
1766     * Difficulty can now be set by the map creature. If the value stored
1767     * in the map is zero, then use this routine. Maps should really
1768     * have a difficulty set than using this function - human calculation
1769     * is much better than this functions guesswork.
1770     */
1771    
1772 root 1.29 int
1773 root 1.31 calculate_difficulty (maptile *m)
1774 root 1.29 {
1775 elmex 1.1 object *op;
1776     archetype *at;
1777 pippijn 1.26 int x, y, i;
1778 elmex 1.1 long monster_cnt = 0;
1779     double avgexp = 0;
1780     sint64 total_exp = 0;
1781    
1782     if (MAP_DIFFICULTY (m))
1783     {
1784 root 1.29 LOG (llevDebug, "Using stored map difficulty: %d\n", MAP_DIFFICULTY (m));
1785 elmex 1.1 return MAP_DIFFICULTY (m);
1786     }
1787    
1788 root 1.29 for (x = 0; x < MAP_WIDTH (m); x++)
1789     for (y = 0; y < MAP_HEIGHT (m); y++)
1790     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
1791 elmex 1.1 {
1792 root 1.29 if (QUERY_FLAG (op, FLAG_MONSTER))
1793 elmex 1.1 {
1794     total_exp += op->stats.exp;
1795     monster_cnt++;
1796     }
1797    
1798 root 1.29 if (QUERY_FLAG (op, FLAG_GENERATOR))
1799 elmex 1.1 {
1800     total_exp += op->stats.exp;
1801 root 1.29 at = type_to_archetype (GENERATE_TYPE (op));
1802 elmex 1.1
1803 root 1.29 if (at != NULL)
1804 elmex 1.1 total_exp += at->clone.stats.exp * 8;
1805    
1806     monster_cnt++;
1807     }
1808     }
1809    
1810     avgexp = (double) total_exp / monster_cnt;
1811    
1812     for (i = 1; i <= settings.max_level; i++)
1813     {
1814     if ((level_exp (i, 1) - level_exp (i - 1, 1)) > (100 * avgexp))
1815     {
1816     /* LOG(llevDebug, "Calculated difficulty for map: %s: %d\n", m->name, i); */
1817     return i;
1818     }
1819     }
1820    
1821     return 1;
1822     }
1823    
1824 root 1.29 void
1825 root 1.31 clean_tmp_map (maptile *m)
1826 root 1.29 {
1827     if (m->tmpname == NULL)
1828     return;
1829 root 1.8 INVOKE_MAP (CLEAN, m);
1830 root 1.29 (void) unlink (m->tmpname);
1831 elmex 1.1 }
1832    
1833 root 1.29 void
1834     free_all_maps (void)
1835 elmex 1.1 {
1836 root 1.29 int real_maps = 0;
1837 elmex 1.1
1838 root 1.29 while (first_map)
1839     {
1840     /* I think some of the callers above before it gets here set this to be
1841     * saving, but we still want to free this data
1842     */
1843     if (first_map->in_memory == MAP_SAVING)
1844     first_map->in_memory = MAP_IN_MEMORY;
1845     delete_map (first_map);
1846     real_maps++;
1847 elmex 1.1 }
1848 root 1.29 LOG (llevDebug, "free_all_maps: Freed %d maps\n", real_maps);
1849 elmex 1.1 }
1850    
1851     /* change_map_light() - used to change map light level (darkness)
1852     * up or down. Returns true if successful. It should now be
1853     * possible to change a value by more than 1.
1854     * Move this from los.c to map.c since this is more related
1855     * to maps than los.
1856     * postive values make it darker, negative make it brighter
1857     */
1858 root 1.29
1859     int
1860 root 1.31 change_map_light (maptile *m, int change)
1861 root 1.29 {
1862     int new_level = m->darkness + change;
1863    
1864     /* Nothing to do */
1865     if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS))
1866     {
1867     return 0;
1868 elmex 1.1 }
1869    
1870 root 1.29 /* inform all players on the map */
1871     if (change > 0)
1872     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes darker.");
1873     else
1874     new_info_map (NDI_BLACK | NDI_UNIQUE, m, "It becomes brighter.");
1875    
1876     /* Do extra checking. since m->darkness is a unsigned value,
1877     * we need to be extra careful about negative values.
1878     * In general, the checks below are only needed if change
1879     * is not +/-1
1880     */
1881     if (new_level < 0)
1882     m->darkness = 0;
1883     else if (new_level >= MAX_DARKNESS)
1884     m->darkness = MAX_DARKNESS;
1885     else
1886     m->darkness = new_level;
1887 elmex 1.1
1888 root 1.29 /* All clients need to get re-updated for the change */
1889     update_all_map_los (m);
1890     return 1;
1891 elmex 1.1 }
1892    
1893    
1894     /*
1895     * This function updates various attributes about a specific space
1896     * on the map (what it looks like, whether it blocks magic,
1897     * has a living creatures, prevents people from passing
1898     * through, etc)
1899     */
1900 root 1.29 void
1901 root 1.31 update_position (maptile *m, int x, int y)
1902 root 1.29 {
1903     object *tmp, *last = NULL;
1904     uint8 flags = 0, oldflags, light = 0, anywhere = 0;
1905     New_Face *top, *floor, *middle;
1906     object *top_obj, *floor_obj, *middle_obj;
1907     MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1908    
1909     oldflags = GET_MAP_FLAGS (m, x, y);
1910     if (!(oldflags & P_NEED_UPDATE))
1911     {
1912     LOG (llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y);
1913     return;
1914     }
1915    
1916     middle = blank_face;
1917     top = blank_face;
1918     floor = blank_face;
1919    
1920     middle_obj = NULL;
1921     top_obj = NULL;
1922     floor_obj = NULL;
1923    
1924     for (tmp = get_map_ob (m, x, y); tmp; last = tmp, tmp = tmp->above)
1925     {
1926    
1927     /* This could be made additive I guess (two lights better than
1928     * one). But if so, it shouldn't be a simple additive - 2
1929     * light bulbs do not illuminate twice as far as once since
1930     * it is a disapation factor that is squared (or is it cubed?)
1931     */
1932     if (tmp->glow_radius > light)
1933     light = tmp->glow_radius;
1934    
1935     /* This call is needed in order to update objects the player
1936     * is standing in that have animations (ie, grass, fire, etc).
1937     * However, it also causes the look window to be re-drawn
1938     * 3 times each time the player moves, because many of the
1939     * functions the move_player calls eventualy call this.
1940     *
1941     * Always put the player down for drawing.
1942     */
1943     if (!tmp->invisible)
1944     {
1945     if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1946     {
1947     top = tmp->face;
1948     top_obj = tmp;
1949     }
1950     else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1951     {
1952     /* If we got a floor, that means middle and top were below it,
1953     * so should not be visible, so we clear them.
1954     */
1955     middle = blank_face;
1956     top = blank_face;
1957     floor = tmp->face;
1958     floor_obj = tmp;
1959     }
1960     /* Flag anywhere have high priority */
1961     else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1962     {
1963     middle = tmp->face;
1964    
1965     middle_obj = tmp;
1966     anywhere = 1;
1967     }
1968     /* Find the highest visible face around. If equal
1969     * visibilities, we still want the one nearer to the
1970     * top
1971     */
1972     else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1973     {
1974     middle = tmp->face;
1975     middle_obj = tmp;
1976     }
1977     }
1978     if (tmp == tmp->above)
1979     {
1980     LOG (llevError, "Error in structure of map\n");
1981     exit (-1);
1982     }
1983    
1984     move_slow |= tmp->move_slow;
1985     move_block |= tmp->move_block;
1986     move_on |= tmp->move_on;
1987     move_off |= tmp->move_off;
1988     move_allow |= tmp->move_allow;
1989    
1990     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1991     flags |= P_IS_ALIVE;
1992     if (QUERY_FLAG (tmp, FLAG_NO_MAGIC))
1993     flags |= P_NO_MAGIC;
1994     if (QUERY_FLAG (tmp, FLAG_DAMNED))
1995     flags |= P_NO_CLERIC;
1996     if (tmp->type == SAFE_GROUND)
1997     flags |= P_SAFE;
1998    
1999     if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
2000     flags |= P_BLOCKSVIEW;
2001     } /* for stack of objects */
2002    
2003     /* we don't want to rely on this function to have accurate flags, but
2004     * since we're already doing the work, we calculate them here.
2005     * if they don't match, logic is broken someplace.
2006     */
2007     if (((oldflags & ~(P_NEED_UPDATE | P_NO_ERROR)) != flags) && (!(oldflags & P_NO_ERROR)))
2008     {
2009     LOG (llevDebug, "update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
2010     m->path, x, y, (oldflags & ~P_NEED_UPDATE), flags);
2011     }
2012     SET_MAP_FLAGS (m, x, y, flags);
2013     SET_MAP_MOVE_BLOCK (m, x, y, move_block & ~move_allow);
2014     SET_MAP_MOVE_ON (m, x, y, move_on);
2015     SET_MAP_MOVE_OFF (m, x, y, move_off);
2016     SET_MAP_MOVE_SLOW (m, x, y, move_slow);
2017    
2018     /* At this point, we have a floor face (if there is a floor),
2019     * and the floor is set - we are not going to touch it at
2020     * this point.
2021     * middle contains the highest visibility face.
2022     * top contains a player/monster face, if there is one.
2023     *
2024     * We now need to fill in top.face and/or middle.face.
2025     */
2026    
2027     /* If the top face also happens to be high visibility, re-do our
2028     * middle face. This should not happen, as we already have the
2029     * else statement above so middle should not get set. OTOH, it
2030     * may be possible for the faces to match but be different objects.
2031     */
2032     if (top == middle)
2033     middle = blank_face;
2034    
2035     /* There are three posibilities at this point:
2036     * 1) top face is set, need middle to be set.
2037     * 2) middle is set, need to set top.
2038     * 3) neither middle or top is set - need to set both.
2039     */
2040    
2041     for (tmp = last; tmp; tmp = tmp->below)
2042     {
2043     /* Once we get to a floor, stop, since we already have a floor object */
2044     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2045     break;
2046    
2047     /* If two top faces are already set, quit processing */
2048     if ((top != blank_face) && (middle != blank_face))
2049     break;
2050 root 1.10
2051 root 1.29 /* Only show visible faces, unless its the editor - show all */
2052     if (!tmp->invisible || editor)
2053     {
2054     /* Fill in top if needed */
2055     if (top == blank_face)
2056     {
2057     top = tmp->face;
2058     top_obj = tmp;
2059     if (top == middle)
2060     middle = blank_face;
2061     }
2062     else
2063     {
2064     /* top is already set - we should only get here if
2065     * middle is not set
2066     *
2067     * Set the middle face and break out, since there is nothing
2068     * more to fill in. We don't check visiblity here, since
2069     *
2070     */
2071     if (tmp->face != top)
2072     {
2073     middle = tmp->face;
2074     middle_obj = tmp;
2075     break;
2076 root 1.10 }
2077     }
2078     }
2079 elmex 1.1 }
2080 root 1.29 if (middle == floor)
2081     middle = blank_face;
2082     if (top == middle)
2083     middle = blank_face;
2084     SET_MAP_FACE (m, x, y, top, 0);
2085     if (top != blank_face)
2086     SET_MAP_FACE_OBJ (m, x, y, top_obj, 0);
2087     else
2088     SET_MAP_FACE_OBJ (m, x, y, NULL, 0);
2089     SET_MAP_FACE (m, x, y, middle, 1);
2090     if (middle != blank_face)
2091     SET_MAP_FACE_OBJ (m, x, y, middle_obj, 1);
2092     else
2093     SET_MAP_FACE_OBJ (m, x, y, NULL, 1);
2094     SET_MAP_FACE (m, x, y, floor, 2);
2095     if (floor != blank_face)
2096     SET_MAP_FACE_OBJ (m, x, y, floor_obj, 2);
2097     else
2098     SET_MAP_FACE_OBJ (m, x, y, NULL, 2);
2099     SET_MAP_LIGHT (m, x, y, light);
2100 elmex 1.1 }
2101    
2102    
2103 root 1.29 void
2104 root 1.31 set_map_reset_time (maptile *map)
2105 root 1.29 {
2106     int timeout;
2107 elmex 1.1
2108 root 1.29 timeout = MAP_RESET_TIMEOUT (map);
2109     if (timeout <= 0)
2110     timeout = MAP_DEFAULTRESET;
2111     if (timeout >= MAP_MAXRESET)
2112     timeout = MAP_MAXRESET;
2113 root 1.42 MAP_WHEN_RESET (map) = time (0) + timeout;
2114 elmex 1.1 }
2115    
2116     /* this updates the orig_map->tile_map[tile_num] value after loading
2117     * the map. It also takes care of linking back the freshly loaded
2118     * maps tile_map values if it tiles back to this one. It returns
2119     * the value of orig_map->tile_map[tile_num]. It really only does this
2120     * so that it is easier for calling functions to verify success.
2121     */
2122    
2123 root 1.31 static maptile *
2124     load_and_link_tiled_map (maptile *orig_map, int tile_num)
2125 elmex 1.1 {
2126 root 1.29 int dest_tile = (tile_num + 2) % 4;
2127     char *path = path_combine_and_normalize (orig_map->path, orig_map->tile_path[tile_num]);
2128 elmex 1.1
2129 root 1.29 orig_map->tile_map[tile_num] = ready_map_name (path, 0);
2130 elmex 1.1
2131 root 1.29 /* need to do a strcmp here as the orig_map->path is not a shared string */
2132     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))
2133     orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
2134 elmex 1.1
2135 root 1.29 return orig_map->tile_map[tile_num];
2136 elmex 1.1 }
2137    
2138     /* this returns TRUE if the coordinates (x,y) are out of
2139     * map m. This function also takes into account any
2140     * tiling considerations, loading adjacant maps as needed.
2141     * This is the function should always be used when it
2142     * necessary to check for valid coordinates.
2143     * This function will recursively call itself for the
2144     * tiled maps.
2145     *
2146     *
2147     */
2148 root 1.29 int
2149 root 1.31 out_of_map (maptile *m, int x, int y)
2150 elmex 1.1 {
2151    
2152 root 1.29 /* If we get passed a null map, this is obviously the
2153     * case. This generally shouldn't happen, but if the
2154     * map loads fail below, it could happen.
2155     */
2156     if (!m)
2157     return 0;
2158 elmex 1.1
2159 root 1.29 if (x < 0)
2160     {
2161     if (!m->tile_path[3])
2162     return 1;
2163     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2164     {
2165     load_and_link_tiled_map (m, 3);
2166 root 1.10 }
2167 root 1.29 return (out_of_map (m->tile_map[3], x + MAP_WIDTH (m->tile_map[3]), y));
2168 elmex 1.1 }
2169 root 1.29 if (x >= MAP_WIDTH (m))
2170     {
2171     if (!m->tile_path[1])
2172     return 1;
2173     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2174     {
2175     load_and_link_tiled_map (m, 1);
2176 root 1.10 }
2177 root 1.29 return (out_of_map (m->tile_map[1], x - MAP_WIDTH (m), y));
2178 elmex 1.1 }
2179 root 1.29 if (y < 0)
2180     {
2181     if (!m->tile_path[0])
2182     return 1;
2183     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2184     {
2185     load_and_link_tiled_map (m, 0);
2186 root 1.10 }
2187 root 1.29 return (out_of_map (m->tile_map[0], x, y + MAP_HEIGHT (m->tile_map[0])));
2188 elmex 1.1 }
2189 root 1.29 if (y >= MAP_HEIGHT (m))
2190     {
2191     if (!m->tile_path[2])
2192     return 1;
2193     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2194     {
2195     load_and_link_tiled_map (m, 2);
2196 root 1.10 }
2197 root 1.29 return (out_of_map (m->tile_map[2], x, y - MAP_HEIGHT (m)));
2198 elmex 1.1 }
2199    
2200 root 1.29 /* Simple case - coordinates are within this local
2201     * map.
2202     */
2203     return 0;
2204 elmex 1.1 }
2205    
2206     /* This is basically the same as out_of_map above, but
2207     * instead we return NULL if no map is valid (coordinates
2208     * out of bounds and no tiled map), otherwise it returns
2209     * the map as that the coordinates are really on, and
2210     * updates x and y to be the localized coordinates.
2211     * Using this is more efficient of calling out_of_map
2212     * and then figuring out what the real map is
2213     */
2214 root 1.31 maptile *
2215     get_map_from_coord (maptile *m, sint16 * x, sint16 * y)
2216 elmex 1.1 {
2217    
2218 root 1.29 if (*x < 0)
2219     {
2220     if (!m->tile_path[3])
2221     return NULL;
2222     if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
2223     load_and_link_tiled_map (m, 3);
2224 elmex 1.1
2225 root 1.29 *x += MAP_WIDTH (m->tile_map[3]);
2226     return (get_map_from_coord (m->tile_map[3], x, y));
2227 elmex 1.1 }
2228 root 1.29 if (*x >= MAP_WIDTH (m))
2229     {
2230     if (!m->tile_path[1])
2231     return NULL;
2232     if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
2233     load_and_link_tiled_map (m, 1);
2234 elmex 1.1
2235 root 1.29 *x -= MAP_WIDTH (m);
2236     return (get_map_from_coord (m->tile_map[1], x, y));
2237 elmex 1.1 }
2238 root 1.29 if (*y < 0)
2239     {
2240     if (!m->tile_path[0])
2241     return NULL;
2242     if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
2243     load_and_link_tiled_map (m, 0);
2244 elmex 1.1
2245 root 1.29 *y += MAP_HEIGHT (m->tile_map[0]);
2246     return (get_map_from_coord (m->tile_map[0], x, y));
2247 elmex 1.1 }
2248 root 1.29 if (*y >= MAP_HEIGHT (m))
2249     {
2250     if (!m->tile_path[2])
2251     return NULL;
2252     if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
2253     load_and_link_tiled_map (m, 2);
2254 elmex 1.1
2255 root 1.29 *y -= MAP_HEIGHT (m);
2256     return (get_map_from_coord (m->tile_map[2], x, y));
2257 elmex 1.1 }
2258    
2259 root 1.29 /* Simple case - coordinates are within this local
2260     * map.
2261     */
2262 elmex 1.1
2263 root 1.29 return m;
2264 elmex 1.1 }
2265    
2266     /**
2267     * Return whether map2 is adjacent to map1. If so, store the distance from
2268     * map1 to map2 in dx/dy.
2269     */
2270 root 1.29 static int
2271 root 1.31 adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
2272 root 1.29 {
2273     if (!map1 || !map2)
2274     return 0;
2275    
2276     if (map1 == map2)
2277     {
2278     *dx = 0;
2279     *dy = 0;
2280    
2281     }
2282     else if (map1->tile_map[0] == map2)
2283     { /* up */
2284     *dx = 0;
2285     *dy = -MAP_HEIGHT (map2);
2286     }
2287     else if (map1->tile_map[1] == map2)
2288     { /* right */
2289     *dx = MAP_WIDTH (map1);
2290     *dy = 0;
2291     }
2292     else if (map1->tile_map[2] == map2)
2293     { /* down */
2294     *dx = 0;
2295     *dy = MAP_HEIGHT (map1);
2296     }
2297     else if (map1->tile_map[3] == map2)
2298     { /* left */
2299     *dx = -MAP_WIDTH (map2);
2300     *dy = 0;
2301    
2302     }
2303     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2)
2304     { /* up right */
2305     *dx = MAP_WIDTH (map1->tile_map[0]);
2306     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2307     }
2308     else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2)
2309     { /* up left */
2310     *dx = -MAP_WIDTH (map2);
2311     *dy = -MAP_HEIGHT (map1->tile_map[0]);
2312     }
2313     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2)
2314     { /* right up */
2315     *dx = MAP_WIDTH (map1);
2316     *dy = -MAP_HEIGHT (map2);
2317     }
2318     else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2)
2319     { /* right down */
2320     *dx = MAP_WIDTH (map1);
2321     *dy = MAP_HEIGHT (map1->tile_map[1]);
2322     }
2323     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2)
2324     { /* down right */
2325     *dx = MAP_WIDTH (map1->tile_map[2]);
2326     *dy = MAP_HEIGHT (map1);
2327     }
2328     else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2)
2329     { /* down left */
2330     *dx = -MAP_WIDTH (map2);
2331     *dy = MAP_HEIGHT (map1);
2332     }
2333     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2)
2334     { /* left up */
2335     *dx = -MAP_WIDTH (map1->tile_map[3]);
2336     *dy = -MAP_HEIGHT (map2);
2337     }
2338     else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2)
2339     { /* left down */
2340     *dx = -MAP_WIDTH (map1->tile_map[3]);
2341     *dy = MAP_HEIGHT (map1->tile_map[3]);
2342 elmex 1.1
2343 root 1.29 }
2344     else
2345     { /* not "adjacent" enough */
2346     return 0;
2347 elmex 1.1 }
2348    
2349 root 1.29 return 1;
2350 elmex 1.1 }
2351    
2352     /* From map.c
2353     * This is used by get_player to determine where the other
2354     * creature is. get_rangevector takes into account map tiling,
2355     * so you just can not look the the map coordinates and get the
2356     * righte value. distance_x/y are distance away, which
2357     * can be negativbe. direction is the crossfire direction scheme
2358     * that the creature should head. part is the part of the
2359     * monster that is closest.
2360     *
2361     * get_rangevector looks at op1 and op2, and fills in the
2362     * structure for op1 to get to op2.
2363     * We already trust that the caller has verified that the
2364     * two objects are at least on adjacent maps. If not,
2365     * results are not likely to be what is desired.
2366     * if the objects are not on maps, results are also likely to
2367     * be unexpected
2368     *
2369     * currently, the only flag supported (0x1) is don't translate for
2370     * closest body part of 'op1'
2371     */
2372    
2373 root 1.29 void
2374     get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
2375     {
2376     if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
2377     {
2378     /* be conservative and fill in _some_ data */
2379     retval->distance = 100000;
2380     retval->distance_x = 32767;
2381     retval->distance_y = 32767;
2382     retval->direction = 0;
2383     retval->part = 0;
2384     }
2385     else
2386     {
2387     object *best;
2388    
2389     retval->distance_x += op2->x - op1->x;
2390     retval->distance_y += op2->y - op1->y;
2391    
2392     best = op1;
2393     /* If this is multipart, find the closest part now */
2394     if (!(flags & 0x1) && op1->more)
2395     {
2396     object *tmp;
2397     int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
2398    
2399     /* we just take the offset of the piece to head to figure
2400     * distance instead of doing all that work above again
2401     * since the distance fields we set above are positive in the
2402     * same axis as is used for multipart objects, the simply arithmetic
2403     * below works.
2404     */
2405     for (tmp = op1->more; tmp != NULL; tmp = tmp->more)
2406     {
2407     tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
2408     (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
2409     if (tmpi < best_distance)
2410     {
2411     best_distance = tmpi;
2412     best = tmp;
2413 elmex 1.1 }
2414     }
2415 root 1.29 if (best != op1)
2416     {
2417     retval->distance_x += op1->x - best->x;
2418     retval->distance_y += op1->y - best->y;
2419 elmex 1.1 }
2420     }
2421 root 1.29 retval->part = best;
2422     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2423     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2424 elmex 1.1 }
2425     }
2426    
2427     /* this is basically the same as get_rangevector above, but instead of
2428     * the first parameter being an object, it instead is the map
2429     * and x,y coordinates - this is used for path to player -
2430     * since the object is not infact moving but we are trying to traverse
2431     * the path, we need this.
2432     * flags has no meaning for this function at this time - I kept it in to
2433     * be more consistant with the above function and also in case they are needed
2434     * for something in the future. Also, since no object is pasted, the best
2435     * field of the rv_vector is set to NULL.
2436     */
2437    
2438 root 1.29 void
2439 root 1.31 get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags)
2440 root 1.29 {
2441     if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
2442     {
2443     /* be conservative and fill in _some_ data */
2444     retval->distance = 100000;
2445     retval->distance_x = 32767;
2446     retval->distance_y = 32767;
2447     retval->direction = 0;
2448     retval->part = 0;
2449     }
2450     else
2451     {
2452     retval->distance_x += op2->x - x;
2453     retval->distance_y += op2->y - y;
2454    
2455     retval->part = NULL;
2456     retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y);
2457     retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
2458 elmex 1.1 }
2459     }
2460    
2461     /* Returns true of op1 and op2 are effectively on the same map
2462     * (as related to map tiling). Note that this looks for a path from
2463     * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2464     * to op1, this will still return false.
2465     * Note we only look one map out to keep the processing simple
2466     * and efficient. This could probably be a macro.
2467     * MSW 2001-08-05
2468     */
2469 root 1.29 int
2470     on_same_map (const object *op1, const object *op2)
2471     {
2472     int dx, dy;
2473 elmex 1.1
2474 root 1.29 return adjacent_map (op1->map, op2->map, &dx, &dy);
2475 elmex 1.1 }